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Uril, the Miststalker has always been one of my favorite commanders, and he was one of my first. I love his ability to turn a usually harmless cantrip anchantment like Chosen by Heliod and turn into something actually significant (Two mana for +2/+4 and draw a card? Yes please!). I originally played a lot of cheap cantrip enchantments, but as I improved at the game, so did this deck. It is long gone now, but I decided to recreate it on TappedOut because I loved it so much. This list is not the one I used to play, but it is much more powerful. This is an aggressive Naya voltron enchantress deck that aims to eliminate all your opponents with a giant uber-enchanted Uril, the Miststalker. PLease tell me in the comments if you like the deck and guide, if you have any suggestions, or anything else you feel the need to comment about. Enjoy! :)

Uril ARt

Stats/Breakdown

Sol Ring, Chromatic Lantern, and the three signets are all very efficient forms of artifact ramp, and they should probably be in most EDH/Commander decks. They all help fix your mana and accelerate you into your higher costing plays.
There are a lot of ways to draw cards in this deck, because it is extremely important. If an opponent can use a Wrath of God effect or sac effect and Uril dies, all his auras die with him. This is an enourmous loss of card advantage, and it is bound to happen sometimes. To help remedy this, I have included plenty of card draw so that when Uril inevitably dies, and you lose all the auras you had on him, you can still rebuild. Most of the card draw in this deck, happens to be in the form of "Enchantress's Presence on a stick." This is very powerful because it allows all your auras to become cantrips and sometimes, with multiple Enchantress's Presence effects, they will even draw multiple cards. These spells/creatures include Enchantress's Presence, Verduran Enchantress, Argothian Enchantress, Mesa Enchantress, Kor Spiritdancer, and Eidolon of Blossoms. There are also other ways to draw cards too. Sylvan Library is a fantastic one. Sage's Reverie can get a lot of cards. Keen Sense and Snake Umbra can sometimes generate a few extra cards. Although they aren't actually card draw spells, I put Retether and Replenish in this category because in the situation I described earlier where Uril dies and you lose all your auras, Retether and Replenish both can generate ridiculous card advantage the turn after you replay Uril.
For every deck, having some (even if not many) removal options is very important. In multiplayer, if you are a good diplomat, you can often manipulate opponents into using their removal spells for you. However, this does not and will not work all the time. Sometimes there is a card that really affects your board, but not anyone else's, so they don't want to use heir removal spell on something that doesn't even affect them. In this deck, try to bribe people to use their Path to Exiles and Krosan Grips on another enemy's permanents. For example, once you have a 10/10 Uril with Hexproof, double strike, and trample, and someone else has a Consecrated Sphinx trying to draw to their Fracturing Gust (which would wreck your Uril), explain that "If anyone kills that Consecrated Sphinx, I won't attack you for three turns." If you know that anyone can remove it, try using your ability to attack them with your gargantuan Uril as threat. "If you don't kill his/her Glacial Chasm with your Strip Mine, I'm attacking you next." Although this method can make enemies and make you the focus of enemy attacks, it does work. In this deck, I have a few removal spells in case your opponents refuse to cooperate. Path to Exile and Swords to Plowshares are some of the most efficient removal spells in the format. Banishing Light, Oblivion Ring, Seal of Primordium, and Faith Unbroken are all removal spells that you can tutor for with Idyllic Tutor, Enlightened Tutor, or Three Dreams. Faith Unbroken is also an aura that buffs Uril significantly. Ordeal of Purphoros can kill a small creature after attacking a few times with Uril, and your Krosan Grip is very useful because of its Split Second ability. This means that opponents cannot counter it or even respond in any way before it resolves. Beast Within and Chaos Warp are your catch-alls since they can target any permanent (planeswalkers, enchantments, lands, creatures, etc...). Equipped with this removal suite and your political skills, nothing can stand in the way of Uril!
There are a LOT of auras in this deck to attach to Uril.
Since EDH is a singleton format and a deck has 99 cards, the probablity of drawing the card you need at any given moment is significantly lower than in a standard deck (or modern, legacy, sealed, etc...). Now just imagine if you could a card that was whatever you needed at a given point in time. Oh wait, you do! Well, not exactly, but tutors are a great way for you to have more consistency in your deck. In my opinion, tutors should be in every edh deck. In this deck our tutors are focused around enchantments because this is an enchantment focused deck. Also because there some effects on our enchhantments that we only have one or two copies of that we still want most games. This gives a way to effectively add more copies of those cards. I have included Idyllic Tutor, Enlightened Tutor, Sterling Grove, and Three Dreams to help get whichever enchantment/s you happen to need. Note: Sterling Grove also provides hexproof for all your enchantments. So if you don't need the tutor effect, leave your Sterling Grove on the battlefield.
Sometimes an opponent will cast a spell like Peacekeeper that eliminates your route to victory (attacking with your gigantic Uril). Hopefully, you have a removal spell for it, and your route to victory will be returned to you. Unfortunately, this is not always the case. Perhaps the opponent has a Privileged Position with his Peacekeeper. Or maybe you just can't seem to draw your removal. Either way, you need another way to win. There are currently two ways in this deck to win without attacking people (but don't worry; they still involve getting an obscenely large Uril). The first is with the card Mayael's Aria. Mayael's Aria lets you WIN THE GAME if you have a creature with power 20 or greater at the beginning of your upkeep. With this card there two steps. Step 1: Get a creature with power 20 or greater. Because of Uril's ability and the amount of auras in this deck, it is fairly easy to get Uril up to 20 power. On average each aura gives Uril a power increase of 2 (rounded down). This means that to get to 20 power, you need an average of 3-4 auras. If you have Uril, and you haven't done anything dumb, to lose all your auras, getting up to 20 power is very easy. Now that we know completing step one won't be difficult, what about Step 2: getting to your upkeep. Getting to your upkeep may seem very easy too, but it is actually the harder of the two steps to manage. Once you play Mayael's Aria, everyone else will be able to see it and your 20+ power Uril. To repeat, they will all know that they lose the game if they can't deal with either Uril or Mayael's Aria in one turn. This will often cause your opponents to make an attempt to coordinate so that they don't all lose. Due to Uril having hexproof they will not be able to target him, but sweepers or sac effect can still hit him, and you need to be careful of this. To avoid these effect killing Uril, try to keep other creatures in play so you aren't forced to sacrifice Uril in the case of a Barter in Blood or similar effect. Also, try to get a Shielded by Faith on Uril, or at least have a Yavimaya Hollow ready, in the case of a sweeper. However, sometimes your opponent will just have Hallowed Burial, and there is nothing you can do about it, but sometimes,you just have to hope. The other alternate wincon is Burning Anger. Burning Anger lets you deal Uril's power in damage to any opponent or creature (usually opponent) for the low cost of tapping Uril. This can be good when you cannot attack, if an opponent has a creature with deathtouch (ex. Typhoid Rats), or if an opponent just has a lot of chump-blockers (ex. Army of the Damned) and Uril doesn't have trample yet. Also, if in a pinch you have no removal spell in hand, it can serve that purpose too. If Burning Anger is in your hand, and you can't immediately one-shot anybody with it, save it unless you think it is very important to kill/damage your target. The reasoning for this is that if you cast it and don't use it, you are paying five mana for an aura that does nothing. Then, if an opponent wraths on their turn, you have effectively wasted your Burning Anger. Sometimes there is a key creature or planeswalker that you need to kill with it to break up a combo or prevent an ult, but otherwise SAVE IT.
Although this deck isn't a combo deck, it has a few powerful combos.

