Home / Magic: The Gathering / Ice Age / Orcish Cannoneers
Orcish Cannoneers
NM
LP
MP
HP

Viewing offers in Near Mint condition

uncommon · Creature — Orc Warrior

Orcish Cannoneers

uncommon · Creature — Orc Warrior · Ice Age
$0.23
Low
$0.27
Market
$0.34
High

Oracle Text

{T}: This creature deals 2 damage to any target and 3 damage to you.

Card Details

1/3Power / Toughness
{1}{R}{R}Mana Cost
3Prints

Character Background

Orcish Cannoneers is a brutally efficient Ice Age-era threat that fits best in aggressive red decks that want repeatable reach, though it can also function as a tempo tool when you need to pressure small creatures or finish off a planeswalker-style target analogue in older formats. A 1/3 body for {1}{R}{R} is modest, but the real power is the tap ability: two damage to any target every turn turns the Orc into a siege engine, and the self-inflicted three damage makes it feel like a reckless bombardier firing from the front lines. In practice, it works well with life-gain support, damage prevention, or untap effects, since extra activations can swing games quickly if you can offset the cost. It pairs especially well with cards that let creatures tap repeatedly or survive combat while the Cannoneers stay back, letting you convert a small board presence into steady inevitability.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.23 - $0.34
At the current market price of $0.27.
Average Time to Sell
3 days
At the current market price of $0.27.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Orcish Cannoneers is a brutally efficient Ice Age-era threat that fits best in aggressive red decks that want repeatable reach, though it can also function as a tempo tool when you need to pressure small creatures or finish off a planeswalker-style target analogue in older formats. A 1/3 body for {1}{R}{R} is modest, but the real power is the tap ability: two damage to any target every turn turns the Orc into a siege engine, and the self-inflicted three damage makes it feel like a reckless bombardier firing from the front lines. In practice, it works well with life-gain support, damage prevention, or untap effects, since extra activations can swing games quickly if you can offset the cost. It pairs especially well with cards that let creatures tap repeatedly or survive combat while the Cannoneers stay back, letting you convert a small board presence into steady inevitability.

Generated using gpt-5.4-mini · Updated at 2026-09-16 17:10:42 UTC

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