If Static Orb is untapped, players can't untap more than two permanents during their untap steps.
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|Commander / EDH||Legal|
Static Orb occurrence in decks from the last year
Latest Decks as Commander
Static Orb Discussion
2 weeks ago
Hey there! I am also a fellow Voltroner as seen in some of my decks, and I may just have some card tips that work out for your advantage! There are two ways that I can see this functioning most likely better, and both of them involve screwing with your opponent long enough to ensure your gameplan ends properly. Just hoping you don't die usually doesn't work, especially in a 4 player commander game. A tactic that works in one of my decks, involves staxing out the opponent- obviously this isn't a tax deck, but by including around 10 or so stax pieces, you can really slow your opponent down a lot, and since you are in white you have access to SOOO many stax cards! Here are a few you may like. Keep in mind, some of the ones below may a bit extreme to you- I'm just sort of listing the most common ones. If you want to find more of these, I recommend going to EDHREC's tax theme.
- Archon of Emeria
- Aven Mindcensor
- Damping Sphere
- Drannith Magistrate
- Linvala, Keeper of Silence
- Mana Web
- Grand Abolisher
- Static Orb
- Containment Priest
- Spirit of the Labyrinth
- (yikes) Winter Orb
- Collector Ouphe
- Thalia, Heretic Cathar
- Hokori, Dust Drinker
Or, instead of slowing down your opponent, you can try to protect yourself more, allowing you to stall until you can swing with a crazy big Sigarda. This protection can range from damage, attacks, or anything really. Here are some that I like. You can see a bunch more under the EDHREC Pillowfort Theme.
- Glacial Chasm (works great with Solemnity mentioned before)
- Sphere of Safety
- Magus of the Moat
- Archangel of Tithes
- Vow of Duty
- Archon of Absolution
- Baird, Steward of Argive
- Windborn Muse
- Vow of Wildness
Basically, I think you need some way of ensuring you have time to put Sigarda out, rather than chancing it upon luck. Before I take leave, you also may want to just consider a ton of more removal spells like Path to Exile , Beast Within , Generous Gift , and other famous ones! Now I hope this helps, good luck on your deck, +1 from me, and have a great day! Happy tapping.
Also, here are some extra cards you might like - Eladamri's Call - Sylvan Library - Selvala, Heart of the Wilds - Birds of Paradise - Ilysian Caryatid - Mother of Runes / Giver of Runes - Hunter's Insight
2 months ago
A guy in my playgroup plays Daretti Stax. It’s quite fun to play against. He doesn’t have a list posted on the site but it uses most of the cards you’d expect a mono-red prison/stax deck to have such as Blood Moon, Magus of the Moon, Tangle Wire, Winter Orb, and Static Orb. Also in the list are enablers like Goblin Welder and another goblin which tutors for an artifact. I forget the name. If budget isn’t an issue, add Lion's Eye Diamond and Jeweled Lotus.
2 months ago
Heya - obviously you are still keeping this up, very cool. I like the direction you are going and my experience with the deck is that you were right all along to be evolving toward more stax elements.
Also Static Orb, Sphere of Resistance, Winter Orb maybe even Thorn of Amethyst would help. Yes, they cause you some issues, but your deck is mana on top of mana on top of mana - you can deal with it. Other decks not so much. Add in Unwinding Clock, Clock of Omens, Blinkmoth Urn, Metalworker and it all becomes very one-sided.
My version - (check here on Tapped out: The OG Kozilek says No) has been a beast, and I’ve turned the page into a Primer. Would love to hear your experiences and trade notes.
3 months ago
I have a Zedruu the Greathearted deck that has a similar strategy. What I've found is in general, it depends on the gift; by focusing on effects that actively move you towards victory ( Crown of Doom ), instead of dragging the game out ( Static Orb ), you're much less likely to draw hate than the Omnath on the other side of the table.
Also, a lesson from personal experience: if you Aggressive Mining someone once, they will make it a mission to kill your commander on sight every single game afterwards.
4 months ago
Big Game Hunter pulls triple duty in this deck. 1. He's a body, an admittedly small one, but still a body which is invaluable in a Stax style deck. He can be tossed into the Smokestack grinder and other sacrifice outlets or be a low impact tap for Tangle Wire. He helps to fill out my creature curve for Birthing Pod and also acts as fodder for Survival of the Fittest while providing additional utility when he's used like this. 2. Once he's pitched to my graveyard he adds flexibility to my reanimation effects, allowing me to turn them into removal. 3. He is a form of targeted creature removal, something this deck is light on simply because the best targeted removal tends to be instants or sorceries and those run somewhat opposite to the general gameplan for a Stax style deck. It makes BGH and Noxious Gearhulk very valuable.
