|Commander / EDH||Legal|
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|Commander 2018 (C18)||Uncommon|
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Enchantment — Aura
When Unquestioned Authority enters the battlefield, draw a card.
Enchanted creature has protection from creatures.
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Unquestioned Authority Discussion
19 hours ago
Then again if you are running any of these because their pet cards or you like the art or enjoy peoples reaction to them then, by all means, run them. But assuming you're looking for power level i'd cut these.
2 months ago
Not having your commander be a creature makes the deck very inconsistent. If I wasn't able to play Uril every game I probably wouldn't have won any of them. I would put either Tuvasa or Kestia as the commander.
2 months ago
Looks pretty neat! Some substitutions I recommend considering are Bonesplitter for Darksteel Axe, Godless Shrine for Isolated Chapel or other lands, and Spirit Mantle/Unquestioned Authority for Knight's Pledge. Also, History of Benalia would be insane in this deck.
2 months ago
Hey there! Pretty sick deck ya got going there, as an avid Uril player myself, id like to suggest a few cards, namely cards that add protection from creatures to give an unblockable effect such as Holy Mantle and Unquestioned Authority and if infinite combos aren't frowned upon in your group, perhaps you could use Bear Umbra to untap your lands, creating enough mana for Aggravated Assault with each extra combat step, Aye, good luck m8!
3 months ago
I know this page isn't up to date but here's what I'd do:
I would add Mind's Eye 100%. I think a Sun Titan and Armageddon would be worth it. The expensive Equipment cards become better with more focus, like Puresteel Paladin. I'm not sold on Leonin Shikari for such a creature-light deck.
Maybe swap Disenchant with Forsake the Worldly in case you need the draw? Return to Dust is the obvious upgrade. Duelist's Heritage is nice because it isn't an aura and has funny political value on other peoples' turns.
I'm thinking that you should perhaps plan on a more late-game strategy--i.e. more expensive Equipments with bigger bonuses. Seems that the quick win is only viable in 1v1. Perhaps you may want to keep the deck 1v1 only?
I would say drop Armored Ascension, Ethereal Armor (maybe), Serra's Embrace, Unquestioned Authority, Mesa Enchantress, Umbra Mystic, Helm of the Gods. That should open up room for more artifact synergy or more interaction (removal). I'm not sold on Piston Sledge, Hero's Blade, Vorrac Battlehorns, Tenza, Godo's Maul, Ring of Thune.
4 months ago
So I have a Uril deck that I have been working on for a while so I am going to make some suggestions to take out, the reason why, and then will give some cards I feel you should use if you can get ahold of them. So some general suggestions is to avoid fieldwipes that also hurt you a lot, secondly run very few creatures. Honestly mana dorks and the enchantress' are all that I really run so the major suggestion I would say is to cut down on the creatures and mostly leave dorks/enchantress' like Mesa Enchantress or things like Herald of the Pantheon which make auras cheaper. Another thing are instants and sorceries, the majority of those should be targeted removal and mass removal or land grab spells like Swords to Plowshares, Day of Judgment, or Rampant Growth. Some specifics on those are Titanic Ultimatum isn't awesome if you only have one creature, which is all you generally need to win. (Uril, the Miststalker) Including the other pump spells i would say aren't great with Uril because he pumps so much anyways. Predator's Rapport isn't a terrible one as it can get you some life if you need but their might be a better option if you really want to keep that in. Alright, on to the enchantments. I would say that out of auras, Ancestral Mask and Bear Umbra are your best two, the others I like are Dryad's Favor and Indestructibility and finally Rancor. Other than those three I would say most of your aura's are just a tad weak. Out of normal enchantments I would almost avoid these with a fiery passion, other than protection of course. I would say Oblivion Ring is the only one I for sure would say to keep in (yes I know it's an aura but you don't target uril with it.). Other than those I would say that you mostly want auras, other than removal or extremely powerful cards. Alright, on to suggestions: The major suggestions I would make for auras would be these Armadillo Cloak, Ethereal Armor, Flickerform, Runes of the Deus, Scourge of the Nobilis, Shield of the Oversoul, Spectra Ward, Spirit Mantle, Unquestioned Authority, and finally Vow of Wildness along with any of the umbras. (boar, spider, and hyena for example.) Some normal enchantments I like are: Burgeoning for ramp, Dueling Grounds and Ghostly Prison for protection. Also, Mayael's Aria and Sigil of the Empty Throne for alternate win cons and finally Sterling Grove for search and protection. The artifacts should be general ramp or mana fixing with maybe a Helm of the Gods for boosting. The wipes I use are Austere Command for when you really run into crap and Winds of Rath and Divine Reckoning because they don't normally hit uril so he doesn't die. I use Retether and Open the Vaults for recursion and Enlightened Tutor and Three Dreams for tutor and my two targeted removal is just Swords to Plowshares and Path to Exile. Those are just my general suggestions. If you want to look at my deck you can go to Uril the miststalker
4 months ago
I suggest adding more ways to push your damage through.
Armored Ascension Evasion and big pump
Spirit Mantle Evasion
Loxodon Warhammer An auto include in any voltron deck
Unquestioned Authority Card draw and evasion in one
Hammer of Nazahn Indestructible and Sigarda's aid in one
Silent Arbiter Ideal for any voltron deck focusing on control
Memory Jar Second part of the Scroll Rack draw machine
I would drop Kor Duelist, Mirran Crusader, Armageddon(you really don't like others having fun), Hero of Bladehold, Brimaz, King of Oreskos, and Skullclamp. Even if you don't want to put in the enchantments, Brass Squire and Leonin Abunas are better creatures.
5 months ago
You might also want to consider adding in a couple more mana sources, whether those be lands or artifacts, as 6 mana can take a while to reach, let alone enough mana to both cast it and protect it same turn, and then you're in trouble if your commander somehow dies. Perhaps Azorius Cluestone or Azorius Keyrune, so they won't be a dead card if you find you have plenty of mana.