First match I won 2-0 vs "Tronless Tron" he played some defenders ramped and try to play eldrazis but he wasn't fast enough.
Second lost 1-2 vs Merfolks, I easily won the first game, then he won the second and the third was hard he cast Spreading Seas on my only red mana source and I had 2 Rage Forgers and a Lightning Bolt on my hand while he was a 3hp for five turns whitout drawing a land. Can't kill him he won.
Third I won 2-1 vs RG Aggro with Goblin guides, Vexing Devil, Wild Nactl and that kind of creatures.
Fourth I lost 0-2 vs mono red Goblins. First game I got flooded with lands, second I have no lands and had to mulligan to 4 cards.
Any suggestions for the list?
Shaman of the Great Hunt did close to nothing to me, I think I'll replace it with Master of the Wild Hunt. Firemantle Mage is awesome. What do you think about cutting 1 Wolf-Skull Shaman for another utility creature?
Last Saturday (2nd of July)I played with my Shaman deck on a local tournament, nothing big. I ended 3rd of 8.
I went first vs a Thopter Foundry/SotMeek Combo. Ended 2-0 without any hard time.
My second match was a RG Aggro deck, ended 1-2. The match I won wast extremely easy, but my mana wasn't fixed the othe 2 matchs costing me the game.(I has no dual mana land, only basics on the deck)
Third match vs a Goryos Vengeance reanimator 1-2 again, first game got mana screwed again, second was a blast and on the third my mana hated me again giving me only mountains and lots of green creatures.
Fourth vs a Tron, ended 2-0 with 2 swift and easy matches killing him on turn 4 both matches.
I had craterhoof behemot once, I sold it to a friend who was playing elves. My only proble for creature's like this or spells like overrun is that my non-hasty army won't survive for long (at least in my meta, we have an elves tribal, a goblin's tribal, a token/goodstuff themed dech with Brimaz, a prossh deck, an animar combo deck an others so mass removal is a common thing). Still, I'll give them a try.
Parallel lives is in the list.
Vicious Shadows(and Warstorm Surge) was taken out for the cheapers Purphoros, Impact Tremors and Goblin bombardment, and since I still have more than 100 cards adding another won't help to much.
The reason I don't play fetches and/or taiga/stomping grounds is to make Early harvest the better I could, normally it gives me the game when I played it. In two colors and with lots of ramp spells the duals seem not as necessary, and the ramp helps for the deck thinning. Still I'll test my lands more.
Beacon normally give me 4+ tokens and conspired even more, which makes it very good, still is one of my choses to remove.
I want that creature. I have both Shamanic and Mana Geyser. The first and Collective unconscious lost to harmonize, act on impulse and commune with lava, I should test Shamanic cause it has just 1+ CMC than Harmonize.
I used to play Geyser, Seething Song and Hymn of battle with good results almost every time. The thing is I don't know what to cut for that and I still have more than 100 cards.
Hi Mtg players there. First of all, how are you? If fine, great! If not I hope better times coming soon for you.
I've been playing an Wort, the Raidmother EDH/Commander deck for long and I always liked both of the "archetypes" I've seen builded around her, Tokens and Control. So I wanted to build an "optimal" deck for her (of course it will never be like t2 prossh or things like that but I wanted to do it anywal, you know, casual player).
One thing about this is: I don't have all the cards I'll list here, some (specially expensive ones) I want to get them someday.
The actual Card Count = 106 so I need to remove some to make it legal.
Now some card explanation:
Creatures: Young Pyromancer,Dragon Broodmother,Dragonlair Spider: I like to call this three Passive Token generators, because they give me tokens just by staying alive. I actually don't have a YP but the other two worked well so far. Krenko, Mob Boss,Ant Queen: these two are Active Token generators. They have an ability which give me lots o tokens. (People said to me Krenko wasn't that good here because the lack of goblins but normally Wort and her kids are enough to make him good) Deranged Hermit,Siege-Gang Commander: ETB Flat token generators. They give me a flat amount of tokens just by entering the field. Avenger of Zendikar,Chancellor of the Forge: ETB Dependant token generatos. Both of them depends on me having other permanents to them to work (Avenger is almost a flat). Citanul Hierophants: it can give me lots of mana.
If you can help me to get to 100 cards It will be great. Sorry for my bad English(not native) and thanks for you help.
