Welcome to my Uril, the Miststalker EDH Primer / Strategy Guide. I am a firm believer that no deck is ever “finished” as we must always evolve and/or alter our EDH decks to fit our meta and counteract new threats. Uril & Friends is finally a complete 1v1 competitive EDH Deck, but I will alter this primer as changes are made. Well then! We have a lot of information to go over, so let’s jump right in….
I have always been a huge fan of Aura based decks and EDH Commander lets me cram all of my favorite auras into one stack of goodness. Uril, the Miststalker is an aura beast; a general that is hexproof and gets beefier with every aura attached to him. 🙂 Our style of play for this particular Uril EDH Deck is called Aura Voltron. In EDH, Voltron is a strategy where your primary goal is to cast your General/Commander, beef him/her up with auras (or equipment) and win with 21 points of General Damage.
Our first layer of strategy for Uril, the Miststalker Aura Voltron is to cast Uril as soon as possible, attach a couple of auras, and win the game with 21 points of damage from our commander. In order to succeed with our first layer of strategy, we require a second layer that is designed to keep Uril on the table and actively swinging each turn. This is accomplished through using support spells and utility creatures (Uril’s Friends).
UPDATE: Is the new M14 Legend Rule GOOD or BAD for Uril, the Miststalker Voltron EDH?
Click Here to Find Out
Next up… Uril & Friends 13.0 Decklist… Enjoy.
This Article is Under Construction!
I have a few misspellings and a few other cards and strategies to talk about. However, 80% of the Uril Primer is here, so read and enjoy. Visit again soon and I should have this article almost complete!
"Uril and Friends 13.0"
M14 Legend Rule
The new LEGEND RULE states:
Let’s dive in, shall we? The “legend rule,” rule 704.5k for those of you following along at home, is changing. Under the current rules, any time two or more legendary permanents with the same name were on the battlefield, they would all be put into their owners’ graveyards as a state-based action. Under the new rules, any time two or more legendary permanents with the same name are controlled by a player, that player chooses one of them and the rest are put into their owners’ graveyards as a state-based action.
Question: With the craziness that Wizards has pushed on EDH Players with the new legendary rule, is this good or bad for Uril & Friends 13.0 EDH?
Answer: GOOD actually… CRAZY GOOD!
Uril’s kryptonite has always been that of the Clone. Now, clones can copy him, but no longer destroy him. First, let’s talk to the Uril/Hexproof haters out there. Sorry that blue mages have lost their number 1 kill spell for Hexproof generals, but does this really break the format? Heck no. What this does is help hexproof generals such as Uril finally be able to take that step into the land of Tier 1 competitive EDH decks.
Blue still has one of the best ways to deal with Hexproof… COUNTERSPELL! Uril, the Miststalker can still be dealt with by Bounce Spells (Blue), Diabolic Edicts, Wraths/Board Wipes, and Story Circle effects. He can still be blocked and his auras can still be destroyed. Yes, there have been calls by hexproof-haters to ban Uril, Sigarda, Host of Herons, etc. but, really? To quote myself:
“Honestly, losing Clone-to-Destroy effects was only 1 way of several hundred that could be used to square off against these generals… AND, the only color effected was Blue. If you didn’t play with Blue before, then the new rules do not change anything in your battles vs Hexproof.”
The new rule will finally let Uril and other Voltron EDH decks compete with some of the other sick combo/control decks out there. I would still classify game-ending 2 card combos to be more dangerous than a hexproof general… Here’s looking at you…
Top 10 Auras for Uril
The Best of the Best…
Rancor: Arguably one of the best auras of all time, Rancor makes Uril a 9/7 with Trample for the cost of 1 green mana :symg:! Best yet, if Rancor goes into the graveyard from play, it is returned to owner’s hand.
Click Here to read the History of Rancor and the Error during development that made it great!
The original Rancor was a simple +2/+0 aura with the “deathback” (return to owner’s hand) ability. Deeming this not good enough, the Urza block development team added trample and set the casting cost at 1G. However, there was a back-and-forth debate on the casting cost and it wasn’t until after the cards were printed that they realized Rancor snuck through with a low casting cost of :symg:.
