Winter Orb

Winter Orb

Artifact

As long as Winter Orb is untapped, players can't untap more than one land during their untap steps.

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Printings View all

Set Rarity
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

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
2019-10-04 Legal
Oldschool 93/94 Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Winter Orb occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

Red: 0.1%

Winter Orb Discussion

Mortlocke on Hub suggestions - Soft Lock ...

1 day ago

Both of the suggested Hubs are subthemes of Stax, but with different connotations. Soft Lock Stax decks limit opponent resources - forcing them to play at a pace slower than the player applying the lock. However, this lock can be feasibly broken by decks that have interaction - e.g. Assassin's Trophy or Krosan Grip. An example of a Soft Lock combo would be Sword of Truth and Justice + Glistener Elf + Tangle Wire.

A Hard Lock Stax deck shuts opponents out of a game by removing any and all access to resources while the player applying the lock has a means of mitigating the lock. Typically, the player applying the lock has no reliable means of outright ending the game - forcing opponents to sit around and wait. An example of an infamous Hard Lock would be Leovold, Emissary of Trest + Teferi's Puzzle Box.

Additionally, Both Hard Lock and Soft Lock are commonly used terms within the lexicon of magic players, see: source under Lockdown. And yes, I have a deck (The Song of Phyresis - it's awesome, you should check it out) that can regularly create Soft Locks on the board, so the Soft Lock Hub would be especially relevant to me. Does anyone else think these hubs would be relevant or useful in describing their own decks? Please post!

DespairFaction on Combat as a Resource (Aurelia Warleader)

6 days 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.

GreenHamma on K'rrik in the Neck

1 week ago

I like the idea of full on Voltron K'rrik. There is more cards that have the effects Shade's Form has if you didn't know. Also what do you think about Winter Orb i have thought about it in my k'rrik deck but it makes some faces.

Reznorboy on Ramos Wants Pizza

1 week ago

Thanks, this is my paper list, and I agree, the deck is not as consistent as I'd hoped.

If I could possibly get more cards to discard/draw such as Insolent Neonate I would be happy.

I wanted to put Volcanic Awakening in this deck (it's a perfect fit) but I could not locate any.

(I definitely considered Grapeshot. I may or may not put it in at some point).

I considered using more Stax cards like Winter Orb but for now I think I have enough, (I mean, there's only so much room?)

The next step I was going to take was add a bunch of Chandras, cards like Seething Song, and just generally try to tune it up. (The only issue is that the people in my play group don't like Land Destruction so for now I'll be taking a hiatus from this deck.)

Epicurus on Ramos Wants Pizza

1 week ago

But I thought cheese was what you called direct damage spells. Are we not doing that anymore?

Jk, very creative way to think about Ramos. I like how you splashed in some Phyrexian spells because his identity allows it, but mostly stuck to Boros. Nice job!

It feels a little clunky in playtesting. There might be too many playoff spells and/or not enough setup spells. To be fair, I only playtested a couple of times.

I do think it would benefit from some classic stax-kit stuff, like Smoke, Winter Orb, Tangle Wire, Ensnaring Bridge, Ghostly Prison, etc. Also, Grapeshot is of course the classic Storm card, but I personally really like Haze of Rage as a spell-slinger card.

Some of these suggestions are certainly not budget friendly. However, the way I see it is if I can justify spending $20 on a bottle of wine that will last me two days, I can justify spending $30 on a piece of cardboard that I potentially will use for the rest of my life.

{Disclaimer: I don't know if you're old enough to drink, and I don't advocate underaged drinking}

DadHumanPraetor on Can't Fight Fate (Klothys Control)

1 week ago

Ash Zealot Destiny Spinner Rampaging Ferocidon Leyline of Combustion Leyline of Punishment all have elements of control, but artifacts are the controliest permanents, even more than blue or white tons of stuff like Winter Orb Pithing Needle

jakeyuki12 on Winota Cedh

1 week ago

I think (important clarification there, haha) that the card advantage you get by running out Winota earlier can make up for the card disadvantage the zero-mana moxen give you.

I do agree that you should have a few hard stax pieces. I think you want to select pieces that don't hurt you as much as opponents. For example, in this deck I don't know if you want Winter Orb since I think that hurts you just as much as everyone else. Stuff like Cursed Totem seems perfect since your deck doesn't rely on activated abilities, so it's less symmetrical.

DarkHero on

1 week 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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