Hello everyone and welcome back to our regular full set review here on TCGplayer.com! I am Conley Woods and all week long I will be your host as we venture through every single card in Magic Origins. We will be discussing the applications of the cards in Constructed, with a particular eye toward Standard, as well as breaking down the viability of the card in both Draft and Sealed. To help us out with that, we have a couple of scales that you can check out below. Ultimately though, relative rankings and discussion are going to be the best way to gauge a card!

Today we are going to kick off the week with everything that blue has to offer. Remember that Magic Origins does not actually knock any sets out of Standard. All of the cards are simply added to the Standard card pool for the next three months or so. That means that all of the cool synergies with Theros and even M15 will absolutely matter for a while. Origins has me pretty excited so let's quickly check out those scales and then jump straight into the cards!

 

Constructed

 

5: Fives are ever-present cards that heavily warp a format or see heavy play across multiple formats. Jace, the Mind Sculptor, Deathrite Shaman, and Tarmogoyf are good examples of fives.

4: These cards tend to have support roles across multiple formats or be tier one cards in at least one. Spell Pierce is an example of the former while Thragtusk is an example of the latter. I expect to rate a lot of things as fours that are actually fives and vice versa, but in both cases these are going to be highly desired cards.

3: These are the bread and butter cards of a set, usually doing all of the essential things needed for a format, but doing them at a good rate. Cards like Oblivion Ring, Izzet Charm, or Diregraf Ghoul would be found here.

2: These cards are generally much more restrictive in use and application than a three, but they serve a similar purpose. You will see more sideboard or niche cards like Skullcrack, Heartless Summoning, or Gladecover Scout.

1: These are not going to see much play, but they have an outside chance. These tend to be weak or narrow sideboard options or extremely narrow main deck cards. Most ones will not ever make it into a winning list, but they have potential to do so.

0: These are unplayable in Constructed regardless of context. These tend to be the cards designed to balance Limited, like Grizzly Bears or Siege Mastodon or are narrow with a poor output, like Artificer's Hex.

*Any card that gets an X.5 rating just means I can see it falling to either side of the equation given the right metagame or environment.

 

Limited

 

The Limited scale used language such as "I draft this over..." but it applies to Sealed in a very similar manner. Essentially, for Sealed you would read it as "I play this over..." instead. So for a five in Sealed, you would play that card in your deck 100% of the time.

5: I will take and play this card over everything. Always. Examples: Umezawa's Jitte, Library of Alexandria.

4.: I will take and play this over everything in its same colors and will heavily consider splashing it or switching colors as a result of drafting this or having it in my pool. Incredibly powerful cards that are more difficult to cast will generally get a four or 4.5. Examples: Fireball, Gideon Jura.

3: I will first pick this and take it over most commons/uncommons in its color. These are generally the baseline best commons in a set for each color, like removal, looters, and efficient creatures. Examples: Lightning Strike, Merfolk Looter.

2: I will draft and play these but do not value them highly. These are the typical fifth through eighth picks that generally are the backbone of decks but do not do anything fancy. Inefficient removal and combat tricks tend to hover in the 2.5 area as well. Examples: Hill Giant, Divine Verdict.

1: I generally do not want to pick these highly or play them in my maindeck. These cards are either bad or very niche and only go in specific strategies. In either case there is a good chance these cards wheel when seen anywhere near the front end of a pack and very little value should be placed on these cards early. Reasonable sideboard cards can be found here, so you should not discount these entirely Examples: Demolish, Merfolk Spy.

0: These are cards that have no value and should not be played in 99.9% of situations. If you take one of these, you had better know what you are getting yourself into. Examples: Progenitus, Sway of the Stars.

Alhammarret, High Arbiter

Constructed: 1.5

Well at least we started off with an easy one to spell correctly. I like the effect on this quite a bit, but at seven mana it will often come down a little too late to really be effective. You can maybe stop a removal spell or a win condition in control mirrors though, so a glimmer of hope here.

Draft: 3
Sealed: 3.5

This is a big beefy flyer that should do you well if you can actually cast it. The ability will often stop the one removal spell that can take this out, which is nice. That said, this does take a little while to actually win the game due to its cost, so it's possible that the opponent can find a second removal spell before it's too late. Still a fine card though.

