Avatar: The Last Airbender Omniscience Draft – Midweek Magic Event Guide

This guide will contain everything you need to know about the Midweek Magic: Omniscience Phantom Draft event, including rewards.

Hey everyone! This week’s Midweek Magic is for those of you that know everything. I could easily make a few jokes here, but I know that my wife reads my articles and I have zero desire to sleep on the couch.

I know it has some haters, but I have always enjoyed Omniscience draft especially in small doses. It breaks up the monotony of playing the same set over and over again by providing a new experience. You get to do some crazy things as long as you draft your deck right. The most important part is that it actually provides the type of fun that kitchen table Magic plays dream of.

The worst part about Omniscience draft is when your opponent has a deck that is insane compared to yours. You’re just sitting there with some chonkers out while they draw their whole deck. Another problem is when you draft a really awesome deck, lose a few die rolls, and never get to play with it. Luckily this is MWM so you can just concede and move on to the next game with zero repercussions.

I’ll give you some general strategy for Omniscience draft right after this event info.

Event Details

Welcome to Midweek Magic! Each week, try out a different way to play MTG Arena!

Sit down with seven bots to draft. Then, build a 40-card deck to take on other drafters—but all of your spells can be cast for no mana!

Find out more details about this and upcoming Midweek Magic events HERE.

  • Duration: December 23rd, 2025 @ 2:00 PM PST to December 25th, 2025 @ 2:00 PM PST
  • Format: Omniscience Phantom Draft
  • Entry Fee: Free
  • Ends After: You can play as much as you like for the duration of the event.
  • Match Structure: Best-of-one matches (BO1)

Event Rewards

WinsReward
1 WinRare Individual Card Reward (ICR)
2 WinsRare Individual Card Reward (ICR)
3 WinsOne Random Cosmetic Item

Tips and Tricks

The biggest change in Omniscience draft is that you can play all your spells without paying their mana costs. You don’t play any lands in your deck so you are going to have to play almost every single card that you draft. Every pick matters even the last couple out of a pack.

You also can add WUBRG once per turn to play activation costs. The big point of that one is that you’ll never be able to use anything that has a double pip in the activation cost. Don’t forget to take advantage of this ability to activate waterbending costs on your opponent’s turn too.

You should also be careful of any cards that require an additional cost. Spells with x in the mana cost are not your friends. A card like Wan Shi Tong, Librarian sounds amazing in theory until you realize you need a way to add a second blue to ever cast it for more than the base form.

You only start with three cards in hand so it’s really important that you have some way to start going off early. You don’t want to just play a couple creatures and say go. While mulliganing may seem painful when you start with so few cards, its worth it to get a viable hand.

You have to massively change your evaluation of bombs.  A three-mana value bomb is going to be significantly less powerful in this format compared to some commander card that is way too expensive for normal draft. For example, cards such as Clone Legion and Insurrection can be absolutely absurd in this type of format.

Card draw is king of the format. Since everything is free, turning one card into multiples is amazing. It is the engine that the entire format actually runs on. I don’t have to explain that Waterbending Lesson is amazing, but even Airbending Lesson is really good.

Obviously cantrips are great because it’s another way to dig deeper into your deck to the spells that matter.

Typically, Counterspells are premium, but Quench effects like It'll Quench Ya! are usually dead since they can add mana off the emblem to pay for them.

Discard tends to vary in value because it can be amazing on the play, but not so much when your opponent has already gone off.

Later in the packs when you have to choose random creatures, go for the big chonkers over cards you would normally think of as better limited cards.

One for one removal/interaction is a fairly low priority. If you decide you want removal, go for the ones that have something thrown in instead of just efficient ones.

Damage based removal is basically unplayable. It won’t kill anything they play that didn’t already gain a ton of value.

The most obvious thing is, of course, to get lucky on your opens. May the odds be ever in your favor!

Wrap Up

Thanks for reading! I’ll be back soon to talk about Slow Start Standard. Until then, stay classy people!

Iroas, God of Victory Art

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j2sjosh
j2sjosh

Josh is a member of the elite limited team The Draft Lab as well as the host of The Draft Lab Podcast. He was qualifying for Pro Tours, Nationals, and Worlds literally before some of you were born. After a Magic hiatus to play poker and go to medical school, he has been dominating Arena with over an 80% win percentage in Bo3 as well as making #1 rank in Mythic.

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