The primary goal is to accelerate Uril into play. Once in play you will need to decide whether to destroy all the lands or play enchantments on Uril and then destroy all the lands. The curve is low in this deck and with all the artifact acceleration the land destruction should hurt your opponents much more than you. To help recover there is Crucible of Worlds and Life from the Loam (this should be your primary target for Gamble). There are some sweepers to clear out blockers that should leave Uril alive (Wildfire, Devastating Dreams). Contested Cliffs can also help to clear out blockers or kill opposing generals, depending on the situation. Hinder and Hallowed Burial are very bad for this deck and you should try and play around them if you think one of your opponents has them. There are also a few creature tutors to get back Uril if he gets put in your library and also a small creature toolbox to help handle problem situations in case you don't need to get Uril. I've also included some enchantment tutors along with an enchantment toolbox if you don't need Auras.
I like the adding of Stonecloaker to evade wraths (Hallowed Burial)effects. You should keep watching if that could be a rpoblem for the deck. If so, you can add Otherworldly journey or graceful reprieve
Im preatty sure that are a lot more cards with those same effects, but those are the ones that came up to my mind now.
I like the adding of Stonecloaker to evade wraths (Hallowed Burial)effects. You should keep watching if that could be a rpoblem for the deck. If so, you can add Otherworldly journey or graceful reprieve
Im preatty sure that are a lot more cards with those same effects, but those are the ones that came up to my mind now.
I've got to get a legends Sylvan Library for my cube (so it's black bordered) and I'll add my white border one in here when I get it. I thought about Otherworldly Journey but I need to test more to see if I need it, Hallowed Burial is a big problem for me. Plus it is good at dodging Edict effects. Right now I'll try what I got and see which cards aren't doing enough.
I think that both crop rotation and knight of the reliquary should be in this deck. Its a way to search up your sunhome for the kill.
Good call on the Knight, he's also got a lot of synergy with all the land destruction. I think Shield of Kaldra is a safe cut because it is so slow and clunky, it will be rare to have enough mana to cast Uril and equipment him on the same turn. Sylvan Scrying got picked over Crop Rotation since there's no card disadvantage but I should probably just play both. Need to playtest more because I can't think of anything else to cut.
Not sure if you did this intentionally, but you have Arena listed under artifacts instead of land.
It was intentional, I've got the Borderposts under the land section too. I'll move all the mana producers to the same section and relabel the Artifact section "Colorless" to make the list easier to read.
You mentioned that you like the "LD" idea, I would add wasteland and crucible.
Crucible is on the list and Stripmine is already in. I was trying to limit the number of lands that produce colorless to avoid getting color screwed early.
Hi Donald...I was looking to find myself a good EDH deck and almost everytime I looked through Generals and List your decklists seemed to be the best or better suit for my style of play...
Anyway, I really liked this Uril deck with the LD plan. Actuallly, I first thought to go Enchantress style but this list just look brutal on paper. I haven't got all cards together yet but here's some cards that I think should be in the deck or at least makes me think twice before adding/cutting cards:
Hi Donald...I was looking to find myself a good EDH deck and almost everytime I looked through Generals and List your decklists seemed to be the best or better suit for my style of play...
Anyway, I really liked this Uril deck with the LD plan. Actuallly, I first thought to go Enchantress style but this list just look brutal on paper. I haven't got all cards together yet but here's some cards that I think should be in the deck or at least makes me think twice before adding/cutting cards:
Thanks for taking an interest. I haven't playtested this deck too much so I'm still trying to get a feel for the number of slots I need to devote to mass land destruction and Auras. On the individual card choices: Ajani Vengeant: I only play multiplayer so targeting just one player isn't enough. If I can get to a point where I can use his ultimate I've probably already won. In 1v1 he is completely different and I would definitely include him. Elspeth, Knight Errant: I don't think she does enough but her second ability is nice. She's good but I think a land based token maker or an aura would be better, depending on what you want to use her for. Sarkan Vol: This is probably the best PW, I'll try and give him a shot at some point since the extra 6 damage Earl can deal is pretty relevant plus he can steal chump blockers. He's also the easiest to ultimate and getting a bunch of dragons and casting Armageddon is probably GG. Rune-Tail, Kitsune Ascendant: Starstorm is the only heavily played damage based sweeper and Earl just beats the crap out of creatures so I don't think this is necessary. Seize the Day: This is excellent, I'll try and find a spot for it. Retheter: I didn't find myself needing Replenish in the games I played. I need to test some more to see how valuable this effect is. Indestructibility: Flickerform is necessary as Hallowed Burial is one of the only ways to deal with Earl on a long term basis. This should probably still be in though. Kithkin Armor: I think we can do better for Auras. Boom // Bust: Definitely an option if more LD is required. Ruination: Too many basics in my meta and hits most of my lands. Ravages of War: Definitely should be in but I don't have one. I think Impending Disaster is the worst in the deck but it can be tutored for which is a plus. City of Brass, Grand Coliseum, Rupture Spire, other Fetch lands, better Duals... : I just went with the best I had, the manabase could definitely use improvement.
