If Static Orb is untapped, players can't untap more than two permanents during their untap steps.
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Static Orb Discussion
6 days ago
Themes Blue/White Good Stuff UWgud Stax Your things cost less, theirs cost more. ETB Mill Pillowfort
Cards to cut or just don't do enough Slow Motion, Stormscape Familiar, Select for Inspection (too Specific), Etherium Sculptor (Not justifiable), Mindshrieker, Burnished Hart (Look, we all love this stupid Elk, but he sits at a slot where you need to have around that much mana up for counter spells. You really only want to be spending that type of mana to reduce your costs or increase opponents costs or stop them from attacking you. Else, counterspells. Two mana ramp is what you are looking for, ideally, not six spread over two turns), Jace's Archivist(I like this card a lot, and I think it's great with things like Thousand-Year Elixir, but realistically you want to be sculpting the perfect control hand all game rather than tossing it away.), Rhystic Study(Great card, but not $8 great. Mostly priced based on popularity. Budget choice for you, you don't need it). Temple Bell (Fun card, but too beneficial for your opponents. Don't spend mana to speed other's race, that's the opposite goal of the deck.), Cataclysm (I don't see why you have this other than as a combo with As Foretold.), Entrapment Maneuver, Hindering Touch, Leave in the Dust, Sleep(Only beneficial against creature decks), Psychic Spiral(You have to devote yourself to wheel for this card to work well, and wheel arguably doesn't help your deck.), Sunder(This combos only with As Foretold), Isperia, Supreme Judge (Costs six, his only creature decks, they don't have to attack you, there is better card draw.), Sphinx of Magosi, Silent Sentinel (Requires attack and arguably not enough enchantments).
You have a pretty decent Stax and 'Don't touch me there' package going on here, but not a whole lot of direction other than that. Some mill, some land destruction, but no real win-cons. If you want to have a serious mill win con, you can take out a little of your protection package and focus it on ETB effects and pair with a card like Altar of the Brood. Is that enough justification? I don't know, but ETB effects can be very strong and already seem like a small sub-theme. You would have to make more serious cuts for it. You definitely need to upgrade your mill-win con to be more flexible if you intend on winning that way. Sitting down at the average CMDR table of at least sum(4) means that you have hundreds of cards to whittle away. Some suggestions:Aforementioned Altar of the Brood, only for considerationSands of Delirium, Memory Erosion, Jace's Erasure, Sphinx's Tutelage, Increasing Confusion, Hinder/Spell Crumple + Tunnel Vision is a particular jank combo favorite of mine. Really you want stuff that hits early and doesn't require any further effort so you can pillowfort yourself, or are huge sinks for the late game push.
If you are looking to remove some pillowfort and upgrade your stax package, check out Brago, King Eternal, Paradox Engine, Static Orb, Tangle Wire, Torpor Orb, Smokestack, Trinisphere, Thorn of Amethyst, Meekstone, Clock of Omens (This is especially useful), Dovin Baan, Inspiring Statuary.
Also, you should take out all land destruction since you don't have a real way to take advantage of it. Even with a couple of your reductions, the green player/ Mizzix player will get on board faster and annihilate you out of spite.
Also, the deck only has mill as its win-con thus far, which is tenuous at best even in the most refined EDH decks. I suggest you put some of the not-so-flashy-feels-bad-win-cons in this deck such as Approach of the Second Sun, Azor's Elocutors, Laboratory Maniac, etc.
Also, after above edits, you only have three board clears by my count. Even if I'm off, you want around 7-10 for a deck of this style that covers a multitude of fronts. Most board-wipes are just creature based, but you should include ones like Akroma's Vengeance, Consulate Crackdown, Planar Cleansing, Nevinyrral's Disk. Things that can be instant speed are also great like Rout and Evacuation.
