Hello! Welcome to one of my favorite EDH themes, Enchantress!
Uril, the Miststalker is a powerful enchantress build that utilizes auras to smash things while staying mostly invulnerable throughout the game. My build is a 'voltron' approach wherein Uril, the Miststalker is front and center. I also focus on card advantage over more controlling aspects as seen in many enchantress builds (recurring enchantments, enchantment creatures, enchantresses, enchantments that net a card, etc.). This isn't to say that I'm not packing heat! I wouldn't call it spicy if it wasn't! The third pillar to my build is protection through auras (totem armor, recursion enchantments/spells, protection, etc.). As you can see, budget is less of a concern than winning. This deck is relatively easy to build without the added bells and whistles. I will note that the land base is CRUCIAL to this deck winning whether it be out of the gates or later in the game. The haste enabling lands AND color-fixing lands are both essential, but how you get there can sort of be fibbed.
I'll answer some questions here before they're asked:
Why no Argothian Enchantress?
-The truth is that I find it sort of poopy in a deck that runs so many auras. I have plenty of draw effects and plenty of turn 2 plays AND not too many creatures. I'd rather pay one more for something without shroud incase I ever need to dump my auras (which happens often).
Why not include more ramp?
-I do in a way. There are a few mana-fixing and land-grabbing enchantments in there, but I rely on building up enchantment-triggered draws. I've been eye-balling Mana Bloom among other things, but my manabase/curve hasn't really let me down ..yet. I could use suggestions here (FYI: I removed One With Nature because it was too slow/underwhelming).
Why not more big, dumb auras like Mythic Proportions?
-Uril, the Miststalkerdoes not need expensive auras to win. You are FAR better off with low cmc auras that net you cards (i.e. more auras). Eldrazi Conscription introduces a unique effect that makes the game less fun for everyone but you, the rest is unnecessary.
Why not more control or wipes?
-I can only do so much. A deck becomes less good once you try appeasing all 'possible' threats. Build a toolbox/goodstuffs deck if you want to be able to face everything and anything forever. I added some relevant responses, but this deck, like almost any deck, can be overcome. I'd say that most threats to the essence of this deck come in the form of creatures, enchantments, and artifacts, so I've tried to prepare without muddling the mantra.
More notes:
-Mark of Fury and Flickering Ward are draw engines with any enchantress effect online. They're probably the MVPs of the deck.
-Auratouched Mage almost always fishes up Eldrazi Conscription or Indrik Umbra for a blow out.
-The reason that this deck is mostly White/Green is that Uril, the Miststalker doesn't really need many auras red has to offer. This is just my opinion and what I really mean is I want to be proven wrong via suggestions/advice from you.
-As I mentioned earlier, the land base is very important. You need haste enablers, protective effects, evasion, and other hijinks to bounce back late game or overcome obstacles. I'd like to eventually add Yavimaya Hollow because it is very worthwhile when you have to deflect all sorts of removal aimed at one hexproof beatstick. Adversely, color management is paramount when most of your late game comes in the form of casting low cmc spells. Filter lands, fetches, and other mana-fixing methods need to be on the top of the list if this deck wants to win consistently.
-Convince me that I need Quarantine Field and what I should dump for it.
Land Tax: Land Tax is a good card to have early on, but no so much later in the game. Luckily, with enchantress effects, it could become much more worthwhile if you don't need the mana.
Greater Auramancy: It protects your enchantments and it protects your enchanted creatures! How useful! It's a tricky spell, however. I'd place it out of concern or as lockdown. Spreading enchantments among your creatures isn't a bad idea if getting to Uril, the Miststalker out becomes too difficult.
Sterling Grove: Protects enchantments and tutors for an enchantment AND it's an enchantment! The activated ability is as invaluable as the static ability.
Oblivion Ring: Removal is key for keeping your opponents off kilter for the win. Often times, an artifact, an enchantment, or a creature stand in your way. Oblivion Ring is here to help.
Ghostly Prison: Deterrence. This card helps protect you in the early game.
