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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Static Orb
Artifact
As long as this is untapped, players can't untap more than two permanents during their untap steps.








Mortlocke on
Atraxa, infectious scream (Need help)
2 minutes ago
I do have some ideas in mind when it comes to closing out a game with Poison counters. But you don't have to make it through a couple times - all it takes is once and it's the beginning of the end. Some traditional combo pieces would be:
And other spells of that ilk. Another synergy are +1/+1 counters. Forgotten Ancient, Hardened Scales, Branching Evolution, Ozolith, the Shattered Spire and The Ozolith are real powerhouses if you wish to go that route. This synergy does telegraph your moves more and you'd be less explosive.
But what to do when the table goes against you? I recommend stax. Tying up the resources of the table, forcing slower and less impactful turns on your opponents while the clock continues ticking. Cards like Astral Cornucopia and Everflowing Chalice help break parity as you will likely have access to more mana than your opponents while they're being held back. Some oldies but goldies would be:
- Winter Orb
- Static Orb
- Ensnaring Bridge (This has good synergy well with the aforementioned pump spells as you can still attack with low power infect creatures)
- Tangle Wire (A personal Fave as you can proliferate these counters)
- Parallax Wave (A personal Fave as you can proliferate these counters)
- Parallax Tide (A personal Fave as you can proliferate these counters)
Playing pretty much any of these cards will likely earn you some ire - but the idea is to only play these when you have poison counters on your opponents and you can reliably proliferate them at least once or twice a turn. The idea is that you've already got your opponents where you want them, all you'd need to do is simply wait while the Poison counters end them.
SufferFromEDHD on
Braids, Unbanned
1 month ago
Glad to see her unbanned. Great build! Lots of old school synergy in this.
Rishadan Port get that in the main board. Buried Ruin too.
Koskun Falls surprised this color wheel bending stax tax didn't make main or maybe.
Ritual of the Machine only suggesting this because you are running so many old school cool cards. Less stax but unique control.
Now I'm gonna get weird. Blinkmoth Well, Static Orb and Winter Orb. I recently discovered this simple synergy and keep sneaking it into stax shells. It's cheap, it's easy, it's brutal.
DreadKhan on How Good is Angel of …
2 months ago
Angel of Jubilation has a fairly strong stax effect (the anthem and the 3/3 flyer mean very little in most decks), meaning it might be reasonable in a 3 or 4, but as is usually true of stax you could just play good cards yourself instead of playing a bunch of bad stax cards that make good cards suck. I think it's a worse card than Clarion Conqueror fwiw, though Conqueror will get you publicly defenestrated if you play it in the wrong pod. If you plan to play vs lower power decks (1s and 2s) I would avoid most stax effects, they aren't as effective there and people rarely appreciate meta plays in non-competitive games. Vs higher power decks I would play stax if you hate explosive games, stax decks make for longer games on average (unless you're combining stax with an actual win con, you mostly see this in cEDH).
General point, most stax/hatebear effects improve dramatically if you play more interlocking parts, if you have this AND say Archon of Emeria out it might be impossible for some decks to win until they kill your hatebears. I think the biggest problem with this specific stax Angel is that you'd want it most badly in 4s and 5s, and neither of those brackets wants to pay 4 mana for a 3/3, let alone 1WWW (unless you're in mono-white I guess?).
In my personal experience the odds go up dramatically that whatever I'm trying to do is nowhere near optimal if I find I really want to make it a stax deck, my examples are Boros Weenies or Dimir Discard, neither is really good enough without some really weird board restrictions at the power level I want to play those decks, so in go fun stuff like Static Orb!
BlondieN8 on
Mindskinning and Deck Thinning
3 months ago
DreadKhan, first of all, I must compliment on your detailed response that many users tend leave out. Allow me to answer your deck concerns with the following:
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Inquisitor's Flail (IF), I have thought about this artifact, but decided to cut it in earlier drafts due to more counterspells. Later on, I may incorperate "IF" into the deck depending on my card draw functions.
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Propaganda (P) & Fatespinner (FS), are both wonderful suggestions Crawlspace was intended to be a cheap hate card, enabling the preservation of mana for counterspells—"P" may take triumph and take it's place. "FS" would be an interesting card added into the mix. I would need a some time to tinker around with new cards. MTG has taken a little backseat while I work on studies.
