Later on in that same set we get the card Master of Arms, which depicts Gerrard as the skilled soldier he his (though the cards ability is rather lackluster)
(Note that the Path just swaps back creatures, so if you stole an artifact or enchantment or Walker, thatll stick with you)
When a card goes into a deck out of sheer power alone, regardless of how it synergizes with the theme, then it becomes a win-more card
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