So, I know there's been a lot of Uril, the Mistalker decks posted, but I thought I'd post mine. I play multiplayer mainly and have tons of fun with this deck. I think that when Uril players have trouble in multiplayer, they need to remember that their strongest weapon is diplomacy.
You are a huge threat in that once Uril starts to get enchanted, you can most likely 2-shot anyone. Your natural enemies will be decks with a lot of creatures, but don't forget that your natural allies are the decks that don't sport much board presence.
Control style decks will be looking to take advantage of your board presence, using you to take out super aggressive aggro decks (slivers, goblins, etc) and hoping that by the time you finish everyone else off, they'll have a combo or an answer ready for you. They know that if they make themselves too big a pest to you early on, you'll be able to rampage through their weak defenses.
Anyways, don't forget to play politics. If you don't play your cards right, you'll be seen for the big threat you are and marked for execution.
First off this deck is very streamlined. Like most good Uril decks, it is designed to ramp up to Uril fast, spill out a bunch of auras, and start busting out... plus a few tricks.
My Order of Aura Priority.
Remember that in multiplayer, you will be seen as a threat. More diplomacy it's to your advantage that even though they all see you as dangerous, they are still individual players and this is a cutthroat format after all.
There is a lot of tutor ability, this is the priority I set for auras.
1) Flickerform - Best protection Uril has. (Never get cocky, leaving exactly 4 mana open is just asking someone to Icy Manipulator you! Don't do it!!!)
1.5) Indestructible and Regeneration if you don't have Flickerform to use instead. If you have Flickerform in play already then these other two become much less valuable.
2) Vigilance - Let them know that if they attack you, they'll lose a creature doing it, not to mention you'll be hitting them twice as hard next turn.
3) Evasion - Flying, Trample, Unquestioned Authority (lol @ that card)
4) Double Strike - Ends the game fast, but you better be ready for some hurt because playing a Double Strike aura will red flag you.
There's a lot of Auras that do more than one thing, so you can get creative with what looks good at the time.
Why So Many Board Wipes/Fog?
In a vacuum, Uril, the Mistalker's only weakness is board wipes. But remember, this isn't space, this is a deck. For an Uril deck which runs very few creatures (and 99% of those utility), your biggest threat is being Overrun. Literally... well, sometimes.
Uril can go head to head with pretty much any single card, but he can only block so many creatures. I choose these board wipes because with the exception of one, they very rarely will actually hit Uril. Savage Twister and Starstorm, X damage to all creatures? Good, Uril is bigger than your chumps. Winds of Rath and Austere Command are pretty obvious.
Likewise, I found that fog effects are a good way to neuter someone's attempt at overrunning you with board position. Good because they get the job done and good because they don't usually piss anyone off (other than whoever is attacking you ;D). My favorite fog is Constant Mists because you should have enough lands to pay the buyback until you can pummel everyone. The next best are Tangle, Spore Cloud, and Moment's Peace because they each give you two turns of fogging. Dawn Charm and Respite are there because I wanted more fogs and they were the next best two (both providing some utility on top of just a fog).
Spot Removal:
Prison Term Faith's Fetters Arrest Condemn
Other than the staple, Condemn, the only spot removal I run is enchantments. One, it gives them something to remove other than my auras. Two, it makes me draw when I have an Enchantress. Three, I'd rather them have a useless general sitting on the board that a general ready to come tearing back out of the command zone.
Don't forget that the Fetters can be used on Planeswalkers also.
Mark of Fury + one or more of the enchantresses means a whole lot of draw power.
Backup Plan!
It's good to have a backup because it would suck to roll over every time someone Hallowed Burial'd. Sylvan Tutor and Defense of the Heart are good ways to search for either Uril or some other big nasty. Troll Ascetic and Spearbreaker Behemoth are the backup fatties and pretty good to drop enchantments on should Uril be on the bench for a while.
So here I'd like to open up the discussion! What Uril tricks do you have? What do you have problems with? This isn't meant to be the end all be all Uril deck, it's just a good starting place... in my moderately humble opinion.
The two major sets of changes were to add fogs, which I found to be more effective and diplomatic ways to keep from getting swarmed, and to add more creatures to protect against sacrifice effects. I'm thinking about what I might want to take out for Regrowth .
Nice list, and quite well formatted. If I had to mention a couple things that stand out to me, it's your lack of Sensei's Divining Top(yes, I know you have Sylvan Library and Mirri's Guile), and the other is you have Boar Umbra, but no Bear Umbra? I mean, sure, it's -1/-1 less than Boar Umbra, but to untap your lands whenever Uril attacks? It's begging to be comboed with Aggravated Assault(as I will be doing in my Stonebrow, Krosan Hero deck).
