Uril, the Miststalker
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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
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Uril, the Miststalker

Legendary Creature — Beast

Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Uril, the Miststalker gets +2/+2 for each Aura attached to it.

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DemonDragonJ on How Can I Put Aurelia, …

1 week ago

I very much would like to put Aurelia, the Law Above into these two EDH decks, but I am not certain what cards I should remove to make room, for her.

For my Uril, the Miststalker deck, I believe that I could replace Flameblade Angel with Aurelia, because, while Flameblade Angel is an excellent card, she is reactive, while Aurelia is proactive, but my Gisela, Blade of Goldnight deck is slightly more complicated, since I am not certain which card to remove. I originally was contemplating removing Archangel of Thune, but she is too amazing to not have in this deck, so I think that I may instead remove The Immortal Sun, because, while that is an excellent card, it does not contribute to the overall theme of that deck.

What does everyone else say about this subject? How can I put Aurelia, the Law Above into those two decks?

TehGrief on Losing and Gaining Abilities

2 weeks ago

Player A controls a creature with Hexproof; Uril, the Miststalker. Player B controls an ability like Shadowspear or Bonds of Mortality, where it can remove the Hexproof from player A's creature.

Since these abilities are not worded in the same way as Archetype of Endurance, if player A was to Flicker their Uril, the Miststalker, it would regain Hexproof?

DemonDragonJ on Should I Keep the "Demigod …

2 months ago

I used to have copies of the "demigod auras" in the majority of my EDH decks, but I recently have been removing those auras in favor of cards that better fit the theme of each deck (except for my Uril, the Miststalker deck, since auras are a major part of that deck's strategy), so I am now contemplating if I should remove them from my Jenara, Asura of War deck.

At an initial glance, that would seem to be an easy decision, but Jenara herself is often one of the main win conditions of that deck; the deck is not a full Voltron deck, but I do very often rely upon the strategy of summoning her as early as possible and then continually attacking with her while making her more powerful, and the auras certainly help with that strategy, but I very much would to like put both Sylvan Library and Trelasarra, Moon Dancer in that deck, since gaining life is a major theme of that deck.

What does everyone else say about this? Should I keep the "demigod auras" in my Jenara deck, or replace them with cards that are less fragile?

legendofa on BBEG Deck Ideas

5 months ago

For my breakdown here, I'm focusing on characters who are villains in their story arc and characters who don't have much specific backstory. Pretty much any legendary creature can be flavored as a villain in front of the right deck. I'm also not focusing on the Forgotten Realms sets, I'm broadening the net.

What's available:

: Eldrazi or artifacts. Most of the artifacts are either hero-aligned or not an independent threat, like Graaz, Unstoppable Juggernaut. If you want a challenge, Omarthis, Ghostfire Initiate, but I wouldn't, just for lack of depth.

: Villains are oddly centered on Old Kamigawa. Konda, Lord of Eiganjo is a near-immortal emperor and master duelist. Hokori, Dust Drinker is destroying resources and the land. And, of course, there's the apocalyptic, unrelenting evil that is Hazduhr the Abbot.

: Heidar, Rimewind Master is an elementalist fanatic. The manipulations of Orvar, the All-Form or Kami of the Crescent Moon could cause problems, as could a big sea creature like Tromokratis or Charix, the Raging Isle.

: Pretty much everyone. It's easier to count the people who aren't outright villains.

: Relatively few actual villains, but a bunch of manipulators, dragons, and angry people that could fill the role.

: A bunch of wild animals and nature types. No scheming villains, but a good selection of rampaging monsters. Meng Huo, Barbarian King would be a unique choice (if you're willing to.proxy or drop $150+).

: Polukranos Reborn  Flip is the most (only?) villainous character in these colors.

: Lots of options, from the behind-the-scenes manipulation of Lazav, Dimir Mastermind to the illithid Captain N'ghathrod, Gisa and Geralf's necromancer army, whatever Umbris, Fear Manifest is, and a lot more.

: A few options, but lots of depth in them. Insane biologist Momir Vig, Simic Visionary and his magnum opus Experiment Kraj, nature's avenger Uro, Titan of Nature's Wrath, or maybe Aesi, Tyrant of Gyre Strait is flooding the area.

