Orim's Thunder


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology (CMT) Common
Commander 2015 (C15) Common
MTG: Commander (CMD) Common
Planechase (HOP) Common
Apocalypse (APC) Common

Combos Browse all

Orim's Thunder


Kicker (You may pay an additional as you cast this spell.)

Destroy target artifact or enchantment. If Orim's Thunder was kicked, it deals damage equal to that permanent's converted mana cost to target creature.

Browse Alters

Price & Acquistion Set Price Alerts





Have (4) Tiddilywinkus , Reliva , damo_rox , PTsmitty
Want (0)

Recent Decks

Orim's Thunder Discussion

hoardofnotions on You Can Call Me Grandaddy

1 week ago

bontu's monument could be replaced with a 2 mana rock imo

Painful Truths has been exellcent for me, Read the Bones is strong as well

Fellwar Stone Mind Stone and Everflowing Chalice are good

Orim's Thunder is flexible as well

I think i agree with the person above about taking out door of destinies

hoardofnotions on Mayaels' Animal's

1 week ago

Possible cards to cut

forbidden orchard - don't need color fixing this bad, giving creatures to your opponenets seems loose

rupture spire - I think your mana is fine without needing this card. It's very slow and sets you back one turn, not worth it imo

all the vivid's - I think these would be better as Scattered Groves, Sheltered Thicket or Canopy Vista, Cinder Glade. then you can run the mirage slow fetches as well, like Grasslands, Mountain Valley and the like

aether vial - seems much to slow, and you have to many differing mana costs to know where to stop upticking. it would suck to tick up to 7 then draw a 6 drop for example

oblivion ring - Wear / Tear, Hull Breach are verisitile cards that i think could fit better in this slot. Orim's Thunder could be good as well

soul's majesty- could be Rishkar's Expertise. this has been one of my most favorite cards from the last couple of years

where ancients tread - could be Warstorm Surge, 1 more mana much more damage

zhur-taa ancient - Mirari's Wake just benifits you, therfore stronger i think

siege behemoth - I'm not sure about this one, i think there could be stronger cards out there but if you like it keep running it

Some possible additions

Etali, Primal Storm card's super good

Angel of Serenity removal is good

Avacyn, Angel of Hope anti removal is good

Xenagos, God of Revels hasty big things are good

Steel Hellkite - removal is good

Vizier of the Menagerie - semmi card draw is clever

Cream of the Crop - set up your mayeal

Sunpetal Grove and similar lands are good

I like the deck and it's a very stong strategy, hope i gave you some food for thought.

Spirits on Kaalia - Cheat A/D/D

2 weeks ago

Hypergeometric Formula. Suppose a population "the deck" consists of N items "99 cards", k "31 lands" of which are successes. And a random sample drawn from that population consists of n items "7 cards", x "2 cards" of which are successes. Then the hypergeometric probability is: h(x; N, n, k) = [ kCx ] [ N-kCn-x ] / [ NCn ]

Best to use the calculator! Hypergeometric Calculator

So 99, 31, 7, 2 reading the X successes >= 2 lands in opening 7 cards, is 70.7% (> because 3 lands is still 2 lands)

By turn 4, you've drawn 4 more cards, so your sample size is 11, but now we want 4 successes (lands). 99, 31, 11, 4, >=4 is 47.1% only!

Don't count mana rocks as lands. A normal commander deck has between 35-38 lands, PLUS 8-10 ramp/rocks/dorks (mana accelerators). I run 36 lands, and 7 mana rocks, Chromatic Lantern, Chrome Mox, Fellwar Stone, Mana Crypt, Orzhov Signet, Sol Ring, Talisman of Indulgence, but I also run heavy tutors to pull what i need. I like it, but for longer non-combo games I would run 8.

Sundial of the Infinite has many other uses in longer non-combo games, only on your turn of course:

Angel of Serenity | Permanently exile the creatures, no returning to their owners hand

Karmic Guide | Avoid his Echo, but costs you a turn so not a good trade off

Kothophed, Soul Hoarder | Prevent him from killing you if you need to cast a board-wipe on your turn

Animate Dead / Necromancy | 95% sure it would stop the sacrifice, assuming it goes on the stack

Sneak Attack | Keep it permanently, no sacrifice

Mimic Vat | Keep the token, no exile

Counterspell | If something happens you don't like, counter it, costs rest of turn but prevent catastrophe, can't get any better protection.

