December 11, 1997
The Card of the Day is...
Orgg
Fallen Empires, 5th Edition Rare
3RR Summon Orgg
6/6
"Trample
Orgg cannot attack if defending player controls an untapped creature with power 3 or greater. Orgg cannot be assigned to block any creature with power 3 or greater."
A brief rundown of the card:
6/6 trample for 5 mana is awesome no matter how you look at it. Orgg may not always be great without assistance, but it's worth it to include a few cards in a deck with Orgg to ensure we can attack with this 6/6 monstrosity. Here are some of the many ways to ensure Orgg isn't frightened into submission:
- Meekstone+Puppet Strings/Elder Druid...
Force all creatures with a power greater than 2 to not untap normally with Meekstone. But what about our 6/6 Orgg? Wouldn't he not untap too? That's where Puppet Strings, Elder Druid, and many other popular creature untappers come in quite handy.
- Thundermare+Twiddle
This is a pretty good finishing move with some reasonable costing red heavy-hitters. Once your opponent has 11 or less life and you have an Orgg in play, bring out a Thundermare. All creatures but the Thundermare would be tapped. Untap the Orgg with something like Twiddle, and attack for a paltry 11 points.
- Marble Titan+Eternal Warrior
The Eternal Warrior is for Orgg, of course. While Marble Titan is around, no creature with a power 3 or greater can untap as normal. If you put Eternal Warrior on your Orgg, it won't tap to attack--avoiding Marble Titan. This most certainly won't be the case for all of your opponent's creatures. Funny how that works.
Magic: The Gathering is a registered trademark of Wizards of the Coast, Inc.
A whopping people have visited this web page!
Additional editing and major help getting this back up and running by Rich
Additional editing and catering from Susan
Check out Rich's Marx Brothers Page!
Click here to go home
E-mail me with comments, complaints, suggestions, or combos. I can't put every suggestion or combo up, but I will probably try to if I like it.