[MtG] [EDH] Uril, the Miststalker

Cirrus

dreaming a transient dream.
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    // General - 1

    Uril, the Miststalker
    Spoiler:


    // Lands - 36
    - fetch and basics -
    Windswept Heath
    4 Forest
    4 Plains
    3 Mountain
    - colorfixing -
    Wooded Bastion
    Fire-Lit Thicket
    Rugged Prairie
    Brushland
    Battlefield Forge
    Karplusan Forest
    Taiga
    Savannah
    Plateau
    Stomping Ground
    Sacred Foundry
    Temple Garden
    Jungle Shrine
    - utility -
    Hall of the Bandit Lord
    Contested Cliffs
    Maze of Ith
    Temple of the False God
    Tectonic Edge
    Strip Mine
    Wasteland
    Mosswort Bridge
    Windbrisk Heights
    Treetop Village
    Serra's Sanctum

    // Creatures - 24
    - goodstuff -
    Solemn Simulacrum
    Spellbreaker Behemoth
    Primeval Titan
    Birds of Paradise
    Serra Ascendant
    Yosei, the Morning Star
    - tutor -
    Academy Rector
    Lost Auramancers
    - anti-destruction -
    Spearbreaker Behemoth
    Loxodon Hierarch
    Dauntless Escort
    Umbra Mystic
    Mossbridge Troll
    - card draw -
    Yavimaya Elder
    Verduran Enchantress
    Mesa Enchantress
    Femeref Enchantress
    Argothian Enchantress
    Kor Spiritdancer
    - recycling -
    Twilight Shepherd
    Sun Titan
    Genesis
    Eternal Witness
    Auramancer

    // Artifacts - 2
    - ramp -
    Coalition Relic
    Darksteel Ingot

    // Enchantments - 18
    - removal -
    Faith's Fetters
    Prison Term
    Oblivion Ring
    - utility -
    Greater Auramancy
    Sterling Grove
    Fires of Yavimaya
    - auras / buffs -
    Gaea's Anthem
    Glorious Anthem
    Rancor
    Runes of the Deus
    Squee's Embrace
    Shield of the Oversoul
    Griffin Guide
    Spirit Loop
    Daybreak Coronet
    Armadillo Cloak
    Flickerform
    Bear Umbra

    // Sorceries and Instants - 15
    - removal -
    Swords to Plowshares
    Banefire
    Decimate
    Austere Command
    Winds of Rath
    - tutors -
    Enlightened Tutor
    Idyllic Tutor
    Primal Command
    Three Dreams
    - recycle -
    Naya Charm
    Retether
    Regrowth
    Restock
    - utility -
    Soul's Majesty
    Insurrection

    // Planeswalkers - 4

    Ajani Vengeant
    Elspeth, Knight-Errant
    Garruk Wildspeaker
    Sarkhan Vol

    I would like to play Harmonize greatly. As well as probably more removal.

    Suggestions / comments?

    I'm on an EDH deckbuilding spree.
     
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    If that's your General, and you're running that many enchants and auras.....

    Aura Gnarland [Rise of Eldrazi]
    2G - 2/2
    +1/+1 for each Aura on the battlefield.
    Creatures w/ power less that Aura Gnarland's power can't block it.

    Auratog [Atog for Enchants]

    Yavimaya Enchantress
    2G - 2/2
    +1/+1 for each Enchantment on the battlefield.

    Maybe Bramble Elemental?

