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Show Me Something New: Why Hypergenesis Isn’t Worth Writing Home About

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As it turns out, spells with Cascade are pretty good.

With SCG Columbus in the books, it looks like Hypergensis is the hot new technology. In the Gerry Thompson/Kaitlin Lindburg decktech it was cited that the deck gained a lot from Shardless Agent, as it allowed the deck to have a workable manabase where it didn’t really have one before.

I would like to address why this doesn’t actually have any relevant impact on Legacy.

If you’re not the type of person that is interested in wasting time on the particulars of why things are the way they are, then I’m going to save you a bit of time and tell you the conclusion of this article:

Hypergenesis is just a worse version of Sneak and Show.

Now that I’ve gotten rid of those guys, let’s get down to the nitty-gritty of the situation.

Last week Adam Barnello wrote an article about various Legacy decks that he loves and why they are bad. Among this analysis he cited Cephalid Breakfast as being a worse version of Dredge. In his breakdown, Barnello observed that Breakfast loses to everything that Dredge loses to and a whole lot more.

Sneak and Show and Hypergenesis have a similar dynamic.

Very Similar Game Plans

First, let’s dispel any illusions that anybody might have about these decks being very different in the first place. Both are just trying to cheat in some outrageous fatty which they are both capable of doing on turn one. Both accomplish this by resolving a non-creature spell. Both back this plan up with countermagic.

While the decks are quite similar in their overarching plan, where they differ is in the actual execution of this plan. It’s not just enough to say that these things are different, though. At every place where the two decks differ, Hypergenesis is actually just doing something worse.

The Manabase

For starters, Sneak and Show plays a few more lands than Hypergenesis. Some of Sneak and Show’s lands even tap for two mana. This difference can be huge in a world of Dazes and Spell Pierces.

This is also relevant when you consider Hypergenesis’ fast mana in the form of Spirit Guides. Sometimes the deck will have to rely on casting a Cascade spell or a Show and Tell off of this type of fast mana effect and will be unable to generate three mana again for some time if its efforts are countered.

I would consider it a red flag when it feels like getting to three mana is actually a part of my combo.

The Early Game

If you tried to analyze the Hypergenesis deck for any level of play, you wouldn’t come up with very many different lines for a particular game.

It is, in essence, a Belcher deck. You’re at the mercy of the spells that you draw and you have zero way to manipulate this. The only thing you can really do is play draw-go until the last possible turn before you would die to see if you can draw the fatty, counterspell or blue spell to pitch to your counterspell that you need to go off.

Sneak and Show, on the other hand, has access to the best library manipulation in the format in the form of Brainstorm and another fine draw spell in the form of Ponder. Hypergensis simply cannot play these cards as they would be miserable to Cascade into.

I don’t think that I’d have to think very hard about playing a deck that has to raw-dog its combo versus playing a deck with the most powerful draw spell in the format.

The Counter Suite

This is where things get really miserable for Hypergenesis.

Every counterspell that they play is a pitch spell. This means that even if the Hypergenesis player is able to play three lands and cast a Cascade spell or Show and Tell, the most counters they could possibly back it with is three. This is only possible if they started the turn with all three of these mana sources in play, drew their eighth card at the start of their turn, three of their pitch spells, three more blue cards to pitch to them and a fatty to boot. More generally, the deck is lucky to have even double counter backup.

Alternatively, Sneak and Show has access to Spell Pierce maindeck and Red Elemental Blast out of its sideboard. Having one-for-ones in a counterwar is, quite literally, twice as good as only having Force of Wills. These are cards that Hypergenesis simply cannot play as, again, they muck up Cascading.

Hypergensis (the card) vs. Sneak Attack

While both decks feature four copies of Show and Tell, Hypergenesis has twice as many Cascade spells as Sneak and Show has Sneak Attacks. This sounds pretty good at first, but this isn’t strictly an advantage to Hypergenesis.

There is a very real possibility, however slim, that the Hypergenesis player draws both copies of its namesake sorcery. This functionally turns off eight other slots in the deck while stranding you with at least those two dead cards in hand.

The number of times you can go off with Hypergenesis in your deck is 2 - (the number of Hypergenesis you've drawn) - (the number of Hypergenesis that have already been countered). The number of times you can cast Sneak Attack is most commonly four.

Sneak and Show is not only better at not drawing redundant spells because of Ponder, but it can actually get rid of extra Sneak Attacks with Brainstorm.

This particular comparison might not necessarily leave Hypergenesis disadvantaged, but taken in the bigger picture and reiterating the cantrip point makes it pretty clear which of these decks I’d rather be playing.

Of course, all of these disadvantages would be fine if there was something about Hypergenesis that made it better in the larger context of the metagame, but the deck fails this test as well.

Thalia

The favored weapon of fair decks.

Maverick hasn’t been hugely present lately, but Thalia, Guardian of Thraben is still a very real card. Is she insane against Hypergenesis or what?

Sure, the deck can go off on turn one sometimes or it has until turn two to beat a Thalia deck on the play, but how does it ever actually beat this card? Thalia requires you to spend four on your Cascade spell only to spend another one on your actual Hypergenesis. With your sixteen land deck. Good. Luck.

This explains the necessity of having the four Dismember on the sideboard, but, again, your only play is to naturally draw one in your combo deck with zero library manipulation.

This is not to say that Thalia isn’t a problem for Sneak and Show. I’ve definitely seen Maverick savage that matchup from time to time, but at least Sneak and Show has more play to try and work itself out of tight situations.

Stifle

Don't leave home without it.

I’m still pretty confident in saying that RUG Delver is the best deck in Legacy, and anytime you see me playing Legacy you can bet that I’m playing this deck with the full four Stifle.

Stifle can range from worthless to phenomenal in the Sneak and Show matchup. Sometimes they just play basics into a City of Traitors into a Show and Tell and you don’t even have a Force of Will to pitch it to. Others you can stop them from ever developing the manabase to have a chance in the counterwar.

Against Hypergenesis, Stifle is essentially a hard-counter against Violent Outburst and the 2/2 body on Shardless Agent is hardly relevant. It also has the potential to really punish Hypergenesis’ very light manabase.

Show and Tell Mirrors

Have you ever noticed how bad Show and Tell gets when your opponent is doing things that are just as busted as the things that you're doing?

Guess which deck can board out its Show and Tells.

In games two and three, the Sneak and Show player is going to be much better at countering the Hypergenesis player (if their hand even dictates that they care about your Show and Tell) and actually has a non-symmetrical win condition.

All these things considered, I would never think of playing Hypergenesis in Legacy. The only real benefit is that it’s a lot easier to play than Sneak and Show due to the deck’s complete lack of flexibility.

I don’t like to be the bad guy who rails on people for doing cool things, but somebody has to step in when those cool things are done just for the sake of being cool. If you want to play with Griselbrand then play to win with him. Play Sneak and Show.

Speaking of Griselbrand…

STOP CYRING FOR BANS OF THIS MAN!

Does he look like he would harm anyone?

“Hypergenesis is just another busted Griselbrand deck.”

“Sneak and Show is only viable because of Griselbrand.”

“Blah blah walking Necropotence blah blah.”

Just cut it out. Hypergenesis is only “viable” now because of the addition of Shardless Agent. Griselbrand was hardly the major change there.

More importantly - how much does it actually matter what your opponent cheats in with Show and Tell?

Think about your opponent resolving a Show and Tell when you’re not playing a big cheaty monster deck. How often are you winning from this position anyway? If you’re a deck with Karakas, Swords to Plowshares and Knight of the Reliquarys, then you would probably rather face a Griselbrand than a Progenitus to be entirely honest.

Granted, Griselbrand gives them the ability to draw into more action, but with all of the deck’s monsters being legendary and each activation of Griselbrand costing seven life, I can’t imagine Sneak and Show has a lot of time to set up between the first activation and the turn that the Knight kills them.

