Arch of Orazca

Legality

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

Printings View all

Set Rarity
Rivals of Ixalan (RIX) None

Combos Browse all

Tokens

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.

Arch of Orazca Discussion

Lordeh on Is Urza's Blueprints a Good ...

2 weeks ago

In colourless decks you might want to take advantage of some of the utility lands to draw cards such as Arch of Orazca , Mikokoro, Center of the Sea or Geier Reach Sanitarium and artifacts like Seer's Sundial , Mind Stone or Hedron Archive or if you have a cheap/agressive commander Tome of Legends .

Optimator on Depala and her (Mostly) Dwarven crew

2 months ago

You also don't have any card draw. You do have a good source in the command zone, which, is nice. Unfortunately, Boros colors do draw the worst, so you'll have to rely on some not-so-budget mostly-colorless staples or less-than-efficient engines. The prevailing wisdom is ~8 draw pieces but you'll be lucky to have half that in Boros colors. I personally consider card advantage in the command zone to count as ~2 draw cards due to the accessibility.

Mind's Eye , Staff of Nin , Arch of Orazca , Arcane Encyclopedia , Endless Atlas , Reforge the Soul , Cathartic Reunion , Rogue's Gloves , Infiltration Lens Coercive Portal , Mask of Memory , Trading Post , Conqueror's Galleon  Flip, and Well of Lost Dreams are about as good as you can get without going into much more expensive cards or other colors.

Good luck and have fun! I hear Depala is a fun commander.

Coward_Token on Rage! Rage!!! F*CKING RAGE!!!!!!!

2 months ago

Yeah it's more for some small extra optimization, for my own deck I prefer Mind Stone & Arch of Orazca to get some extra cards later on

Vulnoth on Scarecrow

3 months ago

Alright, let's get back in the field.

'Crow Support

Lords and Anthems

A longtime staple for tribes, dating all the way back to Zombie Master , and almost every tribe wants them. Since you're looking to put a lot of 'Crows on board, Lords of course buff them, and enables your ability to close a game without depending on commander damage. Some come with bells and whistles, and depending on what build you want, not all of these will make the cut. Anthems help with this as well, but vanilla Anthems won't give you the same mileage as a Lord. Nevertheless, it's worth considering everything at your disposal.

Adaptive Automaton - A standard Lord that mixes with any tribe, and maybe not ideal for Reaper, Lords are just good in general

Brass Herald - A little costly, but a recruiter and Lord in one is a nice option; I would only be comfortable recommending this if your creature count is high

Metallic Mimic - A de facto Lord, and is prime for ETB abuse

Etchings of the Chosen - Making your general hard to deal with should always be welcome

Radiant Destiny - I think Vigilance is a little too vanilla to make the cut in EDH, but it's worth considering

Shared Triumph - As far as Anthems go, this one is sold mostly by its appealing mana cost

Door of Destinies - Given that you will cast a lot of Scarecrows, Door will put in work

Icon of Ancestry , Vanquisher's Banner - An Anthem that can also access more advantage will serve you well

Other Support

Cover of Darkness - I think Cover is a little too Voltron-ish for King, but it's an option

Kindred Boon - Mostly just protection for King and at least is worth considering

Steely Resolve - Tribe-wide Shroud seems very good for any tribe that can use it

That Which Was Taken - Protection for anything, plus synergizes with Artifact support

Advantage Generation

Draw

Drawing is strange in EDH. Not everything good is usable here since you still want to find synergy, but there are plenty of options, and most of them will serve you well on a budget.

Deep Analysis - Its initial cost can be rough, but Flashback is great,

Dig Through Time - Given how long EDH games can go, Dig usually has plenty of Delve fodder to be affordable

Distant Melody - A decent choice for any EDH tribal

Thoughtcast - Solid in anything Artifacts

Greed - It's an option

Mind Stone - Doubles over as a mana rock, but its draw ability is mainly what you want for late game

Slate of Ancestry - It's " Distant Melody " on an Artifact

Thopter Spy Network - Generates fodder and enables draws, and while maybe not great, is nice nonetheless

Tutors and the Like

Consistency in function is crucial to your deck, and depending on who all you play with, the tempo of games could afford you time for otherwise less ideal options.

Scheming Symmetry - Better with more people at the table, but is an option

Planar Portal - Maybe a little costly, but it tutors anything and is a personal favorite

Planar Bridge - Even more costly than Portal, but can just churn a permanent out of the deck

Whir of Invention - Since Tinker will never be legal, this is what you got

Saheeli's Directive - Costly, but powerful, plus it gives a little extra utility to Artifacts that you don't immediately have use for or don't tap

Lands

I'm no expert in juggling lands for multicolor EDH, but there are some solid good stuff lands for such a format. This is probably where most of your attention is going to go because Shocks, Fetches, and the like are outside your budget, leaving you working with more strict cards. I'm including transforming cards because the Land forms are mostly what will concern you, although keep in mind their original forms should provide some utility as well.

