|Commander / EDH||Legal|
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|Urza's Legacy (ULG)||Rare|
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At the beginning of your upkeep, if there are seven or more lands in play, sacrifice Impending Disaster. If you do, destroy all lands.
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Impending Disaster Discussion
2 weeks ago
I built this deck for Commander league. I played 3 round in it tonight. I had lots of fun playing it. Round 1 placed 2nd with 1 guy scoping kinda sucked that he did that. then proceeded to sit there and say we wouldn't let him do anything. 2nd round I in a pod with the same guy that scoped and now he is playing a land destruction deck turn 2 Impending Disaster and end up in last place. Last round I turn 3 i Maralen of the Mornsong an let the fun combo decks go off 1 guy scoops cause no one will kill my Maralen of the Mornsong and him being mono green i don't think he had any real answers for it. All in all i had a blast. Still learning it and did some of the leaner meaner swaps taking more of the tutor stuff. still not really sure is i should copy Mana Leak or Vision Skeins to Isochron Scepter mostly just played it by ear. As a new magic play I'm still leaning a lot and lots more to learn. went with Never, Cruel Ultimatum, Obelisk of Grixis, Manalith, Evacuation, Planar Portal, Razaketh's Rite, and Nicol Bolas, Planeswalker.
3 weeks ago
Nice - I bet this is fun.
3 weeks ago
Nice - I bet this is fun.
PookandPie on Uril
1 month 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!
1 month ago
3 months ago
5 months ago
Impending Disaster seems definitely good with the land destruction theme, i'll throw it in maybeboard and think about what to cut
I built this deck before reversal was printed, and it does seem decent but like you said, I don't run nearly enough mana rocks
Also, although that is a powerful combo, this is more of a permission/resource denial control deck, so I'm more concerned with countering removal/answers/threats until I can cast a few enchantmenta and walkers followed by a board wipe than comboing off, its painfully slow to win but such is the nature of group slug/attrition themes
Thanks for the suggestions/comment!
5 months ago
I feel that Impending Disaster would be a solid include. Also if you add a few more mana rocks and Dramatic Reversal, you have an infinite combo for infinite mana and to draw your deck with Sensei's Divining Top. Then you have a ton of different ways to win. Aetherflux Reservoir to laser everyone is always fun.