|Commander / EDH||Legal|
Printings View all
Combos Browse all
Enchantment — Aura
When Unquestioned Authority enters the battlefield, draw a card.
Enchanted creature has protection from creatures.
Price & Acquistion Set Price Alerts
|Have (6)||Friedrice24 , Supremespeed , , rakdos24 , plof , MagnaAura|
|Want (15)||The_Besticle , Bluewolf_Sun , Killer_Tofu , starkzero , swaggerooo , Denial048 , Maliande , Esquire_ , swarlelion , SpaghettiToastBook , sleepy104 , Bull_Kai , jarjar102 , athix , Jose_Arrogantio|
Unquestioned Authority Discussion
1 week 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
3 weeks 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.
2 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.
3 months ago
You would really get value from the rest of the enchantress pack, as many of them as you can afford Argothian Enchantress, Verduran Enchantress, Enchantress's Presence, Femeref Enchantress and also Sram, Senior Edificer and Kor Spiritdancer because it's not just an enchantment deck, but an aura deck.
Focus on low mana auras that provide Uril some kind of evasion or protection, not just size, Uril will grow on its own Shield of the Oversoul, Runes of the Deus, Unquestioned Authority, Cartouche of Strength, Snake Umbra and other totem armors.
Also great options Faith Unbroken and Sage's Reverie not really evasion or protection, but card draw is always so good and exiling on an aura is great utility.
3 months ago
Hi, I have My own Rafiq deck and it actually works quite consistently (at least in my meta of kitchen table magic) Rafiq of the mostly himself.. Rafiq is an amazing commander because he needs really little help to destroy your enemies wich leaves you a lot of slots open in the deck to oil the engine of the deck. On top of that he has a really nice color identity.
I Use 39 lands which may be a bit more than enough, but at least you don't get stuck.
To pump Rafiq I focus mainly on evasion so they dont just chump-block him, Cartouche of Knowledge, Rancor, Shield of the Oversoul, Steel of the Godhead, Unquestioned Authority, Whispersilk Cloak Shroud can be a hinder but this card is just bananas.
When I find an opening or I have a counter in hand I use Might of Oaks (if he hasn't been blocked) or Enlarge to one shot a player (7+3+1)x2= 22.
All those auras you use that give Rafiq just a super big body are a bit overkill in my opinion. If you just give him +2/+0 and some evasion he will only need two attacks to kill someone. Leave you mana open and brag about all the counterspells in your hand.
Forgotten Ancient: Almost forgot about this guy. Gives no evasion, but makes anyone super big.
It looks like you are lacking serously in card draw. Card draw is crucial in Commander because you won't be able to kill and fend from all other players just with your starting seven cards. If you are the player that's drawing one card each turn then you are most likely not going to win.
Hunter's Insight will draw you 8 cards for three mana just attacking with a butt naked Rafiq that happens to be unblocked.
Hunter's Prowess is a heavier version of the previous, with a sexy +3/+3 and trample. I hope you draw the Reliquary Tower.
Snake Umbra: Up to two cards per turn and protection from death.
Pull from Tomorrow: instant braingeiser, nuff said.
Fact or Fiction, Concentrate, Secrets of the Golden City: just flat card draw with a moderate cost, gotta keep the cards comming.
Rush of Knowledge an underated spell. will get you easily four or more cards.
And seven more cards that are cantrips.
Counters: Stubborn Denial, Swan Song, Arcane Denial, Disdainful Stroke as cheap counters. Faerie Trickery, Hinder because there are stuff that you just don't want to leave in a graveyard. This spells should be Dissipate and Void Shatter instead, It's in my "to do" list. Bant Charm one of the most versatile card in the game, the three options are good.
Blossoming Defense: protection/boost, Shelter: protection/evasion, Valorous Stance: Protection/removal.
Removals, if I'm not unblockable I will open a way myself!. My phylosophy with removals is "exiling matters" if I use a card slot in a deck in a removal, I want that thing gone for sure, gone forever and not triggering anything:
Bant Charm, Selesnya Charm, Crib Swap, Reality Shift, Curse of the Swine, Valorous Stance. Also Snakeform and Polymorphist's Jest get the job done against indestructible creatures. Provoke is a pet card of me, you gotta see their faces when you meddle in combat between opponents getting one or both of the creatures dead.With the naturalize effects I also want stuff exiled, too many gods and indestructible artifacts. Sylvan Reclamation, Return to Dust, Forsake the Worldly and then those that don't ecile but are too good not to use: Acidic Slime the ooze with deathtouch is quite unwelcomming for big attackers, Qasali Pridemage too on theme with the deck, Trygon Predator reusable naturalize and can destroy two each attack.
