|Commander / EDH||Legal|
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|2012 Core Set||Rare|
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Creature — Human Cleric
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures or enchantments.
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Grand Abolisher Discussion
1 hour ago
+1 for the good Idea! Id honestly Have to say that not only do I agree with most everything said above, Maybe work with some more tutors to get creatures and even enchantments you might need also while the only card I think needs to be cut or more like replaced is Conqueror's Flail as it the same as Grand Abolisher who is recurable with Alesha yes the boost in p/t is good but it caps at 4 since you run a 4 color deck so eh. Aura Shards might also have a spot here as well as cutting Sylvok Explorer for Sylvan Caryatid which is stictly better and dosent restrict you like the Explorer does
2 hours ago
Check out the leaked commanders! Now we have three new 5-color janks, one 3-color jank, and a whopping tier 3 UW spellslinger aggro commander.
Ur-Dragon is cute, but the mana cost makes it too unwieldy, probably to the point of Tier 5. Ramos is interesting but the once per turn limitation probably makes it Tier 4 at best, since it allows you to chain spells for a bit. O-Kagachi is a 4-turn clock with Flying-Trample. Unfortunately, the attacked-you rider makes the triggered ability largely irrelevant since no one will attack you (which no one would anyway since you have a GIANT FLYING BLOCKER). Now that I think about it, the design is just terrible without haste. It will probably be relegated to Tier 4 just because it is efficient and 5-color. Wasitora is also cute. Like O-Kagachi it is an efficient creature with Flying-Trample, thought the 5-turn clock hurts its strength. The sacrifice is nice, since it messes with low creature-count commander-centric decks...which only seem to be Arcum and Brago. The token is decent for Stax shenanigans. I can see a Stax build of Wasitora in Tier 4, MAYBE Tier 3.
And then there's Taigam. He is AMAZING. Likely Tier 3. Maybe Tier 2.5 if his ideal strategy is fast enough. The uncounterability is nice. He could be a more counter-heavy GAAIV that has something like a Dramatic Scepter win instead of RIP Helm. The Rebound part is cool, like a delayed Yidris. I like that the Rebound spells are also uncounterable if Taigam is still around. The 4 toughness makes him harder to block and kill with mana dorks. I also like that you can suicide him and cast some uncounterable Rebound instants before he dies to damage. He has a lot of potential. The Dragon part of him is irrelevant.
A knock against him as part of the 99 is that white mana symbol. This severely limits the number of spellslinger decks that can run him. The top decks that COULD and actually MAY run him would be Narset, Scion, Zur, Tazri, Breya, Atraxa, and GAAIV (maybe a few others). At 4 mana, Taigam costs too much and does too little (immediately) to justify the large investment. He feels too slow for Zur, Tazri, and Breya. He messes with Narset's curve/race to drop her (besides the flavor-fail). He is cute in Scion, but, again, does not seem to justify spending 4 mana. Taigam's most likely homes look to be Atraxa and GAAIV. Being a human is nice for the Angel of Glory's Rise win in Atraxa. He can also help Dread Return actually land (though it just makes him a more expensive Grand Abolisher). GAAIV can drop him for 2 mana, which justifies the effect (again, the main comparison is Grand Abolisher). Since Atraxa and GAAIV have somewhat low spell counts, Taigam may not be added to them for the uncounterability part. Since he also adds Rebound, Taigam can double up the powerful spells Atraxa and GAAIV DO run. Overall, I rate his inclusion in the 99 of competitive decks to be...drumroll..."eh, maybe."
Unfortunately, since most of the good spellslingers that are not Zur do not include white, most decks do not have a high enough spell count to make Taigam exceptionally desirable.
This was a long-ass post; I do not feel like looking it over. Have fun parsing it! :)
2 hours ago
Thanks! Eerie Interlude would definitely be an ideal substitute for Ghostway, so feel free to use it instead. In response to your question, this deck is pretty flexible in terms of what a good hand looks like since the mana curve is quite low, but my opinion of an ideal hand would have Maze of Ith or Ice Floe to keep your opponents stalled while you build up mana. Besides either of the two cards mentioned before, Authority of the Consuls is an incredible card to get in your opening hand, as well as something like Grand Abolisher. I hope that that answers your question.
18 hours 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.
1 day ago
TheDevicer, It's one of those things where the upsides outweigh the downsides even if both are minimal. It usually goes like this:
- Is Green Sun's Zenith good in your deck?
- Do you want 1 mana ramp?
"Oh hell yeah! I need to get my commander down a turn early."
