Most games go like this: I get a big hard-to-destroy creature, kill one person, then someone finds a Cyclonic Rift or something and I get ganged up on lol.
Anyway, I've been slaying with Palinchron and Eldrazi pals! I seem to be a step ahead of most aggressive players, but I'm used to playing archenemy-ish games rife with politics and threats (so playing something more late game has its advantages). Gimme suggestions! I'm considering making room for Rite of Replication.
It's true, this deck is sort of slow and clunky. I could really use something like Exploration, but my games usually don't behave like a race to all the mana. If my one Temporal Manipulation wasn't tied up in Nekusar, the Mindrazer, I'd throw in that and Time Warp as they're pretty good ramp spells. But then I'd have to put Dream Halls in and that's a slippery slope for a deck that's artifact-friendly. Deadeye Navigator can pair with Solemn Simulacrum for pulling basics out too.
I read this thread after making my own version of Patron of the Moon and my build looks similar, but different (and likewise acts similar, but different). The only background I'll lay here is that I play EDH with some petty meanies who play expensive cards and do degenerate things (of which I am included). When two people (almost simultaneously) rolled land destruction focused decks, I knew it was time to build something new. I currently run duded-out versions of Nekusar, the Mindrazer, Yisan, the Wanderer Bard, and Uril, the Miststalker. Patron of the Moon is my newest addition, so I need spicy feed-back.
Anyway, my build focuses on three things: ramp, control, and fatties.
I needed a good-stuff deck to dump both my fancy fatties AND degenerate fancy artifacts into. It worked out pretty well given the artifact sub-theme. Apart from a few low cmc utility dudes (Myr Retriever/Junk Diver and Treasure Mage/Trinket Mage and soon to be that newly spoiled < 3 cmc artifact tutor card), the creatures in this deck are mostly high cmc face-melters. Threats abate threats, I guess, but what else am I going to do with all of this mana?! I will note that Guardian of Tazeem puts in serious work.
The deck plays out differently quite often, but almost always pulls some shenanigans if you stay low key enough (i.e. not dropping your low cmc stuff [which this deck has a lot of] just because you can versus doing it when you're about to do a thing or when you're defending your permanents/life). There are a number of ways to win, infinite and not. First, infinite life. Radiant Fountain being bounced around with no etb tapped effect is wonderful with infinite mana! Speaking of, second, infinite mana:
Sol lands. You'll need one or two depending on the circumstances. Aim for stuff like Crumbling Vestige, City of Traitors, and/or Temple of the False God here. Ancient Tomb is of course prohibitive, but you rarely need one billion let alone one hundred mana to do anything worth doing here.
Not infinite, but if you've got Patron of the Moon, Amulet of Vigor and Thawing Glaciers out with the 1 mana to pay for the activation, you can fish up all of your Islands (they'll be tapped to perpetually pay for Thawing Glaciers unless you're also bouncing/dropping a sol land). Instant speed too
The other ways of winning (without going infinite) involve casting and swinging any of the higher cmc fatties, paying for or abusing Dark Depths for a token or two, Mindslaver/Academy Ruins 'combo', playing Sunder sometimes does it (almost always does it if you tapped all of your mana, played Sunder, and used Patron of the Moon to put all of your lands back or if you cast Windfall after Sunder), and good old fashioned politics. Having access to countermagic as well as immense threats and combos kind of gives you a mixed bag for most tables. I always seem to gravitate towards Deadeye Navigator for jamming Trinket Mage/Treasure Mage/Torrential Gearhulk/Solemn Simulacrum/etc.
It gives you game against the decks biggest issue, good grave hate and faster combo, while no weakening it's strengths. You still fold to leyline, but that can't be helped.
I don't know if I need FoWs. They don't seem very viable or iffy at least. I'd rather use Lion's Eye Diamonds or something/anything else.
Land Tax: Land Tax is a good card to have early on, but no so much later in the game. Luckily, with enchantress effects, it could become much more worthwhile if you don't need the mana.
Greater Auramancy: It protects your enchantments and it protects your enchanted creatures! How useful! It's a tricky spell, however. I'd place it out of concern or as lockdown. Spreading enchantments among your creatures isn't a bad idea if getting to Uril, the Miststalker out becomes too difficult.
Sterling Grove: Protects enchantments and tutors for an enchantment AND it's an enchantment! The activated ability is as invaluable as the static ability.
Oblivion Ring: Removal is key for keeping your opponents off kilter for the win. Often times, an artifact, an enchantment, or a creature stand in your way. Oblivion Ring is here to help.
Ghostly Prison: Deterrence. This card helps protect you in the early game.
Lightmine Field: Not sure if this card is 100% worth it, but it fits very well in a deck that is usually swinging with one creature. This enchantment tamps down on armies.
Asceticism: This card allows you to regenerate your creatures AND gives your other creatures hexproof.
Auras are what make this deck work. Uril, the Miststalker's ability calls for auras and auras we shall deliver. The problem with auras is picking the right ones. There are a TON to choose from. I went the cheap and protective route. One could certainly go in the direction of control or aggressive pumps. I haven't included all possible totem armors, but it's usually a good idea to include most. As it stands, your worst nightmares are having to sacrifice Uril, the Miststalker or its toughness being reduced to 0.
Hyena Umbra: Low CMC pump with totem armor. Totem armor is invaluable as it saves Uril, the Miststalker from some deadly scenarios.
Mark of Fury: This card is the gift that keeps giving. It gives haste, pumps Uril, the Miststalker, and returns to your hand at the end of your turn. This is useful because of the many enchantress effects within the deck. Each turn, you can net some extra cards OR actually give something haste. At 1 cmc, this card is worth all of the filters and lands fixing (plus Uril, the Miststalker needs red).
Flickering Ward: Another wonderfully cheap aura that you can bounce around to draw cards from your enchantress effects. Protection is a relevant buff for Uril, the Miststalker.
Pentarch Ward: It nets a card AND gives protection from a color!
Indestructibility: A bit pricy, but an indestructible hexproof Uril, the Miststalker is very hard to deal with. It can also be attached to anything else like an enchantment or other creature.