Your land base needs a pretty big update as well. You should really only be running 10 or less of each basic for a dual colored deck, though not as important for three and up decks. But, you have quite a few double-symbol costs that your cost reduction can't affect.Fixing lands Coastal Tower, Meandering River, Evolving Wilds, Terramorphic Expanse, Azorius Guildgate, Sejiri Refuge, Tranquil Cove, Prairie Stream, Exotic Orchard.
Hope this helps! :)
1 week ago
I made a few changes due to the fact my meta is creature heavy and the deck is a little shaky against creature strategies. But its very effective and fun. Have you thought about Relic Barrier to make Winter Orb and Static Orb one sided? I put in a Trophy Mage along with Fabricate and Enlightened Tutor to search up the orbs and the Relic Barrier and it has been very consistent for me so far.
1 week ago
Hinder and Spell Crumple honestly aren't that great any longer since the tuck rule is gone (if a Commander would be tucked away into a library, they can choose to put it into the Command Zone now). Counterspell is a straight upgrade to one of those slots (tutor heavy decks would prefer the card being in the library versus the graveyard, plus 1 mana less), and Swan Song might be a good idea for the other as no one cares about 2/2 birds in a 40 life format.
Cyclonic Rift should be in. Overloading that gives you a late game option to swing in and claim a victory when you otherwise would have been behind. As for what to remove, Dovin Baan is cute but not really very good (his ultimate is Static Orb, but you could just run Static Orb if you want to be Stax Derevi as his other abilities aren't that great at once per turn for 4 mana).
Small creatures that grow or have evasion are great with Derevi. Pride of the Clouds is likely better than some of your other creatures.
Coastal Piracy is cute, but Rhystic Study would either draw you more cards or slow your opponents down: Both aspects are better for you.
It seems odd to run Perilous Forays in a list that doesn't make tokens over, say, Dawn's Reflection, which would net you 3 extra mana every time a creature of yours hits an opponent. Forays costs mana to use, as well, so you can't even properly loop Reveillark/Karmic Guide + a 2 power creature like you could, say, Martyr's Cause.
Also, you have Eldrazi Displacer as your blink enabler, but you don't have enough colorless sources or tutors to find those aforementioned sources. The only land you have that produces colorless mana is Reliquary Tower, and you have no way to tutor that card. The only other things in the whole deck that make colorless mana are Ashnod's Altar and Sol Ring, at least that I am seeing at a cursory glance. So, my suggestion is to add Adarkar Wastes, Brushland, and Yavimaya Coast to the mana base. Wooded Bastion, Mystic Gate, and Flooded Grove are easier to use, but also more expensive. In any place, 3-5 of these lands should replace things like Meandering Coast, Guildgates, etc., so that you increase the likelihood of being able to use Eldrazi Displacer if you draw it (because that diamond symbol means that you need colorless mana plus two of any other type). otherwise, switch Displacer to Deadeye Navigator as he's easier to use without changing your mana base right now.
1 week ago
Well Derevi stax is definitely a very nasty terrible thing since you can lock the board down and have Derevi dodge all your effects for you. In that case I'd suggest cutting down to around 20 creatures to allow more support/control/stax cards. Place to start is checking the abilities of things you have and looking for doubles; example being Frozen AEther is a blue double of Kismet. Hokori, Dust Drinker is another good one in addition to Mana Web and Static Orb (which I see in your sideboard).
A good "average" that should work for you is a 20-25% split on your cards. ~15 cards that inhibit opponents with Stax effects (ETB tapped). ~15 Control cards, board wipes, counterspells, etc. ~15 cards for mana ramp/acceleration for yourself: mana rocks, land ramp, etc. ~15 creatures that can hit unimpeded and are cheap CMC (your Jhessian Infiltrator is a prime example). Finally 35 lands is a good basis.
Alternatively you could drop either the stax or control for pillowfort cards. Derevi offers a lot of options as you obviously found out lol. OR..., a potentially fun offshoot you could use is an Exalted theme with Derevi. Add in cards like Stoic Angel and Dueling Grounds to support it and offer some pillowfort and things like Finest Hour to make the most of Derevi's ability.
