|Commander / EDH||Legal|
Printings View all
|2012 Core Set||Rare|
|2010 Core Set||Rare|
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Creature — Human Druid
Whenever you cast an enchantment spell, you may draw a card.
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|Have (12)||Xue-Kaihua , pskinn01 , DrPopular , Wolfninja , mentor6 , philktoken8998 , golgarigirl , rakdos24 , Swamy , the.beanpole , sonnet666 , VGJustice|
Mesa Enchantress Discussion
3 days ago
All these suggestions should be self-explanatory as to why they benefit a Uril edh. Depending on your play group you might want to look into the white counter spells. Also if your going to be running so much acceleration, you could drop your land count down to 30. My Uril runs on 28 lands, but it took me a long time to get my deck right. Play test a ton and adapt as needed to your playgroup. Good luck and let me know if there is a specific question about the reasoning behind anything I've suggested.
3 days ago
White card draw is a tricky thing but I feel there are better options than devoting spots to Cloudshift. Mesa Enchantress could work; Mind's Eye is a bit steep but effective. Seer's Sundial, Staff of Nin, Thraben Inspector. Your deck could also use Mentor of the Meek, if some of the more expensive cards are taken out like we talked about this guy may be the best card draw source as playing a Wall of Omens now yields two draws. It may be something worth playtesting.
4 days 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.
5 days ago
I recommend Kor Spiritdancer, Verduran Enchantress, Eidolon of Blossoms, and Mesa Enchantress to improve your card draw. Mana Bloom, while not ideal, is a minor source of ramp and/or color-fixing, and also returns to hand for additional use (especially with the creatures above). Lastly, Flickering Ward could be good here (especially against U/B).
1 week ago
You're going to need an engine. Enchantment decks can be brutal if you have this package...Kor Spiritdancer
If you get even just one of these cards on the field, you just start racking up card advantage and it is absolutely DISGUSTING. I would try it out.
1 week ago
Morbid_Empress I've considered it but the reason that works in Legacy is because they have Enchantress's Presence and Argothian Enchantress has shroud. Eidolon of Blossoms and Mesa Enchantress would just die instantly and they're generally too expensive to get immediate value. The mana ramp enchantments also make Runed Halo awkward since they're lower on the curve. They're also total dead drops late game.
1 week ago
how many enchantments will this actually cast? cards like Mesa Enchantress, Celestial Ancient, Daxos the Returned seem less than ideal since zur just puts them on the field. maybe Skybind or Sovereigns of Lost Alara? also, trinket mage has one target, Sol Ring, maybe get the three artifact lands?
2 weeks ago
+1 Mesa Enchantress (you've got 19 enchantments and are complaining about card draw, solution found)