Priest of Urabrask
Creature — Human Cleric
When Priest of Urabrask enters the battlefield, add to your mana pool.
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Priest of Urabrask Discussion
1 day ago
Taking a look at this what do you think about replacing Goldnight Castigator with Mogis, God of Slaughter and Purphoros, God of the Forge ? Heartless Summoning allows them in for 2 mana each and they can keep up the pressure in mid game when the deck might run out of steam. Also, Priest of Urabrask gives us lots of mana to play with from abusing the combination of it and HS, giving us 3 red mana from spending 1 red mana. Let me know what you think.
1 week ago
After some brainstorming, here's another:
still clunky, but still needs less pieces than what we have so far :p
this is turning to be a nice exercise :D
1 month ago
I like this list a lot, I bet it plays very smoothly and is consistent having such a high creature count. So far the best I've been able to come up with runs 50 creatures, 16 non creature and 34 lands. I have a hard time giving up the tutors and infinite combo pieces mostly.
Does your play group not like infinite combos? If they are cool with it Mana Echoes would be one I'd look for. Since you're running Panharmonicon I also really like Priest of Gix and Priest of Urabrask. Anyways thanks for looking at my deck and commenting, good luck!
1 month ago
Also of note, Summoner's Pact can only find a green creature, so you can only fetch Burning-Tree Emissary and Hidden Herbalists with it. That can be risky, but having an effective 12 copies of Burning-Tree Emissary (and 4 copies of Manamorphose that cycle through the deck for free) is very valuable for the deck. It might be worth running a single Groundbreaker as a fetchable creature with haste if you cannot chain your pacts into a bushwhacker. It seems like you thought Summoner's Pact would let you find any creature, but that's sadly not the case. The build with Summoner's Pact might just be the fastest deck in all of modern, but it's equally inconsistent. I've played quite a bit with an updated version of bushwhacker zoo which also uses Burning-Tree Emissary and Hidden Herbalists, but uses the classic zoo creatures to consistently swing for lethal by T3-T4. "Freetures" definetly has to compete with that deck for its spot, but as things stand "Freetures" is still much worse due to its inconsistency. I see 3 options for the deck: 1: Finding a creature to target with Summoner's Pact with a cmc of 3 or less that can finish the game without requiring a bushwhacker. I'm not sure if this would be enough to make the deck good enough. 2: Going down to 2 Summoner's Pact, running only 3 Pact of the Titan and readjusting the deck to make it depend less on those cards for a win. 3: Cutting Summoner's Pact entirely, maybe reintroducing Priest of Urabrask and Myr Superion to go for a slightly different build.
1 month ago
I've been testing the deck for the past couple hours and found a few things to address. First of, I think Priest of Urabrask is the weakest link of the deck. While it does have the same ability as Burning-Tree Emissary, costing 3 mana makes it significantly worse. In the end, it's just a "free" 2/1 that might occassionaly let you chain into a Goblin Bushwhacker when your mana wouldn't normally allow it. To gain this small upside, you are forced to build around it with Desperate Ritual, which doesn't provide much advantage here on its own and instead would just waste you a card. I'm not in favor of a Kuldotha Rebirth plan for reasons you've stated, nonetheless Memnite would be a more efficient and consistent replacement for Priest of Urabrask since it doesn't require a build-around, can be played anytime and can also turn on Reckless Bushwhacker for free, while providing only 1 less power. I could see the point of keeping 1 copy of Desperate Ritual, just for additional redundancy to let you chain Burning-Tree Emissary into Goblin Bushwhacker.You could also dramatically increase consistency and damage output by running Goblin Guide. Your CMC 1 slot is just barely occupied by the 3 Signal Pest (Which I do consider to be a great card here). Getting 2 damage in on T1 and having an additional body on T2 can very often mean the difference between a T2 and T3 kill, since you primarily cast the "Pact" cards when you are going all-in.
Lastly, I'd like to address the manabase. Obviously I haven't tested this deck as much as you, but from my limited experience I would prefer going up to 16 Lands (+4 Simian Spirit Guide) for the sake of consistency, since I often got stuck with 1-land hands and no Simian Spirit Guide. Additionally (again for the sake of consistency), I would reccommend running 10 fetchlands instead of 8. It lets you turn on Hidden Herbalists more easily and shouldn't interfere with your curve otherwise. Also, in a deck that ideally wants to win on T2 or T3 (And can still stabily win T4), you don't particularly need 3 basic lands. If the opponent Ghost Quarters you that early, they timewalk themselves. The primary card you will be fetching basics from is Path to Exile, for which 2 basics should be the right amount. There are a couple nonbasic lands that might be worth running as a 1-2-of, such as Dryad Arbor. Its a fetchable creature that gives you a few more options for T1 if you don't intend to combo off already. Having another body for the bushwhackers and Signal Pest can again be very relevant. If you don't like the idea of playing Goblin Guide, you could play Khalni Garden or Llanowar Reborn as a 1-2-of, just to get some extra damage out of a T1 on which you usually won't be casting cards. My last suggestion is a little bit of an odd one and would definetly require testing, but Contested War Zone could be a very relevant card. Due to the speed of this deck, no matchups other than Affinity and potentially Zoo should be attacking you that early instead of defending. Producing colorless does affect Burning-Tree Emissary and Goblin Bushwhacker, so it might not be the ideal consistent land you need, I could see it being a very relevant sideboard card.
Your build really inspired me, so I rambled on for a while ;) With some tweaks I could imagine this being a consistent and very competitive modern deck. Hopefully you got some Ideas from my suggestions :)
2 months ago
oh, that's a tough one... depends a little on how you want to win, but a dedicated combo deck would be looking for haste enablers, every 1-drop mana dork like Llanowar Elves, Birds of Paradise and Fyndhorn Elves, every mana rock that taps for at least as much mana as its cost i.e. Sol Ring plus the ones you have already excluded and Basalt Monoliths, Burning-Tree Emissary and it's variants (i think there's one in aether revolt, Priest of Urabrask...), also Wild Cantor, Abundant Growth et co, and every red ritual you can get (almost...): Battle Hymn, Desperate Ritual, Mana Geyser, Pyretic Ritual... + ALL THE BIG DRAW SPELLS IN GREEN AND ALL THE WHEELS IN RED!
That's one way, but it's very inconsistent.
The other thing you can do is to have it as a subtheme and create shenanigans with cards like Panharmonicon, Mana Echoes, Grinning Ignus and just flicker/replay dudes or stuff to up your storm count and mana. Then play Dragonstorm. This needs some decent tutoring and good set-up, but is WAAAAAY better than what I was talking above :p
always include Mana Geyser it's an awesome card in multiplayer :p 12 mana on turn 5 is sort of like the norm output of that one :p
2 months ago
I suggest you this:
- 4x Priest of Urabrask (is an empty drop, don't attack with him)
- 2x Expedite (why haste? only to draw? To draw is better: Dangerous Wager)
- 2x Goblin Guide (if you want attack this is optimal in 4x with 4x of Monastery Swiftspear)
+ 4x Young Pyromancer (but, with Guttersnipe, this is the best brother!)
+ 4x Searing Blaze (2x1: kill and damage opp)
So, +1 for you!