Witchbane Orb

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Legality

Format Legality
1v1 Commander Legal
Block Constructed 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
Modern Legal
Oathbreaker Legal
Penny Dreadful Legal
Vintage Legal

Witchbane Orb

Artifact

When Witchbane Orb enters the battlefield, destroy all Curses attached to you.

You have hexproof. (You can't be the target of spells or abilities your opponents control, including Aura spells.)

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.

Necramus on Miirym, Dragon Mommy

4 months ago

Atarka's Command, Tibalt, Rakish Instigator, and Leyline of Punishment are all good ways to keep your friend from gaining life from pinging you, then you can bonk him with dragons to the dome.

Orbs of Warding and Witchbane Orb are both excellent for giving you hexproof, making him unable to target you with his Commander's ability.

Three Visits and Farseek are great ramp spells that are pretty cheap that can replace some of your more expensive ramp. I'd also definitely advise picking up the Talisman of Unity in your maybe board.

You have a good density of creatures, in particular your dragons. I'd consider cutting some of the higher cost ones that have no immediate impact on the board to sub out for things like Old Gnawbone, Dragon Tempest, Dragonlord's Servant, Utvara Hellkite and Goldspan Dragon, though. These are things that help your gameplan (Dragon storm) and have immediate impact on the board. Some of those are kinda spensive, but #longtermgoals. Shared Animosity is also a nuts card in tribal decks.

Love,

Poppa Blake

wallisface on

7 months ago

Just read through your second tourney breakdown.

  • Against Rhinos i think you’re in a rough spot, as you have to mulligan really aggressively to a winning hand. Personally i’d be mulling to 4 looking for either Chalice (buys you a bit of time on X=0), or natural-tron alongside either All Is Dust or Karn, the Great Creator. Karn being able to immediately cast/resolve any of Trinisphere, Ratchet Bomb or Engineered Explosives cando wonders - and from there Karn should survive long enough to get something else to win you the game. The problem is that the specific-tron draw is super unlikely, so you’ll be mulling for Chalice most of the time versus this deck.

  • Calibrated Blast can be a bit rough. I think an early Thought-Knot Seer can be great, other than that just try an be as aggressive with damage-dealing as possible and hope they lose-to-themselves (the deck is horribly inconsistent). If you can cast Witchbane Orb its a free win.

  • Voidwalker matchup i’m not too familiar with, but i’d say running more mainboard Dismember would be your best option here. This feels like a matchup where you just need to swing with big creatures fast, so i’d prolly be boarding-out the Chalice post-sideboard (assuming there was anything to swap them with). Karn, the Great Creator feels like the best thing to have in hand because Voidwalker has no reason to take it, and setting up Ensnaring Bridge probably just lets you durdle along for an eventual massive Walking Ballista.

Overall I wouldn’t get too beat-up about these losses, all 3 of those matchups look like they’d be slightly in the other decks favour, and presumably these players also have played a lot more with their builds than you have with yours. Over time I think these matchups should feel less-scary (though they are undoubtably all still reasonably scary for E-Tron to face).

wallisface on Lobotomy

1 year ago

Wabbajacke a typical Lanturn control list would look something like this:

So, if you're wanting to keep to just blue and black, and include Circu, Dimir Lobotomist, then I would suggest a list that looks something like this (you'll note the deck can be a lot more tool-boxy than the above because Whir of Invention lets us search for whatever we want, so for example we only need 2 bridges):

EleshNornsFs on Any group hug experts here?

1 year ago

I am by no means a group hug expert, but some cards to de-incentivize people from targeting you probably isn't a bad idea. Ghostly Prison, Propaganda , Norn's Annex , maybe even a Witchbane Orb . I think there is also a cycle of enchantments out of the ikoria commanders that makes creatures attack players other than you.

Wbg1415 on Hexproof against cards

1 year ago

I have Witchbane Orb on the battlefield already. Let's say my opponent has either Phyrexian Obliterator , or Hellkite Tyrant on the battlefield. Do there triggered abilities still trigger if i have hexproof already?

legendofa on Seasons' Approach: How the seasons go by...

1 year ago

You caught me at a good time.

Rereading my suggestions, some of them are a little higher budget than I remember, so skip over those. Also, I glossed over Thwart the Enemy preventing noncombat damage, but I still suggest taking it out. I'm changing my recommendation there to Riot Control .

The biggest advantage of Leyline of Sanctity is its turn zero play. If you just want 1-2, or plan on pulling it mostly with Mastermind's Acquisition from the sideboard, Witchbane Orb is a pretty safe replacement, especially in three colors with a good chunk of basics.

Batwing Brume can either give you all the time you need to win, or you just spent for a Darkness plus gain 2 life. I'd sideboard it.

How did Rampant Growth end up so expensive? It's had a million prints, it's a Core Set common, and it's been in a ton of Commander sets. Anyway, maybe a couple of those to help you get up to the critical 5-7 mana.

How much difference does the split between Final Parting , Mastermind's Acquisition , and Dark Petition make? Does one get used more than another?

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