Blind Obedience

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

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.

plakjekaas on Win Conditions / Near-whining Musings

1 month ago

So do you play other formats, where you should be building your deck with winning in mind?

My (re-)introduction to magic was mostly FNM with a group of people that were grinding preliminary pro tour qualifiers every other week. When other friends found out, they asked me to join their kitchen table gatherings, and after a few weeks of terribly unbalanced matches with different format magic decks, EDH was suggested as the way forward, and I had no idea how I could enjoy 100 card singleton. How do you get the cards you need? My first deck was bad, I didn't enjoy playing it, it was too easy to counter, and then I finally let go of the idea of needing to win, because every time I came close, I got ganged up on. My decks now are usually built to make a noticeable impact on the game, usually not game-winning, but almost impossible to not be impacted by. I'm talking Blind Obedience + Meekstone + Marble Titan. The Great Aurora. I'm sketching up a deck that uses Karma and Stern Judge with Urborg, Tomb of Yawgmoth. I don't need to win, seeing people in disarray over my mere presence is enough for me to enjoy.

However, I do have one or two cEDH decks that can just piece together a win out of nowhere if uninteracted with. It's more akin to the competitive environment where I got into magic, and the people I play those against, are ex-tournament grinders who got separated from their goals due to the pandemic and needed to occupy their mind in a way that was both casual multiplayer for the setting, and optimal lines of play as the way they enjoy magic the most. Both can be fun, but in different ways, and if it's not your own deck, if you're dependant on the others to finish the right tutor chains and such, it's easy to miss out on the enjoyment those decks can bring.

Guerric on Deck Archetypes in EDH

1 month ago

Hi all! There's an interesting question I've been pondering lately, and I thought I'd share some of my reflections on it and get input from all of you. In sixty card magic we have deck archetypes, namely aggro, control, midrange, combo, and tempo. In commander obviously things look pretty different, and several years ago on the Command Zone podcast they said that like in limited, there aren't really deck archetypes this way, just different flavors of midrange.

As the format has developed and changed a lot over the years I do think something like these archetypes exists in commander, they're just different. For those familiar with sixty card formats some of the hard and fast rules for those archetypes in sixty card magic do not apply, and there certainly is more fluidity on commander and other unique multiplayer strategies as well (ex. Group Hug). Nonetheless, I think the outline of most of these archetypes is still relevant. Here is how I think it plays out-

1) Aggro- I think something more like classic aggro has only become viable in commander in the past couple of years, but I think it is definitely a thing now. In sixty card magic, most creatures are in the one to three drop range, there is often no focus on card draw, and everything in the deck serves to get a single player to zero as quickly as possible. Obviously in commander we need raw engines, some ramp, and are going to play more powerful cards. That being said, I think strategies built around attacking with high value, low cmc creatures from the early game onwards characterizes aggro in commander. This wasn't viable a few years ago due to the lack of board state protection, and really only token pump decks and creature cheat decks tended to do well. But the printing of many premium white board state protection spells like Flawless Maneuver, Teferi's Protection, and Semester's End has changed up the formula a bit. Attacking low to the ground and early is a keystone of aggro strategies, but so are on attack triggers. We have so many of these now, and they incentivize keeping our force swinging every turn. Commanders like Akiri, Fearless Voyager and Trynn, Champion of Freedom incentivize attacking in order to draw cards, make tokens, or do other things the deck is going to want to do. Unlike sixty card magic, we will need to be able to draw cards, and play some removal and interaction, though we'll play fewer pieces of the latter here than in other decks since they compete with resources to keep up the attack. We also need to play one-sided board wipes wherever we have the option, because we can't afford to lose our own board state. We'll also need a way to get through for damage once our opponents' defenses are up, and as such things that give our creatures menace, landwalk, flying, deathtouch or indestructible are key as they help us keep up the assault. We're also very in favor of a few key pump spells to help us finish out the game like Jazal Goldmane or Coat of Arms.

2) Midrange- In sixty card magic midrange is characterized by playing some of the most powerful cards on every point in the curve, and play more removal than aggro decks. Oftentimes they are characterized as "the growing threat." A classic and famous example was the classic Modern Jund deck that Reid Duke piloted several years ago. One of its touchstones was playing Tarmogoyf on turn 2. The goyfs could attack or block where necessary, but they would grow more unstoppable as the game went on, until they were dropping haymakers like Liliana of the Veil. They would use cards like Dark Confidant to keep their hand full till they could inevitably win. In a way, these sorts of decks mirror something of what we see in all commander decks in that they play removal, draw, and powerful cards. Yet what I think sets them apart is this idea of the growing threat, and that they play more removal than aggro decks. One way in which I think some midrange commanders work is to have abilities that allow them to turn other cards into Tarmogoyf like threats. Ezuri, Claw of Progress and Giada, Font of Hope use +1/+1 counters to turn small evasive threates into significant ones. In this sense, I think a lot of counter decks fit well in the midrange categories. These decks will attack, but they don't have to like aggro decks, and are more willing to conserve resources and work on developing board state where feasible. They often have engines that benefit their board passively from the passage of time, and as such they can play more removal and let their board build itself. They still want to protect their board state, and some of the cards from aggro decks that do this or simply counterspells can help with this, and one-sided board wipes are usually th best kind for midrange decks as well.

