Conduit of Ruin vs Oblivion Sower

Standard Deck Help forum

Posted on Feb. 2, 2016, 1:04 p.m. by musicman3310

I have 2 Conduit of Ruin and 2 Oblivion Sower but I have a special way of building a deck where I only allow 3 creatures that have a 6 CMC. I can obviously put 1 of each in but what about the third, which should I favor? Conduit of Ruin technically provides 2 mana while it's alive and Oblivion Sower can permanently give me my opponent's mana IF it's in the top 4 cards. (Right now I use 2 Conduit of Ruin but wanted advice)

Here's my deck. Eldrazi B/R

EmblemMan says... #2

for your deck if you must do it this way sower is better

February 2, 2016 1:24 p.m.

JANKYARD_DOG says... #3

I think it depends on the deck you're playing, I like Conduit myself. I employ him in my Discount Eldrazi (Game Day Idea) deck and he works very well. I'll take a look at your link and comment there if I can.

February 2, 2016 1:45 p.m.

xavrr says... #4

Conduit of Ruin

If you had 3 or 4 of the big creatures, then it would be the sower. But since you only have 1 or 2 of each creature, conduit lets you search for them, while also providing ramp.

February 2, 2016 2:14 p.m.

Conduit of Ruin should be the 1 of in my opinion. Here's why...

Oblivion Sower can permanently give you those lands. Think of all the incidental delving that is going on in the meta game. Tasigur, the Golden Fang and Murderous Cut and Treasure Cruise and Dig Through Time are ALL being played. Which allows you to easily get those fetches from them. Now, all the decks that run delve spells, have black in them, therefore, you will be able to fetch your mana with those fetches. Now if they want to play around your Sower's they then have to delve useful things in their yards, which is beneficial to you so they can no longer flashback things with Jace or bring back things like Raptors. It is just something the opponent has to be worried about. Another thing, Sower is a straight monster. It doesn't die by much. And it is useful in defensive and offensive situations. Whereas Ruin you have to rely him to stay on board to get that "ramp". Ruin would be your nice 1 of tutor effect for that win con. And if they kill Ruin, at least you have that fatty, but CAN YOU CAST IT?! Sower ensures that you can cast it, and even if you don't hit a land from Sower, you probably just took away a lot of gas from your opponent.

February 2, 2016 2:56 p.m.

Oblivion Sower is just better in my opinion.

Unless you NEED to sling out creatures that badly at late game, which in all honesty if you can hit 6 mana to cast Conduit of Ruin you have the mana to cast most of anything in standard, and if that 2 mana is that important then playing a green eldrazi ramp deck would be way more efficient; hell even running manadorks would help you more as it would smooth out your early games. The tutor part is meh in my opinion as well. What happens if you draw into the 1 or 2 7cmc eldrazis that you are running? Half of the use of this card is shut down.

Here is why I think Oblivion Sower is better. Let's start off with the obvious: same cmc but a bigger body. It's not a make or brake advantage, but that extra 3 toughness can make the difference between a trading in combat or letting your creature delay attacks out right. Then the best part of Sower: he denies your opponents of 4 cards. This can ramp you anywhere between 1 to 4 lands, depending on your "luck", so even if your fatty eldrazi gets removed you still get to keep those lands, while with Conduit if he dies your acceleration dies with it; however, the key thing here is that you are denying your opponent of those lands, meaning you might be eating up his next couple of land drops and while you are now at 8 lands, he might still be anywhere between 4-6 lands (depending on the deck, and if he was on the play or not). This can do several things: it can prevent your opponent from assembling a combo, does not allow control to have mana for both the threat and coutnerspell to protect it, can severely hurt decks running 3 or more colors if they didn't get their mana fix, and more.

Land ramping aside, even if you don't hit lands, you are denying them of 4 cards. Those cards are exiled, gone, and your opponent will not see them until next game. This can remove threats, combo pieces, counters, removal, you name it. Let's not forget, the effect is upon cast so even if he is countered you still get to ramp/deny resources. Denial of resources if one of the most advantageous things in magic. With the little bit of ramp you have you would be able to get this guy out turn 5, which while it may not seem like much, best case scenario with you being on the play on turn 5 you drop a 5/8, maybe hit 2 lands and get rid of a removal spell and a Siege Rhino. Not bad for 6 mana huh?

That's just my opinion thought, maybe I am absolutely wrong haha. Hope it helps though!

On a side note I would replace Meteorite with anything else, for 5 mana it's a pretty bad accelerator and the 2 damage isn't good enough to warrant 5 mana spent on it.

February 2, 2016 3:09 p.m.

Haha in the time it took me to type out my "novel", UpperDeckerTaco said what I said in a third of the length.

February 2, 2016 3:11 p.m.

@The_Riddlebox because we think alike. I am just more blunt. haha

February 2, 2016 3:26 p.m.

TheHelvault says... #9

I agree, Oblivion Sower ftw

February 2, 2016 4:37 p.m.

This discussion has been closed