Orim's Chant

Orim's Chant

Instant

Kicker *(You may pay an additional as you play this spell.) *

Target player can't cast spells this turn.

If the kicker cost was paid, creatures can't attack this turn.

Latest Decks as Commander

Orim's Chant Discussion

AstroAA on [EDH][Primer] Adeline Anthem Beatdown

1 week ago

Hello IHATENAMES! Thank you for your comments!

Personally, while I think Adeline lends herself to work well with equipment, I don't want that to be the focus of the deck - I'd like the deck to focus more on powering up the tokens through anthem effects. Most of the equipment that is there is because it's able to offer things towards our gameplan (Veteran's Armaments, Stoneforge Masterwork), give some form of protection or evasion (Loxodon Warhammer, Darksteel Plate, Whispersilk Cloak), or offers an additional form of removal (Godsend, Sword of Feast and Famine, Shadowspear). Batterskull provides an additional creature, which further boosts Adeline's power.

My main problem with mass removal in a deck like this is most of the time it's counterintuitive, meaning it messes with us more so than our opponents. Otherwise, I would run Wrath of God and Day of Judgment 100%. As for targeted removal, I am aware that my package is rather lacking. I'm a big fan of getting rid of things before they're even a threat or have a chance to be a threat, hence the Silence and Orim's Chant. I want to add more, but my problem is I also like utility and most of the cards that say "Destory target Artifact or Enchantment" are over-costed in my opinion.

As for the anthem effects you suggested, my main problem with them is they're over-costed for what we get. Take Honor of the Pure as an example - it's two mana for a +1/+1 effect for all of our creatures. Metallic Mimic does something very similar, as does Thalia's Lieutenant. Intangible Virtue is perhaps something that I might add, but all the others are too much mana in my opinion for what they do. My problem with cards like Gauntlet of Power is there is another mono-white deck at the table, and I'd rather not help them out.

Regardless, again, thank you for your comments!

DemMeowsephs on What is your pet tech …

1 month ago

I love to run Orim's Chant whenever I can. It's super helpful in stopping a combo or saving you from losing, and can even stop an opponent from interfering during your own turn.

Masterful on Necronomicon | Teysa Karlov | Primer

1 month ago

Eloniel We have 6 actually (you may have missed Nested Shambler), but I still don't find 6 to be enough to justify running such a slow engine. I ran the odds in a calculator, and there's a 60% chance we'll have a 1-drop by turn 6. Since Abiding Grace is useless otherwise, it'd be a dead card too often to run with this few 1-drops. Even though it'd be active 60% of the time, its payoff isn't great enough to warrant that risk. I could see it and Lurrus of the Dream-Den in a different build with probably 8+ one drops. If you want to play it in this build, it wouldn't be horrible. It's just too risky a card for me to personally include it in the decklist.

kirbysan Unfortunately, Inkshield is too expensive and situational. Leaving up 5 mana for a card at instant speed will slow down our gameplan. Most of the deck is focused on developing creatures and piecing together engines at sorcery speed. Leaving up such a massive situational spell will hurt our ability to develop and won't necessarily pay off. That being said, it's a very fun card. I could see it in a build with more fun instant-speed tools like Orim's Chant, Mana Tithe, Withering Boon, etc. That way, it wouldn't feel as bad to leave up mana since we'd likely be able to cast at least some of our stuff if inkshield goes to waste. If you think Inkshield would be a fun inclusion, don't be afraid to play it yourself. "Gotcha!" cards can be some of the best moments in EDH.

plakjekaas on Overperforming Cards?

3 months ago

I second Sunforger . But I disagree about it not being that good. It protects your board with Teferi's Protection , Debt of Loyalty , Deflecting Swat and Boros Charm , it removes creatures with Swords to Plowshares , Path to Exile and my favorite: Settle the Wreckage , it kills other problematic permanents wit Disenchant , Chaos Warp or Wear / Tear , can shut players down with Silence , Abeyance or Orim's Chant , and in my deck, it wins the game by searching and casting both Gideon's Sacrifice and Arcbond on the same Indestructible creature. It will even find the Lightning Bolt to start the chain.

