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Rules guide · Poly Artifact

Orb of OriginHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Mystery Booster 2· August 2, 2024
Carte Magic Orb of Origin

Orb of Origin is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

{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.)

How it works : Orb of Origin

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    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).

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    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.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    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.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    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.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    A permanent with the continuous supertype has no abilities as long as it’s tapped.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    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.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    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!).

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    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.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    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.

    No other card is named in this ruling.

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