Blind Obedience

Blind Obedience

Enchantment

Extort (Whenever you cast a spell you may pay . If you do, each opponent loses 1 life and you gain that much life.)

Artifacts and creatures your opponents control enter the battlefield tapped.

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Printings View all

Set Rarity
Commander 2017 (C17) Rare
Commander 2016 (C16) Rare
Gatecrash (GTC) Rare

Combos Browse all

Legality

Format Legality
Casual Legal
Unformat Legal
Magic Duels Legal
Block Constructed Legal
Penny Dreadful Legal
Legacy Legal
Canadian Highlander Legal
Pioneer Legal
2019-10-04 Legal
Modern Legal
Commander / EDH Legal
Highlander Legal
Tiny Leaders Legal
1v1 Commander Legal
Duel Commander Legal
Leviathan Legal
Oathbreaker Legal
Vintage Legal

Blind Obedience occurrence in decks from the last year

Commander / EDH:

All decks: 0.07%

White: 0.43%

WB (Orzhov): 0.89%

WUB (Esper): 0.4%

RBW (Mardu): 0.82%

Blind Obedience Discussion

dingusdingo on Abzan

1 week ago

Cards to look at

Trinisphere - 3x of this will do everything you wanted Thalia to do, and more. This is the daddy of stax pieces, and it will frustrate tons of decks.

Collector Ouphe - Turn off equipment and tons of artifacts, 2/2 for , 2-3x and can easily go into your SB if you don't want to MB. Plays well alongside artifact based lock pieces like Static Orb or Trinisphere, look for triggered abilities or static abilities to build around the Ouphe

Gaddock Teeg - Shut off plenty of wincons and huge value cards, a nice 1-2x in this style of deck, and its a 2/2 for . This will usually turn off something in an opponent's deck, requires a bit of build around on your end.

Maralen of the Mornsong - Neat combo with Mindcensor/Arbiter and a great way to find your silver bullet hate cards you need, especially if you run them at 1x slots. You pretty much never want to play this without either Mindcensor or the Arbiter, so I'd look at 1-2x inclusion

Elesh Norn, Grand Cenobite - Dunks on tons of utility dorks and creatures, and if you have a couple hatebears on the field you can punish their life total. Expensive to cast, solid choice at 1, maybe 2 for a deck.

Root Maze - This card pulls double duty against fetch lands, and will generally slow the game against any style of deck. A real nice card to look at for turn 1 plays, but multiples don't do anything for you. Good 3x include, but you will occasionally mulligan another hand when you see 2x of this.

Plow Under - Nasty card that can stall out your opponents for two turns. 2-3x if you want to grab this card, absolutely brutal alongside Trinisphere, best used alongside mana acceleration to hit this on turn 3 or 4.

Weathered Wayfarer - Can be a useful card in these types of builds if you want to investigate further into land based tech. Useful alongside the Ravnica bouncelands like Golgari Rot Farm to guarantee further usage. Useful with Manlands to guarantee beaters. Works well with Inventors' Fair if you have a decent amount of artifacts.

Torpor Orb - Everything has some flashy ETB stapled onto it for value these days. Backfires against Uro and the other titans (no sacrifice trigger), but great sideboard material. Peek Hushwing Gryff for a creature alternate.

Leyline of the Void - Nasty card that breaks tons of combos and tons of value

Hokori, Dust Drinker - Another alternate to Thalia that similarly attacks their mana base, tons of lands to get around it like Ravnica bouncelands or Lotus Field. Best at 1-2x, don't wish to see multiples in your hand ever.

Kataki, War's Wage - I don't recommend this guy as Collector Ouphe fills this niche wonderfully, but this is always an option if you have 2-3 equipments you want to run that the ouphe would shut off and don't mind paying the tax for them.

Authority of the Consuls - Works extremely well against aggro, slowing them and giving you small life gain to survive further. Multiples give multiple life triggers, so not totally wasted, good at 3x if you're interested.

Blind Obedience - Enters tapped is nice, the extort helps stabilize you to late game while getting in valuable life loss against your opponent. Multiples give multiple extort triggers, so you can go up to 4x rather easily if you'd like to.

Sun Titan - Strong etb and attack trigger that reassembles your hateful board state. Return trigger works great with Ghost Quarter. 6/6 works great for slapping opponents.

Time of Need - Nice toolbox card if you want to run 1-2x of a handful of legendary creatures for this style of build. Look at Elesh Norn, Grand Cenobite, Hokori, Dust Drinker, Kataki, War's Wage, and Gaddock Teeg. Gives consistency if you're trying to go for a silver bullet kind of build.

Chord of Calling - Lets you pull Aven Mindcensor from your library at instant speed, also gives Mindcensor something to do on the battlefield if you can't swing with it. Once again, powerful in silver bullet style builds.

Grave Pact - Big board control, heavy color weight cost. Targets neither the player nor the creature, so useful against hexproof/shroud and other hyper evasive creatures. Multiples work fully, but you aren't keeping hands with multiples of this in it probably.

