When Oubliette enters the battlefield, target creature phases out until Oubliette leaves the battlefield. Tap that creature as it phases in this way. (Auras and Equipment phase out with it. While permanents are phased out, they're treated as though they don't exist.)
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|Commander / EDH||Legal|
Oubliette occurrence in decks from the last year
Latest Decks as Commander
2 months ago
Dumannios My apologies! I did not see Necromancer's Covenant! It seems like a real good card! I really like your house rule! I think I might propose that to my play group too. I always feel bad about going infinite, so it we put a max on it, I would feel less bad.
As for the enchantment removal, totally get it! My play group has a lot of black, so enchantment removal is not all the highest. It always seems like to me in my group that whenever I play something like Imprisoned in the Moon or Oubliette it stick around for a long time.
2 months ago
Have you also thought about Necromancer's Covenant? That enchantment seems like a cool way to abuse what sounds like a heavy creature deck in your meta. It would give you a good amount of tokens late game which has synergy with Corpse Knight and Wayward Servant. It would also give all your zombies lifelink which could help offset some of the damage, especially from some of the crazy damage The Ur-Dragon can dish out (he is also in my meta).
Not sure how you feel on some removal, but Imprisoned in the Moon and Oubliette can take care of some pesky commanders for a while, and Teferi's Protection can be a save for when someone is about to win.
3 months ago
I cannot think of any good articles, but it is rather good common sense.
Consider the following:
Commander tax will eventually make it prohibitively expensive to cast your commander. If your deck is overly reliant on your commander, just a couple removal spells will make it impossible to win.
Oubliette, Darksteel Mutation, Song of the Dryads, and similar effects can lock down a commander for an extended period of time. If your deck is too reliant on your commander, a single one of these cards can ruin your chances of winning.
Some boardstates might render your commander-based strategy ineffective. If your opponents have a heavy stax base, pillowfort, threatening blockers, etc. you might want the ability to switch to a different strategy. Relying on a singular strategy based around your commander leaves you inflexible and unable to adequately react to the game.
Building specifically around your commander makes you predictable as a player--the Commander is known information to the entire table from the start of the game, and your enemies can derive some basic information about your deck from that singular card. If you are only playing to that card, you are also only playing directly into your opponents' expectations.
Many players adjust their decks to better stack up against their current meta. By having decks that are too reliant on its commander, your friends are building decks that someone could very easily be stopped cold by someone else at the table making a few small deck modifications.
3 months ago
I would swap Grim Tutor with Diabolic tutor. It does cost 1 more mana, but in this build, I would argue life loss hurts a lot, despite all your life gain. Moreover, it would free up funds for more powerful cards that don't have a redundancy.
Feed the Swarm - Enchantment removal in black is huge, don't underestimate it. While it's sorcery speed and the life loss hurts, it seems you have enough life gain to hopefully mitigate this? I know it's in your mayeboard probably for that reason.
I've played against this commander deck several times, although each one was slightly different, they were all pretty much the same. The deck is extremely reliant upon it's commander, which most players will notice after a few games. You need more ways of protecting your commander. Whether its the Imp's Mischief sitting your maybeboard begging to be put in as crazy utility - Counters counterspells, redirects targeted removal/draw/extra turns, or good old Swiftfoot Boots as redundancy to greaves while allowing to swing in for hasty life gain, you need to protect your commander. If you were able to run coffers and command beacon with more ramp, it wouldn't be an issue. But given your budget, recasting your commander is gonna hurt (lifeloss or otherwise).
Defile - Cheap $ and to cast and instant speed.
Syphon Mind - Draw 3, each opponent discards 1, pretty good value that doesn't cost life.
Deliver Unto Evil - Get back aetherflux, bolas citadel, politic with an opponent (Ex: 1 combo piece back to your hand if you get a boardwipe to destroy the green player)
Idk if there are a lot of PW's in your meta given your choices of removal spells, but you should definitely consider Oubliette - Given it's new ruling, it's very powerful against other decks that can't interact with enchantments or just don't have the removal in hand. It's cheap $ too
Last but not least, not a serious suggestion but something worth noting is Worst Fears - This card wins games. Taking their turn and using their removal on their own creatures, sending their commander to the grave, wasting their draw spells, etc...
