Arch of Orazca

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Rivals of Ixalan (RIX) None

Combos Browse all

Tokens

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.

Arch of Orazca Discussion

hchileman on Plan G

2 weeks ago

I did some more testing with the deck. I personally feel that Arch of Orazca is a good include because it lets me dump my mana into something when I have no other plays for the turn. I definitely try to find a spot for Beast Whisperer though. Thanks for the suggestion!

hejtmane on More card draw for Hallar

2 weeks ago

I like the deck concept really cool looking deck here are some cards that could help I run a few of these in some of my decks

Lifecrafter's Bestiary , The Immortal Sun is nice but it has doubled in price to $20 I was lucky got mine for $8 then pulled one on a random pack i bought to support the store I play FNM.

Land fetch sword when you attack can help Sword of the Animist or cheaper option at upkeep Into the Wilds

Arcane Encyclopedia if you want somethign to go with your kicker theme Illuminate

Land that you can draw with Arch of Orazca then there is one that lets you shuffle your library Madblind Mountain

Fungal Plots if you do not care about graveyard everyone gets extra Rites of Flourishing

There are some other ones but that is the major ones i can think off

SP3CTR3_chelts on Tiny Leaders Help - Slimefoot

3 weeks ago

Hmmm that is a much harder question :P

maybe try this:

-Sprout Swarm (just seems too expensive to buyback even with convoke)

-Alpha Authority (similar to boots but the cost is paid after and only works once)

-Channeler Initiate (bit out of place as there are better mana dorks, I know you can dump all the -1/-1 on a saproling but a 3/4 just does not seem worth it)

+Swiftfoot Boots

+Lightning Greaves

+Ashnod's Altar

another addition if you didn't mind going a little of theme is Winding Constrictor which would accelerate lots off your generation (even has synergy with oren-rief)

A couple of land swaps could work as well:

  • Bojuka Bog (this is just a nice utility card which will piss one GY recursion deck off :P)

  • Grim Backwoods (these two serve similar functions as they would replace the affect of Sprout Swarm whilst freeing up a card slot)

  • Arch of Orazca

Entity97 on A Cuberino

4 weeks ago

Cube Stats!
This past weekend saw my cube’s first seven player draft (eight had homework to finish). Now, some of them are filthy casuals but here are the deck lists drafted with (W-L) stats! No basic lands included, however.

Me – Mardu Angels (3-0)
Akroma, Angel of Wrath
Assemble the Legion
Baneslayer Angel
Boros Signet
Bruna, the Fading Light
Cavern of Souls
Conqueror's Galleon  Flip
Crystalline Crawler
Emeria Angel
Exhume
Faithless Looting
Gisela, the Broken Blade
Godless Shrine
Golgari Thug
Grim Monolith
Loyal Retainers
Lyra Dawnbringer
Nahiri, the Harbinger
Reanimate
Resplendent Angel
Restoration Gearsmith
Smuggler Captain (finds Reanimate )
Sphere of the Suns
Tidehollow Sculler
Windswept Heath

Pritch – Golgari Midrange (2-1)
Bayou
Chainer's Edict
Cryptbreaker
Damnation
Doom Blade
Doomed Dissenter
Go for the Throat
Golgari Grave-Troll
Golgari Signet
Grave Titan
Herald of Torment
Heir of the Wilds
Hissing Quagmire
Innocent Blood
Liliana of the Veil
Liliana, the Last Hope
Night Incarnate
Ravenous Chupacabra
Rite of Belzenlok
Scavenging Ooze
Sidisi, Undead Vizier
Thoughtseize
Thrun, the Last Troll
Tragic Slip
Urborg, Tomb of Yawgmoth
Verdant Catacombs
Westvale Abbey  Flip
Yahenni, Undying Partisan

Paul – Grixis Control (1-1)
Academy Ruins
Baleful Strix
Bitterblossom
Bituminous Blast
Brain Maggot
Creeping Tar Pit
Cruel Ultimatum
Cyclonic Rift
Eldrazi Monument
Force of Will
Havengul Lich
Inferno Titan
Kitesail Freebooter
Lich Lord of Unx
Mesmeric Fiend
Murderous Redcap
Nicol Bolas, the Ravager  Flip
Purphoros, God of the Forge
Rakdos's Return
Tezzeret, Artifice Master
Thassa, God of the Sea
Thing in the Ice  Flip
Twilight Prophet
Unscythe, Killer of Kings
Whirler Rogue