Let me know if you try out the deck and how it goes. This deck still needs a lot of tuning and I could use the help. The games I've played so far have been fun though, if everything goes smoothly you just pound on people and there isn't much they can do.
EDIT: I also just added in Wildfire, missed it when I first made the list. If it ends up being as good as I think it will be then Burning of Xinye should also go in if you've got one.
EDIT 2: I edited the first post with some changes, they're in the changelog.
What about empyrial armor? Is that a game ender after catalcysm?
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yes daybreak coronet is much better than armadillo cloak in this deck.
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I would swap the battle mastery for a Runes of the Deus, and for the love of all Uril decks everywhere find room for a Daybreak Coronet
I have Runes listed, it's a beating and I didn't forget about it. The reason I have chosen to leave Coronet off this list is because I often find myself with only 1 enchantment on Uril. This is not a late game deck or even a midgame deck, I plan on killing very quickly and it usually only takes 1 enchantment for Uril to be a menace when I'm cast mass land destruction every few turns. The lack of evasion on the Coronet also holds it back and most of the abilities just aren't very relevant, I don't care about the lifegain or vigilance much at all and first strike only matters if they have an early deathtouch creature which is why I prefer the Trample that the cloak provides. In a more enchantress based Uril deck I would definitely look to add in the Coronet as the abilities it provides become much more relevant.
why are you playing multani but not empyrial armor? Your hands fill up quickly after destroying lands.
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why are you playing multani but not empyrial armor? Your hands fill up quickly after destroying lands.
I think the answer for this would be very similar to the one above.Lack of Evasion.
Url is huge and quick and it he doesnt get his job done early in the game he gets controled and foreced to play a long game. The deck has other creatures that can hold up until something gets built again but it's not its best fit.
For this reason it's REALLY important that everytime he swings he hits and hard if possible, and not chump-block by a goat per say.
yes but there's gotta be better creatures than multani or krosan tusker. They just don't seem to fit well because his deck relies on destroying lands and those creatures cost a lot to play. How about cantivore or spellbreaker behemoth?
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It came down to either Multani or Terravore as the backup backup finisher (Knight of the Reliquary is backup #1) and I chose Multani due to shroud. Maybe a backup finisher is not what's needed here but I think Multani fills that role the best. For the next group session I play I'll try out Empyrial Armor in place of Multani and see how it goes, you are probably right that it will be more valuable than what is probably an unnecessary finisher. Krosan Tusker is basically a spell, I intend on always cycling him. There may be a better option than the Tusker, maybe Eternal Dragon, but I don't want anything that puts the land into play like Kodama's Reach or something similar. Thanks for the constructive criticism, it's always very welcome.
I understand your reason for Krosan tusker. He's probably alot better in your deck than I gave credit for. Eternal Dragon sounds like a really good choice as well.
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i run Mayael's Aria in my uril deck which btw is my favorite i've won with it once made my opponent leave complaining how he's gonna quit magic
i got it with Cradle of Vitality + Lifelink and some other enchants
It came down to either Multani or Terravore as the backup backup finisher (Knight of the Reliquary is backup #1) and I chose Multani due to shroud.