NOTE: I'll improve this main page later if this go on.
-1 Freyalise, Llanowar's Fury: I still don't have her, but after some thinking/testing, she seems too slow. 1 Token per turn is not good and her -6 ability is probably not going to happen.
-1 Young Pyromancer: Same as Freyalise, still want to get one and test him out.
Hey, what are your thoughts about Prophetic Flamespeaker? It's a double strike trampler which gives card advantage the same wave as the Chandra does.
Also do you see the Legendary Ramping Equipment "Sword of the Animist"? With a Double striker it means attack and Explosive Vegetation in a non-green deck.
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.
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
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.
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).
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!
I have an Uril the Miststalker deck too. One of my wincons actually is the Aggravated Assault + Bear Umbra/Nature's Will combo for infinite attacks. Also you could add some nice utility lands like Yavimaya Hollow and Contested Cliffs maybe tomorrow I'll check my list for more suggestion. It's 4am here and my brain is burned after 6 consecutive EDH games xD.
Edited: I checked my list. Some Red thing I have are haste auras like Mark of Fury Haste + multiple drawing with enchantresses and Messenger's Speed Haste + Trample for R sounds good to me. Also I have Madcap Skills to "combo" with Silent Arbiter or Dueling Grounds to be unblockable (redundant most of the times but Arbiter and Grounds allows me to survive swarms) and Chaos Warp for the standard use.
Also I play Sun Titan he can be a good beater and returns most of my auras and/or enchantments to play, and enchantresses and lands too. Also I played some Mass removal like Winds of RathAustere Command and Divine Reckoning but this is because I have too many swarmers on my table (Goblins and Elves tribals for example).
Hi all, I was thinking of uploading my deck a long time ago for suggestions but I wasn't sure (Maybe because it's not really good and I had no name for it or maybe because my English is not good) but here it is:
That's the list. The deck is easy to pilot. Ramp mana with rocks and ramp cards, prevent others to win or to destroy your position with counters and removal. Use your tutors and draw spells to get the following combos and play them with the safety of Silence or Grand Abolisher.
Combos:
Sharuum + Any Clone + Altar/Disciple/Artist = Kill Sharuum infinite times and revive her to deal infinite life loss or inifinite mill(be careful with eldrazis, use praetor's graps to take them away... and or play them)
Sharuum + Artifact Clones + Blasting Station = Same as the first but you have to kill Sharuum, in response of the reanimation sac the clone with the Station, reanimate it with Sharuum and repeat.
Dead Leonin Relic-Warder + Necromancy Enchants + Altar/Artist/Blasting = Revive him, exile the enchant so he dies again and returns the enchant to revive him again and repeat. For blasting you need to respond to Death for enchant leaving the battlefield trigger and sac him for 1 damage.
Leonin Relic-Warder + Phyrexian Metamorph + Altar of the Brood = Clone the Leonin, Exile the Clone with its own trigger, return it with the second trigger and clone leonin again to infinit ETB effects.
Leonin Relic-Warder + Dance of Many + Altar of the Brood = Same as Phyrexian but exiling the enchantment instead, sadly the clones gets exiled so this only works with Altar.
Dead or Alive Sun Titan + 2 Necromancy Spells + Blasting Station = Play Titan, reanimate reanimate spell, respond and sac with Station, reanimate Titan with reanimated reanimation enchant and reanimate second reanimation spell, respond and sac titan(Titan and reanimation spell dies), reanimate reanimation spell and loop. Or if Titan is already dead and you have a reanimation enchant on graveyard, reanimate titan and do the same process. This is the more complex combo.
This is basically how the deck works I already know some cards I should get:
Cards to get:
Hi, I was looking for options to improve my Wort TRM deck and this look very promising. I have a very similar deck(without most of the expensive cards) but seeing this I want to know what you think about some cards:
Creatures:
Seeing you have Dragon Broodmother, why you don't play Verdant Force or Dragonlair Spider too?
Also, why no Chancellor of the Forge? Its like Avenger of Zendikar but checks creatures + haste. And can give you a 1 Turn token
Other creatures I think can be useful are Citanul Hierophants, making all your tokens Llanowar Elves can help a lot sometimes, Krenko, Mob Boss, him + Wort = a lot of goblins.. more if you have Chancellor. And maybe the Galvanoth + Charmbreaker Devil for our instants of sorceries.
