Sets [ORI] Magic Origins Spoilers

soulbladedjinn.jpg
dwynenselite.jpg
sylvanmessenger.jpg


And now, the "wat" reprint of the set:
*drumroll*
goblinpiledriver.jpg
 

Chris Taylor

Contributor
I might steal Dywen's Elite to say something other than elf, dat body goooooood

I wish soulblade Djinn had 4 toughness base. Having to go Spell --> Wildfire for it to survive sucks :(
 
I was about to say the same thing about Soulblade Djinn. When I saw it, I thought it was 4 toughness and was ready to windmill slam that into my cube. But that 3rd toughness makes it a lot more fair and now he's probably on the outside looking in.

This set is pretty disappointing for me so far. I know there's still half the set unspoiled, but still. I think my inclusion count is still at 1 (maybe 2).
 

Onderzeeboot

Ecstatic Orb
Are you kidding? So far I'm at least interested in

en_IxJUOqsA6Q.png
en_fUtFbzmfKL.png
en_oHjbbmlXNt.png
en_Gm13jtnCAy.png
en_Kmykw4Amhj.png
en_mX6NO9ChlE.png
en_8a82hjkvHj.png
en_QmaiMwJSKx.png
en_OB9ILyK4ER.png
en_oiCrCm5i6g.png
en_iT7HXQz7eM.png
en_LW7TkUIBUj.png
en_agXuQWdNoH.png
en_WPmKcddlsD.png
en_6wjorvvuGy.png
en_nxVjWgr6ox.png
en_ONrzrMmVhw.png
en_JxdCWVXMdY.png
en_uMwE19JOkq.png
en_A0zBMExvNg.png


and that equipment that gives +1/+1 for each enchantment you control. I'ld say the flipwalkers are good enough as well, but I don't run any transform cards.
 
None of those are bad cards. I don't mean to imply that. Just that none of them are windmill slam includes for me.

I'm only interested in testing a couple of them. Conclave Naturalists will be good and is very likely to replace stomphowler for me, but only if I continue to need another 5 mana disenchant on legs after slime (already a questionable thing for me). Pia and Kiran is a very interesting card, but I honestly don't know if there is anything at that cc I'm willing to cut for it. 4 is rough for Rx. Languish is sweet, but it's $8 right now and I'm not sure I value the flat -4/-4 over the variable effect of BSZ (not to mention the permanent -1/-1 counters from it which do interesting things to the board). Languish does have a killer promo though, so I may find a way to bring it in.

Dead kids is also very interesting, but does my enchantress theme want that over other things it can run at 3cc? Maybe. I'm not sure yet. I have to think on it and will likely wait to hear feedback from FSR since I'm certain he will at least try it. Managorger Hydra can certainly get huge really fast, but is it just Kalonian Hydra (a boring card I already don't run) with a lower floor? It feels like it will either be unstoppable or really suck with little in between (much like chasm skulker but with a worse ACS - at least skulker gets you tokens when it dies). I could be convinced otherwise though and will be interested to hear how it plays for others.

Reknown feels like a bust to me, but then again I run a decent amount of removal so guys with no evasion getting through happens more than some environments I would wager. I could be underselling the mechanic. Flying expensive Thalia... not sure I want another one of those. It's a good card for the creature oriented decks. But it's not like that card doesn't get in the way of your own plans at times. You drop Thalia and then your opponent gets a creature out. Now your o-ring costs 4. That sucks.

I'm certainly staying open minded and will follow feedback closely. And as with all gut reactions to Magic cards, I tend to be as wrong about as much as I'm right. So in the end, maybe there are more cards I want than I think. But after Khans block, I've been spoiled with the idea that each set is giving me a dozen cards I want to play (so many, I feel I need to pick and choose so as not to overrepresent the block in my cube which is supposed to be more retro than modern).
 

FlowerSunRain

Contributor
I'm reasonably happy with this set. I'm curious about some of the renown cards, synergy with +1/+1 is great and all, but is it worth trying to get in with a 3cc 1/3 or use a slot on another 3cc G/W (Knight of the Reliquary and Armadillo Cloak are pretty stable here)? Does that green renown one drop actually have play? That's a little tougher.

Blessed Spirits, Demonic Pact, Pia and Karan Nalaar are pretty much locks for me and there are plenty of interesting cards to go around that can certainly hold a slot in my list and a couple of cards that I'd be happy to sharpie. Even Starfield of Nyx might be a decent 5 mana enchantment deck reward, I gotta think about that one a little (lot) more to see if its good enough (the alternatives are mostly custom cards, so it'd be nice to drop them).
 
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).

The effect is pretty much Green Sun's Zenith for X=3, so 4 mana. So it's a 2 mana 6/5!!!!!

Anyways the card could stand to have a keyword but it's probably good. 6 mana for 8+ power and possible beneficial effects can't be that bad.
 

Onderzeeboot

Ecstatic Orb
The effect is pretty much Green Sun's Zenith for X=3, so 4 mana. So it's a 2 mana 6/5!!!!!

Anyways the card could stand to have a keyword but it's probably good. 6 mana for 8+ power and possible beneficial effects can't be that bad.

Yeah, I thought of GSZ, but that's both more flexible and can search up legendaries. I think {2}{G} is pretty spot on, but I'll admit that a 2-mana 6/5 is easier to sell ;)

And yeah, I really do think I want to try this out!
 
Genesis Hydra is a similar effect (vanilla body + upside from deck) that can be cast for less and scales better with more mana.


