Oubliette

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Oubliette

Enchantment

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.)

draftdump69 on Mono Black Devotion

2 months ago

Oubliette seems like a good devotion enabler

DreadKhan on lonely goth girl

5 months ago

I'm not sure if Teysa would even want a friend, but Michiko Konda, Truth Seeker is a bit of a kindred, maybe they could hang for tea?

If you want people to attack a lot there is Angel's Trumpet, very handy that your Spirits have flying! Exquisite Blood is a combo piece, but it's also a strong card on it's own, it synergizes with your Commander very powerfully I'd say, if people come at you their creature's die, and if they go at each other then you gain life. Breena, the Demagogue can be used to make your stuff better. Shadrix Silverquill has a really good interaction with your Commander, if you give someone an Inkling and they come at you it dies and you get a 1/1, and if you give your board +1 counters twice than your 1/1s clobber inklings. I would run Transmogrifying Wand over Murder, it's 4 mana for the first creature but only 1 more for the next 2. You could also try something like Reckless Spite. I am a big fan of True Conviction, very good with a big token army.

It's a pretty janky card but I often enjoy using Axis of Mortality in White decks that are trying to stay on budget, you can punish or reward people as you see fit, it's a very strong political effect, and if people are losing creatures to your ability to lower your life total (while giving you evasive attackers) then you're probably gaining ground.

It's up to you obviously if you don't want to run more lands, but have you thought about including some MDFCs? I use Hagra Mauling  Flip and am happy to see it now and then, ETB tapped lands aren't great, but if the spell effect is also a playable effect their value is incredible. I'm sure you could find a use for Malakir Rebirth  Flip too, though that is less budget.

In the time that I've played Commander I've come to the conclusion that one of the hallmarks of a good deck is card draw, especially low to the ground effects. Stuff like Sign in Blood and Night's Whisper are very good in practice, there are also things like Village Rites, Corrupted Conviction, Plumb the Forbidden, and Reckoner's Bargain, these are all handy with your tokens, but also if you can't protect your Commander and they're getting blown up anyways, this can also prevent effects like Oubliette from working (which can be VERY helpful if your deck depends on your Commander, you might want a couple in the deck in case). If you think your tokens might stay 1/1s, or that you can get them to die with consistency then Skullclamp draws a lot of cards. Stinging Study draws a whopping 7 cards in this deck, for only 5 mana, I'd say that'd be handy late game.

Profet93 on Kill, Kill and Kill some more.

6 months ago

Hypersayia9001

Cabal Stronghold/Cabal Coffers - Former budget, latter not. Big black mana producing lands. Contamination does shut them off though. Should that be an issue, note Infernal Darkness as a potential alternative.

Crypt of Agadeem - Ramp

Bojuka Bog - Personally, not a huge fan of tapped lands. But with fetches, you can use at instant speed. Not needed but worth considering depending on amount of GY decks in the meta.

Shizo, Death's Storehouse > Rogue's passage - Once budget opens, this is an upgrade. Not needed but worth considering.

Contamination - Sacrifice synergy. High synergy with bitterblossom, reassembling skeleton and any other creature that can return to field.

Syphon Mind > Dark Tutelage - While you have a relatively low avg cmc of 3.00, black has better draw that doesn't hurt you as badly. Not to mention it's steady draw, which can be good, but sometimes burst draw is preferred. Syphon mind is draw 3, each opponent discard 1. Budget friendly too.

Skullclamp - Speaking of draw, this goes well with all your sac synergies.

Murderous Rider > Murder - Can hit Walkers, is versatile as a creature with lifelink that can recoup your lifeloss. Almost a strict upgrade.

Feed the Swarm - Removal that hits enchantments. Black has difficult with artifacts and enchantments. I can provide you with some potential artifact removal should you wish depending on your meta. But this might be worth considering given that a Rest in Peace can mess u up.

Maybe Corpse Dance - With your sac outlets, you can ignore the negative aspect of the card. Also do note that after a wipe, you can choose the order in which your creatures enter the GY if they go together simultaneously.

Dark Ritual - Simple ritual ramp

Mind Stone - Ramp when you need it, draw when you don't.

Oubliette - Commander hate

At the risk of being too risky and pricey, Hatred - Do note life loss is additional cost to cast but it can be fun with use with your commander, either with it's ability or commander damage. Not to mention the political aspect of using it on your opponents attacking each other (Bonus points if you use it on their commander).

