Orcish Oriflamme

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eternal Masters Common
Seventh Edition Uncommon
Starter 2000 Uncommon
Classic Sixth Edition Uncommon
Fifth Edition Uncommon
Fourth Edition Uncommon
Revised Edition Uncommon
Unlimited Edition Uncommon
Collector's Edition Uncommon
International Collector's Edition Uncommon
Limited Edition Beta Uncommon
Limited Edition Alpha Uncommon

Combos Browse all

Orcish Oriflamme

Enchantment

Attacking creatures you control get +1/+0.

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Orcish Oriflamme Discussion

ComboCrazy on Fumiko the Lowblood

1 month 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.

adkins77 on The Locust God

1 month ago

Breath of Fury? I was also looking at a lot of Orcish Oriflamme effects for my version of this deck, so as to keep my creatures Skullclampabble.

Grind on Let's build around Unplayable Commanders; ...

7 months 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.

berryjon on Card creation challenge

8 months 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
4/3


Orcish Oriflamme and Goblin War Drums. Now, try for a different color!

TheRatKing on Not Gruul? Then Die!

1 year ago

There has to be a better enchantment than Orcish Oriflamme

Neko069 on Iroas, God of Ass-Filling Tokens

1 year 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.

Boldwyr Heavyweights: vos estas drogado? Un oponente puso un Griselbrand, otro un Jin-Gitaxias, Core Augur, y el ultimo un Emrakul, the Aeons Torn...

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

clayperce on gwr fun fun

1 year ago

CloudSepheroth,
It's always awesome to see a new Rith deck on the site! +1 for running Rith old school (I love brown-border artifacts) and with a bunch of cards I've never seen before!

How do Fight or Flight and Orcish Oriflamme work for you? They look cool. And possibly on the other side, how about Garruk Relentless  Flip (maybe slow?), Reya Dawnbringer (maybe hard to cast for the benefit) and Wreath of Geists (maybe inconsistent)?

You have a very different Rith than mine, but if you get a chance sometime, I'd really appreciate your fresh perspective on my deck: Smashface Gardening w/ Rith.

Draw well!

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