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Shield of the Oversoul
Enchantment — Aura
As long as enchanted creature is green, it gets +1/+1 and is indestructible. (Lethal damage and effects that say "destroy" don't destroy it. If its toughness is 0 or less, it's still put into its owner's graveyard.)
As long as enchanted creature is white, it gets +1/+1 and has flying.
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Shield of the Oversoul Discussion
1 day ago
I'm not sure you really need hexproof creatures other than Sigarda. She's nearly impossible to remove once you give her Indestructible, and the point of this sort of deck is to stack up one creature to scary proportions; and since this is commander you'll always have her. I'd suggest more creatures with good blocking capability like Sentinel of the Eternal Watch, Silent Arbiter, or Nyx-Fleece Ram, or utility creatures like Auramancer and Heliod's Pilgrim. I'd also recommend Sigarda's Aid so you can flash out auras as needed.
A few good enchantments you're missing out on: Battle Mastery, Ghostblade Eidolon, Abzan Runemark, and Shield of the Oversoul are all very powerful buffs. Flickerform makes Sigarda almost invincible (it takes coordinated opponents to take her down). Some tutors would be useful Open the Armory and Three Dreams are fantastic.
Don't overlook equipment in this sort of deck, you have a lot of enchantment synergy, but there's some fantastic equipment out there Darksteel Plate, Hero's Blade, and Sword of Vengeance to name a few.
My List is here if you want to see more.https://tappedout.net/mtg-decks/sigarda-angel-with-a-shotgun/
1 week ago
I suggest a creature that has even better Odds surviving against spot removal or exil effects.Llanowar Knight or Valeron Outlander become a nightmare for each mono or control Deck because the only removal that work against them after enchanting them with Shield of the Oversoul is a white exil spell or a blue bouncer. And I feel like they aren't played that often. Plus some of the white ones only work with a lot of white creatures on the board or big creatures (but cost a lot of mana). The biggest weaknes you deck has are the -X/-X black spells who don't work on those two.
And the most brutal card to enchant in you Deck could become Naya Hushblade. It's worth noticing that it only get shorud after you control another multicolor permanent which allows you to target Naya Hushblade with the Shield and turn on it's Shround in the momen it gets indestructible makeing it hard to remove it. Especially with a T1 Young Wolf to protect her against "target player sacrifice a creature"-effects
2 weeks ago
Thank you for the feedback.
I like Bear Umbra for this deck, and will give it a playtest. I've had mixed success with Lightmine Field (1/1 tokens + Karona attacking simultaneously can easily kill my commander), but I think I will try it again. Umbra Mystic is also an interesting card, but I am not sure where I have the space for it. Survival has not necessarily been an issue, between Canopy Cover, Shield of the Oversoul, and Gift of Immortality.
Starfield of Nyx is a bit deceptive in its use. On its face, it seems a better card than Opalescence--it only gives you more creatures, and adds graveyard recursion to boot. Well worth the additional mana cost generally. However, one of the key combos in this deck is Enchanted Evening and Calming Verse, which destroys your opponent's boards, while leaving yours untouched. This combo has been incredibly helpful, particularly given how slow this deck is. With Enchanted Evening in play, Starfield of Nyx turns all your lands into 0/0 creatures, preventing you from playing lands for the rest of the game. While Opalescence does the same, it will also turn your opponents lands to 0/0s, stalling the game. It's an evil combo, but it is better than only crippling yourself.
Crab Umbra and Spider Umbra would not be effective in this deck, as Karona rarely is used for blocking (you would have to regain control of her through Homeward Path first). Even with the protection it offers, Drake Umbra is too expensive to cast, and cards like Canopy Cover, Shield of the Oversoul, and Vow of Flight provide the same evasion, but with additional useful effects.
I like Snake Umbra in theory, but am not sure where I would put it. I think this deck currently contains the right number of auras (Bear Umbra might have been one too many, but it seems pretty nifty, so I am going to give it a shot). Any advice you have on what to cut would be appreciated.
