Creature — Beast
Whenever another creature with power 3 or greater enters the battlefield under your control, you may draw a card.
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Garruk's Packleader Discussion
1 week ago
Some more great suggestions, thanks!
@GoldenDiggle: Doubling Cube is definitely awesome! Don't know why I overlooked that 'til now. This is definitely a great pump! To your other suggestions: Predatory Hunger is not bad but only limited to one creature and thus easily removable (through creature removal). Thus I would leave it out for now. I already thought about putting in Garruk's Packleader or Soul of the Harvest and came to the conclusion that I rather wanna have some creatures with which pose a bigger threat to the opponent. Also, I already have good card advantage with Garruk's Horde, Greater Good, Wild Pair, Zendikar Resurgent, Elemental Bond, Sylvan Library, Selvala herself and some more. I also agree with you, that untapping Selvala should have a high priority to use her ability as often as possible! Therefor, I already included cards like Staff of Domination or Umbral Mantle which are able to grant infinite untapping if the creatures are strong enough. Most of your suggestions sadly have quite harsh limitations, however, I really like Instill Energy for its low cost and free untap. Thought about that card a while but couldn't find the right card to swap for. Any suggestions? Anyway, thank you very much for your extensive comment!
@bomb_arie: Very nice idea! Haven't thought about that before. Especially Erratic Portal seems very useful since it's not only a re-use option but also protection, removal and also grants on-cast-triggers once more without harsh restrictions! But I still have to figure out which cards would be a good choice to swap for it. Any ideas?
@skyburial: Didn't see Panharmonicon 'til now! Man, that's really a bomb, as you said. Already put it in and mentioned you in the KLD-update. Thanks! I'd also love to put Doubling Season in here but it exceeds my budget. If I could, it would already boost my hydras like hell. As long as I don't have it, Primal Vigor has to fill in for it, although I know it has some risks. Forgotten Ancient was in this deck before but it wasn't as useful. Maybe it will come back again, but for now it keeps being sidelined.
1 week ago
Green at it's finest. Stompy and out of control!
Good fatties, good access to trample, good ramp + mana doublers (Doubling Cube?), pretty good draw, lots of counters but no counter doublers?
Predatory Hunger is really good flavor-wise for hydras, plus the counters it gives is bonkers.
Cards like Emerald Charm and Burst of Strength let the lovely lady untap once so she can do her thing once again, but its not enough to untap once. You need MORE!!! Instill Energy, a Magewright's Stone, Malachite Talisman, Nature's Chosen, Quirion Ranger, Puppet Strings, Seeker of Skybreak, and Wirewood Symbiote. With this, and MAXIMUM MANA, what stands in your way? Seriously.
Check yourself before you deck yourself, and remember... always vote.. FREEEEEE!!!!
1 week ago
Rite of the Raging Storm gives you an elemental each turn that also dies for a Lightning Bolt. It also gives your enemies beatsticks that they will kill eachother with. Tempt with Vengeance works similarly, but needs a sac outlet to really do the full damage. (Speaking of sac outlets, Evolutionary Leap is amazing in green tokens.)
Obviously cards like Burgeoning, Exploration, Oracle of Mul Daya, and the famous Azusa, Lost but Seeking are good but expensive! Good alternatives would be Walking Atlas, Gaea's Touch, and Courser of Kruphix. I also noticed you didn't have Farseek in your ramp.
2 weeks ago
Blue has counters and draw, but you would be casting lots of spells yourself. The trick is to let green do the draw for you. Elemental Bond, Life's Legacy, Momentous Fall, Tireless Tracker, Garruk's Packleader, etc.
However, Surrak Dragonclaw gives more value as a commander than Gahiji, Honored One. All Surrak has to do is buff the creatures by 2 to meet Gahiji's standards, but Gahiji has to make them uncounterable, and have trample. A little bit tougher, but not impossible.
3 weeks ago
Thank you for taking the time to respond so thoroughly.
The Seals are cards I had completely forgotten about, and I even used them back during Masques era. Unfortunately I dont own any at the moment, but they're another good idea.
Took out Gift for Flickerform
Serra's Sanctum is in my Bruna deck that's a little more cutthroat. Uril is like my big teddy bear, but Bruna is like a handgun. Same for Replenish, if I had it, it'd be in Bruna. I have my Cavern of Souls in Aurelia and it may get moved to Bruna too.
Tajuru Preserver is a meta call. We have a guy that loves GB decks. I'd run a third iteration if I had one.
Grand Abolisher is a meta call too. Another guy really likes his blue decks and often runs more counterspells and less creatures. He also prevents blow outs like AEtherize and other instead speed mass bounce spells that prevent Uril from connecting with their face, or at least makes him wait till his turn to Cyclonic Rift.
