Enchantment — Aura
Whenever enchanted creature deals damage to an opponent, you may draw a card.
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Keen Sense Discussion
1 day ago
Keen Sense, Sixth Sense, Sword of Feast and Famine and friends, Bedlam, Malicious Affliction, Seize the Day, Relentless Assault, Aggravated Assault, Mana Vault, Golgari Signet and friends, Coalition Relic, Chromatic Lantern, Mana Crypt
3 weeks ago
- Card Draw with Keen Sense/Sixth Sense
- Some decent buff spells are Might of Old Krosa and Vines of Vastwood
- Wild Defiance is slow but really good
1 month ago
1 month 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 month ago
I've got both Thalias and Blind Obedience, as well.
I think generally, I've got a bit of a lower curve, so Gaddock Teeg would turn off less of the deck. I wouldn't know what to cut for the Cartouche. I run Madcap Skills, but not Angelic Destiny, Runes of the Deus, Holy Mantle, Gift of Immortality, or Ghostly Prison, preferring instead to run stuff like Snake Umbra, Keen Sense, Ancestral Mask, Blessing of the Nephilim, etc.
1 month ago
shame Thanks for the comment and the upvote!
Both of those cards have had their moment in the sun in the deck and did solid work on occasion. Both however got cut for similar reasons. They're both (close to) dead if you're not going off.
The deck used to run a number of damage doubling effects like Gratuitous Violence, but they were frequently win-more for me. Either I was going off and winning, or not. The only that stuck around is Illusionist's Bracers as it has some added utility when Borbor is out, but you can't combo off AND it copies the ability to generate two draws instead of one with Keen Sense Even that would probably be best getting cut as the deck doesn't really take advantage of it much anymore. What I DO like about Quest for Pure Flame though is that it is one mana. If you top decked it in the middle of going off, it's easy to sneak into play.
Nostalgic Dreams is also at it's best when you're going off. One of the biggest issues the deck has is running out of gas in general. Especially if you hit one of your extra land play cards, you can very quickly be sitting on 7 mana, but no cards in hand on turn 4, so I've opted for more traditional draw like Harmonize. In that scenario, Dreams is a dead card as you need to discard something to get value.
1 month ago
Ulasht has more of a token focus than Marath does, seeing as Ulasht grows with creatures and Marath just grows the more times he dies. That said, you can make an Ulasht deck, splash white for Marath and everything will still be happy. Enough of that though.
A bit of help from a Marath player running Primal surge, who basically had the same draw problem you did.
It's like harmonize, that's as big as your commander is, and does that much damage to target player.
Also, to the comment about not having responses to indestructible creatures: Fack that soul-scar mage shiz, pick up a Sword of Kaldra, and start running an equipment package.
Actually since I'm bringing up deathtouch, Nightshade Peddler is great too.
Lmoyer on Bant Pants
1 month ago
Why are you running no Spider Umbra or Hyena Umbra? They give +1/+1, Reach and First Strike respectively, and they grant Totem Armor, which is great at the beginning even though it doesn't protect against sacrifice effects. Most of your enchantments don't inherently provide a bonus, you have no Keen Sense or Curiosity or Kor Spiritdancer for card draw. Yeah, Spiritdancer immediately draws removal, but if you get 1 or 2 cards off of her, you're set.
Birds of Paradise seems pointless when you could instead have Gladecover Scout. Equipping any Aura's to it is just bad, and with low cost enchantments the ramp it provides is essentially pointless, and since you have no card draw you won't be playing many spells after you empty your hand, which should be quickly.
Suggested Changes:-4 Abundant Growth-4 Birds of Paradise-2 Steel of the Godhead
+4 Keen Sense / Curiosity+4 Gladecover Scout+2 Spirit Mantle
Spirit Mantle will make all your creatures unblockable unlike Steel of the Godhead, Gladecover Scout provides good additional 1 drop targets, and Keen Sense / Curiosity draws you more auras every time you attack because you're already going to be unblockable, right? It retains the Bant colors, but I think it will give better lines of play.