Magic Origins (ORI): Set Guide & Card List

By Kim HildeqvistUpdated

Some sets introduce a new plane. Some introduce a new mechanic. Magic Origins does something rarer: it tells origin stories - five of them, for five of Magic's most iconic planeswalkers - and wraps them inside a 288-card set that turned out to be quietly format-defining. Released in 2015, Origins served as the final core set before Wizards of the Coast retired the core set line entirely, making it a genuine end of an era.

It also introduced a mechanical gimmick that became one of the most talked-about design experiments in modern Magic: the flipwalker.

What is Magic Origins?

Magic Origins (set code: ORI) is a 288-card set released in 2015. It was the last core set Wizards of the Coast produced before discontinuing the core set format. Rather than following the typical core-set pattern of reprints and simple introductory cards, Origins was given a strong identity: a five-planeswalker origin story anthology, with each story tied to a specific plane from Magic's history.

The five featured planeswalkers are Gideon, Jace, Liliana, Chandra, and Nissa - the quintet who would go on to form the Gatewatch. Each gets a double-faced card telling the moment their spark ignited.

Format check: Magic Origins cards are legal in Modern, Legacy, Vintage, Pauper, and Pioneer. They are no longer legal in Standard.

Themes and mechanics

The flipwalkers: a new take on double-faced cards

Double-faced cards and the transform mechanic returned in Origins after their debut in Innistrad (ISD, 2011), but with a twist. Rather than creatures transforming into other creatures (or enchantments into curses), Origins used them to tell a planeswalker's origin story in a single card.

Each flipwalker enters as a legendary Creature on its front face - representing the walker before their spark ignited - and transforms into a Planeswalker once a specific in-game condition is met. It's elegant storytelling through game mechanics: you live the moment the spark fires.

As with Innistrad and Dark Ascension, a checklist card was provided to facilitate play with the double-faced cards in Draft and other Limited formats.

Nearly the entire flipwalker cycle made a significant impact on competitive constructed play, which is a remarkable hit rate for a five-card cycle designed primarily around a narrative concept.

New and updated keywords

Origins is notable for how much it reshaped Magic's evergreen keyword landscape:

  • Menace was introduced as a new evergreen keyword, replacing Intimidate. It means a creature can't be blocked except by two or more creatures. The effect itself had existed since Goblin War Drums from Fallen Empires, but Origins gave it a clean, permanent name. Menace is primary in black and secondary in red.
  • Prowess (primary blue, secondary red) and Scry were both promoted to evergreen status in this set - meaning they became permanent fixtures of Magic's rules vocabulary rather than set-specific mechanics.
  • Intimidate and landwalk were retired entirely.
  • Protection lost its evergreen status.

That's a lot of housekeeping for one set, and it reflects Origins' role as a transitional moment in Magic's design history.

New mechanics: Renown and Spell mastery

Two new mechanics debuted in Origins:

Renown N is a keyword that rewards you for connecting with a creature in combat. Whenever a renowned creature deals combat damage to a player for the first time, it gets N +1/+1 counters and becomes renowned. It's primary in white and secondary in green - a mechanic that rewards aggressive, creature-forward play.

Spell mastery is an ability word rather than a keyword. It triggers an additional effect if there are two or more instant or sorcery cards in your graveyard. You'll notice it pairs thematically with the Vryn limited archetype (Jace's home plane), where spells and the graveyard interact naturally.

Limited and Draft

Origins is one of the more architecturally interesting core-set drafts because each two-colour archetype is explicitly tied to one of the five planeswalkers' home planes. This gives the set a sense of place that core-set drafts rarely have.

Here are the ten two-colour archetypes and their associated planes:

| Colours | Plane | Archetype | Signpost Uncommon | |---|---|---|---| | {W}{U} | Vryn | Control / Skies / Spell mastery | Thunderclap Wyvern | | {U}{B} | Innistrad | Graveyard | Possessed Skaab | | {B}{R} | Regatha | Sacrifice | Blazing Hellhound | | {R}{G} | Zendikar | Midrange beatdown / Creature ramp | Zendikar Incarnate | | {G}{W} | Alara (Bant) | Renown / Pump spells | Citadel Castellan | | {W}{B} | Dominaria | Auras | Blood-Cursed Knight | | {U}{R} | Kaladesh | Tempo aggro / Artifacts | Reclusive Artificer | | {B}{G} | Lorwyn | Midrange attrition / Elves | Shaman of the Pack | | {R}{W} | Theros | Go wide | Iroas's Champion | | {G}{U} | Ravnica | Tempo | Bounding Krasis |

The artifact theming running through the set - particularly in the Kaladesh archetype - gave Origins a slightly higher density of artifact synergies than a typical core set, which had downstream effects in larger formats too.

Notable cards and format impact

For what was technically a core set, Origins punched well above its weight in competitive Constructed. A few cards are worth calling out:

The flipwalker cycle is the obvious headliner. Nearly all five had meaningful competitive careers, which is genuinely unusual - most multi-card cycles are lucky to produce one or two format staples.

Demonic Pact is an alternate-loss card with a twist: if you control it on your upkeep when only the "you lose the game" mode remains, you lose. Standard players found a workaround by pairing it with Harmless Offering to donate the Pact to an opponent. The deck put pilot Chris Botelho into a Grand Prix Top 8 and is a great example of Magic's ability to generate creative problem-solving.

