Oppressive Rays

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Frontier Legal
Pauper Legal

Printings View all

Set Rarity
Magic 2015 Common
Journey into Nyx Common

Combos Browse all

Oppressive Rays

Enchantment — Aura

Enchant Creature

Enchanted creature can't attack or block unless its controller pays .

Activated abilities of enchanted creature cost more to activate.

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Oppressive Rays Discussion

Alkadron on Sisters by Different Misters

2 weeks ago

A lot of your cards seem really low-impact for EDH games:

A lot of the other cards are pretty solid, but sort of over-the-top in quantity. You have a lot of targeted removal. Try to pick your 8 favorites, and cut the rest.

I think in a deck like this you want to be running about 45 lands + ramp, 30-ish creatures, 13-15-ish removal (Targetted + Boardwipes), and 10-12-ish support cards (e.g., True Conviction or Nissa's Revelation).

Also it looks like some of your cards were originally designed for a Tokens deck, but you don't seem to have enough token generation to justify them:

Good luck!

ghoul_Legion on Corrupted Sisters

1 month ago

Pharika's Cure is bad

Tablet of the Guilds is bad

Spectral Procession is amazing in soul sister deck.

Lone Rider  Flip is great also.

Bloodbond Vampire -1 and add another ajani pridemate

Go for the Throat instead of doomblade + sunlance

Murderous Compulsion & Oppressive Rays are bad could be replaced with Stasis Snare

That would be a start. :) goodluck mate!

Lubey37 on Can't touch this

1 month ago

Think about Oppressive Rays

Turn8ScornfulEgotist on Finest Auras in town

2 months ago

I would definitely play 4 of each Umbra, cutting Oppressive Rays and a Spirit Mantle. The Umbras are just necessary in case your opponent plays a sweeper or has a creature large enough to trade with yours.

I would also put in another Rancor for Keen Sense. You are almost always going to be the beatdown deck, so it is better to push damage and trample over blockers than draw extra cards. The Spiritdancers are probably enough draw, but I would still keep in a Keen Sense.

For the land base, I would cut a forest and a Sunpetal Grove for 2 Wooded Foothills, because you need double white too often to run multiple forests and the foothills can get your Temple Gardens. With the extra fetches, running a Dryad Arbor seems like a good idea because you can fetch it in response to an opponent activating Liliana of the Veil or if you just need another creature.

Sideboard, Seal of Primordium is just a little bit better than Naturalize with Ethereal Armor. Otherwise, it looks good!

Dokujin on Finest Auras in town

3 months ago

I like Armadillo Cloak more because I can enchant their creature for more life kind of like how I'd choose Spirit Loop or Spirit Link over Lifelink

And another note on oblivion ring just in case you are considering it. I feel Prison Term is more interactive because it allows you to move the enchantment. But Oppressive Rays is a sexy choice actually

thrane on Cold Hearted Lockdown

3 months ago

Indeed, it does lack speed. I might throw Oppressive Rays (as removal) and Perimeter Captain + Student of Warfare as some early interaction if I am up against a fast aggro deck :)

willspower3 on New Age - Spirits & Auras

3 months ago

Hey, thought I would give my 2 cents since I've been playing a similar concept. This decklist seems to be built for going aggro. Unfortunately, Spirits doesn't do aggro as well as most other modern aggro decks. Spirits does best in a tempo shell, and Tallowisp aids this strategy. One way I found to buy time and become especially problematic for creature based aggro decks is to include and lean on Kami of False Hope and Gift of Immortality (probably a few Rattlechains and perhaps a Selfless Spirit )which you can get down turn 3-4 for nearly unlimited fogs to set up the Drogskol Captain lock or Geist of Saint Traft. Also, you can make Steel of the Godhead a 1 of comfortably, perhaps replacing it with Oppressive Rays which in a typical game of modern acts very much like removal.

What you are looking for is ideal turn sequences. For example if you get a T2 Tallowisp, your turn 3 can be a 1 or 2 drop and fetch up Temporal Isolation or Oppressive Rays to kill your opponent's tempo. Alternatively, you can throw down a big 3 drop and fetch Steel of the Godhead or Angelic Destiny to beat down if there are no imminent threats on board.

landstalker10 on $8.50 White Weenie

4 months ago

Cavalry Pegasus in exchange for the Raise the Alarm. attacking with all flyers is well worth it.

Also, think about Oppressive Rays over Pacifism. 1 less mana, and if they pay the three then they are not as likely to be casting as much. These types of decks fail if you go past turn 5 anyways. As well as it shuts down abilities.

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