Invasion: Obliterate

F

FoundationOfRancor

Guest
Obliterate 6RR
Sorcery Rare

Obliterate can't be countered.
Destroy all artifacts, creatures, and lands. They can't be regenerated.

Illus. Kev Walker
156/350


I guess we know what they ment about a popular green creatures's abiltie from tempest was coming back.

I think this card is good, but not all tht good. If Invasion doesent pick up the speed of standard, and it is still as slow as it is now, this card will be powerful. I expect at least one in every ponze deck. I just hope some similar cards with the "cant be countered" are in invasion!


Your thoughts?
 
N

NeuroDeus

Guest
Obliterate looks like a better Jokalhaups... The ability of non-counter is quiet good...the picture is great...
 
F

Fire Slinger

Guest
oh-no!!!

Non counterable spell

[me]Stands up and shouts[/me]
"Where's the humanity!!"

[me]Breaks down and crys[/me]
 
I

Istanbul

Guest
Uh, did anyone notice its casting cost? EIGHT mana? That means you'll be spending at *least* five or six turns building up enough mana, and that's if you play with mana acceleration. Then, casting Obliterate will be destroying a lot of your mana sources.

The Winds aren't seeing a lot of play, and this is basically a Wind that costs 1 less. 8 mana is simply too much for a tournament-level spell unless the environment slows to an absolute *crawl*.
 
M

magicman_moe

Guest
aaaaaaaaahahahahha yes yes yes i must have this card!
i love mass destruction cards like that! wow now i might have a armageddon,wog and add that to my catastrophy deck hell ill be almost unstopable hehehe
and might i add another hehehhahahahahah yes i think i will!
 
D

dw51688

Guest
non couterable destruction. Bliss. But the casting cost is way too high. If they lowered it just a bit, It would dominate.
 
R

Ristik

Guest
I'm thinking Hammer/Obliterate/Tide... or if it comes back, Phoenix/Obliterate/Tide... get the recursor in your graveyard and hold a land... Then cast tide... Next turn, Obliterate and respond by removing 4 of your lands. When the Tide goes away, you have 4 lands. Play a land and recurse away! This also works with Wave/Obliterate just fine.
 
J

Jaws10387

Guest
I think r&d is trying to promote R/G...
Looks like a good combo with the gold rare. Cast gold echantment. Cast obliterate. Next turn play mountain. Then play forest. Use enchantments ability once you have enough mana then reapeat till you win. perfect if they are at 1-8 life
 
A

Apollo

Guest
This is crummy. It is a worse Jokulhaups. It may be uncounterable, but it costs 8 mana. By then, who cares if it's uncounterable?

And Jaws, if they're at 1-8 life, and you have the gold rare (the Stormbind type card), why would you play this? Just kill them.

Ristik, Obliterate costs 8 mana. There are much better combos that require a total of 12 mana to play (not even counting the recursor). GargleHaups worked just fine; this is 6 mana more, why would you use it? If you want to cast it, you'd have to splash green, and then you're using three colors and 12 mana for a combo that doesn't even guarantee a victory.

How is this a green creature's ability? I don't see it.

At least we know what Death Bomb was.

Apollo
 
O

Ogg

Guest
The green creature's ability was Scragnoth, the 3/4 Uncounterable, Pro. Blue.

I think that this will probably go well with Parallax Tide, like Ristik said, especially in decks that enjoy stalling and building up in the early game.

OGG CRUSH! DESTROY! MAIM!
 
C

Cerberus

Guest
It is a sweet card I like it alot but I don't think that I would use it my self though
 
Z

Zadok001

Guest
I dunno, guys... This one runs mixed messages for me. On the one hand, blue control will probably be some big once Invasion hits (slow environments always lean towards control once they have been somewhat established), and this is the ultimate response. It devestates blue. Personally, I'll be playing this. Not in a combo, though. As a reset button. Against most decks, if you get in a Bad Position(tm), blowing everything up pretty much solves that problem. Against blue, it doesn't just solve the problem, it all but kills the other guy. That's worth it, IMHO. I'll be running two in most of my decks that have red, methinks...
 
F

FoundationOfRancor

Guest
Zadok001 hit the point of this card right on the mark.
 
