Most people think of the Orzhov as a slow,
methodical, controlling guild that bleeds its
enemies dry slowly while keeping them locked
down. This card looks like it meets that
description, but it's actually the poster child
for Orzhov Aggro.
This card doesn't keep anything tapped down, it
only makes it come into play tapped. That's only
relevant in most cases if you're worried about
him making a blocker, and you're only worried
about him finding a blocker if you're putting a
lot of attacking pressure on. Making opponents'
creatures come down tapped helps nerf haste and
things like Ball lightning, but it's only
aggressive builds that can exploit it.
The Extort also encourages you to keep your mana
curve down if you want to be able to pay an
extra one for each spell you cast. Extort isn't
like most other keyword mechanics-- you don't
realy want a deck full of cards that have it.
Having five permanents with Extort may seem
cool, but paying an extra five mana for a spell
isn't. Ideally you want one or two Extorters,
and a deck full of relatively cheap spells to
ensure that you can cast them all quickly. Cheap
aggro strategies reall benefit from Extort-- not
only does it give you more ways to sneak extra
damage in, butsince your spells tend to be
cheap, in the late game you can easily afford an
extra mana or two for some added bonus.
I'm beginning to think that "two-mana
enchantments that hose an entire class of cards"
have become the core of white's color pie. Does
anybody remember when exactly that happened?
I've been paying attention, and I can't.
Considering that cards like Hellrider and
Thundermaw Hellkite are game-crushing threats,
the fact that this card utterly crushes their
game would probably have guaranteed it a place
in decks. Adding a way to actually win the game
on top of that is just ridiculous. Yes, I said
Today's card of the day is Blind Obedience
which is a two mana White with Extort that has
artifacts and creatures your opponents control
enter play tapped. This is a very effective card
for weakening an opponent's ability to block,
negates Haste, and has the useful Extort ability
which benefits nicely from slowing the game
down. As a low costing and difficult to remove
card with very beneficial effects it will see a
great deal of play in many decks using White
In Limited this is very effective,
particularly against Boros, that has no real
drawback as it can add damage, lifegain, weaken
defensive options, and protect from Haste
threats. An easy first pick and automatic
inclusion for any White using guild.
Welcome to Pojo.com's Card of the Day section. We
are closing out our week looking at Blind
Obedience from Gatecrash. Blind Obedience is a
rare white enchantment that costs one generic
and one white mana. Blind Obedience has extort,
meaning when you cast a spell, you may pay an
additional mana to have each opponent lose one
life, and you gain life equal to the life lost
this way. Blind Obedience says that artifacts
and creatures your opponents control enter the
Beware the Blind Obedience. It is one of the stronger cards
coming out of Gatecrash, and for very good
reason. This card can really slow people down if
they aren't careful. Aggressive decks can
suddenly find themselves on the defensive.
In terms of using this card, it is great, especially if you
use it in an aggressive deck. Think about it,
you will lock down any blocker they can hope to
play, and if you are playing very aggressively,
they may run out of blockers, and time. Plus,
most aggro decks run cheap cards, this means
that you will be able to extort them, sapping
another life, and gaining some life at the same
time. A win win!
In Vintage, this thing can be devastating if ran in an Orzhov
deck with Royal Assassin. That can be downright
dirty pool. Or even with Assassinate's.
Multiplayer, the exploit gets out of hand, fast.
Standard, Orzhov can be a tough contender as is,
this, just makes it better.
Welcome back readers todays card of the day
is an interesting and powerful enchantment from
the newest set. In standard this card is being
heavily used by control decks to stabilize life
totals via its extort and the power of your
opponents creatures coming into played tapped
provides a safe buffer for these decks adding up
to a powerful card in today’s creature centric
gameplay. In modern this card provides a nice
buffer as a powerful tool against agro decks
making it an interesting tool as well. In legacy
I could see it seeing fringe play but in vintage
it shuts down any creatures based strategies and
can put a limit on certain artifacts making it a
possible contender for fringe play as well. In
casual and multiplayer extort is an insanely
powerful ability and slowing the game down is a
powerful ability. In limited it’s a solid extort
card that plays into the slow and controlling
drain strategy of Orzhov. Overall an extremely
powerful card in constructed play as well as