Sunforger is one of the best boros equipments, at least if you can cheat a bit on the equip cost. But we have Ardenn, Intrepid Archaeologist , Brass Squire , Puresteel Paladin , Sigarda's Aid , Halvar, God of Battle  Flip and a few others to help with that

Masterful on Necronomicon | Teysa Karlov | Primer

4 months ago

cfost827 Archaeomancer's Map has been strong so far. It's good against green ramp, smooths out early turns, and can turn iffy hands into good ones. I haven't had a turn or game where I was unhappy to see it in my hand yet. As for Second Sunrise and Brought Back , they're not as inconsistent as they may seem. I ran the numbers in a card probability calculator, and we have about a 60% chance of drawing a fetchland by turn 2. At that rate, we can play BB as a stronger Rampant Growth on curve. However, if we get a bit luckier, we could double Rampant Growth on turn 2 for untapped dual lands at instant speed. Since they both also double as recursion, they're super strong with aristocrats. So yes, they aren't as consistent as 2 mana rocks, but they provide a much higher ceiling combined with versatility. We're also not hurting in terms of the amount of ramp we have. Some of our ramp might be a bit conditional, like BB, SS, Knight of the White Orchid , etc. but we have access to 13 pieces plus additional sources of mana in the form of Pawn of Ulamog , Ashnod's Altar , Nykthos, Shrine to Nyx , etc. I'd play Coldsteel Heart , Marble Diamond , and/or Charcoal Diamond if I felt we needed more consistent or more early ramp. In testing though, SS, BB, and the ramp package as a whole proved consistent enough.

Dawn Charm is a good card. I could see it being good against certain decks or strategies. If any of the modes are something you frequently find yourself needing, I'd play it. I haven't found myself needing a fog or that type of counterspell very often myself, but if you play in a combat heavy meta or against a player who loves to target you for graveyard hate, it could be useful. Another similar card which you might want to consider is Orim's Chant . It's also good against players who like to target you with spells or in combat. I play it in some lists and find it to be a great political tool by saying, "Hey, you better agree not to screw with me this turn, or I'll skip your whole turn basically."

Nerdytimesorwhatever on cEDH: Bomberman’s Best Friend

5 months ago

Hello, why have you included Orim's Chant over Flusterstorm ?

MagicMarc on Will WotC Ever Print this …

6 months ago

I think Sunforger packaged with the right toolbox/control/removal cards can be very powerful. I don't know if I think its fast enough for some competitive formats but it can be amazing when it comes online.

Remember, with Sunforger you can even pay Kicker, Entwine, Replicate, and Buyback costs when you cast the instant spell.

It is a little mana intensive and involves a few steps but matched with the right cards it can provide permanent effects and recursion for your deck. In similar fashion to Isochron Scepter in that you can match certain cards with it and get softlocks on your opponent or dominate the game state.

You play Sunforger with one or more of these: Mistveil Plains / Epitaph Golem / Reito Lantern / Junktroller . Now, you can tutor and cast an instant with Sunforger , then use one of the above cards to just put it back in your library and do the same thing again the next turn. You can unattach at instant speed. Which means you can cast something like Orim's Chant with kicker at the start of your opponent's turn. Then, also during their turn, put it back in your library with a card like Mistveil Plains . Then on your turn, equip a creature with the Sunforger so you are ready to do it again on their next turn. Stuff like that will just win games.

Or, casting stuff like any of these over and over again or at least once per turn: Utter End , Teferi's Protection , Boros Charm , Deflecting Palm , Swords to Plowshares and even Comeuppance .

Imagine how hard it would be to stop the Sunforger Engine from beating someone into the ground. Especially if they have Counterflux in their library which is also a valid Sunforger target. Even though you can't cast it for the overload cost it would still be 1 counterspell per turn.

There is a huge amount of instants with red or white in their mana cost that have a total CMC of 4 or less which can all be tutored and cast with Sunforger

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