If you don't need Zur to keep swinging you can use some copy enchantments to lock creatures off the board, I think if you used Mirrormade (which I'm pretty sure you should run either way) and Estrid's Invocation, have Estrid's copy Out Of Time, then use Vanishing to protect Zur so you can swing next turn and get Mirrormade, copying the Estrid's Out Of Time, now you can just lock creatures off the board indefinitely, not sure if this is worth it or not, but I think all of the cards are good includes
This looks to be the most popular deck from Duskmourn, since it features both a clear, straightforward game plan, and powerful cards to help you execute it
Against the Black Lucci deck, the player is advised to raise the tempo because the Black Lucci deck holds significant late-game advantages
(Note that the Path just swaps back creatures, so if you stole an artifact or enchantment or Walker, thatll stick with you)