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CommanderCast S5E6 | Get Your Cube Insured

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This week's CommanderCast is a machine wildly careening out of control, crashing directly into the largely-unexplored wilds of EDH Cube! Join Andy and Sean on a journey of discovery guided by Commander Cube veterans Justin and Hayley. Learn the wonders of this million-dollar contraption. Hear about the process behind building your own. Find out how to crush your friends while playing it in a 'friendly' game. All this and more!

Hit the button or play, or download the entire episode! The full show notes are here.

For more Wrexial-Approved stuff, hit up http://www.commandercast.com/

Dark Ascension Commander and PTDKA Analysis

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Sadly I was not able to get my full DKA review out on time for it to really be relevant, so instead I am going to focus on the information that's come from PT:DKA.

Hopefully you all kept a close eye on the coverage and all the excellent emails Doug and Kelly sent out. If you don’t have Insider, this weekend proved its worth once again. If you followed their advice you could have easily doubled your money. A few of the calls were also discussed in the forums, which is also a benefit of an Insider account. There will be plenty of coverage for this upcoming weekend's Modern GP in Lincoln, so stay tuned.

The biggest cards of the weekend were obviously Huntmaster of the Fells and Drogskol Captain. Both put multiple players into the Top 8 and showed that they definitely can make an impact on our metagame going forward.

Huntmaster is currently $30 on SCG and should stay at least above $20 for at least a week or two, basically until Delver decks can adapt, if they can. If you are looking to sell, this is the perfect time to dump Huntmasters. I doubt he can go higher than $30 because at that point we are getting into Primeval Titan price levels and he is may simply not be as good as good old Prime Time.

Drogskol Captain is a solid $3 card but has the posisbility to reach $5 during its Standard peak.

That is the question I am asking myself at the moment. Is it ok to sell at $3? Yes, but is it okay to wait it out and see if can reach a little higher? The answer is yes as well. $3 is probably where they will sit a year from now because of its Standard playablity coupled with its casual allure, so selling now is fine.

But it isn’t that risky to wait it out a little, possibly even after Avycn Restored. At that point Dark Ascension will stop being drafted and, even though it is a lowly Uncommon, supplies will eventually dry up, especially if a new Spirit based deck or a rejuvenated Spirit deck comes out of Avycn Restored.

It could go up to $5 at that time, perhaps even more. I doubt it will reach Inquisition of Kozilek levels because it isn’t in a vast number of decks and will not see play in other formats, but it should see a steady amount of play and will be the center piece of any deck it is in.

Dungeon Geists is another card that broke out this weekend and from the deck tech, the great Jon Finkel stated that the deck should probably run more than 2 main as he was boarding the extras in almost every match up. This is good for its future value and as long as Spirits stays a deck, Dungeon Geists should hover around $5 for the weeks to come. If it ever shows up in a Control deck watch out for its price.

Another card that I would invest in is Lingering Souls. It is the real deal and should end up becoming a power Uncommon while in Standard, possibly more than Drogskol Captain because it fits in more decks. If it is strong enough to see play in Modern it will easily eclipse Drogskol, but that won’t likely happen. Pick them up at a buck all day long for as long as you can.

The final card I wanted to talk about is Faithless Looting. It did make a huge impact, just as I hoped it would. It only really showed its face in Raphael Levy’s 5 Color Reanimator deck. Levy’s deck could possibly be a player down the line if the meta twists the right way. Make sure you are prepared for it at FNM as it looks like a blast to play and every store will probably have at least one person trying it out. Even though it had a limited showing, I still have faith in the card. It still seems insane in RDW or any Red based aggro decks, at least in theory.

It has also shown its strength in Legacy as Adam Prosak won this weekend’s SCG Open with a Faithless Looting Dredge deck. This should at least keep the foil price from dropping for a few weeks.

Also watch out for the IDW comic promo version of Faithless Looting. This is the only place you will find that particular version and if it lives up to the hype, this version could end up being a higher end pimp version. There is nothing really to compare the price of this promo but $5 doesn’t seem unreasonable. It will be fun rummaging through 50 cent comic bins at comic conventions in the years to come hunting down possible $5 bills.

Dark Ascension & Commander

The following is salvaged from my unpublished review. They are some quick tips on the pricing of some important cards that most reviews will not focus on because they are mainly for Commander.

Archangel's Light
Price: $3+ foil
Analysis: Commander Hit but you will find people willing to trade these away to you just so they don’t feel bad for opening them.

Increasing Devotion
Price: $5 foil
Analysis: This card will show up in Cubes as well as Commander. The only format missing to help its foil campaign is Legacy. I think we can all agree it won’t show up there, but that doesn’t mean the other formats won’t create a demand for this card in foil.

Beguiler of Wills
Price: $1-$2 Mythic, $5 foil
Analysis: This should see play in Commander but it is viewed as a bulk Mythic by most. It is a great investment for down the line. Should be worth more than bulk for years to come.

Increasing Confusion
Price: $2, $5 foil
Analysis: It isn’t a big secret that there is a decent percentage of the player base that loves mill. There is usually at least one in every play group. Increasing Confusion is a dream card for these players. Pound for pound, it is not the best mill card around, that honor belongs to Glimpse the Unthinkable, however it is no slouch either. If Mind Funeral can be a $4 card Increasing Confusion, at the Rare slot should at least be worth that one day. For now though, it will stay around the $2 range until it stops being drafted and the casuals start to demand the card.

Mystic Retrieval
Price: $2 foil but could be more down the line
Analysis: This is an all-star card in Commander. I wouldn’t be surprised if it ends up being a $5 foil down the line.

Black Cat
Price: $2-$3 foil
Analysis: This is a very special card mainly because it is a black kitty with nice art. There will absolutely be people collecting as many kitties as they can, foil, foreign and misprints will all be great finds. As long as it doesn’t get reprinted it can also turn into a great common down the road. My advice, get foils if they are lower than $2 and pick up regular commons off draft tables and as throw ins. Bring your stack of cats to a big event and probably sooner than later you will find a cat crazed person willing to take them off your hands.

Increasing Ambition
Price: $5 foil
Analysis: Tutors are the name of the game in Commander. Increasing Ambition is a little over the casting cost curve, but it provides so much tutoring out of one card that it pretty much a lock on being a Commander staple.

Mikaeus, the Unhallowed
Price: $5, $15-$20 foil
Analysis: Mikaeus will see a lot of play in the commander slot for most mono black decks. He is chock full of relevant abilities that should help you win at least a few games. If you ever find him for below $10 at foil that is a solid double up your money opportunity.

Zombie Apocalypse
Price: $5 foil
Analysis: This is purely a casual card, but it is dripping with so much flavour that casual junkies will be clamouring to get this card. In the right casual deck it is actually very good so it should be a Zombie staple for years to come.

Increasing Vengeance
Price: $3 foil
Analysis: the sole purpose for this card in Commander will be to copy Time Stretch. Infinite turns is nice, but 6 turns is usually more than enough to win a game or at least take it over. This will be regarded as jank otherwise so it should be easy to get it at undervalued prices.

Crushing Vines
Price: $1-$2 foil
Analysis: At common this card does not have much room to grow but it is a perfect card for Commander. Artifacts are the best card type in Commander and there is always an artifact on the battlefield worth destroying. Add on the ability to destroy fliers, a weakness that most Commander decks share and you have the perfect unsuspecting card for Commander. You will easily get this as a throw in. Use it yourself or trade it to a Commander junkie.

Grim Flowering
Price: $1-$2 foil
Analysis: This is just another Green conditional draw spell, but is very effective in Commander. This should draw you 5+ cards, and I feel the average is probably even higher than that. I am very excited to try this out in my Commander deck.

Diregraf Captain
Drogskol Captain
Stromkirk Captain
Immerwolf
Price: Drogskol, $2-$3, $5-$10 foil. The other 3, $1-$2, $5 foil
Analysis: For Drogskol Captain I initially had him at $2-$3, but he could go higher with the success of the Spirit deck. I admit, I forgot about the interaction with Phantasmal Image when I first assessed the card and that is a big factor in its playability in Standard. He should be $8-$10 as a foil going forward.

For the 3 others they will be $1-$2 initially, foils will hover around $5 until they find a competitive deck. Down the line though, all of these cards could go to $3-$5 easily for the non foil versions. They are casual hits as well as multi colored spells. They are basically the uncommon versions of the Shadowmoor/Eventide Liege cycle and those cards are all solid casual hits and I expect these Captains to follow in their footsteps.