Sage's Reverie: This card is supermassive late in the game if Uril, the Miststalker has any auras on it already. Cards netting cards before enchantress effects are already welcome and accepted, but the fact that this card ALSO pumps based on auras makes it an auto-include in this deck.
Bear Umbra: Totem armor, pumps, and you get to untap your lands. This can lead to some spicy plays in the second main phase.
Indrik Umbra: This card wipes your opponents field provided you have the biggest muscles. I like to attach this to an enchantress or another creature (such as Auratouched Mage) and use it to pull creatures away from Uril, the Miststalker.
Eldrazi Conscription: This is a win-more card, yes, but every deck needs one. I found Mythic Proportions to be meh for the one slot this regularly low cmc'd deck allows. Since I'm running Auratouched Mage, I can conjure a 13/13 trample annihilator 2 for 6 mana. Not a bad deal.
Lands are secretly the most important cards in this deck. Utility lands are essential for a variety of reasons; haste among them. Color fixing is exceptionally important due to the generally low cmc of the deck. This brings us to a pricy paradox. If the deck is going to be consistently good, it needs top notch color-fixing AND top notch haste enablers/goodstuff lands. Because you're bound (from enchantress effects) to draw cards from playing low cmc enchantments, some of which net a card as an added bonus, you are bound to need specifically ALL THE COLORS.
Slayers' Stronghold: As fantastic early in the game as it is late in the game. Haste, vigilance and +2/+0 will never get old. Skarrg, the Rage Pits: Trample is a great way to get closer to your foes. Hanweir Battlements: This card is actually the cheapest haste-enabler that doesn't come into play tapped. I don't play the other half because there is no room, but I wouldn't blame you for doing so. Maze of Ith: This special card saves your hide from alpha-strikes while also doubling as a way to save Uril, the Miststalker from instant-speed (i.e. combat shenanigans) effects that would otherwise kill it. It's a two way street, that Maze of Ith. Sunhome, Fortress of the Legion: Repeatable & hard to kill. Double-strike will you games because getting Uril, the Miststalker to over 10 power is totally doable. Kessig Wolf Run: Trample and a mana-dump for Uril, the Miststalker. It seals the deal late-game. Rogue's Passage: Unblockable is a sleazy way to get in with commander damage, but it works and it works well. Contested Cliffs: Uril, the Miststalker is a beast Hall of the Bandit Lord: It comes into play tapped, but not needing to dump mana into a haste-enabler really pays off when you're trying to cast Uril, the Miststalker later in the game. Miren, the Moaning Well: It's a kill-switch. It's not 100% necessary, but voltron decks tend to be targeted for some reason Why not cash in?
Hello! Welcome to one of my favorite EDH themes, Enchantress!
Uril, the Miststalker is a powerful enchantress build that utilizes auras to smash things while staying mostly invulnerable throughout the game. My build is a 'voltron' approach wherein Uril, the Miststalker is front and center. I also focus on card advantage over more controlling aspects as seen in many enchantress builds (recurring enchantments, enchantment creatures, enchantresses, enchantments that net a card, etc.). This isn't to say that I'm not packing heat! I wouldn't call it spicy if it wasn't! The third pillar to my build is protection through auras (totem armor, recursion enchantments/spells, protection, etc.). As you can see, budget is less of a concern than winning. This deck is relatively easy to build without the added bells and whistles. I will note that the land base is CRUCIAL to this deck winning whether it be out of the gates or later in the game. The haste enabling lands AND color-fixing lands are both essential, but how you get there can sort of be fibbed.
I'll answer some questions here before they're asked:
Why no Argothian Enchantress?
-The truth is that I find it sort of poopy in a deck that runs so many auras. I have plenty of draw effects and plenty of turn 2 plays AND not too many creatures. I'd rather pay one more for something without shroud incase I ever need to dump my auras (which happens often).
Why not include more ramp?
-I do in a way. There are a few mana-fixing and land-grabbing enchantments in there, but I rely on building up enchantment-triggered draws. I've been eye-balling Mana Bloom among other things, but my manabase/curve hasn't really let me down ..yet. I could use suggestions here (FYI: I removed One With Nature because it was too slow/underwhelming).
Why not more big, dumb auras like Mythic Proportions?
-Uril, the Miststalkerdoes not need expensive auras to win. You are FAR better off with low cmc auras that net you cards (i.e. more auras). Eldrazi Conscription introduces a unique effect that makes the game less fun for everyone but you, the rest is unnecessary.
Why not more control or wipes?
-I can only do so much. A deck becomes less good once you try appeasing all 'possible' threats. Build a toolbox/goodstuffs deck if you want to be able to face everything and anything forever. I added some relevant responses, but this deck, like almost any deck, can be overcome. I'd say that most threats to the essence of this deck come in the form of creatures, enchantments, and artifacts, so I've tried to prepare without muddling the mantra.
More notes:
-Mark of Fury and Flickering Ward are draw engines with any enchantress effect online. They're probably the MVPs of the deck.
-Auratouched Mage almost always fishes up Eldrazi Conscription or Indrik Umbra for a blow out.
-The reason that this deck is mostly White/Green is that Uril, the Miststalker doesn't really need many auras red has to offer. This is just my opinion and what I really mean is I want to be proven wrong via suggestions/advice from you.
-As I mentioned earlier, the land base is very important. You need haste enablers, protective effects, evasion, and other hijinks to bounce back late game or overcome obstacles. I'd like to eventually add Yavimaya Hollow because it is very worthwhile when you have to deflect all sorts of removal aimed at one hexproof beatstick. Adversely, color management is paramount when most of your late game comes in the form of casting low cmc spells. Filter lands, fetches, and other mana-fixing methods need to be on the top of the list if this deck wants to win consistently.
-Convince me that I need Quarantine Field and what I should dump for it.
What to do about elves? I got T2 Chokeed TWICE tonight (I won the 1st round and he magically got Choke off t2 or t3 in the two games afterwards). He's also packing Reclamation Sage, which poops all over my Mesmeric Orbs and Ensnaring Bridges.
I have Ensnaring Bridge x3 MB and sided in Engineered Explosives x3, Crypt Incursion x1 (I have 3 MB), and Disenchantx2 (because the same guy beat me with Choke last week), but I just couldn't cut the mustard. I also mulled to 6 on all 3 games. Should I also run Ghost Quarters? Should I dip further into white for Path to Exile? I don't usually have such issues with aggro/midrange, but Choke is a really big issue for me and I don't really want to change my WHOLE deck because of some SB cards...
