Collector Ouphe

Collector Ouphe

Creature — Ouphe

Activated abilities of artifacts can't be activated.

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Set Rarity
Modern Horizons (MH1) Rare

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Legality

Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Collector Ouphe Discussion

dingleberry6969 on 200 BPM Yisan

4 days ago

As a Yisan pilot myself glad to see the updated deck and can't wait for the primer. How do you feel about Pithing Needle? my pod plays a lot of decks like Anje worldgorger or Elsha top and I think it's very effective at shutting them down fast. I also run Phyrexian Revoker but with the decks I play against I usually need my verse 2 for Collector Ouphe because of an artifact heavy meta.

Starsky2814 on Omnath, A Song of Creation and Chaos

3 weeks ago

unwucht, would you say it's more beneficial to add Aura Shards over Collector Ouphe? Both cards can impact how effective Dockside Extortionist can be. So we should keep that in mind. Shards can clear the board of pesky artifacts and enchantments, while the Ouphe shuts down activated artifacts and might prevent players from casting such artifacts.

Starsky2814 on Omnath, A Song of Creation and Chaos

3 weeks ago

I have fun with Collector Ouphe in my Primal Surge - Ruric Thar, the Unbowed deck. I can get behind adding the card. Just need to find a cut for it. I'm still okay with Mina and Denn, Wildborn being that card.

unwucht on Omnath, A Song of Creation and Chaos

3 weeks ago

I want to propose an additional strategy: Apart from Sol Ring you do not have a single artifact with an activated ability in this deck. With so many other decks relying heavily on artifact based ramp, you might also consider to add Collector Ouphe to shut them down even further.

_Arra_ on [[Primer v3.5]] - OM_RATH!!! (M21 Update!!!)

1 month ago

Hey BenWin, thanks for the shout out. As you wrote a long post I thought it fair I do the same in reply.

I want to respond to your comment as I think there is a lot you are overlooking in your analysis, most of which is on point. However, you mentioned a few cards now a couple of times so I want to break these down a bit as you have gone to the effort to write an extensive comment.

  1. Firstly I'd like to address your comment on Burgeoning + Ghost Town which you've shown your self to be an big advocate of. These are great cards and on paper seem to be great additions to the deck as they appear to enable one of our main objectives which is landfall triggers. However, the reason I think these cards have fallen out of favour is because they're very situational. Let me expand on that. If you do not have an opening hand with Burgeoning and a number of lands and a way to refill your hand (a very specific situation) the card is lackluster. Yes it is great if our opponents are constantly playing lands and we have Ghost Town and Burgeoning but this is honestly rarely the case. They are a weak draw 90% of the time. Even with Burgeoning in our opening hand as we do not have built in card draw we stall. Even with the increased draw effects provided by Zendikar Rising I do not think it is worth the spots.

  2. Calling the removal of Perilous Forays crazy talk seems strange to me. The CMC of this card is 5, ideally we want to wait until Omnath, Locus of Rage is out before we play it so dodge removal. Even more ideally we want Amulet of Vigor in hand/on the battlefield too. My second gripe with the card is that once we have ramped a couple of times, played land each turn and then got into a position to 'combo off' with Perilous Forays most of the time the number of basics in our deck barely makes it worth while as it effectively switches off all our remaining ramp spells. There have been so many times I have 'gone off' with Perilous Forays and not killed a single opponent and left myself in a worse position. In my experience as this deck has evolved, and I have actually been playing it weekly since BFZ launch this card no longer packs the punch it once did.

  3. I agree with you on Force of Vigor, this deck is extremely lean on interaction and removal as it is. This card is too strong to exclude.

  4. Regarding Ancient Greenwarden and Doubling Season being enablers for 'overrun' type strategy I can't disagree with you more on this. We want to make 5/5 tokens on mass as we want to either trigger Warstorm Surge, Terror of the Peaks or Where Ancients Tread and/or we want to sac then to Omnath, Locus of Rage to bolt our opponents to death. We need a critical mass of 5/5s so that we can deliver enough damage to face. Mass elemental tokens also gives us sudo protection from board wipes. I know you're playing devils advocate here but no, in my opinion these cards generate huge value for Omnath generally not for a specific strategy.

  5. Your comment on Nahiri's Lithoforming I find interesting as this is exactly my point on Perilous Forays and Burgeoning but my opinion is that Nahiri's Lithoforming is a great card almost all the time whereas the other cards I have mentioned are not. This card is gas with Titania, Protector of Argoth on the battlefield, if we have a decent hand already we are 80-90% certain to have lands to replay or draw into a land recursion effect like Crucible of Worlds or Splendid Reclamation. Not as good as Scapeshift obviously but I think you are underestimating the power of the card. Of course, play testing will tell us either way and I'll be interested to see if this card doesn't work out, which is might not, but I think until another land-centric draw card comes out this one is going to do Omnath just fine.

