Mesmeric Orb

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Mesmeric Orb

Artifact

Whenever a permanent becomes untapped, that permanent's controller mills a card (They put the top card of their library into their graveyard.)

Goldberserkerdragon on From the Crypt

2 months ago

Seems really awesome. Seeing some good things! Seeing some odd choices, but I know the struggle of having what you have to work with. Budget, etc are factors. Anyway, been playing Syr Konrad since his release in 2019, have had many different builds and i cant stress enough: ramp. The deck can do things on its own but for the most part Konrad needs to be out asap. I would recommend cutting a few lands to thin it out and directly add ramp pieces. Play test and see where you need to go either less or more or for personal preference, but mana is Konrad's best friend. Even if you cant do anything but Konrad is out, you can dump all you got into his secondary.

Mesmeric Orb, Mindcrank, and Tortured Existence are golden here. Glad to see them! Hard to really play Konrad without them. Fun fact, Basalt Monolith combos with Mesmeric Orb. You just pay into itself to untap, tap it again, pay, untap... with the orb you got as much mill as you want.

Butcher's Cleaver, Collective Brutality, and Cruel Grimnarch seem a touch odd here, but again maybe it's the best you can do! And nothing wrong with that. Konrad really just cares about moving those bodies around however you can so abilities are secondary.

The last thing I would add is to focus more on mill that mills multiple or everyone instead of just yourself. I can't tell you how many times i've milled myself for a cool 3, hoping for mad creatures, and milled my vampiric tutor and mind crank itself and maybe that land I was really needing next draw... ha.

Anyway, hope this helps

  • Cheers!

SlangNTrees13 on

6 months ago

Hey, really dig the deck! Ive been running it on xmage last few days and am well 70% win rate :)

One suggestion that made a big difference for me was to add some more non-knight mill to ensure we got knights in the yard. Just Mesmeric Orb (if you don't mind the hate) and Ripples of Undeath do the trick. Ripples is clutch as it mills and gives the option to tutor a non-knight card back to our hand in one each turn.

For knights, I switched probably 7ish to better suite my personal lower curve tastes, but a few ones I added I think are really strong to think about slotting in if you haven't caught them are Werefox Bodyguard, Ethersworn Adjudicator, Smitten Swordmaster and Knight of Dusk's Shadow.

Werefox is superb cause it's a reusable exile every time it hits the yard with commander damage trigger. Ethersworn although seems costly, is insanely good especially with Lightning Greaves added. (Ex. Had one game my Tithe was going off and I destroyed 4 creatures and untapped 5 times with Ethersworn in one main phase). Knight of Dusk I also think is clutch because I come up against a ton of combo lifegain ocelot pride etc. decks and this is a nice repeatable shut down effect for the deck that stops them in their tracks. Smittens adventure for one mana can also just end games and then you get your knight right back from his vacation for our other buffs.

I also think card draw addition is important with the draw / discard trigger and found myself running out of cards a few games too quickly, so I threw in Enduring Curiosity It does serious work with all our knights attacking and only 4 mana and returns as enchantment when it dies. Also another even lower cost one Dawn of a New Age has worked out really well for me and ensures us an extra card each turn once we get a few knights out for just 2 mana. Also added Mystic Remora cause we got blue why not.

My last real suggestion that has won games for me is adding Wonder all our knights having flying is just great and our draw discard and self mill is perfect synergy for it.

I lost The Circle of Loyalty for its high cost if we can't get the reduction and felt there's a fine amount of token production already (even though of course the theme is right on point!) and took out Basri's LT and a few of the other tribal buff lower mana cost knights for my mentioned additions. Also lost Swords for Toxic Deluge. Deluge is just so versatile, for just three mana it's too good a savior wipe I felt to leave out.

Sure you gone through sooooooo many knights for this one. I still have some pages to get through myself :D

sdtech58 on sdtech58

7 months ago

Demonic Tutor Grim Tutor Vampiric Tutor Mystical Tutor Entomb

Those would be the tutors I recommend.

If you want to stick with the mill theme, i'd recommend going to edhrec.com and putting in Gisa & Geralf as your CMDR and then you can choose the style of deck (Mill, Zombie, etc.) They will give you many more recommendations for the best cards to add. A few that I run with a different mill themed deck are:

Mesmeric Orb Mindcrank Maddening Cacophony

I personally think The Scarab God is a better Commander for a Mill themed deck because his activated ability can pull a creature from anyone's graveyard. So you can mill the crap out of yourself (and others) then pull their best creatures out of their graveyards

capwner on The Capitoline Triad, or the Chronikoid

8 months ago

Mesmeric Orb is a pretty great way to fill your yard especially if you run Basalt Monolithfoil with it. Good to see battlesphere and thopter assembly those were my first thoughts for spamming creature tokens to pump up. Maybe Inkmoth Nexus because 9/9 flying infect seems pretty good. This seems like really cool and unique commander! +1

ProgramIncomplete on The Mycotyrant

9 months ago

Sure thing!