It seems to me that in a deck with creature enchantments, another creature with troll shroud would be a much better backup finisher than something with just plain shroud. Multani, Maro-Sorcerer doesn't have evasion or trample, and you can't enchant him. He can be chump blocked by goats all day long. Plus, he dies if someone makes everyone discard. Plated Slagwurm, on the other hand, is an 8/8 for one more mana, and you can enchant him if your general isn't available. You can give him Rancor, Spirit Loop, Armadillo Cloak, Pollenbright Wings, etc. I think it would be better than Multani.
It seems to me that in a deck with creature enchantments, another creature with troll shroud would be a much better backup finisher than something with just plain shroud. Multani, Maro-Sorcerer doesn't have evasion or trample, and you can't enchant him. He can be chump blocked by goats all day long. Plus, he dies if someone makes everyone discard. Plated Slagwurm, on the other hand, is an 8/8 for one more mana, and you can enchant him if your general isn't available. You can give him Rancor, Spirit Loop, Armadillo Cloak, Pollenbright Wings, etc. I think it would be better than Multani.
That seems reasonable, he only costs 1 more mana so that shouldn't be an issue. I'll update the first post with this change. It looks like I'll finally be getting a nice long weekend of nothing but EDH play with my group in the middle of March so I'll probably update my list with changes after some more playtesting.
I mostly play on MTGO. I have a small group of friends I play with. Heavy land destruction is just not cool. I would be disowned if I played with this list.
I really have been wanting to put a deck together with Uril as the general. I am planning to buy a few singles soon to put the deck together.
For me I would want to run every totem armor there is. Is there a reason u do not run every single one? Why do you only play the ones you do?
The big problem with Uril is facing down against stuff like Mind Control or helm of possesion or even Hallowed burial. It seems flicker form is really good for this sake. I noticed in the new Scars of Mirrodin set Asceticism
Is there any other tricks u have to combat against these? I have one friend that likes to steal my permanants. Obv Lightning greaves is good but limits your options for attaching auras to Uril.
1 Uril, the Miststalker
Utility Creatures - 9
1 Serra Ascendant
1 Grand Abolisher
1 Hermit Druid
1 Qasali Pridemage
1 Saffi Eriksdotter
1 Dauntless Escort
1 Knight of the Reliquary
1 Terravore
1 Greater Gargadon
Auras - 11
1 Messenger's Speed
1 Rancor
1 Flickerform
1 Spirit Mantle
1 Gift of Immortality
1 Unquestioned Authority
1 Vow of Wildness
1 Shield of the Oversoul
1 Battle Mastery
1 Bear Umbra
1 Runes of the Deus
Land Hate - 12
1 Devastating Dreams
1 Impending Disaster
1 Winter Orb
1 Tangle Wire
1 Armageddon
1 Cataclysm
1 Hokori, Dust Drinker
1 Boom // Bust
1 Catastrophe
1 Razia's Purification
1 Wildfire
1 Decree of Annihilation
1 Burgeoning
1 Exploration
1 Land Tax
1 Sterling Grove
1 Sylvan Library
1 Aura of Silence
1 Parallax Wave
Colorless - 1
1 Crucible of Worlds
Sorceries - 7
1 Gamble
1 Life from the Loam
1 Sylvan Scrying
1 Idyllic Tutor
1 Wheel of Fortune
1 Replenish
1 Seize the Day
Instants - 7
1 Crop Rotation
1 Enlightened Tutor
1 Tithe
1 Worldly Tutor
1 Boros Charm
1 Eladamri's Call
1 Naya Charm
Mana - 45
1 Ancient Tomb
1 Arid Mesa
1 Birds of Paradise
1 Bloom Tender
1 Boros Garrison
1 Boros Signet
1 Boseiju, Who Shelters All
1 Cavern of Souls
1 Chrome Mox
1 City of Brass
1 Coalition Relic
1 Command Tower
1 Contested Cliffs
1 Flagstones of Trokair
3 Forest
1 Forgotten Cave
1 Gruul Signet
1 Gruul Turf
1 Horizon Canopy
1 Krosan Verge
1 Lotus Cobra
1 Mana Confluence
1 Mana Crypt
1 Mountain
1 Mox Diamond
2 Plains
1 Plateau
1 Sacred Foundry
1 Savannah
1 Secluded Steppe
1 Selesnya Signet
1 Sol Ring
1 Stomping Ground
1 Strip Mine
1 Sunhome, Fortress of the Legion
1 Taiga
1 Talisman of Impulse
1 Talisman of Unity
1 Temple Garden
1 Tranquil Thicket
1 Windswept Heath
1 Wooded Foothills
The primary goal is to accelerate Uril into play. Once in play you will need to decide whether to destroy all the lands or play enchantments on Uril and then destroy all the lands. The curve is low in this deck and with all the artifact acceleration the land destruction should hurt your opponents much more than you. To help recover there is Crucible of Worlds and Life from the Loam (this should be your primary target for Gamble). There are some sweepers to clear out blockers that should leave Uril alive (Wildfire, Devastating Dreams). Contested Cliffs can also help to clear out blockers or kill opposing generals, depending on the situation. Hinder and Hallowed Burial are very bad for this deck and you should try and play around them if you think one of your opponents has them. There are also a few creature tutors to get back Uril if he gets put in your library and also a small creature toolbox to help handle problem situations in case you don't need to get Uril. I've also included some enchantment tutors along with an enchantment toolbox if you don't need Auras.