Anchor to the Aether

Constructed: 1-2

Time Ebb is one of those card that I always feel could see play, but rarely does. It is one of the closest things to a Time Walk that we regularly have access to. Tacking Scry on to the card might give it enough of an edge that some aggressive decks try this out, which would be awesome.

Draft: 2.5
Sealed: 3

It is possible that Innistrad forever has me looking at these "top of library" effects more positively, but memories of my creatures being sent on a time out are quite strong. This comes in cheaper than those effects, but at sorcery speed, which makes sense. Scrying is just so strong in Limited though that I see this being pretty strong.

Artificer's Epiphany

Constructed: 2

While this is restricted in exactly where it can go, an instant speed Divination is something that many control players have been asking for for a while. If we get any type of Everflowing Chalice or Signet cycle in Standard, this could easily move from niche to mainstream.

Draft: 2
Sealed: 2

You probably want to have some artifacts in your deck before considering this, as the output is a rather big upgrade. That said, filtering is fine in Limited where there is a big power level difference between your best and worst cards, so playable in any blue deck, best with some artifacts lying around.

Aspiring Aeronaut

Constructed: 0

The bodies you get out of this are just not worth a four mana investment. For Constructed purposes, you are probably willing to pay two mana for this effect and that's about it.

Draft: 2.5
Sealed: 2.5

Meanwhile, a pair of flying bodies in Limited is a pretty big deal. While the opponent needs a clear sky for these to be pesky, that will often be the case. Also, there are a ton of artifact synergies that secretly increase the power level here.

Bone to Ash

Constructed: 0.5

Not my favorite Counterspell in the world, but it does cantrip. UW players have Ojutai's Command which is essentially strictly better there, but other blue mages might play this as a one-of somewhere along the line.

Draft: 1
Sealed: 1.5

I am typically not a huge fan of running expensive Counterspells like this because it can be very difficult to find a time to cast them. This replaces itself, so you can cast it on almost any creature and get value, which is nice, but I still prefer this in the board most of the time to come in against bombs.

Calculated Dismissal

Constructed: 2

This card is not Mana Leak or Condescend, but I still think it is quite playable as a hybrid version of the two. Mana Leak is Counterspell often enough that this will be as well, but when you get the payoff of scry 2, that is almost on par with drawing a card. Compare this to Dissolve and you have an easier to cast card that scrys for more most of the time. I think this will be pretty popular in Standard.

Draft: 2
Sealed: 2-2.5

Getting around this Counterspell happens by accident a lot in Limited, so you want to try to get this off when you can. Of course, the tension of not having spell mastery comes into play, but even without that, this is fine. If you do get the bonus scry 2 though, this will do some quality work for you.

Clash of Wills

Constructed: 0.5

Syncopate existed in Standard for a while and saw almost no play. This is maybe playable in some very niche situation, but will generally be the worst Counterspell in your deck even then.

Draft: 1
Sealed: 1.5

This is another Counterspell that is hard to keep up in meaningful amounts. That said, the flexibility of occasionally getting a Force Spike out of this is nice. I will play one of these if I have no other Counterspells to run.

Claustrophobia

Constructed: 1.5

I have always been a believer in Claustrophobia even though it hasn't seen the most play. This is pretty good in terms of blue removal, meaning decks like blue/green might have only this to fall back to. It also helps your devotion count, which is a nice bonus.

Draft: 3.5
Sealed: 3.5

Essentially hard removal, this is some of the strongest removal blue will ever get in Limited. It's true that some annoying abilities are left in play, but this even answers things that require tapping, making it more versatile than Pacifism typically is.

Day's Undoing

Constructed: 3

This card can be extremely busted, but it is also likely to be overhyped, just as every Timetwister Clone has been. At five mana and with no drawbacks, Time Reversal saw essentially no play. Here, we get to the original's cost, but with a big drawback. There are ways around it, such as Quicken, or maybe just playing a deck that empties its hand quickly and wants the free seven cards, such as Affinity or Monored. I expect this to see more play than Time Reversal, but still be rather specific in application. If this is having a big impact, I imagine that will be in Modern.

Draft: 1.5*
Sealed: 1.5*

I think there are some cool decks to be built when you pick up a card like this, but the card in any random deck is likely bad. Being symmetrical is just a very difficult thing as your opponent gets first crack with their new hand. But if you have some crazy Fog deck, or an aggro/burn deck, then this can be interesting.

Deep-Sea Terror

Constructed: 0

Not intended for Constructed, but if your self-mill deck is looking for another fattie, then by all means!

