|Commander / EDH||Legal|
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|From the Vault: Twenty||Mythic Rare|
|Deckmasters: Garfield vs. Finkel||Common|
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Creature — Elf Druid
: Add to your mana pool.
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Fyndhorn Elves Discussion
1 day ago
If you have problems with mana in the early game, you should increase the number of one drops that produce mana...you only have sol ring at the moment!
I would cut high mana cost spells because speed in the beginning is far more important
4 days ago
Fun! Since you don't do much early game, might I suggest Rampant Growth to get those lands into play earlier? Fyndhorn Elves isn't really modern legal, so why not Llanowar Elves? And, judging by how this already costs 300 dollars, money is not a problem, so I'd say Birds of Paradise is better than Druid of the Cowl. And Khalni Hydra is a great hydra you can play early on with all those mana dorks in play - it would also let you play around with devotion and use things like Karametra's Acolyte.
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:
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.
5 days ago
5 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.
3 weeks ago
Low impact cards:
Abzan Advantage Giving an opponent the choice is always bad
Ainok Guide 2 Mana does nothing
Shields of Velis Vel If you play more dragons then you don't have to turn everything into dragons
Dromoka Captain 3 Mana for a 1/1 that doesn't help the board
Joraga Auxiliary Bad mana sink is bad
Longshot Squad Should have enough fliers
Sol Ring Should have put a ring on it
Talisman of Unity Painland knockoff
Selesnya Signet Getting the fix
Mind Stone Draw never hurt anyone(except black)
Hedron Archive Go bigger
Everflowing Chalice Sometimes big isn't enough
Fellwar Stone Someone should have what you need
Dromoka Monument At least it can dragon
Llanowar Elves The Classic
Fyndhorn Elves The Sequel
Elvish Mystic The Remake
Avacyn's Pilgrim The easy fix
Rishkar, Peema Renegade Everything is a mana dork
Gyre Sage Lots of mana
Hardened Scales Add ASAP
Sunscorch Regent Value town counters
Destructor Dragon Bad Acidic Slime
Eternal Dragon Good early and late game
Jugan, the Rising Star More counters
Steel Hellkite Removal on a stick
Gavony Township Pump the team
Frontier Siege Free mana or fights
Encroaching Wastes Bad wasteland is better than no wasteland
Mosswort Bridge Building bridges
Command Tower The EDH land
Sea Gate Wreckage Comeback king
Llanowar Reborn Some value
Oran-Rief, the Vastwood Lots of value
3 weeks ago
1 month ago
Besides flavor, Bow of Nylea ought to be included for the slew of effects it gives you. Blocking is now very undesirable for opponents, plus it shoots down smaller flying creature, and shuffles cards from your graveyard back into your library. Utility is everything in EDH.
Rishkar's Expertise is an insane EDH card that should be acquired while the price is still low. Draws you a crapton of cards, then you can play something from your hand with mana cost 5 or less, which potentially includes a card you just drew into.
Hydra Omnivore is a stellar card for when you're facing off multiple opponents; bully the player with the weakest board state to ensure everyone else will be clocking in 8 damage every swing.
Garruk's Packleader is a great way to keep your engine running, by maximizing off the creatures you're playing and drawing you into more big creatures.
Where's Acidic Slime? One of the best green cards in EDH for sure. Deathtouch + artifact/enchantment/LAND removal? Sign me up!
Genesis Hydra is a great two-for-one, lets you play something huge off the top of your deck when you've ramped enough, and sticks around as a pretty big creature.
Zendikar Resurgent is excellent for lategame gas, plus it makes your X-spell Hydras more insane.