I know that when I’m playing RUG I have to treat every Show and Tell, Sneak Attack and Hypergenesis exactly the same, and the reason is not that I’m afraid of Griselbrand. I’m losing to any fat-fat-fatty-boom-baladdy that they cheat in and that’s that.

I’m not saying that Griselbrand isn’t the total monster that he is. Clearly the card adds some number of wins to Show and Tell decks that they wouldn’t have without him. But the difference isn’t as dramatic as people make it out to be.

~

When it comes to picking up and modifying Legacy decks, a working knowledge of decks that are currently played and have been played historically is invaluable. It’s pretty rare that something completely new happens in Legacy, and the ability to identify which decks a particular list is similar to can allow a player to make considerably better judgment calls than players lacking such sight.

Trying new things is great, but it’s not something that’s inherently good. Sometimes you end up with a busted Survival of the Fittest engine and others you end up with a worse version of something somebody else has already tried.

Innovate with caution.

-Ryan Overturf

Jason’s Archives: Lessons from Origins, Arts and Charts & SCG Columbus Deck Tech

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Greetings, speculators!

I'd love to greet you this week and regale you with tales of how well the trading and selling was at Origins, but those of you who follow me on Twitter know how dire my assessment of the event was in those terms.

Don't get me wrong, the event was fun on its own merits, but the area where the Magic events were going on was a letdown. We expected a Gen-Con analogue, but instead we encountered an event hall that became a ghost town once 0-3 drop o'clock rolled around.

It's hard to be compelled to stay and trade when, after you drop, there is the allure of an exciting gaming convention on the other side of a partition so flimsy you can hear muffled children's laughter and jubilant music, contrasted with the bitter taste of one's own failure as a player coupled with a bleak, empty hall and tables that didn't even have tablecloths (The Yu Gi Oh guys got them, though).

Our thought process was sound, I thought:

  • Gen Con is amazing, Origins is like Gen Con, Jr.
  • Star City events are amazing trade opportunities, superior even to GPs some weekends.
  • Star City Games is the only vendor in the "free" area, so people are likely to trade if the line to sell is too long and they don't want to pay $10 cover to get in to the exhibitor hall to sell to other dealers.

It was not to be, however, as we opted to wait until Sunday to buy the exhibitor hall wristband, and by that time everyone was out of money and their buylists were pretty anemic.

Next time I go to Origins, I'm leaving my binder at home and spending way more time playing Puerto Rico or the gigantic Settlers of Catan game they had set up outside of the hall where the Magic events were, complete with gigantic foam dice and huge cards.

Origins is an amazing time, though, and I recommend it to everyone who loves gaming.

Enough babbling, monkey, just dance for me

I have a lot of good stuff for you this week, so let's get down to it already.

This will make little sense to the colorblind
I almost mistook this for a chart of how a bill becomes a law

Redditor "tastyclown" starts us off this week with a handy chart of the color alignments of recent 2 and 3 color guilds/shards. If this were 3 dimensional, the Z axis could conceivably show the 3 color guilds (ana, raka, dega, etc.) from Apocalypse.

As it is, this is very handy to newer players, especially with the return to Ravnica on the horizon.

Note, 3D life counters are less OP since they can't be pitched to pay for Force of Will
Behold, the second best blue card from Alliances

Redditor "Dagshelagr" made this 3D counter of everyone's favorite Magic meme. I imagine he does commissions.

Attacking with him will cause a lot of unhappy little accidents

Alterist extraordinaire Eric Klug with the reddit tag "Klug_alters" shared his newest piece which he titled "Blob Ross." He is an active redditor and that site is a good place to see all of his newest work.

Some painters take the card names a bit more literally than others

Next up, we have someone who isn't Eric Klug but could be well on his way. Redditor "rjb4200" shares this with us. Hop on reddit and give him a few words of encouragement. This one can be found on the bay.

Something that made me chuckle a few weeks ago when I saw it and didn't have a chance until now to post was this assessment of the rigamarole over Cavern of Souls

A typical outline constructed by "Rules JD" students in their 1L Priority Procedure class

Redditor "extraheretical" brings us this scathing criticism. I couldn't agree more.

Who's got future sight?

In the latest episode of Brainstorm Brewery, posted right here earlier this week, Quiet Speculation's own Corbin Hosler and I got together with Ryan Bushard and our friend Marcel to discuss what M13 might bring us in the future. Like Mad Prophets, we predict the casting costs of Lilliana and Ajani in the new set. We also throw out a bunch of other numbers, including when Ryan says he's rather Lilliana cost 1 and have 0 loyalty than cost 5.

Imagine our surprise when a few days after we recorded the cast, someone took sketchy camera-phone pictures of what is rumored to be the M13 planeswalkers; 4 that we knew and 2 not announced yet.

Picture taken using a Nikon 3900C potato

Redditor "dunchen22" found this picture and shared it with the interwebs. Nice find! It looks like our prediction of 4 mana for Lilliana and 3 for Ajani were oddly prescient. Maybe that will distract from all the things we were wrong about.

Some Original Tech for Origins

If you're going to reanimate a deck everyone assumed was dead, why not reanimate Reanimator? UW Delver was half of the money-winning decks, but there is still something to be gleaned from the field.

Michael Belfatto decided that Solar Flare was the way to go and he battled through an ugly gauntlet where Wild Nacatl has flying and Serra Angel has flash and Momentary Blink and Forbid's buyback is 2 mana and 1 card and can be paid whenever. Slotting Terminus into the existing shell, this deck is all business all the time and shows that a deck with that many Unburial Rites is never truly dead.

Gruul/Naya are no slouches, either. The top 32 contained Naya Pod, RG Wolf Run and in 6th place Evan Wagstaff came loaded for bear with a beastly Naya Aggro list that packed Wolfir Silverheart, Zealous Conscripts and the correct number of Huntmaster of the Fells, Cavern of Souls and Blade Splicer (that number is 4).

And lookit alla dose Zomboes! Not only did a deck that was not Delver win the event, and deck that was not Delver got second, Michael Marlow's B/U Zombies list. If you thought Killing Wave wasn't a card, think again! It's even more efficient than Falkenrath Aristocrat and it can hose your opponent's mana dorks if they can't cough up the life points.

Great job, everyone!

Legacy on Sunday started with a big smile on my face. In between rounds, Todd Anderson came over to where I was trading and managed to pick up some last minute cards he needed for his Legacy deck, one of them being Misdirection.

He laid a pile of cards on the table and on top of the pile was the card Hypergenesis. I knew we were in for an entertaining top 8 announcement. And Todd did not disappoint, taking 4th place with a Hypergenesis list that took full advantage of the fact that the new Planechase cards are playable in Eternal formats. Running 4 Shardless Agent and 2 Maelstrom Wanderer, this deck is cutting edge. I am a big fan and hope this deck takes off. This certainly won't help the already ridiculous price of Shardless Agent.

Winning the event was Eric Rill with a stock-looking RUG Delver list that won my heart by including Mind Harness in the board, which is my preferred method for borrowing Tarmogoyf and Knight of the Reliquary. Cumulative upkeep matters little when there is a 2 point creature swing in your favor and you have a 3 turn clock.

Also notable was a Mono Blue Control deck that took advantage of greedy manabases and punished their players with three maindeck copies of Back to Basics. Pilot Dan Musser also jammed three copies of Devastation Tide, obviously to good effect.

Taking second in the event was Eric Fry with a MUD deck that was true MUD: no Goblin Welder, just an artifact party that brought the pain. Nothing is more satisfying than wiping a board full of Mongeese for 1 colorless off of Steel Hellkite. Nice Shroud, dude.

Way to go, Erics Rill and Fry!

