Vow of Duty
Enchantment — Aura
Enchanted creature gets +2/+2, has vigilance, and can't attack you or a planeswalker you control.
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Vow of Duty Discussion
2 days ago
Wild Research has a color identity, and is not legal for your deck.
The only way I can think of to attach lots of auras to Uril at the same time is to play Retether, Open the Vaults, or Replenish while you have Uril out and a lot of auras in the graveyard already. Either that or play Primal Surge and hope you don't hit a non-permanent. Up to you whether you think either of those are a good idea.
The ONLY ways for you to deal infect damage with Uril in Naya colors are Grafted Exoskeleton and Triumph of the Hordes. There are no other cards that grant infect to a creature outside of blue and black.
Symmetrical card draw is very bad in EDH, since it just gives people more gas to answer you or win the game ahead of you. Font of Mythos, Horn of Greed, Howling Mine, Omen Machine, Temple Bell, and Rites of Flourishing should all be cut. Wheel of Fortune and Reforge the Soul are usually better because you can wait to cast them until you have no hand and your opponents have lots of cards, but you actually have better options in green, so I'd recommend cutting at least Reforge.
Replace with the following: Sram, Senior Edificer, Kor Spiritdancer, Rishkar's Expertise, Sage's Reverie, Soul's Majesty, Abzan Beastmaster, Mesa Enchantress, Verduran Enchantress, and Eidolon of Blossoms (maybe).
You also NEED better ramp. Tithe, Cultivate, Journey of Discovery, Elfhame Sanctuary, and Kodama's Reach are all sub-par and should be cut. 41 lands is also WAY too high. You'll be able to ramp much more consistantly if you cut that down. You can go down to 35 lands without a problem, and then after that you can cut one land for every 0 CMC mana rock you add to the deck. (Don't worry about Exploration, Burgeoning, and Oracle of Mul Daya being less effective. The extra draw factor will offset that. I would probably cut Azuza though, since she doesn't give you much if you aren't flooded with land.) Out of your lands, Jungle Shrine, Maze of Ith, Mikokoro, Center of the Sea, and Temple of the False God are all kind of bad and could be cut. Some better utility lands would be Kessig Wolf Run and Hall of the Bandit Lord.
All of the following are better ramp than you have: Mana Crypt, Mox Diamond, Chrome Mox, Lotus Petal, Lotus Bloom, Ancient Tomb, Nature's Lore, Three Visits, Coalition Relic, Boros Signet, Selesnya Signet, Gruul Signet, Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Avacyn's Pilgrim, Dryad Arbor (tutored off of Green Sun's Zenith, Harrow, Crop Rotation (into Ancient Tomb), Gemstone Caverns, Chromatic Lantern (maybe), Joraga Treespeaker (maybe), Skyshroud Claim (maybe), Trace of Abundance (maybe), Fertile Ground (maybe), Utopia Sprawl (maybe), and Wild Growth (maybe). You may also want to consider Herald of the Pantheon or Hero of Iroas to reduce the cost of your spells.
Now, on to the auras. You have a ton of auras that don't really do... anything? I get that you want to buff Uril as much as possible, but EDH is format of card advantage, and you really shouldn't be playing cards that just read, "your commander gets +2/+2."
I would cut all of the following Abzan Runemark, Angelic Destiny (this really doesn't give you much for 4 mana), Asha's Favor, Burrowing, Call To Serve, Cave Sense, Crown of Awe, Dust Corona, Eternal Warrior, Griffin Guide, Gryff's Boon, Inviolability (He already going to be the biggest thing around, why do you need this?), Murder Investigation (You have no support for these tokens.), Nimbus Wings, Serra's Embrace, Triclopean Sight, Vigilance, and Vow of Duty.
And here's what I recommend in their place:
Extra protection for your commander: Shielded by Faith, Spider Umbra, Hyena Umbra, Felidar Umbra, Bear Umbra, and Flickerform. (Speaking of protection, Tajuru Preserver, Grand Abolisher, Vexing Shusher, Gaea's Herald, and Sigarda, Host of Herons are all good ways to make sure Uril can't be messed with.)
Also put in Spirit Loop. It's cheap and comes back if Uril leaves play somehow.
Other miscellaneous stuff:
Heliod's Pilgrim, Open the Armory, and Plea for Guidance are other tutors you could include. Open the Armory also grabs Grafted Exoskeleton and Helm of the Gods if you put them in, so I'd recommend it.
Nomad Mythmaker might make a useful recovery tool.
Mayael's Aria buffs Uril, gains you life, and can straight up win the game for you, nuff said.
If you can find the space, you could really use better board control to deal with problem permanents. Here are some good removal spells in your colors: Swords to Plowshares, Beast Within, Chaos Warp, Oblation, Krosan Grip, Oblivion Ring, Qasali Pridemage, Return to Dust, Hull Breach, Winds of Rath, Chandra's Ignition, Austere Command, and Wrath of God.
And that's all I can think of at the moment. Good luck.
6 days ago
Good deck. I like some of the ideas you have in this deck but I feel that some cards are too weak and you are missing some really good cards. Here are the weak cards:
Darksteel Mutation, this is a 1-for-1 creature removal card that works fine in a 60 card deck when you're dueling. Not so good in a multi-player game.
Pacifism, same as above
Suppression Bonds, same as above and high mana cost.
Vow of Duty, yes it pumps a creature that then can't attack you, but there are better options.
