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	<title>Comments on: Deck Skeleton &#8211; Uril the Miststalker &#8211; Auras</title>
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	<link>http://99edhproblems.com/2009/11/01/deck-skeleton-uril-the-miststalker-auras/</link>
	<description>The Magic EDH/Commander Blog</description>
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		<title>By: Scott</title>
		<link>http://99edhproblems.com/2009/11/01/deck-skeleton-uril-the-miststalker-auras/#comment-1378</link>
		<dc:creator><![CDATA[Scott]]></dc:creator>
		<pubDate>Fri, 27 Aug 2010 09:45:41 +0000</pubDate>
		<guid isPermaLink="false">http://99edhproblems.wordpress.com/?p=89#comment-1378</guid>
		<description><![CDATA[Kodama&#039;s Reach, Cultivate, Rampant Growth, Darksteel Ingot, Sakura Tribe Elder, Awakening Zone, all make Uril happen faster and  more reliably using less lands. 34-38 is a good range.]]></description>
		<content:encoded><![CDATA[<p>Kodama&#8217;s Reach, Cultivate, Rampant Growth, Darksteel Ingot, Sakura Tribe Elder, Awakening Zone, all make Uril happen faster and  more reliably using less lands. 34-38 is a good range.</p>
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	<item>
		<title>By: thepuregamer</title>
		<link>http://99edhproblems.com/2009/11/01/deck-skeleton-uril-the-miststalker-auras/#comment-79</link>
		<dc:creator><![CDATA[thepuregamer]]></dc:creator>
		<pubDate>Sun, 20 Dec 2009 06:56:42 +0000</pubDate>
		<guid isPermaLink="false">http://99edhproblems.wordpress.com/?p=89#comment-79</guid>
		<description><![CDATA[I have a Uril deck that runs a bit differently than this. I tend to treat uril as my only real attacker and everything exists to get him out and covered in auras.

So I run any form of enchantress. Mesa, argothian, femeref, and verduran enchantress. I run enchantress&#039; presence. Recycle is an option as well. For more draw I do run soul&#039;s majesty and harmonize.

Then I run any and all 1 and 2 CC mana acceleration cards. birds, llanowar, creatures that allow you to play additional lands from hand, land pull and land enchantments. I have about 15 mana accel cards.

I run retether, replenish, and open the vaults for pulling enchantments back up.

and basically the rest are all cheap auras that provide some way for uril to bring damage to the opposing player(flying, trample, lure effect, can&#039;t be blocked by single creatures) and indestructibility. But other than flickerform, runes of the deus, and indestructibility, most of the auras are 1 or 2 cost CC. Really the base +2/+2 you get for each aura on him is the most important part. Thus the deck becomes a relatively consistent turn 5 kill. 

Turn 1 and turn 2 you accelerate your mana, turn 3 you drop uril and turn 4 you are dropping 2 or 3 auras on him and possibly swinging for kill on turn 4 or 5.  

The main point to focus on here is that cheap enchantments end up having way more impact than expensive ones in a uril deck and 1 of your 6 or so enchantress effects should often be down to replace your hand as you cast it. 

and turn 4 or 5 ends up being way too early for any opposing player to deal with him.]]></description>
		<content:encoded><![CDATA[<p>I have a Uril deck that runs a bit differently than this. I tend to treat uril as my only real attacker and everything exists to get him out and covered in auras.</p>
<p>So I run any form of enchantress. Mesa, argothian, femeref, and verduran enchantress. I run enchantress&#8217; presence. Recycle is an option as well. For more draw I do run soul&#8217;s majesty and harmonize.</p>
<p>Then I run any and all 1 and 2 CC mana acceleration cards. birds, llanowar, creatures that allow you to play additional lands from hand, land pull and land enchantments. I have about 15 mana accel cards.</p>
<p>I run retether, replenish, and open the vaults for pulling enchantments back up.</p>
<p>and basically the rest are all cheap auras that provide some way for uril to bring damage to the opposing player(flying, trample, lure effect, can&#8217;t be blocked by single creatures) and indestructibility. But other than flickerform, runes of the deus, and indestructibility, most of the auras are 1 or 2 cost CC. Really the base +2/+2 you get for each aura on him is the most important part. Thus the deck becomes a relatively consistent turn 5 kill. </p>
<p>Turn 1 and turn 2 you accelerate your mana, turn 3 you drop uril and turn 4 you are dropping 2 or 3 auras on him and possibly swinging for kill on turn 4 or 5.  </p>
<p>The main point to focus on here is that cheap enchantments end up having way more impact than expensive ones in a uril deck and 1 of your 6 or so enchantress effects should often be down to replace your hand as you cast it. </p>
<p>and turn 4 or 5 ends up being way too early for any opposing player to deal with him.</p>
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		<title>By: xtra</title>
		<link>http://99edhproblems.com/2009/11/01/deck-skeleton-uril-the-miststalker-auras/#comment-67</link>
		<dc:creator><![CDATA[xtra]]></dc:creator>
		<pubDate>Sat, 05 Dec 2009 13:33:15 +0000</pubDate>
		<guid isPermaLink="false">http://99edhproblems.wordpress.com/?p=89#comment-67</guid>
		<description><![CDATA[Hi, I´ve been toying a bit with an Uril list, pretty similar with the enchantresses trio and stuff like that. 

