Umara Raptor

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Umara Raptor

Creature — Bird Ally

Flying

Whenever Umara Raptor or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Umara Raptor.

Romer on General Tazri's Allied Corps

5 months ago

elliotmward97 sometimes yes, though it depends on which ally you’re talking about because different allies have different effects.

For the more powerful allies, you’ve got it right. Something like Hagra Diabolist will deal damage = [number of allies entering the battlefield] x [total allies, including those entering the battlefield]. So if you had the Diabolist in play with one other ally and then 2 more allies ETB, you’d have target opponent lose 8 life (4 allies total x 2 ally ETB triggers).

This calculation also applies to allies like Halimar Excavator, Ondu Cleric and Murasa Pyromancer.

Some of the ally triggers are pretty simple though, so Umara Raptor just gets a +1/+1 counter for each ally ETB. If two allies ETB at once, then the raptor gets two +1/+1 counters - he doesn’t care about the number of allies you control.

GrimlockVIII on Representation: List of Tribal Support in Pauper

2 years ago

Aight, so here's some pauper tribal stuff you're missing out on.

Dinosaurs: Commune with Dinosaurs, Kinjalli's Caller, Pterodon Knight, Stampeding Horncrest, Sun-Crested Pterodon, Thrash of Raptors, and Knight of the Stampede.

Giants: Crush Underfoot, Elvish Handservant, Kithkin Greatheart, and Stinkdrinker Daredevil

Faeries: Spellstutter Sprite, Thieving Sprite, Faerie Trickery, Silvergill Douser, Boggart Sprite-Chaser, Violet Pall, and Latchkey Faerie

Wizards: Information Dealer, Ixidor's Will, Lavamancer's Skill, Stonybrook Banneret, Step Through, and Vedalken AEthermage

Warriors: Brighthearth Banneret, Expedition Champion, and Herald of Dromoka

Pirates: Buccaneer's Bravado, Fiery Cannonade, Headstrong Brute, and Sea Legs

Allies: Akoum Battlesinger, Bojuka Brigand, Graypelt Hunter, Halimar Excavator, Highland Berserker, Joraga Bard, Kalastria Healer, Makindi Patrol, Makindi Shieldmate, Nimana Sell-Sword, Ondu Champion, Oran-Rief Survivalist, Spawnbinder Mage, Tajuru Beastmaster, Tuktuk Grunts, Umara Raptor, and Zada's Commando

Also btw would you count the party mechanic from Zendikar Rising as semi-tribal support or nah?

Also you're missing Rogue and Elemental support, but some of said support overlaps with other tribes like Faeries, Goblins, and Warriors.

Also I'm leaving out Merfolk, Zombies, and Goblins cuz those are just a whole ass can of worms.

Free_Iona on Chulane: Chronicler of the Adventuring Houses

4 years ago

Ramp, ramp, ramp, ramp.

Having access to Green gives you the simplest and most straightforward ways to gain a huge advantage over your opponents; ramp spells. You have some already. I would add even more.

I agree with bushido_man96 about Abundance . Highly underplayed and under-utilized, it work wonders for you. I do like Explore , though, mainly for the card draw. I wouldn't cut it just yet, although I would find room for Kodama's Reach or even Harrow and the ever-amazing Farseek . Tempt with Discovery is also a bomb.

Cuts I suggest: Infinite Reflection , Umara Raptor , Stonecloaker and Whitemane Lion (I get what you're trying to do, but yo commander does that).

RochiTomRochi on Naya Allies

6 years ago

I think Bant (UWG) would be better for you than Naya.Allows you to play 4x Jwari Shapeshifter. Then go up to 4x Oran-Rief Survivalist.Umara Raptor might be good for evasion with flying and +1/+1 counters, and blue would also allow you to run counterspells in the sideboard.

Boros Charm could be replaced with Path to Exile and/or Blessed Alliance.

Also, a few fetchlands would be helpful.

an_Elder_Dragon on U/B Ally

6 years ago

Visions of Beyond could possibly serve you well, since this deck has no issue putting cards into the grave. As far as the two mind sorceries, Mind Funeral over Mind Grind. Sure, grind can allow you a varied number of lands, but Funeral is more cost effective than what Grind would give. Besides, 4 lands is enough in a format that only uses 18 to 24 lands to begin with. Mindcrank should definitely be considered since you have cards like Jace's Phantasm and Umara Raptor that can get big quickly. You could even throw in a card like Aqueous Form or Rogue's Passage to guarantee the damage. And pain lands can be good, but just know that your Hedron Crab won't get triggered as much with just the fetch pain lands. Sure the evolving wilds may be a slower card, but a nice landfall trigger can definitely benefit from a wilds (then again Rite of Replication might not have its kicker triggered as often with just twelve actual lands, but I could be wrong). Other than that just make sure that you keep your plan consistent and stick to the major cards. I am happy to see that a good majority of your cards are three of's and four of's The only other consideration is maaaybe but some graveyard hate? But I don't know what cards are available in black and blue for that. I know some good WHITE cards but, unless you really want to delve into white, it might not fit. This deck is coming together nicely as a U/B deck.

P.S. What's with the Death's Shadow int he sideboard? Was that to coincide with the pain lands?

TheDuggernaught on ally rule

7 years ago

I will start off by linking the TappedOut Ally Primer. I will also link my 2 current Ally decks Here and Here. I have personally played Allies since the OG Zendikar -- my lists are different from the ones found in the primer and offer a more mid range take on the traditional ally lists you see which are typically much more aggressive.

As for your list specifically, you seem to want to go the aggressive route. As such, cutting the allies that have higher costs will speed up the deck -- as well as the allies that just offer utility. Bala Ged Thief, Agadeem Occultist, Hagra Diabolist, Halimar Excavator, Harabaz Druid, Kazuul Warlord, Ondu Cleric, Sea Gate Loremaster, Seascape Aerialist, Tajuru Archer, and Tuktuk Scrapper would be the allies I would cut -- in addition to Panharmonicon, and Unified Front. In their place, Akoum Battlesinger, Firemantle Mage, Kabira Evangel, Kazandu Blademaster, Oran-Rief Survivalist, Reckless Bushwhacker, Taurean Mauler, and Umara Raptor. Again, these suggestions are for more aggro focused approach. If you are looking for something else, let me know and I can better tailor any advice or answer questions about interactions.

TheLordStormCrow on General Tazri EDH

7 years ago

Suggestions:

anduri on Grave Reaper

7 years ago

I have an all colored ally deck, but only 1 Jwari Shapeshifter, I should have 4. My deck relies on the allies coming in and as such I have no need for sorceries. Mainly my deck is almost all creatures and very strong. If you needed I would focus on getting more allies, so add the Umara Raptor, you could splash white to get the new Gideon, Ally of Zendikar so no matter what you'd always have allies coming in, you could also do the same with Eldrazi Displacer, Ghostly Flicker, or Conjurer's Closet. These last few will make it so you can capitalize on the allies' abilities to be both creature and sorcery. I also would splash white for Ondu Cleric so you do have to worry about taking damage since you want to keep all of your allies alive.

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