Mystery Booster 2 (mb2) | ||
#609 ⸱ Rare ⸱ English |
![]() Variations— Parts— | Orb of OriginOther noncreature artifacts are mono and continuous. (Each activated ability of mono artifacts costs an additional
LegalitiesNot Legal Duel Brawl Penny Predh Future Legacy Modern Pauper Alchemy Pioneer Vintage Explorer Historic Standard Timeless Commander Gladiator Oldschool Premodern Oathbreaker Standardbrawl Paupercommander RulingsPlaytest 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!).
To activate an ability of a permanent with the mono supertype, if that ability’s activation cost doesn’t already include
Playtest cards use a modified version of game symbols, such as
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.
The poly supertype means Orb of Origin’s first ability doesn’t cost
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.
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 “
A permanent with the continuous supertype has no abilities as long as it’s tapped.
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