: A very deep and wide pool for villains. Vampires, demons, dragons, demon dragons, warlords, torturers...

: Grakmaw, Skyclave Ravager joins the ranks of the big scary monsters. A more calculating BBEG would probably be one of the death lords like Jarad, Golgari Lich Lord. Vhati il-Dal or Old Rutstein or probably more storyline villains than BBEG material.

: A very shallow pool. Storvald, Frost Giant Jarl, Rubinia Soulsinger, and maybe Falco Spara, Pactweaver or Katilda and Lier (mostly because of Lier) are the best options for an Archenemy villain. I'd throw Kros, Defense Contractor in, but goading is kind of limited when you're the Archenemy.

: This color set will probably be either a cold, distant, merciless villain or a manipulative puppet master. Raffine, Scheming Seer and Oloro, Ageless Ascetic fall into the first category, and Sen Triplets and The Ever-Changing 'Dane in the second. Varina, Lich Queen is another option for a zombie army.

: Big, angry, and violent, with some good dragons. Xira, the Golden Sting and Vazi, Keen Negotiator break out of this mold, but they strike me as more lieutenant-types, not arc villains by themselves.

: Not much; these tend to be either heroic or big smashy monsters. Uril, the Miststalker could work.

: Queen Marchesa is a classic, as you mentioned, and Edgar Markov is right there, too. Actually, this color set has some good depth and variety for an Archenemy. Some are more overtly villainous, and some are just very martial. My top picks would be Edgar, Licia, Sanguine Tribune, or Tariel, Reckoner of Souls.

: Mostly either weird esotericism or "nature's avenger" types. I don't think any of these are outright villainous in-story, but most of them have loose or vague stories. With the right deck, this could be a unique and interesting villain. Riku of Two Reflections is my top pick.

Four-color sets in general: Any of them would work, except for a couple of the .

: Use this color set if you want a truly apocalyptic feel. saluma mentioned Tiamat, which is a very good choice, and finding a way to get through Progenitus or O-Kagachi, Vengeful Kami is a story of epic scale.

Delphen7 on Pattern Recognition #289 - Voltron …

8 months ago

I think speed is the most important part of Voltron. The strategy needs to rack up the damage as quickly as possible to avoid giving opponents time to respond to your threat(s). This means cheating on costs, and playing very cheap commanders that are hard to interact with.

Rograkh, Son of Rohgahh, and Ardenn, Intrepid Archaeologist, for example, are a very difficult pair to interact with, because they can cheat costs (Colossus Hammer :D ), have evasion, and are low CMC. The first turn is spent playing them, and subsequent turns are spent building up your threats. If they are removed, you can esaily recast them, or use Ardenn to make another random creature a massive threat

Commanders like Balan, Wandering Knight, or Uril, the Miststalker are slow(er), don't intrinsically have evasive abilities, and require you to wait on them to build up, so once they're gone you're severely set back.


Sometimes you're not fast enough though, and Voltron tends to turn into a very political deck at that point as you try to get opponents to let your threat stick in order to deal with other opponents. "If you don't remove my creature I can stop player C from winning next turn".

You usually still lose at this point though if everyone knows what they're doing. Speed is of the essence.


This is why I love utilizing other players combats. You could limit yourself to one combat, but cards like Assault Suit can quadruple how fast you're killing your opponents (and has the perk of preventing the pesty sacrifice that was mentioned).

This is also why Slicer, Hired Muscle  Flip has been so competitive, because it's Assault Suit built into a commander with incredibly aggressive stats -- 28 damage a turn cycle is more than most decks can do with lots of setup, and that's just the minimum. It can come down turn 1, and no one wants to remove it because everyone wants to use it. It's free damage!


Voltron, while more direct than a Giant Growth, does tend to play a lot of the same head games with people to make your creature stick as long as possible.

legendofa on Fun commanders

1 year ago

FormOverFunction Quick aside: "Dearth" means "lack" or "shortage". A dearth of options means you don't have any.

umbra-taint Are you going for -centric options, or are Shattergang Brothers and Uril, the Miststalker just the ones that looked most interesting to you? Do you have any preference in color or strategy?

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