|Commander / EDH||Legal|
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|Masters Edition II||Rare|
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Creatures without flying don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player may choose any number of tapped creatures without flying he or she controls and pay (2) for each creature chosen this way. If the player does, untap those creatures.
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6 hours ago
If I was running a token deck or something that had a bunch of white creatures in it, you'd be damn sure I'd have that one in. Cards like that are seriously fun to throw out there. Played Mudslide in my mono red to many people's frustration...after they read the card of course. Off color cards are the best.
1 week ago
Okay, let's do this! cracks knuckles I love the snarky tone of the description, btw :)
The stax elements of this deck seem strong, mostly. You're missing Winter Orb though. I would normally suggest Crackdown and Meekstone and Moat, but they interfere with Alesha :( Perhaps Smoke or Mudslide? I don't personally like Chalice of the Void in EDH, though, there's just too much variance in the mana cost of powerful cards. And since you're reanimating things anyway, might as well play Big Daddy Smokestack!
However, the land base seems...a little off. 29 mana-producing lands is REALLY really low, doubly so since you will have to pay some of your own "taxes". I know that the Karoo lands help a bit, but I still wouldn't trust this mana base without SIGNIFICANT testing. You might also find the Filterlands useful to mana fix (Rugged Prairie, Fetid Heath, Graven Cairns). I also never leave home without Reflecting Pool, City of Brass, Mana Confluence, etc. Basically, look at Lilbrudder's Leovold mana base and color-shift it XD
I'm actually not really a fan of Nahiri, the Harbinger in EDH. Is she just there for utility, or are you planning to use her ult? If the former is true, there are better ways to get card filtering. If the latter is true, what's your finisher?
That being said, planeswalkers can generally be really good in stax decks. You might get away with including some other walkers that play more into your gameplan, possibly Sorin Markov to reset lifetotals? :)
No Necropotence? :( I guess maybe the card is too much color commitment in tri-color.
If you're going to run Mox Opal with only 18 artifacts, I'd try and include the three on-color artifact lands as well.
False Prophet seems odd here, since you have the ability to reanimate creatures with relative ease.
Yes or no on Mox Diamond? Your land count is already low, but it's so good...
I hope that helps a bit! :) I'll leave more comments if I think of them, and happy deckbuilding!
1 month ago
I'd add in more wheels to cycle through your deck and mess with your opponents since dragons are big and you'll need more time to setup (typically). Wheel of Fortune, Burning Inquiry, Winds of Change, etc. fit the bill.
Taurean Mauler is cheating, haha.
You need so much more haste. Fervor, Hammer of Purphoros, Mass Hysteria, Urabrask the Hidden, and/or Anger. I think you could even add a few 1-shot haste & draw spells since I think that's typically how a turn will play out (like Crimson Wisps).
Possibility Storm could snag a bigger dragon.
1 month ago
2 months ago
Mudslide is another good one.
3 months ago
I would drop: Mindscour Dragon (mill isn't helpful unless you're going all in.), Archaeomancer, Talrand, Sky Summoner, Coiling Oracle, Den Protector, Bear Umbra & Nature's Will (assuming it's in there for infinite combo with Hellkite Charger, and you said no infinite combos.), Mana-Charged Dragon, Dream Pillager, Hypersonic Dragon, Exuberant Firestoker, Jugan, the Rising Star, Spellbound Dragon, Dragonlord's Prerogative, Silumgar's Scorn, Moltensteel Dragon, Mana Geyser... to start.
5 months ago
Alright, so here are my notes after reviewing your list:
Aura Shards- While the card is in the running for most powerful disenchant effects in Commander, decks need to be able to reliably trigger it every other turn or so to make it worth the cost (not doing anything on its own). Now, your deck at present runs 20 creatures and so can make decent (though maybe not spectacular) use of its power. If you wanted to power it up some without actually adding in more creature cards, then Assemble the Legion and Sigil of the Empty Throne could be ways to have creatures enter every turn.
Naturalize- Unlike the Shards, Naturalize offers instant removal, with no baggage attached. That said, it's just not very sexy. Since your deck is running five enchantress effects, a card like Seal of Cleansing or Seal of Primordium can be played for extra value. You can still activate at instant speed, plus it leads to mini mind-games with your opponents (what gets blown up first, and is the permanent in question just a bait card?) Otherwise, a card like Krosan Grip or Duergar Hedge-Mage could fill the role.
Blessing of the Nephilim/Ethereal Armor/Madcap Skills- These cards are all cards that I've run in the past. Each one is great at making Uril big, but that's about it. There are diminishing returns on cards that buff Uril's size though. The first extra point of power is good, as it makes Uril a four turn clock instead of five. The second point of power is good, as it makes Uril a three turn clock instead of four. After that though, the only power levels that carry any significance are 11 and 21, as they represent a two turn and one turn clock respectively. Madcap Skills is the best of the three since it grants minor evasion, and Ethereal Armor has the highest upside, but I'm hesitant to run any of them at all.
Elemental Bond and Garruk's Packleader- I'm not wild about either of these. There are only five creatures in your deck with power three or greater, one of them being your general. True, you can recast him to retrigger (although, since most of his deaths are due to Wrath effects, the Packleader likely won't have survived either), but ideally Uril shouldn't die- there are just so many ways to protect him. I'd vote for something like Triumph of Ferocity or Sylvan Library+Abundance instead.
