Orbs of Warding
You have hexproof. (You can't be the target of spells or abilities your opponents control.)
If a creature would deal damage to you, prevent 1 of that damage.
|Have (3)||Mortiferus_Rosa , metalmagic , IcyLightning|
Printings View all
|Magic Origins (ORI)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Orbs of Warding occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Orbs of Warding Discussion
2 months ago
3 months ago
10 months ago
Hey, Settle works by your opponent first targeting a player to cast it on therefore if you have hexproof your opponent can't target you thus can't cast Settle against you.
Green doesn't have a card that specifically gives you hexproof there are many that gives your creatures hexproof, but that will not stop Settle. You have to have hexproof. The Orbs will stop Settle, but are pretty lackluster cards to play in an Elf deck if that is their only use.
10 months ago
This is an obvious copy and paste of the Kozi list that Game Knights posted (Ashlen's Kozilek I Game Knights #24) with some minor changes so far, and that's fine and all but I think you should issue some credit to them in the description for where you found the inspiration and core of the list from. I'm not calling you out by any means, I just think you should link the source of what opted you to make these recent changes is all. At least do that until you get this deck into a state of finality and it molds into its own identity after you do some necessary tuning and playtesting with it.
For starters, I think you need to add some more basic Wastes . I know that may seem like a weird suggestion being in colorless, but you're running Burnished Hart , Solemn Simulacrum , Thaumatic Compass Flip and Pilgrim's Eye . In the presence of those cards, as well as other effects that opponents often pack such as Path to Exile , Assassin's Trophy , and many others, only having 5 targets to hit makes those cards borderline useless at a certain point. I would recommend making some cuts to your utility lands in favor of 8-12 Wastes to get into a comfortable position to run the fetch cards you're using.
I personally am not a fan of Kozilek's Channeler because creature-based ramp is susceptible to boardwipes, and on top of that, a 5CMC 4/4 with summoning sickness that can only tap for two mana doesn't feel like a lot of payoff. I would recommend Golden Guardian Flip as an alternative sort of pet card because it has potential utility for removal, and you either use it as fodder and intentionally kill it to flip it, or you can activate it in response to a boardwipe to get a land that taps for two mana and begin spewing out 4/4 tokens.
For the rest, I will just highlight the specific flex spot cards that you are running from the Game Knights list that I would recommend switching out to test other things: Energy Chamber , God-Pharoah's Gift, Lux Cannon , Nevinyrral's Disk / Oblivion Stone / Perilous Vault (unless you feel like you need a bunch of boardwipes), All Is Dust should be enough for you though), Orbs of Warding , Staff of Nin , Tamiyo's Journal , and Ugin's Nexus . These are all okay to run, but I think you should consider trying out other things to replace these slots. Here is a link to an EDHREC page for suggested cards you may be interested in. I'm not sure exactly what specific card suggestions to offer because I don't know what direction you want to go into. It's very important to have a considerate amount of ramp in a deck like this though. That should be your main priority in order to consistently get your commander and other threats out early.
10 months ago
Some Humble Recommendations
Don't forget Cemetery Reaper , Cryptbreaker , Havengul Lich , Prized Amalgam , Risen Executioner , Wonder , Tidehollow Sculler , Zombie Master , Graveborn Muse , and, if the $$ is still right : Mikaeus, the Unhallowed , and Sidisi, Undead Vizier .
- Buried Alive (Big One)
- Coat of Arms (Also Big)
- Vanquisher's Banner
- Graf Harvest
- Necromancer's Stockpile
- Cathars' Crusade (probably)
- Unconventional Tactics (better than it looks)
- Bad Moon
- Altar of Dementia
- Stitch Together
- Mind Shatter (why the fk not)
- Patriarch's Bidding (again if you down with the $$)
- Anguished Unmaking
Stuff to Drop
11 months ago
Orbs of Warding made Witchbane Orb obsolete, IMO. If you could play Witchbane Orb , you're probably playing Tron. The soonest you can get Witchbane Orb out is the same turn you could just cast Orbs of Warding .
But you're not on Tron, and you're trying to lock your opponent out as soon as possible with Chalice of the Void . You already have Ensnaring Bridge . Between these, I'm not sure why you would need much else for Burn. With Chalice of the Void on 1 and 2, with Ensnaring Bridge coming down turn 2 or 3, Burn can't do anything except... Lava Spike and Skewer the Critics ?
So if anything, I'd board in Simian Spirit Guide s to cast Chalice of the Void and Ensnaring Bridge as soon as possible. It even helps empty your hand faster. The real concern is locking yourself out of casting Arbor Elf and Utopia Sprawl with your own Chalice of the Void . I'm also not sure why you have Damping Sphere because it also locks out Utopia Sprawl .
11 months ago
Hey! Welcome to the world of deck building!! I hope you enjoy your stay. For a first attempt at deckbuilding I will say this is quite impressive, you have avoided the primary mistake I see a lot which is over saturating on 1-of's. In making my suggestions I am going to assume that you are trying to stick to a budget.
First off, do you have an idea of what format you are going to be playing? Is it just casual? I ask because bar Counterspell this deck is modern legal.
The first major upgrade I can see is replacing the Orbs of Warding with Thunderstaff which is just cheaper and easier to cast on curve, and likely 2 at that cutting a land, in fact I would go down to 23 lands, 30 is going to result in quite a bit of flooding. To make up for the hexproof lost you can play a 1 of Witchbane Orb .
Moving on to creatures (with the cut lands we would have 4 extra slots still) I would cut the Blazing Archon for a Silent Arbiter ; I know the effect is slightly different however the body on Arbiter makes it effective and easier to cast, plus you don't really need to be swinging with multiple Angels a turn in the late game to win. I would also cut the 4 Suture Priest as they don't add too much to the deck, and make some space for enchantments and more prison like creatures, Burrenton Forge-Tender , Eidolon of Rhetoric , and Kami of False Hope all come to mind as options.
The counters I don't see as necessary, sure they are fine but I would prioritize removal over anything, so ideally Path to Exile , but cards like Declaration in Stone , Oblivion Ring , and Journey to Nowhere make solid replacements.
On to the enchantments themselves, I would cut one Privileged Position (thats 5 free slots), two seems a bit much considering it doesn't do a ton. With the blank slots I would up both Ghostly Prison and Sphere of Safety to 4 each as they truly are your best cards. With the 3 remaining slots I would consider a couple of 1-of's as alternate win-cons such as Sigil of the Empty Throne and Starfield of Nyx . With the last slot Runed Halo (which has fallen all the way to $4 from $30) is a card I would consider as it can answer that one big problem you cant stop.
Another consideration you may want to undertake is dropping the blue and instead adding green, Satyr Enchanter would function well here, providing you with an engine for the long game. Another consideration could be Overwhelming Splendor which admittedly is just funny.
The mana base is fine, although it could use an upgrade, for budget reasons I assume fetch lands are out of the equation, however a couple utility lands cannot hurt such as Memorial to Genius , Kabira Crossroads , and 4 Ghost Quarter .
I wish you the best of luck! If you need any help or clarification just tag me in a comment.