Arch of Orazca - A colorless land can suck, but one that can keep cards in hand is worth noting

Command Tower - Don't question it

Glimmervoid - Staple for Artifact EDH

Growing Rites of Itlimoc  Flip - Can grab a creature, easily transforms, and if you manage that, it can be a nice mana source

Journey to Eternity  Flip - Production of any mana and reanimation is nice, and in a format where everything dies, transforming it shouldn't be hard

Mirrodin's Core - Super budget and requires some planning, but is flexible

Opal Palace - Decent fixing, plus it softens the pain of casting your general for the sixth time in a game

Path of Ancestry Color fixing with perks for casting your general

Storm the Vault  Flip - In Artifact EDH, it transforms for almost nothing into Tolarian Academy , and I guess it can also produce any mana

What to Ditch

This is where I start to fall off, since I've only ever built Voltron and Superfriends EDH decks. But I do have solid overall advice for deck building, period: consider what cards bring to the table. If you find that a card doesn't quite work well, look for something to better get this machine working. Try to get as much synergy out of your cards as possible, so things with linear and okay-ish function may not be worth keeping. Always test and see what happens. A lot of things that are good on paper don't iron out in practice, and likewise things that don't iron out on paper are great in practice.

Hopefully this all helps you find your way with the deck. Of course, since I'm no expert in this field, feel free to do further research for tips and cards. There are plenty of other King EDH decks on TappedOut, and people love to build things differently, so there likely are going to be things I've missed that someone else considers a no-brainer inclusion. Additionally, utilize Google and MTGSalvation for more ideas. Lastly, deckcycling puts it on the front page for people to see, and possibly give you a hand. There's a lot of room to build here, and there are likewise a lot of people who can advise you.

Optimator on Human Fly

3 months ago

I know you're looking for non-wheel card draw. I don't love cantrips in EDH unless there is a number-of-spells-matters effect in play but they can smooth out a deck a bit. Ponder , Preordain , Portent , Sleight of Hand , Serum Visions , etc. The sweet spot in around 3-5 CMC for me, ideally drawing CMC -1 but there aren't a ton of spells that efficient. I don't love Divination in EDH (2 for 3) but it's the gold-standard in 60-card decks for a quickie hand refill. There are tons of efficient cards like Divination too.

There are a ton of "draw 3, discard 1" for 4 or 5 mana, which are okay. Sift , Trial of Knowledge , and Amass the Components , for example. Many are costed for being commons, which isn't where you wanna be in EDH. There should be plenty of good, efficient cards to draw from though. At the same time, you have a lot of great high-CMC draw, like Consecrated Sphinx and Thought Reflection, so having a few Divination effects might smooth out your draws.

Some suggestions: Concentrate , Windfall , Cathartic Reunion , Plea for Power , Tidings , Nin, the Pain Artist , Finale of Revelation , Mind Spring , Braingeyser , Stroke of Genius , Blue Sun's Zenith , Fact or Fiction , Chart a Course , Ugin's Insight , Treasure Cruise , Dig Through Time , Kumena's Awakening , Fevered Visions , Honden of Seeing Winds , Reverse Engineer , Read the Runes , Precognitive Perception , Distant Memories , Arcane Encyclopedia , Endless Atlas , Trail of Evidence , Theft of Dreams , Borrowing 100,000 Arrows , Nezahal, Primal Tide , Kefnet the Mindful , Cavalier of Gales , Combustible Gearhulk , Thassa, God of the Sea , Shared Discovery , Secrets of the Golden City , Vivisection , Weight of Memory , Recurring Insight , Breakthrough , Niv-Mizzet, Parun , Deep Analysis , Gush , Invoke the Firemind , Expansion / Explosion , Chandra, Flamecaller , Dragon Mage , Wild Guess , Tormenting Voice , Arch of Orazca , Runehorn Hellkite , Conqueror's Galleon  Flip, Kraum, Ludevic's Opus , Ludevic, Necro-Alchemist , Commune with Lava .

UrzasUnderstudy on Colorless Hope

3 months ago

There are a number of utility lands that produce that also have other useful abilities like: Ancient Tomb , Arcane Lighthouse , Arch of Orazca , Blast Zone , Blinkmoth Nexus , Blinkmoth Well , Buried Ruin , Cryptic Caves , Dark Depths , Darksteel Citadel , Eldrazi Temple , Emergence Zone , Ghost Quarter , Spawning Bed , Strip Mine , Thespian's Stage , and that's just to name a few. Some of these are budget, others can be VERY expensive. For added bonus, most of these lands don't come into play tapped.

You might also consider a few more creatures or token generators to equip and pilot all of the deck's gear.

Aargus222 on Lyra Dawnbringer EDH

4 months ago

blfngl Yea this is a WIP bc i don’t have all 100 cards. I like Emeria, The Sky Ruin and Arch of Orazca . Do you have any suggestions for angel creature cards? (hopefully not Avacyn, Angel of Hope as that’s pretty pricey)

blfngl on Lyra Dawnbringer EDH

4 months ago

One of the great benefits of playing a mono-colored deck are all of the tech lands you can add! Here are some examples:

Arch of Orazca
Sejiri Steppe
Temple of the False God
Ghost Quarter

And my personal favorite for mono-white:

Emeria, The Sky Ruin

There are some more powerful (and more expensive) options too, do some research into these if you think you'll benefit from them.

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Arch of Orazca occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Standard:

All decks: 0.31%