If Static Orb is untapped, players can't untap more than two permanents during their untap steps.
|Want (5)||MarkTaylorTSax , BSwCDo , EIV , Retmock , Mortiferus_Rosa|
Printings View all
|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|Seventh Edition (7ED)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Static Orb occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
Static Orb Discussion
3 hours ago
Cool deck! You might like these: Winter Orb (tap it with your general before your turn starts, and you get to untap all your lands while everyone else only untaps 1), Static Orb, Storage Matrix, Drift of Phantasms (finds Verity Circle), Muddle the Mixture (finds either piece of the Illusionist + Greaves combo), Merchant Scroll / Spellseeker (finds Muddle the Mixture), Urza's Incubator, Birthing Boughs, Riptide Replicator, Amoeboid Changeling, Mothdust Changeling, Shapesharer, Quicksilver Fountain
1 week ago
2 weeks ago
Welp. Due to the essence of this being churlish and competitive, I shall aid you as such.
May woe betide your foes.
2 weeks ago
Spidersilk Armor ended up being awesome so far. Very happy with the addition.
I am really not a fan of Song of the Dryads. I don't like how slow it is. I'm also not convinced there's too many commanders that get hit hard by it in our meta (apart from my own, obviously).
Krosan Grip is too much mana. I'm not TOO worried about my removal getting countered currently, or at least not worried enough to slide in K Grip.
I've considered Static Orb and friends before. I've just never really wanted to make this into a primarily-stax deck.
2 weeks ago
Contamination reads if a land is tapped for mana, then it creates black instead. But if you have no creatures, then it doesn't tap for mana, hence no black replacement effect, unless I misread it?
True, you are definitely more green heavy and contamination would hurt you. Have you considered a Winter Orb/Static Orb, leaning on winter. With winter, mana dorks, rocks, carpet and cradle, you can break parity, or do you think this would fall under the same category of contamination's anti-synergy?
Manglehorn, while limited to artifacts, can help slow down artifact combo and is another source of interaction.
Song of the Dryads - Permanent removal/mess with commanders, particullary black and red who have difficultly removing enchantments.
Krosan Grip - (Almost) uninterruptible removal, or is the 3 mana too steep giving you already run nature's claim?
Spidersilk armor - How has that addition been for you?
3 weeks ago
jeacaveo To specifically answer you, I play weekly in a very competitive meta at my LGS in paper. I play against Consultation Hulk Najeela, Gitfrog, TnT Flash Hulk (now Fish Hulk), Brago Stax, Yisan, Doomsday Breya, and all kinds of other stuff. I am aware of the format, and the meta. I have played Azami and Naru Meha and Baral as mono blue decks, no I don't have lists for them on tappedout. Either way, I don't really care if you gatekeep me from "competitive" as long as you respond to my critiques or link cards. Which you didn't. So much along chump, your comment was worthless too.
AlwaysSleepy This list hasn't been updated for 5 months. You can speak about how the meta has changed with the coming of Oracle and how this deck brilliantly handles it, but that doesn't really mean anything to this list because it hasn't been updated. If it handles Oracle, it is by no intentional omission or addition from the brewers. I know you guys absolutely love to claim these brewers are 10/10 never before seen genius brewers, but ayyy lmao I'm going to need you guys to reel it in. This is what I mean when I talk about idol worship and people being mindless. This list is 5 months old. It wasn't good then. It still isn't good now. Defending this to your last breath is a weird hill to die on mate.
Basalt + Rings being considered unplayable is certainly understandable. Its in across two cards with another to start the combo for total. Grim + Power artifact is a half that at . Neither of the combos have an outlet themselves, and both of them produce colorless mana. I'm not arguing that the rings combo is more efficient, it definitely isn't. I'm arguing that Power Artifact is a 100% dead draw outside the combo and Rings gives better value outside the combo. I've playtested this deck. Numerous times. It runs out of gas frequently and struggles assembling and executing the combo. Rings + Basalt is easier to find, easier to recur, and Rings has much more incidental value and can form loops for winning with other cards already slotted, like Codex Shredder. PA is only getting tutored off two cards, Intuition and Muddle the Mixture. Rings is getting tutored off MANY more cards. Even if the speed is slower, the availability and utility is much higher. From the availability perspective, I think it is a much more valuable include. This deck struggles to assemble a win in a timely manner, so make the pieces more fetchable. Even if you disagree with Basalt + Rings, Grim + PA is definitely a weak combo in that PA is absolutely useless without Grim, and you get 2-for-1'd by artifact removal in response to casting PA. Some of the mana cost is negated with Urza too, but more importantly, you're more likely to have excess mana from other artifacts (if you run more than 17 ahahahaha) which helps to power the combo and sustain uses for value. Yes the value from Rings costs a lot, but wow! Urza makes mana! Maybe, if we combine the mana from other artifacts we're already playing, and then use that to pay for Rings activations, we can get ahead!
