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As long as Winter Orb is untapped, players can't untap more than one land during their untap steps.
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Winter Orb Discussion
3 days ago
I think Yawgmoth's Will could be use to replay your rituals, generate even more mana, maybe replay 0 CMC creatures to continue sacrificing, maybe at like 2 creatures you could combo tutor now? Don't know if my math is correct or if the mana investment is positive, I did not had a long night and will be going back to sleep...
And holy crap, for all those years I misread Infernal Darkness!!! Absolutely better than what I thaught it was, so keeping it seems legit. I will keep on testing with the other changes I suggested you I am pretty sure they will speed up the deck by a turn.
I really enjoy play testing and gold fishing so far, so next step... PROXIES!
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
and depending on how competitive your meta is, the inclusion of Winter Orb-esque is up to you. The single most powerful type of card in derevi, but leads to some unfun victories. Dealers choice jergin27
1 week ago
I tried going for more efficient cards- two drop artifacts that affect all creatures, rather than one spell that affects one creature. The deck gets a lot of hate in multiplayer (rightly so), but it SURVIVES in multiplayer because (even with three-on-one) you can pump out more enchantments, artifacts, and creatures than they can destroy/bounce/exile. Once mana-cloggers come in like Orb of Dreams or Winter Orb or Kismet the game starts to feel like everyone else is skipping their wasting removal spells on your permanents, while you are pumping out two new ones each turn.
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
Trust me, I get it. I'm that spike. I understand that frustration you're going through. Still, what you're doing isn't going to work.
The thing with Stax as an archetype is that it requires you to do something called breaking parity. What this concept boils down to is being able to do more than your opponents when you land cards that have symmetrical effects. For instance, when that Winter Orb is on the table, the Derevi, Empyrial Tactician deck might seek to break parity by using Derevi's ability to untap Gaea's Cradle. Another way stax decks go about doing this is by making sure they actually get to cast their spells even when they have nothing crazy going on for them. This means keeping a low average converted mana cost.
All of that is super hard to do on budget. Also, keep in mind that stax fucks over the entire table. It makes it much harder for the rest of the table to team up to fight that one problematic player. I don't care how good your deck is, it's really hard to 1v3 the table. That's whhy you should look to politics first and foremost to address these types of issues.
I recommend players in this type of situation to play a proactive strategy with a healthy dose of interaction thrown in. Think of something like Roon of the Hidden Realm. That guy can be fairly cheap to build. He becomes ok at a shop level once you have $100 in that deck and an actual threat if you're not careful once you go past $150. Moreover, he can pressure you with his value-based gameplan or threaten to combo you out of the game. The best thing about your combo pieces is that they double up as value cards too. In addition, you have access to tons of different answers that you can buy on the cheap. Oh, and when you're done building this deck, it's actually something you can play liberally against most decks without issue AND it's chuck full of staples so even if you end up desleeving the thing, you'll have your money back through trades.
I'm telling you, OP, you're going about this the wrong way. A stax deck isn't something that's appreciated a ton by most players, it won't be as effective as you think it will be, and you'll end up with tons of cards that don't readily fit into other strategies. If you're only capable of putting in some minor cash into the game every once in a while, you want to be smart about your purchases and get cards that serve many purposes for your deck.
If I were you, I'd look for generals with some combination of green, blue, black, and white. Make sure you have a solid and threatening main gameplan, and that you have interaction (counterspells, artifact+enchantment break, boardwipes, etc.).
I don't want to sound condescending, but Atraxa really isn't all that great once you weigh in all the most competitive things you can do in the format. If your buddy is playing a $300 build, his deck likely isn't even that good. If you concentrated on improving your builds, you'll have an ok time, I guarantee it.
Oh, and last piece of advice: talk to the guy. If he's regularly making your entire group feel like shit by walking all over you guys, bring it up and make sure not to accuse him of anything. Phrase it like this: I feel like I'm being forced to build decks I would otherwise never play because of how good your deck is. It's making me have less fun.
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.
2 weeks ago
It's definitely a very good start. Cards to keep an eye out for:
Spirit of the Labyrinth. This is a must-have for hatebears decks. Halting your opponents from card advantaging you out is insane.
Aura of Silence: Again, tax your opponents. Also has an incredible rider on it.
Lodestone Golem: Big beater? Check. Taxes your opponent? Check.
Leonin Arbiter: Tax your opponents, yet again.
Ethersworn Canonist: Like above, except also beats for 2. A great inclusion.
Samurai of the Pale Curtain: While not as amazing as he used to be, still a beater that hurts graveyard based decks.
Nezumi Graverobber: Okay, stealing creatures from yards, stripping them bare AND beating down? This guy just isn't fair. Also, Faerie Macabre does well, especially if you have to get something out of a yard.
Voidstone Gargoyle: At 5 mana, less important, but he can lock your opponents out of their commander. Or a board wipe. Or really anything.
Acidic Slime: Cheap, good, repeatable, also just generally good. Did I mention that he was good?
Eternal Witness: Semi-expensive rn, but if you have to get something back, accept NO substitutes.
Qasali Pridemage: Me-ow.
Phyrexian Revoker: Legacy staple, also beats for 2.
Dust Elemental: Save 3 dudes, get a beater. All-in-all, a win-win.
Hushwing Gryff: While it does turn off many cards, it also turns off your opponents. Use at your own risk.
Stonecloaker: Just do it.
Oblation: Just do it.
Soul Sculptor: 'Tis but a silly card, and one that really hurts some decks. Very, very badly.
Arena of the Ancients: Opponents relying on legendary creatures? Well fear not, because this turns them all off!
Most of these cards are sub-$2, but they may be somewhat hard to find. Keep an eye out, and your deck will quickly become terrifying.
Also, maybe 5-6 more lands?