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Moxonomy

Orzhova, the Church of Deals

Land

The guildhall cycle gave each guild a colorless-producing land with a high-cost activated payoff, and this is the Orzhov entry: a colorless source whose second ability is a five-mana drain stapled onto a land slot. The math is the whole tension. Spending five total mana to swing one point of life is a rate no spell would survive at, but the activation is something you only reach for in the late game, when the manabase has nothing more urgent to spend on and the land has spent the early turns quietly producing colorless. That is the design logic of the entire cycle: a land that does its land job until very late, then converts a stalled board into incremental advantage. The Orzhov version leans into the guild's slow attrition identity, where a single point of life swing matters less than the accumulation of swings across a long game. The catch is real: a land that taps only for colorless is a soft cost in a two-color deck, since it never helps cast the white and black spells that the deck is actually built around. You include it knowing the manabase pays a small tax for the privilege. It will never be the reason a deck wins, but in a grinding mirror the player draining the opponent down while gaining the life back is the one still drawing live cards when the dust settles.

Orzhova, the Church of Deals (gpt)
GPT · #162uncommon
Pricing
Normal: $0.28
Foil: $1.10
Oracle Text

Rules text

Tap: Add Colorless mana. 3 generic manaWhite manaBlack mana, Tap: Target player loses 1 life and you gain 1 life.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
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
Legal
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
Printings elsewhere

Other printings

1 set
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