So, I'm pretty happy with how my Uril deck plays, but I can't help but feel that something is a little off. I know I need to work on my mana base, but until I can afford to pick up dual lands, it kinds is what it is. Other than that, any suggestions?
Sorted by converted mana cost. I know I need to pick up an Isolated Chapel, just haven't gotten around to it. Ideally, I would phase out "come into play tapped lands" for duals.
Also totem armor is amazing in Uril things like hyena umbra make it where board wipes no longer significantly affect you
Boar umbra may be playable just because of the totem armor ( a 10/10 totem armor survives near everything)
Also why do you need a isolated chapel? That's not even in your colors
awesome list thus far, glad to see another uril fan.
you have some mass LD spells that make savage twister a little weaker. I think if you replace the twister with something like blasphemous act you will get more synergy out of that spell suite.
if that suggestion makes you worried to lose uril, you could switch on of the LD spells for destructive force or wildfire
since you say you want duals eventually, upgrading to mana crypt is a good plan too. turn 1 green source, crypt, cultivate means T2 uril!
i think you may also want sigarda, host of herons. just something to help vs sacrifice effects. she is rotating out of standard soon and should be cheap.
I have a competitive 1v1 Uril build that has a high win percentage, so feel free to check the link to my Uril Strategy Guide on my website for more ideas... (Link in signature)
Anyway, Here are some ideas that may help you if you are having problems ramping and/or mana fixing.
Even though you don't have the ABU duals, you still have the Ravnica duals which will work just fine. In order to get those into play from your library, I highly recommend adding these...
Since we play our hands quickly, Reliquary Tower seems a bit unnecessary.
Also... Trace of Abundance is the only Enchant Land that I run and fine useful, simply because it is ramp and prevents my land from getting Strip Mined.
Your aura count for Uril looks about right (I run 17 in mine). I will suggest maybe looking for more evasion and/or Totem Armor. Ethereal Armor and Ancestral Mask are "win-more" type of Enchantments and I would suggest giving Battle Mastery and Flickerform a chance. These are two of my favorites.
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if that suggestion makes you worried to lose uril, you could switch on of the LD spells for destructive force or wildfire
The "blow up everything" cards are pretty much only used if Uril has some way to get around them, like Shield of the Oversoul or Indestructibility. They are pretty much there to be a "game over" card. I'm considering dropping them all together though, as I think mass LD is kinda not fun... but then again, they will probably stay as long as my playground continues to run cards like Omniscience and Mind over Matter
I agree that they are "win more," but as opposed to something like Eldrazi Conscription, their low mana cost and the synergy they have with all my other cheap non-aura enchantments seems to make them powerhouses, at least in my opinion. I have been meaning to give Battle Mastery as shot though. I used to run Flickerform in the first version of this deck, but it never really seemed to preform very well to me, and usually left me feeling like i had to leave 4 mana open "just in case."
The thing I have learned about Uril is no matter how you play him, you are public enemy number one the minute you set him out in the Commander zone. This is the reason I gave up playing him, when you play Uril, everybody has a counterspell/board wipe/edict ready for him.
It is good that clones are no longer a threat though.
The thing I have learned about Uril is no matter how you play him, you are public enemy number one the minute you set him out in the Commander zone. This is the reason I gave up playing him, when you play Uril, everybody has a counterspell/board wipe/edict ready for him.
It is good that clones are no longer a threat though.
Yep, Uril gets a lot of hate in my playgroup. Fortunately, hexproof goes a LONG way to keeping him alive long enough to keep smashing face. My only real worry besides board wipes / counter is Zur the Enchanter cheating a Prison Term or something on me. Usually I can ramp out fast enough to cause some problems, even if the game turns 3v1.
My only real worry besides board wipes / counter is Zur the Enchanter cheating a Prison Term or something on me. Usually I can ramp out fast enough to cause some problems, even if the game turns 3v1.
i feel that if you are running only 2 artifacts for ramp it might be better to play some hate instead to slow down other decks. Stony silence, null rod, damping matrix
i feel that if you are running only 2 artifacts for ramp it might be better to play some hate instead to slow down other decks. Stony silence, null rod, damping matrix
Anyone have any experience with Ajani's Chosen or Primeval Bounty? I was pretty excited when the cards were first spoiled, but I'm not sure if they really have that much of a punch, or if they just look good on paper.