NB4 draw better hands. Don't give me that advice, lol.
I don't think you need 2 Hallowed Fountains AND a Godless Shrine with a Plains. 3 fetch options should be more than enough since you'll never need 2 white sources to cast any of your white spells. I don't know how I feel about Wall of Shards x4 AND Lingering Souls. Apart from blockers, they sort of work against each other. You could get as much work out of Fog Bank or even MB Ensnaring Bridge or Ghostly Prison if you took out one of them.
My last comment calls into question your ability to actually mill someone out in enough time. I don't know if you can and still be alive by the time you do it. The only reaction you have is Path to Exile and maybe Crypt Incursion (which isn't very good against a lot of decks [SB card IMO]). I can see way too many decks trampling you with ease. You should either make room for more removal/sweepers in your sideboard OR drop some extra spells for more mill cards. I suggest, since you're running 3 colors, that you give Engineered Explosives a shot. It does the thing for 3 color mill. Another card to consider is Timely Reinforcements. Burn is likely our worst matchup, so you should prepare for that. Leyline of Sanctity works too.
Nihilith doesn't seem too bad. Good blocker and attacker if need be. A little janky but in our decks it works. I think I pulled one of these a while ago from a dollar store pack. Might have to go look for it.
If you want complete counter immunity, Pyromatics coupled with infinite mana will make sure they're dead. I've had this done to me online. The only disadvantage is that's there's way more clicking involved. But if you're playing paper, there's no reason why this shouldn't be your win condition.
If you want to be able to search up Pyromatics, then you could conceivably find room for Muddle the Mixture. In addition to being a tutor, it can stop an opposing removal spell aimed at one of your combo creatures, a burn spell to the face, or any other problematic instant or sorcery.
I like the idea, but I don't think the deck needs another tutor even if it is a counter. Valakut Invoker can do some serious work AND can be used on cast to win on top of being tutorable.
Why not do that anyway? How badly do you need blockers in the air if you aren't trying to win with them? Personally, I don't see the need to include white if you rely on black. All your wants and needs are there and they all cost a lot of money. Damnation, Liliana of the Veil, Inquisition of Kozilek, and Thoughtseize could all do the work of whatever white brings to the table WITH THE EXCEPTION of Stony Silence (ain't nothin beatin no Stony Silence). This goes without mentioning blue's share of removal which is basically Cryptic Command and maybe Hibernation (if Abzan/Junk/Jund/Hatebears/Elves/etc are giving you trouble). Crypt Incursion or Dragon's Claw combined with Ghostly Prison or Timely Reinforcements (since you're running white) should be enough to fend off burn. If you're running white though, why not run 3-4 Leyline of Sanctity? It locks out storm, burn, scapeshift, ad nauseam, and some deck I'm probably forgetting. I'd literally mulligan until I got a Leyline of Sanctity or Crypt Incursion in my opening hand if I ran white. 3 colors is too taxing and inconsistent in a deck that absolutely needs consistent mana fixing. Here's my current list for reference:
Here's my current list:
1 Swords to Plowshares
1 Enlightened Tutor
1 Sensei's Divining Top
1 Sol Ring
1 Ajani, Mentor of Heroes
1 Idyllic Tutor
1 Replenish
1 Retether
1 Decimate
1 Austere Command
1 Silhana Ledgewalker
1 Aegis of the Gods
1 Kor Spiritdancer
1 Verduran Enchantress
1 Courser of Kruphix
1 Mesa Enchantress
1 Aura Gnarlid
1 Archetype of Aggression
1 Archetype of Courage
1 Auramancer
1 Academy Rector
1 Eidolon of Blossoms
1 Xenagos, God of Revels
1 Auratouched Mage
1 Krond the Dawn-Clad
1 Land Tax
1 Greater Auramancy
1 Seal of Primordium
1 Seal of Cleansing
1 Sylvan Library
1 Rest in peace
1 Sterling Grove
1 Oblivion Ring
1 Ghostly Prison
1 Enchantress's Presence
1 Leyline of Sanctity
1 Humility
1 Sigil of the Empty Throne
1 Rancor
1 Keen Sense
1 Abundant Growth
1 Hyena Umbra
1 Mark of Fury
1 Flickering Ward
1 Spirit Mantle
1 Felidar Umbra
1 Armadillo Cloak
1 Unflinching Courage
1 Ancestral Mask
1 Unquestioned Authority
1 Song of the Dryads
1 Snake Umbra
1 Shield of the Oversoul
1 Battle Mastery
1 Pentarch Ward
1 Indestructibility
1 Sage's Reverie
1 Bear Umbra
1 Indrik Umbra
1 Eldrazi Conscription
1 Temple Garden
1 Sacred Foundry
1 Stomping Ground
1 Plateau
1 Taiga
1 Savannah
1 Sunpetal Grove
1 Clifftop Retreat
1 Rootbound Crag
1 Windswept Heath
1 Wooded Foothills
1 Arid Mesa
1 Wooded Bastion
1 Fire-Lit Thicket
1 Rugged Prairie
1 Command Tower
1 Serra's Sanctum
1 Krosan Verge
1 Ancient Tomb
1 Yavimaya Hollow
1 Slayers' Stronghold
1 Skarrg, the Rage Pits
1 Hanweir Battlements
1 Maze of Ith
1 Sunhome, Fortress of the Legion
1 Kessig Wolf Run
1 Rogue's Passage
1 Contested Cliffs
1 Hall of the Bandit Lord
1 Miren, the Moaning Well
3 Plains
3 Forest
2 Mountain
Most games go like this: I get a big hard-to-destroy creature, kill one person, then someone finds a Cyclonic Rift or something and I get ganged up on lol.
I took out Propaganda for Snapcaster Mage. I switched Dizzy Spell for Expropriate because Transmute Artifact > Dizzy Spell. Someone got VERY sour about Void Winnower creaming their hand/plays/life for the majority of the game that I swapped it out for Time Warp (since snappy is in). If I get another Temporal Manipulation, I'll throw that in too, but that's a problem for future Ixrixis. I still suggest running Void Winnower, maybe over Expropriate, but we shall see.
