
Whenever you cast a noncreature spell, amass Orcs X, where X is that spell's mana value. (Put X +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.)
Goblins and Orcs you control have ward .
Saruman turns your noncreature spells into a growing Orc Army, amassing counters equal to each spell's mana value while shielding your Goblins and Orcs with ward . Cast cheap-to-expensive instants, sorceries, and artifacts to balloon a single Army into a lethal threat, then push damage through with evasion or convert tokens via aristocrats. You spend the early game developing mana and card flow, the midgame slinging spells to grow your board, and close out with a swollen Army or burst damage.
Tighten the curve with cheap interaction and efficient ramp (Signets, Talismans, fast mana) so you reliably amass while holding up answers. Add evasion and protection enablers (Rogue's Passage, trample sources, Lightning Greaves) so your single Army actually connects, plus copy effects like Rings of Brighthearth to double triggers. To push higher, lean into a combo or Fling/Hatred burst plan backed by tutors so you don't rely solely on grinding combat damage through removal.
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 (BRU), by popularity.