The most unkindest cut of all

Now I must leave you all. Have a great week and join me next week where I'll regale you with tales about road trips and pictures of cats for another exciting installment.

Insiders, check out the QS forums for the Shop Crawl 2012 "bonus material" where I'll run through actual numbers and how you can maximize the potential of your own shop crawl.

Have a great week, everyone!

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Jason Alt

Jason Alt is a value trader and writer. He is Quiet Speculation's self-appointed web content archivist and co-captain of the interdepartmental dodgeball team. He enjoys craft microbrews and doing things ironically. You may have seen him at magic events; he wears black t-shirts and has a beard and a backpack so he's pretty easy to spot. You can hear him as co-host on the Brainstorm Brewery podcast or catch his articles on Gatheringmagic.com. He is also the Community Manager at BrainstormBrewery.com and writes the odd article there, too. Follow him on Twitter @JasonEAlt unless you don't like having your mind blown.

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Insider: The Best Bets for Long Term Investments

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This past week, an interesting conversation on Twitter caught my eye. Chas Andres (@chasandres) was participating in the discussion, and since he’s a highly regarded finance writer in the realm of MTG, I paid close attention.

The topic: Magic: the Gathering cards as an investment. I am not talking about buying cards which may see an increase in play during the next PTQ season or the next biggest Tier 1 strategy. I’m referring to investing in Magic Cards as an alternative to, say, a 401(k).

Here is a snippet of the conversation, which I eventually had to chime into since I am avidly interested in this topic.

A couple interesting tidbits and deductions leap out at me from this conversation. What are they? I’m glad you [maybe] asked!

Players Are Fickle, Collectors Are Dependable

Chas Andres agreed with my interjected comment – we both feel that one avenue for long term investing in Magic are highly graded Power 9. The reason is fairly obvious. These cards are exceptionally rare and collectors with lots of money are willing to through thousands of dollars at these rarities. Because supply is so low, only a few well-off collectors need to “demand” the card in order for the price to fly high.

One may suggest that Dual Lands are likewise stable for investing. The return on Dual Lands has been remarkable these few couple years, especially relative to the stock market.

Underground Sea chart courtesy of blacklotusproject.com – note the chart only goes back to 2008, but I assure you the card’s value was growing steadily for a year or so before then as well. Compare this chart to the subsequent one, which is the performance of the S&P over the last five years, courtesy of Yahoo Finance.

But I hesitate to embrace an investment in Dual Lands for the long term. My one reason for caution lies in the unpredictable nature of the player. The game of Magic, Legacy in particular, is very popular right now. An increase in player base has driven up these cards in value multiple times. But they are still driven up mostly by their playability and NOT their collectability.

While subtle, this difference separates the safe long term investments from the short term bubble. All it would take would be a major migration for Star City Games from Legacy to Modern and Dual Land prices could collapse. Alternatively, even if Legacy continues to receive the same support, but players lose interest or become flustered with a hypothetical banning/unbanning, the prices still could drop further.

If I am moving significant quantities of cash into Magic Cards and not into other retirement plans, I want to make sure a card’s playability will not negatively impact my portfolio. This leads me to my second observation from the Twitter conversation.

Charizard Transcends Pokemon

How many people do you know who still play Pokemon? For me, the number is virtually zero, and I would wager this is not an uncommon trend. But if few people are still playing this game, then why in the world does a first edition Charizard still sell for hundreds of dollars???

The answer is consistent with my previous point – the card is highly collectible and rare. The card needs no player base to maintain value because it is rare enough such that even a few collectors will drive the price up substantially. Don’t believe me? Check out this eBay ended auction:

If you think nearly $700 is ridiculous for a Pokemon card, then you will be completely awe-struck to hear that a PSA 10 copy of this card sold for $1,826.00! All this despite the fact the game’s player support has dwindled significantly since its peak.

The main takeaway here is that a card can lose popularity amongst players, but if that same card is very rare and collectible, it will maintain value. Hence why I support highly graded Power 9 as dependable avenues for investing.

This Is Getting Costly

I don’t know about you, but if I were to purchase a PSA 8 Alpha Black Lotus, which retails for nearly $5,000, I would need to sell the vast majority of my collection. This is the opposite of diversification and I would not condone this strategy.

There must be a happy medium. There must be a way one can invest in highly collectible cards which should increase in value while not having to shell out five grand on a single card.

I see a couple alternatives here, but they each have their drawbacks.

First, we could purchase lesser cards, such as a graded Bazaar of Baghdad or the like. At a few hundred dollars instead of a few thousand dollars, this option is much more affordable and, as long as the card’s condition is high enough, collectors should still keep this card’s value high.

But let’s face it – there are fewer people interested in a PSA 8 Bazaar of Baghdad than a PSA 8 Alpha Black Lotus. So it will be more difficult to find sellers in the long term and the card may not appreciate as much.

Second, we could consider purchasing highly graded Unlimited Power. High quality Unlimited Black Lotuses sell in the $1500 range and other Power should be even cheaper. This is an affordable way to still have a chunk of cash invested in high quality Power.

The drawback here is related to the supply. There are far greater quantities of Unlimited Black Lotuses than Alpha ones. Even though the demand may still be very high on this poster-child card of Magic, the supply keeps the value in check. Of course you could find one of the few PSA 10 Unlimited Black Lotuses, as these are likely very rare. But these will again cost thousands of dollars, so the cost of entry barrier is still there.

Lastly, we could try to brainstorm other Magic products which are highly collectible, rare, and should maintain value even should the game of Magic lose popularity. Many of you already know I have a sizable investment in sealed Magic Booster Boxes. I feel these should not drop in value because they will assuredly decrease in supply while a sufficient casual market will maintain a sizable demand. There is no need for a Star City Games tournament circuit for a sealed Unhigned Booster Box to grow in value.

If Booster Boxes aren’t your thing, perhaps there are other options. Off the top of my head, there are misprinted cards, high quality altered cards, or even sealed booster packs of older sets. I’m sure there are many other options and I would love to hear what other considerations you have come up with for a long term Magic investment.

Collectability And Rarity Are Key

The goal is to find a Magic product or card that is highly popular amongst collectors and somewhat difficult to find. These are the gaming assets which should maintain and build value in the long term. They rely little on the game’s popularity and even less on individual playability. Like a rare baseball card, they merely grow in value because they are very hard to obtain for the well-off collectors.

While Dual Lands, Force of Wills and the like have all returned terrifically in the past few years, I’m wondering how much room these cards have to run. Don’t get me wrong – I have no intention of selling my 40 Dual Lands and 40 Fetch Lands any time soon. I still like to play the game and I see the utility in these cards. But in terms of longer term holdings, I see some significant advantage to something much rarer.

-Sigmund Ausfresser
@sigfig8

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Sigmund Ausfresser

Sigmund first started playing Magic when Visions was the newest set, back in 1997. Things were simpler back then. After playing casual Magic for about ten years, he tried his hand at competitive play. It took about two years before Sigmund starting taking down drafts. Since then, he moved his focus towards Legacy and MTG finance. Now that he's married and works full-time, Sigmund enjoys the game by reading up on trends and using this knowledge in buying/selling cards.

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Dear Darien…

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A few weeks ago I did a piece on a budget Balthor deck that was pretty well received. A ton of people are looking for ways to get into Commander on the cheap. Even if you're not one of the players making their first foray into Commander, it's important to remember that everyone had to start somewhere.

I look at the decks I have together now, and each one is easily worth $200-- it's not reasonable to assume people will invest that much into a format they may or may not enjoy. Wizards did a great job of providing an entry point into the format with the preconstructed Commander decks, but there have been a number of problems with that recently. Two of the decks feature cards that are Legacy and Vintage staples (Scavenging Ooze and Flusterstorm) and demand for those cards has significantly impacted the availability of the precons.