Other Permanents: Caged Sun a Half mana refletion (posibly 1/4) + pump to half your creatures. Eldrazi Monument the only real reason of why I play this its because flyers. With Broodmother and Verdant Force I can maintain it alive a lot of time if not destroyed by opponents.
EDIT: I forgot to add Fires of Yavimaya/Hammer of Purphoros/Fervor effects to my suggestions. A great goblin offensive is great, buy could be better if hasted I think...
Also, sorry for my bad English, not main language.
3 Flamekin Harbinger
3 Llanowar Elves
2 Beastcaller Savant
2 Elvish Visionary
3 Bosk Banneret
4 Burning-Tree Emissary
2 Fauna Shaman
4 Wolf-Skull Shaman
2 Eternal Witness
2 Goblin Ruinblaster
4 Rage Forger
1 Firemantle Mage
1 Shaman of the Great Hunt
4 Lightning Bolt
3 Lead the Stampede
Lands: 20
2 Cavern of Souls
4 Stomping Ground
3 Copperline Gorge
1 Rootbound Crag
1 Arid Mesa
1 Scalding Tarn
1 Bloodstained Mire
1 Windswept Heath
4 Forest
2 Mountain
1 Scavenging Ooze
2 Goblin Ruinblaster
2 Reclamation Sage
2 Surgical Extraction
2 Dismember
2 Sudden Shock
2 Ancient Grudge
2 Destructive Revelry
Ended 2-2
First match I won 2-0 vs "Tronless Tron" he played some defenders ramped and try to play eldrazis but he wasn't fast enough.
Second lost 1-2 vs Merfolks, I easily won the first game, then he won the second and the third was hard he cast Spreading Seas on my only red mana source and I had 2 Rage Forgers and a Lightning Bolt on my hand while he was a 3hp for five turns whitout drawing a land. Can't kill him he won.
Third I won 2-1 vs RG Aggro with Goblin guides, Vexing Devil, Wild Nactl and that kind of creatures.
Fourth I lost 0-2 vs mono red Goblins. First game I got flooded with lands, second I have no lands and had to mulligan to 4 cards.
Any suggestions for the list?
Shaman of the Great Hunt did close to nothing to me, I think I'll replace it with Master of the Wild Hunt. Firemantle Mage is awesome. What do you think about cutting 1 Wolf-Skull Shaman for another utility creature?
I went first vs a Thopter Foundry/SotMeek Combo. Ended 2-0 without any hard time.
My second match was a RG Aggro deck, ended 1-2. The match I won wast extremely easy, but my mana wasn't fixed the othe 2 matchs costing me the game.(I has no dual mana land, only basics on the deck)
Third match vs a Goryos Vengeance reanimator 1-2 again, first game got mana screwed again, second was a blast and on the third my mana hated me again giving me only mountains and lots of green creatures.
Fourth vs a Tron, ended 2-0 with 2 swift and easy matches killing him on turn 4 both matches.
This was my list for the tournament:
3 Flamekin Harbinger
4 Llanowar Elves
4 Bosk Banneret
4 Elvish Visionary
4 Wolf-Skull Shaman
4 Rage Forger
2 Goblin Ruinblaster
4 Burning-Tree Emissary
2 Burning-Tree Shaman
3 Lightning Bolt
2 Lead the Stampede
Lands: 22
1 Cavern of Souls
12 Forest
9 Mountain
2 Goblin Ruinblaster
2 Sylvok Replica
2 Burning-Tree Shaman
1 Essence Warden
1 Lightning Bolt
2 Destructive Revelry
2 Ancient Grudge
2 Sudden Shock
1 Lead the Stampede
I'm trying to get the Beastcaller Savants and the lands to improve the manabase now. But I really don't know what to prioritize.
I'm looking forward to something like this:
4 Beastcaller Savant
4 Bosk Banneret
4 Burning-Tree Emissary
2 Eternal Witness
2 Fauna Shaman
4 Flamekin Harbinger
3 Goblin Ruinblaster
1 Master of the Wild Hunt
4 Rage Forger
4 Wolf-Skull Shaman
2 Collected Company
4 Lightning Bolt
Lands: 22
2 Cavern of Souls
4 Copperline Gorge
4 Forest
2 Mountain
2 Rootbound Crag
4 Stomping Ground
4 Wooded Foothills
1 Goblin Ruinblaster
2 Reclamation Sage
2 Ancient Grudge
2 Destructive Revelry
2 Dismember
2 Sudden Shock
2 Surgical Extraction
2 SOMETHING
Can you give me suggestions?
