fbpx

Breaking the Symmetry—Ghirapur Orrery

ghirapurorrery

“Each player may play an additional land on each of his or her turns.”

This line of text on its own won’t be the reason why you play this card in your deck. You’re most likely to build around the one below it, and then playing extra lands will help trigger the card draw over and over. Historically, playing extra lands has never been very good unless you had some sort of card draw engine going (see Gush + Fastbond, Explore, Oracle of Mul Daya).

In a way, it doesn’t even fit with the second ability, because a deck that would take advantage of multiple land drops would play expensive spells and draw spells, but if you’re doing that, you’ll rarely have zero cards in hand.

For those reasons, I believe this card will see play with cards that have synergy with the following;

“At the beginning of each player’s upkeep, if that player has no cards in hand, that player draws three cards.”

That seems extra busted, Asylum Visitor hasn’t really seen play, but THREE cards is insane.

Making sure your opponent doesn’t draw the cards before you is something to be worried about. Bouncing their permanents is an option, like Aether Tradewinds or even Fevered Visions to keep their hand full, but these counteract what you want to be doing as well, which is to empty your own hand. You want to be playing proactive cards, stuff you can throw away easily.

With that said, I think it’ll be hard to stop your opponent from abusing it. You’ll have to hope to play against slower decks that can’t just throw away their hands by turn 4-5 or abuse it yourself even better.

How can we do that?

Synergy

Here’s what I gathered of cards that interact nicely with Ghirapur Orrery. Just the Wind is there because I assume the deck will have a ton of madness outlets. Vessel of Nascency is sweet because you can just leave it on the battlefield if you need to empty your hand, and before that you can use it to find the artifact you’re building around.

Reflector Mage seems like it would be amazing at stopping your opponent at least one card short of zero, unfortunately I don’t think the colors fit super well if you look at the rest of the options. It’s the only white card in there. But of course, if you look at Bant Humans, splashing for Reflector Mage hasn’t been too much of an issue in the past, so we’ll keep an eye on it.

RB Ghirapur Orrery

I came up with three different ideas, here’s the first and most promising.

The other one is also red/black, but more aggressive and less gimmicky, with cards like Alms of the Vein, Fiery Temper, Stromkirk Condemned, Bloodhall Priest, and probably more Bedlam Revelers.

My other idea was Black/Green Dredge with Noose Constrictor, Vessel of Nascency, Grapple with the Past, and Prized Amalgam, likely not including any blue lands, but if so, I’d consider Just the Wind.

Share this

Discussion

Scroll to Top