Blind Obedience

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Commander 2016 Rare
Gatecrash Rare

Combos Browse all

Blind Obedience

Enchantment

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.

View at Gatherer Browse Alters

Price & Acquistion Set Price Alerts

Cardhoarder (MTGO)

0.01 TIX $0.04 Foil

Ebay

Recent Decks

Load more

Blind Obedience Discussion

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

15 hours ago

MegaMatt13, Boros Charm fills a different role than either Terminate or Path to Exile, and Crackling Doom is somewhat counter to how I play the deck. I took it out long ago, because it didn't fit.

Crackling Doom is not surgical excision, and often, I want my opponents to keep their threats. Crackling Doom does not allow this. This deck needs to be able to remove specific threats, but leave as much power on the table as possible, so that it can be used against my opponents when I am ready.

Path to Exile is plain better than Terminate, and I would only take Terminate if I needed more and I had already included Path to Exile and Swords to Plowshares. All of them allow for surgical removal of creatures, but we all know that exile is better than destroy, even with the drawback inherent in the two white instants.

Boros Charm is not there for anything like that. Boros Charm is most often used as a better-than-counterspell for cards that destroy my stuff, and slightly less often to turn someone else's large threat that is attacking one of my opponents into a real monster with double strike. Rarely it is used to seal the deal after a Master of Cruelties attack. Basically, it is a better-than-counterspell against destruction that can be a coup de grace in the right context. That is perfectly in line with how this deck plays.

I was skeptical about including Boros Charm initially, I cut it early before I discovered it's real power, and then I trialled it again on strong recommendation by other aikido Mardu players, and I have not looked back after I mastered it's power. I am not sure how to value it over Path to Exile, but I would always include both.

As far as the two freeze enchantments go, I personally don't want to inhibit development at all. Blind Obedience and Authority of the Consuls both slow the development of my opponents, and while this may seem to benefit me, it also benefits everyone. I would rather have more asymmetrical defenses. I want my opponents to develop and then use their resources to kill each other, while I just make it unwise to attack me. I want the deck to feel like it is a group hug deck when my opponents are attacking each other, and a Stax deck when they are attacking me. I depend on their offense to bring each other down, so I have to encourage development, not retard it. I return to them often when thinking about changes to the deck list, but I always return to the fundamentals of how this deck is trying to win, and I feel like they are incompatible with that philosophy. In one-on-one, these would definitely make the cut. In multiplayer, they hinder my strategy.

MegaMatt13 on Queen Marchesa: Politics, Aikido, and Control

2 days ago

Just doing some more comparing of our lists. A couple questions:

How useful has Boros Charm been? I'm thinking of taking out Crackling Doom and replacing it either with Boros Charm or Terminate or Path to Exile

What is your reasoning behind excluding Blind Obedience and Authority of the Consuls? They've proven quite effective for me with slowing down the game to set up my pillow fort. The extort on Blind Obedience is nice too.

soulwarden11 on Yisan the Library Nerd

4 days ago

No problem, dude!

This is a pretty cool list on TappedOut that can give you a general idea for tiers and commanders that can easily be built to be utterly horrifying. The description has an overview of each tier and also has deck lists linked for some of the more popular decks in the tier.

http://tappedout.net/mtg-decks/list-multiplayer-edh-generals-by-tier/

/////////////////////////////////////////////

Here's the Yisan Stax list they have linked

http://tappedout.net/mtg-decks/wanderers-song/

/////////////////////////////////////////////

It's making use of that new Manglehorn as well that I only just now saw. Great piece for Yisan...It's almost a Reclamation Sage combined with Blind Obedience or Root Maze on a creature you can grab with Yisan...looks fun for a stax list, or even just a regular list since it's so one-sided!It's been updated since I looked at it last, but I started there and tweaked it to fit my own play style a little more and for my local meta.

My EDH decks average like, $400-$700. Playing against some of their $1,000+ decks is...boring or frustrating. They are so fast and consistent that they can have the game locked in their favor in the first 4 turns 9/10 and the game is over before anything else really happens (unless 2 or more of them are playing in the same group and they counter each other until one of them gets the upper hand and then proceeds to crush everyone). I try to avoid playing casual games with them because I like EDH to at least be fun and take more than 5 minutes to finish.

Yisan is a lot of fun because he lets you be more responsive to the current board state, but if you aren't interrupted, you can stomp people quickly, but you have access to enough recursion or redundancy that you can hold out in the long game as well--Super flexible deck to play.

I myself am now playing Alesha, Who Smiles at Death Reanimator and Rhys the Redeemed Tokens (though I'm about to re-work this one to be Selesnya Enchantress (under Karametra, God of Harvests or Captain Sisay); I still have all my Yisan pieces though, in case I convince myself to rebuild my deck because he is a lot of fun!

