, : Put a fate counter on target permanent.
, , Sacrifice Oblivion Stone: Destroy each nonland permanent without a fate counter on it, then remove all fate counters from all permanents.
|Have (3)||Benniator , gildan_bladeborn , metalmagic|
|Want (5)||octagone , coltonsama , Cabbieboy , 1Doogan1 , jjduch|
Printings View all
|Commander Anthology 2018 (CM2)||Rare|
|Iconic Masters (IMA)||Rare|
|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|MTG: Commander (CMD)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Oblivion Stone occurrence in decks from the last year
All decks: 0.09%
Commander / EDH:
All decks: 0.03%
Oblivion Stone Discussion
3 days ago
Hey I play tons of Ponza and have done for years. I play mostly on MTGO so you local meta might be different if you play at a store, but here is my take on the cards. I think I wrote a smaller book of a comment sorry about that.
first off Inferno Titan!, turn 2 moss into turn 3 titan is the most powerful thing ponza can do. Remember he can be pumped with his ability and often swing for 12 or more damage (when targeting face with the ability) plus he shoots stuff down planeswalkers and creatures alike both when he is played, but also when he attacks. The absolute best finisher for the deck.
I love Bonfire of the Damned and have played with everything from 1 to 4 copies in my main board, the one sided board clear feels so good, but I have come to realise it is just too conditional. It is too reliant on the miracle, i kept telling myself it wasn't but it really is, 7 mana for 3 damage is not worth it, you are already dead to aggro and if you have enough mana to shoot someone down with a big spike you should have already have won. Anger of the Gods in the sideboard are just better wipeing you own dudes does not really matter if the opponent just loses to a wipe and the exile of creatures is so important vs graveyard stuff.
You play Boom / Bust which i have experimented with as well, you say it cost less than Pillage, this is not true as you need 2 mana and a untapped fetch in order to play it, so that is 3 mana, plus you need a fetch to play it that is super conditional even with 8 fetches. And depending on Bust part to win the game is not something you should never wish to happen.
Artifacts, one thing Ponza loses to is Aether Vial, all the land disruption does nothing against it. So in order not to lose to that i suggest to main board Pillage or Abrade they are so good with the flexibility doing what the deck is already trying to do and able to remove artifacts when needed is super useful. Other cards they help against is Cranial Plating in affinity, Oblivion Stone the only answer tron really has and Arcum's Astrolabe which bypasses all moon activity and of course all the stupid artifact creatures that randomly appear like Walking Ballista and Myr Superion.
I know you play Primal Command for all the artifacts and such nonsense, I have played it myself in the past, but for 5 mana it is really slow and to that it is also quite conditional on its effectiveness some games it can just outright win it like mill or somthing, but more often you will lose with it in hand and it is the worst. searching for a big guy to finish with is not much good either as you would much rather play the big guy insteal of the command and i have so often lost with the searched up guy in hand as the opponent will know to kill off your mana dorks or keep a counter in hand because you revealed your plan.
your Eternal Witness Stampeding Serow combo is cute, but playing cards that are not just good on their own are a big mistake, blue deck might get away with it, but green really relies upoun mana effectiveness. I see how you can use witness's with other cards in your deck and be able to slowly grind value out, but in reality something like Tireless Tracker would be much better as it just gives value by existing and can end the game.
Okay how to win vs the bad matcups like burn, storm and control. It is so hard to win vs storm, you already use Scavenging Ooze, but other cards i use on and off is Cindervines, Weather the Storm and Damping Sphere.
to win against burn the most effective strategy I have used is the Madcap Experiment and Platinum Emperion combo. otherwise Obstinate Baloth and Kitchen Finks works, the baloth having added bonus of being really good against Burning Inquiry and Liliana of the Veil.
lastly control, i absolutely hate control. oh well here the best thing is getting a Blood Moon out turn 2 it is so important that running stuff like Magus of the Moon is very much worth it. otherwise there is of course Thrun, the Last Troll and Choke.
Hope i helped you out in some way and not just made you angry or something.
3 days ago
SwiftDeath, Thanks for the comment! And hopefully it brought some nostalgia. I would agree that a sac outlet is insanely important in any graveyard based deck. False Prophet seems to risky for my blood. If he is on the battlefield and I don't have any immediate free way of sacrificing him, then I've done more harm to me then my opponent. As for Oblivion Stone, that does seem like a great combo, I will consider it.
3 days ago
This is very reminiscent of my Karador deck back when I first built mine. A lot of cards have been released since then but it shares a lot of similarities. One thing that Karador decks need is self sacrifice. It allows you to dodge exile removal from your opponents to instead fill the grave with more creatures. Nothing will annoy your opponent more then having to use their Swords on a creature they know will not get exiled. A card that I used with this in mind and to great effect was False Prophet. I can sac all my creatures then sac false prophet. Remove from game all my opponents creatures then cast something like Living Death and get them all back. I could also use my commander or a number of different methods. My deck was more of an attrition deck. I didn't have to play big creatures, except the ones that mattered, or try to combo as early as possible. I only had to outlast my opponent. If I did that they could never recover faster than me. Also Oblivion Stone is a disgusting lock with Sun Titan. It blows up your board too but again you should be able to recover faster than other players.
5 days ago
Secondary win con is any of my Ashnod's Altar + Nim Deathmantle combos. They take longer to set up, and they don't win right away as the tokens don't have haste; however, I thought it would be a fun combo to try out. That said..additional protection / recursion may necessary if I continue with this combo.
Aetherflux Reservoir + Bolas's Citadel + Sensei's Divining Top. Haven't played with this combo to much yet, but so far top and citadel offer great utility even if I don't assemble all 3 pieces of the win con (Further testing in the works.)
