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Legendary Creature — Avatar Wizard
Ward {2} Whenever you cast your second spell each turn, amass Orcs 2. (Put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
“Blue spell-slinger that builds a massive Orc Army through repeated amass triggers.”
Saruman the White is a spell-slinging commander that rewards you for casting multiple spells each turn. Your core gameplan is to chain cheap spells together—cantrips, card draw, counterspells, and interactive blue magic—to trigger amass Orcs 2 repeatedly. Each turn you hit that second spell, you're growing an ever-larger Orc Army token, which doubles as both a growing threat and a sacrifice outlet for value. You're essentially building a midrange deck that generates card advantage while steadily amassing a army that can deliver lethal combat damage.
The deck wins by turning your modest blue spellcasting into a massive board presence. You'll want lots of low-mana instants and sorceries to enable multiple spell casts per turn, especially effects that draw cards or cantrip. Cards like cheap interaction, token doublers, and sacrifice synergies turn your Army tokens into either direct damage, card draw, or resilience. Saruman's ward keeps him alive through evasion, letting you pivot to a defensive posture when needed while your Army grows.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Start with modal cantrips like Opt and Consider instead of pricey card-draw staples; budget counterspells like Mana Leak and Counterspell alternatives keep interaction cheap.
Inclusion = % of Saruman the White decks running this card. +lift = percentage-point boost over the format average.
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