Hello all. I'm a long time Magic player, and avid cube drafter. This is my first attempt at an EDH deck. All my buddies convinced me to build one, so this is my crack at it.
Instead of building a traditional Voltron-style Uril build, with mad ramp and mass-LD effects, I wanted to build a less traditional Uril deck, with lots of Enchantments and max Enchantress effects (Argothian Enchantress, Mesa Enchantress, etc). The list has gone through quite a few changes from its inception to this current form.
The list is mostly designed for multiplayer, but the natural style of Uril makes him decent in 1v1 as well.
I'm not trying to max out it's effectiveness by running max mass-LD spells like Armageddon, Ravages of War, etc. I know that's technically the strongest way to build the deck, but I'm playing a bit of the politics game with this list. Not too strong, but not too weak. The Enchantress theme is more or less untouchable, and the Enchantment count seems to be about right with the playtesting done so far. I could chop out all the enchantresses, add in 8 'geddon effects and a bunch of ramp and cut enchantments for EDH staples, but... where's the fun? Where's the unique theme?
It started out short on lands, and it has been revamped into this list (which I'd like to test for awhile before making any more drastic changes). Making your first 5 land-drops is so utterly critical that I found running anything less than 40 lands wasn't enough.
Sylvan Library + Abundance. A classic. I figured, playing a green heavy enchantment themed deck, why not go for ol' reliable? Both cards are great on their own, but when resolved together... draw 3 cards every turn with no drawback in any combination of land/non-land of my choosing? Sign me up.
Privileged Position + Sterling Grove. All my permanents have troll-shroud? I'll take it. Once again, both cards are very good on their own too.
Bear Umbra + Aggravated Assault. The only true infinite combo I run. Attack with Uril. Untap all lands. Pay 5 for another combat step. Attack with Uril. Untap all lands. Pay 5 for another combat step. Rinse, Repeat. And like all my other combos, both cards are playable on their own.
Pollenbright Wings + Aura Shards. Not a true "combo" per se, but nice synergy in the least. Uril connects, makes a minimum of 7 tokens... all of which trigger a free Disenchant?
Crucible of Worlds + Strip Mine. Doesn't need to be explained, but Crucible does a lot for me in this deck, and this combo can randomly steal wins once down to heads-up.
Mark of Fury + Argothian Enchantress (or any enchantress, really). Once again, not a combo, but just some nice synergy that can generate a stream of consistent card advantage for me.
Krosan Grip shouldn't be on the bubble unless your playgroup just lacks combo players. It shuts down artifact/enchantment based combos, many of which can't be broken up by almost any other card.
Hey wtwlf! I went over your list pretty thoroughly and keeping with the theme here's my thoughts:
+Sensei's Divining Top: It's boring and sometimes time consuming but with the long games and abundance of shuffle effects it provides too much value not to run it.
+Knight of the Reliquary: You'll probably only get to use him 2-4 times before you run out of stuff to sac but he fetches some really fantastic utility lands like Contested Cliffs and he allows your creature tutors to fetch him up and then use him to fetch utility lands.
+Battle Mastery: Double strike on Uril is huge and this alone lets him swing for a monstrous 14 damage. Combined with other auras, especially ones granting evasion, this allows for 1 hit kills.
+Sylvan Scrying: Nothing flashy but fetches up Contested Cliffs or other utility land and can fix your mana early. Tutors are very strong and I like this one a little more than Crop Rotation but they are both very good.
+Soul's Majesty: This is normally risky since they can just kill your guy in response but with troll shroud and a huge general this draws a bunch of cards with consistency.
+Greater Gargadon: This I'm not so sure about but he protects your general and even for this format has a sizable body.
+Mosswort Bridge: Pretty easy to set up and free spells from your land are pretty nice.
+Skarrg, the Rage Pits: Trample is so important to prevent chump blocking that I think this is even more important than Sunhome.
+Wasteland: I'd run at least 2 stripmines, there are certain utility lands like Academy Ruins, Volrath's Stronghold, Cabal Coffers, etc. that must be smashed. Naya Panorama: Trying to keep your fixing the same because of suggested cuts.