Draft: 1
Sealed: 1.5

This is actually quite a reasonable creature at the top end of your curve. Unlike other serpents in the past, most decks can turn this on and start attacking eventually. Of course, it is a six-drop, so make sure your deck wants that sort of thing. Assuming it does, this is fine.

Disciple of the Ring

Constructed: 2

I want to love this creature, but I am having a hard time doing so just because none of its activations are that exciting. When you look at a card like Ojutai Exemplars, I am very excited about getting lifelink and blinking is a big defensive ability. With Disciple, I pretty much know that in order to get a big output, I need to invest multiple mana and "cards." That does mean this can be more explosive than Exemplars, which is interesting. I am curious to see just how much play this picks up in Standard though.

Draft: 3.5-4
Sealed: 4

You will only be able to activate this somewhere between five to ten times in a game of Limited, but if you set it up properly, those activations should be of higher impact. Tapping and untapping creatures is so much better in Limited, making this much more versatile. You can often use this to alpha attack for the win out of nowhere.

Disperse

Constructed: 1

Boomerang is quite the Constructed card and while Disperse is worse, it is essentially the best we are going to get for right now. Unsummon and its variants will often be the correct choice, but Disperse is playable, if for nothing else other than a lack of competitors.

Draft: 1.5-2
Sealed: 2

I generally like to have a trick or two like this in my deck just for the versatility it provides. You can kill an aura, win a double block scenario, save a creature from removal, or just bounce a blocker for the win. Too many of these though and you tend to not have the action to support them, so be picky about your slots that aren't creatures or true removal.

Displacement Wave

Constructed: 2

I am a big fan of this card and expect to try it in many decks. Giving blue a card like this gives it another dimension in that it need not always been paired with white or black to have a board reset. Blue/green can now have a big tempo play to allow to transition into late game. This is certainly no Cyclonic Rift, but it should see some play.

Draft: 3
Sealed: 3

This is a symmetrical effect that tends to be easier to set up due to having a casting cost barrier associated with it. For example, leaving yourself with a lone 6/6 in play after this is not too difficult in the late game and that tempo swing can be gigantic. Otherwise, it is a fine way to reset a game that has gotten away from you a bit.

Dreadwaters

Constructed: 0

This existed before and while the idea of scaling this sounds nice, the reality of a four mana sorcery that does nothing before turn eightish, is just too clunky.

Draft: 1
Sealed: 1

This can be a legitimate strategy to try to draft in this format as it only takes three to four copies of Dreadwaters to actually end a game. That said, the more common use will be as a way to punish self-mill decks post-board, as well as a way for control mirrors to get broken in the late game.

Faerie Miscreant

Constructed: 1.5

Flying Man is a card that is arguably playable depending on context. Monoblue Devotion uses something similar, for example. The upside of this not costing you a card beyond the first (assuming it stays in play) is quite a big upside. There is a chance that this sees play for its small evasive body and huge upside. Maybe even Modern Faeries takes a look here?

Draft: 1.5
Sealed: 1

You need a pretty aggressive deck to want to start picking these up. Once you have started, it is easy to continue because of the value you get with multiples. That said, you are very likely to pass on these early because they just don't fit many places.

Harbinger of the Tides

Constructed: 3

This seems like a slam-dunk to see play, even if merfolk don't get much Standard support. This could easily be played in Modern where AEther Vial lets you cheat this out at instant speed in an additional way. Even as a sorcery, this provides a lot of value for little cost. In Standard, expect this to cause a small resurgence in Monoblue devotion for the next three months.

Draft: 3.5-4
Sealed: 3.5

Man-o'-War is a strong card and this is pretty comparable without the instant speed clause. With it, this can have a huge impact mid-combat or end of turn, making it a potential blowout. While this is not a bomb, it should cause big swings like a top-notch removal spell.

Hydrolash

Constructed: 0.5

This can be a potential Fog that cantrips, which would be quite the card. Of course, -2/-0 is not actually Fog which is where this gets awkward. I don't actually know where this card fits beyond that, so we shall see.

Draft: 2
Sealed: 2

This can cause a big swing in combat as your unfavorable trades turn favorable all of a sudden. Because this cycles, it isn't even a huge risk to run this as you can just replace it at end of turn. Consider that you can usually get a card in combat from this and it is sort of a two for one.