Sorin, Lord of Innistrad
Price: $30-$40
Analysis: Sorin hasn’t entirely lived up to the hype, at least in Standard. There is lots of time for him to make his mark in Standard but he probably will just be riding on the coat tails of Lingering Souls. That doesn’t mean Sorin will drop, at least for the near future. Tezzeret, Agent of Bolas was a $30 for a while and I believe Sorin will stay in that range longer. Sorin has a few things going for him that Tezz never did. Vampires is number one, but BW for some reason is a favoured color combination for the casual crowd. He is also much better than Tezzeret is in Cubes and Commander which will definitely help his price.

Elbrus, the Binding Blade // Withengar Unbound
Price: $5+ foil
Analysis: Without Stoneforge Mystic to help this guy come into play he has no chance of showing up in constructed Magic. Commander gets around this because there are several creatures that allow you to put this directly into play that are fully legal and very much playable in Commander. I don’t think this card is good in any way, but it will see play in Commander due to its coolness factor alone.

Helvault
Price: $3 foil
Analysis: This card could actually end up being a Commander favourite, but I am not totally sold on it. It seems solid, but very reactive which could be its downfall.

Grim Backwoods
Price: $5+ foil
Analysis: This card is a perfect “spell land” for Commander. Every GB Commander deck will be playing this card. The fact that Green and Black are the best colors at manipulating the graveyard only makes this card better. Because it most likely won’t show up in constructed, I know it will be undervalued for a while.

Vault of the Archangel
Price: $10+ foil
Analysis: This is an extremely powerful card in slow creature based battles that are the norm for Commander. It is also part of that beloved color combination of Black and White. Having Archangel in its name, as silly as it may seem, also helps its value. This is a staple in BW Commander decks for years to come. It also has Cube and possible Standard applications as well.

Until Next Time

Thanks a lot for reading. As always shoot me some comments or suggestions. I will soon be writing another Commander article going back and looking at my original picks for Commander hits way back in December last year as well as some new cards that have jumped in recent months.

Insider: Supply, Demand, and Dark Ascension

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Sorin, Lord of Innistrad. Is he worth the hype? Will he keep his $45 price tag forever, or will he plummet like all other Mythics seem to after release? Will this apply to the other cards in Dark Ascension as well?

Through the Dark Ascension looking glass

It is widely accepted that Dark Ascension, as a whole set, doesn’t seem to have that many “money” cards in it. Its power level has fallen from what we’re used to seeing in the past, which has reduced the number of playable cards in the current metagame. As such, many players don’t find it as desirable to purchase multiple boxes to play the Mythic lottery since the “fringe” cards have little to no value.

Sure, you’ve got Sorin, Lord of Innistrad, Havengul Lich, and Huntsmaster of the Fells, but nothing else that really jumps out at you aside from possibly the Graffdigger’s Cage, Dungeon Geists (which broke out at PT Honolulu) and Thalia, Guardian of Thraben in the rare slots. There are plenty of great uncommons, but we all know they will be opened time and again until we’re so sick of seeing them that even they become unexciting. (Note: That doesn’t mean throw them out, they should clearly be kept to profit on later!)

It is for these reasons that I take an opposite stance to most and feel that this set will retain value, and may even go up!

What?? That doesn’t make sense!

So why would having “bad” cards in a set make it worth more? How can that be possible? Clearly if it’s a bad set, no one is going to want to buy it!

And THAT is my point!

Supply and demand on the “money” cards in this set will be skewed. While teh hardcorez might have normally bought a case (6 boxes), perhaps this time they’ve decided that since the set is bunk they will only purchase 2-3 boxes in order to avoid the losses that naturally come with packs filled with $0.35 cent rares. Less product opened naturally equates to less cards in circulation, which means that the cards that people do want in the set will be harder to find, and therefore, more costly.

Dark Ascension = Worldwake?

Drawing the common comparison to Worldwake (another 2nd set with a chase Mythic), we can see that the sets are actually quite different. Jace and Sorin are the chase cards, but Worldwake just had so many other good playable cards in it (Stoneforge Mystic, the Man-Lands, Basilisk Collar, etc…) that the EV (expected value) of each Worldwake pack was much higher from the get-go than that of Dark Ascension.

So people kept opening more and more Worldwake, putting more and more individual cards into the open market. This eventually reduced the price of every card in the set to the point that staples like Raging Ravine went from $4 to $1 PRE-Rotation! What are the odds of Dark Ascension being opened in that quantity? Sorin is NOT Jace. People will not be able to (almost) pay off their entire box investment by cracking Sorin.

Because of these reasons, I don’t feel that comparing Dark Ascension to Worldwake is valid. As such, we cannot follow its model for price deflation after release.

The Sky is the Ceiling!

If any cards break out in Dark Ascension, you may be hard pressed to find them cheap. The perfect storm of less availability combined with an increase in demand will impact individual cards much more than in previous sets. If you think that Increasing Devotion, Predator Ooze, or Vorapede are the next big thing, don’t wait… get them now!

Sorin may have dipped after the results of SCG Richmond / PT Honolulu, but if he posts any future results, expect him to go back up. Plan accordingly!

I hope this article has helped point out the possible supply / demand issue that may be created by this set, especially after Scars block rotates and people clamor for cards that were once undesirable. If no one is opening product, no one is putting more Sorins into the market, and those that are already out there can only continue to rise along with their demand.

Cheers,
Carl Szalich

On a more personal note: I'd been recovering nicely only to be faced with another health challenge that requires addressing. As they say: "When it rains, it pours". It's challenging to balance Magic into a life full of turmoil, but I'm trying to get at least a few articles submitted here and there as ideas arise and time permits me to write them. Hopefully I'll be back writing more regularly soon, but that's not something I can guarantee at this point. It's ironic that the article that I last wrote before taking a leave of absence was about balancing your priorities, as it's something I find myself now in the position of needing to do, but NOT for financial reasons.

Carl Szalich

Currently found ranching Orggs in the wilds of London, Ontario, Canada, I've been playing MTG for the past 15 years. I remember when trading Dual Lands for Craw Wurms was the "in thing to do", and Shivan Dragon fought Royal Assassin to see which would carry the higher price tag. I'm primarily interested in MTG finance, and like a good Icatian Moneychanger I believe that we are all "bigger than we think" when it come to what we have, and what our potential may be.

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Posted in Dark Ascension, Finance, Free Insider2 Comments on Insider: Supply, Demand, and Dark Ascension

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Insider: Debriefing the Pro Tour and Moving on to Modern

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I hope you all had a chance to check in on Pro Tour Coverage this past weekend, the QS coverage team of Kelly and Doug did a great job of keeping us all up-to-date of the goings on of the weekend. There are a few key highlights I want to address and see where this knowledge can take us going forward.

Standard

Dungeon Geist vs. Huntmaster of the Fells


So, in every article since the spoiling I’ve talked about this card. Glad I got mine while I could, and my buddy cleaned our LGS out of them at $2 before the Pro Tour weekend.

Fast forward to the event and we see Jon Finkel and Tom Martell, One Hall of Famer and the other a notable pro in his own right, piloting an Esper Sprits deck. Although Finkel didn’t make it past the Semi-Finals (if you didn’t watch this match, go watch it, now!), the deck performed extremely well for both players in the Standard portion of the event.

Personally, my big winner here is Dungeon Geists. The list ran 2 and Finkel said himself that he’d like to bump it up to 3. I had a chance to ask Tom Martell a few questions on Twitter (@semisober). Keep in mind that Pro Tour Decks are tuned to deal with a very precise metagame, while when you sleeve up a version to play at your LGS it needs to be able to beat a much broader field of decks.

Specific hate cards like Revoke Existence and Divine Offering probably wouldn’t sit in the main deck, while you'd instead include additional good cards like Dungeon Geists and Mana Leaks. The more people play with this card, the quicker it will catch steam.

As you can see, it’s increased by 150% on StarCityGames.com since the Pro Tour: it was at $1.99. And it’s sold out. Yup. And people are likely still testing the version with 2 copies. I’m not ready to dump yet. I don’t think we’ll see it go too much higher, but I don’t see it dropping anytime soon, either.

Let’s compare this to a card like Huntmaster of the Fells // Ravager of the Fells. This is a card that also saw a big jump at about the same return. For quick grabs in response to the Email blasts that go out, this was a great move. But unless you’re the next Nostradamus, I’m still feeling fine about waiting on the guy.

Sure, he saw a whopping $20 price bump, but required a $12 investment and I feel he’ll likely return to a $15 range at most. This card is fairly narrow and only belongs in R/G decks. While a great pick up if you were able to snake some before the news got too big, it's reached a potential peak as a speculation target.

Dungeon Giests is the type of card I love speculating on because the initial investment is low and there is very little possibility of downward movement. Through my typical outlets I have an entire season to milk as much value as I can from my Dungeon Geists, but likely only have about a week before value starts oozing out of any Huntmasters I might have.

