Spires of Orazca

Front:

Thaumatic Compass  Flip

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

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

Combos Browse all

Spires of Orazca

Land

(Transforms from Thaumatic Compass.)

: Gain .

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

Spires of Orazca Discussion

TSmash on Bant Control

8 months 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

1 year 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.

1 year 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

1 year 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

1 year 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!

StopShot on God's Beloved Daughter

1 year ago

You should add Deserted Temple. You can use it to untap Maze of Ith or Spires of Orazca. Thespian's Stage can also copy those lands as well since neither are legendary. If your deck would be interested in more land ramp you might want to also consider Kor Cartographer as a viable option. Nim Deathmantle also seems like a practical card to run especially after a board-wipe or to recur Kami of False Hope.

This looks like a fun deck. Hope my suggestions help out.

EDedan on Lands for the win

1 year ago

Wonders about how good Blood Sun really is for the deck cause you use Hashep Oasis, Ifnir Deadlands, Inventors' Fair and Spires of Orazca, Conqueror's Foothold, Gold-Forge Garrison.

so don't know about the thing which cancels the usefulness of the lands other than tapping the lands for mana :/

Falco101 on

1 year ago

The main strategy I'd go with is generating large amounts of artifact tokens/creatures to win with either riches or crazy recursion loops with giant beaters, sacking a few myr or thopters with something like Champion of Stray Souls to bring back all your giant beasties. This is just a bunch of possible options that would help with that strategy.

Suggested Lands, don't need that many basics since you won't be fetching that many in U/B
Choked Estuary
Dismal Backwater
Jwar Isle Refuge
Cephalid Coliseum
Geier Reach Sanitarium
Myriad Landscape
Meteor Crater
Arch of Orazca

Ramp
- Vedalken Engineer
- Renowned Weaponsmith
- Palladium Myr
- Springleaf Drum
- Paradise Mantle
- Mistvein Borderpost
- Lotus Blossom
- Khalni Gem
- Azor's Gateway
- Spires of Orazca

Trixy spells, aka, all your mana are belong to us
- Scattering Stroke
- Drain Power
- Spell Swindle

Remove it
- Imprisoned in the Moon
- Vial of Dragonfire
- King Macar, the Gold-Cursed
- Gild
- In Garruk's Wake
- Sundering Titan

Generate Artifacts
- Magnifying Glass
- Ruthless Knave
- Revel in Riches
- Deadeye Plunderers
- Sly Requisitioner
- Genesis Chamber
- Prototype Portal
- Golem Foundry
- Pitiless Plunderer
- Myr Sire
- Efficient Construction
- Prying Blade
- Tamiyo's Journal

Beasties that like shiny
- Gearseeker Serpent
- Chromescale Drake
- Qumulox
- Barricade Breaker
- Herald of Anguish
- Necrotic Ooze
- Kuldotha Forgemaster

Can't touch this
- Prowler's Helm
- Writ of Passage

Tag, you're dead
- Grafted Exoskeleton
- Quietus Spike
- Scytheclaw

I'm not dead yet!
- Soul of New Phyrexia
- Artisan of Kozilek
- Betrayal of Flesh
- Champion of Stray Souls
- Diabolic Servitude
- Dread Return
- Ever After
- Hell's Caretaker
- Infernal Offering
- Profane Command
- Stitch Together
- Tempt with Immortality

Draw & Filter
- Monastery Siege
- Skullclamp

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