|Commander / EDH||Legal|
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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.)
Witchbane Orb Discussion
3 weeks ago
Looks very close to my deck "Sand Flies." A few spells I run in that I recommend here:
Always Watching . I've found a full set of AW along with a full set of Favorable Winds drastically improves the consistency of pumps hitting the battlefield.
Signal Pest - The big problem with this creature is that Favorable Winds doesn't apply. I think it makes up for that by essentially being another pump, and for only 1CMC! In mine, 2x SP, 4xAW, & 4xFW means there are 10 pump spells to make all my little 1/1 flying creatures often become 3/3's and bigger.
If you include Always Watching, then Segovian Angel isn't needed. Also, I completely disagree with DefectiveDwarf regarding it over Healer's Hawk . While a 1/1 HH might not be all that meaningful, a 3/3 HH is a menace. And it's not that uncommon to get 2 or even 3x HH down in a single game - 3x 3/3 flying, lifelink is good enough that you can let your opponent hit you.
I really like Squadron Hawks in my deck, mainly because I see it as pseudo draw-card. It's just a really solid way to keep creatures hitting the battlefield turn after turn. I've playtested my deck quite a bit and the Hawks have been better than I'd hoped.
Even if you don't add Signal Pest, I'd still suggest adding 1x Buried Ruin . Just playing it can make opponents second guess the wisdom of removing an artifact you control. Other lands I'd suggest considering: Temple of Enlightenment - shifting a scry ability into the mana-base means more room for other utility effects. Scavenger Grounds - it's pretty useful to be able to exile some people's graveyards.
I think Immortal Servitude is better than Vesperlark and worth the extra casting cost. It tends to hit right at the point opponents think they've got you licked, which also tends to be devastating for them.
Over the years, I come to realize that no matter how low a deck's AVG CMC is, 20 is really the lowest number of lands a deck can scrape by on. Of course, there are sure to be exceptions to such a rule of thumb, but generally speaking, 20 is the bottom number. Good decks can get going with 3-4 spells and 2-4 lands in an opening hand. A lot of decks try to do too much or over-kill opponents when it typically takes a lot less to win. If we consider 4 spells and 3 lands a good opening hand, that means statistically, about 57% of a deck is spells (34-35) and 42% lands (25-26). Now I've always been a bit rebellious and for years have tried to build decks with 16 lands, but I'm sad to report it doesn't yield great results. I'm typically trying to include as much as 25 lands in most the new brews I work on, but it usually ends up being more like 22. I think 20 is enough here. Another way to put all this would be to say I think you need to cut a couple creatures or other spells.
Spells I'd suggest dropping: Vesperlark (too narrow), Spell Queller (too high CMC), Curious Obsession (too narrow), Smuggler's Copter (not a creature, resource demanding, not great to discard).
As crazy as it sounds I'm actually considering dropping Pride of the Clouds . It's a major target that almost always get removed. It seems like I've had better games when all my creatures were close to the same power/toughness. It's hard for opponents to deal with decks that don't have singular wincons.
Other spells to consider: Dovin, Grand Arbiter - it's really fun to +2 him and add another 2-4 loyalty counters. It's actually pretty easy to ultimate and that ultimate is pretty good. Serra the Benevolent - another pump for fliers and a Worship ultimate is not bad at all. Sideboard/utilities: Generous Gift , Faith's Shield , Blessed Alliance , Negate , Oblivion Ring , Celestial Purge , Disenchant , Revoke Existence , Nevermore , Ratchet Bomb , Elixir of Immortality , Pithing Needle , Teyo, the Shieldmage , Witchbane Orb , Sanctimony , Shalai, Voice of Plenty , Leyline of Sanctity , Tormod's Crypt .
3 weeks ago
If you're looking for advice on your cons,
It's a cop-out answer but you can diversify your whir package. The go-to inclusion is Ensnaring Bridge , and from there you can add whatever your meta calls for ( Witchbane Orb , Nihil Spellbomb , Damping Matrix , ect ect)
The list looks tight, and sai and urza are insane together.
