Oran-Rief Invoker

Oran-Rief Invoker

Creature — Human Shaman

: Oran-Rief Invoker gets +5/+5 and gains trample until end of turn.

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Printings View all

Set Rarity
Mystery Booster (MYS1) Common
Duel Decks: Nissa vs. Ob Nixilis (DDR) Common
Battle for Zendikar (BFZ) Common

Combos Browse all


Format Legality
Leviathan Legal
Unformat Legal
Pioneer Legal
Limited Legal
2019-10-04 Legal
Commander / EDH Legal
Duel Commander Legal
1v1 Commander Legal
Pauper EDH Legal
Oathbreaker Legal
Casual Legal
Vintage Legal
Block Constructed Legal
Tiny Leaders Legal
Highlander Legal
Canadian Highlander Legal
Pauper Legal
Modern Legal
Legacy Legal

Latest Decks as Commander

Oran-Rief Invoker Discussion

Lanzo493 on High-cost abilities

1 month ago

Almighty Brushwag, Anointed Chorister, Knight of the Ebon Legion and Spectral Sailor are good 1 drops due to their solid abilities. At 2 mana you have Coralhelm Guide that can get all that damage through, too. Knight of Cliffhaven is a good mana sink for extra mana you don’t use, as well as Null Champion. Oran-Rief Invoker is a decent card in the invoker cycle. You’ve also got Dawnglare Invoker, Flamewave Invoker, Starlight Invoker, and Frostwind Invoker. For a top end card there’s Shalai, Voice of Plenty.

I’m going to make an assumption that you’d play bant. This lets you play Training Grounds, Biomancer's Familiar and Zirda, the Dawnwaker using some of the best and most aggressive 1 drop and 2 drop creatures. That’s what I would do anyway.

Mj3913 on Lock and Load!

1 year ago

Not sure if it suits your game plan but there are cards like Oran-Rief Invoker that you could sink mana into.

lilgiantrobot on First deck build G/W

3 years ago

Not bad for a first deck! You've got a good amount of lands, which is so important. Since you're just building out of what you have, if you have any more removal I'd consider running that over Angel's Mercy. You already have several ways to protect you and a few creatures that gain you life, and more often then not I think it will be helpful to have another way to remove whatevers damaging you instead of buying yourself another turn but leaving it on the board.

If you have more cards that put lands directly into play or ramp for you, I'd look at adding them as well. Cliffside Lookout, Oran-Rief Invoker, & Territorial Baloth are you wincons right now, and they all are mana hungry. The more lands you're able to get out fast the better you'll do.

michael921 on Magical Christmas Land

3 years ago

Zaueski, have you considered going temer instead of naya?

By using blue you get access to more win conditions with Crush of Tentacles and Part the Waterveil, you gain access to more enablers with Kiora, Master of the Depths, countermagic, token makers with cards like Eldrazi Skyspawner which gives you access to even more mana, and you even get more one drops with Mausoleum Wanderer, Prophet of Distortion, and Salvage Drone.

These one drops have large utility, as the wanderer can sometimes protect your other creatures, and the drone and prophet give you access to more card draw, even if it is a bit clunky.

Not to mention that you get my favorite combination of Coralhelm Guide or Key to the City and Oran-Rief Invoker, where you just pump the invoker a bunch and punch the opponent in the face with it. However, this is probably strictly worse than Crush of Tentacles or Part the Waterveil.

Finally, by having wedge colours instead of a shard, you gain access to Wandering Fumarole, Spirebluff Canal, Botanical Sanctum, and Lumbering Falls, which provides something to do in the event that you face a control deck, and could speed up your mana with the fast lands.

I'm sure there's probably more interesting blue cards that you gain access too, but this might be an interesting path for you to follow.

chaseman on Shaman Overrun

4 years ago

What up Bepet!

Your strengths for this deck are definitely found in the early game; you can get out creatures quickly, you have excellent mana ramp via Sachi, and you can pump up those creatures to cause great damage quickly. However, the problem seems to be the mid- and end-games where it stalls due to opponents getting huge threats that either discourage you from attacking or wiping away the board. As such, there are a couple ways to go about making this deck stronger as the game progresses, and a few more in how you would like to win.

The most direct would be more removal and protection; spot removal will help enable your critters to hit home, and good protection will help them survive opponents attempts at removal and board wipes. Regardless of which direction you want to take this deck in terms of end-game, you definitely need more of these since your primary focus is combat damage.

Green removal (in no particular order):

Beast Within (essential bc it can target anything), Relic Crush, Lignify, Tranquil Grove, Primeval Light, Gleeful Sabotage, Oxidize, Krosan Grip, Whirlwind.

Most of green's removal focuses on artifacts and enchantments, so unfortunately creatures are tough for you (which is why Beast Within is essential). Alternatively, you can use Lure and cards with similar effects to ensure that most of your creatures hit home. A fun strategy is to put Lure (or something similar on a creature with deathtouch or something like Engulfing Slagwurm. This might work really well for you in ensuring that your critters hit home.

General Utility: These bros will serve multiple purposes in your deck or are just so powerful they must be considered!

Woodfall Primus - Shaman, fatty, removal...and he'll do it twice. Ridiculous. Put him in ASAP.

Duplicant - Shaman + creature removal with exile, super worth it.