Jace, Vryn's Prodigy / Jace, Telepath Unbound

Constructed: 2.5

I like the first half of Jace a lot more than the second half. A two mana Looter is something that we legitimately want in the format, between delve and other graveyard synergies existing. The downside to Jace is actually that he must flip into a walker. This makes drawing two copies of him less appealing and even the first one isn't going to give you what you want. Some of the time, the planeswalker will be solid, but overall it really only has one good ability and that costs a whopping three loyalty plus the mana for your spell. Ultimately, this is one of the walkers that would have benefited from a "may" clause on the flip.

Draft: 3.5
Sealed: 3.5

A looter is a great thing in Limited and, while this won't always be one, it can be one for a few activations and rid you of some lands. At that point, the Walker will probably be an upgrade as you can rebuy some removal or just hold off an annoying creature with evasion.

Jace's Sanctum

Constructed: 1.5-2

This card actually excites me quite a bit. There are sure to be some potentially broken things done with this in older formats, but in Standard I like the idea of a deck that just uses a bunch of Instants and Sorceries for value. For example, this goes really well in my Dictate of the Twin Gods lists.

Draft: 0.5-1
Sealed: 0.5

You are very unlikely to have enough Instants and Sorceries to make this playable, but there is an off-chance that you do. I would say we are talking about the twelveish range before this is really worth considering. Otherwise, you are maybe getting a scry or two and a few mana, which is not worth a card and four mana.

Jhessian Thief

Constructed: 2

Ophidian is a card that has seen many variations, most of which do not meet the new criteria for Standard, but this one might. Drawing cards each turn is a big deal, but what makes this more playable is that is actually poses a threat to blockers early and to your opponent late. Hitting for three a turn in the late game, or at least posing like you can, is a lot different than having to devote separate cards to your draw engine and win condition. This can act as both!

Draft: 2.5
Sealed: 2

I am a big fan of these in Limited because you can often draft around them, taking cards that grant evasion or combat boosts to improve the quality of your Thieves. At that point, an active Thief can snowball a game nicely.

Maritime Guard

Constructed: 0

If you have some Maritimes in your deck that you absolutely must protect, then this is a must-have. For everyone else though, enjoy the merry time you will have not playing with these.

Draft: 1
Sealed: 1

A rather weak body overall, I mostly like to have one or two of these in the sideboard to bring in against aggressive decks. In the main though, this doesn't do much early or late, making it rather awkward.

Mizzium Meddler

Constructed: 1.5-2

I actually really enjoy this kind of card. The applications for it are relatively open and it will primarily be a sideboard card I would guess, but just having it around really changes the landscape of the format or will at least have players Second Guess before throwing a Lighting Strike into three mana.

Draft: 2.5
Sealed: 2.5

This will sometimes be a Counterspell for removal, other times leaving behind a 1/4 body. Beyond that though, this can Redirect things like Giant Growth or an aura for huge blowouts.

Negate

Constructed: 2.5

Good ole solid Negate is basically the Cancel that we all play. While it doesn't do everything, it does a lot and at a reasonable price tag and mana requirement. Should remain one of the staple sideboard cards of Standard.

Draft: 1.5
Sealed: 1.5

I am usually ok with a Negate in my deck if I have no other counter magic. Otherwise, it makes for another sideboard all-star that you want to actively try to pick up just to be stronger to various bombs and removal when you need it.

Nivix Barrier

Constructed: 0

Far too expensive for what amounts to a pretty weak combat plus blocker combination. Just not the right environment for this kind of card.

Draft: 1
Sealed: 1

This feels like it will be a card I often don't play, but it can lead to some big swings in combat. You kind of need to get a card back out of the trick portion of this though or else you paid four mana for a 0/4. Remember that this only hits attacking creatures too, so you can't set it up through your own attacks.

Psychic Rebuttal

Constructed: 1.5-2

This is generally going to be weaker than Negate due to the much narrower subset of cards it interacts with. Planeswalkers, enchantments, draw spells, removal, and Counterspells all slip right past this. That is pretty necessary though because the upside on forking it back with spell mastery is a pretty big one. Thoughtseizing someone in the mid game is no longer a free roll and your end of turn Lightning Strike now kills your own Goblin Rabblemaster. Should be an interesting sideboard option.

Draft: 0.5
Sealed: 0.5

There are not many spells that qualify for this in Limited. If your opponent has multiple Lava Axe effects or Dreadwaters, then this is fine to board in, but that's about it.

