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Lands:
4 Ancient Den
4 Great Furnace
14 Mountain
2 Plains

Creatures:
4 Roterothopter
4 Thopter Squadron
4 Orcish Artillery
4 Orcish Cannoneers
4 Orcish Mechanics

Other Spells:
2 Talon Of Pain
2 Telim'tor's Darts
4 Circle Of Protection: Red
4 Shrapnel Blast
4 Flame Rift

Orcs Away!

Description of deck by it's author (quoted):
The first thing I decide is that my Orcish Mechanics need friends. They are orcs with catapults, so I figure that they need more artillery friends. After that, it's simply a matter of fleshing out the deck...

There are certain ideas and deck archetypes that go back to the very beginning of Magic itself. For example, playing a Cockatrice or Thicket Basilisk then slapping a Lure on it to kill every creature. This combo goes back to the dark ages of Magic, when combos were casual. Another common combo from this era was Stasis/Birds of Paradise/Instill Energy. You could use Instill Energy to untap Birds and keep a Stasis going forever. Want more early combos? How about Hurricane and Circle of Protection: Green? Howling Mine and Black Vise?

I mention this because I used another old, old classic in this deck. The old Circle of Protection: Red with Orcish Artillery. The Circle will also protect you from the Cannoneers and the Flame Rifts. When using the Orcish Mechanics, you need to have sac-able artifacts. However, a card like Pyrite Spellbomb doesn't fit, because it can sacrifice on its own to deal two damage, so it skips the Orcish Mechanics stage.

Artifact lands work, and I tossed in eight. I also have Thopter Squadron, Roterothopter, the Darts, and the Talons. Remember that you can move counters off the Squadron to make a token creature, then sac the token creature. I expect the lands and Thopter tokens to be the typical sacrificial lambs to Orcish Mechanics.  I tossed in a quartet of Shrapnel Blast. With all of the artifacts floating around, it seemed like a good call at the time.

With all of the Orcish damage being doled out alongside damage from Darts and Flame Rifts and Shrapnel Blasts, I thought adding a pair of Talons of Pain would be a nice choice. It's a beautiful adjunct to a nice damage-oriented deck like this one. Remember that the Talon of Pain triggers for each opponent dealt damage. If you play a Flame Rift at a multiplayer table with five players, then you'll get four counters. (One for each opponent. You don't get one for damaging yourself, silly.)  The Thopters are a nice touch in addition to the other creatures and burn in the deck. As artifacts, they can fuel various effects. As flyers, they add another dimension to this deck's assault. The Roterothopter's a great, cheap creature, while the Thopter Squadron plays very nicely with other cards in the deck.

Remember, the only White card in the deck is a Circle of Protection: Red. You don't need White mana to activate it, so feel free to sac an Ancient Den once you have one or more in play.

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by Abe Sargent @ www.starcitygames.com

TRIBAL: Orcs - Talon of Pain / CoP: Red

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