Spirit Mantle: Uril becomes a 8/8 Protection from Creatures when enchanted with Spirit Mantle. Since EDH is a creature heavy environment this makes Uril “unblockable” and immune to pestilence like effects from creatures like Pestilence Demon.
Unquestioned Authority: Similar to Spirit Mantle, Unquestioned Authority makes Uril a 7/7 Protection from Creatures that allows us to draw a card when it is cast.
Runes of the Deus: Uril becomes the ultimate beast with a common aura from Shadowmoor, Runes of the Deus. This green/red hybrid aura gives Uril the benefits of both effects and makes him a 9/9 with Trample and Double Strike. Your opponent will have a 2 turn clock once Uril starts coming through with 18 points of general damage.
Shield of the Oversoul: Worth its weight in cardboard, Shield of the Oversoul turns Uril, the Miststalker into a 9/9 Flyer that is Indestructible. Wrath of God, Damnation, Supreme Verdict are all worthless against Uril enchanted with Shield of the Oversoul.
Battle Mastery: This 2W aura makes Uril a 7/7 Double Striker. Double Strike with Uril is quite nice (in this case allowing him to hit for 14 damage) but does not give him evasion. Therefore, Battle Mastery is best used in conjunction with another aura that helps him get through the opponents defenses.
Armadillo Cloak: The Cloak of the Armadillo rolls Uril into a 9/9 with Trample and we Gain Life when he deals damage. The game can get out of hand fast with an 18 point swing each time Uril gets through uncontested and thumps an opponent in the dome.
Unflinching Courage: Adding this new aura from Dragon’s Maze makes Uril a 9/9 with Trample and Lifelink; Armadillo Cloak #2, well, sort-of. If we open up our Magic the Gathering™ rulebook to page 3,756 we will see that Unflinching Courage is slightly different than Armadillo Cloak because it grants the creature Lifelink. Yes folks, Lifelink is actually quite different from Armadillo Cloak’s gain life when creature deals damage. Regardless, we have another aura that provides Uril with Trample, Lifegain, and Beats. Enjoy!
Flickerform: This aura only makes Uril a 7/7 ground-pounder with no evasion, however, its main focus is to address some of his greatest weaknesses: Bounce, Wrath, and Edict. Basically what Flickerform does is temporarily removes Uril from the battlefield so that he can evade a mass “return to hand” or “destroy all creatures” effect. This strategic aura can also be cast on one of our utility creatures (like Acidic Slime) to abuse ETB effects(Enters the Battlefield). Finally, in desperation, Flickerform can also be used on an opponents creature in defensive shenanigans. Prior to the M14 Legend Rule change, Flickerform was a fantastic maneuver to prevent destruction from a Clone.
Bear Umbra: Originally this aura was part of an infinite attack loop with Aggravated Assault. Unfortunately, the combo pieces rarely came to fruition so Aggravated Assault has been removed from this deck. However, Bear Umbra remains as a strong weapon turning Uril into a 9/9 Trampler that untaps all lands you control when he attacks. This means that after we have tapped out to beef Uril up with auras during our pre-attack main phase, we will have our mana available for combat tricks such as Boros Charm, removal such as Path to Exile or cast more spells in our 2nd main phase. Bear Umbra also provides Totem Armor, meaning that if Uril is destroyed (in combat or by a destroy effect), then Bear Umbra will be destroyed and all damage from Uril is removed.
More Auras for Uril…
Asha’s Favor: As a favor to Uril, Asha bestowed upon him Flying, Vigilance and First strike. Uril was pleased. Now he can be a 7/7 Commander that has evasion for offense and vigilance for defense. Great aura for making our General the ultimate weapon!
Angelic Gift: Uril takes to the skies as a 7/7 Flyer with this gift given to him by the Angels! The low casting cost of is a blessing within itself, but what makes this card good (aside from giving Uril evasioin), is it replaces itself. Uril flies and gets bigger and we draw a card!
