Enchantment — Aura
Enchant creature with another Aura attached to it
Enchanted creature gets +3/+3 and has first strike, vigilance, and lifelink. (Whenever it deals damage, its controller gains that much life.)
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Daybreak Coronet Discussion
1 day ago
Spirit Mantle I think is something that needs to be at a 4 of. It's just a huge safety net for hexproof creatures.
If you NEED the lifelink from Unflinching Courage then you should consider Spirit Link, Because of how it's worded if you have a creature with a Daybreak Coronet and a Spirit Link you'd be gaining double the life.
Something to ponder!
1 day ago
Caligula thanks for the interest! I'm very interested in acquiring a full playset of Keen Sense. I didn't put a lot of importance in it until I actually had the deck all together as it is and realized how useful it is when on the field.
In my experience so far with this deck the longevity that makes it more than just a sometimes winner is derived from the lifelink and the card draw. I really like Spirit Mantle lots but the lack of lifelink made me drop it from a full playset in favor of bonus lifelink enchantments. I'm not going to draw that Daybreak Coronet every game. The same goes for the Kor Spiritdancer I don't really consider her as much a creature as a card draw machine.
1 day ago
I think doing that and bumping Keen Sense to a playset would be much better for the deck.
1 day ago
@OpenFire: Rancor is very, very good. Most Aura decks run five trample auras: 4 rancor, and one Unflinching Courage. I'm just doing it the other way around because I really need the lifegain. Thanks for commenting!
@kiy251: Thanks for all of those suggestions! Actually, I recently modified my mana base to help cast auras with more white in them. Right now, I only have four lands that don't produce white: 1 Island, 1 Forest, and 2 Breeding Pool. Occasionally I will have a problem with a WW cost, generally when I have two or more of the four out. I added a Wooded Bastion to help deal with that and it works quite well. Would you recommend another Wooded Bastion or maybe a Mystic Gate?
The Shadowmoor/Eventide cycle of auras looks very interesting. None of them bestows their full benifits onto more than any four of my creatures at once, so it's difficult to tell which is best. I'll have to play around with them and see which one I like the most; currently, my favorite is Shield of the Oversoul.
I like Stirring Wildwood because of its ability to resist boardwipes (and removal in general) and its ability to attack unprotected planeswalkers when I have no board presence, namely Liliana. However, for the reasons you stated, I could take it out. What would you recomend as a replacement?
I do like the Dryad Arbor. It's ability to be fetched and the fact that it can hold auras make it seem useful, but it doesn't have any removal resiliency and creates tempo loss by not being able to tap the first turn it's out. I don't know if I should use it, and I don't know what to replace.
I don't like Keen Sense that much. While card draw is good, I feel like in a deck with only twenty auras, each of them should give power/toughness plusses. I know a lot of aura decks run one or two, but I need to squeeze in lots of damage as fast as possible.
Auramancer's Guise is just like a bigger, more powerful Ethereal Armor. However, it costs a full four mana, the same as my top-of-the-curve Angelic Destiny. When I have two or fewer auras, Angelic Destiny is better, but when I have 3 or more, the Guise is better. I don't want to run more than three four mana auras, so I'd have to take out some Destinies to put it in. I'll have to do some playtesting and see.
I don't like the wings for the same reason as keen sense. It does seem like a fun casual card with big auras. :)
Dictate of Karametra costs too much mana. I would need its own ability to play it in the first place!
Again, thanks for all of the suggestions!
2 days ago
Nah, I think you'd be alright for creatures.
If you did drop out all 3 of those you can up your count on Keen Sense to get the full set in there.
2 days ago
When it comes to removal, don't forget cards like Oblation and Chaos Warp. Tucking is sometimes more effective than anything else. You also have full access to board wipes, and cards like Winds of Rath can be especially potent. As far as enchantment and artifact removal, you are playing the best possible colors for it. Hull Breach, Mystic Melting, Return to Dust, Krosan Grip and a dozen others are all available to you, so it is just a matter of picking your poison.
For ramp, you have all the best choices. Besides the green sorcery spells like Cultivate, Explosive Vegetation, and Kodama's Reach, you also have access to all the mana dorks like Birds of Paradise, Bloom Tender, Elvish Mystic, Fyndhorn Elves, Llanowar Elves, Quirion Elves, and Sylvan Caryatid. You can also opt for creature ramp through cards like Farhaven Elf, Sylvan Ranger, and Wood Elves.
When it comes to auras, I think the most important thing to remember is to avoid "win-more" cards. I know cards like Ethereal Armor and Daybreak Coronet seem like obvious choices, but they are not as potent as something as simple as Rancor. Generally, your auras should give you evasion, trample, or protection. If you streamline them, you will be more likely to pull a card that will get you through enemy defenses. You don't need to be a 50/50 to win the game. 21 damage is all you have to do. Getting Uril indestructible is also worthwhile.
To fill out your deck I suggest getting something to avoid the sacrifice mechanic (Sigarda, Host of Herons or Tajuru Preserver or both), a few combat tricks (having Uril with 2 enchantments will most likely make him an 11/11 minimum, so being able to us Boros Charm or Rush of Blood to double his power when they don't declare a blocker will get you easy pick-offs), tutoring (both for creatures in case Uril is tucked, and for auras to pull out game winners; cards like Three Dreams, Eladamri's Call, Enlightened Tutor, Green Sun's Zenith and Idyllic Tutor all work to that ends, but there are creature options like Totem-Guide Hartebeest and Heliod's Pilgrim to consider as well), card draw (enchantress cards are best here; Eidolon of Blossoms, Argothian Enchantress, Mesa Enchantress and Verduran Enchantress), and a solid land base will make your Uril deck dangerous.
A few suggested cards would be Grand Abolisher, Kessig Wolf Run, Rogue's Passage, Slayers' Stronghold,Sunhome, Fortress of the Legion, Yavimaya Hollow, Replenish, and Retether. These are all potent cards that have really good synergy with Uril's win conditions.
I don't want to shamelessly plug my own deck, but I feel like if you looked at it you would find a good direction to head in. If you are curious, you can check it out here: Uril, the Miststalker
2 days ago
So generally, everybody at least knows Uril, the Miststalker, and some think he's bad (I don't know why) but I think he's pretty OP, given you play the right cards. And that's where I'm having trouble. What ARE the right cards, specifically Auras? Obviously Battle Mastery, Ethereal Armor, Armadillo Cloak, Runes of the Deus, Daybreak Coronet, Flickerform (maybe). What other auras are out there for a commander like Uril? Besides Swords to Plowshares, Path to Exile, and Beast Within, what good removal is there? Besides removal, auras, ramp and a few creatures, what other kinds of cards should I add?
|Avg. draft pick||1.29|
|Avg. cube pick||1.66|
|Commander / EDH||Legal|
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