For these reasons I decided to write a series of articles on budget options for different colors and archetypes. Hopefully it will serve as a resource for people who are new to the format.

I've already covered mono-black, and I plan to finish the mono-colored cycle first, but be sure to let me know of any particular Commanders you'd like to see budgetized!

My Kingdom for a Commander

The deck for this week is exactly the kind of deck I love to play, and one that I've built in the past, though not with a budget restriction. Darien, King of Kjeldor is the deck that taught me to love mono-white attrition decks, eventually evolving into my Kemba list.

For a number of reasons, he's an awesome place for new players to start.

First, he deters people from attacking you, which is important for a player's first few games.

I've seen plenty of people who sat down for their first game with Sharuum the Hegemon or something similar. It doesn't matter what cards they're actually playing, people have been trained to hate on that kind of deck, and they got smashed before they could accomplish anything. That's one more player turned off of the format forever. A general that discourages people from attacking you and generates chump blockers means, if nothing else, you'll have longevity.

Second, there are a ton of directions to take with a deck like this, and the budget build can touch on all of them. We get a token theme with anthems and Skullclamp. We get a tribal theme, since Darien gives you plenty of soldiers to play with. We get the sweet attrition engines that win you the long game. We also get the basis of an equipment deck, though the best equipment and enablers are well outside of our budget.

The point is that anyone who picks up this deck will have a ton of room to customize it however they want. There's also plenty of space for people to upgrade the deck with stuff they have lying around in their collection. Any number of $1-2 artifacts and white cards could be used to upgrade something in this list.

So we have a budget deck that's reasonably competitive, infinitely customizeable and easy to upgrade. Let's dive in!

Developing Darien

The deck we're building is largely based on making soldier tokens and converting them into other resources like cards, removal and direct damage.

There are two things we want to be aware of to begin. The first is that sometimes people won't deal damage to us. For these cases we want to build some mechanisms into the deck to deal ourselves damage when we need to generate soldier tokens.

The second issue is Darien's cost of six mana. Six is a ton, and unlike [card Bruna, Light of Alabaster]Bruna[/card] this deck can't afford to run temporary mana sources like Remote Farm as acceleration.

As per usual, the mana base determines our ability to execute the deck's plan. Let's start with that before covering the token shenanigans.

The Mana Base

Unfortunately, lands like Ancient Tomb and [card Urza's Tower]Urza Lands[/card] are well outside of the budget of this deck. This means that we have to make a slow, stable mana base rather than a more explosive one. This means a high land count backed by mana rocks that jump us from three or four mana to six on the following turn.

  • Grand Coliseum ($1.25)
  • Nomad Stadium ($0.39)
  • 34 Plains

This is the part of the deck that could use the most work. It's shocking how expensive some of the lands this deck wants are.

City of Brass and Tarnished Citadel are actually insane, and would make great inclusions if they weren't $3-5 a piece. Just imagine tapping Tarnished Citadel for white, untapping with with Deserted Temple and then tapping it again! There's probably also a way to go infinite with some combination of these cards and Rings of Brighthearth, if you were the kind of person who wanted to.

The deck would also benefit from a [card Snow-Covered Plains]snow[/card] mana base with Mouth of Ronom and Scrying Sheets to increase the land count while making sure you find enough spells. Similarly, you could add colorless lands that double as acceleration. Something like Temple of the False God would go an awfully long way towards improving this deck.

Because we can't run the more powerful lands in this deck, we have to focus a little more on the artifact mana than I'd normally prefer. While some of the classics like Sol Ring and Worn Powerstone aren't within our budget, there are a decent number of options that we can look to.

  • Marble Diamond ($0.25)
  • Tooth of Ramos ($0.75)
  • Pristine Talisman ($0.25)
  • Paradise Plume ($0.25)
  • Kor Cartographer ($0.15)
  • Honor-Worn Shaku ($0.25)
  • Ur-Golem's Eye ($0.15)
  • Expedition Map ($0.50)
  • Wayfarer's Bauble ($0.50)

While we may not be able to consistently cast Darien on turn three or turn four, we should be able to cast him on turn five. Tooth of Ramos is the best accelerent here since it lets you cast a turn four Darien on its own, which none of these others can boast.

This is another area of the deck that can be easily supercharged with staples like Mind Stone and Everflowing Chalice. Even Mana Vault is insane for this deck, casting Darien as early as turn three on its own and doubling as a build-you-own-Bitterblossom!

The Troops

Darien has to have some generals to take charge of the soldiers he's generating, right? While we may not be able to squeeze gems like Daru Warchief and Field Marshal into our budget, there are still some stellar budget options that are more than serviceable.

  • Knight-Captain of Eos ($0.75)
  • Veteran Armorsmith ($0.25)
  • Veteran Armorer ($0.25)
  • Catapult Master ($0.50)
  • Catapult Squad ($0.50)
  • Gempalm Avenger ($0.15)
  • Brass Herald ($0.50)
  • Ballyrush Banneret ($0.50)
  • Mentor of the Meek ($1.00)
  • Goldnight Commander ($0.25)
  • Angel of Glory's Rise ($1.00)
  • Hand of Justice ($0.75)
  • Marble Titan ($0.50)
  • Suture Priest ($0.25)
  • Soul's Attendant ($0.50)
  • Soul Warden ($0.25)

The first group of cards here interact favorably with Darien and tokens. Of these, the most exciting ones are Catapult Master and Knight-Captain of Eos. These cards give "real decks" fits, because they either can't kill you or you can exile at will key pieces of their recursion engine or combo. I'm not sure how difficult it is to get five soldiers without access to Tarnished Citadel, but I imagine it isn't too hard.

Mentor of the Meek is also worth mentioning, since he lets you turn damage into cards. Generally I try to hold this guy until I can draw one or two cards immediately after he resolves, so you get some value out of him before he's invariably [card Swords to Plowshares]sent farming[/card] or some such.

The second set of cards make every token net you life. People will feel ridiculous wasting removal on these guys, but if they don't you can grind them out without too much trouble.

Ranger of Eos would make this suite of cards much better because you could tutor up both soul sisters and hold one back until the first dies. As it stands the second one we draw is a blank unless our first one is dead.

Gearing Up

So we have a bunch of soldiers laying around. What exactly do we do with them? We've can already turn soldiers into more tangible resources, but what else can we put them to work doing?

We have a few things to make the soldiers into a more cohesive and formidable squadron. The first thing to note is that equipment are very powerful. If you want to take a small guy and turn him into a legitmate threat, the easiest way is to slap a ton of equipment onto him. Unfortunately, most of the sweet equipment like the Swords cycle are outside our budget, but there are still some strong options available:

  • Nim Deathmantle ($0.50)
  • Heavy Arbalest ($0.25)
  • Gorgon Flail ($0.25)
  • Mortarpod ($0.75)
  • Darksteel Plate ($1.50)
  • Leonin Bola ($0.15)
  • Skullclamp ($2.00)
  • Taj-Nar Swordsmith ($0.50)
  • Steelshaper Apprentice ($0.75)
  • Quest for the Holy Relic ($0.50)

For the most part these equipment all serve the same role. They give you ways to band together your small soldiers and take on the bigger creatures on the table. Whether you assemble a deathtouch-Mortarpod or merely pass around the Heavy Arbalest, you should be able to use some combination of these to contain most scary creatures.

The biggest issue is the lack of consistent ways to find the equipment you need. The good enablers, like Stoneforge Mystic and Steelshaper's Gift, are relatively pricey and out of reach of this particular endeavor. That said, I don't think they're essential. Each of the equipment we've included is okay on its own, if not stellar. The deck could certainly use a little more tutoring power, but we'll do fine without.

