Pojo's Magic The Gathering news, tips, strategies and more!

Pojo's MTG
MTG Home
Message Board
News & Archives
Deck Garage
BMoor Dolf BeJoSe

Paul's Perspective
Jeff Zandi
DeQuan Watson
Jordon Kronick
Aburame Shino
Rare Hunter
Tim Stoltzfus
Judge Bill's Corner

Trading Card

Card of the Day
Guide for Newbies
Decks to Beat
Featured Articles
Peasant Magic
Fan Tips
Tourney Reports

Color Chart
Book Reviews
Online Play
MTG Links

This Space
For Rent

Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Obzedat, Ghost Council
Image from Wizards.com

Obzedat, Ghost Council
- Gatecrash

Reviewed January 28, 2013

Constructed: 4.25
Casual: 4.70
Limited: 4.60
Multiplayer: 3.70

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

Click here to see all of our 
Card of the Day Reviews 


Obzedat, Ghost Council

I'm not sure if "Obzedat" is a specific council member or the Ravnican name for the council itself. I am sure that Obzedat is everything that was good about the original Ghost Council of Orzhova made better at what it does, yet not so darn frustrating for the other guy.

Obzedat drains your opponent for 2 life instead of 1 when it enters the battlefield, and is a 5/5 for five instead of a 4/4 for four. It has an ability that exiles it and brings it back to play later, which re-triggers its enter-the-battlefield ability. Just like the first Ghost Council.

The biggest difference is that instead of paying 1 mana and sacrificing a creature, you simply choose to do it at the end of your turn. On the one hand, no more having to slowly lose your token army just to slowly bleed out an opponent. On the other, only doing it when your turn ends means that you can't use it to dodge kill spells-- if your opponent has the Go for the Throat or what have you in hand, you're done.

But having it blink out when your turn ends, and come back on your upkeep, means that it hides from play during your opponent's turn. You'd have to choose not to use the ability for it to be in play during your opponent's turn, and that means it's impossible to kill with anything sorcery-speed unless you don't exile it. It also can never block unless you don't exile it, but since you're gaining 2 life a turn and your opponent is losing 2 (and likely getting attacked for 5), you dont' need it to block.

Constructed- 4
Casual- 4
Limited- 4.5
Multiplayer- 3.75

David Fanany

Player since 1995

Obzedat, Ghost Council
It's unfortunate that they already used up the arguably more flowing-off-the-tongue name on the original incarnation of the Ghost Council. Regardless, this version also brings something interesting to the table, supporting the "bleeding" theme of the Orzhov cards in a highly aggressive manner. Its fundamentally offensive nature means that it doesn't necessarily fit the same sorts of decks that the original Ghost Council did, but it's much simpler to use and doesn't demand other creatures as sacrifices, making it easier to use. Even I forget to use my cards' activated abilities once in a while. I could see this as the only creature in a theme deck based on extort, or a ridiculous attacker in a deck based on the exalted mechanic in its new M13 color distribution.
Constructed: 4/5
Casual: 4/5
Limited: 4/5
Multiplayer: 3/5

Michael "Maikeruu" Pierno

Today's card of the day is Obzedat, Ghost Council which is a five mana White and Black 5/5 that lifetaps for two when it enters play and can blink out at your end step then return on your next upkeep with Haste. 
The cost is both high and specific, with two White and two Black, and having no evasion or real combat effects reduces the impact of being a
5/5 as does the reduced chance of blocking with him.  The blinking and lifetapping is definitely worthwhile though and in a removal heavy build to allow mostly safe attacks it is a powerful card.  Overall in an Orzhov deck with support this is a good choice to sit at the top of the mana curve alongside the Extort mechanic that can avoid many forms of removal.
In Limited this can be a great finisher for Orzhov that is extremely difficult to remove, by avoiding Sorcery speed spells, and puts a clock on the opponent while granting you a nice cushion of life points.  Any attacks with Obzedat need to be carefully considered as one of the only in format ways to deal with it is through combat tricks like Smite or Furious Resistance.  An automatic inclusion in a guild Sealed and good first pick in Booster that either locks you into Orzhov or gets sidedecked as a hate draft thanks to the mana cost being fairly difficult to splash.
Constructed: 3.5
Casual: 3.5
Limited: 4.5
Multiplayer: 3.5


     Welcome to another week of card of the day reviews right here at Pojo.com! To begin the week we are looking at the Guild leader for the Orzhov, Obzedat, Ghost Council. Obzedat is a mythic rare white and black legendary creature spirit advisor. Obzedat costs one generic, two white, and two black mana for a 5/5. Obzedat says whenever it enters the battlefield, target opponent loses two life and you gain two life. At the beginning of your end step, you may exile Obzedat and return it to the battlefield at the beginning of your next upkeep, Obzedat gains haste. 

     While a lot of people are drooling over the potential behind Obzedat, Ghost Council, I for one have not yet been sold on it. I am not a fan of paying five mana for a card that sees it's best potential in disappearing when I may need it most. Sure, that ability is optional, but in order to truly get it's full value, it seems necessary. 

    Now many people say that it is great at avoiding Supreme Verdict, while still dealing significant damage. My reply is as of some of the recent tournaments, Alchemist's Refuge doesn't care about Supreme Verdict being a sorcery. 

    A solid card that I know a lot of people are crazy about. I agree that it is a really good card, but will have to wait and see if it is as good as it is being made out to be. 
Limited: 5/5
Constructed: 5/5
Casual: 5/5
Multiplayer: 2/5

Host, The Gamer's Dome

Obzedat, Ghost Council
To say that this card is ridiculous is an understatement.  The ability to cause a 4 point lifeswing every turn by doing nearly nothing is sick.  Against the right board, it can be as much as 9.  If you're worried about them offing it as a sorcery, they won't be able to since it's gone on their turn.  If you need it as a blocker, a 5/5 is pretty beefy.  This is the type of card that completely affects your sealed pool and a reason to play Black and White.  In draft, if I cracked this 3rd pack and was in either black OR white, I would almost certainly take it and find a way to play it.  It's absolutely game breaking in nearly every sense of the word.
In constructed, I think it's slightly less powerful, but only slightly.  This card is likely to see heavy play in at least standard and block, and frankly likely a lot more formats.  It's been a while since I've seen a creature I felt was as good and versatile as this.  In my opinion the best creature from the set.
Constructed: 4.75
Casual: 5
Limited: 5
Multiplayer: 4.5
Scott Gerhardt
Host, The Gamer's Dome
Join Our Facebook Fan Page at https://www.facebook.com/TheGamersDome

Copyrightę 1998-2013 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.