This Uril, the Miststalker deck was built with a voltron theme and is competitive in both 1v1 and multiplayer games.

The focus of the deck is on commander damage, with the enchantment effects focusing on keeping Uril, the Miststalker in the game, or providing trample or protection from creatures to ensure you can deal 21 commander damage.

Creatures

Most Uril, the Miststalker decks try to run as few creatures as possible, and only keep 10 or so in their deck. Personally I feel this makes the deck too vulnerable to effects that force you to sacrifice a creature, or effects that get around hexproof by forcing you to select one of your own creatures. While I don't agree with people who build their decks with 10 or less creatures, I do agree with them that creatures should not be the focal point of the build.

The compromise I decided to go with left me looking for creatures that help maximize the efficiency of the deck, with tutor effects, mana ramp, card draw, and protection being the main goal.

Enchantments

A common theme theme in most Uril, the Miststalker decks is to load the deck with enchantments that make your commander unnecessarily huge. I tend to avoid cards that fall under the "win-more" category and focus on cards that promote consistency. Commander damage only requires 21 damage, so I don't see the value in over developing the power of Uril, the Miststalker with cards that don't allow you to actually connect with an opponent. Uril, the Miststalker already receives a generous boost in power from his built in ability, so providing the tools that allow you to reliably connect with opponents is a much more efficient way to win games.

Abilities like trample, doublestrike, and protection from creatures are much more valuable to me than cards that do nothing but boost the power of Uril, the Miststalker .

The rest of the enchantment cards are defensive cards that help keep Uril, the Miststalker in the game.

Mana Ramp

My mana ramp comes from creatures, artifacts, and sorcery cards. These cards help pull land out the deck, ensuring you draw into your enchantments consistently, and provide an outlet to speed up the game and allow you to put out multiple enchantments at once.

Tutors

Most of the tutors are to pull necessary enchantments to your hand. I also included some creature tutors to help pull out useful card draw creatures, or creatures that are enchantment tutors for the combo tutor effect.

Card Draw

Decks with a lot of enchantments provide an interesting card draw outlet, so I took full advantage of the opportunity. I am using cards that allow you to draw when you cast or play an enchantment.

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Casual

92% Competitive

Top Ranked
Date added 5 years
Last updated 2 months
Legality

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 2.86
Jetons 0/1 Eldrazi Spawn
Folders Commander Decks, EDH Naya, Commander, Found Decks, EDH, Ideas, Commander, Uril ideas, Favorite, Fun EDH, See all 94
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