While Oblivion Stone admittedly works better for Glissa, the Traitor it is not better for the deck. This deck is designed to run smoothly while under the (mostly) lateral effects of cards such as Winter Orb, Static Orb, Tangle Wire, ect and runs a very low mana curve. In what is largely a Timmy format I opt for only 5 cards with cmc >5 (and the plan is almost always to cheat these in with reanimation). Leaving 5 mana up every turn to keep the firing mechanism primed on O-Stone is expensive. If you don't leave the mana open someone will just Naturalize when it can't be used. With Pernicious Deed I don't have to leave up as much mana to threaten with it but I can also pop it for 0 to clean out a token swarm. Pernicious and Engineered Explosives are in this deck primary to serve as silver bullets to a token strategy which can create enough fodder to effectively ignore my Stax effects if they get up and running.
For more info on Stax style decks and understanding how and why they work I recommend reading the Stax Primer by Phil found here. It's very comprehensive and very thorough in explaining a deck archetype that mostly antithetical to the way most decks work.
4 months ago
Awesome stuff here, man. If my Azusa deck was a small child, this would undoubtedly be it's angrier, bigger brother. What I like most is the confidence this build exudes, you're very clearly stating "I am going to ramp, you won't be able to stop me, and then I'm going to cast massive spells." Green is my favorite color in Magic, and this list is Green to a T.
Personally, I'd like to see a little more interaction here, but it's worth noting that I was scarred by Winter Orb and Static Orb early on in my EDH tenure, so I'm usually over-prepared to blow one up. That said, Nature's Claim is (in my humble opinion) one of Green's best spells, and worth consideration here.
- Scute Swarm. We already talked about this little guy, and if you're adamant on the number of lands you run, I'd recommend cutting Seek the Horizon or Thaumatic Compass Flip (otherwise I'd say cut a Forest).
- Allosaurus Shepherd. It makes 90% of your spells uncounterable, and that effect is impactful at nearly any stage of the game. It allows you to play greedily and sink a ton of mana into your spells, which seem important in this build. I'd think about it and consider cutting my above suggestions, or Nissa, Vastwood Seer Flip.
- You can't go wrong with Worldly Tutor. Tutors = consistency.
- Scapeshift is a wonderful spell that will make your friends hate you. It's dangerous in my deck, and I think it'd be even more dangerous here given the number of lands you're running. Sacrifice any number of lands, go pull the best lands out of your deck, and make sure one of them is Field of the Dead. Suddenly, you've got an army of zombies, Gaea's Cradle, Strip Mine, Deserted Temple, Eye of Ugin, etc. I think you'd be fine to cut Life from the Loam, as you've already got plenty ability to play lands from the grave.
- Castle Garenbrig is a strictly better Forest in a mono-Green list.
- Dryad Arbor is surprisingly diverse. You can GSZ where X = 0 and go get Dryad Arbor, it taps for mana, it counts towards Gaea's Cradle, and it gets beefed by Finale of Devastation.
- Temple of the False God is actually pretty good in Azusa. I know, I know, it's a grossly overplayed card in our format, but as you already know, Azusa has no problem getting to 5 lands, and from that point on, it's a better Ancient Tomb.
- Petrified Field is neat with Realms Uncharted (if you don't already have the ability to play from the grave) and offers the ability to instant-speed get a land out of your yard. I find it to be pretty versatile.
- Wasteland isn't as good as Strip Mine, but it punishes multi-color decks. If you're like me and play in a tri-color meta, I think you'll find that it treats you well.
Hopefully I provided some decent food for thought. Either way, I think you have a great build here; I'm sure it's a blast to play!
5 months ago
Ancient Tomb, The Tabernacle at Pendrell Vale, Scalding Tarn, Misty Rainforest, Prismatic Vista, Verdant Catacombs, Polluted Delta, Flooded Strand and Snow-Covered Islands would all bolster consistency and give you a tad more ramp/attrition - though all of this comes in at a few morgage payments unless your group lets you proxy.
Gilded Drake - for the cost of a used Nintendo switch you can make commander dependent decks salty and sad every time :)
Anyways, hope that helped some :)
5 months ago
Colonel_Kink: That's why white has such an array of stax and proactive hate.
Step 1) play a bunch of hate and lock your opponent out of the game
Step 2) casually beat them to death while all they can do is watch
It's almost as if effects like vigilance are commonplace in white to break parity with things like Static Orb. It's also why white has such an access to strong weenie cards and until its banning, cheap anthems like Crusade. Who cares if you can only untap one land a turn of all your stuff only costs one or two mana.