Orcish Artillery

Orcish Artillery

Creature — Orc Warrior

: Orcish Artillery deals 2 damage to target creature or player and 3 damage to you.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Tenth Edition (10E) Uncommon
Ninth Edition (9ED) Uncommon
Ninth Edition Foreign Black Border (9EDFBB) Uncommon
Eighth Edition (8ED) Uncommon
Seventh Edition (7ED) Uncommon
Classic Sixth Edition (6ED) Uncommon
Fifth Edition (5ED) Uncommon
Fourth Edition (4ED) Uncommon
4th Edition Foreign Black Border (4EDFBB) Uncommon
Revised Edition (3ED) Uncommon
Revised Foreign Black Border (3EDFBB) Uncommon
Unlimited Edition (2ED) Uncommon
Collector's Edition (CED) Uncommon
International Collector's Edition (CEI) Uncommon
Limited Edition Beta (LEB) Uncommon
Limited Edition Alpha (LEA) Uncommon

Combos Browse all


Format Legality
Block Constructed Legal
Oldschool 93/94 Legal
Duel Commander Legal
Penny Dreadful Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Canadian Highlander Legal
Modern Legal
Oathbreaker Legal
2019-10-04 Legal
Unformat Legal
Magic Duels Legal
Noble Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan Legal

Orcish Artillery Discussion

Neotrup on Does Orcish Artillery target?

3 years ago

Does it say something like "target player who controls Orcish Artillery?" A spell or ability only targets what it says it targets and doesn't target anything else. In this case, Orcish Artillery targets a creature or player for 2 damage and deals 3 damage to you without targeting. A result of this is that if the targeted creature or player becomes illegal before resolution, it will be countered and not deal damage to you, as per this ruling:

10/4/2004 You do not take the 3 points of damage if the ability is countered because the target is illegal.

Zaueski on [Community Discussion]: What makes a ...

3 years ago

If I may direct the conversation the other way a little bit... I do think that there are inherently great cards that you should have a very good reason for cutting like Sol Ring or Serum Visions if you're in their colors. However on the opposite side of the spectrum, there are cards that are inherently bad and are almost never played except by people making decks to attempt to prove a point.

Cards like Alabaster Leech, Doom Cannon, Scornful Egotist, Devastating Summons, Orcish Artillery and many others have way to high of a drawback to ever be useful. Now I'm sure someone somewhere will disagree with me but unless you design the deck around making it playable those are never cards that you instinctively turn to. Like clayperce brought up, its because the vast majority of the time they fail 3 or 4 of those tests and require way to much probability manipulation to ever pay off in a reliable way.