Intro
Unlike some other tribes discussed in this series, Orcs do
not have a history rooted in mythology. They were invented by Tolkein in the 20th
century to serve as Sauron’s Minion’s in The Lord of the Rings. Since
then they have been employed in a variety of Fantasy media. Typically they
serve as villains, relishing violence and destruction. Though there are some
depictions of Orcs which renounce this stereotypical portrayal, the Orcs of
Magic do not. They are constantly portrayed as delighting in violence. They
have also been associated with several other, mostly negative, traits
throughout their history, such as cowardice and stupidity. This week’s
article will analyse how these ideas about Orcs have been presented on Magic
the Gathering cards, and whether it’s possible to build a viable tribal deck
featuring them.
Currently Magic The Gathering is home to 56 different
Orcs. Initially Orcs were printed exclusively in red but, starting with Khans
of Tarkir, Orcs began appearing frequently in black as well. A very small
number of Orcs associated with the Mardu Horde of Tarkir have white as a part
of their colour identity, most notably the Mardu Khan Zurgo
Helmsmasher. White is not a colour majorly associated with Orcs. Outside of Zurgo, Mardu
Roughrider is the only other Orc with white
mana in their casting cost. Although a handful of Orcs, such as Mardu
Warshrieker and Unyielding
Krumar, have
abilities which either generate or require white mana, there are no mono-white Orcs. There is a single Orc with green in their casting
cost, Sek’Kuar
Deathkeeper, a tricolour red/black/green Orc printed in Coldsnap in 2006. Shaman
of the Great Hunt is hard to categorise, being the only Orc printed with a Temur
Watermark and having an activated ability which requires green/blue hybrid
mana.
In summary, there are 31 mono-red Orcs,
20 mono-black Orcs, 2 Black/Red Orcs (both of whom are Ixalani pirates), 2
White/Red/Black Orcs and a single Red/Green/Black Orc. Two of these Orcs, Orcish
Paratroopers and Half-Orc,
Half-, are silver bordered.
Orcs
and Cowardice
Orcs have been around since the beginning. Ironclaw
Orcs and Orcish
Artillery were both printed in Alpha. Together these cards convey
everything that needs to be known about Orcish identity in the early days of Magic.
Ironclaw
Orcs is a 2/2 creature which is unable to block any creature with a power
greater than 2. This demonstrates the Orcs’ cowardice and their unwillingness
to take on opponents of equal or greater strength. Orcish
Artillery, which can be tapped to deal 2 damage to target creature or
player and 3 damage to you, conveys that despite this cowardice they are still
destructive creatures, albeit not very intelligent. The Tenth Edition
reprint of Orcish
Artillery also has some fantastic flavour text which conveys the cards
self-destructive nature perfectly, ‘So they want to kill my men? Well two can
play at that game'.
Cowardice as an Orcish trait, first demonstrated by Ironclaw
Orcs, was reused
several times. Orcish
Conscripts, first printed in Ice Age, is unable to attack or block
unless at least two other creatures attack or block along with it. A clear
demonstration of the Conscripts‘ unwillingness to fight alone. Both Brassclaw
Orcs, from Fallen Empires, and Ironclaw
Buzzardiers, from Time Spiral, exist as a
reference to Ironclaw
Orcs, possessing the exact same ability. The enchantment Ironclaw
Curse from Homelands
implies that the cowardice of the Ironclaw
Orcs may originate from a curse. The curse grants the enchanted
creature a similar, albeit not identical, ability to Ironclaw
Orcs, reducing their toughness by one and preventing them
from blocking creatures with greater toughness.
Ironclaw
Orcs would receive a significantly upgraded iteration years later in the
form of Zurgo
Bellstriker. Zurgo
retains the 2/2 stat line and the same ‘cannot block creatures with power 2 or
greater’ ability, but costs 1 mana less and has Dash, making it a much more
usable card. Though it would be an oversimplification to say that Zurgo’s
possession of this ability reflects ‘cowardice’, it instead demonstrates how
the once mighty Mardu Khan has been reduced to a fearful vassal of Tarkir’s new
dragon overlords. This is demonstrated by the artwork on the Dragons of
Tarkir iteration of Duress
which depicts Zurgo kneeling fearfully before Kolaghan,
the new master of the Mardu. Since Zurgo
Bellstriker‘s printing in 2015 no new Orcs have
been printed bearing Ironclaw
Orcs’ ability, nor have
they been presented as cowardly through any other means. This may represent a
step away from associating Orcs with cowardice, or Wizards may simply be biding
their time to resume this association in a later set.