Ringwarden Owl

Constructed: 0

We're battling with owls now! Classic 3/3 flyer with upside for five mana but that upside is not pushing this anywhere near Constructed.

Draft: 2.5
Sealed: 2.5

This would be playable without prowess, but with it, it can often Threaten anything in the skies. You will typically be getting in for three a turn, but the potential to make this bigger is the scary thing for the opponent, so be sure to keep a land or two in hand just to bluff.

Scrapskin Drake

Constructed: 0

Cloud Elemental by another name is still just Cloud Elemental. I will say that Scrapskin Drake is much creepier though.

Draft: 2.5
Sealed: 2.5

This is much cheaper than our owl friend from above and while it comes with downside rather than upside, it still holds its own in the air just fine. Aggressive decks should value this more than owl and defensive decks will want one of these just for curve purposes.

Screeching Skaab

Constructed: 0.5

I tried to play with this a few times when it was printed in Onslaught. The mill effect is not the greatest, but with a lack of other options, I think it's playable. Of course, Satyr Wayfinder and the like are better, but maybe this sees a little play.

Draft: 1.5
Sealed: 1.5

A bear, or close to it, is fine as an early play to apply some pressure or even to relieve it against an aggressive deck. This is best when you are making use of its ability, but even in decks that can't, having early plays is still important and this qualifies just fine.

Send to Sleep

Constructed: 0.5

I don't think this will see much play, but at two mana, it has a chance. I would have been happier if it only locked down opposing creatures to help out in some kind of UW Heroic deck, but this still might find a home somewhere.

Draft: 1.5
Sealed: 1

I am not the biggest fan of Frost Breath in general, but in a set featuring prowess, it is much more attractive. If you are casting this without spell mastery, hopefully it is to win the game, lessening the blow of not hitting the kicker. Used defensively this is ok, but I generally don't want to spend a card on this type of effect in that world.

Separatist Voidmage

Constructed: 0

Man-o'-War is near Constructed playable, but adding a mana on to its cost is quite the beating here. Harbinger of Tides is probably just going to do what you want at a better rate.

Draft: 3
Sealed: 3

Mist Raven without flying is still pretty good. This is not the slam dunk first pick that Mist Raven was, but is still a high pick and one of the common reasons to be blue in this format.

Sigiled Starfish

Constructed: 0.5

I am a big fan of the Starfish and, even though it has been around for a while and not really seen much play, the idea of an early defensive creature who improves card quality is a sound one. Jace will likely tread on any play this might see, but a boy can dream.

Draft: 3
Sealed: 3

This was bumped up to uncommon, so take note of that, but otherwise, this is as strong as it was in Theros, minus the random scry synergies. Smoothing your draws when there is such a big difference in card quality is a big advantage to have in Limited.

Skaab Goliath

Constructed: 0

Turns out this guy requires just a little too much work to be a real Constructed contender, but I am happy to see it back in Limited!

Draft: 3
Sealed: 3.5

This is one of those rewards to run Screeching Skaab for. A 6/9 is very difficult to kill and trample makes chump blocking this also difficult. In Innistrad, this was a beating and there were 13 damage spells running around, so I expect it to be potentially stronger this time around.

Soulblade Djinn

Constructed: 0

A little too expensive and fragile to see Constructed play. Jeskai Ascendancy is the safer way to get this ability without rolling over to a Lightning Strike.

Draft: 4
Sealed: 4

Assuming you can untap with this, it will generally take over a game nicely. A big flier that Threatens an Anthem for the rest of your team is just a nightmare in combat. First pick and enjoy.

Sphinx's Tutelage

Constructed: 1

While my initial instincts say that this is not good enough, it is also a very unique effect that is hard to gauge. I could imagine someone using this as a way to win control mirrors, but maybe even an entire deck gets built around this. Nonland does prevent it from going infinite with Painter's Servant though.

Draft: 2.5?
Sealed: 3?

This seems like it can end a game rather quickly. After just a few draw steps, the opponent is down something like six to ten cards, which is huge. Playing this and then protecting your life total feels like a real strategy. That said, this does not fit well into normal decks as it attacks from a different angle than the rest of your cards and its activation cost is rather steep.

Stratus Walk

Constructed: 1

I think this is perfectly playable in the niche decks that want this sort of thing, such as UW Heroic. It triggers prowess and cycles while doing so, so perhaps some other deck also looks to pick this up.

