Arch of Orazca

Arch of Orazca

Land

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) T: Add ◊ to your mana pool. 5, T: Draw a card. Activate this ability only if you have the city's blessing.

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Set Rarity
Rivals of Ixalan (RIX) None

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Tokens

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Arch of Orazca occurrence in decks from the last year

Standard:

All decks: 0.31%

Commander / EDH:

All decks: 0.03%

Arch of Orazca Discussion

Profet93 on Norin Ping

3 weeks ago

Jovikila

This list is a decent start but let's look at mono red's weaknesses, card draw and enchantment removal. You have LOTS of cuts to be made, lmk if you want ideas on what to cut or more things to add.

Arch of Orazca - Card draw that only takes a land slot

Commune with Lava - Can be used on end of opponents turns, usually good for 3-5 depending on how much mana you have and your curve.

Endless Atlas - Reuseable, cheap to play, cheap to actives

Hedron Archive - Card draw and ramp

Humble Defector - Draw with politics

Ignite the Future - Very good "draw" as it can be flashbacked

Light Up the Stage - Similar to above

Mind's Eye - Re-useable, fun with wheels

Skullclamp - Cheap easy card draw, fun with myrs

Solemn Simulacrum - Card draw and ramp

Tome of Legends - Your most powerful draw engine in the entire deck

Lastly, with all your enchantments you might want to consider Crystal Chimes

Profet93 on FELDON EDH PRIMER: FELDON NEEDS SOME LOVE

3 weeks ago

Lanzo493

Arch of Orazca - Repeatable late game draw

Commune with Lava - Late game "draw," can be used end of opponents turn as well

Hedron Archive - Ramp and card draw

Ignite the Future - Very good "draw"

Light Up the Stage - Almost as good "draw"

Mind's Eye - Expensive, but mid-late game draw is always nice

You have virtually no draw, just lots of looting which is fine for GY shenanigans but you will run out of gas quickly.

Gauntlet of Power - Ramp

Chandra, Torch of Defiance - Ramp, removal, draw and wincon all in 1

Outpost Siege - Draw

Stranglehold - Stops tutoring and land fetching

Sunbird's Invocation - If this sticks, it's GG

Profet93 on Torbran Turboslug

3 weeks ago

WexAndywn

Arch of Orazca - Re-useable late game card draw

Commune with Lava - See above

Endless Atlas - Repeatable card draw, comes down early.

Hedron Archive - Ramp and card draw in one

Humble Defector - Card draw and politics

Ignite the Future - Card draw that can be re-used

Light Up the Stage - Similar to above

Mind's Eye - Repeatable card draw

Solemn Simulacrum - Ramp and card draw in one

Outpost Siege - Draw

Stranglehold - Stops tutors, land fetching, fetch lands

Chandra, Torch of Defiance - Ramp, removal, draw and wincon all in 1

How are you getting rid of enchantments? Nevinyrral's Disk , Oblivion Stone , Blast Zone , Lux Cannon , Ratchet Bomb and Meteor Golem all help you in that regard

Profet93 on Valduk, duk, GOOSE

3 weeks ago

cyber_shorty +1 for the name alone, LOL.

Arch of Orazca - Re-useable late game card draw

Commune with Lava - See above

Endless Atlas - Repeatable card draw, comes down early.

Hedron Archive - Ramp and card draw in one

Humble Defector - Card draw and politics

Ignite the Future - Card draw that can be re-used

Light Up the Stage - Similar to above

Mind's Eye - Repeatable card draw

Solemn Simulacrum - Ramp and card draw in one

Tome of Legends - Repeatable card draw

Magus of the Wheel - Wheel

Outpost Siege - Draw

Homeward Path - Ensures you don't lose your wincon (ur commander) and synergizes with Humble Defector

Hanweir Battlements - Haste

Myriad Landscape - Ramp

Valakut, the Molten Pinnacle - Burn

Stranglehold - Stops tutors, fetches, land fetching, etc... very powerful

Crystal Chimes - With so many enchantments, this can't hurt.

Sunbird's Invocation - If they let this resolve and stick, its hard not to win if you build your deck correctly

Chandra, Torch of Defiance - Removal, card draw, ramp and wincon all in 1

Better equipment honestly. Like sword of feast and famine, fire and ice, etc...

Arcane Signet > Fire Diamond

Ruby Medallion

Sword of the Animist > Explorer's Scope

I would suggest more ramp, but I feel card draw is a bigger issue at the moment given your low CMC.

I know the deck is low to the ground but understand that card draw is what you desperately need in red. Because as of now, you lack any real means of car draw. I understand the aggro part of Mono red, but this deck isn't nearly fast enough for you to get a quick win and therefore need to consider other options that help maintain gas into the mid-late game. For a voltron deck, you need to protect your commander. Equipments and auras can help, but they can (and wise opponents will always) hold up removal in response to auras or equipment. Price of Glory will make them think twice. Other potential options can be Bolt Bend and Shunt . They redirect removal and counter counterspells. Very important for a voltron deck.

Profet93 on AWW GEEZ

1 month ago

hotkarl63

So I saw Bolt Bend in your list and realized it would be amazing for my Xenagos deck so thank you! To repay the favor, I'm gonna make this deck a lot better, get ready. Not all of these suggestions are necessary, pick and choose which you think work best.

Arch of Orazca - Late game draw that doesn't take up a spot

Commune with Lava - Can be played on opponents end step if needed, helps ensure land drops and gas. I recently took this out of my Norin list to add a combo, but this still puls it's weight even on X = 3 or 4

Endless Atlas - Cheap repeatable card draw

Hedron Archive - Budget ramp and draw, decent inclusion

Ignite the Future - Useful with top to ensure you can cast (activate top, put it on top, cast ignite). Speaking of which, where is your Sensei's Divining Top ?

Ignite the Future - Usually for , pretty good

Mind's Eye - Expensive, but repeatable

Skullclamp - With all of your 1 toughness creatures, this should be in

Solemn Simulacrum - Ramp and card draw, always good

Tome of Legends - Best draw in your deck, it will ALWAYS have counters, cheap to play, cheap to activate. If you listen to anything I say, add this and atlas.

Curse of Opulence - Use Norin or any of your 30 creatures to ramp you

Dockside Extortionist - Very good card all around, even better with Panharmonichron and Gensis chamber

Honor-Worn Shaku - Tap Norin to add more mana. Works with Planeswalkers and purphurous as well

Mox Amber - More early game ramp. Curse and mox are both low on the curve for you.

Ruby Medallion - Good cheap ramp

Myriad Landscape - Ramp

Valakut, the Molten Pinnacle - Lighting bolts are fun

Inventors' Fair - Tutor and lifegain, always good

Nykthos, Shrine to Nyx - Ramp

Chandra, Torch of Defiance - Ramp, removal, draw and wincon all in one. Plus it fuels Honor and mox

Dualcaster Mage - Super useful!

Stranglehold - Stops tutoring, basic land fetch. Overall good card

Sunbird's Invocation - High CMC but so much value! If they don't answer this, you should win

Let me know if you want ideas for cuts, other suggestions or want to bounce ideas off of each other as Norin players.

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