Hi again everyone! Welcome back for the third edition of Pack One Pick One with Magic Origins. This set seems pretty enjoyable so far, and I’m really looking forward to testing with The Pantheon at Pro Tour Magic Origins, so I have a chance to delve more deeply into it. Until then, let’s see what we can try to figure out about Magic Origins draft.
This card seems to me like a mythic uncommon. Likely better than even many of the good rares, the impact of this card seems unreasonable. 4 power and 4 toughness for 4 mana, spread across three different creatures, two of which have flying. In combination, the three creatures together can also provide evasion for any of our other creatures, and they can provide that evasion the turn they come into play with Whirler Rogue’s activated ability. I am honestly amazed at how good this card is.
Consul’s Lieutenant is a great 2-drop and a great start to an aggressive deck. Although you do need to get through once, it’s very easy to do that on the play, due to with first strike. On the draw it’s a bit harder, since it will be easier for your opponent to put a 3-toughness creature into play, but in combination with a removal spell or a combat trick, you can do your best to fight through it. Pumping all of your attacking creatures is a very powerful effect, and even more powerful if you’re able to generate tokens with Thopter makers or Dragon Fodder.
This card is truly great. 6 mana for a 6/5 is a reasonable rate, and you get to search your library for another monster. Naturally, the better your best 3-drop green creature is, the better this card gets, but generally you’ll be happy to find something like Orchard Spirit or Yeva’s Forcemage.
All of these creatures that make Thopters seem very good. This one gives you 1/1 in addition to its 1/3 body, but it’s worth noting that it also gives all your artifact creatures haste, which means the Thopter can attack right away. There is also a minor artifact theme in the set, which makes the passive ability just that little bit better. I think this card would be good as a 1/3 that makes a Thopter without the passive ability, so that ability is really just icing on the cake.
Unsurprisingly, I’ll take the mythic rare that flips into a planeswalker. Liliana can be killed by removal before you flip her, which makes you want to prioritize Nantuko Husk. Nantuko Husk is unique compared to many of the creatures that have been printed recently due to the fact it can sacrifice itself. When Liliana flips, she can go right up to 5 loyalty, and also puts a 2/2 Zombie into play that can be used to protect her. If you have a small creature in your graveyard, you can put it right into play, for additional protection, although at the effective cost of 3 or 4 loyalty. Liliana is probably one of the better cards in the set, and I can’t imagine ever passing her.
Bounce effects are always good in Limited formats, and I doubt Magic Origins is much of an exception. Being able to bounce creatures after they have become renowned will often make it harder for them to be renowned again, since by turn 4 or 5 you can establish more of a board presence and actually block the creature, particularly the 2-drops. Also, there are several creature enchantments in Origins that will likely see play. Separatist Voidmage is great at dealing with something with Knightly Valor, and also at saving our own creature from Suppression Bonds.
Another mythic that will be a real bomb in Limited. This card is very hard to beat. If you play it on turn 4, it’s impossible to race. Your opponent will often have to decide between attacking or playing their most expensive card when the Archangel is untapped. Also, if your opponent does decide to use all their mana to play their most expensive card, they will be unable to block. On top of all that, a 3/5 flier for 4 mana is already a great card. The one drawback of Archangel of Tithes is the triple-white in the casting cost. You’ll need to draft an extremely white heavy deck, which is not always that easy to do, and in some percentage of games you will not be able to cast her as early as you’d like.
Two creatures for 3 mana, one with evasion. I’ve talked about this guy before—effectively a Sandsteppe Outcast which also provides an artifact if you’re able to get artifact synergies. A very solid card, not one that I’m super excited to first pick, but one that I’d put in every red deck.
This pack is pretty straightforward. A bunch of average cards and two good removal spells. I’d opt for Fiery Impulse over Reave Soul, as I think that costing only one mana and being an instant makes it more valuable than potentially killing a bigger creature. Also, if you assemble Spell Mastery, the difference in creatures that you’re able to kill won’t be that drastic anyway.
A strictly better version of Defeat, Reave Soul is a card that I expect to perform very well. Reave Soul will trade up more often than Defeat could, as it can also remove 3-power creatures which means you’re more likely to spend 2 mana to remove your opponent’s turn-3 or 4 play.
Thanks, as always, for reading. Do you think I made any mistakes in this edition? Any cards that I’m still overlooking? Let me know in the comments. I’ll be back with a couple more Pack 1, Pick 1 for Magic Origins, and then I’ll be moving on to Pack 1 Pick 2. See you again soon!