|Commander / EDH||Legal|
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|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|Seventh Edition (7ED)||Rare|
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If Static Orb is untapped, players can't untap more than two permanents during their untap steps.
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Static Orb Discussion
2 days ago
1 week ago
I think a big problem with control is the multiplayer aspect of EDH. impossible to counter everything from 3 players, and trying makes you the target. I'd go with stax, what GAAIV already does.
Stax: Chancellor of the Annex,Spelltithe Enforcer, Kataki, War's Wage, Overburden, Meekstone, Lodestone Golem, Thalia, Guardian of Thraben, Fatespinner, Windborn Muse, Magus of the Tabernacle, Magus of the Moat, Trinisphere, Suppression Field, Pendrell Mists
Even if you don't go into the stax strategy hardcore, a lot of these might still be useful for you. Good luck!
2 weeks ago
I really love this deck concept, I think the only thing I would consider adding is a Open the Vaults just in case a rogue Nev Disk or Akroma's Vengeance comes across the table. It would mess up your game plan. I also think you could add an Icy Manipulator or Puppet Strings, in combination with some Orbs Static Orb/Winter Orb you can get some sick lockdown combos.
2 weeks ago
The first card that comes to mind is Yahenni, Undying Partisan; it's a step toward the speed problem and not enough fatty problem, and fits the sac theme if you decide that. Sometimes to speed up your game, you have to slow down your opponent with Frozen AEther, Urabrask the Hidden, Baral's Expertise (which speeds you up as well), Vandalblast, Static Orb, etc. Beside that, there's ramp and sneaking in cards to really speed up your game. Consider Sneak Attack or Quicksilver Amulet, Deathrender or Clone Shell; also consider rocks like Commander's Sphere, Dreamstone Hedron, Hedron Archive, Heartstone/ Carnival of Souls for unearth, Semblance Anvil and Nightscape Familiar. There's also cards that help your opponent as well, but if you've more value it could work: Mana Flare, Dream Halls, Braids, Conjurer Adept.
Situations where you're in a stahlwart, loosing, and have huge problems, are different from situation where you're at parity and have equal footing. At parity, card advantage and evasion rule. Chariot of Victory and Haunted Cloak, Archetype of Endurance/ Archetype of Aggression/ Filth/ Wonder/ Brawn, Hot Soup/ Deepfathom Skulker/ Whispersilk Cloak, maybe Trailblazer's Boots or Prowler's Helm, all of these can help close a game. This deck needs much more draw, especially with some discard outlets you have. Cards like Arcanis/ Humble Defector (good unearth target), Skullclamp, The Immortal Sun, Harvester of Souls, Phyrexian Arena, Divination/ Faithless Looting/ Concentrate, Chandra, Flamecaller, Open Into Wonder. If you're loosing, usually board wipes are the best answer. Black Sun's Zenith, Toxic Deluge, Archfiend of Depravity, Perilous Vault/ Worldfire, All Is Dust, all for dealing with indestructible. You could also add some fatties or deathtouchers like Taurean Mauler, Consuming Aberration, Scourge of Geier Reach, Nighthowler, Ophiomancer, Ogre Slumlord.
It's rather hard to suggest versatile cards without answering direct metas, do you have any specific cards or strategies giving you trouble right now?
For general versatility, there's Rakdos Charm/ Rampaging Ferocidon, Gravepurge/ Footbottom Feast to protect your graveyard, which is rather important in this deck, Thief of Blood/ Vampire Hexmage for atraxa/ planeswalkers. For a combo heavy meta, there's Time Stop/ Summary Dismissal, Torpor Orb/ Kalitas, Traitor of Ghet, Praetor's Grasp/ Sadistic Sacrament to extract combo pieces. Stranglehold, Defense Grid/ Wild Ricochet (which is a counterspell) for control decks. Clever Impersonator or Phyrexian Metamorph adds a bunch of versatility, maybe some tutors to directly answer something.