Luminarch Ascension - Control or prison style wincon. Lots of these cards slow the game or shut off an opponents plan to win. This card can use the extra turns to come online, and becomes a hyper mana efficient threat when it does. Works very well when playing under adverse mana conditions, like Hokori, Dust Drinker or Smallpox. Your Aven Mindcensor can gain extra usage on turn 4-7 by chump blocking to power this bad boy on. Best in decks that want to slow the game heavily.

Smallpox - Nasty board control, another way to imitate the hate effect Thalia has on an opposing mana base while also hitting creatures in play and forcing a discard. Works best with cards that allow you to mitigate your own downsides, such as Bloodghast, Gravecrawler, Flagstones of Trokair, Ramunap Excavator. Works well with anything that has madness, works well as fuel for delve too. One of these after playing Luminarch Ascension can give it the perfect amount of space to turn on.

Liliana of the Veil - Whole lot of board control, whole lot of hand hate.

Pithing Needle - CMC answer to any planeswalker and tons of juicy cards that players want to resolve.

Fiend Artisan - Toolbox enabler and nasty wincon packed into one. A good choice for silver bullet style builds. The +1/+1 for creatures in the graveyard shouldn't be underestimated, it keeps the card as a live draw later in the game or with no creatures on the field. The hybrid costs help in 3 color mana base

Beastmaster Ascension - Put those bears to work. Works well on stalled out boards, but your bears have to survive the swings to turn this on. I personally don't like this as much as Luminarch Ascension but it is worth looking at as an option, especially if you have a lot of flyers or evasive creatures. Aven Mindcensor flys :)

Tendershoot Dryad - Expensive to cast, but getting a token each upkeep adds up fast. You will hit the cities blessing rather fast, and then it doesn't take too many 3/3 tokens swinging to end a game.

Wolfdemon2195 on solemnity combo

2 weeks ago

Depending on your enchantment count Calix probably could be cut(could also be wrong play with it and try), you could also add the enchantresses to add a draw engine, as well other enchantment prison type elements to help avoid early game aggression like Propaganda, Ghostly Prison and Blind Obedience. also could I suggest Overwhelming Splendor :)

Azeworai on Life Drain - EDH

2 weeks ago

Alright, I have some suggestions. Now, never have I dipped in the complot of nocent life-gain, but I do see some follies withal the current decklist.

So, ramp and card draw are necessities of any commander strategy. I typically play decks that dump their hands aggressively, thus I have far more draw than normal. Around 34 slots grant me card advantage and 11 slots are for ramp. Here, you have four cards of ramp and five cards of draw. Granted, one of the draw engines is your commander, but that's six-mana afore it does so.

Furthermore, there are plenty of cards in here that just lack reach. Ajani's Sunstriker is horrid to draw turn 8 and onwards. It may be aggressive betime in the match, yet it is outclassed far too quickly.

So, what I'd cut due to card quality: Agent of Masks, Ajani's Sunstriker, Drana's Emissary, Fog Bank, Goldenglow Moth, Grim Guardian, Night Market Lookout, Oreskos Sun Guide, Pride Guardian, Servant of Tymaret, Wall of Essence, Elixir of Immortality, Fountain of Renewal, Narrow Escape, Spell Pierce, and Mana Leak.

Alright, same drill but I wish to offer some substantiation afore I denunciate these.

  1. Coastal Piracy is a very potent card in decks possessing cheap, evasive creatures. This deck does not, thence I would advise ablating it; merely too inutile.

  2. Sinister Possession and Stab Wound, no matter how much I love the Wound, are easily removed. A sacrifice outlet just negates this effect. The Possession in particular doesn't seem to do anything against certain creatures. Chainer, Dementia Master or Oracle of Mul Daya just don't oft attack or block. Even if, it is a mere two damage. Sure, it may stack quickly, but there are better ways to do so.

  3. Condescend is just outclassed so quickly. Counterspells above two mana must do something potent, and this is potentially more. Scrying 2 is fine, but that also doesn't do much.

  4. I have never seen Dramatic Rescue ere now, but I know not why it would be run. Just put in a Swords.

  5. Dismiss into Dream is sweet, but this deck cannot deem to hent much from it.

Lovely! Now upon what I would add.

Given that the curve is rather high, I'd add Pristine Talisman; Arcane Signet; the talismans of dominance, progress, and hierarchy; Orzhov, Azorius, and Dimir signet; Mind Stone; and Worn Powerstone. This should grant you later plays far earlier in any match.

Unto thee, benison in card draw. Painful Truths is one I much enjoy. Sign in Blood or Night's Whisper are cheap and efficient. Phyrexian Arena and Underworld Connections go in quite a few decks. Well of Lost Dreams is just splendid. Fact or Fiction is never bad. Dawn of Hope is slow but on-theme. Erebos, God of the Dead seems all too perfect due to its static and activated abilities. Dream Trawler is awfully enticing for gameplans such as this. Lastly, Unfulfilled Desires is a hidden gem that I play in any deck that produces blue and black mana.

Of course, just some efficient engines and finishers. Debt to the Deathless and Exsanguinate are each nocent once resolved. K'rrik, Son of Yawgmoth could also be fine, but lacking depending on your hand, for it cares only if the cost is black. Sorin, Vengeful Bloodlord fetches fallen utility creatures from the yard and proffers much in life-gain. Aetherflux Reservoir does much in murdering everyone, too.

