Uril, the Miststalker

Uril, the Miststalker

Legendary Creature — Beast

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

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

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Set Rarity
Alara Reborn (ARB) Mythic Rare

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Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Uril, the Miststalker occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Uril, the Miststalker Discussion

DemonDragonJ on Double Masters

3 days ago

I would like to see Godsire, Meglonoth, and Uril, the Miststalker reprinted in this set, since none of them have ever been reprinted, before.

dbpunk, most of the cards that have been revealed, thus far, are excellent cards that need further reprints to keep them affordable, so I would not dismiss this set as a "cash grab" (but I do fully agree that the Secret Lairs are definitely cash grabs).

Game_of_Cones on Synonyms/Nicknames System for Deckbuilding and ...

5 days ago

Uril, the Miststalker: I call him “Speedo” aka “Mister Earl”

ChickenBoy13 on Uril, The Miststalker

1 month ago

Just look at the auras , and choose the ones you like.

I'm upvoting because it's an Uril, the Miststalker deck.

raspberryfish25 on Karametra, Enchantress

2 months ago

I never really thought about how Emeria, The Sky Ruin and Karametra, God of Harvests interact because you are right you are ramping a lot of plains with Karametra. How quickly are you ramping in this deck because when I ran Karametra as my commander I found by the time I was able to cast her most of my small support creatures had already been cast from my hand.

I also agree going a Voltron style of play in EDH is risky unless you are using creatures like Uril, the Miststalker or Sigarda, Host of Herons with built in strong evasion / protection. However, I found using Ancestral Mask as one of the cards in the 99 makes for a strong secondary wincon. Sure, the Maze of Ith and boundless instant speed spot removal exist but, if you time that Voltron alpha strike correctly you can typically knock one opponent out the same turn you play Ancestral Mask. Not sure how good you are at politicking at your table but, even if someone at the table has an answer to your big Voltron creature you can typically talk your way into letting the creature live until combat resolves. This is assuming the person with the answer is not the person you are trying to kill. If that is the case then you are screwed!

Anyways, glad I was able to give you some advice.

Wesjohn11 on Uril, the Fist-Talker

3 months ago

Joe_Ken_ I have both Angelic Gift and Unquestioned Authority in the deck. when the deck was originally constructed, it contained all the cards you mentioned. I took them out and swapped them for cards with lower CMC's with similar effects. doublestrike is nice, but what good is it if the defending player blocks with a 1/1 creature token? I find that the auras I use offer enough evasion, pump, and protection so that I don't have to worry about getting trample. whatever Uril, the Miststalker is swinging at, it's taking it all. I will note that vigilance would be useful, but I've playtested this deck a few times now, and if I don't win with it I give the winner a run for his money. those are great suggestions, but personally, for what I want to do I don't think they're the right fit for my build.

SaberTech on Pattern Recognition #141 - Voltron

3 months ago

Hey Berryjon, thank you once again for producing another fun article.

I just wanted to say though, I don't think that you gave Green all the kudos that it's due for what it can add to a voltron strategy. So just to even things out a bit, I'm going to toss some additional info here for people who might be new to the format and/or the voltron strategy.

First off, Green does offer protection for your commander with cards like Heroic Intervention and Vines of Vastwood, which not only protects your creature but can also help it hit harder as well. Granted, White's color protection spells also allow your creatures to attack past blockers while Blue's counterspells can stop wrath effects and enchantment/artifact removal, so I do understand that Green's additions may seem lackluster in comparison.

But where green can shine is that it is the primary color for Hexproof, which shows up on a number of its creatures. You see it on the Sigarda, Host of Herons that is mentioned in the article, and on other classic voltron commanders like Uril, the Miststalker. Being able to save some card slots on protection because your commander already has some built in allows you to include more cards for hindering your opponents so that your commander has more opportunities to swing in.

Speaking of hindering, Sigarda, Host of Herons's ability to prevent sacrifice effects is part of the green color pie, although I think it only also appears on Tajuru Preserver. Green can hate on counterspells, which are a particular bane of strategies like voltron that focus primarily on producing single big threats, with the help of cards like Prowling Serpopard, Vexing Shusher, Rhythm of the Wild, and the newly printed Destiny Spinner. Green likes to see its creatures hit the board and it has the tools to help make it happen.