Anyway, I've been slaying with Palinchron and Eldrazi pals! I seem to be a step ahead of most aggressive players, but I'm used to playing archenemy-ish games rife with politics and threats (so playing something more late game has its advantages). Gimme suggestions! I'm considering making room for Rite of Replication.
20 Island
1 Vesuva
1 Thespian's Stage
1 Dark Depths
1 Cloudpost
1 Glimmerpost
1 Thawing Glaciers
1 Glacial Chasm
1 Eye of Ugin
1 Ancient Tomb
1 City of Traitors
1 Temple of the False God
1 Crumbling Vestige
1 Radiant Fountain
1 Buried Ruin
1 Academy Ruins
1 Tolaria West
1 Wasteland
1 Strip Mine
1 Rogue's Passage
Planeswalkers
1 Tezzeret the Seeker
1 Ugin, the Spirit Dragon
Enchantments
1 Trade Routes
1 Overburden
1 Rhystic Study
1 Mana Breach
1 Omniscience
1 Windfall
1 Fabricate
1 Wash Out
1 Time Warp
1 All is Dust
1 Temporal Mastery
1 Expropriate
Instants
1 Mystical Tutor
1 High Tide
1 Mana Drain
1 Transmute Artifact
1 Counterspell
1 Cyclonic Rift
1 Muddle the Mixture
1 Capsize
1 Blue Sun's Zenith
1 Cryptic Command
1 Scattering Stroke
1 Sunder
Non-creature Artifacts
1 Expedition Map
1 Sensei's Divining Top
1 Amulet of Vigor
1 Sol Ring
1 Altar of the Brood
1 Scroll Rack
1 Oblivion Stone
1 Crucible of Worlds
1 Extraplanar Lens
1 Gauntlet of Power
1 Caged Sun
1 Mindslaver
1 Myr Retriever
1 Snapcaster Mage
1 Treasure Mage
1 Trinket Mage
1 Drift of Phantasms
1 Junk Diver
1 Solemn Simulacrum
1 Phyrexian Metamorph
1 Meloku the Clouded Mirror
1 Guardian of Tazeem
1 Torrential Gearhulk
1 Endbringer
1 Deadeye Navigator
1 Wurmcoil Engine
1 Steel Hellkite
1 Conduit of Ruin
1 Palinchron
1 Patron of the Moon
1 Platinum Angel
1 Ulamog, the Ceaseless Hunger
1 Kozilek, Butcher of Truth
1 Ulamog, the Infinite Gyre
1 Blightsteel Colussus
It's true, this deck is sort of slow and clunky. I could really use something like Exploration, but my games usually don't behave like a race to all the mana. If my one Temporal Manipulation wasn't tied up in Nekusar, the Mindrazer, I'd throw in that and Time Warp as they're pretty good ramp spells. But then I'd have to put Dream Halls in and that's a slippery slope for a deck that's artifact-friendly. Deadeye Navigator can pair with Solemn Simulacrum for pulling basics out too.
20 Island
1 Vesuva
1 Thespian's Stage
1 Dark Depths
1 Cloudpost
1 Glimmerpost
1 Thawing Glaciers
1 Glacial Chasm
1 Eye of Ugin
1 Ancient Tomb
1 City of Traitors
1 Temple of the False God
1 Crumbling Vestige
1 Radiant Fountain
1 Buried Ruin
1 Academy Ruins
1 Tolaria West
1 Wasteland
1 Strip Mine
1 Rogue's Passage
Planeswalkers
1 Tezzeret the Seeker
1 Ugin, the Spirit Dragon
Enchantments
1 Trade Routes
1 Overburden
1 Rhystic Study
1 Mana Breach
1 Propaganda
1 Omniscience
1 Windfall
1 Fabricate
1 Wash Out
1 All is Dust
1 Temporal Mastery
Instants
1 Mystical Tutor
1 High Tide
1 Dizzy Spell
1 Mana Drain
1 Transmute Artifact
1 Counterspell
1 Cyclonic Rift
1 Muddle the Mixture
1 Capsize
1 Blue Sun's Zenith
1 Cryptic Command
1 Scattering Stroke
1 Sunder
Non-creature Artifacts
1 Expedition Map
1 Sensei's Divining Top
1 Amulet of Vigor
1 Sol Ring
1 Altar of the Brood
1 Scroll Rack
1 Oblivion Stone
1 Crucible of Worlds
1 Extraplanar Lens
1 Gauntlet of Power
1 Caged Sun
1 Mindslaver
1 Myr Retriever
1 Treasure Mage
1 Trinket Mage
1 Drift of Phantasms
1 Junk Diver
1 Solemn Simulacrum
1 Phyrexian Metamorph
1 Meloku the Clouded Mirror
1 Guardian of Tazeem
1 Torrential Gearhulk
1 Endbringer
1 Deadeye Navigator
1 Wurmcoil Engine
1 Steel Hellkite
1 Conduit of Ruin
1 Palinchron
1 Patron of the Moon
1 Platinum Angel
1 Void Winnower
1 Ulamog, the Ceaseless Hunger
1 Kozilek, Butcher of Truth
1 Ulamog, the Infinite Gyre
1 Blightsteel Colussus
I took Seer's Sundial out for Transmute Artifact. I took Long-Term Plans out and Mana Web out for Temporal Mastery and Wurmcoil Engine.
I may put Seer's Sundial back in over Propaganda because Propaganda has been mostly meh in my findings.
So I'm now contemplating the need for one of the following: more turns effects OR more value spells (more creatures). Could use any suggestions.
I read this thread after making my own version of Patron of the Moon and my build looks similar, but different (and likewise acts similar, but different). The only background I'll lay here is that I play EDH with some petty meanies who play expensive cards and do degenerate things (of which I am included). When two people (almost simultaneously) rolled land destruction focused decks, I knew it was time to build something new. I currently run duded-out versions of Nekusar, the Mindrazer, Yisan, the Wanderer Bard, and Uril, the Miststalker. Patron of the Moon is my newest addition, so I need spicy feed-back.
Anyway, my build focuses on three things: ramp, control, and fatties.
