|Commander / EDH||Legal|
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|2010 Core Set||Rare|
Combos Browse all
Open the Vaults
Return all artifact and enchantment cards from all graveyards to the battlefield under their owners' control. (Auras with nothing to enchant remain in the graveyards.)
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Open the Vaults Discussion
1 day ago
you need to have Puresteel Paladin for a start
Skullclamp is great removal
Open the Vaults to get your artifacts back
Hanna's Custody to protect them
1 day ago
I hope I don't come off as rude, but are you sure you've read Whir of Invention closely? It is insanely cheap considering you can tap your non-rock Artifacts for it, not to mention is is an Instant speed tutor that places the target directly on the field. It is by far one of the best ways to get that last combo piece you need to close out a game in my opinion.
I've personally really been enjoying the huge amount of work Purphoros, God of the Forge and Eldrazi Displacer have been pulling in my games. They play very well with existing combo pieces and can generate a good deal of value on their own. And of course, they win you the game with Breya and a Krark-Clan Ironworks/Ashnod's Altar out. I'd also highly recommend you find room for the Ironworks, as it not only provides redundancy for your combos, but it can also save key pieces from Exile effects and can lead to some insane Scrap Mastery/Open the Vaults plays.
1 week ago
2 weeks ago
How about adding Open the Vaults in case of board wipes? Just brings everything back on the board again!
3 weeks ago
4 weeks ago
Your deck looks decent for a budget deck, but remember that it is extremely easy to remove artifacts and creatures in EDH. You need some more ramp and coverage for your creatures.
Here are my brief recommendations.
Remove: Quest for the Holy Relic- You don't have enough creatures to make this useful or consistent
I recommend taking a look at Srama Lama Ding Dong - Sram $40 Budget Voltron and These Are a Few of Sram's Favorite Things (CheapDH as while they are different than your and run different commanders, you'll probably find quite a few ideas to upgrade your deck.
1 month ago
Zerraphon, some win cons are buff spirit flood, big creatures such as Teysa, Envoy of Ghosts, Blazing Archon, and stopping the opponents from blocking with Archangel of Tithes. An Elspeth, Sun's Champion ult is basically a win. i've even won a game with an Open the Vaults and Grim Guardian triggers. The whole point is to set up such an oppressive wall that the opponent can't do anything until you find your win cons and planar bridge can just put your win cons on the battlefield.
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.