|Commander / EDH||Legal|
Printings View all
|Eternal Masters (EMA)||Rare|
|Masters Edition (MED)||None|
|Fifth Edition (5ED)||Rare|
|Fourth Edition (4ED)||Rare|
|4th Edition Foreign Black Border (4EDFBB)||Rare|
|Revised Edition (3ED)||Rare|
|Revised Foreign Black Border (3EDFBB)||Rare|
|Unlimited Edition (2ED)||Rare|
|Collector's Edition (CED)||Rare|
|International Collector's Edition (CEI)||Rare|
|Limited Edition Beta (LEB)||Rare|
|Limited Edition Alpha (LEA)||Rare|
Combos Browse all
As long as Winter Orb is untapped, players can't untap more than one land during their untap steps.
Winter Orb Discussion
2 weeks ago
Hi, Nerdytimesorwhatever, well it looks like you had a wild night lol. Thanks for commenting on my deck! Your comment kinda gave me a lot the think about, check back in a few days to see my progress. To answer some of your questions, you are right that the deck is unfocused, I need to look for a few win cons that are tied to urza. You are right that I want absolute crushing victory and you've given me some ideas about how to make that more effective. Umm, as for Nezahal, he's there cause he's a dinosaur and he looks so sick lol. My budget is sub $200.
The suggestions I didn't understand were the Torpor Orb and Cursed Totem . It doesn't say that I can tap them to turn off their effects like Winter Orb does. Do I add them because it likely effects my opponents more than it affects me?
In conclusion it was fun to read your comment and I hope you didn't have too bad a headache. If you ever get drunk again come on back, I can use all the help I can get for this deck XD. Thanks again!
2 weeks ago
Nerdytimesorwhatever Hey thanks for the advice I was dabbling with the idea of adding Winter Orb and Static Orb but once I spoke with my playgroups they preferred I didn't. As for adding moxes I only have Chrome Mox to add to the deck till I can buy the other moxes. Unfortunately proxies aren't allowed in my playgroup or else this deck would be tweaked with Timetwister and The Tabernacle at Pendrell Vale .
3 weeks ago
I don’t know your meta but in a blind meta I think that you should play Sphere of Resistance , Static Orb Tangle Wire , Thorn of Amethyst , Trinisphere , Winter Orb and maybe Root Maze . You must add some restriction cards such as Containment Priest , Ethersworn Canonist and Spirit of the Labyrinth . In a graveyard environment you must play at least with Grafdigger's Cage and Rest in Peace . Autumn's Veil and Mirri's Guile are great additions too.
3 weeks ago
A lot of my experience is in competitive formats as well as some high-powered EDH, where games last 3-7 turns or so before someone combos out to win. A lot of my advice comes from that perspective, where you need to make a strong impact by turn 3 or risk losing! Casual commander is pretty fun too, but my meta has weaponized itself.
When comparing cards, I find its pretty helpful to list their stats side by side, because they aren't exactly the same but fill similar roles
- Always 2 CMC vs somewhere between 1 and 8 CMC (you're not casting it unless there's 1 critter on board lol)
- Wipes small creatures vs wipes the entire board
- Same timing restrictions, same color, both deal damage to remove
The reason I prefer Pyroclasm is because the cost is always guaranteed to be 2, which is highly playable for removal. As metas get more competitive, they tend to run lower CMC spells, including creatures. You see a lot of 1 mana drop elves (llanowar, fyndhorn, deepshadow, avacyns pilgrim, birds, deathrite shaman, etc.) that can be wiped by Pyroclasm. You also see a lot of creatures with strong hate abilities that can be killed by pyroclasm too, like Hushwing Gryff Aven Mindcensor Notion Thief Collector Ouphe and more. Pyroclasm is strong at removing all the supporting creatures that lock down the board or accelerate opponents to wins.
Its very easy to trade a pyroclasm for 3 of your opponents creatures in the first couple turns. Getting that 3 for 1 is card advantage for you, because you've removed 3 while only spending 1. Blasphemous Act does the same thing, but against 3 creatures on the board it would cost 6 mana to cast, versus just 2 for pyroclasm. Blasphact certainly scales better with more creatures, and its more likely to kill a whole board, so there's trade offs. Also worth noting that Pyro will snag about 50% of commanders, but that number lowers in casual play (bigger pool of playable commanders in casual, more have higher toughness) I would choose to run Pyroclasm in the majority of cases too.
