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Fall of Cair Andros
Oracle Text
Whenever a creature an opponent controls is dealt excess noncombat damage, amass Orcs X, where X is that excess damage. (Put X +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.)
{7}{R}: This enchantment deals 7 damage to target creature.
Card Details
Character Background
Fall of Cair Andros is a grindy red enchantment that rewards a control-leaning or midrange burn plan, especially one that can reliably push damage beyond lethal to enemy creatures. Its trigger turns “excess” noncombat damage into Orc growth, so cards that ping multiple times, split damage, or scale awkwardly into large creatures become especially potent; think sweepers with leftover damage, repeatable pingers, or efficient burn that can finish a creature while still banking value. In practice, it plays best when you’re already controlling the board, then converting every removal spell into board presence by amassing Orcs. The seven-mana activated ability is expensive, but it gives the card late-game utility by cleanly answering a key creature while also keeping your enchantment relevant. Deckbuilding-wise, pair it with Army synergies and noncombat damage sources so you’re not just removing threats, but building a growing token engine that can eventually dominate combat.
Generated using gpt-5.4-mini
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Character Background
Fall of Cair Andros is a grindy red enchantment that rewards a control-leaning or midrange burn plan, especially one that can reliably push damage beyond lethal to enemy creatures. Its trigger turns “excess” noncombat damage into Orc growth, so cards that ping multiple times, split damage, or scale awkwardly into large creatures become especially potent; think sweepers with leftover damage, repeatable pingers, or efficient burn that can finish a creature while still banking value. In practice, it plays best when you’re already controlling the board, then converting every removal spell into board presence by amassing Orcs. The seven-mana activated ability is expensive, but it gives the card late-game utility by cleanly answering a key creature while also keeping your enchantment relevant. Deckbuilding-wise, pair it with Army synergies and noncombat damage sources so you’re not just removing threats, but building a growing token engine that can eventually dominate combat.
Generated using gpt-5.4-mini · Updated at 2026-10-09 19:40:44 UTC