Not to say your list is bad(on the contrary, I like it lots), but just throwing it out there.
Just for a little update... I'm thinking about taking out a few of the cards that have been under-performing and putting in some fog effects for when diplomacy doesn't work so well.
If you're using the totem armors, then it's safe for Wrath to comeback. Hallowed Burial is a decent enough to return to your decklist. IMO, Fog won't do enough unless you powered up your Gen asap and kill your opponent unless you have something like Entangler+Authority+Vigilance combo.
In my Uril deck, I always put removals in every possible way... even Hallowed Burial. I just have tons of searchers from Eladamri's Call, Worldly Tutor, Tooth and Nail. In my case, it's doing pretty well other than dealing with decks faster than mine.
You also need tutors! Like they said Academy Rector is awesome. In addition to wrath effects, Aura Shards is awesome against cards like Propaganda.
The problem I've had with Wrath and Hallowed Burial are that I can't always use them when I need to. I have to have some sort of pro-destruction effect for wrath (or regeneration for DoJ) and flickerform for hallowed burial or else they are just a wash.
Sure, it's better to wipe the board than to lose the game, but fogs are usable 100% of the time. Several of them last for 2 turns or are reusable. I'd often found myself sitting with a DoJ in my hand, a 12/12 Uril on the field and staring down 10 slivers. Fogging for 1-2 turns will almost definitely win me the game, but DoJ will only help if Uril is protected from it.
Academy Rector is a card I've been considering and I suppose would make a good upgrade for Lost Auramancers. The only problem is that if someone doesn't attack me, it could be hard to get her to the graveyard.
I can see where you're coming when it comes to wrath. Either way, you can always use your recurring spells to bring back and auras in your grave. You only need on MAIN aura to kill off your opponent and to me that's Runes of the Deus. Just make sure you always have a back-up plan. Fog-effect is your thing and not mine and to my atonishment, it works in your case.
As for Rector, you have 2 scenario:
a) A confused player will recklessly attack you and be blocked by the Rector. That's a win-win for you.
b) A smart player will have to wait until he get rids of your Rector. If he can't, he has to make the move OR he'll waste 1-2+ resources to remove him. To me, that's a win-win
and...
c) If you want to get rid of your Rector, you can always use Skullclamp or anything that requires of you removing it from the field. There's a ton out there. Can't remember the specifics.
Would you take out Totem-Guide Hartebeest or Lost Auramancers for Academy Rector do you think? Auramancers obviously have lots of up sides... any enchantment and is put right into play. The ups for Hartebeest are that I don't have to play the aura if I don't want to (say Uril isn't on the field or I just don't want to overextend) and that it stays as an additional body (which is nice since I'm very vulnerable to sac effects). Auramancers can be a little clunky sometimes too if it dies before the last time counter. Hmm or maybe leave them both and take out Spearbreaker? He's nice to have but maybe he just doesn't carry his weight compared to more aura fetchers.
And also, you should try fogs a couple games just to try it. ;D Maybe your deck is structured a little different, but you might find you like them. I listed my favorites in the OP.
