Druidic Vow seems too difficult to make work, at least right now
These lands enable amazing mana consistency, as they can grab basic lands, shock lands, or surveil lands

Abhorrent Overlord Anurid Scavenger Arcades Sabboth Archdemon of Greed Archdemon of Unx Argentum Masticore Aura Flux Barrow Ghoul Binding Grasp Bog Elemental Breeding Pit Carnivorous Death-Parrot Child of Gaea Chisei, Heart of Oceans Chromium Circling Vultures Contamination Conversion Coral Net Cosmic Larva Cultist of the Absolute Daemogoth Woe-Eater Dance of Many Darba Deep Spawn Demonic Appetite Demonic Taskmaster Devouring Strossus Disruption Aura Doomgape Draco Dragon Tyrant Drifter il-Dal Drifting Djinn Drought Earthlink Eldrazi Monument Endless Wurm Energy Flux Essence Leak Extravagant Spirit Fettergeist Forethought Amulet Gargantuan Gorilla Glaciers Goblin Boom Keg Greater Harvester Gurzigost Haazda Shield Mate Hungry Mist Icy Prison Inevitable End Infernal Denizen Junk Golem Junn Efreet Justice Kami of the Tended Garden Kataki, War's Wage Koskun Falls Krosan Cloudscraper Kuro, Pitlord Lair of the Ashen Idol Liege of the Pit Lithophage Living Tsunami Lord of the Pit Magus of the Tabernacle Mangara's Equity Masticore Melancholy Molten-Tail Masticore Molting Harpy

In surveying a few Ur-Dragon players I know if the real and online, the general consensus was that the free value of having their general in the command zone was worth more than possibly losing it to a Control Magic or Lignify effect
This means a complete overhaul of how the games will play out, but were expecting synergy-based decks to still be the way to go, with all of the normal strong Limited card staples still being importantefficient removal, evasion, and difficult-to-answer bombs
I've already planned more than 50 videos and filmed and posted many of these for you