Intro

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

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.

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.

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.

Arbitrary Grades
Flavour: B

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.

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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