Static Orb

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage 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
Masterpiece Series: Kaladesh Inventions (MPS) Mythic Rare
Seventh Edition (7ED) Rare
Tempest (TMP) Rare

Combos Browse all

Static Orb

Artifact

If Static Orb is untapped, players can't untap more than two permanents during their untap steps.

Static Orb Discussion

Caerwyn on Red Stax Enchantments

1 week ago

Stax is generally a cEDH strategy--more casual metas do not take kindly to decks that shut down playing the game, and will generally make that clear to the would-be Stax player. I think the red Stax pieces you outlined are strong cards for tuned, casual metas--but they're not enough to see play at the competitive level where you start to see more Stax.

Generally, cEDH games tend to have a lower reliance on creatures, decreasing the efficacy of Smoke and Mudslide . There's just much more utility in shutting down lands--everyone needs lands, regardless of if you are running creatures, artifacts, spellslinging, etc., and Winter Orb effects have a nice synergy with generic tax effects, like Static Orb . The anti-creature Red Stax effects are only going to work against a few decks, such as those with Green, whereas other options cover the whole table. They're just far to susceptible to what your opponents are playing.

Now, Tectonic Instability is a card that goes against lands, but it's really easy to circumvent. In the early game, when you're likely to use all your lands on a turn, you can simply tap for mana in advance of Instability's trigger resolving, and your play is unimpeded. You also give your opponents the option to simply not play lands. As the game progresses, and the need for new lands diminishes, Instability only gets worse.

dingusdingo on Red Stax Enchantments

1 week ago

I just learned of some awesome new red stax enchantments and was wondering why they don't see more play.

Smoke is like a red winter orb for creatures. Most competitive green decks run a suite of 1 mana cost dorks, so this slows them drastically. Slows draws from Tymna, and beat down from stax decks. It has some serious defensive applications against wide decks.

Tectonic Instability seems like an obnoxious card, and potentially back-breaking with Winter Orb Static Orb Hokori, Dust Drinker Mana Web . At the very worst, this card reads "Your opponents lands ETB tapped"

Mudslide is another creature hoser, and while players can get out of it, it seems strong in combination with other taxing effects like Sphere of Resistance and friends. Once again this card robs mana dorks of their speed and resilience.

Are these stax effects strong enough to be viable?

dingusdingo on Haïti chérie

1 week ago

I'm assuming this is a budgetless list, so my first question is why no Mox Opal ? Oversight or intentional?

Next, how do you handle resolved creatures? You have three spells capable of removing a critter off the board, in Chain of Vapor Cyclonic Rift and Toxic Deluge , but that's about it from what I can see. Why don't you run Ensnaring Bridge Humility Damnation or similar? I understand you want to be proactive with counterspells but there's no way you can lock the other 3 players with 1 for 1 trades while you're also building your board. Also consider that bouncing THEN countering a spell is 2-for-1'ing yourself when you could just Swords to Plowshares it. Literally every deck features a creature as the commander so its not like you won't have targets except the unbelievably rare pod of 4 PW commanders.

Are you aware in that you have a wincon with Angel's Grace + Ad Nauseam + Silence + Brainstorm + Windfall + Yawgmoth's Will ? I don't see the line listed despite being a built in backup if both labman + Jace are exiled. I see Yawgill + Grace listed but it doesn't look like you realize you can force 99+ draws to win.

Have you considered running tutor hate in tandem with Scheming Symmetry ? Aven Mindcensor or Leonin Arbiter break parity and are worth running even without Symmetry. I understand this is meant to be a bear-lite build but with how many wheels (free draws for opponents) you're running, turning off tutors may save your bacon. Also works well with Wishclaw which you seem to enjoy (its a Grim Tutor for first activation but being reusable for cheap unconditional tutor is fantastic so I have mixed feelings)

Have you considered miracle cards for Aminatous +1? Having the ability to always get them for the miracle cost is pretty rad. Banishing Stroke Devastation Tide Temporal Mastery Terminus . The timewalk one should be worth a consideration for sure. Miracle cards also make great surprise plays with EOT Vampiric Tutor or Mystical Tutor

Have you played against a discard stax deck like Nath or a mana denial stax deck yet? Your low amount of removal is leading me to believe that a resolved Trinisphere or Oppression makes this deck cry big sad tears.

Why would I choose Aminatou as the commander over Zur for a similar build? Zur can consistently grab Waste Not to kickstart wheel lines or value grinders like Necropotence Rhystic Study . I like the Aminatou interaction with Wishclaw but I don't think that single interaction in your 99 can justify the choice when Zur is going to give you 100% consistency. I normally see Aminatou decks run stax pieces that it can break parity on by blinking your own permanents ( Static Orb shutting the game down but you blink a tapped Mana Vault to get far ahead, blinking a 1 counter Tangle Wire to reset it, untapping your Ancient Tomb while Winter Orb is out, etc.etc.). You could certainly run strong hate cards like Winter Orb without turning off your combo lines. Cost enhancers like Trinisphere or Sphere of Resistance might prove unwise though.

Extremely interesting build, curious to see where it goes. Cheers

multimedia on Akiri and Bruse *EDH Testing*

2 weeks ago

Hey, saw your forum topic asking for help. This is a good start, you have the right idea if you want to make this a cEDH deck then stax is a direction to consider, but there's only three stax cards here.

Consider more stax and hatebears?

Priest, Ferocidon and Mentor depend on the meta you play in, but each can stop combos. Priest prevents reanimation combos, Ferocidon prevents infinite creature combos and Mentor prevents infinite nonmana activated abilities combos.

Red does a good job of hating on blue.

All these can be cast with Sunforger.

Extra turn spells can let you hit another player with Akiri potentially killing two players or more with Commander damage.

