When Oblivion Ring enters the battlefield, exile another target nonland permanent.
When Oblivion Ring leaves the battlefield, return the exiled card to the battlefield under its owner's control.
|Want (2)||CrazyBurrito , Spaghetti13|
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|Commander / EDH||Legal|
Latest Decks as Commander
Oblivion Ring Discussion
6 days ago
Auramancer brings back Angelic Renewal when it enters the battlefield which allows you to replay Angelic Renewal and reset the board state if you sacrifice Auramancer. This requires mana, but it importantly allows you to activate sacrifice effects without losing card advantage.
1 week ago
Command zone instead of hand or library is a replacement effect. Command zone when dies or exiled is now an SBA that is checked once, immediately after the event; much like the deathtouch and losing to drawing from an empty library. It is actually this rule change that made it so that Oblivion Ring , Fiend Hunter , et al. will not return a commander that was put into the command zone. The cards now actually do touch exile/graveyard before SBAs are checked. If you still disagree go ahead and provide an explanation with rules citations.
903.9a If a commander is in a graveyard or in exile and that object was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone. This is a state-based action. See rule 704. 903.9b If a commander would be put into its owner’s hand or library from anywhere, its owner may put it into the command zone instead. This replacement effect may apply more than once to the same event. This is an exception to rule 614.5.
3 weeks ago
So, ur deck is kind all over d place, no offense. U decided wat u want ur deck 2 do, but not How (+1 counters vs enchantments, win con etc) and some cards haver no place in there (some odd ones R d Soul's Attendant (fits swarm strategy better), Rhox Veteran (needs swarms and .. i really dont like dat card lol) and d Arcbound Mouser (needs other artifact creature 4 it's ability), Rising Populace (outclassed as far as cmc goes, and ia more of a aristocrat card)and u lack evasion (only d princess may avoid some blockers. Ill assume u want a more direct aggro strategy. Lets focus on creatures first, Sacred Cat os quite Nice, even better agains removal heavy, Healer's Hawk is another 1cmc slot and adds evasion. At d 2cmc u can fill with some 2/2 lifelinkers (LL) (there r some Functional reprints of Ajani's Sunstriker If u want other models and Sungrace Pegasus 1/2 flying LL. On a heavier cmc u can consider Seraph of Dawn as a finisher, a 2/4 LL with flying is Nice. u could consider ETBs pumpers like Dawnfeather Eagle so u can hit and still keep ur defenses up. On d +1 counter profit u could consider maybe Ainok Bond-Kin giving ur creatures with +1/+1 d first Strike ability. I would drop d enchantments pumps since u wont b protecting ur creatures. As Far as removals Go, 8 cards should b enough i Guess. U could use Oblivion Ring or Journey to Nowhere and Sunlance , there r some other Fun options like Weight of Conscience . I would also drop Battlefield Promotion , Moment of Triumph and Wanderer's Strike . Shoulder to Shoulder could be paired with Unbounded Potential for some card draw. White doesnt have dar many card advantage maybe Revitalize could help u 2, and drop 2 Idyllic Grange 4 2 Secluded Steppe . Dis r Just some random thoughts, d most important is 2 have Fun. Oh, and when starting a New deck, think about d rules of 4 (9-10 different non-land cards, 4 copies each so u can reproduce more consistent outcomes )
4 weeks ago
Alesha is also one of my favorite commanders, and one I've spent a lot of time tinkering on. I think your list as you have it now has a lot of similarities to the list I had about a year ago. Here are some additional suggestions for your consideration:
Reconnaissance or Ghostly Prison or Authority of the Consuls or Dolmen Gate or Blind Obedience --> Brave the Sands - Reconnaissance can be especially helpful when attacking with Alesha and using her ability, since you can remove her and the reanimated creature from combat. The other enchantments mentioned are also helpful for putting up some defense, and putting your opponents at some kind of pacing or taxing disadvantage. Dolmen Gate is also helpful in a similar vein of Reconnaissance.
I hope this feedback is helpful. No worries if these suggestions don't line up with your budget or what your playgroup is cool with.