Pia and Kiran Nalaar - Chandra's parents, depicted together on a single card - became a staple in multiple tournament archetypes thanks to their versatility: enter-the-battlefield value, artifact tokens, and a built-in sacrifice outlet. The card carries significant lore weight too.

Tragic Arrogance was a Standard board-wipe staple. Its selective nature - each player keeps one creature, one enchantment, and one artifact - made it particularly powerful in metagames dominated by green creature decks with few control decks able to sequence around it.

Languish is a four-mana sorcery that deals -4/-4 to all creatures. That limitation (compared to a full wrath) actually matters less than it sounds in most metagames, and the card has seen play in Standard and Pioneer as a cheap board-wipe in control strategies.

Shaman of the Pack and Dwynen's Elite form a key payoff-and-enabler pair for Elf decks in Pioneer specifically. If you've ever watched a Pioneer Elves deck, you've seen these two doing work together.

Faerie Miscreant is a one-mana Faerie that draws a card when another Faerie Miscreant enters the battlefield. In Pauper, where Faeries is a real archetype, this provides major card advantage at minimal cost.

Enthralling Victor deserves a mention not just for gameplay but for cultural impact. It's a creature with a stealing effect - nothing unusual there - but the card's artwork depicting a very confident, visually striking warrior named Victor spawned a wave of community memes. I'll leave the more risqué ones to your imagination.

Lore and setting

Magic Origins is structured around the backstories of five planeswalkers who would later form the core of the Gatewatch storyline. Each one's origin is tied to a specific plane:

  • Gideon Jura - Theros, where he witnessed the destruction of his former gang by the Erebos-touched and sparked in grief and rage.
  • Jace Beleren - Vryn, a plane of mage-rings and telepathic communication networks, where Jace's memory manipulation abilities drew dangerous attention.
  • Liliana Vess - Dominaria, where a deal with demons and the pursuit of power set her on the path she's still walking.
  • Chandra Nalaar - Kaladesh, her home plane. The execution of her family - including her parents Pia and Kiran, who appear on their own card in this set - sparked her ignition.
  • Nissa Revane - Zendikar, where her bond with the land and its elemental forces awakened her spark.

The set uses planes from across Magic's history as its backdrop - Theros, Vryn, Dominaria, Kaladesh, Zendikar, Innistrad, Lorwyn, Regatha, Ravnica, and Alara all appear in some form through the limited archetypes and card flavour text. It functions as a kind of tour through the multiverse's recent history.

Set legacy

Magic Origins is remembered warmly, in my opinion, and for good reason. As the last core set, it had the decency to go out with a strong identity rather than fading quietly. The flipwalker mechanic is genuinely clever design - using a mechanical transformation to represent a character's narrative transformation is the kind of thing that only Magic can do, and Origins does it well.

The set also had a lasting mechanical legacy. Menace is now one of Magic's most common keywords. Prowess and Scry are evergreen pillars. The keyword cleanup Origins initiated - retiring Intimidate and landwalk - has made the game tidier for a decade since.

Competitively, Origins contributed staples across multiple formats and spawned at least one beloved rogue deck in Demonic Pact combo. For a set that was partly a goodbye to the core set era, it left behind an impressive amount of material that formats are still using.

Frequently Asked Questions

What are the flipwalkers in Magic Origins?
The flipwalkers are five double-faced cards in Magic Origins, one for each of the set's featured planeswalkers: Gideon, Jace, Liliana, Chandra, and Nissa. Each enters as a legendary Creature on its front face and transforms into a Planeswalker once a specific in-game condition is met, representing the moment that character's spark ignited. Nearly the entire cycle made an impact in competitive Constructed play.
What new keywords were introduced in Magic Origins?
Magic Origins introduced Menace as a new evergreen keyword (replacing Intimidate), and two new mechanics: Renown (put +1/+1 counters on a creature the first time it deals combat damage to a player) and Spell mastery (a bonus effect if there are two or more instant or sorcery cards in your graveyard). Prowess and Scry were also promoted to evergreen status in this set.
Is Magic Origins legal in Pioneer?
Yes, Magic Origins is legal in Pioneer. Several of its cards are format staples, including Shaman of the Pack and Dwynen's Elite in Elf decks, and Languish in control strategies.
How many cards are in Magic Origins?
Magic Origins contains 288 cards. It was released in 2015 as the final Magic: The Gathering core set before Wizards of the Coast discontinued the core set product line.
What was the Demonic Pact combo deck in Magic Origins Standard?
Demonic Pact is a four-mana enchantment with four modes, one of which makes you lose the game. Players paired it with Harmless Offering to donate the Pact to an opponent before that final mode became the only option remaining. The deck was piloted by Chris Botelho to a Grand Prix Top 8 finish.
What planes appear in Magic Origins?
Magic Origins visits ten planes through its limited archetypes and story content: Vryn (Jace's home), Innistrad, Regatha, Zendikar (Nissa's home), Alara (Bant), Dominaria (Liliana's home), Kaladesh (Chandra's home), Lorwyn, Theros (Gideon's home), and Ravnica.

Cards in Magic Origins

288 cards in this set — page 10 of 18

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