Uril, the Miststalker: Feast of the Beast

Commander / EDH Forkbeard

SCORE: 87 | 77 COMMENTS | 27759 VIEWS | IN 55 FOLDERS


Need for speed —June 8, 2017

Attempting to speed up the Uril plan of attack with a few more ramp options:

In: Cultivate, Kodama's Reach, Nature's Lore, Skyshroud Claim

Out: Cataclysm, Divine Reckoning, Eladamri's Call, Temple of the False God

Wooshadoodle says... #1

You could run Silent Arbiter along with Dueling Grounds for the sake of consistency. Cool Uril build, +1.

October 27, 2015 12:31 p.m.

Forkbeard says... #2

Ooh, I like that idea - Dueling Grounds is an all-star in this deck. Good call Wooshadoodle, thanks.

October 27, 2015 12:35 p.m.

Wooshadoodle says... #3

Np mate. Good luck with the deck!

October 27, 2015 12:40 p.m.

shmevin11 says... #4

Looks great! My one question; Is it difficult to keep him on the board? It seems like sending him to the command zone once is game over.

November 4, 2015 10:12 p.m.

Forkbeard says... #5

Hey, thanks shmevin11. That's the risk you take in most voltron decks, they're usually very general-centric. Uril's hexproof makes him resilient to spot removal but he is susceptible to board wipes - Indestructibility, Shield of the Oversoul & Darksteel Plate help in that regard. Sigarda, Host of Herons also negates any sneaky sac effects that also tend to plague Uril. I suppose the main threat are mass exile cards like Merciless Eviction.

Long story short, once Uril is out he tends to stick. Mana permitting, I can usually bounce back if he goes to the command zone a couple times during the course of a game. The janky new C15 land might also help in that regard:

Command Beacon

November 5, 2015 12:35 a.m. Edited.

shmevin11 says... #6

That makes sense. I played tested it a few times and it seems very fun. I really like your card selection.

November 5, 2015 9:54 a.m.

Forkbeard says... #7

Thanks man, it's definitely a fun deck to pilot. I've been playing Uril for years now (my 2nd EDH deck) and I'm still not tired of playing it.

Another emergency card that can be used in a pinch is Boros Charm, although I usually use that for the doublestrike.

November 5, 2015 1:05 p.m.

Forkbeard says... #8

Jeez, it's almost like they heard us talking shmevin11:

Shielded by Faith

Pretty damn awesome!

November 6, 2015 12:25 p.m.

shmevin11 says... #9

Looks like a great addition! Boros Charm seems fantastic. Extremely versatile.

November 6, 2015 12:40 p.m.

KCisSICKnasty says... #10

Dig the deck man! +1!

Any advice for a fellow Uril player?


Uril-ly Got Me Now

Commander / EDH SorinDankov

SCORE: 13 | 2 COMMENTS | 2442 VIEWS


December 29, 2015 12:38 a.m.

Forkbeard says... #11

Thanks! Your list is looking awesome too SorinDankov. Apart from the abundance of mana dorks in your deck, we're running very similar builds. I'll make a couple of card suggestions that have worked out well for me over on your deck page.

December 29, 2015 3:07 p.m.

metalevolence says... #12

It's expensive, but you are missing probably the most important card you could run, Cavern of Souls. I would also run stuff like Sylvan Scrying to find it.

I'd definitely play more ramp to start beating with uril faster. 2 cmc ramp is better than chromatic lantern too. Gruul Signet, Selesnya Signet and Boros Signet are great, as are Nature's Lore and Farseek. Fertile Ground is also good and has synergy.

Cataclysm is a stronger version of Divine Reckoning

Open the Vaults is worth considering

Abundant Growth costs just 1 mana, cantrips, fixes mana, and powers up all your stuff that cares about enchantments.

I don't think arcane lighthouse is worth the drawback of tapping for colorless, and it also gives opponents a potential hexproof answer if they run something like Confiscate. I'd rather have a basic land. I'd probably rather have a basic than the early game deadness of temple of the false god, too.

Cards to cut to make space: Iroas god of victory, soul snare, karmic justice, gift of immortality, eldrazi conscription. I'd also consider cutting aggravated assault as outside of the combo, 8 mana for a combat phase is quite bad

Cheers

April 22, 2016 4:16 p.m.

Forkbeard says... #13

Awesome feedback and suggestions metalevolence, thanks a bunch!

  • Cavern of Souls - Yeah, this would be a decent addition to the deck. Good colour fixing + ensuring Uril can't be countered would help. Definitely extravagant and falls firmly into the "would be nice to have" category...One day!
  • Ramp options - I see where you're coming from, there's a distinct lack of ramp in the deck. That said, I would never ditch Chromatic Lantern in favour of the signets - Entirely personal opinion but I've never been a huge fan of the signets. I know they're popular for a reason, I've just always found them underwhelming. Lantern's colour fixing however is always welcome in any deck running 3 or more colours. As for the ramp/colour fixing auras, those are a great idea! I'm particularly leaning toward your suggestions of Abundant Growth and Fertile Ground for the enchantress value.
  • Cataclysm - Now you're talking. I should find a home for it in here, definitely an evil card. I think I'll run it alongside Divine Reckoning though - I like that Uril survives with all auras in tact + the Flashback is nice too.
  • Open the Vaults - I've considered this card before but I dislike that it helps my opponents out as well. I'm selfish that way.
  • Arcane Lighthouse - This has become an auto-include in all of my EDH decks. There's a heavy slant on Hexproof in my meta (Thrun, Sigarda, Narset, Greaves/Boots etc.) so Lighthouse has become a bit of a staple. I can't recall anyone in my group running Confiscate / land thieving effects so I think I'm safe. Besides, that's what Strip Mine is for. I hear what you're saying in regard to Temple of the False God - If I ever get my hands on another copy of Cavern of Souls, I know what I'll be swapping out.
  • Aggravated Assault - Again, the combo is too good. While I agree that it's definitely a clunky activation cost, once it's out it's serious trouble...Even without the combo.

