Static Orb

Static Orb

Artifact

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

Browse Alters View at Gatherer

Trade

Have (2) metalmagic , gildan_bladeborn
Want (2) Yrexz , Jdreesman

Printings View all

Set Rarity
Masterpiece Series: Kaladesh Inventions (MPS) Mythic Rare
Seventh Edition (7ED) Rare
Tempest (TMP) Rare

Combos Browse all

Legality

Format Legality
Duel Commander Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Oathbreaker Legal
2019-10-04 Legal
Unformat Legal
Magic Duels Legal
Noble Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan Legal

Static Orb occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Static Orb Discussion

Nerdytimesorwhatever on Stax vs Prison vs Pillowfort

2 weeks ago

The goal of Stax is to generate an extreme resource imbalance by playing something that universally impacts everyone very negatively (Static Orb, Winter Orb) and has a method of breaking parity (or suffering a little less under the effects of intentional full table duress). Its ethos is win by whatever method necessary.

Prison is Stax, but with a focus on one specific type of annoying disruption. Lantern Control in Modern was an example of a true Prison deck. Its goal was to get both players hands to nothing in hand to facilitate a very long game with Ensnaring Bridge, use Lantern of Insight to look at the top of both decks, and Codex Shredder to mill relevent draws until you fully mill your opponent out.

Pillowfort is like really gentle stax/prison. You tend to do mutually beneficial things like Howling Mine with effects like propoganda to deter attacking you. Its not very effective.

Epicurus on Pako & Haldan creatureless stax

2 weeks ago

What about running more lockdown stax, like Winter Orb, Static Orb, Mudslide or Stasis?

Also, Zuran Orb to feed the Aetherflux Reservoir, and possibly Citadel of Pain, which is tricky to manipulate and possibly unnecessary, but lots of fun.

It's hard to make suggestions on a deck that uses infinite combos, because I personally build for synergy and ignore the framework needed to go infinite. So I hope this comment is helpful at all.

Cheers!

SteelSentry on What cards deserve to be ...

2 weeks ago

As someone without a consistent playgroup, I think a banlist is good to have; it allows a mostly consistent play environment from store to store, and without it there would be a million U/G decks built around Prophet and getting as many Primeval Titan and Sylvan Primordial clones as possible. However, there are a few cards like Braids, Cabal Minion or Worldfire that are by no means worse than cards that are allowed, like Worldpurge or Static Orb.

DarkHero on Not vile or cruel enough

1 month ago

Shut down mana with Winter Orb Static Orb Mana Web and what not, then only you can spend life to do things

ShibaWiz on [Primer] If It's Not Black, Put It Back

1 month ago

@ AngryTortoise

Thanks.

Seeing as this is mainly an Infect Voltron styled deck we don't really mind the Winter Orb and Static Orb. Our Commander is our main concern. I did however included Icy Manipulator to tap them down prior to my turn so they don't affect me.

@ casual_competitive

8 mana for what exactly?

AngryTortoise on [Primer] If It's Not Black, Put It Back

1 month ago

ShibaWiz Awesome deck! I also have a mono-black deck (with Yawgmoth, Thran Physician as the commander), and I've been turning it into a more control-based deck. I was wondering how you break parity with cards such as Winter Orb and Static Orb. Thank you in advance!

DespairFaction on Combat as a Resource (Aurelia Warleader)

1 month ago

Hey its Commander Replay. I played about 7 games with the deck between your version and mine so ill share my analysis of everything. Ill start with the more general stuff, and then ill dig into card specifics.

First off the hate bear plan worked great against U/x combo decks. Had their combo lines covered early and easily. On the other hand I faced blood pod several times and that seems to be a pretty bad matchup. They have a ton of answers, and with Elesh Norn at the top end its just destroys this deck. It felt like they are doing the same thing but just way better cause of Gaea's cradle and green black tutors so that wasnt amazing. I had a chance to beat it in one game but missed some land drops and drew all the swords with the giant in play, and null rod down. Had i not drawn sinew and steel could have shot the null rod, reequipped jitte, and killed the kataki that followed. I also assume that any deck that is good against blood pod, will also be good against this list. Pyroclasm is real scary.

So the single biggest problem with this deck right now, and the single biggest opportunity for improvement is mana production. You are running very little fast mana and the land count was super low. This list was running 29 and your updated on moxfield was running 30. Both conceptually and in practice, this deck isn't going to win the game on 4 mana...its not flash hulk or consultation. So i think its begging for more lands. I was able to get my list to 31 lands but honestly I think 33 or 34 or would better. Again, this list isn't winning with 3 lands.

Following the land problem there is also not enough fast mana, and things to do with 1 mana. I noticed I was getting log jammed with 2 and 3 drops and was giving away a lot of precious time. And this sort of plays into mana curve issues as well, definitely need to trim back on the 4 drops. I was able to get down to 10, and as I mentioned Id still like to go lower.

So in short the curve was high, and the deck is mana hungry.

