ORI: The enchantments deck

Magic Origins has a number of cards that get better if your deck has enchantments/auras. Other than Helm of the Gods and Herald of the Pantheon, all these cards are white and/or black.

  • Helm of the Gods, Blessed Spirits, Sigil of the Empty Throne, Blightcaster, Herald of the Pantheon, and Blood-Cursed Knight get better if you’re playing more enchantments.
  • Totem-Guide Hartebeest gets better if you’re playing more auras.
  • Auramancer and Starfield of Nyx get better if you’re playing more enchantments that are likely to end up in your graveyard (usually black removal auras).

Next, let’s look at all the enchantments that are might be playable. The usual evaluation key applies: B means bomb, + means exceptional, / means playable, ~ means filler/conditional, ? means I don’t know yet, and I’ve left out sideboard/unplayable cards. Cards are commons unless specified otherwise, and underlined cards are auras.

  • White: Grasp of the Hieromancer (?), Suppression Bonds (/), Knightly Valor (+, uncommon), Sigil of the Empty Throne (?, rare)
  • Blue: Claustrophobia (/), Stratus Walk (/), Sphinx’s Tutelage (?, uncommon), Thopter Spy Network (R, bomb)
  • Black: Infernal Scarring (~), Weight of the Underworld (~), Consecrated by Blood (~, uncommon)
  • Red: Molten Vortex (B, rare)
  • Green: – (all green enchantments are unplayable)

Things don’t look promising: green has no playable enchantments, red has 1 at rare, and black has 3 but they’re all filler (although I did lose to Consecrated by Blood last week, so maybe I’m undervaluing it). White has 1 common and 1 uncommon, for an average of 3.3 playable enchantments in an 8-person draft. Blue has 2 commons and 1 rare, for an average of 5.2 playable enchantments. Other than Stratus Walk, the playables are not likely to be passed by drafters in those colors. If we assume 3 drafters at the table are in each color, then you can expect to get passed 1.1 playable white enchantments and 3.3 playable blue enchantments. Even if we’re W/U and draft all 4.4 playable enchantments in our colors, we can only expect to draw 1 enchantment most games.

Based on this computation, the enchantments theme appears to be a trap. Helm of the Gods, Sigil of the Empty Throne, and Blightcaster are unplayable. Blessed Spirits, Herald of the Pantheon, and Blood-Cursed Knight are playable on their own merits, but if you’re playing Herald of the Pantheon or Blood-Cursed Knight, you’re probably not W/U and so you’re likely to have even fewer enchantments. Most of the playable enchantments are auras, so Totem-Guide Hartebeest is a reasonable draft pick if you have some auras in your deck, especially the removal auras. However, the only enchantment likely to end up in your graveyard regularly is Weight of the Underworld, so Auramancer and Starfield of Nyx are not worth drafting either.

If we assume that Grasp of the Hieromancer, Sigil of the Empty Throne, and Sphinx’s Tutelage are also playable but not valued outside this archetype, then you can expect to get passed 3.9 playable white enchantments and 4.2 playable blue enchantments. However, even if you’re in W/U and draft all 8 of these cards, you only end up with 3 enchantments, so my conclusions above don’t change.

In short, you’re unlikely to be able to draft enough enchantments to build this archetype in an 8-person ORI/ORI/ORI draft. However, Blessed Spirits and Totem-Guide Hartebeest are still playable, especially if you’re W/U.

One Response to ORI: The enchantments deck

  1. Mike says:

    You have forgotten Infectious Bloodlust in Red, it’s an extremely low valued enchantment that replaces itself. Not ideally what you want to play, but with Flameshadow Conjuring you could double the # of Blightcaster triggers for a turn and not loose card advantage. With that said, R/B Enchantments matter seems like an ultra-weak archetype.

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