  • Thanks again for stopping by and giving your 2 cents metalevolence. You've given me some good food for thought!

    April 23, 2016 8:41 p.m.

    APC says... #14

    how about blade of selves? for myriad?

    July 18, 2016 4:01 p.m.

    Forkbeard says... #15

    Blade of Selves doesn't interact very well with legendary creatures: 04/11/2015 ruling - If the equipped creature is legendary, the tokens will all enter the battlefield. Then you'll choose one of them to remain on the battlefield. The others will be put into your graveyard. Any enters-the-battlefield or dies triggers of the tokens will work.

    July 18, 2016 6:03 p.m. Edited.

    Karzalar says... #16

    I'm looking at this deck, and i'm wondering... isn't Uril a bit slow to get out? Otherwise, this deck seems like it was build with every good enchantment.

    Still, i do have suggestions!

    Ghostly Prison + Sphere of Safety, both of them helps you never get attacked.

    Flickering Ward for repeatable draw with the enchantresses.

    Felidar Umbra for Totem Armor + Lifelink.

    Sigil of the Empty Throne since you run a lot of enchantments, get awarded token for them!

    Blind Obedience to slow them down. (Yes, you can play it, the W/B color symbol is reminder text, not ruling text)

    City of Solitude/Dragonlord Dromoka to break down counterspell decks. Since Cavern of Souls has already been suggested...

    If you want a bit more suggestions on this, i run my main deck the same way, with Sigarda at the head : Enchanted! I'm Sigarda, and here's how you die., go check and leave a +1 if you want! You got mine, though.

    Hope that helps! Cheers!

    August 12, 2016 1:13 p.m.

    Forkbeard says... #17

    Thanks for helpful suggestions Karzalar, definitely lots to consider. You're absolutely right about Uril being slow to get out - I've often thought that this deck needs more ramp (3 rocks and Oracle of Mul Daya is extremely ramp-lite). I'm going to tweak the deck a little today, see how it plays.

    I'll check out your Sigarda build now, cheers!

    August 13, 2016 1:14 p.m.

    Forkbeard says... #18

    Alright, made a few changes to spruce up my ramp game:

    Out: Return to Dust, Eidolon of Countless Battles, Soul Snare & Boros Charm

    In: Bloom Tender, Exploration, Fertile Ground & Trace of Abundance

    August 13, 2016 2:07 p.m.

    You've hit pretty close to what I'm aiming for. I had just got my enchantresses in the other day and threw it together. It's not on tappedout yet though.

    Big difference I noticed is I'm running more hatebears and controlly bits (though I'd love to have a Xenagod for this deck). I don't own a Kor Spiritdancer, I run Silent Arbiter or maybe Hushwing Gryff in that spot.

    Anyways, have an upvote

    August 26, 2016 9:36 p.m.

    Forkbeard says... #20

    Thanks SocialConstruct, Arbiter is a great choice. Let me know when you've got your deck up, I'd be interested in checking it out.

    August 27, 2016 12:16 p.m.

    Mine is still currently in prototype phase. I'm debating on whether to tear apart my Aurelia deck and my Omnath deck to push Uril to full power, since Aurelia has the Boros duals at the moment

    August 28, 2016 3:29 p.m.

    +1, I've always been looking for some good advice on an Uril deck and my search is over. Luckily, this build is very similar to mine. Super fun commander! I like Armed / Dangerous it's won me several games

    November 22, 2016 4:10 p.m.

    Forkbeard says... #23

    Kind words, thanks SphinxOfChimes1080! I can see Armed / Dangerous being a blowout in the right situation, cool little tech card.

    November 22, 2016 4:30 p.m.

    I think you need WAY more ramp in here. Getting out Uril quickly is super important in my games, since it gives them less time to prepare. I'm not sure how your meta functions, but I would run at LEAST 10 ramp spell/creatures. I also strongly discourage running Eldrazi Conscription. It seems good at first, but 8 mana is just too much, especially when it won't bring Uril to one-shot range. Gilded Lotus is also bad, since it takes up the 5-mana slot, which needs to be Uril 99% of the time in games. Same goes for Mirari's Wake.

    January 17, 2017 7:53 p.m. Edited.

    Forkbeard says... #25

    You know, you're not wrong. I could/should refine the ramp suite & you raise a valid point re. the 5 drops. Eldrazi Conscription is in here to act as a nasty Academy Rector surprise, but it's definitely clunky and not needed. That's some good critical feedback nomoreeightbit, you've got me thinking about honing the deck a little.

    January 17, 2017 8:40 p.m.