Extort (Whenever you cast a spell you may pay . If you do, each opponent loses 1 life and you gain that much life.)
Artifacts and creatures your opponents control enter the battlefield tapped.
|Want (7)||gobzombie , Wingstar22 , happyxcamper1 , deman464 , SaltyCaptain , BladeWing517 , jordanc0607|
Printings View all
|Commander 2017 (C17)||Rare|
|Commander 2016 (C16)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Blind Obedience occurrence in decks from the last year
Commander / EDH:
All decks: 0.07%
WB (Orzhov): 0.89%
WUB (Esper): 0.4%
RBW (Mardu): 0.82%
Blind Obedience Discussion
1 week ago
@Mortlocke - I suppose it's a matter of differing opinions. Were the deck more geared towards the pure aggro route, sure, you might be better served with other slivers in place of something like Diffusion Sliver and/or Unsettled Mariner. If your route is for combo, you being able to protect your pieces is paramount. Until they print a Hexproof granting sliver, you have things like Diffusion, Crypt, Unsettled, Crystalline, Hibernation and Hivelord. The built in tax effect or innate protection offered by the slivers mentioned extend to the rest of the board. Suddenly, your opponent has to pay well beyond what they'll ever have with X spells to target more than one of your slivers. Suddenly they have to devote their entire turn to taking one of your pieces out instead of advancing their boardstate at the same time. That's not even to mention other options like Heroic Intervention that can add additional protection to your strategy.
If your intent is to combo off and win by turn 4-6 under ideal circumstances, only super solid starts with fast mana will even let your opponents get to the point of being able to pay for the tax.
Additionally, each of them, being a sliver, counts for combo related pieces like Mana Echoes, Intruder Alarm, etc. Tax effects can warp games - suddenly something like a Rhystic Study or Blind Obedience suddenly makes opponent's play more awkward and forces them to play around it. Unsettled Mariner suddenly forces additional resources to be spent on forced discard, sacrifice or burn effects targeting you, nevermind spot removal for your board.
You're not always going to have Sliver Hivelord or Crystalline Sliver out, and you need to be able to make sure that you can make it to where you get them on board. I would argue that a single counter spell in hand vs a table of 3+ opponents with potential spot removal isn't going to pan out any better than taxing them 2 with something like Diffusion Sliver in the early game.
1 week ago
Hey, I agree if you want to play Vamps, have a Vamp army with Sorin then Edgar Markov is the best tribal Vampire Commander. You could play a secondary life gain/drain strategy with Edgar; Cliffhaven Vampire + Righteous Cause.
With Karlov of the Ghost Council you want to play the best cards within the budget that gain you life or use life to give you value which are mostly nonVamp cards. Karlov is the center of attention, you build around him. Edgar is different; you may not even cast Edgar in a game. Instead utilize his eminence ability from the Command Zone; cast Vamps to create Vamp tokens which builds you an army to attack.
Karlov is a win condition, doing Commander damage which is less relying on other creatures to attack. Of course other creatures can attack especially if they have evasion and lifelink. The purpose of creatures with Karlov is to support him in some way.
How I would play Karlov with a $200 budget:
- Cards that life gain during your turn and opponents turns: Soul Warden, Soul's Attendant, Leonin Elder, Kambal, Consul of Allocation
- Voltron to help him attack: Shadowspear, Basilisk Collar, Spirit Loop
- K'rrik, Son of Yawgmoth and extort: Blind Obedience, Thrull Parasite, Crypt Ghast, Pontiff of Blight, Tithe Drinker, Basilica Screecher
- Bolas's Citadel + Aetherflux Reservoir to take advantage of life gain.
Aetherflux and Collar were just reprinted in the Mystery Booster set; those versions are $4 and $2. The nice thing about extort with Karlov is it gives you a life gain source for important cards that you should play that don't normally gain you life such as mana rocks, enchantments, removal spells, etc. Smothering Tithe + Leonin Elder can be a life gain and counters engine with Karlov.
2 weeks ago
GucciJesus - This deck seems like a good start but it does have a few glaring weaknesses. From what I can tell you only have 9 instances of ramp with a fairly high average CMC, Two enchantress cards not including your general and no clear game plan. Tuvasa is a fairly versatile commander with strong theming that draws her to have you jam every enchantment into a deck and roll with it. This will work in most low power metagames and feel strong as you will likely have few opponents with decks built to handle enchantments and the extra draw every turn will put you ahead in most cases. However, the lake of a true plan to win the game will, feel like a slog when you get to the last few moments of the game, where you just keep casting Tuvasa hoping she will stick so you can 21 someone, only to have her removed before combat.
This is where a focused game plan can help breath new life into your deck. Typically Tuvasa has two clear options: Pillow Fort Enchantress or Voltron Enchantress.
Enchantress Decks typically try to turbo out a bunch of cheap enchantments to eventually win with overwhelming card and some win-con.
The pillow fort variety will usually puts up a wall of enchantments (Sphere of Safety, Propaganda, Elephant Grass) to prevent your opponents from hurting you while you play cheap and useful enchantments (Root Maze, Sterling Grove, Blind Obedience) with various enchantresses (Enchantress's Presence, Satyr Enchanter, Verduran Enchantress, Nessian Wanderer) to draw to a win-con (Opalescence, Starfield of Nyx)
Voltron attempts to win with a large Tuvasa, which appears to be the route that the Precon was built for. The issue is it seems you have no true protection from your commander. But Tuvasa is unique to other enchantment based voltron commanders in that she gets big with regular enchantments rather than aura's. Cards like Asceticism, Privileged Position can protect her, and cards like Levitation can help her get in for damage. The cheap and useful enchantments (Root Maze, Sterling Grove, Blind Obedience), various enchantresses (Enchantress's Presence, Satyr Enchanter, Verduran Enchantress, Nessian Wanderer) still apply here.
