Orcish Artillery
A foundational experiment in red's relationship with its own life total, and one of the earliest cards to bundle a recurring damage source with a recurring drawback in the same activation. The math is brutal on its face: two damage out, three damage back at yourself, a losing exchange against any opponent who can race. The 1/3 body signals a defensive creature whose offense is meant to come through the tap ability rather than combat. Crucially, the self-inflicted three is not a cost: tapping the creature is the only thing you pay to activate. The three damage to you happens on resolution, which means it is damage, not a life payment, and it can be prevented or redirected like any other damage in the game. That technicality is what the entire design hangs on. Early red was not yet trusted with a clean repeatable two-damage ping (compare the same era's Prodigal Sorcerer, which deals one for a tap with no recoil), so the artillery prices its output in a self-harming rider the controller chooses to walk into every turn. The clumsy rate is the point: the question is never whether two damage is good, but whether you can close the game before the recoil catches up, or find a way to turn that recoil off. It is the prototype for a design language red has spent decades refining, where efficient repeatable damage comes gated behind pressure pointed back at the controller.

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Other printings
- The List#10E-220
- 30th Anniversary Edition#161
- 30th Anniversary Edition#458
- Tenth Edition#220
- Ninth Edition#206★
- Ninth Edition#206
- Eighth Edition#207
- Eighth Edition#207★
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- Seventh Edition#205
- Seventh Edition#205★
- Classic Sixth Edition#196
- Fifth Edition#253
- Introductory Two-Player Set#36
- Rivals Quick Start Set#35
- Fourth Edition Foreign Black Border#214
- Fourth Edition#214
- Summer Magic / Edgar#168
- Foreign Black Border#168
- Revised Edition#168
- Collectors' Edition#166
- Unlimited Edition#166
- Limited Edition Beta#166
- Limited Edition Alpha#165






