We can do the same thing with Greenwarden and Ewit too
- 3 CMC vs. 6 CMC
- Non-tribe vs. Tribal (relevant for tutoring, cost reducing, triggered/activated effects)
- Recurs on ETB vs. Recurs on ETB and exile from GY (niche but relevant)
- Bad beater vs. Pretty good beater
Again, I personally like Ewit better. There is no denying that Greenwarden is in tribe and has the extra effect, but I think the lower CMC is way more important. It means that you can play it for value during your early turns to recur a powerful spell. It also lets you generate a value engine sooner with Ghostly Flicker or Displace (you bounce ewit and something else, use ewit to get the flicker back), but honestly you could just run both. Recursion is strong enough and they're both pretty good cards! They are also great when you up the tutor density, because it lets you get more mileage from them.
As far as ramp goes, I want to give you a new perspective on how to look at it. Your goal is to play your commander as fast as possible so you can start using its abilities (pretty common for a lot of decks). There are certain pieces of ramp that get you your commander a turn before you would get them with others.
For example, if you play a land on turn 1 2 and 3, and a piece of ramp on turn 1 or 2, you get a turn 3 commander.
- Turn 1, land
- Turn 2, land + any of these (Signets, Talisman of Impulse , Talisman of Creativity , Talisman of Curiosity , Rampant Growth , Farseek , Nature's Lore , Three Wishes , Lotus Cobra )
- Turn 3, land + commander
Some of them even can tap for mana when they come in, letting you play other stuff too. Its also worth noting that a ramp piece on turn 1 AND 2 means you get a turn 3 commander before you play your land drop, which lets you get a landfall trigger immediately.
That isn't to say that Cultivate etc. are bad cards. But a cultivate turn 3 means a turn 4 commander, which would be possible with simple land drops turns 1-4. On the other hand, they give you a land to hand too, which helps guarantee more landfall triggers and also thins deck for better draws. In fact, I would just run more ramp pieces in general, so keep the ones you have and add in the talismans and rampant growth + variants and I'd say you're set!
Heroic Intervention is great in decks that can't run counterspells, basically decks without blue. In 90% of cases, you're going to use this as a counterspell, but the other 10% are dodging damage from creatures on the board (or abilities) or possibly using it to protect creatures while you're attacking. I think that a counterspell gives greater versatility overall, because you may also want to stop something that doesn't just target creatures, a la Winter Orb or Static Orb .
Release to the Wind has a lot of versatility. It can remove problem permanents for basically a turn, which can help greatly. Spot removal like Pongify outperforms it in terms of CMC and the guaranteed removal. Release to the Wind also lets you reuse ETB abilities of your own permanents, but this is rather expensive as you're paying the cost of the permanent + 3, whereas Ghostly Flicker is guaranteed to get the ETB effect for always 3 CMC. Release also lets you protect your own stuff from removal and exile, but once again, rather expensive. Its better on cheaper permanents for sure. It has an insane amount of flexibility for what it does though, which makes it worth a consider. I wouldn't run it but am not against the card being run.
3 weeks ago
Hey everybody I'm back again, i recently sold cards, and ended up with enough money to buy 3 lands for my deck EVERYBODY PARL(T)AY they are Misty Rainforest , Horizon Canopy , and Gaea's Cradle i need help deciding what to replace, i am personally considering taking out Rest in Peace , Winter Orb , and Craterhoof Behemoth . Would like opinions
3 weeks ago
Thanks for the suggestions KongMing! Most of the Untap-effect artifacts I'll be avoiding in the interest of keeping the deck a bit more casual. I run a Winter Orb strategy in my Kaalia's Calamity deck and I think my playgroup would have a collective aneurysm if I introduced another haha.
Originally this was a Memnarch deck that used Freed from the Real with Aphetto Alchemist & Fatespinner as well as Gilded Lotus or Astral Cornucopia , but so far the amount of mana Urza produces is really gratuitous, so even multiple untaps on something like Master Transmuter just seems unnecessary.
Naban, Dean of Iteration is another card I looked at as well, but came to the same conclusion. In a future with more Wizards, perhaps it might merit an include.
3 weeks ago
You can take advantage of Urza's artifact tap ability with stuff like Static Orb , Storage Matrix , and Winter Orb . I cannot stress how good these are, just use Urza to tap them down on your last opponent's end step, and you don't suffer from their penalties during your untap step. It can totally lock opponents out of the game, while you actually produce mana for other activated abilities at end step by tapping these!!!
Might consider Freed from the Real in order to get some more untaps in. It combos with Master Transmuter (which you have) and Myr Battlesphere while Urza is on the field to give you infinite mana and Myrs. In fact, any artifact that brings in an additional artifact on ETB will allow this to go infinite.
I just made a Naban, Dean of Iteration deck, so I'm tempted to recommend him since he doubles Urza and your Trophy Mage et al triggers, but I don't think you have enough Wizards to really pull it off.
3 weeks ago
Winter Orb occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%