PD: Sorry for my English, Spanish is my main laguage.
I had craterhoof behemot once, I sold it to a friend who was playing elves. My only proble for creature's like this or spells like overrun is that my non-hasty army won't survive for long (at least in my meta, we have an elves tribal, a goblin's tribal, a token/goodstuff themed dech with Brimaz, a prossh deck, an animar combo deck an others so mass removal is a common thing). Still, I'll give them a try.
Parallel lives is in the list.
Vicious Shadows(and Warstorm Surge) was taken out for the cheapers Purphoros, Impact Tremors and Goblin bombardment, and since I still have more than 100 cards adding another won't help to much.
I want that creature. I have both Shamanic and Mana Geyser. The first and Collective unconscious lost to harmonize, act on impulse and commune with lava, I should test Shamanic cause it has just 1+ CMC than Harmonize.
I used to play Geyser, Seething Song and Hymn of battle with good results almost every time. The thing is I don't know what to cut for that and I still have more than 100 cards.
I've been playing an Wort, the Raidmother EDH/Commander deck for long and I always liked both of the "archetypes" I've seen builded around her, Tokens and Control. So I wanted to build an "optimal" deck for her (of course it will never be like t2 prossh or things like that but I wanted to do it anywal, you know, casual player).
One thing about this is: I don't have all the cards I'll list here, some (specially expensive ones) I want to get them someday.
The actual Card Count = 106 so I need to remove some to make it legal.
1 Wort, the Raidmother
Creatures: 9
1 Ant Queen
1 Avenger of Zendikar
1 Chancellor of the Forge
1 Citanul Hierophants
1 Deranged Hermit
1 Dragon Broodmother
1 Dragonlair Spider
1 Krenko, Mob Boss
1 Siege-Gang Commander
Planewalkers: 1
1 Xenagos, the Reveler
Enchantments: 11
1 Earthcraft
1 Fecundity
1 Goblin Bombardment
1 Impact Tremors
1 Mana Echoes
1 Mana Reflection
1 Parallel Lives
1 Primal Vigor
1 Purphoros, God of the Forge
1 Sylvan Library
1 Doubling Season
Artifacts: 6
1 Ashnod's Altar
1 Mana Crypt
1 Phyrexian Altar
1 Sol Ring
1 Sensei's Divining Top
1 Skullclamp
1 Artifact Mutation
1 Beacon of Destruction
1 Beast Within
1 Brimstone Volley
1 Chaos Warp
1 Comet Storm
1 Commune with Lava
1 Consign to Dust
1 Deglamer
1 Early Harvest
1 Fork
1 Harrow
1 Increasing Vengeance
1 Reiterate
1 Sprout Swarm
1 Starstorm
1 Unravel the AEther
Sorceries: 28
1 Act on Impulse
1 Beacon of Creation
1 Blasphemous Act
1 Chain Reaction
1 Cultivate
1 Decimate
1 Devil's Play
1 Dragon Fodder
1 Explosive Vegetation
1 Harmonize
1 Kodama's Reach
1 Krenko's Command
1 Nature's Lore
1 Nostalgic Dreams
1 Parallel Evolution
1 Past in Flames
1 Rampant Growth
1 Recollect
1 Reforge the Soul
1 Regrowth
1 Rude Awakening
1 Saproling Symbiosis
1 Skyshroud Claim
1 Sylvan Offering
1 Tempt with Vengeance
1 Three Visits
1 Vandalblast
1 Wheel of Fortune
1 Boseiju, Who Shelters All
1 Gaea's Cradle
1 Khalni Garden
1 Kher Keep
18 Forest
12 Mountain
1 Wort, the Raidmother
Creatures:
4 Citanul Hierophants
4 Krenko, Mob Boss
5 Ant Queen
5 Deranged Hermit
5 Siege-Gang Commander
6 Dragon Broodmother
6 Dragonlair Spider
7 Avenger of Zendikar
7 Chancellor of the Forge
Planewalkers:
4 Xenagos, the Reveler
Enchantments:
2 Earthcraft
2 Goblin Bombardment
2 Impact Tremors
2 Sylvan Library
3 Fecundity
4 Mana Echoes
4 Parallel Lives
4 Purphoros, God of the Forge
5 Primal Vigor
