Static Orb

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Penny Dreadful Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal

Static Orb

Artifact

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

hootsnag on Oloro White Blue Black Creatureless Control

1 month ago

Glad you enjoy seeing the decks I make. I will answer your questions and give some insight into my decision making. First, I considered Expedition Map a long time ago and decided to go with more normal tutor cards such as Demonic Tutor etc. The map only grabs a land so it is limited in use. Mindslaver is one of those cards that can definitely cause all kinds of chaos but I chose to go for a faster win condition and less of cards like this. It takes too long to set up and get going. Lethal Vapors isn't a card I would run honestly. I would prefer a card like Spreading Plague or The Abyss instead. I chose exile as my main removal in this deck. Doing so counters graveyard strategies somewhat and indestructible. As for Static Orb and Winter Orb, these also interfere with my own win conditions. I'm trying to cast Approach of the Second Sun as fast as possible. This deck is very much control based and not really built to be a stax deck. Lastly, I've been asked before about why I don't run Yawgmoth's Will. I just don't think this particular deck is built to get value from it. It's an amazing card but I just didn't build this deck to support using such a card. Honestly, it would be more of a filler card for me.

Now, for the next set of questions. You are correct when you say that someone can still play one creature with Ward of Bones in play. The idea is to stop people from flooding the board with more than one. It is just a card to stall my opponents until I can draw or tutor my win conditions. This is the same reason why I use Portcullis. It keeps more than two creatures from being on the battlefield. Any creatures played on the battlefield beyond two get exiled until Portcullis leaves the battlefield. Again, I'm just slowing down and stalling my opponents so I can tutor or draw my win conditions. I feel that any creatureless deck should always run Portcullis. The value is just too insane. Energy Field is a card that I use to stall as well. It may last a couple of turns and that may be just enough to survive and tutor/cast my win condition. Null Brooch is such a fantastic card. A colorless artifact ability that just counters a non-creature spell is insane. It also combos crazy good with Ensnaring Bridge so that no creatures can attack because you have zero cards in hand. Witchbane Orb is just nice to have. It prevents a lot of bad things targeting you. It comes in handy more than you realize. You can't die to Grapeshot or other things with it in play. Norn's Annex forces people into a bad decision. They either pay white mana, lose life, or they can't attack you at all. Also, because of the Phyrexian Mana cost, you can play this fast to get value out of it quicker. Remember, if you make someone lose at least 8-10 life just to attack you, they are more vulnerable to other players killing them. The only other card I would put in place of this is No Mercy. Lastly, Mox Tantalite and Lotus Bloom are great for this deck. If I play them early enough, they allow me to cast Approach of the Second Sun very fast. Also, both suspend cards synergize with Tolaria West. Since the cards have a mana value of zero, you can use transmute from Tolaria West to search for them. I hope that shows you some of my reasoning and decision making. If you need to know anything further, feel free to ask.

Profet93 on Oloro White Blue Black Creatureless Control

1 month ago

hootsnag +1, nice deck, always a pleasure to see the decks you make.

Expedition Map - Find urborg for mana fixing, tabernacle against token/creature decks, academy for combo, less likely to miss landrop, etc....

Mindslaver - Combo/synergy with academy ruins to effectively lock out one player out of the game given enough mana. While I understand your goal is to stop all opponents, usually in my experience, one opponent has a better position than another. Utilizing mindslaver with the mentioned combo is great, but its on it's own regard should not be discounted. Being able to effectively not only skip their turn at worst, but being able to make their commander unnaccessible, tutor for their necro for suicide, etc.... highly versatile card.

Lethal Vapors - While this does not stop ETB's, it can be a very useful tool. At worst, it eat removal. Normally, 1 of 3 opponents will skip their own turn. At upper ground, in conjunction with mindslaver 1 of 2 things will happen with vapors on board and mindslaver on cast..... 1) They will sac their turn in response to cast so they lose on turn, then you can activate mindslaver to take their next, effectively denying them of two turns 2) They don't respond and you activate mindslaver, take their turn, then on their turn activate the effect of vapors and hold priority to do so X amount of times to lock them out of their turns indefinitely.

Static Orb/Winter Orb - Not an entirely serious suggestion, but am curious why are these not included? Do you feel you can't break parity?

Yawgmoth's Will - While I understand your potential concern of GY exile, I feel the ceiling of this card is high enough to warrant that risk. Thoughts?

Ward of Bones - I initially misread this card when I attempted to add it to my creatureless deck, I want to ensure you don't make the same mistake as me. So if you have no creatures in play, your opponents can still play a creature. I recognized that when most people realize this, they usually cut it, especially if they don't ramp into it. Were you aware of this and also, what are your thoughts on the card itself, how has it played for you?

Portcullis - I don't understand how this works, but its potential in creatureless decks is good. Can you explain it to me simply? Moreover, what symergies if any do you have with this card, or do you utilize it simply for value? I really want to add this card to my deck but don't understand it.

