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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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Oboro, Palace in the Clouds Discussion

Caerwyn on Dimir Mill

1 week 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

1 month 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

3 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 …

5 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

6 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

ConsumingKiribo on DiMill

6 months ago

Bitter Ordeal doesn't trigger because permanents don't count as permanents unless they're on the battlefield. Maybe something like Surgical Extraction is useful.

You don't need Urborg, Tomb of Yawgmoth as most of your cards mostly require blue mana. You're only using black as removal, so it isn't the best. Something better to put in the slot could be a bounce land, kind of like why you put in Oboro, Palace in the Clouds. Maybe something like Dimir Aqueduct or just another copy of Oboro, Palace in the Clouds.

Take my advice with a grain of salt though, as I am no expert on milling.

CrimsonWings3689 on Omnath locus of creation Deck

6 months ago

Cards that don't make sense for you:

Eldrazi Displacer, World Breaker

---- you currently have all of 3 cards that can produce colorless mana, and it's a 4 color deck, so the premium is on hitting colors, not odd utility lands. Not to mention that they're another means of ramping in the deck, which would be the priority.

Living Twister

---- I've played with and replaced it in Mina and Denn. 2 hard pips of red for what it provides isn't worth it. You'd be better off running Trade Routes for the effect. you're not likely to want to pay to throw lands, so the pay to bounce isn't ideal for a hard green each time.

Condemn

---- It's just bad. For the cost it should be Path to Exile or Swords to Plowshares.

Nissa's Renewal

---- For the cost it should just be something like Boundless Realms, cheaper to cast and gets you more lands.

Kamahl's Druidic Vow

---- This one is just real bad; you have all of 7 potential legendary permanents to hit, add that to the lands and that leaves 44% of the deck as a viable hit from starting. It's always going to be below 50%. For the effect, you would be better off with Genesis Wave since most of your permanents aren't legendary.

Elvish Rejuvenator

---- for the sake of effects, you would likely be better off with Ramunap Excavator for the redundant copy of Crucible of Worlds.

Cards to Consider:

Oboro, Palace in the Clouds, Ancient Greenwarden, Avatar of Growth, Farseek

TheRealSpecialK on Land Interaction

6 months ago

Field of the Dead + Vesuva + Thespian's Stage can be pretty backbreaking, especially if you are running lots of fetches, things that allow you to play multiple lands a turn such as Cultivate or Azusa, Lost but Seeking, Crucible of Worlds effects, and things like Ancient Greenwarden. Oboro, Palace in the Clouds is a great option because as long as you have your commander, it isn't a dead card, and it also plays into the Field of the Dead (or any land combo that involves a land entering the battlefield) - consistently ensuring you have a land each turn.

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