Mordor Muster
Two mana to draw a card and lose a life is a bad Sign in Blood; two mana to grow an Army by one counter is a bad amass spell. The card exists because it does both at once, and the amass rider is the accounting trick that keeps the pairing legal rather than broken. Amass Orcs 1 loads its counter onto a single shared Army: your first cast conjures a 0/0 that immediately becomes a 1/1, and every subsequent cast enlarges that same object rather than spawning a fresh body. The board development is real but capped, one increment at a time, and the token never arrives as a finished threat. That incrementalism buys the cantrip: building anything meaningful means casting several across a game, and each one taxes another life point, a cost that compounds the harder you lean on the engine. The Orc typing folds the growing Army into a tribe that otherwise wants creatures on the table, quietly turning a card-advantage spell into a tribal payoff. It is a workmanlike design whose interest lives in the reconciliation: card draw and board presence almost never share a cost this low, and amass is the mechanism that lets them without either half being worth the mana on its own.