Leaning more heavily on the thopter combo will generally improve your aggro matchups.
I was expecting more manarocks,
maybe cut some wellsprings or a sieve or something if you're trying to be more explosive,
But personally I like it and I'm definitely going to try your list out
And from there I'd be able to give much better feedback but that's how advice over the internet goes lol
1 month ago
I love shirie and this comes from love too
Too many of them are weak to begin with but then get bigger with sacrificing or discard, if you want to have a lot of creatures I would suggest Mortal Combat too for max synergy and some graveyard protection. Witchbane Orb .
1 month ago
Wow thank you very much for the review and the tips!! I thought that Tome Scour would be a good turn 1 card, but I will replace it in the future for the breaking (I got the promo art and I love it). But about removing Annul , I think that it can actualy help me do deal with cards like Witchbane Orb or Elixir of Immortality (if you know a better card to deal with those tell me please xD). Furthermore I'll keep in mind all that you said while playing, testing and improving the deck! Thanks again!
2 months ago
Great deck name! I like what you've put together. I've been updating my U Tron deck to include Ugin and his toolbox as well. Bottled Cloister + Ensnaring Bridge in your side board is a pretty great lockdown. It's not something U-Tron can normally consider, but paired with Walking Ballista , it's though to beat. It's a great defensive backup to the Lattice. Mindslaver in the side is another great option, since you aren't running it in the main yet you are running Academy Ruins . Witchbane Orb gives you hexproof, which is great against burn and discard.
2 months ago
Having an Ensnaring Bridge + Bottled Cloister in Karn's toolbox is very helpful. Turn 3 Tron lands into new Karn, -2 into Ensnaring Bridge is a pretty amazing opener. Followed by Bottled Cloister makes it a hard lock, letting you win with Walking Ballista . Chalice of the Void is pretty great when cast a 0,2, or 3 CMC. Defense Grid gives control players a hard time. Dragon's Claw can help against burn and storm. Steel Hellkite is nice removal once you've got a wall up. Torpor Orb against Humans and other ETB effect decks. Universal Solvent is a nice catch-all removal. Witchbane Orb is great against burn and discard. I've been working on a Mono-G Tron deck as well, featuring the new Karn.
2 months ago
Thank you so, so,so much appreciated! As for Mystic Decree , I'm currently pairing it with Magus of the Moat which has the same effect as Moat and Stormtide Leviathan , but I'll consider running the Leviathan too.
As for Shalai, Voice of Plenty you're right! Thank you very much for pointing it out!
My gameplan is to basically ramp with mana, mana rocks and mana dorks ( minimum required for Planar Bridge's ability) in order to tutor or to cast Planar Bridge , combo it with Paradox Engine to go infinite and then proceed to cast Omen Machine and/or Knowledge Pool in order to lock my opponent out of the game thanks to Lavinia, Azorius Renegade and follow with Avacyn, Angel of Hope , Platinum Angel , and (I wanted to get some protection for myself and for my permanents, so I originally chose her, too) Shalai, Voice of Plenty and then close the game with Azor's Elocutors when opponents are locked out and I'm safe for the most part.
Since Shalai, Voice of Plenty is not available, I'm looking for another way to make myself and my permanents hexproof, aside from Padeem, Consul of Innovation , or maybe different cards or strategies.
If someone has ideas for an alternative wincon, I'm all ears!
2 months ago
I feel like this deck relies very heavily on having Magistrate's Scepter . Without it, you lose quite quickly.Consider adding artifact searching cards like Trophy Mage , Fabricate , or Whir of Invention . Whir is fairly good in this deck since you get plenty of mana, and the fact that it puts it directly into play at instant speed can pretty much end the game on the spot. Also playing whir lets you play one-ofs of niche hate cards like Witchbane Orb , or the more expensive Ensnaring Bridge . I would cut Divination for these.
Witchbane Orb occurrence in decks from the last year
All decks: 0.04%
Commander / EDH:
All decks: 0.0%