1 Uril, the Miststalker
Lands (36):
2 Plateau
3 Sacred Foundry
4 Arid Mesa
5 Savannah
6 Temple Garden
7 Windswept Heath
8 Sunpetal Grove
9 Taiga
10 Stomping Ground
11 Wooded Foothills
12 Forest
13 Forest
14 Forest
15 Plains
16 Plains
17 Plains
18 Mountain
19 Mountain
20 Thawing Glaciers
21 Vivid Crag
22 Vivid Meadow
23 Vivid Grove
24 Reflecting Pool
25 Exotic Orchard
26 Serra's Sanctum
27 Eiganjo Castle
28 Shinka, the Bloodsoaked Keep
29 Treetop Village
30 Yavimaya Hollow
31 Maze of Ith
32 Reliquary Tower
33 Contested Cliffs
34 Skarrg, the Rage Pits
35 Sunhome, Fortress of the Legion
36 Petrified Field
37 Kor Haven
38 Bloom Tender
39 Wood Elves
40 Yavimaya Dryad
41 Solemn Simulacrum
42 Knight of the White Orchid
43 Weathered Wayfarer
44 Vexing Shusher
45 Duplicant
46 Troll Ascetic
47 Verduran Enchantress
48 Mesa Enchantress
49 Argothian Enchantress
50 Academy Rector
51 Lost Auramancers
52 Totem-Guide Hartbeest
53 Nomad Mythmaker
54 Eternal Witness
55 Auramancer
Auras for Uril (12):
56 Rancor
57 Flickerform
58 Shield of the Oversoul
59 Mammoth Umbra
60 Boar Umbra
61 Asha's Favor
62 Unquestioned Authority
63 Armadillo Cloak
64 Gaea's Embrace
65 Serra's Embrace
66 Runes of the Deus
67 Mark of Fury
Other Enchantments (8):
68 Enchantress's Presence
69 Prison Term
70 Faith's Fetters
71 Arrest
72 Sterling Grove
73 Privileged Position
74 Mirri's Guile
75 Sylvan Library
76 Skyshroud Claim
77 Nature's Lore
78 Tithe
79 Sylvan Tutor
80 Enlightened Tutor
81 Idyllic Tutor
82 Three Dreams
83 Retether
84 Replenish
85 Naya Charm
86 Regrowth
87 Recollect
88 Condemn
89 Krosan Grip
90 Return to Dust
91 Savage Twister
92 Starstorm
93 Winds of Rath
94 Austere Command
95 Moment's Peace
96 Constant Mists
97 Dawn Charm
98 Tangle
99 Spore Cloud
100 Respite
So, I know there's been a lot of Uril, the Mistalker decks posted, but I thought I'd post mine. I play multiplayer mainly and have tons of fun with this deck. I think that when Uril players have trouble in multiplayer, they need to remember that their strongest weapon is diplomacy.
You are a huge threat in that once Uril starts to get enchanted, you can most likely 2-shot anyone. Your natural enemies will be decks with a lot of creatures, but don't forget that your natural allies are the decks that don't sport much board presence.
Control style decks will be looking to take advantage of your board presence, using you to take out super aggressive aggro decks (slivers, goblins, etc) and hoping that by the time you finish everyone else off, they'll have a combo or an answer ready for you. They know that if they make themselves too big a pest to you early on, you'll be able to rampage through their weak defenses.
Anyways, don't forget to play politics. If you don't play your cards right, you'll be seen for the big threat you are and marked for execution.
First off this deck is very streamlined. Like most good Uril decks, it is designed to ramp up to Uril fast, spill out a bunch of auras, and start busting out... plus a few tricks.
My Order of Aura Priority.
There is a lot of tutor ability, this is the priority I set for auras.
1) Flickerform - Best protection Uril has. (Never get cocky, leaving exactly 4 mana open is just asking someone to Icy Manipulator you! Don't do it!!!)
1.5) Indestructible and Regeneration if you don't have Flickerform to use instead. If you have Flickerform in play already then these other two become much less valuable.
2) Vigilance - Let them know that if they attack you, they'll lose a creature doing it, not to mention you'll be hitting them twice as hard next turn.
3) Evasion - Flying, Trample, Unquestioned Authority (lol @ that card)
4) Double Strike - Ends the game fast, but you better be ready for some hurt because playing a Double Strike aura will red flag you.
There's a lot of Auras that do more than one thing, so you can get creative with what looks good at the time.
Why So Many Board Wipes/Fog?
Uril can go head to head with pretty much any single card, but he can only block so many creatures. I choose these board wipes because with the exception of one, they very rarely will actually hit Uril. Savage Twister and Starstorm, X damage to all creatures? Good, Uril is bigger than your chumps. Winds of Rath and Austere Command are pretty obvious.
Likewise, I found that fog effects are a good way to neuter someone's attempt at overrunning you with board position. Good because they get the job done and good because they don't usually piss anyone off (other than whoever is attacking you ;D). My favorite fog is Constant Mists because you should have enough lands to pay the buyback until you can pummel everyone. The next best are Tangle, Spore Cloud, and Moment's Peace because they each give you two turns of fogging. Dawn Charm and Respite are there because I wanted more fogs and they were the next best two (both providing some utility on top of just a fog).
Spot Removal:
Faith's Fetters
Arrest
Condemn
Other than the staple, Condemn, the only spot removal I run is enchantments. One, it gives them something to remove other than my auras. Two, it makes me draw when I have an Enchantress. Three, I'd rather them have a useless general sitting on the board that a general ready to come tearing back out of the command zone.
Don't forget that the Fetters can be used on Planeswalkers also.
Noteworthy Card Interaction:
Mark of Fury + one or more of the enchantresses means a whole lot of draw power.
Backup Plan!
Sylvan Tutor and Defense of the Heart are good ways to search for either Uril or some other big nasty.
