Your typical Uril Voltron deck. Get Uril into play as soon as safely and quickly as you can, load him up with auras, swing for the fences.

After casting Uril, typically your opponents will have plenty of time to answer you since you're naturally relying on 3-4 combat steps to take everyone out and secure the win. Armageddon, Wildfire, and Cataclysm help seal the deal once Uril has been properly suited up so you don't get hit by Merciless Evictions and Cyclonic Rifts. Crippling the opponents after getting Uril suited up is pretty important, as there's a bevy of spells that deal with him even though he may have hexproof and be indestructible.

In the event of having no sweepers or no way to prevent your opponent from interacting with you on multiple turns, you can take multiple combat steps in one turn by abusing Seize the Day (with Nature's Will, Sword of Feast and Famine, or Bear Umbra, with lands in hand) or Aggravated Assault with the aforementioned enchantments or artifact. Plea for Guidance gets two of the above enchantments for easier assembly.

The Enchantress package helps dig deep off of all the auras and enchantments being cast, and in lack of that, Garruk functions as a 5 mana big draw spell. Replenish, and Retether are recursion for the important cards in the deck, while Dueling Grounds protects against swarm decks like Ghave, Rhys the Redeemed, etc..

Sometimes, even if you're having a hard time laying out Auras (opposing Aura Shards, for example, and people keep countering your attempts to destroy it), you can still get a kill off Uril by using the abilities of the lands. Kessig Wolf Run, Sunhome, Fortress of the Legion, Slayers' Stronghold, Skarrg, the Rage Pits, and Rogue's Passage can help beat down a player, albeit slowly, during those rough games.


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Date added 4 years
Last updated 7 months

This deck is Commander / EDH legal.

Rarity (main - side)

5 - 1 Mythic Rares

56 - 6 Rares

20 - 3 Uncommons

14 - 0 Commons

Cards 100
Avg. CMC 2.52
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