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I don't know if I'd run Greater Auramancy; I'm not sure the purpose. PLanar Collapse doesn't seem terribly great either. Lost Auramancers aren't terribly likely to ever fetch anything for you. Endless Horizons doesn't seem good for you. Femeref Enchantress seems somewhat questionable; how often do your enchantments get destroyed? Chastise is pretty weak. Swords to Plowshares and Worldly Tutor both would be a good fit. Finding Enchantress card draw early also helps you keep up on permanents. Mayael's Aria is a really good fit as well; it often pumps your general, gains you life and can win you the game. Trample is pretty key, I'd add Mythic Proportions; it can be "overboard" cost wise, but rarely is it not effective. Gaea's Embrace can be good for both Trample and Regeneration (against regeneratable Wrath effects). If you're going for Wrath effects, I'd consider Mass Calcify and Solar Tide.
In general, my experience is that Uril decks rely on General Damage. So extra creatures that don't do something to speed you up(Yavimaya Enchantress, Yavimaya Druid, etc.) aren't worth playing. As well, since you're going for General Damage, look to speed out your General ASAP. I'd add in Wild Growth and other good land fetchers: Sakura Tribe Elder, Wood Elves, Farhaven Elf, Rampant Growth, Into the North, Three Visits, Nature's Lore, Farseek and/or Farseek. Alternatively you could play more artifact accelerant; it's better against Armageddon effects but worse in general as they don't help thin your deck any. It would help if you increased your basic count to fit these slightly (say 10 or so minimum) and added in the Duals and Shocks. Ideally, with the mana acceleration you go Turn 2 fetch then turn 3 fetch for a turn 4 Uril with Mana; on a good hand it's Turn 1 acceleration (Sol Ring, Wild Growth, Search for Tomorrow), turn 2 acceleration, turn 3 Uril, turn 4 Enchantress + stuff. Lands-wise, I'd cut many of the cipt lands in favor of other lands; it's going to be key to produce the mana you need.
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