Obelisk of Urd

Obelisk of Urd


Convoke (You may tap your creatures as you cast this spell. Each creature you tap while casting this spell reduces its cost by or by one mana of that creature's colour.)

As Obelisk of Urd enters the battlefield, choose a creature type.

Creatures you control of the chosen type get +2/+2.

Browse Alters View at Gatherer


Have (2) metalmagic , lorddarkstar
Want (1) Titusbatman

Combos Browse all


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

Obelisk of Urd occurrence in decks from the last year

Latest Decks as Commander

Obelisk of Urd Discussion

fatalzintomyum on Pioneering Vampires

4 weeks ago

Ok, this looks like a really cool deck, but I think that Obelisk of Urd is a poor choice I'm afraid. Without Mutavaults in the deck Obelisk is an awful topdeck. However, speaking of Mutavault and on a more positive note, I would advise 4 in the main deck, along with 2 Urborg, Tomb of Yawgmoth. This decreases the clunkiness of mutavault and just makes it a fantastic card. Also, of course a 4 of Sorin, Imperious Bloodlord is always a good choice, perhaps with 4 Champion of Dusk to go with it.

Epicurus on Magda's Frozen Kingdom

1 month ago

sub780lime, Blightsteel Colossus would certainly be a good card to run for the commander, but I don't think it's right for this deck. And even if it did make the deck better, it wouldn't fit the theme, and that's important to me. Maybe I'll change my mind at some point. But yeah, I think that artifact-heavy is a good way to build Magda. Especially if you include Hellkite Tyrant.

wereotter Awesome suggestions! I already have Kyren Negotiations on the maybe board. And Obelisk of Urd looks damn amazing in here! I'm going to try to figure out what to cut for it. Any suggestions?

wereotter on Magda's Frozen Kingdom

1 month ago

The vehicles are a good add to let you tap dwarves to get treasures. Another similar effect that plays into your goal for more agro/burn is Kyren Negotiations

Also Obelisk of Urd is generally great in any tribal deck, but in this case especially so. Having convoke means you can tap your dwarves to pay to cast it which gives you more treasure tokens either for ramp, or more than enough (if you pay for it entirely using convoke) to pull out a dragon.

notjinzo on Goblin Tribal

2 months ago

Little tribal goblin deck I built just for some fun against my brothers and friends, not meant to be a tournament or prize deck, just a fun little beater to help teach friends how to play. The Coat of Arms could be traded for an Obelisk of Urd in my opinion, but the Coat of Arms makes everything more stronger. It could also use a little bit more spells, maybe some Flame Slash or Lightning Bolt, but my main focus in this deck is to just create a goblin army. Whenever I play it out mana doesn't seem to be too big of an issue either.

The7thBobba on kamigawa snakes

2 months ago

my man, that is one beautiful and simplistic list :D I have a deck that's very similar to this, and I find that Collective Unconscious does wonders in late game. and if you squint a bit, the greenish people in the art look a bit snakey ;) also, Obelisk of Urd or Coat of Arms wouldn't hurt, if you don't feel like thy clash too much with th aesthetic ;)

TheVectornaut on Blue/White Life and Defenders

3 months ago

I think a good place to start would be to evaluate what goals are the most important for your deck while making sure you don't have too many ideas that compete against each other. When I look at the deck now, I can see the general idea of a U/W control list that takes advantage of freeze and lifegain to prolong the fight until you can win. However, I see some major problems with the plan as it is now.

First, the deck lacks a clear win condition at the end of all the control. You'll either need to chip away over the course of a slow game with your smaller creatures or hope you have enough freeze effects to get your big guys in late-game. Control deck usually opt for some type of haymaker that can reliably close the game. Some like AEtherling and Gideon, Ally of Zendikar are designed to protect themselves, some like Celestial Colonnade and Shark Typhoon place emphasis on evasion, some like Torrential Gearhulk and Snapcaster Mage give you as much value as possible, and some like Jace, the Mind Sculptor and Teferi, Time Raveler deny your opponents of counterplay. There's a lot of overlap within those categories and not all of these cards will be played as a wincon, but having a clear plan to win is better than only playing to not lose. The closest cards you have are probably Serpent of Yawning Depths and Archipelagore. Sea monsters are certainly a fine casual deck but slotting them into something else can be awkward at best and ineffectual at worst.

The second problem I see is the missed potential of your chosen colors combined with your chosen tribe. Right now, you have very few ways to take advantage of the clerics in the deck. Clerics are intended to be W/B since you get access to powerful new tools like Orah, Skyclave Hierophant, Taborax, Hope's Demise, and Cleric of Life's Bond along with classics like Sin Collector, High Priest of Penance, and Skirsdag High Priest. The lifegain/drain synergy in clerics also benefits from orzhov colors to play threats like Angel of Destiny, Vito, Thorn of the Dusk Rose, Marauding Blight-Priest, Speaker of the Heavens, Ayli, Eternal Pilgrim, Twilight Prophet, Pious Evangel  Flip, Drana's Emissary, and Cruel Celebrant.

Incidentally, black also synergizes quite well with tapdown effects because of Assassinate cards like Royal Assassin, Deathbringer Liege, and Murderous Compulsion, although white does have its share of Vengeance with Sunblast Angel, Deadeye Harpooner, and Swift Response. Anyway, now that I'm on this tangent, it's worth mentioning that including strong freeze effects is important if you want to make such an underused mechanic work. I'm partial to Dungeon Geists and Icefall Regent as permanent taps, but there's also Guardian of Tazeem, Niblis of Frost, Tamiyo, the Moon Sage, Time of Ice, Lorthos, the Tidemaker, Frost Titan, and Hands of Binding. Alternatively you can use cheaper cards that can retap a creature each turn like Gideon's Lawkeeper, Blinding Souleater, Fatestitcher, Hidden Strings, and Minister of Impediments. The final category I'll mention are other cards that take advantage of tapping enemy creatures like Palliation Accord and Verity Circle, except I'd only ever recommend the latter.

In summary, I think you should decide whether you're more interested in clerics or in freeze since they don't synergize with each other that well. For clerics, switching to black and taking advantage of lifedrain and sacrifice is advisable. For freeze control, find ways to abuse tapping, implement a strong win condition, and generally include more card draw and countermagic. If you are dead set on combining these styles, I'd at least invest in some tribal support cards to give the clerics more impact than just weakly contributing to the party mechanic. Adaptive Automaton, Door of Destinies, Obelisk of Urd, and Coat of Arms are some popular options. Finally, if your budget doesn't allow you to purchase many new cards, prioritizing the acquisition of additional copies of your strongest but cheapest cards is a good way to upgrade. For this deck, I think those cards are Attended Healer, Cleric of Chill Depths, Hypnotic Sprite, Kor Celebrant, Luminarch Aspirant, Queen of Ice, Shepherd of Heroes, Skyclave Cleric  Flip, Concerted Defense, Dovin's Veto, Negate, Inscription of Insight, Staggering Insight, Trapped in the Tower, and maybe Silundi Vision  Flip. Good luck with your build and let me know if you have any questions!

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