2 weeks ago
Maybe add Exploration for some better ramp Bear Umbra can really do a lot for you if used with cards that give extra combat phases. On your commander Runes of the Deus Scourge of the Nobilis Shield of the Oversoul make it a terrifying monster
2 weeks ago
Hey, Enchantress deck with no Enchantresses ;)? This is Atraxa enchantment Voltron not Enchantress.
The Enchantress strategy is based on drawing cards by playing enchantments. This is a fine strategy with Atraxa because as a Voltron Commander playing enchantments is not only making her very scary, but also drawing you cards. Voltron means loading her up with enchantments.
These are the Enchantresses:
25x total lands is not enough land, this is Standard territory for lands not Commander. I suggest adding more land, 36-38x total lands is good number depending on the mana curve, how many high CMC cards you play as well as the amount of mana rocks and land ramp/mana dorks you play.
A good number to start for each of these is 8x mana rocks and 4-5x in combination of dorks or land ramp spells:
- Sol Ring
- Fellwar Stone
- Simic Signet
- Selesnya Signet
- Golgari Signet
- Azorius Signet
- Astral Cornucopia
- Everflowing Chalice
Cornucopia and Chalice use counters making them good rocks with Atraxa's proliferate ability.
Mana Dorks and Land Ramp Spells
Some enchantments that can protect Atraxa or Enchantresses:
Enchantments to protect other enchantments:
Enchantments to make Atraxa huge:
Cards that have synergy with enchantments:
If you would like further help I'm happy to help,
Good luck with your deck.
3 weeks ago
I completely agree that it needs a better mana curve as well as some card draw. The recursion has never been too strong to me since this deck is not as centered around that. I have some protection stuff like Shield of the Oversoul and Dominaria's Judgment which helps protect Doran and others.
I bought some cards to help with the mana curve and card draw, but I had never seen Retribution of the Meek so that is definitely making it into this deck! Thanks for the suggestions!
PookandPie on Uril
1 month ago
I too, run Uril. Here are my suggestions for cuts to get you down to 100:
Avacyn, Angel of Hope. You can make your most important permanent indestructible with Shield of the Oversoul. By the time you could cast Avacyn, you should have been able to knock someone out of the game long before that point.
Abundance. It's really not that good of a card. You should be able to crush mill decks before they grind you out and you don't need to avoid drawing lands later in the game because you should be able to clear out a table of people by turn 7-8 even on a budget (so playing Abundance and getting 2 triggers off of it is meh for 4 mana).
Sigil of the Empty Throne is win-more like crazy. You only run 30 enchantments, and if you're casting all of those auras you should've killed everyone with Uril already.
Celestial Mantle is win-more as well. It's only +5/+5 (you get the same power boost from Madcap Skills at 4 mana less!) and doubling your life total isn't really that beneficial when you're out to lower everyone else's life totals.
Mayael's Aria is win-more. If Uril has 20 or more power, you've already won the game, why go through the extra step of playing the enchantment? Coincidentally, Seize the Day costs 1 more mana and, if you have a 21 power Uril, lets you smack down multiple players in a single turn. That's pretty important.
Sphere of Safety. It's just a worse Dueling Grounds. It's too much mana and you should typically have the biggest threat at the table. I originally had Safety in my deck too, but I took it out a long time ago.
Pick one of your enchantment recursion tools and remove 2-3 of the rest. Crystal Chimes is worse than Replenish or Retether, Nomad Mythmaker is slow and vulnerable (creature), and Starfield of Nyx can recur your enchantment without forcing you to pay mana, but it makes your non-Auras vulnerable to the most common removal in the game, creature removal. I'd, personally, keep 1 of these and remove the other two. You also have Open the Vaults, Retether, and Reviving Melody, which I also think is too much. You have 6 right now, I think it would be best to just run 2-3, so drop 3-4 of these cards. I, personally, would use 1 repeatable recursion tool (Nomad/Starfield) and a single 1 shot recursion tool.
