Collector Ouphe

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker 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.

Helnas on Omnath locus of mana (opinions needed)

1 week ago

i see no synergy in your deck. you got some ramp artifact, ramp sorceries, ramp creatures, ramp enchantments, but nothing really synergizes. if you put all ramp into 1 of those, your deck gets alot better.

id say go for creatures, so you can end with a nice overrun effect. So grab all the 1 mana elfs that produce mana, your missing Boreal Druid, Joraga Treespeaker. Then get Priest of Titania, taps for all elfs.

For removal, run creatures aswell, id get Foundation Breaker, Druid of Purification, Bane of Progress, Haywire Mite, Reclamation Sage, Voracious Hydra, Acidic Slime, Duplicant, Kogla, the Titan Ape, Meteor Golem, Terastodon, Woodfall Primus, Ulvenwald Tracker

For draw, run creatures aswell (your starting to see a synergie?) Beast Whisperer, Voice of Many, Toski, Bearer of Secrets, Augur of Autumn

for ramp you have the mana dorks, Sakura-Tribe Elder, Fertilid, Wood Elves Elvish Pioneer, Primeval Herald, Skyshroud Ranger, Selvala, Heart of the Wilds

For bombs, id run creatures that already have trample, Defiler of Vigor, Neverwinter Hydra, Ochre Jelly, Kalonian Hydra, Aberrant, Craterhoof Behemoth and a tutor: Fierce Empath

some other cards i would consider Champion of Lambholt (makes your creatures unblockable, Saryth, the Viper's Fang hexproof untapped, deathtouch when attacking (insanely powerfull with big trample creature).

non creatures i would run: Lifecrafter's Bestiary, Skullclamp, Return of the Wildspeaker, Inspiring Call, Harmonize, Rishkar's Expertise maybe a few things like Fade from History, Beast Within, Nature's Claim, Collector Ouphe is also really strong since you will be running creatures

Sure, the mana doubling can be fun, but is it really needed? your commander is gonna be 1-2 punching people, doubling your mana is gonna waste a turn, and you cant do alot with the mana other then empty your hand, and then you get boardwiped and your sent back to your childhood. Id cut them, and just get more consistency out of your deck

Crow-Umbra on The Value Frog and His Hateful GF

2 weeks ago

I will preface my feedback by acknowledging that I don't currently own my Thalia/Gitrog deck in paper and haven't played it at all IRL.

I think you are spot on in being heavy on the ramp. Since Thalia/Gitrog already has the extra land drop effect stapled on to them, I think you could stand to cut 3-4 of your 1 drop mana dorks, and 1-2 other Extra Land Drop effects. For similar reasons, I think you could safely cut Smothering Tithe. Yes, it's a great card, but I think you already have a ton of ramp, and Thalia/Gitrog taps down your opponents' lands, so it feels a bit extra. I think some of the following could be helpful:

I hope these are helpful suggestions.

SufferFromEDHD on Time for Dessert

2 months ago

Green Sun's Zenith + Dryad Arbor + Natural Order is crucial to land strategies. You have a swiss army knife of quality targets.

Dust Bowl the flavor AND utility.

I say cut Sol Ring and add Collector Ouphe and Null Rod. Force your opponents to play on your terms.

Seismic Assault might have potential in this list.

Delphen7 on The Technomancer 【Trazyn, the Infinite CEDH】

5 months ago

zAzen7977 Glad you like it :D

In my testing thus far, barring interaction, it usually plays Trazyn t2-t3 and wins the following turn.

  • Between the lines being somewhat unintuitive and being able to win on top of interaction, the deck is hard to interrupt.

In general

  • Interaction before we're set up hurts, but there are so many ramp effects we can usually pay command tax once or twice before getting truly stuck.
  • Counterspells/removal on nonTrazyn cards usually don't matter as it just sets us up better to combo (ie an opponent counters a Mana Vault while we're sitting on a Pili-Pala kind of thing).

That said:

Counterspells

  • These are pretty bad if they're aimed at Trazyn, but between discard, spells that draw counters (like Oppo Agent) and a lack of knowledge about his power, I usually see them deployed on the wrong cards.
  • I play online (and thus against random people), but if you wanted to run this in a dedicated pod, more hand check would probably be good over Rocket Launcher and a couple other duplicate combo pieces to help clear the way for Trazyn once others know what's up.

Stax

  • Stax is an interesting matchup. They can usually shut us out of comboing pretty quickly, but Trazyn is a 4/6 deathtouch, and the deck runs many big critters, so I can usually beat them to death and immediately win at instant speed.
  • If anyone ever kills the stax pieces stopping us Trazyn can combo over anything opponents could do given we have Farmstead Gleaner or Pili-Pala. Even if we don't it's unlikely anyone has multiple piece of removal after removing stax pieces.
  • It is worth noting that Drannith Magistrate and Collector Ouphe completely shut us down, but other common pieces are blank cardboard (like Grafdigger's Cage).

