|Commander / EDH||Legal|
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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
5 days ago
Although the impact of the cards often varies on the meta, you could try adding some burn to the deck. Because a lot of tokens enter the battlefield, you could use Warstorm Surge and/or Where Ancients Tread. I've found that Mosswort Bridge can give unexpected wins due to exiling overruns. I see that you run several cards that give you draw, but maybe you could run cards like Mikokoro, Center of the Sea, Arch of Orazca, or Sea Gate Wreckage.
1 week ago
Deck needs to be updated with current state in paper.
1 week ago
@Legendary_penguin_of_death, first of all, thanks for all the suggestions, they are much appreciated. I'm not quite sure about playing Meandering River since I don't want too much lands coming in tapped and Field of Ruin would make my deck have 6 colorless lands which could be problematic. I could consider cutting Arch of Orazca in favor of Field of Ruin, or playing a 1-of of either of those cards since I'll be playing an extra land anyways.
I think cutting one Kumena's Awakening in favor of a land is a good idea, since I've found myself in a shortage of lands in some test games.
What do you think are the best choices here?
2 weeks ago
Hey, interesting ideas, Temur seems like a good direction with Banefire as an uncounterable win condition.
Consider Hour of Promise, Hostile Desert and Dunes of the Dead? The interaction with Hour, Hostile and Scapeshift seems very good. Scapeshift can make fuel for Hostile with lands in the grave and Hostile/Dunes are Deserts which activates Hour. Hour or Scapeshift can tutor for Hostile and Dunes. Dunes is another land that's good with Scapeshift getting a 2/2 Zombie when it's saced.
Excavator can recur these Deserts. Good with Hostile since having a recurring creature land can really add to the land strategy. Scapeshift is the broken card here. I think finding and including other ways to abuse it other than Tatyova and Excavator can be beneficial.
Consider more land? 22 lands is a low amount for a land strategy especially with Swordtooth. Who is lackluster if you don't have a lot of lands. Get inspriation from TitanShift in Modern and try playing 27-28 lands. You can cut the mana dorks especially Llanowar Elves for more lands. Only eight sources of ETB untapped green for turn one Llanowar is not enough. Lands are more important for the strategy than mana dorks.
Consider Evolving Wilds? It's good with both Excavator and Tatyova especially Tatyova getting two instances of draw and life from one land. Wilds also counts as two lands for Multani. A few other utility lands to consider are: Arch of Orazca and Hashep Oasis. Oasis is nice because you can keep getting it back with Excavator.
Good luck with your deck.
3 weeks ago
Have you considered Oketra's Monument? it's a cost reducer for Whitemane Lion and it creates a threatening board state at the same time. Also just in case you feel like you need more card draw, Arch of Orazca exist and it shouldn't be too hard to pay that cost in this deck.
3 weeks ago
in many cases, a single Arch of Orazca can be to many if it comes to early, or you have more important things to spend your mana on. I would reduce the count to a singleton & add another Swamp. 19-20 Swamp is a good bench mark with Cabal Stronghold
Also, 2x Torgaar, Famine Incarnate in addition to 2x Demonlord Belzenlok & 2x Josu Vess, Lich Knight is way to top heavy. you do not want any of them in your starting hand or the early game in general. I would recommend dropping Torgaar entirely for something smaller and more useful - Gifted Aetherborn Fatal Push, & Never // Return are definitely top priorities.
Also, the same is true with Mastermind's Acquisition 4x of them is too top heavy without purpose. treat that card as an emergency duplicate for your sideboard. having 1 or 2 in the opening hand or early game is just not a good thing as everything you may want is further into the late game. dropping to a singleton or 2 of will allow you to speed up the decks aggression.
4 weeks ago
xXBuddhaXx: While I would love to run Mox Amber in here, the only things that would make it active would be Daretti himself or Chandra, Flamecaller. You can't use it to power anything out, so I feel it's an almost dead card.
Arch of Orazca hasn't been bad. Granted, it costs 5 to draw one card. The downfall I see with Throne of the High City is that you will get one card out of it, then have to fight over it every turn after. Sure, you can bring it back with Crucible of Worlds, but you're not only wasting your land drop for the turn, but also the four mana required to activate it, essentially costing you 5 mana while not expanding your mana base.
Mirrorworks is always hit and miss. When I get it onto the battlefield, it'll usually make copies of mana rocks or other utility artifacts. Otherwise, I'll just pitch it to Daretti. I have a hard time cutting it from my list, but would be one of the firsts on the chopping block if something amazing came along.
4 weeks ago
What do u think of the New Mox Amber. I figured it made sense, since our commander is a PW, also I like the Homeward Path, because of Hellkite Tyrant issues. (omg since this deck has been reprinted there should be more of him out there with probably that dragon as a wincon....) putting it in mine asap.
Hows the Arch of Orazca ? I use the other land that gives u monarch.
Also can u tell me About Mirrorworks and ur interactions in the deck with it. all my playlists were fails. either I rather have played something else or I got it to late. always something.