Chaos Orb

Chaos Orb

Artifact

, : If Chaos Orb is on the battlefield, flip Chaos Orb onto the battlefield from a height of at least one foot. If Chaos Orb turns over completely at least once during the flip, destroy all nontoken permanents it touches. Then destroy Chaos Orb.

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Legality

Format Legality
Highlander Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Tiny Leaders Legal
Unformat Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Chaos Orb Discussion

TheVectornaut on New hubs to be added

2 months ago

Femme_Fatale, for the sake of disambiguation, I agree that only the Kamigawa flip cards should have that keyword assigned to them. I'm more than happy to take the time to submit fixes for all the coinflip cards too (along with the oddballs like Chaos Orb ), although it might take me a few days. I don't want any changes to be disruptive though.

Out of curiosity, is it possible to add other mechanics to the list of keywords you can select from in the card editor? If there was a "Flip a Coin" option there, it would be easy to distinguish between the two types of cards. There already seems to be precedent for having mechanics that aren't keyword abilities, keyword actions, or ability words in the list already (Counters and Tokens, most notably.) This would also negate the need for a dropdown hub for the mechanic, assuming it was popular enough to get one in the first place. Unlike the very common Tokens and Counters options, Flip a Coin would only include ~67 cards, but that's still 66 more than Aura Swap has. I do also recognize that there could be a slippery slope here culminating in adding every possible line of rules text to a field intended for words that are supposed to replace rules text, so maybe a hub is preferable after all? I'm just spitballing.

BeeZak on Zaxara's Infinite Death

2 months ago

All aboard the Selvala, Heart of the Wilds / Kinnan, Bonder Prodigy train! Choo choo!

Seriously though, this looks sweet as hell. The infinite mana angle seems nasty, but not overly pushed, which should lead to good gameplay. Freed from the Real tends to be a surprisingly loud threat and my guess is that it's likely going to be a bit too greedy, especially considering you have fairly limited protection. Pemmin's Aura is good enough because the protection is built-in, and the added evasion will help you close some games. I've also found that cards like this tend to suffer quite a bit to the Chaos Orb s in our meta but YMMV.

The first thing that stood out to me was that you have significantly less interaction than you typically play, and I'd bet that it'll feel a bit uncomfortable having to be so selective with your answers. I'd recommend adding Windgrace's Judgment and Assassin's Trophy to improve your flexible removal, and some number of Erebos's Intervention , Battle at the Bridge , Profane Command , and Black Sun's Zenith to up your creature removal and creature count (Hydra tokens) at the same time. Also, these do really well against indestructible threats (cough Blightsteel Colossus + Ulamog, the Ceaseless Hunger cough) like gods and such.

You could probably also use another counterspell or two, but if you don't want to lean too hard that direction, that's understandable.

The second main thing I noticed is your mana ramp package—I'd look at it fairly critically and consider your goals. For example, I'd keep all creatures that tap for 2 or more mana ( Bloom Tender , Incubation Druid , Selvala, Heart of the Wilds ) as they give you more paths to going infinite. I'd cut the ones that only make 1 mana ( Birds of Paradise , Manaweft Sliver , Leyline Prowler ) as they tend to be a bit of a liability compared to land fetch spells and you aren't inherently taking advantage of the fact that they are creatures.

I'd also focus on the curve of your mana ramp. I think you should prioritize 2 cost spells like the three on-color signets, and the land fetch spells Nature's Lore , Farseek , Rampant Growth , and Sakura-Tribe Elder . Swapping these for your 3-5 cost mana ramp will give you more chances to cast Zaxara on turn 3 and get the ball rolling on both bigger mana and generating hydras. The way I see it, you could have a signet + Zaxara to use on turn 5 or spend that same turn casting a Gilded Lotus which is the same mana output but a turn slower. Basalt Monolith is the exception here as it goes infinite.