Removal

  • As it's CEDH you don't really see much removal, but Patchwork Gnomes, Welding Jar and multiple haste effects mitigate what little there is
  • If he is removed, it's usually pretty easy to recast Trazyn given how many ramp cards in the deck.

Turbo

  • This is probably the worst matchup. If an opponent goes off before Trazyn is set up, there's nothing we can do about it. I usually hope that another opponent has interaction.
  • Amusingly, Brain Freeze wins us the game if Trazyn is on the field, but Thoracle lines usually end poorly.
  • When using discard to fish out counterspells, I try to target blue black players over other blue players to try and mitigate the risk of dying to Thoracle/Consultation if casting Trazyn goes poorly.

I think of the couple dozen games I've played thus far, my only losses were to a t2 Thoracle/Consultation, Gitrog with Collector Ouphe on the battlefield, a Chisei, Heart of Oceans playing way too many counterspells, and a wild game where no one drew anything until t30ish.

The best comparison for this deck is probably Turbo K'rrik. On average this list is slightly slower than K'rrik, but more resilient and less familiar, which gives us a slightly better game against interactive decks.


This was a lot, but I hope it answers your question!

Profet93 on Flex

5 months ago

How did you feel about your swaps you made? I see you sacrificing 2x draw and recursion for ramp, draw and utility. Top redundancy with sylvan library for fetches, oracle of muldaya effects seems good. I've always loved Kozilek Distortion personally, especially given how you're probably playing against blue (noting removal of life's legacy and your staples of anti-blue already inside). Does the Ruric Dinasour pull it's weight?

+1 Jeweled Lotus, Sensei's Divining Top, Runic Armasaur -1 Kozilek, the Great Distortion, Life's Legacy, Bala Ged Sanctuary

I do wonder what your thoughts on Collector Ouphe? I know it stops top, ring, crypt and map. It might be a worthwhile inclusion depending on the meta and if you decide to keep top.

AstroAA on Bant enchantmentz

6 months ago

I would cut the number of lands in your deck to around ~33 to ~35. You can substitute these with enchantments like Utopia Sprawl, Wild Growth, and Carpet of Flowers.

Additionally, you specifically ask for "controlling enchantments". I myself run a Sythis, Harvest's Hand deck that is based on shutting the entire board down, so you can check my deck for inspiration. I run stuff like Suppression Field, Stony Silence, Root Maze, Ground Seal, and other cards like Kataki, War's Wage, Null Rod, Collector Ouphe, and Linvala, Keeper of Silence. My deck wins through locking my opponents by preventing them from being able to play/use lands with Elesh Norn, Grand Cenobite and Living Plane.

If you need any other help, feel free to ask.

mitchellmoncada2012 on Azusa, Always in a Rush

7 months ago

Hi Swift2210, I've just arrived after reading through the seven pages on Azusa at MTGSalvation. This seems to be a great list to me, I play with Null Rod and Collector Ouphe alongside Karn, the Great Creator. Everything else looks 90% similar... How has this list been performing in the local meta? Thanks a lot Swift

biobrush on Za-Draw Ascendancy (Hidden Commander: Zada)

7 months ago

Twizzlywizzle I'm looking over your list. It's rock solid and I'm impressed how you've outfitted it for cEDH. I have a few suggestions that you may consider testing.

Green Sun's Zenith will grab your best mana dork or the one you can afford with the mana available. It's another spell for those triggers, it opens the possibility of a creature toolbox (Collector Ouphe is fairly asymmetrical in your deck), and it could be used as a infinitely re-shuffling last-card-in-deck (if that situation were to arise, not sure how).

Life / Death is really, really good. It's all about the Life half, Death is just gravy. For 1 mana, you can usually triple the number of mana dorks you have on the field, unlocking stupidly good Jeskai Ascendancy and cantriping lines. With the quantity of mana dorks in your deck already, I can see why you might pass on the less mana efficient and versatile "lands become creatures" cards, but I would highly recommend at least testing Life / Death.

Mutavault: It's a free mana dork for the cost of a colorless producing land. Yes, we're playing 5c, but is Tarnished Citadel really worth it? (Of all the cards in cEDH -- which I don't play -- this is the one that irritates me the most.)

And Mutavault is an Ally for... Harabaz Druid. This card is so good pre-Tazri and Zada!

Lastly, Narset's Reversal. This does cheeky stuff in returning your cantrip to hand with the Zada triggers on the stack, doubling the cantrip's potential. More importantly, it's a rock solid cEDH card as a counterspell and/or the best spell on the stack!

I hope some of this helps. Truth be told, I haven't tested this deck much in the wild. But in theory, this advice is sound.

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