My biggest reason for including Rings + Basalt was because this deck is just slow as fuck. I understand it can't race against decks with Black, but honestly this $4000 durdle pile can't race at all. Having your game plan be "Untap, upkeep, draw, and that will be a pass from me" is unbelievably stupid. Compare to a deck like Rashmi or Baral, which can actually accrue value from this style of play. When given space, all this deck does is. . . uh . . . hold up mana for counterspells.
Honestly the biggest problem with Workshop is a bad topdeck late game. P.S. this card also makes more sense with more artifacts. I'm not advocating for adding it in this list without adding other cards.
Howling Mine - Lets look. If Urza is in it draws you a card. If Urza is out it draws you a card. Seems like it still works without Urza.
Speaking about the failure mode though, Static Orb may wreck your game worse than 3 draw triggers. If you have Urza get removed while trying to protect, you're most likely tapped out. Not having the mana to interact with the Flash is going to be worse than giving the Flash player 1 more card. Similarly, other opponents are going to have mana difficulties with either of the Orbs to interact with the Flash Hulk player too. This is pretty well known, and the card is still ran. If you think that a colorless Dark Confidant + Mox Sapphire stapled to it with the failure of symmetry instead of asymmetry isn't worth running, we have nothing more to discuss on the matter.
I agree that Narset's Reversal is an over slotted card and should be used mostly in mono color. I think its popularity is because it serves as a Copy Artifact outlet with Dramatic Reversal, as it does here.
About Urza and spinning the wheel, its reusable card draw + play the spell. It doesn't replace your regular card draw, and yes having high counterspell density does cause more bricks from activations. The rest of your argument for this section talks about the "meta and how you can't be agnostic of it". Yeah dude, once again, this deck hasn't been updated in 5 months. Tell that to the brewers.
BUT PITHING NEEDLE DOESNT SEE PLAY SHAPER TOLD ME SO
Yeah dude, of the 400 cards you see in a pod, you only have control over 100. If your maximum power deck only works against maximum power decks, is it really a maximum power deck? Sure, in theory you shouldn't account for Needle, but
- This game being played in paper with real costs to cards means that the vast majority of players do not have 100% access to the cards they should slot, which means they put another card in that slot
- The vast majority of players are not aware of the competitive meta or lists. Those who are enfranchised with knowledge and access most likely are aware of how Needle performs in other formats and consider it here as well.
- A savvy player who loses to a deck that can be shut off by a single card may slot that card when they expect to see the deck again. The meta evolves as players realize how vulnerable this deck is to a 1 cmc card that literally any deck can slot
- Needle variants see play, and players without large card pools may slot more of the same effect. Players may also slot the needle in place of Totem or Linvala, especially if they are Modern players who already have the Needle but not a Totem.
Imagine someone running Kiki combo being shut off by someone's random Ghostly Prison. Sure, that card shouldn't be run in optimized lists, but not being able to handle permanents on the board speaks to bad building. How this deck fares against Needle effects is the same.
As far as blind followers and me shitting on 'em, look at the replies to my posts mate. We have
- Tepid regurgitation post from a fan restating the primer
- 0 decks 1 post guy calling me a fucktard but saying I might be onto something
- You, saying this deck is golden against Fish when it hasn't been updated since 5 months before Fish hit the scene
- Dominican bro saying I've obviously never played competitive because ??? No reason given
- Still no one can explain why this deck has a 90% match to CVT or why it runs only 5 pieces of removal
Lazy, phoned-in deck from 4 brewers who just couldn't be bothered. If this opinion makes you mad, or makes you need to @ me, its because you're basing it off the merit of the names associated with it instead of the cards listed inside it. You can justify it as handling Fish meta, but the list hasn't been updated. Y'all really drink the Kool-Aid, and you drink it all.
3 weeks ago
AlwaysSleepy If you can't understand why I would point out when a 0 decks 1 post account logs in after two years to call me a fucktard, then there isn't much more to discuss on that point.