Lightmine Field: Not sure if this card is 100% worth it, but it fits very well in a deck that is usually swinging with one creature. This enchantment tamps down on armies.
Asceticism: This card allows you to regenerate your creatures AND gives your other creatures hexproof.
Auras are what make this deck work. Uril, the Miststalker's ability calls for auras and auras we shall deliver. The problem with auras is picking the right ones. There are a TON to choose from. I went the cheap and protective route. One could certainly go in the direction of control or aggressive pumps. I haven't included all possible totem armors, but it's usually a good idea to include most. As it stands, your worst nightmares are having to sacrifice Uril, the Miststalker or its toughness being reduced to 0.
Hyena Umbra: Low CMC pump with totem armor. Totem armor is invaluable as it saves Uril, the Miststalker from some deadly scenarios.
Mark of Fury: This card is the gift that keeps giving. It gives haste, pumps Uril, the Miststalker, and returns to your hand at the end of your turn. This is useful because of the many enchantress effects within the deck. Each turn, you can net some extra cards OR actually give something haste. At 1 cmc, this card is worth all of the filters and lands fixing (plus Uril, the Miststalker needs red).
Flickering Ward: Another wonderfully cheap aura that you can bounce around to draw cards from your enchantress effects. Protection is a relevant buff for Uril, the Miststalker.
Pentarch Ward: It nets a card AND gives protection from a color!
Indestructibility: A bit pricy, but an indestructible hexproof Uril, the Miststalker is very hard to deal with. It can also be attached to anything else like an enchantment or other creature.
Sage's Reverie: This card is supermassive late in the game if Uril, the Miststalker has any auras on it already. Cards netting cards before enchantress effects are already welcome and accepted, but the fact that this card ALSO pumps based on auras makes it an auto-include in this deck.
Bear Umbra: Totem armor, pumps, and you get to untap your lands. This can lead to some spicy plays in the second main phase.
Indrik Umbra: This card wipes your opponents field provided you have the biggest muscles. I like to attach this to an enchantress or another creature (such as Auratouched Mage) and use it to pull creatures away from Uril, the Miststalker.
Eldrazi Conscription: This is a win-more card, yes, but every deck needs one. I found Mythic Proportions to be meh for the one slot this regularly low cmc'd deck allows. Since I'm running Auratouched Mage, I can conjure a 13/13 trample annihilator 2 for 6 mana. Not a bad deal.
Lands are secretly the most important cards in this deck. Utility lands are essential for a variety of reasons; haste among them. Color fixing is exceptionally important due to the generally low cmc of the deck. This brings us to a pricy paradox. If the deck is going to be consistently good, it needs top notch color-fixing AND top notch haste enablers/goodstuff lands. Because you're bound (from enchantress effects) to draw cards from playing low cmc enchantments, some of which net a card as an added bonus, you are bound to need specifically ALL THE COLORS.
Slayers' Stronghold: As fantastic early in the game as it is late in the game. Haste, vigilance and +2/+0 will never get old. Skarrg, the Rage Pits: Trample is a great way to get closer to your foes. Hanweir Battlements: This card is actually the cheapest haste-enabler that doesn't come into play tapped. I don't play the other half because there is no room, but I wouldn't blame you for doing so. Maze of Ith: This special card saves your hide from alpha-strikes while also doubling as a way to save Uril, the Miststalker from instant-speed (i.e. combat shenanigans) effects that would otherwise kill it. It's a two way street, that Maze of Ith. Sunhome, Fortress of the Legion: Repeatable & hard to kill. Double-strike will you games because getting Uril, the Miststalker to over 10 power is totally doable. Kessig Wolf Run: Trample and a mana-dump for Uril, the Miststalker. It seals the deal late-game. Rogue's Passage: Unblockable is a sleazy way to get in with commander damage, but it works and it works well. Contested Cliffs: Uril, the Miststalker is a beast Hall of the Bandit Lord: It comes into play tapped, but not needing to dump mana into a haste-enabler really pays off when you're trying to cast Uril, the Miststalker later in the game. Miren, the Moaning Well: It's a kill-switch. It's not 100% necessary, but voltron decks tend to be targeted for some reason Why not cash in?
