….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:
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!
I will try out Awakening Zone in the next few days... thanks
Given that, something like Awakening Zone might work better. It will give you ramp when you need it and fuel for Bombardment when you don't.