Spires of Orazca


(Transforms from Thaumatic Compass.)

: Gain .

: Untap target attacking creature an opponent controls and remove it from combat.

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Set Rarity
Ixalan (XLN) Rare
Promo Set (000) Rare

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Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Pioneer Legal
Historic Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Arena Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Spires of Orazca Discussion

itsbuzzi on Pioneer Lands Data Base

7 months ago

Battlefield Forge, Caves of Koilos, Command Tower, Conqueror's Foothold, Crypt of the Eternals, Forest, Gingerbread Cabin, Gold-Forge Garrison, Grove of the Guardian, Holdout Settlement, Island, Llanowar Wastes, Lost Vale, Mountain, Plains, Primal Wellspring, Rupture Spire, Shimmering Grotto, Spires of Orazca, Swamp, Temple of Aclazotz, Tomb of the Dusk Rose, Treasure Cove, Wandering Fumarole, Wastes.

I used to give me a complete list of lands and subtraced what you had. I know Command Tower doesn't actually do anything but it's still legal. Do with that what you will. I also added the basics. They seem unnecessary but the addition of Wastes may be useful information.

Hope this helps!

Gidgetimer on Removing attacking creature from combat

11 months ago

Yes, "attacks" triggers happen when an attack is declared that matches the trigger condition. The Ur-Dragon has to be declared as an attacker before it is in combat to be removed from combat. Once a trigger has triggered it goes on the stack the next time a player would receive priority. It doesn't matter if the game state has changed so that the trigger event is no longer true.

(Though in this case that last part doesn't matter since the trigger will be on the stack before you even have an opportunity to activate Spires of Orazca )

Sukuren on Removing attacking creature from combat

11 months ago

If I tap Spires of Orazca to remove an attacking creature, let's say my opponent swings The Ur-Dragon at me, does my opponent still get to draw a card and put a permanent onto the battlefield?

TSmash on Bant Control

1 year ago

Thanks so much for the feedback and suggestions, winden02! Will definitely keep Knight of Autumn in mind when testing.

For Growth Spiral I've found the ramp to be very helpful in the early game, and that it combos very well with Thaumatic Compass  Flip. This reminds me that I should include at least 1 Basic Forest card to the list. For Growth, the +1 instant draw speed also makes the card shine mid-late game.

I will also keep Negate and Essence Scatter in mind for the sideboard. Good catch!

For hard removal, you're absolutely correct that this list is lacking (nephew started with less to focus on lifegain and draw spells). In testing, I've found that 3 Cleansing Nova and 1 Settle the Wreckage have done well in that they are supported by stall cards such as Spires of Orazca , Dawn of Hope , Angel of Grace , Lyra Dawnbringer , Hydroid Krasis , and the 6 Planeswalkers who; create tokens ( Dovin, Grand Arbiter , Karn, Scion of Urza , and Tezzeret, Artifice Master ), tap opponent's creature ( Dovin, Architect of Law ), and removal ( Teferi, Hero of Dominaria ).

Again, I don't feel this list or ratios are complete. Will continue testing and truly appreciate the feedback!

Argy on Chromatic Jodah

2 years ago

I playtested this against my Dragons.

It kept board wiping me with Settle the Wreckage, but I never attack with Lathliss, Dragon Queen, so that I can refill my board, which I did thrice.

Eventually I got five Dragons on the field.

A 4/4 got removed from combat by Spires of Orazca, Chamber Sentry killed another 5/5, Zetalpa, Primal Dawn blocked and killed a second 5/5, and one 2/2 remained unblocked.

By that stage I had enough mana to pay for Lathliss Dragon Queen's ability to pump the Power of my 2/2 up by 9, making it do 11 damage.

I had gotten 4 damage in earlier in the game with Dismissive Pyromancer, leaving this deck on 5.

Next go I played Shock and Lightning Strike and it was all over.

I deliberately made the mistake of attacking with most of my Creatures into Settle the Wreckage. Earlier in the game 6 damage had been prevented with Root Snare.

Jodah, Archmage Eternal got killed earlier with Lightning Strike, before he could do any damage or block.

The Gateway Plaza and Rupture Spire both slowed this deck down too much. The turn they were played actually put you two turns behind because you had to pay PLUS they entered tapped.

Jodah, Archmage Eternal really feels more like a Commander card than a Standard card.

He is cheap enough to make recasting no problem.

His ability would let you get away with playing HUGE spells for peanuts.

He's really not suited to Standard, in my opinion.

Working out your mana base a bit more MIGHT speed this deck up a little. I could probably do it, but I'm tired and don't really feel like it.

There are some problems with the plays you've set out.

T1: Land

T2: Land, Thaumatic Compass  Flip

This can't happen if the first land pays for the second land, and the second land comes in tapped, which is what happened on my test.

T3: Land, Root Snare on opponents turn.

With only three copies of Root Snare in the deck you are more likely to see it in the late game, rather than on Turn 3.

