|Commander / EDH||Legal|
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|Seventh Edition (7ED)||Common|
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|Fourth Edition (4ED)||Common|
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|Limited Edition Alpha (LEA)||Common|
Combos Browse all
Enchantment — Aura
Whenever enchanted land is tapped for mana, its controller adds to his or her mana pool (in addition to the mana the land produces).
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Wild Growth Discussion
1 week ago
Green has some awesome enchantment ramp like Wild Growth and Market Festival. Even with all the ramp I would consider raising your land count up, typically around 37 is standard and adjust from there. You could add in some utility lands and non basics like Mosswort Bridge or Scavenger Grounds.
Just a few suggestions to hopefully move you along.
2 weeks ago
Monogreen casual Timmy decks always bring me back to my first few years of playing Magic. Reminds me of my favorite combo of Protean Hydra (my first mythic rare ever) and Shape of the Wiitigo. Good times.
I also have to recommend Symbiotic Wurm as a nasty classic. Have fun brewing!
3 weeks ago
I feel like you could lower your creature count and raise your land count unless you plan on adding more ways to cheat out creatures like Lurking Predators. I would add in your standard mana fixing Evolving Wilds, Terramorphic Expanse, and then if your staying on a budget the guildgate and other slow lands like Boros Guildgate.
Just some suggestions.
1 month ago
Your land base confuses me. Why do you have an Esper land? Additionally, Burgeoning, Wild Growth and Contested Cliffs are not modern legal (never printed in modern sets). After cutting those you should have four spaces cleared
1 month ago
I think you need some more 1-drops that ramp you; currently you're only running Commune with Nature, which draws another creature, but doesn't get you ahead, which is super important considering your abundance of 4-and-5-drops. I suggest including a playset of Wild Growth, this way the mana produced still works with Imperiosaur.
1 month ago
Needs more Colfenor's Urn. Mostly for flavor.
Also feels like it needs more forests? Half your creatures are only as big as your mana-base, which makes 33 land feel very small, and also Wild Growth substantially worse ramp than stuff like Cultivate or Explosive Vegetation. Maybe Search for Tomorrow?
PookandPie on Uril
1 month ago
I too, run Uril. Here are my suggestions for cuts to get you down to 100:
Avacyn, Angel of Hope. You can make your most important permanent indestructible with Shield of the Oversoul. By the time you could cast Avacyn, you should have been able to knock someone out of the game long before that point.
Abundance. It's really not that good of a card. You should be able to crush mill decks before they grind you out and you don't need to avoid drawing lands later in the game because you should be able to clear out a table of people by turn 7-8 even on a budget (so playing Abundance and getting 2 triggers off of it is meh for 4 mana).
Sigil of the Empty Throne is win-more like crazy. You only run 30 enchantments, and if you're casting all of those auras you should've killed everyone with Uril already.
Celestial Mantle is win-more as well. It's only +5/+5 (you get the same power boost from Madcap Skills at 4 mana less!) and doubling your life total isn't really that beneficial when you're out to lower everyone else's life totals.
Mayael's Aria is win-more. If Uril has 20 or more power, you've already won the game, why go through the extra step of playing the enchantment? Coincidentally, Seize the Day costs 1 more mana and, if you have a 21 power Uril, lets you smack down multiple players in a single turn. That's pretty important.
Sphere of Safety. It's just a worse Dueling Grounds. It's too much mana and you should typically have the biggest threat at the table. I originally had Safety in my deck too, but I took it out a long time ago.
Pick one of your enchantment recursion tools and remove 2-3 of the rest. Crystal Chimes is worse than Replenish or Retether, Nomad Mythmaker is slow and vulnerable (creature), and Starfield of Nyx can recur your enchantment without forcing you to pay mana, but it makes your non-Auras vulnerable to the most common removal in the game, creature removal. I'd, personally, keep 1 of these and remove the other two. You also have Open the Vaults, Retether, and Reviving Melody, which I also think is too much. You have 6 right now, I think it would be best to just run 2-3, so drop 3-4 of these cards. I, personally, would use 1 repeatable recursion tool (Nomad/Starfield) and a single 1 shot recursion tool.
Fountain Watch is too expensive for the ability he provides. Sterling Grove costs several mana less and you don't even run that many artifacts, so you're already running the better of the two cards, so drop Watch.
Venser's Journal doesn't help you kill people and is a very mediocre card in a deck that wants to beat opponents down.
Hero of Iroas. You're not going to be putting auras on him when Uril and Kor Spiritdancer are much better plan A's and B's. Making auras cost 1 less is mediocre when you could just run real ramp.
Enduring Ideal is very, very bad here. Your plan hinges on a Commander creature, so if you cast Ideal and someone Cyclonic Rifts your board back to your hand, you just knocked yourself out of the game (congratulations: you played yourself meme). For as out of hand as it can make your board state, it can backfire so, so much worse. Drop it ASAP.
That's 13-14 cards dropped to make it back to 100.
Now I'm going to inundate you with my favorite Uril cards:
Madcap Skills- 5 power for 2 mana, plus evasion. Extremely good, I recommend it.
Cartouche of Strength- Removal on Uril plus an additional +3 power, and evasion. Highly recommended.
Snake Umbra- Protects Uril, gives +3 power, and lets you draw cards when Uril hits. Nothing but a lot of love for that card.
Aura of Silence- the only thing better than playing your own enchantment cards is making your opponents cards cost more. It's hilarious to watch opponents try to figure out ways to play around it once it's down, as it'll shut off opposing enchantment/artifact strategies with ease.
Dueling Grounds- does basically the same job of Sphere of Safety at 2 mana less.
Aggravated Assault- Infinite combat steps with Uril + Bear Umbra. It speaks for itself and is a Uril staple.
Impending Disaster- Hate Cyclonic Rift? Slapping this down will prevent them from ever casting it against you. It's easy to play- Get Uril out, enchant him with a couple things, lay this out and then beat everyone to death while they can't cast spells.
Consider: Trace of Abundance and Wild Growth over some cards in your current ramp package. They trigger Enchantreess effects and ramp you, so they're pretty reasonable. Hunter's Insight is a great little card that costs 2 mana less than Hunter's Prowess but does a very similar effect; good enough to be run alongside it, I feel. Garruk, Primal Hunter is another one you may want to look at, as well, due to his -3.
Quick added note: Remove Gift of Immortality for Shielded by Faith. It's generally better unless you develop some odd 4 card combo board state- Gift makes Uril go to the graveyard which means you lose all of the auras attached to him, while Shielded prevents him from ever getting destroyed in the first place (plus, you can slap it on something before you cast Uril and move it to him later! Flexibility is awesome).
That's all I got for you right now. I have a Uril deck, located here: Uril: You Ain't Seen Nothing Yeti, check it out if you want some ideas. Have fun!
2 months ago
Ive seen you have added a Boreal Druid and while I fully support cutting Bloom Tender, I wonder whether Utopia Sprawl wouldnt be a better replacement. Yes, its not a creature and it has no synergy with Tymna or Priest of Titania but it provides any color you need. You already run Wild Growth and to be fair the drawback that requires a forest as an aura target is close to nonexistent since 10 fetchlands, 3 shocklands, 3 dual lands and 1 basic make over half the lands in the deck potential forests. Well, Sprawl even makes Arbor Elf a little bit better :).