3 months ago
4 months ago
In any mono-black deck I always suggest Withering Boon. It's so unexpected and you can cast a kill spell to counter another creature from the yard.
The recent change for Oubliette makes it amazing in EDH. Since it phases out, if you target their commander they can't chose to put it back in the command zone. Locking them out of their commander until its removed or you lose.
As far as finding expensive cards to cut, I guess I'd have to suggest Liliana of the Veil first and foremost. It's incredibly expensive and its not super strong in commander. I get that you don't mind discarding instants and that her minus ability allows you to cast them, but if you're looking to be more budget-friendly I'd suggest cutting that one first.
4 months ago
In my experience (maybe I'm just unlucky), no matter how carefully you build your mana base, there's always times where you miss land drops. That's just one of the things you have to deal with when you're running a 7 CMC commander that doesn't have green. Gamble and Patriarch's Bidding are nice, but I don't own any copies (if I did, then yeah I probably would be running gamble somewhere in here).
I strongly recommend giving Molten Echoes a shot. Heat Shimmer and Twinflame are good, don't get me wrong, but Echoes wins out imo because it is repeatable, and doesn't require any additional mana, which means you can tap out to cast dragons on curve and still get their copies. Provided you have Echoes and an ETB trigger like Scourge of Valkas or Dragon Tempest, Echoes lets you tap out to play Bladewing and combo kill the table without having to hold up mana to make the clone.
What's kept me from running Worldgorger Dragon? Two things, and both are because of my playgroup. The first is that I don't actually want to lean too hard into the combo aspect of the deck. Winning with an infinite combo once or twice a night is fine, but do it too regularly and people in my playgroup start getting grumpy. I want people to like playing against me, so I try to only pull off a combo win when I absolutely have to. The second is that I don't think the Worldgorger combo would work well in my playgroup. Everyone else runs a lot of instant speed removal, so I feel like I would win maybe once or twice off Worldgorger, then everyone would wise up and hold up removal to interrupt me. I really don't like the idea of getting my entire board permanently exiled by my own card.
One last thing about Oubliette and then I promise I'll leave you alone. Yeah, there are a lot of more efficient ways to kill commanders in Rakdos, but your opponent can (and will) just send their commander back to the command zone. Oubliette doesn't allow that to happen. Remember, phasing is not a zone change, so if you hit your opponent's commander with Oubliette they don't get to redirect it to their command zone, because their commander isn't technically going anywhere. Their commander is just gone, along with all auras and equipment that were attached to it. They are never getting their commander back unless someone removes Oubliette. Green and White have enough enchantment removal where this isn't too backbreaking, but if you use Oubliette against a deck without those colors there's a very good chance their commander is just out of the game forever.
4 months ago
Fuzzlewuzzle let the discussion flow!
On Grave Upheaval: To be honest, I'm surprised you're experiencing instances where you may miss land drops. Have you hit a lot of those instances? I'd almost rather that slot be occupied towards something that pushes the strategy forward more while also reducing the likelihood of missing land drops: Cathartic Reunion pushes your deck forward faster while also pitching dragons, Gamble lets you tutor what you need while also pitching something, or Patriarch's Bidding lets you have another mass recursion spell (and probably acts to kill one or two players, depending on ETB cantrips/volume of dragons).
On Molten Echoes: I might be a bit worried about this being a 4-drop, when Heat Shimmer and Twinflame can come down earlier. I think I'm worried about a 4-drop that doesn't impact the board and requires another turn to see value. I've added it to my "Considering" section. While we're on the subject...
On Combo Focus: How come you haven't included Worldgorger Dragon? I've found it a bit tricky to trade for but I believe it has very similar combo lines to Bladewing the Risen. What's also kept you from adding a go-infinite suite with Dualcaster Mage, Heat Shimmer, Twinflame, and maybe even Splinter Twin?
On Oubliette: I think we're different players - I'd much rather just send a Commander to the yard.