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|
|Commander: Rule 0||Legal|
Latest Decks as Commander
1 month ago
Scarab God is tough to build competitively especially if you're on a budget, and the good zombies are not very cheap anymore. It looks like you have a lot cards from Amonket and Hour of Devastation. I really love those sets personally but most of the zombies in them are pretty lackluster in commander. I would cut a whole lot of these guys especially 4+ CMC zombies.
I recommend adding a lot more card draw, mana ramp, and single target removal. 10-12 draw spells, 10-12 ramp spells, and 5-10 removal spells are recommended for most EDH decks. The best draw, ramp, and removal spells are not really budget friendly anymore since pretty much everyone is playing them. But, there a few sleepers out there that, in my opinion, are really powerful budget cards.
Card draw spells:
Necrologia is like a budget Ad Nauseam but you can only play it at your end step.
Read the Bones is a classic that let's you dig into your library.
Stinging Study gets you 5 cards in this deck.
Underworld Connections is like a budget Phyrexian Arena, and it can draw you an extra card each turn.
Village Rites gets you 2 cards for 1 mana and it's a 1 time use sacrifice outlet.
For mana ramp generally you want to go with 1 or 2 CMC mana rocks that enter untapped if you aren't playing green: Sol Ring, Arcane Signet, Dimir Signet, Mind Stone, Liquimetal Torque, Thought Vessel, Prismatic Lens, and maybe an Ornithopter of Paradise, it's a decent mana dork. Add Talisman of Dominance if you want to pay $7 for one.
For Single Target Removal you want to stick to 2-3 CMC instant speed removal spells that can target as many different types of permanents as possible. A few cards I like are:
Feed the Swarm
Power Word Kill
Go for the Throat
Personally, I really like Imprisoned in the Moon and Oubliette. They decomission your opponent's Commander. And both cards ate cheap since they were recently reprinted.
Also Counterspell cards can be very powerful.
There are a lot more really great cards out there you can add, but I just wanted to list a few to get you started.
2 months ago
Dance of Many is a cool card, which can duplicate the best thing out usually, which is nice. The other duplication enchantments, Copy Enchantment and Mirrormade are both useful with All That Glitters , IIRC it's about the fastest Voltron you can generate with Zur. Estrid's Invocation works nicely with Detention Sphere , allowing you to wipe a token type per turn at no cost, handy in some matchups.
Web of Inertia and Rest in Peace is a nice way to be safe from enemy attackers, and to halt anyone else trying to use their graveyard. It has no ongoing cost like Solitary Confinement , and works vs attack triggers (like an enemy Zur or Eldrazi).
2 months ago
Deserted Temple - Untap coffers, nkythos or thawing glaciers (for extra use/ramp)
Profane Transfusion > Soul Conduit. Splits the difference of 12 mana soul conduit (6 to cast and activate) and doesn't telgraph your plays. Also, Mirror Universe is worth mentioning given you have no budget, but I digress...
Rings of Brighthearth - Draw with top, extra activation of PW abilities. If you add fetches (that go well with top btw), you can use rings to ramp further. Lastly, Rings + Deserted Temple + Coffers = Infinite black mana. It's a bit of a stretch given your current list, but worth mentioning.
Necropotence > Underworld connections - Same CMC, can give you a major boost to give you best chance of finding the card/combo or tutor you need. It works very well with profane transfusion (or soul conduit for that matter).
Cavern of Souls - Naming commander. If you drop all your mana into it just for the blue player to say NO, then you're gonna have a bad time.
Imp's Mischief - As you only have 1 instant, opponents will know not to fear instant speed interaction. Be sure to keep them on their toes and bluff with mischief. It counters counterspells, and redirects targetted removal, draw, extra turns and more! So much utility.
Lili and Ob Nix walkers are both weak for their CMC and impact. I would swap with more draw or interaction.
Feed the Swarm - Enchantment interaction
Oubliette - Commander removal and watch black and red players cry. Or just regular removal
Hero's Downfall - Removal that hits walkers
Dismember - Cheap interaction
The remaining suggestions are less impactful but worth noting...