I don't agree with this at all. Green has PLENTY of expensive things to play worth cubing, and Genesis Hydra is a terrible piece of Durdle Bait in anything but the most obscene of powered environs. I always want to cast it really late, to make sure I have optimal selection. I am never going to cast this for less than X=5 (7 total mana for a 5/5 and almost definitely a buddy) unless I'm losing badly, and if I'm losing badly, nothing is going to feel worse than casting it for X=3 (5 total mana for a 3/3 and maybe a buddy) and getting nothing. Cast where we want it, at 6, where green needs help, Genesis Hydra is a vanilla 4/4 that -maybe- hits a CMC 4 or less in the top 4 cards of your library. That sounds extremely unexciting. We're getting a severely less relevant body for -maybe- a card that costs one more CMC that isn't green. I like making Green a base for multicolour, but I can't say even this prospect is very exciting, especially since it can miss and the fear of it missing encourages holding back for X and durdling forever.

I mean, why wouldn't I just wait another turn to get a 5/5? Or another, for a 6/6? etc. My problem with X effects like this is it encourages you to hold the board for a tedious amount of time until you can X for a million and turn over, in the average Riptide cube, what? An Acidic Slime? A Vengevine? Why? For me, at least, my primary goal in my cube is to keep the action going and pile up advantage at a quick pace. Cards like Genesis Hydra feel like traps to me, not rewarding a steady-build-up, rampy midrange deck, but straight-up Durdle Ramp, which I abhor. (This is coming from someone who loves control, which is Durdlesburg.) I run Genesis Wave currently and it has thus far not seen play because it requires an extreme ramp deck to be profitable in a cube that is loaded with value at CMC 3 or less. I think Genesis Hydra shines in super-high power formats, and it makes an acceptable 7+ drop if you want to use it, but I think it's disingenuous to say that it can be "cast for less" when that scenario is abysmal and the "scaling" just means throwing an (IMO) unnecessary toy to DurdleDeck: Green Edition, all so you can... maybe cast a better 4+ drop for free after durdling around for an extra turn or two?
 
Spot on about Genesis Hydra. I tried it and that is exactly how people played it over here. DurdleNation.org.

This new guy I think is better, but honestly I've just given up on getting a great 6CC card for green. I no longer bother trying to fill that spot in my cube. I think Wizards has it in their minds that in Green 7 is the new 6 because who doesn't ramp in green amirite? So all the dudes you get in other colors at 6 end up being costed at 7 in green because... well I don't know really.

Even some dudes who on paper cost 6 really cost more than that. Take Rampaging Baloths... you guys are calling that a 6, but it's not a 6 IMO. You want to cast it and drop a land in play right after so you get value. It's a 7 drop that only requires you to tap for 6. Or old school... Silvos, Rogue Elemental. Technically a 6, but you sort of want that extra green to regenerate if you need to.

Prime time is the only true 6 that is remotely playable (well, and I guess this new guy but I'm not completely sold on him).
 
I don't run Titans, so while I own a Primeval Titan (I think anyway) I don't run it in my cube. Green has sweet midrange creatures and ways to fix mana. If you want a great 6 drop though, splash another color. You need to do that anyway for removal so I've just moved on from this issue. The only two fatties that are pure green in my list are Foe-Razer Regent (I have a soft spot for dragons and the fight mechanic which is largely uncubeable) and Ghoultree (because it encourages graveyard interactions and I have a foil that I pulled from a pack which looks really great).

Green fatties are either not very good, they cost too much, or they are dumb (Hornet Queen). So I just don't run most of them anymore. Whatever.
 

Dom Harvey

Contributor
For green 6s, why not just double up on Primeval Titan? It sets up some really cool sequences of play and game states, but a Titan on T6 isn't overwhelming for aggro or midrange the way something like Wurmcoil or Grave Titan can be.
 

Chris Taylor

Contributor
For green 6s, why not just double up on Primeval Titan? It sets up some really cool sequences of play and game states, but a Titan on T6 isn't overwhelming for aggro or midrange the way something like Wurmcoil or Grave Titan can be.

Mostly because even with the ULD, there's only so many nonbasics to go around. People here are fetching basics with their first attack from the jolly green giant (I don't have a ULD), what the hell are you getting as your 6th or 8th land off him?

If it's flooded strand, then we run into the wake problem where what the hell are you doing with all that junk? all that junk inside THE FRONT PART OF YOUR PLAYMAT BECAUSE PEOPLE WHO PUT THEIR LANDS IN FRONT OF THEIR PERMANENTS MUST BE PURGED.

Sorry, it's been a long day. 11 hours of data entry makes me delerious
 

Dom Harvey

Contributor
If you're in a position to fetch 6/8 lands with Titan, you probably have the game locked up anyway. The first trigger, taking you from 6 to 8, is the difference between casting one big spell in a turn and also being able to cast a small spell or having mana for countermagic/tricks/mana sinks. Often you only need one land to radically affect the board: Titan for Volrath's Stronghold or Shelldock Isle or even something like Maze of Ith can be a winning play.
 
I just spent three hours brewing and testing modern Tainted Remedy using huge lifegain effects to burn our opponent out- all three of us thought we knew how rain of gore- remedies "5 through 8"- read. "Would cause its controller." Heartbreak as we rtfc.

Also I am a big fan of having a ton of lands. There's a following of "land value" players who are firm believers that sylvan ranger, borderland ranger etc. are some of the best cards.
 
14j6xkl.jpg


New spoiler! I kinda like it, actually. I like having a few double-cc spells in 2 to strengthen each colour as a suitable deck base, and blue is currently just rocking 2 copies of Counterspell. This guy seems like a fair tempo play at just about any point, and the flash option is definitely fine in a pinch (a Venser, Shaper Savant that you throw down after attackers declared, kinda?), but maybe he's too underwhelming. Thoughts?
 
Top