Abby – Bant Midrange (0-1)
Austere Command
Bow of Nylea
Celestial Colonnade
Counterspell
Courser of Kruphix
Crush of Tentacles
Dauntless Bodyguard
Elixir of Immortality
Felidar Sovereign
Glacial Fortress
Imposing Sovereign
Kiora, the Crashing Wave
Loxodon Hierarch
Mikaeus, the Lunarch
Noble Hierarch
Plaxcaster Frogling
Qasali Pridemage
Reclamation Sage
Sagu Mauler
Sakashima's Student
Selfless Spirit
Sigarda, Host of Herons
Simic Signet
Solemn Simulacrum
Sphinx's Revelation
Spirit of the Labyrinth
Sun Titan
Supreme Verdict
Suture Priest
Sword of War and Peace
Temple Garden
Terminus
Traveler's Amulet

Matt – Four Color Good Stuff (1-1)
Ancestral Vision
Arch of Orazca
Ayli, Eternal Pilgrim
Badlands
Birds of Paradise
Bomat Courier
Brimaz, King of Oreskos
Clifftop Retreat
Crop Rotation
Desolate Lighthouse
Domri Rade
Dualcaster Mage
Elesh Norn, Grand Cenobite
Experiment One
Ghost Quarter
Hallowed Fountain
Isolated Chapel
Lotus Cobra
Maze of Ith
Murderous Cut
Odric, Master Tactician
Path to Exile
Phyrexian Metamorph
Plateau
Price of Fame
Sacred Foundry
Savannah
Silverblade Paladin
Sunpetal Grove
Sword of Light and Shadow
Teferi, Hero of Dominaria
Tetzimoc, Primal Death
Through the Breach
Tropical Island
Ugin, the Spirit Dragon
Ultimate Price
Voice of Resurgence
Warden of the First Tree
Wasteland
Zacama, Primal Calamity

Ben – Temur Cascade– (0-1)
Akroma, Angel of Fury
Arboretum Elemental
Blasphemous Act
Bloodbraid Elf
Braid of Fire
Chief Engineer
Chrome Mox
City of Brass
Combustible Gearhulk
Deep Analysis
Dream Eater
Etched Champion
Eternal Witness
Fauna Shaman
Ghalta, Primal Hunger
Genesis Wave
Gruul Signet
Heart of Ramos
Hedron Archive
Hellkite Charger
Hinterland Harbor
Inkwell Leviathan
Izzet Signet
Kira, Great Glass-Spinner
Lumbering Falls
Maelstrom Wanderer
Master Transmuter
Metalwork Colossus
Mishra's Factory
Mox Opal
Myr Enforcer
Mystic Snake
Pact of Negation
Sai, Master Thopterist
Sarkhan Unbroken
Search for Azcanta  Flip
Shardless Agent
Sword of Fire and Ice
Taiga
Temporal Mastery
Urabrask the Hidden
Verdurous Gearhulk
Voidslime
Volatile Chimera (I forget what was on it, never came up)
Wurmcoil Engine

Courrtney – Green Black Delirium (0-1)
Avenger of Zendikar
Blood Artist
Dark Petition
Empty the Pits
Emrakul, the Promised End
Expedition Map
Explosive Vegetation
Garruk Relentless  Flip
Ghoulcaller Gisa
Great Sable Stag
Greenwarden of Murasa
Ink-Eyes, Servant of Oni
Isareth the Awakener
Ishkanah, Grafwidow
Living Death
Master of the Wild Hunt
Mox Amber
Mox Diamond
Oracle of Mul Daya
Phyrexian Delver
Primeval Titan
Putrid Leech
Rampaging Baloths
See the Unwritten
Sylvan Ranger
Thran Dynamo
Volrath's Stronghold
Merciless Eternal
Whip of Erebos
Worn Powerstone

dbpunk on EDH Roleplaying Variant Idea

4 weeks ago

So I have an idea for an roleplaying variant of EDH. I call it Dungeon.

So the idea is that you use an edh deck as the basis of the deck. The idea is that you basically have adventurers face off against the varying things your edh deck has to offer. Additionally, you should have a 20 sided dice and something to signify each player.

