Witchbane Orb

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Innistrad (ISD) Rare

Combos Browse all

Witchbane Orb

Artifact

When Witchbane Orb enters the battlefield, destroy all Curses attached to you.

You have hexproof. (You can't be the target of spells or abilities your opponents control, including Aura spells.)

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Witchbane Orb Discussion

landofMordor on 4 simple favors & I'll ...

1 week ago

Wow friend -- you're really going to town on Scryfall! It's awesome to see the neurons firing like this (: Sorry for the slow reply. I've been busy irl, but I'll respond when I get a chance.

Starting from the beginning (I'll be a little concise so avoid wall-of-text, but I promise I'm not trying to be rude!). Yes Concerted Effort works, but the real question is whether it's good enough in a vacuum to take a slot in your 100. Does it combo with other things? Or are you relying on drawing the Angel alongside it? If the latter, cut it.

Black is the only color that can answer planeswalkers with instants, but you can target planeswalkers with direct-damage instants like Lightning Helix, even though it's less consistent than Oblivion Ring and friends.

You're right about Sneak Attack -- the flickered creature is treated like a new game object, with no history of being snuck. But that doesn't mean you need to put that 2-card combo in, either. The chances of having those two cards in your opening hand are nearly 0, and the other W flicker cards aren't good enough in a vacuum to justify putting in more.

Similarly, devoid in general is terrible in RW, unless you're making an Eldrazi deck. I think your Gisela deck is suffering from "100-slot syndrome". You need to split all these great ideas into about 6 decks -- one RW+BLACK reanimator, one RW+BLUE flicker-and-bounce, a Kozilek Eldrazi deck, an Angels tribal deck, and finally a Gisela deck that isn't just a list of generically good RW cards. Otherwise, I can speak from experience that you'll hate playing this list -- it'll always feel like you've drawn the wrong half of your deck, and that nothing has feel-good synergy.

What does "fail the meter" mean? If you're referring to T/O's Competitive Meter, that's a bogus way to gauge a deck, since nobody knows how it works. For your Kozilek, I'd just ask your playgroup if they're okay with you using Devoid cards as if their color identity were colorless, which would maximize both flavor and fun without being carte blanche.

Regarding protection: Concerted Effort would spread "protection from creatures/types/etc", but Pledge and Kannushi don't have that. Players almost never get protection, because protection gives immunity to damage. Your closest bet is hexproof through Witchbane Orb and friends...but again, that's not a good card in a vacuum, so I don't recommend it.

Regarding "toolbox Boros deck", yes, you could make a deck whose sole purpose is to tutor for Sunforger...so you can tutor for any instant answer...and then you can tutor for a creature with protection and win over the course of 20 turns...but the real question is, is that going to be fun after the first game? My humble suggestion is that you'd get really sick of it, especially because 1) you need B for functional tutors, and 2) nothing I just described is a winning strategy. Look at all the cards you've mentioned; look at your decklist -- those cards might be good, but they're ALL either too CMC-expensive or only good in a combo that you'll never draw into in Boros or simply not as powerful as killing somebody dead.

I'm happy to continue the conversation on your decklist, where I can break it down some more card-by-card, but that's my instinct here. Check out my deck One-Punch Woman (Primer) in the meantime, in case that helps show you what I mean.

lagotripha on Tic Tac Boom (Budget funny deck)

1 week ago

I feel like more sac outlets and more creature theft are a good plan, with a sideboard designed to swap in for those creature theft cards. Bazaar Trader oddly enough looks like it will underperform compared to a creature to sac to choker. I'd give some thought to Spawning Pit, Timely Reinforcements, then depending on what your overall list looks like, Ashes of the Abhorrent, Aven Riftwatcher, Witchbane Orb/Orbs of Warding and Pious Evangel  Flip.

LoreandMore on Newzav

4 weeks ago

Some graveyard protection could benefit the Multifarious one! Perhaps Witchbane Orb?

Necrotic Ooze also be a good combo-enabling piece here, but only if you're interested in using the activated abilities bit.

Also, the fact that the sideboard has some graveyard hate is a delightful irony...

DangoDaikazoku on Multifarious Infinite Combos

1 month ago

Lots of great suggestions and I'll try to address each one.

Bojuka Bog perhaps gives me the most anxiety when piloting this deck, so granting myself hexproof would be incredibly useful. I really like Witchbane Orb for that reason too, but I feel like it's too costly to get out in terms of mana because I'd have to spend one of my earliest turns getting it out on the field for it to be worth anything which distracts a bit from the gameplan and it may not even stay on the field which makes it quite an investment into resources just to prevent a Bojuka Bog threat. Thing is, I can normally recover from Bojuka Bog rather effectively, because I usually just start putting specific combo pieces in the graveyard at a time, and if someone exiles those pieces from my graveyard, I move onto the next combo and try to assemble it. By the time I find a way to dump my whole library into the graveyard, I'm already going to combo off and Bojuka Bog won't be able to interrupt the combo on my turn unless they can Scapeshift with a Leyline of Anticipation out on the battlefield but that would be some roundabout tech. I'll still try to find a slot for Witchbane Orb for testing, thank you for the suggestion.

Lightning Greaves and Swiftfoot Boots are cards that I specifically left out of the build because I didn't want to use equipment anywhere in this deck. Instead I have a solid graveyard package for Lazav and Ooze to hit for protection. Specifically fulfilling the same role as the equipment mentioned, I have Invisible Stalker and Cephalid Inkshrouder who protect Lazav from being targeted.

Lastly, I will start off by saying right away that Intuition is definitely going to be worked into the build. I forgot it was even a card and it just seems like the perfect tutor for this deck. Now I have considered Yawgmoth's Will before, but I opted against it since I would be risking exiling my creature(s) that I reanimate with it, and if they are important combo pieces but I don't end up comboing off then that's bad news for me. Snapcaster Mage is great, and I had him in mind for the original draft of this deck, but I haven't quite decided if or how I will fit him into the build. Mystical Teachings seems a little mana intensive for what it is and for that reason I don't think I would need it.

luther on Multifarious Infinite Combos

1 month ago

Orbs of Warding and Witchbane Orb might be nice pieces of tech for you depending on your playgroup since a misfortunately timed Bojuka bog could just shut you down a few turns. Really just depends on your local meta though

griffstick on Rat Tribal... What???

2 months ago

Shell of the Last Kappa is wayyy to conditional. I'd remove it for sure. Put anything else in there. But if you are looking for the same effect, Witchbane Orb is better, Orbs of Warding is good too

elgosu1337 on Muldrotha, the Primally Surging Gravetide

2 months ago

Hi smiffdemon, Ground Seal doesn't actually stop Bojuka Bog and Leyline of the Void because those cards don't target the graveyard. Cards like Witchbane Orb and Orbs of Warding would stop Bojuka but not Leyline, Scavenger Grounds, Sentinel Totem, Relic of Progenitus, Rest in Peace, or Morningtide. The best way to play against graveyard hate is to just treat the graveyard as bonus card draw that you fill incrementally as needed rather than dump half your library into.

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