3) Control- Control decks in sixty card magic are built on trying to shut down almost everything an opponent is trying to do via counterspells and removal until you can work towards a win con. This obviously is not possible in commander where you can not shut down three other players with just counterspells and removal alone, and isn't always necessary since opponents can also shut down each other. As such, controlling strategies fit into two categories: stax and regular control. With stax pieces that shut off lands and mana rocks, eEDH controlling strategies indeed can effectively shut down three other players, usually finding a way to work through it themselves in order to build towards a win con. In standard EDH, heavy land-based stax like that is frowned upon, but cards that disrupt play in other ways (ex. Blind Obedience as well as counterspells and removal are fair game. These decks are still building towards a win con by slowing opponents down, and will devote far more slots to disruption and removal than aggro and midrange decks. They may win with an infinite combo, a planeswalker, a few premium attacking creatures, or in other ways, but most of the deck is devoted to protecting themselves and disrupting opponents. Controlling decks are more likely to play reciprocal board wipes, and generally benefit from keeping the board clear of threats at most times.

4) Combo- Combo decks also exist along a spectrum in EDH, though this archetype is most similar to sixty card magic. The formula is almost unchanged for cEDH, where most of a deck is devoted to playing and protecting a single combo. Outside of cEDH, it is worth mentioning that infinite combos can be included in almost any archetype in the format as a backup win con when other plans go sideways. What makes it a combo deck is that the entire deck is focused on pulling out one of a variety of sometimes elaborate combos, and these decks are generally geared more towards Johnnies than Spikes. A good example would be combo decks built around Teysa, Orzhov Scion that can put together the Darkest Hour in a variety of ways, as well as play Reveillark + Karmic Guide and/or Sanguine Bond + Exquisite Blood in order to win. These decks play out as trying to put together a combo while fending off opponents with removal and interaction.

5) Tempo- Some might argue that there is no such thing as tempo decks in commander, but it's worth mentioning that they're pretty rare even in sixty card magic across formats. In sixty card magic tempo decks adopt a "disruptive aggro" philosophy, where they slowly chip away at an opponent's life total with small, cheap, evasive creatures, while always holding mana open to protect their board and disrupt threats. While "chipping away" life totals isn't much of a strategy in a multiplayer strategy, I do think there are decks that play out along the lines of this disruptive aggro strategy. As an example, Ranar the Ever-Watchful and Alela, Artful Provocateur can be played this way, where the flying tokens they generate are the main win con, and the rest of the deck is devoted to holding mana open to protect this main game plan and stop others from winning. Unlike in sixty card decks these may win all at once with token pump effects or other affects, but this is the main way.

What do you all think? Do you think there are deck archetypes like this in EDH? Why or why not? What qualifications would you add or take away about them if you do?

AstroAA on [EDH][Primer] Sythis Enchantress Prison

2 months ago

Hello SynergyBuild! Thank you for your comment, I really appreciate it!

You've raised some valid concerns, and given me a lot to think about. For that, thank you!

I'll be honest, I don't have that good of an excuse for not including Blind Obedience or Song of the Dryads beyond not owning them and more recently not getting a proxy made of them.

As for Generous Gift/Beast Within, I think their effects of being able to destroy a permanent are really powerful. I do think that I want to replace one of them with Song of the Dryads in the near future. I think I might end up replacing the other with Seal of Cleansing.

As for Sylvan Tutor vs Green Sun's Zenith, I'm still torn on this. I think they both have their time and place - I do find myself tutoring for either Collector Ouphe or Sanctum Weaver most of the time with Sylvan Tutor, so I do think Green Sun's Zenith is a better card in this regard as both creatures are green. However, I really like Sylvan Tutor as I think it's a strong turn one play and I don't run Dryad Arbor to make Green Sun's Zenith a strong turn one play.

After thinking about it, you're right in regard to the number of fetchlands I run. I'm going to replace Misty Rainforest with a Forest.

