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Moxonomy

Orcish Hellraiser

Creature — Orc Warrior1 generic manaRed mana

This is a callback to a much older idea: the two-mana beater whose real payload is the ping it leaves when it dies. Echo does the pricing work here, splitting the cost across two turns so the aggressive stats arrive a turn early and the body is never truly free. That structure creates a clean escape hatch: if the board math turns against you, decline the echo, sacrifice it on your own upkeep, and the death trigger still fires two damage at a player or planeswalker. The card was built to reach the same target twice, once through the red zone and once through the graveyard, and the second hit lands whether you attacked, blocked, or simply let it go. The reach it grants is the point. A 3/2 that refuses to be chump-blocked into irrelevance, that turns removal into a wash, and that converts its own inevitable death into two more damage on the way to zero closes games from ranges where a plain creature stalls out. Nothing on it interacts with the stack cleverly or dodges a window; it is a straightforward burn-on-a-stick design that trusts the death clause to make the echo tax worth paying, and trusts you to know when to stop paying it.

Orcish Hellraiser (mh1)
MH1 · #136common
Pricing
Normal: $0.09
Foil: $0.35
Oracle Text

Rules text

Echo Red mana (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep, sacrifice it unless you pay its echo cost.) When this creature dies, it deals 2 damage to target player or planeswalker.
Legalities

Format Status

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