Arch of Orazca
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.
Printings View all
|Mystery Booster: Store Edition (MYSTOR)||Basic land|
|Mystery Booster: Convention Edition (MYSCON)||Basic land|
|Rivals of Ixalan (RIX)||Basic land|
Combos Browse all
|Commander / EDH||Legal|
Arch of Orazca occurrence in decks from the last year
All decks: 0.31%
Commander / EDH:
All decks: 0.03%
Arch of Orazca Discussion
2 days ago
Endless Atlas - Draw
Tome of Legends - Draw
Flamekin Village - Haste outlet
Zealous Conscripts - Combo with kiki and just good value
Arch of Orazca - Draw
Commune with Lava - Draw
Command Beacon - For when he becomes too expensive to cast
Overall the list is ok. You just need a little more ramp as well. If you want suggestions for more adds and cuts, lmk. Youre deck is way too reliant on your commander if you use lose him, you lose.
4 days ago
Lotus Field = Anti synergy with valakut. I dont see the purpose in this build.
Reforge the Soul - Wheel/draw
New Purphorous in case commander becomes inaccesible
Arch of Orazca - Draw
Ignite the Future - "Draw" that can be flashbacked for good value
Light Up the Stage - Similar to above
Mind's Eye - Card draw
Skullclamp - Cheap and easy card draw, works with commander as well
1 week ago
These are all suggestions that will help make your deck function better as you can replace underperforming cards with ramp and card draw, both of which red desperately needs. Your land count is a little low given your avg cmc and your lack of ramp. I can imagine you have a hard time casting your higher cmc cards quite often
1 week ago
2 weeks ago
Bolt Bend - Counters counterspells, redirects some extra turns, some draw, some removal. Overall versatile card which will shine in this build
Mind Stone - Ramp and draw, definitely what red needs.
How does Sundial work with Ilhrag, do the creatures just stay on the battlefield?
Wheel of Fortune, Magus of the Wheel, Mind's Eye, Memory Jar (maybe), Arch of Orazca, Commune with Lava, Endless Atlas, Humble Defector, Ignite the Future, Light Up the Stage, Tome of Legends, Skullclamp, Solemn Simulacrum are all good options for draw. You NEED card draw in red badly.
Chandra, Torch of Defiance - Ramp, card draw, win con all in one.
What do you feel your decks weaknesses are? How has it been playing for you?
2 weeks ago
Arch of Orazca - Fits in the land base, hard to activate but works
Commune with Lava - Good to use End of opponents turn for X = 3 +
Hedron Archive - Ramp and card draw
Mind's Eye - Expensive but worth it, even better with wheels
Skullclamp - Cheap and easy to use
2 weeks ago
Continuing where I left off.
continuing from creatures
Something to consider when addressing what to drop for my suggestions is how it affects your overall strategy and politics. Ashenmoor Gouger looks good because on paper it can deal damage, but consider what happens if you draw it 10 turns in and the table has all dug in for the long game. Hyper aggressive cards of the sort that do little else aren't going to help you after the first few turns. Hackrobat, Rakdos Firewheeler, Thrill-Kill Assassin, and the like are what you should look for when hacking cards out of the deck in the creature department. You might be gearing up to go fast and hit hard, but you still are playing the "long game", if you can even call it that.
Onwards we march, starting with the strict spell category. Here, you should be looking for either utility or pure power. Spot removal cards like Go for the Throat work in regular 60 card formats, but lose a ton of value as the game is slowed enough for that one spell to have a diminished effect because it can only hit a single creature, often to little effect. Now Bedevil, on the other hand, is outstanding because you can hold it for either an artifact or 'walker, thus expanding your range and making it always live and effective.
Allure of the Unknown - A huge resource generation spell. Additionally, it plays into politics well by letting an opponent (or friend) have a card. Gotta keep the train moving.
Bituminous Blast - Perhaps not the most clutch of cards, but at least worth considering since EDH is slow enough for these types of spells to put in work, mostly because Cascade is nuts. I'd understand if it didn't make the cut, though.
Captive Audience - Hilarious and effective. Instant enemy-maker, but if you haven't farted in the general direction of everyone at the table, others might turn a blind eye. In my experience, when Joe Shmoe poops out an army of dargons and you slap him with this, the table would generally point and laugh.
Cauldron Dance - A nice little shuffling of creatures, which is nice if you're rich in chunguses.
Kolaghan's Command - The best charm from its cycle, for good reasons. It's always live in EDH.