A buddy bought me a couple boosters and I happened to pull a Selfless Spirit in one. I also have a Dauntless Escort and an Indestructibility. I could really make full use of that Jokulhaups. So I'll take out Herald for Selfless Spirit. I like to keep some of my stuff non enchantment to prevent blowouts. Having the spirit on the board will deter opponents from wrathing. Bonus point it can be recurred with Sun Titan. -I thought I had a second Indestructibility around here but it seems to be missing-
Another card I may want to test when the enchantment density is higher, is Possibility Storm.
Overgrowth is definitely the direction I want to move the ramp in. I just haven't gathered my list together yet and placed an order.
3 weeks ago
Alright, so here are my notes after reviewing your list:
Aura Shards- While the card is in the running for most powerful disenchant effects in Commander, decks need to be able to reliably trigger it every other turn or so to make it worth the cost (not doing anything on its own). Now, your deck at present runs 20 creatures and so can make decent (though maybe not spectacular) use of its power. If you wanted to power it up some without actually adding in more creature cards, then Assemble the Legion and Sigil of the Empty Throne could be ways to have creatures enter every turn.
Naturalize- Unlike the Shards, Naturalize offers instant removal, with no baggage attached. That said, it's just not very sexy. Since your deck is running five enchantress effects, a card like Seal of Cleansing or Seal of Primordium can be played for extra value. You can still activate at instant speed, plus it leads to mini mind-games with your opponents (what gets blown up first, and is the permanent in question just a bait card?) Otherwise, a card like Krosan Grip or Duergar Hedge-Mage could fill the role.
Blessing of the Nephilim/Ethereal Armor/Madcap Skills- These cards are all cards that I've run in the past. Each one is great at making Uril big, but that's about it. There are diminishing returns on cards that buff Uril's size though. The first extra point of power is good, as it makes Uril a four turn clock instead of five. The second point of power is good, as it makes Uril a three turn clock instead of four. After that though, the only power levels that carry any significance are 11 and 21, as they represent a two turn and one turn clock respectively. Madcap Skills is the best of the three since it grants minor evasion, and Ethereal Armor has the highest upside, but I'm hesitant to run any of them at all.
Elemental Bond and Garruk's Packleader- I'm not wild about either of these. There are only five creatures in your deck with power three or greater, one of them being your general. True, you can recast him to retrigger (although, since most of his deaths are due to Wrath effects, the Packleader likely won't have survived either), but ideally Uril shouldn't die- there are just so many ways to protect him. I'd vote for something like Triumph of Ferocity or Sylvan Library+Abundance instead.
Faith Unbroken-I haven't tested this card at all yet- it certainly seems powerful. I typically prefer my removal to hit more than just one card type (a la Oblivion Ring). Still, being an aura to buff Uril does make this one tempting. Let me know how it plays out.
Gift of Immortality- This is a card I've seen do good work in other decks, but I'm not a fan of in Uril. This'll return Uril, but he'll lose all his auras in the process. I prefer running cards such as the totem armors or true indestructibility.
Kismet, Imposing Sovereign, and Sphere of Safety-Both of these cards are fine, though they shift the gears of the deck towards a slower, more controlling build. If this is the direction you want, I'd think more Wrath of God effects would be better, although Wraths are somewhat counter-intuitive with Uril. Smoke and (to a lesser extent) Mudslide synergize with Kismet, with Smoke shutting down more decks completely. The controlling version probably isn't the best version to play, but I could see it being a meta decision.
Market Festival, Cultivate, and Kodama's Reach etc- Uril rewards enchantment-ramp in the deck moreso than traditional land-ramp. Cards like Cultivate and Explosive Vegetation are powerful, but not what I've found to be the "most correct" choice while playing this deck. Market Festival is a step in the right direction, being the best analog to Vegetation, yet still pumping cards like enchantresses and Ancestral Mask. However, costing four mana means that it isn't ramping you to your first Commander cast, whereas a card like Overgrowth would. Look for ramp that costs three or less to drop a turn four Miststalker. Sheltered Aerie does fill this role, but I don' love that it costs three just to ramp you by one (fixing be damned). The same argument applies to cutting the Signets and mana-dorks as well.
Messenger's Speed- This card is bad. It is cheap, but giving Uril a kicker cost for Haste is less valuable than just having a static Haste enabler. Xenagos, God of Revels or Fires of Yavimaya are better options.
Rancor- Similar to Madcap Skills and friends, Rancor is effective at making Uril larger and even grants slight evasion, but Rancor gets a lot of its power from its return ability, which you shouldn't be triggering all that often. It's a fine card, but just doesn't quite do enough to merit a spot on the starting squad.
Runes of the Deus- Too expensive for my tastes, and only the doublestrike matters. It does hit like a truck though.