-Oblivion Ring: I've always been disappointed with this card. There are so many sweepers it will eventually get hit by one and then some guy gets back a Debtor's Knell on an open board giving them a huge advantage.
-Umbra Mystic: I ran her for awhile and found I'd rather just have a totem aura enchantment instead.
-Twilight Shepherd: Since you rarely get anything back other than a random fetchland the first time you cast her and you don't have control over the second trigger I ended up cutting her from my decks. Just a card that didn't perform like it seems it would on paper.
-Dawnbreak Coronet: Seems like a perfect fit for the deck but has a number of things going against it, it lacks evasion, requires another aura to do anything and provides some pretty useless abilities like first strike.
-Retether: I didn't find this to be particularly usefull. Rather just run another aura since it would be easier to tutor up.
-Kor Haven: Since you should be the aggro deck most of the time Maze of Ith should be sufficient, especially if you add more land tutors.
-Eiganjo/Okino/Shinka: The effects are so minor that I think you should replace these with stronger utility lands, more fixing or just plain basic lands to get around annoying Blood Moon effects.
I suggested more adds than cuts to give you options but also because it is usually best to playtest the deck with your group and decide what works and what doesn't for your specific group.
Thanks a lot for the advice Donald! After I playtest this bad boy, I'm sure that a lot of these changes will come to fruition.
Another Aura is probably better than Retether in a lot of cases. I've wanted to get Battle Mastery in anyways. That's one change I'll look into for sure, thanks.
I never considered the Kor Haven to be overkill, but you're likely right again. I love the suggestion of Skarrg, the Rage Pits... and this will likely be another swap.
I'm set on my 9 basics. My whole playgroup is nonbasic crazy, so I don't think I'll be running into too much Back to Basics, Blood Moon, Ruination shenanigans.
Naya Panorama seems... bad. Is this not the case?
I also really like the suggestion of Sylvan Scrying. If I cut Kor Haven, I'll want another land tutor and this will do nicely.
If Daybreak Coronet sits idle for lack of targets, I'll be sure to cut it for something. The vigilance seemed pretty good though, IDK.
Thanks a whole lot for the suggestions! I will very likely be making at least a few of these. Exactly the kind of feedback I was looking for.
Great list! I know I already gave some suggestions, but looking over the new list I had a few additional comments.
I agree about Krosan Grip, that card is so good in EDH, even if other players have it as well.
Of the "bubble list", I'd say that Greater Good is the most awesome. It's an enchantment so it fits the theme, draws a ton of cards so you don't run out of steam, and IMHO all decks that somewhat rely on general damage should have a sacrifice outlet to prevent tuck effects.
It's also a different type of card-drawing than Verduran Enchantress because if you get hit by Myojin of Night's Reach or an early Mind Twist, you can refill you hand quickly without the need for additional cards. (Well, other than your general...)
Lastly, you mentioned that a) you don't want to run Armageddon effects and b) your playgroup was "non-basic heavy" and you are unlikely to see things like Back To Basics, I would personally run Kodama's Reach/Cultivate and other land ramp over Coalition Relic or other artifact ramp that often times gets incidentally blown up by Akroma's Vengeance or whatever.
Edit: Also I noticed, unless you are trying to Strip Mine lock somebody, then Life From the Loam serves the same purpose as Crucible of Worlds but is 10x more resilient because it dredges, whereas people kill Crucible and you only have Witness to get it back.
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Ya, I should get a Top in here. Vesuva kinda works like a 2nd Strip Mine for me, but I agree that Wasteland would be great. I don't want too many colorless mana producers though, ya know?
I don't know about ASD, there's a really small amount of red cards in this list, so I think it'd be worse than Restock most of the time (which I could use to grab Replenish and Academy Rector at the same time, etc).
Surprised to hear the hate for Oblivion Ring. I'll keep a close watch on it, and see how it performs.
..........
edit: Thanks for the suggestions Darklich!
