Hi, I'm building a Voltron Enchantress deck with Uril, the Miststalker as the Commander and want some guidance to improve it so, this is the list I have:
The deck is very straightforward. Pur Uril into play, enchant him and smash your enemies.
I wanted to build a simple voltron deck and saw Uril. So I builded this.
Feel free to comment, I want all the guidance I could get to make this better. I saw that a lot of list plays around mass land removal and I'm trying to avoid that if possible.
The gameplay is easy, a good opening hand has one of the 1cmc haste auras or Hall of the bandit lord, ramp(Sakura elder, sorceries or enchant lands) and maybe mirri's guile, sylvan library or one enchantress.
Play fast ramp to get Uril on board quickly as possible (turn 3 I think is the fast I could get him) and with a haste aura so he start kicking for 7.
Then use your enchantress and auras to get more enchantress, auras and answer.
The deck has one infinite combo which is very breakable:
Nature's Will or Bear Umbra + Aggravated Assault could give us infinite attacks for a turn. (Note that a Fog effect breaks this, also any Disenchant effect)
Well, that's all, sorry for my english, feel free to help me improve that too!
After a quick look, I would take out Open the Vaults and replace it with Replenish. It brings back all enchantments (including auras) from YOUR graveyard and yours alone. You don't want to accidentally give someone back an Omniscience, Mirari's Wake, etc.
I was planning to get Replenish next month to replace Open the Vaults. I tried enchant removal but sometimes I felt that not instant speed harm me. I'll try them again anyway(Need to get a Banishing light tho).
Trace of Abundance costs one more than Utopia Sprawl, but it's way, way better. Lands with those kinds of enchantments become prime Strip Mine targets, and the Shroud prevents that. Also, not being stuck on a single colour is nice.
That's true, already have Trace on the deck. Utopia is still better than Wild Growth and I can play it on turn one to play Cultivate or another 3mana cost ramp on turn 2.
If I played Uril, I would definitely windmill slam Possibility Storm. You can generate double enchantress triggers by casting an enchantment and wheeling it into another enchantment, and you can shut down other people's shenanigans.
Another example is Grip of Chaos - because Uril's hexproof, your opponents random stuff only hits their creatures, and if they try to hit enchantments with targeted removal they get a random one (kinda unreliable).
Playing Uril, madcap skills, and some red bull***** spell the next turn is a legit way to win.
--------------------
and one more...cards like ancestral mask are probably win more with Uril. He gets so huge on his own that using anything that purely pumps him is probably pointless. Look at as many cheap cantripping enchantments as possible.
Dragon Mantle seems good, I'll try it but the R cost for the firebreathing may not be too good for me.
I'll try to get some of the red enchantments, pesonally I like Confussion in the Ranks more since it dont matter for my auras, grip of chaos make my auras target other thing than uril. I'll test it anyway if I get one
Thanks for the comments. I'll give another try to hammerhand and Sage's Reveire. Blessing and Furor give power, but no evasion/haste or another utility effect, they seem better than Ancestral mask thou.
I wanted to put more creatures, specially against sacrifice effects or the dreaded Glacial Chasm, but don't know what to cut. I tried tutors before, but since the tucking rule they don'r seem that necessary.
Once Uril is 10/10 doublestriking trampling, you really don't care what the board does anymore so it's a good time to armageddon or whatever nonsense. I enjoy possibility storm with enchantresses a lot
I had one of these back in the day, and it is a lot of fun. I used a lot of extra combat step cards to really punch through and limit my opponents' chances.
In particular, Seize the Day, Waves of Aggression, World at War and Aggravated Assault really shone. The last is particularly sick with Bear Umbra.