Finally the ramp situation, if you are in a metagame that has limited mass enchantment removal (most) and shy's away from land destruction, then you should look to land aura's that ramp like Utopia Sprawl, give you extra land drops like Exploration or are just powerful like Carpet of Flowers. A good ration is around 10 to 12 ramp spells.
One final note while Sol Ring is a powerful card in most situations, it isn't necessarily better than the previously mentioned ramp spells, as they accelerate your game plan (buffing Tuvasa, draw you more cards) and can ramp you into Tuvasa, 3 things Sol Ring is not good for. I usually drop it from most of my decks where the commander doesn't have any colorless mana in their cost as its usually a dead draw in my opening hand and causes political problems.
3 weeks ago
Hey there friend, first off, I really enjoy seeing an Estrid deck any day of the week. I run a Chain Veil Estrid deck, and I love playing it. Have you thought of running Blind Obedience for an alternate wincon? you're already running the chain veil and once you get infinite walker activations and mana with enchanted lands you can extort the table to death by recasting estrid over and over. Just a thought. Another card I enjoy running is Heliod, God of the Sun. He gives your beaters vigilance, plus can pop out enchantment creatures to boost up your Setessan Champion and draw you cards from her trigger when they etb.
3 weeks ago
Hey, nice budget version of Estrid.
I see Siona, Captain of the Pyleas. A way to win with her is Shielded by Faith. This makes an infinite combo of creating 1/1 Soldiers. Emergence Zone is helpful with this combo because then you can do it at instant speed and attack with the Soldiers on your turn to win. Open the Armory and Heliod's Pilgrim are budget tutors to get an aura. More tutors to get auras are helpful with land auras.
I see Stasis. Could expand on the pillowfort strategy of making your opponents permanents ETB tapped with Blind Obedience, Kismet, Frozen AEther. Further protect yourself with Ghostly Prison and Sphere of Safety. Wilderness Reclamation is helpful with Stasis.
Once you have a established a pillowfort then cards such as Approach of the Second Sun or Sandwurm Convergence can be win conditions. Kiora, Behemoth Beckoner is good with Convergence and Sigil of the Empty Throne. Kiora helps to make ramp to cast them and then each time a 5/5 Wurm or 4/4 Angel is created you draw.
With all the mana that Estrid can make with enchanted lands then the budget Finales, Finale of Glory and Finale of Revelation are options. Finales are good with Emergence Zone especially Glory since then you can attack with an army on your turn.
The manabase here is not ideal for three colors since there's a lot of basic lands. I realize this is because of such a low budget, but when playing three or more colors you really want to allocate more of the budget for dual lands to make it easier to cast cards. Green is the most important color because of the land auras, mana dorks and Enchantresses. Most of the land auras can make white and blue mana which is very helpful and allows for more green.
Budget lands to consider adding:
- Command Tower
- Yavimaya Coast
- Exotic Orchard
- Seaside Citadel
- Bant Panorama
- Opal Palace
- Ash Barrens
- Prairie Stream
- Evolving Wilds
- Selesnya Sanctuary
- Simic Growth Chamber
- Azorius Chancery
The bounce lands may not seem good, but if they're enchanted then you can untap them with Estrid which can make a lot of mana and make up for the fact they ETB tapped. Consider more low CMC land auras? Even if the aura doesn't create ramp when you tap the enchanted land it's still enchanted so Estrid can untap it that makes it worth adding. Other land auras to consider adding:
Good luck with your deck.
1 month ago
Hey, nice version of Avacyn, but do you really need all those other Angels?
Smothering Tithe is fantastic repeatable ramp for mono white in multiplayer Commander. Lyra Dawnbringer has very good interaction with Resplendent Angel; repeatable Angels with lifelink. Rather than play lots of other Angels consider more pillowfort? The problem with mono white is you want a lot of turns to get going since Avacyn is eight mana. You want a very good opening hand with ramp, but if you don't get that then having ways to slow your opponents down can help.
Other cards to consider adding:
- Luminarch Ascension
- Land Tax
- Blind Obedience
- Aura of Silence
- Ghostly Prison and/or Windborn Muse
- Rule of Law and/or Eidolon of Rhetoric
- Linvala, Keeper of Silence
- Aven Mindcensor
- Hushbringer and/or Hushwing Gryff
- Spirit of the Labyrinth
- Rest in Peace
- Heliod's Intervention
- Hour of Revelation
Cards to consider cutting:
- Unquestioned Authority
- Angel of Condemnation
- Angel of Finality
- Angel of the Dire Hour
- Exquisite Archangel
- Angel of Grace
- Guardian of the Gateless
- Resolute Archangel
- Segovian Angel
- Sunblast Angel
Good luck with your deck.
1 month ago
After some researce i found out that reminder text is not affected by the colour identity of the commander. So for Blind Obedience
1 month ago
Hi and congratz on the finish and this sweet deck! Love the Hatebears!
And are there any changes you would like to share?