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Runes of the Deus
Enchantment — Aura
As long as enchanted creature is red, it gets +1/+1 and has double strike. (It deals both first-strike and regular combat damage.)
As long as enchanted creature is green, it gets +1/+1 and has trample.
Runes of the Deus Discussion
3 weeks ago
So the main bonus of green in EDH is its access to mana dorks. Llanowar Elves , Elves of Deep Shadow and Orcish Lumberjack all belong in this deck, and you may want to find a place for Elvish Mystic , Priest of Titania , Fyndhorn Elves , Birds of Paradise , Deathrite Shaman , Arbor Elf and/or Bloom Tender . Note that Arbor Elf is especially powerful if you end up running cards like Wild Growth , Elvish Guidance and/or Wild Growth . Dorks will accelerate you early game and provide sac-fodder in the late game.
Faithless Looting is a really good source of card selection for one mana. You're probably going to want to run it, as it makes a lot of mediocre hands much more keepable.
Green Sun's Zenith is a great card to consider, especially since you're already running Dryad Arbor . If you cast Green Sun's Zenith turn one for X = 0, you can fetch Dryad Arbor right away. It's a good form of one mana ramp outside dorks and enchant-lands.
A lot of your dudes are gonna die in a sacrifice deck. In order to get card-advantage out of this, you should run Grim Haruspex , Midnight Reaper and/or Harvester of Souls . Unfortunately, these don't trigger with token-deaths, but they'll still help a lot. Deathreap Ritual is similarly powerful and triggers with token deaths, though it only triggers once a turn.
Speaking of card-draw, you have access to some good stuff there. Painful Truths is a three-mana draw-three I've been very impressed with, and Shamanic Revelation is also helpful. From a permanent-based point of view, Phyrexian Arena and Slate of Ancestry are the way to go.
A lot of your removal are one-for-ones (see Terminate , Hero's Downfall , Doom Blade , etc.). In general, I find one-for-ones are usually not very powerful in a format with three opponents, as you're facing three times as many cards as you have. Your Damnation is a great start; consider Toxic Deluge , Hull Breach , Decimate , Casualties of War , Windgrace's Judgment , Reckless Spite , By Force , Ancient Grudge , etc. I've found these to be more efficient, and therefore more powerful, than one-for-ones. Some one-for-ones, though, are so tough to counter or are so efficient as is that they're worth including: Nature's Claim and your Krosan Grip come to mind.
Runes of the Deus comes to mind as a good way to force through commander damage.
I've always liked Smallpox , both in general and in EDH. You might have luck with it in this deck; similar cards include Innocent Blood , Smokestack and the card Pox itself. If you choose to go the Smokestack route, Bitterblossom and/or Ophiomancer are worth considering. They might be worth considering anyways, though.
Spellbreaker Behemoth is an efficient creature that disrupts countermagic. Harsh Mentor , Pyrostatic Pillar , Eidolon of the Great Revel , Shattergang Brothers or Stranglehold are similar ways to punish opponents while having good cards on your side.
Finally, you should consider Overrun effects as secondary win-conditions. Using Natural Order to grab Craterhoof Behemoth while you have a wide board can easily win you the game; Green Sun's Zenith or Chord of Calling also do the job, though they're more expensive mana-wise and therefore worse. Triumph of the Hordes is a similar card that can snatch games, though it cannot be tutored as easily.
Ok! Good luck -- that's all I got.
2 months ago
Cool take on the Uril build. Take a peek at my uril deck for some ideas. It's quite a bit more expensive than yours but you should be able to find some good cheap cards that you don't have. Here is just a few suggestions: Entangler , Faith Unbroken , Runes of the Deus , Sigil of the Empty Throne , and Sphere of Safety . They are a bit higher CMC than most of your deck but they are game changers
2 months ago
The weakness of voltron is removal, so starting of with a commander that is either hexproof or indestructible imho is more important than an ability that makes it a threat.
If you are willing to be a bit flexible on the Selesnya pairing splashing red for Uril, the Miststalker could be great. he is both hexproof and a natural voltron ability. It also allow s you to run some nice voltron cards like Runes of the Deus Temur Battle Rage & Tiana, Ship's Caretaker (and many more these are just nice budget ones that come to mind). Your deck could still be mainly comprised of selesnya cards (including the ones you may already have)
If you were set on a selesnya voltron commander out of the ones you suggested i would recommend nazahn. As Balan is mono white and I think Mirri is so much better built as a classic wide board selssnya deck. I like Mirri at the head of an army and most of it getting through because they can only block with one creature.
5 months ago
7 months ago
Thanks for your reply, ghostfire86! My other decks had priority for a bit so only now picking this up again.
Sigarda, Host of Herons is a great card, but I feel it would be too random for my version. Force Sac and Bounce All are the two greatest weakness of the deck obviously. Your version gives you a few options to get Sigarda out when needed and mine is not focused on that. An infinite combo like your deck has is an alternative win but I'd rather lose than adding one. Just something I don't personally like :)
Shielded by Faith is something I would never cast on something as useless as an Enchantress. I prefer the totem armor cards because they are either cheaper or add something extra. If the shield would have had indestructible itself (like Darksteel Plate is) it would be different.
