Zuran Orb

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage 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
From the Vault: Relics (V10) Mythic Rare
Masters Edition (MED) Uncommon
Ice Age (ICE) Uncommon

Combos Browse all

Zuran Orb

Artifact

Sacrifice a land: You gain 2 life.

Zuran Orb Discussion

Firestorm44 on Card creation challenge

1 day ago

Combos with cards that can sac basic lands, specifically Dark Heart of the Wood and Zuran Orb .


Zendikar's Refusal

Instant

Until end of turn, whenever a basic land would be put into your graveyard, you may instead return it to the battlefield tapped.


The combo works by you having Zuran Orb out and playing this. Then, you can sac your basic lands an infinite number of times to gain infinite life and infinite landfall triggers.


Create another card that goes infinite with a different previously printed real card.

hkhssweiss on T&T Lands

1 week ago

Yo Jaaayy_Windsor

Some cards you can consider adding are Faith's Reward , Squandered Resources , Retreat to Hagra , Zuran Orb . The ability to sac all your lands and replay them for cheap is invaluable. If your going the land cycling route, you can even consider running Second Sunrise as well. Definitely a fun way to play!

Ehsteve on Lord Windgrace Sits Behind A Chasm

2 weeks ago

Friendship with Fury Storm Ended

After some more testing it has confirmed that Fury Storm simply will not cut the mustard in the deck. Now it is time to try something fresh: Underrealm Lich . Now this presents a very powerful avenue for card selection and graveyard filling, however presents a challenge in that you may possibly deck yourself as the deck has no ways of shuffling the graveyard into the library. While I haven't yet had any issues with potential decking yet, it's always better to be safe than sorry.

The first thing that came to mind was Elixir of Immortality , or simply putting in one of the eldrazi titans to provide more reliable (but less predictable) anti-mill but honestly in the colours present the options are rather limited. Another possiblity was Struggle / Survive which is fairly cheap and offers instant speed removal for a fair amount of damage along with a cheap shuffle effect.

I've since gotten my hands on a Cabal Coffers so that is going into the deck, replacing Canyon Slough . Often the amonkhet cycle lands feel worse than the single mana cyclers like Forgotten Cave or Barren Moor and all too often have ended up being discarded to an uptick of Lord Windgrace , who doesn't care what kind of land you discard at the time.

After more testing, Winding Canyons has not been the game changer that I had hoped, but I will give it a few more shots before completely discarding it from potential upgrades.

Vampiric Tutor in place of Cut / Ribbons has been one of the best quality of life improvements to the deck in a while.

One final thought is whether or not adding Retreat to Kazandu to the maybe board is worth it. The deck can burn through life surprisingly fast and without finding a Zuran Orb you can end up playing on the backfoot the entire game. If anything it voids the first lot of lifeloss from Glacial Chasm and works great with Splendid reclaimation or Scapeshift . If anyone has any thoughts on the matter, let me know!

multimedia on Tatyova's Bountiful Paradise

2 weeks ago

Hey, this is a good start, but I think you're including too much fat and not enough sustenance. There's several really good cards here: Thrasios, Safekeeper, Azusa, Cobra, Baloths, Excavator, Muse, etc. Command Tower is however missing :) All my cards suggestions are budget ($6 or less).

Cards to cut to make 100 cards:

  • Baloth Woodcrasher: this is a worse Rampaging Baloths.
  • Arcanis the Omnipotent: too expensive card draw which you don't need because of Tatyova.
  • Archetype of Endurance: not worth eight mana.
  • Polyraptor: not worth eight mana.
  • Patron of the Moon: not enough Moonfolk.
  • Fleet Swallower
  • Desolation Twin
  • Tromokratis

Consider reducing what creatures/cards you want as your win conditions because you don't need as many win condition creatures as you have here. All the cards I suggest to cut to make 100 are high mana cost creatures to help to reduce the high avg. CMC here which is 4.2. Choose a few win condition creatures who can benefit from the strategy of playing a lot of lands before and after the creature is on the battlefield.

I see Thrasios, Triton Hero and overall it's the most powerful card in the entire deck. Adapting the land strategy to also support him is a good plan to consider. Thrasios wants a combo that makes infinite colorless/colored mana because this lets you draw your deck and put all your lands onto the battlefield. Most infinite colorless mana combos consist of expensive price cards such as Rings of Brighthearth or Power Artifact with Basalt Monolith . There are however some budget two cards + Thrasios combos to consider:

  1. Krosan Restorer with threshold + enchanted with Pemmin's Aura or Freed from the Real : equals unlimited mana from tapping and untapping three lands. These auras let you untap Restorer which then lets you untap three lands gaining you two mana each time Restorer is untapped. Threshold is not difficult to enable (getting seven cards in your graveyard) with all the land ramp spells as well as Wilds, Expanse, Blighted, Bant Panorama, Ghost Quarter, etc.