Draft: 2
Sealed: 2

A great prowess enabler and way to give evasion to your Jhessian Thief. It is hard to go wrong picking these up in weaker packs just because you are paying so few costs to have this in your deck.

Talent of the Telepath

Constructed: 1.5

Well isn't this an interesting card? This is the kind of card that can't really see much play until a metagame establishes itself because if too few decks are running a hefty number of Instants and Sorceries, than this can just be a dud. In the right metagame though, where you are casting Dragonlord's Prerogative and Foul-Tongue Invocation, this makes for a pretty exciting card.

Draft: 1
Sealed: 1

This has a high chance of just whiffing in Limited and hitting two castables off of this is nearly impossible. There are some decks where you will want to bring this in against, but unless you really want to experiment, I would start this in the board.

Thopter Spy Network

Constructed: 2.5

I actually think this is probably worth building around in Standard. While active (hello Darksteel Citadel!) you have a Bitterblossom that draws you an extra card every turn and I think that's pretty strong. Note that you only do draw one extra card, no matter how many artifact creatures connect in a turn. This also could have a role in Monoblue Devotion alongside Bident of Thassa!

Draft: 4
Sealed: 4

It is pretty easy to see how this can just run away with a game. You obviously need to do a little work while drafting to make sure you have some artifacts to pair with this, but assuming you do, this is a legitimate bomb.

Tower Geist

Constructed: 0.5

This effect is only slightly better than drawing a card, but there won't be nearly as many graveyard enablers in the format once Theros rotates, so I am giving this a small chance there.

Draft: 3
Sealed: 3

A 2/2 flyer that not only replaces itself, but gives you some additional card filtering on top of that is a keeper. It will be hard to justify this over tier one removal, but falling in the pecking order just behind that seems about right.

Turn to Frog

Constructed: 0

A really tough trick to pull off in Constructed where combat between creatures is less common. Sometimes this will be worth playing when a Kor Firewalker card is running around, but with Protection gone as a major mechanic, we probably won't see that anytime soon.

Draft: 1.5-2
Sealed: 2

While this is not my favorite removal spell, it does act like one in many situations. Prowess also adds some value to this card, making it slightly better than it normally is.

Watercourser

Constructed: 0

We have a delicious Vegetarian/Vegan restaurant here in Denver called Watercourse and I oft imagine they refer to their wait staff as Watercoursers. Unfortunately, those Watercoursers are much more Constructed playable than this Watercourser is.

Draft: 1.5-2
Sealed: 1.5-2

A fine filler in the midgame curve. This comes down with a reasonable set of stats and can adjust those with a little mana behind it. Not worth early picks, but these and similar power level cards are the bread and butter of most decks.

Whirler Rogue

Constructed: 1.5

This looks like a Limited card, but it actually comes out with enough bodies and enough utility that I could easily see it being played in artifact decks or even blue devotion decks. This reminds me a lot of Cloudgoat Ranger.

Draft: 4
Sealed: 4

Pretty much a bomb uncommon. This thing stands on its own as a strong card but also enables one of the strong synergies in Origins (artifacts). This comes with three bodies, two of which are evasive, and then has the ability to make anything else evasive immediately? Awesome card worthy of your first pick.


Willbreaker

Constructed: 0.5

While I like the idea of what's going on here, it feels like a 2/3 is too fragile a body to be spending five mana on and then putting all your eggs into. That said, this is a powerful effect, so if something used it with Mutagenic Growths or something, maybe we have something here?

Draft: 1-2
Sealed: 1-2

This is mostly going to be a five mana 2/3 just because you are not going to have a ton of spells and abilities that target but don't outright kill the creature. Even if you do manage to pick this up early and draft around it, it is still a 2/3 vulnerable to most removal. This can be really powerful, but it lacks in any kind of consistency.

 

Wrap Up

 

That about does it for today. Blue actually has quite a bit on the table here from staples like Negate that will help keep the format healthy to a lot of new cards with some interesting potential. As far as Limited is concerned, blue looks to once again rule the skies and have some pretty good removal and counter magic on top of that, so I would be surprised if it was not one of the stronger colors.

Tomorrow we will be back with a look at all that black has to offer in Magic Origins. Where did Liliana kick her career off as a scary demon vampire undead lady? Additionally, we will also take a look at the multicolored cards from Origins. Until then, thanks for reading!