Uril, the Miststalker ("Combo-ril" V1.0)

True, he’s been done to death:


….but I still want a shot at making a miststalker build all my own. I need 2 decks to compete in a 10-week EDH League that’s launching 2 weeks from today, and I think Uril is the best bet for an aggressive build. Now my only problem is… everyone in the league probably already knows what to expect when they see Uril across the board:


Step 1: Some mana ramping
Step 2: Uril comes down from the command zone
Step 3: Some enchantments come in to beef him up…
Step 4: Some Mass Land Destruction to make things difficult

Based on what I’ve seen from the 30+ decklists here on MTGSalvation, this sequence signals one of two commonly used approaches to building Uril: (1) General damage supported by Mana Disruption, and (2) Enchantment-based card advantage.

For me, the more competitive build using the first approach seems to belong to Donald (found here) – he consistently denies opponents the resources required to provide answers to Uril. The second, less popular (and in my opinion less competitive but more FUN) version is to go with enchantresses. The enchantresses help build up card advantage, letting you draw a lot of cards and help build up a strong board presence. Of these, I think the most streamlined and most intriguing version is owned by wtwlf123 (found here). I like this version a lot, but without counterspells to answer board sweeps, I don’t think I can use it to compete.


Our EDH league will be using the Armada games point system, which makes using Donald’s version less attractive to use. Instead of locking up the game with an Armageddon or Decree of Annhilation, CHASM will set me back to a point where I need to kill all 3 players fast just so I can get ahead on points. (Side note: It’s a little funny how the point system tries to encourage FUN, when the prizes offered promote serious competition. I know for a fact that many of those joining have really overpowered decks…)


Anyway….


I need to win consistently without mass Land Destruction, and THAT means that the deck must be multiple alternative win conditions. This line of reasoning therefore leads me to the kind of Uril deck I want to develop for Season 1 of this league: Combo.

First draft:
Combo-ril V1.0Magic OnlineOCTGN2ApprenticeBuy These Cards
MAIN DECK
General:
01 Uril, the Miststalker

Creature Threats: 3
02 Knight of the Reliquary
03 Terravore
04 Sun Titan

Utility Creatures: 13
05 Reveillark
06 Karmic Guide
07 Saffi Eriksdotter
08 Mirror Entity
09 Dauntless Escort
10 Yavimaya Elder
11 Eternal Witness
12 Blisterstick Shaman
13 Nomad Mythmaker
14 Academy Rector
15 Hokori, Dust Drinker
16 Acidic Slime
17 Mold Shambler

Instants: 5
18 Eladamri's Call
19 Naya Charm
20 Worldly Tutor
21 Congregation at Dawn
22 Fatal Frenzy

Sorceries: 16
23 Retether
24 Restock
25 Regrowth
26 Reap and Sow
27 Harmonize
28 Wheel of Fortune
29 Idyllic Tutor
30 Three Dreams
31 Sylvan Tutor
32 Life from the Loam
33 Primal Command
34 Winds of Rath
35 Razia's Purification
36 Armageddon
37 Cataclysm
38 Catastrophe

Artifacts: 8
39 Talisman of Unity
40 Talisman of Impulse
41 Gruul Signet
42 Selesnya Signet
43 Boros Signet
44 Darksteel Ingot
45 Winter Orb
46 Sensei's Divining Top
47 Crystal Ball

Enchantments/Auras: 13
48 Angelic Renewal
49 Sylvan Library
50 Sterling Grove
51 Faith's Fetters
52 Goblin Bombardment
53 Spirit Mirror
54 Rancor
55 Shield of the Oversoul
56 Runes of the Deus
57 Gaea's Embrace
58 Flickerform
59 Boar Umbra
60 Bear Umbra
61 Aggravated Assault

Planeswalkers: 2
62 Ajani Vengeant
63 Elspeth, Knight-Errant

Non-basic Lands
64 Contested Cliffs
65 Stomping Ground
66 Temple Garden
67 Sacred Foundry
68 Arid Mesa
69 Wooded Foothills
70 Windswept Heath
71 Naya Panorama
72 Krosan Verge
73 Strip Mine
74 Tectonic Edge
75 Skargg, the Rage Pits
76 Sunhome, Fortress of the Legion
77 Vesuva
78 Sejiri Steppe
79 Jungle Shrine
80 Temple of the False Gods
81 Raging Ravine
82 Stirring Wildwood
83 Nantuko Monastery
84 Rootbound Crag
85 Sunpetal Grove
86 Horizon Canopy

Basic Lands
87 Forest
88 Forest
89 Forest
90 Forest
91 Forest
92 Forest
93 Forest
94 Plains
95 Plains
96 Plains
97 Plains
98 Mountain
99 Mountain
100 Mountain



Now, this build should provide the groundwork for deck development up until the start of the league. It tries to provide strong second and third options to the deck’s already-brutal main win condition, and does so in forms that can be fetched within the color identity (creatures and enchantments). Therefore, while the deck’s core still revolves around the core of Uril + Auras + LD, there are alternative wins from out of nowhere:


1. Bear Umbra + Aggravated Assault. The combo closest to the core theme, using an Aura to fuel endless combat phases. The easiest combo to assemble, given that there are only two cards – both of which are still very good even without the other.


1. Goblin Bombardment combos. These are the 3-card combos. If Uril and his Auras don’t finish the job, Goblin Bombardment will. There are several variations available:
1. With Sun Titan and Angelic Renewal/Saffi.
2. With Reveillark and Karmic Guide.
3. With Saffi and Karmic Guide
4. With Spirit Mirror.


1. Mirror Entity combos. The 4-card combos. Goblin Bombardment is replaced by both Mirror Entity and Blisterstick Shaman. Mirror Entity is the Sacrifice outlet, Blisterstick Shaman is the damage dealer. This combination works mainly with Reveillark and Karmic Guide.


Note: If Blisterstick Shaman isn’t available, there are four other useful options:
1. Eternal Witness for multiple recursion.
2. Acidic Slime for destroying all permanents onboard.
3. Yavimaya Elder for lands in your hand.
4. Academy Rector for tutoring up multiple enchantments.


The list is not yet where I want it to be, as there are several cards I’m not yet sure on. Troll Ascetic, for one, is only there because I have yet to get a Terravore on MTGO. Same goes with the Tectonic Edge (in lieu of Wasteland), and the Sylvan Tutor (lack of Enlightened Tutor). I’ll be getting those soon though.


On top of that, the deck looks like it will run out of cards too fast, or can’t find the combos quick enough. I think it’s a velocity issue, stemming from the presence of only 2 card drawers (which I originally thought was enough considering that there are already several tutors).


Also, the deck still seems to be overly focused on itself; I think I need a few more ways to interact effectively with what’s happening on my opponent’s boards, particularly ways to deal with unwanted permanents without affecting my own board.


Lastly, I’m not quite sure the Spirit Mirror-Goblin Bombardment combo will work during my upkeep. I haven’t encountered this in live play yet, so if this turns out to be a dud, then the combo can go out in favour of more card draw.


Some cards that are sure to go in, as soon as I have the cash to get them:
Enlightened Tutor
Terravore (for Troll Ascetic)
Sol ring (for Darksteel Ingot)
Replenish (not sure what to replace yet)


Some cards I’m really curious about, and want to test out if they fit:
Krosan Grip (if I had a way to tutor for this, it would be in already)
Beast Within (need more removal)
Chaos Warp (flexible removal)
Act of Aggression
Enduring Renewal
Aluren

… to name a few.

On a final note, thanks to Poxy14 for providing great custom artwork on my general!
2

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