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
Historic Brawl 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.

TannerP1997 on Ygra Consumes All

2 weeks 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

3 months 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

3 months 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

4 months ago

RufusTheGrufus +1

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!

5 months 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.

Profet93 on Titania, Perfection of Argoth

6 months ago

Ravaonna +1

Living Plane/Nature's Revolt - For shits, giggles and much more.

I agree with ThyNemesis regarding Splendid Reclamation. Even if you don't sac your lands until you want to win, it can recur your fetchlands to help you ramp. Or you think you might win and this is a good backup to get back lands incase shit hits the fan.

Conduit of Worlds - Recursion

Collector Ouphe - Artifact hate

Lands to consider....

Mirrorpool - Not necessary but fun!

Cryptic Caves - Draw. Goes well with oracle of mul daya

Castle Garenbrig - Ramp

Field of the Dead - With all your lands and fetches, this should be very easy to trigger. Token army of the dead!

Yavimaya, Cradle of Growth - Not necessary but works well with dark depths, ancient tomb and cradle.

ASalesman on Unesh, Ultimate Guide (Tribal)

9 months ago

Minor rev and other rambling

It is getting oh so much harder to justify substitutions. Lotuscon is a week out and I feel the heat.

  • Replace Thran Dynamo with Tezzeret the Seeker. This sub is about artifact tutoring and mana. The deck needed at least one more way to tutor Isochron Scepter, and other artifacts. Tezzeret does this. But tezzeret is also versatile, and it has the potential to do thran dynamos job better than thran dynamo. The +1 ability can target man vault, grim monolith, and basalt monolith. It doesn't always do this better than thran, but lets talk about the downsides to thran. As mentioned above, less versatility. But the mana cost for thran is quite high. At 4 cmc I want to play game winning cards. Thran can help power out Unesh. BUT, if thran is in your opening hand and it is your path to casting Unesh, there are better plans in the deck and you should mulligan that hand anyway. Tezzeret can be any of our game winning artifacts, for 1 more mana than thran. Thran is nice for quality of life during the game, but it does not win the game. One other great thing about Tezzeret in Unesh, is that he actually can have some decent blockers to keep him around for more than 1 turn, so he is also still great DURING the game. Almost all of the upside of thran dynamo AND some on this card.

I have also thought about replacing Dream Eater with something less expensive like Sakashima's Student or Metallic Mimic. Dream eater is the most replacable sphinx in the deck, and it is HARD to justify a replacement still. For one, this creature is removal. Play this to remove a stalwart stax piece and win the game on the same turn. Also, Surveil 4 is almost another Unesh trigger by itself, and this ability benefits from our awesome cards Panharmonicon and Virtue of Knowledge. Dream eater helps in so many ways that I fell as though it can't come out.

I have also heavily considered Merchant Scroll and Fabricate. It is hard to justify replacing anything for these cards. In the current revision, I think we see the combos as fast as possible without inundating our ability to interact.

I really like the card Submerge. I think it is better than Rapid Hybridization. Main targets for this slot are stax creatures such as Collector Ouphe, and commanders. The 'forest' part of Submerge's cost is going to be online a lot (probably). Zero mana interaction is better than 1 mana interaction. As a kicker, some decks in the format can effectively use the 3/3 creature that rapid hybridization gives them. This substitute is probably coming, but I am still contemplating.

ASalesman on Unesh, Ultimate Guide (Tribal)

10 months ago

I wasn't able to get a whole lot of games in yesterday, but I had one particular game where I lost spectacularly for a few different reasons.

Here is the setup:

I'll hit only on the key points to this story. Turn 1 goes around and nothing crazy happens, Tymna/Thrasios plays a mana dork, I play out my artifacts holding up Spell Pierce. Talion turn 2 plays Mystic Remora, and I decide to counter it with Spell Pierce. This is the wrong decision on multiple fronts. (1) I am first priority, I should've let the rest of the table deal with it because (2) it doesn't actually affect Unesh that much when I want to cast creatures, & (3) letting Talion draw cards in this instance could allow them to combo before me, but that means Talion will consume the tables resources so I can combo off after. Talion passes to me. I play an Island and note that I can power out Unesh with Dramatic Reversal and my 2 artifacts in play. Because I countered Mystic Remora, I should have done this. Instead I pass and basically do nothing, because I didn't have protection for Unesh & I wanted to preserve the combo piece. I think even without protection, it is still a good play to get Unesh on the table. Using the combo piece here is okay because I can get it back using Mystic sanctuary later, and I already have a scalding tarn in hand to fetch it if I need to. Pass to Tymna/Thrasios, they play Neoform sacrificing their mana dork. Had I not countered Mystic remora, I could've countered neoform and paid the Mystic Remora Tax which is what I should've done. With no responses neoform resolves and he fetches Collector Ouphe. At this point I am out of the game for a few turns which was ultimately enough to make me lose to chip damage and mana crypt a turn or 2 before I can combo off. I did take third because I took out the Talion player by casting a spell while their library was empty (granted they misplayed).

There is always unknown in the fog of war and hind sight is 20/20, but there were definitely some things here I could've seen coming. I think the biggest take away I think is that Unesh naturally allies with another blue combo player if they are the only other one at the table.

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