One other set of cards helps your soldiers interact profitably with the table. At this point, most of the following are just redundant copies of effects we've already seen, like Diversionary Tactics as a second Leonin Bola and Martyr's Cause as another Knight-Captain of Eos. There are a number of interesting choices here though:

  • Bullwhip ($0.25)
  • Slate of Ancestry ($0.75)
  • Martyr's Cause ($0.25)
  • Divine Sacrament ($1.50)
  • Jinxed Idol ($0.65)
  • Torture Chamber ($0.50)
  • Jade Monolith ($0.50)
  • Diversionary Tactics ($0.25)
  • Carnage Altar ($0.25)

There are a few ideas here that I'm trying out. First of all there are some additional ways to generate tokens. Bullwhip, Jade Monolith and Torture Chamber all generate soldier tokens while having marginal utility effects that, while not insane, will have an effect on the way a game plays out.

The best of these is undoubtedly Slate of Ancestry. This card is incredibly swingy, but it's your most mana-efficient source of card draw, something that white decks (and budget decks in general) are sorely in need of. Similary, though this is probably the worst card in this deck, Carnage Altar pulls its weight as a pseudo-Skullclamp that doesn't care about anthems.

The find that excites me most is the aforementioned Torture Chamber. This card does everything. I wish that it dealt the damage to your opponents as well, but that may be asking for too much. It acts as a removal spell for a deck sorely lacking for ways to interact with creatures besides chumping; it generate soldier tokens; and its an efficient effect.

What more could you want? This card is a real gem and it fits perfectly in a Darien deck.

Utility Effects and Card Advantage

Every deck needs some pieces to tie everything together. The effects this deck needs most are recursion for key pieces and answers to artifacts, enchantments and the graveyard. I think we can do a good job of supplying some of those.

  • Razor Hippogriff ($0.25)
  • Treasure Hunter ($0.25)
  • Stonecloaker ($1.00)
  • Stormfront Riders ($0.25)
  • Kor Sanctifiers ($0.15)
  • Dust Elemental ($0.50)
  • Scout's Warning ($0.50)
  • Austere Command ($3.00)
  • Mass Calcify ($1.00)
  • Solemn Offering ($0.15)
  • Disenchant ($0.15)
  • Saltblast ($0.25)
  • Gaze of Justice ($0.15)
  • Coordinated Barrage ($0.15)
  • Unified Strike ($0.15)
  • Guardians' Pledge ($0.15)
  • Fortify ($0.15)
  • Death or Glory ($0.50)

Not a ton of shocking choices here. The most interesting are the creatures with "Enters the Battlefield" effects that you can abuse with the "gating" creatures that return a creature to your hand. Using these you have a resilient recursion engine to make use of well into the late game.

The cost for all this is about $34, which is pretty reasonable as far as Commander decks go. That leaves you a few dollars to upgrade where you see fit.

Here's the finalized list:

Untitled Deck

Creatures

Instants

Sorceries

Artifacts

Enchantments

Lands

34 Plains

This is the deck that got me to love mono-white, allegedly the single worst color in Commander. I definitely won games on the back of swarms of soldiers teaming up to break people's expectations, and I'm sure you can too.

The deck is a ton of fun to play because of the number of angles you can attack from. You can decide early on whether you'd be better served playing a more aggressive or controlling role, and plan your game around that. Better yet, you can change roles quickly and easily.

Like I said, I'm hoping to do a full series of mono-colored budget decks of different flavors. Then maybe we'll move on to two-color combinations. Be sure to let me know what you'd like to see from the Blue, Green, and Red decks!

Carlos Gutierrez

cag5383@gmail.com
@cag5383 on Twitter

Insider: What’s the Ceiling?

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We’ve seen some big movement in Standard cards in the last few weeks, and luckily we’ve been ahead of most of them here. So hopefully you’re in to a few of these movers. Now, of course, comes the next question. When to sell?

The answer to that question depends on a few things, which I covered extensively here. The usual considerations of rotation, reprints and the like apply, but there’s another important thing to think about, and that is what the price ceiling on a particular card is and how close that card is to that ceiling.

As far as selling is concerned, a lot of times it doesn’t matter if something like Snapcaster Mage is going to be in demand for a while to come. Since the card is in Standard and can’t really cost more than it is now, it means the price won’t be significantly higher until farther down the road when demand could actually outpace supply. That means that, while you may not necessarily need to be in a hurry to sell them, it’s also hard to argue with the decision to do so.

Of course, to know how close a card is to its ceiling, we need to know what similar cards have done in the past. For instance, something like Stoneforge Mystic or Snapcaster have shown us that Rares in the post-Mythic era can’t really consistently top $25. Mythics on the other hand are different. We’ve seen them range all over the place, from the $90-100 Jace to the bulk Mythic price of $1-2.

And there’s a ton of other factors that affect a card’s price, such as event decks, promos, reprints, etc.

With all of that in mind, let’s look at some of the more recent movers and see if we can determine what the sustainable ceiling for some of these cards are, and where they sit in relation to that. We’ll be using Star City Games prices, as usual. For instance, Avacyn Restored still has plenty of drafting time left, so more and more cards will be put into circulation. The rest of Innistrad, though, won’t be flooding the market much.

Restoration Angel

After a few good weekends, the Angel is up to $10 and sold out on SCG. That raises the question of whether or not they’re going to relist it higher when more come in. I’ve been a big fan of this card since it was spoiled, and I called it out specifically when Jon Medina, Ryan Bushard, Marcel and I talked about it on our set review episode of Brainstorm Brewery, which you can find here.

The biggest problem with the Angel is that it was a promo during release weekend. That hurts its ceiling quite a bit. Wurmcoil Engine topped out around $20-22, as did Hero of Bladehold, though those were Mythics.

With that factor in mind, along with the fact that Angel is only seeing play in one format (Standard), I have to say the ceiling for this card likely isn’t above $12. That means if you have some now, it’s probably time to move out of them, preferably for more stable cards, since the price on Angel probably has nothing to do but go down as more of the set is opened.

Entreat the Angels

As much as it pains me to say this, this card (and Miracles in general) are shaping up to be Legacy-playable. As far as Entreat, it’s sitting at $25 in stock on SCG. Does that mean it’s hit its ceiling?

I don’t think so, though it’s not far off. The other playable Mythics around that price point are Liliana and at some point or another, Thrun, Hero and Wurmcoil. Outside of Liliana, the others haven’t sustained that price, though Thrun is the only one in a comparable position to Entreat due to a lack of promos available.

We’ve seen in Block the power of Entreat, although it hasn’t quite translated into Standard yet. Entreat is still high from its post Pro Tour bump, and I think it will fall to $20 in a few weeks. That said, after the set stops being opened and we move into next year’s Standard, I can see $30-35 becoming a reality if some form of a Miracle deck crops back up and runs four Entreats; however, I think $20-25 is going to be more accurate.

Bonfire of the Damned

So what’s the difference between this and Entreat? For starters, Bonfire has gone crazy in the last few weeks and is sold out at $25.

More importantly, though, is that Bonfire fits into a lot of different decks. Whereas Entreat pretty much only goes into the Control deck or the Miracles deck, Bonfire slots into a bunch of different builds, and is pretty crazy in those. Unlike Entreat, though, it doesn’t see as much cross-format play yet and isn’t necessarily a 4-of.

But while those things count against Bonfire, the fact it goes into so many more decks means $35 isn’t out of the question, especially considering it was trading at $40ish on the floor last weekend. I think you should get in on these if you can still find them at around $20 in trade.

Zealous Conscripts

I’m glad to be talking about this card on here, since I called it when it was 50 cents. It’s not up to $5, and I’m not sure it can really go much higher. The biggest thing holding it back was that it was printed in the “Fiery Dawn” intro deck, otherwise this would’ve been a solid move from a buck to eight or 10. As it stands, it’s netted us some nice profits already, but probably can’t top $7-8 at its absolute peak.

