Oboro, Palace in the Clouds

Legality

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

Printings View all

Set Rarity
Saviors of Kamigawa (SOK) Rare

Combos Browse all

Oboro, Palace in the Clouds

Legendary Land

Tap: Add (Blue) to your mana pool.

(1): Return Oboro, Palace in the Clouds to its owner's hand.

Price & Acquistion Set Price Alerts

SOK

Ebay

Oboro, Palace in the Clouds Discussion

WhichKing on Tatyova, The Imortal Seer

6 days ago

You may want to include both Burgeoning and Oboro, Palace in the Clouds. This allows you to get a landfall trigger on every opponents turns when they play a land :>

Njirk on Thada's Big Dumb Fishes

1 week ago

Nice thematic deck!

You might want to use Oboro, Palace in the Clouds/Ghost Town to make sure that Quicksilver Fountain's second ability never triggers.

Kalle_b on Narset - Dragons

3 weeks ago

Academy Ruins Cascade Bluffs Command Tower Eiganjo Castle Flagstones of Trokair Halimar Depths Hallowed Fountain Island Maze of Ith Minamo, School at Water's Edge Mountain Mystic Gate New Benalia Oboro, Palace in the Clouds Plains Rogue's Passage Rugged Prairie Temple of the False God
paste this:
1x Academy Ruins
1x Cascade Bluffs
1x Command Tower
1x Eiganjo Castle
1x Flagstones of Trokair
1x Halimar Depths
1x Hallowed Fountain
1x Island
1x Maze of Ith
1x Minamo, School at Water's Edge
1x Mountain
1x Mystic Gate
1x New Benalia
1x Oboro, Palace in the Clouds
1x Plains
1x Rogue's Passage
1x Rugged Prairie
1x Temple of the False God

wallisface on Spead dem seas

1 month ago

I'm concerned that this deck actually has no way to win.

1) Lets say you're up against a deck that's already willingly running islands - that's probably going to be a problem cause they'll just cast what they want and win (Boil goes some way to slow them down, but considering you need them to mill their whole deck it won't stop them).

2) Best case scenario, you're against a deck with no blue. They'll have somewhere between 20-24 lands. Including Tec-Edge, you only have 13 ways to shut down their lands (I didn't include Boil cause it's just killing already disabled lands). With no way to speed up the mill process, they'll eventually be able to play lands you can't islandify (or blow up) - and then you lose.

3) This gets worse as your only real removal is Porphyry Nodes, which is easy to work around - all your other interaction is just temporary stall (Remand, Vapor Snag), which would be fine if you could actually turn off your opponents ability to play cards - but as mentioned before you can't.

So, imo currently this deck probably only ever does OK against decks that run sooo many fetches that you actually outnumber them in island-making cards. Burn probably gets close to this, but not a lot else.

Potential Solutions:

  • You need a way to ensure everything gets flooded. Welcome to Quicksilver Fountain. If you want to splash some cash, you can combo it with the expensive Oboro, Palace in the Clouds (each turn target your Oboro, then return it to your hand before resolution and replay it)

  • You could potentially go down the "complete a-hole" route of stopping your opponent even being able to play the game. Cards like Boomerang let you bounce lands (there's also lots of other cards that do this too), while Isochron Scepter will let you do so indefinitely. This means (assuming you have these in your opening hand) your opponent will never be able to have more than 2-3 lands in play. And you should be able to flood that many lands to oblivion easily.

  • I would recommend ditching cards that don't immediately let you take control of the board. So Visions of Beyond, Dizzy Spell, and probably also Amulet of Vigor (you don't need the speed of amulet if everything's shut down anyway). Those slots are probably better suited for removal and/or some cruel control. Whelming Wave might be worth including to save your bacon too, against decks that can play a lot before you can get established.

  • Boil seems like a sideboard option only, against blue-heavy decks. I'd suggest most of your sideboard should be focused on switching game-plan if your opponent is playing blue or the land-control strategy just isn't going to work (because there will be match-ups where it will just not be viable). Might be worth side-boarding Choke also (in fact, Choke is probably a stronger card than Boil, depending on the situation).

haddlsbou89 on Merfolk for first FNM

1 month ago

The Wanderwine Hub has the point of having non basic lands in Merfolk against Choke, normally Oboro, Palace in the Clouds, Minamo, School at Water's Edge and Cavern of Souls are included but the Wanderwine Hub just was my budged version. On top you can screw your opponent of having white splashes like Path to Exile :P

LabManiac_cobblepott on Tatyova Stax

1 month ago

breadbocks:

Yes, Ghost Town does provide value, but so do Oboro, Palace in the Clouds and Simic Growth Chamber. For the sake of consistency, we don't want too many of those effects in the list and colorful mana is more valuable than colorless.

zrob and inazuma98:

This list plays very well, particularly against other cEDH lists. Tatyova doesn't want to play 50 lands the way Azusa, Lost but Seeking does. Azusa gets away with that because you've got her in the command zone. In the case of Tatyova, you've got a draw engine in your command zone, but you don't assuredly have a way to dump your hand onto the table and go off. Thus, very high land counts can often be more of a setback than an exploit.

Instead, we want to go all-in on disrupting opponent game plans with the knowledge that when the time is right, we have our win engine in the command zone. We know we can eventually break parity because the list is built around doing so. We also know that most other lists (in the cEDH realm) will not be equipped to break parity along this axis, thus the advantage.

kyuuri117:

Once you kick the Tatyova engine, you expect to loop through your library and either:

  • Use Words of Wind to replace your draws and protect yourself from decking.
  • Use Timetwister + Regrowth / Noxious Revival loops to continue arbitrarily.
  • Bounce Tatyova to your hand to eliminate the draw triggers since you have the wincon on the table.

fuster on Life is Like A Hurricane

2 months ago

Cloudius not bad! I decided not to run any tapped lands so I don't really have a need for the Amulet. Cards like Simic Growth Chamber, while useful, already feel outclassed by cards like Oboro, Palace in the Clouds, Ghost Town, and even Gush. I don't feel super justified running it just for Scapeshift either. If I can work Turnabout into my list (and I already have a couple of cards I'm thinking of putting on my chopping block already), I can just use that to work around Scapeshift.

PhyrexianPreator on TempestDelverThing

3 months ago

I forgot to mention, but have you considered Oboro, Palace in the Clouds and Minamo, School at Water's Edge to get around Choke? Choke is a card that sees fringe side-board use and it can be devastating if it resolves and is used against you.

Also, there is Quicksilver Fountain. Can replace your Spreading seas and can lead to having long term effects on a game.

Load more