I am going to play a little EDH tournament with some of my friends on the next weekend and I need a little help to build a proper deck since this will be the first time I'll play EDH.
The decklist is a rundown of all cards I will might include, so this is clearly more than 100 cards.
Any suggestions on which cards should stay or I should include?
I run Uril, so I'll try to look at this when I'm at home and not at work, but just for starters Uril should be more voltron. Too many creatures in your list. Most of the enchantments look like the typical solid picks.
I'd just focus on cutting creatures at the moment.
you just don't need that many in an Uril deck. Your MO is to drop Uril as fast as possible and then start enchanting him. I'd highly suggest including a pair of Trailblazer Boots. I still don't have my deck on hand, but your enchantments/lands/ramp spells look pretty good. Maybe add in some of the signet artifacts for ramps.
I've found that in my Uril deck, you can, in fact, have too many enchantments. With all the searching you can run, you rarely need more than 15 in the deck. Hmm...
And that's literally all I have in my deck. You can Replenish or Retether them from the graveyard, Idyllic Tutor, Enlightened Tutor, or Three Dreams from your deck. Enchantresses and Harmonize can draw them (The Cheating Top does that, too). Yavimaya Druid gets rid of lands in between you and your Auras.
Actually, I wouldn't ignore some quality equipment in these colors. Sure, he's an Aura General, but Behemoth Sledge still gets the job done.
I would actually focus on spells that blow stuff up like Indrik Stomphowler or - the funniest card I've ever seen for this general - Winds of Rath.
I'd keep the Troll Ascetic. He's a lot like Uril with his Trollshroud. I'd almost think of him as a back-up general.
The decklist is a rundown of all cards I will might include, so this is clearly more than 100 cards.
Any suggestions on which cards should stay or I should include?
Thanks in advance!
1x Marisi's Twinclaws
1x Troll Ascetic
1x Argothian Enchantress
1x Verduran Enchantress
1x Mesa Enchantress
1x Woolly Thoctar
1x Dauntless Escort
1x Eternal Witness
1x Solemn Simulacrum
1x Spellbreaker Behemoth
1x Loam Lion
1x Kird Ape
1x Aura Gnarlid
1x Wall of Omens
1x Wall of Blossoms
1x Umbra Mystic
1x Totem-Guide Hartebeest
1x Kor Spiritdancer
1x Ondu Giant
1x Gatherer of Graces
1x Nomad Mythmaker
1x Lost Auramancers
1x Auratouched Mage
1x Femeref Enchantress
1x Qasali Pridemage
1x Boros Swiftblade
1x Celestial Ancient
1x Lightning Helix
1x Branching Bolt
1x Naya Charm
1x Enlightened Tutor
1x Krosan Grip
1x Naturalize
1x Disenchant
1x Path to Exile
1x Oblivion Ring
1x Winds of Rath
1x Replenish
1x Kodama's Reach
1x Explosive Vegetation
1x Farseek
1x Retether
1x Three Dreams
1x Idyllic Tutor
1x Reborn Hope
1x Hull Breach
1x Rampant Growth
1x Search for Tomorrow
1x Recollect
1x Darksteel Ingot
1x Prophetic Prism
1x Enchantress's Presence
1x Ancestral Mask
1x Fertile Ground
1x Gaea's Embrace
1x Serra's Embrace
1x Sterling Grove
1x Privileged Position
1x Unquestioned Authority
1x Trace of Abundance
1x Bear Umbra
1x Hyena Umbra
1x Spider Umbra
1x Marshal's Anthem
1x Pentarch Ward
1x Daybreak Coronet
1x Armadillo Cloak
1x Prison Term
1x Pacifism
1x Shield of the Oversoul
1x Scourge of the Nobilis
1x Runes of the Deus
1x Asha's Favor
1x Squee's Embrace
1x Indestructibility
1x Faith's Fetters
1x Epic Proportions
1x Holy Strength
1x Carapace
1x Rancor
1x Blessing of the Nephilim
1x Nimbus Wings
1x Spirit Loop
1x Aether Web
1x Terramorphic Expanse
1x Evolving Wilds
1x Strip Mine
1x Yavimaya Hollow
1x Reflecting Pool
1x Rupture Spire
1x Tendo Ice Bridge
1x Mosswort Bridge
1x City of Brass
1x Brushland
1x Karplusan Forest
1x Battlefield Forge
1x Jungle Shrine
1x Rith's Grove
1x Gemstone Mine
1x Sacred Foundry
1x Stomping Ground
1x Temple Garden
1x Fire-Lit Thicket
1x Wooded Bastion
1x Rugged Prairie
1x Grove of the Burnwillows
1x Horizon Canopy
1x Vivid Crag
1x Vivid Grove
1x Vivid Meadow
1x Graypelt Refuge
1x Kazandu Refuge
1x Arctic Flats
1x Highland Weald
1x Elfhame Palace
1x Shivan Oasis
1x Selesnya Sanctuary
1x Boros Garrison
1x Gruul Turf
0x Forests
0x Plains
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The following cards could be cut.