Wolfir Avenger

I bring up this card because there’s a lot to like here, and it allows us to evaluate Uncommons.

We know Uncommons from older sets can go crazy. Not even mentioning stuff like Wastelands, we can look at Sensei's Divining Tops at $15 or Kitchen Finks at $8 to see that. But looking at just Standard-legal sets, the bar seems to be $5, reached by both Inquisition of Kozilek last year and briefly Dismember.

That gives us a solid ceiling, and both those cards are more ubiquitous than I expect the Avenger to be. That said, even if Avenger can’t cross a $4 mark, that’s still looking good since it’s sitting at 50 cents, with two in stock on SCG.

The Wolf has already started to see play, and is a card with a high enough power level to definitely make an impact after rotation. That means getting these thrown into trades right now will likely yield big profits down the road.

The other big Uncommon is Lingering Souls, which sits at $3 with infinite copies in stock at SCG. I’m still getting these at a dollar in trade, and that’s not going to last long. Lingering Souls could potentially be the definition of a power uncommon in the next format, and it’s one that got no love at the last Pro Tour due to being banned in Block. I don’t think you can go in too hard on Souls right now if you get them at $2 or less in trade. This card is going to move ridiculously well a year from now.

That’s it for this week. Next week I’ll be writing to you from the sandy shores of Jamaica, where I’ll be honeymooning after my wedding on Saturday!

 

Thanks for reading,

Corbin Hosler

Adventures in Qualifying — PTQ #2

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Over the last couple weeks, I have detailed the process of preparing for a PTQ and written about my performance at the first PTQ I attended this season. Today I bring you another chapter in the annals of my PTQ experiences.

The world of competitive Magic is immensely different from casual Magic. A room filled with a couple hundred players all hoping to qualify for the upcoming Pro Tour is an inspiring and electrifying scene. It can also be intimidating if you let it overcome you. But ultimately you have to remember that it's just another Magic tournament, albeit against a more competitive field.

For my second PTQ this season I played a tier one deck, Esper Spirits, which recently top-eighted Grand Prix Minneapolis. I based this decision on testing results from the night before when I was working on a new Delver list. I made a few changes but nothing dramatic. I arrived at the convention center with more than enough time to write down my deck list and double-check it. I made sure to be well nourished for the event so that I would be able to play at a high level.

Sometimes even all of that is not enough. Sometimes, when you do everything in your power to prepare for an event, you don't draw a third land to play the awesome spells you had in your opening hand. This was the unfortunate outcome of my first round in the PTQ.

I try not to dwell on things that are out of my control. One thing that distinguishes the great players from the average is that they have developed coping skills for situations like this. I did my best to function on two lands, but at some point I ran out of cards to play and I died. I did make a come back by destroying him in game two with Hero of Bladehold. But game three was similar to the first in that I was steamrolled.

Even with a first round loss, I picked myself back up to prepare for the second round. Unfortunately it was to no avail as my opponent's Grixis Control deck with maindeck Curse of Deaths Hold seemed specifically built to beat my version of Delver. I almost beat him game one but I could not get in those last few points of damage before his Grave Titan took over. Game two it took seven turns for me to draw my third land. I managed to make it a close game, but in the end his army of late-game bombs was too much to overcome.

You cannot win every event you play in.

If you play competitive Magic, I’m sure you've been confronted by this fact at some point. Every player 0-2-drops once in a while. The important thing is not to let it wreck you. There is only so much about this game we can control. There's nothing to do but get back up and play again.

Moving Forward

After two PTQs, countless hours of watching and reading about the format, and a number of discussions about various decks and matchups, I feel like I finally have a grasp on Standard. Lately I've been applying that information to work on Wolf Run Blue. The deck seemed well received last week and I tried many of your suggestions from the comments.

One major idea was to ratchet up the red splash with Huntmaster of the Fells. This proved problematic. Adding the admittedly amazing creature to the deck made the mana base so horrid that I scrapped the idea immediately. I love Huntmaster more than most, but he does not belong in this deck.

Another four-mana creature, Solemn Simulacrum, was also suggested as a possible inclusion. After much consideration, I think it's the best solution. He ramps you to titan mana of course, but his key feature is ‘blocks well.’ Being able to block any ground creature with a sword is a relevant attribute. Netting you a card is a huge benefit as well.

The other card I settled on has seen plenty of play, but not typically in ramp decks.

Phantasmal Image is one of the best creatures in Standard right now. Killing Geist of Saint Traft is no easy feat and Image takes care of that problem neatly. Another cause for concern is Strangleroot Geist and Image pairs up well against him too.

Phantasmal Image gears Wolf Run Blue to beat the major decks in the format and it's never a dead draw. If your opponent doesn't give you anything relevant to copy, you can always defer to the old standby of cloning your own titan.

Making room for these cards was not hard, as parts of the deck were underperforming. I was most unhappy with Trackers Instinct. Initially I loved this card because it found more titans, but I hadn't realized how often it would whiff. This occurred far too frequently to justify continuing to play Instincts. I also cut Dungeon Geists and Garruk Relentless, which were acceptable but not amazing.

Take a look at the updated list:

Untitled Deck

Creatures

3 Snapcaster Mage
3 Phantasmal Image
3 Solemn Simulacrum
3 Frost Titan
3 Primeval Titan

Spells

4 Ponder
4 Vapor Snag
4 Rampant Growth
4 Sphere of the Suns
3 Mana Leak
1 Amass the Components

Lands

4 Hinterland Harbor
1 Rootbound Crag
2 Evolving Wilds
2 Inkmoth Nexus
1 Kessig Wolf Run
1 Alchemists Refuge
4 Glimmerpost
4 Island
6 Forest

Sideboard

3 Ratchet Bomb
3 Naturalize
2 Batterskull
3 Cavern of Souls
1 Desolate Lighthouse
2 Surgical Extraction
1 Karn Liberated

I came back to this deck after testing so many others because it pairs up well against the major decks. It's still fundamentally a titan ramp deck, already proven as a tier one strategy.

One difference is that in the Delver matchup Wolf Run Blue has more tools against Restoration Angel, the current bane of Wolf Run decks. Use Vapor Snag to delay some damage, copy it with Phantasmal Image or keep it tapped with Frost Titan. If all that fails, you can always gain life with Primeval Titan plus Glimmerpost.

Post board Delver basically turns into U/W Control. I think Wolf Run Blue has an advantage there as well. Keeping Mana Leak in post board prevents them from blowing you out with spells like Consecrated Sphinx. I even added a main deck Alchemist's Refuge as my twenty-fifth land as extra frustration for control opponents.

Aside on the Dominance of Delver

If you look at the top decks from the Star City 5k in Nashville, Delver is the main concern as it took the top six spots at the event. This led me to question whether or not Delver needs to be banned. The short answer is probably, but I don't think it will because of the impending release of Magic 2013 in July.

Sooner or later though, I think we'll have to consider what another year with the flying Wild Nacatl will look like. When a creature breaks the barrier of entry to eternal formats, it's a good idea to ask whether it belongs in Standard. It does seem like Standard would be a better format without Delver of Secrets, but that discussion will have to wait for another day.

Challenging Matchups

The bad matchups for Wolf Run Blue are mostly decks that see little to no play. Both Mono-Green and B/W Tokens can be quite difficult for this deck to deal with. Mono-Green has Dungrove Elder, which this deck can't interact with and the B/W Tokens matchup is hurt by our utter lack of a sweeper. Both strategies attack from an angle this deck is ill-prepared to defend against.

We do have a few sideboard options to mitigate this problem.

Ratchet Bomb helps dramatically with the tokens matchup as well as in other areas. I also board in Surgical Extraction to deal with Lingering Souls post-board.

As for Mono-Green, I added a second Batterskull to combat the aggressive matchups. Naturalize usually comes in as well.