Faith Unbroken-I haven't tested this card at all yet- it certainly seems powerful. I typically prefer my removal to hit more than just one card type (a la Oblivion Ring). Still, being an aura to buff Uril does make this one tempting. Let me know how it plays out.
Gift of Immortality- This is a card I've seen do good work in other decks, but I'm not a fan of in Uril. This'll return Uril, but he'll lose all his auras in the process. I prefer running cards such as the totem armors or true indestructibility.
Kismet, Imposing Sovereign, and Sphere of Safety-Both of these cards are fine, though they shift the gears of the deck towards a slower, more controlling build. If this is the direction you want, I'd think more Wrath of God effects would be better, although Wraths are somewhat counter-intuitive with Uril. Smoke and (to a lesser extent) Mudslide synergize with Kismet, with Smoke shutting down more decks completely. The controlling version probably isn't the best version to play, but I could see it being a meta decision.
Market Festival, Cultivate, and Kodama's Reach etc- Uril rewards enchantment-ramp in the deck moreso than traditional land-ramp. Cards like Cultivate and Explosive Vegetation are powerful, but not what I've found to be the "most correct" choice while playing this deck. Market Festival is a step in the right direction, being the best analog to Vegetation, yet still pumping cards like enchantresses and Ancestral Mask. However, costing four mana means that it isn't ramping you to your first Commander cast, whereas a card like Overgrowth would. Look for ramp that costs three or less to drop a turn four Miststalker. Sheltered Aerie does fill this role, but I don' love that it costs three just to ramp you by one (fixing be damned). The same argument applies to cutting the Signets and mana-dorks as well.
Messenger's Speed- This card is bad. It is cheap, but giving Uril a kicker cost for Haste is less valuable than just having a static Haste enabler. Xenagos, God of Revels or Fires of Yavimaya are better options.
Rancor- Similar to Madcap Skills and friends, Rancor is effective at making Uril larger and even grants slight evasion, but Rancor gets a lot of its power from its return ability, which you shouldn't be triggering all that often. It's a fine card, but just doesn't quite do enough to merit a spot on the starting squad.
Runes of the Deus- Too expensive for my tastes, and only the doublestrike matters. It does hit like a truck though.
Spidersilk Armor- Is your metagame dominated by small flyers? I'm not sure what the appeal of this card is, though maybe I'm missing something.
Chandra's Ignition- Sweet card, certainly at its best in this deck. I'm slightly wary of it, as it doesn't help if Uril isn't yet on the board, but it does a good job once the pieces are lined up. I wouldn't fault you for cutting it or keeping it.
Jokulhaups- The only combos I spotted with this were Shield of the Oversoul, Gift of Immortality, and Umbra Mystic. You ought to consider running a large dose of more enchantments that protect Uril to really abuse this card.
Retether- I used to run this, but found that Uril wasn't dying; that only getting back Auras sucked; and that with Rest in Peace, I wanted to trim the number of cards I ran that cared about the graveyard. As you're not running the RiP (though it's likely better than Relic), only the first two reasons apply, but I still would rather run Replenish or Creeping Renaissance.
Grand Abolisher-Not really sure that you need this one. It makes your spells uncounterable, but it's not like your opponents can Doom Blade Uril in response to declaring attackers. I think City of Solitude makes more sense here if you need the effect, especially as you don't have too many abilities to flash-activate. Cavern of Souls is a (relatively) free way to free up this slot. Spellbreaker Behemoth can be replaced this way as well.
Tajuru Preserver- This guy makes his way into everyone's beginning list. The effect is a good one, but Sigarda does a pretty decent job of this by herself. I'd suggest running man-lands or token-making enchantments over him.
Your deck is pretty creature heavy. Creatures aren't bad in any way, but enchantments synergize better. They draw cards off the enchantresses, boost your Ancestral Masks, return off of Replenish effects, and power Serra's Sanctum (which I'm assuming you just don't have yet). Creatures are sweet (attack, block, can be edicted), but I truly believe that this isn't the best fit for them. If you're looking for cards to cut, Id' start with a lot of these.
Out of your maybeboard, I like the Abundance/Sylvan Library the most (with both out, you choose what combination of lands and nonlands you'd like for a total of three, then put all three in your hand. You don't have to put any back, or pay any life). Flickerform and Fires of Yavimaya could also be pretty good here.
Well, those are my rough impressions--sorry for the wall of text. These are also based on my experiences playing with (and against) different Uril decks. If you're aiming for a different direction, that's totally cool as well. If you have any questions or need clarifications, feel free to send an ask. Cheers, and good luck!-McDeity
7 months ago
if you want a pillowfort, turning this into an enchantment themed deck would be the best thing for you. run more things like Ghostly Prison like; Mudslide, Runed Halo, Nevermore, Glacial Chasm, maybe even Ensnaring Bridge. in addition, you want your deck to be full of answers. basically play mardu control. playing into the enchantment theme, you could run Banishing Light, Oblivion Ring, Faith's Fetters, Stasis Snare, Journey to Nowhere, Gate to Phyrexia, Oubliette.
If you're down for going all out with this style deck, i'll gladly lend you a hand. I dabbled in it a lot with both modern and legacy, so i have some card knowledge i could lend. lemme know what you think =D