Sram, Senior Edificer is the cheaper option and therefore maybe better. I like the idea that Eidolon of Blossoms lets you draw a card when it enters (unlike Sram) though. Also, when reanimated with Replenish and with it other enchantments it could generate massive card draw.
Greater Good would be an awesome solution for when Uril would get blown to bits. If you at instant speed can draw an insane amount of cards it's easy to get him up and running in no time again without losing pace. Haste is an issue, that is true. I guess I will have to playtest this.
Runes of the Deus is of course steep in price, but this card is made for Uril. It adds flavor and coolness and it should be in there. I understand that other enchantments are cheaper and therefore more competitive, but I am happy with this for at least now.
11 months ago
This build is definitely a nice one. Things I think you should add:
Shielded by Faith-Indestructible is better protection than Totem Armor and can be moved from Enchantress creature to Uril later when ETB.
Sterling Grove-Secondary function is shroud for your enchantments
Eladamri's Call-Instant tutor to hand for creature needed like an enchantress creature.
Things that I question:
Greater Good-Draw potential is definitely there, but due to commander tax and inability to haste Uril, other than Xenagos, on next play followed up with Replenish or Retether, I don't see this being overtly useful. The massive card draw potential this deck has also has me question the ability to drop multiple spells per turn with constraints to hand size limit of 7 cards. Reliquary Tower or Thought Vessel would solve that issue for you.
Runes of the Deus-Don't get me wrong, this is a great card for Uril, but I question it in any competitive build for him. At 5 cmc it seems to much to create an overwhelming play without proper openings. Great for 1 shot, too much for clean sweep after proper set up has been gained, if you understand what I'm speaking of. It's kind of like how Eldrazi Conscription is a great 1 shot, but afterwards the remaining players in the group will cast global effects to prevent use on them. Keep in mind that sac effects get past totem armor, protection, and indestructible.
1 year ago
I've been playing Uril for a few years myself and I have a few recommendations (which, my list is here to give you reference from where my advice stems, as my list tries for t3 Uril and to KO someone by turn 4/5: Uril: You Ain't Seen Nothing Yeti).
Argentum Armor seems like an odd inclusion when not running Runes of the Deus, which lets you easily one shot a player when combined with 1 of most other auras (Shield of the Oversoul + Runes of the Deus = 26 Commander damage). Why destroy a permanent a player controls when you can make Uril go from 5 damage to 18 with a single aura and potentially just knock the player out of the game? Sure, it's a little bit slower, but it actively serves to end an opponent rather than just gaining you some life (then again, in my list I can plop a t3 Uril into t4 Runes + any 1 cmc aura to kill 1 player before they untap for their own fourth turn, so I don't necessarily consider its speed to be a negative factor when Pollenbright Wings is in this deck).
Spectra Ward isn't a great choice for Uril. I used to play it, but it prevents you from putting any additional auras on Uril after you cast it. Spectra Ward is more of a Bruna card since she can bring auras out of hand and graveyard without targeting, and even with Replenish that isn't easy to get around. You could easily find yourself stuck if you have less than an ideal hand, is what I'm saying. Also, Spectra Ward only really prevents damage effects from harming Uril, like Blasphemous Act (non-targeting damage sweepers), and doesn't help against things like Living Death, Cyclonic Rift, or Merciless Eviction, so I found my list to run better without it since indestructible effects protect better than Spectra Ward does, such as Shielded by Faith.
Cartouche of Strength is easily one of my favorite Uril cards. Give Uril +3/+3 and kill anything smaller than an 8/8 on board is nice for 2G, not to mention it gives him needed evasion. I feel like that'd be more worthwhile than Mage Slayer, since Mage Slayer is evasion but it doesn't deal Commander damage (which means you're hitting their 40 life total, not their 21 life total. And Mage Slayer is worthless if your opponent's decks run life gain).
Madcap Skills is just better than Exoskeleton Armor. The Armor requires their be at least 3 creatures in graveyards (which you don't run a huge number of yourself so this would almost entirely be off of your opponent's graveyards), but an immediate +5/+2 and can't be blocked except by 2 or more creatures evasion seems a lot more valuable since it's immediate and doesn't require the game drag on, and also doesn't get smaller once opponents begin dying and their graveyards leave the game with them. Tilonalli's Crown is also very similar and slightly stronger than Madcap Skills, too!
As opposed to the above advice, Daybreak Coronet will probably be more beneficial than one of the other equipment cards, as it provides vigilance, lifelink, and +5/+5.
Plea for Guidance is a card I dropped because of how mana-hungry it was, but it can be used to set up Bear Umbra + Aggravated Assault by itself, which is pretty powerful in slower meta games.
Overall, nice deck. Hope this helps you.
1 year ago
Runes of the Deus is the goto Uril aura. As for removal effects, you're pbetter off just running cheap to cast removal like Swords to Plowshares, Path to Exile, Beast Within, Nature's Claim, stuff like that. the issue with tying removal to auras is that A) if htey exist they will generally be expensive and B) you need to have something (Uril) in play to enchant. Not to mention having lots of sorcery speed removal feels bad.
If you want to use enchantments to remove stuff (to keep on theme/get value from the enchantress effects you should be running in the deck) then you have Oblivion Ring, Grasp of Fate and Song of the Dryads.
Runes of the Deus occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%