Did you consider Retether and Replenish? Also, I think all auras that return to hand when Uril dies are worth considering, It´ll make sure you always have something to put on him. I think normal way to lose with this deck will be to have Uril killed and/or bounces a couple of times and just run out of stuff to boost him with. Rancor will always be in there, but there is also Brilliant Halo and Fiery Mantle (Fortitude and Spirit Loop doesnt seem good enough). They aren&#039;t great, but yeah, auras do provide a lot of card disadvantage...

I think Instill Energy should be in there. It has a lot of synergy with things like Elemental Mastery and Predatory Urge if you run that, and makes &#039;tap your team&#039; effects not work, or a lot less effective. It might be important since with Uril, every combat step where he is threatening 21+ dmg will be crucial. Most mass removal is sorcery speed, so there wont be that many answers on your turn (which makes haste a lot better too). That leads me to another card you could consider, Flaring Pain, to prevent damage prevention (better than Unstable Footing since it has flashback). Though that would depend on the meta I guess. Still, there are a lot of  cards that people play (e.g. Story Circle) that are excellent answers to Uril. 

Most equipment doesn&#039;t seem that synergetic, since with Uril an aura can do the same job and will often draw you another card with an enchatress in play. Mage Slayer might be very nice though. With a large enough Uril you could just kill a guy before combat, so you can safely attack even though he has a 100/100 Lord of Extinction. Then there is Sunforger, which is something to consider since it can fetch a lot of nice instants, allowing you to run some one-offs as answers to problematic strategies/cards, and play them with a larger consistency. The boost of +4+0 isnt useless either, although not the main reason to run it.

And well, some burn and tricks are the usual strategy to get in the last points of damage (especially if you run Sunforger). Soul&#039;s Fire is good (as long as they don&#039;t change the target to your own face,  though it would be a pretty cool way to go down :) ). Psychotic Fury might be nice, double strike is so powerful, and it cantrips. I&#039;m not sure if it is power that is needed though...I might try it if I run Sunforger.

There is also the doublers of damage one could consider. Furnace of Rath, Grand Melee. It might be a bit suicidal. But pretty fun with a double striking Uril at 12 pwr+.  There are also a couple of red ways to get extra combat steps, might be worth it. But maybe that is less fun (although, why should only blue mages be allowed extra turns?). 