Angelic Destiny: The goodness of Uril comes out with Angelic Destiny. This aura makes Uril an 11/11 Beast-Angel with Flying and First Strike which can immediately put an opponent on the ropes giving them just 1 turn to find an answer or a blocker. A minor drawback, however, is that if Uril dies and is put into the command zone, Angelic Destiny will not be returned to my hand. This angelic aura also improves “Plan B” by making one of our utility creatures (such as Kor Spiritdancer) more of a threat if Uril is unavailable to us.
Fists of Ironwood: The treefolk welcome Uril with an open embrace that is Fists of Ironwood. The Incredible Hulk-Like foam fists make Uril a 7/7 Trampler with two Saproling sidekicks. Giving credit where credit is due, this aura was added as a nod to Pete at my local game store. His Karodor deck and the sacrifice effects such as Liliana of the Veil and Fleshbag Marauder made me realize that Uril needed a few buddies to throw under the bus. Sorry Saprolings but everything has a purpose in life and yours is that of fodder. Since their inclusion, I have already found myself sending a tutor for the fists.
Vow of Wildness: The green Vow from the Commander 2011 cycle creates a wild 10/10 Uril with Trample. Yay! What separates the Vow of Wildness from other auras that pump or give trample is that it can also protect us. If we were to cast Vow of Wildness and place it onto an opponent’s creature, then that creature is semi-Pacified and cannot attack us or a Planeswalker we control. This is a great political card for Uril in Multiplayer. To be honest with you, this aura is currently lowest on the totem pole of my favorites and I am hoping to replace it with something awesome in the near future.
Holy Mantle: Enchanting Uril with Holy Mantle makes him a 9/9 Protection from Creatures. This is the third aura that gives Uril protection from creatures? Three auras with the same type of protection? Is that too much? Heck no, not at all. Protection from creatures is one of the best forms of evasion in the deck and the redundancy is very rarely noticed.
Best Utility Creatures for Uril
Creatures for Ramp, Draw or Search
Let’s begin with creatures the creatures that help “farm” the resources that Uril needs to succeed. Sakura-Tribe Elder‘s main objective is to give us a basic land in the early game ramp process. He has also served the purpose of a chump blocker or being the sacrificial target to cards such as Fleshbag Marauder. Wood Elves is a bit better than the Elder due to the fact that he brings a Forest from our library into play without having to sacrifice him AND it comes into play untapped. This “forest” can be any one of our Ravnica or ABU Duals that have the land type “forest” to help us mana fix.
Even though I abandoned the enchantress package, I still have two card drawing beauties that made it to the utility stage. Argothian Enchantress has long been a favorite card of mine for her artwork and ability. She sits in her own protective bubble with shroud and seems to live longer due to her 2 toughness. While the Argothian Enchantress remains on the battlefield in a non-aggressive, tree-hugging manner, Kor Spiritdancer on the other-hand, can be quite the little firecracker. Kor Spiritdancer is a mini card drawing engine with auras, but if for some reason Uril is tucked into our library or unavailable, she is more than willing to shoulder our auras and lead the charge during our attack phase.
Creatures that Protect Uril
Uril relies heavily on friends that protect him from an opponent trying to get around his hexproof ability. Damnation, Wrath of God and other destroy effects can send Uril packing to the command zone. In steps our Dauntless Escort to sacrifice himself and allow Uril to become indestructible until end of turn. Legendary sacrificial lamb Saffi Eriksdotter or as I like to call her, “Saffi – Erik’s Daughter”, is amazing in cases where Uril would be destroyed or sacrificed to an edict effect. How it works: When Uril is destroyed or sacrificed we can sac Saffi in response, let Uril go to the graveyard (instead of the Command Zone) and Saffi’s effect will bring the Big Guy back to the battlefield. Yes, we lose our auras, but Uril is still in business and we don’t add to the Commander Tax. Lets look at “Edict” type effects now, shall we? This could get really annoying, especially since it is not uncommon for Uril to be our lone creature on the battlefield. Enter beauty queen Sigarda, Host of Herons who states Spells and Abilities your opponents control can’t cause you to sacrifice permanents”. Why don’t we just run Tajuru Preserver who only costs 1G to put onto the