Orcish Squatters
The control transfer fires only on an unblocked attack, and if you take the land the orc assigns no combat damage that turn, so the swing buys a land instead of a chunk of the defender's life. That tradeoff is the entire design: the choice on the other side of the table is not "take two or block," it is "concede a land or spend a creature to keep one," with life-total pressure only if you decline the grab. The grab is also leashed to the orc's survival; a stolen land reverts the moment the 2/3 leaves play, so killing it returns everything taken and turns the orc into a liability it can ill afford to be at five mana. The card runs on attrition rather than tempo, since you cannot both raid a land and chip the defender in the same combat, and value accrues only across repeated unblocked attacks. Land appropriation as a red effect reads as off-color now (red's modern land interaction has calcified around destruction rather than theft), but the older red idiom of seizure and sabotage runs through it, the same impulse behind effects that borrow creatures or commandeer permanents for a turn. The orc is a permanent, repeatable version of that idea, asking you to keep a fragile attacker alive long enough for the stolen lands to add up.


