As long as Winter Orb is untapped, players can't untap more than one land during their untap steps.
|Have (2)||CompleteWaste , metalmagic|
|Want (2)||Cloudsleeper , TheMagicFanatic|
Printings View all
|Eternal Masters (EMA)||Rare|
|Masters Edition (MED)||None|
|Fifth Edition (5ED)||Rare|
|Fourth Edition (4ED)||Rare|
|4th Edition Foreign Black Border (4EDFBB)||Rare|
|Revised Edition (3ED)||Rare|
|Revised Foreign Black Border (3EDFBB)||Rare|
|Unlimited Edition (2ED)||Rare|
|Collector's Edition (CED)||Rare|
|International Collector's Edition (CEI)||Rare|
|Limited Edition Beta (LEB)||Rare|
|Limited Edition Alpha (LEA)||Rare|
Combos Browse all
- Loxodon Gatekeeper + Winter Orb
- Orb of Dreams + Winter Orb
- Thalia, Heretic Cathar + Winter Orb
- Nature's Will + Winter Orb
|Commander / EDH||Legal|
Latest Decks as Commander
Winter Orb Discussion
1 day 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 :)
6 days ago
I have no idea what else to put in (well, I know I want it to have this as the game plan: (use your lands to blow up opponent's lands while ramping and playing Yasharn as much as possible to refuel, and once opponents are land screwed, beat them up with aggro.))
However, I'm not sure how to execute that. I was thinking of stuff like Winter Orb, which even combos with Blinkmoth Well, but that draws a lot of hate and therefore removal. I guess my question is this: How do I make my opponents have enough of a dilemma that they can't just win, but not enough of one to draw hate? (Also lands are great because so few people play land destruction in EDH).
1 week ago
Peoni thanks for the advice, I agree on getting some stax pieces in, however I think I’ll lean more towards the Winter Orb and Static Orb route. Given that I can just play a whole bunch of lands it shouldn’t hurt me as much as my opponent. Definitely gonna throw out Kodama's Reach and put in Priest of Titania. On the terms of Titania, Protector of Argoth I typically don’t like attack based win lines, I can see for sure why it would be good but that just isn’t my playstyle. Thanks again for the advice and pointing out some stuff I didn’t see! ;)
1 week ago
You need to decide what you want the deck to do before you can start cutting cards. Without knowing your build goal, you will not be able to know where to cut.
What do you wan this deck to do? Examples/ideas:
Is this deck mainly aggro? then keep the big monsters and the ramp. Cut the little creatures that are not mana dorks or cost reduction.
Is this deck mid-range good stuff? then cut creatures until you get 14-18, And add interaction cards to stop or negate your opponent's plays.
Is this a combo deck of some kind? For example; Is it built around Icy Manipulator + Voltaic Key for it's control? then get rid of the other stuff that is not part of that game plan.
Or is it going to cheat stuff out with Amulet and bridge? Then get rid of the icys and keys and focus on cheating big fat bombs out early.
Is it a toolbox deck? then cut your bombs and strong cards to 1 copy each and add more tutors to the deck.
These are just a tiny sample of archetypes, I am just showing how you can decide what kind of deck this is. Once you do, a lot of the cuts may become obvious depending on what you want for the deck.
But there are some cuts you should do no matter what goal you have:
-3 Fabricate (You already have 4 tinkers and 2 tezzerets), -1 Black Vise (Without support for it only 1 copy of this is just an annoyance when it shows up in your hand or is in play), -1 Paradox Engine (This is a freaking amazing card but it does not do a lot for this particular deck) , -1 Winter Orb (Like vise, without support it is not that useful with 1 copy), -1 Colossus of Akros (You have better big bombs already), -4 Etched Champion (this is a vanilla 2/2 most of the time and is probably the worst creature in your list), -4 Ornithopter (These are okay with the other cards in your deck but you will ramp into big stuff so fast they are just not too useful), -4 Welding Jar (at the very least cut it down to 2 since it synergizes with Academy Ruins. But Academy Ruins, Tinker, and Tezzeret the Seeker do the same thing kind of as this already. Id cut all of them to the maybeboard and see how it plays).
