|Commander / EDH||Legal|
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|Dragons of Tarkir||Uncommon|
|Duel Decks: Heroes vs. Monsters||Uncommon|
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Enchantment — Aura
Enchanted creature has double strike. (It deals both first-strike and regular combat damage.)
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Battle Mastery Discussion
1 week ago
Using specialized hate cards like Linvala, Keeper of Silence is difficult in a 99-card singleton deck without access to the proper tutors. There's no guarantee I'll see them every game or as early as I need to for them to be effective. Specialized hate cards are also hard to find space for, as said space could be better used towards more relevant general removal or support cards that bolster the deck's main strategy.
Mirran Crusader lost out to Silverblade Paladin as the go-to double striker of the deck years ago. Silverblade acts as a Battle Mastery for Sram and gives me two double strikers to work with. Protection from Black and Green is also already provided by Sword of Feast and Famine.
2 weeks ago
Stax is never fun to play against: throw together a deck with Zur the Enchanter as the commander and dropping, probably in this order: Rule of Law, Spirit of the Labyrinth and finally Bottomless Pit, Oppression or Necrogen Mists. If you're having trouble attacking, Steel of the Godhead is a useful addition.
Then, when everyone is locked down and pissed off, you can either go Voltron (with Battle Mastery and Phyresis etc.) or combo (Necropotence and Phyrexian Unlife, draw half your library, and then, if you didn't draw Repay in Kind, play one of the 3 or so tutors in the deck to search for it.) If you want to piss off your opponents more, then you can always Nevermore naming their commander. Darksteel Mutation and Imprisoned in the Moon are also 3 mana enchantment commander removal that stops them just re-casting them. (NOTE: Necropotence does not count as drawing cards so Spirit of the Labyrinth doesn't trigger.)
Its quite slow, but Rule of Law will probably prevent any hate directed at you, especially this early game. Also, enchantment removal is generally not as prevalent as, say, artifact removal. Don't forget to be an arsehole and gloat over their pain, that really pisses people off and will help you return to modern.
2 weeks ago
ill start by saying that saskia's ability shows more potential in something outside of voltron.. but i could see it performing decently! Here's some of my suggestions...
if there were ever a screw blue card, i would say Possibility Storm would be the iconic. Any time they cast a counter spell, they have to rely on the fact that the next one they draw into is also a counter. also this allows you to cycle through card types like maybe artifacts that you don't want.
i think you could play a bit more into the double strike and making saskia more of a force to be reckoned with even faster. things like Battle Mastery or Madcap Skills (while not double strike, still does well early game for dmg boost and evasion).
Vexing Shusher helps carry your commander to the field even when your opponent knows your deck and that your win con relies on saskia getting out.
Open the Armory should have a place in here.
Bastion Protector is a good support creature for you.
i have to go do some work, but i want to get back with some more ideas for you and also some things you don't need in here. stay tuned!
3 weeks ago
I think that this can be a devastating SP and MP deck.
Greatbow Doyen and Brigid, Hero of Kinsbaile are all-stars. Throw Trophy Hunter in there and you've got intense synergy. Scattershot Archer deals with flyers. Crossbow Infantry is great, if you pair him with Armadillo Cloak, Felidar Umbra, or Battle Mastery.
Archers synergize with any creature that is massive, but creates tokens for opponents, like Hunted Troll.
You'll need protection, so Crib Swap is an easy check, because you can easily deal with the 1/1. Same with Afterlife or Beast Within. Selesnya Charm is also good because of the options it provides. If you splash black, there's many more options available.
Pulse of Murasa is also good, but I wouldn't put too many in.
1 month ago
That's some casual play group if you have people running around casting Armageddons lol.
On another note, it does seem like we're having difficulty understanding one another.
1 month ago
Wild Research has a color identity, and is not legal for your deck.
The only way I can think of to attach lots of auras to Uril at the same time is to play Retether, Open the Vaults, or Replenish while you have Uril out and a lot of auras in the graveyard already. Either that or play Primal Surge and hope you don't hit a non-permanent. Up to you whether you think either of those are a good idea.
The ONLY ways for you to deal infect damage with Uril in Naya colors are Grafted Exoskeleton and Triumph of the Hordes. There are no other cards that grant infect to a creature outside of blue and black.
Symmetrical card draw is very bad in EDH, since it just gives people more gas to answer you or win the game ahead of you. Font of Mythos, Horn of Greed, Howling Mine, Omen Machine, Temple Bell, and Rites of Flourishing should all be cut. Wheel of Fortune and Reforge the Soul are usually better because you can wait to cast them until you have no hand and your opponents have lots of cards, but you actually have better options in green, so I'd recommend cutting at least Reforge.
Replace with the following: Sram, Senior Edificer, Kor Spiritdancer, Rishkar's Expertise, Sage's Reverie, Soul's Majesty, Abzan Beastmaster, Mesa Enchantress, Verduran Enchantress, and Eidolon of Blossoms (maybe).
