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Obyra's Attendants // Desperate ParryHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Wilds of Eldraine· September 8, 2023
Carte Magic Obyra's Attendants // Desperate Parry

Obyra's Attendants // Desperate Parry is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Flying Target creature gets -4/-0 until end of turn. (Then exile this card. You may cast the creature later from exile.)

Complete guide

Obyra's Attendants is a versatile blue card from the Wilds of Eldraine set that functions as both a flying creature and a defensive combat trick. By utilizing the Adventure mechanic, players can shrink an opponent's attacker before later deploying a sturdy Faerie Wizard to the battlefield.

Dual Roles: Creature and Adventure

This card exists in two states. Normally, it is a creature named Obyra's Attendants with Flying and a mana value of 5. However, while in your hand, you can choose to cast it as the Adventure spell, Desperate Parry, for just two mana. While on the stack as Desperate Parry, it is an Instant spell, ignoring its creature characteristics. If it resolves, it doesn't go to the graveyard; instead, it is exiled, allowing you to cast the creature half later.

The Resolution Process

When you cast Desperate Parry, you must choose a target creature. Upon resolution, that creature loses 4 power until the end of the turn. Crucially, the card is then placed into the exile zone. As long as it remains in exile because of this resolution, you may cast Obyra's Attendants as a creature during one of your main phases. If Desperate Parry is countered or its target becomes illegal, the card goes to the graveyard instead, and you lose the chance to cast the creature for free.

Common Mistakes with Exile

A common error is assuming you can cast the creature if the card is exiled by other means. If an opponent uses an effect to exile Obyra's Attendants from your hand or graveyard, you cannot cast it. You only gain the permission to cast the creature from exile if the Adventure spell specifically resolved and exiled itself. Additionally, while in the graveyard, the card is only a creature; you cannot use effects that return instants to your hand to retrieve Desperate Parry.

Strategic Timing

Desperate Parry is best used during the declare attackers or declare blockers step to win a combat trade or preserve your life total. Since it reduces power by 4, it can effectively neutralize mid-sized threats. Once exiled, you should wait to cast the creature half until you need a defensive flyer, as the 3/4 body is excellent for blocking other airborne nuisances.

Interaction examples

Blunting a Golem's Strike

Your opponent attacks with Solemn Simulacrum (2/2). You cast Desperate Parry targeting the Golem. It resolves, giving the Golem -4/-0, making it a -2/2 creature. It deals no damage, and your card is exiled. On your next turn, you cast Obyra's Attendants from exile to establish a board presence.

Navigating Ward Protection

You want to shrink an attacking Roaming Throne. Because Desperate Parry is an Instant spell when cast, it must target the Throne. You must pay the Ward {2} cost of the Roaming Throne for Desperate Parry to resolve. If you cannot pay, the spell is countered, the Throne stays at full power, and Obyra's Attendants goes to the graveyard instead of exile.

Tracking the Adventure

After Desperate Parry resolves, you may use the On an Adventure helper card as a reminder in your exile zone. This indicates that the Faerie Wizard is available to be cast. Note that you still must pay the full {4}{U} cost to bring Obyra's Attendants onto the battlefield from this zone.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Obyra's Attendants // Desperate Parry

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    An adventurer card is a permanent card in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Questing Druid is a green creature card whose mana value is 2. It can't be the target of Tenacious Tomeseeker's triggered ability ("return target instant or sorcery card from your graveyard to your hand").

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    When casting a spell as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The spell's color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell. For example, if you control Johann, Apprentice Sorcerer ("Once each turn, you may cast an instant or sorcery spell from the top of your library.") and Questing Druid is on top of your library, you can cast Seek the Beast, but not Questing Druid.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may cast it as a permanent spell. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to cast it as a permanent later.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to cast it as a permanent spell.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    You must still follow any timing restrictions and permissions for the permanent spell you cast from exile. Normally, you'll be able to cast it only during your main phase while the stack is empty.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to cast the copy as a permanent.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    An effect may refer to a card, spell, or permanent that "has an Adventure." This refers to a card, spell, or permanent that has an adventurer card's set of alternative characteristics, even if they're not being used and even if that card was never cast as an Adventure.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    If an effect refers to a card, spell, or permanent that has an Adventure, it won't find an instant or sorcery spell on the stack that's been cast as an Adventure.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    Casting a card as an Adventure isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.

    No other card is named in this ruling.

Related cards and tokens

02

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacypaupervintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawlpaupercommanderduel
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