These are clearly two different schools of thought. Which is right? They both are. You need to be aware of both of them and be ready to take aim next time if you didn’t take advantage of these two huge winners. Use the articles leading up to Pro Tours to stash some low risk, long term specs, while during the weekend itself be in a place where you can take advantage of the breaking news--whether that's from your desktop at home, at your LGS, or even from your smartphone while running around town with the family.

Modern

With a blur, my twitter feed suddenly stopped talking about Standard this week and has shifted to Modern.

With a big batch of PTQ’s this weekend, we’re bound to see some decks emerge. The format is still pretty open and, with DKA releasing shortly on MTGO, you’ll have some opportunities to get in on Modern shifts just in time if MTGO is your game.

Twitter will be a great resource for this. PTQ’s typically have very little, if any, public coverage available. PTQ winners and other Top8 competitors will be tweeting their results and decklists throughout the weekend. Instead of waiting for Monday's articles, use this window and be ahead of the crowd and net some serious bucks.

I’ll be at the LA PTQ this weekend and scoping buylists and I'll be sure to tweet (@torerotutor) any hot tips I pick up on.

Breaking Yomiji, Who Bars the Way

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There are a lot of legends you can use as the Commander of your awesome deck, and so many of them do unique and interesting things.

A number commonly thrown around is that out of the 473 legends that are currently in the game, only 70 or so are commonly played. This is part of the reason that Commander is such a fun format: there's so much unexplored space and so many interactions that haven't come up yet. It's a huge part of the reason I enjoy the format so much and is the entire reason I write about it.

Yomiji, Who Bars the Way is a great example of a Commander that can do a number of very powerful things but sees little to no play.

He has the classic indicators of being a legend from Betrayers of Kamigawa: a confusing effect, low power and toughness, and a very high mana cost. It is also unfortunate that Yomiji's ability effects all players, but generally it only takes a little bit of work to break the symmetry of these kinds of cards.

One of the most important things to keep in mind when you're building a deck is what you want your deck to do. Each card should contribute something to your theme or plan. This idea is even more critical when you're playing with an under-powered Commander, since you generally won't be able to rely on just overpowering other players, especially when you're in mono-White.

The plan for this particular deck is to play a more controlling game so that you can use Yomiji as a card advantage engine with a bunch of sweet legends. Since the deck is going to be a slow and grindy control deck, let's start by looking at the legends that can win the game in conjunction with Yomiji and lots of mana.

Let's Get Legendary

The two most absurd interactions this deck is capable of are using Mindslaver or Yosei, the Morning Star with Yomiji in play. Yosei plus a sacrifice outlet lets you lock one or more players out of their untap steps, while Mindslaver will let you take someone's turn for every ten mana you can produce. If you get either of these going, it's important to lock out the players most likely to have graveyard hate, countermagic, or spot removal first, since they can disrupt your lock. If people make the mistake of tapping out too low, you can jam Hokori, Dust Drinker to tempo them. If you have a sacrifice outlet and Yomiji, then you can Winter Orb everyone else by sacrificing Hokori on the end step before your turn.

Beyond that, you have Mangara of Corondor and Lieutenant Kirtar to protect yourself from creatures and permanents of different varieties. Then you've got your an infinite storm combo in mono-White! Just cast Isamaru, Hound of Konda, then sacrifice it to Phyrexian Altar with Yomiji in play. Return Isamaru to your hand and recast it as many times as you like, then kill someone with Astral Steel on an unblocked creature.

Suit 'em Up!

A lot of decks are heavily reliant on powerful equipment like Skullclamp and Nim Deathmantle to generate card advantage, and this deck is no different. It's important to note, however, that White-based decks are much more reliant on equipment than most decks of other colors because it has very few other sources of card advantage and because of tutors like Stonehewer Giant and Stoneforge Mystic.

There are a few interactions that these equipment allow for that we'll get into a little later, but the important ones are the Darksteel Plate and Shield of Kaldra. Making Yomiji, Who Bars the Way indestructible is huge because then you can start leveraging wraths and other removal while rebuying your legends. These equipment just make it much harder for most decks to interact with your late-game plan.

Nim Deathmantle and Skullclamp are there for some much needed card advantage. Both of these equipment make your plans of sacrificing a number of different creatures much better. In a lot of ways, these are back-up copies of Yomiji! Pariah's Shield is certainly the most awkward card out of this list, but it's there mostly because of some of the other sweet legends you can play, which we'll go ahead and talk about now.

Superfriends

The most important thing here is that each of these legends is relatively inexpensive. This deck wants legends to die or be sacrificed to various effects so that you can get value out of them. That they all also have sweet abilities is mostly just a bonus! That said, there are a few of these abilities that the deck is built around. Pariah's Shield is much better in a deck that has Cho-Manno, Revolutionary and Commander Eesha. Similarly, Myojin of Cleansing Fire is a great way to control the late game once you can make Yomiji indestructible and find a sacrifice outlet for your Myojin.

Eight-and-a-Half-Tails is a card that gives you ways to deal with cards that normally are unbeatable for mono-White, such as Capsize. This guy has always been a great Commander, but he's also very good in your 99 as a combat trick and protection for all of your key permanents.

Last, Predator Flagship is a card that doesn't see much play but certainly ought to in big mana decks. White doesn't typically have trouble dealing with creatures, but this gives you a repeatable source of spot removal so that you don't have to wrath the board away since so much of your deck is based on having creatures in play.

Salvaging Station Package

With so much of the deck built around getting extra cards and effects off of creatures dying, it only seems reasonable that you'd think about running a card like Salvaging Station. Honestly though, Salvaging Station is a card that more people ought to be able to run. You have to run a few underpowered one-mana artifacts, but you'd be surprised just how many activations you get off of a Salvaging Station.

This suite of artifacts accomplishes a few things, the most important of which is giving you some much needed graveyard hate. Each of these artifacts effectively nets you a card each time you get to recur them and puts you very far ahead over a longer game.

Expedition Map lets you take advantage of some of the strong utility lands you have available to you in White and finds sacrifice outlets for your various legends. Wayfarer's Bauble and Wanderer's Twig both help you get to the late game and have enough mana to start leveraging your recursion loops to actually win the game. I'm not sure if the deck wants a Traveler's Amulet in addition to the Twig, since at that point you'd have to start cutting lands to make space for the Amulet, but it's worth considering.

Get Big!

Every deck needs ways to go over the top and actually win the game. This deck can do that in a couple of different ways, which is kind of unique for a White deck. This deck has a number of angles to attack from, each of which has to be managed separately.

  • Decree of Justice
  • White Sun's Zenith
  • Sacred Mesa
  • Day of Destiny
  • Emeria Angel
  • Deathless Angel

The first two cards are Culling Dais and Helm of Possession, which play into your plan of getting value out of sacrificing Legendary creatures. These also give you ways besides Phyrexian Altar and various land-based sacrifice outlets to lock people with Yosei, the Morning Star and Hokori, Dust Drinker.

Karmic Guide and [/card]Sun Titan[/card], on the other hand, let you straight up out card the other players at the table. If they don't exile one or both of these, you can eventually grind out so many extra cards that you'll have an overwhelming presence on the board.

You also have a bunch of token generators and other anthem-style effects. Deathless Angel is sweet at protecting your guys, ensuring that you live through your own sweepers and can get in some big hits. Similarly, Day of Destiny is insanely good with the number of legends that you're playing, especially with how difficult they can be to get rid of.

Finally, the token generators. These particular generators are some of the best in the format because they play around countermagic so well, which is something that White isn't typically good at. That flexibility gives you a great way to fight against Blue decks, which is something that you're generally pretty weak against.

Card Advantage and Utility

Every deck needs some flexible tools and this one is no different. There are some effects you just need to have access to in order to be able to interact with other players: creature removal, graveyard hate, artifact and enchantment removal, for example. A lot of these tools showed up above, either as part of your creature-engine or Salvaging Station package, but there's always space for a few more, right?

So, like I said, there're ways to fight creatures, artifacts, and graveyards, all at instant speed. People generally don't expect White decks to play tricks in Commander, which makes having them even more important since a good number of opponents will play right into them.

We've also got Crystal Ball, which I think it better than Sensei's Divining Top in this particular deck due to a lack of shuffle effects. You could just add some fetchlands and Crucible of Worlds to make Sensei's Divining Top better, but that puts the deck further out of reach of most people's budgets. Honestly though, Crystal Ball is not much worse than Top, if it really is at all. Scrying is a very powerful effect, especially on a repeatable source.

Last is the Ranger of Eos package. Ranger is a card that I really like for White and White-based decks. It's both card advantage and a tutor, even if it finds cards that are typically low-impact. You can build your deck to take advantage of your one-drops by running things like Mother of Runes if you have to protect key creatures, Weathered Wayfarer if you have important lands, Serra Ascendant for beats, and so on. Ranger does a lot of interesting things and I'm actually pretty sad I couldn't find more space for one-drops for him to tutor up.

