Scourge of the Nobilis

Scourge of the Nobilis

Enchantment — Aura

Enchant creature

As long as enchanted creature is red, it gets +1/+1 and has "(R/W): This creature gets +1/+0 until end of turn."

As long as enchanted creature is white, it gets +1/+1 and has lifelink. (Whenever it deals damage, its controller gains that much life.)

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Set Rarity
Eventide (EVE) Common

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Scourge of the Nobilis Discussion

DemonDragonJ on How Good is Glory of ...

2 weeks ago

I have two copies of Glory of Warfare in my red/white deck, but I am wondering if I should keep it. It is an awesome card, but would it be better to replace it with two additional creatures, since both Balefire Liege and Scourge of the Nobilis are already excellent ways to make my creatures more powerful?

What does everyone else say about this? How good of a card is Glory of Warfare?

Blackheart426 on Yes, Uril can... PRIMER

1 month ago

Awesome deck! Who doesn't love good Voltron? Just a thought, throw in Sixth Sense for some card draw, and Scourge of the Nobilis can be a good way to finish off an opponent with the +4/+4 and fire breathing aspect. Keep it up!

Joe_Ken_ on Uril, the Fist-Talker

1 month ago

I feel like you could use better auras to clear out opponents faster. Some stuff like Battle Mastery will give him double strike and that +2/+2 from his ability is already super dangerous.

Scourge of the Nobilis May as well be +4/+4 with a fire breathing ability and lifelink. Runes of the Deus is 5 mana but it should pretty much be a KO on a person if it attaches to your commander and sticks.

Swap Angelic Gift for Unquestioned Authority since it is still card draw, but I think protection from creatures is better than flying.

Daybreak Coronet is an alright one with all the stuff it gives, but you’ll need to have an aura on his body already.

Rancor is a classic aura in green to give your big guy trample so he can get that damage through.

Lanzo493 on Big Bogle || WARNING: ABSOLUTELY MASSIVE ||

4 months ago

Cards to cut: Blessing of the Nephilim , Scourge of the Nobilis , Faith Unbroken , Eidolon of Countless Battles , Xenagos, God of Revels are all great cards, but not the best option for Uril. Uril already pumps himself, and protects himself, so the only thing he needs is evasion. Trample, protection, unblockable, flying, and anything similar. I do like Ancestral Mask and All That Glitters because they're cheap for what they do.

Suggestions: Unquestioned Authority , Sterling Grove , Sphere of Safety . Protection is very valuable. So is shroud for enchantments that doubles as a tutor. It's nice to have a pillow fort so you won't be attacked for having few creatures out, too.

Joe_Ken_ on Poor mans Tiana Auras

5 months ago

Since you are trying to keep to a budget I will make sure to only suggest some more budget cards.

Battle Mastery will give your creature double strike, pretty much doubling her damage output and Scourge of the Nobilis will give her lifelink, +2/+2, and an ability to pump mana into her for a big increase in damage.

Sage's Reverie is a card draw aura with also giving a big boost to power to your commander.

Gift of Immortality (is a little more expensive) will bring your commander back after it is killed so you can attach all your auras back on.

Eidolon of Countless Battles is another one that will give you a lot of power for each aura you control while also doubling as another creature.

Felidar Umbra More umbras never hurt since they will help your commander dodge board wipes and targeted removal, also lifelink is very good to have in Voltron decks since you won't always be able to block easily.

Prowler's Helm is an equipment that is good to make your creature pretty much unblock able until you run across a defender themed deck.

Nomad Mythmaker will get you back some enchantments in your graveyard in case they ever do get stuck in there.

Faith Healer if you ever just have nothing to do with your mana then sacrificing your auras for life gain and having them come back with Tiana's ability is a good thing to do to keep you in the game.

Burnished Hart is good for mana ramp as well as Oreskos Explorer and Kor Cartographer

Lastly since I can't recommend cards all day I would suggest Totem-Guide Hartebeest as another tutor for aura cards in your deck.

SaltySpecula on Uril, the Monster of the Mists ( $50-ish Budget )

5 months ago

Thanks for the suggestions PookandPie. I did have Tilonalli's Crown and Madcap Skills in there previously, but found they didn't do enough. I will bring in Tilonali's crown though, as I find my playgroup likes to make tokens and so Uril needs more trample. And I've been considering Battle Mastery for a long time. I will be subbing out Iona's Blessing for it now though, the blessing hasn't been pulling it's weight in play. Scourge of the Nobilis however, has saved me several times from certain defeat.

jakeelephant006 on Uril, Ultimate Bench-Presser

7 months ago

This deck seems to have a couple of weird things and a couple of holes in it. First off, your ramp seems to be through the roof and I don't really see why that's necessary. I would recommend cutting some of, if not all, the cluestones or maybe a sorcery speed ramp spell. Maybe consider switching one of your current sorceries for a Skyshroud Claim and probably switch Druid of the Anima for Sylvan Caryatid . Related to this is your current lack of enchantment cost-reducers. I would recommend adding one or two back in. You can switch some of your ramp for cards like Herald of the Pantheon or the new Starfield Mystic .