N

Namielus

Guest
geez, this is the CASUAL PLAYERS ALLIANCE, ie we don't care if this cards will never play in a tournement. We aren't limited by casting cost or by 'good' and 'bad' cards. In a casual enviroment you should be able to play anything you want to and most of the time games will last longer leting you try different things.
 
R

Ristik

Guest
Did I say it was a 12-mana combo? No I did not because it is not. It is a 8-mana combo streched out over 2 turns. That is very different from a 12-mana combo, if only marginally more useful.
 
C

Chaos Turtle

Guest
Thank you Zadok!
You appear to be the first here to see the true use of this card.
Total reset buttons are usually very good in any slow environment, despite having high costs.

What was all that nonsense about combos? This card clearly and strongly discourages its use in a combo.

Think about it. Not only is the slower environment conducive to the rise of blue control decks, red deck which once thrived in slow environments (and fast ones) will no longer have their weenie beats and efficient burn combination. This will slow them down to more control-type decks similar to the original "Sligh."

Now, the blue (and blue/other) control decks have the advantage of being able to stabilize pretty solidly once they make it into the mid-game, a strategy that will give a mid-range red deck fits when it burns out at about the same time.

This card is an offering to appease red. It says, "See... once you make it to the mid-game, you can still play. Just play me and get those last two points of damage in. Cheers!"

I expect it to turn up in sideboards, making its way to maindecks if good control strategies start to emerge as viable decks.

Another good rare that's not a must-have unless you're playing a particular deck.
 
P

Purple_jester

Guest
Particularly certain multi-colored decks will have a field day with this card. I would think that a lock-down breaking reset switch for Red or more feasably Black-Red would love this card. Lock decks usually take a long time to kill you, and this card can make them pay for that delay. Usually, once there has been a reset, the faster deck wins out in the end. It is a known fact that combo-lockdown decks can only work from a starting hand of 7 cards. To force them to work from topdecking or with the few cards left in their hand is often crippling. I'm talking from experience here, since I enjoy playing mono-blue. :p

It doesn't slay enchantments, but hey, Replenish is dead in Standard once Urza Block leaves, so it will still be viable as a tournament card. And what casual player with red in her deck wouldn't want to play at least 1? They should have named this card PANIC Button or Ctrl-Alt-Delete. ;)

:eek: I just hope that there aren't too many uncounterables in this set.
 
H

Hetemti

Guest
As I scroll down I see my opinion is more and more reflected.

1) Blue needs to have to put up with an opponent playing Magic with him for a change.
2) Of course it's a reset. Red doesn't need combo. It just wants to see things go boom.
3) It's awesome in multiplayer...If you don't mind going back 14 turns. Feldon...Foundry...wand to lend a hand...or a Cane?
 
A

Apollo

Guest
Rystic, if you play it over two turns, it doesn't do as much cause fading counters leave. I meant it's a 12-mana combo if you want it to work optimally.

Obviously, this isn't going to work as a combo-card. It is a reset button, but in my mind, not a great one. Disk, 'Haups, there are tons of better ones. In type II, it may see play, but I doubt it. In any other format, you aren't going to stick these in a weenie deck because you have to kill them as fast as possible and these slow you down. Even in type II, most decks are going to take you out or lock you down before the 8th turn (and that's if you hit all the mana drops). In multi, everyone prepares for a reset, and this will make you an automatic target as soon as they recover.

That's my take on this. A mediocre reset button in the one color that doesn't handle reset buttons.

Apollo
 
K

krichaiushii

Guest
Well, as far as casual, multiplayer deck construction goes, this would fit in well using enchantments such as Overlaid Terrain or Winter's Night(?) (that RGW enchantment from IA which is a mana flare for snow-covered lands) to help yourself recover from the impact. Night Soil would work wonders, as well... think of all the beasties you could make... or Moonlit Wake and all the life you could gain. All of the above enchantments are great in multiplayer, and now you will have another card to use with them (and an excuse to play with all of them at once).

Multiplayer almost always guarantees mid and late games for most participants, so Obliterate's "too expensive" casting cost is actually quite affordable -- especially as it will anger more than one person (always key to a good bit of multiplayer global destruction).

Just another thought for the CASUAL players alliance.
 
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