Oblivion Ring

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Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Oblivion Ring


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.

Ferth on Fog Draw EDH

1 month ago

I took out some of the four cost fogs and some less interesting cards to add

Banishing Light,Darksteel Mutation,Oblivion Ring,Beast Within,Generous Gift,Palace Jailer

Jailer may not be the best choice but being the monarch should be easy while I'm foggy and I have Protector of the Crown

Thinking I'll never realistically get Helix Pinnacle to go off so I should just swap it for Illusionist's Bracers to put on Seeker of Skybreak

wallisface on Bow Down to Sheoldred

2 months ago

Some thoughts:

  • Your mana curve is excessively high, which will lead to some really slow/clumsy turns. Modern decks typically can't justify running more than 4 cards costing 4 mana, and run nothing above this cost. You've got a whopping 16 cards costing 4-or-more mana, which is far too high (in particular you have no chance of ever casting those 8-mana cards). Added to this, you have almost nothing to do turn-1, meaning you'll often be starting a full turn behind your opponent.

  • Your land base is far too low. 20 land decks typically expect to be stuck on 1-or-2 lands for a decent chunk of the early-game. Even after lowering your curve, you'll likely still need at least 23-24 lands to be able to reliably cast any of your spells.

  • Some of your spells seem really suboptimal. You generally don't want to be paying more than 2 mana for a removal spell, so stuff like Vraska's Contempt and Oblivion Ring seem super sub-optimal. Go Blank, Heartless Pillage and Mind Rot are all pretty weak in Modern, especially as the opponent is very likely to already be empty-handed by the time you're able to cast any of them (in any case 8 cards with this effect is excessive). Blood Baron of Vizkopa, Sangromancer, and Vizkopa Guildmage all don't really do much.

Gidgetimer on I recently heard that we …

3 months ago

(meant to comment on this when I saw it the day it was posted, but forgot by the time I had time to comment on it)

It is almost assuredly that someone in this scenario is misunderstanding something they heard about permanents that have ETBs that target. Declaring a target as you cast Oblivion Ring isn't required since the ETB targets, not the spell. So if someone has a Counterspell but not a Stifle you are giving them "additional free information" that matters.

nuperokaso on Orzhov Sacrifice Clerics

3 months ago

Apollo_Paladin on Screaming Goats

3 months ago

Heya, interesting build.

Since you asked specifically about new cards, Seal from Existence is brand new (at the time of posting this) and is another pure upgrade to Oblivion Ring, even more so than usual in your build where you're running off White Devotion too.

I see decent Anthem effects here, but you also might look at a copy or two of Intangible Virtue if you're really looking to roll with Goat tokens, since the Vigilance can be extremely useful, especially early-game in keeping pressure on without opening up too much to another token or creature ramp build.

Lastly, I seem to recommend this card a lot for White decks, but if you need some protection for any of your other selections, Rebuff the Wicked is far & away one of the best options out there in my opinion since it can protect any permanent you end up needing, not just a Creature like most White protection options. Not many people plan for a White counterspell either so these can be extremely effective, especially in Best of 3's where an opponent knows full well what the primary target in a deck like this will be.

Anyways, neat deck +1

griffstick on Is the New Heliod Justified …

5 months ago

Colorless spells is where this deck can shine and take advantage of this ability best. There are WAY more payoffs for artifacts in these colors than there are enchantments.

Now if you want to go with enchantments then focus on the ones with only one pip in its cost. Cards like Oblivion Ring can cost only or Quarantine Field could Exile 4 things for 0 mana. Your choice.

The deck should be able to cast 7, 8, 9, or more spells with just Howling Mine going off on your turn. That's good in all, but it gives everything flash. So effect that make everyone draw card on every turn is key. Otherworld Atlas and/or Temple Bell combined with and Unwinding Clock effect and boom! Engine is engaged and your in business to storm off on everyone's turn. Focus on making your spells (in a 4 player game) costing less each turn. With enough cards like Howling Mine for control and cards like Time Reversal for storm.

kamarupa on

6 months ago

Not sure what your budget is, but Anointed Procession is basically the same thing as Mondrak, Glory Dominus, except a little more expensive to buy and not legendary.

Usually, when I think about tokens, I think of instants and sorceries. That said, I did put together a build recently that synergizes Tocasia's Welcome with creatures that can T: make a token. You might find some token ideas there (or not?) Halo, and Welcome!.

Ossification is a decent spell, but most the other enchantments aren't worth it. Classic spells are hard to beat. Path to Exile. Oblivion Ring. If there are threats those don't cover, Generous Gift covers everything. Since it looks like you're running a Poison counter wincon, if you're going to pump, instants are the best way to do it. This is because you should only need one or two spells to hit lethal. If you enchant, your opponent will know which to block, but if you instant a buff, you can dodge the blocker.

I think you should try to run 22 lands.

Try to reduce the number of different creatures you include to about 6, increasing the number of each so the total creature count is close to the same.

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