I'd recommend some more wraths in this deck. Fumigate is perfect, Merciless Eviction or Austere Command deal with those pesky artifacts efficiently, Elspeth, Sun's Champion is never bad, Supreme Verdict is fine though pricey, or Kaya's Wrath is always lovely. Take your pick.

Okay, now for some other upgrades on the basics of the deck. Swords to Plowshares, Path to Exile, Abolish, Return to Dust, Murderous Rider, Anguished Unmaking, Despark, Hero's Downfall, Reality Shift, Generous Gift, Pongify, Rapid Hybridization, and Heliod's Intervention all remove permanents efficiently and at instant speed. Vindicate is fine but a sorcery.

As options for better counterspells, Absorb, Counterspell, Negate, Countersquall, and Dovin's Veto are all cheap whiles bearing value at all moments in the game.

Finally, some more life gain payoffs as consideration: Authority of the Consuls has oft shut down my strategies, Ajani's Pridemate gets far too large, Blind Obedience does something similar, Divinity of Pride and Serra Ascendant are giant threats in their own right, Bloodthirsty Aerialist does the same, Propaganda and Ghostly Prison make opponents pay to deal damage, Soul Warden and Soul's Attendant are early drops that allow for quite a bit of life to be gained, Archangel of Thune is always potent, Vona, Butcher of Magan is spicey, Angel of Vitality bolsters your engine, Boon Reflection doubles it, Twilight Prophet can get out of hand, Beacon of Immortality puts you heavensly ahead, Ajani, Strength of the Pride can win games on its own, and Felidar Sovereign demands an immediate answer.

That's all from me! Have a lovely day.

Oh, and I suppose I'll put a deck of my own here. Let the Nightmare Go On.. is a constant favourite of mine and The Lands Restored offers commensurate enjoyment.

Thank you and farewell.

cmsrDPM on Boros Stax | Primer

4 weeks ago

DadHumanPraetor I definitely agree with Blind Obedience. Thalia, Heretic Cathar felt a bit slow (in a deck that can't ramp like green) but was good. The others are a bit too costly.

I have another deck that is like your second idea. Tajic, Blade of the Legion, and board wipes.

And I do agree with your last sentiment. That is why if Boros is going to get anywhere we need to flex what Red White is good at: Destroying anything and everything. I am constantly trying to find a place for Razia's Purification as a game ender.

DadHumanPraetor on Boros Stax | Primer

1 month ago

Do you think Urabrask the Hidden Thalia, Heretic Cathar Loxodon Gatekeeper Blind Obedience type of effects would help? Makes it hard for opponents to pick whether to attack or block with the creatures they untap with ...and Windborn Muse Ghostly Prison effects help close the value gap because opponents have to stop progressing board in order to attack in the early game. I play Legion's Initiative Eerie Interlude Gerrard, Weatherlight Hero and Tajic, Legion's Edge and a lot of wipes so I can reset their boards while mine remains in tact.
Its tough getting outvalued. So many awesome cards that have no home in edh because boros gets no card draw or ramp. Heres my experience with aurelia- I finally get land to play my commander! and someone with a counterspell counters it. Cool. Now my turn ends and they begin their's. They draw 3 cards play 2 lands and drop a creature and leave 2 blue mana up and pass it back. Fughhhh

Darkshadow327 on Click here if I can have your name.

1 month ago

Well, that depends WanderingSpirit, what is your meta like?

If you face a lot of creatures pillowfort with Ghostly Prison, Propaganda, No Mercy, etc. May be a good idea. If your opponents deal a lot with haste Frozen Aether, Blind Obedience, Authority of the Consuls, etc. are a good idea.

WanderingSpirit on Click here if I can have your name.

1 month ago

Thanks for the feedback, Darkshadow327! I've been considering a few of those. Patriarch's Bidding, Coat of Arms, and the "if you control a commander" spells are really appealing.

I thought about adding Counterspell and Dash Hopes, but I get quite a bit fo flash creatures and spells. How would you suggest adding a bit more tempo to the deck? Should I go for resilience, or control. Maybe some stax elements like Blind Obedience, Attrition, or Ghostly Prison?

DuTogira on Which is the better stand-alone ...

1 month ago

“I don’t plan on running any cards that synergize or play around with life-gain”.

My guy, I’m gonna be brutally honest here. Even in a mono-white deck (which is what I’m guessing you’re running), the only good use of life gain is precisely for cards that give you some payoff. Cards like Aetherflux Reservoir for example justify gaining life. Otherwise, the only point of life that matters is the last one. You should not be losing that life point unless your deck is lacking in card draw or lacking in sufficiently powerful win-conditions. Basically: if you keep dying, trim some fat from the deck and make it stronger. You need either draw power, stopping power, or both. Don’t add more life gain.

This all said, Authority of the Consuls is a fantastic card particularly for stopping infinites, but I’d recommend Blind Obedience over authority because it also stops artifacts (unless you’re already running Blind Obedience). Incidentally, extort tends to gain you lots of life in a multiplayer setting.

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