You'd be surprised how many players don't run artifact removal. The problem (for them) is that artifact removal is useless against decks that run very little artifacts, so it's not worth throwing in something that is going to help only 5% of the time. This is true no matter what the deck is. Witchbane Orb shines against Black Discard and Artifact Mill decks (Grindclock, Energy Chamber, Voltaic Key) -- it shuts down an entire strategy. It's just as effective against red burn, but they're more likely to have at least one way to remove an artifact.
Witchbane Orb -- don't leave home without it. I run Fabricate just to grab this.
Posted By:
igniteice
(1/10/2012 9:52:49 AM)
So wait, if it prevents abilities from targeting you, does that mean things like landwalk and annihilator are out as well? Or does being the "defending player" not qualify you as a target?
Posted By:
Shackleback
(1/11/2012 5:14:22 AM)
Landwalk would definitely still work, as it simply makes the creature unblockable so long as the defending player controls the given land. Annihilator would work because it doesn't say "target player", the effect is passively directed towards the defending player. Anyone is more than welcome to correct me if I'm wrong.
Posted By:
ProlifDatFool
(1/18/2012 9:11:39 AM)
The thing that I like about it is that it protects your Planeswalkers.
I run a few "Super Friends" and "Super Villains" decks, and I'm finding that this card does a great job of protecting my planeswalkers from Lightning Bolts, pinging effects, etc. Yes, Nicol Bolas and Bramblecrush can kill them, but no direct damage spells.
Posted By:
Inkbender
(2/26/2012 12:35:45 AM)
Good bye, burn decks.
Posted By:
ForgeMaster117
(4/15/2012 2:37:49 PM)
@ Silver-Paladin
Auras only target while they are being cast, only while on the stack. They don't continuously target the permanent or player they are attached to. You are probably thinking of the protection rule. A permanent or player with protection can't be targeted, enchanted, equipped, damaged, or blocked by any source that it has protection from. This artifact destroys the curse auras already on you and then grants hexproof. Not sure if I like it more than Leyline of Sanctity, but a great card in it's own right.
Posted By:
Wyldblayde
(4/23/2012 10:42:17 AM)
Red decks get quite an irony over being burned by this artifact.
Well except for those with Shatter and Manic Vandal.
But then again... you wouldn't play this without providing it protection, right?
Enter myrs and Indomitable Archangel and you're all good.
Posted By:
ExzcellionGamma
(6/7/2012 7:37:13 AM)
This shuts off Curse of Death's Hold, Ravager of the Fells, Bonfire of the Damned, Geralf's Messenger, and Blood Artist (and his similar triggered ability brethren). Standard, you might want to take note.
Posted By:
Agent1103
(7/25/2012 12:56:05 AM)
My first triple Innistrad draft, this was my rare pack 1. I took a Forbidden Alchemy or something over it, but it came back as the last pickable card in the pack. I shoved this off to the side and ended up drafting a sweet Solar Flare build complete with Unburial Rites and Skaab Goliath that got me all the way to second place.
Now, I run this in my Numot, the Devastator EDH to keep nasty abilities off my back, and this even kills the occasional Curse of Echoes.
Posted By:
DacenOctavio
(11/15/2012 7:39:29 PM)
@nemokara
Faith's Shield
Giving yourself Hexproff is so very good for control mirrors, burn decks, planeswalkers....really any card with the words "target player" or "target opponent." I find it's the best way to keep Geist of Saint Traft alive (no Devour Flesh for you) and to stymie burn spells to the dome like Searing Spear and, especially, Skullcrack.
Posted By:
ThinkOriginal
(2/23/2013 8:18:58 PM)