If Static Orb is untapped, players can't untap more than two permanents during their untap steps.
|Want (3)||Nurarihyon , vaelroth , Ender666666|
Printings View all
|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|Seventh Edition (7ED)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Static Orb occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Static Orb Discussion
1 day ago
Magus of the Static Orb
Artifact Creature - Wizard
If Magus of the Static Orb is untapped, players can't untap more than two permanents during their untap step.
Continue this magus challenge, but base the magus off of and enchantment that is black, red, and/or green from an older set
4 days ago
This deck is my favorite, so I love answering questions about it!
Blood Pod is one of those "easy to play, difficult to master" decks. The general idea of ramp/tutor into Birthing Pod/Survival of the Fittest as fast as possible is easy enough to grasp. The tough part is knowing the game plans of your opponents so you can play the appropriate stax pieces at the right time.
What helps is that most cEDH decks win with a set of fairly common combos. Thassa's Oracle/Demonic Consultation is the current go-to; Food Chain or Worldgorger Dragon combos powering out infinite mana; Aetherflux Reservoir or similar Storm finishers. Knowing what set of win conditions the most commonly seen commanders will be using is the first step to piloting a stax deck well.
How these decks get to their combos is just as important to interact with as the combos themselves. Flash/Protean Hulk, Ad Nauseam, fast mana like Moxen, Sol Ring, and Mana Crypt/Vault, and many tutors are all frequent ways to have turn 1-4 wins. Our stax pieces (including ways to break parity) and interaction spells are how we keep pace and control the game.
So what does a good opening hand look like for us? A general rule is we always want some form of ramp/fast mana, like a Birds of Paradise and/or Chrome Mox. On average, we are playing a slightly more fair strategy, and need to be able to keep up. We also want some form of interaction to stop your opponents from going off before you can establish stax, such as Angel's Grace, Pyroblast, Noxious Revival, or Swords to Plowshares, and two lands tends to be about right; one land hands are risky and almost never pan out. Beyond these 3-5 cards, there are three types of hands that I would consider keeping:
The stax hand. Knowing what our opponents are likely going to try to do, and if we have 2 or 3 relevant stax pieces, playing them early can completely disrupt our opponents, giving us time to draw/tutor for a combo.
The flexible hand. If we have a few tutors, maybe some protective interaction like Veil of Summer, we can play reactively to what our opponents decide to do. Search for an answer/interaction, a stax piece, or a combo piece; we have options with this.
The nuts hand. Sometimes we just draw into the win. There is something to be said about playing the aggressive role and going for the throat. It is not impossible to have our opener filled with fast mana, Pod or Survival, Faithless Looting and Guardian/Kiki-Jiki/Karmic Guide, or any combination of cards that we can simply play and win on turn 1 or 2. Sometimes taking the reins and dictating pace if play can pay dividends.
Throughout a normal game, the main goal for this list is mana-denial. Winter Orb, Static Orb, Tangle Wire, Collector Ouphe, Thalia, Guardian of Thraben, and Magus of the Moon are how we slow down our opponents, while Dockside Extortionist, Lotus Cobra, Garruk Wildspeaker, Ramunap Excavator, Gaea's Cradle, and mana dorks allow us to break parity and come out ahead of our opponents.
Along with mana-denial, we also have a few other stax pieces to slow the opposing gameplans. Aven Mindcensor is crushing, as many decks rely on deck searching. Phyrexian Revoker is a silver bullet for many commanders. Ethersworn Canonist stops many combos, as does Spirit of the Labyrinth. Aura Shards can devastate the board, and Grand Abolisher is one of the best forms of combo protection we have.
With some practice and metagame study, this deck can be very strong, fast, and disruptive. I hope this helps!
