Each player may play an additional land on each of his or her turns.
At the beginning of each player's upkeep, if that player has no cards in hand, that player draws three cards.
|Have (3)||gildan_bladeborn , metalmagic , IcyLightning|
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|Commander / EDH||Legal|
Ghirapur Orrery occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Ghirapur Orrery Discussion
2 weeks ago
Sorry for the double post but I can't edit the first.
I searched for the sentence "no cards in hand" and found some usefull things.
3 weeks ago
I love myself a good'ol theft deck. May I suggest the new Thassa, Deep-Dwelling? It's an additional Conjurer's Closet that is harder to interact with and has a relevant secondary ability. Also, you run only 5 ramp spells, with a lot of 5+ cmc spells. This is in addition to your 5cmc commander who is a lightning rod for removal, regardless of how group-huggy your deck is. I'd suggest adding a few more ramp options. There are the usual ramp suspects, but cards like Ghirapur Orrery, Rites of Flourishing, Heartbeat of Spring, Veteran Explorer, Pir's Whim, and New Frontiers fit your group hug theme.
A few other cards that are very strong in my Scarab God theft deck that you might consider are:
Rite of Replication - not theft exactly, but getting 5 copies of the best creature on the battlefield is extremely powerful
Sudden Substitution - probably the best counter spell printed in the format in a long while and it fits very well with the theft theme
Illusionist's Gambit - a highly underrated card that plays into your theft and pillow fort themes.
Mirage Mirror - honestly, this card is starting to become an auto-include in most of my decks, but it is even more potent in this style of deck.
4 weeks ago
5dollarMTG: It's kinda hard to build Gallia indeed. My first approach featured Bloodbond March to abuse the discarding and Tremors even more, but the deck felt terrible. It simply put satyrs on and off the field at a point where other casual decks are already going for massive damage, to I dismantled it. This deck leans very heavy into what Gallia's flavour text suggests: All-in aggro. Satyrs have a lot of expendable creatures, and this basically is why Gallia works. She simple doesn't care which of her kin end up hammered in some corner. I've tried both Ghirapur Orrery and Experimental Frenzy, and the latter won. From my experience with Sosuke's Summons I could estimate how good Satyr's Cunning is, and I actually underestimated it. The loss of gas aggro decks suffer at some point is put back several turns with it.
I actually left most removal aside by purpose. Gallia's ability makes it hard to prepare a plan in your hand besides going wide, so any removal would basically be discarded at some point. I just tried to hit fast and hard enough.
Regarding Anax: A buddy got some copies for me, we just haven't met for some time, and I actually pulled not even one Anax from packs. I'll definitely add him in though. He'll hopefully give the deck a little more gas, and the synergy with Tremors is great for sure.
1 month ago
A few critical cards I think you might be missing out on:
Elvish Rejuvenator is kind of everything this deck wants to do, acting as a way to sacrifice lands while also tutoring up silver bullet lands.
I could see this deck being the type to empty its hand pretty quickly, so Ghirapur Orrery can probably do some serious work.
As long as you're sending land cards to the graveyard, Turntimber Sower provides a steady stream of chump-blockers that also happen to get pumped by Avenger, and also acts as an additional way to recur key lands.
Finally, while it lacks any specific synergy with lands, Veil of Summer is powerful enough and has a low enough opportunity cost that it probably deserves a slot.
2 months ago
3 months ago
Honestly one of my favorite hanky, silly cards is Arcbond . Its the stupidest possible red boardwipe and like is a perfect way to mess with people in the right decks.
Also honestly Ghirapur Orrery is another that I wish was played more.
3 months ago
I like your concept! a few cards to consider that may help you with getting the deck off and running faster:
Amulet of Vigor since most of your land base comes in tapped
Crop Rotation fetches any land at the cost of another land.
Wilderness Reclamation is sudo vigilance for your land creatures
Tatyova, Benthic Druid gets you extra card draw for all lands that come into the battlefield.
Titania, Protector of Argoth lets you get further usage from any awoken lands that die.
Field of the Dead you have so many different lands in here, it would be super easy for you to meet the zombie making conditions.
4 months ago
You've ended up the same place as I do, when I get several ideas all at once and try to Jam them together. There are too many things built into one here - mill, aristocrats, tokens, Field of the Dead etc. It does a lot of things, but all of them poorly, as it lacks focus:
Altar of the Brood is a build-around. I've only seen it in OTK combo decks utilizing cards like Nettle Drone , Retraction Helix and 0-mana artifacts for an infinite combo which mills out in one big turn. Playing a deck out normally and just milling the opponent for a few cards a turn is simply too low impact. I actually think the infinite combo is possible in Pioneer, but haven't looked it up.
Field of the Dead is also sort of a build-around. Control decks make sure to drag the game out and get there, but most decks use cards like Hour of Promise and Elvish Rejuvenator (which you already have) to find the Fields and get them online quickly. Golgari Field decks are a good example of something that you could transition into from here.
I feel like your creature base could turn into an aristocrats deck that focuses on low-curve creatures with etb or on-death triggers. Then you can reanimate your whole GY with cards like Rally the Ancestors and Return to the Ranks for a big finish.
You rarely want to play more than 60 cards. Ghirapur Orrery , Authority of the Consuls , Dark Prophecy , Ulvenwald Mysteries , Second Harvest and Scheming Symmetry are all easily cut, no matter what direction you choose to go in.
TL;DR find out what you want your deck's focus to be, cut the cards that don't support it and find new ones that do.