I will update my "on the bubble" cards to reflect these suggestions, and I will absolutely keep them all in mind when I start playing more regularly!
..........
Right now, the 5 cards I want to get in the most are:
Actually, I would keep the artifact ramp you have now, and just add in some land ramp spells. EDH games (unless your meta is highly tuned combo-oriented Spike-fest) tend to last awhile and having access to a lot of mana is the lifeblood of most decks. To access some form of ramp consistently I would add in 8-12 pieces of land/artifact/creature ramp (in that order). Not sure what to cut though. =(
Also, Crop Rotation looks a lot more useful to me than Sylvan Scrying. Although CR is technically card disadvantage, the fact it's instant speed/surprise factor makes up for it. Being able to tutor up a Maze of Ith when a creature is attacking you is great. Or EOT Strip Mine, or tutoring up Rage Pits giving Uril trample after blockers are declared is precious. =D
Edit: Here's my suggestions for cuts:
1. Unquestioned Authority - Trample is serving almost the same purpose here, and with a land (Rage Pits) also giving trample you might have enough of this effect. It's still decent when you opponent has a swarm of weenies, so your call.
2. Pollenbright Wings - Most edict effects are < 6 mana, making this too expensive an option for most of them, plus you need trample to guarantee damage to the opponent anyway. If you want a consistent token producer, consider something like Kher Keep, which is harder to get rid of and doesn't draw much hate.
3. Abundance - Good with Sylvan Library, but average otherwise. Greater Good is much better here I think.
How do those changes look? What else could get cut? Some of these cuts look really rough.
Just wait until you've been playing the deck awhile, it just gets harder and harder but that's part of the fun of playtesting. Already given feedback on adds/cuts but I run both Crop Rotation and Sylvan Scrying in my list and the instant speed of Crop Rotation rarely makes up for the card disadvantage. I can recommend running both however because of how strong tutors are.
What I liked about the Scrying is that I can use it to net me extra mana, so it functions as securing land drops and reaching 5 mana ASAP a lot better than Rotation does. The surprise factor is nice, though... maybe I'll test both.
Ya, I didn't really want to cut Coalition Relic either... it's been pretty good in testing so far. It's good ramp + fixing and it's a good thing to have left behind after a Cataclysm.
edit: You're right Donald. I'll test the list more, find out what the weak/unnecessary links are, and make my changes from there. Thanks again for all the help & advice!
..........
There are three changes I'm comfortable enough to make now:
I would only run Oblivion Ring if you're going the Armageddon route (Players with no lands can't get rid of it) or facing mostly black opponents. (Black has a weakness against enchantments) Otherwise, it's easy to get rid of, and the temporary advantage usually doesn't make up for the card loss. (And it can also backfire if someone sweeps with an Akroma's Vengeance)
I would also run Oblivion Ring and/or Journey to Nowhere if you were going for an enchantment-sacrifice theme. (Running cards like Auratog to sacrifice Rancor/Spirit Loop over and over), then you could get rid of a permanent...permanently.
Scourge of the Nobilis is leagues better then Daybreak Coronet. It's less conditional and can randomly just win with enough mana. (And of course both have lifelink)
Now that I think about it, I'd probably run Reap and Sow over both Scrying and Crop Rotation.
And I agree with Donald, have fun and test and see how it goes! (And let us know...!)
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I will see how Oblivion Ring does in action. If it's as you say, I'll cut it for sure.
Scourge > Coronet, eh? Maybe so. I cut Scourge from the list, but it may be better than the Coronet after all. I'll see how often I get stuck with the Coronet and no other Auras on Uril.
Reap and Sow is another good option. I'll see how Scrying plays, and go from there!
Thanks again guys!
Oblivion Ring -----> Krosan Grip may be another change I look into in the future, pending playtesting.
