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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
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Duel Commander | Legal |
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Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Collector Ouphe
Creature — Ouphe
Activated abilities of artifacts can't be activated.



Kjacobson6800 on
Dionus, Elvish Archdruid
1 week ago
Collector Ouphe Natural Order Sylvan Scrying Rishkar, Peema Renegade Marwyn, the Nurturer Elvish Harbinger Nature's Rhythm Solid Build looks fun. I love Dionus.
DreadKhan on What makes a card or …
6 months ago
I like to build some fairly toxic Commander decks, though I try to warn people if a deck dips too deeply into any of the elements I've noticed that cause toxicity. In Commander most people consider decks that take away player agency to be toxic, so that includes;
-excessive permanent removal (clearing each opponent's board repeatedly, or Obliterate/Jokulhaups)
-things that limit what you can do (like Rule of Law or Collector Ouphe)
-excessively pushed Commanders in Casual (stuff where they throw Ward on for no reason, most of these are also the payoff and enabler in one card)
-Chaos effects that turn the game on it's head (Thieves' Auction and Grip of Chaos for example)
-stuff that prevents untapping (Static Orb and Winter Orb)
-stealing everything strategies (flickering Agent of Treachery infinitely, Insurrection late game)
-excessive discard (multiple Necrogen Mists and Bottomless Pit effects)
-'win on the spot' effects that don't have an upkeep trigger (there is a few of these on the banlist, like Biorhythm and Coalition Victory)
-counter everything strategies (Dovescape)
-overly efficient tutoring (Zur the Enchanter *f-etch* fetching out Necropotence, and people are weirdly salty about Vampiric Tutor)
-faster elimination strategies that encourage you to target a specific opponent (think anything Infect, and lower to the ground Voltron decks)
-I think the last one I can think of is optional tax effects that encourage people to screw their pod and play into the Rhystic Study, if the tax is just a tax, like Thalia, Guardian of Thraben people tend not to mind as much, it's the ability to king make if you're dumb.
In 1v1 I don't think it really matters, unless you only have 1 deck to play kitchen table with just changing decks should generate enough novelty to avoid the build up of bad feelings, and if you're playing competitively it's your call if you want to play nightmarish stuff like Nadu, or something traditionally 'fun' like Aggro... only if everyone plays decks that aren't fun, more people will quit, so it's a 'tragedy of the commons' scenario too if you have a fairly small meta each player needs 'fun to play against' decks, even for 1v1.
SufferFromEDHD on
Jungle Rot
9 months ago
Collector Ouphe it steps on 100% of your artifacts (all 3 of them) but I suspect it will be much more punishing to your opponents.
Seedborn Muse I find myself appreciating this card more and more as the card pool expands. Might be useful in this mono green deck.
TannerP1997 on
Ygra Consumes All
9 months ago
Caustic Caterpillar and similar artifact removal creatures function as destroy target permanent spells. Not instant speed, but for 3 mana you get removal and two triggers for Ygra’s counters.
Manglehorn is removal and forced tap.
Collector Ouphe stops opponents from sacrificing their food(may be too niche, but could be good against the right deck)
Cauldron Familiar + Experimental Confectioner + sac outlet is infinite. It also provides an instant speed sac from the graveyard.
Seeds of Innocence may seem rough off the life gain, but when you can wipe the board for 3 and have an unblocked Ygra with 20 counters it doesn’t matter much.
Collective Resistance doubles as removal and protection for Ygra.
markbeloit on
Kura
1 year ago
You wrote me an essay Profet93, so I took awhile to respond. Will try and address your question comments one-by-one.
Regarding Null Rod: It was in the prototype of this deck, but Collector Ouphe was cheaper, so I opted for the ouphe.
Regarding Snow-Covered Forests: Would probably be better, but I'd rather not pay the $.
Regarding Elemental Bond/Garruk's Uprising vs Colossal Majesty: In 90% of decks I'd agree with you that those two are better, but in this deck, I think Colossal Majesty might be better. I don't have that many creatures ETBing, and sometimes I have a big creature around for several turns. In those scenarios, I think Colossal Majesty generates more value.
Regarding Hour of Promise: Good, but not sure I need it.
Regarding Pir's Whim: Good, and not a card I knew of. Will have to keep an eye out for something to cut.
Regarding Yavimaya Hollow: Too much $. I don't think I need it enough.
Regarding Miren, the Moaning Well: I don't like Miren very much. True it's a second sac outlet, but I consider it vastly inferior to High Market. I really don't like having to pay . And while I'm in trouble if someone blows up High Market, that hasn't happened yet.
Regarding Castle Garenbrig: Should probably cut a forest for this, and probably will when I get one.
Regarding Mirrorpool: Worth considering. There's only a few instants and sorceries I'd want to sac a land to copy, though, and I have to pay . Also, I'm trying to be a bit careful about how many utility lands I have in the deck, specifically lands that don't make . If you have too many colorless lands you can get screwed.
Regarding Greater Good: Was a card I was seriously considering when building the deck, but saccing Kura to it is not that great. Bottom line, though, I thought for sure Greater Good would get destroyed immediately if I played it, which is why I decided against it.
Regarding Nylea's Intervention: Ok, but not sure I need it.
As always, a problem is what to cut. This deck does fairly well, and when that's the case, I'm always leery of cutting a card unless I see something strictly better.
Regarding Abundance + Sylvan Library: Drawing 3 cards per turn with no down side is fine, though it doesn't happen often :)
Regarding Abundance, it actually has some additional tech to it. In this deck I've been able to put every land in my deck into play once or twice. With Abundance, you put the revealed cards you don't get on the bottom of your library in ANY order, not a random order. So if I Abundance to get a land and don't have any in my deck.... I can rig the order of my deck. At that point your basically tutoring instead of drawing. Doesn't happen often, but is powerful when it does.
