Obliterate

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Big Apple Highlander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Obliterate

Sorcery

Obliterate can't be countered.

Destroy all artifacts, creatures, and lands. They can't be regenerated.

sandwich_steve on Fuk your land base bitch

7 months ago

Hey friend,

Pyrohemia and a creature with indestructible (many options) or protection from red Subterranean Spirit (5 drop) or Vulshok Refugee (3 drop) synergize well for just pumping red mana into pyrohemia indefinitely.

Smoke is a decent red stax piece.

Spellshock and Ancient Runes add damage quickly.

Mana Flare with Manabarbs can bait players into damaging themselves, or add Stoneshaker Shaman to punish not tapping lands.

Ruination and From the Ashes remove nonbasic lands. Overmaster could make one mass land removal card not be countered, that way you don't rely on only Obliterate.

The tech is weird for Ghost Town but I like to suggest it for any land destruction deck.

Tectonic Instability works well with Field of Ruin so all lands get tapped by it.

Hope this helps a little.

Regards

legendofa on Which Mono-Color is the Most …

7 months ago

I should mention total board clearing and land denial for red. Obliterate, Jokulhaups, and Worldfire make sure everything's gone. Blood Moon, Ruination, and Impending Disaster make sure nobody can do anything about it.

capwner on "Unbeatable" card combo, or so …

1 year ago

My thoughts on beating evil archvillains? Well in my experience everybody has a plan 'til they get Obliterate'd in the face

SufferFromEDHD on Salt Devastation

1 year ago

If you decide to go the Jokulhaups/Obliterate route don't forget to add Planeswalkers!

Burning Sands won't backfire once you cut the excess fat from your creatures. Michiko Konda, Truth Seeker clean swap.

Seize the Day > Aurelia, the Warleader

Kira, Great Glass-Spinner great card but is meh for this strategy.

DreadKhan on What makes a card or …

1 year 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 Orbfoil 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.

DemonDragonJ on How Are Red, Black, and …

2 years ago

legendofa, I certainly understand that, but how should red and green, the enemy colors of blue, be able to deal with counterspells, in that case?

Also, I very much believe that both Worldfire and Bearer of the Heavens are color pie breaks (I shall forgive Obliterate and Decree of Annihilation due to their ages), so I definitely can see your perspective, on this matter.

Gleeock on Favorite EDH Cards

2 years ago

pookypuppy6 I like Phytotitan with that 7 power it can be a life pressure threat in death-happy grind games. Really solid if you are degenerate enough to have it in decks that work well after Obliterate or similar

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