The Mana Base

This is the most important part of most decks, but this one in particular needs a lot of help from its lands. The deck is so mana hungry that you want to do as much to maximize how much mana you'll have on a given turn as you can. Mana sources that can scale up over the course of a game are especially important and are going to be emphasized over "fixed" acceleration.

Mana Rocks

This is a pretty typical suite of acceleration, besides Honor-Worn Shaku. I initially ran it just because it was a cool card from Champions of Kamigawa block, but it will typically give you two to three mana on a given turn from sources you wouldn't typically get it from. Plus, the first time you tap your Shield of Kaldra for mana is sweet!

Lands!

There are a ton of sweet interactions going on with the lands here, I just hope I have time to go into them all! The most important lands are your High Market and Miren, the Moaning Well, since they provide sacrifice outlets to go with Yomiji, Who Bars the Way.

You also have a ton of interesting interactions with Flagstones of Trokair and Gods' Eye, Gate to the Reikai, most notably with Ghost Quarter and Isle of Vesuva, especially if you can stick Yomiji.

Mistveil Plains is a card that does a lot of things for a lot of decks. It's an awesome piece of recursion, and is great at protecting your graveyard. For this deck, you can recycle your equipment, lands, and one-drops, each of which can be tutored up fairly easily.

Lastly, you have Winding Canyons, which can let you flash in legends to do tricks on other players' turns, and is another way to give Mangara of Corondor pseudo-haste.

Now that we've gone over the lands, let's look at a finished list:

[deckbox did="a147" size="small" width="560"]

Like most mono-White decks, this one is pretty slow and very clunky, but it does have a number of very powerful interactions that a lot of people aren't really prepared for. Most importantly, it exemplifies the one characteristic that mono-White Commander decks must have to be successful: your Commander either has to be very aggressive, have a source of card advantage, and/or feature disruption.

That said, I'm pretty happy with the deck. There are certainly some interactions a lot of people haven't thought about and aren't prepared for and you have an incredibly brutal end game that's fairly difficult to disrupt.

That's pretty good for a Commander who is largely considered unplayable.

Next week we'll be taking a look at the mono-planeswalker control deck that Becca wants me to build for her, so be sure to check it out!

Carlos Gutierrez
cag5383@gmail.com

@cag5383 on Twitter

Insider: Dark Ascension in Pro Tour Honolulu

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I want to open this article with a word of praise to Wizards of the Coast. Their Pro Tour Honolulu coverage was phenomenal. High quality video, relevant commentary and interviews, and frequent updates of player results all created an enjoyable viewing experience. They took an idea that has proven successful by Star City Games and kicked it up three notches. Well done!

Amidst all this coverage, information has been flying at us from many angles. Wizards’ own website consistently summarized various deck techs and cards to watch. Additionally, Quiet Speculation has been sending out frequent emails throughout the weekend highlighting key cards impacting the Pro Tour. Although somewhat overshadowed, Star City Games had one of their largest Standard opens yesterday in Cincinnati.

What Were the Key Highlights?

This is a time of flux. Dark Ascension is finally beginning to have an impact on Standard, and this was reflected at both the SCG Cincinnati open and the Pro Tour.

The largest splash, in my opinion, was the ubiquity of Huntmaster of the Fells // Ravager of the Fells. When this card was initially spoiled it pre-sold on Star City Games for $17.49. This was short lived, however, and the popular retailer dropped the price to $14.99 shortly thereafter.

Let’s see where the card stands right now (as of Sunday):

Star City Games has increased their price a healthy five dollars. Their buy price is eight dollars, which to me does not reflect an immediate increase in demand by itself. I have noticed recent eBay prices around $15, which does reflect a price increase. How do I know? Yesterday (Saturday) I purchased three of these Werewolves for $10 each.
A few other cards from Dark Ascension made a smaller splash worth noting. Dungeon Geists demonstrated potential value in blue [card Delver of Secrets]Delver[/card] decks. Whipflare made an appearance as a 1-of in PV’s and Kibler’s decks – both players made Top 8. Finally, Drogskol Captain, Strangleroot Geist, and Lingering Souls were a few Uncommons that appeared in Pro Tour Honolulu Top 8 deck lists.

Meanwhile, in the SCG open, Huntmaster of the Fells // Ravager of the Fells broke into two decks of the Delver-dominant Top 8. Heartless Summoning made an appearance in one SCG open Top 8 deck, combining with Havengul Lich.

The chart above (courtesy of blacklotusproject.com) shows the rebound in the price of Heartless Summoning. A more dominant showing at the Pro Tour would have had a more significant impact on this card’s demand. Still, the price has bottomed for now, and Star City Games now sells the once-dollar-rare for $2.99.

So What Do We Do With This Information?

Please. I beg of you. Do NOT go directly to Starcitygames.com and buy out their Huntmasters (unless you are buying Lys Alana Huntmaster, which is only currently available in Japanese foil for $5.99).

If you were following along with Quiet Speculation’s emails, you would have had a window to pick up Huntmaster of the Fells // Ravager of the Fells for $10, as I did. I already regret not buying more than three. But it is a lot more difficult to convince myself to buy at $15 than it was at $10. I considered $10 very nearly a price floor, much like it is for other Mythic Rare hits such as Elesh Norn, Grand Cenobite and Geist of Saint Traft.

It is incredibly difficult to predict where the card will go from here. I suspect the price jump is not finished. Purchasing a set of Huntmasters at $15 each on eBay may still be a worthwhile investment, since the card’s popularity is likely to increase now that the Pro Tour results are in.

Keep in mind the old adage of economics: buy low and sell high. If you are going to purchase this card, or any others that have proven their worth in this weekend’s results, the time to move in is now.

If you do decide to move in on these cards, I urge you to monitor quantities in stock at Star City Games. Their website is a barometer for a card’s popularity. A great example of this is Elesh Norn, Grand Cenobite (chart courtesy of blacklotusproject.com).

This card was seeing play as a 1-of in a few decks across formats. Esper Control (Standard), Melira Pod (Modern), and Reanimator (Legacy) all had reason to play a copy of this powerful Mythic Rare. To me, this level of play did not justify a price tag over $10. Yet, Star City Games was “sold out” of this card for the longest time with a price of $14.99. This should have been my buy indicator.

The card’s play has picked up a bit in recent events. Now the card sells for closer to $15 and Star City Games sells them at $19.99. A trend identical to that of Huntmaster of the Fells // Ravager of the Fells. Huntmaster, however, is not legendary and is played in multiples. Further evidence that this card’s run may not be over yet.

As for the other breakout cards, I am only moderately impressed with their results. Seeing two copies of Dungeon Geists appear in two Top 8 decks of the Pro Tour earns the card a second look. Star City Games is selling this 3/3 flyer at $2.99 much like Heartless Summoning, and I agree with their pricing. As a 2-of in one deck, this card’s price will not jump much higher. Should it become a staple across Blue decks, this card would move up another few bucks. I may pick up a set of this card now while it is cheap, as there is limited downside at this price point.

Is Dark Ascension Still Underpowered?

In a word, yes. One Mythic Rare… count them… ONE!... appeared in the main deck Top 8 at both the Pro Tour Honolulu and SCG Cincinnati. Havengul Lich managed to make the Top 8 of SCG Cincinnati, but the Heartless Summoning deck lost in the quarterfinals and hype around this card is significantly less.

Even on the Rare front, I would hardly consider Dungeon Geists and Whipflare as breakout cards impacting the metagame. They merely fit in nicely to already-established archetypes.

Based on these results, I will maintain my current position of this set with one slight amendment. I still recommend picking up older Standard cards that are putting up consistent results rather than Dark Ascension cards. Cards like Primeval Titan, Snapcaster Mage, and Champion of the Parish are all still showing consistent results and remain in high demand.

The amendment: I would consider picking up Dungeon Geists, Whipflare, and perhaps Huntmaster of the Fells // Ravager of the Fells. I will not go in deep on these, as that’s not my style. But now that these cards are on everyone’s radar, they will see much more play at FNM’s and local tournaments. This should keep these cards high in demand for the time being.

UPDATE!

It is 8:45pm on Sunday, and the Pro Tour Honolulu Finals consists of PV and Kibler. Both players running a Kessig Wolf Run build with Huntmaster of the Fells // Ravager of the Fells. The financial impact? Take a look at Huntmaster's listing on Star City Games now:

I was fortunate to pick up a couple of these at $10 on eBay. They are nearing $20 on eBay now, and Star City Games has them at $25! The window to purchase this card is nearly closed, and the window to sell this card is nearly open!

