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Return each Aura card from your graveyard to play. Only creatures can be enchanted this way. (Aura cards that can't enchant a creature in play remain in your graveyard.)
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1 day ago
Well, that has little to do with this deck (refraining from irrelevant topics is usual), but to entertain the thought of Dakkon Blackblade as an alternative to Chromium, the Mutable, then you have the problem of him not being very effective to any form of removal or sweepers or blockers.
Onto building Chromium, the Mutable to put a lot of lands into play, we could run Land Tax, Walking Ballista, Crucible of Worlds, Tithe, Gift of Estates, Sword of the Animist, and a bunch of sub-par ramp compared to our artifacts, just to pump up a Blackblade Reforged, or we can run a Cranial Plating to synergize with the artifact ramp we already run, take you pick!
1 week ago
Cool I thought that it was cool that Fleshwrither (The only card to use the keyword Transfigure), could fetch Zur the Enchanter. If you want some more tutors on a budget for Zur the Enchanter, Fleshwrither, Dimir House Guard, and Clutch of the Undercity all work, and the transmutes also fetch Replenish/Retether
1 week ago
SynergyBuild, the combo I thought about adding was Ad Nauseam + Angel's Grace and wrap it up with Sickening Dreams. I definitely would need a control build to protect that combo. Though I am so glad you mentioned Traumatize. That spell sounds perfect in addition to a follow up of a Replenish, Retether, or Open the Vaults. Inanity, would you agree that Traumatize is a must add? After your success with being milled and dropping a bomb like Replenish that sounds like part of the strategy we are looking for.
1 week ago
I love this. It looks much closer to where I am wanting to go with my own Chromium deck, except much more focused. As I look into it, I'll probably be more focused on auras, given the playability with Replenish, Retether, and Open the Vaults.
I agree with your protection ideas, since they are essentially crucial spells. Boseiju, Who Shelters All and Grand Abolisher are both solid choices, as would be Conqueror's Flail. The one interaction I see that could be troubling is with Open the Vaults being global. Maybe you might think about Leyline of the Void?
1 week ago
SynergyBuild, those would definitely fit the bill, if we had a splash of green. Now I feel like I need to add protection for spells like Replenish, Retether and Open the Vaults. I’m thinking along the lines of Grand Abolisher and Boseiju, Who Shelters All. Any thoughts?
1 month ago
So I have a Uril deck that I have been working on for a while so I am going to make some suggestions to take out, the reason why, and then will give some cards I feel you should use if you can get ahold of them. So some general suggestions is to avoid fieldwipes that also hurt you a lot, secondly run very few creatures. Honestly mana dorks and the enchantress' are all that I really run so the major suggestion I would say is to cut down on the creatures and mostly leave dorks/enchantress' like Mesa Enchantress or things like Herald of the Pantheon which make auras cheaper. Another thing are instants and sorceries, the majority of those should be targeted removal and mass removal or land grab spells like Swords to Plowshares, Day of Judgment, or Rampant Growth. Some specifics on those are Titanic Ultimatum isn't awesome if you only have one creature, which is all you generally need to win. (Uril, the Miststalker) Including the other pump spells i would say aren't great with Uril because he pumps so much anyways. Predator's Rapport isn't a terrible one as it can get you some life if you need but their might be a better option if you really want to keep that in. Alright, on to the enchantments. I would say that out of auras, Ancestral Mask and Bear Umbra are your best two, the others I like are Dryad's Favor and Indestructibility and finally Rancor. Other than those three I would say most of your aura's are just a tad weak. Out of normal enchantments I would almost avoid these with a fiery passion, other than protection of course. I would say Oblivion Ring is the only one I for sure would say to keep in (yes I know it's an aura but you don't target uril with it.). Other than those I would say that you mostly want auras, other than removal or extremely powerful cards. Alright, on to suggestions: The major suggestions I would make for auras would be these Armadillo Cloak, Ethereal Armor, Flickerform, Runes of the Deus, Scourge of the Nobilis, Shield of the Oversoul, Spectra Ward, Spirit Mantle, Unquestioned Authority, and finally Vow of Wildness along with any of the umbras. (boar, spider, and hyena for example.) Some normal enchantments I like are: Burgeoning for ramp, Dueling Grounds and Ghostly Prison for protection. Also, Mayael's Aria and Sigil of the Empty Throne for alternate win cons and finally Sterling Grove for search and protection. The artifacts should be general ramp or mana fixing with maybe a Helm of the Gods for boosting. The wipes I use are Austere Command for when you really run into crap and Winds of Rath and Divine Reckoning because they don't normally hit uril so he doesn't die. I use Retether and Open the Vaults for recursion and Enlightened Tutor and Three Dreams for tutor and my two targeted removal is just Swords to Plowshares and Path to Exile. Those are just my general suggestions. If you want to look at my deck you can go to Uril the miststalker
3 months ago
Beyond that, I've played against a good number of Bruna, Light of Alabaster decks, and the issue I usually see is that the deck just sits around looking sad if its commander is not on the field. Thus, smart opponents will keep her off the board if able (and it's a LOT of mana to cast her and hold up protection).
I also saw that your deck has some staxy elements - have you considered Rule of Law/Arcane Laboratory/Eidolon of Rhetoric effects? I find they're some of the strongest stax pieces (completely shut down many combo decks), and they don't affect you much.
In your counterspells, I'd cut Disallow for...any 2-mana counterspell, particularly Mana Drain if you have the money (and Arcane Denial, if you don't). Speaking of money, if you have some of it, I'd invest in strong mana rocks (Mana Crypt, Mana Vault, Grim Monolith, etc) - they're invaluable in a Voltron list.
To hit harder, there's not much better than Duelist's Heritage. I like it much better than Battle Mastery (sticks around when the creature dies, can use it to play politics, etc), though you probably should run both.
(Oh, and I'd cut Baird, Steward of Argive and Solemn Simulacrum. The first doesn't seem necessary - you're already running 3 better versions of the ability - and the latter is always one of my first cuts from my decks.)
My Voltron list is equipment-based, but you're still welcome to take a look at it in case it gives you some good ideas:
Commander / EDH
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3 months ago
To put it more plainly, part of putting something on the stack is selecting targets if you have to. Whenever you cast an aura, you first put it on the stack before it resolves, so you have to select targets.
If the aura is not on the stack, but passes from another zone directly on the battlefield, say with Retether, it does not require targets.
To compare to Fiend Hunter, its ETB ability is what actually exiles the creature, which goes definitely on the stack and requires targets, regardless of how the creature entered the battlefield.