Mesmeric Orb

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Mirrodin (MRD) Rare

Combos Browse all

Mesmeric Orb

Artifact

Whenever a permanent becomes untapped, that permanent's controller puts the top card of his or her library into his or her graveyard.

Mesmeric Orb Discussion

Milkspy on Mill-Me-O-Plasm (EDH Reanimator)

23 hours ago

Ragnarok2100 Thank you for your comment! I used to play Hermit Druid in this deck and I am considering to put him back in, I took him out because he didn't deliver any value on the turn I put him into play. But I will probably put him back in. Likewise I'm really considering Sylvan Library , but I am not sure if I am playing enough shuffle effect cards, especially fetch lands. And paying 4 life seems a bit rough in a deck that doesn't win really early in the game. Furthermore. I took out Sultai Ascendancy , for Mesmeric Orb , which is a way faster engine.

But again thanks for the recommendations!

Peisistratos on Competitive Modern Mill

3 days ago

wallisface That's the case only if you sacrifice redundancy for the defence department, which I don't recommend. Secondly, how is it that the second copy is bad? A double Fraying Sanity quadruplicates any spell, which means you can win with your worst card ( Breaking ) coupled up with anything else (even a Mesmeric Orb on turn 2). On the other side, with a double Fraying Sanity you can with with a single Archive Trap or an average Mind Funeral (based on the remaining land cards in your opponent's deck given the late state of the game). Bear in mind that in an average game you need to resolve 5 mill spells in order to win. The first copy of Fraying Sanity allows you to decrease that number to 4 (dramatically increasing your turn-4 wins), while your second copy simply counts amount those remaining 3 mill spells left to be cast. Thanks for allowing me to clarify this point.

Peisistratos on Competitive Modern Mill

1 week ago

zga Mesmeric Orb is certainly your worst card in fast games like the ones against Neobrand or Burn, but when you wouldn't want it either you're bringing it Crypt Incursion or Set Adrift , all of which get much better with the otherwise poor Mesmeric Orb - so much that I almost never get to cut it.

wallisface on Mill your own business

2 weeks ago

Good mill cards i can suggest are:

Archive Trap

Mesmeric Orb

Ashiok, Dream Render

Breaking

I see you’ve made changes and all i can say is try to avoid playing anything over 3 mana. You can get away with running some Damnation , but everything else which you have to pay 4 or more mana for, will be too slow.

enpc on Tasigur's Wealth

2 weeks ago

If you're building a list designed to take advantage of as much land based ramp as possible, then I would probably drop the Thran Dynamo and Gilded Lotus lotus for more land based ramp. Not only does that focus on your land based theme, but it provides sorceries for you delve away.

I would also look at working in stuff like Turnabout and potentially even Doubling Season to help generate a bunch of extra mana for your combo turn.

There are a lot of chaff cards that I would recommend cutting as well: Mesmeric Orb , Sheoldred, Whispering One , Underrealm Lich , Temporal Trespass and Sultai Ascendancy .

Pal00ka on Morph Me UP

3 weeks ago

The way I see it this deck is mid-range control, does not have an explicit win-condition, and has 2 Plans.

Plan A: Kadena sticks, you get a flash enabler out like Vedalken Orrery , a bounce-to-hand effect like Temur Sabertooth , and keep most of your mana open for flipping, bouncing, and free-casting. In this way you control as you see fit, build your board state, but 2/2s will not be intimidating anyone.

Helpful cards: Erratic Portal , Cyclonic Rift , Crystal Shard , AEtherize , Displacement Wave , Capsize , Beast Whisperer , Soul of the Harvest , and Curse of the Swine .

Plan B: Kadena does not stick, you still have your flash enabler and bounce-to-hand effect, but now mana is tight and you need to keep controlling the board.

Helpful cards: Wilderness Reclamation , Unwind , Rewind , Awakening , Curse of Bounty , Dramatic Reversal , and Peregrine Drake .

In both Plans you will have extra mana, either for flipping morphs or casting and flipping morphs. But what if you do not need to do those things? Now you have potentially a lot of mana "going to waste." I would suggest adding in a few outlets where you can turn extra mana in card advantage, tokens, or something else you deem needed/relevant.