For this deck, I would reinforce your themes of mill, reanimation, and draw, and probably add more ramp and board wipes. I personally like ETB/ death triggers over big 'uns and tokens, so that's going to heavily influence my opinion. If you were to go wide, you could add threaten effects and Faerie Artisans to sac them, you could add Genesis Chamber/ Grave Titan/ Wurmcoil Engines/ Spawning Pit for tokens, Dragon Throne of Tarkir for combat tricks. Also, to make the deck stronger, I could point out some of the weaker cards. Like Worn Powerstone, I'd rather add Hedron Archive or Dreamstone Hedron; Star Compass is OK, but I wanted to point it out because it doesn't fix your colors, I'd suggest Realmwright to unearth/ Fellwar Stone; Spell Pierce is not too good in my opinion as is way too easy to pay, I'd rather have Mental Misstep/ Foil; Death's Approach can be replaced with Snuff Out, Sudden Death, Sickening Shoal with all the big creatures you have. You made a lot of good picks though, like Teferi's Veil, Flayer of the Hatebound, Stitch Together, etc., those are rather strong in my opinion.
If I had the commanders or strategies you're facing I think I could answer better, but I hope this helps you take step towards a stronger deck! I'm always here
1 month ago
Thank you guy, I never meet Tangle Wire... I think Static Orb + Pacification Array it's more cruel than Tangle, but Tangle can lead to the midrange easily... I used to use Propaganda and as you ask, in my meta they have a lot mana ramps so Propaganda it's not so usefull against them. I put Grafdigger's Cage cuzz they like to use grave a lot.
1 month ago
And you need to take out a lot of the really high CMC cards in your deck. And you need better ramp in your deck. Things like Mana Vault.
1 month ago
Seems fun to play, as you've pointed out, the commander does cost a heap to play, so you might want to add some protection for him since a Path to Exile or Swords to Plowshares or any other low CMC removal will kill him, making him 10+ mana to cast, which is big in a deck that revolves around him.
Your standard Lightning Greaves, Darksteel Plate or Asceticism might do the trick. Since you're running red, I'd also recommend Pyroblast or Red Elemental Blast if you're up against blue players, since you're potentially going to get Cyclonic rifted or worse and have no response.
The amount of land, even for a deck like this, might be a touch on the high side, maybe you should add more repeatable graveyard abuse rather than having so much land - eg. the combination you have of charmbreaker devils and stuff like pulse of murasa works well.
For searching for specific cards, you might want Worldly Tutor and Gamble, or if you think you can do well with it, maybe Ring of Three Wishes. Something like Sakura-Tribe Elder and Greenwarden of Murasa would go well in here as well for a bit more graveyard abuse.
Also, maybe Sol Ring and other standard mana rocks - you don't want to be the only one with no mana rocks when someone casts Armageddon or other land destroying effects, or even being on the wrong end of a Winter Orb, which brings me to my final point: green does great ETB removal of artifacts, and EDH players use artifacts frequently, so you might want to add some artefact removal to get rid of things like Grafdigger's Cage, Static Orb or other things that are going to make it really hard for this deck to do what it needs to do.
1 month ago
I realize that some of these cards are combo pieces but the point of most stax decks is that you resolve a Thorn of Amethyst Smokestack or a Trinisphere and then you hopefully can ramp into Brago on turn 2 the finish off your opponents.
For me if somebody is playing cards over 5 CMC (besides one or 2 in their deck) I am not worried because I can't just win before they can possibly cast it. Especially since you are running Staxs.
The reason I think some of the really good cards in your deck are too slow is because your stax pieces are going to slow you down and you will not be able to cast them.
Well you have to be playing an insane amount of ramp anyways to hopefully cast Brago on turn 2. So you won't be limited by the amount of lands that you have. In addition you aren't running the Hide Tide combo.
One of the less scary thing in EDH is creatures. If somebody is actually planning to kill you by swinging creatures at you then you should even be worried. The only time it is bad then you are playing Ad Nauseam storm or your opponent is playing elves and will OTK you with Craterhoof Behemoth.
The only relevant clone effect you will probably get is Copy Artifact cause you can copy Sol Ring or Mana Vault. Other than that you should just be staxing them anyways meaning they can't play anything.
Angel of Invention this is bad because it is a win more card. It is a part of a 3 card combo which doesn't make you win the game. This is besides the fact that it is a 5 CMC card and hard to cast.
In terms of counterspells things like Delay Swan Song Force of Will Spell Pierce Negate Mental Misstep Trickbind are just better and easier to cast than a traditional Counterspell or Disallow and will end up being more useful against you scary opponents that actually interact with you. If you look at other people's deck you will be surprised at how little interaction people actually run. This means that most of the time at the worst you are playing a 2v1 or even a 0v1.
I think is the the difference in our mindset. You are trying to go for more value in your deck but all you need is to sculpt your hand by turn 4 at the worst and slam down enough stax to make your opponents stop playing the game.