5 Doubling Season
6 Mana Reflection
Artifacts:
0 Mana Crypt
1 Sol Ring
1 Sensei's Divining Top
1 Skullclamp
3 Ashnod's Altar
3 Phyrexian Altar
2 Artifact Mutation
2 Deglamer
2 Fork
2 Increasing Vengeance
2 Sprout Swarm
2 Unravel the AEther
2x Comet Storm
2x Commune with Lava
2x Starstorm
3 Beast Within
3 Brimstone Volley
3 Chaos Warp
5 Beacon of Destruction
3 Consign to Dust
3 Early Harvest
3 Harrow
3 Reiterate
Sorceries:
1 Vandalblast
1x Devil's Play
1x Sylvan Offering
1x Tempt with Vengeance
2 Dragon Fodder
2 Krenko's Command
2 Nature's Lore
2 Nostalgic Dreams
2 Rampant Growth
2 Regrowth
2 Three Visits
3 Act on Impulse
3 Cultivate
3 Kodama's Reach
3 Recollect
3 Wheel of Fortune
4 Beacon of Creation
4 Chain Reaction
4 Decimate
4 Explosive Vegetation
4 Harmonize
4 Past in Flames
4 Saproling Symbiosis
4 Skyshroud Claim
5 Parallel Evolution
5 Reforge the Soul
5 Rude Awakening
8 Blasphemous Act
1 Boseiju, Who Shelters All
1 Gaea's Cradle
1 Khalni Garden
1 Kher Keep
18 Forest
12 Mountain
Now some card explanation:
Creatures:
Young Pyromancer,Dragon Broodmother,Dragonlair Spider: I like to call this three Passive Token generators, because they give me tokens just by staying alive. I actually don't have a YP but the other two worked well so far.
Krenko, Mob Boss,Ant Queen: these two are Active Token generators. They have an ability which give me lots o tokens. (People said to me Krenko wasn't that good here because the lack of goblins but normally Wort and her kids are enough to make him good)
Deranged Hermit,Siege-Gang Commander: ETB Flat token generators. They give me a flat amount of tokens just by entering the field.
Avenger of Zendikar,Chancellor of the Forge: ETB Dependant token generatos. Both of them depends on me having other permanents to them to work (Avenger is almost a flat).
Citanul Hierophants: it can give me lots of mana.
Planewalkers:
Xenagos, the Reveler,Freyalise, Llanowar's Fury: Xenagos proved to be great lots of times, i dont have freyalise yet, the token generator seems useful idk.
Enchantments:
Earthcraft,Mana Echoes,Mana Reflection: Enchantment mana. Mana is good. Always good.
Goblin Bombardment,Impact Tremors,Purphoros, God of the Forge: Enchantment wincons.
Sylvan Library,Fecundity: Enchantment Drawing engines. Fecundity works well with the altars, g bombardment and skullclamp.
Parallel Lives,Primal Vigor,Doubling Season: Token duplicators.
Artifacts:
Mana Crypt,Sol Ring: Mana Rocks
Sensei's Divining Top: Divining top is awesome.
Skullclamp: Tokens + this = fun.
Ashnod's Altar,Phyrexian Altar: Lots of tokens + these two = lots os mana. Lots of mana = Lots of fun (for me at least)
Instants & Sorceries:
Artifact Mutation,Deglamer,Unravel the AEther,Beast Within,Brimstone Volley,Chaos Warp,Beacon of Destruction,Consign to Dust,Vandalblast,Decimate: Spot removals (Sort of). Note that consign to dust can be conspired for a mass Enchant/Artifact removal.
Starstorm,Chain Reaction,Blasphemous Act: Mass removals
Fork,Increasing VengeancemReiterate: Moar Copies
Sprout Swarm,Sylvan Offering,Tempt with Vengeance,Dragon Fodder,Krenko's Command,Beacon of Creation: Token Generators.
Saproling Symbiosis,Parallel Evolution: token duplicators. (and if you can conspire them)
Comet Storm,Devil's Play: Sorcery wincons. This deck can make lots of mana so this two (specially comet storm) can one shot players.
Commune with Lava,Act on Impulse,Harmonize: Drawing.
Wheel of Fortune,Reforge the Soul: wheels.
