Oloro, Ageless Ascetic

Oloro, Ageless Ascetic

Legendary Creature — Giant Soldier

At the beginning of your upkeep, you gain 2 life.

Whenever you gain life, you may pay {1}. If you do, draw a card and each opponent loses 1 life.

At the beginning of your upkeep, if Oloro, Ageless Acetic is in the command zone, you gain 2 life.

Oloro, Ageless Ascetic Discussion

RambIe on Changing Commanders

2 months ago

new cards come, old cards get updated. The commander is no exception
complete opposite note, my wife has 6 decks that she swaps out with Oloro, Ageless Ascetic as the commander and all with the same card sleeves. so that no one knows what strategy she is going to use

flyingscottydoesntknow on Oloro White Black Blue Creatureless Control

2 months ago

Interesting deck, but it seems like you have far too few win conditions, or at least efficient win conditions while far too much control. Of a sort.

Nephalia Drownyard only works if you have infinite turns and gets shut off if opponents are running shuffle titans (which you could exile with Jester's Cap or many other cards but you see my point. Darksteel Reactor isn't a good win condition either, considering you only have 6 counterspells. One non-creature based artifact removal kills that and it's unlikely that you've drawn a counterspell or kept it. You do have a land that gets it back but your opponents have still reset your win condition.

40 lands is still excessive tho, you could comfortably drop that to 37. Competitive decks run like 34.

And while you have 7 mana rocks, Chromatic Orrery is a horrifyingly bad card for this deck. Extremely expensive cmc, you have so much card draw that the activated ability should never be relevant. There's so much card draw that you should be able to mana fix just fine with your good mana base so the mana fixing ability is also never relevant.

It really just feels while your deck wants to make sure that your opponents don't have win conditions, your own win conditions are pretty weak. This stalls out the game and tends to make people really annoyed at you.

Also, you're an Oloro, Ageless Ascetic deck and you running basically no lifegain. At the very least that should be a bit more prominent just for easy draw.

I do not understand your budget either. Is your deck proxied or is this just a theoretical/Cockatrice deck? Because you have both a The Tabernacle at Pendrell Vale a Moat but you're also running a Scour from Existence It's totally fine if you have, I'm just curious.

Otherwise this deck stuffs decks that want to go for a specific combo, never really seen that before.

Seems fun, don't take my criticism personally, I've done my best to make it objective.

Have a wonderful day.

lifemtg on Advertise your COMMANDER deck!

4 months ago

Massacar. Comment coming soon!

Need some help on a Oloro, Ageless Ascetic control/lifegain deck. Please read the description of the deck.

Di Immortales!

Commander / EDH* lifemtg


libraryjoy on A small library in Phoenix ceases to exist

4 months ago

Basics for the command zone - your commander is in the command zone from the start of the game. You can play it at any time you can pay its mana cost. If at any time your commander would be exiled, put in your library, put in your graveyard, etc., instead, it can be put back in the command zone. You can cast it the second time for + its mana cost. Every time this happens, you add to the cost. So the 3rd time you cast it, it costs + mana cost, and so on. Most creatures do not have abilities that affect the game from the command zone, although there are a few (looking at you Oloro, Ageless Ascetic ) that do.

The advantage of having the commander in the command zone, is that you are GUARANTEED to always have access to that creature in every game. You want all your cards to synergize with the commander. The flip side is that your commander's color identity controls what cards you have access to. Commander is typically a multiplayer game where you want to avoid becoming a target early on, so be aware of that. You typically want cards that affect each player equally, because while you are milling one person out, the other 2 are coming for you, and still have 80+ cards you haven't even started on. It's tricky, and so it will be interesting to see where the deck leads.

Gidgetimer on Looking for a spot for …

4 months ago

As others have said, any deck that runs black can make great use of it. That being said, I have had great luck with it in Oloro, Ageless Ascetic , Hapatra, Vizier of Poisons , and Tayam, Luminous Enigma . All three are combo decks with various lines of play. I wait to draw into half of a combo and then tutor the other half.

BrassLord on Firja's Dark Disciples

5 months ago

Looks like a fun starter commander! Black White lifegain is a definite fun archtype to build, maybe work up towards something like Karlov of the Ghost Council or Oloro, Ageless Ascetic ! I know starting out budget is important as you don't want to invest in cards you might not like, so I've made the recommendations with that in mind!

On the first look, your commander can filter through your deck fairly consistently, so some reanimation spells like Dread Return Unburial Rites Victimize might work out for you!

Revival / Revenge and Light of Promise are both fun cards that offer some utility and can get out of hand.

Spirit Loop seems like it could have a home in your deck, as it's a consistent 2cmc spell that you can keep casting and getting back to trigger your commander.

Well of Lost Dreams Dawn of Hope Cosmos Elixir Are all sources of card draw that synergize with your lifegain gameplan! Your commander's colors are notoriously known for lacking card draw and ramp, so these might help keep you in the game!

Soul Warden Soul's Attendant and Suture Priest are decent lifegain triggers, as they trigger on each creature entering the battlefield.

Blind Obedience seems perfect for your deck!

Vampire Nighthawk Indulging Patrician Basilica Bell-Haunt Angel of Vitality are creatures that seem to fit with your gameplan.

Lurrus of the Dream-Den offers consistent recursion and allows you to cast lower cmc permanents. Kami of False Hope could also pair with this really well, as it's basically a fog effect that you can cast for cheap over and over!

In your current list, it appears a little removal light (which to be fair is meta dependent). since you're playing white, you have access to cards like Darksteel Mutation and Reprobation , which can be a headache for your opponents to deal with if you enchant their commander. Also Victimize is a great catchall removal spell.

Colored mana seems at a premium in your deck, so I'd also look into getting some cheaper artifact ramp like Marble Diamond and Charcoal Diamond .

For cuts, I'd recommend evaluating your cards in terms of whether they actively win the game or help you do what you want. In your current list Fortified Rampart I've found to be underwhelming and doesn't further your gameplan. I'd also recommend replacing the following: Star-Crowned Stag Skeleton Archer Reaper of Night Kor Scythemaster Inspiring Captain Hailstorm Valkyrie Gargoyle Sentinel Fiend Binder Angel of the Dawn Courier Griffin Silverflame Ritual Chaplain's Blessing Splendid Agony Djeru's Renunciation Sinister Possession .

That being said, it can sometimes be fun just trying your best with whatever cards are lying around! Hopefully the suggestions can give your deck a little pep!

Caerwyn on None

5 months ago

I would also include Oloro, Ageless Ascetic on the list--he might not have the Eminence ability word, but ability words are just glorified reminder text and mechanically his lifegain abilities fit with the others.

In addition to being hard to balance, as abby315 mentioned, the mechanic is also quite polarizing--there are a whole lot of players who enjoy the mechanic since it is simple and always has an impact... but also a large group who think in-game benefits should be earned, and that Eminence feels bad because it simply occurs without effort.

Yet, despite all that, I expect we will see Eminence (either ability worded or not) return eventually. Even with its mixed reception, there is a fairly solid number of players who like the ability and the constant value these cards provide. The design problems are also significant, but they open the door to some additional design space as well--you can make higher-costed cards in colors with ramp issues, since they will still provide value even if it might take too long to cast/re-cast them after removal.

As for the second question--whether I want to see a second go at it--absolutely not. I'm firmly in the camp that it is an inherently flawed ability that never will be balanced quite right.

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