Obyra, Dreaming Duelist

Obyra, Dreaming Duelist

Color Identity

B mana
U mana

Details

Mana Value

2

Popularity

#469

of 3,466 commanders · via EDHREC

Card Text

Legendary Creature — Faerie Warrior

Flash

Flying

Whenever another Faerie you control enters, each opponent loses 1 life.

2/2

Playstyle

Aggro · Fast · Group influence · Wins by combat

Aggression
4 of 5
Speed
4 of 5
Interaction
2 of 5
Combat
4 of 5
Engine
3 of 5
Complexity
2 of 5

Card Price

€0.18CardMarket
as of 2026-10-02

Strategy Guides

Tokens Strategy Guide

Token decks are for players who want one card to become many bodies and then decide whether those bodies attack, block, draw cards, or fuel another engine. This strategy wants to flood the battlefield with creatures, using token commanders, repeatable generators, and anthem effects, to win through a go wide attack or by converting the swarm into damage, drain, or mana. Tokens is different from Aristocrats because making bodies comes first, from Counters because it grows wide instead of tall, and from Voltron because it spreads pressure across many creatures. The best token decks EDH players build reward patience against sweepers and careful timing on the finishing turn.

Learn more about tokens strategies

Control Strategy Guide

Control decks are for players who enjoy deciding which threats matter, spending answers carefully, and winning after the table has slowed down. This strategy wants to stabilize the game, using control commanders, counterspells, removal, sweepers, and card-draw engines, to win through a protected finisher, planeswalker, combo finish, or long-term card advantage. Unlike Stax, Control answers threats on the stack or battlefield instead of locking everyone out of resources. The best control decks EDH players build accept that multiplayer control cannot counter everything, so they lean on sweepers and engines that trade across several opponents.

Learn more about control strategies

Combo Strategy Guide

Combo decks are for players who enjoy finding a narrow line, protecting it, and ending the game with specific cards working together. This strategy wants to assemble combo commanders, tutors, draw, and compact two-card or three-card packages, using infinite combos or deterministic loops, to win in one decisive moment. Unlike Spellslinger it is not paid for every spell cast, unlike Storm it does not need a long chain turn, and unlike Big Mana it does not rely on casting one enormous payoff. The best combo decks EDH players build balance speed with enough interaction to survive the table's disruption.

Learn more about combo strategies

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