Early Harvest,Rude Awakening: Land untappers. With wort they are lots of mana to play and play.
Harrow,Nature's Lore,Rampant Growth,Three Visits,Cultivate,Kodama's Reach,Explosive Vegetation,Skyshroud Claim: Ramp
Nostalgic Dreams,Regrowth,Recollect: Resurrection. (Note this: With conspire one can regrowth recollect and another thing and the recollet regrowth and another thing ybtuk you get oom)
Past in Flames: Flashback
Lands:
Boseiju, Who Shelters All: Non countereable spells are good.
Khalni Garden,Kher Keep: the gave me tokens.
Gaea's Cradle: Lots of mana
18 Forest
12 Mountain
If you can help me to get to 100 cards It will be great. Sorry for my bad English(not native) and thanks for you help.
NOTE: I'll improve this main page later if this go on.
-1 Freyalise, Llanowar's Fury: I still don't have her, but after some thinking/testing, she seems too slow. 1 Token per turn is not good and her -6 ability is probably not going to happen.
-1 Young Pyromancer: Same as Freyalise, still want to get one and test him out.
Also do you see the Legendary Ramping Equipment "Sword of the Animist"? With a Double striker it means attack and Explosive Vegetation in a non-green deck.
Magmatic Insight and Tragic Arrogance seem nice to.
Isn't Boros Swiftblade better than Warren Instigator? He has better thoughness and WR seems easier to pay than RR.
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!
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
Thanks for your answers.
Also I'm trying to get an Utopia Sprawl, an Ajani, Mentor of Heroes and an Exploration for this.
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!
Edited: I checked my list. Some Red thing I have are haste auras like Mark of Fury Haste + multiple drawing with enchantresses and Messenger's Speed Haste + Trample for R sounds good to me. Also I have Madcap Skills to "combo" with Silent Arbiter or Dueling Grounds to be unblockable (redundant most of the times but Arbiter and Grounds allows me to survive swarms) and Chaos Warp for the standard use.
Also I play Sun Titan he can be a good beater and returns most of my auras and/or enchantments to play, and enchantresses and lands too. Also I played some Mass removal like Winds of Rath Austere Command and Divine Reckoning but this is because I have too many swarmers on my table (Goblins and Elves tribals for example).
1 Sharuum the Hegemon
Wincons: 4
1 Altar of the Brood
1 Disciple of the Vault
2 Blood Artist
3 Blasting Station
Clones: 6
2 Phantasmal Image
2 Dance of Many
3 Sculpting Steel
4 Phyrexian Metamorph
4 Clone
4 Evil Twin
Reanimation Combo Pack: 5
2 Leonin Relic-Warder
6 Sun Titan
2 Animate Dead
2 Dance of the Dead
3 Necromancy
Card Advantage:
Tutors: 6
1 Enlightened Tutor
2 Demonic Tutor
2 Lim-dûl's Vault
3 Praetor's Grasp
4 Diabolic Tutor
5 Increasing Ambition
Draw & "Scry": 8
1 Sensei's Divining Top
3 Rhystic Study
3 Phyrexian Arena
3x Sphinx's Revelation
4 Fact or Fiction
5 Moonlight Bargain
6 Opportunity
6 Recurring Insight
Protection: 3
0 Glacial Chasm
1 Silence
2 Grand Abolisher
1 Swan Song
2 Arcane Denial
2 Counterspell
2 Muddle the Mixture
3 Dissipate
3 Hinder
4 Rewind
4 Foil
Spot & Mass Removal: 11
1 Sword to Plowshares
3 Oblation
3 Mortify
4 Return to Dust
2 Cyclonic Rift
4 Supreme Verdict
6 Austere Command
6 Terminus
6 Merciless Eviction
7 All is Dust
8 Decree of Pain
Mana Base:
Ramp: 6
0 Windswept Heath
0 Polluted Delta
0 Scalding Tarn
1 Wayfarer's Bauble
4 Solemn Simulacrum
4 Kor Cartographer
Rocks: 9
1 Sol Ring
1 Mana Vault
2 Talisman of Progress
2 Talisman of Dominance
2 Fellwar Stone
3 Chromatic Lantern
3 Commander's Sphere
4 Thran Dynamo
5 Gilded Lotus
0 High Market
0 Reliquary Tower
0 Thespian's Stage
0 Strip Mine
0 Zoetic Cavern
0 Temple of the False God
0 Command Tower
0 City of Brass
0 Reflecting Pool
0 Exotic Orchard
0 Arcane Santum
0 Nimbus Maze
0 Hallowed Fountain
0 Watery Grave
0 Godless Shrine
0 Glacial Fortress
0 Drowned Catacomb
0 Isolated Chapel
0 Adarkar Wastes
0 Underground River
0 Caves of Koilos
0 Azorius Chancery
0 Dimir Aqueduct
0 Orzhov Basilica
0 Calciform Pools
0 Dreadship Reef
4 Island
2 Plains
1 Swamp
That's the list. The deck is easy to pilot. Ramp mana with rocks and ramp cards, prevent others to win or to destroy your position with counters and removal. Use your tutors and draw spells to get the following combos and play them with the safety of Silence or Grand Abolisher.