Profet93 on Black Sheep of the Sawyer Clan [$30 Voltron]

9 months ago

---------------------

Syphon Mind - Draw 3, each opponent discards 1

Burnished Hart - Ramp. Fuels defile, blackblade reforged, etc...

Solemn Simulacrum - Unsure of price, but potentially a consideration.

Bubbling Muck - Super ramp

Dark Ritual - Ramp

Deliver Unto Evil - Recursion, especially important for artifacts which are hard to recur

Extinction Event - Sometimes things need to be gone, forever

Feed the Swarm - Few ways to remove enchantments

Hero's Downfall/Murderous Rider - Walker removal

Mutilate - Gets around indestructible too

Oubliette - Commander hate

Nevinyrral's Disk - Artifact + Enchantment removal

debuf on Last_Laugh

10 months ago

Last_Laugh

ok, so the 36 basics is not a placeholder and is meant to have a reliable source of mana

I forgot Oubliette even existed (I think I will add it but I will need to find something that can be replaced, the same thing for Chaos Warp.)

Black Vise did get him down to 29 or 26 before he could even do anything about it.

I will think about Archfiend of Depravity but I do think I will add Chaos Warp

Last_Laugh on It's time for their daily penance, honey.

10 months ago

Price of Progress and Blood Moon will hate on good mana bases (assuming the 36 basics is accurate and not just a lazy placeholder... I've been there lol). Blood Moon can definitely cause some saltiness though.

Archfiend of Depravity will screw go-wide creature strategies. Tainted AEther is another card that punishes creature strategies. Feed the Swarm and Chaos Warp are your only 2 answers to enchantments in these colors. Oubliette is another premium piece of removal (use on commanders for maximum effect).

Vicious Shadows, Emberwilde Captain, and Unquenchable Fury will hate on large hands. I'm not sure I like the Black Vice effects (or at least so many of them).

Exsanguinate would be a nice finisher here.

You are a bit light on creatures. Koskun Falls can be hard to find if you aren't shopping online but it does provide some defense.

Last One Standing and Blasphemous Act are a pair of good budget friendly boardwipes here.

Coward_Token on phasing vs "for as long …

11 months ago

Thanks. Looking at some other opinions on the matter, it seems to be correct:

https://cantrip.ru/en/mtg-cards/Phasing.shtml

https://blogs.magicjudges.org/ftw/returning-mechanics-review/phasing

Oubliette also got the following rules notes for its update:

"Any continuous effects with a "for as long as" duration such as that of Awakener Druid ignore phased-out objects. Any such effects will expire if their conditions are no longer met after ignoring the phased-out objects."

SaberTech on Zurtron

1 year ago

If you are going for a Voltron style of Zur there are a few auras that are often seen in those sorts of lists:

Darksteel Mutation and Oubliette complement Imprisoned in the Moon as ways that neutralize commanders. They make it difficult for your opponents to immediately get their commanders back to recast if they don't have enchantment removal. Darksteel Mutation is much better than Kasmina's Transmutation because the indestructible that the Mutation gives means that the enchanted commander will live through a board wipe and not go back to its owner's command zone. Oubliette could replace Pendrell Flux.

There's a bit of a call to make between Flaming Fist and Battle Mastery. Flaming Fist won't trigger the turn Zur puts it into play because Zur will have already been declared as attacking at that point. However, Flaming Fist does stick around if Zur happens to die since it's not an aura. Battle Mastery will let Zur hit with double strike the turn it enters but dies with Zur. It's a call to make depending on how aggressive you want to be. Duelist's Heritage is also generally better than Flaming Fist but not if Zur has shroud from a card like Diplomatic Immunity, so that depends on what auras you choose to run in the end.

If you aren't running Stony Silence as a silver bullet to shut down opponents' artifacts then it could be worth considering Nettlecyst as another creature/pump effect in the deck, even if Zur can't tutor it up. It could potentially replace Gray Merchant of Asphodel since the current list doesn't look that geared to reliably get a big hit off the Merchant's ability.

One of Zur's biggest strengths though is that he can tutor up Necropotence, so that's a card you should aim to add as soon as you can get your hands on one.

Rest in Peace is a strong card for messing with decks that utilize the graveyard.

Back to Basics can punish decks with greedy mana bases.

Stroke of Midnight is better than Expose to Daylight.

Seal of Cleansing or Aura of Silence are targets for Zur to tutor up to get rid of enchantments and artifacts.

Sevinne's Reclamation and/or Sun Titan could be worth considering for getting key permanent cards back from your graveyard.

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