Vow of Flight, same as above
Vow of Lightning, same as above
Glaring Spotlight, if you aren't running spot removal, not sure what this is for.
Cards you might consider:
Bronze Bombshell, hits for 7 damage and you can bring it back with Hanna.
Varchild's War-Riders, Tokens for everyone!
Thought Lash, exile stuff before it hit's play.
Puca's Mischief, another card to move things around the table.
Taniwha, to phase out lands.
Psychic Vortex, is a maybe, could be fun.
Avaricious Dragon, getting rid of hand options.
Gwafa Hazid, Profiteer, to keep creatures from attacking you.
I hope that these recommendations at least give you some new ideas. Let me know what you think. As always, temper these suggestions with your budget and your collection.
2 weeks ago
First of all, thanks for the comment!
For a first deck, I'd say you might want to gravitate towards something less political, or at the very least something less... Game changing. Group hug decks are extremely fun, but in moderation; sometimes people like to be able to play their decks as they intended them, and while group hug can make the game crazy and fun, it's good to have some normal games as well. This deck is very fun to play but it's mainly a good second or third deck to have when you are really feeling zany.
In terms of politics, there are a lot of cards that come to mind that you could play that would work perfectly in EDH for somebody who is new to EDH (for example Vow of Duty/any of the other vows, any form of offering like Intellectual Offering). In addition to cards like this, my advice to somebody who is new to EDH is to give your opponents a choice; Will of the Council is a really fun mechanic for EDH, same with cards like Illicit Auction, Pain's Reward or Liar's Pendulum. My main rule for playing politics in EDH is that you either go all-in or you only dabble slightly. If you try any middle-ground people will become pretty suspicious of you. Silly cards like Wild Ricochet and Puppet's Verdict will always gain you some allies though, since the format heavily rewards creativity.
Anyways, sorry for the wall of text! In short, I'd say you might want to save this deck for a second or third slot because going all-in on group hug definitely requires some finesse.
If you want to still play the politics game, try to start off with things that benefit you as well as other people like the Offerings. Targeted/semi-targeted spells ensure that you are able to help the little guy rather than making the big guy more powerful as well. A great example of stuff like this is either of these two decks: Your Best Evil Friend - EDH Tempting Deals and Chaotic Ruhan - Fun Randomness in EDH. They primarily focus on building your own defense/offense powers, but they still help people out just enough to gain their favour through the use of silly card effects and a bit more of a toned-down group hug style.
Hope this helps, and that you have a blast with whatever deck you end up playing! If you want any more suggestions just feel free to ask!
3 weeks ago
Shock and Pharika's Cure are not effective cards in EDH. Swords to Plowshares and Utter End are better single target removal. Liberating Combustion and Chandra, Pyrogenius also aren't your best options.
Wraths are not only staples in EDH, but also work really well with Zurgo, so having only Wrath of God is too few. Day of Judgment is 95% as good. Blasphemous Act is often better. Chandra's Ignition will wipe the opponents' fields, damage them, and put a bunch of counters on Zurgo.
Zurgo already has haste, so Cobbled Wings or Kitesail might outperform Fleetfeather Sandles. Gift of Orzhova will keep you healthy. First strike doesn't matter much for Zurgo so Chariot of Victory is a suboptimal way of gaining trample. Try Whispersilk Cloak to get perfect evasion and protection from targeted removal. Strata Scythe really isn't meant for three color decks. Marble Diamond is worse than a Boros Signet, I would recommend all three in your colors.
44 lands is a lot; average Zurgo deck has 37. Karoo is bad, much worse than Orzhov Basilica. Use Rakdos Carnarium too. If you have Terramorphic Expanse, might as well use Evolving Wilds. Rather than Drifting Meadow, use the black and red one-mana cyclers. No need for Boros Guildgate when there are still more scry-lands and life-lands to use. Radiant Fountain doesn't provide enough compensation for being colorless in a three color deck with no lifegain theme. Reduce the number of basics to get to at most 40 lands (probably fewer since you have quite a few mana rocks), and replace some basics with vivid lands if needed to cover your color requirements.
You are right to think of removing Lightning Shrieker, it works really poorly with equipment and even worse with auras. Kari Zev is sort of a random choice, what is your intention with her?
Aspect of Gorgon is not your best choice, Zurgo has no need for deathtouch. Edge of the Divinity and Blessing of the Nephilim cost 2 less and give two more power. Marked by Honor is just worse than Vow of Duty. Burning Anger is really slow. Open the Armory is a great tutor with this many equipments and auras.
There's absolutely no card draw here. Black has plenty of good options.
2 months ago
Vow of Flight, Vow of Wildness, Vow of Lightning, and Vow of Duty to prevent your own commander from swinging back into your own face while still being an offensive powerhouse. Assault Suit also fulfills this role.
Prismatic Geoscope is a great budget way to massively ramp out in a 5-color list.
Commander's Sphere is great at fixing your mana, and popping it for card draw is always useful lategame.
Tempt with Discovery is a nice group hug card that helps everyone ramp out, but mostly you. The fact that it can grab ANY land, and not just basics, is critical in a 5-color decklist.
2 months ago
2 months ago
That is true... but you can have a tribal subtheme like allies, then include all of the vows (Vow of Duty) and Assault Suit. You could even skip the subtheme and do something weird like an Astral Slide subtheme to offer some serious protection for Katona.
The false goddess can be an amazingly fun commander and surprisingly diverse in her angles of victory.