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Author Topic: Obuun - Comments  (Read 155 times)

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Obuun - Comments
« on: September 01, 2022, 08:11:21 am »

lswalker

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Re: Obuun - Comments
« Reply #1 on: September 01, 2022, 08:11:21 am »
General thoughts:
 - Lower your mana curve and focus on landfall triggers using a) utility creatures that allow you to play more lands and b) land ramp instant/sorceries
 - Remove defensive enchantment suite, Obuun wants to hit the field fast and grow quick

Cards to consider:
 - Small utility creatures protecting Obuun: Mother of Runes (protection), Sylvan Safekeeper (shroud), Wirewood Symbiote (bounce)
 - Small utility creatures helping with additional landfall triggers: Elvish Reclaimer (sac to fetch), Quirion Ranger and Scryb Ranger (bounce a land back to hand), Sakura-Tribe Scout and Llanowar Scout (help return extra lands back to battlefield)
 - Instant speed commander protection: Veil of Summer, Tamiyo's Safekeeping, Blacksmith's Skill
 - Instant/sorcery land fetch and ramp: Crop Rotation, Sylvan Scrying, Farseek, Rampant Growth, Three Visits, Natures Lore
 - Play extra lands and/or from top of library: Augur of Autumn, Oracle of Muldaya, Wayward Swordtooth
 - Card draw & card advantage: Inspiring Call, Valakut Exploration (great paired with play extra land this turn cards), Greater Good (sac the pumped land or Obuun in response to targeted removal to refresh your hand)
 - Utility lands: Inkmoth Nexus (animate into a flying infect prior to boosting with Obuun), Field of the Dead (great with tons of landfall triggers), Yavimaya, Cradle of Growth (good since you have so many colorless utility lands), Field of Ruin, Ghost Quarter, Rogue's Passage

Recommended swaps:
 - Territorial Scythecat with Tireless Tracker (helps with card draw)
 - Primal Might with Berserk (instant speed "gotcha" card for less mana)
 - Emeria Angel with Scute Swarm (can go wide much better)

Consider cutting:
 - Omnath, Locus of Mana (less useful in multicolor decks)
 - Abzan Falconer (is nice, but you can find a cheaper way to give Obuun evasion)
 - Enchantment suite: Abundance, Terra Eternal, Ghostly Prison, Hall of Heliod's Generosity (Obuun wants hit hard, grow, and smash face, this enchantment suite is too defensive and pulls from Obuun's agro ethos)


lswalker

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Re: Obuun - Comments
« Reply #2 on: October 26, 2023, 03:11:11 am »
General observations:
 - Continue to decrease your mana curve, especially to remain competitive in 1v1 games. Currently the deck is at 3.55 avg.
 - Your land base has too many non-basic lands that enter tapped. If you count the modal spells as "lands" (eg. Sejiri Shelter // Sejiri Glacier), then 38% of your lands enter tapped.
 - Add more ramp spells. With the number of tapped lands you have, you often set yourself back a turn or two. Playing cheaper 2-mana ramp spells will accelerate your early & mid game allowing you to potentially drop Obuun on turn 3, while acting as additional landfall triggers in the late game.
 - You need more card draw to round out your late game, if you can't knock out your opponents in the mid-game by steamrolling them you can often run out of gas in the late game.

Better & cheaper ramp spells:
 - Farseek, Rampant Growth, Three Visits, Nature's Lore

Card draw:
 - Life's Legacy (this will very reliably refresh your entire hand by sacrificing your animated land)
 - Greater Good (see note from my previous comment)
 - Rishkar's Expertise (big card draw that scales with your commander and lets you drop something for free)
 - Valakut Awakening (drop useless cards or lands for more actionable spells; discarded lands can be played again with your other cards like crucible, ramunap, etc)
 - Hunter's Insight (instant speed way to draw a whole bunch of cards if your animated land connects with a player)
 - Inspiring Call (can save your creatures from a board wipe AND draw you a bunch of cards if you spread +1/+1 counters across your creatures.)

Recommended swaps:
 - Farewell for Tragic Arrogance (cheaper board wipe that removes your opponents' main threats while keeping Obuun alive)
 - Garruk's Uprising for Up the Beanstalk (currently Uprising triggers off only 12% of your deck, while Beanstalk would trigger off 16% of your deck and has a cheaper CMC)
 - Emeria Shepherd for Colossification (you only have 3 Plains in your deck so the angel will not often have an immediate impact; meanwhile throwing this enchantment on Obuun will likely have your animated land swinging for lethal that very same turn)
 - Knight of the Reliquary for Elvish Reclaimer (improves your curve; also the elf can sacrifice any land)
 - Gaea's Gift for Tyvar's Stand (Tyvar's Stand is a more scalable option. It can be cast for 1 mana if needed defensively, or used offensively to pump Obuun to the moon)
 - Admonition Angel for Blasphemous Act (the angel is very difficult to cast with three white mana and does't permanently deal with threats; meanwhile dealing 13 damage to every creature for likely 1 red mana has a lot more utility. Additionally, you can routinely get Obuun's toughness above 13)
 - Rootpath Purifier for Yasharn, Implacable Earth (the elf is cool because it turns your Terramorphic Expanse effects into a "tutor for any land you want", but it does not net you any cards or ramp you; meanwhile the boar gets you two lands and has a very relevant ability if it sticks around. If you can't live without the elf, then you need to add more basic land tutors such as Rampant Growth, Roiling Regrowth, Traverse the Outlands, and Jaheira's Respite. Currently you only have 6 cards that actually synergize with the elf: Evolving Wilds, Terramorphic Expanse, Fabled Passage, Harrow, Springbloom Druid, Road // Ruin)


Cards to cut:
 - Tunneling Geopede (doesn't have a lot of impact in the long run; swapping this with any card draw option listed above would be much better)
 - Spitfire Lagac (same note as the geopede, but it's even worse being at 4 CMC)
 - Bathe in Light (I would cut this simply because it could give protection to your opponent's creatures; replace with a one-mana instant speed commander protection options from my previous comment)
 - Road // Ruin (replace with cheaper two mana ramp spells)
 - Amulet of Vigor (this card is only "good" because you have such a large percentage of lands that enter tapped, you won't need this card if you increase the total number of lands and the number of basic lands in your deck)
 - Horn of Greed (this helps your opponents too much, would recommend swapping with any of the card draw options listed above)
 - Undiscovered Paradise (this land does not net you mana or move your game forward; focus on ramping to hit your landfall triggers)