My decks are usually low on board wipes, they are boring because they set everyone back, you included. They are only a last resort for me, it works better for me removal of strategic targets but I still run three of them Cyclonic Rift as you, AEtherspouts set one player back to stone age and he'll become the punching bag of the table, Tragic Arrogance board wipe that you lets your main guy live and the worst creature of your opponents.
I have a card slot in the deck (I think I lost a card somewhere), one of the cards I may put is Cataclysmic Gearhulk
What I think you are doing wrong:
Yes, you land count is low, it is not 35 but even lower: Maze of Ith doesn't give you mana and Serra's Sanctum in your opening hand wont give you mana either. Then you have the three fetchlands that will take another land from the deck you may need to draw later. The moment you play first time Rafiq everybody will have have their hand overflowing with removals and there will be fewer targets more deserving of removal than him, it will take you forever to get back on your toes.
You lack awfully on card draw, you only have Rhystic Study, Betrayal, Enchantress's Presence, I you don't happen to draw one of them or they get detroyed, the deck will lag and you will lose. In a blue and green deck is a crime to be low on card draw, you need many cards to be sure you get to draw some of then and then they will call to each other, the more you draw the more draw cards you'll get to keep the drawing going. About ten to fifteen cards to draw is a nice number. If you put too many you will find yourself drawing only draw spells, not good either.Rhystic Study is a great card, works on its own and in the worst case slows your opponents, keep it.
Betrayal unless you find a card with a crazy ability that may get abused untapping several times, this card is a bit weak, It's better in a control deck that is already tapping the opponents' creatures.
Enchantress's Presence You have to make up your mind, is this an enchantress deck? because if it is you better be including all the enchantress (Argothian Enchantress, Femeref Enchantress,Mesa Enchantress and Verduran Enchantress) Eidolon of Blossoms, Kor Spiritdancer, Sram, Senior Edificer, and swap several of the cards for enchantments that do something similar (I.E. mana rocks for land auras like Wild Growth). Then you will have a decent card engine.
Eldrazi Conscription big flashy card that's more than Rafiq actually needs, it will be a dead card in your hand until you finally get some way to cheat it to the battlefield. You may at one point be able to cast it but you will run out of mana and expose yourself to removals. You could wait until you have 10 mana, but do you really want to? I would take it out of the deck unless I could consistently cheat it to the battlefield (like having Bruna as commander).
Flickerform Tried this card a lot of times, 90% of the times you won't have four mana available when you need it, that's a lot. also it gives nothing else to Rafiq.
Tooth and Nail: The same, you say you want to push voltron to the limits, but you can't help but including the nine mana cost spell that puts the combo in the battlefield.
The point of having a voltron commander is that he is the win condition.
Your deck want's to be too many things (a voltron deck, an enchantress deck, a control-combo deck), but at the end of the day is none. Try to focus on your game plan, you can't just fill a deck with good stuff and expect it to work consistently.
JuQ on Brago Flicker
4 months ago
Unquestioned Authority instead of Holy Mantle (when brago flickers it, you draw a card)
Stonecloaker or Angel of Finality instead of Disposal Mummy
Chart a Course instead of Vision Skeins or basically any other decent draw spell.
Counterspell instead of Dream Fracture
Return to Dust instead of Disenchant
Pull from Tomorrow instead of Inspiration
Concentrate instead of Weave Fate
Scrivener instead of Call to Mind (you have few sorceries anyway)
Ghostway and Eerie Interlude instead of Acrobatic Maneuver and Cloudshift flickering until end of turn will make you avoid board wipes without having to counter it.
Whispersilk Cloak instead of Unbender Tine what's so important to untap anyway?
Cathars' Crusade and/or Call for Unity as finishers.
Duplicant, Deadeye Harpooner, Fiend Hunter (if this one leaves the battlefield when his first ability is still on the stack, he won't give anything back) and /or Phyrexian Ingester as removal.
Venser, the Sojourner because it's just awesome with Brago: You -1 to make all your stuff inblockable, then Brago flickers it and you +2 to flicker something. Rinse and repeat.
4 months ago
Bear in mind these are all just ideas. It's up to you to figure out which actually work best in the deck via testing.
5 months ago