|Commander / EDH||Legal|
Printings View all
|Eternal Masters (EMA)||Common|
|Seventh Edition (7ED)||Uncommon|
|Starter 2000 (S00)||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
Attacking creatures you control get +1/+0.
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Orcish Oriflamme Discussion
1 month ago
Hmmm, I could think of a few ways to up-tune this deck if you'd like your combat phase to be a little spicier.
Archetype of Aggression has three power so it can not be recurred with your commander. Since most of your creatures have 2 power giving them trample is not the greatest keyword ability you could give them. Instead I think Goblin War Drums could give your creatures more of an edge and damage output instead.
A better card for Ashmouth Hound would be Benalish Cavalry as it has one more toughness and it decreases the blocking creature's power as well. This makes the Cavalry better as it is much more likely to survive in combat unlike the Hound.
Attended Knight is alright, but a stronger inclusion would be Blade Splicer as it puts more power on the board for the same mana, and if the Splicer dies, recurring it multiple times produces bigger tokens than the Knight.
Battle-Mad Ronin can be a 3/3 for 2 mana, but when it's not blacked it doesn't do a lot of damage to your opponent, and sometimes you are forced to attack with it when it would not be preferable to do so. War-Name Aspirant would be more preferable, as you get a 3/2 with an added ability that makes it harder for your opponent to block it. It also doesn't have to attack each turn so you can use it to block if needed.
Capashen Knight is alright, but if you're short on mana to pump into him he can be rather ineffective. A reasonable replacement would be Knight of Grace which should easily be a 3/2 first strike if you or another player have a black card or creature on the battlefield. Having a constant 3-power first strike creature would be the equivalent of paying 4 mana into the Capashen Knight every turn. Plus the Knight of Grace has one more toughness and hexproof from black so it's much harder to remove as well.
Kiln Walker is a standard 3 mana 3/3, but a better card to run would be Nighthowler as having just 3 creatures in any graveyard makes it just as big all the time rather than when only attacking. In commander graveyards tend to fill up fast so the Howler will always be larger and larger as the game drags on.
Paragon of Fierce Defiance, Paragon of New Dawns, and Paragon of Open Graves do provide anthem effects, but since their anthems are limited by color of creatures you won't always get the paragon you need to buff up your whole team. Instead I would recommend running Angel of Invention, Ravos, Soultender, and Drana, Liberator of Malakir as they all can pump up your creatures regardless of color restrictions.
Rogue's Gloves does provide card draw, however; you may enjoy Mask of Memory more as the equip cost is cheaper, and drawing two cards then discarding one card can be more advantageous than drawing just one card.
Legion's Initiative only really buffs the attack of half your creatures which can be not as helpful if you don't have any red creatures out besides your commander. Leonin Sun Standard may prove better as it can pump all your creatures multiple times if needed.
Orcish Oriflamme can provide increased attack power for your creatures, but it's nowhere near as good as Glory of Warfare which provides more attack power, and it also provides more toughness when you need blockers.
You might also want to touch up on your mana-base a bit. Path of Ancestry works exactly like Nomad Outpost as it produces the same colors, but you can also scry with your commander off it. Command Tower and Ash Barrens also provide excellent mana fixing that you might want to look into. Other lands you may want to consider obtaining would be Wind-Scarred Crag, Tainted Peak, Isolated Chapel, Clifftop Retreat, Graven Cairns, Fetid Heath, and Rugged Prairie.
I hope you find these card suggestions useful to you.
11 months ago
1 year ago
Cleaver Riot, baby. Not consistent, and a bit expensive, but overall it's absolutely hilarious when your creatures are guaranteed to get through. Also Generator Servant is veeerry nice ramp. Also, there's great synergy here with Five-Alarm Fire, since you'll get at least two or three blaze counters per turn. I'd maybe remove Orcish Oriflamme for it, since you've got a lot of similar effects and CMC 4 is by far the most common on your mana curve, which clashes with your commander. Actually, maybe try to cut down on 4 drops in general actually, and add something like Fire Diamond or Iron Myr in order to ramp straight to 4 asap. I also noticed that your land base conflicts a bit with itself. Valakut requires lots of mountains, and you're running Blood Moon, so I'd maximize the number of mountains you're using. I'd cut Dwarven Hold and Mercadian Bazaar, simply because they take two turns before tapping for even one mana, so they're actually far inferior to basic lands. Shivan Gorge and Temple of the False God are also subpar lands for an aggressive deck, they're too slow. Just having mountains around to fuel Valakut's trigger will likely deal more damage than shivan gorge anyways, and it also taps for red mana.
1 year ago
1 year ago
first off, Eon Hub looks like an auto-include.
second, i sense some artifact based shenanigans here to enable the kobold tribal.
here is the 5 card combo:
Kobolds of Kher Keep in hand.
cast Soul Foundry exiling Kobolds of Kher Keep from hand.
Paradox Engine and Cloudstone Curio are on the battlefield.
cast either Crookshank Kobolds or Crimson Kobolds onto the battlefield.
activate Soul Foundry for mana and create a kobold token.
Cloudstone Curio triggers. return the real Crimson Kobolds creature to hand.
recast the Crimson Kobolds. trigger Paradox Engine. untap Soul Foundry. tap, create a token, bounce kobold, repeat ad nauseum for infinite Kobolds of Kher Keep creatures.
fortunately your commander is a lord so all your 0/1 creatures are 2/3s! add in Fervor for instant win!
alternative lord cards include Coat of Arms and Orcish Oriflamme.
want to make the combo reliable? add in Daretti, Scrap Savant, Trading Post and probably some black tutor cards Demonic Tutor etc, maybeBehold the Beyond or something.
if the board is empty except for your commander Rohgahh of Kher Keep, all it takes to win this turn is: 6 cards and 15 mana.
1 year ago
Magus of Drums and Oriflamme
Creature - Elemental Wizard
Attacking Creatures you control get +1/+0 and Menace.
"Great, now they're on fire." - Lovisa Coldeyes
2 years ago
There has to be a better enchantment than Orcish Oriflamme
2 years ago
Esto se va...
Agrus Kos, Wojek Veteran: El mazo tiene que ser agresivo, tokens X/1. No te importa la defensa, de cualquier manera se van a morir. Esto dispara slo para las rojas, slo cuando atacan. No es negocio. Orcish Oriflamme te sirve mas. No le importa el color, y dispara siempre
Arashin Foremost: No dispara nunca, hay muy pocos guerreros en el mazo, y los estoy sacando todos porque son horribles. Yo tengo un mazo de 60 Tribal de Warriors, dps te lo muestro para que veas la diferencia.
Borderland Marauder: Muy debil
Boros Battleshaper: No tiene sentido, va en contra de todo lo que vos queres hacer...
Boros Elite: Muy debil
Bull Cerodon: Muy debil
Consul's Lieutenant: Muy debil
Dragonscale General: No me convence, pero le voy a dar el beneficio de la duda...
Fortress Cyclops: Muy debil
Kragma Butcher: Muy debil
Lantern Scout: No sirve de nada ganar vidas. No vas a ganar un partido curandote.
Lord of Shatterskull Pass: Muy lento
Manic Vandal: Meh...no me parece tan copado
Ordruun Veteran: Muy debil
Pearlspear Courier: Muy debil
Steelshaper Apprentice: Muy debil
Sunhome Enforcer: Muy debil
Taj-Nar Swordsmith: Muy debil
Truefire Paladin: Muy debil