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Orim, Samite Healer
WLegendary Creature — Human Cleric

Orim, Samite Healer

Mana value3Rank#25,438
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The Commander

{T}: Prevent the next 3 damage that would be dealt to any target this turn.

Guide

Gameplan

Orim is a defensive mono-white commander that taps to fog small bits of damage, but realistically she's a face for a pillowfort/control shell that grinds out value while keeping you alive. You stall the board with prevention, removal, and taxes, then assemble an inevitability engine or a token army to close. Turn to turn you're deploying mana rocks, protective enchantments, and card-advantage pieces while pointing Orim's prevention at attackers or burn.

Strengths

  • Repeatable damage prevention blunts aggro, burn, and combat-focused decks
  • Mono-white means flawless mana and access to the best stax/taxes and board wipes
  • Cheap commander that comes down early and helps you survive to your payoffs
  • Strong access to lifegain and protection synergies to lock down a long game

Weaknesses

  • Prevention only stops 3 damage at a time—useless against large boards or non-damage losses
  • Mono-white's classic problems: weak card draw and almost no ramp beyond rocks
  • Orim provides no offense; the deck needs an external win condition
  • Vulnerable to commander tax and removal since she's central to the defensive plan
  • Damage prevention does nothing against -X/-X, sacrifice, mill, or infect-style alt wins

Key Cards

  • Smothering Tithe — Premier mono-white ramp and card-advantage engine to fix white's biggest weakness.
  • Land Tax — Fixes draws and fuels card advantage, critical in a color starved for raw card flow.
  • Ghostly Prison — Stacks with Orim's prevention to make attacking you prohibitively expensive.
  • Approach of the Second Sun — A self-contained win condition that rewards Orim's long, grindy defensive games.
  • Archaeomancer's Map — Provides ramp and fixing while enabling a stable, controlling mana base.
  • Heliod, Sun-Crowned — Turns incidental lifegain into board presence and pairs into lifegain combos.

Upgrade Path

Lean into mono-white's best engines—Smothering Tithe, Land Tax, Mind's Eye, and Archaeomancer's Map—to overcome the color's card and ramp deficits. Pick a clear win condition (Approach of the Second Sun or a lifegain combo like Heliod plus Walking Ballista) so your defensive shell actually closes, and add efficient board wipes (Wrath of God, Cyclonic Rift is off-color so stick to Hour of Revelation, Farewell) plus protection like Teferi's Protection to lock games. Trim pure fog/prevention filler that doesn't advance your plan.

Core Cards

The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.

Win Conditions

  • ▸Approach of the Second Sun cast twice for an instant win
  • ▸Felidar Sovereign or other lifegain-payoff alternate win after stalling the board
  • ▸Going wide with token producers and an anthem or Craterhoof-style finisher
  • ▸Grinding opponents out with stax and inevitability via card-advantage engines

Archetypes

  • Pillowfort/Control — Orim's prevention plus white's taxes and wraths let you deflect aggression and dictate the game.
  • Lifegain — White's healing theme synergizes with Orim's protective identity and payoffs like Heliod or Felidar Sovereign.
  • Stax/Taxes — Mono-white offers the strongest hatebears and resource taxes to slow opponents while you survive.
  • Tokens — A go-wide army gives the offense Orim lacks while she keeps you alive.

Combos

No combos found for this commander on Commander Spellbook.

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