Uril, the Miststalker is a powerful enchantress build that utilizes auras to smash things while staying mostly invulnerable throughout the game. My build is a 'voltron' approach wherein Uril, the Miststalker is front and center. I also focus on card advantage over more controlling aspects as seen in many enchantress builds (recurring enchantments, enchantment creatures, enchantresses, enchantments that net a card, etc.). This isn't to say that I'm not packing heat! I wouldn't call it spicy if it wasn't! The third pillar to my build is protection through auras (totem armor, recursion enchantments/spells, protection, etc.). As you can see, budget is less of a concern than winning. This deck is relatively easy to build without the added bells and whistles. I will note that the land base is CRUCIAL to this deck winning whether it be out of the gates or later in the game. The haste enabling lands AND color-fixing lands are both essential, but how you get there can sort of be fibbed.
Anyway, here's the deck:
1 Swords to Plowshares
1 Enlightened Tutor
1 Ajani, Mentor of Heroes
1 Idyllic Tutor
1 Replenish
1 Retether
1 Decimate
1 Winds of Rath
1 Silhana Ledgewalker
1 Aegis of the Gods
1 Kor Spiritdancer
1 Verduran Enchantress
1 Courser of Kruphix
1 Mesa Enchantress
1 Aura Gnarlid
1 Archetype of Aggression
1 Archetype of Courage
1 Auramancer
1 Academy Rector
1 Eidolon of Blossoms
1 Auratouched Mage
1 Krond the Dawn-Clad
1 Land Tax
1 Greater Auramancy
1 Seal of Primordium
1 Seal of Cleansing
1 Sylvan Library
1 Rest in peace
1 Sterling Grove
1 Oblivion Ring
1 Ghostly Prison
1 Enchantress's Presence
1 Leyline of Sanctity
1 Lightmine Field
1 Sigil of the Empty Throne
1 Asceticism
1 Rancor
1 Keen Sense
1 Abundant Growth
1 Hyena Umbra
1 Mark of Fury
1 Flickering Ward
1 Spirit Mantle
1 Felidar Umbra
1 Armadillo Cloak
1 Unflinching Courage
1 Gift of Immortality
1 Ancestral Mask
1 Unquestioned Authority
1 Song of the Dryads
1 Snake Umbra
1 Shield of the Oversoul
1 Battle Mastery
1 Pentarch Ward
1 Indestructibility
1 Sage's Reverie
1 Bear Umbra
1 Indrik Umbra
1 Eldrazi Conscription
1 Temple Garden
1 Sacred Foundry
1 Stomping Ground
1 Plateau
1 Taiga
1 Savannah
1 Sunpetal Grove
1 Clifftop Retreat
1 Rootbound Crag
1 Windswept Heath
1 Wooded Foothills
1 Arid Mesa
1 Wooded Bastion
1 Fire-Lit Thicket
1 Rugged Prairie
1 Command Tower
1 Serra's Sanctum
1 Krosan Verge
1 Temple of Abandon
1 Temple of Triumph
1 Temple of Plenty
1 Slayers' Stronghold
1 Skarrg, the Rage Pits
1 Hanweir Battlements
1 Maze of Ith
1 Sunhome, Fortress of the Legion
1 Kessig Wolf Run
1 Rogue's Passage
1 Contested Cliffs
1 Hall of the Bandit Lord
1 Miren, the Moaning Well
3 Plains
3 Forest
2 Mountain
I'll answer some questions here before they're asked:
Why no Argothian Enchantress?
-The truth is that I find it sort of poopy in a deck that runs so many auras. I have plenty of draw effects and plenty of turn 2 plays AND not too many creatures. I'd rather pay one more for something without shroud incase I ever need to dump my auras (which happens often).
