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The deck aims to control the game until it casts Zur the Enchanter, then tutor for the combo Energy Field + Rest in Peace to prevent all damage dealt to you and finally go for the win.
Tipically, you tutor in the following order:
Pernicious Deed should something go wrong
Of course, the optimal order depends on the situation, nonetheless it's important to have R.I.P. on the battlefield first, then search for Energy Field.
The mana base is quite standard for a tri-color deck. The one Tropical Island is there solely to be able to cast Pernicious Deed from your hand. Karakas gets rid of Emrakul, Marit Lage & c. It could bounce your Zur or Geist of Saint Traft too, to save them from death. Volrath's Stronghold is useful because we're very low on creatures. Besides of the recursion, it's also quite synergic with Counterbalance, though it gets invalidated by R.I.P. Enlightened Tutor gets some useful enchantment early in the game, tipically Counterbalance, Detention Sphere or Pernicious Deed. Note that if you already have Counterbalance, it can act as just another way to get the correct casting cost on top of your library.
I've tested Dark Confidant and, as the games tend to last quite long, it burns you too much. Moreover, it's improbable to race the opponent with it and it dies if you use it to block. Shadowmage Infiltrator gives you card advantage and a decent blocker without that much trouble. Pemmin's Aura essentially turns Zur into a Morphling: it protects from removal, pumps when attacking (especially good with the Steel), then untaps to block, all in one. A couple of times, I've even found myself putting it on enemy creatures in order to kill them. Steel of the Godhead really shines here, there are quite a few white-blue targets and most of times you can just tutor for it and win by racing the opponent.
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