When I decided to build this deck I really wanted to lean into the descend theme so I challenged myself to run as few non-permanent spells as possible. I think my initial list had like 1 or 2. Overtime, I ended up adding more since I realized I needed efficient self mill payoff cards like Reanimate and Overwhelming Remorse or else the deck was a little too clunky. Currently I'm running 9 but I'm looking for oppurtunites to cut some without losing power or efficiency.

But still, even though it isn't "pure permanents" I still tried my best to cover all of the deck's bases with permanent spells. We have permanents that can remove threats like Chupacabra Echo and Reclamation Sage; permanents that can draw cards like Skullclamp and Izoni, Thousand-Eyed; permanents that can ramp us like Sakura-Tribe Elder and Aftermath Analyst; permanents that mill like Mesmeric Orb and Ripples of Undeath; permanents that can bring stuff back from the grave like Journey to Eternity  Flip and Animate Dead; we even have The Meathook Massacre and Invasion of Fiora  Flip as our boardwipes.

One really nice upside to having everything our deck wants to do on permanent spells is that it makes cards like Malevolent Rumble and Cache Grab really consistent at grabbing something useful. And I recently added Revival Experiment which seems like a really nice payoff for going all in on permanents.

Anyway, the basic idea of this deck is self-milling and using my commander's ability to swarm the board with tokens. Usually we want to spend the first couple turns setting up, hopefully getting a repeatable mill effect on the battlefield like Mesmeric Orb or by pairing one of our dredge cards with a discard outlet like Matzalantli, the Great Door  Flip or Geier Reach Sanitarium. Once we've got our mill engine set up, then we can cast our commander. We want to make sure he triggers his end step ability the turn he enters so we can start getting our tokens online.

The tokens really are the core pillar of the deck. They can be sacrificed for value with cards like Skullclamp and Wight of the Reliquary; we can turn them into mana dorks with Insidious Roots; they can gain us a ton of life off of Essence Warden and Ayara, First of Locthwain; and they can present lethal by giving our Craterhoof Behemoth an army to buff. We also have the ability to drain the table to death with the aforementioned Ayara or Mirkwood Bats if we manage to mill enough cards. And of course, since they pump our commander, we can also win with commander damage.

Since we're milling so much the deck also has a reanimator subtheme. Reanimate and Animate Dead can bring back wincon creatures like Craterhoof and Ayara. Squirming Emergence can reanimate any permanent so it's an awesome way to put planeswalkers into play or snag an engine piece or even wipe the board with Invasion of Fiora  Flip. Similarly, Rise of the Witch-king let's us bring back any permanent while also forcing our opponents to sack a creature which is nice.

A new card that I'm actually testing right now is Chthonian Nightmare. The fact that it's a repeatable reanimate effect for only 2 mana seems really strong. And even if you don't "charge it up" by repeatedly reanimating creatures that cost less than 3, roughly 75% of the creatures in my deck are 3 or less anyway and among those are some really impactful targets like Eternal Witness, Reclamation Sage, Six, and Accursed Marauder just to name a few. Very excited to see how it performs!

Alongside the reanimator subtheme we have an aristocrats subtheme. As mentioned earlier the tokens make great fodder for stuff like Skullcamp and Wight. And we have creatures that either sack themselves, like Sakura-Tribe Elder and Aftermath Analyst, or want to be sacrificed, like World Shaper. All that sacrificing can net us additional value off of Liliana, Dreadhorde General or Mirkwood Bats since he triggers on token sacrifice as well. We also have Disciple of Freyalise  Flip, a great reanimation target that can draw us a ton of cards by sacrificing our creatures that grow in size as our graveyard does like Splinterfright and Souls of the Lost.

So yeah, that's the deck. It can be a bit slow and the lack of instant speed interaction is definitely a drawback but overall I like it a lot and it can have some explosive turns. You just have to be careful not to mill yourself out which is why I added in Kozilek, Butcher of Truth. He's a bit random so I might replace him with Elixir of Immortality. We'll see.

P.S. Apologies for the long winded reply, hopefully it was insightful.

Profet93 on Mono Black Affinity

9 months ago

Mycosynth Lattice? - Works with karn

Mesmeric Orb? - Self + other mill that works well with GY strategies

Btw, do you own a Guardian Beast?! That's sick!

Wirmy on The Nine

1 year ago

I’m loving what you have got going so far! I suggest considering these cards for your deck: Darkblast, for mill purposes primarily, but it can always help clear the field of any 1/1 chaff or give you an unexpected edge in a fight; Stinkweed Imp, this is primarily a defensive card, but it’s got a very useful Dredge 5 mechanic. Cauldron's Gift, since you are monoblack; Millikin, to help you cast Ringwraiths; Corpse Churn; Mesmeric Orb, this card is certainly too expensive to really be an option but I saw it and thought I’d mention it.

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