Rite of Oblivion

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Rite of Oblivion

Sorcery

As an additional cost to cast this spell, sacrifice a nonland permanent.

Exile target nonland permanent.

Flashback (You may cast this from your graveyard for this card's flashback cost and any additional costs, then exile this.)

abby315 on Apple Accessories, Now with Malware

6 months ago

TIL that WotC didn't make any BW cards that make Cursed Roles for opponent's creatures, even though that's clearly the flavor of this commander. That's so weird! Anyway, love the deck idea. Agadeem's Awakening  Flip is probably a good utility land. Final Payment and Rite of Oblivion could replace some of your 3CMC removal spells to bring the CMC down, since you will have a lot of nonland permanents to move around. Plunge into Darkness could be a decent "tutor" with so much lifegain.

legendofa on Do you think The One …

9 months ago

Possible answers, non-exhaustive and in no particular order:

Exiling: Shattering Blow, Cast into the Fire, Tear Asunder, Resculpt, Anguished Unmaking, Despark, Prismatic Ending, Rite of Oblivion

Countering and discard, the usual array

Draw prevention and punishment: Narset, Parter of Veils, Maralen of the Mornsong, Spirit of the Labyrinth, Orcish Bowmasters, Sheoldred, the Apocalypse

Most of these are sideboard material at best, but some are general enough to hold up in a fringe deck, or specific enough to be in most sideboards. (What an insightful comment. Some of the possible answers are bad, some are okay, and some are pretty good. Watch out, analysts, here I come.)

So I would say that if The One Ring takes over, Esper Control might wander back into the upper ranks (while using The Ring itself), Burn and Hammer just kind of ignore it and work around the turn of protection, and Raggy-Reggie-Ragey decks might slip a little bit.

I haven't faced or used The One Ring in action yet, so this is me eyeballing and speculating, but I'm leaning toward not banworthy. The One Ring is two-thirds of a control deck in a single card, with the protection and draw, but control could use a hand. And it looks like Omnath is already locking it in. Which will get banned first, The One Ring or Omnath-4? It'll fill in a few more decks, maybe become the centerpiece of its own deck with Voltaic Key turbo-draw or Escape Protocol perma-protection, but it's not going to explode Modern unless something happens in Caves of Ixalan or whatever.

And if I'm wrong, it's another card for my banlist-only deck, so there.

SufferFromEDHD on Firja, Judge of Valor

1 year ago

Feed the Swarm seems bad when you are running white. Rite of Oblivion on theme removal and cheap sac outlet.

Can't Stay Away narrow but on theme.

Prismatic Strands really good spell.

Increasing Ambition Demonic Tutor will always be king but this is on theme and twice the fun.

Corpse Dance an endless Shallow Grave.

Dawn of the Dead a consistent Shallow Grave.

High Market creature protection sac outlet.

squiGGhetti on Beyond the Grave (Abzan)

1 year ago

lhetrick13,

I'm not quite sure what you mean by using Nameless Inversion over and over again. It's a one time use spell. Sure you have a full playset, but... it only effects one creature, and even then only does a reduction of stats. Fatal Push destroys based of CMC. Could you explain?

As far as your lands are concerened, I know what you mean when it comes to being on T2 or T3 and only having colorless mana. Never a good feeling. I also understand your hesitation with going down to 20. However, when you have consistent means of thining your deck with cards like Marsh Flats, Windswept Heath, and Pyre of Heroes (as you will later read, I'm gonna really push it) neither finding land nor creature becomes a problem. Which actually goes into why Unearth and Knight of the Reliquary are good for your deck. The dual use of Unearth allowing you to resurect a creature or cycle and draw a card is money. The ability of Knight of the Reliquary allowing you to search for any land (including fetch lands) is OP. Because of such I would even recommend removing any land that doesn't say forest or plains on it (with fetch lands being the obvious exception). Deck thinning/tutoring is HUGE! Effectively, your odds exponentially increase to draw cards you want by removing the cards you don't want to draw from the deck.

And now my case against Aether Vial lol

Considering how easy it would be to get Haakon, Stromgald Scourge onto the battlefield with Pyre of Heroes, I'm actually more curious as to why you aren't looking for more self discard/mill mechanics. Especially after the recent reprint of Liliana of the Veil. In all honesty, with something like her, you could change your removal spells to target more permanents with things like Assassin's Trophy, Despark, or Rite of Oblivion. That way you already have answeres for people who run graveyard hate in the sideboard, and you will run into them. Sure Aether Vial is great for getting out a creature from your hand for free, but let's say you're top decking and you draw a land. Three Pyre of Heroes would not care. They would only care about the creatures you have on the battlefield. Getting Haakon, Stromgald Scourge out is easy, and that land is more usefull to you than having three stagnant Aether Vials.

Masterful on Necronomicon | Teysa Karlov | Primer

1 year ago

Brightwrath Great question about removal sources. 9 Sources might be considered low, but we also play Demonic Tutor, Vampiric Tutor, and Enlightened Tutor which can get Grave Pact or The Meathook Massacre to deal with creatures. So technically, if we need to deal with a game-ending permanent, we have 12 sources to do so. However, tailoring your removal to your meta is pretty important. My meta ranges from mid to high powered casual in which combo kills are somewhat uncommon, but fast ramp, high powered threats, and control are rampant. This means I've tailored this list to favor recovering from boardwipes and outspeed my opponents rather than rely on a more controlling plan. That being said, if you find yourself dying to specific permanent threats like Ashnod's Altar, Hermit Druid, or Stasis, playing more single target removal could help. Despark, Rite of Oblivion, Path to Exile, Generous Gift, and Disenchant are all strong options depending on what you need. Personally, I haven't felt lacking in that department since I have tutors, can grab Grave Pact if I need to continuously control creatures, and my meta plays artifact/enchantment decks uncommonly.

You can definitely go without running the off-color fetches. While it will make your mana less consistent, I'd run more basics than sometimes-tapped duals. A land entering tapped can be game-losing, but you'll still probably have enough multicolored mana to not get color screwed. Additionally, if you cut those fetches, you should consider not playing Brought Back since it gets a lot of its value from them. It might be a good cut for another removal spell.

Thanks for your kind words and I'm glad you like the list!

nbarry223 on Viga-BOOM! (better mana)

2 years ago

I decided to go a totally different route and give the deck another avenue of explosiveness, through Heartless Summoning. I had to change around my creatures a bit, and it surprisingly makes the control matches a lot better, so I was able to remove some of the fluff related to those.

I still need to go through and update the deck's description fully, as a lot of the references have changed (sideboarding section in particular). I can also have a lot more explosive opening hands now, and Amulet of Vigor is not nearly as necessary for my hand to be a "good" hand.

It's obviously a bad card late game, but the trade-off seems to be well worth it. I'm also looking at some wish options with "drawbacks" as a way to get rid of the Heartless Summoning, for example, things like Final Payment or Rite of Oblivion. I'm more interested in something actually playable without Heartless Summoning out, like Final Payment, but 5 life is a bit much for a conditional upside.

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