Spidersilk Armor- Is your metagame dominated by small flyers? I'm not sure what the appeal of this card is, though maybe I'm missing something.
Chandra's Ignition- Sweet card, certainly at its best in this deck. I'm slightly wary of it, as it doesn't help if Uril isn't yet on the board, but it does a good job once the pieces are lined up. I wouldn't fault you for cutting it or keeping it.
Jokulhaups- The only combos I spotted with this were Shield of the Oversoul, Gift of Immortality, and Umbra Mystic. You ought to consider running a large dose of more enchantments that protect Uril to really abuse this card.
Retether- I used to run this, but found that Uril wasn't dying; that only getting back Auras sucked; and that with Rest in Peace, I wanted to trim the number of cards I ran that cared about the graveyard. As you're not running the RiP (though it's likely better than Relic), only the first two reasons apply, but I still would rather run Replenish or Creeping Renaissance.
Grand Abolisher-Not really sure that you need this one. It makes your spells uncounterable, but it's not like your opponents can Doom Blade Uril in response to declaring attackers. I think City of Solitude makes more sense here if you need the effect, especially as you don't have too many abilities to flash-activate. Cavern of Souls is a (relatively) free way to free up this slot. Spellbreaker Behemoth can be replaced this way as well.
Tajuru Preserver- This guy makes his way into everyone's beginning list. The effect is a good one, but Sigarda does a pretty decent job of this by herself. I'd suggest running man-lands or token-making enchantments over him.
Your deck is pretty creature heavy. Creatures aren't bad in any way, but enchantments synergize better. They draw cards off the enchantresses, boost your Ancestral Masks, return off of Replenish effects, and power Serra's Sanctum (which I'm assuming you just don't have yet). Creatures are sweet (attack, block, can be edicted), but I truly believe that this isn't the best fit for them. If you're looking for cards to cut, Id' start with a lot of these.
Out of your maybeboard, I like the Abundance/Sylvan Library the most (with both out, you choose what combination of lands and nonlands you'd like for a total of three, then put all three in your hand. You don't have to put any back, or pay any life). Flickerform and Fires of Yavimaya could also be pretty good here.
Well, those are my rough impressions--sorry for the wall of text. These are also based on my experiences playing with (and against) different Uril decks. If you're aiming for a different direction, that's totally cool as well. If you have any questions or need clarifications, feel free to send an ask. Cheers, and good luck!-McDeity
4 weeks ago
Cmasa435, there's a lot of money tied up in the land base in a lot of my decks; my collection goes back quite a few decades. That being said, you can get around that with the fetches that ETB tapped like Mountain Valley, Flood Plain, etc. I would invest in shock lands, if possible, though. There are the pain lands from Ice Age, Apocalypse, and the reprints in Origins like Shivan Reef, Karplusan Forest, and Yavimaya Coast. The battle lands like Cinder Glade are relatively cheap, and lastly the Zendikar and Khans ETB life lands like Frontier Bivouac, Kazandu Refuge, Swiftwater Cliffs, Thornwood Falls, and Rugged Highlands are all very cheap.
Staples like Skyshroud Claim, Nature's Lore, Brainstorm, Earthquake, Decimate, Krosan Grip, Mystic Remora, and Explosive Vegetation are around $1.00 or so and worth picking up. A good budget substitute for Sensei's Divining Top is Crystal Ball. Sol Ring should be had for $2-3, Darksteel Ingot, and the Signets are pretty cheap.
One thing that I try to do is make sure I have plenty of ramp and card draw. Card draw is indispensable in EDH and I would say you should have no less than 10 sources. Green has a lot of creature based ramp like Elemental Bond and Garruk's Packleader, red had stuff like Faithless Looting and Reforge the Soul, and blue has outright draw like the aforementioned Brainstorm, Rhystic Study, etc. Staff of Nin and Seer's Sundial are nice and cheap.
I hope that helps give you a shell that's a bit more affordable.
1 month ago
Greater Good, Elemental Bond, Garruk's Packleader. Plus every token doubler. They're good for more than attacking. They still want to attack, and if there's a Static Orb or Ensnaring Bridge on the table you'll have to remove it, but the tokens do play an important role in the engine of the deck.
The reason I'm saying you can rely on having Beacon if you need it is that the deck is already running a toolbox set of other lands, so including land specific tutors don't detract from deck deck in the slightest. (Scapeshift, for instance, is one of the best cards in there.)
And have you playtested the deck I just posted? Because you can say that you've playtested every green commander (and I'm sure you're being honest), but if the list you tested happened to be sub-optimal (or even just tuned for French), it's going to give you a bad picture of how the deck performs.
Also, I forgot to ask, but how the hell do Freyalise and new Selvala go off on turn 4 or 5? I have not seen this, and it doesn't sound consistent.