Green is also one of the colors for a notable selection of effective voltron commanders beyond the ones that have already been mentioned, so just to list a couple more:

Jenara, Asura of War can often enter the battlefield as early as turn 2 with the help of something like Birds of Paradise, has built in evasion with flying, and is capable of permanently pumping herself. If nothing is done about her, A turn 2 Jenara can potentially kill an opponent as early as turn 5 all on her own.

Rafiq of the Many is another classic voltron commander that can quickly kill opponents with his exalted boosts and double strike. Giving double strike with cards like Silverblade Paladin is really effective at ramping up a voltron commander's kill time, and Rafiq already has it built in. Rafiq's double strike also make him a dangerous carrier of equipment like Sword of Fire and Ice since it lets you get twice the number of triggers if you manage to deal combat damage.

As a side note, both of those commanders being Bant colors means that they get access to Finest Hour. Who needs red for extra combat steps? :D

So yeah, Green can contribute some pretty strong tools when it comes to the voltron game. Is it better than Red? I have to admit that all the extra combat step cards that Red has makes a compelling argument for its superiority. But when I see an Aggravated Assault teamed up with a Nature's Will or Bear Umbra to create infinite combat steps, you'll have to forgive me for smiling just a bit. ;)

Last_Laugh on Help with Long Game Voltron ...

3 months ago

I agree Griff. Uril, the Miststalker, Narset, Enlightened Master, or anyone else with built in protection would be better and allow him to switch out only 1 color. Red also gives access to Smoke which is worth its weight in gold in voltron strategies.

Rafiq is weird that he wants you to go wide in order to attack tall... that's a lot of wasted deck space that could be ramp/voltron cards imo.

Spirits on Arahbo, Xenagos... for Cats EDH

4 months ago

Ok, so lost to Tolsimir, Friend to Wolves, not awesome, he really matches well with the fight though. I did manage to win all the other rounds, but seeded low right off the start, so didn't face too many difficult decks.

New strategy:

Switch Spike Feeder to Heliod, Sun-Crowned + Walking Ballista line that has a win-con instead of just infinite life, which is useless. This combo is CMC9 so it's not functional without further rework of the mana ramping. Can break it up, CMC3 for Heliod, Sun-Crowned and then CMC4 + CMC2 for Walking Ballista and Lifelink, but thats still CMC6.

Infect will still be line 1, refine some synergy around that.

Add more fast mana like Lotus Petal. Add Swiftfoot Boots or Lightning Greaves back to have some synergy with Puresteel Paladin. Figure out something there. Have to ramp more.

Synergize the tutors with Walking Ballista. Finale of Devastation is probably wrong now. Green Sun's Zenith still is CMC1 ramp for Dryad Arbor. Re-audit each cat.

Add infinite draw combos with The Great Henge and cats, likely Whitemane Lion + Aluren but there must be others. Fleetfoot Panther isn't too exciting, but we'll see, there are a few other cats like Fleetfoot Panther, only take on cats that don't suck as well.

Have to find a way to build combos with a cat, need a T1 solution? in selesnya? I don't want to take it Stax, would rather figure out how to stay combo.

I can't see any equipment changes other than the boots coming back in. Greater Good might come out if no combos with it, but I do like it for the draw, so maybe not. I've been looking at Rafiq of the Many and Uril, the Miststalker but don't see that as the right way to go, think the equipment package is correct. Sword of Feast and Famine still presents the challenge with Pro-green, but none of the other swords give me pro-black without pro-white/pro-green that are any good.

Need to get creative, might start a Arahbo, Roar of the World discord, hmm, need to brainstorm. We need some good white cards in commander, and some really high powered cats. Mirri, Weatherlight Duelist and Leonin Relic-Warder the only really functionally played cats.

Thats the plan, lots of thinking and building synergies to work through. I'm playing it as is again (no Heliod and Ballista) this weekend again to try and get an evaluation of what is working. Strengthen the infect a bit too.

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