-Sigmund Ausfresser
@sigfig8

CommanderCast S5E5 | Buzz Killington and the Downers

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It's more of Commander's realest talk as Andy is back on deck with his elite squad of conversational killers! Carlos, Imshan and Max round out this episode's panel, making it a very writer-y episode (obviously I am not a writer, I make up DEM WORDZ). But we form like Voltron to produce an episode where we explore that divide between competition, fun and the howling abyss between them. Buzzkill cards, threat assessment, and Reliquary Tower are all debated in this episode.

Hit the button or play, or download the entire episode! The full show notes are here.

For more Wrexial-Approved stuff, hit up http://www.commandercast.com/

Insider: What’s Worth What in Worldwake (besides Jace)

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Worldwake is most iconic for Jace, The Mindsculptor, so let's get that out of the way at the beginning. WWK has so much more going for it (okay, beyond just Stoneforge Mystic). Worldwake has several good-value rares and mythic rares, and thanks to how it was drafted, those cards will be worth more because so few were opened. Here's what happened: when Worldwake and Zendikar were around together, they were both drafted. One pack of Worldwake was getting opened. When Rise of the Eldrazi came along, the set was triple-drafted, so that means that draft tables are no longer opening Worldwake packs. "Sure," you say, "but everyone started tearing into it when Jace got popular!"  Let's take a history lesson at the Black Lotus Project and look at their Jace graph. You'll note that it looks like a big plateau over time. Jace is sitting at $40 for two months. He starts ticking up around the end of April, which is when Rise comes out. Jace was bonkers at $65 in September, but that's because Scars of Mirrodin was to be published the next month and everyone knew that Jund was rotating out. Jund was, by the way, a deck that would run roughshod over any UW list, pitching their Bloodbraid Elf into Jace while cackling. So people started cracking WWK then, but the set was about at the end of being printed - two more sets were standing in the way of more WWK print runs! This short print run and little initial demand means that the rising tide of scarcity lifts all boats in the set.

After that explanation, let's get in.

Abyssal Persecutor

$4.00

Such promise, such work. People immediately wanted to string this up with Cabal Therapy and Diabolic Edict, but it's not exactly that simple in Eternal formats. Persecutor didn't answer anything that Black needed fixed; chiefly, it does not draw cards, which is what monoblack needs. It's killable easily enough and plenty of people paired it with Jace in Standard so that they could bounce their Persecutor when the opponent was at negative life.

I don't know what the lifespan of this card will be. Four dollars is a lot to ask for a card that casual players won't flock to and that hasn't made an inkling of movement in Modern. Without Dark Ritual or Chrome Mox to move this along, Abyssal Persecutor must contend with cheaper Tarmogoyfs and better Wurmcoil Engines. I would get rid of mine if I had copies.

Admonition Angel

$1.25

This has Commander written all over it. You'll never be able to make her work the way you want her to in Modern (couldn't in Standard either), but she's so political! The Angel bump makes this card worth a little something, but this is mainly an example of how cheap an unplayed Mythic can be.

Avenger of Zendikar

$2.75

Avenger was a total bulk rare until the ramp decks started showing up. Suddenly, hitting seven mana wasn't terribly difficult at all. On top of that, Primeval Titan made sure that you hit those extra landfall triggers, making your Saprolings huge and ending the game. Avenger was unloved until this point, and then it shot up into the double-digit range (and it's worth noting that Kelly called the card's rise).

Avenger sees a bit of play by wrecking otherwise-fun Commander games, but his days of ramp-fueled glory are mostly over. I have been tampering with monogreen ramp decks (seriously, watch Vernal Bloom) for Modern and I'd much rather cast Eldrazi than this guy. I think that's the best indicator of Avenger's casual future.

Basilisk Collar

$3.00

R&D rightly guards the Deathtouch ability pretty closely. Being able to give it to whomever you want means that the Cunning Sparkmages can grab hold of this Collar and murder anything that gets in their way. Indeed, that was one of the premiere anti-aggro strategies in Standard from the sideboard. Collar is still hugely popular with the casual crowd and I am sort of surprised that it's still so cheap. This is an EDH staple for years to come because it's just so darned cheap to use. It won't make a giant of a creature, but it makes the smallest weenie into a stalwart blocker. I wouldn't be surprised if this card got some love in Modern, possibly alongside Mortarpod.

Celestial Colonnade

$1.75

A colonnade, by the way, is a walkway lined with columns.

This card reminds me of Serra Angel in the old control decks. You'd need a flier to quickly finish them off and this certainly does the job. Colonnade presents a really interesting shift in how we look at manlands. A card like Mishra's Factory will readily soak up an extra mana and crank in for some damage. Colonnade requires a full-blown commitment to getting in for an attack, though. You've got to spend the entire turn doing it. This isn't some incidental "might as well" play, this is the equivalent to tapping out for big spells. In that way, I think Colonnade was more of a late-game value play from a UW dual land. You were not depending on it, but if you were ripping cards off the top, then Colonnade was a fine land to have in play. I foresee these lands holding their value and ticking up a bit. They are very comfortable in most EDH lists, where wasting a turn without playing a spell can be a big deal.

Creeping Tar Pit

$2.25

Trivia: this was Quiet Speculation's preview card, back when Kelly ran the whole thing from a bunker on Blogspot.

The Tar Pit is a very convenient planeswalker killer, which is a huge deal for UB. That color combo has a wretched time getting through to an Elspeth, for example, because their creatures are weak and the Dimir color combo rarely plays lots of little guys to get through. Tar Pits, though, let you seal up a game quickly and take out frustrating Jaces.

I see this card rising in value, as well. UB is the most popular casual color, after all. This is an inexpensive land to activate, and the damage is guaranteed. On top of that, the man it turns into is immune to a lot of Black's removal. All in all, a solid "hold" for the future.

Dragonmaster Outcast

$4.00

I will occasionally look at this casual card for control decks. Look, I tell myself, you could play this on turn six or seven and just start grinding out Dragons. what if they can't answer it? You don't even have to tap out! Dragonmaster hasn't panned out that well for me, but I keep him in mind when I build sideboards for decks that go to the long game. This is the sort of thing I expect to come out of a Mystical Teachings deck in Modern and surprise-kill a lot of grumpy mages.

Eye of Ugin

$1.50

Eye was the hint card for Rise of the Eldrazi. It went from zero to $6+ when ramp decks took off, because it let you run only one copy of the giant pasta monsters and still reliably cast them. You could even run a single Eye and get it with Primeval Titan! Eye can conveniently fetch up colorless creatures in EDH, which means that you can go find Solemn Simulacrum and Duplicant with it. Not terrible, but still a fringe card.

Jace, the Mind Sculptor

$47.00

We all knew that Magic would eventually see the busted Mythic, the overpowered Planeswalker. I suppose I'm happy that it was Jace and not something more devastating. Don't get me wrong, Jace will still kill you easily, but at least it feels like you're playing real Magic against him most of the time. He's not blowing up your lands or Mind Twisting you. Jace's existence means that R&D takes a pause whenever they drum up an idea for a new Planeswalker and ask themselves if it's going to be another Jace. Speculators (and the horde of people who want to be speculators) consider every Planeswalker to be the next Jace. I don't think we'll see anything on the power level of this guy, nor will we see $100 Mythics for a long time. Jace had a profound chilling effect on what we could get in a Mythic Planeswalker.

Joraga Warcaller

$2.00

We move from a card that's universally recognizable to something you might pass up in the quarter rare box! This elf scales with the silly mana ramping that Elves are known for. Its scaling ability is even a Lord-pump ability! If there weren't so darned many good elf pumpers to vie with it, I bet Warcaller would be $5. As it is, this is something that you should keep your eye out for in trading. Bulk junk like this can surprise you.

Kalastria Highborn

$1.50

This reminds me a lot of Disciple of the Vault. It gives a Vampire deck a good deal of reach, if you can feed it enough. I've seen casual games where someone sends their army back to un-death with a Bloodthrone Vampire and finishes the race with a Kalastria Highborn. A Highborn and a sacrifice outlet (especially like Bloodthrone Vamp) makes for a tense combat round.

Omnath, Locus of Mana

$2.50

I have seen a lot of Omnath decks in Commander that look like Omnath, 80 Forest, 20 ramp spells. If you just want to turn Magic into keeping track of your mana pool, this is a potentially devastating general. Omnath can routinely be so big that he'll kill a person with General Damage in one attack. That makes the goofy 80 Forests deck actually something to respect. I don't know that Omnath makes for great long-term game play in Commander - if you play him, let me know what you do to keep things interesting!