Finally, as for Regrowth - you're right. In a deck running things like Rest in Peace and Ground Seal it does indeed not make much sense why I'm running it. I just like it because of possibly getting something back. After thinking about it, perhaps I should lean more into the graveyard hate, running things like Grafdigger's Cage or Weathered Runestone, but then those turn off a potential Green Sun's Zenith. This is a deck designed to shut off opponent's resources, and inadvertently we will hurt ourselves; a 100% cohesion rate among cards and interactions is impossible. I just think having access to potentially bringing back something is too strong.

Regardless, thank you very much for your comment! It's gotten me thinking again about the deck, which I had kind of written off as finished. In reality, no deck is ever truly finished. Thank you!

SynergyBuild on [EDH][Primer] Sythis Enchantress Prison

2 months ago

General thoughts:

I find a lack of Blind Obedience quite interesting. You seem to run Authority of the Consuls, which is similar if a slightly edited variant of BO without the artifact hate, but having the consistency to not make Concordant Crossroads nearly as symmetrical seems important.

Wheel of Sun and Moon is a very powerful effect, however it seems strange to run in a list that can quickly ramp and empty its hand as well as a deck with access to Rest in Peace and Ground Seal.

Nature's Chosen is a beast with Cloudstone Curio loops and can oftentimes be looped to untap Sanctum Weaver or other mana producing effects very easily in a way that wins much quicker than Crossroads loops and often not need as many pieces nor as risky of effects.

Green Sun's Zenith seems quite better than Sylvan Tutor, and can be looped to allow you to never deck yourself in the case of Argothian Enchantress or Setessan Champion which is also great utility worst case.

Regrowth doesn't make much sense to me here, your deck has multiple pieces of hate for this card and little to no utility with it.

Song of the Dryads seems like a better variant on Beast Within or Darksteel Mutation combined into one. Just an effect that is able to add enchantment types to your list and replace some of your non-enchantments with the only cost being sorcery speed and the additions being commander hate and card draw.

Krosan Grip, Beast Within, and Generous Gift all are quite expensive for the effects they give, Path to Exile as well seems a little off for this list. I'd try to use threats in the form of Seal of Cleansing/Seal of Primordium/Journey to Nowhere/Parallax Wave which are not only tutorable, Hall of Heliod's Generosity's recursion, etc. all works on them, and many of them support an Opalescence combo strategy, with two of them being infinite combos with it and the other two being able to stop a sweeper from killing your field by removing your own Opalescence.

Shapers' Sanctuary seems quite weak in my opinion, just feels low-value considering how few of your creatures can be targeted/would be targeted anyway given your abundance of shroud effects.

The fetchlands in this number makes both your own Root Maze and Suppression Field field feel as though you are unprepared for your own hate. Maybe take out a Prismatic Vista or some enemy fetchlands?

enpc on [PRIMER]Parley Girl cEDH

2 months ago

Have you considered Emiel the Blessed + Village Bell-Ringer? with Thousand-Year Elixir, you can also just use Emiel and any dork that can produce 4+ mana. Emiel + Eternal Witness is nice tech too - you can even use it grab basically any instant/sorcery and channel it through Blind Obedience to drain the table given infinite mana.

Vessiliana on Selesnya's unicorn mascot (Need help)

3 months ago

In my Lathiel deck, I found Cleric Class, Trelasarra, Moon Dancer, and Blind Obedience to be good!

plakjekaas on Who are the Commanders you …

4 months ago

TypicalTimmy it's a different axis of interaction. Would you say that a deck with 12 boardwipes would be fun to play against? How about Talrand, Sky Summoner with 25 counterspells? Or maybe Tergrid, God of Fright  Flip who will take your hand and your board away from you and under their control. Overdoing anything will make a game boring, especially if you focus on deconstructing other people's game plans.

The first commander deck I played, had the critical mistake of focusing way too much on the commander. Noyan Dar, Roil Shaper had a lot of carddraw and interaction, but I needed the awakened lands to make a board presence and not die. After three fun games, my commander got removed or countered immediately for the first 3 times I brought him out. Sitting there, in need of paying 13 mana for your commander, and then more for it to actually do something, while the rest of the table is doing the 20+ mana silly stuff, and you're trying to join in and get bullied on your biggest weakness every time...

That's how stax players are made I guess, finding the weak spots of the strategies others enjoy, and preemptively punish them for trying. I personally find it hilarious when someone's Dockside Extortionist is about to make 13 treasures, and I can Chord of Calling for Collector Ouphe before the Etb resolves. You don't need many counterspells when you have a Rule of Law, you don't need a Wrath of God when Ensnaring Bridge keeps your health total safe.

