As long as Winter Orb is untapped, players can't untap more than one land during their untap steps.
|Want (6)||Cloudsleeper , KingPeterIII , Qweksand , Plaxcaster55 , QuantumKami , pasttom|
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
- Loxodon Gatekeeper + Winter Orb
- Orb of Dreams + Winter Orb
- Thalia, Heretic Cathar + Winter Orb
- Nature's Will + Winter Orb
|Commander / EDH||Legal|
Latest Decks as Commander
Winter Orb Discussion
14 hours ago
So, here are my thoughts about the deck:
Manawise, your landbase should rather consist of lands that come into play untapped. It's important to have your mana available asap. I would suggest replacing karoo lands like Orzhov Basilica and also Opulent Palace with battlelands like Sea of Clouds and painlands Adarkar Wastes. The storage lands are also not ideal (e.g. Dreadship Reef), because they do not provide colored mana at start. And of course the more fetchlands you can add the better, missing Scalding Tarn, Arid Mesa, Verdant Catacombs, Windswept Heath, Wooded Foothills, Flooded Strand, Bloodstained Mire.
I would suggest you to cut even the three remaining creatures and add additional card advantage and lock pieces. Im missing Sylvan Library, Rhystic Study and Mystic Remora... all important ways to get extra cards.
Since your main wincon is the Consultation combos, I suggest you definitely run Thassa's Oracle as a main, cheap combo piece.
Lightning Greaves, boots and Helm are not necessary, since protecting Atraxa should not be such a priority to warrant extra cards for it. Also Mana Tithe, Mana Leak and Opt are not that relevant in a multiplayer format. I would advise to replace them with general, cheap countermagic, for better utility. Dovin's Veto, Delay, Swan Song, Tale's End can serve both to protect your cards and your combo, but also disrupt your opponents from winning.
Also with the amount of manarocks, you could play Winter Orb to stall and buy bit more time for your 'walkers.
2 days ago
Awesome stuff here, man. If my Azusa deck was a small child, this would undoubtedly be it's angrier, bigger brother. What I like most is the confidence this build exudes, you're very clearly stating "I am going to ramp, you won't be able to stop me, and then I'm going to cast massive spells." Green is my favorite color in Magic, and this list is Green to a T.
Personally, I'd like to see a little more interaction here, but it's worth noting that I was scarred by Winter Orb and Static Orb early on in my EDH tenure, so I'm usually over-prepared to blow one up. That said, Nature's Claim is (in my humble opinion) one of Green's best spells, and worth consideration here.
- Scute Swarm. We already talked about this little guy, and if you're adamant on the number of lands you run, I'd recommend cutting Seek the Horizon or Thaumatic Compass Flip (otherwise I'd say cut a Forest).
- Allosaurus Shepherd. It makes 90% of your spells uncounterable, and that effect is impactful at nearly any stage of the game. It allows you to play greedily and sink a ton of mana into your spells, which seem important in this build. I'd think about it and consider cutting my above suggestions, or Nissa, Vastwood Seer Flip.
- You can't go wrong with Worldly Tutor. Tutors = consistency.
- Scapeshift is a wonderful spell that will make your friends hate you. It's dangerous in my deck, and I think it'd be even more dangerous here given the number of lands you're running. Sacrifice any number of lands, go pull the best lands out of your deck, and make sure one of them is Field of the Dead. Suddenly, you've got an army of zombies, Gaea's Cradle, Strip Mine, Deserted Temple, Eye of Ugin, etc. I think you'd be fine to cut Life from the Loam, as you've already got plenty ability to play lands from the grave.
- Castle Garenbrig is a strictly better Forest in a mono-Green list.
- Dryad Arbor is surprisingly diverse. You can GSZ where X = 0 and go get Dryad Arbor, it taps for mana, it counts towards Gaea's Cradle, and it gets beefed by Finale of Devastation.
- Temple of the False God is actually pretty good in Azusa. I know, I know, it's a grossly overplayed card in our format, but as you already know, Azusa has no problem getting to 5 lands, and from that point on, it's a better Ancient Tomb.
- Petrified Field is neat with Realms Uncharted (if you don't already have the ability to play from the grave) and offers the ability to instant-speed get a land out of your yard. I find it to be pretty versatile.
- Wasteland isn't as good as Strip Mine, but it punishes multi-color decks. If you're like me and play in a tri-color meta, I think you'll find that it treats you well.
Hopefully I provided some decent food for thought. Either way, I think you have a great build here; I'm sure it's a blast to play!
1 week ago
OMG IT'S A THING.
And no Goblin Snowman
I DON'T CARE IF IT'S OFF COLOR IT BELONGS IN THE DECK AND IS AUTOMATICALLY ALLOWED!!!