The final thing I'd encourage is to play more land. You really need to always hit Zaxara early for your deck to do it's thing, and maximizing your potential to consistently hit 4 mana on curve is going to pay dividends. At 34 I'd say you're 2-3 short of what I'd recommend for a mana-hungry deck like this, and you're actually at 33 right now because Winged Temple of Orazca starts as a Hadana's Climb  Flip and likely shouldn't be counted as a land.

Here are the baseline swaps I'd recommend:

Out - Birds of Paradise - Manaweft Sliver - Leyline Prowler - Yavimaya Elder - Freed from the Real - Capricopian - Seedborn Muse - Chromatic Lantern - Darksteel Ingot - Replicating Ring - Gilded Lotus - Opulent Palace

In + 2 Forest + 1 Island + 1 Swamp + Farseek + Nature's Lore + Sakura-Tribe Elder + Golgari Signet + Simic Signet + Dimir Signet + Profane Command / Erebos's Intervention + Windgrace's Judgment / Assassin's Trophy

These aren't super exciting changes but they'll massively help your initial consistency. I'd play the deck a buch before deciding what swaps would be best beyond this.

Stoked to see the deck in action!

Caerwyn on Juleokin Format 2.0 w/Banlist & …

5 months ago

You should add Shahrazad, the Dexterity cards (things like Chaos Orb that involve throwing or otherwise moving cards), and cards Wizards has deemed culturally insensitive to the banned list. Shahrazad is banned in every format as it leads to unfun, long play environments. Dexterity cards exclude people with some physical disabilities. The final category is to be banned in all formats at Wizards’ direction.

Oof_Magic on A Quest for Power: Unrestricting …

10 months ago

Daveslab2022

No but you literally rejected analysis based on preconceptions. I don’t need a yes man. But I don’t need a no man either. Both stymie dialogue. If you want to actually discuss the decks, your thoughts, and offer constructive criticism, as welcome it. But I personally get rubbed real wrong when I’m told no or not to do something and given no alternative. That offers nothing to the conversation and rather shuts it down. That may not been you, but that’s what I’ve gotten. I’d like dialogue rather than dismissal. I’m not gonna be called out for looking for a yes man when you’re looking for me to ‘yes man’ about Recall. You could afford to be more self-aware. If you care to cite data rather than a conglomeration of untested opinions, I’ll be open to hearing it.

I don’t know how you buy the ‘mull to Force’ argument but dismiss ‘mull to Leyline’ when ‘mull to Bazaar’ already exists.

Are you hearing yourself get worked up over explaining the Vintage RESTRICTED list? Are you talking about Shaharazade (Chulandfall), Lurrus of the Dream-Den, Chaos Orb, Falling Star, and others? Or did you mean to say Legacy banned problem cards?

Balaam__ on The Salted Earth

11 months ago

Great build. “Needs more Chaos Orb

TonyStark9001 on WotC Removes Images of Racist …

1 year ago

Hazankob: Chaos Orb and Falling Star arent expensive because they're banned, they're expensive because they're old and scarce.

SquirrelPenguin on unbanning

1 year ago

Come on Wizards, unban Chaos Orb, Falling Star, and Shahrazad in vintage! And I don't see why Delighted Killbot is banned either. What makes it any better than Bronze Sable?

HappyMilkXD on The Actual Weirdest Cards

2 years ago

I was looking for the wierdest Magic cards in Google, and stumbled with this magnificence. But I also think you're missing some good stuff:
- Chaos Orb : demands physical interaction with the game
- Shahrazad : the card that created
- Divine Intervention : 8 mana to just tie
- Floral Spuzzem :
- Goblin Game
- Scrambleverse
- Furnace of Rath
- Shared Fate

And then there are the cards that make you play cards from outside the game:
- Mastermind's Acquisition
- Burning Wish
- Coax from the Blind Eternities
- Cunning Wish
- Death Wish
- Research
- Glittering Wish
- Golden Wish
- Karn, the Great Creator
- Living Wish
- Ring of Ma'ruf
- Spawnsire of Ulamog

Hope any of these cards work for your list!

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