Next is card draw and tutors. You're not doing too bad at this, but I'm surprised you're not running Satyr Enchanter , Kor Spiritdancer , Sram, Senior Edificer or Open the Armory . Maybe even Three Dreams or Plea for Guidance are playable as well. Also, I think Harmonize deserves a spot because it can get you back in the game without any help.

Another thing you seem pretty weak on is removal. Both targeted and mass. I think Beast Within or Generous Gift or both would pretty easily fix your targeted removal. Maybe even Decimate or Qasali Pridemage . I think you ought to run at least one more board wipe. Single Combat or Divine Reckoning seem prudent. If you wanted to be able to hit more types of permanents, I'd highly recommend Tragic Arrogance .

My final category of things to add are other auras/enchantments and recursion/protection. Bear Umbra has been reprinted and it's still not here and Unquestioned Authority is also good. Also, the new Treefolk Umbra seems good enough to run. Maybe add back in Snake Umbra for card draw. Maybe On Serra's Wings or Asha's Favor for the host of abilities they grant and maybe Boar Umbra . For recursion and protection I'd say Hall of Heliod's Generosity , Umbra Mystic and Boros Charm are all cards that belong in here. Adding back in Retether seems like it would be fine and including either Eternal Witness or Auramancer or both might be good too. In general, I think this deck needs to be rebalanced a little bit.

Now, I'm sure you're thinking, "But my deck is already perfect. What am I supposed to take out?". I'm here to tell you, you're wrong and there are a few cards that seem ripe for removal. First off, Gideon's Intervention seems kinda silly in here. Really not what the deck wants to do. Maybe there are one or two cards that you really don't want to see in a game, but I think having single target removal in place of that would be better. Next off is Combat Celebrant . This guy is kinda slow, really vulnerable, and not an enchantment. If you really want this effect go with Aggravated Assault which, in concert with Bear Umbra, can give you infinite combats. Also, I think it's time for Wall of Reverence to bow out. It can gain you a bunch of life, but I don't think that it's worth the slot. As I mentioned before, the Keyrunes are easy pulls for some card draw spells, enchantment cost-reducers, and maybe another (probably basic) land or two. Maybe one or two other ramp spells (I might consider cutting Burgeoning if you don't add in more card draw) are worth cutting. I think 10-12 is a good number of ramp cards for this deck. Some of the weaker auras I'd look at are Scourge of the Nobilis , Felidar Umbra and maybe Mammoth Umbra and Burning Anger . Maybe I'm wrong about most of or all of those auras. That seems like the most difficult category to cut from.

I hope you've had fun reading all of this and that maybe a couple of my suggestions make a difference.

SharpRaptor on Brion Stoutarm (Giants)

1 year ago

Part 2

Enchantments

Ajani's Mantra - Too slow. Way too little impact. We don't have triggers off life gaining a lot so we can replace this.

Rise of the Hobgoblins - We aren't really interested in the effect towards our gameplan. The first strike can be nice. But not the best thing we can be looking at.

Scourge of the Nobilis - We don't have anything that we really benefit from putting this on. Brion already has lifeling, and his sacrifice ability is based on the sacrificed creatures power so we don't want to pump him either. Then putting it on a creature we want to sacrifice is setting ourselves up to loose out on cards by 2 for 1nning ourselves. There are some other enchantments that we may play that recur themselves but we will come back to those later.

Maybe Enchantments

Searing Meditation - I really want to like this card but it seems rather low damage for mana investment keeping 2 up all the time. However if we end up with a lot of ways to gain lots of individual triggers. Then this could be worth it.

Instants

A couple of these are just upgrade them but keep the same idea. These ones are all effects that we want but probably not this exact version. And we might want more of them.

Condemn can be replaced with Swords to Plowshares (or maybe just have both)

Crush Underfoot could be Fall of the Hammer . It means that a non-giant can use it, though you lose out on the minor ability to search up a removal spell with your Giant Harbinger

Shatter could be Abrade as it gives more flexibility. Or one of the ones that include white that can hit enchantments too.

Others should probably just be replaced, maybe with more version of the above effect.

Pact of the Titan - The free 4/4 with flash is pretty good. But unlikely to win you the game with it. It effectively costs you 5 mana for it and because it doesn't have Haste it isn't winning you the game before you have to pay for it.

Soul's Grace - A card that only gains you life in one burst is usually not worth it. If it did something else too then maybe. But not just life gain.

Sorceries

Giant's Ire - Just isn't worth it really. It doesn't do enough for the mana.

Maybe Sorceries

Feudkiller's Verdict - While this effectively could be a 6 mana 5/5 that gains you 10 life on enter. Which isn't bad, it could still sometimes be stuck in hand unable to make the 5/5. So while this can be decent, It can be bad.

Lands

We can afford to cut 2 or 3. I usually recommend 36-7 with around 10 nonland mana sources. Because this runs a lot of big guys, we want to consistantly hit our mana so we want 37.

Artifacts

Armillary Sphere - This doesn't actually ramp us it helps us hit out land drops though which is a good thing. However there are a couple of other cards which do similar while being repeatable or having other effects that go with it

Paradise Plume - We want mana ramp, this is possibly just too slow though. Rocks that tap for 1 colour are usually 2 mana. Our 4 mana rocks tap for multiple mana usually.

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