Spiteful Visions - Perhaps risky for politics, but it does put damage on board, thus making Rakdos live, and generates card advantage.
Beacon of Unrest - There will always be something in the grave, and self-recursion is a godsend in my books.
Scheming Symmetry - Helps your consistency and makes a friend.
Subversion - Nibbles at your opponents while sustaining yourself, and makes Rakdos live.
Generally any spell with X in its cost. As the game drags on, they only get better.
I did a brief skim of cards in Gatherer and from among my own decks, but don't be afraid to look at other decks or EDHRec for things that will help you. Just remember that your goal boils largely down to pinging to make Rakdos live, cards that Rakdos is payoff for, and utility general support that rounds out the deck.
Necessary gears to get the machine moving. Mostly it will boil down to mana rocks to accelerate your state, but there will be others that you want purely because they work well for you.
Commander's Sphere - Obvious utility.
Firemind Vessel - Perhaps slow, but produces plenty of mana.
Thought Vessel - A personal choice, but if you don't have enough draw power to fill your hand, then it's not worth the cash.
Tome of Legends - Easy draws.
Conqueror's Galleon Flip - Another personal choice, but I find that once it transforms, the advantage it generates does wonders, and as a deck stuffed with creatures that could crew it, the fit seems nice to me.
Here you can start to have some fun. Being 2-color, you do have to be somewhat mindful of what you're running, but you can definitely make use of a lot of offbeat lands since you're not trying to be a fool and mana fix 5 colors. Keep in mind that you may not necessarily need everything listed here, but it's just a matter of helping keep your ability to produce both colors consistent.
Temple of Malice - Slow lands may be unappealing, but Scrying usually helps.
Arch of Orazca - Yet another personal choice. All you need is to have 10 permanents at any point while controlling/playing a card with City's Blessing and you have it for the game. At which point, Arch becomes something to do with spare mana.
Command Tower - Staple.
Graven Cairns - Filter lands are always nice.
Rakdos Carnarium - Slow, yes, but in the long run gives more mana.
Shadowblood Ridge - Another pseudo Filter Land
I encourage you to think these things out on your own or ask friends about this part, because understanding the process of what and why things stay or go is important to understanding your deck. Below are my suggestions for what needs to get yeeted.
Ashenmoor Gouger/Hackrobat/Hellhole Flailer/Rakdos Firewheeler/Thrill-Kill Assassin/Rakdos Guildmage - All just don't do that much. Awesome to drop in the first turns, but soon are just fodder. They're nice fodder for Lysolda and Judith, but overall too narrow in use and too low impact.
Void Winnower/Blood Moon - As someone who wins almost all his games through player politics, I advise against these types of cards that choke the entire table. Like infinite combos kept as panic buttons in decks, you really only get to pull it once before the group starts remembering what you have up your sleeve. After that, you risk being targeted because they'll know what you have.
Phyrexian Obliterator - BBBB in 2-color is a bold move for what's essentially a 5/5 unblockable.
Dark Ritual/Doom Blade/Go for the Throat - I personally would cut them, but feel free to play around with at least the removal spells for consistency in board control. Ritual, however, is just not suited for this format.
Everlasting Torment - It's the only card of its type in your deck, and actually makes you vulnerable to getting chump blocked.
Urborg, Tomb of Yawgmoth - Urborg serves almost no purpose in this deck.
Rakdos Guildgate - Guildgates are just packfiller.
Lava Axe - Shouting "Catch" while literally throwing this is hilarious, but the card's just horribly overcosted.
Anthem of Rakdos - You will lose a lot of games you shouldn't lose because of this.
Ob Nixilis, the Fallen - His Landfall is nice, but by nature isn't consistent, which is what you're looking for in ways to ping your opponent. Becoming a chungus is nice, but you're better off just skipping the hoops and playing an actual chungus.
Vial Smasher the Fierce - This one I'm not totally sold on cutting, but she seems more complicated than just running a pinger. Play around with her and see how Vial Smasher synergizes.
Master of Cruelties - Another I'm not totally sold on chopping, but he can only attack alone, which bottlenecks your options.
I know this all is sort of messy, but when making edits, start with comparable replacements (i.e. swapping a creature for a creature), run a few test turns, and see how things work.
1 month ago
Legion Warboss, Torbran, Thane of Red Fell, Wily Goblin and Impact Tremors are a few that come to mind. You could probably go down to 37 lands and consider some utility like Arch of Orazca and Castle Embereth.