Combos:
Sharuum + Any Clone + Altar/Disciple/Artist = Kill Sharuum infinite times and revive her to deal infinite life loss or inifinite mill(be careful with eldrazis, use praetor's graps to take them away... and or play them)
Sharuum + Artifact Clones + Blasting Station = Same as the first but you have to kill Sharuum, in response of the reanimation sac the clone with the Station, reanimate it with Sharuum and repeat.
Dead Leonin Relic-Warder + Necromancy Enchants + Altar/Artist/Blasting = Revive him, exile the enchant so he dies again and returns the enchant to revive him again and repeat. For blasting you need to respond to Death for enchant leaving the battlefield trigger and sac him for 1 damage.
Leonin Relic-Warder + Phyrexian Metamorph + Altar of the Brood = Clone the Leonin, Exile the Clone with its own trigger, return it with the second trigger and clone leonin again to infinit ETB effects.
Leonin Relic-Warder + Dance of Many + Altar of the Brood = Same as Phyrexian but exiling the enchantment instead, sadly the clones gets exiled so this only works with Altar.
Dead or Alive Sun Titan + 2 Necromancy Spells + Blasting Station = Play Titan, reanimate reanimate spell, respond and sac with Station, reanimate Titan with reanimated reanimation enchant and reanimate second reanimation spell, respond and sac titan(Titan and reanimation spell dies), reanimate reanimation spell and loop. Or if Titan is already dead and you have a reanimation enchant on graveyard, reanimate titan and do the same process. This is the more complex combo.
This is basically how the deck works I already know some cards I should get:
Cards to get:
But I'm Open to Suggestions
Creatures:
Seeing you have Dragon Broodmother, why you don't play Verdant Force or Dragonlair Spider too?
Also, why no Chancellor of the Forge? Its like Avenger of Zendikar but checks creatures + haste. And can give you a 1 Turn token
Other creatures I think can be useful are Citanul Hierophants, making all your tokens Llanowar Elves can help a lot sometimes, Krenko, Mob Boss, him + Wort = a lot of goblins.. more if you have Chancellor. And maybe the Galvanoth + Charmbreaker Devil for our instants of sorceries.
Other Permanents:
Caged Sun a Half mana refletion (posibly 1/4) + pump to half your creatures.
Eldrazi Monument the only real reason of why I play this its because flyers. With Broodmother and Verdant Force I can maintain it alive a lot of time if not destroyed by opponents.
Spells:
Fork, Reiterate, Wild Ricochet, etc: To add more copies for your spells or to copy that damned monoblack tutor you don't have.
Massive Raid, Mob Justice effects for your enemies to exploud.
Regrowth, Recollect effects for cheap recursion, also, conspiring one to get the other + one card gives you "infinite" recursion.
Past in Flames for that final recursion.
Saproling Symbiosis, Parallel Evolution x2 or x4 your creatures or more if you can copy this more than one time
Xenagos, the Reveler, Battle Hymn extra mana is good.
Volcanic Geyser, Ghitu Fire: X damage, instant speed.
Lands:
Mosswort Bridge and Spinerock Knoll for the Hideway, I don't know, maybe they're not worth it.
These are my suggestions. I want to know what you think about them.
Also in your decklist. Rude Awakenig isn't an instant, Comet Storm isn't a Sorcery
EDIT: I forgot to add Fires of Yavimaya/Hammer of Purphoros/Fervor effects to my suggestions. A great goblin offensive is great, buy could be better if hasted I think...
Also, sorry for my bad English, not main language.