Unquestioned Authority and Abundance have been WAY too good thus far in testing for me to put them on the block yet. And Pollenbright Wings has also been very solid. Trample is not the same as protection from creatures. Being completely unblockable saves you from deathtouch and wither effects, which prove pretty useful around here. And, the UA cantrips on its own. And Abundance has been just silly good. Draw nothing but gas with on every turn, including each draw from the enchantress triggers has been bonkers.
My experiences with Oblivion Ring have been really mixed. I still run it in some decks, but I'm not crazy about it. I'd much rather have Krosan Grip.
Reap and Sow has been nothing but awesome in my Momir Vig and Savra lists. I love blowing up an opponent's Volrath's Stronghold and finding my own. I think you'll like it a lot.
Yeah, Restock is probably better in this list than All Sun's Dawn.
Ya, I'll keep an eye on Oblivion Ring. If it underperforms, I'll cut it for Krosan Grip for sure. The performance of Oblivion Ring may be different for me though, as drawing a card or two off of my Enchantresses may tip the scales back into playability vs. a non-enchantment removal spell.
Reap and Sow looks good. I like the 1G on Sylvan Scrying though, as it can smooth out my first few turns; something that's proven very important so far.
I just wanted to add to one of the earlier comments where someone said that you need more strip mine type effects and suggested Wasteland. If you dont have wasteland I have seen very very minimal issues substituting Tectonic Edge for wasteland. You shouldn't need to worry about needing to hit a nonbasic land before your opponent hits 4 lands in play.
That small substitution will save you a bit of $$ if you dont already own a wasteland.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
Dust Bowl is just fine. I dont like how it costs essentially 4 mana to activate it. On top of that if you have it out everyone will look to you to destroy problematic lands. Personally I probably wouldnt run much more than 2 lands that destroy other lands. Beyond that in a 3 colored deck you might start having some problems with getting the right colored mana.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
How do you rate it in comparison to Hall of the Bandit Lord? I've found the ETBT clause and the 3 life to be problematic if it's drawn early in the game. But later on (and post-Wrath), Hall is a house... so I was going to leave it alone.
If I find myself getting wrecked by busted nonbasics, I'll toss in the Wasteland. But for right now, Strip Mine, Vesuva (against Legendary Lands) and the pair of tutors seem to suffice.
Daybreak has been a dead draw on a few occasions where I didn't have another aura on Uril already, and both provide a good P/T boost and provide lifelink. Additionally, Scourge is a great sink for extra mana if I get flooded. I was thinking about cutting the Coronet for the Scourge... is this a terrible idea?
I'd go with Gaea's Embrace since it provides not only evasion but protection as many of the commonly run sweepers allow regen. Lifelink is much less useful than it would seem, the deck doesn't run enough red to really take advantage of firebreathing and scourge also provides no evasion. Alternatively you could go with another totem aura like Snake Umbra or a recurring aura like Moldervine Cloak.
Instead of building a traditional Voltron-style Uril build, with mad ramp and mass-LD effects, I wanted to build a less traditional Uril deck, with lots of Enchantments and max Enchantress effects (Argothian Enchantress, Mesa Enchantress, etc). The list has gone through quite a few changes from its inception to this current form.
I'm not trying to max out it's effectiveness by running max mass-LD spells like Armageddon, Ravages of War, etc. I know that's technically the strongest way to build the deck, but I'm playing a bit of the politics game with this list. Not too strong, but not too weak. The Enchantress theme is more or less untouchable, and the Enchantment count seems to be about right with the playtesting done so far. I could chop out all the enchantresses, add in 8 'geddon effects and a bunch of ramp and cut enchantments for EDH staples, but... where's the fun? Where's the unique theme?
It started out short on lands, and it has been revamped into this list (which I'd like to test for awhile before making any more drastic changes). Making your first 5 land-drops is so utterly critical that I found running anything less than 40 lands wasn't enough.
Privileged Position + Sterling Grove. All my permanents have troll-shroud? I'll take it. Once again, both cards are very good on their own too.
Bear Umbra + Aggravated Assault. The only true infinite combo I run. Attack with Uril. Untap all lands. Pay 5 for another combat step. Attack with Uril. Untap all lands. Pay 5 for another combat step. Rinse, Repeat. And like all my other combos, both cards are playable on their own.