Why no Daybreak Coronet?
-I honestly don't know. I don't like the stipulation, but this can easily be inserted over Unflinching Courage.
Why no Runes of the Deus?
-I run one other red creature. It's a great aura, possibly game ending when attached to Uril, the Miststalker, but I favor versatility over win-more. I may reconsider Runes of the Deus one day.
Why not include more ramp?
-I do in a way. There are a few mana-fixing and land-grabbing enchantments in there, but I rely on building up enchantment-triggered draws. I've been eye-balling Mana Bloom among other things, but my manabase/curve hasn't really let me down ..yet. I could use suggestions here (FYI: I removed One With Nature because it was too slow/underwhelming).
Why not more big, dumb auras like Mythic Proportions?
-Uril, the Miststalker does not need expensive auras to win. You are FAR better off with low cmc auras that net you cards (i.e. more auras). Eldrazi Conscription introduces a unique effect that makes the game less fun for everyone but you, the rest is unnecessary.
Why not more control or wipes?
-I can only do so much. A deck becomes less good once you try appeasing all 'possible' threats. Build a toolbox/goodstuffs deck if you want to be able to face everything and anything forever. I added some relevant responses, but this deck, like almost any deck, can be overcome. I'd say that most threats to the essence of this deck come in the form of creatures, enchantments, and artifacts, so I've tried to prepare without muddling the mantra.
More notes:
-Mark of Fury and Flickering Ward are draw engines with any enchantress effect online. They're probably the MVPs of the deck.
-Auratouched Mage almost always fishes up Eldrazi Conscription or Indrik Umbra for a blow out.
-The reason that this deck is mostly White/Green is that Uril, the Miststalker doesn't really need many auras red has to offer. This is just my opinion and what I really mean is I want to be proven wrong via suggestions/advice from you.
-As I mentioned earlier, the land base is very important. You need haste enablers, protective effects, evasion, and other hijinks to bounce back late game or overcome obstacles. I'd like to eventually add Yavimaya Hollow because it is very worthwhile when you have to deflect all sorts of removal aimed at one hexproof beatstick. Adversely, color management is paramount when most of your late game comes in the form of casting low cmc spells. Filter lands, fetches, and other mana-fixing methods need to be on the top of the list if this deck wants to win consistently.
-Convince me that I need Quarantine Field and what I should dump for it.
Uril, the Miststalker:
Swords to Plowshares:
Enlightened Tutor:
Ajani, Mentor of Heroes:
Idyllic Tutor:
Replenish:
Retether:
Decimate:
Winds of Rath:
Silhana Ledgewalker:
Aegis of the Gods:
Kor Spiritdancer:
Verduran Enchantress:
Courser of Kruphix:
Mesa Enchantress:
Aura Gnarlid:
Archetype of Aggression:
Archetype of Courage:
Auramancer:
Academy Rector:
Eidolon of Blossoms:
Auratouched Mage:
Krond the Dawn-Clad:
Land Tax: Land Tax is a good card to have early on, but no so much later in the game. Luckily, with enchantress effects, it could become much more worthwhile if you don't need the mana.
Greater Auramancy: It protects your enchantments and it protects your enchanted creatures! How useful! It's a tricky spell, however. I'd place it out of concern or as lockdown. Spreading enchantments among your creatures isn't a bad idea if getting to Uril, the Miststalker out becomes too difficult.
Seal of Primordium: Naturalize in enchantment form!? Yes please!
Seal of Cleansing: Disenchant in enchantment form!? Yes please!
Sylvan Library: Sylvan Library is a timeless classic in EDH and fits very well in this deck as quite possibly the most powerful t2 spell you can land.
Rest in peace: Graveyard hate is always relevant. You'll need to play around it with your Auramancer, Replenish and Retether.
Sterling Grove: Protects enchantments and tutors for an enchantment AND it's an enchantment! The activated ability is as invaluable as the static ability.
Oblivion Ring: Removal is key for keeping your opponents off kilter for the win. Often times, an artifact, an enchantment, or a creature stand in your way. Oblivion Ring is here to help.
