As long as Magic Origins spoilers continue to be released, I will continue to brew with them!

Pia and Kiran Nalaar

Pia and Kiran Nalaar is notable because it creates two 1/1 flying tokens along with its 2/2 body. Flying tokens are especially powerful, and creating multiple creatures in one spell is very useful which is why cards like Lingering Souls, Spectral Procession, and Hordeling Outburst have seen significant Constructed play. Pia and Kiran Nalaar has provided a critical mass of token generators for a deck built to utilize Dictate of Heliod.


Pia and Kiran Nalaar is the only creature spell in the deck, so Myth Realized makes a lot of sense here. This deck has no other turn one plays, and Myth Realized fills the spot admirably. It can be activated in the early game to sneak in for a few points of damage, but as the game drags on it can grow to a large size. It can be activated at its controller's discretion, so it's normally safe from removal spells. It's also a great mana sink in the late game when the spells have run out. Myth Realized provides the deck with a potent, tactical tool that will be effective against every opponent. As an alternative one-mana play, Monastery Swiftspear also has promise.

Along with Pia and Kiran Nalaar, Hordeling Outburst, Dragon Fodder, and Raise the Alarm fill in the curve of token generators. This deck is essentially immune to one-for-one targeted removal spells like Hero's Downfall, Abzan Charm, and Ultimate Price. The token generators very reliably generate board presence, so Dictate of Heliod becomes a very potent tool for taking over the game. Opponent's don't typically have answers for enchantments, and the massive +2/+2 bonus Dictate of Heliod provides turns every creature in play, and every future token generator, into a real threat.

Outpost Siege is the perfect card for this deck, because this token deck can abuse both modes of the enchantment. The Dragons mode of Outpost Siege is best in a token deck like this, and it provides a way to ensure that tokens always find their mark. It's essentially a burn spell that provides extra game-ending reach to the deck when tokens are faced with removal spells. It also turns tokens into removal spells, an especially powerful play against aggressive creature decks like Atarka Red. The default mode of Outpost Siege is Khans, which provides a steady stream of card advantage. It fuels everything this deck is trying to do. It wins attrition battles against control decks, and it even allows this deck to take on the control role against aggressive decks.

The deck needs some creature removal, and Stoke the Flames is the best option. The Convoke ability makes it strong with token generators, and it can hit planewalkers or kill the opponent. Other removal options include Lightning Strike as the next-best burn spell, and Banishing Light as a catch-all. Chained to the Rocks could even work, if you rebuilt the manabase with lots of Mountains and Evolving Wilds. I decided that Roast is the best option, because it's efficient and powerful, and doesn't strain the mana. Five damage kills most problem creatures, including Courser of Kruphix, Siege Rhino, and Polukranos, World Eater.

The sideboard features a control plan that allows the deck to get bigger and more powerful after sideboard. Elspeth, Sun's Champion is technically a token generator, and it's among the most powerful cards in the format. It's the ultimate endgame for our control plan, which includes End Hostilities and Anger of the Gods as removal. Wingmate Roc shines against lots of decks, especially decks with Deathmist Raptor and Elspeth, Sun's Champion. Glare of Heresy stops a variety of cards, and shines against Abzan decks with cards like Fleecemane Lion, Anafenza, the Foremost, Siege Rhino, and Elspeth, Sun's Champion.

Pia and Kiran Nalaar also come with the ability to sacrifice tokens to shoot something, making it similar to Siege-Gang Commander. This ability won't necessarily come often, but it's a good option to have.

Nissa, Vastwood Seer

Nissa, Vastwood Seer is still on my mind, and Nissa's Pilgrimage has provided some new fuel to brew with. Putting one land into play and one into hand is similar to Cultivate and Kodama's Reach, and the spell mastery ability makes it even better in the late game.


With Explosive Vegetation also providing fuel for a turbo Nissa, Sage Animist plan, forgotten gem Font of Fertility is perfect in this deck as a do-it-yourself Rampant Growth. It's an easy turn one play in a deck with lots of Forests, and it provides the deck unmatched land-searching ability on turn two. Turn one Font of Fertility allows for a turn three Explosive Vegetation, which means a turn four Nissa, Vastwood Seer can turn into into Nissa, Sage Animist immediately.

Courser of Kruphix is an important companion of Nissa, Vastwood Seer, and it does excellent work in a deck with a deck with so many land-searching cards providing shuffle effects.

Ugin, the Spirit Dragon finds a home here, because the mana-ramping ability of this deck allows for it to be cast relatively early in the game. It will clear the opposing board and will likely win the game. This deck doesn't play creature-based mana acceleration that's vulnerable to being exiled by Ugin's -X ability, so the planeswalker is especially useful. This deck includes no other ways to disrupt the opponent, and is wholly focused on executing its own mana-ramp game plan. Ugin, the Spirit Dragon provides the deck with a very powerful source of interaction, but it's also a win condition in itself.