Pollenbright Wings + Aura Shards. Not a true "combo" per se, but nice synergy in the least. Uril connects, makes a minimum of 7 tokens... all of which trigger a free Disenchant?
Crucible of Worlds + Strip Mine. Doesn't need to be explained, but Crucible does a lot for me in this deck, and this combo can randomly steal wins once down to heads-up.
Mark of Fury + Argothian Enchantress (or any enchantress, really). Once again, not a combo, but just some nice synergy that can generate a stream of consistent card advantage for me.
Here's my current list:
00 Uril, the Miststalker
//Theme Creatures
01 Academy Rector
02 Argothian Enchantress
03 Kor Spiritdancer
04 Mesa Enchantress
05 Verduran Enchantress
//General Creatures
06 Acidic Slime
07 Birds of Paradise
08 Dosan the Falling Leaf
09 Eternal Witness
10 Qasali Pridemage
11 Reveillark
12 Sakura-Tribe Elder
13 Solemn Simulacrum
14 Sun Titan
15 Yavimaya Elder
//Auras
16 Ancestral Mask
17 Armadillo Cloak
18 Battle Mastery
19 Bear Umbra
20 Flickerform
21 Gaea's Embrace
22 Mark of Fury
23 Pollenbright Wings
24 Rancor
25 Runes of the Deus
26 Shield of the Oversoul
27 Unquestioned Authority
//Other Enchantments
28 Abundance
29 Aggravated Assault
30 Aura of Silence
31 Aura Shards
32 Enchantress's Presence
33 Faith's Fetters
34 Greater Good
35 Land Tax
36 Prison Term
37 Privileged Position
38 Sterling Grove
39 Sylvan Library
40 Trace of Abundance
41 Cataclysm
42 Decimate
43 Eladamri's Call
44 Enlightened Tutor
45 Idyllic Tutor
46 Krosan Grip
47 Naya Charm
48 Regrowth
49 Replenish
50 Sylvan Scrying
51 Three Dreams
52 Winds of Rath
53 Worldly Tutor
//General Artifacts
54 Crucible of Worlds
55 Expedition Map
//Artifact Mana
56 Coalition Relic
57 Darksteel Ingot
58 Mana Crypt
59 Sol Ring
//Lands
60 Contested Cliffs
61 High Market
62 Kor Haven
63 Maze of Ith
64 Strip Mine
65 Skarrg, the Rage Pits
66 Sunhome, Fortress of the Legion
67 Yavimaya Hollow
68 City of Brass
69 Grand Coliseum
70 Horizon Canopy
71 Jungle Shrine
72 Reflecting Pool
73 Vesuva
75 Okina, Temple to the Grandfathers
76 Serra's Sanctum
77 Shinka, the Bloodsoaked Keep
78 Arid Mesa
79 Krosan Verge
80 Windswept Heath
81 Wooded Foothills
82 Plateau
83 Savannah
84 Taiga
85 Sacred Foundry
86 Stomping Ground
87 Temple Garden
88 Raging Ravine
89 Stirring Wildwood
90 Treetop Village
91 Forest
92 Forest
93 Forest
94 Forest
95 Mountain
96 Mountain
97 Plains
98 Plains
99 Plains
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Here are some photos of the deck:
Here's a short list of the "on the bubble" cards that are basically moving in and out of the list as it's playtested:
1 Lost Auramancers
1 Fountain Watch
1 Umbra Mystic
1 Femeref Enchantress
//Other Creatures
1 Vexing Shusher
1 Spellbreaker Behemoth
1 Spearbreaker Behemoth
1 Twilight Shepherd
1 Eldrazi Conscription
1 Hyena Umbra
1 Spirit Loop
1 Snake Umbra
1 Daybreak Coronet
//Other Enchantments
1 Mirari's Wake
1 Arrest
1 Mana Reflection
1 Oblivion Ring
1 Retether
1 Return to Dust
//Artifacts
1 Sensei's Divining Top
1 Crystal Chimes
//Land
1 Wasteland
1 Mosswort Bridge
1 Hall of the Bandit Lord
Out -----> In
Daybreak Coronet -----> Gaea's Embrace
Oblivion Ring -----> Krosan Grip
Femeref Enchantress -----> Sun Titan
Twilight Shepherd -----> Dosan the Falling Leaf
Mirari's Wake -----> Greater Good
Hall of the Bandit Lord -----> Kor Haven
Thanks for looking, and comments are always welcome!