I understand when you call yourself Typical Timmy it's going to be hard to see the fun in your wins being disabled by freaking 2-3 mana artifacts and enchantments, but if you're usually losing to 60 mana, 20 spells cast Storm turns in EDH, a Rule of Law, Winter Orb and a Stony Silence are a breath of fresh air to try and give yourself time to do other cool stuff that lies in the possibilities of magic cards. I still want to make a deck that wins with Stern Judge+Urborg, Tomb of Yawgmoth that would be an excellent wincon for that sort of playstyle. It probably wouldn't work in just a ramp deck.

Personally, even if I'm building a stax deck, I try to leave the lands alone, and only play hate for acceleration (mana rocks, treasures, mana dorks, etc) because I know the helpless feeling of playing a game of "not playing the game" all too well. Still, if your plan is to win with combat damage, make sure you can do it through Meekstone+Blind Obedience, or be challenged to win in unconventional ways (which for me, the stax player, is really interesting to see the creativity of what happens when they do).

That's where I think the fun in stax is. It might take a broken player to start, but your opponents WILL notice you on their way to victory. Of course, your mileage may vary.

KBK7101 on In Defence of Halcyon [Primer]

4 months ago

Very well thought out primer. Was really surprised to see that it was your first! The background and fonts look nice, too. Could never figure out how to get that to work properly. The deck looks great. I'm always glad to see another Rebbec/Glacian deck pop up on here. I do have a lot of recommendations and insight from the games I've played with my own Rebbec/Glacian deck.

(Side note before I get distracted - Blind Obedience has mono white color identity. The black in the reminder text does NOT count towards it's color identity.)

Cards I'd definitely recommend -

Mycosynth Lattice - Turns ALL permanents into artifacts. Perfect for Glacian. I know you said that you're mainly a budget player and that this card is in the "upgrades and future" tab, but this one shoudl definitely be near the top of that list. It's INSANELY good in this deck. Such a high price tag, though. :\ Smothering Tithe is in the same boat.

Liquimetal Torque and Liquimetal Coating - Both provide instant speed protection with Rebbec. Someone tries to cast Doom Blade on her or Glacian (or anyone else)? Tap either of these and they can become an artifact and gain Rebbec's protection.

A few more removal spells would probably be a good idea as well, it's something that my own deck struggles with as well. Dispatch is great. Dispeller's Capsule is removal and also an artifact. Duplicant and Steel Hellkite are both removal that also fill the missing 6 CMC slot in your mana curve.

There are a few tutors in that aren't super overpriced that might be worth looking into. Idyllic Tutor can help find Mechanized Production or Mirrodin Besieged. Fabricate can let you search for any artifact. Any of the artifact mage cards like Trinket Mage, Tribute Mage and Trophy Mage are also worth mentioning. They're a bit limited but they should all be relatively cheap. Another great one I've gotten a lot of use out of is Arcum Dagsson. You can sacrifice an artifact at instant speed to search up another one. Sac a myr token for Darksteel Forge? Oh yes. It also serves as protection with Rebbec as you can sac an artifact to search up one with a specific CMC (er... MV. Never gonna get used to that) that you may happen to need protection from at the time. He serves a similar role to Master Transmuter who I see in the maybeboard.

A special shout out goes to Geode Golem. With the enough artifacts and the protection that Rebbec gives, it should be pretty easy to get him to connect so you can cast Glacian for FREE!

If you wanted to go the "turn all my artifacts sideways at people" route, cards like Sakashima's Will and Masterful Replication work wonders with creatures like Filigree Attendant or Darksteel Juggernaut and Shambling Suit. On the other hand, Rise and Shine from MH2 just animates and tosses counters on things. Much simpler and can achieve the same result of smashed face! I have an Urza, Lord High Artificer deck that focuses on this exact gameplan.

Vedalken Archmage and Endless Atlas are two great card draw engines. One with the Machine is also great but you need something big on the field to really capitalize on it. I see that you have Esper Sentinel in the maybeboard and I can't for the life of me figure out why I didn't add it into my own deck. I just buylisted it a week or two ago. :(

I think that's all I have for now. I've linked my deck below. Feel free to check it out and see if any other ideas pop out at you from there. I'm excited for Kamigawa Neon Dynasty as it seems to have a pretty good artifact theme going on but I have a feeling that The Brother's War set at the end of the year is gonna be HUGE for Rebbec/Glacian!


Rebbec and Glacian - Thran Ingenuity (v1.85)

Commander / EDH KBK7101

SCORE: 25 | 12 COMMENTS | 1900 VIEWS | IN 6 FOLDERS


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