We must hit the face!

by mockingbird13 on 14 July 2015

Main Deck (99 cards)

Sideboard (1 card)

Creatures (1)

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Deck Description

So you want to play voltron huh?
The deck is similiar to most other voltron decks, there's is usualy one plan, make the commander big and hit the face for 21 damage which the naya colors have plenty of tools for.

The creatures:
There are quite a few creatures here because I have trouble getting my general to stick on the board even with hexproof the quick breakdown is:

The utility Cards:
These creatures Arent supposed to do much but provide utility they preferably shouldnt be build upon but can be if nessecary:

Auramancer / Nomad mythmaker / suntitan / tragic poet / eternal witness -
provides recursion

Academy rector / heliod's pilgrim - Enchantment tutors

Herald of the Pantheon and the enchantresses - provide Card advantage and life gain

Sigarda / Umbra mystic - protects the general from wrath and sac effects.

Lastly Thrun and blessed spirits can Work as early blockers or even have auras stacked on them if uril is unavaible - especially thrun.

The enchantments:

Buffs: It's really up to you which buffs you choose for Uril, I have taken a good mixture of abilities but mostly trample and some lifelink to combat the aggressive local meta of small creatures.
It should be mentioned that uril won't need a lot of buffs to be a threat so you won't need 30 auras for him especially if you can tutor for your auras

The removal enchantments:
Most of them are just pacifism or oblivion ring effects - do note that armadillo cloak is worded in a way that you can enchant an opponent's creature and have it gain life for you when it deals damage - vow of wildness will also prevent the creature from hitting you so those two can be used for emergency removal.

The last enchantments:
These mostly just provide useful effects, such as sigil of throne generating angels or primeval Bounty providing bonus value when doing...well anything.

The remaining Cards:

1) removal, the basic instant speed removal for emergencies such as swords or path
and a single sweeper in Winds of rath.

2) ramp, not much to say on that front, the more mana the quicker the commander hits the table and the more auras you can cast.

3) Protection: the biggest problem with enchantments is that they are very easy to destroy it takes 2 mana to wipe all enchantments, which is why spells like boros charm, second sunrise and faith's reward are here to protect the deck form getting blown out.

4) tutors: finds stuff - not much to say.

Lands:

The only 2 lands of note are

Kessig wolf run:
Good mana sink and provides trample for the buffed creature - can even be used on other player's creatures in multiplayer games.

Contested Cliffs:
A pretty strong Card considering that Uril is a beast, it will basically just allow uril to destroy a creature in his path before combat for maximum damage.


How to Play

There are usualy two ways to go about playing the deck in the early game:

1) you have started with ramp spells and few creatures : in which case rushing uril out is probably the best choice and getting him ready to lay out the damage.

2) you have a slower start with too many creatures, usualy what I do in that situation is try and set up a good board for Uril, with Cards like mesa enchantress providing Card advantage or herald making enchantments cheaper .

If uril is unavaible due to a Card like nevermore - I usualy just try to build on another creature if I have the auras or Means to recur them later like sun titan there are quite a few removal enchantments in the deck so waiting it out - though not preferable is an option as well.


Ill update later when the deck has had more games.

Deck Tags

  • Aura
  • Commander
  • Naya
  • Aggro

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

5200330

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for We must hit the face!

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