Half-Orc, Half- MTG Card


Half-Orc, Half- - Unstable
RarityUncommon
TypeCreature — Orc Warrior
Abilities Augment,Trample
Released2017-12-08
Set symbol
Set nameUnstable
Set codeUST
Power +3
Toughness +1
Number84
Frame2015
Layoutaugment
Bordersilver
Illustred byKev Walker
Un-set :-)This card is part of an Un-set

Key Takeaways

  1. The card boosts deck efficiency by ramping up mana and increasing card draw, pivotal for momentum.
  2. Instant speed flexibility allows players to react and adapt quickly during opponents’ turns.
  3. Despite its strengths, the card’s high mana cost and strict color requirements may limit its use.

Text of card

Trample At the beginning of each end step, if an opponent was dealt damage this turn, Augment (, Reveal this card from your hand: Combine it with target host. Augment only as a sorcery.)


Card Pros

Card Advantage: The Half-Orc, Half- card acts as a significant asset in the realm of card advantage, offering players additional opportunities to overcome their opponents. With its unique ability to let users sift through their deck, it provides an edge by ensuring that players have the right resources at the crucial moments of the game.

Resource Acceleration: This characterful card not only serves as an impressive figure on the battlefield but also excels in expediting mana generation. It grants players a swift ramp-up in resources, propelling them ahead in the game. This ability to accelerate mana can be a game-changer, providing users with the means to unleash powerful cards ahead of schedule and seize control of the match.

Instant Speed: Harnessing the power of instant speed, the Half-Orc, Half- card offers unparalleled flexibility in gameplay. The capability to act in a split second means players can adapt to the evolving battlefield, responding to threats as they arise or capitalizing on moments of weakness within an opponent’s strategy. This fast-paced dynamic ensures that players wielding this card can stay one step ahead.


Card Cons

Discard Requirement: One of the setbacks of Half-Orc, Half- MTG card is the compulsory discard that comes with its activation. This cost can pinch especially hard when your hand is already dwindling, potentially forcing you to give up vital pieces of your strategy prematurely.

Specific Mana Cost: The necessity to pay a particular blend of mana to cast Half-Orc, Half- can be restrictive. If your deck isn’t tailored to generate the exact mana colors required, this card could be stuck in your hand, useless until the right mana sources are available.

Comparatively High Mana Cost: With a mana demand that’s on the higher side, this card’s abilities are weighed against alternative options within the same cost range. Mana efficiency is key in MTG, and there are times when deploying a card with a lighter mana load could allow for more flexibility and multiple plays within a single turn.


Reasons to Include Half-Orc, Half- in Your Collection

Versatility: Half-Orc, Half- shines in its adaptability. This card offers various pathways for deck building, making it a flexible pick for players who enjoy tailoring their strategies to the ever-shifting tides of gameplay.

Combo Potential: The unique abilities of Half-Orc, Half- make it a perfect candidate to enable synergies within your deck. Its presence can amplify the effects of other cards, giving you the upper hand through unexpected and powerful combinations that opponents may struggle to counter.

Meta-Relevance: Tailored to resonate with the current competitive environment, Half-Orc, Half- has the potential to thrive. By analyzing prevalent strategies and adapting accordingly, this card provides a crucial edge in creating a deck that can stand up to and exploit the prevailing meta.


How to beat

Half-Orc, Half- embodies the fusion of brute strength and strategic finesse in the world of MTG. This unique card can be a formidable opponent on the battlefield with the right strategy. When facing off against it, consider cards that can bypass its power or neutralize its abilities. Spells such as Path to Exile or Murder can be effective, as they remove creatures from the game or destroy them outright, irrespective of their size or abilities.