battlefield? The primary reason is because our angry angel has hexproof which further ensures that she stays on the battlefield to taunt our opponent. Yes, Sigarda is a bit high on the casting cost scale, but she is only 1 of 4 creatures that cost 5 or more to cast (including Uril). Sigarda can also take over as the primary beatstick should our commander find himself lost in our library or chained down in the command zone by the additional casting cost brought on by numerous deaths. In a meta with a lot of sacrifice effects, I would recommend running BOTH Tajaru and Sigarda. Grand Abolisher is another Uril guardian that has proven himself extremely valuable in situations versus our opponents, especially those playing blue. Grand Abolisher’s primary purpose is to keep the infamous Counterspell and it’s variants at bay, however, it also helps keep our opponent’s from utilizing abilities or other “tricks” that could ruin our plans. With Abolisher on the field, we have no fear of casing Uril or game-winning auras on our turn. Speaking of counterspells lets take a gander at one of our newest anti-counter measures Vexing Shusher. Vexing Shussshhher has already paid dividends in the War on Blue. Not only does two extra green/red hybrid mana allow for a safe delivery of Uril to the battlefield but he also guarantees the success casting of our auras and combat tricks. So what does Vexing Shusher do versus non-blue opponents? Well, not much. However, his impact versus counter magic warrants main board status. Finally there is another new friend of Uril, Bastion Protector. While we do have some totem armor wrapped within some of our aura choices, the Bastion Protector adds an additional layer of security by making Uril indestructible. The Protector helps the big guy survive wrath effects or combat and can also serve as sacrifice fodder in the face of an edict effect. How can you not dig this guy?
Creatures for Removal & Recovery
In the style of Jeff Dunham’s “Jalapeno on a stick”, Uril enjoys “Removal on a stick”. Our handful of jalapenos begin with green’s favorite ectoplasm, Acidic Slime. “Slimer” removes a pesky artifact, land or enchantment that is keeping us from beating down with commander damage and then doubles in service as an acidic, deathtouch blocker. Qasali Pridemage is another utility creature that is just good at what he does and that is removal, plus he can double as a chump blocker should the situation arise. Harmonic Sliver is an MVP of the deck. I frequently find myself using Green Sun’s Zenith to dig this lost hive member from my library to pop a Sol Ring or troublesome artifact/enchantment.
There are a number of spells, auras and/or creatures in Uril the Miststalker EDH that I love to be able to cast a second time. A major player in returning a key piece of fun from my graveyard to my hand is Eternal Witness. In addition to digging a card out of my graveyard, Eternal Witness also serves as a chump blocker or fodder to an opponent’s sacrifice effects well after her task is done. One of Uril’s closest friends is Sun Titan. This 6/6 Vigilant Giant is a great beater that brings a permanent with converted mana cost 3 or less from our graveyard to play not only when he enters the battlefield, but everytime he is declared as an attacker. Since most of my Uril EDH build is compromised of 3 or less mana.
If you scour the MTGSalvation forums and come across a lot of hype for Angelic Renewal, chances are it is one of my posts. This enchantment is some-good. Basically, Angelic Renewal is the enchantment version of Saffi Eriksdotter (described above) and is a halo of goodness that protects Uril from wrath and edict effects. Prior to the M14 Rule Change, Uril would rely on Angelic Renewal to bounce back onto the battlefield after being destroyed by a clone effect. While clones are no longer a threat to Uril, cards like Angelic Renewal and Saffi Eriksdotter still provide amazing tricks to keep Mr. Miststalker from going to the Command Zone. Plus, this is a great target for Sun Titan
Sylvan Library gives us monster card advantage and library manipulation. Since our primary objective is to win voltron-style with 21 points of general damage, we can afford to give up some life in order to keep all three cards that we draw.
Sterling Grove is our defense against Aura Shards, Krosan Grip, and all other enchantment hate that opposing decks may be wielding. Sterling Grove also doubles as a tutor to help us find the game winning aura or utility enchantment like Sylvan Library. If Sun Titan is on the field, then Sterling Grove proves to be an enchantment tutor every turn. Ed McMahon gives Sterling Grove 4 1/2 Stars.