Changelog
9/10
-Seedborn Muse
-Realm Razor
-Mana Reflection
-Genesis
-Nightsoil
-Wheel of Fortune
-Mirari's Wake
-Eternal Witness
-Rith's Grove
-Kher Keep
-Nantuko Monastery
-Forrest
-Plains
+Burgeoning
+Multani, Maro-Sorcerer
+Wildfire
+Starstorm
+Stonecloaker
+Moldervine Cloak
+Coalition Relic
+Gaea's Embrace
+Exotic Orchard
+Drifting Meadow
+Slippery Karst
+Smoldering Crater
+Skarrg, the Rage Pits
9/16
-Shield of Kaldra
+Knight of the Reliquary
9/23
-Spearbreaker Behemoth
-Mind's Eye
-Garruck Wildspeaker
+Seize the Day
+Sarkhan Vol
+Crop Rotation
10/22
-Exotic Orchard
+Horizon Canopy
11/11
-Replenish
+Greater Good
2/26
-Multani, Maro Sorcerer
+Plated Slagwurm
3/17
-Plains
+Arid Mesa
-Harmonize
+Sylvan Library
4/15
-Vexing Shusher
-Plated Slagwurm
-Karmic Justice
-Privileged Position
-Primal Command
-Three Dreams
+Boom // Bust
+Birds of Paradise
+Bear Umbra
+Sensei's Divining Top
+City of Solitude
+Realms Uncharted
5/3
-Spirit Loop
-Gilded Lotus
+Devastating Dreams
+Bloom Tender
5/16
-Krosan Grip
-Forest
-Moldervine Cloak
-Scourge of the Nobilis
-Stonecloaker
+Saffi Ericksdotter
+Dosan, the Falling Leaf
+Hokori, Dust Drinker
+Snake Umbra
+Boar Umbra
5/22
-Naya Panorama
+Windswept Heath
6/10
-Arena
-Greater Good
+Terravore
+Greater Gargadon
2/18
+Orcish Lumberjack
+Serra Ascendant
+Aura of Silence
+Parallax Wave
+Hermit Druid
-Umbra Mystic
-Duplicant
-Realm's Uncharted
-Boar Umbra
-Mosswort Bridge
3/10
-Soul's Majesty
-Darksteel Ingot
+Wheel of Fortune
+Chrome Mox
3/17
-Drifting Meadow
-Wildfield Borderpost
-Firewild Borderpost
-Slippery Karst
-Smoldering Crater
-Mosswort Bridge
+Darksteel Ingot
+Forest x 2
+Mountain
+Plains
+City of Brass
4/9
-Forest
+Taiga
4/28
-Winds of Rath
-Starstorm
-Sensei's Divining Top
-2 Mountain
-2 Forest
-2 Plains
-Orcish Lumberjack
+Replenish
+Worldly Tutor
+Tangle Wire
+Gemstone Mine
+Tarnished Citadel
+Yavimaya Hollow
+Karplusan Forest
+Brushland
+Copperline Gorge
+Razorverge Thicket
7/30
-Tarnished Citadel
-Yavimaya Hollow
-Beastial Fury
-Snake Umbra
-City of Solitude
-Darksteel Ingot
+Command Tower
+Mana Crypt
+Spirit Mantle
+Vow of Wildness
+Exploration
+Mox Diamond
2/22/12
-Dosan, the Falling Leaf
-Skargg, the Rage Pits
+Kessig Wolf Run
+Grand Abolisher
7/3/13
-Sarkhan Vol
-Copperline Gorge
-Ravorverge Thicket
-Kessig Wolf Run
+Cavern of Souls
+Ancient Tomb
+Savannah
8/9/14
+Land Tax
+Tithe
+Gift of Immortality
+Mana Confluence
-Gemstone Mine
-Brushland
-Karplusan Forest
-Gaea's Embrace
8/30/15
-Armadillo Cloak
+Messenger's Speed
Wishlist
Ravages of War
City of Traitors
I would add more card drawing like Sylvan Library and maybe run that little combo with Abundance
Ancestral Mask could make your general VERY BIG quick!
