Ore Gorger

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Ore Gorger

Creature — Spirit

Whenever you play a Spirit or Arcane spell, you may destroy target nonbasic land.

WillowtheCouncil on Weirdly Arcane

4 years ago

Maybe Callow Jushi ? You can build up counters pretty fast, and then lock your opponent from playing stuff for a while. Also a pretty good clock. Cunning Bandit can be S.B. tech to essentially fog creatures for a while. Ore Gorger can be an expensive SB plan against some decks to wipe their lands away, but I'm iffy on it. You can also use Goblin Electromancer to help you cast spells. Also consider Sift Through Sands and The Unspeakable in the S.B.

IDK

MagicalHacker on MagicalHacker - List of All Anti-Multicolor Cards

6 years ago

I see where you are coming from, I really do. My limitations however, are my best approximations to the types of cards that will reliably have an impact in the deck's respective goals (although sometimes, they require being in a specific archetype of deck).

Blood Sun is a great card, because it shuts down utility lands and fetchlands, but it is not a great anti-gold card. According to https://edhrec.com/top/lands, there are quite a few cycles of lands that are more played than fetchlands: shocklands, checklands, karoolands, scrylands, painlands, tangolands, lifelands, and even guildgates, not to mention the 3-colored lands or lands outside of cycles. Not a single fetchland appears in the top 100 lands. I think, therefore, it's not unfair or "weird" to say that it does not successfully work as a gold-hate card. (I do think it's a great card though, and I might make another list for ones that shut down utility lands. Think of it like The Immortal Sun, which is not good enough ramp to be considered a "good" ramp card, but has decent enough draw ability to find a spot on my list of cards that steadily draw.)

Mana Vault and other cards like it are ways to gain a lot of mana for a low cost. In a way, they are like a Dark Ritual that can be reused on turns. They are very powerful for games that involve players throwing politics to the wind in order to win before their opponents can stop them, even though they could be banded together. However, this is obviously not representative of the majority of games or playgroups. In that way, I do believe that choosing to play it instead of another ramp card is lowering the number of ramp cards in one's deck.

Do I believe that Ore Gorger is a card most people should run? Absolutely not! And I never implied that either. But, in a spirit tribal deck with red, will it affect players towards running more basics? Undoubtedly.

To exclude Blood Sun for my reasoning is just helpful, especially for new players who might not understand the fact that it is not an effect gold-hate card.

Dreno33 on MagicalHacker - List of All Anti-Multicolor Cards

6 years ago

even if it only shut down fetchlands that is plenty reason to use it as a gold hate card, especially since it redraws. your weird limitations take away from showcasing very viable options for players. i think in the ramp one you don't allow mana vault because you have to pay to untap. that's crazy.

fyi, people would run Blood Sun over Ore Gorger every time.... it's not even gold hate. it's just land hate. the amount of people that run arcane decks is so minimal that suggestion serves very little purpose. To exclude Blood Sun for your reasoning is just annoying since new players will take your "guides" as gold in the beginning.

MightWhiteBeRight on The Spirit is Strong

6 years ago

You're one card short of a full deck, because you've put in 2 copies of Ore Gorger.

TheDeckMaker2300 on O-Kagichi, Vengeful Spirits

6 years ago

Here's some spirits I can point out

Reminder of the good old Deadeye Navigator is a spirit and the onnas are etb trigger plus a couple of more

You can also put in spirit avatars in this deck as well https://scryfall.com/search?as=&order=&q=%28t%3ASpirit+t%3Aavatar%29

Ore Gorger = have fun removing the opponents stupid powerful non-basic lands.

Karador, Ghost Chieftain ex main spirit tribal commander now can be the Lieutenant for this heck he's basically in a way Gisa and Geralf but for spirits

Kira, Great Glass-Spinner basicly a double dip on Drogskol Captain but problem is you have to shoot your abilities twice on your creatures to buff them.

Tomorrow, Azami's Familiar you choose from 3 chooses from a draw you choose the card for the situation going on and this is for every single dang draw.

You have a nice amount of enchantmentsEidolon of Blossoms feels sadden she's not in this Team

Eidolon of Countless Battles from the number of spirit tokens you make this is cute.

Drogskol Reaver seriously why is this not in the spirit usually have life gain and you can draw like crazy.

Ghostblade Eidolon oh great O-Karachi just has to make contact twice to eliminate someone from the game

Bounteous Kirin talk about life gain.

Infernal Kirin very classy you get to look at there hands and get a butt load of discard if you have the correct spirits

He Who Hungers...why...just why is this not in your deck? This is Coercion on a stick and it recurs a spirit when it dies (to hand) and you got token making.

Hokori, Dust Drinker plus bouncing it with Spectral Shepherd at the end step before you turn then casting it again and other spells and leaving at less 1 and a blue = cute

Elder Pine of Jukai you need lands you can dig to them with this plus combos with Loam Dweller

Last but not least Sekki, Seasons' Guide a huge 8/8 that makes spirits from damage and you can sac eight he's back on the board