Arch of Orazca


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Rivals of Ixalan (RIX) None

Combos Browse all

Arch of Orazca


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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Arch of Orazca Discussion

lords2001 on Brawling Karn

1 day ago

Spire of Industry does nothing for you ever. as does Unclaimed Territory or Unknown Shores. Inventors' Fair would be a good replacement for one and Sequestered Stash another. Even Arch of Orazca would be better.

You need some win cons that work.

Awakened Amalgam isnt bad. The Immortal Sun can ruin people. Golden Guardian  Flip can be great as you can then start popping off with Golem tokens each turn. Metalwork Colossus if you best hope of rolling over people.

Skysovereign, Consul Flagship can kill creatures or plainswalkers as you essentially have no removal and a commander that just draws cards. Aethersphere Harvester has evasion and isrelatively easy to crew.

There are other things but thats about it that I can think of.

Pacification Array can keep their threats tapped which is the best removal you get.

l1f3g4urd on Jhoira, Captain of the Izzet Pearl

6 days ago

I'm with Catbeard, the land count seems pretty low. Maybe run some utility lands to offset the number of rocks, so even if you're flooding you don't necessarily hate drawing them, examples: Academy Ruins, Arch of Orazca, Arcane Lighthouse,Blighted Cataract, Buried Ruin, Cavern of Souls if you already own one, those are pricey, Command Beacon, Desolate Lighthouse, you get the idea. If I were you I'd take out Flusterstorm and maybe Spell Swindle for more versatile and easier to cast counterspell package like Arcane Denial and maybe Negate. It allows you to use your turn better without needing to hold up 5 mana, and also lets you counter more things than Flusterstorm. And stuff like Search for azcanta seems good, scrying in general. And if you're looking to do lots of cantripping with cheap artifacts, Mind's Desire, or Haze of Rage might be pretty sweet payoffs. and if you fill up your hand, maybe Stormbreath Dragon?

Jimmy_Chinchila on Mono Green Stomp Standard

1 week ago

Carnage Tyrant is the best stomper around, but its pricey. Youd also need to go up a few lands, probably should anyways. Arch of Orazca 1x is nice for late game gas. Scavenger Grounds would also be good since you dont use your graveyard but lots of other popular decks do.

Other fatties to consider: Multani, Yavimaya's Avatar, Wayward Swordtooth, Territorial Allosaurus, Resilient Khenra.

I dont care much at all for Natuarlize mainboard, it does nothing against a lot of decks. Plus you can use Thrashing Brontodon since its also attached to an oversized body.

Im a huge fan of Elfhame Druid and Grow from the Ashes, 6 lands in play by Turn 4 kind of mischief. I have a similar themed deck, Multani the Ramp-Stomper.

Keep up the Stompin! +1

Atrabilogie on UR Jhoira Historic

1 week ago

Not really for Squee and Urza's Tome as you're forced to cast it and let it die everytime (6 colored mana actually). Arch of Orazca is a good choice for the occasionnal draw.

Deathmojo on Boros Planeswalker/Approach

2 weeks ago

@vectorxvi Thanks for the suggestions, I like going down 1 Jaya Ballard in favor of an extra Gideon of the Trials. I find that Gideon of the Trials helps me in more circumstances in stalling the game for my board wipes/Approach. I also like the Arch of Orazca to help out my draw power which is lacking since I dont have access to the better draw spells in blue. I find myself in my personal meta that I dont run into vigilance that often so that is why I run 4 of Seal Away. I'm going to try the idea of Zetalpa, Primal Dawn because I think its a pretty good creature but its mana cost is so high. I dont run Sunbird's Invocation because I dont personally like the way it plays and I run Tormenting Voice over treasure map because I like having the syngergy of Jaya Ult with tormenting voice.

vectorxvi on Boros Planeswalker/Approach

2 weeks ago

Jaya doesn't really do much here better just playing 2 and make gideon 3. I would rather go treasure treasure map over your tormenting voices. Find a way to main Ixalan's Binding and Arch of Orazca. This deck really needs a way to draw cards early and often.Not so sure also about running 4 seal away in away, vigilance is a thing.