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5 Uril, The Miststalker
The Aura Package:
1 Ethereal Armor
1 Instill Energy
1 Rancor
2 Goblin War Paint
2 Spirit Mantle
3 Ancestral Mask
3 Armadillo Cloak
3 Asha’s Favor
3 Shield of the Oversoul
3 Snake Umbra
3 Unquestioned Authority
4 Bear Umbra
4 Gaea’s Embrace
4 Indestructibility
4 Serra’s Embrace
5 Runes of the Deus
Other auras:
2 Lignify
3 Cage of Hands
3 Prison Term
4 Faith’s Fetters
Enchantments:
1 Burgeoning
1 Exploration
1 Land Tax
2 Seal of Cleansing
2 Seal of Primordium
2 Sterling Grove
2 Sylvan Library
3 Enchantress’s Presence
3 Oblivion Ring
5 Mirari’s Wake
1 Sol Ring
3 Chromatic Lantern
Creatures:
1 Birds of Paradise
2 Grand Abolisher
2 Kor Spiritdancer
2 Sakura-Tribe Elder
2 Thornscape Familiar
3 Mesa Enchantress
3 Nomad Mythmaker
3 Umbra Mystic
3 Verduran Enchantress
3 Yavimaya Elder
3 Yavimaya Enchantress
4 Drumhunter
4 Totem-Guide Hartbeest
Sorceries:
2 Hull Breach
3 Cultivate
3 Idyllic Tutor
3 Kodoma’s Reach
3 Savage Twister
4 Explosive Vegetation
4 Replenish
4 Retether
4 Wrath of God
5 Three Dreams
6 Jokulhaups
8 Obliterate
1 Enlightened Tutor
1 Path of Exile
1 Swords of Plowshares
3 Krosan Grip
4 Return to Dust
Land:
0 City of Brass
0 Evolving Wilds
10 Forest
0 Jungle Shrine
5 Mountain
0 Naya Panorama
7 Plains
0 Reliquary Tower
0 Rootbound Crag
0 Sacred Foundry
0 Stomping Grounds
0 Strip Mine
0 Sunpetal Grove
0 Temple Garden
0 Temple of the False God
0 Terramorphic Expanse
0 Vivid Grove
0 Vivid Meadow
Sorted by converted mana cost. I know I need to pick up an Isolated Chapel, just haven't gotten around to it. Ideally, I would phase out "come into play tapped lands" for duals.
Also totem armor is amazing in Uril things like hyena umbra make it where board wipes no longer significantly affect you
Boar umbra may be playable just because of the totem armor ( a 10/10 totem armor survives near everything)
Also why do you need a isolated chapel? That's not even in your colors
Sorry, I meant Clifftop Retreat.
you have some mass LD spells that make savage twister a little weaker. I think if you replace the twister with something like blasphemous act you will get more synergy out of that spell suite.
if that suggestion makes you worried to lose uril, you could switch on of the LD spells for destructive force or wildfire
since you say you want duals eventually, upgrading to mana crypt is a good plan too. turn 1 green source, crypt, cultivate means T2 uril!
i think you may also want sigarda, host of herons. just something to help vs sacrifice effects. she is rotating out of standard soon and should be cheap.
My Blog - contains my decklists
Uril, The Miststalker
Frankie Peanuts - needs to move to multiplayer.
I have a competitive 1v1 Uril build that has a high win percentage, so feel free to check the link to my Uril Strategy Guide on my website for more ideas... (Link in signature)
Anyway, Here are some ideas that may help you if you are having problems ramping and/or mana fixing.
Even though you don't have the ABU duals, you still have the Ravnica duals which will work just fine. In order to get those into play from your library, I highly recommend adding these...
[CARD]Wood Elves
Nature's Lore
Farseek[/CARD]
and maybe... Kor Cartographer
Other lands that I would HIGHLY recommend are Command Tower, Exotic Orchard, and Krosan Verge. (Keeping it budget, otherwise I would DEFINITELY say Cavern of Souls.)