I have not played against any reanimator decks but they are one reason I continue to include Surgical Extraction in my sideboard. Decks like Frites and Solar Flare pose a problem because they can make game-breaking plays before you are prepared to handle them. Vapor Snag also helps here by slowing down their fastest draws.

I like this deck a lot because every matchup is winnable. This is one of those decks that seems like it has 50-50 matchups across the board but they are actually favorable because your opponent doesn’t know what to expect.

If you like Wolf Run but haven't had much success recently because of its place in the metagame, I would recommend trying the blue version.

This weekend is the Star City 5K at Origins. I will be there, most likely with Wolf Run Blue. If you are at the event, feel free to stop over and say hi. I always have trade binders and I would love to meet some readers and see the sweet decks you've cooked up.

Wish me luck and tune in next week to hear how it went.

Until Next Time,

Unleash the 5K Winning Force!

Mike Lanigan
MtgJedi on Twitter
Jedicouncilman23@gmail.com

Insider: Sneak-N-Show and the Future of Legacy

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This past weekend I had the pleasure of attending Grand Prix Anaheim, and I had a blast. After failing Day 1, I entered the Legacy event day two with my friends Maverick deck. The deck did what it was supposed to for me. It beat the other creature decks and it lost to the combo decks. I’m sure with some more experience with the deck I could have made the combo matchups look a little better, but it was a really fun weekend overall.

While chatting it up with some of Southern California’s Legacy guru’s there was one common thing I heard amongst the top notch players. “They’re going to have to ban Show and Tell.” After returning home from the Grand Prix, I stopped by my LGS to return some cards I had borrowed from the gang at the shop, and the Legacy players around the shop were all muttering the same business about Sneak-n-Show. While our local Legacy events are small, the Sneak-n-Show player hasn’t lost a match since Griselbrand was printed. At our small metagame, things shift much slower, as not everyone has access to a secondary deck option. Now, don’t get me wrong, I’ve heard banning rumors like this before, and it doesn’t always materialize. Bannings, however, are big in the world of speculation, so let’s try to find some ways to hedge against either outcome, without risking any losses.

Suppose they ban it?

Well, if they drop the hammer, we can assume the price of Show and Tell will plummet. If I owned any i wasn’t playing with I’d be looking to get out of these. The counter argument to this, is there’s still time before a banning announcement, and it could see a brief spike before then due to it’s strength. If it was me, I would be moving them out immediately. Sneak Attack as well. Without Show and Tell this card just isn’t good enough to see play.

Other than saving potential losses, what else will change in Legacy? Show and Tell decks (Both the Sneak Attack and Hive Mind varieties) prey on decks like Maverick. Maverick is a grindy mid-range deck that gained huge popularity as a way to combat Delver in Legacy. Maverick can grind out almost any creature based deck, and has a variety of tools to protect their team of utility and hate bears. Maverick would undoubtedly shoot back up in popularity as the predator disappears. I like investing in Maverick pieces now.

Here’s the rub. If there’s a banning, they’ll likely pick up some value and popularity which is an easy win. If there isn’t a banning, Maverick doesn’t run much of a risk of declining. Even if the best deck is Sneak-n-Show or Hive Mind, the fact is, lots of people like playing creature decks, and Maverick will still crush most of them. I don’t think we’ll see a decrease in cards like Knight of the Reliquary or Mother of Runes, but they don’t stand to gain too much either.

The card I like investing in is Scavenging Ooze. While there’s a risk we see a reprint in another commander set, this card is a house in Legacy, and even with a 2nd run of Commander prints, there simply isn’t enough of these to go around. It’s currently a $40 card, but I would not be surprised in the least to see this hit $60 or higher by the end of the year. I’d also like to see a move on cards like Enlightened Tutor. It supports the sideboard of Maverick decks as well as Counterbalance, which are key decks in what this format would look like without Show and Tell.

Suppose they don’t....

Well, without the banning, Show and Tell will be a deck forever. Just like every combo deck. There will be times when it’s right for a given tournament, and there will be times when it isn’t. There will be people who champion the deck and run it whenever they can, and there will be people who detest it for some arbitrary reason and won’t play it. But what we will see is a serious shift in the Legacy metagame.

Because bannings aren’t immediate, I expect some of these shifts to start happening right away. After talking at length with some Sneak-n-Show players, the best answers to their plan are hand disruption. Specific cards mentioned are Hymn to Tourach, Thoughtseize and Vendilion Clique. While Hymn isn’t a great speculation target, it might mean Eva Green or Team America are decks that may have some strength against Show and Tell, and are worth looking into.

Eva Green

The key pieces of Eva Green that make it good against Show and Tell are the ones mentioned above. Thoughtseize is already nearly a $30 card, and I’m personally not willing to gamble that it will see a rise. On the other hand, the deck has access to two cards that do have room for growth. Pernicious Deed is about $4 below its highest value, and while not the card that specifically answers Show and Tell, gives the deck a way to deal with early threats like Delver of Secrets and Nimble Mongoose, among others.

Another card in Eva Green that has potential to jump a significant amount is Sinkhole. Playsets can be found around $80 of the Unlimited variety, and closed auctions on EBay seem to be somewhat scattered. As a card that never made it out of the Unlimited set, this card has potential to see much higher prices than it does now, the question is, will Eva Green be a deck again? I see little risk in moving in on Sinkholes, as they don’t stand to lose much value in either case.Sinkhole

Team America

While many of the most recent versions of Team America haven’t been using Vendilion Clique, it’s ability to respond to a Show and Tell and hose the Sneak-N-Show player is big game. Clique has already drooped back down from its Modern speculation spike, but it still sits relatively high compared to its historical pricing. I still think it has room to climb, as people are hanging on to Modern stock for next year. Stifle is another card from this deck I’d like to look at. It’s mana denial, it’s tempo, it’s versatile. It not only appears in Team America as a cornerstone of the strategy, but also in the other tempo deck in the room, RUG Delver. I’m actually kind of surprised Stifle isn’t already at $20 the way things have been going in Legacy.

Next week I’ll have updated news on my rotation sale. What other cards stand to lose or gain from a banning of Show and Tell? How else could the format shift if there’s not a banning?

Don’t Beat Yourself Up… Too Hard

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Does public speaking make you nervous?

Do you simply despise giving presentations?

Does it bother you when people bird your Magic matches?

I think you’ll find that your answers to the first two questions match your answer to the third.

If you spend anywhere near as much time as I do watching live coverage of Magic events, then you know that a lot of Magic players make mistakes while playing on camera. It’s fair to assume that a large percentage of these players are just bad. After all, Magic isn’t an easy game. More commonly I see it cited that the camera adds a lot of pressure to the match.

I’m here to tell you to get over it.

Typical SCGLive viewer.

The camera changes nothing. What do you care that a thousand or so people with nothing better to do on a Saturday are watching your match? You don’t know these people. Why do you care at all about impressing them? They’re going to tease you whether you do well or not. They’re really big jerks. You don’t need the approval of jerks. You’re better than that.

If anything, the greatest pressure comes from the people that physically stand behind you or your opponent to watch your match. If these people make you uncomfortable then I have some bad news: these crowds aren’t unique to feature matches. If you do well in any Magic tournament - be it a PTQ, SCG Open or even an FNM - people are going to want to watch you play. It’s your responsibility to learn how to tune them out.

Don't Look Up

You know how they say that the trick to dealing with heights is not to look down? Well, the trick to dealing with unwanted crowds of people is not to look up.

I know it can be difficult to mentally remove oneself from a situation, but here is an exercise I would recommend trying. Whenever I’m feeling tilted during a match, I take the time between games to close my eyes and just focus on my breathing while I shuffle. With my eyes closed it makes it so I have to concentrate harder to shuffle well and with the rest of my mind on my breathing it makes it very difficult for me to think about whatever things are tilting me.