Helpfull cards: Treasure Trove , Tower of Fortunes , Erebos, God of the Dead , Book of Rass , Well of Knowledge , Customs Depot , Freyalise's Charm , Greed , Mind's Eye , Ant Queen , Spawnsire of Ulamog , and Deadeye Plunderers .

In all of these instances there has been an emphasis on drawing cards because without finding more morphs the game-plan gets derailed quickly either because opponent's know which you have or wipe the board before you can bounce them back to hand. As an alternate win-condition that complements drawing cards I would say to either try to mill yourself or opponent's out.

Helpful cards: Jace's Erasure , Psychic Corrosion , Sphinx's Tutelage , Jace's Erasure , Mesmeric Orb , Altar of the Brood , Jace, Wielder of Mysteries , Laboratory Maniac , Minds Aglow , Prosperity , Blue Sun's Zenith and Fascination .

Adding in a mini voltron package is not a bad idea too, where even just one of these could be fine.

Helpful cards: Diviner's Wand , Blackblade Reforged , Nightmare Lash , Lashwrithe , and even Buried Alive + Filth , Brawn , and Wonder .

Pikobyte on Muldrotha, the Graverobber

1 month ago

Deadbridge Chant and Sultai Ascendancy are examples for that. Had both in my first Muldrotha list but they underperformed totally. Mesmeric Orb gets the job done better for you.

Lord of Extinction is pretty disappointing too. Nothing but a really fat beater, but doesn’t do anything if a 1/1 token gets in his way. With no way of giving him trample or unblockable he’s not worth the slot.

Plaguecrafter is just a straight upgrade to Merciless Executioner .

Removals like Abrupt Decay etc are pretty useless too. Your strategy involves a lot of mill, what if you mill those instants/sorcery’s? You need to cast a witness to bring them back and then cast them?!? Better go for a slightly more expensive permanent-based solution for them. Try to ask yourself „would this instant/sorcery be worth using a witness to get it to my hand“ everytime you want to add one. Most of them are just dead cards in your graveyard.

And most important, what does your deck do without your commander? Muldrotha lists really need Muldrotha on the field to get repeatable value out of the cards. You don’t play any form of protection to keep her around, it’s usually over for you (depending on your meta) if she gets removed 1-2 times. Beside the usual cards like greaves and boots, cards like Curator's Ward , Diplomatic Immunity or Kaya's Ghostform are great and re-usable protection cards. Ghostform even protects from boardwipes (your own Pernicious Deed too) and acts as a wincon in my deck.

That was a lot of text and should be enough for now ^^

Majikthise on 8 Crab

1 month ago

I've been milling over Scheming Symmetry and how effective it would be in this deck. So I'm just going to dump my thoughts here.

What does Scheming Symmetry do?

  • Trigger my opponent searching to allow me to cast Archive Trap
  • Give me a chance to set up my next draw
  • The mill will most likely blank my opponent's tutor target

It's low cost and could be good for lining up my next turn. Even better on turn 2 or later if I can pull together Archive Trap , Visions of Beyond and Scheming Symmetry . That allows me to set up my graveyard for Mission Briefing later in the game. While it is cool to force a search for when I have the trap I really need a good chance to get the card from the tutor for it to be a strong include.

What are the alternatives that force my opponent to search cheaply or for free?

I don't use Ghost Quarter because it doesn't work with my crabs. I need every land in my deck pulling double duty so if I'm short one plan I'll hopefully be ready with another.

What am I cautious about?

  • In the worst case scenario, when this is just a symmetrical tutor, my opponent is likely to have much bigger haymakers than I do
  • Increased reliance on Archive Trap makes the deck weaker against hand attack and Surgical Extraction
  • If I play a Mesmeric Orb I've made it extremely hard to get my tutor target
  • If my opponent is playing any graveyard based deck, I have immediately gave them what they need
  • If the opponent has any kind of instant speed cantrip spell, they can sit on it and make sure they get their tutor target

So what could go to make room for Scheming Symmetry and possibly Noxious Revival ?

  • Fraying Sanity it moves the deck more from incremental mill to active plays which means I won't want to be taking a turn off any more
  • Mind Funeral to lower curve and ease color requirements
  • Mesmeric Orb for budget and to make room for more reliably drawing my tutor target

It's definitely worth play testing an alternative list and seeing if it speeds things up any.

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Mesmeric Orb occurrence in decks from the last year

Modern:

All decks: 0.04%

Commander / EDH:

All decks: 0.01%