Reconnaissance | If you drop in an A/D/D and get an unfavorable block, protect that A/D/D or Kaalia of the Vast

Counterspell those Grixis and Izzet players from End-of-Turn (EOT) casting draw/removal now that they don't need the mana for Counterspell anymore. Also stop Green from Flash casting in their creatures EOT.


Whip of Erebos | Creatures you control get lifelink, unburial creatures from graveyard, and Sundial of the Infinite to keep the creature, no exile. HOWEVER, when the creature does leave play, it will still be exiled due to the replacement effect also generated by the Whip of Erebos

Zealous Conscripts | Not an A/D/D but steals anything on board for CMC 5, and Sundial of the Infinite to keep the creature permanently

Flameshadow Conjuring | Same idea but you play lots of Legendary so don't recommend

You've got some good stuff to pull with Sunforger.

Boros Charm / Eerie Interlude / Teferi's Protection for Protection

Enlightened Tutor for Tutor

Path to Exile / Swords to Plowshares for creature Exile

Wear for Enchantments or Artifacts (not both), Return to Dust can still get 2 as well

You NEED Anguished Unmaking, Sunforger and remove any permanent!!! Utter End

Mortify good creature / enchantment removal. Dawn Charm white limited Counterspell / Protection for CMC2 it's pretty good, even just to Regenerate.

I personally don't like Chaos Warp but it is ok. Deflecting Palm / Comeuppance / Wild Ricochet too, but meh, give me offense! Wild Ricochet at least prevents then doubles the effect vs. Reverberate doesn't prevent anything, Shunt is ok, but there has to be another legal target, and it doesn't double it. 2 for 1 like Return to Dust is how Mardu beats the lack of good drawing.

Oblation or Orim's Thunder (can still kick) meh, meh.

Dark Tutelage is another Dark Confidant who I do play, BUT, Dark Tutelage is harder to remove if it's going to kill you. Dark Confidant easy to block with or sacrifice etc. In budget though, I'd probably play it lol.

Reveillark another recursive guy, but his CMC is high, and not an A/D/D so not efficient / synergy. Bladewing the Risen is good recursion too. 2 for 1! Reya Dawnbringer no Kaalia of the Vast trigger, but demands an answer. Unanswered he can make you golden.

Angel of Despair good budget removal. Aegis Angel good protection. Archfiend of Depravity if you face go-wide or token decks. Steel Hellkite is a great budget removal, he makes most Kaalia of the Vast competitive decks.

Diabolic Tutor is good, high CMC. Resolute Archangel is a nice reset button in longer term games, but CMC7 is very annoying. But Sneak Attack or Quicksilver Amulet.

Hope that answers the questions presented.

007ooi on Saproling Herd

1 month ago

replace War Dance with Rancor at least!! I think Ivy Lane Denizen would be a lot better if it curved into Tana.

Champion's Helm is annoyingly expensive but it could be good with your commanders, helps protect Tana. Haunted Cloak is pretty sweet for decks that want a buff commander. Ring of Valkas is another piece of equipment that people tend to ignore.

I would strongly reccomend Regal Force and Shamanic Revelation. Hunter's Insight could be decent draw in this deck.

Perilous Forays could be decent in this deck, use your saprolings to thin out your deck and ramp for the late game. Easy response to board wipes.

If you're looking for more removal I've been fairly impressed by Orim's Thunder. Dromoka's Command is an option.

imoutogetyou on Ally Ambush

2 months ago

Hey, love the risk of boros cause it is so hard to play. If I were you I would consider Sunforger. Best equipment and it lets you dodge boardwipes if you search for Boros Charm. Additionally it means that you do not need have any combat tricks as all of them are cheap enough to cast off of it except Resupply. Imagine the blowout of having an opponent swing at you with no cards in hand and you Settle the Wreckage + Sunforger them out of nowhere.