Orcs on Tarkir and Ixalan
Orcs are a regular presence on the plane of Tarkir. There
are Orcs aligned with several of the plane’s clans, in both the original and
the altered timeline. As mentioned
above, most of the Orcs of the plane are aligned with the Mardu Horde, though
there are also Orcs serving the Abzan Houses and Temur Frontier. In Dragons
of Tarkir all of the Orcs printed serve the Dragonlord
Kolaghan, as evidenced by the fact that their cards all bear Kolaghan’s
watermark. This consolidation of Orcish loyalty may be because Kolaghan as a
red/black card has the same colour identity that most of Tarkir’s Orcs, and all
subsequently printed Orcs, have.
The Orcs of Ixalan, at least all of those printed on cards,
are aligned with the Brazen Coalition, the pirate faction of the plane. Fathom
Fleet Boarder offers a snapshot of life for an Orc aboard
Ixalan’s pirate fleets. The Boarder
deals two damage to its controller as it
enters play, unless they control another pirate.
This is a flavourful card as it conveys both the violent nature of Orcs and the
concept of a pirate committing mutiny against their captain, demonstrated by
the damage Fathom
Fleet Boarder deals to its
controller. All of this is furthered by the card’s flavour text which states,‘Without
frequent raids, Orcs sometimes get bored and plunder their own ships.’ The flavour text of Dire
Fleet Captain offers similar
sentiment. It states, ‘Orcs are happiest under captains who steer toward
battle. Orcs of the Dire Fleet are downright jovial’.
Interestingly, as Orcs have
been featured in both the Mardu Horde and the Brazen Coalition, there are several Orcs with the Raid mechanic. This
was the signature mechanic of both of these groups. 4 Orcs possess Raid,
meaning that more than 10% of the 30 cards printed with Raid are Orcs, and 7%
of all Orcs have Raid. This demonstrates Orcs’ love of combat, as Raid is an
ability which activates only when attacks have been initiated on a turn.
Goblins and Orcs
At times, especially during the game’s earlier days, Goblins
and Orcs had identities which were practically synonymous with one another. Orcish
Artillery and Goblin
Artillery are in fact identical cards, save for their creature type.
There is a recurring joke on Goblin cards that they are
given a profession, only for their effect to do the opposite of what that
profession implies. For example, the card Goblin
Masons destroys walls, Goblin
Spy spies on you by revealing the top card of your library, and Goblin
Diplomats causes everyone to attack one another. This joke was initially shared
between Orcs and Goblins. Orcish
Librarian destroys your library, Orcish
Settlers destroys lands and Orcish
Mechanics destroys artifacts. The fact that both Orcs and Goblins shared
this joke demonstrates their similar identity. Furthermore, in the art of the three cards listed above it is unclear
whether an Orc or a Goblin is depicted.[1]
You could cross off ‘Orcish’ and write ‘Goblin’ into any one of their names and
it would be hard to tell the difference. More recent Orc artwork delineates the
two sharply. Goblins retain this small green appearance, whilst Orcs are
depicted as taller, more muscular and sometimes have pale or yellow, rather
than green, skin. It would be hard to mistake Orcish
Vandal or Dire
Fleet Ravager for a Goblin.
Orc Support
Fittingly, perhaps, for a tribe whose leaders order their
artillery to fire at their own soldiers, the only Orc lord ever printed was
terrible.
Orc
General is a weak
lord. He provides +1/+1 to all Orcs, but only until the end of turn, and only
on the condition that you tap him and sacrifice an Orc or a Goblin. Although this is a perfect demonstration of
the card’s flavour text, ‘Your army must fear you more than the enemy. Only
then will you triumph’, it makes the card exceedingly weak when compared to
other lords.