The deck plays out differently quite often, but almost always pulls some shenanigans if you stay low key enough (i.e. not dropping your low cmc stuff [which this deck has a lot of] just because you can versus doing it when you're about to do a thing or when you're defending your permanents/life). There are a number of ways to win, infinite and not. First, infinite life. Radiant Fountain being bounced around with no etb tapped effect is wonderful with infinite mana! Speaking of, second, infinite mana:
Next, what to do with all of that mana? Capsize the table! Play Altar of the Brood and mill everyone out! Drop a Blightsteel Colossus after an Ulamog, the Ceaseless Hunger and make someone draw out with Blue Sun's Zenith! The possibilities are INFINITE! You don't really need infinite mana to win though, it can't be said enough. You just need absurd amounts.
I tried to make this deck multicultural, but with a leaning toward artifacts since I need them the most to do degenerate things. Value cards that give me card advantage sure help, but I threw in tutors like Treasure Mage, Trinket Mage, Tezzeret the Seeker, Fabricate and retrieval like Myr Retriever and Junk Diver. I also tossed in staples like Mystical Tutor, four Transmute cards (Tolaria West, Dizzy Spell, Muddle the Mixture, and Drift of Phantasms), and additional beef-searches like Conduit of Ruin, Torrential Gearhulk, and Eye of Ugin. As mentioned at the beginning of this post, I'm also running Dark Depths because Thespian's Stage and Vesuva. It's fairly easy to remove the counters with the mana this deck can potentially generate, but it's dead on tapping for land just like Glacial Chasm, Eye of Ugin, and Thawing Glaciers. While we're on the topic of shenanigans, I'm also running Mindslaver and Academy Ruins because why not? Academy Ruins is already heavily amazing when you rely on artifacts and Mindslaver is a boss (plus I'm running land and artifact tutors already, so it seemed like a no-brainer). Sure you're a huge target after you play that, but maybe you can settle a grudge first (or prevent a win)?
Let me know what you think!
20 Island
1 Vesuva
1 Thespian's Stage
1 Dark Depths
1 Cloudpost
1 Glimmerpost
1 Thawing Glaciers
1 Glacial Chasm
1 Eye of Ugin
1 Ancient Tomb
1 City of Traitors
1 Temple of the False God
1 Crumbling Vestige
1 Radiant Fountain
1 Buried Ruin
1 Academy Ruins
1 Tolaria West
1 Wasteland
1 Strip Mine
1 Rogue's Passage
Planeswalkers
1 Tezzeret the Seeker
1 Ugin, the Spirit Dragon
Enchantments
1 Trade Routes
1 Overburden
1 Rhystic Study
1 Mana Breach
1 Propaganda
1 Omniscience
1 Windfall
1 Fabricate
1 Wash Out
1 All is Dust
Instants
1 Mystical Tutor
1 High Tide
1 Dizzy Spell
1 Mana Drain
1 Counterspell
1 Cyclonic Rift
1 Muddle the Mixture
1 Capsize
1 Long-Term Plans
1 Blue Sun's Zenith
1 Cryptic Command
1 Scattering Stroke
1 Sunder
Non-creature Artifacts
1 Expedition Map
1 Sensei's Divining Top
1 Amulet of Vigor
1 Sol Ring
1 Altar of the Brood
1 Scroll Rack
1 Oblivion Stone
1 Crucible of Worlds
1 Mana Web
1 Extraplanar Lens
1 Seer's Sundial
1 Gauntlet of Power
1 Caged Sun
1 Mindslaver
1 Myr Retriever
1 Treasure Mage
1 Trinket Mage
1 Drift of Phantasms
1 Junk Diver
1 Solemn Simulacrum
1 Phyrexian Metamorph
1 Meloku the Clouded Mirror
1 Guardian of Tazeem
1 Torrential Gearhulk
1 Endbringer
1 Deadeye Navigator
1 Steel Hellkite
1 Conduit of Ruin
1 Palinchron
1 Patron of the Moon
1 Platinum Angel
1 Void Winnower
1 Ulamog, the Ceaseless Hunger
1 Kozilek, Butcher of Truth
1 Ulamog, the Infinite Gyre
1 Blightsteel Colussus
The other ways of winning (without going infinite) involve casting and swinging any of the higher cmc fatties, paying for or abusing Dark Depths for a token or two, Mindslaver/Academy Ruins 'combo', playing Sunder sometimes does it (almost always does it if you tapped all of your mana, played Sunder, and used Patron of the Moon to put all of your lands back or if you cast Windfall after Sunder), and good old fashioned politics. Having access to countermagic as well as immense threats and combos kind of gives you a mixed bag for most tables. I always seem to gravitate towards Deadeye Navigator for jamming Trinket Mage/Treasure Mage/Torrential Gearhulk/Solemn Simulacrum/etc.
To answer any potential questions:
I don't know if I need FoWs. They don't seem very viable or iffy at least. I'd rather use Lion's Eye Diamonds or something/anything else.
Someone post what's working so I can ask questions, lol. Thanks in advance <3
Uril, the Miststalker:
Swords to Plowshares:
Enlightened Tutor:
Ajani, Mentor of Heroes:
Idyllic Tutor:
Replenish:
Retether:
Decimate:
Winds of Rath:
Silhana Ledgewalker:
Aegis of the Gods:
Kor Spiritdancer:
Verduran Enchantress:
Courser of Kruphix:
Mesa Enchantress:
Aura Gnarlid:
Archetype of Aggression:
Archetype of Courage:
Auramancer:
Academy Rector:
Eidolon of Blossoms:
Auratouched Mage:
Krond the Dawn-Clad:
Land Tax: Land Tax is a good card to have early on, but no so much later in the game. Luckily, with enchantress effects, it could become much more worthwhile if you don't need the mana.
Greater Auramancy: It protects your enchantments and it protects your enchanted creatures! How useful! It's a tricky spell, however. I'd place it out of concern or as lockdown. Spreading enchantments among your creatures isn't a bad idea if getting to Uril, the Miststalker out becomes too difficult.
Seal of Primordium: Naturalize in enchantment form!? Yes please!
Seal of Cleansing: Disenchant in enchantment form!? Yes please!