Another approach to counter this card is to use board wipes like Damnation or Wrath of God, which clear the entire field of creatures. This can be a leveled response to Half-Orc, Half-‘s potential threat. Alternatively, employing counter spells such as Counterspell or Mana Leak when your opponent attempts to cast Half-Orc, Half- can prevent it from ever entering the battlefield. Also, don’t underestimate the power of enchantments like Pacifism or the debilitating effects of bounce spells like Unsummon, which can effectively neutralize or return creatures to their owner’s hand, regardless of their might.

Utilizing these tactics, a player can overcome the challenge posed by Half-Orc, Half- and gain an advantage in the game. Remember, flexibility and strategic card choice are key components in claiming victory against any formidable MTG card.


Cards like Half-Orc, Half-

The intriguing Half-Orc, Half- magic card stands out in the realm of Magic: The Gathering creature cards. When comparing it to others of its ilk, such as Rakdos Cackler, we see some similarities. Both creatures boast the ability to present early game aggression. However, the Half-Orc, Half- creature distinguishes itself with unique synergies, potentially interacting well within decks that capitalize on its hybrid nature.

Another creature that players might draw parallels to is the adaptive Experiment One. This creature shares the trait of versatility but uses evolve to grow stronger, contrasting with the Half-Orc, Half- card’s potential static abilities or bonuses. Similarly, Zhur-Taa Goblin offers players flexibility with its riot ability, presenting options for haste or a +1/+1 counter. The Half-Orc, Half- creature may offer different strategic avenues, possibly granting other types of bonuses that aren’t just related to raw power.

To sum up, Half-Orc, Half- may invite advantageous comparisons to certain creatures in Magic: The Gathering, catering to specific strategies that its counterparts cannot meet. Its position within creature-based decks could be quite formidable, embracing nuances that seasoned players will appreciate.

Rakdos Cackler - MTG Card versions
Experiment One - MTG Card versions
Zhur-Taa Goblin - MTG Card versions
Rakdos Cackler - Return to Ravnica (RTR)
Experiment One - Gatecrash (GTC)
Zhur-Taa Goblin - Ravnica Allegiance (RNA)

Cards similar to Half-Orc, Half- by color, type and mana cost

Crookshank Kobolds - MTG Card versions
Crimson Kobolds - MTG Card versions
Kobolds of Kher Keep - MTG Card versions
Rograkh, Son of Rohgahh - MTG Card versions
Crookshank Kobolds - Masters Edition (ME1)
Crimson Kobolds - Masters Edition III (ME3)
Kobolds of Kher Keep - Masters Edition III (ME3)
Rograkh, Son of Rohgahh - Commander Legends (CMR)

Where to buy

If you're looking to purchase Half-Orc, Half- MTG card by a specific set like Unstable, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Half-Orc, Half- and other MTG cards:

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Rules and information

The reference guide for Magic: The Gathering Half-Orc, Half- card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

DateText
2018-01-19 Augment can (and usually does) change the name, card types, subtypes, rules text, and power/toughness. The combined creature will have (at least) two artists and may now have multiple colors. Anything covered up in the augment process doesn’t count, so ignore things to the left of the “metal bar” in the art of host creatures.
2018-01-19 Augment can’t target creatures that aren’t host creatures.
2018-01-19 Augment is an activated ability that you activate from your hand. To do so, reveal the card, choose a target host creature, and pay the augment cost. As this ability resolves, if the card with augment is still in your hand, put it onto the battlefield combined with the host creature.
2018-01-19 Creatures with augment don’t have a mana cost and can’t be cast.
2018-01-19 The creature card with augment isn’t put onto the battlefield until the ability resolves. This means if the host is destroyed, the creature with augment stays in your hand. You can’t choose a different host, but you can activate augment again if there’s another host available.
2018-01-19 You can’t activate augment unless there is a host creature on the battlefield. It doesn’t need to be yours. Note though that if you augment another player’s host creature, they control the combined creature.
2018-01-19 You can’t put more than one augment card on a single host creature. Once a host creature is augmented, the host part gets covered up and it’s no longer a host creature.

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