Fountain Watch is too expensive for the ability he provides. Sterling Grove costs several mana less and you don't even run that many artifacts, so you're already running the better of the two cards, so drop Watch.
Venser's Journal doesn't help you kill people and is a very mediocre card in a deck that wants to beat opponents down.
Hero of Iroas. You're not going to be putting auras on him when Uril and Kor Spiritdancer are much better plan A's and B's. Making auras cost 1 less is mediocre when you could just run real ramp.
Enduring Ideal is very, very bad here. Your plan hinges on a Commander creature, so if you cast Ideal and someone Cyclonic Rifts your board back to your hand, you just knocked yourself out of the game (congratulations: you played yourself meme). For as out of hand as it can make your board state, it can backfire so, so much worse. Drop it ASAP.
That's 13-14 cards dropped to make it back to 100.
Now I'm going to inundate you with my favorite Uril cards:
Madcap Skills- 5 power for 2 mana, plus evasion. Extremely good, I recommend it.
Cartouche of Strength- Removal on Uril plus an additional +3 power, and evasion. Highly recommended.
Snake Umbra- Protects Uril, gives +3 power, and lets you draw cards when Uril hits. Nothing but a lot of love for that card.
Aura of Silence- the only thing better than playing your own enchantment cards is making your opponents cards cost more. It's hilarious to watch opponents try to figure out ways to play around it once it's down, as it'll shut off opposing enchantment/artifact strategies with ease.
Dueling Grounds- does basically the same job of Sphere of Safety at 2 mana less.
Aggravated Assault- Infinite combat steps with Uril + Bear Umbra. It speaks for itself and is a Uril staple.
Impending Disaster- Hate Cyclonic Rift? Slapping this down will prevent them from ever casting it against you. It's easy to play- Get Uril out, enchant him with a couple things, lay this out and then beat everyone to death while they can't cast spells.
Consider: Trace of Abundance and Wild Growth over some cards in your current ramp package. They trigger Enchantreess effects and ramp you, so they're pretty reasonable. Hunter's Insight is a great little card that costs 2 mana less than Hunter's Prowess but does a very similar effect; good enough to be run alongside it, I feel. Garruk, Primal Hunter is another one you may want to look at, as well, due to his -3.
Quick added note: Remove Gift of Immortality for Shielded by Faith. It's generally better unless you develop some odd 4 card combo board state- Gift makes Uril go to the graveyard which means you lose all of the auras attached to him, while Shielded prevents him from ever getting destroyed in the first place (plus, you can slap it on something before you cast Uril and move it to him later! Flexibility is awesome).
That's all I got for you right now. I have a Uril deck, located here: Uril: You Ain't Seen Nothing Yeti, check it out if you want some ideas. Have fun!
2 months ago
Hey man, I see that you are a Selesnya fan! Being one myself, and seeing you want some deck help, let me give you some general advice.
I actually made my own 50-60$ Selesnya deck for a casual series I made for my friends, which you can check out here (by the way, please check out the rest of the decks out in my budget series. I made one for each guild). I'll just give you a few suggestions from that deck which should help you.
Instead of Rebuff the Wicked, if you are trying to protect your creatures I recommend you run either an aura that protects them like Shield of the Oversoul or a spell like Gods Willing, because not only is it cheaper $ wise, but it can make a creature effectively unblockable for a turn if you like. Dauntless Escort also has a similar ability to Reknit, although I guess you can see it coming, unlike an instant.
Similarly, Primal Rage could be turned into more offensive power with an Unflinching Courage instead. If you want the passive to all creatures, perhaps a one-of of Nylea, God of the Hunt would be best. She is great with Wilt-Leaf Liege because the liege adds 3 green devotion.
Some other general advice I can make is that I think you would be much better off dropping the Knight of New Alaras and instead upping Wilt-Leaf Liege to a 4-of, because unfortunately the human knight is boltable unless buffed while the elf is not.I also recommend putting in some better removal. My deck has a bunch of options you can consider for that. Also, Tireless Tracker is another card worth considering. Hope this all helps! Feel free to ask me if you need any more help.