This deck is a multiplayer-focused Uril deck that attempts to get around the usual hate that Uril inspires from a table full of people by playing a robust complement of creatures, a strong recursion package, and a minor land-destruction subtheme. The intent is to exhaust your opponent's resources by applying a steady amount of pressure, and then bringing in Uril and dropping an aura or three on him for the knockout punch. Let me know what you think.
This is a really interesting build. It never ceases to amaze me just how much different all the many Uril decks really can be. I must say that I'm a bit surprised at the relative lack of Auras to enchant Uril. Only six, unless I'm counting wrong. I am running fourteen right now, although I have fluctuated between something like 9 and 16, depending on my mood and what I feel I'm trying to accomplish with the deck at that moment....
I'm not a huge fan of the Ravnica block lands that come into play tapped and bounce a land back to your hand. I realize they produce 2 mana, but they just seem soooooo slow to me. Oh well, to each their own.
I'm planning on posting my build soon and let me tell you, it could not be much more different from yours. My focus's heavily on Uril and just suiting him up and letting him rip although I do have a pretty sweet recursion package and a good number of utility creatures and spells.
Overall, I like this. Do you survive long in multi-player? And, can it duel competently one-on-one? Just curious.
The deck is actually pretty brutal in multiplayer and a competent dueler - every time I bring it out I hear groans from around the table. I think a lot of its power comes from its flexibility - tucking Uril only disables one avenue of attack. It can flood the table with angels or dragons, smash face with fatties, cripple other players' manabases, or just tutor up Realm Razer and Primeval Titan with Tooth and Nail for a huge advantage (bonus points for pathing the razer with it's ability on the stack). The Uril-beats are almost a backup plan, for when an opponent becomes vulnerable.
I'm not enamored of the bouncelands - they're mostly a holdover from a time when I didn't have shocklands, orchards, and reflecting pools to draw on. I could take them out and put basics in - not a bad idea with Kodama's Reach, Cultivate, and Yavimaya Elder in my deck.
As for the paucity of auras, I do have two ways to tutor them up in Idyllic Tutor and Three Dreams. And when it comes to knocking someone out of the game with Uril, it really only takes maybe two auras, or one aura plus Sunhome. I tend to play down the role of my general in most of my EDH decks - while I lose some raw power I think I more than make up for it in resiliency and flexibility.
A buddy of mine has had some luck with Sunforger as well. You might try it out if you find yourself wanting a lot of spot removal that isnt in hand when you need it.
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I have officially moved to MTGNexus. I just wanted to let people know as my response time to salvation decks being bumped is very hit or miss.
A buddy of mine has had some luck with Sunforger as well. You might try it out if you find yourself wanting a lot of spot removal that isnt in hand when you need it.
Worth a look, I guess - it seems like it lends itself to more of a toolbox approach. I'd probably want to include some other instants as well as a stoneforge mystic to help tutor up the equipment.
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Sorceries
2 All is Dust
3 All Suns Dawn
4 Austere Command
5 Cultivate
6 Day of Judgement
7 Decimate
8 Harmonize
9 Idyllic Tutor
10 Kodama’s Reach
11 Life from the Loam
12 Soul’s Majesty
13 Three Dreams
14 Tooth and Nail
15 Winds of Rath
Instants
16 Condemn
17 Krosan Grip
18 Naya Charm
19 Return to Dust
20 Summoner's Pact
21 Swords to Plowshares
Creatures
22 Academy Rector
23 Acidic Slime
24 Artisan of Kozilek
25 Birds of Paradise
26 Eternal Witness
27 Fauna Shaman
28 Linvala, Keeper of Silence
29 Primeval Titan
30 Qasali Pridemage
31 Realm Razer
32 Spearbreaker Behemoth
33 Spellbreaker Behemoth
34 Steel Hellkite
35 Sundering Titan
36 Sun Titan
37 Terastodon
38 Wurmcoil Engine
39 Yavimaya Elder
40 Coalition Relic
41 Crucible of Worlds
42 Darksteel Ingot
43 Everflowing Chalice
44 Gilded Lotus
45 Gruul Signet
46 Loxodon Warhammer
47 Memory Jar
48 Selesnya Signet
49 Sensei's Divining Top
50 Sol Ring
Enchantments
51 Armadillo Cloak
52 Bear Umbra
53 Defense of the Heart
54 Eldrazi Conscription
55 Faith’s Fetters
56 Flickerform
57 Luminarch Ascension
58 Oblivion Ring
59 Rancor
60 Runes of the Deus
61 Shield of the Oversoul
Planeswalkers
62 Ajani Vengeant
63 Garruk Wildspeaker
Lands
64 Arid Mesa
65 Battlefield Forge
66 Boros Garrison
67 Brushland
68 Contested Cliffs
69 Copperline Gorge
70 Exotic Orchard
71 Fire-Lit Thicket
72 Ghost Quarter
73 Jungle Shrine
74 Karplusan Forest
75 Krosan Verge
76 Mosswort Bridge
77 Raging Ravine
78 Razorverge Thicket
79 Reflecting Pool
80 Reliquary Tower
81 Rootbound Crag
82 Rugged Prarie
83 Sacred Foundry
84 Savannah
85 Stirring Wildwood
86 Stomping Grounds
87 Strip Mine
88 Sunhome, Fortress of the Legion
89 Sunpetal Grove
90 Taiga
91 Tectonic Edge
92 Temple Garden
93 Temple of the False God
94 Verdant Catacombs
95 Wooded Bastion
96 Wooded Foothills
97 Forest
98 Mountains
99 Plains
100 Plains
I'm not a huge fan of the Ravnica block lands that come into play tapped and bounce a land back to your hand. I realize they produce 2 mana, but they just seem soooooo slow to me. Oh well, to each their own.
I'm planning on posting my build soon and let me tell you, it could not be much more different from yours. My focus's heavily on Uril and just suiting him up and letting him rip although I do have a pretty sweet recursion package and a good number of utility creatures and spells.
Overall, I like this. Do you survive long in multi-player? And, can it duel competently one-on-one? Just curious.
I'm not enamored of the bouncelands - they're mostly a holdover from a time when I didn't have shocklands, orchards, and reflecting pools to draw on. I could take them out and put basics in - not a bad idea with Kodama's Reach, Cultivate, and Yavimaya Elder in my deck.
As for the paucity of auras, I do have two ways to tutor them up in Idyllic Tutor and Three Dreams. And when it comes to knocking someone out of the game with Uril, it really only takes maybe two auras, or one aura plus Sunhome. I tend to play down the role of my general in most of my EDH decks - while I lose some raw power I think I more than make up for it in resiliency and flexibility.
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[Modern] Allies
Worth a look, I guess - it seems like it lends itself to more of a toolbox approach. I'd probably want to include some other instants as well as a stoneforge mystic to help tutor up the equipment.