I like the adding of Stonecloaker to evade wraths (Hallowed Burial)effects. You should keep watching if that could be a rpoblem for the deck. If so, you can add Otherworldly journey or graceful reprieve
Im preatty sure that are a lot more cards with those same effects, but those are the ones that came up to my mind now.
I've got to get a legends Sylvan Library for my cube (so it's black bordered) and I'll add my white border one in here when I get it. I thought about Otherworldly Journey but I need to test more to see if I need it, Hallowed Burial is a big problem for me. Plus it is good at dodging Edict effects. Right now I'll try what I got and see which cards aren't doing enough.
Good call on the Knight, he's also got a lot of synergy with all the land destruction. I think Shield of Kaldra is a safe cut because it is so slow and clunky, it will be rare to have enough mana to cast Uril and equipment him on the same turn. Sylvan Scrying got picked over Crop Rotation since there's no card disadvantage but I should probably just play both. Need to playtest more because I can't think of anything else to cut.
It was intentional, I've got the Borderposts under the land section too. I'll move all the mana producers to the same section and relabel the Artifact section "Colorless" to make the list easier to read.
Crucible is on the list and Stripmine is already in. I was trying to limit the number of lands that produce colorless to avoid getting color screwed early.
Anyway, I really liked this Uril deck with the LD plan. Actuallly, I first thought to go Enchantress style but this list just look brutal on paper. I haven't got all cards together yet but here's some cards that I think should be in the deck or at least makes me think twice before adding/cutting cards:
Ajani Vengeant (Paralyse permanents, kills creatures/Planeswalkers, Ultimate ability just to good in the theme)
Elspeth, Knight Errant (Hard to deal with Planewalker... She can give you games)
Sharkan Vol (Maybe, maybe not... I don't know? Probably a cut)
Rune-Tail, Kitsune Ascendant (I think any white deck should play this)
Seize the Day (Game finisher with Uril on board)
Retheter (Replenish #2)
Indestructibility (Do we still need Flickerform if we play this?)
Kithkin Armor (Just an idea...)
Boom // Bust (another destroy all lands available)
Ruination (Non-basic ultra hate, maybe not...)
Ravages of War (Armageddon #2, I actually have some in my White Stack Legacy Deck)
City of Brass, Grand Coliseum, Rupture Spire, other Fetch lands, better Duals...
What do you think about those cards?
Thanks for taking an interest. I haven't playtested this deck too much so I'm still trying to get a feel for the number of slots I need to devote to mass land destruction and Auras. On the individual card choices:
Ajani Vengeant: I only play multiplayer so targeting just one player isn't enough. If I can get to a point where I can use his ultimate I've probably already won. In 1v1 he is completely different and I would definitely include him.
Elspeth, Knight Errant: I don't think she does enough but her second ability is nice. She's good but I think a land based token maker or an aura would be better, depending on what you want to use her for.
Sarkan Vol: This is probably the best PW, I'll try and give him a shot at some point since the extra 6 damage Earl can deal is pretty relevant plus he can steal chump blockers. He's also the easiest to ultimate and getting a bunch of dragons and casting Armageddon is probably GG.
