Duelist's Heritage

Legality

Format Legality
Commander / EDH Legal
Duel Commander Legal
Vintage Legal
Legacy Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Commander 2016 Rare

Combos Browse all

Duelist's Heritage

Enchantment

Whenever one or more creatures attack, you may have target attacking creature gain double strike until end of turn.

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Duelist's Heritage Discussion

sonnet666 on I Need Help Making My ...

4 days 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.

Emzed on Uril's Revenge

4 days ago

Ethereal Armor, Rancor and Wild Growth would be fantastic in your deck, you should definitely consider those.
You have lots of effects that provide vigilance to Uril. While that's good, multiples are redundant, and evasion abilities like trample, menace or flying can be much more relevant than vigilance. Cards like Armadillo Cloak, Unflinching Courage, Madcap Skills and Duelist's Heritage should probably find their way into your list.
Indestructibility is a cute card, but with your commander having hexproof, the one-shot indestructibility of Spider Umbra, Snake Umbra or Hyena Umbra will usually do the trick, and those cards are cheaper and have additional upsides.
Unfortunately, the commander rules don't allow you to play Wild Research in your deck, because its color identity includes blue.
If you want more cheap acceleration for a quick Uril, Avacyn's Pilgrim, Fyndhorn Elves, Llanowar Elves and Elvish Mystic as well as Ancient Tomb and Mana Crypt are some of your best options.

Treehugger003 on Operation Ground and Pound

1 week ago

I like the artifact theme for Voltron.

Some cards to consider:

1) Sword of the Animist if you are going to attack anyway get some ramp too.

2) Loxodon Warhammer without unblockable you are going to have to go for trample. Lifelink is just a side benefit.

3)speaking of unblockable... Rogue's Passage, Trailblazer's Boots, and Prowler's Helm usually work very well in EDH for unblockable.

4) Trading Post this card just does work in most artifact style decks.

5) Fireshrieker artifact double strike. There are a couple of enchantments that do the same thing (Duelist's Heritage was mentioned earlier) but it breaks the artifact theme.

6) Swiftfoot Boots I know Zurgo has haste. But its there for Hexproof unless your meta is light on creature removal. One Imprisoned in the Moon and your day is done.

7) Open the Vaults because whats more fun!!

I would also recommend a sac outlet of some kind for the aforementioned imprison in the moon. Akiri, Line-Slinger could be a decent alternate win condition for this deck.

I hope this helps.

Tree

Winterblast on The Legion

1 week ago

I strongly disaggre with the "more lands" strategy. Aggro is hard to pull off against control and/or combo, because you have to deal 40 damage or 21 with the commander, while an infinite combo ignores the life total completely. My advice is to speed up the deck by keeping the land count low and adding all the good mana artifacts for , and . This would include: Sol Ring, Mana Crypt, Mana Vault, Voltaic Key, Mox Diamond, Chrome Mox, Mox Opal, Grim Monolith, Boros Signet, Mind Stone. Coalition Relic is cool too, I would put it in the deck as well.

Also, Duelist's Heritage helps in maximising the dmg output for little mana. Serra Ascendant is a must as well in White!

Firebones675 on Phelddagrif, the Support, Who Supports Everyone

2 weeks ago

In addition to what other people mentioned, it's important to not just make people like you, but encourage people to do things other than attack you. I've been in games where people will thank me, but then turn on me later. If you include cards like Edric, Spymaster of Trest or Orzhov Advokist there's extra incentive to attack someone else.

For me a large part of group hug decks is getting political. By this i mean you help out people in exchange for them helping you and helping take out other player you deem scary. You can go beyond that and directly barter with people too. Telling people you will use your Phyrexian Splicer, Duelist's Heritage, or Power Matrix if they attack someone other than you is always nice.

If however you want to stay truly group hug and ignore the political aspect of it, i'd add more ways to directly give people more options with cards like Wishmonger, Intellectual Offering, Benevolent Offering, Sylvan Offering, Collective Voyage, Tempt with Discovery, Tempt with Reflections, Alliance of Arms.

The advocate creatures are also pretty nice. They have a benifit to you (or an oponnt if you feel generous) and return cards from your opponents graveyard back to their hands: Forcemage Advocate, Nullmage Advocate, Pulsemage Advocate, Shieldmage Advocate and Spurnmage Advocate.

Avacyn, Guardian Angel can also help your opponents or save yourself if needed. (vigilance is also nice cause you can still attack someone if needed)

Forced Fruition is a wierd one (they draw the cards whether they want to or not)

You mentioned in your last comment you said you really enjoy ridiculous decks. While it isnt exactly group hug, Knowledge Pool, Eye of the Storm and Hive Mind fit that description pretty well.

xrex479 on Zurgo Mass destroyer

3 weeks ago

Duelist's Heritage is a good card for giving double strike. Swords to Plowshares has been reprinted in commander 2016 so it should be relatively cheap. Not of This World is a good counter spell. Crackling Doom is decent removal.

I run a zurgo volrton deck and it does amazingly in French Zurgo's toolbox of death (the deck isn't right now but you'd just have to take out Sol Ring and Mana Vault

Rzepkanut on Aurelia voltron/beatdown combo

3 weeks ago

Quietus Spike, Duelist's Heritage, Gratuitous Violence, Inferno Titan, Outmaneuver, Masterwork of Ingenuity, Captain's Claws... Inspiring Statuary lets you tap equipment for mana. Nice deck looks fun. I run Aurelia too, but I go wide with lots of double striking dorks and anthems instead. Here's a link, I'd love to hear your thoughts on it.



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