First, you make the map by placing all land cards in a grid. It can be placed out anyway you want EXCEPT a straight line (let's face it, that would be extremely boring). Each of the players would be set off on one side of the grid while the commander is on the other side.

Next, you divide your deck among the different card types in it (creatures, Planeswalkers, enchantments, artifacts, sorcery and instants). You may place any number of the non-instant cards face down on the map as you (the dm) choose.

Essentially, each of your players start at point one as a legendary creature of their own making. The rule for that however is that they role for power/toughness (scaled to their Mana cost) and pick the colors and race/classes of their choosing. In addition, they start on what you (the dm) deem square one.

During the players turn, they may choose to move a square, attempting to reach the commander. However, they may have findings or encounters as they go along, which result in the adventure part. Then, during the dm's turn, they may spice up the game as needed using either new encounters, events or findings.

Encounters, or Creatures/planeswalkers:

Their encounters are essentially them running into creatures. While not every square should have an encounter (and you should save some creatures as surprise encounters), encounters can go one of three ways:

Defeat: the heroes beat the monster and kill it. If this occurs, it enters a graveyard. Note: this means it can return later.

Flee: The heroes can run from the creature, and depending on a dice roll, they may lose it. If they choose to flee, they must go to a new land card other than the direction of the commander.

Befriend: This can occur in different ways as you see fit, but creatures can be persuaded to join the side of the heroes. This has a higher rate of occuring with legendaries and Planeswalkers.

Encounters can't occur unless enough lands have been revealed to allow the encounter. For example, unless the team has been on five squares, you can't have them have Mycoloth appear. If a creature can't appear at that time, it's moved into the encounter deck.

Findings, or enchantments/artifacts:

Some lands a player will land on will have enchantments and artifacts. Like encounters, unless they revealed enough lands, they can't appear. The effects of the enchantments and artifacts are automatic. Players can also take enchantment and artifact spells with them, like taking an object or being blessed. If that is the case, they carry them with them.

Events, or sorceries:

Events may happen at the during the dm's turn, and effectively affect all players. These are generally sorceries. Once again, unless you have enough lands flipped to play it, you can't cast it. Players can also initiate events, but must roll a dice to decide if they occurred.

The last kind is responses, which are only used during battle. If a creature is sentient (up to the dm), they may declare a response to a players action. Once again, this requires a role of the dice. If the dice roll is low, then an instant card is revealed and it occurs. Otherwise, it doesn't. In addition, players can learn responses if they've seen it at least once. Once again, this requires a dice roll.

The end goal is to reach and defeat the commander. The commander is like any other encounter event, except you can't flee from it. The game ends when either the commander dies or is persuaded to fix whatever problem it's causing, based on your story.

Additional note for Dms: kill spells shouldn't automatically aim for players. Also you can rename places to fit your setting as you need to (for example if you have a medieval Europe setting and Arch of Orazca doesn't work for you, rename it).

I came up with this in about 5 minutes, but does it sound like fun? Are there things I should change?

bushido_man96 on Plan G

1 month ago

I'd drop Arch of Orazca for another basic, and slot in something like Beast Whisperer .

CyborgAeon on Yeva Draw-Grow

1 month ago

I'd assume that this is a decision based on your meta, but is the Ravenous Slime in the board due to a lack of flash-hulk decks about?

Also, a few tests show that you could think about running Scrying Sheets , Arch of Orazca , Sea Gate Wreckage , Isolated Watchtower , Strip Mine , Wasteland - all of these are low-power & will likely take time to notice the advantage that they give, but it's relevant.

Brown Ouphe stops a reservoir activation; not great for hate - but it does work. This can also stop dramatic scepter. Ouphe Vandals does this as a one-shot vs triggered abilities too. Just saying

Lastly I'd like to ask: are the fetches used for shuffling away cards returned via sylvan library, or am I missing an alternate benefit?

eliakimras on Riku of Two Fireballs

1 month ago

If you want to reduce your costs even further, Jace's Sanctum is harder to remove. You might consider Reality Shift for exile effects. // It looks like you don't like lands that enter tapped, so Blighted Cataract or Arch of Orazca should replace Memorial to Genius . Spire Garden , Exotic Orchard and Kessig Wolf Run might be good here.

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Arch of Orazca occurrence in decks from the last year

Standard:

All decks: 0.31%

Commander / EDH:

All decks: 0.03%