Additionally there are some reasonable instant speed targets to include with Sunforger in mind: Orim's Thunder, Comeuppance, Rootborn Defenses, Wild Ricochet, Return to Dust, and possibly Dawn Charm. Just something to think about.

There is also a shortfall in card draw effects in red and white so maybe Skullclamp would be good. Because you are going to be making a lot of superfluous 1/1 tokens.

I don't think that your life gain and single target removal would work that well in practice. Although I can see why you would include them as Resupply seems pretty on flavor for Ally tribal.

imoutogetyou on Thicc Thighs Thicc Damage (Kalemne)

4 months ago

Hey, love playing Boros in EDH. Sunforger is a real overperformer, but you don't really have a lot of good targets. Boros Charm and Orim's Thunder are fantastic. I might cut the rest of them except Crib Swap. Boros is about tapping creatures and so you end up open a lot in multiplayer, a couple of games running Comeuppance, Deflecting Palm, and Dawn Charm will make people realize there are consequences for hitting you, especially if you can tutor for things. Other cool targets include: Path to Exile, Return to Dust, Rootborn Defenses, Swords to Plowshares, and Wild Ricochet

ExReverie93 on Tariel, Graverobbing Insurrection EDH

4 months ago

Looking to update/add/remove card as follows, based on some cool suggestions:

From Deck #1:

Cards I'm considering as additions:

Cards I'm considering removing:

Argy on Unfinished Kaalia needs HELP

4 months ago

You can check out the version I built after getting lots of tips from this site.

It has worked well in lots of games I have played.

1x Akoum Refuge
1x Badlands
1x Blood Crypt
1x Bloodfell Caves
1x Bojuka Bog
1x Boros Garrison
1x Command Tower
1x Evolving Wilds
1x Godless Shrine
1x Molten Slagheap
3x Mountain
1x Nomad Outpost
1x Orzhov Basilica
2x Plains
1x Plateau
1x Rakdos Carnarium
1x Rogue's Passage
1x Rupture Spire
1x Sacred Foundry
1x Scoured Barrens
1x Scrubland
3x Swamp
1x Temple of Malice
1x Temple of Triumph
1x Vivid Crag
1x Vivid Marsh
1x Vivid Meadow
1x Volrath's Stronghold
1x Wind-Scarred Crag
1x Lavaclaw Reaches
1x Needle Spires
1x Shambling Vent
1x Temple of Silence

1x Akroma's Vengeance
1x Diabolic Tutor
1x Dreadbore
1x Earthquake
1x Evincar's Justice
1x Mob Rule
1x Syphon Flesh
1x Syphon Mind

1x Boros Signet
1x Darksteel Ingot
1x Lightning Greaves
1x Loreseeker's Stone
1x Mardu Banner
1x Orzhov Signet
1x Rakdos Signet
1x Sol Ring

1x Akroma, Angel of Fury
1x Angel of Despair
1x Angelic Arbiter
1x Archfiend of Depravity
1x Aurelia, the Warleader
1x Avacyn, Angel of Hope
1x Baneslayer Angel
1x Basandra, Battle Seraph
1x Bladewing the Risen
1x Bloodgift Demon
1x Boros Guildmage
1x Dragonlord Kolaghan
1x Duergar Hedge-Mage
1x Fallen Angel
1x Flamerush Rider
1x Gisela, Blade of Goldnight
1x Iona, Shield of Emeria
1x Lightning Mauler
1x Mana-Charged Dragon
1x Master of Cruelties
1x Mother of Runes
1x Oros, the Avenger
1x Razorjaw Oni
1x Resolute Archangel
1x Rune-Scarred Demon
1x Shattered Angel
1x Tariel, Reckoner of Souls

1x Anguished Unmaking
1x Bathe in Light
1x Congregate
1x Crackling Doom
1x Master Warcraft
1x Orim's Thunder
1x Path to Exile
1x Return to Dust
1x Sulfurous Blast
1x Swords to Plowshares
1x Wrecking Ball

1x Necropotence
1x Palace Siege
1x Righteous Cause
1x Stranglehold
1x Vow of Duty
1x Vow of Lightning
1x Vow of Malice

The Vows could be removed for:

Demonic Tutor
Diabolic Tutor
Grim Tutor

Load more