1 month ago
Cool deck! You might like these: Winter Orb (tap it with your general before your turn starts, and you get to untap all your lands while everyone else only untaps 1), Static Orb, Storage Matrix, Drift of Phantasms (finds Verity Circle), Muddle the Mixture (finds either piece of the Illusionist + Greaves combo), Merchant Scroll / Spellseeker (finds Muddle the Mixture), Urza's Incubator, Birthing Boughs, Riptide Replicator, Amoeboid Changeling, Mothdust Changeling, Shapesharer, Quicksilver Fountain
1 month ago
1 month ago
Welp. Due to the essence of this being churlish and competitive, I shall aid you as such.
May woe betide your foes.
1 month ago
Spidersilk Armor ended up being awesome so far. Very happy with the addition.
I am really not a fan of Song of the Dryads. I don't like how slow it is. I'm also not convinced there's too many commanders that get hit hard by it in our meta (apart from my own, obviously).
Krosan Grip is too much mana. I'm not TOO worried about my removal getting countered currently, or at least not worried enough to slide in K Grip.
I've considered Static Orb and friends before. I've just never really wanted to make this into a primarily-stax deck.
1 month ago
Contamination reads if a land is tapped for mana, then it creates black instead. But if you have no creatures, then it doesn't tap for mana, hence no black replacement effect, unless I misread it?
True, you are definitely more green heavy and contamination would hurt you. Have you considered a Winter Orb/Static Orb, leaning on winter. With winter, mana dorks, rocks, carpet and cradle, you can break parity, or do you think this would fall under the same category of contamination's anti-synergy?
Manglehorn, while limited to artifacts, can help slow down artifact combo and is another source of interaction.
Song of the Dryads - Permanent removal/mess with commanders, particullary black and red who have difficultly removing enchantments.
Krosan Grip - (Almost) uninterruptible removal, or is the 3 mana too steep giving you already run nature's claim?
Spidersilk armor - How has that addition been for you?
1 month ago
jeacaveo To specifically answer you, I play weekly in a very competitive meta at my LGS in paper. I play against Consultation Hulk Najeela, Gitfrog, TnT Flash Hulk (now Fish Hulk), Brago Stax, Yisan, Doomsday Breya, and all kinds of other stuff. I am aware of the format, and the meta. I have played Azami and Naru Meha and Baral as mono blue decks, no I don't have lists for them on tappedout. Either way, I don't really care if you gatekeep me from "competitive" as long as you respond to my critiques or link cards. Which you didn't. So much along chump, your comment was worthless too.
AlwaysSleepy This list hasn't been updated for 5 months. You can speak about how the meta has changed with the coming of Oracle and how this deck brilliantly handles it, but that doesn't really mean anything to this list because it hasn't been updated. If it handles Oracle, it is by no intentional omission or addition from the brewers. I know you guys absolutely love to claim these brewers are 10/10 never before seen genius brewers, but ayyy lmao I'm going to need you guys to reel it in. This is what I mean when I talk about idol worship and people being mindless. This list is 5 months old. It wasn't good then. It still isn't good now. Defending this to your last breath is a weird hill to die on mate.
Basalt + Rings being considered unplayable is certainly understandable. Its in across two cards with another to start the combo for total. Grim + Power artifact is a half that at . Neither of the combos have an outlet themselves, and both of them produce colorless mana. I'm not arguing that the rings combo is more efficient, it definitely isn't. I'm arguing that Power Artifact is a 100% dead draw outside the combo and Rings gives better value outside the combo. I've playtested this deck. Numerous times. It runs out of gas frequently and struggles assembling and executing the combo. Rings + Basalt is easier to find, easier to recur, and Rings has much more incidental value and can form loops for winning with other cards already slotted, like Codex Shredder. PA is only getting tutored off two cards, Intuition and Muddle the Mixture. Rings is getting tutored off MANY more cards. Even if the speed is slower, the availability and utility is much higher. From the availability perspective, I think it is a much more valuable include. This deck struggles to assemble a win in a timely manner, so make the pieces more fetchable. Even if you disagree with Basalt + Rings, Grim + PA is definitely a weak combo in that PA is absolutely useless without Grim, and you get 2-for-1'd by artifact removal in response to casting PA. Some of the mana cost is negated with Urza too, but more importantly, you're more likely to have excess mana from other artifacts (if you run more than 17 ahahahaha) which helps to power the combo and sustain uses for value. Yes the value from Rings costs a lot, but wow! Urza makes mana! Maybe, if we combine the mana from other artifacts we're already playing, and then use that to pay for Rings activations, we can get ahead!