    These are just considerations though, I haven't actually made/played seriously with an EDH deck, though I used to see Yavimaya Enchantress decks around a lot back when XD
     
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    What I don't like:
    -Take out Greater Auramancy. It just looks so awkward on paper to be running when your deck is attempting to get its Auras into play to get big with. You're better off using Umbra Mystic or Sterling Grove to protect your Aura'd creatures.
    -Sarkhan Vol is just bad. I don't get why you're playing it, to be honest. Garruk's applications seem narrow, and he seems like winmore. I can't much see Ajani's future here, either.
    -Banefire is poop. There are so many better removal spells to play, like Path to Exile, or Wrath effects, which you're very low on. Have fun letting Rafiq walk all over you. You need cheap spot removal or big Wrath effects in order to deal with those sorts of decks.
    -24 creatures makes Anthem effects a lot worse, and just value for Disk/Vengeance/opposing Decimates. Drop them.
    -Darksteel Ignot is not the ramp you want. You're better off playing Gilded Lotus, or an actually decent ramp spell.
    -Mossbridge Troll is not a card whose potential I see here. I'm just not getting it.
    -I honestly hate Twilight Shepherd when it's not under a Hideaway land and you flip it off a Wrath for absurd value. It just hasn't impressed me, but you could keep it if you like it that much.
    -Birds of Paradise just get eaten by Wrath effects. You want more value out of your creatures.

    As far as additions, the following cards should be considered:

    -Nantuko Monastery. One of, if not, the best manland ever, if you're in the colors.
    -Spikeshot Elder. Believe it or not, with enough Aura support he's quite absurd.
    -Wrath of God, Day of Judgment, Hallowed Burial, Akroma's Vengeance, Planar Cleansing, Nevinnyral's Disk, Oblivion Stone. Basically, your Wrath effects. Winds of Rath are excellent, and Austere Command is cute as a 6-mana Consume the Meek, but honestly, there are much better Wraths for you than Austere Command.
    -Kodama's Reach, Cultivate, Joraga Treespeaker, Sol Ring, Mana Vault, Mana Crypt, etc. ; your ramp package. Your curve's slightly top-heavy, you need to ramp to the boom booms.
    -Worldly Tutor and Totem-Guide Hartebeest. The latter is HILARIOUS with Flickerform. You can never have enough tutors.
    -Baneslayer Angel might have a place here, as its half-dozen abilities get silly when you have auras on them.
    -Perhaps Celestial Mantle as a must-answer Aura spell?

    I've run out of ideas, though I hope the ones I've given you have helped a little.
     
    Very good advice. I followed... most of it.

    (Honestly I played Twilight Shepherd because the art was awesome. Baneslayer is probably the better card here in more situations, what with pro dragons and demons.)

    Additions and Subtractions:
    - Birds of Paradise
    - Twilight Shepherd
    - Sarkhan Vol
    - Ajani Vengeant
    - Greater Auramancy
    - Darksteel Ingot
    - Gaea's Anthem
    - Glorious Anthem
    - Birds of Paradise
    - Mossbridge Troll (originally in an insta-win combo with Mayael's Aria, but since that enchantment sucked, it doesn't do anything useful)
    - Banefire
    - Lost Auramancers
    - Spearbreaker Behemoth
    - Mountain
    - Forest
    - Plains

    + Keen Sense
    + Kithkin Armor
    + Kodama's Reach
    + Cultivate
    + Sol Ring
    + Wrath of God
    + Day of Judgment
    + Path to Exile
    + Baneslayer Angel
    + Totem-Guide Hartebeest
    + Privileged Position
    + Worldly Tutor
    + Nantuko Monastery
    + Raging Ravine
    + Stirring Wildwood
    + Some card I don't remember

    Privileged Position is approximately 5 times better than Greater Auramancy. Mostly because it did the same thing (protect my guys from spot removal) but it stopped hindering my Auramancy (which was oddly hindered by Greater Auramancy. That doesn't make sense). When you mentioned manlands I forgot I didn't have the WWK manlands (which are really good when it comes to RG and decent when it comes to GW); I swapped out a bunch of basics. Spearbreaker is kind of... meh. I can tutor up Shield of the Oversoul (or Bear Umbra... whatever) and it'd be basically indestructible the turns I was going for game (and it would be impervious to Wrath too!). Lost Auramancers is too slow. And so on.

    Keen Sense... Opportunity on Uril is awesome, and so forth. Kithkin Armor makes Uril basically unblockable. And it's awesome. (Also I needed more Auras.)
     
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