Sylvan Library: Sylvan Library is a timeless classic in EDH and fits very well in this deck as quite possibly the most powerful t2 spell you can land.
Rest in peace: Graveyard hate is always relevant. You'll need to play around it with your Auramancer, Replenish and Retether.
Sterling Grove: Protects enchantments and tutors for an enchantment AND it's an enchantment! The activated ability is as invaluable as the static ability.
Oblivion Ring: Removal is key for keeping your opponents off kilter for the win. Often times, an artifact, an enchantment, or a creature stand in your way. Oblivion Ring is here to help.
Ghostly Prison: Deterrence. This card helps protect you in the early game.
Enchantress's Presence: An enchantress that is an enchantment! What a time to be alive!
Leyline of Sanctity: Hexproof yourself, possibly on t0!
Lightmine Field: Not sure if this card is 100% worth it, but it fits very well in a deck that is usually swinging with one creature. This enchantment tamps down on armies.
Sigil of the Empty Throne: 4/4 flying angels for casting mostly anything in my deck? Sure!
Asceticism: This card allows you to regenerate your creatures AND gives your other creatures hexproof.
Auras are what make this deck work. Uril, the Miststalker's ability calls for auras and auras we shall deliver. The problem with auras is picking the right ones. There are a TON to choose from. I went the cheap and protective route. One could certainly go in the direction of control or aggressive pumps. I haven't included all possible totem armors, but it's usually a good idea to include most. As it stands, your worst nightmares are having to sacrifice Uril, the Miststalker or its toughness being reduced to 0.
Ethereal Armor: This aura feeds off of other auras, adding to Uril, the Miststalker's already powerful pump ability. First strike too!
Rancor: A classic aura that pumps, gives trample, and goes back to your hand from the field; all for one mana!
Keen Sense: Curiosity for green! Drawing cards is very important to a one trick pony deck like this one.
Abundant Growth: It's no Utopia Sprawl, but it draws a card and filters land.
Hyena Umbra: Low CMC pump with totem armor. Totem armor is invaluable as it saves Uril, the Miststalker from some deadly scenarios.
Mark of Fury: This card is the gift that keeps giving. It gives haste, pumps Uril, the Miststalker, and returns to your hand at the end of your turn. This is useful because of the many enchantress effects within the deck. Each turn, you can net some extra cards OR actually give something haste. At 1 cmc, this card is worth all of the filters and lands fixing (plus Uril, the Miststalker needs red).
Flickering Ward: Another wonderfully cheap aura that you can bounce around to draw cards from your enchantress effects. Protection is a relevant buff for Uril, the Miststalker.
Spirit Mantle: Protection from creatures is invaluable as it helps Uril, the Miststalker beat your opponents' faces.
Felidar Umbra: Lifelink, totem armor, and the ability to change what creature it enchants makes this card an all-star.
Armadillo Cloak: Trample and that other lifelink plus a +2/+2 pump? Yes please.
Unflinching Courage: Trample and lifelink plus a +2/+2 pump? Yes please.
Gift of Immortality: I'm on the fence about this one. I may end up swapping it for ramp or a more explosive aura like Daybreak Coronet, Spider Umbra or maybe even Runes of the Deus.
Ancestral Mask: A classic enchantress aura. This spell gets out of hand quickly and can often win games as a finisher.
Unquestioned Authority: Protection from creatures and it nets you a card on its own! Welcome to Valuetown.
Song of the Dryads: This card is special because it's the only answer you have to any one threat. I often save tutors for this spell.
Snake Umbra: Totem armor and another draw effect with a small pump. Auto-include
Shield of the Oversoul: Giving a +2/+2 pump, flying, and indestructible to an already hexproof Uril, the Miststalker solidifies your win.
Battle Mastery: Doublestrike will end games quickly as Battle Mastery alone will make Uril, the Miststalker a 7/7 hexproof doublestriker.
Pentarch Ward: It nets a card AND gives protection from a color!
Indestructibility: A bit pricy, but an indestructible hexproof Uril, the Miststalker is very hard to deal with. It can also be attached to anything else like an enchantment or other creature.
Sage's Reverie: This card is supermassive late in the game if Uril, the Miststalker has any auras on it already. Cards netting cards before enchantress effects are already welcome and accepted, but the fact that this card ALSO pumps based on auras makes it an auto-include in this deck.
Bear Umbra: Totem armor, pumps, and you get to untap your lands. This can lead to some spicy plays in the second main phase.
Indrik Umbra: This card wipes your opponents field provided you have the biggest muscles. I like to attach this to an enchantress or another creature (such as Auratouched Mage) and use it to pull creatures away from Uril, the Miststalker.
Eldrazi Conscription: This is a win-more card, yes, but every deck needs one. I found Mythic Proportions to be meh for the one slot this regularly low cmc'd deck allows. Since I'm running Auratouched Mage, I can conjure a 13/13 trample annihilator 2 for 6 mana. Not a bad deal.
Lands are secretly the most important cards in this deck. Utility lands are essential for a variety of reasons; haste among them. Color fixing is exceptionally important due to the generally low cmc of the deck. This brings us to a pricy paradox. If the deck is going to be consistently good, it needs top notch color-fixing AND top notch haste enablers/goodstuff lands. Because you're bound (from enchantress effects) to draw cards from playing low cmc enchantments, some of which net a card as an added bonus, you are bound to need specifically ALL THE COLORS.
Temple Garden: It's a Plains and a Forest! It's fetchable (with fetch lands and Krosan Verge)!
Sacred Foundry: It's a Mountain and a Plains! It's fetchable (with fetch lands and Krosan Verge)!
Stomping Ground: It's a Mountain and a Forest! It's fetchable (with fetch lands and Krosan Verge)!
Plateau: It's a Mountain and a Plains! It's fetchable (with fetch lands and Krosan Verge)!
Taiga: It's a Mountain and a Forest! It's fetchable (with fetch lands and Krosan Verge)!
Savannah: It's a Plains and a Forest! It's fetchable (with fetch lands and Krosan Verge)!
Sunpetal Grove/Clifftop Retreat/Rootbound Crag: With 14 'land type' cards, these aren't a tough sell. Mana-fixing is important.
