Dueling Grounds

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Invasion (INV) Rare

Combos Browse all

Dueling Grounds

Enchantment

No more than one creature can attack each turn.

No more than one creature can block each turn.

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Dueling Grounds Discussion

KingRamz on 5 Color Superfriends

1 week ago

Right on! If you don't have red, you can't run Nicol Bolas! Or Decree of Annihilation, which is absurd!

How did you end up choosing Progenitus? I've built a similar deck and I decided to go with Ramos, Dragon Engine because he can give you absurd bursts of mana to cast spells like Decree or Expropriate. I see a lot of similarities between your deck and my deck so you might be interested:


Ramos and his Super-friends

Commander / EDH* KingRamz

29 VIEWS


One criticism - Crawlspace doesn't actually protect your planeswalkers at all; it only keeps your opponents from attacking you with more than two creatures. You might want something like Silent Arbiter or Dueling Grounds instead.

raefgall on Together We Stand

1 month ago

I like the basic structure of the deck. The main thing I'm noticing as a negative is that there are a lot of cards that don't contribute much later in the game, and there isn't a lot of card draw.

One of the downsides of a lot of the Exalted creatures is that many of them (like Akrasan Squire) don't add anything except another Exalted trigger. I would consider removing some of them, focusing on the ones with evasion or enough bulk to survive.

Armadillo Cloak is a great enchantment to stack with the Lifelink subtheme you seem to have going. The oracle text means it stacks with Lifelink, so it might be better than Unflinching Courage.

Rampant Growth is a single use and doesn't ramp you very much. Sword of the Animist might get you more bang for your buck.

The new card, Mirri, Weatherlight Duelist, seems like it would be a perfect fit for your deck, possibly replacing or in addition to Dueling Grounds. Crawlspace is another similar option.

Congregation at Dawn doesn't seem like a great option with the lack of card draw.

Off hand, something like Drogskol Reaver might be a good option with your lifelink cards. Azorius Cluestone, Selesnya Cluestone, and Simic Cluestone might be better options than their Signet counterparts, as another source of card draw. Cards like Bident of Thassa and Edric, Spymaster of Trest would grant additional draws with double-strike.

Hope these suggestions help! +1 to your deck from me.

PookandPie on Uril

2 months ago

I too, run Uril. Here are my suggestions for cuts to get you down to 100:

  • Avacyn, Angel of Hope. You can make your most important permanent indestructible with Shield of the Oversoul. By the time you could cast Avacyn, you should have been able to knock someone out of the game long before that point.

  • Abundance. It's really not that good of a card. You should be able to crush mill decks before they grind you out and you don't need to avoid drawing lands later in the game because you should be able to clear out a table of people by turn 7-8 even on a budget (so playing Abundance and getting 2 triggers off of it is meh for 4 mana).

  • Sigil of the Empty Throne is win-more like crazy. You only run 30 enchantments, and if you're casting all of those auras you should've killed everyone with Uril already.

  • Celestial Mantle is win-more as well. It's only +5/+5 (you get the same power boost from Madcap Skills at 4 mana less!) and doubling your life total isn't really that beneficial when you're out to lower everyone else's life totals.

  • Mayael's Aria is win-more. If Uril has 20 or more power, you've already won the game, why go through the extra step of playing the enchantment? Coincidentally, Seize the Day costs 1 more mana and, if you have a 21 power Uril, lets you smack down multiple players in a single turn. That's pretty important.

  • Sphere of Safety. It's just a worse Dueling Grounds. It's too much mana and you should typically have the biggest threat at the table. I originally had Safety in my deck too, but I took it out a long time ago.

  • Pick one of your enchantment recursion tools and remove 2-3 of the rest. Crystal Chimes is worse than Replenish or Retether, Nomad Mythmaker is slow and vulnerable (creature), and Starfield of Nyx can recur your enchantment without forcing you to pay mana, but it makes your non-Auras vulnerable to the most common removal in the game, creature removal. I'd, personally, keep 1 of these and remove the other two. You also have Open the Vaults, Retether, and Reviving Melody, which I also think is too much. You have 6 right now, I think it would be best to just run 2-3, so drop 3-4 of these cards. I, personally, would use 1 repeatable recursion tool (Nomad/Starfield) and a single 1 shot recursion tool.

