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Orb of Origin

Mystery Booster 2 · #609

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Overview

Legality, special rules, and flavor text

Rules

{2}: Add one mana of any color. Other noncreature artifacts are mono and continuous. (Each activated ability of mono artifacts costs an additional {T} to activate if its cost doesn't already include {T}. As long as a continuous artifact is tapped, it loses all abilities.)

Rulings

A permanent with the continuous supertype has no abilities as long as it’s tapped. — For many playtest cards, you’ll need to make a generous assumption that basic game rules would be updated to allow them to work. The Mystery Booster 2 Playtest Card Notes section (reproduced here in individual Gatherer rulings) provides guidance for fitting these cards into the existing rules structure. — Having multiple Orb of Origins on the battlefield will have no additional effect on artifacts on the battlefield except that the Orb of Origins will also make each other mono and continuous. — Orb of Origin’s last ability applies only while it’s on the battlefield. It grants the mono and continuous supertypes to other noncreature artifacts on the battlefield. — Playtest cards aren’t legal for play in any tournament format other than Mystery Booster Limited formats. On the other hand, we expect they will spice up a wide variety of non-tournament games (as long as everyone’s on the same page about using them!). — Playtest cards use a modified version of game symbols, such as {T} and {W}. These modified symbols should be treated as the standard symbols during play. — The poly supertype means Orb of Origin’s first ability doesn’t cost {T} to activate (unless another Orb of Origin is also on the battlefield). — To activate an ability of a permanent with the mono supertype, if that ability’s activation cost doesn’t already include {T}, activating that ability costs an additional {T} to activate. — While Orb of Origin is on the battlefield, activating abilities of other artifacts may cause them to lose other relevant abilities when they become tapped. For example, if you activate Thought Vessel’s “{T}: Add {C}” ability, it’ll lose its “You have no maximum hand size” ability as long as it remains tapped. Similarly, activating Sword of the Meek’s equip ability (which costs an additional {T} while Orb of Origin is on the battlefield) will cause it to lose “Equipped creature gets +1/+2” as long as it remains tapped.

Card details

Printing, type line, and catalog data

Identity & printing

Card ID
MB2-609--normal
Name
Orb of Origin
Number
609
Rarity
Rare

Type line & Magic stats

Mana cost
{0}
Mana value
0

Set, artist & references

Artist
Drew Moss
Language
English
Game name
Magic: The Gathering

Battle

Abilities, attacks, weakness & resistance

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