Grace can prevent you from losing the game after casting these extra turn spells and Grace can be cast with Sunforger.

Other cards to consider adding:


Out of all these suggestions consider this expanded stax package and additional cards to consider adding:

Good luck with your deck.

Coward_Token on Gadwick, Wise Guy

4 weeks ago

You could use the tapping ability for stax, e.g. Static Orb , Storage Matrix , Dream Tides , Sands of Time

Verity Circle seems cost-efficient. Maybe Toothy, Imaginary Friend ?

GhostChieftain on Mill, Mill, Mill for a Million

4 weeks ago

I am not sure if you actually want to make this competitive or if you were just mentioning that the competitive gauge is silly. I am just going to yeet in assuming the former.

First thing I would do is scrap everything 4 cmc or greater that doesn't almost immediately win me the game. I would cut your creature count by about half if not more. Lastly for cuts, I would put at the very most 33 lands in here and replace the ones you take out with some rocks.

As a mill deck, you will want to shut off your opponent's access to their graveyards. Planar Void is my fav for lazav, but Grafdigger's Cage , Nihil Spellbomb , Relic of Progenitus , and Silent Gravestone all really do the trick.

Your counterspell package should probably drop all of the ones greater than 2 cmc and add in Swan Song , Delay , Flusterstorm , Pact of Negation , Mana Drain , Mana Leak , Mental Misstep , Muddle the Mixture , Tale's End , Force of Will .

Tutors and draw are very quick ways to make an okay deck much better. For draw you can have Necropotence , Mystic Remora , Rhystic Study , Consecrated Sphinx , Brainstorm , Search for Azcanta  Flip, Wheel and Deal . The wheel effects are particularly nice because they bring down your opponent's deck size as well. For tutors ya get Demonic Tutor , Vampiric Tutor , Imperial Seal , Mystical Tutor , Fabricate , Intuition , Merchant Scroll , Whir of Invention .

I would add in artifacts and enchantments that slow your opponents to a point that they can't do much and your counterspells can really devastate them. Cursed Totem , Winter Orb , Static Orb , Trinisphere , Back to Basics , Pithing Needle , Sorcerous Spyglass , Torpor Orb , Nether Void

Lastly I would probably run a lab man consultation package as an extra win con Laboratory Maniac , Jace, Wielder of Mysteries , Demonic Consultation , Tainted Pact .

I hope even if you don't go quite in this direction that this gives you a glimpse into a spikier mindset and can give you some ideas for this and future decks. Cheers!

GhostChieftain on Lazav,Dimir Mastermind

4 weeks ago

I am not sure if you actually want to make this competitive or if you were just mentioning that the competitive gauge is silly. I am just going to yeet in assuming the former.

First thing I would do is scrap everything 5 cmc or greater that doesn't almost immediately win me the game. I would cut your creature count by about half if not more. Lastly for cuts, I would put at the very most 33 lands in here (i.e. cut 7 and add in mana rocks like Dimir Signet , Fellwar Stone , and Talisman of Dominance )

As a mill deck, you will want to shut off your opponent's access to their graveyards. Planar Void is my fav for lazav, but Grafdigger's Cage , Nihil Spellbomb , Relic of Progenitus , and Silent Gravestone all really do the trick.

Your counterspell package should probably drop all of the ones greater than 2 cmc and add in Swan Song , Delay , Flusterstorm , Pact of Negation , Mana Drain , Mana Leak , Mental Misstep , Muddle the Mixture , Tale's End , Force of Will .

Tutors and draw are very quick ways to make an okay deck much better. For draw you can have necropotence, Mystic Remora , Rhystic Study , Consecrated Sphinx , Brainstorm , Search for Azcanta  Flip, Dark Deal , Wheel and Deal , Whispering Madness , and Windfall . The wheel effects are particularly nice because they bring down your opponent's deck size as well. For tutors ya get Demonic Tutor , Vampiric Tutor , Imperial Seal , Mystical Tutor , Fabricate , Intuition , Merchant Scroll , Whir of Invention .

I would add in artifacts and enchantments that slow your opponents to a point that they can't do much and your counterspells can really devastate them. Null Rod , Cursed Totem , Winter Orb , Static Orb , Trinisphere , Back to Basics , Pithing Needle , Sorcerous Spyglass , Torpor Orb , Nether Void

Lastly I would probably run a lab man consultation package as an extra win con Laboratory Maniac , Jace, Wielder of Mysteries , Demonic Consultation , Tainted Pact .

I hope even if you don't go quite in this direction that this gives you a glimpse into a spikier mindset and can give you some ideas for this and future decks. Cheers!

Vash13 on Lazav,Dimir Mastermind

4 weeks ago

So as the other thread stated the meter is garbage but i do notice this is a very casual deck, first off this is only a two color deck fetch land are just going to slow you down scrap em, second, YOUR IN BLACK run necropotence, pairs with blue very well for card advantage amd its also just kinda broken, then lasly choose from a plethora of wincons either related to milling or not for end game support in case straight mill does not work, one of my favorites is mikeaus, the unhallowed+ Triskelion then you throw in a Phyrexian Devourer and a Necrotic Ooze . Buried Alive never hurts and throw in a Victimize for good measure and bam your pretty deadly. Some other cards to consider, Spark Double , Ashiok, Dream Render , Jace, Wielder of Mysteries , Sinister Sabotage , Soothsaying , and as you said mill is not super strong so wy not lock the board down with cards like Winter Orb , Static Orb , Stasis , or even a creature like Sheoldred, the Whispering One, can hold your opponents down while you mill them out, well thats about all i got for now let me know if you have any questions on what i said and good luck!this comander looks fun!

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Static Orb occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%