As far as whether or not you suck, even a stopped clock is right twice a day. I enjoy it when people with less or more experience post, as long as its discussing cards or linking new ones.
As far as building Urza midrange versus artifact focused, yes I understand why the choices are made. This just keeps coming back to some basic facts though. The commander makes mana from artifacts, and then uses lots of mana to get free spells. Running 12 counterspells is going to mess with Urza activations. In a vacuum, a counterspell is going to be better than a trinisphere, but do you know what card the deck always has access to, every single game, from turn 1? Urza! What does Urza do? Give mana from artifacts, and use mana to get free spells. Do you know what free spells are unfortunate to get from Urza activations? Counterspells!
To respond to your card comments
Legacy's Allure - I'm glad we are in agreement that this card should go.
Homeward Path - This card is very common as tech in Selvala and Yisan decks. Gilded Drake is a very popular card that can go into most competitive decks with blue as a piece of removal. Both Yisan and Selvala are extremely commander dependent while being mono colored, with the Crop Rotation already there in many builds. Just because the card is not run in the Shaper list does not mean the card does not see play, it is tech that shows up. Since the card makes those decks cry big fat tears when it is resolved, it goes in. Which brings us to
Pithing Needle and friends. There are enough of these effects and they are so rancid for this deck that you must be aware of them when you build. It is simply asinine to ignore how dire this card resolving is for this deck. The bigger problem with these types of cards is that this deck runs so little removal and places all emphasis on counterspells. As far as Needle appearing or not, just because it doesn't show up in a big name brewer list doesn't mean the card isn't played. I have seen many competitive commander decks slot this card. It is a strong hate card against many commanders, the card that everyone always has access to (if they run Homeward Path lol). This list crumples to turn 1 Pithing Needle and it serves as proof of what the card can do. 1 mana and 1 card to lock out a player from winning is significantly better than a counterspell. The card is mana denial against uncracked fetches (they can't crack in response to the naming), it hoses entire commanders, its great against the random planeswalkers that show up, its amazing against the random Animatou deck that showed up, it shuts off so many infinite combos and is such a strong answer that can go in any deck. P.S. it could even go into an Urza build
Aether Spellbomb - My thoughts exactly. Goes in for Allure
Recurring Insight - I can believe that anyone who has resolved it has won. There are caveats to that statement though. You're giving up big opportunity cost as you could have another card in that slot doing something else before 6 mana. It is also hard to protect it resolving, because it costs 6 mana. Let me use an analogy to make one last point. Just because I won by tutoring from Diabolic Tutor does not mean that Demonic Tutor is the same. You can run sub-optimal cards that lead to winning, that category would most likely encompass 99+% of decks made.
Mishra's Workshop - This card once again used to show flaws in deckbuilding. The commander focuses on artifacts. This deck doesn't have an artifact density high enough to run Workshop and put it to use. It runs 19 artifacts. This card and the commander make big mana for or from artifacts. After the lands, there are 68 slots. 19 are artifacts. This is another overall design flaw rather than weakness between the card and the commander.
Howling Mine - I agree that this card has risk associated with playing it. This is why timing is crucial. If played when Urza is on the board, you are able to advance meaningfully with an extra and card every turn for and 1 card. Howling Mine isn't great in a vacuum, but once again it goes really well with that one card we always have access to. Even if later Urza is removed, we got advantage from it first and we got it earlier. Giving all your opponents 1 extra card (so 3 total) on turn 5 is negated by getting an extra card for yourself on turn 3 and 4. Getting access to the cards earlier for us is worthwhile even if on a later turn our opponents are collectively getting 3 cards to our 3 cards. Timing is just required to make this card effective. I find it hilarious that this list realizes the benefit in running Winter Orb and Static Orb but glances over the same synergy with Howling Mine. Do you see how those cards also hurt you without your commander?
Trinisphere - Its totally not cut, just not in the list. The authors can put flowery words next to it but this card should be an auto include. Not having it here makes me question why.
Ensnaring Bridge - Not the best possible include but worth a consider if the deck is more artifact centric. Can hose down Tymna and also some win cons. Urza plays well with a small hand and a fatty board.
As far as "You're just going to get flashed on" I'm not advocating for eliminating counterspells completely. It could easily go down to 8 and you will still see counters in your opener. The forgiving mulligan rules of multiplayer with the added new London Mulligan makes it easy to go back for one if you see yourself sitting across from TnT.