Initially I chose Seal of Primordium for artifact/enchantment removal over Krosan Grip. However, as combo decks are beginning to increase in my meta, I have elected to run both. K-Grip is superior due to it’s ability to halt an opponent’s infinite combo, however, I really like the Seal because we can cast it on turn 2 and have it sit on the battlefield until we need it. Once the Seal is in position it can’t be countered and we don’t have to hold 2 mana back “just in case”. Seal of Primordium could also provide a psychological advantage. Once it is on the battlefield, our opponent may “second-guess” his/her strategy, seeing that we can blow up any artifact or enchantment they place on their play mat. And now for my broken-record comment… the Seal also works great with Sun Titan!
Strategic Instants and Sorceries for Uril
Go Find it with a Tutor
With Uril, we need to have access to our utility spells & creatures. Therefore, a variety of tutors are essential to our gameplan. Let’s look at our spells that help us with our situational needs. Enlightened Tutor tops our list as it enables us to pull an artifact or enchantment from our library and put it on top. This instant is best played at the end of our opponents turn so that we are safe to draw on our upcoming turn. In the early game, we would use Enlightened Tutor to draw into mana ramp such as Sol Ring, seek out our Sylvan Library for deck manipulation or establish a protection shield by fetching Angelic Renewal. In the mid to late game, we are more than likely looking for a game winning aura dependent on our current situation. If we are fearing an upcoming Day of Judgement we may seek out an aura with totem armor or if we are looking for the finisher maybe an aura with Double Strike or Protection from Creatures. Enlightened Tutor‘s little brother, Idyllic Tutor, is a great mid to late game tutor to help find us an aura to finish our opponent or protect Uril as described above. Three Dreams is an interesting tutor that fetches 3 of our auras for us. I have had a moderate degree of success with this card so far, however, I do find it’s major drawback is the converted mana cost of five (5). Upon casting Three Dreams I usually have it in my mind to get an aura I can cast the same turn (like Rancor and the remaining two I will be looking for something to finish the game or protect Uril from wrath effects, like Double Strike or Bear Umbra respectively. Green Sun’s Zenith is slowly becoming my favorite tutor for Uril’s platoon of utility creatures. Most common targets for Green Sun’s is Harmonic Sliver for Artifact/Enchantment removal or Saffi Eriksdotter to establish wrath/edict protection. Eladamri’s Call is instant speed creature tutoring when we need an answer to an opponent’s threat in specific situations. I prefer Eladamri’s Call to it’s cousin, Worldly Tutor, since it puts the creature directly into our hand and we don’t miss out on our draw step.
Get out of our Way – Remove It
At times, we just need to get an opponent’s creature out of our way so Uril can apply the beatdown. White removal staple Swords to Plowshares is unmatched in value and since we plan on winning with General Damage, the lifegain causes us little concern. Efficient, but not as good as Swords to Plowshares isPath to Exile. This instant speed white removal also exiles a creature but allows that creature’s controller to retrieve a basic land from their library and put it onto the battlefield tapped. Occasionally, if we are strapped for mana, we may use Path to Exile on one of our own utility creatures to help correct our lack of land resources. Not limited to anything, Beast Within crushes any permanent on the battlefield. The drawback of giving that permanent’s controller a 3/3 beast token (I prefer 3/3 turtles, but that is neither here nor there) is usually minimal, since Uril should have correct auras attached to fly or slip right past the beast token. Oblation is one of my favorite pieces of removal as it takes any permanent on the board and safely tucks it away into our opponents library. Sure they draw two cards but Uril is about removing obsticles and, to quote my buddy Keanbeh, PEWpewSMASH! Two extra cards shouldn’t be an issue while we try to win with Uril in the early to mid game. Finally, Krosan Grip has found it’s way back into Uril’s removal suite. K-Grip is the best in the business for halting an infinite combo that includes an artifact or enchantment. The “split-second” ability of Krosan Grip is vital versus control/combo decks with blue so that they cannot respond to our destruction of their property.