Rune-Tail, Kitsune Ascendant: Starstorm is the only heavily played damage based sweeper and Earl just beats the crap out of creatures so I don't think this is necessary.
Seize the Day: This is excellent, I'll try and find a spot for it.
Retheter: I didn't find myself needing Replenish in the games I played. I need to test some more to see how valuable this effect is.
Indestructibility: Flickerform is necessary as Hallowed Burial is one of the only ways to deal with Earl on a long term basis. This should probably still be in though.
Kithkin Armor: I think we can do better for Auras.
Boom // Bust: Definitely an option if more LD is required.
Ruination: Too many basics in my meta and hits most of my lands.
Ravages of War: Definitely should be in but I don't have one. I think Impending Disaster is the worst in the deck but it can be tutored for which is a plus.
City of Brass, Grand Coliseum, Rupture Spire, other Fetch lands, better Duals... : I just went with the best I had, the manabase could definitely use improvement.
Let me know if you try out the deck and how it goes. This deck still needs a lot of tuning and I could use the help. The games I've played so far have been fun though, if everything goes smoothly you just pound on people and there isn't much they can do.
EDIT: I also just added in Wildfire, missed it when I first made the list. If it ends up being as good as I think it will be then Burning of Xinye should also go in if you've got one.
EDIT 2: I edited the first post with some changes, they're in the changelog.
I already had it on the list but I put it at the wrong cc slot so I fixed that. And you are correct, it is very good here.
I have Runes listed, it's a beating and I didn't forget about it. The reason I have chosen to leave Coronet off this list is because I often find myself with only 1 enchantment on Uril. This is not a late game deck or even a midgame deck, I plan on killing very quickly and it usually only takes 1 enchantment for Uril to be a menace when I'm cast mass land destruction every few turns. The lack of evasion on the Coronet also holds it back and most of the abilities just aren't very relevant, I don't care about the lifegain or vigilance much at all and first strike only matters if they have an early deathtouch creature which is why I prefer the Trample that the cloak provides. In a more enchantress based Uril deck I would definitely look to add in the Coronet as the abilities it provides become much more relevant.
I think the answer for this would be very similar to the one above.Lack of Evasion.
Url is huge and quick and it he doesnt get his job done early in the game he gets controled and foreced to play a long game. The deck has other creatures that can hold up until something gets built again but it's not its best fit.
For this reason it's REALLY important that everytime he swings he hits and hard if possible, and not chump-block by a goat per say.
i got it with Cradle of Vitality + Lifelink and some other enchants
R,Norin the WaryR,BLyzolda, the Blood WitchB,GNath of the Gilt-Leaf
It seems to me that in a deck with creature enchantments, another creature with troll shroud would be a much better backup finisher than something with just plain shroud. Multani, Maro-Sorcerer doesn't have evasion or trample, and you can't enchant him. He can be chump blocked by goats all day long. Plus, he dies if someone makes everyone discard. Plated Slagwurm, on the other hand, is an 8/8 for one more mana, and you can enchant him if your general isn't available. You can give him Rancor, Spirit Loop, Armadillo Cloak, Pollenbright Wings, etc. I think it would be better than Multani.
2023 Average Peasant Cube|and Discussion
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That seems reasonable, he only costs 1 more mana so that shouldn't be an issue. I'll update the first post with this change. It looks like I'll finally be getting a nice long weekend of nothing but EDH play with my group in the middle of March so I'll probably update my list with changes after some more playtesting.
I mostly play on MTGO. I have a small group of friends I play with. Heavy land destruction is just not cool. I would be disowned if I played with this list.
I really have been wanting to put a deck together with Uril as the general. I am planning to buy a few singles soon to put the deck together.
For me I would want to run every totem armor there is. Is there a reason u do not run every single one? Why do you only play the ones you do?
The big problem with Uril is facing down against stuff like Mind Control or helm of possesion or even Hallowed burial. It seems flicker form is really good for this sake. I noticed in the new Scars of Mirrodin set Asceticism
Is there any other tricks u have to combat against these? I have one friend that likes to steal my permanants. Obv Lightning greaves is good but limits your options for attaching auras to Uril.
Do u have anything to stop Evacuation?
thanks,
Joe