Hans49163 on Multani's little helpers

2 weeks ago

so first off lets talk about your mana-base. Evolving Wilds is great in a multi-colored deck, as it allows a cheap alternative for duel-lands, but in a mono colored deck they are useless other then having your land entering tapped, slowing you down a turn. Although it slightly helps out Multani, Yavimaya's Avatar graveyard ability, the bonus isn't worth slowing down your deck. If you want lands that add overall value i would recommend 2x Arch of Orazca as they are great during late game if you burn out. ok so your all-star turn one play is Llanowar Elves but if you don't have that in your opening hand your going to be doing nothing turn one, i would highly recomend at least 2-3 more 1 drop creatures. The key to one drops is them not losing value during the late game but still being awesome early game. I would recommend either Oviya Pashiri, Sage Lifecrafter(shes really awesome because she can generate loads of creatures when your hand is empty), Old-Growth Dryads (a 3/3 for is absolutely insane, and pairs great with Ghalta but giving your opponent an extra land can give them a big advantage over you), or Narnam Renegade (he keeps the elf tribal going, and at the same time offers a death-touch body that people don't want to mess with, who can potentially be a 2/3). it comes down to your choice. but i would add 2x-3x of any combination of these guys. your 2-drops are also kind of weird i dont like either of your creatures that you currently are running. Elfhame Druid is good ramp, but you have no kicker spells to maximize its potential. so its ultimately just a worse version of Llanowar Elves i would drop him completly. also i don't think Llanowar Scout is making the best use of this spot. although he can get you ahead in terms of mana, you wont be able to use that ability for long, and he becomes useless in a long game. One card i would definitely run 4 of is Merfolk Branchwalker she is awesome in the sense that she can help you draw, can let you basically scry, and can potentially have a +1/+1 counter when she enters. all around great 2-drop that wont be terrible if you draw her turn 5 or 6. your 3-drops are pretty solid, i would only drop Grow from the Ashes because of your multiple other options its basically a Wild Wanderer without the 3/2 body attached, its just too slow for this deck style. other cards that i think would look very good in this build are Territorial Allosaurus, Rhonas the Indomitable, and Jadelight Ranger. its ultimately up to you if you put any of them in, but they all offer some serious value and i would look into all of them

l7lancer on Jund ramp/kicker/elf/legends *help needed/wanted"

2 weeks ago


I hope I can give you some input on your deck.

1st some cards I would consider cutting:

Marwyn, the Nurturer; she's just bad, way to slow to ramp and not enough elves to support her.

4x Josu Vess, Lich Knight; I would cut 2, he's Legendary and costs a ton of mana, 2 should be enough.

Territorial Allosaurus; I've not tested this card to much, but without kicker its just a big dumb body, maybe cut 1

Mastermind's Acquisition; I see no reason to play this card without a dedicated Silverbullet Sideboard, everything you drop after turn 3 seems like a bomb, no reason to tutor for one

Manabase:24 Lands is classic; it's perfect, BUT

Cut 1 Arch of Orazca; the card is great no doubt, but you play 3 lands that produce no color in a 3color deck, that's risky

Dragonskull Summit; why don't you play some? I usually start a 3color deck with 8 slots for those type of lands and adjust to the %share of each color

Cards I would add:

You're dropping bodys every turn, that's nice and viable, but sometimes you need removal!

Lyra Dawnbringer is the Apexpredator of the Sky ATM and vs a dedicated control deck you won't be able to slam a Darigaaz Reincarnated

Removal to consider: Vraska's Contempt; Fight with Fire maybe Shivan Fire (also Kicker Synergy); maybe Fatal Push, but you're creatures should be way stronger then anything Push hits Abrade is great in this Meta, kills Vehicles and GPG

Speaking of Artifacts: Thrashing Brontodon is an AllStar, play 2 or more

Here are some more strong legendary cards to help with mox:

Ghalta, Primal Hunger; Grand Warlord Radha; Rhonas the Indomitable; Rishkar, Peema Renegade

Also maybe some PlaneswalkersChandra, Torch of Defiance; Liliana, Death's Majesty; Nissa, Vital Force; Vraska, Relic Seeker

Most important BUILD A SIDEBOARD (I think Duress should be in there vs Control)

Those are just some ideas what could go in there, test a bit with it and look for a nice smooth manacurve (yours is lacking power at 5 and 6)

Also I totally understand budget concerns or rotation, those are just some ideas I quickly Brainstormed

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