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Resculpt, will not be added to this deck due to the playstyle around counter spells. I tried to keep my curve low enough to allow room for counterspells on problematic itmes. If all else fails with the counters, I can always bump up a commanders tax over and over.
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Dress Down (DD), does have an interesting ability, but It would involve removing another hate card or counterspell. "DD" has potential so I will add it into the maybe list for later tinkering.
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Sunder (S), Static Orb (SO), and Rising Waters (RW). To start, "S" is already above the curve and not particularly impressive compared to other high-costing cards. "S"' is detrimental to our board, especially regarding mana artifacts and creatures with tap abilities. While I might consider "SO" eventually, it will not be included at this time. As for "RW," I already have several hate cards that do not cause self-harm. My current land hate cards include Winter Moon, Back to Basics, Field of Ruin, Ghost Quarter, Strip Mine, and Wasteland. "RW" also inpacts my own ability to cast counterspells. This is also closely related to lack of self-mill cards fund in this deck. Every card has been chosen to benefit me whilst disrupting opponents.
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Jace is used for card drawing and moving opponents' cards from the top. I have also included Jace as another permanent for players to worry about, but with your comment, I may consider switching it out.
Thanks again for your help; if you have any additional suggestions or concerns, feel free to comment. Changes to this deck will come eventually.
DreadKhan on
Mindskinning and Deck Thinning
3 months ago
I really like the idea of making mill work in cEDH... I hate being milled in cEDH, I will never forget losing games that would have been cake walks because some key card was milled (and it wasn't even vs dedicated mill decks, just one off mill for 4 lol), it's not supposed to be good but cEDH decks are so overwhelmingly greedy that something like that can spoke their wheel and cost them the game. Looking at this list makes me feel like not playing Tasha's Hideous Laughter in any blue cEDH list is a mistake, it's really hard to get stuff back from exile and it requires nothing
This is probably not a great suggestion, but maybe it's an 'okay' one... have you ever thought about Inquisitor's Flail? Double mill from your Commander for only 4 mana isn't THAT steep, especially if you pay it over 2 turns, and nobody is ever blocking your Commander so the drawback shouldn't matter.
YMMV but IMHO in cEDH I'd rather resolve a Propaganda than a Crawlspace, if only because people sometimes play Abrade and can then swarm you to death. Most colours are bad at removing Enchantments, but only Black is terrible at blowing up artifacts. I feel like you should also look really hard at Fatespinner, this is an incredibly frustrating Stax effect in mono-Blue, and slowing the game down gives your Commander time to do the thing.
I'm not sure if Resculpt is good or bad in here (a 4/4 is reasonably big), but your Commander is unblockable and with it you can remove an artifact that's really bad for you, OR just exile a problem creature.
What do you think of Dress Down? A lot of things care about creature text, and while turning all of yours off could be bad, it can prevent you from losing the game to a variety of creature based things.
Probably my weirdest idea, would Sunder work in here? The idea is you play it after you're set up to give you a few turns grace while everyone else runs around like headless chickens, I would expect even a couple swings while people try to rebuild could be enough. There is also Static Orb, I feel like as long as you are swinging with your Commmander you don't need to do anything else to gain immense advantage. If Sunder is too much mana you could try Rising Waters maybe, it's only 4 to really slow things down?
If you want to cut something, is there a real plan for Jace, the Mind Sculptor? He's pretty nasty in 1v1, but in a 4 player game I feel like he's too small of an effect for that much mana.
SufferFromEDHD on
Tomik 43 Lands.dec
3 months ago
Which one is meaner: Static Orb or Storage Matrix?
Nooooo. How many plainswalkers are in this game!?
Looking over this I'm thinking I need to cut a playset of creatures for card draw.
DreadKhan on Adding brackets to commander decks
4 months ago
I can see not counting stax like Meekstone atm, but 'mass land denial' is probably supposed to include fun stuff like Stasis and Static Orb (also Winter Orb and Rising Waters, maybe Mana Web, but I don't know about stuff like Choke atm, or Omen of Fire). I've heard 'affects 4 or more lands' as the gold standard, hence me not being certain if 'targeted' land hate (vs a single colour's Basics) should count.
Apologies (and thanks) if you're already working on it!
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