Sets [ORI] Magic Origins Spoilers

Onderzeeboot

Ecstatic Orb
It's Sun Titan that tutors your library instead of your graveyard, creatures instead of all non-lands, doesn't trigger on attacking, has worse stats and no vigilance.

How much would you be willing to pay for a sorcery with the exact same text? {2}{G} would surely be reasonable? So we're getting a vanilla 6/5 for {2}{G}. That's bonkers! So, simply looking at the stats and the ability, you are getting more then your mana's worth. Still, I don't really like that it's restricted to green creatures only, and for six mana in green you'ld expect a better body in this day and age. If this is the future power level of Magic however, I'm pretty sure I can deal with that. Titan's were a pretty skewed baseline after all (some more than others).
 

Grillo_Parlante

Contributor
Yeah, I'm going to join the renown hate club. The cards look like terrible mid to late game draws against a developed board, are unduly punished by being on the draw, and are just idiots unless they connect. I could see 1cc ones being playable, 2cc depending on the cube, but 3cc+ seem unplayable i.m.o. I don't think the counters theme is so desperate for bodies that it needs to run mediocre to poor creatures that require a tricky condition to be relevent to the theme. Even if you are running combat tricks in support (and most of these don't justify the expendature i.m.o) you still need to wait to draw into them, which seems to lead to durdle board syndrom.

That Archangel looks really sweet though, and maybe that would be a fun way to approach a prison archetype?

The set in general looks very low powered, in a sort of bland NWOish sort of way. Woodland bellower and the archangel could be rares, and bellower has all sorts of weird restrictions on it. Honestly, if you make Bellower a 7 or 8 mana card (maybe in a rampy format) I could see it even being uncommon. Artisan of Kozilek is certainly much better at nine.
 

Jason Waddell

Administrator
Staff member
How much would you be willing to pay for a sorcery with the exact same text? {2}{G} would surely be reasonable? So we're getting a vanilla 6/5 for {2}{G}. That's bonkers! So, simply looking at the stats and the ability, you are getting more then your mana's worth. Still, I don't really like that it's restricted to green creatures only, and for six mana in green you'ld expect a better body in this day and age. If this is the future power level of Magic however, I'm pretty sure I can deal with that. Titan's were a pretty skewed baseline after all (some more than others).

Mmm, yes, but I don't know that this sort of cost evaluation is always useful. There are tons of 6-mana creatures out there with 3-mana triggers stapled to them that we don't really play.

I don't think it's a bad card, and maybe somebody will post some targets that make it more interesting. Like, this fetching Kitchen Finks is probably pretty decent as a stabilization play, but it doesn't necessarily win you the game.

I do like it, I'm just comparing it to what's out there. Then again, I guess I play Rampaging Baloth, a card with higher variance than this card (worse worst case, better best case).
 

Jason Waddell

Administrator
Staff member
Yeah, I'm going to join the renown hate club. The cards look like terrible mid to late game draws against a developed board, are unduly punished by being on the draw, and are just idiots unless they connect. I could see 1cc ones being playable, 2cc depending on the cube, but 3cc+ seem unplayable i.m.o. I don't think the counters theme is so desperate for bodies that it needs to run mediocre to poor creatures that require a tricky condition to be relevent to the theme. Even if you are running combat tricks in support (and most of these don't justify the expendature i.m.o) you still need to wait to draw into them, which seems to lead to durdle board syndrom.

That Archangel looks really sweet though, and maybe that would be a fun way to approach a prison archetype?

The set in general looks very low powered, in a sort of bland NWOish sort of way. Woodland bellower and the archangel could be rares, and bellower has all sorts of weird restrictions on it. Honestly, if you make Bellower a 7 or 8 mana card (maybe in a rampy format) I could see it even being uncommon. Artisan of Kozilek is certainly much better at nine.

Cubes aren't really lacking for cards that want to attack, but I think the big downside is that these cards have to attack. Hate on cards like Stoneforge Mystic all you want, but cards that can fill into decks of any speed, while still providing synergy and interactions, are super useful.

Renown cards have to not only swing in, but connect, and that puts them out of a control deck's scope.
 
I think how good Renown works in your cube will be directly related to how much removal you run. If you run a bunch of it, then Renown will be pretty reliable and you'll be getting good value with some of these guys.

Is Augury Adept playable in your meta? If you can consistently make a path for that card, it's a super broken three drop. If you can't, he completely sucks. This is what I think the Renown guys suffer from (except with those guys, the payoff is generally a lot less that what the Adept brings).
 

