Obliterate

Legality

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

Printings View all

Set Rarity
From the Vault: Lore Mythic Rare
Eighth Edition Rare
Invasion Rare

Combos Browse all

Obliterate

Sorcery

Obliterate can't be countered.

Destroy all artifacts, creatures, and lands. They can't be regenerated.

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Obliterate Discussion

Will361405 on Help with a theme deck

5 days ago

I want to make either a temur, or grixis themed deck based on the end of the world, use cards like Mad Prophet and Desperate Ravings to show people talking about it, and red cards with lava, and then blow up the world with an Obliterate effect, any help or card suggestions would be greatly appreciated!

CChaos on The Hunt

1 week ago

Cybersix,

you are right about the lack of mana rocks, especially with land destruction in the deck. I'll consider switching out Impending Disaster for Cryptolith Rite, so if I ramp into Obliterate Cryptolith Rite will remain on the field.

Jay_Lucky13 on Zurgo Voltron Planeswalker Eldrazi Titan Control!

2 weeks ago

Assault Suit is a MUST card. The only viable reason to not run it in a Zurgo deck is if you don't have it. There are many cards in here that don't belong I think. I understand you want to play with big Eldrazi but you have so few that Eye of Ugin can go.

Your section on "blockers" is far-fetched. Unless you have an opponent playing Maelstrom Wanderer or your opponents are just clueless, you are priority one to die. Elspeth's tokens and your lands won't cut it. You need harder deterrents. No Mercy and big Teysa (can't remember the name of the card) are straight up kill creatures if they attack you (and aren't indestructible). Ghostly Prison and Archangel of Tithes make it cost mana to attack you.

You run a lot of boardwipes but you should be on the look out for other cards that make your opponents creatures come into play tapped. Lethal Vapors is also a great include as it straight kills creatures coming in unless and opponent chooses to skip a turn.

Finally, every Zurgo player should run Jokulhaups and/or Obliterate. It might seem unfair but let's face it, unless you're playing with morons and/or poorly made decks, you're gonna die fast.

greatdevourer on Suspended Animation

2 weeks ago

Glad to see that you liked the suggestions. I see why you like the Paradox Haze, but keep in mind that you'll have to be carefull with that card. You don't want to see things like Destructive Flow, Blood Clock (which I use in one of my decks), Necrogen Mists, or Primal Order hitting the table as they would hit you during each of your upkeeps.

I agree with keeping the counterspells. As for disrupting the opponents turn, I think there are better cards than AEther Barrier, Counterbalance, War's Toll. In my experience, the Sensei's Divining Top / Counterbalance combo works much better in a 60 card deck than in Commander, especially multi-player commander where there are simply too many different casting costs for the Counterbalance to be effective. Just for the sake of discussion, consider the following changes. Drop Sensei's Divining Top, Counterbalance, War's Toll. Add in the Mind's Dilation, Pithing Needle, Djinn Illuminatus from your maybe board.

Maybe it would help if explained a bit better. With a War's Toll in play, I would have to attack with all of my creatures. In that case, I would just attack you since you're the one causing me to attack with all of my dudes. Or I don't attack at all and I get longer to build up my stategies and find a Disenchant or Naturalize. So it really isn't that much of a defense and really doesn't alter my strategies enough to make it much of a threat. Look at Circle of Flame instead.

Going back over the list, I noticed that you have a few 'destroy all lands' cards, Obliterate and Sunder. Depending on your usual play group and local meta, those are cards you might want to eventually swap out. Not because they are bad cards, but because they paint the biggest 'kick me, I'm a threat' target sign on your back. In my meta game, we would usually play 1 or 2 games where people would run those cards and then we either stopped playing with that person or would would move to other tables when that guy brought out the land destruction deck. There are ways that players don't mind having the game blown up and there are ways that just annoy people too much. If you're going to go down the path of suspend and land destruction, then consider embracing that more. Otherwise, consider dropping those one-off strategies for cards that help your main goals. Maybe a couple more counterspells?

Let me know what you think of these ideas. As always, temper these suggestions with your collection and your budget. Feel free to take a look at my decks and let me know what you think.

Alkarius on Jhoira of the Ghitu EDH

2 weeks ago

I like the fun factor, it is how my original Jhoira deck looked, but (from experience) I believe your going to run into problems if your opponents run enough counters or kill cards... with only 2 counterspells Jhoira might not live long enough for you to really get rolling. I see a few cards that are flavorful but ultimately too slow or conditional... Braid of Fire is nifty but unnecessary imo, along with Thran Turbine, and Lighthouse Chronologist, awesome as he is, is spell bait and doest really fit the theme.. Cards you might want to consider adding are Expropriate or Temporal Mastery, Omniscience or As Fortold, Obliterate or Jokulhaups, and Boseiju, Who Shelters All.

WargRave on $50 Zurgo Helmsmasher

1 month ago

xrex479 Thanks for the suggestions, Not of This World would surely lead to some hilarious reactions. That's a card that wasn't on my radar at all, great suggestion. Maybe I should swap it for a board wipe?

Sunhome, Fortress of the Legion is cool too. I just don't know about spending five mana for it since the deck has a lot of equip costs to pay. Rogue's Passage has the exact same issue of course, but its effect is a bit more unique in the deck. Zurgo is somewhat likely to already have double strike.

I made a few changes to get below $50. First, Boros Charm -> Double Cleave. This is a sad one since the indestructible mode of Boros Charm would be great in this deck, but sacrifices must be made.

Second, Bojuka Bog -> Swamp. To try to increase my grave hate in compensation, I switched Nihil Spellbomb for Rakdos Charm since Sunforger & Open the Armory can get it. I also swapped the bad topdeck of Blood-Chin Rager for Diabolic Tutor to get game winners like Tainted Strike or Obliterate. Lastly, I want to try Inquisitor's Flail in place of Fireshrieker since Fireshrieker is redundant with a second double strike source.

Jlyons44 on Do Not, Waste Not

1 month ago

Yuribarber Thank you for the input. I looked at the deck play quite a lot since you sent this post. The Jace, the Mind Sculptor was definitely out of place, gets destroyed every time he was dropped haha. But when I took him out and played more, I did find the others do have their parts. Sorin Markov is a wincon in his own right. Incredible way to take some one down to 10 hp and finish them off with some draws or the other players will do the rest. Ashiok. the Nightmare Weaver is an underestimated planeswalker, pay 3 exile 3. And most people leave Ashiok alone for 2 or 3 turns. Exiling 9 cards for 3 mana is a fantastic trade off in anyone's book, and plus Ashiok can get creatures on the board for you. Lilliana Vess and Chandra Ablaze straight up fuels the discard mechanic along with Lilliana being a tutor. Both a bit high cost but that's what they're there for, late game value. And Ugin, the Spirit Dragon is a boardwipe and removal. Exiling colored permanents is better due to the fact of getting around indestructible. The main strategy this deck uses is to get Waste Not out and then cycle into the planeswalkers and black cards from the mana gained from the discarded lands. And there you just wheel your opponents out while dropping threats and creating a powerful board presence. And the 2nd main strategy is to have the planeswalkers out and then Obliterate the board leaving nothing but planeswalkers and enchantments to finish the job. It's a different strategy and is a functional way to play. I would say I win about a 1/3 of the games I play with this deck. Definitely have to look at the strategies outside the norm with this commander, cause everyone knows what to expect with him when you play him.

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