|Commander / EDH||Legal|
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Cartouche of Strength
Enchantment — Aura
Enchant creature you control
When Cartouche of Strength enters the battlefield, you may have enchanted creature fight target creature an opponent controls. (Each deals damage equal to its power to each other.)
Enchanted creature gets +1/+1 and has trample.
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Cartouche of Strength Discussion
2 days ago
Hey multimedia! Thanks for the suggestions. I should mention that this deck is built almost entirely off cards I've got from draft and packs, so some of the more interesting card choices come from just not having 4 of the good stuff.
Anyway, cutting Rhonas's Monument and Thaumatic Compass Flip for 2x Cartouche of Knowledge is something I hadn't thought of but is actually a very good call and something I'll be aiming for. Search for Azcanta Flip is one card I'd like to keep because it enables some pretty healthy aura grabbing in the late game. Vizier of the Menagerie can go though, giving me 3x Opt.
1 week ago
I think that I would change your Cartouches and Trials. The idea is to use your Cartouches to recycle trials, which can have a big impact. 4 Trial of Strength, 4 Trial of Ambition and 4 Cartouche of Strength would most likely be better. Each time you play a cartouche you get all your trials back into your hand to replay them. I built a whole deck around this mechanic - see Trial Trial
2 weeks ago
The Cartouche of Solidarity does have some interesting synergy here, I may toss two in. I'm not sure if it's better than Cartouche of Strength which has the main purpose of clearing enemy critters. However, I will be dropping the 3 Sacred Cats for 3 Legion's Landings which I feel has better synergy.
2 weeks ago
1 month ago
I was playing commander with my friend, and I attacked with a big old Hangarback Walker, let's just say it had 57 +1/+1 counters, with a Cartouche of Strength on it, total 58 power. They had, of course, the classical Soul Warden and Darien, King of Kjeldor on the field. Their total life was around 56. They block with Darien, and then we were stumped with whether or not Darien's ability would trigger before Darien died, with the simultaneous damage dealing. Would Darien's ability trigger, healing him for the 55 damage dealt, and then be moved to the graveyard, or would he die before his ability could trigger, leaving my opponent with one health?
1 month ago
This probably isn't what you want to hear, but I would take out Liliana, Death Wielder because of the high cost. I agree with xxCopperheadx that you should have 4 copies of Hapatra, Vizier of Poisons. And I would quad up on the Defiant Greatmaw and Hapatra's Mark too.
1 month ago
Hey, I saw some of your comments on other Uril decks and they brought me here. I don't use sideboards, but I really like Kataki, War's Wage and how you use the aura enchantresses instead of the higher cost verduran / mesa.
Maybe just cut Jungle Shrine and go with 36 lands. Lands that enter tapped are no good in more competitive environments unless they do something really special. You definitely don't need mana fixing with all the duals, fetches, and land tutors.
You could replace Silent Arbiter with Dueling Grounds. It's a more restrictive for others but same for you, costs less, and harder to get rid of. In my deck I settled on Solitary Confinement as my protection card. It's more situational, but much better.
How does sword of feast and famine perform when it gives pro-green? You have 8 aura's that are removed or no longer targetable when sword is equipped. Is it still worth it?
I've been trying out Cartouche of Strength which I swapped with Vow of Wildness and I'm pretty happy with the results so far. I also noticed you had listed some of that fast mana cards like mana crypt and mox diamond, I would take out the signets first for those when you get them. Some other cards that I really like Bloom Tender, Hyena Umbra, Aura of Silence, Crop Rotation.
You can check my deck and make suggestions here: http://tappedout.net/mtg-decks/uril-in-control/
2 months ago
A couple of suggestions of cats you could add:Prowling Serpopard to deal with control decks; Aetherstream Leopard + Riparian Tiger to better exploit charge counters; Scrounging Bandar early game creature that can help out your bigger cats late game; Scythe Leopard early game creatures; Felidar Cub can serve as artifact removal or just attack; Felidar Sovereign also a potential win condition
Some instants you could add:Acrobatic Maneuver + Eerie Interlude + Long Road Home blink a cat to avoid damage or to re-trigger Regal Caracal; Appetite for the Unnatural + Decommission makes great enchantment or artifact removal; Commencement of Festivities + Encircling Fissure to stall longer; Gift of Strength + Highspire Infusion + Mighty Leap + Shed Weakness + Swell of Growth for buffing; Gideon's Reproach + Immolating Glare for potentially cheap removal; Life Goes On is really cheap life gain and can combo with Felidar Sovereign; Lifecrafter's Gift can combo with Metallic Mimic; Pulse of Murasa is a generally good card; Prepare / Fight + Tenacity for a smack down end game
Some sorceries:Appeal / Authority + Driven / Despair + Engineered Might + Larger Than Life + Ondu Rising + Overcome for more end game smack down; Approach of the Second Sun could be a win condition if you want, especially if you're stalling; Attune with Aether for lands and energy; Chaplain's Blessing for extra life and to combo with Felidar Sovereign; Collective Effort has a variety of good uses; Dubious Challenge would work well if you get more high cost creatures; Earthen Arms + Incremental Growth for a permanent buff; Mouth / Feed for a creature and card draws; Not Forgotten to either fetch from graveyard or remove from graveyard;
Finally, a few enchantments:Cartouche of Strength + Cartouche of Solidarity + Gryff's Boon + Conviction + Iona's Blessing major creature buffs, Call for Unity + Trial of Solidarity end game smack down, Always Watching make all your non token cats stronger; Authority of the Consuls to punish your opponent and limit his blockers; Bonds of Mortality potentially add to deal with hexproof and indestructible; Bound by Moonsilver removal that can move; Durable Handicraft + Oath of Ajani + Retreat to Kazandu adds more +1/+1 counters; Overwhelming Splendor + Sandwurm Convergence wind condition; Gift of Paradise extra life and mana;
Of course, this is far more cards then you could have in your deck, so you'll need to mix and match. I really recommend Felidar Sovereign and some heal cards like Life Goes On, as this makes a potentially very easy win con. I also think you should try to exploit getting +1/+1 counters more, since green and white are perfect for that. Lots of potential cards for cat decks, I wish you luck finding a good selection.