|Commander / EDH||Legal|
Printings View all
|Modern Masters 2015 Edition||Uncommon|
|Duel Decks: Venser vs. Koth||Uncommon|
|2012 Core Set||Uncommon|
|Duel Decks: Knights vs. Dragons||Common|
|Shards of Alara||Common|
Combos Browse all
When Oblivion Ring enters the battlefield, exile another target nonland permanent.
When Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Price & Acquistion Set Price Alerts
|Have (18)||ironax , Justinaut , maR2307 , Kimimaro , switchkill65 , saj0219 , Falte , plof , Friedrice24 , MattN7498 , TehDelta , rakdos24 , Mousemke , ibraJG84 , xpsychovampx , acbooster , LTmiller , fireborne1986|
|Want (2)||Turtlelover73 , Jose_Arrogantio|
Oblivion Ring Discussion
4 days ago
A budget replacement for Chandra is relatively easy - Chandra, Pyromaster isn't as good, but is only a fraction of the price. Chalice is trickier - my guess is that a combination of Runed Halos and Oblivion Rings will have to do.
4 days ago
Just having a look at this now, Duggan.Got a fair few allies, but sadly not all of them!
Looks like you may be a couple dollars over budget too, so might have to make a replacement somewhere
Initial thoughts are lose the non-ally ramp creatures Avacyn's Pilgrim, Elves of Deep Shadow, Alloy Myr and to a lesser extent Joiner Adept (since her ability is quite special) and replace them with mana rocks, as artifacts can survive a board wipe much better.
You're probably also going to want to put in some more removal. Board wipes are tricky in heavily creature based decks, as you damage yourself as much as anyone else, but In Garruk's Wake or Plague Wind can provide the solutions you need. Another good wipe for you is Aligned Hedron Network, since most of your guys will be under 5 power.
Zendikar Resurgent might be a good shout for card draw and mana efficiency. Since you'll be playing regular creatures it's a reliable source of draw... although I haven't checked the price... even so you may not even want to put it in as there are probably more pressing options ahead of it.
Cheap removal like Angelic Purge or Journey to Nowhere might be good and perhaps even Oblivion Ring. You could really go with anything cheap, but a good guideline is usually 7-10 removal options (not including board wipes), however I see lots of your creatures can serve as forms of removal themselves, so you may not need to cut that much stuff?
The tricky part is knowing what to axe from the list, so I'll just see if I can short-list what I would consider to be the most redundant, or least efficient cards:
Felidar Guardian - More or less a one time effect unless you can reliably flicker him over and over again and for 4 mana you have better stuff to do.
Coralhelm Guide - The activated ability is quite costly, and usually in a smaller creatures deck you tend to be swinging wide rather than tall. Unblockability is attractive, but is it worth not including more removal for?
Tajuru Beastmaster - It's a good ability to be sure, but you need to be playing in lost and lots of allies pre-combat to make it worth it, and there are strictly better versions already in the deck. If you have to make a cut, perhaps this guy?
Prismatic Geoscope - Reads very well, but even in a 3 color deck, it's hard to tease those basics out of the deck. You might end up paying for a 5 mana slow rock that only taps for 2 or 3, in which case Market Festival becomes a slightly better option. Generally speaking by the time you've manged to get one of each basic out, you'll already have more than enough mana.
Allied Reinforcements adds up in terms of mana efficiency, but that's all it does. If it cast at instant speed it would make a nice combat trick or instant rally trigger, but as a sorcery it's a little lackluster. One pop of two extra allies is nice, but I'd priorities some removal ahead of this, especially considering the volume of creatures you already have. I'd argue the same point to a lesser extent for Unified Front, but four simultaneous rally triggers, is nothing to sniff at on the other hand.
Also you can definitely afford to cut a couple of lands. 37 is usually what I would consider a max amount, but with your curve topping out at 6 mana cost (low for EDH) you could probably afford to go down to 35 if you needed to.
Stoneforge Masterwork a good card for this, if you end up having room, maybe not though?
That's about all my thoughts on this for now. The main thing is probably just more removal though. Other than that the prospect of all those stacking rally triggers looks really scary and intense! Nice job! =)
5 days ago
First off, there are a number of cards that are just not good enough for modern. Veteran Warleader requires you to overextend a board state. Putrefy is outclassed by Abrupt Decay, Cast Out is normally a worse Oblivion Ring, and Retreat to Emeria is kind of just meh all around.
