Zuran Orb


Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
From the Vault: Relics Mythic Rare
Masters Edition Uncommon
Ice Age Uncommon

Combos Browse all

Zuran Orb


Sacrifice a land: You gain 2 life.

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$5.88 Paper


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Zuran Orb Discussion

Boomzilla555 on BAD LANDS

3 weeks ago

No worries. Zuran Orb is surprisingly good too as a sac outlet for splendid.

Spirits on Kaalia of the Vast Aggro EDH (Commander)

3 weeks ago

Akroma, Angel of Fury appears to be listed twice in the deck list.

You mention duel commander, Duelcommander Banlist?

I believe Sensei's Divining Top (mainboard) and Mana Crypt (maybeboard), are on the banned list.

Our decks are VERY similar Kaalia, the Purifier, but I follow the ordinary mtgcommander.net banlist that Wizards uses.

I think the new Ash Barrens is better than the Evolving Wilds because it has the potential of entering untapped, however, can tap a land to make it the color you need as well similar to the Evolving Wilds

I've been contemplating Necropotence and Dimir Machinations in my deck. The really scares me a bit though in Mardu.

I don't see Balance on the Duel Commander banlist, could think of a few ways to abuse that using Crucible of Worlds or Zuran Orb or Armageddon, Cataclysm, style mid-range game.

Also don't see Griselbrand on there, he would be an all-star in this deck, unless you run into an Emrakul, the Promised End or a Mindslaver or something.

MegaMatt13 on Gay Pride

3 weeks ago

Nice deck. I highly recommend Zuran Orb as another land sacrifice outlet. Sun Titan is another great card for bringing lands back into play. Animist's Awakening can get you lots of landfall triggers at once.

Some great enchantments for landfall value: Primeval Bounty, Retreat to Coralhelm, Retreat to Kazandu, Retreat to Emeria, and Khalni Heart Expedition.

Lands that bring great landfall value: Ghost Town, Thawing Glaciers, Blighted Woodland, Terramorphic Expanse, Evolving Wilds, Bant Panorama, and Naya Panorama. I would cut some of the dual lands that don't fetch you other lands. They don't bring you enough landfall trigger value.

For cards to cut: some of the group hug cards. This doesn't seem like a dedicated group hug deck. May as well not give opponents extra value. Also, cards like Edric, Aerie Mystics, and Voice of Resurgence are great...just not really on theme with the deck.

Hope this helps. Please check out my version at Kynaios and Tiro, Lovers of Landfall

Torque76 on Titania, Protector of Argoth Version 1

1 month ago

Pieguy396 Cruible is in the list. I used to use Zuran Orb, but I ended up removing it so long ago I can't remember why. Did you see any cards that don't seem to fit the scheme or any of the cards in my list you would substitute for?
Nissa, Voice of ZendikarNissa, Vital ForceNissa, Vastwood Seer  FlipAcidic SlimeCultivateSecond HarvestEldritch Evolution

Thanks a lot for the tip on card linking.

Pieguy396 on Titania, Protector of Argoth Version 1

1 month ago

Just so you know, you can directly link to cards like this: Titania, Protector of Argoth by doing this:

[[Titania, Protector of Argoth]]

Card-wise, Zuran Orb and Crucible of Worlds are both great in Titania.

Pommesmitsenf on Kynaios and Tiro - Land Value

2 months ago

Cards I'd cut: Avacyn's Pilgrim, Llanowar Elves, Rattleclaw Mystic, Selvala, Explorer Returned, Mind's Eye, Artifact Mutation, Aura Mutation, Forbid, Hull Breach

Add instead: Azusa, Lost but Seeking, Exploration, Burgeoning, Future Sight, Oracle of Mul Daya, Zuran Orb, Nature's Lore, Austere Command, Return to Dust, Horn of Greed, Storm Cauldron, Realms Uncharted, Crop Rotation, Scryb Ranger, Sylvan Safekeeper

Feel free to ask if you want me to elaborate on my suggestions.

JerichoDarkstar on Oloro Healthcare

2 months ago

So, if you want some lifegain, I have a "few" suggestions :)

*Martyr of Sands - Definitely good for a quick boost of life. Especially since multi-colored cards count, you could be gaining upwards of 12 life off of this card.

*Congregate - In Commander where at least one person has a swarm of tokens, this could be very useful. Say you're in a 4 player game and everybody has at least 2 monsters. This card would get you 16 life of off that.

Now suppose that someone has pulled off an amazing 30 creature combo. From them alone you would get 60. I would definitely recommend this card.

*Swords to Plowshares - Removal? And lifegain? At instant speed? Need I say more.

*Beacon of Immortality - In Commander, this is already stupid. With your deck and the massive amount of life you can maintain for long periods, it's even stupider. It's even better if you have cards to search it (example: Mystical Tutor)

*Zuran Orb - This card is really good if you are Flooded. May not necessarily be useful for you because you wouldn't have a lot of synergy with dead lands.

