Oboro, Palace in the Clouds

Oboro, Palace in the Clouds

Legendary Land

Tap: Add (Blue) to your mana pool.

(1): Return Oboro, Palace in the Clouds to its owner's hand.

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Oboro, Palace in the Clouds Discussion

zapyourtumor on Dimir Control Mill

1 month ago

4x Drown in the Loch looks like a must here, if you cut the Dauthi.

I don't understand the 1x Into the Story with only 2x Visions of Beyond when the latter is just so much better. I'd cut it and replace it with a third Visions (honestly a fourth Visions is probably worth it, Ancestral Recall is broken even if its conditional.

The Dauthis are a total nonbo with a lot of your cards. Honestly, I don't think its worth keeping them since they prevent you from running Drown, shut down Crypt Incursion, Extirpate/Surgical, Into the Story, Visions of Beyond, etc. It feels more like a sideboard card for grave hate.

Tasha's Hideous Laughter is the main reason mill is even remotely viable nowadays. Not running a single copy seems very dubious.

Oboro, Palace in the Clouds is a nice one of land to help you reliably trigger the crabs.

Field of Ruin is nice to force opponents to search, and with tron making a comeback 3 copies might be worth it over the more common 2 copies. But with all the restrictive manacosts like Counterspell, Archmage's Charm, Fractured Sanity etc. running a playset feels like too much.

Caerwyn on

5 months ago

If not taking budget into account, you would want a number of fetch lands (4x Polluted Delta , then some other lands that can hit either Blue or Black; preferably blue to fetch islands, since you run more Blue mana spells and the blue can hit your Watery Grave anyway). Competitive mill wants to run heavy on Fetches, since each Fetch land basically reads "Pay 1 life: get the land you need and your opponent mills 6*X, where X is the number of crabs you control). Unfortunately, given Wizards' frankly untenable aversion to reprinting Fetches, despite the fact that they are a staple in every single format in which they are legal, running a full contingent of Fetches is quite pricey, and will tear through your budget rather quickly.

That said... I honestly think the Fetches may be a necessity to a competitive mill deck--a lot of your milling power comes from those crabs, and Fetches double the milling you get from any land drop. Fetches also allow you to bank milling--you can play a Fetch on one turn, then not crack it until you need the land it would provide--that means you can save up your Fetches lands until you have more crabs in play and will get more milling from the land you fetch .

A singular copy of Oboro, Palace in the Clouds is another great addition--you do not want to draw too many of them, but it gives you a repeatable "mill 3 * X" if you do not have any other lands in-hand. However, Oboro is well overdue for a reprint and is quite expensive right now--it helps the deck, but is not necessary.

I am not a fan of either Sunken Ruins or Sunken Hollow for mill. Mill is a lot like burn--you want to hit them hard and fast, and burn them down every single turn. On your first turn, you really want to be able to drop a Crab, so you can get the additional burn with your land drop each turn. Both the cards you named are not viable on turn 1 in mill--neither can be used for a turn 1 crab, and you do not want your mana base to be too heavy on lands that are worthless to you on turn one (especially since you already need to have 3 lands in your deck--those Field of Ruin s--which you do not want turn 1).

If you are not going to go heavy on shocks, a full set of Watery Grave will be helpful--two life isn't that big to ask. Underground River is an okay budget land, though it is going to be disproportionately bad in mill since a large number of your spells have no generic mana requirements.

OLucas on Riptide

7 months ago

Modern merfolk tend to run more nonbasic lands because Boil is, somehow, modern legal. More nonbasics also allow you to run Quicksilver Fountain which, alongside Oboro, Palace in the Clouds can turn all of the opponents lands into islands for good.

If you're interrested on messing with the opponents lands only for the islandwalk then Aquitect's Will is cheaper than Spreading Seas .

Apollo_Paladin on Wik's Dimir Mill deck

8 months ago

Nice Build!

Personally, I'd prefer Ashiok, Dream Render to Crypt Incursion . They have similar effects as far as graveyard exile in case that's a key concern, but she's free mills each turn she's in play.

A few other things you might try in here (though what you'd swap would be up to you) are:

Oboro, Palace in the Clouds (combos spectacularly with Ruin Crab; you could toss another copy or two in I think), Fraying Sanity (kind of a common find in Modern mill decks since it combos with everything; these I'd put in for SURE), Didn't Say Please since Counterspells are always good & this also doubles as a mill card ( Drown in the Loch actually plays pretty well in a Mill build too, and can double as creature destruction if need be), Bruvac the Grandiloquent (kind of a pseudo-Fraying Sanity), and lastly Mind Funeral as more often than not, this actually mills FAR more cards than Glimpse the Unthinkable (I'd actually run both though since they're so close and both so powerful).

Even if you don't end up making all of these swaps, at least it might give you some options to play around with. Either way, nice build! I really like the Archive Trap with Scheming Symmetry force-trigger! +1

plakjekaas on Can This Turn-3 Infinite Landfall …

11 months ago

I'm playing a deck with possible infinite landfall combo's that has more pieces interacting with Retreat to Coralhelm, maybe not from turn 3, but still, redundancy is key in commander:

Oboro, Palace in the Clouds / Meloku the Clouded Mirror / Trade Routes / Living Twister can all return a land to hand for 1 mana

Walking Atlas / Llanowar Scout / Sakura-Tribe Scout / Skyshroud Ranger can then put the land back in play and trigger Retreat to Coralhelm to untap itself.

Lotus Cobra will help you make all the mana you need. Knight of the Reliquary + Retreat can put all your forests and plains into your graveyard for a big Splendid Reclamation. Tunneling Geopede / Spitfire Lagac will kill your opponents even if they'd play an Eldrazi Titan that shuffles back their graveyard. I'd also include a few ways to give haste to a creature, so you won't have to wait a turn before you can combo.

So the best tip I can give you with this combo: breach out to more colours than just Blue and White. Landfall decks just work best with Green included, because Green can get you a lot of lands into play, even when you're not going infinite. There's more landfall pieces in existence than alternatives to Retreat to Coralhelm, so that might improve the consistency of the deck, making it more enjoyable to play, even if you're having a hard time assembling the combo.

Unless you want to challenge yourself and make a Landfall deck without green. In that case I'm all for it and wish you the best of luck!

wallisface on Simic Choke Control Needs Help

11 months ago

You want to be running a bunch of Oboro, Palace in the Clouds so that you can perma-lock your opponents lands to stay as islands with Quicksilver Fountain (on your turn target you Oboro with Fountain, but before it resolves return it to hand. Rinse & repeat while your opponent is stuck in 100% island sad-town

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