Burrowing

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Classic Sixth Edition (6ED) Uncommon
Fourth Edition (4ED) Uncommon
4th Edition Foreign Black Border (4EDFBB) Uncommon
Revised Edition (3ED) Uncommon
Revised Foreign Black Border (3EDFBB) Uncommon
Unlimited Edition (2ED) Uncommon
Collector's Edition (CED) Uncommon
International Collector's Edition (CEI) Uncommon
Limited Edition Beta (LEB) Uncommon
Limited Edition Alpha (LEA) Uncommon

Combos Browse all

Burrowing

Enchantment — Aura

Enchant creature

Enchanted creature has mountainwalk.

Burrowing Discussion

Daedalus19876 on It's Just ONE more Goblin deck....

4 months ago

I am not convinced you own a foil Dwarven Hold or Burrowing or Goblin Shrine or Goblin Caves or...

Setting aside impossible foils, this list seems like it lacks card draw and ramp (no Sol Ring ?). Not to mention the fact that you have no protection for Krenko, and the deck feels like it would fold to a couple board wipes.

I'd suggest Extraplanar Lens , Sol Ring , Ruby Medallion , Purphoros, God of the Forge , Thousand-Year Elixir , Ruination , Skullclamp , Outpost Siege , and possibly Urza's Incubator . Hope this helps!

theindigoeffect on Uril's Revenge

2 years ago

I agree with the reasoning that you use to support your suggestions.

I guess I'm not fond of Madcap Skills because it doesn't always work, but neither does Burrowing, unless I know I'm playing against someone who has mountains. I guess Madcap Skills wins out due to consistency, so I'll switch it out.

I plan to at least throw in Mana Vault, Gaddock Teeg, Grand Abolisher and the red counterspells you mentioned: I'll update my deck once I have them.

Thanks for your help.

JaceTheSwagSculptor on Uril's Revenge

2 years ago

Blue is undoubtedly the most hindering color to voltron, so I don't think making concessions to that would be unreasonable regardless of how narrow they are.

I eliminated most of the defensive cards in my build in favor of hinderance effects to slow down opponents (Null Rod, Torpor Orb, etc) and ramp. I prefer being the oppressive or fastest deck at the table.

I would rather have the creatures that have additional value. I largely found that defensive cards such as Dueling Grounds and Ghostly Prison underperformed. They are high CMC (3 CMC is an incredibly crowded slot in my build) and they did nothing to advance my board position. Especially if you are having trouble with control decks, you can't afford to use 3 mana on something that does not require an immediate answer from opponents or ceases to bring you closer to a kill.

I've been really happy with Teeg and Arbiter thus far. Arbiter is great for resolving spells and Teeg secures you a win late game. Plus they are a small investment with a large upside at 2 mana. If they stick, great! If they don't, your opponents had to use valuable resources, which is also great! If creature removal is really rampant in your meta you could try City of Solitude, but I found it very difficult to use this card effectively.

If you are going to run defensive cards such as Deflecting Palm, I would suggest something that has a larger upside as you don't really care about dealing non-general damage. Constant Mists, Moment's Peace, or Intervention Pact would most likely do better.

I would suggest running Dryad Arbor since you are not immune to sac effects like Sigarda.

I'm also surprised Madcap Skills has not found its way into your list. It seems like it would be very good. Burrowing seems like a good cut if you decide to include Madcap Skills.

If you have access to a Mox Diamond I would definitely run it. I don't run it just because I don't currently own one and it's pretty expensive lol.

sonnet666 on I Need Help Making My ...

2 years 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:

Double strike: Battle Mastery, Runes of the Deus, and Duelist's Heritage. Literally the best effect you can Uril, since it will double all the other buffs you're giving him.

Massive Gains: Ethereal Armor, Eidolon of Countless Battles, and Helm of the Gods (not an aura but w/e). If you're going to have cards that just buff your commander, it might as well be for a LOT.

Extra Card Advantage: Sixth Sense, Keen Sense, and Snake Umbra. These guys are cheap extra draw factor.

Trample: Rancor (best), Armadillo Cloak, Unflinching Courage, and Eldrazi Conscription (maybe). After Protection, Trample is the most reliable way to get damage through in your colors.

Haste: Instill Energy, Messenger's Speed, Cartouche of Zeal, Fervor, and Fires of Yavimaya. Hasting a Voltron commander is the best way to get your beats in asap.

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.

iAzire on Auras!

3 years ago

What kind of budget do you have?

Replenish is amazing after a board wipe. You may not need to cast it every game but it's awesome.

Karmic Justice is another great card. It deters people from destroying your Enchantments and other permanents. It also allows you to destroy any of their permanents if they do, including their lands.

Blood Moon can be nice to shut out opponents. It would really depend on how much it would help you. It can synergise with Dragon Mantle. This is a really debatable suggestion as you have to see if it would even work with your play style. It also synergises with Burrowing which you may not need because you have other cards making Uril unblockable. But if you go the Blood Moon route you may want to pick up Granite Grip.

I see Ethereal Armor in your Maybeboard, I think it is definitely good for Mainboard. It will end up being one of your biggest Uril boosters. It counts every Enchantment you control, not just Auras.

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