Indrik Umbra

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Indrik Umbra

Enchantment — Aura

Enchant creature

Enchanted creature gets +4/+4 and has first strike, and all creatures able to block it do so.

Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)

Orange+ on Punching in Pillow Fights

1 year ago

Hi, H-E-N-R-Y

Cool deck you've got going here :)

I have made a Sythis deck myself, but to be honest, Im not completely into what people usually play with Sythis. I could however provide some initial thoughts I have based on your decklist.

First of I would recommend that you structure your deck with categories. I know a lot of people on tappedout doesnt use them, but they are very useful when building decks or providing feedback.

You play a lot of lands that enter the battlefield tapped, but as a two color deck containing green, Im not sure if you need to. Some of them might be handy, like Path of Ancestry and Temple of Plenty which gives scry. But I dont think you need the rest, and could swap them out with lands that dont enter tapped (like just basics). The lands are: Arctic Treeline, Blossoming Sands, Graypelt Refuge, Path of Ancestry, Scattered Groves, Selesnya Guildgate, Selesnya Sanctuary, Temple of Plenty, Thriving Grove, Vivid Grove, and Vivid Meadow

I've tried to play Crystal Chimes myself, and didnt like it that much. If I were you, I would probably take out both the chimes and the Cloud Key. They seem slow. Cards like the chimes and Resurgent Belief are very telegraphed, meaning your opponents will know what you can do before you do them, this is often quite a disadvantage.

Otherwise I think your composition is pretty nice with lots of good cards. But it might get better if you cut some of the larger mana cost cards. If you get to draw a lot from your commander, you might as well play a lot of cards. And if that is the case, mana is what is holding you back. I think cards like Celestial Mantle, Eldrazi Conscription, Epic Proportions, Gigantiform, Indrik Umbra, Martyr's Bond, and Prodigious Growth are a bit too mana expensive. (However, if you treat some of these as wincon, you should keep those)

As I mentioned, Im not quite sure what is common to play with Sythis, but as you have many spells with mana cost 3 or less, you could try Sun Titan. Otherwise, enchantment recursion is really nice in these kinds of decks (against bordwipes and such). Cards like Replenish, Retether, and Brilliant Restoration.

Finally, as mentioned by others commenters, I think removal is really important. I think Swords to Plowshares and Path to Exile are natural fits, but if you want play more enchatments, you could also try Journey to Nowhere, Borrowed Time, or Oblivion Ring. My deck Riders on the Storm has a removal category if you want to take another look.

TheVectornaut on Who dat boi - please help

2 years ago

Hey, I saw your comment. Is this an alternate account for twechsler or is this deck just inspired by theirs? Either way, I'll go into greater depth on some possible build paths. libraryjoy is correct in that if you're (mostly) mono-green, your best way to destroy creatures is often to take advantage of the abilities on your own creatures. You already have the deathtouch style shell so I'd just focus on that. But even with deathtouch, there are a fair number of options for guaranteeing that damage gets dealt. There are the bow/staff cards like I use in my artifact commander deck A Pile of Cans with the deathtouch from Sydri, Galvanic Genius . Then there's fight effects which you can see working with Wren's Run Packmaster in my wolfless wolf deck Size of the Fight in the Dog (although this strategy doesn't require DT if your creatures have high enough power). A final approach is forced combat damage. Since it's been mentioned the least, that's what I'll focus on here.

Forced block cards like Lure , Gift of the Deity , Indrik Umbra , Ochran Assassin , Roar of Challenge , Tempting Licid , Provoke , Irresistible Prey , or Tangle Angler are the core of such a deck. Most of these cards are rather costly in terms of CMC, and I'd consequently only recommend such a deck for slower casual play. It should be pretty strong in creature-heavy metas though. If that sounds reasonable, the next thing you have to decide on are the creatures and supporting cards. These choices aren't always obvious because of the many things a deck like this wants. For example, it may be better to play cheap deathtouch creatures like Deathcap Cultivator , Gifted Aetherborn , Narnam Renegade , Wasteland Viper , and Nightshade Peddler so you can start controlling the board sooner. But if all your DT creatures have low power, they'll only be able to kill 1 or 2 things off a big forced block. Thus, it may be better to instead grant deathtouch with other cards like Basilisk Collar , Deadly Allure , Virulent Swipe , Bow of Nylea , Archetype of Finality , or Ohran Frostfang . Then, you could just run creatures with high attack for their cost. Still, I think there's something to be said of looking for other abilities that interact well with deathtouch. First strike and double strike are the most obvious examples because they can let your creatures survive combat to attack all over again on later turns. Viridian Claw , Glissa, the Traitor , and Grappling Hook see play in such decks for this reason. Alternatively, you can learn from the synergy of the Frostfang that abilities triggering on face damage pair well with deathtouch. Only a fool would block your 1/1 DT with their 3/3, but if that 1/1 is drawing you a card, suddenly that trade sounds more appealing. Cold-Eyed Selkie , Dimir Cutpurse , Edric, Spymaster of Trest , Oakhame Adversary , Ohran Viper , Tomebound Lich , Fynn, the Fangbearer , and Hapatra, Vizier of Poisons are some cards that might fill this role.