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What would you suggest cutting for it?
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+Sensei's Divining Top: It's boring and sometimes time consuming but with the long games and abundance of shuffle effects it provides too much value not to run it.
+Knight of the Reliquary: You'll probably only get to use him 2-4 times before you run out of stuff to sac but he fetches some really fantastic utility lands like Contested Cliffs and he allows your creature tutors to fetch him up and then use him to fetch utility lands.
+Battle Mastery: Double strike on Uril is huge and this alone lets him swing for a monstrous 14 damage. Combined with other auras, especially ones granting evasion, this allows for 1 hit kills.
+Sylvan Scrying: Nothing flashy but fetches up Contested Cliffs or other utility land and can fix your mana early. Tutors are very strong and I like this one a little more than Crop Rotation but they are both very good.
+Soul's Majesty: This is normally risky since they can just kill your guy in response but with troll shroud and a huge general this draws a bunch of cards with consistency.
+Greater Gargadon: This I'm not so sure about but he protects your general and even for this format has a sizable body.
+Mosswort Bridge: Pretty easy to set up and free spells from your land are pretty nice.
+Skarrg, the Rage Pits: Trample is so important to prevent chump blocking that I think this is even more important than Sunhome.
+Wasteland: I'd run at least 2 stripmines, there are certain utility lands like Academy Ruins, Volrath's Stronghold, Cabal Coffers, etc. that must be smashed.
Naya Panorama: Trying to keep your fixing the same because of suggested cuts.
-Oblivion Ring: I've always been disappointed with this card. There are so many sweepers it will eventually get hit by one and then some guy gets back a Debtor's Knell on an open board giving them a huge advantage.
-Umbra Mystic: I ran her for awhile and found I'd rather just have a totem aura enchantment instead.
-Twilight Shepherd: Since you rarely get anything back other than a random fetchland the first time you cast her and you don't have control over the second trigger I ended up cutting her from my decks. Just a card that didn't perform like it seems it would on paper.
-Dawnbreak Coronet: Seems like a perfect fit for the deck but has a number of things going against it, it lacks evasion, requires another aura to do anything and provides some pretty useless abilities like first strike.
-Retether: I didn't find this to be particularly usefull. Rather just run another aura since it would be easier to tutor up.
-Kor Haven: Since you should be the aggro deck most of the time Maze of Ith should be sufficient, especially if you add more land tutors.
-Eiganjo/Okino/Shinka: The effects are so minor that I think you should replace these with stronger utility lands, more fixing or just plain basic lands to get around annoying Blood Moon effects.
I suggested more adds than cuts to give you options but also because it is usually best to playtest the deck with your group and decide what works and what doesn't for your specific group.
Another Aura is probably better than Retether in a lot of cases. I've wanted to get Battle Mastery in anyways. That's one change I'll look into for sure, thanks.
I never considered the Kor Haven to be overkill, but you're likely right again. I love the suggestion of Skarrg, the Rage Pits... and this will likely be another swap.
I'm set on my 9 basics. My whole playgroup is nonbasic crazy, so I don't think I'll be running into too much Back to Basics, Blood Moon, Ruination shenanigans.
Naya Panorama seems... bad. Is this not the case?
I also really like the suggestion of Sylvan Scrying. If I cut Kor Haven, I'll want another land tutor and this will do nicely.
If Daybreak Coronet sits idle for lack of targets, I'll be sure to cut it for something. The vigilance seemed pretty good though, IDK.