- Would you rather not flood your spell slots with cards that don't generate card advantage?
"Well... I do have 10 ramp spells already..."
- Can you afford to have one tap-land that's vulnerable to removal?
- You should probably have Dryad Arbor.
"Uhh, I guess so..."
The reason it's good is just that making GSZ double as a Llanowar Elves is good enough to include in most decks that wanted GSZ, whether or not you have that much else built around it. And even if you don't get GSZ, having one land be a tap land isn't the end of the world. It's the same reason people will sometimes run Bojuka Bog.
That said, it's not an auto-include by any means. If it's not helping out enough then there's probably something better that could go in it's spot. Some decks it really shines in though. Like my Edric list where I need the T1 ramp, and having a 1/1 that I can attack with later is just gravy.
Gates88, You should link cards when you think people might not be familiar with them. It saves people time looking things up. You can do so like this:
And while that combo is neat in that Grand Abolisher would stop your opponent's interaction, putting in 4 creatures that are totally useless outside of your combo (Nomads en-Kor, Cephalid Illusionist, Angel of Glory's Rise, and Hapless Researcher) is a bit of a problem for something that's supposed to be the "best Protean Hulk pile available." Part of what makes a lot of the top EDH combos "the best" is that the cards in them are very interchangeable and function in a bunch of other combos as well. Also, what happens if you draw one of those creatures and can't cast it?
6 days ago
LeaPlath thanks for the input! I knew this deck really lacked direction going in, which is why I put it up for help. I'm fairly new to constructing a deck so I wanted to get it under the eyes of people who are more experienced at it. The three foundation cards are Isochron Scepter, Silence, and Grand Abolisher. The initial idea was to counter a spell heavy control deck that constantly threw out counter spells. Getting out Grand Abolisher provides a safety bubble to cast spells within my turn.
Also with this deck being on the artifacty side, you think it would be better suited to go more artifacts and add in a Darksteel Forge? With that in mind I could swap out Elspeth, Knight-Errant for Saheeli Rai and/or Tezzeret the Seeker to help get things out onto the battlefield.
Any and all suggestions are welcome.
6 days ago
I'm actually in the process of doing some tuning now. I've swapped out a lot of the pillow fort type elements for more control and things with a bit more bite.
Lately our meta has been fairly slow and the deck has done pretty well overall. I found that a lot of the attack deterrents like Windborn Muse and Norn's Annex weren't really doing much for me in practice and deeper in the game they were basically dead cards.
If there were more token decks in our playgroup and less board wipes/mass bounce played they would be a lot better. Same situation with Crawlspace.
I did find in the last version that I was wanting for some more aggression in the later game. From a political point of view I probably wouldn't play Iona, Shield of Emeria or Catastrophe in the early game but later on they would be very helpful.
When I first built the deck I had left out stuff like that but now that I've played more I would definitely prefer the cards be in my hand and decide whether to use them in the moment.
I'm interested to see how these latest changes work out. My hope is that the control elements will be useful in more situations but we'll see!
1 week ago
You should include a secondary win-con into the deck, the standard Kaalia of the Vast is Crucible of Worlds + Armageddon + Ravages of War + Command Beacon + Strip Mine + Wasteland. Others are Worldgorger Dragon and/or Kiki-Jiki, Mirror Breaker which is the one I play. It's too hard to deal 40 damage to all 3 players, especially with your board position, it pulls attention of the other decks, even though the others may be driving toward their win-con combos.
Mother of Runes is a nice cheap re-usable protection as well.
Elesh Norn, Grand Cenobite is awesome, miss Phyrexia/Innistrad, but she isn't an A/D/D so tough to cast her. She will be too slow, albeit very controlling.
You have Brave the Sands use Angelic Field Marshal spot for something else. Maybe an Exquisite Archangel to hit the reset life button, or a Baneslayer Angel to lifelink who can be cast without Kaalia of the Vast, maybe Angelic Arbiter/Linvala, Keeper of Silence if you like the control aspect, or a Grand Abolisher which protect Kaalia of the Vast during your turn, which especially combos nice with the Haste.
I think Sheoldred, Whispering One again is someone that's not working with your overall game plan. The Praetors are way too awesome, but they are going to be far too slow for what you need to accomplish with Kaalia of the Vasts bar-brawl style of aggro play.
Citadel Siege is a little slow, your guys are already pretty big, not sure it's worth the 1 blocker tap-down.
Really cool, love Kaalia of the Vast, the mana will take a while but slowly work on it. Cheers.