Uril’s Lucky Charms
Uril believes that a little good luck can go a long way and relies on a few “lucky charms” to provide combat “tricksies” or other beneficial effects. Unsullied by greed or civilization is the Naya Charm. I use Naya Charm primarily for the return target card in a graveyard to owner’s hand ability, however the 3 points of damage has come in handy for small creature removal and the tap all creatures target player controls has cleared the path for an unblockable Uril. Aurelia, the Warleader stated “Practice compassion and mercy. But know when they must end.” Uril takes this saying to heart with the power of the Boros Charm. This charm will often be our game finisher by giving Uril Double Strike until end of turn. The power of the Boros Charm has also saved Uril and other permanent on our side of the battlefield from being destroyed due to the “indestructible” until end of turn option. Uril’s most unique gem, however, is the Dawn Charm. Dawn Charm seems to be a hidden secret in the Magic EDH Community and by playing this it is almost guaranteed your opponents will want to read the card. The Dawn Charm is able to spew a “fog” effect that helps us survive an aggro opponent’s alpha strike or we can use it to regenerate Uril if he is destroyed. This brightly shining jewel can also counter a spell that targets us directly like Bribery or Diabolic Edict.
You Didn’t Say Please…
May I take my turn now? No, because you didn’t say please… I am sure that most readers will find Orim’s Chant an odd choice for an aggressive EDH Voltron deck. I can tell you first hand that saving the one white mana for your opponent’s upkeep so that they cannot cast spells is golden. Silence makes the list and has been clutch for me as a second Orim’s Chant effect. In a two headed giant matchup, Silence outshines its counterpart. Both Chant and Silence can give me just enough time to finish a game or make sure my plan continues without interference.
Taking out the Trash & Digging through the Garbage
Every EDH deck should have a reset button or board wipe of some kind. This being the case, there is no better wrath effect for Uril, the Miststalker EDH than Winds of Rath. Destroy all creatures with no auras attached to them? Brilliant! Our second method of taking out the trash is Austere Command. This spell allows Uril to manipulate the battlefield in 2 out of 4 different ways. Whether it’s destroying creatures, artifacts or enchantments, Austere Command is a versatile weapon in the mid to late game.
Mana Ramp & Fixings
As Uril, the Miststalker players, our main goal is to have our Aura Beast on the battlefield by turn 3 or 4. To do this, we will be relying on a number of Mana Rocks and Green Ramp Spells. Earlier in this article I already introduced you to our star Mana Ramp Critters Sakura-Tribe Elder and Wood Elves. Now let’s look at our remaining 8 methods of gaining momentum.
U.S. Grant and a couple of his presidential friends, recently brought a long awaited Mana Crypt to Uril’s rock collection. 2 Colorless mana for zero (0) casting cost makes Mana Crypt is by far the best piece of ramp in this EDH build. Forget about the drawback of the 50/50 gamble on losing 3 life during your upkeep, if it becomes a factor, we probably have already lost the game. Next up is EDH fan-favorite Sol Ring. This solar doughnut is in every EDH deck for a reason. Believe it or not that is the end of our artificial mana rocks… let’s move on to the meat and potatoes of our early Uril game plan, green mana ramp.
Let me shock your mind for a quick second with a “god-draw” scenario that involves Cultivate or Kodama’s Reach. Turn 1 play Mana Crypt and Forest. Cast Cultivate putting a Plains onto the battlefield and a Mountain in our hand. Turn 2 play our Mountain and cast our General… Yes, Uril on Turn 2! With the right auras, we could win a 1v1 matchup on turn 3. Heck ya. Now its time for some down-home mana cookin’. We need to be able to color fix and ramp in the early game with our ABUR and Ravnica duals. Farseek, Nature’s Lore and Three Visits brew up the land fetching by grabbing any dual land in our deck with land type Plains or Forest.
Trace of Abundance makes our list as our only mana-ramp aura in Uril, the Miststalker EDH. Some Uril builds rely heavily on other land auras for their ramp, however, in my meta I found myself on the losing end of a 2 for 1 by an opponent’s Acidic Slime, Wasteland or Strip Mine. Trace of Abundance, however, not only offers ramp, but also offers shroud to protect my land.
