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Ornn - Fire Below the Mountain: Deck Meta

Most common cards across 4 tournament Ornn - Fire Below the Mountain decklists in our catalog. See inclusion rate and average copies when a card appears.

4 tournament decklists

Top cards by inclusion

Core

Rune split

Typical rune splits for Ornn - Fire Below the Mountain.

Average Rune Split

7 Calm5 Mind
Calm 58.3%Mind 41.7%

Split distribution

Every observed 12-rune configuration across tournament lists.

1
7 Calm5 Mind
Most Common
100%4/4

Battlefields

Most used battlefields with Ornn - Fire Below the Mountain.

1Ornn's ForgeWhile you control this battlefield, the first friendly non-token gear played each turn costs 1 less.100%4/4
2Rockfall PathUnits can't be played here.75%3/4
3The Arena's GreatestAt the start of each player's first Beginning Phase, that player gains 1 point.75%3/4
4Sunken TempleWhen you conquer here with one or more [MIGHTY] units, you may pay 1 to draw 1. (A unit is Mighty while it has 5+ .)25%1/4
5Treasure HoardWhen you conquer here, you may pay 1 to play a Gold gear token exhausted.25%1/4

All cards

1DefyREACTION (Play any time, even before spells and abilities resolve.) Counter a spell that costs no more than 4 and no more than 1 Power.100%4/43.0
2Pit CrewWhen you play a gear, ready me.100%4/43.0
3Sterak's Gage[QUICK-DRAW] (This has REACTION. When you play it, attach it to a unit you control.) [EQUIP Calm] (Calm: Attach this to a unit you control.) Might +3100%4/43.0
4Disarming RakeWhen you play me, you may kill a gear.100%4/42.8
5Poro SnaxWhen you play this, draw 1. 1 Calm, Exhaust, Kill this: Draw 1.100%4/42.8
6Seal of FocusExhaust: REACTION - ADD calm. (Abilities that add resources can't be reacted to.)100%4/42.8
7Thousand-Tailed WatcherACCELERATE (You may pay 1 mind as an additional cost to have me enter ready.) When you play me, give enemy units -3 Might this turn, to a minimum of 1 Might.100%4/42.8
8CharmMove an enemy unit.100%4/42.5
9Shurelya's Requiem[UNIQUE] (Your deck can have only 1 card with this name.) [EQUIP Rune] (Rune: Attach this to a unit you control.) When you play this, ready your units. Your units here have [GANKING] (We can move from battlefield to battlefield.). +2 Might100%4/41.0
10Clockwork KeeperAs you play me, you may pay 1 Calm as an additional cost. If you do, draw 1.75%3/43.0
11DisciplineREACTION (Play any time, even before spells and abilities resolve.) Give a unit +2 Might this turn. Draw 1.75%3/43.0
12Sprite Fountain[TEMPORARY] (Kill this at the start of its controller's Beginning Phase, before scoring.) When you play this, play a ready 3 Might Sprite unit token with [TEMPORARY] to your base. [DEATHKNELL] Repeat this gear's play effect. (When this dies, get the effect.)75%3/43.0
13Plundering PoroWhen I conquer, play a Gold gear token exhausted.75%3/42.3
14Brutalizer[EQUIP Calm] (Calm: Attach this to a unit you control.) If this was attached to me this turn, I have an additional +2 Might. +1 Might.75%3/42.0
15DropboarderWhen you play me, if you control two or more gear, ready me.75%3/42.0
16SingularityDeal 6 to each of up to two units.75%3/42.0
17Back OffHIDDEN (Hide now for 1 Rune to react with later 0.) ACTION (Play on your turn or in showdowns.) STUN a unit. (It doesn't deal combat damage this turn.) If you played this from your hand, draw 1.75%3/41.7
18Forgefire Cape[UNIQUE] (Your deck can have only 1 card with this name.) [EQUIP Rune] (Rune: Attach this to a unit you control.) When I attack or defend, deal 2 to all enemy units here. +3 Might.75%3/41.0
19Ornn - BlacksmithWhen you play me or when I hold, look at the top 4 cards of your Main Deck. You may reveal a gear from among them and draw it. Then recycle the rest.75%3/41.0
20Lonely Poro[DEATHKNELL] — If I died alone, draw 1. (When I die, get the effect. I'm alone if there are no other friendly units here.)50%2/43.0
21RetreatREACTION (Play any time, even before spells and abilities resolve.) Return a friendly unit to its owner's hand. Its owner channels 1 rune exhausted.50%2/42.0
22Ornn - Forge God[DEFLECT 2] (Opponents must pay 2 Runes to choose me with a spell or ability.) [WEAPONMASTER] (When you play me, you may [EQUIP] one of your Equipment to me for 1 Rune less, even if it's already attached.) I have +1 Might for each friendly gear.50%2/41.0
23Bellows Breath[ACTION] (Play on your turn or in showdowns.) [REPEAT 1, Mind] (You may pay the additional cost to repeat this spell's effect.) Deal 1 to up to three units at the same location.25%1/43.0
24Cloth Armor[QUICK-DRAW] (This has [REACTION]. When you play it, attach it to a unit you control.) [EQUIP Mind] (Mind: Attach this to a unit you control.) [SHIELD 2] (+2 Might while I'm a defender.) Might +225%1/43.0
25Guardian Angel[EQUIP Calm] (Calm: Attach this to a unit you control.) If I would die, kill Guardian Angel instead. Heal me, Exhaust me, and recall me. Might +125%1/43.0
26Wind WallREACTION (Play any time, even before spells and abilities resolve.) Counter a spell.25%1/43.0
27World Atlas[EQUIP Mind] (Mind: Attach this to a unit you control.) When I hold, play two Gold gear tokens exhausted. +2 Might25%1/43.0
28Heart of Dark IceExhaust: Give a unit +3 Might this turn.25%1/42.0
29Janna - Savior[REACTION] (Play any time, even before spells and abilities resolve, including to a battlefield you control.) When you play me, heal your units here, then move an enemy unit from here to its base.25%1/42.0
30Not So Fast[REACTION] (Play any time, even before spells and abilities resolve.) Counter an enemy spell or ability that chooses a friendly unit or gear.25%1/42.0
31Svellsongur[EQUIP1, Calm] (1, Calm: Attach this to a unit you control.) As this is attached to a unit, copy that unit's text to this Equipment's effect text for as long as this is attached to it. Might +025%1/42.0

Source decklists

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