Burning Anger + vigilance = Uril can attack AND use Burning Anger in the same turn. This can sometimes insta-kill people from 40 life in one turn.

Celestial Mantle + double strike = When Uril hits an opponent, you can QUADROUPLE your life total.

In this deck it is crucial to be able to cast Uril as soon as possible. Hopefully even before turn five. Because of this it is also imperaative that our manabase is very good. Obviously the original dul lands are great includes for the manabase, but at $50-100 each I did not include them in this list because most players do not have them and don't want to buy them. If you do have them, go for it. I would probably cut the BFZ lands (Cinder Glade and Canopy Vista) and a Plains.

Shock Lands: Temple Garden, Sacred Foundry(GTC), and Stomping Ground(GTC) are all very powerful fixing lands especially when paired with fetch lands.

Fetch lands: Windswept Heath, Arid Mesa, and Wooded Foothills can get any color of mana because of shock lands and BFZ lands in this deck. This makes them the most effective lands for fixing.

BFZ Lands: Canopy Vista and Cinder Glade are good, but require you to have basic lands to enter untapped.

Filter Lands: Wooded Bastion, Rugged Prairie, and Fire-Lit Thicket are SO effective for our fixing. With Wooded Bastion, you can turn a green into two white. Or vice versa. These lands are almost better than the fetches.

Other Fixing Lands: Jungle Shrine, Command Tower, Evolving Wilds, Terramorphic Expanse, and Krosan Verge are more lands in the deck to help fix your mana. Krosan Verge can even ramp you!

Utility Lands: Utility lands are lands thhat are in the deck not for their fixing cabalities, but for their other abilities. Their effects can be extremely powerful and sometimes gamebreaking. The utility lands in this deck all have very different abilities so I will go over them each individually.

Strip Mine: A very useful lands that can destroy any other land on the battlefield. Want to color-screw an opponent? Use Strip Mine! Need to remove a problematic land? Use Strip Mine! Want to threaten someone with land destruction? Use Strip Mine! See a pattern here?

Contested Cliffs: Hmmm... What beasts do we have that will be consistently larger than our opponents' creature? Oh, I know; Uril! Yes, Uril is a beast, and yes, this card lets you effectively kill any creature for two mana.

Command Beacon: Sometimes late in the game, if your opponents don't like you (or if they don't want their faces stomped in by an ultra-buffed behemoth) they will have killed your Uril a few times. Eventually, he will cost upwards of eleven mana, and you won't be able to cast him again until you draw more lands/ramp. Command Beacon is a great way of getting around this problem once (or twice with an Eternal Witness) because it sacrifices itself to put Uril straight into your hand. Once in your hand, he will cost his usual 5 again, and you will get another chance to quickly decimate everyone elses life totals.

Kessig Wolf Run:

Mosswort Bridge and Spinerock Knoll:

Rogue's Passage:

Sejiri Steppe:

Sunhome, Fortress of the Legion: Enters the battlefield untapped, and can give Uril double strike. Very powerful

Yavimaya Hollow:

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Date added 8 years
Last updated 8 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

43 - 0 Rares

29 - 0 Uncommons

16 - 0 Commons

Cards 105
Avg. CMC 3.03
Tokens Beast 3/3 G, 2/2 W Token Creature Griffin
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