Thanks a whole lot for the suggestions! I will very likely be making at least a few of these. Exactly the kind of feedback I was looking for.
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I like this deck a lot. It's always good to see someone take a popular general in a new direction.
I agreed with Donald about SDT and Wasteland for sure. I've also found Oblivion Ring to be less good in this format than in most others.
I wonder how All Sun's Dawn would be in this deck.
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I agree about Krosan Grip, that card is so good in EDH, even if other players have it as well.
Of the "bubble list", I'd say that Greater Good is the most awesome. It's an enchantment so it fits the theme, draws a ton of cards so you don't run out of steam, and IMHO all decks that somewhat rely on general damage should have a sacrifice outlet to prevent tuck effects.
It's also a different type of card-drawing than Verduran Enchantress because if you get hit by Myojin of Night's Reach or an early Mind Twist, you can refill you hand quickly without the need for additional cards. (Well, other than your general...)
Lastly, you mentioned that a) you don't want to run Armageddon effects and b) your playgroup was "non-basic heavy" and you are unlikely to see things like Back To Basics, I would personally run Kodama's Reach/Cultivate and other land ramp over Coalition Relic or other artifact ramp that often times gets incidentally blown up by Akroma's Vengeance or whatever.
Edit: Also I noticed, unless you are trying to Strip Mine lock somebody, then Life From the Loam serves the same purpose as Crucible of Worlds but is 10x more resilient because it dredges, whereas people kill Crucible and you only have Witness to get it back.
Ya, I should get a Top in here. Vesuva kinda works like a 2nd Strip Mine for me, but I agree that Wasteland would be great. I don't want too many colorless mana producers though, ya know?
I don't know about ASD, there's a really small amount of red cards in this list, so I think it'd be worse than Restock most of the time (which I could use to grab Replenish and Academy Rector at the same time, etc).
Surprised to hear the hate for Oblivion Ring. I'll keep a close watch on it, and see how it performs.
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edit: Thanks for the suggestions Darklich!
I will update my "on the bubble" cards to reflect these suggestions, and I will absolutely keep them all in mind when I start playing more regularly!
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Right now, the 5 cards I want to get in the most are:
Sylvan Scrying
Krosan Grip
Greater Good
Battle Mastery
and
Skarrg, the Rage Pits
And from what everybody is suggesting, the best cuts look like:
Umbra Mystic
Retether
and
Kor Haven (?)
plus
Daybreak Coronet (?) and/or Coalition Relic (!)
Oblivion Ring (!) and/or Twilight Shepherd (!)
How do those changes look? What else could get cut? Some of these cuts look really rough.
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Also, Crop Rotation looks a lot more useful to me than Sylvan Scrying. Although CR is technically card disadvantage, the fact it's instant speed/surprise factor makes up for it. Being able to tutor up a Maze of Ith when a creature is attacking you is great. Or EOT Strip Mine, or tutoring up Rage Pits giving Uril trample after blockers are declared is precious. =D
Edit: Here's my suggestions for cuts:
1. Unquestioned Authority - Trample is serving almost the same purpose here, and with a land (Rage Pits) also giving trample you might have enough of this effect. It's still decent when you opponent has a swarm of weenies, so your call.
2. Pollenbright Wings - Most edict effects are < 6 mana, making this too expensive an option for most of them, plus you need trample to guarantee damage to the opponent anyway. If you want a consistent token producer, consider something like Kher Keep, which is harder to get rid of and doesn't draw much hate.
3. Abundance - Good with Sylvan Library, but average otherwise. Greater Good is much better here I think.
Just wait until you've been playing the deck awhile, it just gets harder and harder but that's part of the fun of playtesting. Already given feedback on adds/cuts but I run both Crop Rotation and Sylvan Scrying in my list and the instant speed of Crop Rotation rarely makes up for the card disadvantage. I can recommend running both however because of how strong tutors are.
Ya, I didn't really want to cut Coalition Relic either... it's been pretty good in testing so far. It's good ramp + fixing and it's a good thing to have left behind after a Cataclysm.
