Oblivion Ring

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2015 Edition (MM2) Uncommon
Magic 2013 (M13) Uncommon
Duel Decks: Venser vs. Koth (DDI) Uncommon
2012 Core Set (M12) Uncommon
MTG: Commander (CMD) Common
Duel Decks: Knights vs. Dragons (DDG) Common
Archenemy (ARC) Common
Planechase (HOP) Common
Shards of Alara (ALA) Common
Lorwyn (LRW) Common
Promo Set (000) Uncommon

Combos Browse all

Oblivion Ring

Enchantment

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

solarbeam on Black White Knights

21 hours ago

You're very heavy on the 4-drop slot. I would recommend cutting the Approach of the Second Sun, since you should be trying to win by bringing your opponent's life to zero. Anointed Procession is cool, and can be powerful, but it relies on you following it up with other cards. THough pricey, this should be History of Benalia as this card does not depend on being followed up by another card and produces more Knights on its own.

Instead of Murder, Fatal Push or Path to Exile are better choices. For more budget options, Declaration in Stone, Go for the Throat, Cast Down, Anguished Unmaking, and Oblivion Ring are good options.

You should be running 4 of the Dauntless Bodyguards in the maindeck, they should not be in the sideboard. You're going to be wanting to swarm the enemy in a flood of chivalry as fast as possible, and a few amazing 1 drops can help you out that way. Accorder Paladin, Knight of Glory, and Sigiled Paladin are all great 2 drop knights that help you out in attacking strong and early. Knight of the White Orchid can act as ramp, but is also a decent beater.

Always Watching is an amazing anthem effect! Plus if you run this, History of Benalia, and removal like Oblivion Ring, or Banishing Light, you could run Blood-Cursed Knight!

Mirran Crusader is extremely powerful and you should definitely be running 4 of this one.

Vona, Butcher of Magan is really cool and can give you an answer to nearly anything, and she helps pay for herself with that lifelink.

Sorin, Solemn Visitor may not make a knight, but that uptick can be a crushing blow for you enemy. Gideon, Ally of Zendikar makes knights and can drop an emblem to give your team a permanent buff.

You'll also want to use some of black's card draw capabilities, since card advantage is definitely white's biggest weakness. Don't be afraid to spend a little bit of life to draw some cards with Dark Bargain, Read the Bones, Night's Whisper, Sign in Blood, or Damnable Pact just to name a few.

You should also definitely be running lands like Isolated Chapel, Concealed Courtyard, and Godless Shrine

For your sideboard, cards like Duress are very important if you're running black, I would recommend running 3-4 of these in your sideboard, since you have no other hand disruption. Celestial Purge is pretty popular, as is Timely Reinforcements. Vraska's Contempt and Anguished Unmaking can help you deal with opposing planeswalkers, and Unmaking hits any troublesome non-land, Rest in Peace, Stony Silence, and Zealous Persecution are very strong sideboard options as well.

Let me know if this was helpful or would like to know some of the reasoning's behind the suggestions!

mahdik on Raking Minds

1 day ago

I finally feel like I've find a pauper deck that feels really, REALLY, midrangey. Props to you. I will probably build it soon enough trust me.

Otherwise, I suggest you should put in 1-2, maybe 3 instant removal, like Unmake or something; in late game Castigate, Journey to Nowhere, Oblivion Ring, Chainer's Edict, Mesmeric Fiend and Mind Raker are all sorcery speed removal/discard effect, and they are really good, but like I said, late game in top-decking mode they are kinda meuh...

Otherwise, I'm repeating myself, but gosh I like your deck. I should also say this; it's not blue, nor green. Evermore, it's orzovh, a really underrepresented combination in pauper. Love it man.

kamarupa on Warmongering

1 week ago

Always Watching would be good. Maybe Sign in Blood, too.

You should add some removal variety to your sideboard to deal with various threats - here's a few options: Oblivion Ring, Banishing Light, Journey to Nowhere, Blessed Alliance, Celestial Flare, Celestial Purge, Cast Out, Seal Away, Doomblade, Fatal Push, Hero's Downfall, Murder, Cast Down, Geth's Verdict

kamarupa on Shock Blitz

1 week ago

Usually when people use the term "ramp" they mean mana acceleration. Perhaps you mean "pump?"

I think, given your very low AVG CMC, you could drop back to 22 lands safely. I suggest using those extra slots to add +2xSwiftblade Vindicator.

You might also consider adding a few Immortal Servitudes or Return to the Ranks, at least in your sideboard - with so few creatures, removal could really make your deck suffer.

Since you have white, you should consider dropping Shattering Blow for Revoke Existence or Disenchant. I think a couple Oblivion Rings would be useful, too, especially against planeswalkers.

Kogarashi on Day of the Dragons gimmicks

1 week ago
  1. Yes. Day of the Dragons will enter the battlefield, triggering its first ability, and then Opalescence will apply turning it into a creature. Day's first ability then goes on the stack and resolves, resulting in all creatures you control being exiled and replaced by dragon tokens...including Day itself. This triggers its second ability, which when it resolves destroys your tokens and returns all your creatures and Day to the battlefield, at which point Day's first ability triggers again. Unless something has removed Opalescence in the interim, Day will still be a creature and get exiled again, and you have yourself a loop.

