|Commander / EDH||Legal|
Printings View all
|Rise of the Eldrazi||Common|
Combos Browse all
Enchantment — Aura
Enchanted creature gets +1/+1 and has reach. (It can block creatures with flying.)
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Price & Acquistion Set Price Alerts
Spider Umbra Discussion
2 weeks ago
I am a bit confused with this deck, it seems to be a deck based around gaining life dependent on a large creature, but the only one I see is Fabled Hero, but as a three drop in modern you might not ever get him. I would suggest a Favored Hoplite, it seems to be better for this, and even without double-strike, it will heal you the same. Lagonna-Band Trailblazer is also a fun choice. You probably should drop the playset of Fabled Hero for a set of these:
Heliod's Pilgrim can be dropped, you might as well have an enchantment at that spot, and Mesa Enchantress is too expensive, so instead get enchantments that cycle themselves, like Angelic Gift, Chosen by Heliod, and Shielding Plax to name a few. You can also just have a bunch of low cost enchantments, like the following:
The deck would be much more like a heroic bogle deck than lifegain, but it would make the deck better, I will go make one real quick and drop a link here, k?
1 month ago
2 months ago
2 months ago
Hi! like your idea (and i like dragons), but you really have some mana issue. There are no manadorks or ways to ramp, so you have to wait until turn 5 to actually play some aura on your Brood Keeper. By that time a good Modern deck, even a casual one, has already or is going to kill you.Have you considered moving to Gruul (Green/Red)? You could benefit of Verduran Enchantress (looks familiar, doesn't her?) and/or Enchantress's Presence (which is an enchantment itself). Green has access to different fast auras such as Spider Umbra and the magnificent Rancor. To be honest, best Aura Deck are GW, so if you want just the auras, go with that. But if you really want to play Dragons (and Red), then consider that green gives you a lot of Turn 1 and 2 Ramp cards.
2 months ago
If you're looking for small changes, cut the Armada Wurm and doomed traveller for Nest Invader, then run Eidolon of Countless Battles in place of Acrobatic Maneuver and Favored Hoplite instead of become immense.
The issues you're facing are a little bigger than that kind of tweak I feel- the deck is working at odds with itself. You have some creatures that want creatures on the board to stall to midgame, spells dedicated to ending the game asap, voltron-type enchantments and flicker effects that destroy those enchantments. You'll probably need to drop some things to make room for the bits to join it all together, and that will take testing.
Flickering the enchantments is awesome, but felidar is pretty much the most efficient option without animating them. Most of these in blue but there are surprisingly few that just read permanent (because it gets sorta broken with Reality Acid) Venser, the Sojourner is memorable but its usually U/W/g for Momentary Blink Eerie Interlude and big, enter the battlefield creatures (stalling forThragtusk or Akroma, Angel of Fury).
The theros-theme enchantment matters cards provide some nice options for searching them and easing casting. Herald of the Pantheon in place of soul warden leaves casting them substantially easier and Starfield of Nyx provides some resilience in place of armada worm. Heliod's Pilgrim is a repeatable tutor able to be used alongside Tallowisp for a decent shot at enchant creature card advantage, with Auramancer but lacks a lot of the resilience of boggles (which you may want to look at for cards like Kor Spiritdancer, Spider Umbra etc). You won't be able to take advantage of that archetype due to being hit hard by targeted removal, but spells like Rancor with built-in protection should always be considered. Retether may be worth looking at if you see boardwipes.
Broadly speaking when making decisions about what to swap I'd look at three things- what do I want to do turns 1-2-3. Doomed traveller is difficult to utilise in the first few turns as you're not running Viscera Seer type stuff, and Soul Warden while providing nice resilience through lifegain doesn't have the turn two-three cards to back her up. Enchanting her with fists or cartouche is fantastic, but very vulnerable to disruption. I would not feel confident in a burn player not using lightning bolt given how long it takes to get everything else online, and countering your own aura with cloudshift the turn after feels so bad. However, if you have substantially more low cost cards it may be worth it- running a soul sisters package (Martyr of Sands/Soul's Attendant) will take most decks to midgame, Favored Hoplite/Herald of the Pantheon/Eidolon of Countless Battles/Gatherer of Graces/Evershrike/Hero of Iroas/Hopeful Eidolon/Sram, Senior Edificer/Sigarda's Aid Renowned Weaver/Strength from the Fallen/Wreath of Geists are all pretty effective if focussing on the go wide/cast auras plan, so long as you make sure they all work well together, and cards like Auramancer and Heliod's Pilgrim work to fix a couple of larger spells in the midgame Sage's Reverie/Spectra Ward perhaps. If you need to cement a board presence (t1 creature, enchant creating tokens) Umbra Mystic is worth a try.
Leonin Relic-Warder is an interesting sideboard option, especially alongside Oblivion Ring to loop herald, but if you find yourelf with decently sized tokens Sundering Growth is strictly better. Flickerform is only worth trying as a one-of.
2 months ago
Bogle can be as cheap as dirt or expensive as hell depends on what available enchantments you have or are willing to buy. And usually they are easy to run as you would curve really low. The only problem you have is board wipe like most decks do but there are some enchantments that can save your creature like totem Spider Umbra etc.
