Arch of Orazca

Arch of Orazca

Land

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) T: Add ◊ to your mana pool. 5, T: Draw a card. Activate this ability only if you have the city's blessing.

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Set Rarity
Rivals of Ixalan (RIX) Basic land

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Tokens

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Arch of Orazca occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Standard:

All decks: 0.31%

Arch of Orazca Discussion

Profet93 on Norin, Prince of Chaos

1 week ago

+1 You need card draw badly. If you like these suggestions, I can suggest other non-draw ideas as well. Problem is if you don't draw into a wheel, a continuous draw source (or if gets destroyed), then you're out of luck. You have a pretty good low curve. But with no real way to maintain gas, you will get blown out quickly. That, coupled with the pandemonium, mass hysteria and 2x damage doublers, you can find yourself on the worse end of that exchange fairly quickly, just against a big green deck with no inherent synergy other than beat face.

Arch of Orazca - Not bad at all, worth considering

Commune with Lava - Not bad at all, worth considering

Endless Atlas - Very good

Hedron Archive - Not the best but worth considering

Ignite the Future - Very helpful

Light Up the Stage - Helpful

Tome of Legends - Best draw source you will ever have

Feel free to check out my [Deck] for some ideas (http://tappedout.net/mtg-decks/norin-naughty-time/)

TheOneKiko1337 on [cEDH] Krenko, Mob Boss

2 weeks ago

Profet93 Hey, thank you for your message. I updated my text and included the Altar of Dementia it severs us as another sac outlet, and gives us another win-con (mill) if we can't win with damage.

Arch of Orazca is to slow imo. Sure it CAN be an option when you're lacking cards or going later into the game. This counts for Endless Atlas too. Arch of Orazca is basically "draw a card for + " Endless Atlas does the same at the cost of .

About Commune with Lava imo it only helps when you're already infinite and at this point you should have won anyway. Sure there are cases where x=3 or any other number might work. But imo they are very rare.

Outpost Siege is a worse Goblin Bombardment and for the card draw part it is quite expansive and slow. You pay to kinda draw an extra the following turn.

Stranglehold absolutely agreed. I swap it in from time to time, it depends on my opponents deck tho.

Profet93 on [cEDH] Krenko, Mob Boss

2 weeks ago

What is the purpose of Altar of Dementia? Is there something obvious I am missing?

Arch of Orazca - Draw

Endless Atlas - Draw

Of your 4 draw sources, one of them isn't even draw. Adding more draw will help maintain gas and help you recover from the inevitable board wipe that will come your way from spanning out goblins from your wazoo. Another option should you wish is Commune with Lava as well as Outpost Siege.

I see Stranglehold in your maybeboard but I think it deserves a slot in the deck. Stops tutors, fetchlands, and land ramp, all of which is an issue in a cEDH meta IMO. Of course you need to get it out early enough, but even mid-late game it still works as a good control piece.

Pray_for_Snow on Uro Commander

3 weeks ago

I'm going to sort my recommendations by type for now since the deck is still below 100 cards; once we get to a full deck list, I'll come back and suggest some upgrades if you still want some help.

Artifacts

The Great Henge is very easy to cast once you have Uro on the board, and continues to draw you cards/gain life for you as play more creatures.

Sol Ring is a classic card in every commander deck, unless your playgroup bans it.

Simic Signet is a cheap mana rock that helps you use any colorless lands you have to make some colored mana.

Arcane Signet gives you cheap mana in either of your colors.

Thought Vessel for the increased maximum hand size; you'll probably end up with more than seven cards in hand if you can use Uro more than once in a single turn.

Altar of Dementia for milling out yourself or your opponent. You can use the stack to sacrifice Uro if you cast him from the command zone.

Panharmonicon will double your Uro triggers when it enters the battlefield, plus a few of your other creatures or artifacts like Springbloom Druid.

Crystal Shard will let you re-use your enter-the-battlefield triggers on your creatures

Blackblade Reforged will help you deal lethal damage once you get your ramping done.

Lightning Greaves protects Uro or other creatures you want to keep around while also hasting them.

Creatures

Sakura-Tribe Elder will ramp you and end up in your graveyard at the same time.

Arbor Elf will untap a land you need instead of adding {G}, which is better if you're playing with nonbasic Forest cards.

Wood Elves gets you a Forest from your library, and can even get a non-basic one. You can use it to chump-block someone later on as well to add another card to your graveyard.

Llanowar Elves and Elvish Mystic are the same card but still useful to help ramp.

Birds of Paradise is a classic commander card and can help you block flying creatures when you don't need it anymore.

Hedron Crab mills as you ramp, and you can choose to mill yourself if you're trying to win that way.

Satyr Wayfinder mills you while also grabbing a land card to put into your hand.

Eternal Witness brings back a card you want from your graveyard.

Golgari Grave-Troll will help mill you while also being a rather tough blocker/beater thanks to its regenerate ability.

World Shaper will mill you and also get back lands you milled when it dies.

Laboratory Maniac will secure you a win if you're milling yourself enough.

Misthollow Griffin can be cast from exile, allowing you to use it to cast Uro with escape repeatedly, and it will even block flying creatures for you.

Genesis helps you recycle creatures as long as it stays in the graveyard.

Tatyova, Benthic Druid makes your ramp spells (and Uro) better.