Rancor - This is great because you never lose it; you should definitely replace an instant with this.

Terastodon - Those lands your opponent has sure are nice... it'd be a shame if they became...irrelephant...

Oracle of Mul Daya - Shaman, extra lands, peeking at your library... awesome. This can work really well as an addition to Sylvan Library. Between that and Mirri's Guile you always know whats coming up next.

Craterhoof Behemoth - A monster that can end games. 'nuff said.

Eternal Witness - Shaman + recursion, 100% necessary to get back your big fatty someone killed or re-use that awesome spell. You may also want to consider Restock for this very same purpose. Both of these will help your recovery.

Worldly Tutor - He's got what you need. Enemy got a lot of powerful shit? Grab Terastodon. Do you have a lot of 1/1 snakes? Grab Craterhoof Behemoth. Watch the world burn.

Tooth and Nail - Game-ender. Pricey but is the ultimate green victory card in commander.

Genesis - Put him in your graveyard and then you can bring back important creatures every turn.

Brawn - Put him in your graveyard and suddenly every creature you have is a little bit more scary.

Akroma's Memorial - Would you like all your shit to be scary as fuck? Congrats, now it is. Normally this card is too high in mana cost, but your massive amount of mana makes it worth it!

Genesis Wave - Do you have a lot of mana and good protection spell? Would you like to win next turn? Well here you go...

The lone issue with combat damage being your win condition is that you really need to make sure your creatures stick. You don't want an opponent to wipe the board and then be back to square 1...but have 3 less cards in your hand. So, you'll also need some spells that protect your creatures and some that help you recover from a big hit if you weren't able to draw some protection.

Archetype of Endurance - Protects against spot removal which is helpful, but this WILL NOT help against board wipes. Has some value since mana is never an issue for you, but isn't a cure-all.

Sylvan Safekeeper - Again, since mana isn't a problem for you this is fantastic to prevent spot removal.

Garruk, Primal Hunter - Won't be hit by board wipes and can help you recover.

Predator Ooze - Indestructible and he keeps growing, a good option. Won't be hit by board wipes.

Eldrazi Monument - Suddenly everything you have is stronger and immune to mass removal. Woo! A pretty hefty price to pay each turn, but if you have a strong board and a good way to generate a few token creatures this is perfect for you. It might require some big deck changes so you focus a little more on token generation though. Worth considering, but you would also want to put in a few snake token generators, and some cards like Garruk, Primal Hunter, Avenger of Zendikar and Master of the Wild Hunt. You should actually consider Master of the Wild Hunt on its own because it is also a shaman and can be removal as well.

Yavimaya Hollow - Excellent way to keep a creature on the board from combat damage or a board wipe, and it's a land so you can re-use it over and over. It might be worth it to run Reap and Sow to be able to find it (and also take out an ooponents land as well)

Asceticism - 100% essential. With the amount of mana you can generate this will save your life! You need this. Wrap in Vigor is another essential card that will save your life.

There are also a few artifacts that could really help keep your key creatures alive, notably your commander since she's so important to your mana generation. You could run Swiftfoot Boots and/or Lightning Greaves to prevent spot removal, and Darksteel Plate to prevent practically everything.

Now, it's all well and good to suggest what should go in, but the hard part is what to take out. I would consider these guys on the weaker side and probably don't belong:

Elvish Visionary, Renowned Weaver, Oran-Rief Invoker, Jade Mage. A lot of your weaker shamans have some cool effects...but you might be finding that they don't add much utility and you'd rarely use them. Those guys are the ones to take out; sort through and really ask yourself if there abilities are really worth while. Like Bosk Banneret, is 1 mana going to make all that much of a difference in this deck? Probably not.

I would also take a close look at your instants and artifacts. Most of your instants are not going to be game-changers; and they're only helping out one creature. I think a lot of those when you really get down to the nitty gritty, are too weak to help your cause. Trample is great, but unless it's Overrun, it isn't helping you that much.

As for the artifacts, while black vise is cool, if you don't draw it in your first hand it isn't going to do much. The Tome and Mind stone are also very weak card draws... I would find a way to replace those with more powerful ones like Mind's Eye and Nissa's Revelation. I think those two will help infinitely more.

So those are my thoughts man, I know it's a lot so give it a good look-over. Most in the "general utility" section are absolute must-haves in this deck, and actually the last two card draws I just mentioned should be in there as well. Don't know why I saved those for last...oh well.

Wirox on

4 years ago

While I understand it's your first Pauper deck, this strategy is just never going to work. In any format.

Your big creatures are probably not going to survive too long since they'll probably meet a removal, yet you still want to pump them and just lose more cards. It is just not going to win you any game and your pumps will just grant you card disadvantage because you are way too slow to put pressure on the opponent.

This deck has no synergy at all. You're using Dynacharge with as few as 12 creatures (with 8 of them being rather high-costed). Lightning Axe is here but no discard/graveyard-themed cards. You use Oran-Rief Invoker with as few as 21 lands, which means its ability is never going to trigger. Volcanic Upheaval is just a random card thrown among each other.

Not to mention that many cards can be replaced with better ones, but at least this is understandable as you don't know the Pauper cardbase.

You really just need to re-think and re-build your deck.

BillyJimG on

4 years ago

Why are you running Oran-Rief Invoker? There's better things to run, eg Jaddi Offshoot for life gain.

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