Since we play our hands quickly, Reliquary Tower seems a bit unnecessary.
Also... Trace of Abundance is the only Enchant Land that I run and fine useful, simply because it is ramp and prevents my land from getting Strip Mined.
Your aura count for Uril looks about right (I run 17 in mine). I will suggest maybe looking for more evasion and/or Totem Armor. Ethereal Armor and Ancestral Mask are "win-more" type of Enchantments and I would suggest giving Battle Mastery and Flickerform a chance. These are two of my favorites.
I write EDH articles on EDHREC and MTGCasualPlay. I hope you like them!
EDH DECKLISTS
RGWUril, the Miststalker WBRKaalia of the Vast Sunforger WUBOloro, Ageless AsceticWUGDerevi, Empyrial TacticianWUBRGSliver Queen EDH
UB Wrexial, the Risen DeepWU Hanna, Ship's NavigatorWGSigarda, Host of Herons EnchantressWULavinia, of the Tenth
RRPurphoros, God of the ForgeBBChainer, Dementia MasterWWEight-and-a-Half TailsUUMuzzio, Visionary ArchitectGGJolrael, Empress of Beasts
BGVhati il-DalRWTajic, Blade of the LegionUBRZurgo HelmsmasherUBDaxos the ReturnedWBKarlov of the Ghost CouncilWUBruna, Light of Alabaster
RWAurelia Angel Tribal URJhoira Chaos Deck UGVorel +1 Counters BRGProssh Tokens
UBRGwendlyn Discard EDH URG Surrak Dragonclaw UBLazav Mill EDH WUBrago Flicker EDH Deck
Greater Good- Sac Uril when things go bad. Yum!
Open the Vaults- Get all your auras back?
Spearbreaker Behemoth- protect uril, another aura target
Deathless Angel- rinse and repeat
GU Experiment Kraj- all your abilities belong to us
WB Teysa, Envoy of Ghosts- battlecruiser
GUB The Mimeoplasm- when graveyards are not safe
RGW Mayael the Anima- i luv the fatties
Serra's Sanctum
Winds of Rath
Celestial Mantle
Aura Gnarlid
Privileged Position
Celestial Ancient
Elderwood Scion
Sphere of Safety
Cold me heart and hand and bone,
Cold be travelers far from home.
Standard
:symw::symg::symb: Morbid Gifts :symb::symg::symw:
Commander
:symg::symw: Rider of the Dawn :symw::symg:
Modern
:symg::symb::symw: Nomads of a Fallen Land :symw::symb::symg:
[Primer]
The "blow up everything" cards are pretty much only used if Uril has some way to get around them, like Shield of the Oversoul or Indestructibility. They are pretty much there to be a "game over" card. I'm considering dropping them all together though, as I think mass LD is kinda not fun... but then again, they will probably stay as long as my playground continues to run cards like Omniscience and Mind over Matter
I didn't even know about Winds of Rath and Open the Vaults, might have to find room for those bad boys.
I agree that they are "win more," but as opposed to something like Eldrazi Conscription, their low mana cost and the synergy they have with all my other cheap non-aura enchantments seems to make them powerhouses, at least in my opinion. I have been meaning to give Battle Mastery as shot though. I used to run Flickerform in the first version of this deck, but it never really seemed to preform very well to me, and usually left me feeling like i had to leave 4 mana open "just in case."
It is good that clones are no longer a threat though.
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
Yep, Uril gets a lot of hate in my playgroup. Fortunately, hexproof goes a LONG way to keeping him alive long enough to keep smashing face. My only real worry besides board wipes / counter is Zur the Enchanter cheating a Prison Term or something on me. Usually I can ramp out fast enough to cause some problems, even if the game turns 3v1.
Play Uril, Ultimate him, Profit?
Uril was my first commander
Also, Mother of Runes is missing. She can either blank a removal, block all day long, or make Uril unblockable.
Armadillo Cloak works well with Unflinching Courage (As one has Lifelink, the other is a triggered ability.)