Stoneforge Mystic

$6.75

How fitting that we end on the other dynamite card from Worldwake. This lowly Squire was a hit the day she was printed - people just didn't realize it yet. It took Brian Kibler and Co. to pair her with Sword of Feast and Famine to usher in a scary new era of UW Control. These weren't the old "instants and Wraths" UW decks that went to time every other round. They would get a Stoneforge out, grab their Sword and do things like play Jace, attack and untap with mana open to counter whatever the opponent did. Stoneforge was so dominant that it got the axe. I was quite surprised that it took so long to hit the $15-20 mark, too. It wasn't exactly a secret that this girl would get better with time. Now she grabs Batterskulls in Vintage and Legacy and shows no signs of slowing down. Thank the stars that she's not in Modern.

That's it for Worldwake this week; expect a dip into the giants next week when we tackle Rise of the Eldrazi!

Until then,

Doug Linn

Pro Tour Dark Ascension (#PTDKA) Deck Lists!

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| Deck Lists | #ptdka | fantasyPT |  video | text | qsRSS | @quietspec |
Raphael Levy
Avacyn's Pilgrim	4
Birds of Paradise	4
Llanowar Elf	1
Tracker's Instinct	4
Mulch	4
Faithless Looting	4
Unburial Rites	4
Inferno Titan	2
Elesh Norn 	4
Wurmcoil Engine	2
Lingering Souls	4
Copperline Gorge	4
Blackcleave Cliff	4
Darkslick Shores	2
Razorverge Thicket	4
Rootbound Crag	1
Mountain	1
Plains	1
Forest	6
Sideboard
Thrun the Last Troll	1
Ancient Grudge	4
Memory's Journey	2
Ray of Revelation	3
Purify the Grave	1
Jin-Gitaxias, Core Augur   ?	2
Gaudenis Vidugiris
Birthing Pod	4
Avacyn Pilgrim	4
Llanaowar Elf	2
Birds of Paradise	4
Viridian Corrupter	1
Fiend Hunter 	1
Phantasmal Image	3
Viridian Emissary	2
Blade Splicer	3
Solemn Simulacrum	2
Phyrexian Metamorph	1
Stonehorn Dignitary	1
Elesh Norn, Grand Cenobite	1
Sun Titan	2
Sunblast Angel	1
Geist Honored Monk	1
Acidic Slime	1
Archon of Justice	1
Wurmcoil engine	1
Strangleroot Geist	1
Sunpetal Grove	3
Island	1
Plains	2
Forest 	9
Seachrome Coast	4
Razorverge Thicket	4
Sideboard
	
Ray of Revelation	1
Leonin Relic Warder	1
Daybreak Ranger	1
Timely Reinforcements	2
Acidic Slime	1
Batterskull	1
Viridian Corrupter	1
Hallowhenge Scavenger	1
Ratchet Bomb	4
Sun Titan	1
Karn Liberated	1
4 Lingering Souls
4 Midnight Haunting
2 Sword of War and Peace
1 Eslpeth Tirel
2 Sorin, Lord of Innistrad
4 Doomed Traveler
4 Honor of the Pure
4 Intangible Virtue
4 Champion of the Parish
4 Gather the Townsfolk
3 Oblivion Ring
3 Swamp
3 Vault of the Archangel
4 Isolated Chapel
13 Plains
1 Shimmering Grotto
Sideboard
Timely Reinforcements	2
Acidic Slime	1
Batterskull	1
Viridian Corrupter	1
Hallowhenge Scavenger	1
Ratchet Bomb	4
Sun Titan	1
Karn Liberated	1
---
Todd Anderson
Forests	24
Birds of Paradise	4
Llanowar Elf	4
Dungrove Elder	4
Sword of War and Peace	4
Phyrexian Metamorph	2
Strangleroot Geist	2
Gut Shot	2
Bellowing Tanglewurm	1
Thrun, The Last Troll	1
Garruk, Primal Hunter	2
Garruk Relentless	3
Daybreak Ranger	2
Green Sun's Zenith	4
Acidic Slime	1
Sideboard
Ratchet Bomb	3
Naturalize	3
Glissa the Traitor	1
Corrosive Gale	2
Viridian Corrupter	1
Daybreak Ranger	1
Precursor Golem	2
Sword of Feast of Famine	2
---
Elesh Norn, Grand Cenobite	1
Solemn Simulacrum	3
Razor Hippogriff	2
Wurmcoil Engine	2
Devil's Play	1
Whipflare	2
Sword of Feast and Famine	2
Sword of War and Peace	1
Oblivion Ring	2
Glint Hawk Idol	4
Galvanic Blast	4
Timely Reinforcements	2
Day of Judgement	3
Origin Spellbomb	3
Mortarpod	1
Clifftop Retreat	4
Inkmoth Nexus	3
Buried Ruin	3
Ghost Quarter	2
Plains	9
Mountain	6
Sideboard
Grafdigger's Cage	2
Divine Offering	2
Hero of Bladehold	2
Sword of Feast and Famine	1
Sword of War and Peace	1
Revoke Existence	3
Koth of the Hammer	2
Karn Liberated 	1
Sun Titan	1
Caleb Durward
Elesh Norn, Grand Cenobite	1
Solemn Simulacrum	3
Razor Hippogriff	2
Wurmcoil Engine	2
Devil's Play	1
Whipflare	2
Sword of Feast and Famine	2
Sword of War and Peace	1
Oblivion Ring	2
Glint Hawk Idol	4
Galvanic Blast	4
Timely Reinforcements	2
Day of Judgement	3
Origin Spellbomb	3
Mortarpod	1
Clifftop Retreat	4
Inkmoth Nexus	3
Buried Ruin	3
Ghost Quarter	2
Plains	9
Mountain	6
Sideboard
Grafdigger's Cage	2
Divine Offering	2
Hero of Bladehold	2
Sword of Feast and Famine	1
Sword of War and Peace	1
Revoke Existence	3
Koth of the Hammer	2
Karn Liberated 	1
Sun Titan	1
---
4 Geralf's Messenger
1 Skinrender
4 Skirsdag High Priest
1 Bloodline Keeper
3 Porcelain Legionnaire
3 Fume Spitter
3 Mortarpod
1 lashwrithe
4 Geth's Verdict
4 Tragic Slip
4 Diregraf Dhoul
4 Gravecrawler
24 land (not shown)
Jasper Johnson-Epstein
4 Geralf's Messenger
1 Skinrender
4 Skirsdag High Priest
1 Bloodline Keeper
3 Porcelain Legionnaire
3 Fume Spitter
3 Mortarpod
1 lashwrithe
4 Geth's Verdict
4 Tragic Slip
4 Diregraf Dhoul
4 Gravecrawler
24 land (not shown)
3 Phyrexian Obliterator
2 Mental Misstep
3 Distress
2 Black Sun's Zenith
Nihil Spellbomb
Sword of War and Peace
3 Ratchet Bomb
4 Lingering Souls
4 Midnight Haunting
2 Sword of War and Peace
1 Eslpeth Tirel
2 Sorin, Lord of Innistrad
4 Doomed Traveler
4 Honor of the Pure
4 Intangible Virtue
4 Champion of the Parish
4 Gather the Townsfolk
3 Oblivion Ring
3 Swamp
3 Vault of the Archangel
4 Isolated Chapel
13 Plains
1 Shimmering Grotto
Sideboard
3 Phyrexian Obliterator
2 Mental Misstep
3 Distress
2 Black Sun's Zenith
Nihil Spellbomb
Sword of War and Peace
3 Ratchet Bomb
4 Lingering Souls
4 Midnight Haunting
2 Sword of War and Peace
1 Eslpeth Tirel
2 Sorin, Lord of Innistrad
4 Doomed Traveler
4 Honor of the Pure
4 Intangible Virtue
4 Champion of the Parish
4 Gather the Townsfolk
3 Oblivion Ring
3 Swamp
3 Vault of the Archangel
4 Isolated Chapel
13 Plains
1 Shimmering Grotto
Rob Dougherty
---
Caleb Durward
---
Jasper Johnson-Epstein
Sideboard
 

Pro Tour Dark Ascension (#PTDKA) Live Coverage and Analysis

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| Deck Lists | #ptdka | fantasyPT |  video | text | qsRSS | @quietspec

Hi folks! Don’t want to prune through Twitter updates all day for Pro Tour Dark Ascension tech? Here’s the one page you need. We will be continuously updating this page with stories of savage beats, wild unsubstantiated rumors, worthwhile recaps and more. Our Insider subscribers also get access to our realtime email blasts with trade ideas and tips!

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#ptdka Decklist:  All Video Features So Far!

21:13 EST Saturday | Kelly

Click here

for all of the deck lists from the Video Deck Techs that we've found so far!

__

#ptdka Decklist:  BW Tokens

20:44 EST Friday | Kelly

As featured in a video deck tech with Jasper Johnson-Epstein!