Well, those are some thoughts. :) Oh, Reliquary Tower is a good land. Don&#039;t wanna end up discarding cards.]]></description>
		<content:encoded><![CDATA[<p>Hi, I´ve been toying a bit with an Uril list, pretty similar with the enchantresses trio and stuff like that. </p>
<p>Did you consider Retether and Replenish? Also, I think all auras that return to hand when Uril dies are worth considering, It´ll make sure you always have something to put on him. I think normal way to lose with this deck will be to have Uril killed and/or bounces a couple of times and just run out of stuff to boost him with. Rancor will always be in there, but there is also Brilliant Halo and Fiery Mantle (Fortitude and Spirit Loop doesnt seem good enough). They aren&#8217;t great, but yeah, auras do provide a lot of card disadvantage&#8230;</p>
<p>I think Instill Energy should be in there. It has a lot of synergy with things like Elemental Mastery and Predatory Urge if you run that, and makes &#8216;tap your team&#8217; effects not work, or a lot less effective. It might be important since with Uril, every combat step where he is threatening 21+ dmg will be crucial. Most mass removal is sorcery speed, so there wont be that many answers on your turn (which makes haste a lot better too). That leads me to another card you could consider, Flaring Pain, to prevent damage prevention (better than Unstable Footing since it has flashback). Though that would depend on the meta I guess. Still, there are a lot of  cards that people play (e.g. Story Circle) that are excellent answers to Uril. </p>
<p>Most equipment doesn&#8217;t seem that synergetic, since with Uril an aura can do the same job and will often draw you another card with an enchatress in play. Mage Slayer might be very nice though. With a large enough Uril you could just kill a guy before combat, so you can safely attack even though he has a 100/100 Lord of Extinction. Then there is Sunforger, which is something to consider since it can fetch a lot of nice instants, allowing you to run some one-offs as answers to problematic strategies/cards, and play them with a larger consistency. The boost of +4+0 isnt useless either, although not the main reason to run it.</p>
<p>And well, some burn and tricks are the usual strategy to get in the last points of damage (especially if you run Sunforger). Soul&#8217;s Fire is good (as long as they don&#8217;t change the target to your own face,  though it would be a pretty cool way to go down <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  ). Psychotic Fury might be nice, double strike is so powerful, and it cantrips. I&#8217;m not sure if it is power that is needed though&#8230;I might try it if I run Sunforger.</p>
<p>There is also the doublers of damage one could consider. Furnace of Rath, Grand Melee. It might be a bit suicidal. But pretty fun with a double striking Uril at 12 pwr+.  There are also a couple of red ways to get extra combat steps, might be worth it. But maybe that is less fun (although, why should only blue mages be allowed extra turns?). </p>
<p>Well, those are some thoughts. <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Oh, Reliquary Tower is a good land. Don&#8217;t wanna end up discarding cards.</p>
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	<item>
		<title>By: Uberdylan</title>
		<link>http://99edhproblems.com/2009/11/01/deck-skeleton-uril-the-miststalker-auras/#comment-27</link>
		<dc:creator><![CDATA[Uberdylan]]></dc:creator>
		<pubDate>Tue, 17 Nov 2009 20:36:47 +0000</pubDate>
		<guid isPermaLink="false">http://99edhproblems.wordpress.com/?p=89#comment-27</guid>
		<description><![CDATA[I would strongly suggest both Indestructibility and Dauntless Escort.  Wrath effects are everywhere, and the number 1 way to deal with Uril.  Also, Soul&#039;s Majesty has wonderful synergy here.  Oh, and while Behemoth Sledge, Warhammer, and the Swords aren&#039;t enchantments, they&#039;re definitely still worthwhile.]]></description>
		<content:encoded><![CDATA[<p>I would strongly suggest both Indestructibility and Dauntless Escort.  Wrath effects are everywhere, and the number 1 way to deal with Uril.  Also, Soul&#8217;s Majesty has wonderful synergy here.  Oh, and while Behemoth Sledge, Warhammer, and the Swords aren&#8217;t enchantments, they&#8217;re definitely still worthwhile.</p>
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	<item>
		<title>By: Derfington</title>
		<link>http://99edhproblems.com/2009/11/01/deck-skeleton-uril-the-miststalker-auras/#comment-4</link>
		<dc:creator><![CDATA[Derfington]]></dc:creator>
		<pubDate>Tue, 03 Nov 2009 17:31:04 +0000</pubDate>
		<guid isPermaLink="false">http://99edhproblems.wordpress.com/?p=89#comment-4</guid>
		<description><![CDATA[Nice list! I run Bloom Tender for mana accel in my Mayael deck, and it powers things out so quickly it&#039;s not even funny. 

Also wanted to say that I came to the site from mtgsalvation just because of the blog title - it&#039;s brilliant and fitting :)

I&#039;d love to write something EDH-related - my newest decklist has super secret lolz tech, if you find that enticing.]]></description>
		<content:encoded><![CDATA[<p>Nice list! I run Bloom Tender for mana accel in my Mayael deck, and it powers things out so quickly it&#8217;s not even funny. </p>
<p>Also wanted to say that I came to the site from mtgsalvation just because of the blog title &#8211; it&#8217;s brilliant and fitting <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I&#8217;d love to write something EDH-related &#8211; my newest decklist has super secret lolz tech, if you find that enticing.</p>
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		<title>By: Robert Johns</title>
		<link>http://99edhproblems.com/2009/11/01/deck-skeleton-uril-the-miststalker-auras/#comment-3</link>
		<dc:creator><![CDATA[Robert Johns]]></dc:creator>
		<pubDate>Tue, 03 Nov 2009 00:10:18 +0000</pubDate>
		<guid isPermaLink="false">http://99edhproblems.wordpress.com/?p=89#comment-3</guid>
		<description><![CDATA[I&#039;ve seen other builds with Uril, but I like your idea of pairing him with Enchantresses :)]]></description>
		<content:encoded><![CDATA[<p>I&#8217;ve seen other builds with Uril, but I like your idea of pairing him with Enchantresses <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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