Expedition Map - Leads to Tabernacle and leads to Inventor's Fair. You can use to go to Academy Ruins to plop back on top to continue to toolbox lands. Its a tutor in a relevant type that can become an engine in games where you have more space. In more artifact centric builds you can extend more into non-basic lands as fetch targets, because you will need less blue for counterspells and 6 mana draw spells and Legacy's Allure.
Basalt Monolith + Rings of Brighthearth is a usable combo in certain contexts. Gonna keep going back to this idea that we always have Urza in the command zone as being important to the development of the deck. Urza gives us A LOT OF MANA. Rings has a great effect, but needs A LOT OF MANA. See where I'm going here? When we get Rings activations onto fetches, we are double thinning and ramping ourselves, but we're also priming the deck for BETTER URZA ACTIVATIONS. You also get infinite mana loops with Codex Shredder and any card that goes to GY like a spell. Basalt is definitely a downgrade from Grim, but Rings is such an upgrade from Power Artifact for usefulness outside combo and mana isn't as much of an issue in Urza so I think its worthwhile.
As far as the rest of what you wrote, yeah nice dude this is a $4000 durdle list and you are out here defending it. These brewers are so isolated in their own meta they make absurd card choices and overall deckbuilding decisions. Yeah this list is trash dude, and my comments about people being sheep are funnier with every reply. Why are you out here schilling for this list? Idol worship or idle time?
1 month ago
Very nice deck. I have a paper Alesha, Who Smiles at Death list, so I can appreciate another paper non-blue stax deck.
Things I enjoy
Hope of Ghirapur is a very saucy include and is a strong Glissa recursion target
Tainted Wood and the other tainted lands are EXTREMELY under rated
Ulvenwald Tracker has some crazy strong synergy with Glissa (first strike and deathtouch)
Areas I can see improvement
First, Tree of Tales and Vault of Whispers raise risk while providing extremely marginal benefit (Mox Opal metalcraft). While it is recurrable with Glissa, you risk the chance of things like ETB tapped, get sniped on a land drop on turn 1 or 2, having it turned into a Mountain, or just having it not untap. Having 2 more basics will allow your Crucible of Worlds to be a BEAST with fetchlands and makes games against other stax decks easier. Similarly, you can ease off a touch with the non-standard dual color producers, because its only a two color deck. While these cards are certainly nice, cutting another 2-4 for various utility lands I bet you won't notice a drop in color consistency because of the high fetch density. I would also consider Wasteland and Ghost Quarter, which conveniently work extremely well with Crucible of Worlds in a stax deck. Green also has access to Ramunap Excavator, as well as the highly cancerous Exploration and Burgeoning and Azusa, Lost but Seeking. Blowing up a couple lands a turn makes players scoop pretty fast.
I think you should run the elf squad. Turn 1 elves make mana faster which helps A LOT. Stax decks needs to have strong starts, to get ahead of players so you can bury them with symmetrical and asymmetrical effects. Llanowar Elves Fyndhorn Elves Elvish Mystic Elves of Deep Shadow. I think these will help your consistency and speed. Also consider Priest of Titania. These are also great mid and late game targets for Skullclamp.
Artifact based draw that graveyards itself provides huge incidental value with Glissa. Specifically, Chromatic Star and Chromatic Sphere are worthy of includes. You could even grab Barbed Sextant if you strongly liked the chromatic effects.
Mana Web is a great effect when it goes, but I have personally found this card to be lackluster in color identities that lack White or Blue. It needs supporting cards to make it go, like Winter Orb and Static Orb. Blue and white get the benefit of having further extensions with Hokori, Dust Drinker and Stasis, and I really believe this card belongs mostly in decks.
Smallpox and Innocent Blood are synergy inclusions, but they are rather marginal if drawn later in the game. You could consider swapping one of them into Damnation. I don't think Sickening Dreams is worthwhile if you aren't running a combo to draw 50 cards and kill the table with it.
Tormod's Crypt could be worth running. Ezpz recursion target that you can always pop for value if someone has a creature about to die on the stack. Helps against fish hulk which you think is a bad match up. Also every deck has some way to gas from the GY.
You run some creatures that seem value oriented, but I think should be replaced. Wurmcoil Engine Ravenous Slime Scrap Trawler. I don't think you're getting enough meaningful action on combat for wurmcoil, I think ravenous is pretty marginal at beats as well as GY patrol, and scrap trawler is redundant with your commander and doesn't really advance your game plan.