Oblivion Stone

Oblivion Stone

Artifact

, : Put a fate counter on target permanent.

, , Sacrifice Oblivion Stone: Destroy each nonland permanent without a fate counter on it, then remove all fate counters from all permanents.

Oblivion Stone Discussion

DuTogira on The Immortal Mr. Mittens

1 week ago

PurePwnage SynergyBuild isn't a troll, just a very well informed player who doesn't sugarcoat anything. They're not wrong about their arguments, although many of their suggestions might take the deck down a path that I'm unwilling to take it.
Regarding board wipes, removal shouldn't be a part of this deck. If it is, then I can't really justify running a 6 mana enchantment combo whose primary purpose is to invalidate creatures.
Greater Auramancy might be ok as sideboard tech, but it definitely shouldn't be run maindeck as Nine Lives already has hexproof, which is its primary advantage over making 'just another Phyrexian Unlife combo deck'. Additionally, the whole point of my counter-magics are to invalidate enchantment removal while providing additional flexibility. Greater Auramancy is just more narrow.
Let's also be realistic here because too much redundancy is also a bad thing: What modern deck runs Thoughtseize, Blood Moon, AND Oblivion Stone? Thoughtseize is annoying, but most aggro decks don't run it. Jun[d/k] run it, along with assassin's trophy, but jun[d/k] are two of the biggest natural predators of combo decks due to the heavy and diverse disruption suite they run. I'd rather not invest too much into fixing a bad matchup, other than maybe including some Greater Auramancys in the sideboard.
Blast Zone is my biggest actual threat. Pithing Needle can fix that, and so can some Ghost Quarters, so running some of those in the sideboard may be worthwhile. Based on the number of decks running Blast Zone, Pithing Needle may even be worth mainboarding instead of Hex Parasite.
With that tech in the sideboard to help ameliorate bad matchups and cards that are very hard to answer, any remaining threats can (hopefully) be countered, and I'm left with a few slots to reinforce matchups that might flip after the sideboard.

PurePwnage on The Immortal Mr. Mittens

1 week ago

DuTogira, not to go after @SynergyBuild's argument but he/she seems like a troll that shitposts on other people's profiles. Just check out there wall lol. Either way, the Phyrexian Unlife + Solemnity combo has been around for quite awhile now thanks to MagicAids. In the end it Magic is nothing more than a race (i.e. who can kill the opponent first, establish their combo/hard lock first, etc..).

I have toiled in numerous builds with this hard lock combo and came to the conclusion moderns meta has plenty of answers to it in the forms of hand disruption, countermagic, permanent removal (targeted/mass), and land disruption. All of these are very prevalent at the moment and make linear combo decks very hard to pull of successfully. Nonetheless, it doesn't mean you can't make the deck redundant enough to survive a T1 Thoughtseize, T2 Blood Moon, or T3 Oblivion Stone/All Is Dust.

May a recommend adding Greater Auramancy and Wrath of God / Supreme Verdict to the main or sideboard?

zuharran on Arcum Sockum Robots

1 week ago

I like the idea, but I feel like you don't have enough sacrifice outlets to benefit as effectively from Font of Mythos and Coveted Jewel. I'd recommend cards like Arcbound Ravager, Metalwork Colossus, Sage of Lat-Nam, and Sai, Master Thopterist to get some instant speed sacrifice mechanics so that you can remove those when you want to before an opponent would benefit from. I also think the more expensive cards here are a bit overkill compared to the rest of the deck, it could be a lot more budget friendly if you pulled Force of Will, Chrome Mox, manacrypt, Ancient Tomb, and Metalworker. That would drop the overall cost by about 300 and wouldn't sacrifice much for efficiency. Caged Sun and Gauntlet of Power (which is expensive, but not more than extraplanar lens) as well as Gilded Lotus, Nyx Lotus, and Blinkmoth Urn can make up for the loss of the mana generation by removing those more expensive cards. I'd also recommend some board wipe cards like Oblivion Stone and Nevinyrral's Disk to accomodate when the board state is getting hectic.

zuharran on wompy wompy I go stompy

1 week ago

This looks like a fun stompy deck. Some suggestions for additional mana ramp that you may like: Extraplanar Lens and Gauntlet of Power are both excellent for mana ramp, but are expensive cards. I'd recommend some board wipe cards such as Nevinyrral's Disk and Oblivion Stone to help accomodate when other players board states are overwhelming. I would runMyriad Landscape as another land ramp for basic forests, as well as Terramorphic Expanse, Fabled Passage, Armillary Sphere, and Evolving Wilds if you end up using Lens and power glove. Beastmaster Ascension can be good, and I'd take that over the Blanchwood Armor, as it affects all of your creatures. Skullclamp is great in creature heavy decks as it's repeatable card draw and makes others want to not kill your creatures. Craterhoof Behemoth can end a game for your opponents if timed right and could be worthwhile to add to the deck.

DuTogira on The Immortal Mr. Mittens

1 week ago

Hex Parasite is a silver bullet and Swiss Army knife put together in this deck. You cite Blast Zone and Ugin, the Ineffable as problem cards. Parasite deals with those, and can remove counters from nine lives. I don’t run black, but by paying 2 life (which is life loss, not damage) I can remove counters from Nine Lives. One or two black sources may be prudent, but the fishbowl won’t tell me that. I can also bounce Blast Zone with Cryptic Command (again, not an answer) which slows down that particular threat enough to where I can hopefully finish a game 1 with Kefnet in time.
Kefnet is here as a very pesky, slightly faster clock than emrakul. Since he has evasion and inevitability built in, he helps close games against many more aggressive/midrange decks quickly, so that they don’t have time to draw outs.
You cite Abrupt Decay, but that can only target Solemnity, not Nine Lives. If I play right, I can either use Cryptic Command to bounce my own solemnity, or can replace the enchantment with a second copy next turn. I’m a firm believer that this deck should run no creature removal by nature of the lock, and that this lack of removal is what justifies spending card slots on the lock itself. If the lock isn’t strong enough... well then I really should just be playing U/W control instead.
As for pesky walkers and lands like Blast Zone which really can ruin my day (as can Oblivion Stone) the post board hope is that some Pithing Needles and my countermagic are enough to play through. Otherwise... rough.