I know I've just rattled off a lot of cards here. I'll try putting together a casual deck to demonstrate what I'm talking about when I find the time.

As an aside, I see that you've included Novablast Wurm as the only meaningful white spell in this version of the deck. It's too slow to see play in anything but ramp, but it can definitely be built around as a beefy Wrath of God too. Consider using something like Heroic Intervention or a Dauntless Escort sacrifice to break the symmetry on the board wipe. Also, creatures that grant boons on death like Thragtusk or Wurmcoil Engine could find a home in a self-wipe deck, although the Wurm might be outclassed then by something more traditional like Austere Command , Settle the Wreckage , Kindred Dominance , or Phyrexian Rebirth .

MRDOOM3 on

3 years ago

Given that this is a very enchantment-heavy deck, maybe you can consider Calix, Destiny's Hand and/or Nomad Mythmaker?

Daybreak Coronet, Indrik Umbra, and Madcap Skills are some more nice, budget Aura cards you can run.

Evanator on Uril Deck

5 years ago

Elemental Resonance can give you 5 extra mana per turn, Starfield of Nyx can bring back one lost enchantment per turn although its secondary effect doesn't do much for you, Bear Umbra Felidar Umbra Hyena Umbra and Indrik Umbra are some other good totem armor cards, Myth Unbound basically lowers it to 1 extra mana per commander cast instead of 2 making it easier to get him back out if he keeps getting killed. Other than that I would maybe add a few more cards that get extra land on the field.

Selphiron on Help with non-combo Selvala, Explorer …

5 years ago

Hi,

(tl;dr at the bottom) so my bestest friends gave me a copy of Vorinclex, Voice of Hunger (they must be kind of masochistic), Marwyn, the Nurturer, Seedborn Muse and Selvala, Heart of the Wilds.
But the problem is, I don't know which 3 cards I should take out of my Selvala, Explorer Returned deck. Please see the description in the link for how the deck works. My meta is quite casual, but not very janky. The games usually end after turn 10, we have almost no combo decks.

First of all: Do you think, that I shouldn't take any of those 4 cards into my deck?

I was thinking of Primordial Sage, because I don't cast every creature I put into play and I have Soul of the Harvest and my Commander. I don't really have card draw problems. So maybe I could cut it for Vorinclex.

The second card I was thinking of taking out is Frontline Medic. I never used the second ability (counter target spell with X, unless opponent pays additional 3). And it must attack with at least two other creatures. The two other creatures part isn't the problem most of the times, but that it has to attack is sometimes a problem. I only have two haste enabler and usually I don't attack anyway. When I attack, I do it to close the game or to finish someone off. And if I do, I rarely need it. And I have Rune-Tail, Kitsune Ascendant and other ways of making my creatures indestructible.

The third card I was thinking of taking out is Fyndhorn Elder. I know it is a good card, but I think that Marwyn, the Nurturer is a better replacement.

And I can't decide, whether I should exchange Dragonlord Dromoka with Grand Abolisher. I don't really need the flying part of Dromoka and the lifegain is sweet but the main reason I have it in my deck is to prevent things like AEtherize, when I go for the kill. I have Abeyance for the same reason. I usually finish the game with Triumph of the Hordes and Overwhelming Stampede. So I need 10-11 mana with Dromoka and 6-7 mana with Grand Abolisher.

Oh and I would be thankful for general advice like "this card would be better than this card". My budget is rather tight though (I don't like to spend more than 10$ on a card).

Other cards I was thinking of taking out:
Shield of the Oversoul, Indrik Umbra, Beastmaster Ascension, Lys Alana Huntmaster.

Thanks in advance for your help =)

tl;dr: I want to put Vorinclex, Voice of Hunger, Marwyn, the Nurturer, Seedborn Muse and Selvala, Heart of the Wilds into this Deck but I don't know what cards to take out.

patrickd117 on Quick Draw Kestia

5 years ago

I don't like Toothy, Imaginary Friend, Ravenous Slime, Loyal Unicorn, Dismantling Blow because they're all kind of off-theme and not that powerful without more synergy.

Eidolon of Rhetoric seems a bit too techy, even with the enchantment creature tag.

Training Grounds doesn't combo with bestow.

Myth Unbound - I don't think this is very good without Partner commanders.

I'd consider:

Bident of Thassa, since it's a mostly better Coastal Piracy.

Satyr Enchanter, Eidolon of Countless Battles, Sage's Reverie, Silhana Ledgewalker, Indrik Umbra

SirSh4ggy on A Dualist and Her Infected Crew

5 years ago

This is cool, I see you've got must-block attackers in here. Noble Quarry, Prized Unicorn, Indrik Umbra, and Lure all do the same. Some other good infectors are Spinebiter and Phyrexian Hydra.

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