Mind Twist - Its random discard that also acts as counterspell bait.
Night's Whisper - Draw
Sign in Blood - Slightly harder to cast than above but can be used as such..... Necro to 1 life, profane transfusion, then cast sign in blood on opponent (night's whisper doesn't target but easier to cast)
Read the Bones - The ease of cast, scry 2 is nice. Although I'm biased since it was my first foil since coming back to MTG, again, I digress...
Syphon Mind - Lastly, potentially the best option. 4 mana, draw 3, each opponent discard a card. Dependent on # of opponents, fuels opposing reanimator, but usually a solid card.
I would love to hear your thoughts on each suggestion.
3 months ago
Slight correct, the phased out creature phases back in as part of Oubliette leaving play, it doesn't wait for state based actions to be checked. This means if a spell or ability is doing multiple things sequentially the creature returns during the resolution. Austere Command can destroy Oubliette then the creature it phased out.
3 months ago
It depends on how the effect is worded. An "until this leaves the battlefield" effect can't be stopped with Sundial of the Infinite because it's not a trigger. The triggered ability of Oubliette is the part that phases the creature out. The rest is a static condition, just like the buff from Glorious Anthem . When Oubliette leaves the battlefield, the creature phases back in and gets tapped when state-based actions are checked, before players can respond with spells or abilities. A card like Oblivion Ring uses two triggers that can be responded to, which is why that particular card doesn't usually get reprinted in Standard sets. The updated wording gets around cheating the effect to disappear something forever.
There's a Gatherer ruling on Oubliette that also deals with this:
"If Oubliette leaves the battlefield before its triggered ability resolves, the target creature won’t be phased out or tapped."
4 months ago
Carth the Lion: While I'm not sure, I'm going to be optimistic and say that his second ability reduces the cost of -loyalty abilities. If so, he obviously makes some ultimates more accessible. Kinda unintuitive that he's not that compatible with Grist. (Also, hate to sound like a broken record, but I wish this was white-green instead.)
Liquimetal Torque: Mmm-hmm. The base card is really nifty but a bit situational; this will make including it in EDH much easier.
Out of Time: Hm. I don't really like the presence of this in EDH; it punishes go-wide decks pretty heavily. At least you can blow it up, and I appreciate that they're starting to use errata- Oubliette technology.
Asmor: Called it! But I'm disappointed that it's merely functional as a commander and not also mechanically desirable as such. (Also, couldn't they just have said "Asmor deals 6 damage..." in the last ability?)
Step Trough: More tutors in blue, meh.
Imerial Recruiter: Why is a random recruiter preparing to throw a fireball? And how has this gotten three reprints while Recruiter of the Guard has gotten none?
4 months ago
Contamination was something I had for a while, but cut since I don’t always have a steady enough stream of creatures to always fuel it, and often times people will just have artifact mana to get the colors they need.
Syphon Mind is just too much mana for such a small effect IMO. It’s not bad, but it’s not something I’d make a cut for.
Blast Zone is just a tad too slow for my liking
Oubliette it’s solid, and definitely worth considering if your facing problem commanders that you just need to remove for a while. Outside removing problem commanders it’s not great here as we want our opponents’ best creatures in the graveyard to reanimate ourselves.
4 months ago
Fair enough. Perhaps its just my meta, but usually if someone is in a good position more so than other players, I have found them ripe for the picking.
Curious about your thoughts on the following....
Contamination - While it stops coffers and nykthos, it also stops opposing cradles, and other problematic lands. Synergy with reassembling skeleton. While dorks and rocks by pass it, I feel it can buy you a turn or 2, acting as a sac outlet so to speak. At worst, it's counterspell bait.
Syphon Mind - Not bad, not great. Worth looking at. Discard + Draw
Blast Zone - Slow, but gets the job done. Rest in Peace and other artifacts + enchantments are horrible to play against.
Feed the Swarm - Speaking of enchantment removal
Oubliette - WIth the updated ruling, you can really ruin a mono black or red player.