You also can't deck yourself if Abundance is in play, though that hasn't come up yet. A fun piece of tech, though not for every deck.
Sorry for taking so long to respond. I put it off since I knew I'd have to write a lot. Thanks for the suggestions, and I'll think of them, though again the problem is what to cut.
RufusTheGrufus on
Mono Green Stompy
1 year ago
Profet93, thank you for taking the time to check out the list and offer your suggestions!
I'm going to try my best to articulate my opinions of said suggestions:
-Rishkar's Expertise: I do enjoy this card quite a bit, and did originally have it in the list. It eventually got cut because the floor was too low for a 6 mana card; and I opted for a similar effect in Return of the Wildspeaker because it's one mana cheaper and has extra utility since it can help push through alpha strikes. I do feel like this deck could benefit from a bit more card advantage though.
-Pir's Whim: I actually completely forgot this card exists, I think this is a perfect swap suggestion, thank you!
-Traverse the Outlands: I totally get why you're suggesting this card, I think I personally just tend to shy away from more conditional ramp, removal, and card advantage; since typically if I'm desperately needing one of those effects I don't want to have to rely on satisfying an extra condition in order to achieve it. I think otherwise Traverse the Outlands could totally find a home in this kind of deck.
-Collector Ouphe, Manglehorn, Reclamation Sage: Collector Ouphe and Manglehorn are definitely great cards to include in this deck. My main hesitation with including them is because this decklist was made with the intent of having it be a bit more casual and less "feel bad" for when my playgroup wants to play with lower powered/more casually oriented decks. I love the idea of including them though and am adding them to the Maybeboard for further consideration! In terms of Reclamation Sage, it was in the decklist initially but ultimately got cut over more flexible pieces such as Krosan Grip, Beast Within and Return to Nature as I typically feel the need to have some options for instant speed removal; and I have a few pieces of creature-based artifact/enchantment removal that can target multiple things.
-Nissa's Pilgrimage: This is just an objectively better card than Cultivate in a mono-green deck, thank you!
-Yavimaya Hollow: Intriguing card, I'm definitely interested in testing it out!
-Turntimber, Serpentine Wood Flip: I generally have an aversion to these flip lands. I totally get the arguments for playing them, I've just never felt inclined to play a majority of them. I'd be willing to give this one a shot in the list though to see if it exceeds my expectations; especially since it's so on-theme!
-Goreclaw, Terror of Qal Sisma: I completely forgot about this guy, I'm interested in testing him out and am swapping him in over Giant Adephage; which was really just in the deck as a 'fun' pet card anyways.
-Shaman of Forgotten Ways, Somberwald Sage: I don't know how I forgot about Shaman of Forgotten Ways. Thank you for such a great suggestion, I slotted it in instead of Llanowar Tribe for now. Somberwald Sage I'm less sure of including at this point in time. I'll put it in the Maybeboard and keep thinking on it.
-Siege Behemoth: An interesting suggestion, I'm not sure if I'll find a home for it in the deck just yet but I'm adding it to the Maybeboard to consider!
-Berserk: This would be an incredibly fun include, I just need to find something to cut. It'll have to live in the Maybeboard for now.
-Life's Legacy, Greater Good: Since I'm truly a Golgari player at heart, and love playing around with sacrifice and my graveyard, these cards were definitely in consideration when I initially built this deck. I eventually opted for just Momentous Fall and not Life's Legacy because Momentous Fall can be cast at instant speed which allows it to be used in response to removal to help with rebuilding. If I had more synergy with sacrificing creatures baked into the deck, and/or more ways to utilize my own graveyard, I would definitely be including Greater Good. I'm adding them to the Maybeboard for now, especially since Greater Good may just be too much card advantage to turn down.
Thank you again for such considerate suggestions and for taking the time to look over the list!
Profet93 on
Mono Green Stompy
1 year ago
I actually completely disagree with the above GoldBerserkDragon, (GBD) both personally and professionally. 37 lands is actually my favorite # in EDH. While yes, you could it isn't optimal, especially in a build whose avg cmc is above 4.5. Now to actually provide you with suggestions unlike GBD. Some of these might be better than others, let me know what you think of each....
Rishkar's Expertise - It's draw + tempo. While it is a bit risky if you have one creature, the risk is mitigated if you have several creatures on board.
Pir's Whim > Tempt Discovery - Tempt is best if you have cradle or another high mana producing land to immediately use untapped. I used to run it but my playgroup would either not take the bait, or would just tutor for strip mine and destroy whatever land I got. Pir's whim is political and removal, all at the same time.
Traverse the Outlands - Mass land ramp
Collector Ouphe - Null rod the creature. It only stops 2 of your cards but since artifacts are huge in EDH, it's definitely worth considering. If not, then perhaps a Manglehorn or a Reclamation Sage
Since you run momentous fall, perhaps a Life's Legacy? Better yet, Greater Good!
Nissa's Pilgrimage > Cultivate
Yavimaya Hollow - Regen / politics
Turntimber, Serpentine Wood Flip - Spell or land, you decide!
Goreclaw, Terror of Qal Sisma - Ramp + Trample
Shaman of Forgotten Ways/Somberwald Sage - With the former as an alt wincon
Siege Behemoth - Push damage through
Berserk - Super fun! I once used this on an opponents (Op1) commander to kill Op2 via commander damage and Op1 lost his commander making him easier to kill. Usually used to close things out. It's also fun to use on Selvala as psuedo ramp. Not needed, but nice.
SufferFromEDHD on
Land, ho!
1 year ago
Overburden > Crystal Shard
Do you need the equipment? Damping Matrix, Null Rod and Collector Ouphe would do serious work in this strategy.
Floodbringer and Oboro Breezecaller value.
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