Arch of Orazca

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Penny Dreadful Legal
Pioneer Legal
Quest Magic Legal
Tiny Leaders Legal
Vintage Legal

Arch of Orazca

Land

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

: Add .

, : Draw a card. Activate this ability only if you have the city's blessing.

carpecanum on A Woman Scorned

1 week ago

Isochron Scepter and/or Spellbinder would let you reuse Instants if Feather is dead. Not quite card draw but it ameliorates the need for it a little.

Loran's Escape and Sheltering Light et al could be cast every turn and allow you to protect your creatures or nuke you smaller guys with impunity. Lots of 1-2 mana Indestructible Instants.

My favorite Red card draw is Stolen Strategy. Other than that maybe a few artifacts that let you draw for mana or Arch of Orazca?

I'm not sure of specifics but weren't there a lot of older cards that say "draw a card during your next upkeep"? I bet a few are Instants that would fit here. Some Red ones are in Zada, Hedron Grinder decks for massive card draw.

amarthaler on EDH Ganax, Astral Hunter & Guild Artisan

2 months ago

Update!

In: Treasure Map  Flip and Inventors' Fair

Out: Arch of Orazca and 1x Mountain

I made a mistake with the previous update - Arch wasn't supposed to go in but Treasure Map was. Also added Inventors' Fair, one of my favorite lands! It's going to help us tutor up Gauntlets of Might, Extraplanar Lens, Dragon's Hoard... all the goodies!

amarthaler on EDH Ganax, Astral Hunter & Guild Artisan

2 months ago

Update!

In: War Room and Arch of Orazca

Out: 2x Mountains

The deck is running very well, just needs more opportunities for card draw / use of treasure tokens.

airsoftsniper91 on Giada, Font of Hope

5 months ago

Saw that you were looking for help and this commander seems pretty cool. Not sure what your budget is, but I'm going to make some suggestions at different price points.

Here's some cards I'd cut: Angel's Grace, Cleric Class, Angelic Accord, Treasure Chest, The Book of Exalted Deeds, Panharmonicon, Arcane Signet, Marble Diamond, Campfire, Mass Calcify, Brave the Elements, Cleansing Nova, Everflowing Chalice, and Gift of Estates

I can provide more explanation on why, but generally these cards are low impact, less helpful than they may seem, or off theme a bit. Some of these are life gain or ETB payoffs but they don't have many ways to trigger them.

I'm seeing a wincon through combat with the deck as is. Giada is Ramp in the command zone but only for Angels, and the starting list only has 17 Angel spells. Turn 2 Giada and hitting all your land drops means we can send out 4 CMC angels turn 3.

I recommend Emeria Angel, Guardian Seraph, Angel of Condemnation

A lot of the Angel's are high CMC but you're running a lot of cost reducers. Due to this I think you need more lands and more Draw. Arch of Orazca, Geier Reach Sanitarium, Sea Gate Wreckage and War Room are all utility lands you can run in mono color that tap for colorless mana and help you draw.

That leaves seven more cards to add back in. I'd go with Karmic Guide, Twilight Shepherd, Battlegrace Angel, Angelic Sleuth, Herald of the Host, Dawnbreak Reclaimer, and Aegis Angel

Rivel on Mono red Dragon Deck V2

10 months ago

CardDraw 6 cards are directly labeled in the card draw section Sarkhan's Triumph, Dragon's Hoard, Faithless Looting, Jeska's Will, Magmatic Insight, Reforge the Soul. Though I do have draw from other sources such as creatures, ramp, discount, anthem, and land. Card draw from creatures: Runehorn Hellkite. Card draw from ramp: Mind Stone and Sarkhan, Fireblood. Card draw from discounts: Hazoret's Monument and Herald's Horn Card draw from anthem: The Immortal Sun and Vanquisher's Banner Card draw from land: Inventors' Fair, Scrying Sheets (potentially), Arch of Orazca, and Bonders' Enclave. All in all, I potentially have card draw from 11 sources, (13 if I technically include myriad landscapes and Burnished Hart). I haven't played with this deck yet so I cant say for certain whether or not that is too much or too little. If I want more card draw I would first like to look into Dragonstorm, Endless Atlas, Dragon Mage,Hedron Archive, Mind's Eye and lastly Sunbird's Invocation. I appreciate any advice on which ones I should prioritize, any alternatives or perhaps ones I should swap out immediately from my deck with ones in the maybe board. Till then once I make the deck and play it ill figure out from how it feels I suppose.

ClockworkSwordfish on The Art of War || Fumiko || EDH || BTTW

1 year ago

This looks like a solid build for a chaotic, multiplayer-minded game! Most of the key cards for such a strategy seem to be here, so well-done on that regard.

If you're hoping for some more steady card-draw, one of the best options available to a monocolored deck is Endless Atlas. to play and to use is a heck of a good rate. Since you're only running a mere two instants, it might be worth finding room for the underrated Bottled Cloister as well. It scores you an extra card per turn at the cost of not having your hand on your opponents' turns. Not having access to instants is usually a tradeoff, but it looks like you wouldn't be missing out of much opportunity-wise. It also renders you mostly immune to discard effects! Another card drawing artifact worth considering could be Grafted Skullcap. So long as you can reliably play two cards per turn, it doesn't really have a drawback - and since you're so instant-light, you wouldn't much miss the opportunity cost, either. It's probably the weakest of the three artifacts listed here, but still worth consideration!

Otherwise, it would probably be wise to cut a mountain for War Room. Paying 1 life is nothing for another card, and lands are much more resilient than the ever-popular artifacts. Arch of Orazca isn't bad either, since generally you'll end up with a lot of permanents in a big multiplayer game, but it's more mana-intensive.

Now, there is one highly underrated card for the kind of strategy you're piloting that I think you ought to consider. If you're goading your opponent's creatures left and right anyway, Blood Frenzy is a particularly cruel trick. If Player A attacks Player B with a big creature, you can use Blood Frenzy to make the creature hit Player B for four more points while conveniently disposing of it right after. Whoops, you just did Doom Blade better than black could ever dream of. Two mana to blow up any attacking or blocking creature is pretty nice in a colour lacking in hard removal.

While Blood Frenzy is a little specific in what it can target, Aftershock can flat-out destroy any permanent of the three most common types with no restrictions! This kind of versatility at four mana comes with the acceptable caveat of 3 life, which is a pittance when you start with 40. If you're making a mono-red deck, the flexibility of Aftershock should make it a staple.

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