I also like Mana Tithe. Noone expects the counterspell from the Naya Player.
[If I have helped you in any way, please check out my Ertai deck for assistance!]
UBRBLACK ROSE COMMANDERUBR
WURGBTrades - Looking for ABU Duals, Fetches, Ect. Have Liliana otV, Snapcaster Mages, Chrod of Calling, Alters!WURGB
Commander
Omnath, Locus of Mana
GWBUR Genju of The Realms RUBWG
I play Legion's Initiative, Angelic Renewal, Saffi Eriksdotter, Flickerform and Totem Armor Auras to help with board wipes...
Prison Term... that's some-good. One of the reasons I upped my enchantment removal to include Seal of Primordium (Sun Titan target) and Krosan Grip in addition to Enchantment removal on a stick like Harmonic Sliver...
Only problem with Mother of Runes is you could strip Uril of his Auras if you call out Red, Green or White.
Unflinching Courage + Armadillo Cloak = 13/13 Uril that gains 26 life. Heck yes.
Mana Tithe is interesting... My favorite counter for Uril is Dawn Charm, simply because of it's utility.
I write EDH articles on EDHREC and MTGCasualPlay. I hope you like them!
EDH DECKLISTS
RGWUril, the Miststalker WBRKaalia of the Vast Sunforger WUBOloro, Ageless AsceticWUGDerevi, Empyrial TacticianWUBRGSliver Queen EDH
UB Wrexial, the Risen DeepWU Hanna, Ship's NavigatorWGSigarda, Host of Herons EnchantressWULavinia, of the Tenth
RRPurphoros, God of the ForgeBBChainer, Dementia MasterWWEight-and-a-Half TailsUUMuzzio, Visionary ArchitectGGJolrael, Empress of Beasts
BGVhati il-DalRWTajic, Blade of the LegionUBRZurgo HelmsmasherUBDaxos the ReturnedWBKarlov of the Ghost CouncilWUBruna, Light of Alabaster
RWAurelia Angel Tribal URJhoira Chaos Deck UGVorel +1 Counters BRGProssh Tokens
UBRGwendlyn Discard EDH URG Surrak Dragonclaw UBLazav Mill EDH WUBrago Flicker EDH Deck
RGW Rith, the Awakener
BRG Prossh, Skyraider of Kher
UBR Nicol Bolas
GWU Treva, the Renewer
RWU Numot, the Devastator
^^ I'll second this one. This is currently the only Utility (non-color producing/fetching land) I run. Good times right here.
I write EDH articles on EDHREC and MTGCasualPlay. I hope you like them!
EDH DECKLISTS
RGWUril, the Miststalker WBRKaalia of the Vast Sunforger WUBOloro, Ageless AsceticWUGDerevi, Empyrial TacticianWUBRGSliver Queen EDH
UB Wrexial, the Risen DeepWU Hanna, Ship's NavigatorWGSigarda, Host of Herons EnchantressWULavinia, of the Tenth
RRPurphoros, God of the ForgeBBChainer, Dementia MasterWWEight-and-a-Half TailsUUMuzzio, Visionary ArchitectGGJolrael, Empress of Beasts
BGVhati il-DalRWTajic, Blade of the LegionUBRZurgo HelmsmasherUBDaxos the ReturnedWBKarlov of the Ghost CouncilWUBruna, Light of Alabaster
RWAurelia Angel Tribal URJhoira Chaos Deck UGVorel +1 Counters BRGProssh Tokens
UBRGwendlyn Discard EDH URG Surrak Dragonclaw UBLazav Mill EDH WUBrago Flicker EDH Deck
also you are missing the most important enchantress argothian enchantress
EDH
GWSigarda, Host of EnchantressGW[Primer]
Didn't even know about Unflinching Courage. I think I might run that over Gaea’s Embrace, since it gives me a bit more utility I think over regen.
Totally forgot about that card! Thanks, It will find a spot in the deck for sure.
That might not be a bad way to go. I do plan on getting a Mana Vault for the deck at some point, but that's still only 3 mana artifacts.
Yeah, I need to get an Argothian Enchantress, just haven't found anyone to trade me one yet, heh.