But I'm smiling thinking about the groans you'll be getting when you play some of those cards! They'll learn to hate Yisan! haha

theindigoeffect on Uril's Revenge

1 week ago

Assuming my total number of disruption cards is seven, I was thinking that those slots would be filled by Gaddock Teeg, Grand Abolisher, Blind Obedience Aven Mindcensor, Armageddon, Red Elemental Blast and Constant Mists.

I was thinking of including an extra land destruction spell or counterspell, but I figured that diversification might be important, given the limited number of slots available: that's why I just selected one counterspell. Constant Mists Would definitely be an asset in my deck.

My removal would consist of Winds of Rath, Beast Within, Path to Exile, Swords to Plowshares, Grasp of Fate, Chaos Warp and Hull Breach.

What do you think? That's assuming I adhere to 14 slots.

I guess another way of looking at it is that these are my 14 survival cards, and I tried to categorize them as best I could, albeit loosely. lol

JaceTheSwagSculptor on Uril's Revenge

1 week ago

Harmonize was a difficult include for me as well, but it's pretty much the only option G/W and Naya have for card advantage. I don't think giving it a test would be that detrimental as it's a pretty cheap card monetarily. I've had good experiences with it, but I get that not every card translates well.

Also, I wasn't saying you should be running the same exact disruption spells as I do, but that maybe you should consider running more of them. Cards like Possibility Storm, Pyroblast, Nevermore, Choke, Red Elemental Blast, Thalia, Heretic Cathar, and Blind Obedience are all decent options. Your ideal disruption card is something that comes down before Uril or is low cmc and is as asymmetrical in your favor as possible.

Artifact disruption cards (I.e. Stony Silence & Null Rod) are more for shutting down fast mana than they are hosing decks like Arcum Dagsson. Fast mana effects are too common in EDH (at least in my meta) to pass on aforementioned effects. If this is not the case for you, then I could see how you could forgo Null Rod and Stony Silence.

On a side note, I think we might have different definitions of "disruption". I don't necessarily believe removal to be disruption. To me disruption is an ongoing effect that negatively impacts a player or group of players. Thus, in my interpretation you would only have two disruption effects or ~2% (assuming Teeg and Abolisher will be in the next update, please correct me if you have decided to go ahead and include more than this).

I ended up cutting Nykthos, Shrine to Nyx as well due to that fact that I couldn't find a slot for it after discovering Command Beacon was a card.

It's always very difficult to maintain fast mana effects (like Avacyn's Pilgrim) as well as include cards that will carry you through the late game if your general gets wrathed. I've found that in addition to a plethora of indestructible and disruption effects, just knowing how to navigate the game is incredibly helpful. Sometimes you just can't win and you have to live with knowing that you'll occasionally get land screwed, someone will have the nuts, or the table will seemingly have an everflowing number of answers. It's just how Magic works.

I don't want to sound too cliche, but the best thing you can do once you've done solid conceptual work is play games as if they're a learning experience. Coming to better understand your deck and meta is crucial for consistency. People will most likely complain that you play the same deck too much, but if your goal is to build the voltron deck that works best for you then it shouldn't bother you.

NP. Although I can't playtest with you or learn your meta, I'm always open to helping out. Feel free to bring up discussion points as you see fit.

theindigoeffect on Uril's Revenge

1 week ago

There aren't many artifact players in my meta, so the prison cards you mentioned wouldn't be relevant that often, and Torpor Orb wouldn't be beneficial in most situations for me. To make up for that, I tried to make sure that I ran the same percentage of disruption effects as you, and removal and stax effects were lumped into my disruption category, though I'm a little light on stax effects, since many of them have a higher cmc cost than I would prefer. That being said, I had only considered enchantment-based stax effects at the time, in an effort to create a more synergistic deck.

There are a lot of creature-based strategies in my play group, so something like Blind Obedience would probably have more value, while additionally slowing down artifacts: that's probably the kind of stax effect that I would need: cheap and versatile. I'm open to suggestions, as I hadn't previously considered that I wasn't running enough stax cards.

I like Nevermore and Choke, but I opted for cards with more versatility, given that 14% of the deck is devoted to disruption.

I do have Fertile Ground, so I might put it in my deck, depending on how Avacyn's Pilgrim performs. It's definitely a more versatile card, but the latter seems more efficient, even though I don't like it all that much.

I will give some consideration to Nykthos, Shrine to Nyx, though I feel that it has a similar issue to Serra's Sanctum, due its devotion requirements and its colorless activation cost, but it is more versatile.

By the way, thanks for your patience: I know I'm asking a lot of questions, so I appreciate your time, and I really enjoy having these kinds of discussions.

IRNMN on Eight-and-a-Half-Tails Control

2 weeks ago

Cool deck, upvoted! This is minor, but I'm pretty sure Commander color identity rules prevent you from playing Blind Obedience in a mono white deck because of the hybrid black/white mana it requires to activate extort. Maybe swap it for another value artifact, enchantment, or hate bear?

Load more