The smaller creatures are not very good in EDH as a whole and the enchantments that I listed are inferior to other choices IMO
That will make room for:
Carven Caryatid (another card drawing wall)
Auratog & Temporal Isolation an nice combo that can finish off an opponent if you play it right plus Isolation can turn off an emeny general or other dangerous critter.
Moldervine Colak
Saffi Eriksdotter
Karmic Justice
Celestial Mantle
Molting Skin & Broken Fall (these make a great draw engine when combined with enchantress and have a useful effect)
You also need some board sweepers such as Wrath of God, Day of Judgement, Oblivion Stone, Nevinyrral's Disk, Magus of the Disk, Mageta the Lion, Martial Coup.
Also, look for ways to give Uril evasion so he can swing for a quick win.
Good Luck!
I'd just focus on cutting creatures at the moment.
Edit:
Alright, so here's my current Uril build
1x Solemn Simulacrum
1x Aura Gnarlid
1x Troll Ascetic
1x Eternal Witness
1x Umbra Mystic
1x Ancestral Mask
1x Gaea's Embrace
1x Oakenform
1x Burgeoning
1x Epic Proportions
1x Instill Energy
1x Bear Umbra
1x Keen Sense
1x Sylvan Library
1x Enchantress's Presence
1x Rancor
1x Spider Umbra
1x Snake Umbra
1x Eternal Warrior
1x Lightning Talons
1x Knighthood
1x Serra's Embrace
1x Spirit Loop
1x Nimbus Wings
1x Inviolability
1x Celestial Mantle
1x Hyena Umbra
1x Daybreak Coronet
1x Angelic Benediction
1x Unquestioned Authority
1x Runes of Deus
1x Scourge of the Nobilis
1x Squee's Embrace
1x Mirari's Wake
1x Armadillo Cloak
1x Privileged Position
1x Sterling Grove
1x Shield of the Oversoul
1x Eldrazi Conscription
1x Evolution Charm
1x Might of Oaks
1x Swords to Plowshares
1x Naya Charm
1x Kodama's Reach
1x Nature's Spiral
1x Regrowth
1x Harmonize
1x Creeping Mold
1x Farseek
1x Primal Command
1x Replenish
1x Retether
1x Idyllic Tutor
1x Three Dreams
1x Winds of Rath
1x Aftershock
1x Safewright Quest
1x Hull Breach
1x Sarkhan Vol
1x Ajani Vengeant
1x Basilisk Collar
1x Scroll Rack
1x Trailblazer's Boots
1x Boros Signet
1x Gruul Signet
1x Selesnya Signet
1x Coalition Relic
1x Darksteel Ingot
1x Obelisk of Naya
1x Kor Haven
1x Yavimaya Hollow
1x Shinka, the Bloodsoaked Keep
1x Graypelt Refuge
1x Vivid Grove
1x Vivid Meadow
1x Mosswort Bridge
1x Jungle Shrine
1x City of Brass
1x Battlefield Forge
1x Karplusan Forest
1x Skarrg, the Rage Pits
1x Stomping Ground
1x Sacred Foundry
1x Selesnya Sanctuary
1x Temple Garden
1x Sunhome, Fortress of the Legion
1x Fire-Lit Thicket
1x Wooded Bastion
1x Rugged Prairie
1x Brushland
1x Horizon Canopy
1x Grove of the Burnwillows
1x Strip Mine
1x Gemstone Mine
1x Contested Cliffs
1x Plains
1x Forest
1x Mountain
Would love to get some input on my own deck as well if anyone notices I'm missing something that could be really good in here.
Edit: I'd drop the following creatures
you just don't need that many in an Uril deck. Your MO is to drop Uril as fast as possible and then start enchanting him. I'd highly suggest including a pair of Trailblazer Boots. I still don't have my deck on hand, but your enchantments/lands/ramp spells look pretty good. Maybe add in some of the signet artifacts for ramps.
RGW Uril, the Miststalker - Retired
W Darien, King of Kjeldor
UGR Intet, the Dreamer
BG Sapling of Colfenor
Cards I'd add:
You definitely don't want to run any creatures that need to be enchanted. Flickerform can save Uril from nearly anything.
RGW Uril, the Miststalker - Retired
W Darien, King of Kjeldor
UGR Intet, the Dreamer
BG Sapling of Colfenor
I've found that in my Uril deck, you can, in fact, have too many enchantments. With all the searching you can run, you rarely need more than 15 in the deck. Hmm...
And that's literally all I have in my deck. You can Replenish or Retether them from the graveyard, Idyllic Tutor, Enlightened Tutor, or Three Dreams from your deck. Enchantresses and Harmonize can draw them (The Cheating Top does that, too). Yavimaya Druid gets rid of lands in between you and your Auras.
Actually, I wouldn't ignore some quality equipment in these colors. Sure, he's an Aura General, but Behemoth Sledge still gets the job done.
I would actually focus on spells that blow stuff up like Indrik Stomphowler or - the funniest card I've ever seen for this general - Winds of Rath.
I'd keep the Troll Ascetic. He's a lot like Uril with his Trollshroud. I'd almost think of him as a back-up general.