Next, what do you want the deck to do? The way you currently have it set up, it looks like you wanna win fast. Your land count is low, and you are running a lot cof creatures. In which case, why not run Naya Allies? They are fast and Lightning Bolt provides a lot of reach. I would say the strength of abzan allies is the amount of interaction you are afforded, and therefore you might be better off upping your land count and trying to aim for a more midrange shell.
To further Allies as a midrange shell, let me explain the importance of a few cards. The most impotant cards for a midrange shell are Kabira Evangel, Ally Encampment, Gideon, Ally of Zendikar, and Collected Company. I think a strong argument can also be made for Aether Vial -- and in some lists, Orzhov Charm. Allies get big fairly fast -- but they do not start big. Therefore, if you want to be able to outscale other midrange decks, you need to be able to protect your board state. You do this by dropping an ally every turn so that Kabira Evangel can keep them safe. Gideon, Ally of Zendikar and Ally Encampment are super good at this. However, if your opponent is smart, they will then just hold off their removal until their turn when the effects wear off. These are the times that Aether Vial, Collected Company, and Orzhov Charm shine. All of them allow you to trigger your Ally's abilities at instead speed. The combo of Ally Encampment and Aether Vial is especially potent here as it allows you do trigger abilities even when both you and your opponent begin to top deck.
1 week ago
I originally had those Soulfire's when they were like $10-$20, so now that the deck is very affordable, I think it would be great for an entry level deck. What I want to do to improve this deck is:
- 1x Blighted Cataract
- 1x Desert of the Fervent
- 1x Desert of the True
- 1x Searing Blood
- 2x Shock
- 2x Firebolt
- 1x Spellheart Chimera
- 1x Unsubstantiate
- 2x Reflector Mage
1 week ago
This deck has very low curve. 35 lands is probably unnecessary. I'd go down to 32.
Add Skullclamp as a draw engine. There's enough support for it.
If you want Bomberman to be your main wincon, there's no reason you have to wait until your next attack to win with your spirits. Altar of Dementia, Altar of the Brood, and Blasting Station will all do the trick with no additional setup. Using Altar of Dementia on yourself also puts combo pieces in your yard and makes Skullclamp and Replenish more effective.
Anguished Unmaking is, in fact, better than Vindicate nearly all the time.
Swap Oblivion Ring for Leonin Relic-Warder. They're essentially the same effect, and Warder gets you an extra combo with Animate Dead and friends. (Warder can also be sac'ed to permanent exile while Oring can't be.)
If you still need room Thalia, Heretic Cathar and Blind Obedience are both ok to cut. They're ok at slowing opponents down, but not the greatest at it.
This last suggestion's a little more for casual play, but for Black/White creature based decks I like to include Westvale Abbey Flip in the landbase in case he game drags on and I need to recoup some life in an emergency.
1 week ago
Wowowow! Hey! Remember me!? Probably not. I still run 8.5. I am very new to your change to SRAM! A few questions:
What do you consider your starting game plan with Sram? Let's say you have a few equipment tutors, what equipment do you search for and what order? You mentioned with Eight-and-a-Half-Tails, you search for Swiftfoot Boots first or Sword of the Animist if you are short on lands. Did this change for Sram, Senior Edificer?
No! You chopped Ghostly Prison? And the 2/3 flyer with the same effect? What did you replace them with and why!? (If you can remember.)
How did Grasp of Fate make the cut? I thought you did not like Oblivion Ring-esque effects? Does multiple targets make t worth it? Why not run Quarantine Field at that point? Too much mana? A chance for more targets on the same opponent also though.
What did you cut for Forsake the Worldly? If you can remember.
Last question, ever think about switching back to Eight-and-a-Half-Tails? Sure, he does literal nothing early, but you become SO invulnerable in the late game, which you can reach pretty easily considering you are playing with 3 other players. Do you ever miss it? Or are you 100% satisfied with the change? I do like the touch of keeping him in your deck. How did your play group/meta respond to the commander change? With relief? I can imagine Sram, Senior Edificer often gets under rated at first glance.
1 week ago
Ill second the +1 for Ponyback Brigade. What does the SB look like for this list? You have a fair amount of early game control but if 1-2 of those get countered or destroyed I could see you easily losing the race to a faster build. I would probably SB the Oblivion Rings and go -1 Ponyback Brigade in favor of Mogg War Marshal or something similar for earlier in the game that still gives value if you can blink it, too.
1 week ago
I've just checked back and I really like the changes you made, it looks a lot more competitive already.
Finally, with the land situation, you could add in some helpful lands that have abilities such as Windbrisk Heights, Nykthos, Shrine to Nyx, Emeria, The Sky Ruin, Blighted Steppe. (although be careful with colourless lands as you want to hit double white on turn 2 and turn 3.