Energy Field - I know this synergizes with auto GY exiling, what synergy with other cards, if any, is there in this deck? Or do you use it simply as a one of use?

Null Brooch - How has this played for you?

Witchbane Orb - Meta call? How often do you need hexproof?

Norn's Annex - Given you already removed various propoganda effects, why does this one stay, especially given you have no walkers? Won't most opponents pay the life, what way do you have to take advantage of their life loss if any?

Mox Tantalite/Lotus Bloom - How have the suspense cards worked for you, the suspense is killing me!

Please be sure to let me know what you think of each idea, looking forward to your response.

stefvandervelden on Kozilek, the Great Staxtortion

3 months ago

Can I suggest Blinkmoth Well a land with some minor stax utility but mainly as a wincon with Static Orb and Winter Orb .

Grind on Hell Froze Over

6 months ago

Cool deck!!
Looks like you are going for the friendly version with no Winter Orb or Static Orb?

Ojallday on Getting into cEDH

8 months ago

The_War_Mammoth Simic or blue/green have a lot of low cost synergies and combos that go for easy wins like taking turns or Birthing Pod strategies. But if you enjoy stax and control then I highly recommend Urza, Lord High Artificer he has strong synergy with cards like Winter Orb, Static Orb, Trinisphere and Back to Basics. To win with him you assemble infinate mana through a couple different options Dramatic Reversal + Isochron Scepter , Basalt Monolith + Rings of Brighthearth , Grim Monolith + Power Artifact or Basalt Monolith this let's you draw your deck with his ability and traditionally you use Thassa's Oracle or Laboratory Maniac to end it. Being in blue also gives you access to counterspells which is where most of you control will come from. Some of the artifacts and combo pieces may be expensive for him though, but another option though in 3 colors is Zur the Enchanter he let's you play a spell for free when he hits letting you grab Stasis, Rule of Law or Spirit of the Labyrinth to punish opponents winning involves swinging zur until you kill each opponent with coleander damage. Also you can run Necropotence to draw your deck out and win via Thassa's Oracle, obviously he is in blue so counter spells will go a long way to control your opponents.

DreadKhan on Beledros Witherbloom's Pest Control

1 year ago

Nantuko Elder is a mana dork insect if you're interested. Mazirek, Kraul Death Priest is a good insect in Golgari creature decks, especially if you can make a few tokens. Demon of Dark Schemes can go infinite with your Underworld Hermit (or other Hermit family cards), but it would wipe out your smaller creatures (and get energy for it, with your Commander you could then reanimate at your leisure) when it's played. It's ability to grab stuff from any graveyard is quite notable though. Ohran Frostfang is amazing in anything aggro.Ogre Slumlord is pretty good with rats, and it can be triggered a lot if other people run creatures.

For control I have a few ideas, if you want some flying hatred that's on flavour, Silklash Spider is a repeatable flyer wipe, scalable to protect your Commander as needed. If you want some Golgari control options, you could consider Null Rod (or Karn, the Great Creator), Root Maze, Hall of Gemstone which hates on multicoloured decks hard, Defense Grid, Manglehorn, maybe Tangle Wire, Winter Orb and Freyalise's Winds because you can untap your lands as needed. Even Static Orb could work for you, not sure if you have enough life gain as is, but you probably won't need to use the ability a ton of times if nobody else can untap.

Hope this stuff helps, cool deck! I built a rat deck using the Drop rat cards, Harmonious Celestial Rat Farm, neat to see some other ways to use these cards.

CannedCanOpener on Urza

1 year ago

I've got an Urza deck of my own, and I prefer having something like Thassa's Oracle or Jace, Wielder of Mysteries in order to win on the spot once you exile your entire library with infinite mana. Monoblue has no lack of card draw spells so this is more nitpicky than anything, but Jace or the Oracle can win with just themselves once you've emptied your library instead of having to cast Lab Man then cast a draw spell. I also enjoy Karn, the Great Creator to slow your opponents' ramp down or lock them out of the game with Mycosynth Lattice, kill their 0-drop rocks by animating them into 0/0s, or return a vital artifact combo piece from exile if needed. And since you're running Rings of Brighthearth already, you might like the Basalt Monolith + Rings of Brighthearth combo to generate infinite colorless mana, then you can use that colorless to generate infinite blue by tapping the Monolith for U instead of CCC if you need to cast stuff from your hand.

I also couldn't help but notice that you aren't running anything particularly cruel like Tsabo's Web (which doesn't care if it's tapped or untapped), Static Orb or Winter Orb which you can tap for mana on the end step before your turn to be unaffected by them, or Back to Basics. And you seem to be lacking some removal spells for on-board problems - some good ones to possibly consider are Pongify, Rapid Hybridization, Ravenform, Reality Shift, and Imprisoned in the Moon.

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