|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.
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Oblivion Ring Discussion
2 days ago
I'm assuming a mix of removal and counters would be best? I'm imagining one or two enchantments like Oblivion Ring or Darksteel Mutation to disable some threats that have indestructible and some instants like Swords to Plowshares to deal with immediate threats (eg.Kaalia of the Vast or Consecrated Sphinx).
Is it more beneficial to run cards like Swords to Plowshares which is super low cost, but only targets creatures, or is it better to use cards like Counterspell which is slightly more cost and can only be used before the spell resolves, but can target anything?
2 days ago
Technically speaking, Entrei is totally on point. In faster formats like Standard and Modern, planeswalkers will not be used for their ultimate, but for the incremental value they accrue. Modern and Standard both have a ton of threats to keep walkers in check, from discard to aggro/evasive Vehicles in Standard. In EDH, even though walkers have enough time to go ultimate, there's every answer from Imprisoned in the Moon to Oblivion Ring, so I'd argue walkers aren't mechanically overpowered in that format either (even if some players abuse walkers, they aren't inherently broken, just like Storm isn't broken until you build decks dedicated to abusing it).
That brings us to the lore of walkers. Yes, the Gatewatch is very Superfriends-esque. Yes, some plot points are contrived, and the Gatewatch has been absurdly good at killing Eldrazi and winning revolts, etc. But I would remind the reader that we are only three short blocks into the Gatewatch. That is barely enough time to establish tropes and relationships between characters, let alone strain and twist those characters in new ways. It's fair to say those characters aren't deep, but only because WotC has barely had enough blocks to establish a status quo in the Gatewatch. If Bane had broken Batman's back in Batman Begins, it wouldn't have had as much meaning as when it happened in the third Nolan movie. Likewise, the Gatewatch need a status quo for us to be surprised by character depth and new situations. A careful observer will note that the all the signs point to an impending Gatewatch loss -- Ajani is ditching them on Amonkhet, Bolas and Tezzeret are waiting, and Liliana is prepping to kill a demon master. Something's going to go down, and I am optimistic that it will be very different than the status quo Wizards has established.
2 days ago
Awesome, thank you very much for the suggestions! I've been trying to shy away from infinite combos, however I will at least include Intruder Alarm.
I've been thinking of which spot removal I should include in here, so far I'm leaning towards enchantments such as Darksteel Mutation and Oblivion Ring to disable commanders, since any form of exile or destruction will allow them to be recast. I've also considered Imprisoned in the Moon for any permanent that it can target. All three cards work well with my Argothian Enchantress and Mesa Enchantress for card draw as well.
I know cards like Swords to Plowshares could be useful to remove all other creatures and unlike the previous three once it resolves the target can't come back.
Overall I'm thinking I may want 2 wraths (which I will now have) and possibly 3 spot removal cards (I'm thinking Swords, O-Ring and Imprisoned).
3 days ago
I think Dromoka's Command would be hard for you to resolve since ideally you only want things to be fighting your knight, and with your available resources in the deck it's hard to protect him, short of just making sure he's out of Lightning Bolt range - but in a world with Path to Exile, and Fatal Push, it could be hard to keep him on the board long enough to benefit.
I'd like to see more of your Idyllic Tutor in the main and have fewer numbers of enchantments, but have a wider variety.
3 days ago
I will give you the tips I am always gave.
---First of all: correct your mana-curve! In the right of this page have a graphic that show you your mana-curve. Your mana-curve don't looks like a curve, yeah?
How do you make this? Simple. Put things you can get time and game advantage with low mana cost. I am a big fan of cheap deck, so i will try indicate cheap cards.
A good deck have at least 8 removal cards, this cards may be really versatil like Murder or more restricted like Smother, a great removal that support early creatureless game in single or multiplayer games is Innocent Blood (now is very cheap). From the white side, you have 2 excellent removals for everything Oblivion Ring and Banishing Light. If you what spend more money you can also use Anguished Unmaking.
Your deck don't have draw, which makes it slow. Draw engine are always necessary. Can be constant like Phyrexian Arena ($$$) or Staff of Nin, or can be recursive like Sign in Blood or Night's Whisper (ideal for this deck). One of the most important things about low mana cost draws is to always have a land to play in all of your turns.
---Secound: You need create a deck more consistant, 4x or 3x of each card, 2x only for utility cards like Ob Nixilis Reignited or great mana cost like Resolute Archangel. That way you will create a focus on your deck and more efficience too.
---Third: Make a more synergy deck, with one card contributing to another. You gain alot of life maybe you can make Angelic Accord or Well of Lost Dreams works. If you have token generator (Moonsilver Spear, Captain's Claws, Lingering Souls, etc) you can use morbid of Reaper from the Abyss better and also can use Tragic Slip who is a wonderful low mana cost removal.
With this tips you can make any deck with not much trouble.
Obs.: the ideas of mana ramping like Sol Ring is nice, but so unfair, because this card is banned for all formats (except vintage) for a reason. You can use this strategy easily, but you probably never will learn how make a solid deck without non-sense banned cards like Sol Ring.
4 days ago
Release the Gremlins can be efficient token generation and artifact destruction, especially as most EDH decks play some mana rocks.
Angelic Skirmisher gives boosts to your team without removing Sidar's bonus.
Cards you could remove:
Hope I helped!
4 days ago
I would probably go mono white with this one, I can't really see a reason to splash red, with so many double/triple w and double r, you're likely to get mana screwed. White has some decent and cheap spot removal you can use, like Pacifism and Oblivion Ring. Seems like you have an Angel tribal thing going on here. You might want to run a few Seraph Sanctuary. Also with so many 1x cards your draws are going to be really inconsistent. I would run 4x of some solid cards with low CMC (1-3 mana). I can't tell what strategy you're going for, but if you put it in description I'll suggest a few good cards for the strat.