Skip to content
Moxonomy

Mordor Muster

Sorcery1 generic manaBlack mana

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.

Mordor Muster (ltr)
LTR · #547common
Pricing
Normal: $0.38
Foil: $0.42
Oracle Text

Rules text

You draw a card and you lose 1 life. Amass Orcs 1. (Put a +1/+1 counter 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.)
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
Quick navigation
move selectesc close