Ghostly Prison: Deterrence. This card helps protect you in the early game.
Enchantress's Presence: An enchantress that is an enchantment! What a time to be alive!
Leyline of Sanctity: Hexproof yourself, possibly on t0!
Lightmine Field: Not sure if this card is 100% worth it, but it fits very well in a deck that is usually swinging with one creature. This enchantment tamps down on armies.
Sigil of the Empty Throne: 4/4 flying angels for casting mostly anything in my deck? Sure!
Asceticism: This card allows you to regenerate your creatures AND gives your other creatures hexproof.
Auras are what make this deck work. Uril, the Miststalker's ability calls for auras and auras we shall deliver. The problem with auras is picking the right ones. There are a TON to choose from. I went the cheap and protective route. One could certainly go in the direction of control or aggressive pumps. I haven't included all possible totem armors, but it's usually a good idea to include most. As it stands, your worst nightmares are having to sacrifice Uril, the Miststalker or its toughness being reduced to 0.
Ethereal Armor: This aura feeds off of other auras, adding to Uril, the Miststalker's already powerful pump ability. First strike too!
Rancor: A classic aura that pumps, gives trample, and goes back to your hand from the field; all for one mana!
Keen Sense: Curiosity for green! Drawing cards is very important to a one trick pony deck like this one.
Abundant Growth: It's no Utopia Sprawl, but it draws a card and filters land.
Hyena Umbra: Low CMC pump with totem armor. Totem armor is invaluable as it saves Uril, the Miststalker from some deadly scenarios.
Mark of Fury: This card is the gift that keeps giving. It gives haste, pumps Uril, the Miststalker, and returns to your hand at the end of your turn. This is useful because of the many enchantress effects within the deck. Each turn, you can net some extra cards OR actually give something haste. At 1 cmc, this card is worth all of the filters and lands fixing (plus Uril, the Miststalker needs red).
Flickering Ward: Another wonderfully cheap aura that you can bounce around to draw cards from your enchantress effects. Protection is a relevant buff for Uril, the Miststalker.
Spirit Mantle: Protection from creatures is invaluable as it helps Uril, the Miststalker beat your opponents' faces.
Felidar Umbra: Lifelink, totem armor, and the ability to change what creature it enchants makes this card an all-star.
Armadillo Cloak: Trample and that other lifelink plus a +2/+2 pump? Yes please.
Unflinching Courage: Trample and lifelink plus a +2/+2 pump? Yes please.
Gift of Immortality: I'm on the fence about this one. I may end up swapping it for ramp or a more explosive aura like Daybreak Coronet, Spider Umbra or maybe even Runes of the Deus.
Ancestral Mask: A classic enchantress aura. This spell gets out of hand quickly and can often win games as a finisher.
Unquestioned Authority: Protection from creatures and it nets you a card on its own! Welcome to Valuetown.
Song of the Dryads: This card is special because it's the only answer you have to any one threat. I often save tutors for this spell.
Snake Umbra: Totem armor and another draw effect with a small pump. Auto-include
Shield of the Oversoul: Giving a +2/+2 pump, flying, and indestructible to an already hexproof Uril, the Miststalker solidifies your win.
Battle Mastery: Doublestrike will end games quickly as Battle Mastery alone will make Uril, the Miststalker a 7/7 hexproof doublestriker.
Pentarch Ward: It nets a card AND gives protection from a color!
Indestructibility: A bit pricy, but an indestructible hexproof Uril, the Miststalker is very hard to deal with. It can also be attached to anything else like an enchantment or other creature.
Sage's Reverie: This card is supermassive late in the game if Uril, the Miststalker has any auras on it already. Cards netting cards before enchantress effects are already welcome and accepted, but the fact that this card ALSO pumps based on auras makes it an auto-include in this deck.
Bear Umbra: Totem armor, pumps, and you get to untap your lands. This can lead to some spicy plays in the second main phase.