Orcish
Captain is another card which supports Orc tribal strategies,
though it is a comically bad card. Orcish
Captain’s effect
requires its controller to flip a coin and target an Orc. The target is granted +2/+0 in the event the flip is
called successfully and -0/-2 in the event that it is guessed incorrectly. As
30 of the 54 black bordered Orcs printed have 2 toughness or less, a failed
flip often results in the immediate death of the targeted creature. You would
be taking a big gamble targeting your Zurgo
Helmsmasher with this
effect, and the
potential upside of a 2 power boost is definitely not worth the risk of killing
your own creature. In Orcish
Captain’s defence, Krark’s
Thumb can reduce the randomness of its effect. Furthermore, the Captain can be used without as much risk when
buffing the 24 Orcs with 3 toughness or greater, especially if their attacks
have already made it through unblocked. Despite this, it is typically not worth
running Orcish
Captain in any
capacity.
Arbitrary Grades
Flavour: B
Magic the Gathering depicts Orcs as simultaneously violently
destructive and spinelessly cowardly. This portrayal could do with some more
nuance. A depiction of an Orcish character with some genuinely positive traits
would be nice. Though, as it stands, this 2-dimensional depiction of Orcs as
violent thugs is executed effectively for what it is. Their destructive ways
are emphasised in cards such as Orcish
Artillery which fires towards
the enemy and towards themselves, and Orc
General who
demonstrates that Orcish armies are commanded through intimidation and fear. Thrasher
Brute also has flavour text demonstrating their love for
violence which states, ‘Some competitors fight for glory or money. Some just
like hitting people’. The cowardice of Orcs, as mentioned above, is
demonstrated by giving cards the same effect as Ironclaw
Orcs, or something similar, which prevents them from
battling equal or stronger opponents. Yet such portrayals have not been used
since 2015.
The two different iterations of Zurgo, existing on parallel
versions of Tarkir, demonstrate the dual nature of Orcs. Sometimes, like Zurgo
Helmsmasher, they are imposing menaces. At other times, like Zurgo
Bellstriker, they are presented as smaller, meeker, creatures.
Viability: D
Regrettably, although there are several individually strong Orcs, they do not possess enough synergies as a tribe to truly be worth running together. Though this can be circumvented to a degree by making use of generic tribal support cards such as Metallic Mimic and Door of Destinies.
Orcs are, however, reasonably useful at supporting other tribal archetypes. Dire Fleet Neckbreaker and Dire Fleet Captain are exceedingly useful cards in Pirate decks, and can be used alongside a selection of other useful Orcish pirates such as Stormfleet Arsonist. +1/+1 counter based decks can benefit from the addition of Mer-Ek Nightblade. This card has the ability both to generate additional counters, through Outlast, and to grant all creatures with counters Deathtouch, though it is perhaps a bit overcosted. Warrior tribal decks can also make use of Thrasher Brute who drains the opponent each time its controller plays another Warrior.
In summary, Orcs have a lot to offer other tribes and archetypes but do not really make a viable archetype in and of themselves. If in the future they are given a genuinely useful lord, or perhaps some extra support cards or greater mechanical synergy, this situation may change.
Best and Worst Cards:
The praises of Zurgo
Bellstriker have already
been sung frequently throughout this article. To summarise, 1 mana for a 2/2 is
fantastic, especially in aggro decks where
Zurgo’s
inability to block is less of a
problem, as you’ll always be on the
offensive. The added versatility of being able to Dash into situations where
more immediate damage is needed is also a nice bonus.
Although Orcish
Captain was condemned above as a terrible card, which it is, it is arguably
not the worst Orc. Its ability is optional, which ultimately renders it a 1/1
for 1 red mana. That is awful, but not the bottom of the barrel. The true worst
card of the tribe is Orcish
Librarian. At 2 mana for a 1/1 stat line, Orcish
Librarian gives you the same unimpressive stats for a higher cost.
Orcish
Captain provides a
gamble whenever its effect is used, offering a buff in exchange for the risk of
a, potentially lethal, drop in toughness. Orcish
Librarian’s ability is also a gamble, but a less useful one. It allows you to look through the top 8 cards
of your library before exiling 4 of them at random. The 4 cards which weren’t exiled are then
placed back on top of your library, in an order of your choosing. This risks
chewing through your library for very little potential gain, and is best left
unused outside of self-mill decks.
[1] This
is not to say that the art on these cards is bad. Orcish
Settlers in fact has
some of my favourite art in the game, as it’s a neat reference to Grant Wood’s
1930 painting American Gothic.
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