  2. Arcane Adaptation says "in addition to their other types." This means your dragon tokens will be 5/5 red flying Dragon Homarid tokens. They're still dragons, so you will still have to destroy them when Day of the Dragons leaves the battlefield.

  3. Day of the Dragons functions similarly to Oblivion Ring, due to its ETB and LTB effects being two separate triggers. When you cast Day, it enters the battlefield, then its first ability goes on the stack. If someone uses Naturalize to destroy it while the first ability is on the stack, it leaves the battlefield, triggering its second ability and putting that on the stack above the first. The second ability resolves first, destroying any dragons you have and returning all your creatures exiled with Day, which will be zero because the first ability hasn't resolved yet. Then the first ability resolves, exiling all your creatures and replacing them with dragon tokens. Because Day is gone, you can't get your exiled creatures back without something else like Riftsweeper.

  4. If you copy the ETB trigger, the copy will resolve first, exiling your creatures and replacing them with dragon tokens. Then the original will resolve, exiling your dragon tokens you just got and replacing them with dragon tokens. Nothing's changed about the return ability, so if Day of the Dragons is later removed, you will destroy whatever dragons you control, then return the creatures exiled with the copy of the ETB trigger.

kamarupa on Too Many Tokens

1 week ago

Mainboard:

1xWestvale Abbey  Flip - makes tokens, synergized wincon

up to 4xBlade Splicer - tokens+First Strike

up to 4xBrave the Sands (swap out Fog, Mending Touch, or Druid's Deliverance - block with tokens instead of dodging - this will free up your mana and give you confidence to swing.

By T3-T4, there's a decent chance you're going to start running low on cards - some sort of draw card is going to be useful, and Harmonize is probably the best budget-minded option.

Sideboard:

3xRootborn Defenses - anti-Ratchet Bomb

4xSundering Growth - artifact/enchantment removal+Populate

2xOblivion Ring/Banishing Light - Remove Planeswalkers and other nasty things

4xBlessed Alliance/Celestial Flare - get around Hexproof/indestructibles

1xElixir of Immortality - thwart Mill

1xWitchbane Orb, Shalai, Voice of Plenty/Aegis of the Gods - thwart Mill and Burn

SilverhawkPX45 on Odric, Master of EDH copy

2 weeks ago

All in all, I like the 'package' you've built here.

I don't feel like cards that only have a single keyword add a significant value to the deck. That means Adorned Pouncer, Brimaz, King of Oreskos, Silverblade Paladin, Loyal Unicorn, Odric, Master Tactician, Soltari Champion and Deftblade Elite. Out of those, the most value would come from the two 2-drops for an aggressive curve early game. I would probably add Mirran Crusader and Burnished Hart as well, and Soltari Visionary is also worth some consideration.

Collective Effort and Phyrexian Rebirth are both... pretty mediocre, in my opinion. Maybe swap those for Rout and Planar Cleansing (or maybe Unexpectedly Absent) instead? I also don't think the deck really NEEDS Tithe and could maybe play something along the lines of Mind's Eye or Surveyor's Scope if you really need the early ramp. Oblation should maybe be Crush Contraband, since you're pretty good as far as creature removal goes. I would also highly recommend running Swiftfoot Boots, since Odric radiates both Haste and Hexproof and the former is especially valuable to you, imo.

In your mana base, there's really no excuse NOT to play all of Strip Mine, Tectonic Edge and Ghost Quarter so you can handle something like Gaea's Cradle or Volrath's Stronghold. You might also want to run Scavenger Grounds so you can do something against graveyards. Maybe add Sentinel Totem or Relic of Progenitus to that list for some consistency. You could also possibly run the cycling lands for white for some extra carddraw (at least the cycling desert seems worth it so you can exile graveyards twice?), but at some point you'll hurt your chances of activating Emeria.

Recommended Changes

IN: Soltari Visionary, Mirran Crusader, Burnished Hart, Rout, Planar Cleansing, Unexpectedly Absent, Mind's Eye, Crush Contraband, Swiftfoot Boots, Sentinel Totem, Strip Mine, Tectonic Edge, Ghost Quarter

OUT: Loyal Unicorn, Soltari Champion, Deftblade Elite, Collective Effort, Phyrexian Rebirth, Tithe, Oblation, Brimaz, King of Oreskos (the tokens don't get the bonuses, so they are kind of not great), Silverblade Paladin, Oblivion Ring (outclassed by other removal in your decklist), 4x Plains

Boza on $23 Budget UW Control (Modern)

2 weeks ago

There is a lot of anti-creature cards, way too many. -3 guard duty, -3 oust, -3 azorious charm. +4 Augur of Bolas + 2 Oblivion Ring + 3 Hieroglyphic Illumination + 1 Negate. Rely more on the wrath for mass removal and card advantage.

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