Completing this deck is a Satyr Wayfinder / Deathmist Raptor / Den Protector package. Satyr Wayfinder fuels the graveyard for Den Protector, digs for Deathmist Raptor to recur, and finds Haven of the Spirit Dragon to get back any fallen Ugin, the Spirit Dragon. Den Protector is great for returning any of the mana-ramp spells, and of course unmorphing will also return any Deathmist Raptor in the graveyard. Deathmist Raptor itself provides the deck with some board presence for defensive or offensive purposes, and a way to exhaust any attrition battle. Deathmist Raptor and Den Protector can also be left face-down, where they will remain immune to the -X ability of Ugin, the Spirit Dragon.

Temple of Abandon scrys, while Wooded Foothills shuffles for Courser of Kruphix and can be returned by Den Protector, but these lands also enable a sideboard filled with red cards. Dragonlord Atarka may be better than the more expensive Ugin, the Spirit Dragon in faster aggressive matchups, but it's also a way to double-down and drastically increase the power level of the deck with three more expensive threats that can take over the game. Against control opponents, the deck needs the additional threat density provided by Nissa, Worldwaker and Xenagos, the Reveler. Against aggressive opponents, Seismic Rupture is a cheap board sweeper, and this deck doesn't include mana acceleration creatures that get in the way. Hornet Nest is also great against aggressive creature decks, especially Abzan Aggro and those with larger individual threats that aren't vulnerable to Seismic Rupture.

BW Blessed Spirits

Blessed Spirits doesn't scream of Constructed playability, but any card with boundless upside is worth exploring, and flying creatures are especially useful in this Standard environment plagued by robust ground blockers. With Theros-block providing a critical mass of aggressive enchantment creatures, Blessed Spirit will have no better chance to see Standard play than now, before rotation.


This deck includes all of the best aggressive enchantment creatures up the curve, a playset of Blessed Spirits, and some enchantment support spells to top the deck off.

Athreos, God of Passage is the most interesting card in the deck, and it will trigger when any of the other creatures in this deck die. It's an enchantment, so it comes with synergies, and there's also a reasonable chance it can become a creature in any given game.

Gnarled Mass provides the deck with a one mana threat, and it comes with the option to bestow later in the game.

Spirit of the Labyrinth hits hard for the cost, and even hoses a bit of card drawing like Abzan Charm and Jace's Ingenuity.

Underworld Coinsmith is a useful source of life gain in a deck with so many enchantments.

Brain Maggot doesn't attack particularly well, but it's a key piece of disruption in a deck otherwise lacking maindeck discard.

Herald of Torment is a great threat in the format and it's best of all when it provides bestow to another creature for a surprise attack in the air.

With its khans ability, Citadel Siege is a powerful way to generate board advantage in an aggressive deck, especially one with enchantment synergies. The dragons ability is also surprisingly useful, and can fill in the role of removal spell in a pinch.

Banishing Light is a catch-all removal spell that's also an enchantment, so I have included it here.

Bounding Krasis

With the ability to tap or untap any creature, Bounding Krasis is a suitable replacement Pestermite or Deceiver Exarch when combined with Splinter Twin or Kiki-Jiki, Mirror Breaker.

The 3/3 power/toughness of Bounding Krasis is what makes it interesting. It's the most effective of the combo creatures in a pure racing goldfish scenario. It attacks a lot harder than Deceiver Exarch. In his groundbreaking Temur Twin deck, Patrick Dickmann used more Pestermite than Deceiver Exarch, even though Deceiver Exarch is a more robust target for Splinter Twin, because his deck was just as focused on winning through aggression as it was winning with a combo. Bounding Krasis could replace Deceiver Exarch in a very aggressive Temur Twin deck.


Alternatively, in a combo-centric deck, Bounding Krassis could replace Pestermite and serve as a more robust target for Splinter Twin that doesn't fall to removal like Pyroclasm, Electrolyze, and Kolaghan's Command.

Bounding Krassis isn't without drawbacks, however, and beyond the difficult gold mana cost, it completely lacks the ability to tap or untap lands, so it can't disrupt opponents, nor can it generate an extra mana for its controller. This drawback is certainly severe, and it Removes all of the utility usually associated with the combo creatures in Splinter Twin decks. On the other hand, the 3/3 body is in a class of its own compared to the other creatures, and it attacks well with cards like Tarmogoyf, Huntmaster of the Fells, and Scavenging Ooze that could accompany it. I expect Bounding Krassis will see some play in its Modern lifetime, but its impact on the format is minor.

Others Brews

Do you have any Magic Origins homebrews of your own? Efficient cards like Kytheon, Hero of Akros and Avaricious Dragon will surely see some Standard play, but in what home? Powerful cards like Jace, Vryn's Prodigy and Flameshadow Conjuring demand to be brewed with, but there is no clear roadmap. There's over 100 cards now spoiled, with over 150 more to go, so there are surely more gems to come!