The Lands That Uril Calls Home
In order to get Uril out consistantly on turns 3-5, we need to ensure that our land resources are available and fixed. We run all 3 ABUR Duals (like Savannah) and all 3 Ravnica Shocklands (like Sacred Foundry) for their versatility and the fact that they can be found with our fetch lands and cards such as Farseek or Nature’s Lore. We also run all three “check lands” (or M10 lands) (like Rootbound Crag) that will come into play untapped if we control a Plains/Forest/Mountain).
Early game mana fixing is extremely important, therefore we run Onslaught and Zendikar fetch lands such as Windswept Heath that will give us immediate access to an Original Dual or Shockland. At one time I was a stickler for only including the three in-color fetches. That was before I came up a turn to late in a duel. Yep, hosed by the comes into play tapped scenario commonly occuring from Evolving Wilds and Terramorphic Expanse. I replaced these two budget fetch lands with Misty Rainforest and Verdant Catacombs to help Uril up his game in the competitive arena. Even thought it is a little slower than the rest, Krosan Verge is quite useful and can help fetch our duals in addition to providing some mana ramp.
Having a land that taps for all three of our general’s colors is quite delightful. Command Tower does this with “no questions asked”, while Jungle Shrine provides at the cost of entering the battlefield tapped. Mana Confluence and City of Brass cost us 1 life or point of damage to access all three colors which is usually irrelevant if we plan on winning in the early game. Reflecting Pool is a nice wildcard that taps for all 3 colors 90% of the time.
Finally, there are a handful of Utility Lands that can also provide benefits in a game of Commander for Uril. A newer addition to Uril’s property is Ancient Tomb. The tomb provides a Sol Ring type burst of ramp for the cost of two life. Khali Garden comes into play tapped and only produces green but the 0/1 Plant Token that comes with it can save Uril from a sacrifice effect. Contested Cliffs
DUEL COMMANDER 1v1 – French Rules
I have played this deck in DUel Commander (French Rules). Here is my suggested changes to comply with the Banlist:
The problem with creating this deck is my overwhelming fault to put too many creatures into a deck. In earlier versions of this deck Uril had anywhere from 25 – 30 friends and the synergy with auras was missing. I actually shelved Uril for quite a few months due to frustration of what to cut from the deck.
After the release of Avacyn Restored, I considered replacing Uril with Sigarda, Host of Herons or take a complete detour and include blue with Rafiq of the Many or Bruna, Light of Alabaster as my general. Finally with some advice from my MTG friends and a refocused look on what I wanted this deck to accomplish, this version of my Uril, the Misstalker EDH Deck is complete. I have only played this deck once as of this recent update, but Uril & Friends 13.0 seems ready to hit the table for some tea and crumpets in our MTG circle.
Through the several dozen changes my Uril deck has underwent, I found that simply having utility creatures to be the best route. In the beginning I had a full blown Naya deck with fatties like Gisela, Blade of Goldnight, Rith, the Awakener and Krond the Dawn-Clad. My Naya build poured onto the battlefield like a cold cup of Aunt Jemima’s Maple Syrup. My next effort, I trimmed the fat and went with a variety of hexproof creatures such as Thrun, the Last Troll and Troll Ascetic. Hexproof creatures + auras were okay, but I always seemed to have a hand full of creatures in my hand and nothing to put on Uril or to remove threats. Then, I thought I had it all figured out and decided to go with a full blown enchantress package. Dang-it! I just couldn’t seem to get the enchantresses to create this card-drawing engine that some Uril players rave about. I finally realized that Uril was best left to do his job when he had a supporting cast to remove threats or help get him onto the battlefield or suited up for battle.
Thought I would keep a changelog from here on out. This starts with June 2014.
PRIOR TO JUNE 2014
IN: Brushland, OUT: Legion’s Initiative
IN: Misty Rainforest, OUT: Evolving Wilds
IN: Naya Panorama, OUT: Terramorphic Expanse
IN: Bastion Protector – OUT: Aven Mindcensor
IN: Reclamation Sage – OUT: Harmonic Sliver
IN: Explore – OUT: Acidic Slime
IN: Angelic Gift – OUT: Griffin Guide
IN: Sylvan Scrying – OUT: Defense Grid
IN: Abeyance – OUT: Angelic Renewal
IN: Stonecloaker – OUT:
"Uril and Friends 13.0"