  • Fountain Watch is too expensive for the ability he provides. Sterling Grove costs several mana less and you don't even run that many artifacts, so you're already running the better of the two cards, so drop Watch.

  • Venser's Journal doesn't help you kill people and is a very mediocre card in a deck that wants to beat opponents down.

  • Hero of Iroas. You're not going to be putting auras on him when Uril and Kor Spiritdancer are much better plan A's and B's. Making auras cost 1 less is mediocre when you could just run real ramp.

  • Enduring Ideal is very, very bad here. Your plan hinges on a Commander creature, so if you cast Ideal and someone Cyclonic Rifts your board back to your hand, you just knocked yourself out of the game (congratulations: you played yourself meme). For as out of hand as it can make your board state, it can backfire so, so much worse. Drop it ASAP.

That's 13-14 cards dropped to make it back to 100.

Now I'm going to inundate you with my favorite Uril cards:

Madcap Skills- 5 power for 2 mana, plus evasion. Extremely good, I recommend it.

Cartouche of Strength- Removal on Uril plus an additional +3 power, and evasion. Highly recommended.

Snake Umbra- Protects Uril, gives +3 power, and lets you draw cards when Uril hits. Nothing but a lot of love for that card.

Aura of Silence- the only thing better than playing your own enchantment cards is making your opponents cards cost more. It's hilarious to watch opponents try to figure out ways to play around it once it's down, as it'll shut off opposing enchantment/artifact strategies with ease.

Dueling Grounds- does basically the same job of Sphere of Safety at 2 mana less.

Aggravated Assault- Infinite combat steps with Uril + Bear Umbra. It speaks for itself and is a Uril staple.

Impending Disaster- Hate Cyclonic Rift? Slapping this down will prevent them from ever casting it against you. It's easy to play- Get Uril out, enchant him with a couple things, lay this out and then beat everyone to death while they can't cast spells.

Consider: Trace of Abundance and Wild Growth over some cards in your current ramp package. They trigger Enchantreess effects and ramp you, so they're pretty reasonable. Hunter's Insight is a great little card that costs 2 mana less than Hunter's Prowess but does a very similar effect; good enough to be run alongside it, I feel. Garruk, Primal Hunter is another one you may want to look at, as well, due to his -3.

Quick added note: Remove Gift of Immortality for Shielded by Faith. It's generally better unless you develop some odd 4 card combo board state- Gift makes Uril go to the graveyard which means you lose all of the auras attached to him, while Shielded prevents him from ever getting destroyed in the first place (plus, you can slap it on something before you cast Uril and move it to him later! Flexibility is awesome).

That's all I got for you right now. I have a Uril deck, located here: Uril: You Ain't Seen Nothing Yeti, check it out if you want some ideas. Have fun!

NV_1980 on Pretty Kitty

4 months ago

By 'full voltron' I mean that the deck would focus solely on winning through commander damage (and not also through a tribe of cats in this particular instance); mostly by equipping your commander with as much stuff as possible and having him/her/it attack as often as possible.

Going full voltron would mean that you would drop all the tribe elements and focus exclusively on stuff like equipment, aura's, tutoring for equipment/aura's, making equipping stuff faster/cheaper, making your equipment/aura's impervious to harm, etc. You would basically need to reintroduce some of the cards I advised you to scrap in my first post.

You'd also need cards to keep your opponents from overrunning you with an army of small stuff. In THAT situation Dueling Grounds would be most helpful (since your whole strategy revolves around only one (very powerful) attacking creature anyway). In your current setup, Dueling Grounds can only hurt your effectiveness since you want to attack and block with as many creatures as possible.

However, if in your current setup you're still worried about being overrun by a superior army, there are alternatives to Dueling Grounds that do not hurt your voltron/tribe strategy. You already have Mirri, Weatherlight Duelist to help you in this regard, but you could also add Crawlspace or a tax enchantment like Ghostly Prison to your deck.

NV_1980 on Pretty Kitty

4 months ago

Happy to help. I do not understand why you'd want to keep Dueling Grounds though; seems counter-productive to me in a tribe deck. If you'd go full voltron I'd understand the choice ...

patv4343 on Pretty Kitty

4 months ago

NV_1980
Thanks for the help!!
There are 3 cards that I just think are good enough to stay in the deck but I will look at it again later!
Those 3 are: Stonehewer Giant Dueling Grounds and Loxodon Warhammer

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