Onderzeeboot

Ecstatic Orb
Did you see the new burn spell? That thing looks sweeeet! Decent sorcery speed removal! 4 damage to target creature or player for {1}{R}{R}, uncounterable and unpreventable if you got two instants/sorceries in your gy.
 

FlowerSunRain

Contributor
It's perfect for my cube!



I like this guy a lot better than Soul of Zendikar, which is about where I'm at for power level on six drops.
It also it grabs the new Nissa. When you grab her, if you are using land ramp, you'll have 6 lands out, plus the one she gives you means she's ready to flip.

The card isn't great or anything (the Sun Titan comparison is apt), but its got game.
 

Eric Chan

Hyalopterous Lemure
Staff member
Oh wowowow, I hadn't even thought of that. Both of those are going straight into my cube, stat.

edit: wait, isn't the new Nissa legendary? I think they thought of that busted interaction. :( Regardless, I'll still cube both.

Hmmm, am I the only one underwhelmed by the burn spell? Despite being a proud member of #TeamVolcanicHammer, I'm finding it hard to get behind this one, especially after they released the excellent Stoke the Flames last core set.
 
alhammarretsarchive.jpg
exquisitefirecraft.jpg
helmofthegods.jpg


The helmet is +1/+1 for each enchantment you control.

Sphinx's doubler, lol... Looks like an organ keyboard because in Jace's fluff article his sphinx sensei (Alhammarret) pressed on sphinx-sized pedals to manipulate a couple devices.
 
If the new green six drop had trample, I'd be all over it like a fat guy in a lazy boy. But the development team really thwomped the fun out of this guy by making him vanilla, restricting your search to nonlegendary AND green, and to top it all off they couldn't even give the poor bastard 6 points of butt.

I'll still consider running him, though. Searching up Abzan Beastmaster, Dreg Mangler, Eternal Witness, Knight of the Reliquary, rec.sage, troll ascetic or any other number of good value dudes isn't bad. But they still could've at least given him trample.
 
demonicpact.jpg

I am fairly certain this is very close to one of the designs submitted for the you-make-the-card that churned out waste not.

Still a cool card, weird style of combo with donate/swap effects. I really don't like the mind rot mode, it's the least "racing" ability on the card. Odd how these play out in multiples.
 

FlowerSunRain

Contributor
Obviously people are going to be thinking of ways to avoid the "lose the game trigger" and that makes sense. However, taken straight its a 5 for 1 that also gains 4 life over the next three turns, if you've got a clock on board that could easily be good enough, although it does give the opponent the option to gamble you don't have an out and make "bad" plays to stall out.
 
this is in a colour that actually wants to cast six mana creatures and currently has very few options for that.


This is spot-on, Lucre, and precisely why I'll be giving it a shot. Now that I have actually assembled my cube and have been playing it like mad, I can see that the biggest problem of taking so many cues from Riptide is that my Cube is seriously action-packed. While this makes it great fun, it has caused a weird dilemma in choosing high-cost cards, because, unlike a traditional cube environment, there's simply too much going on to bother with a Soul of Theros over here; things 5 and up have to be seriously impactful to even think of making it in, which is causing me to cut some of my old favourites for things that put in more work at other places in the curve. This is all well and fine, except for in green, which wants to play big things, but lacks enough exciting options. Woodland Bellower does desperately want for trample, but, that aside, it's still a 6/5 that puts another body on the board and packs a mean punch in a cube that's widely dominated by little things piling up to make big advantages. I wouldn't cube it in any other colour, but for green, getting two bodies on T4-T5, with one of those being a pretty fair battering ram, seems like exactly where I want to be.

On Demonic Pact: That card looks borderline cute, but I'll run it anyway, because I live for the cute bullshit, and it looks like a 4-drop is about the limit for that in my current environment as far as "potentially just cute" goes.

Exquisite Firecraft: This is exactly the sort of effect I love for burn. My cube rule for burn is to generally keep it below 2 damage before the 3-drop section, and then have more useful burn there. The sorcery speed is made up for by being uncounterable most of the time you'd want it to be, so I'm quite pleased. I'm totally cubing this.

Dead Kids: I really like dead kids, but I don't think there's enough enchantments in my cube to make this much better than a Wind Drake most of the time, which is a bit too underwhelming given my cube's speed. I'll try to make it work, but my guess is it's a pass here.
 
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