T4: Land, Thran Temporal Gateway, Chromatic Lantern

This play can't happen. You only have four lands at this stage. Thran Temporal Gateway costs and Chromatic Lantern coats , which would require seven mana.

T5: Land, Jodah eternal, activate Thran Temporal Gateway for Zacama, Primal Calamity.

This play can't happen either. Thran Temporal Gateway costs to activate, and Jodah eternal coats to cast, which would require eight mana.

If you played Chromatic Lantern on Turn 4 you would have access to only six mana, but you couldn't also have played Thran Temporal Gateway that turn.

This deck sort of has too much going on.

I do like the Ramp into Zetalpa, Primal Dawn. I believe there is a place for that card in Standard, but it would probably be in a shell with early mana dorks.

The ratio of Creatures to Artifacts feels way off here.

23 cards in this deck are non-creature spells, but they are all concerned with fixing mana, or stopping damage. That is only going to delay the Opponent and help you Ramp so much.

You have no spot removal which meant that all I had to do to protect my main win con, Lathliss, Dragon Queen, was just not attack with her.

Sorry to be the bearer of bad tidings.

I don't really think this deck is viable in Standard.

At the very least it would need a Sideboard with stuff like Dive Down, to protect Zetalpa, Primal Dawn from Vraska's Contempt (which most decks play).

If you change it and want me to take another look, tag me in these comments.

I used to offer a lot of deck help, but I have really cut that back these days.

Argy on Jeskai(ai,ai) Control.

2 years ago

I like the new deck name!

I think you would be wise to chuck Risk Factor.

I've run lots of tests against it and most of the time your Opponent will just take the four damage.

There are potentially a lot of life gain decks in this Standard (we don't know the meta for sure, yet). Those decks won't think twice about losing some life.

I'd put another copy of Settle the Wreckage in your Sideboard. As with most Control decks, Creature-heavy decks are tricky for this one to deal with. Particularly if the Creatures aren't actually being cast.

I feel that you could lose one Shock and one Lightning Strike. I run 2x Shock and 3x Lightning Strike in my current deck and that feels about right.

I find that this build isn't as consistent as I'd like it to be, due to the fact that you have only 1 or 2 copies of a lot of your cards.

I was able to dispatch your Niv-Mizzet, Parun with Fight with Fire, a card that is quite popular right now. Some copies of Dive Down in the Sideboard could help protect it.

21 lands does concern me for a deck of this type. Normally you would run 25 or 26. Although Thaumatic Compass  Flip does help, it also sucks up mana that you need, if you use it in the early game.

Spires of Orazca helps a little bit but again, against Creature-heavy decks, you're only removing one of them from combat.

Patient Rebuilding was the surprise card of the bunch, to me.

It very effectively Milled me. Then a second copy came out and my deck was toast.

I'm almost wondering if the build wouldn't be better with a stronger Mill focus and taking Niv-Mizzet, Parun out.

I know you're desperate to build with that Creature, and prove the Pros mistaken, but it's rare that they get things wrong.

They've been playing and brewing Magic with teams of professionals every day of their lives for years.

I tried to brew with Niv-Mizzet, Parun, realised it just wasn't working, and built a more effective deck instead.

I am happy to be proven wrong, but the card just doesn't feel competitive to me.

I hope my comments help. Let me know if you make any changes, and want me to take another look.

(Consider yourself fortunate, I rarely give deck advice any more.)

HoneySempai on Fields of Gold

2 years ago

Reconnaissance Spires of Orazca and Maze of Ith could help mitigate some of those moments where you need to attack, but don't want to deal with combat.

pokepower116 on 8x8 Xantcha

2 years ago

Hey! Thanks for the mention :)

Love the idea! In terms of pure win percentage, my deck definitely isn't the right way to go about things and I feel that a more defensive pillowfort strategy like you mentioned would net you much more wins.

While red/black aren't the best pillowfort colors in the traditional sense, they have a few cards that slow or disincentivize attackers; not to mention there are a few land and artifact cards that help too. No Mercy, Dread, Kazuul, Tyrant of the Cliffs, Maze of Ith, Mystifying Maze, Spires of Orazca (flipped from Thaumatic Compass  Flip), Uphill Battle, Glacial Crevasses, Vow of Malice, Vow of Lightning, and Crawlspace just to name a few. Since most of the pillowfort cards are in white, another route could be playing a card like Queen Marchesa and running Xantcha in the 99.

I think the 8x8 theory is solid for most of these categories! I feel that the player controlling Xantcha dying is a rare enough occurrence (she'll probably get destroyed or another player could get taken out before them) that you might not need a full 8 slots dedicated to sacrificing her. If this does happen, you could always use your single-target removal on her and run a bit more of it. It's not ideal, but might save you from situations where you have a Viscera Seer or Ashnod's Altar and nothing to sacrifice with it.

Same goes with the politics and memes. Depending on your definition of memes, they could have a lot of overlap there too so you might not need to dedicate 16 slots in your deck to both of those (like Curse of Opulence, Sower of Discord, or Disrupt Decorum).

Overall I think you're on the right track and I can't wait to see what you end up with!

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