Rampaging Baloths gives you tokens for land drops, helpful for trying to close a game with combat damage.

Roil Elemental steals creatures as you play lands.

Reclamation Sage hits dangerous artifacts/enchantments you don't want around.

Enchantments

Bear Umbra protects a key creature while also untapping all your lands.

Song of the Dryads and Imprisoned in the Moon are both excellent at removing a dangerous threat.

Zendikar Resurgent is excellent for this deck for the extra mana and the card draw.

Elemental Bond will draw you cards for your big creatures.

Crop Sigil will mill you when you want to mill, and get back something important.

Retreat to Coralhelm helps you scry cards or tap/untap creatures for playing lands. If you have a way to mill exactly one card, you can mill your top card after scrying it if you want it in your graveyard.

Wilderness Reclamation untaps your lands for later use, especially useful if you want to leave mana untapped during your opponents' turns.

Instants and Sorceries

Cyclonic Rift is your best board wipe.

Beast Within is your best single-target removal.

Counterspell, Swan Song, and Negate are good counterspells to leave open.

Voidslime is great and is a very useful and board tool for stopping combos.

Life from the Loam gets back lands from your graveyard, and mills you with Dredge.

Windfall hopefully refills your hand and can disrupt your opponents.

Cultivate and Kodama's Reach ramp you. So does Circuitous Route.

Finale of Devastation is a win condition, tutor, and reanimation spell all in one.

Lands

Alchemist's Refuge gives you flash on all your spells.

Reliquary Tower fixes any issues you might have with drawing too many cards at once.

Field of the Dead gives you tokens to block with, and is extremely easy to activate in this deck.

Arch of Orazca draws you cards with extra mana.

Blighted Woodland ramps you up.

Command Tower is a staple for a reason. The reason is that it is good. Play it.

Breeding Pool helps fix your mana and is a Forest card for your ramp spells.

Simic Growth Chamber fixes your mana and bounces back a land for any Landfall triggers you might want to reuse.

Flooded Grove fixes your mana.

Waterlogged Grove fixes mana, draws you a card, and ends up in the graveyard when you don't need it anymore.

Simic Guildgate is a gate that can be fetched out with Circuitous Route.

I left out some big money cards, since those can be upgrades for later. I didn't check if these additions would put you over 100 cards, but you can throw in anything else afterwards and just try out whatever seems fun.

Optimator on Boros Soldiers

3 weeks ago

I would recommend Iroas, God of Victory as the commander. I think he's the best for general Boros agro. The convenience of being able to swing freely is sooooo good--especially with mass-vigilance like Brave the Sands and its ilk.

Aurelia, the Warleader is a decent choice but is expensive, mana-wise. Even Jor Kadeen, the Prevailer is better than Agrus Kos though (with some more artifacts). Tajic, Blade of the Legion is an underrated choice too--can definitely make a great budget deck with him at the helm. Go wide and then suddenly Tajic is a commander-damage threat. Gisela, Blade of Goldnight is decent, but also quite expensive. Some folks love having bombs, like the two angels, in the command zone when the deck more or less functions without the commander (like most tribal decks). Some prefer lower CMC generals that can get out more reliably. It's all about what you like.

Argus Kos is pretty bad though. Unless you're in love with having a janky commander I'd highly highly recommend Iroas or Tajic, with Aurelia as a distant third-place.

For a new deck builder your list looks really good! Good creatures, good utility, a proper amount of ramp. Only thing missing is card draw, which you may know is nearly impossible in Boros colors. Mentor of the Meek is a good addition, so good on ya for that. Some... tolerable... draw options are Staff of Nin, Endless Atlas (somewhat suspect in a two-color deck, but I've seen it work), Icon of Ancestry, Vanquisher's Banner, Arcane Encyclopedia, Arch of Orazca, Farsight Mask, Infiltration Lens, Herald's Horn, Key to the City, Mask of Memory, Tome of Legends, Rogue's Gloves, Avarice Amulet (doesn't get .given away if it's on a commander).

Profet93 on Who Needs A Hand?

3 weeks ago

Endless Atlas and Tome of Legends are good card draw

Bolt Bend - Counter counterspells, redirect removal, some draw, some extra turn spells. All for 1 red, add it

Your land count is way too high, go down to 38 and add an Expedition Map

Arch of Orazca?

Ancient Tomb

Sensei's Divining Top

I'll take another look when you reply, currently midnight at the moment.

Profet93 on Norin Ping

1 month ago

Jovikila

This list is a decent start but let's look at mono red's weaknesses, card draw and enchantment removal. You have LOTS of cuts to be made, lmk if you want ideas on what to cut or more things to add.

Arch of Orazca - Card draw that only takes a land slot

Commune with Lava - Can be used on end of opponents turns, usually good for 3-5 depending on how much mana you have and your curve.

Endless Atlas - Reuseable, cheap to play, cheap to actives

Hedron Archive - Card draw and ramp

Humble Defector - Draw with politics

Ignite the Future - Very good "draw" as it can be flashbacked

Light Up the Stage - Similar to above

Mind's Eye - Re-useable, fun with wheels

Skullclamp - Cheap easy card draw, fun with myrs

Solemn Simulacrum - Card draw and ramp

Tome of Legends - Your most powerful draw engine in the entire deck

Lastly, with all your enchantments you might want to consider Crystal Chimes

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