Other than that angle, some other MVPs: Serpent Skin - flash in some protection + extra power Tiger Claws - surprise trample can steal games Dueling Grounds - possibly the single best card in any Uril deck
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5 Uril, the Miststalker
Creatures
2 Auratog
Enchantress:
2 Kor Spiritdancer
2 Argothian Enchantress
3 Verduran Enchantress
3 Mesa Enchantress
3 Enchantress's Presence
4 Eidolon of Blossoms
Recurssion
3 Auramancer
3 Eternal Witness
6 Sun Titan
4 Retether
5 Creeping Renaissance
6 Open the Vaults
Tutors
1 Enlightened Tutor
5 Three Dreams
6 Plea for Guidance
Enchantments
1 Mirri's Guile
2 Sterling Grove
2 Sylvan Library
3 Aggravated Assault
4 Abundance
4 Nature's Will
4 Nylea, God of the Hunt
5 Xenagos, God of Revels
Auras
1 Ethereal Armor
1 Hyena Umbra
1 Instill Energy
1 Mark of Fury
1 Messenger's Speed
1 Rancor
2 Call to Serve
2 Flickerform
2 Spirit Loop
2 Spirit Mantle
3 Ancestral Mask
3 Armadillo Cloak
3 Asha's Favor
3 Battle Mastery
3 Gift of Immortality
3 Shield of the Oversoul
3 Unflinching Courage
3 Unquestioned Authority
3 Vow of Wildness
4 Bear Umbra
4 Holy Mantle
5 Runes of the Deus
3 Beast Within
3 Chaos Warp
3 Oblation
4 Wrath of God
5 Winds of Rath
6 Austere Command
6 Catastrophe
Ramp:
2 Sakura-Tribe Elder
1 Wild Growth
2 Fertile Ground
2 Trace of Abundance
3 Sheltered Aerie
3 Verdant Haven
2 Farseek
2 Nature's Lore
3 Cultivate
3 Kodama's Reach
//Land (36)
1 Hall of the Bandit Lord
1 Yavimaya Hollow
1 Shinka, the Bloodsoaked Keep
1 Contested Cliffs
1 Kessig Wolf Run
1 Slayers' Stronghold
1 Sunhome, Fortress of the Legion
1 Command Tower
1 Reflecting Pool
1 City of Brass
1 Mana Confluence
1 Temple Garden
1 Sunpetal Grove
1 Brushland
1 Stomping Ground
1 Rootbound Crag
1 Karplusan Forest
1 Sacred Foundry
1 Clifftop Retreat
5 Forest
3 Mountain
4 Plains
1 Wasteland
1 Windswept Heath
1 Arid Mesa
1 Krosan Verge
The deck is very straightforward. Pur Uril into play, enchant him and smash your enemies.
I wanted to build a simple voltron deck and saw Uril. So I builded this.
Feel free to comment, I want all the guidance I could get to make this better. I saw that a lot of list plays around mass land removal and I'm trying to avoid that if possible.
Play fast ramp to get Uril on board quickly as possible (turn 3 I think is the fast I could get him) and with a haste aura so he start kicking for 7.
Then use your enchantress and auras to get more enchantress, auras and answer.
The deck has one infinite combo which is very breakable:
Nature's Will or Bear Umbra + Aggravated Assault could give us infinite attacks for a turn. (Note that a Fog effect breaks this, also any Disenchant effect)
Well, that's all, sorry for my english, feel free to help me improve that too!
RGShamanism - Tribal Aggro
EDH
RGWort, the Raidmother - Ramp Combo
WRJor Kadeen, the Prevailer - Metalcraft Aggro
WUBSharuum the Hegemon - Graveyard Combo
UBRNekusar, the Mindrazer - Wheel Combo
WRGUril, the Miststalker - Enchantres Voltron
Check them, comment, help!
MuzzioU XenagosGR NahiriW GitrogGB MarathGRW MarchesaUBR JenaraGUW KarlovBW TazriWUBRG
Retired: RakdosBR
Also, you would almost certainly be better off playing Oblivion Ring and Banishing Light over Oblation and Chaos Warp.
---
Current Commanders: Derevi, Empyrial Tactician (coming soon) | [Primer] Sedris, the Traitor King | Maelstrom Wanderer | Najeela, the Blade Blossom | Yuriko, the Tiger's Shadow
---
Retired Commanders: [Primer] Jenara, Asura of War | [Primer] Ghave, Guru of Spores | Freyalise, Llanowar's Fury | Saskia the Unyielding | Sydri, Galvanic Genius
Thanks for your answers.
