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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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