Two other smaller problems that I didn't elect to fix since they are matchup specific, but can be solved with a few card changes. Not a lot of removal for creatures. Again, soft to blood pod. Also no main deck pyroblast, REB and Angel's grace type stuff to prevent losing on the spot. Would like to see some answers main deck.

So here are the changes I made. I won't go through all the cuts, but ill mention the big ones. A few things were cut simply for deck space so I won't worry about those.

Out:

  • Helm of the host - deck isn't producing enough mana to get anywhere close to equipping this. Plus a huge blow out to instant speed interaction.
  • Stonehewer looks like the only possible path to victory with this.
  • Ruination - a worse armageddon. switch to static orb. its more abuseable.
  • Decree of Annhilation - high cost. but i think it could return due its hard to counter nature. went with static orb in place. the orb effects are more abusable IMO.
  • Elspeth - not enough impact at 4
  • Karn - bad card draw, slow. would rather just pay 1 to get some extra lands.
  • Aurelia Exemplar - I cut this one, but it might be worth brining back. I may have cut too much damage from the deck.
  • Angel of Jubilition - lot of good abilities, cut for deck slots. might return.
  • coalition relic - turn this into fast mana.
  • thrill of possibility - we can better than this.
  • faithless looting - I'm not a huge fan, but i know people like it.
  • glorybringer - this one may need to come back with better mana production. more damage and creature removal.

Must Adds: Ok here are the cards that I think are must adds for the deck to compete in the competitive space. - Land Tax - find your lands. card advantage.

  • Tithe - find your lands. card advantage

  • Springleaf Drum - this is fast mana in a deck like this.

  • Chrome Mox fast mana, but card advantage problem. be sure to balance with draw.

  • Curse of Opulence - more turn 1 plays and fast mana.

  • Feast and Famine - bring this in from the Sb, its the best sword by a large margin. it also opens up combos with aggravated assault, and neheb.

  • Mox Diamond - if you have the $$, MTGO, or proxies legal.

  • Sword of the Animist - the ramp is very good, and the +1/+1 is relevant.

  • Smothering Tithe - broken cards are broken.

Other fast mana worth considering:

Card advantage tricks:

I still need to do some work in this area. Tectonic Giant needs more testing, but could consider Prophetic Flamespeaker instead. Its great with swords and you get both cards as opposed to always exiling one. no damage mode tho.

Win Conditions and Lock outs:

So this is where my deck was maybe a little thin, and Ill need to test a bit.

  • As mentioned I took Helm out because I just don't think its ever going to happen on the current mana production (but maybe if we figure out some mana tricks) so instead I went for Neheb, the Eternal Sword of Feast and Famine and Aggravated Assault. This is a favorite of mine, all 3 pieces are great on their own and game winning when together.

  • Winota, Joiner of Forces ridiculous with aurelia. Free creatures.

  • Winter Orb and Static Orb with Blinkmoth Well ghirapur aethergrid Sword of Feast and Famine and either Neheb. One sided mana production. Use Goblin Engineer to find any of the artifact pieces of the this combo, as well as sword recursion or shenanigans with the orbs.

  • Planar Chaos this is pet lock piece that I've been testing out. Haven't resolved it yet, but i can't imagine anyone is going to cast much into it.

  • Ive been strongly considering Possibility Storm with all of the rule of law type effects as an additional source of lock. You can still cast your commander, and generally that should win the game.

  • Helm of Possession is a fun trick I've used in some decks. good against decks where they really need their commander.

Miscellaneous Thoughts:

Given the absurd mana hunger of this deck I realized a massive difference in games with dockside extortionist and games without. That led me to thinking about more ways to get dockside extortionist. There are the 2 main recruiters, but I think goblin recruiter is worth looking at because you can put dockside on top, then kiki-jiki right beneath and copy it the following turn or anything else that might make sense (plus aurelia's untap)

testing out Crovax, Ascendant Hero this is to hose blood pod and green mana dorks. basically a second elesh norn. If the deck gets good at locking stuff or producing crazy mana, could look at Thalia's Lancers into Elesh Norn.

All of the 4 drops in my list require significant testing, feel free to cut any of them.

You should add Mikokoro to the main deck. Its solid.

Adriana, Captain of the Guard warrants testing. again for blood pod and other green decks...makes your team huge.

If mana production is good enough to warrant the return of Helm, also add Godo, Bandit Warlord for the additional tutoring and redundancy. Hammer of Nazahn is also pretty real. Could also consider cloud shift and ephemerate as protection and blink to further this combo.

Reanimation is needed. Could be a lot of things. Reveillark, Sword of Light and Shadow that one ajani, and Sevinne's Reclamation all come to mind.

DarkHero on

1 month ago

Best chance you have with werewolves is to try to hinder your opponents from casting spells, as expecting someone to go a turn without casting anything is a long shot. 3 color gives you things like Silence, but your best bet might be trying to create a one sided stax though something like Winter Orb, Static Orb, Quicksmith Rebel, Vorinclex, Voice of Hunger, Mana Web

Just to limit mana and make it more likely that someone won't be able to cast a spell

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