The cuts are REALLY tough.
What do you think about losing Daybreak Coronet and/or Oblivion Ring? So I can keep Coalition Relic and Twilight Shepherd?
..........
edit: You're right Donald. I'll test the list more, find out what the weak/unnecessary links are, and make my changes from there. Thanks again for all the help & advice!
..........
There are three changes I'm comfortable enough to make now:
Umbra Mystic -----> Sylvan Scrying
Retether -----> Battle Mastery
Kor Haven -----> Skarrg, the Rage Pits
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I would also run Oblivion Ring and/or Journey to Nowhere if you were going for an enchantment-sacrifice theme. (Running cards like Auratog to sacrifice Rancor/Spirit Loop over and over), then you could get rid of a permanent...permanently.
Scourge of the Nobilis is leagues better then Daybreak Coronet. It's less conditional and can randomly just win with enough mana. (And of course both have lifelink)
Now that I think about it, I'd probably run Reap and Sow over both Scrying and Crop Rotation.
And I agree with Donald, have fun and test and see how it goes! (And let us know...!)
I will see how Oblivion Ring does in action. If it's as you say, I'll cut it for sure.
Scourge > Coronet, eh? Maybe so. I cut Scourge from the list, but it may be better than the Coronet after all. I'll see how often I get stuck with the Coronet and no other Auras on Uril.
Reap and Sow is another good option. I'll see how Scrying plays, and go from there!
Thanks again guys!
Oblivion Ring -----> Krosan Grip may be another change I look into in the future, pending playtesting.
Unquestioned Authority and Abundance have been WAY too good thus far in testing for me to put them on the block yet. And Pollenbright Wings has also been very solid. Trample is not the same as protection from creatures. Being completely unblockable saves you from deathtouch and wither effects, which prove pretty useful around here. And, the UA cantrips on its own. And Abundance has been just silly good. Draw nothing but gas with on every turn, including each draw from the enchantress triggers has been bonkers.
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Reap and Sow has been nothing but awesome in my Momir Vig and Savra lists. I love blowing up an opponent's Volrath's Stronghold and finding my own. I think you'll like it a lot.
Yeah, Restock is probably better in this list than All Sun's Dawn.
Have you tested Nomad Mythmaker?
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Reap and Sow looks good. I like the 1G on Sylvan Scrying though, as it can smooth out my first few turns; something that's proven very important so far.
I like Restock, but it doesn't seem as good as Naya Charm/Regrowth/Replenish and I also have Three Dreams which will always be a 3-for-1 for 5 mana.
I've considered the Nomad, but if I was going to use a card like that, I think I like Dowsing Shaman a little more (which also didn't make the list).
Thanks for the advice and helping me brainstorm!
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That small substitution will save you a bit of $$ if you dont already own a wasteland.
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Thanks for commenting! Always glad to have as much input as possible.
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How do you rate it in comparison to Hall of the Bandit Lord? I've found the ETBT clause and the 3 life to be problematic if it's drawn early in the game. But later on (and post-Wrath), Hall is a house... so I was going to leave it alone.
If I find myself getting wrecked by busted nonbasics, I'll toss in the Wasteland. But for right now, Strip Mine, Vesuva (against Legendary Lands) and the pair of tutors seem to suffice.
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Daybreak has been a dead draw on a few occasions where I didn't have another aura on Uril already, and both provide a good P/T boost and provide lifelink. Additionally, Scourge is a great sink for extra mana if I get flooded. I was thinking about cutting the Coronet for the Scourge... is this a terrible idea?
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Daybreak Coronet <----- Currently In
I'm leaning towards replacing the Coronet with Gaea's Embrace or Scourge of the Nobilis. Which one would you use?
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Ya, I just made this change. Had a few games where the Coronet was the only Aura I had. Bad times.
Gaea's Embrace is more consistent, trample is more valuable, and there's a lot of cases where the regeneration is important.
I'll play it with the Embrace for a while, and see how much better it plays.
Thanks for the input!
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