Ghirapur Orrery

Legality

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

Printings View all

Set Rarity
Kaladesh (KLD) Rare

Combos Browse all

Related Questions

Ghirapur Orrery

Artifact

Each player may play an additional land on each of his or her turns.

At the beginning of each player's upkeep, if that player has no cards in hand, that player draws three cards.

Price & Acquistion Set Price Alerts

KLD

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Recent Decks

Ghirapur Orrery Discussion

SynergyBuild on Nekusar, Oprah’s Apprentice!

1 day ago

Think any effects like Ghirapur Orrery could be useful? I also think some more ramp for all of your X spells could be good!

+1 For the deck from me!

SynergyBuild on Hippo Hug Cannon

1 day ago

+1 for any big purple hippo!

Would you consider Ghirapur Orrery for this deck!

IsolatoTG on Fumiko

1 week ago

I would make these suggestion.

Murphy77 on Elves at the Oasis

1 month ago

Thanks for the feedback DesArthes

Working backwards through your comments; Steel Leaf Champion or Marwyn, the Nurturer could be finishers. Marwyn just grows over time and can become big. The idea with Steel Leaf is to, at the third effect of Song of Freyalise, sac a desert for Hashep Oasis and attack with a 9/8 creature with vigilance and indestructible. The big plus for Song of Freyalise is not that it acts like a Cryptolith Rite for 2 turns (which might be useful), but that it facilitates a swarm attack with all your mana-dorks that become indestructible for the turn.

Yes, Ghirapur Orrery would be risky against Hazoret Red decks, but once your ramp takes effect you want to be drawing extra cards - card advantage is good. Against a Hazoret Red deck, I would side in Sylvan Awakening, again for the swarm attack. My biggest worry is that I have little to counter U/W control decks (Approach of the Second Sun) and rely heavily on early game tempo, which is not fantastic.

Zehk on Tatyova Lab Maniac Combo EDH

1 month ago

Ghirapur Orrery gives you an additional way to play extra lands each turn, but it also works for your opponents and could allow them to draw themselves out of your combo with its second ability.

DesArthes on Elves at the Oasis

1 month ago

Hi, Throne is pretty nice addition into deck and Heroic Intervention is fine too, but with rest I am not so sure.
Problem is, most of creatures here are mana dorks, so Song of Freyalise is redundant. Ghirapur Orrery is pretty risky in mainboard, especially with current red hazoret meta.
And last thing, It feels strange when in mana ramp deck missing some high CMC finisher.

Murphy77 on Rat Salad

1 month ago

Curator's Ward to protect Tetsuko Umezawa, Fugitive might be a good idea. You need to get past control - so either some counter-control or something to speed up your deck. I tried something similar with Drat Rats and just never got going against heavy control decks. If you play Bontu's Monument to make your rats cheaper to cast, this is one deck where something like Ghirapur Orrery might just work.

StopShot on Rate each draw engine from ...

2 months ago

A draw engine is a two card synergy that results in repeatable card draw. I run a Mardu deck so most of the cards will be in colors. I've numbered each engine so you just need to post the engine number followed by your personal score for each. (Feel free to skip any since the list is lengthy. No card is mentioned more than once however.)

A score means the draw engine is janky, unreliable, clunky, inefficient, etc. Basically an engine you'd never consider running under any circumstance. A score means the draw engine is consistent, reliable, fast, and effecient at drawing cards. This score signifies a considerable auto-include for any EDH deck.

) Skullclamp + Bitterblossom//Reassembling Skeleton = Draw off equip cost.

) Land Tax + Scroll Rack = Exchange 3 basic lands for 3 new cards every turn.

) Mentor of the Meek + Norin the Wary = Draw a card every time Norin flickers.

) Underworld Connections + Deserted Temple = Double draw by untapping enchanted land.

) Skyhunter Skirmisher + Mask of Memory = Dig through four cards while discarding only two.

Sensei's Divining Top + Quicksmith Genius = Repeatable loot effect by resolving QG's ability last.

Greed + Ivory Tower//Authority of the Consuls = Gain life to mitigate life loss from Greed.

Ghirapur Orrery + Tireless Tribe = Discard your hand to activate the Orrery's second ability.

Tower of Fortunes + Braid of Fire//Mana Flare = Use extra mana to activate ToF's ability.

Geth's Grimoire + Geier Reach Sanitarium = Draw extra cards equal to the number of opponents.

) Phyrexian Arena + Strionic Resonator = Double draw from Phyrexian Arena.

) Well of Lost Dreams + Peace of Mind = Discard one card to draw three.

) Aggressive Mining + Drownyard Temple = Pay three mana to draw two cards on every turn.

) Endless Ranks of the Dead + Cryptbreaker = Produce lots of zombies to draw cards with.

) Gift of Immortality + Moriok Replica = Pay 2 mana to draw 2 cards and lose 2 life on every turn.

) Invasion Plans + Infiltration Lens = Draw 2 cards for each creature that blocks equipped creature.

) Otherworld Atlas + Voltaic Key//Energy Chamber = Accelerate charge counters for draw power.

) Call the Bloodline + Slate of Ancestry = Produce multiple vampires to draw multiple cards.

) Strands of Night + Magus of the Wheel = Repeatable draw seven cards.

) Humble Defector + Homeward Path = HP regains control of Defector after drawing 2 cards.

Not all draw engines need to be rated. Rating the ones that are the most interesting will do. This feedback will be crucial for other people when considering what draw engine to use for their decks.

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