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.
Printings View all
|Mystery Booster (MYS1)||Basic land|
|Rivals of Ixalan (RIX)||Basic land|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Arch of Orazca Discussion
1 week ago
You need to decide what you want the deck to do before you can start cutting cards. Without knowing your build goal, you will not be able to know where to cut.
What do you wan this deck to do? Examples/ideas:
Is this deck mainly aggro? then keep the big monsters and the ramp. Cut the little creatures that are not mana dorks or cost reduction.
Is this deck mid-range good stuff? then cut creatures until you get 14-18, And add interaction cards to stop or negate your opponent's plays.
Is this a combo deck of some kind? For example; Is it built around Icy Manipulator + Voltaic Key for it's control? then get rid of the other stuff that is not part of that game plan.
Or is it going to cheat stuff out with Amulet and bridge? Then get rid of the icys and keys and focus on cheating big fat bombs out early.
Is it a toolbox deck? then cut your bombs and strong cards to 1 copy each and add more tutors to the deck.
These are just a tiny sample of archetypes, I am just showing how you can decide what kind of deck this is. Once you do, a lot of the cuts may become obvious depending on what you want for the deck.
But there are some cuts you should do no matter what goal you have:
-3 Fabricate (You already have 4 tinkers and 2 tezzerets), -1 Black Vise (Without support for it only 1 copy of this is just an annoyance when it shows up in your hand or is in play), -1 Paradox Engine (This is a freaking amazing card but it does not do a lot for this particular deck) , -1 Winter Orb (Like vise, without support it is not that useful with 1 copy), -1 Colossus of Akros (You have better big bombs already), -4 Etched Champion (this is a vanilla 2/2 most of the time and is probably the worst creature in your list), -4 Ornithopter (These are okay with the other cards in your deck but you will ramp into big stuff so fast they are just not too useful), -4 Welding Jar (at the very least cut it down to 2 since it synergizes with Academy Ruins. But Academy Ruins, Tinker, and Tezzeret the Seeker do the same thing kind of as this already. Id cut all of them to the maybeboard and see how it plays).
In a vacuum, none of these cards are bad by themselves. But none of these cards help you reach your goals for the deck. And only having 1 of something has a very low chance of seeing play. So if it does see play, it needs to do big things for you.
For your lands, they are another resource for the deck. So I would suggest filling in your land base with support cards. Stuff like;
+3 Buried Ruin (if you dont want to get more academy ruins), +2 Rogue's Passage (they don't hurt and can let you win off the back of one of your big creatures), +2 Arch of Orazca (really, slots of any land that gives card advantage), +5 more Islands or so, whatever gets you to 20-22 lands. If you dont want any of the other non-island cards, just add islands.
Your deck has very little interaction and I would suggest adding some to the deck. There are hundreds of options but I would look to add stuff that is similar to any of the following cards:
Spine of Ish Sah, Unstable Obelisk, or Meteor Golem. These cards synergize with academy ruins and buried ruin and can be Tinker targets when you need them. Just 1 or 2 copies of cards like these in the deck you can tutor for. Once you bring one of them online, you can keep bringing them back repeatedly to destroy your opponent's game state.
Then you need instant speed answers you can use to respond to what your opponent's do. Interaction is important and you will lose games just because you didnt have a Disenchant in your hand. Add copies of stuff like Scour from Existence, Titan's Presence, Not of This World or even repeatable stuff like Capsize or similar.
I am not saying you have to do any of the things I suggested. But you do need to decide what you want to do with the deck, cut cards, and add land and add interaction to the deck or it may just stay a hot mess like it is now.
3 weeks ago
- Card draw:
- Sylvan Library : Card draw.
- Elvish Visionary : Cheap, cantrip, shaman.
- Mosswort Bridge : Pseudo cantrip.
- Growing Rites of Itlimoc Flip : Pseudo cantrip. Flip = better Gaea's Cradle.
- Blighted Woodland : Comes into play untapped. Ramp card mid-lategame.
- Path of Ancestry : Potential card filter.
- Strip Mine : Utility land.
- Gingerbread Cabin : Forest with minor upside. No reason not to play it in mono green.
- Fauna Shaman : Tutor, shaman.
- Noxious Revival : Manaless. Allows another shot for wincons.
- Scavenging Ooze : Manasink. graveyard disruption.
- Card draw:
- Lifecrafter's Bestiary : Card draw.
- Beast Whisperer : Green conditional card draw.
- Guardian Project : Green conditional card draw.
- Runic Armasaur : Card draw (meta dependent).
- Compost : Card draw (meta dependent).
- Sakura-Tribe Scout : Early game shaman. Mana acceleration.
- Genesis Wave : Pseudo card advantage.
- Arch of Orazca : Card draw.
- Win more:
- Myojin of Life's Web : Too expensive. Very likely that you do not have enough cards in hand to make this worthwhile lategame.
- Patron of the Orochi : Quest for Renewal is cheaper.
- Gigantomancer : Cute, but 8 mana is too much for this kind of effect.
- Archetype of Endurance : Win more card. No real synergy. Asceticism Is better (although also not recommended).
- Trolls of Tel-Jilad : This is a bad card.
- Soul of the Harvest : Beast Whisperer / Guardian Project, cheaper. Almost same effect.
- Sakiko, Mother of Summer : Too expensive. Doesn't do enough for mana cost.