1 month ago
The main thing that stands out to me is that you have a lot of ways to shuffle your deck after potentially resolving your first approach in a game. It might be easier to run some things like Adventurous Impulse to help your early draws and get you to the 2nd casting of approach quicker. As it stands, you are either hoping to survive 7 turns blowing up the board over and over, or get lucky after a random shuffle to redraw approach. And even though you do have some card draw with relic, horizon canopy, and arch of orazca I probably wouldn't depend on them too much.
The second thing that I noticed was how many things you are running to buy time with. I don't think that this is very reasonable given how expensive many of these effects are. You might be well off to try cards like Sakura-Tribe Elder (aka steve) to not only help you stay alive, but ramp you as well. Not to mention that steve is a permanent that can count towards the cost reduction on hour of revelation. If you weren't aware, you could put hour on the stack and then sacrifice steve in response to get the land still.
Sideboard: I gotta admit the sideboard seems very random to me. Are there certain decks you see often that you are trying to prepare for? Or is the idea to just stay alive long enough to start wiping the board. If its fast creatures giving you trouble, then consider things like Path to Exile . Giving the opponent a land won't really matter if you keep destroying anything they cast with it. Other problematic permanents could be dealt with things like Oblivion Ring and decks like affinity or enchantress could be hurt by Fracturing Gust .
These are my main thoughts about your deck and if you'd like to discuss any other ideas I'd be glad to try and help.
1 month ago
It depends on how the effect is worded. An "until this leaves the battlefield" effect can't be stopped with Sundial of the Infinite because it's not a trigger. The triggered ability of Oubliette is the part that phases the creature out. The rest is a static condition, just like the buff from Glorious Anthem . When Oubliette leaves the battlefield, the creature phases back in and gets tapped when state-based actions are checked, before players can respond with spells or abilities. A card like Oblivion Ring uses two triggers that can be responded to, which is why that particular card doesn't usually get reprinted in Standard sets. The updated wording gets around cheating the effect to disappear something forever.
There's a Gatherer ruling on Oubliette that also deals with this:
"If Oubliette leaves the battlefield before its triggered ability resolves, the target creature won’t be phased out or tapped."
1 month ago
Hey, nice changes. Boros Signet is an upgrade for Solemn Simulacrum which at 4 CMC is too high for a ramp source. You can abuse Sunforger with Mistveil Plains which is an upgrade for Temple of Triumph .
Some haste enablers to try out:
- Escape Velocity : Wyleth also works with auras and while they're not as reliable as equips there's some exceptions such as auras that can return themselves from your graveyard with escape.
- Lightning Greaves : is worth playing because of it's 0 equip cost. Just equip another creature before you want to add more equips to Wyleth and then when done equip Wyleth with Greaves.
- Ring of Valkas : after giving haste can grow Wyleth on your turn each turn.
The interaction of Puresteel Paladin + Toggo, Goblin Weaponsmith is very good with Wyleth. Toggo creates equipment (Rocks) for free with landfall. Each time a Rock is created it triggers Puresteel to draw. Rocks help or three of them can activate metalcraft and can then 0 equip all Rocks to Wyleth.
Some other cards that could be cut for better options:
- Oblivion Ring
- Return to Dust
- Fires of Invention : only being able to cast spells during your turn is too much a drawback in Commander.
- Gisela, Blade of Goldnight
- Sword of Body and Mind : the worst Sword when opponents have 99 card decks.
- Luminous Broodmoth
- Osgir, the Reconstructor : needs it own dedicated deck as Commander.
- Zirda, the Dawnwaker
2 months ago
(6) having both isint necessary but it can save you in corner cases such as your oponat having Maelstrom Pulse
(7) Solitary Confinement is best played alongside Enchantress's Presence and Setessan Champion to fill your hand and discard extra copies or lands while digging for a win con, if your about to loose it can buy you time but only if you have a way to draw cards
(8) it gets back enchantments if your oponant has destroyed one, you could also use it to get back a Solitary Confinement that you have sacrificed
(9) Canopy Vista is a sometimes untapped forest for Utopia Sprawl but generally you wold want to enchant a basic forest, you could use a different forest + white land but canopy vista seems to do the best job besides Temple Garden