
Ward
Whenever you cast your second spell each turn, amass Orcs 2. (Put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
Cast cheap spells in pairs to grow a single Orc Army into a massive threat while drawing into more spells. You play a tempo-control game—countering and bouncing—then close with a giant Army or by going wide/tall through spell velocity.
Lower the curve with more 0–2 mana cantrips and rituals so two spells per turn is automatic, and add cost reducers like Baral, Chief of Compliance to chain triggers. Lean into protection (Heroic Intervention effects, counterspells) and evasion auras like Aqueous Form to make the Army unblockable; finish with Cyclonic Rift or a spell-velocity combo. Add fast mana (Sol Ring, Mana Crypt) and top-tier card draw to outpace the table.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
No combos found for this commander on Commander Spellbook.
Same color identity (U), by popularity.