I must kill it! I mustn't kill it!

BW Tokens

Maindeck

4 Geralfs Messenger
1 Skinrender
4 Skirsdag High Priest
1 Bloodline Keeper
3 Porcelain Legionnaire
3 Fume Spitter
1 Lashwrithe
4 Geths Verdict
4 Tragic Slip
4 Diregraf Dhoul
24 land

Sideboard

3 Distress
2 Black Suns Zenith
1 Sword of War and Peace

---

Colorless Spell Lands

8:05 PM EST Saturday | Doug

One aspect of the colorless rare lands like Moorland Haunt and Kessig Wolf Run is that they are relatively cheap. We're talking $3-5, even after they were bumped up by $1 this weekend. This may seem mystifying; these are lands that are casually really popular and they see a bit of tournament play.

The previous analog for this has been Academy Ruins. Ruins was relatively cheap all through Block and Standard, though it saw play in several control decks. Ruins continued to be cheap for several years after that! Even play in Legacy, recurring Engineered Explosives, wasn't enough to budge it - only Commander did that. It's still only about $6.75. That said, it was $1 for all of 2009.

I predict these spell-lands are going to make the same slow price rise as Ruins did, especially because they are even better than that lousy wrecked Academy. In Commander, effects that give your guys trample or deathtouch are incredible! Kelly and I are taking a long bet on these sorts of cards. The G/B land is not stellar, but all of the others are very interesting.

It's odd that you can have a card like Blinkmoth Nexus sit at $20 for ages, but Moorland Haunt never really goes above $5.

CURSED!

7:11 PM EST Saturday | Doug

We are going into Game 3 between Denniz Rachid and Shouta Yasooka. Denniz is on UW Tokens/Humans and Shouta is on B/U Vampires and Ratchet Bombs. Denniz locked G1 away with his tokens, but G2, he just got cleared out by Curse of Death's Hold. Here's the scenario: he's got three tokens and a Snapcaster in hand and Shouta gets the Curse around Mana Leak pretty comfortably. The race stops right there. Shouta stabilizes at 4. Denniz feels the game is getting away from him and has to throw Snapcaster into a Ponder to see what he can line up. He's got Geist of St. Traft, but Shouta now has Bloodline Keeper making a pile of tokens. That Geist is only a 1/1 with a 3/3 at this point, which won't get in for lethal against Shouta's Vampires.

A second Curse from Shouta wipes the board and Denniz scoops it in. Let's see if he has anything in this last game to fight off a seriously powerful card.

I've been talking about CODH for a long time, since it is an incredible counter to token an small-dude strategies. Shouta used it to singlehandedly win a game he was set to lose. It's still a bulk rare, but with UW Humans seeing more attention, I wouldn't be surprised to see Curse become a major sideboard contender.

#ptdka Decklist:  BW Tokens

8:44 EST Friday | Kelly

As featured in a video deck tech with Rob Dougherty (4-1 in Standard after Day 1)

Cometh the hour, cometh the man.

4 Lingering Souls

4 Midnight Haunting

2 Sword of War and Peace

1 Eslpeth Tirel

2 Sorin, Lord of Innistrad

4 Doomed Traveler

4 Honor of the Pure

4 Intangible Virtue

4 Champion of the Parish

4 Gather the Townsfolk

3 Oblivion Ring

3 Swamp

3 Vault of the Archangel

4 Isolated Chapel

13 Plains

1 Shimmering Grotto

---

#ptdka Decklist: Channel-Fireball wRG Ramp

5:40 EST Friday | Kelly

As featured in a video deck tech with Eric Froelich (2-3 after Day 1).  Talk about it on Facebook!

Fur is murder. Murder most foul.

4 Rampant Growth

4 Primeval Titan

2 Green Sun's Zenith

1 Thrun, The Last Troll
1 Acidic Slime
4 Huntmaster of the Fells
4 Sphere of the Suns
2 Elesh Norn, Grand Cenobyte
4 Galvanic Blast
3 Solemn Simulacrum
1 Birds of Paradise
4 Slagstorm
5 Mountain
2 Plains
5 Forest
4 Copperline Gorge
4 Rootbound Crag
2 Kessig Wolf Run
4 Inkmoth Nexus

---

4:48 EST Friday | Kelly

The QS control room during #PTDKA

---

3:33 EST Friday | Kelly

Check out the new Judge Foils, Sword of Light and Shadow and Karmic Guide!  Gotta love the throwback sword for the "we know how banding works" crowd.

Source: StarCityGames Facebook

---

2:19 EST Friday | Doug

The Pro Tour hype really revolves around two cards: Lingering Souls and Delver of Secrets // Delver of Secrets. Let's look into that a bit more... ever since Sorin and Lingering Souls were spoiled, people started packing their decks with token machines. It's a proven strategy. We've also seen the Delver decks, with Sword of War and Peace and Runechanter's Pike, come out of left field for a great tempo strategy. We've even got some friendly wagers going on in the QS Insider Forums about whether the Top 8 will have more Ratchet Bombs or Lingering Souls. Currently, people are favoring Ratchet Bomb over the white Sorcery, but time will tell.

Speaking of Ratchet Bomb, I feel that a lot of deck performance here will depend on whether the token decks have a good solution to the Bomb. Tokens got crunched last week at the SCG: Richmond $5K because everyone seemed to have Bombs on their board. The T32 decklists, here, are a good briefing of what we'll see.

Courtesy of Arthur Halavais (@ahalavais), here are floor prices for cards today. Bear in mind that every dealer at a PT jacks up their prices beyond what's normal.

Liliana of the Veil $35

Geist of Saint Traft $25

Sword of Feast and Famine $38 (!)

Garruk, Primal Hunter $18

Garruk Relentless $18

Thrun, the Last Troll $14

Black Sun's Zenith $6

Phyrexian Obliterator $15

Surgical Extraction $7

Gut Shot $5

Sorin, Lord of Innistrad $60

Sword of War and Peace $50

Havengul Lich $18

Hero of Bladehold $18

Lingering Souls $3

Huntmaster of the Fells$20

Grafdigger's Cage $7

Geralf's Messenger $6

Seachrome Coast $20

Isolated Chapel $9

Werewolves! A Standard G/R Brew

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Maybe it's just the casual side of me, but I am so excited about Werewolves in new Standard!

I think this tribe was close to playable before Dark Ascension, but now we get a bunch of new tools. Last week, I talked a lot about Huntmaster of the Fells. That card is such a high power level that a home will be found for him. Obviously one place is with his tribe. I think he is an obvious inclusion, but the rest of the deck might be a little tougher. If we want to build a werewolf deck, we should take a look at what our options are.

All the Werewolves

Werewolves


To me, this deck seems straightforward to build. Here are the key concepts that go through my mind when I set out to put this initial list together.

1. Mana Curve

This deck is designed to be as aggressive as possible, so we want a consistent stream of threats early in the game. Especially with Blue/White Delver and their amazing tempo strategy, we want to be able to play multiple threats per turn when they bounce our creatures. We also want to be able to play our spells early and often. By designing out deck this way, it gives us the best chance to win. Werewolves might not be the next big deck to beat, but we want it to be able to compete in the metagame.

2. Instants

In this deck we do not want to be playing sorceries because we can utilize our opponents turn when we skip ours to flip some werewolves. If we play our spells on their turn, it's like we didn't have to skip our turn and the werewolves have much less of a drawback.

3. Every Creature is a Threat

Each creatures must be good enough on its own and not rely on the tribal synergy in order to be good. This is the reason that tribal strategies are usually not good enough, because when you are going for synergy you make sacrifices in threat quality. The threats must be good compared to the expected metagame.

Keep that in mind, because cards like Doomed Traveler are not necessarily good on their own, but they are good in the metagame right now. We want to make sure that the creatures we are playing match up well with the creatures everyone else is playing. Let's take a look at which werewolves I think are good enough for the deck and why.

Creature Choices

One Mana:


One mana gets us a 3/2. It’s sort of like Red’s Delver of Secrets // Delver of Secrets, but easier to flip. This is on the same power level as Diregraf Ghoul. It's a one mana threat that provides a decent clock. Against any non Delver of Secrets // Delver of Secrets deck, it has a decent chance of flipping early if you play it turn one.


Wolfbitten Captive is the new kid on the block, but I think he will turn out to be quite important for this strategy. Right now players are not giving him the credit he deserves. Being able to pump himself on both sides is very powerful. Players are focusing on his lack of synergy with the cost of the pump on the flip side rather than on how powerful that is. If he does not flip you can pump on turn two or play another creature, your choice.