Windswept Heath/Wooded Foothills/Arid Mesa: Fetches allow you to grab your greasiest lands. Any color you need, fetches are there to help.
Wooded Bastion/Fire-Lit Thicket/Rugged Prairie: Mana-fixing is paramount. These lands are excellent in supplying the right mana for any situation.
Command Tower: A commander classic!
Serra's Sanctum: This card gets out of hand very quickly. It lines up quite well with Flickering Ward abuse too.
Krosan Verge: Grabs two of the following: Taiga/Plateau/Savannah/Sacred Foundry/Stomping Ground/Temple Garden/Forest/Plains. A very underrated card!
Temple of Abandon/Temple of Triumph/Temple of Plenty: Scry lands are relatively useful. I'm less a fan of the ETB tapped ability, but scrying has game-changing effects.
Slayers' Stronghold: As fantastic early in the game as it is late in the game. Haste, vigilance and +2/+0 will never get old.
Skarrg, the Rage Pits: Trample is a great way to get closer to your foes.
Hanweir Battlements: This card is actually the cheapest haste-enabler that doesn't come into play tapped. I don't play the other half because there is no room, but I wouldn't blame you for doing so.
Maze of Ith: This special card saves your hide from alpha-strikes while also doubling as a way to save Uril, the Miststalker from instant-speed (i.e. combat shenanigans) effects that would otherwise kill it. It's a two way street, that Maze of Ith.
Sunhome, Fortress of the Legion: Repeatable & hard to kill. Double-strike will you games because getting Uril, the Miststalker to over 10 power is totally doable.
Kessig Wolf Run: Trample and a mana-dump for Uril, the Miststalker. It seals the deal late-game.
Rogue's Passage: Unblockable is a sleazy way to get in with commander damage, but it works and it works well.
Contested Cliffs: Uril, the Miststalker is a beast
Hall of the Bandit Lord: It comes into play tapped, but not needing to dump mana into a haste-enabler really pays off when you're trying to cast Uril, the Miststalker later in the game.
Miren, the Moaning Well: It's a kill-switch. It's not 100% necessary, but voltron decks tend to be targeted for some reason Why not cash in?
Plains/Forest/Mountain: Basics! Yay!
Uril, the Miststalker is a powerful enchantress build that utilizes auras to smash things while staying mostly invulnerable throughout the game. My build is a 'voltron' approach wherein Uril, the Miststalker is front and center. I also focus on card advantage over more controlling aspects as seen in many enchantress builds (recurring enchantments, enchantment creatures, enchantresses, enchantments that net a card, etc.). This isn't to say that I'm not packing heat! I wouldn't call it spicy if it wasn't! The third pillar to my build is protection through auras (totem armor, recursion enchantments/spells, protection, etc.). As you can see, budget is less of a concern than winning. This deck is relatively easy to build without the added bells and whistles. I will note that the land base is CRUCIAL to this deck winning whether it be out of the gates or later in the game. The haste enabling lands AND color-fixing lands are both essential, but how you get there can sort of be fibbed.
Anyway, here's the deck:
1 Swords to Plowshares
1 Enlightened Tutor
1 Ajani, Mentor of Heroes
1 Idyllic Tutor
1 Replenish
1 Retether
1 Decimate
1 Winds of Rath
1 Silhana Ledgewalker
1 Aegis of the Gods
1 Kor Spiritdancer
1 Verduran Enchantress
1 Courser of Kruphix
1 Mesa Enchantress
1 Aura Gnarlid
1 Archetype of Aggression
1 Archetype of Courage
1 Auramancer
1 Academy Rector
1 Eidolon of Blossoms
1 Auratouched Mage
1 Krond the Dawn-Clad
1 Land Tax
1 Greater Auramancy
1 Seal of Primordium
1 Seal of Cleansing
1 Sylvan Library
1 Rest in peace
1 Sterling Grove
1 Oblivion Ring
1 Ghostly Prison
1 Enchantress's Presence
1 Leyline of Sanctity
1 Lightmine Field
1 Sigil of the Empty Throne
1 Asceticism
1 Rancor
1 Keen Sense
1 Abundant Growth
1 Hyena Umbra
1 Mark of Fury
1 Flickering Ward
1 Spirit Mantle
1 Felidar Umbra
1 Armadillo Cloak
1 Unflinching Courage
1 Gift of Immortality
1 Ancestral Mask
1 Unquestioned Authority
1 Song of the Dryads
1 Snake Umbra
1 Shield of the Oversoul
1 Battle Mastery
1 Pentarch Ward
1 Indestructibility
1 Sage's Reverie
1 Bear Umbra
1 Indrik Umbra
1 Eldrazi Conscription
1 Temple Garden
1 Sacred Foundry
1 Stomping Ground
1 Plateau
1 Taiga
1 Savannah
1 Sunpetal Grove
1 Clifftop Retreat
1 Rootbound Crag
1 Windswept Heath
1 Wooded Foothills
1 Arid Mesa
1 Wooded Bastion
1 Fire-Lit Thicket
1 Rugged Prairie
1 Command Tower
1 Serra's Sanctum
1 Krosan Verge
1 Temple of Abandon
1 Temple of Triumph
1 Temple of Plenty
1 Slayers' Stronghold
1 Skarrg, the Rage Pits
1 Hanweir Battlements
1 Maze of Ith
1 Sunhome, Fortress of the Legion
1 Kessig Wolf Run
1 Rogue's Passage
1 Contested Cliffs
1 Hall of the Bandit Lord
1 Miren, the Moaning Well
3 Plains
3 Forest
2 Mountain
I'll answer some questions here before they're asked:
Why no Argothian Enchantress?
-The truth is that I find it sort of poopy in a deck that runs so many auras. I have plenty of draw effects and plenty of turn 2 plays AND not too many creatures. I'd rather pay one more for something without shroud incase I ever need to dump my auras (which happens often).
Why no Daybreak Coronet?
-I honestly don't know. I don't like the stipulation, but this can easily be inserted over Unflinching Courage.
Why no Runes of the Deus?
-I run one other red creature. It's a great aura, possibly game ending when attached to Uril, the Miststalker, but I favor versatility over win-more. I may reconsider Runes of the Deus one day.
Why not include more ramp?