You also NEED better ramp. Tithe, Cultivate, Journey of Discovery, Elfhame Sanctuary, and Kodama's Reach are all sub-par and should be cut. 41 lands is also WAY too high. You'll be able to ramp much more consistantly if you cut that down. You can go down to 35 lands without a problem, and then after that you can cut one land for every 0 CMC mana rock you add to the deck. (Don't worry about Exploration, Burgeoning, and Oracle of Mul Daya being less effective. The extra draw factor will offset that. I would probably cut Azuza though, since she doesn't give you much if you aren't flooded with land.) Out of your lands, Jungle Shrine, Maze of Ith, Mikokoro, Center of the Sea, and Temple of the False God are all kind of bad and could be cut. Some better utility lands would be Kessig Wolf Run and Hall of the Bandit Lord.
All of the following are better ramp than you have: Mana Crypt, Mox Diamond, Chrome Mox, Lotus Petal, Lotus Bloom, Ancient Tomb, Nature's Lore, Three Visits, Coalition Relic, Boros Signet, Selesnya Signet, Gruul Signet, Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Avacyn's Pilgrim, Dryad Arbor (tutored off of Green Sun's Zenith, Harrow, Crop Rotation (into Ancient Tomb), Gemstone Caverns, Chromatic Lantern (maybe), Joraga Treespeaker (maybe), Skyshroud Claim (maybe), Trace of Abundance (maybe), Fertile Ground (maybe), Utopia Sprawl (maybe), and Wild Growth (maybe). You may also want to consider Herald of the Pantheon or Hero of Iroas to reduce the cost of your spells.
Now, on to the auras. You have a ton of auras that don't really do... anything? I get that you want to buff Uril as much as possible, but EDH is format of card advantage, and you really shouldn't be playing cards that just read, "your commander gets +2/+2."
I would cut all of the following Abzan Runemark, Angelic Destiny (this really doesn't give you much for 4 mana), Asha's Favor, Burrowing, Call To Serve, Cave Sense, Crown of Awe, Dust Corona, Eternal Warrior, Griffin Guide, Gryff's Boon, Inviolability (He already going to be the biggest thing around, why do you need this?), Murder Investigation (You have no support for these tokens.), Nimbus Wings, Serra's Embrace, Triclopean Sight, Vigilance, and Vow of Duty.
And here's what I recommend in their place:
Extra protection for your commander: Shielded by Faith, Spider Umbra, Hyena Umbra, Felidar Umbra, Bear Umbra, and Flickerform. (Speaking of protection, Tajuru Preserver, Grand Abolisher, Vexing Shusher, Gaea's Herald, and Sigarda, Host of Herons are all good ways to make sure Uril can't be messed with.)
Also put in Spirit Loop. It's cheap and comes back if Uril leaves play somehow.
Other miscellaneous stuff:
Heliod's Pilgrim, Open the Armory, and Plea for Guidance are other tutors you could include. Open the Armory also grabs Grafted Exoskeleton and Helm of the Gods if you put them in, so I'd recommend it.
Nomad Mythmaker might make a useful recovery tool.
Mayael's Aria buffs Uril, gains you life, and can straight up win the game for you, nuff said.
If you can find the space, you could really use better board control to deal with problem permanents. Here are some good removal spells in your colors: Swords to Plowshares, Beast Within, Chaos Warp, Oblation, Krosan Grip, Oblivion Ring, Qasali Pridemage, Return to Dust, Hull Breach, Winds of Rath, Chandra's Ignition, Austere Command, and Wrath of God.
And that's all I can think of at the moment. Good luck.
1 month ago
So due to being less than thrilled with my Bant Token deck, I was thinking about rejigging it to be a voltron deck since my commander; Ishai, Ojutai Dragonspeaker is pretty good at powering themselves up since I often play multiple opponents in my local magic group, and was considering of changing it to a new theme.
Cards I own
I For control and disruption I have plenty of control cards like Convolute, Counterspell, Simic Charm, Spell Rupture, etc... Disruption includes Divine Reckoning, Pacifism, Diminish, Paralyzing Grasp, Rapid Hybridization, Defang, Cage of Hands As well as stuff that trashes enchantments and Artifacts.
For powering up my commander my Artifact pool is less than ideal, had to work with what I got. They include Trailblazer's Boots, Fireshrieker, Skyblinder Staff, Ring of Evos Isle, Grafted Exoskeleton, and Livewire Lash.
Enchantments and effects for protecting my commander and/or giving them evasion include: Infiltrator's Magemark, Holy Mantle, Guildscorn Ward, Alpha Authority, Ghostform, Sheltering Word, Survive the Night, Haze of Pollen, Shielded Passage, Rogue's Passage etc...
Mana Ramp: Assume all of my mana rocks in the bant deck are going to be cannibalized.
Creatures: I don't have the good stuff to do a true one man voltron, but I can use walls like Angelic Wall, Fog Bank, Wall of Frost for protecting myself and the effects of creatures like Fan Bearer, Mistmeadow Witch, New Prahv Guildmage, to aid my commander so they can swing in for lethal damage.
Cards I'm Scouting to Buy
New commander to pair with Ishai: Reyhan, Last of the Abzan
The cards I'm looking to get for this build would be things like the WUBRG Wards and the dual color protection like Shield of Duty and Reason, and Spectra Ward. Mask of Avacyn, Swiftfoot Boots, Aqueous Form, Steel of the Godhead, Indestructibility, and Battle Mastery
Think this is something that I can/should pull off? Any Budget recommendations?