  2. Viridian Joiner + Umbral Mantle + two mana: equals infinite green mana. Tap Joiner to make one green mana use it and two additional mana to then untap Joiner giving it 3 power. Tap Joiner to make three mana then use that three mana to untap Joiner giving it 5 power. You can now tap and untap Joiner unlimited amount of times.

  3. Umbral Mantle + Kydele, Chosen of Kruphix who's able to make four mana. If you have Kydele in play and draw four or more cards for the turn then you can tap and untap Kydele unlimited times with Mantle.

There are other budget infinite mana combos, but these are using cards that are fine for ramp without the combo therefore they can be used in other ways here with the land strategy.


There's a few cards to consider that can give you an advantage due to all the lands you're playing and putting onto the battlefield. These cards effect all players, but you can benefit much more from them because of the land strategy.

Overburden and Breach bounce lands that are in play back into their controllers hands this is very helpful because of landfall and you want a lot of lands in your hand to play each turn. These cards alone can really disrupt your opponents which is good for you.

Consider more lands? I suggest 42 lands. 36 lands is low for a land strategy especially when you want to be able to support landfall and play multiple lands per turn as well as use cards abilities to put lands from hand onto the battlefield. You need a lot of lands to be able to do all this each turn.

Lands to consider adding:

Other cards to consider adding:


Summary of all adds and cuts.

Overall cards to consider adding:

  • Avenger of Zendikar
  • Meloku the Clouded Mirror
  • Krosan Restorer
  • Pemmin's Aura
  • Viridian Joiner
  • Kydele, Chosen of Kruphix
  • Umbral Mantle
  • Command Tower
  • Bant Panorama
  • Ghost Quarter
  • Ghost Town
  • Flooded Grove
  • Botanical Sanctum
  • Overburden
  • Mana Breach
  • Horn of Greed
  • Mystic Remora
  • Eternal Witness
  • Nissa, Vital Force
  • Sakura-Tribe Scout
  • Llanowar Scout
  • Courser of Kruphix
  • Wayward Swordtooth
  • Splendid Reclamation
  • Zuran Orb
  • Nature's Lore
  • Nissa's Pilgrimage
  • Dryad Greenseeker
  • Coiling Oracle
  • Farhaven Elf
  • Beast Within

Overall cards to consider cutting:

  • Baloth Woodcrasher
  • Arcanis the Omnipotent
  • Archetype of Endurance
  • Polyraptor
  • Patron of the Moon
  • Fleet Swallower
  • Desolation Twin
  • Tromokratis
  • Archetype of Imagination
  • Artisan of Kozilek
  • Conduit of Ruin
  • Lorthos, the Tidemaker
  • Nezahal, Primal Tide
  • Pathrazer of Ulamog
  • Pathbreaker Ibex
  • Tomorrow, Azami's Familiar
  • Void Winnower
  • Frontier Guide
  • Bident of Thassa
  • Horizon Spellbomb
  • Seer's Sundial
  • Spellbook
  • Swiftfoot Boots
  • Venser's Journal
  • Retreat to Kazandu
  • Zendikar Resurgent
  • Omniscience
  • Peregrination
  • Overwhelming Stampede
  • Harvest Season

Good luck with your deck.


hkhssweiss on Breaking the Wind

1 month ago

Cthulhupoof9797

Have you thought about adding in tutors to streamline the deck even more. Or adding in cards like Seismic Assault in conjunction with Zuran Orb or as you have Squandered Resources to have synergy with Creeping Renaissance/Shadow of the Grave/Praetor's Counsel.

Some card you might have missed also for ramp (Oracle of Mul Daya) and protection (Constant Mists).

Hope that helps!

PandaBossCake on The Protector of Argoth

1 month ago

Have you considered adding Zuran Orb and Craterhoof Behemoth?

KayneMarco on lord windgrace

2 months ago

A few card ideas to mull over are:

Load more

Zuran Orb occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Green: 0.05%

Simic: 0.02%

Gruul: 0.02%

Golgari: 0.06%

Jund: 0.1%

Sultai: 0.02%