Mayael's Aria


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Alara Reborn (ARB) Rare

Combos Browse all

Mayael's Aria


At the beginning of your upkeep, put a +1/+1 counter on each creature you control if you control a creature with power 5 or greater. Then you gain 10 life if you control a creature with power 10 or greater. Then you win the game if you control a creature with power 20 or greater.

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Mayael's Aria Discussion

EternalBrewmaster on Uril Enchantress Oops! All Permanents

1 month ago

CrazyDanPsycho thanks for the kind words, upvote, and good suggestion! I have considered Champion, but then I should be more in a +1/+1 counters mode to and play Mayael's Aria and Cathars' Crusade probably. Iroas is actually not in the current list anymore so I need to update this but generally enchantment creatures are best to maximize in the deck so they always proc the enchantress effects while also being tutorable and triggering Karametras ability. Furthermore, Ive been steering away from combat wincons for this deck lately as thats how literally every other Uril deck wins. Id prefer mine be more unique so it has sort of morphed into the combo deck that burns everyone to death with Vicious Shadows.

Thanks again for your kind words and taking a look!

chadsansing on The Pack Calls

1 month ago

Sweet list. My son is thinking of a dino tribal deck, too.

Overrun, Triumph of the Hordes, and cards like Savage Beating or Boros Charm might be helpful.

Have you ever tested with Mayael the Anima as your commander? It might be able to cheat some other dinos into play sooner than you can cast Gishath. Mayael's Aria is also a pretty sweet alternate win con in a deck like this. You could pump a dino to 10, play a Xenagos, God of Revels, and its combat trigger to get a 20/X creature and win.

Happy brewing!

CyberLynx07 on Gishath, Sun's Avatar's Giant Death Lizards

1 month ago


After playtesting for a while, I found that being able to tutor into cards like Wakening Sun's Avatar and Ghalta, Primal Hunger is much stronger than Metallic Mimic, I just was pretty underhwlemed with a 1/1 for 1 that can gain me 2 life per turn.

As far as Chromatic Lantern, Aura Shards, and Shared Animosity, this is a budget deck so I will typically try to stay away from $10+ cards, but Aura Shards is extremely strong, so I might push that a little.

I had considered Chaos Warp and Beast Within, but I felt they were weaker than Savage Stomp. Looking back though, I do not have very much single target removal, so those very well might make the cut for something else. Also, Savage Stomp may not seem overly strong, but it is 1 G for a permanent +1/+1 counter, removal, and a potential enrage trigger. Sign me up, especially with the enrage creatures coming up in Rivals.

Cathars' Crusade is interesting. I have the Enter the battlefield effects with Warstorm Surge and Elemental Bond, but that does seem very strong. I'll definitely look through to see if there is anything I can replace for it.

Gratuitous Violence and True Conviction both seem very strong, I'm just concerned about the RRR for Violence and the WWW for Conviction.

Mayael's Aria seems fine enough, but I haven't actually played with it to know it's true value.

Cream of the Crop I had not considered before, but now that you bring it up, it seems very appealing. It definitely helps to keep drawing fuel in the late game, so I will also consider adding that.

Thanks for your suggestions! They really do help.

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!

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