2 weeks ago
Yisan is actually a pretty broken commander to run if you fully utilize his ability. I had a (still budgeted) semi-competitive deck. I couldn't keep up with a fully-tuned Jeleva deck or a T2 win from Jarad, but if I did manage to survive past turn 2 or 3, Yisan got out of hand and has quite a lot of recovery built in.
And I'm sure you've seen that Biorhythm is banned, for hopefully-obvious reasons...
Verse 1: Quirion Ranger
Verse 2: Scryb Ranger
Verse 3: Elvish Archdruid
Verse 4: Oracle of Mul Daya
Verse 5: Seedborn Muse
Verse 6: Great Oak Guardian
Verse 7: Avenger of Zendikar
Verse 8: Craterhoof Behemoth
You can potentially skip a couple verses by untapping and re-activating Yisan in the same turn and grab two (or more, if you have more untap triggers available) in the same verse.
If all goes well you could have the game ready to be won by T4 or T5...but that's without much interruption. Blue players will definitely be the most problematic, besides people trying to kill Yisan every two seconds.
Some Yisan decks will run a small Stax package to slow everyone else down (Winter Orb, Sphere of Resistance, Static Orb etc as long as you can still use Yisan, you'll be golden. Hopefully have Seedborn Muse or Quest for Renewal on board before casting the stax effects).
2 weeks ago
Schlafmangel Thanks man, I think Root Maze is great I'm trying to get one. It goes great with Amulet of Vigor. But I dont think Trinket Mage will be good enough, cos it only fetches for two cards, or even if you add Sensei's Divining Top it wont be enough cos if you wanna fetch something you should get something that slows down the game like Static Orb, Winter Orb or Stasis. That's why I'm getting an Enlightened Tutor.
3 weeks ago
Yeah if you are looking for the deck to be more controlling/pillowfort you want cards like Smoke and Static Orb. You also have a lot of artifacts that really don't do much. I would replace a lot of them with either removal like Shattering Spree or ramp like Caged Sun.
3 weeks ago
After having a couple of games in the weekend, I decide to update the list, with some cards out, others waiting for further evaluation.
-Power Artifact and Open the Armory: As a backup win-con, Power Artifact is pretty U-mana intensive, and the combo requires three pieces actually, outlet included, while out of combo the only usage of the card is to pitch to FOW, therefore, it shall be replaced by more relevant cards. And then, with one less target, I think Open the Armory might as well be replaced by a redundant haste-enabler.
-Recruiter of the Guard, Idyllic Tutor, and Drift of Phantasms: These cards always make me wonder, do I need a 3-mana tutor that cannot fetch me a combo piece (apart from Rest in Peace)? A lack of target costing no less than 2 mana may cause some awkward situations, so I decide to let them go this time.
-Hokori, Dust Drinker; +Static Orb: This slot is always a pain for me. Honestly speaking, I have love for neither, but I need something more than just Winter Orb to slow down my opponents. I prefer the latter mainly because it costs 1-mana less, and up to my knowledge, none of the decks, opponents' or mine, can find an easy way to break the parity. I could sit and test with it for the time being.
-Trinisphere; +Phyrexian Revoker: Without storm decks in the meta, I could find only niche use of Trinisphere, it might slow Sisay for a turn or two, but that's it. I think Phyrexian Revoker could do more or less the same, without affecting myself.
-Meekstone; +Supreme Verdict: Supposedly, Meekstone should be the 'silver bullet' against that beatdown deck, except it doesn't. Unless empty-handed, Omnath can opt to dump the mana after combat, therefore dodges the effect. I have no choice but do it in an old-school way, namely board wipe.
Land Equilibrium: The card is good on paper, having synergy with MLD, and the deck's rather low land count. However, for one thing, it's a 4-drop, high probability of tapping out myself; for another, it doesn't do enough on itself, at least not good enough to stop someone from having sufficient resources to win.