1 week ago
3 weeks ago
Ancient Tomb, The Tabernacle at Pendrell Vale, Scalding Tarn, Misty Rainforest, Prismatic Vista, Verdant Catacombs, Polluted Delta, Flooded Strand and Snow-Covered Islands would all bolster consistency and give you a tad more ramp/attrition - though all of this comes in at a few morgage payments unless your group lets you proxy.
Gilded Drake - for the cost of a used Nintendo switch you can make commander dependent decks salty and sad every time :)
Anyways, hope that helped some :)
3 weeks ago
I have no idea what else to put in (well, I know I want it to have this as the game plan: (use your lands to blow up opponent's lands while ramping and playing Yasharn as much as possible to refuel, and once opponents are land screwed, beat them up with aggro.))
However, I'm not sure how to execute that. I was thinking of stuff like Winter Orb, which even combos with Blinkmoth Well, but that draws a lot of hate and therefore removal. I guess my question is this: How do I make my opponents have enough of a dilemma that they can't just win, but not enough of one to draw hate? (Also lands are great because so few people play land destruction in EDH).
4 weeks ago
Peoni thanks for the advice, I agree on getting some stax pieces in, however I think I’ll lean more towards the Winter Orb and Static Orb route. Given that I can just play a whole bunch of lands it shouldn’t hurt me as much as my opponent. Definitely gonna throw out Kodama's Reach and put in Priest of Titania. On the terms of Titania, Protector of Argoth I typically don’t like attack based win lines, I can see for sure why it would be good but that just isn’t my playstyle. Thanks again for the advice and pointing out some stuff I didn’t see! ;)
1 month ago
You need to decide what you want the deck to do before you can start cutting cards. Without knowing your build goal, you will not be able to know where to cut.
What do you wan this deck to do? Examples/ideas:
Is this deck mainly aggro? then keep the big monsters and the ramp. Cut the little creatures that are not mana dorks or cost reduction.
Is this deck mid-range good stuff? then cut creatures until you get 14-18, And add interaction cards to stop or negate your opponent's plays.
Is this a combo deck of some kind? For example; Is it built around Icy Manipulator + Voltaic Key for it's control? then get rid of the other stuff that is not part of that game plan.
Or is it going to cheat stuff out with Amulet and bridge? Then get rid of the icys and keys and focus on cheating big fat bombs out early.
Is it a toolbox deck? then cut your bombs and strong cards to 1 copy each and add more tutors to the deck.
These are just a tiny sample of archetypes, I am just showing how you can decide what kind of deck this is. Once you do, a lot of the cuts may become obvious depending on what you want for the deck.
But there are some cuts you should do no matter what goal you have:
-3 Fabricate (You already have 4 tinkers and 2 tezzerets), -1 Black Vise (Without support for it only 1 copy of this is just an annoyance when it shows up in your hand or is in play), -1 Paradox Engine (This is a freaking amazing card but it does not do a lot for this particular deck) , -1 Winter Orb (Like vise, without support it is not that useful with 1 copy), -1 Colossus of Akros (You have better big bombs already), -4 Etched Champion (this is a vanilla 2/2 most of the time and is probably the worst creature in your list), -4 Ornithopter (These are okay with the other cards in your deck but you will ramp into big stuff so fast they are just not too useful), -4 Welding Jar (at the very least cut it down to 2 since it synergizes with Academy Ruins. But Academy Ruins, Tinker, and Tezzeret the Seeker do the same thing kind of as this already. Id cut all of them to the maybeboard and see how it plays).
In a vacuum, none of these cards are bad by themselves. But none of these cards help you reach your goals for the deck. And only having 1 of something has a very low chance of seeing play. So if it does see play, it needs to do big things for you.
For your lands, they are another resource for the deck. So I would suggest filling in your land base with support cards. Stuff like;
+3 Buried Ruin (if you dont want to get more academy ruins), +2 Rogue's Passage (they don't hurt and can let you win off the back of one of your big creatures), +2 Arch of Orazca (really, slots of any land that gives card advantage), +5 more Islands or so, whatever gets you to 20-22 lands. If you dont want any of the other non-island cards, just add islands.
Your deck has very little interaction and I would suggest adding some to the deck. There are hundreds of options but I would look to add stuff that is similar to any of the following cards:
Spine of Ish Sah, Unstable Obelisk, or Meteor Golem. These cards synergize with academy ruins and buried ruin and can be Tinker targets when you need them. Just 1 or 2 copies of cards like these in the deck you can tutor for. Once you bring one of them online, you can keep bringing them back repeatedly to destroy your opponent's game state.
Then you need instant speed answers you can use to respond to what your opponent's do. Interaction is important and you will lose games just because you didnt have a Disenchant in your hand. Add copies of stuff like Scour from Existence, Titan's Presence, Not of This World or even repeatable stuff like Capsize or similar.
I am not saying you have to do any of the things I suggested. But you do need to decide what you want to do with the deck, cut cards, and add land and add interaction to the deck or it may just stay a hot mess like it is now.