In a vacuum, none of these cards are bad by themselves. But none of these cards help you reach your goals for the deck. And only having 1 of something has a very low chance of seeing play. So if it does see play, it needs to do big things for you.
For your lands, they are another resource for the deck. So I would suggest filling in your land base with support cards. Stuff like;
+3 Buried Ruin (if you dont want to get more academy ruins), +2 Rogue's Passage (they don't hurt and can let you win off the back of one of your big creatures), +2 Arch of Orazca (really, slots of any land that gives card advantage), +5 more Islands or so, whatever gets you to 20-22 lands. If you dont want any of the other non-island cards, just add islands.
Your deck has very little interaction and I would suggest adding some to the deck. There are hundreds of options but I would look to add stuff that is similar to any of the following cards:
Spine of Ish Sah, Unstable Obelisk, or Meteor Golem. These cards synergize with academy ruins and buried ruin and can be Tinker targets when you need them. Just 1 or 2 copies of cards like these in the deck you can tutor for. Once you bring one of them online, you can keep bringing them back repeatedly to destroy your opponent's game state.
Then you need instant speed answers you can use to respond to what your opponent's do. Interaction is important and you will lose games just because you didnt have a Disenchant in your hand. Add copies of stuff like Scour from Existence, Titan's Presence, Not of This World or even repeatable stuff like Capsize or similar.
I am not saying you have to do any of the things I suggested. But you do need to decide what you want to do with the deck, cut cards, and add land and add interaction to the deck or it may just stay a hot mess like it is now.
3 weeks ago
Let me start by thanking you for your very well thought out comment and your great suggestions! I'm sure you have success with stax effects in your deck, but that isn't the direction I would like to go in. I still want players to attack and interact with each other, I just don't want them doing that to me. Slowing them down slightly with spot removal if they start making any moves that are too dangerous is about as far as I would like to go. There's also several new players in my playgroup and Winter Orb, Static Orb, and Tangle Wire is not the warmest welcome to MTG lol. I do very much like the mana dorks and Brago, King Eternal and will try to make room for them in my deck!
3 weeks ago
Heyya Sheldaconda! Fellow Arcades user here, love the deck and the flavour! I have a few suggestions.
Ensnaring Bridge: "Us advocates feel this overpass can't be overcome!"
The Bridge works in both ways, allowing us to attack under it with our 'low-power' creatures and stifling other players by not letting them over it. Note also the incredible card advantage of Arcades and his leagues of bulwarks may stymy you somewhat.
Axebane Guardian: "Our efficient bane to our opponents!"
Axebane Guardian is similar to Overgrown Battlement in that it supplies a Cradle-esque effect dependent on the number of defenders you control. However, it adds any colour you choose, making it a defender all-star!
If you have enough defenders, Axebane goes infinite with High Alert. But as the deck is staying casual, you may want to omit this suggestion.
Brago, King Eternal: "Blink and you'll miss him!"
If you do decide to swing in, Brago can be a big help with built-in evasion and the ability to flicker all our creatures (for draws off Arcades, the Strategist) and artifacts such as your Sol Ring for double usage.
Various STAX card with various effects. They can play off your mana generating creatures as well as your artifacts. The best one for you here is Static Orb which shuts everyone down equally while you keep up strong creatures for big punts.
These dorks can trigger Arcades due to being defenders as well as tapping for mana or in some cases giving us immediate mana. They also play well with STAX cards that tap lands down as you won't need them anymore!
I have many more suggestions, but this is all for now. If you like these and want more, say so!
3 weeks ago
When playing so many mountains i would suggest Caged Sun (although i see many land destruction spells) Also i dont know your playgroup, but i would think twice about playing Winter Orb. If this isnt meant to be a cEDH deck i would suggest removing it in favour of anything else haha. Ive also got a deck not much different from this one so hmu if you would like to talk about it.