|Commander / EDH||Legal|
Printings View all
|Commander 2015 (C15)||Rare|
Combos Browse all
Shielded by Faith
Enchantment — Aura
Enchanted creature has indestructible
Whenever a creature enters the battlefield, you may attach Shielded by Faith to that creature.
Price & Acquistion Set Price Alerts
Shielded by Faith Discussion
6 days ago
Take out Teferi's Protection Counterspell Meishin, the Mind Cage Imprisoned in the Moon Steel of the Godhead Go for the Throat Thassa, God of the Sea Sphere of Safety Do or Die Aegis of the Gods Arcane Adaptation Drake Haven Spell Swindle Chill to the Bone Shielded by Faith Bruna, Light of Alabaster Faith of the Devoted Vanishing Ghostly Prison The Scarab God Rend Flesh AEther Barrier Eyeblight's Ending,
put in Mystic Remora Preordain Blind Obedience Arcane Laboratory Rest in Peace Planar Void Oblivion Ring Sol Ring Mana Vault Consulate Crackdown Energy Flux Tunnel Vision (combo with open the vaults) Serum Visions Thought Scour Negate Lightning Greaves
I don't know what kind of theme or way of winning you are trying to go for. you don't really have a way to win with this deck. You need to get some kind of combo. Zur is very powerful because he can tutor an enchantment out of your deck so use that to your advantage and try to put in cards that are 3 or less so that your commander can have a greater effect. Try to go find an infinite combo or you can also build stax. You won't win consistently if you don't have an infinite combo. You might find other versions of zur on this site that are good (probably not). CEDH Reddit can probably help you out... though some of the things might be expensive. The things I suggested are just a couple relatively cheap cards that make a big impact. Try to have a theme in your deck whether it is control/combo or voltron or pillowfort.
1 week ago
1 week ago
Happy gaming! Ow, if you have time to look at one of my decks and comment/upvote, I would appreciate it.
1 week ago
1 week ago
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.
PookandPie on Uril
3 weeks 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!
1 month ago
I want to thank you from the bottom of my heart for the kind words, advice, and upvote! I'm glad you like what I have so far for the description. I always get those up before asking for help on decks because if there's no description it's near impossible to help. Anyway, I wanted to make a Intruder Alarm combo deck and a Zur deck, so putting them together seem perfect! I wanted a really unique deck since my last deck was heavily based on someone else's.
I see your point about streamlining the combos. I've been worrying I was going a little too far in some places(especially with #2) and I agree with your assesment.
Yeah those two creatures, Steward of Solidarity, and Necrotic Ooze(with them in the 'yard) is the main game plan. All others are secondary and may be cut. I know the Steward isn't as good and is near useless alone but I needed some consistency without having to cash out for Demonic Tutor haha
Sun Titan is great. He hits half my deck :)
Standstill seems okay. It looks kinda easy to play around and doesn't help me if my opponent's board presence is greater. Still, I'll consider it.
Yeah, the lack of haste in the colors is killer. Swiftfoot Boots, Lightning Greaves and their tutors, and Hall of the Bandit Lord are all I have atm. The pillowfort strategy how I live the extra turn to win and I'm glad you noticed and appreciated that!
Yeah, honestly... someone telling me I'm overcommiting on #2 is exactly what I needed. You're right haha
I'll probably end up shuffling this part around a bit. I like the schoolmaster and I like how he can also combo with Sunstrike Legionnaire. I'll leave them, Hermetic Study, and Psionic Gift, then probably toss the rest.
Vedalken AEthermage is good. I'll pick one up!
Gray Merchant of Asphodel will probably be cut but Hell's Caretaker has a lot of synergy with my recursion package of Karmic Guide, Reveillark, Sun Titan, Fiend Hunter, and Auramancer. He's just generally very good and near infinite with Alarm out. I'll ditch the combo but I think he can slide into another category.
While all that's going on.
I like Trinket Mage because he's a cheap tutor, but I don't have many other targets for him.
Martyr's Cause is one I have actually! I haven't tested it out yet but we'll see!
After streamlining Combo #1 and Combo #2 here's what they could look like:
Thanks for laying everything out for my like that! Extremely helpful!
I like that way of looking at it. Pillowfort first, combo second. Thanks for that advice!
Again, thanks for laying all the suggestions out like this! It's especially helpful when you've already talked about the deck a ton and now you're giving the suggestions to go off of what you've already said. I'm finding this extremely helpful and will try to do it like this when I help people!
Ethereal Armor is an easy addition. I already have one so I'll throw it in there!
Once again, loving the summarized lists. It's nice to see what the deck could look like in this way. You are good at what you do friend. You deserve that top helper rank.
I'm glad you recognize some creativity and uniqueness in the deck. I'll gladly take all of your advise into consideration.
I'm going to be updating the deck soon, perhaps this weekend. I'd love it if you'd look at it again once I do... though I know you've definitely spent a lot of time on it haha! Let me know if it'd be okay to tag you or something :)
My sincerest thanks!