2 months ago
Wild Research has a color identity, and is not legal for your deck.
The only way I can think of to attach lots of auras to Uril at the same time is to play Retether, Open the Vaults, or Replenish while you have Uril out and a lot of auras in the graveyard already. Either that or play Primal Surge and hope you don't hit a non-permanent. Up to you whether you think either of those are a good idea.
The ONLY ways for you to deal infect damage with Uril in Naya colors are Grafted Exoskeleton and Triumph of the Hordes. There are no other cards that grant infect to a creature outside of blue and black.
Symmetrical card draw is very bad in EDH, since it just gives people more gas to answer you or win the game ahead of you. Font of Mythos, Horn of Greed, Howling Mine, Omen Machine, Temple Bell, and Rites of Flourishing should all be cut. Wheel of Fortune and Reforge the Soul are usually better because you can wait to cast them until you have no hand and your opponents have lots of cards, but you actually have better options in green, so I'd recommend cutting at least Reforge.
Replace with the following: Sram, Senior Edificer, Kor Spiritdancer, Rishkar's Expertise, Sage's Reverie, Soul's Majesty, Abzan Beastmaster, Mesa Enchantress, Verduran Enchantress, and Eidolon of Blossoms (maybe).
You also NEED better ramp. Tithe, Cultivate, Journey of Discovery, Elfhame Sanctuary, and Kodama's Reach are all sub-par and should be cut. 41 lands is also WAY too high. You'll be able to ramp much more consistantly if you cut that down. You can go down to 35 lands without a problem, and then after that you can cut one land for every 0 CMC mana rock you add to the deck. (Don't worry about Exploration, Burgeoning, and Oracle of Mul Daya being less effective. The extra draw factor will offset that. I would probably cut Azuza though, since she doesn't give you much if you aren't flooded with land.) Out of your lands, Jungle Shrine, Maze of Ith, Mikokoro, Center of the Sea, and Temple of the False God are all kind of bad and could be cut. Some better utility lands would be Kessig Wolf Run and Hall of the Bandit Lord.
All of the following are better ramp than you have: Mana Crypt, Mox Diamond, Chrome Mox, Lotus Petal, Lotus Bloom, Ancient Tomb, Nature's Lore, Three Visits, Coalition Relic, Boros Signet, Selesnya Signet, Gruul Signet, Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Avacyn's Pilgrim, Dryad Arbor (tutored off of Green Sun's Zenith, Harrow, Crop Rotation (into Ancient Tomb), Gemstone Caverns, Chromatic Lantern (maybe), Joraga Treespeaker (maybe), Skyshroud Claim (maybe), Trace of Abundance (maybe), Fertile Ground (maybe), Utopia Sprawl (maybe), and Wild Growth (maybe). You may also want to consider Herald of the Pantheon or Hero of Iroas to reduce the cost of your spells.
Now, on to the auras. You have a ton of auras that don't really do... anything? I get that you want to buff Uril as much as possible, but EDH is format of card advantage, and you really shouldn't be playing cards that just read, "your commander gets +2/+2."
I would cut all of the following Abzan Runemark, Angelic Destiny (this really doesn't give you much for 4 mana), Asha's Favor, Burrowing, Call To Serve, Cave Sense, Crown of Awe, Dust Corona, Eternal Warrior, Griffin Guide, Gryff's Boon, Inviolability (He already going to be the biggest thing around, why do you need this?), Murder Investigation (You have no support for these tokens.), Nimbus Wings, Serra's Embrace, Triclopean Sight, Vigilance, and Vow of Duty.
And here's what I recommend in their place:
Extra protection for your commander: Shielded by Faith, Spider Umbra, Hyena Umbra, Felidar Umbra, Bear Umbra, and Flickerform. (Speaking of protection, Tajuru Preserver, Grand Abolisher, Vexing Shusher, Gaea's Herald, and Sigarda, Host of Herons are all good ways to make sure Uril can't be messed with.)
Also put in Spirit Loop. It's cheap and comes back if Uril leaves play somehow.
Other miscellaneous stuff:
Heliod's Pilgrim, Open the Armory, and Plea for Guidance are other tutors you could include. Open the Armory also grabs Grafted Exoskeleton and Helm of the Gods if you put them in, so I'd recommend it.
Nomad Mythmaker might make a useful recovery tool.
Mayael's Aria buffs Uril, gains you life, and can straight up win the game for you, nuff said.
If you can find the space, you could really use better board control to deal with problem permanents. Here are some good removal spells in your colors: Swords to Plowshares, Beast Within, Chaos Warp, Oblation, Krosan Grip, Oblivion Ring, Qasali Pridemage, Return to Dust, Hull Breach, Winds of Rath, Chandra's Ignition, Austere Command, and Wrath of God.
And that's all I can think of at the moment. Good luck.
2 months ago
I very much agree that you should try Spider Umbra
Archetype of Endurance is cool and all, but it's too expensive. Same with Archetype of Finality. Awaken the Bear is nifty, since it gives your creature trample, but you should cut that and the archetypes for 4x Vines of Vastwood. It's easy to kick, boosts a creature, and it's not too expensive.
Mantle of Webs could be a fun little one-of