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How the Deck Works
Uril, the Miststalker‘s gameplan is explicit: He wants to be enchanted so he can get as big as possible and deliver a devastating Commander damage kill. The deck focuses on the Voltron playstyle and utilizes many aura spells to grow Uril, the Miststalker while giving him protection and defensive coverage to outlast threats. It holds itself together with an enchantress backbone for consistent card draw and offers a small twist on its normal game plan by adding the extra combat phase package. Gaining advantages through many auras that work when your voltron creature deals damage and some equipment to boot are why this deck is a hard one to contend with, especially since you have access to Uril, who has hexproff.
The Voltron Plan
The deck runs a small ramp package to try and cast Uril, the Miststalker by turn 4, but mainly turn 5. Enchantresses like Sram, Senior Edificer, and Argothian Enchantress can help get you to the spells you need to make Uril, the Miststalker as strong as possible by drawing whenever you cast your auras. Around turn six or seven you should be ready to have an Uril swing for 15 or 17. Since that’s not enough the deck runs extra combat phase spells like Seize the Day and Relentless Assault to have another chance at clearing out an opponent.
The Aura Package
Since Uril Voltron is all-in on making Uril huge to swing for 21 commander damage, the deck runs a vast amount of auras to help get him to lethal damage. The main ones are:
- Ancestral Mask: The fastest way to make Uril, the Miststalker stronger is to double how much he gains from each enchantment.
- Asha’s favor: One of the best enchantments for giving Uril, the Miststalker keywords he needs to win. Flying makes him psuedo-unblockable, vigilance keeps him up for defense and first strike makes him win battles even if they have a flier.
- Sage’s Reverie: It’s a similar Ethereal Armor that draws you a lot of cards in the process.
- Unquestioned Authority and Spirit Mantle: Both make Uril, the Miststalker untouchable by creatures, and each give a small boost as well.
- Flickerform: The saving grace enchantment, flickering your enchanted creature and all auras attached to them so that they don’t die to disruption.
- Bear Umbra and Snake Umbra: The totem auras are protection for your creature, while offering a boost to them as well and even more so with Uril, the Miststalker.
Auras by themselves wouldn’t be enough to make the deck run as smoothly as it does, so here are some main players in the deck:
- Kruphix’s Insight: For 3 mana the ability to potentially gain three auras is really strong in this deck.
- Winds of Rath: The perfect board wipe as it doesn’t kill Uril, the Miststalker if it’s enchanted, leaving an open board to swing on.
- Femeref Enchantress: Really good if you know someone is going to kill your enchantments, or perfect for when Uril, the Miststalker would die from disruption, but loses the aura instead, like with totem armor.
- Umbra Mystic: Making all of your auras a protective shield is a very welcomed addition to this list.
Disruption and Trouble
Your win condition comes from your commander and the problem with commander driven decks is relying on one creature, but the Voltron playstyle has many ways to deal with some problems. Playing against stax and decks that stop you from attacking can be combated by playing cards like Mayael’s Aria, which wins the game just for having a huge creature. Chandra’s Ignition is another potential win condition against control decks that keep you from attacking – it also interacts with your opponents boardstates. The deck also runs cards like Retether, Replenish and Crystal Chimes to get the auras back that either fall off from losing Uril, the Miststalker or from getting targeted and destroyed by spells. There are some times when you will not be able to control if Uril, the Miststalker leaves play, and in that case, your only option is to reset and rebuild. The resiliency of this deck is that Uril, the Miststalker is hard to touch thanks to hexproof and the rest of it’s enchantments make it plenty hard to deal with so usually you won’t have to worry too much as long as you’re closing out the game around turns 7 to 9 as late game can be troubling for most single creature playstyles.
If you want more insight into Voltron decks, check out our article here. It is a good resources for Voltron cards and browsing popular Voltron commanders.