Troll Ascetic and Spearbreaker Behemoth are the backup fatties and pretty good to drop enchantments on should Uril be on the bench for a while.
So here I'd like to open up the discussion! What Uril tricks do you have? What do you have problems with? This isn't meant to be the end all be all Uril deck, it's just a good starting place... in my moderately humble opinion.
List of Changes:
- Sigil of the Empty Throne
- Hallowed Burial
- Day of Judgment
- Plated Slagwurm
- Realms Uncharted
- Indestructibility
- Vengeful Rebirth
- Sakura-Tribe Elder
- Yavimaya Elder
- Explosive Vegetation
- Spearbreaker Behemoth
+ Bear Umbra
+ Tangle
+ Dawn Charm
+ Constant Mists
+ Spore Cloud
+ Moment's Peace
+ Respite
+ Naya Charm
+ Knight of the White Orchid
+ Wood Elves
+ Yavimaya Dryad
+ Academy Rector
The two major sets of changes were to add fogs, which I found to be more effective and diplomatic ways to keep from getting swarmed, and to add more creatures to protect against sacrifice effects. I'm thinking about what I might want to take out for Regrowth .
Not to say your list is bad(on the contrary, I like it lots), but just throwing it out there.
Steel Sabotage'ng Orbs of Mellowness since 2011.
Epic Proportions and Mythic Proportions could work, too. And Gigantiform(It's generally a +5/+5).
GX Tron XG
UR Phoenix RU
GG Freyalise High Tide GG
UR Parun Counterspells RU
BB Yawgmoth Token Storm BB
WB Pestilence BW
RoE is a fantastic set for Uril, and that should be taken advantage of here, if possible.
- Boar Umbra
- Sigil of the Empty Throne
- Hallowed Burial
- Day of Judgment
- Plated Slagwurm
- Solemn Simulacrum
+ Bear Umbra
+ Tangle
+ Dawn Charm
+ Constant Mists
+ Spore Cloud
+ Moment's Peace
In my Uril deck, I always put removals in every possible way... even Hallowed Burial. I just have tons of searchers from Eladamri's Call, Worldly Tutor, Tooth and Nail. In my case, it's doing pretty well other than dealing with decks faster than mine.
You also need tutors! Like they said Academy Rector is awesome. In addition to wrath effects, Aura Shards is awesome against cards like Propaganda.
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
Sure, it's better to wipe the board than to lose the game, but fogs are usable 100% of the time. Several of them last for 2 turns or are reusable. I'd often found myself sitting with a DoJ in my hand, a 12/12 Uril on the field and staring down 10 slivers. Fogging for 1-2 turns will almost definitely win me the game, but DoJ will only help if Uril is protected from it.
Academy Rector is a card I've been considering and I suppose would make a good upgrade for Lost Auramancers. The only problem is that if someone doesn't attack me, it could be hard to get her to the graveyard.
As for Rector, you have 2 scenario:
a) A confused player will recklessly attack you and be blocked by the Rector. That's a win-win for you.
b) A smart player will have to wait until he get rids of your Rector. If he can't, he has to make the move OR he'll waste 1-2+ resources to remove him. To me, that's a win-win
and...
c) If you want to get rid of your Rector, you can always use Skullclamp or anything that requires of you removing it from the field. There's a ton out there. Can't remember the specifics.
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
And also, you should try fogs a couple games just to try it. ;D Maybe your deck is structured a little different, but you might find you like them. I listed my favorites in the OP.
EDH Sen TripletsUBW
Rafiq of the ManyUWG
ThraximundarBRU
Ulasht,the Hate SeedRG
Avatar done by Xeno
Trade Thread
http://forums.mtgsalvation.com/showthread.php?t=259744
Might I suggest that you also throw in Sunforger? Worst case scenario it gives Uril +4/+0, and there are so many great options for cards it can grab.
Targets already in your list include:
Tithe, Enlightened Tutor, Naya Charm, Condemn, Return to Dust, Dawn Charm
So, it'd already give you enchantment tutor, removal, fog effects, and the ability to alpha-strike via Naya Charm.
It could also let you fetch Eladmari's Call, Master Warcraft, and Wild Ricochet (all cards I currently run).
Sunforger also has convenient synergy with Mistveil Plains, if the game goes long enough for that to matter. You could add in Stoneforge Mystic and Stonehewer Giant for a tutor package. Trailblazer's Boots, Darksteel Plate, Nim Deathmantle, and the swords are all possibilities to consider, but a small package is probably best so you don't dilute your gameplan.