|Commander / EDH||Legal|
Printings View all
|Planechase Anthology (PCA)||None|
|Planechase 2012 Edition (PC2)||Common|
|Rise of the Eldrazi (ROE)||Common|
Combos Browse all
Enchantment — Aura
Enchanted creature gets +1/+1 and has "Whenever this creature deals damage to an opponent, you may draw a card."
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
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Snake Umbra Discussion
1 week 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.
1 week ago
Ok. This deck is pretty bad ass. I have a couple comments. Starfield of Nyx and Lightmine Field can be devastating against aggro and Luminarch Ascension is also bad ass with a good pillow fort. Umbra Mystic is fantastic if people keep trying to kill your commander, but even if you aren't worried about that, Indrik Umbra will seriously fuck up the opponent's board, Bear Umbra is ramp everywhere, Crab Umbra is iffy, but maybe in control or against another voltron for surprise blocks, Drake Umbra for flying, Snake Umbra for a little draw and Spider Umbra for some good flying defense.
2 weeks ago
Thanks for the tips guys!
SethVeeper I've decided to put Journey to Nowhere into the main board for removal, as I think it covers more than Pacifism in that it stops activated abilities too. I'd still rather Aqueous Form than Snake Umbra as it allows for scry to-boot.
2 weeks ago
I agree with Gattison: removal is going to be important. Pacifism is my first suggestion, as it will stop most creatures and feed into your Ancestral Mask theme, or there's plenty other variations as well - pick whichever one suits you. Evolving Wilds and/or Terramorphic Expanse belongs in just about any multi color deck, as well.
Potentially unpopular opinion: Instead of Aqueous Form, you might consider Snake Umbra? Yes, it's true that it doesn't give evasion, but it will put cards in hand instead of simply fixing draws, and also offers some additional protection - very important as this strategy is susceptible to being 2-for-1'd. It also would eliminate the need for blue color fixing, and color fixing in general, really: you could easily make do with a good landbase at that stage, thus freeing up the Abundant Growth slot as well for much needed removal.
3 weeks ago
OK first I want to point out the exclusions, cards I don't think fit
Borborygmos Enraged, he isn't a very good card unless you build around him. If you build around him a lil bit you will need cards like Snake Umbra, Keen Sense, and cards to combo with that like Skyship Weatherlight or Abundance to combo off so you draw lands over and over again. Otherwise he is over costed and not very good.
Majestic Myriarch is not a very strong card because of its huge downside. The card needs a team of creatures with him or her to be good. If your gonna keep this card you'll need to build a bit of a token deck to make it worth keeping. With cards like. Dragonlair Spider, Wolfcaller's Howl, Wolfbriar Elemental, Verdant Force, Tempt with Vengeance, Symbiotic Wurm, Sylvan Offering, Hornet Queen, Feed the Pack, Dragon Broodmother, Artifact Mutation, Arachnogenesis, and Ant Queen. These are also all good card suggestions.
Gruul Signet, Gruul Keyrune, and Darksteel Ingot I'd take out for land ramp. The kinds that add them to your hand and or play. Cards like Kodama's Reach (you have in the deck all ready). Seek the Horizon, Journey of Discovery you also might like Harvest Season, Evolution Charm is great too.
3 weeks ago
Ethereal Armor can be good if you go the enchantment route.
PookandPie on Uril
4 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
Seeing as your deck is budget, I'll try to keep the suggestions under $3. I just made a BoBo deck, so here's a few cards that have been great for me.
Swiftfoot Boots, Journeyer's Kite, and Firewild Borderpost are all amazing for BoBo as well, either putting him online faster, or giving more fuel and making it more consistant to cast your spells even with a land light draw if you're unlucky.
Soul's Majesty, and Rishkar's Expertise can both draw you a tonne of cards with BoBo, and the latter even lets you cast another spell for free. I also like Realms Uncharted, but it's better in my build than this one due to a higher non-basic land count. Any lands with Cycling are also great, as they can give you extra card draw if you don't need the damage, or need to dig for answers.
Keen Sense and Snake Umbra a sooooooo goooood in this deck, allowing you to draw a card anytime a land goes to the face of an opponent. These 2 cards are probably 2 of the most powerful effects in the deck, with the latter actually protecting BoBo as well.
Hope any of this is helpful, and doesn't break the bank too bad.