-I do in a way. There are a few mana-fixing and land-grabbing enchantments in there, but I rely on building up enchantment-triggered draws. I've been eye-balling Mana Bloom among other things, but my manabase/curve hasn't really let me down ..yet. I could use suggestions here (FYI: I removed One With Nature because it was too slow/underwhelming).
Why not more big, dumb auras like Mythic Proportions?
-Uril, the Miststalker does not need expensive auras to win. You are FAR better off with low cmc auras that net you cards (i.e. more auras). Eldrazi Conscription introduces a unique effect that makes the game less fun for everyone but you, the rest is unnecessary.
Why not more control or wipes?
-I can only do so much. A deck becomes less good once you try appeasing all 'possible' threats. Build a toolbox/goodstuffs deck if you want to be able to face everything and anything forever. I added some relevant responses, but this deck, like almost any deck, can be overcome. I'd say that most threats to the essence of this deck come in the form of creatures, enchantments, and artifacts, so I've tried to prepare without muddling the mantra.
More notes:
-Mark of Fury and Flickering Ward are draw engines with any enchantress effect online. They're probably the MVPs of the deck.
-Auratouched Mage almost always fishes up Eldrazi Conscription or Indrik Umbra for a blow out.
-The reason that this deck is mostly White/Green is that Uril, the Miststalker doesn't really need many auras red has to offer. This is just my opinion and what I really mean is I want to be proven wrong via suggestions/advice from you.
-As I mentioned earlier, the land base is very important. You need haste enablers, protective effects, evasion, and other hijinks to bounce back late game or overcome obstacles. I'd like to eventually add Yavimaya Hollow because it is very worthwhile when you have to deflect all sorts of removal aimed at one hexproof beatstick. Adversely, color management is paramount when most of your late game comes in the form of casting low cmc spells. Filter lands, fetches, and other mana-fixing methods need to be on the top of the list if this deck wants to win consistently.
-Convince me that I need Quarantine Field and what I should dump for it.
Cryptolith Rite actually makes this deck viable. It's Paradise Mantle 5-8!
I'm going to rebuild this sultry vixen and try it out with Cryptolith Rite
3 Thermo-Alchemist
4 Paradise Mantle
4 Cryptolith Rite
4 Manamorphose
4 Cerulean Wisps
3 Visions of Beyond
3 Thought Scour
2 Crimson Wisps
1 Noxious Revival
4 Faithless Looting
4 Serum Visions
4 Gitaxian Probe
3 Misty Rainforest
4 Scalding Tarn
2 Steam Vents
2 Breeding Pool
1 Forest
1 Island
1 Mountain
3 Apostle's Blessing
3 Ancient Grudge
2 Noxious Revival
2 Retraction Helix
2 Elixir of Immortality
3 Disrupting Shoal
I have Ensnaring Bridge x3 MB and sided in Engineered Explosives x3, Crypt Incursion x1 (I have 3 MB), and Disenchantx2 (because the same guy beat me with Choke last week), but I just couldn't cut the mustard. I also mulled to 6 on all 3 games. Should I also run Ghost Quarters? Should I dip further into white for Path to Exile? I don't usually have such issues with aggro/midrange, but Choke is a really big issue for me and I don't really want to change my WHOLE deck because of some SB cards...
NB4 draw better hands. Don't give me that advice, lol.
Hello,
I don't think you need 2 Hallowed Fountains AND a Godless Shrine with a Plains. 3 fetch options should be more than enough since you'll never need 2 white sources to cast any of your white spells. I don't know how I feel about Wall of Shards x4 AND Lingering Souls. Apart from blockers, they sort of work against each other. You could get as much work out of Fog Bank or even MB Ensnaring Bridge or Ghostly Prison if you took out one of them.
My last comment calls into question your ability to actually mill someone out in enough time. I don't know if you can and still be alive by the time you do it. The only reaction you have is Path to Exile and maybe Crypt Incursion (which isn't very good against a lot of decks [SB card IMO]). I can see way too many decks trampling you with ease. You should either make room for more removal/sweepers in your sideboard OR drop some extra spells for more mill cards. I suggest, since you're running 3 colors, that you give Engineered Explosives a shot. It does the thing for 3 color mill. Another card to consider is Timely Reinforcements. Burn is likely our worst matchup, so you should prepare for that. Leyline of Sanctity works too.
Some other cards to think about are: Manic Scribe, Breaking // Entering, Traumatize, Bitter Ordeal, or Haunting Echoes.
If you're looking for stuff to drop to make room, try: 1 Hallowed Fountain or 1 Urborg, Tomb of Yawgmoth, 3 Crypt Incursions (into the SB), and then 3 Lingering Souls or 4 Wall of Shards.
Here's my current list for reference:
3 inquisition of kozilek
3 breaking // entering
3 mind funeral
1 bitter ordeal
4 hedron crab
3 manic scribe
4 archive trap
4 visions of beyond
3 surgical extraction
2 trapmaker's snare
2 ensnaring bridge
4 watery grave
4 polluted delta
3 flooded strand
3 ghost quarter
1 oboro, palace in the clouds
1 hallowed fountain
1 godless shrine
2 island
1 swamp
2 rest in peace
3 crypt incursion
3 set adrift
1 inquisition of kozilek
3 stony silence
1 ensnaring bridge
2 engineered explosives
I could see it doing some work with Jace's Phantasm.
I like the idea, but I don't think the deck needs another tutor even if it is a counter. Valakut Invoker can do some serious work AND can be used on cast to win on top of being tutorable.
2 thoughtseize
4 inquisition of kozilek
4 breaking // entering
4 visions of beyond
3 mind funeral
4 hedron crab
4 archive trap
4 surgical extraction
3 cryptic command
4 watery grave
4 polluted delta
3 flooded strand
3 ghost quarter
1 oboro, palace in the clouds
1 nephalia drownyard
2 island
2 swamp
4 leyline of the void
4 crypt incursion
2 damnation
2 hurkyl's recall
3 ensnaring bridge
To try and settle the fears of Emrakul, the AEons Torn hitting the GY, Crypt Incursion can be cast in response to the ole spaghetti monster GY trigger (which is how you'd also get rid of her with Relic of Progenitus).