Chandra’s Ignition has amazing synergy with our Orc Army as with enough power, it can become a nuke destroying all other creatures and all opponent players. With Saruman, the White Hand in the battlefield it alone adds a +5/+5 on our Orc Army which is not half bad. A top tier finisher for our Orc Tribal.
Although Saruman the White greatly fits the flavor of our deck, he gets cut because his impact in our gameplay is rather low if not underwhelming. His ability can’t trigger consistently in a creature Tribal deck, and even if it does, the reward is low.
Whispersilk Cloak works wonders in our Orc Tribal as it both protects our Orc Army with Shroud and makes it Unblockable which is essential for our build. A must-have card for our build.
Orcish Medicine is a good alternative for protection but gets cut because the evasion provided by Whispersilk Cloak is too valuable to our build.
Trailblazer’s Boots works wonders in our Orc Tribal as in commander they essentially make our Orc Army Unblockable which is essential for our build. A must-have card for our build.
Mer-Ek Nightblade gets cut because Deathtouch to our Orc Army is less important for our build than evasion, since it grows quickly into a huge threat and we need ways to able to pass through enemy defences and not just kill a single enemy creature. Other than our Orc Army, only a few creatures have/gain +1/+1 counters so it had little synergy.
Dreadhorde Twins has received errata to its card text: “When this creature enters, amass Zombies 2. (Put two +1/+1 counters on an Army you control. It’s also a Zombie. If you don’t control an Army, create a 0/0 black Zombie Army creature token first.) Zombie tokens you control have trample. So now it works with our Orc Army, making it a Zombie Orc Army and giving it Trample which is very important for our Army.
Gothmog, Morgul Lieutenant gets cut because Deathtouch to our Orc Army is less important for our build than Trample, since it grows quickly into a huge threat and we need ways to able to pass through enemy defences and not just kill a single enemy creature.
Enter the Enigma gives target creature Unblockable until end of turn which works great with our Orc Army, while at the same time it help us with card draw by drawing a card. A nice inclusion for our Orc Tribal.
Consider gets cut because Surveil isn’t so important in our build, unlike Unblockable that we get with Enter the Enigma.
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