I do appreciate that you’re trying to help me make this deck as good as possible, but I’d rather not go too far down that rabbit hole, as it’s very likely that the most competitive version of this deck just cuts the enchantments and becomes Yorion U/W control.

harbingerofduh on Arixmethes: Early to Bed, Early to Rise

1 month ago

Thanks for the comment, Voke1012. For this deck I much prefer spells and creatures that search out lands from the deck rather than tapping for mana themselves. There are a few reasons for this. First, creatures like Sakura-Tribe Elder can both ramp and chump-block; chumping with a BoP means that I lose the mana it was producing. Second, the more mana dorks like BoP that I play, the more collateral damage I suffer when I (or another player) casts a board wipe. Rampant Growth effects let me hold on to my mana acceleration and crack my Oblivion Stone without fear. Finally, although one-mana dorks like BoP come down a turn earlier than Rampant Growth effects, they still don't help me play the four-mana Arixmethes any earlier than turn 3 except in extreme corner cases, so the advantage is negligible.

I hope this makes sense. Thanks for the suggestion!

thom-le on Gishath Dino Tribal

1 month ago

Hey, nice deck! I'm also brewing on Gishath, Sun's Avatar, my actual thoughts are on board whipes before playing the commander. Nevinyrral's Disk, Magus of the Disk, Oblivion Stone can make a clean battlefield, which makes an attack with Gishath, Sun's Avatar (maybe) more effective. Also by playing mana ramp sorceries your lands wouldn't be affected..

If you are playing mana artifacts consider Arcane Signet and/ or Talisman of Impulse. And is there a specific reason playing Huatli, Warrior Poet?

SennepSild on Mwonvuli Takeover

2 months ago

Hey I play tons of Ponza and have done for years. I play mostly on MTGO so you local meta might be different if you play at a store, but here is my take on the cards. I think I wrote a smaller book of a comment sorry about that.

first off Inferno Titan!, turn 2 moss into turn 3 titan is the most powerful thing ponza can do. Remember he can be pumped with his ability and often swing for 12 or more damage (when targeting face with the ability) plus he shoots stuff down planeswalkers and creatures alike both when he is played, but also when he attacks. The absolute best finisher for the deck.

I love Bonfire of the Damned and have played with everything from 1 to 4 copies in my main board, the one sided board clear feels so good, but I have come to realise it is just too conditional. It is too reliant on the miracle, i kept telling myself it wasn't but it really is, 7 mana for 3 damage is not worth it, you are already dead to aggro and if you have enough mana to shoot someone down with a big spike you should have already have won. Anger of the Gods in the sideboard are just better wipeing you own dudes does not really matter if the opponent just loses to a wipe and the exile of creatures is so important vs graveyard stuff.

You play Boom / Bust which i have experimented with as well, you say it cost less than Pillage, this is not true as you need 2 mana and a untapped fetch in order to play it, so that is 3 mana, plus you need a fetch to play it that is super conditional even with 8 fetches. And depending on Bust part to win the game is not something you should never wish to happen.

Artifacts, one thing Ponza loses to is Aether Vial, all the land disruption does nothing against it. So in order not to lose to that i suggest to main board Pillage or Abrade they are so good with the flexibility doing what the deck is already trying to do and able to remove artifacts when needed is super useful. Other cards they help against is Cranial Plating in affinity, Oblivion Stone the only answer tron really has and Arcum's Astrolabe which bypasses all moon activity and of course all the stupid artifact creatures that randomly appear like Walking Ballista and Myr Superion.

I know you play Primal Command for all the artifacts and such nonsense, I have played it myself in the past, but for 5 mana it is really slow and to that it is also quite conditional on its effectiveness some games it can just outright win it like mill or somthing, but more often you will lose with it in hand and it is the worst. searching for a big guy to finish with is not much good either as you would much rather play the big guy insteal of the command and i have so often lost with the searched up guy in hand as the opponent will know to kill off your mana dorks or keep a counter in hand because you revealed your plan.

your Eternal Witness Stampeding Serow combo is cute, but playing cards that are not just good on their own are a big mistake, blue deck might get away with it, but green really relies upoun mana effectiveness. I see how you can use witness's with other cards in your deck and be able to slowly grind value out, but in reality something like Tireless Tracker would be much better as it just gives value by existing and can end the game.

Okay how to win vs the bad matcups like burn, storm and control. It is so hard to win vs storm, you already use Scavenging Ooze, but other cards i use on and off is Cindervines, Weather the Storm and Damping Sphere.

to win against burn the most effective strategy I have used is the Madcap Experiment and Platinum Emperion combo. otherwise Obstinate Baloth and Kitchen Finks works, the baloth having added bonus of being really good against Burning Inquiry and Liliana of the Veil.

lastly control, i absolutely hate control. oh well here the best thing is getting a Blood Moon out turn 2 it is so important that running stuff like Magus of the Moon is very much worth it. otherwise there is of course Thrun, the Last Troll and Choke.

Hope i helped you out in some way and not just made you angry or something.

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