Indrik Umbra: This card wipes your opponents field provided you have the biggest muscles. I like to attach this to an enchantress or another creature (such as Auratouched Mage) and use it to pull creatures away from Uril, the Miststalker.
Eldrazi Conscription: This is a win-more card, yes, but every deck needs one. I found Mythic Proportions to be meh for the one slot this regularly low cmc'd deck allows. Since I'm running Auratouched Mage, I can conjure a 13/13 trample annihilator 2 for 6 mana. Not a bad deal.
Lands are secretly the most important cards in this deck. Utility lands are essential for a variety of reasons; haste among them. Color fixing is exceptionally important due to the generally low cmc of the deck. This brings us to a pricy paradox. If the deck is going to be consistently good, it needs top notch color-fixing AND top notch haste enablers/goodstuff lands. Because you're bound (from enchantress effects) to draw cards from playing low cmc enchantments, some of which net a card as an added bonus, you are bound to need specifically ALL THE COLORS.
Temple Garden: It's a Plains and a Forest! It's fetchable (with fetch lands and Krosan Verge)!
Sacred Foundry: It's a Mountain and a Plains! It's fetchable (with fetch lands and Krosan Verge)!
Stomping Ground: It's a Mountain and a Forest! It's fetchable (with fetch lands and Krosan Verge)!
Plateau: It's a Mountain and a Plains! It's fetchable (with fetch lands and Krosan Verge)!
Taiga: It's a Mountain and a Forest! It's fetchable (with fetch lands and Krosan Verge)!
Savannah: It's a Plains and a Forest! It's fetchable (with fetch lands and Krosan Verge)!
Sunpetal Grove/Clifftop Retreat/Rootbound Crag: With 14 'land type' cards, these aren't a tough sell. Mana-fixing is important.
Windswept Heath/Wooded Foothills/Arid Mesa: Fetches allow you to grab your greasiest lands. Any color you need, fetches are there to help.
Wooded Bastion/Fire-Lit Thicket/Rugged Prairie: Mana-fixing is paramount. These lands are excellent in supplying the right mana for any situation.
Command Tower: A commander classic!
Serra's Sanctum: This card gets out of hand very quickly. It lines up quite well with Flickering Ward abuse too.
Krosan Verge: Grabs two of the following: Taiga/Plateau/Savannah/Sacred Foundry/Stomping Ground/Temple Garden/Forest/Plains. A very underrated card!
Temple of Abandon/Temple of Triumph/Temple of Plenty: Scry lands are relatively useful. I'm less a fan of the ETB tapped ability, but scrying has game-changing effects.
Slayers' Stronghold: As fantastic early in the game as it is late in the game. Haste, vigilance and +2/+0 will never get old.
Skarrg, the Rage Pits: Trample is a great way to get closer to your foes.
Hanweir Battlements: This card is actually the cheapest haste-enabler that doesn't come into play tapped. I don't play the other half because there is no room, but I wouldn't blame you for doing so.
Maze of Ith: This special card saves your hide from alpha-strikes while also doubling as a way to save Uril, the Miststalker from instant-speed (i.e. combat shenanigans) effects that would otherwise kill it. It's a two way street, that Maze of Ith.
Sunhome, Fortress of the Legion: Repeatable & hard to kill. Double-strike will you games because getting Uril, the Miststalker to over 10 power is totally doable.
Kessig Wolf Run: Trample and a mana-dump for Uril, the Miststalker. It seals the deal late-game.
Rogue's Passage: Unblockable is a sleazy way to get in with commander damage, but it works and it works well.
Contested Cliffs: Uril, the Miststalker is a beast
Hall of the Bandit Lord: It comes into play tapped, but not needing to dump mana into a haste-enabler really pays off when you're trying to cast Uril, the Miststalker later in the game.
Miren, the Moaning Well: It's a kill-switch. It's not 100% necessary, but voltron decks tend to be targeted for some reason Why not cash in?
Plains/Forest/Mountain: Basics! Yay!