- Sage of Ancient Lore Flip : Very likely that you do not have enough cards in hand to make this worthwhile mid-lategame.
- Wildheart Invoker : This is a bad card.
- Sakura-Tribe Springcaller : This is a bad card.
- Loaming Shaman : Not enough card draw that allows you to get your desired cards in you hand.
- Essence Warden : This is a bad card.
- Vines of Vastwood : Very situational card.
- Squall Line : Not very good card. Situational.
- Krosan Grip : Expensive situational removal.
- Gilded Lotus : Unnecessary ramp.
- Tranquil Grove : Unless your meta plays a lot of enchantments, not really necessary. Otherwise, recommmend Back to Nature instead.
- Beastmaster Ascension : Your creatures are not big enough for this to work consistently.
- Spidersilk Armor: No tutors, not enough card draw to obtain it. Unreliable flyer prevention. Silklash Spider Will hold off flyers with tutors.
Staple cards are cards I recommend obtaining and using, since they are almost always good cards to have in any green deck. The rest is up to preference and should be taken with a grain of salt. I hope I could be of some use to you.
3 weeks ago
I like how you made the deck goblin tribal and very low to the ground. How exactly do you win though, just hoping you push damage through? Moreover, have you considered adding cards that help mitigate your weakness of dealing with enchantments and card draw.
Blast Zone - Fits in the landbase easily
Valakut, the Molten Pinnacle- Not sure if you should add because your deck is low to the ground but worth considering
The mass MLD cards don't seem to further your gameplan, what's the purpose? To maybe have a boardstate filled with weenies and cast the MLD? You run crucible but with no real means of tutoring for it, or a consistent draw engine, you're hoping that you cast it and it sticks for a couple turns since your ramp is mostly burst based through rituals and smaller rocks. If you're gonna run crucible, at least add some fetchlands to make it impactful. But it's really not worth it in this build at all. Your playgroup will realize you use MLD and destroy crucible on sight, hold mana open to counter your MLD and more. The deck isn't competitive enough despite it's low CMC to justify it's inclusion IMO. Really curious to hear your thoughts on this.
The free to play cards aren't that impactful, except deflecting swat because even though we will rarely cast it for free, it is still super useful.
Arch of Orazca - Fits in landbase
Endless Atlas - Cheap to buy cast and activate
Humble Defector - Not the best in this build but worth considering
Ignite the Future - Good in here since you have a low curve
Tome of Legends - Best card in Norin, hands down
Mind Stone > Fire Diamond - Doesn't tap for red, but you already have enough red sources and card draw is nice
Sword of the Animist - Repeatable rampant growth
Chandra, Torch of Defiance - Ramp, removal, draw and wincon all in 1. Might be a little high CMC for you, but the 2 mana it produces can help offset the tempo.
Myriad Landscape - Might be too slow, but worth considering
1 month ago
Cool deck! You might like these: Sunbond, Cradle of Vitality, Regna, the Redeemer, Vanquisher's Banner, Empowered Autogenerator, Thran Dynamo, Endless Horizons, Crested Sunmare, Palace Jailer, Throne of the High City, Bonders' Enclave, Arch of Orazca, Slate of Ancestry, Lapse of Certainty, Angel's Grace, Tome of Legends
1 month ago
Carddraw and ramp, on your lands! It's the best utility.
1 month ago
Hugh fan of Geier Reach Sanitarium/Mikokoro, Center of the Sea. I'd post them separately but generally they fill the same roll. They both act as budget, but on-a-land equivalents to Temple Bell. That means you can draw in a pinch, and even play politics somewhat, but additionally has another use in many play groups, where you need to stop opponents' from casting the all-to-popular Thassa's Oracle/Demonic Consultation combo.
If they cast the combo, as the trigger is on the stack, you can easily kill the play by just drawing either either land, or even a Temple Bell if you own one to kill them, because Oracle doesn't actually have Laboratory Maniac's text constantly, just for a moment.
While yes, this is a specific situation, and not super common, there are tons of times in colors without much draw that you just need one more dig, or where you need to have each player team up on one opponent, and letting everyone dig will help the 3v1, as you get 3 draws and they get just 1, or at least 3 loots vs 1 loot.
Ever had a time where you had a tutor-to-top effect and needed a draw, like with Doomsday, Enlightened Tutor, Goblin Recruiter, merfolk harbinger, or a card like Noxious Revival or even another utility land like Hall of Heliod's Generosity/Mortuary Mire? These lands let you take that card and start going off with it. Both are also amazing with Notion Thief and Smothering Tithe style effects too!
And all of that is on 2 lands that any deck can run, enter untapped, and just tap for colorless as the downside!
(Btw sidenote Castle Locthwain could easily fill a lot of these roles too, and Arch of Orazca deserves a mention, but these are a little different, for Oracle hate Cephalid Coliseum is also great, and is just a busted card)
1 month ago
Personally here, I'd get Weathered Wayfarer before Land Tax, but that may just be me. Yes, Wayfarer isn't necessarily as powerful, but tutoring any land, rather than basics is busted, I mean, getting a Buried Ruin or even a later game Arch of Orazca/Emeria, The Sky Ruin could just be the winning play.
It's also a super cheap card after it's reprint, but was about double that before, just a recommendation!
1 month ago
Have you considered adding some nonbasics to your landbase? Given your lack of mana doublers, I think adding in a few non basics would be helpful