*Words of Worship - If you are sitting on everything you need, you can easily exchange that card draw for 5 more life. Also, this works well with Oloro's ability as well. You can still draw while gaining even more life. Or use Words of Worship again to gain 5 life instead of drawing one with Oloro. Lots of use with this one.

*Tendrils of Agony - If you can cast a lot of spells before hand, this one can be interesting. Don't forget that laying down Zuran Orb counts as casting, so you can use this to gain a few life while getting rid of some of your opponent's. This one really depends on how often you can cast things, though. If you like casting one or two bigger things more often than lot of little things, this may not be the card for you.

*Soul Warden - This is a lot like Congregate except it takes advantage of cards as they come, not after they've already got there. It's great because you gain life when your opponents play creatures, too.

*Contemplation - Whether you cast a lot of spells each turn or a few, this card definitely helps as you go.

*Ivory Tower - With all of the card draw potential you have, you can also have life gain potential with this card. It's definitely doesn't hurt, and it can constantly give you life with no extra cost after you throw it down.

*Faith's Fetters - Suppression on an enemy creature while gaining life. Nice.

*Kokusho, the Evening Star - Nice big creature with some life gaining benefits. Either they deal with a 5/5 flyer, or the other players take an instant hit while you gain life. Once again, in a multiplayer game with 4+ people, you can be gaining 15+ life when it dies.

*Exsanguinate - If you are sitting on a decent amount of mana, this can be a hefty hit to your opponents. And, it's even better for you. This is like Kokusho in a sorcery, but it has the potential to deal more.

*Diamond Valley - Not instant gratification for life, but very nice if you aching for another hit. This is really good if you are blocking with a creature that's going to die anyway.

*Luminous Wake - If you enchant a creature your opponent controls with 4 or less attack, it pretty much renders it useless (barring other effects like double strike). If you enchant a creature you control that can't be destroyed in battle for whatever reason, you get 4 life for blocking. You could also use this to your advantage with attacking, but this deck isn't really about dishing out combat damage.

*Invincible Hymn - This card is stupid if you draw it early. In Commander, it's evens stupider. You could draw this on turn 15 and still have the potential to make your life total 84. Now, the downside is that by turn 15 your life is probably in the hundreds. I don't really recommend this card, but I thought it deserved a mention.

*Survival Cache - Life gain and card draw. Plus, you get it again next turn for no extra charge. Right up your alley.

*Honor the Fallen - Not only does this hurt Commanders like Meren of Clan Nel Toth, but you get life out of the deal.

*Venser's Journal - A much, much better version of Ivory Tower, in my opinion. Basically life gain every turn guaranteed.

*Ajani Goldmane - Life gain everywhere. And, he makes a Serra Avatar by the 3rd turn he's out.

*Celestial Mantle - This card can be very broken in Commander. By turn 6, it may be very hard to actually hit a player with an attack. But the payoff is amazing. If the creature also happens to have double strike, you get 4x your life total with a single swipe.

*Sculpting Steel - While not a life gain card itself, it can become one. Imagine this as a copy of Venser's Journal. Then you gain 2 life for each card in your hand.

Whew. I know that was a lot of life gain recommendations, but I thought you would like to see as many as possible to mix into your deck in whatever playstyle suits you best.

TheHorgle on Git out of my swamp

3 months ago

Looks fun, lots of overlap with what I'm running in my Damia Lands deck. Some things I might recommend looking in to would be Strands of Night for instant speed reanimation at the negligible cost of a land and a little life, Crop Rotation for instant speed utility land tutoring, and Zuran Orb for emergency life gain. Entomb also gets you quick and easy Life from the Loam and Dakmor Salvage access.

Zendikar's Roil has done a lot of work for me just by quietly making nonthreatening blockers all game, but your mileage may vary.

Some utility lands you might find interesting include: Bojuka Bog, Cabal Pit, Buried Ruin (get back that Crucible when meddling kids kill it), and Urborg, Tomb of Yawgmoth for color fixins and things that care about things being swamps. Mystifying Maze, Maze of Ith, and Glacial Chasm provide fantastic survivability on their own, particularly when you've got ways of sneaking them in reactively. Worth noting that the latter two cannot tap for mana on their own without Chromatic Lantern or Urborg, Tomb of Yawgmoth or what have you.

Other potentially useful things things off the top of my mind are Pernicious Deed and Beast Within for removal, Horn of Greed if you have card troubles, and Overwhelming Stampede and/or Pathbreaker Ibex to get in big swings late game. And Herald of Leshrac for ultimate lulz.

Finally out of curiosity, I notice you're not running Avenger of Zendikar, one of the quintessential landsy cards in EDH. Is that an intentional exclusion, or just happenstance? Either way, happy deck building!

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