  6. I haven't decided whether I am going to play Roiling Regrowth yet but I don't agree with your pros and cons analysis. The assumption that is worse than Springbloom Druid I don't think is accurate. Instant speed is a premium and shouldn't be under valued especially if you're playing with a pod with interaction etc. Getting Omnath triggers at instant speed is great and you can dodge opponents interaction. Your comments on the 4cmc ramp spells, I think these cards are just fine and fair. Not exceptional but not bad, Migration Path with cycling is a nice bonus. If these 4cmc ramp spells were instant, what would you think then?

  7. Moraug, Fury of Akoum might just a be great additional line this deck can take. If the board state allows for it Chord of Calling this beast into play on an end step might be game winning. I am really on the fence as I'd really want a haste enabler to really break the card but honestly it might be fine by itself.

  8. I ran Tooth and Nail for a long time with various different finishers and yeah it wins but it is not that fun a victory unless you count the time I have Omnath and Titania out and entwined It That Betrays and Keldon Firebombers into play, that was fun! It really depends what you want from Omnath. Omnath isn't my competitive deck. It is my pubstompy deck to pull out when people are bitch about one thing or another. If I want to combo to win I play one of my other decks. Each to their own though. Tooth and Nail wins games its just not for me and Sekki, Seasons' Guide is pretty weak the rest of the times you draw it.

  9. I think your comment on non basic land search is spot on, we need more. I just don't think that there is currently any ones good enough for the deck other than Crop Rotation and Scapeshift, we just need to wait for better non basic search to be printed. A 2cmc Crop Rotation would be nice.

  10. My issue with Skullclamp and Sensei's Divining Top is that they are not actively winning the game. If I were to include Top in my deck it would more often that not end up being a 2 mana brainstorm as I would likely shuffle it away with a fetch. Green Red doesn't have the draw that other decks have that can really abuse Top, it ends up slowing us down. Skullclamp is great value but I just don't think we'e a Skullclamp deck. I'd rather the slot for something that is enabling a win by synergising with the rest of our deck, Skullclamp doesn't, it is just value. Sure you can play it but it is detracting from what Omnath is trying to do in my opinion. You're also going to get a lot more hurt from Null Rods and Collector Ouphes out there. We have an advantage that a lot of hate doesn't really effect us. Apart from Humility of course which kinda hard counters Omnath most of the time :(

All of this discussion is what makes Omnath such a great general as there are so many viable build options.

enpc on Mono green v2

1 month ago

Ditch the Quicksilver Amulet, just ramp harder. Also means you can include stuff like Collector Ouphe.

Xica on W Weapons - aka. Who needs SFM?

1 month ago

Kor Outfitter is not there to be fast. Its there to get around effects like Stony Silence, or Collector Ouphe, which stop equipping artifacts, as equipping is an activated ability. Outfitter is essentially copies 5, 6 & 7 of Sigarda's Aid.

Also the deck's main goal is NOT to be as fast as possible. As thats what causes the classic RW glass-canon version to be unplayable competitively.
This variant was built to be more resilient.
Losing to a single Fatal Push, or Lightning Bolt is simply not acceptable in modern. I attempted to solve the problem by:
1# rebuilding the deck in such a fashion that allows drawing a lot of cards, and thus replacing assets that get removed from the battlefield (Sram/puresteel + cheap artifacts)
2# have redundancy in key effects, be it Golem-Skin Gauntlets for the hammer, outfitter for sigarda's aid, or Sram for paladin.

Inkmoth on Yeva Draw-Grow

1 month ago

precociousapprentice: All valid points. Removing Umbral Mantle was certainly something I was against.... and since no changes have been absolutely final, I will be looking to keep it in. However, as it stands, it is the only sorc speed wincon which could lock us out of wins if it is all that Genesis Hydra flips. That and it gets hit by Collector Ouphe which is annoying.

Root Maze'still doesn't affect our game plan adversely. Only maybe shutting out Chord of Calling lines on storm turn, but the lands coming in tapped doesn't mean much, since nothing we cast can be immediately tapped for mana anyways.

Multiple dorks are being looked, I should be streaming and testing soon, so I will make sure to point out what works and what doesn't. I don't like Llanowar Tribe because it's fixed on three... for that I for sure should run Elvish Archdruid.

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