|Commander / EDH||Legal|
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|Mercadian Masques (MMQ)||Common|
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Enchantment — Aura
Prevent all damage that would be dealt to enchanted creature.
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1 month ago
1 month ago
1 month ago
I honestly recommend not going for a graveyard strategy solely because if you get any graveyard hate you can get shut down. I think have a teeny bit of stuff isn't bad, but I definitely wouldn't recommend the whole "dump half my library into my GY" strategy, haha.
That being said, I am in complete support with your game plan here. Bruna can be played a few different ways, but the smoother variation is the Control/Stax shell. That's the build I made for my wife, and it is brutal...if you'd like to see her's for reference/inspiration, I'll link it here. Also, I made a budget version that shares a lot of the same cards if you'd rather see that!
Okay, so now onto the fun stuff!
Here are some card suggestions: Show
- This is a super good way to avoid removal. It isn't shroud (so you can still target Bruna if desired) and it is much better than flickering her. With phasing, all of your auras/equipment/etc stays on, but "stops existing" essentially.
- Basically another "indestructible" aura. Not mandatory, but redundancy is nice. This is just another aura that can be paired with Pariah to because virtually untouchable.
- This could be some additional Stax (see below), if you feel like you need more control
And here are some overall recommendations/advice: Show
Also, I would recommend not doing Enchanted Evening. Trust me, man, I wanted to do it too, but when your lands can be removed by enchantment removal, that's too risky in my opinion.
Those being: Show
Other good inclusions, although they affect everyone, would be: Show
Let me know if you have any questions or anything!
3 months ago
You've listed it in the competitive tag, where I normally post. And then this deck will struggle with literally all the current Legacy decks. And you are now complaining that I'm pointing this out. If it wasn't listed as competitive, I would be making other suggestions, such as Hyena Umbra over Inviolability. On most of these cards 1 aura is enough to take it out of damage range, but there are a lot of kill spells that mean Inviolability wont give much value.
3 months 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.
3 months ago
As i said, vigilance certainly is useful and its good to have access to it. However, you currently run 8 cards that provide it, and several of them aren't great to begin with, but become just plain bad once you draw more than one vigilance granting effect. I would personally cut Vigilance, Eternal Warrior, Abzan Runemark and Triclopean Sight. In the posts above there are plenty of suggestions far superior to those cards, and you can add Heliod's Pilgrim as another tutor for Daybreak Coronet whenever you need vigilance. Once you're at it, Murder Investigation and Inviolability can also go, both effects are way too narrow to actually matter.
4 months ago
11 months ago
Yes. I play since 3 years. But my intereest is only . therefore I know the good cards and combos here I think.
be careful when playing against white.giving a creature protection prom white also causes to get rid of all enchantments attached to it. so enchanting hexproof creatures is always in focus. Thus Flickering Ward can unattached all auras from a specific color so can Mother of Runes (of your creatures).
With so much enchatments, do you know the following combo?: +