As far as artifact / enchantment removal I currently have Karn Liberated, Ratchet Bomb, and Pharika's Libation. Im considering adding Oblivion Stone or Nevinyrral's Disk. I may play Ugin, the Spirit Dragon if/when I get my hands on one.
5 days ago
Q1: What is your primary wincondition? How do you intend on assembling and protecting your wincondition?
Q2: Second and/or third wincondition with the same 2 above questions?
Once you answer those questions, I can better help you.
Re: Artifact and Enchantment Removal......
Have you considered adding in some stax? You could do Bitterblossom and Contamination? Or just Infernal Darkness? Also having a token subtheme would help give the deck some direction and put black sacrifice effects to better use. This just seems like a goodstuff deck. What direction do you want this to go in?
1 month ago
I'm down to my last couple cards to cut for my new Vadrok, Apex of Thunder deck and I'm stuck at 105 cards. It's an Artifact and Enchantment recursion deck that focuses on utilizing and reusing artifacts and Enchantments that can be sacrificed and reused for value, like Aura of Silence, Mystic Remora, Commander's Sphere, Boros Locket and Oblivion Stone.
The cards I'm looking to add are Windfall, Shadowspear, Cephalid Constable, possibly Approach of the Second Sun as a finisher, and an Enlightened Tutor if I can one day find one. I found it really helps to get a second opinion sometimes when I'm stuck like this.
The deck can be found here:
1 month ago
Looking good! It's hard to screw up Muldrotha. Just go to value town. Your selection of creatures seems great!
That said, I would include a little more ramp. You are at eightish, which is where one usually wants to be in an EDH deck, but Muldrotha is usually kill-on-sight and 6 CMC. Try to use more things that permanently get a land into the field, which you already have a good amount of, like Cultivate and Kodama's Reach. Also, Wood Elves, Farhaven Elf, and Wayfarer's Bauble can be brought back for value--making them particularly good. Elvish Reclaimer is an interesting choice too.
The one-CMC dorks (Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Boreal Druid, Arbor Elf, Wild Growth (and to a lesser extent Birds of Paradise and Utopia Sprawl) are all extremely good generally for their speed and chumping ability. If they get whacked or boardwiped they can slowly be brought back later. Getting Muldrotha out as soon as possible is very worth it. I don't run many mana dorks in my Muldrotha deck. I would run as few artifact rampers as possible, since you don't have to (as you run Green). Lands are always safest. Commander's Sphere being brought back for the card draw is nice--probably better than the Darksteel Ingot.
Good job on including Evolving Wilds. I would also add Terramorphic Expanse and maybe Myriad Landscape, Warped Landscape, and Blighted Woodland. The Mirage fetches (Bad River, et al) are decent but better with fetchable lands that have two colors--like Sunken Hollow and Watery Grave. Be sure to include Opulent Palace. Exotic Orchard, Grand Coliseum, and Command Tower are worth including too. On a budget, Vivid Marsh, Vivid Creek, and Vivid Grove are all good too. That all said, I still like running a healthy amount of Basic Lands for repeated fetching.
Protecting Muldrotha is important. Kaya's Ghostform is an excellent choice. I would also include a combination of Aspect of Mongoose, Canopy Cover, Alpha Authority, Diplomatic Immunity, Alexi's Cloak, Cloudform, Mystic Veil, Robe of Mirrors, Mirror Shield, Whispersilk Cloak, Neurok Stealthsuit, Mask of Avacyn, and Swiftfoot Boots. Usually the Enchantment Auras are considered weak because they can be two-for-one'd, but Muldrotha can bring them right back!
Personally, I believe every single EDH deck should run at least two boardwipes, and more if you can find the room. Sometimes it's just an emergency. On a budget in Sultai colors I like Crux of Fate and Gaze of Granite the most, followed by In Garruk's Wake (should have the mana!), Deadly Tempest, Decree of Pain, Extinction Event, Hex, Nevinyrral's Disk, Oblivion Stone, Killing Wave, Hythonia the Cruel, Life's Finale, Massacre Girl, Necromantic Selection, and Black Sun's Zenith. Pernicious Deed is great too.
Not everyone likes doing this, but I love running Enchantment-based removal in Muldrotha since it can be reused. Many have strong effects but still aren't worth it since they can be removed but Muldrotha gets rid of that drawback! Things like Corrupted Conscience, Inevitable End, Kasmina's Transmutation, Ichthyomorphosis, Lignify, and Lay Claim. I've actually had good luck with things an innocuous as Universal Solvent.
1 month ago
grievances So Ugin's Nexus has a few things going for it.
A lot of high powered blue decks play extra turns, so it's nice to have a little disruptive presence here, but most of the time i'll take the extra turn myself.
Ulamog, the Infinite Gyre can target it and follow up with Annihilator.
Karn, the Great Creator can turn it into a creature and make it indefinitely more scary.
Oblivion Stone wipes it and allows you to take a full turn to rebuild.
Have a Mirage Mirror copy it so the legendary rule can do the job.
Maybe even a lategame Blast Zone will do the trick.
But most of the times it dies to certain board wipes like a Vandalblast or so.
Also interesting to know: If you cast Emrakul, the Promised End, you can take the other player's turn, but it prohibits his/her extra one. So technically you stole their turn completely. Crazy powerful.
And: You can always get it back with Karn, the Great Creator's -2. Just feels great to pull that off. :D
Is it the best card in this deck? It sure isn't, but its weirdness has resulted in so many powerful plays that people also didn't see coming. So in closing: Good mid-game insurance policy while likely ending up giving you an extra turn at some point.