My biggest reason for including Rings + Basalt was because this deck is just slow as fuck. I understand it can't race against decks with Black, but honestly this $4000 durdle pile can't race at all. Having your game plan be "Untap, upkeep, draw, and that will be a pass from me" is unbelievably stupid. Compare to a deck like Rashmi or Baral, which can actually accrue value from this style of play. When given space, all this deck does is. . . uh . . . hold up mana for counterspells.
Honestly the biggest problem with Workshop is a bad topdeck late game. P.S. this card also makes more sense with more artifacts. I'm not advocating for adding it in this list without adding other cards.
Howling Mine - Lets look. If Urza is in it draws you a card. If Urza is out it draws you a card. Seems like it still works without Urza.
Speaking about the failure mode though, Static Orb may wreck your game worse than 3 draw triggers. If you have Urza get removed while trying to protect, you're most likely tapped out. Not having the mana to interact with the Flash is going to be worse than giving the Flash player 1 more card. Similarly, other opponents are going to have mana difficulties with either of the Orbs to interact with the Flash Hulk player too. This is pretty well known, and the card is still ran. If you think that a colorless Dark Confidant + Mox Sapphire stapled to it with the failure of symmetry instead of asymmetry isn't worth running, we have nothing more to discuss on the matter.
I agree that Narset's Reversal is an over slotted card and should be used mostly in mono color. I think its popularity is because it serves as a Copy Artifact outlet with Dramatic Reversal, as it does here.
About Urza and spinning the wheel, its reusable card draw + play the spell. It doesn't replace your regular card draw, and yes having high counterspell density does cause more bricks from activations. The rest of your argument for this section talks about the "meta and how you can't be agnostic of it". Yeah dude, once again, this deck hasn't been updated in 5 months. Tell that to the brewers.
BUT PITHING NEEDLE DOESNT SEE PLAY SHAPER TOLD ME SO
Yeah dude, of the 400 cards you see in a pod, you only have control over 100. If your maximum power deck only works against maximum power decks, is it really a maximum power deck? Sure, in theory you shouldn't account for Needle, but
- This game being played in paper with real costs to cards means that the vast majority of players do not have 100% access to the cards they should slot, which means they put another card in that slot
- The vast majority of players are not aware of the competitive meta or lists. Those who are enfranchised with knowledge and access most likely are aware of how Needle performs in other formats and consider it here as well.
- A savvy player who loses to a deck that can be shut off by a single card may slot that card when they expect to see the deck again. The meta evolves as players realize how vulnerable this deck is to a 1 cmc card that literally any deck can slot
- Needle variants see play, and players without large card pools may slot more of the same effect. Players may also slot the needle in place of Totem or Linvala, especially if they are Modern players who already have the Needle but not a Totem.
Imagine someone running Kiki combo being shut off by someone's random Ghostly Prison. Sure, that card shouldn't be run in optimized lists, but not being able to handle permanents on the board speaks to bad building. How this deck fares against Needle effects is the same.
As far as blind followers and me shitting on 'em, look at the replies to my posts mate. We have
- Tepid regurgitation post from a fan restating the primer
- 0 decks 1 post guy calling me a fucktard but saying I might be onto something
- You, saying this deck is golden against Fish when it hasn't been updated since 5 months before Fish hit the scene
- Dominican bro saying I've obviously never played competitive because ??? No reason given
- Still no one can explain why this deck has a 90% match to CVT or why it runs only 5 pieces of removal
Lazy, phoned-in deck from 4 brewers who just couldn't be bothered. If this opinion makes you mad, or makes you need to @ me, its because you're basing it off the merit of the names associated with it instead of the cards listed inside it. You can justify it as handling Fish meta, but the list hasn't been updated. Y'all really drink the Kool-Aid, and you drink it all.