Also I'm trying to get an Utopia Sprawl, an Ajani, Mentor of Heroes and an Exploration for this.
RGShamanism - Tribal Aggro
EDH
RGWort, the Raidmother - Ramp Combo
WRJor Kadeen, the Prevailer - Metalcraft Aggro
WUBSharuum the Hegemon - Graveyard Combo
UBRNekusar, the Mindrazer - Wheel Combo
WRGUril, the Miststalker - Enchantres Voltron
Check them, comment, help!
---
Current Commanders: Derevi, Empyrial Tactician (coming soon) | [Primer] Sedris, the Traitor King | Maelstrom Wanderer | Najeela, the Blade Blossom | Yuriko, the Tiger's Shadow
---
Retired Commanders: [Primer] Jenara, Asura of War | [Primer] Ghave, Guru of Spores | Freyalise, Llanowar's Fury | Saskia the Unyielding | Sydri, Galvanic Genius
RGShamanism - Tribal Aggro
EDH
RGWort, the Raidmother - Ramp Combo
WRJor Kadeen, the Prevailer - Metalcraft Aggro
WUBSharuum the Hegemon - Graveyard Combo
UBRNekusar, the Mindrazer - Wheel Combo
WRGUril, the Miststalker - Enchantres Voltron
Check them, comment, help!
Also, madcap skills is kinda absurd for Uril.
Dragon Mantle is another one I like.
And another also: Red has some of the absolute best enchantment hosers that can really clear the board for Uril. Cards like:
If I played Uril, I would definitely windmill slam Possibility Storm. You can generate double enchantress triggers by casting an enchantment and wheeling it into another enchantment, and you can shut down other people's shenanigans.
Another example is Grip of Chaos - because Uril's hexproof, your opponents random stuff only hits their creatures, and if they try to hit enchantments with targeted removal they get a random one (kinda unreliable).
Playing Uril, madcap skills, and some red bull***** spell the next turn is a legit way to win.
--------------------
and one more...cards like ancestral mask are probably win more with Uril. He gets so huge on his own that using anything that purely pumps him is probably pointless. Look at as many cheap cantripping enchantments as possible.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
I'll test switching ancestral mask for Madcap skills. Used it before when I played Dueling Grounds and Silent Arbiter.
Dragon Mantle seems good, I'll try it but the R cost for the firebreathing may not be too good for me.
I'll try to get some of the red enchantments, pesonally I like Confussion in the Ranks more since it dont matter for my auras, grip of chaos make my auras target other thing than uril. I'll test it anyway if I get one
RGShamanism - Tribal Aggro
EDH
RGWort, the Raidmother - Ramp Combo
WRJor Kadeen, the Prevailer - Metalcraft Aggro
WUBSharuum the Hegemon - Graveyard Combo
UBRNekusar, the Mindrazer - Wheel Combo
WRGUril, the Miststalker - Enchantres Voltron
Check them, comment, help!
I wanted to put more creatures, specially against sacrifice effects or the dreaded Glacial Chasm, but don't know what to cut. I tried tutors before, but since the tucking rule they don'r seem that necessary.
Already have Library on the list.
Thank you guys, you gave me a lot of help here!
RGShamanism - Tribal Aggro
EDH
RGWort, the Raidmother - Ramp Combo
WRJor Kadeen, the Prevailer - Metalcraft Aggro
WUBSharuum the Hegemon - Graveyard Combo
UBRNekusar, the Mindrazer - Wheel Combo
WRGUril, the Miststalker - Enchantres Voltron
Check them, comment, help!
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
In particular, Seize the Day, Waves of Aggression, World at War and Aggravated Assault really shone. The last is particularly sick with Bear Umbra.
Other than that angle, some other MVPs:
Serpent Skin - flash in some protection + extra power
Tiger Claws - surprise trample can steal games
Dueling Grounds - possibly the single best card in any Uril deck