If he does flip, then you can’t pump, sure, but you can still play another threat. Just because you have to wait until later to pump is not a bad thing. I actually like this because you don’t get blown out by a removal spell if you choose to pump early. Also, pumping to a 6/6 to trade with a titan is quite impressive for the flip side of a one drop. The only other one drop that can trade with a titan, Typhoid Rats, I would never advocate playing. Wolfbitten Captive might not be the best one drop ever printed, or even the best one drop in Standard, but he is still a solid creature.


This card was not included on the werewolves list but I think he is better than either of the two actual werewolves. Is this Green’s Doomed Traveler? No! It’s better! That’s right, better. Sure, it only starts out as a 1/1, but when it dies it comes back as a 2/2.

Bounce that Vapor Snag Players! Seriously though, Young Wolf and other undying creatures have a natural resiliency to Vapor Snag. Sure they can be returned to your hand but if they are returned after they have died once, you are glad to get another use out of them. I think we are only just starting to understand just how good creatures with undying are. Hex Parasite is even worth consideration because of his synergy with undying creatures.

Two Mana:


I think Gatstaf Shepherd is one of the most important creatures in the deck. The reason he is such a vital piece is due to the keyword on his flip side.

Intimidate.

With all the tokens running around, being able to swing right past them will get you a long way in this new format. Even if Black/White tokens doesn't become popular, against most decks Gatstaf Shepherd basically acts as a Stormblood Berserker. This evasion in the form of Intimidate makes him hard to deal with.


I am not convinced that this is the deck for Mayor of Avabruck // Howlpack Alpha. He is in the list right now because I need another two drop and the goal of building synergy between the creatures.  I actually think that Strangleroot Geist is a better choice, so he may actually end up in the deck.

The mayor just takes too long to get active. Sure it’s nice that he is a lord for humans on one side and werewolves on the other, but he dies so easily and it feels like it takes forever to get him active. If you are able to make even one creature from his flip side ability, playing him is worth it. Otherwise, he might not belong in the deck. It might simply be better to hold him in your hand and play him later in the game after they've used up their removal.

Three Mana:


Daybreak Ranger adds a level of complexity to this deck that makes it harder to play against. Acting as pseudo-removal is an important role in this deck. Without Daybreak Ranger, this deck would be much worse. He is good enough that he has seen play in some rogue Standard decks. If you have ever had to play against him when your plan is Delver of Secrets // Delver of Secrets, you know how powerful he is.

Daybreak Ranger can single handedly take over a game against Delver of Secrets // Delver of Secrets. What more can you ask for in the metagame right now?

Four mana:


Huntmaster of the Fells // Ravager of the Fells is by far my favorite werewolf.

The amount of built-in card advantage he provides is unreal. Even if he dies immediately, which he should if your opponent knows how good he is, you have still gained two life and now have a 2/2 wolf creature in play. If for some reason they don’t have the removal spell, you now have a serious threat on the table that is hard to deal with.

You don't even have to attack with him. Just passing the turn and letting him flip is game changing. After that, play two spells and flip him back for more value. Many players think he is overrated but I think he is vastly underrated. Again, part of what makes him great is because he is so good against Delver of Secrets // Delver of Secrets.

Rounding out the deck:

What else do we need to finish up this deck? Instants. We need Instants. Since we are going for a mono Red style deck, I feel that burn is the way to go.

I like Brimstone Volley in here a lot. If they tap out for a sweeper, you can use Brimstone Volley to finish them off.

Some Gut Shots seem necessary as well with how the format looks right now, but that may change later.

Finally, I think a pair of Devils Play will simply end a lot of games for you. Paying one for x isn't so bad if it's to kill a Delver of Secrets // Delver of Secrets.

So, the final list would look something like the following.

Untitled Deck

Creatures

4 Reckless Waif
3 Wolfbitten Captive
4 Young Wolf
4 Gatstaf Shepherd
4 Daybreak Ranger

Spells

4 Brimstone Volley
2 Devils Play

This deck might not end up as the winner of the Pro Tour, but it is certainly a ton of fun.

Who doesn't love a little Moonmist in their life from time to time? There are a lot of powerful cards in the deck that make it competitive, but the real reason to play this deck is to have some fun beating people with giant transforming guys.

Until Next Time,
Unleash your inner Werewolf!

Mike Lanigan
MtgJedi on Twitter
Jedicouncilman23@gmail.com

Insider: What the Pro Tour Changes Mean for You

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This is a very exciting weekend for those of us in Magic finance for a few reasons.

The most important one is that there is a Pro Tour this weekend, one that will feature the new Standard format. While we got a preview of what it will look like last week at SCG: Richmond, this weekend will truly demonstrate the power of the new format.

And this Pro Tour will be unlike any before it (at least since it was on ESPN). The reason why? The changes in coverage.

I first touched on this subject back when Organized Play changes were causing a stir throughout the community. At the time I made the argument that these changes would actually be a good thing for the community and I stand by that sentiment. Of course there were a few changes along the way (as we knew there would be), and now it’s safe to say the current system keeps Magic going stronger than ever.

So what are these changes?

Remember this hitting it big?

The most important one to know about is that there will be live video coverage from the Pro Tour, ala SCG Opens and events that GGsLive makes it to. The reason this is important financially is that tech will be available to the masses MUCH faster than in the past.

Think back to even just the last Pro Tour. If you had the right connections (like a QS subscription) you knew that Olivia Voldaren was seeing heavy play and was ready for a spike. Using that knowledge, a ton of people were able to get on the card in a matter of hours and make their money by that night. But with the event being streamed, news of breakout cards like Olivia will hit the masses faster than ever before. And you need to be aware of that.

But what I really want to focus on is the fact that this type of coverage can also be a trap.

A Trap?

Think about all the times you’ve watched SCGLive. The commentators get caught up in their own beliefs and you hear their side of it, which doesn’t always correlate with results, not to mention that I’ve heard far too many commentators give financial advice on air that is horrible.

I remember being taken for Contested War Zone, which spiked for a very short period of time and then disappeared entirely. If it was for the SCG team hyping the card like crazy on air, it’s unlikely I would have ever bought in from just seeing the results.

With all of that in mind, how do we get ahead of the game this weekend? Well, the staff here at QS will be using all the connections we have to try and find out the information as it comes so we don’t have to rely on the coverage. And the usual avenue of Twitter is still a solid way for finding out up-to-date information.

And speaking of that, here’s the piece of news that I have: I’ve been told that Matthais Hunt’s testing group is bringing something exciting, and more importantly, “Not Delver at all” to the tables. That’s all my source from the group gave me right now, but I’ll do my best to keep the information as live as possible this weekend. It will be nice to see something that might shake up the format a bit.

***UPDATE***

It turns out that they'll be on a G/R deck of some kind and are packing Huntmaster of the Fells // Ravager of the Fells. Keep a close eye on this and be ready to move on that particular Mythic.

***

Now that we’ve looked at some of the disadvantages of the increased coverage, let’s look at the upside.

The Upside

Remember, in the past when cards would break out at a Pro Tour, the big ones like Olivia would peak immediately, but something else that performs very well but maybe doesn’t Top 8 would get buried under the coverage archives. Now, however, we can expect more features highlighting those strategies. And this presents more of an opportunity.

It’s still safe to say that a performance like that of Death Cloud (which performed very well at the Modern Pro Tour but didn’t Top 8), won’t see huge gains, but the bottom line is these types of decks will receive more coverage.

In all likelihood, this is going to be the best place to look to for speculation opportunities after the initial rush on the Olivia of the Pro Tour are played out. If such decks are solid in the metagame but overshadowed by the “it” deck of the Top 8, we will have an opportunity that is days-long rather than hours-long to move on the cards. That’s important as it takes things out of the range of cash buys and into the world of trading, where you’re able to more easily convert this knowledge into profit.

Dark Ascension

Personally, I expect we can see some more Dark Ascension cards make an impact.

There are a few factors that limited the set at the Open last week. The first was card availability. A lot has been made of the lack of Sorin, Lord of Innistrad at the top tables last week, but how many people realistically had four to sleeve up? That doesn’t mean that Ratchet Bomb (a card I suggested picking up) won’t keep B/W Tokens down, but it is something important to keep in mind.

The other is the fact that people simply didn’t have time to get much in with the cards, especially considering the Pro Tour coming up this week. The average level of brewing for a Pro Tour is completely different than that of an Open, and, in that light, it certainly makes sense for the format at that particular Open to move by a matter of degrees rather than larger leaps.

I’m excited for the Pro Tour and the expanded coverage this weekend. Let’s hope that we get even more news about some exciting pickups in the hours to come!

Thanks for reading and keep your eyes pealed for QS alerts this weekend.

Corbin Hosler
@Chosler88 on Twitter

Monday Night Magic #296 | Jack’s Soapbox Assistance

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