When you get nervous or frustrated, your heart rate increases. Taking slow, deep breaths will help to combat this and allow you to calm down some.

Of course, the real problem that I think most players face on camera is that they cease playing their own game and instead try to play to impress others. For them, the camera adds this dimension of expectation that wasn’t there before.

There is a very easy solution to this problem.

Raise your own expectations for yourself.

It’s true that even the best players make more than their fair share of mistakes, but this doesn’t mean that you should go through a tournament hoping that your opponents out-mistake you. When you make a mistake it should feel bad. It shouldn’t feel like the end of the world, per se, but there should be enough negativity to dissuade you from repeating it.

This is not the best way to get down a hill.

That said, you can’t let this negativity get the best of you. One of the worst things I see happening on camera is when a player makes a small mistake and then allows it to snowball into a series of match-losing mistakes out of embarrassment from the first. The very desire to have done better causes them to do worse.

The best way to avoid these initial mistakes that lead to snowball tilting is, of course, to test better.

This is not just to say that by testing more you’ll make fewer mistakes - that much is obvious. What I'm referring to is testing more properly - not more frequently. Testing well is just as important as testing often.

The two most common mistakes in testing that I’m aware of are the use of take-backs and reminders.

On Take-Backs

It has already been said many times by many different people, but using take-backs is bad testing. It bears repeating: using take-backs is bad testing.

I despise take-backs. They’re a worthless crutch that encourages sloppy play. They soften the negative emotion tied to making mistakes which makes repeating these mistakes more likely.

Most people already know well enough to not use take-backs in testing, but some still allow them in other forms of Magic. This creates an inconsistency in attitude towards the game which I think ultimately leads to sloppier play. If you alternate playing Magic with and without bumpers, it becomes an active exercise to remind yourself when you’re in a more casual setting as opposed to a competitive one. I’ve had many opponents in competitive events ask if they could take their play back. Some of them have even been surprised when I told them no.

I don’t even allow myself to take back plays I make in games of EDH. I’ve heard it argued that this takes the fun out of the game when it becomes this competitive, but I strongly disagree. What I think isn’t fun is a game where every player is allowed to rush into making poor decisions but is then allowed to go back and play optimally anyway when they make a mistake. I very much enjoy out-thinking my opponents and this feeling is cheapened for me when there are people at the table (myself included) that aren’t trying.

I take my fun seriously and I believe that doing so is essential to doing well with a game like Magic. I wouldn’t play it if it wasn’t fun and I couldn’t win much if I didn’t care.

On Visual Reminders

The other mistake that I see players make frequently is the use of reminders, such as a die or a deck box on top of their deck, to remind themselves about certain turnly actions such as effects that trigger on upkeeps.

I’ve berated people that do this sort of thing for a long time. I've done this, but I recently realized just how poor this practice actually is while playing a RUG mirror in Madison.

My opponent had failed to trigger his Delver of Secrets on two running turns by accidentally drawing his card too quickly. He was visibly frustrated with himself and after missing the second time he placed a die on top of his deck.

It suddenly became very clear to me why he had missed his triggers.

If you get used to placing a die on top of your deck as a reminder, then that becomes what you look for on your upkeep and you’re more likely to skip to your draw step when the die is absent. You cause yourself to check for something external from the game of Magic to remind yourself about in-game actions.

This kid is a loser. He probably puts a die on top of his deck as a reminder for upkeep triggers.

It takes a similarly long period of time to just take a second to think after you untap your permanents before you draw as it does to add or remove things from the top of your deck constantly, so there’s just no reason to mess around with reminders.

Not to mention how incredibly freaking stupid you look when you use them. I mean, if we’re going to talk about embarrassing yourself on camera, there are few better ways to do it. Reminder dice are right up there with fedoras.

~

By taking the game as seriously as I do it makes it completely irrelevant to me whether or not somebody is watching when I punt. The most important thing is to stick to your guns and continue making whatever play that you think is correct at the time. You have to play with one person trying to get into your head as is. There’s no reason to invite others to do the same.

At the end of the day the only person you need to impress is yourself. If you can be happy with your own performance, then why should it matter if some donk on the internet hates you?

Just don’t forget to breath.

-Ryan Overturf

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Ryan Overturf

Ryan has been playing Magic since Legions and playing competitively since Lorwyn. While he fancies himself a Legacy specialist, you'll always find him with strong opinions on every constructed format.

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Posted in FreeTagged 6 Comments on Don’t Beat Yourself Up… Too Hard

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Insider: Playing it Conservative Before Standard Rotation

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Before I delve into this week’s topic, I want to share an interesting eBay auction I stumbled upon last week. This particular sale is directly related to last week’s article, and I found it rather appropriate and amusing:

There you have it. If you want to begin the wild ride of cornering the market in Alpha Island Sanctuary, you can now become lazy about it and do so in one significant eBay purchase. For the cost of $1,395 you can influence the market price of a full, single Magic: the Gathering card. No wonder Star City Games is sold out!

As For This Week

A reasonable argument could be made that the Standard format has officially stagnated. While not completely dominating SCG Open Top 8’s, it is difficult to miss the majority presence of [card Delver of Secrets]Delver[/card] decks. To argue the deck’s dominant performances would be futile.

This type of format stagnation is typical during this phase of a Standard season. Both blocks are released and all that is left is M13’s release before we return to Ravnica and say goodbye to Scars of Mirrodin block. We have seen the same phenomenon occur before with Caw-Blade, Jund, Faeries and all other dominant Standard decks in history. Until rotation happens, our once-thrilling, evolving format is gone.

For this reason alone, my investment attentions have turned elsewhere. Rather than heavily load up on Standard cards, my goal has been to take recent profits and “bank” them in stable cards.

For example, I recently purchased a couple NM Alpha rares below retail buy prices with the intent of holding for the long term. I have also expanded my sealed booster box portfolio to nine unique boxes ranging from Italian Saviors of Kamigawa to Unhinged.

As for actual playable cards, there are just a few that I have been actively buying. The only other acquisitions I have been making are in the bargain department, where card prices are below average thus leaving room for immediate profit.

Standard Safe Bets

Return to Ravnica, the next expansion set, will completely reinvent the Standard format. I cannot imagine there will be many similarities at all between Scars of Mirrodin block and Return to Ravnica block. With this in mind we can recognize that many powerhouse decks of today will become obsolete soon enough.

This leaves us speculators with a challenging predicament. Without having sufficient information in the future (i.e. no crystal ball), we need to be creative with where to play. In times like these I often concentrate on the conservative, often investing in Innistrad block staples which should remain powerful despite Standard rotation.

Innistrad Dual Lands (For a Third Time)

My top investment is still in Innistrad Dual lands. These five enemy-colored fixers are well poised for a price bump and the window to acquire profitably is nearly closed. Back in January (https://www.quietspeculation.com/2012/01/insider-a-very-exciting-time-to-speculate/), I predicted that these card prices had hit their bottom. Take a look at the chart now (chart courtesy of blacklotusproject.com):

So far, three of the five Innistrad Dual Lands have risen significantly since the bottom I called in January. Clifftop Retreat, which at one point was the cheapest of the five lands, has recently overtaken Isolated Chapel as the card with the largest bounce. Sulfur Falls has also recovered nicely as of mid-April.

There are still two Innistrad Dual Lands which are lagging the trend – Hinterland Harbor and Woodland Cemetery. These are the two lands I own the most of.

My rationale to acquire is simple – as the Standard format goes through drastic changes later in the year, all sorts of color combinations will have their chance to shine. R/W and B/W may be the favorable color combinations today, but I am convinced we will eventually see a winning deck which contains G/B and U/G. When this occurs, these two underperforming Innistrad Dual Lands will have their opportunity to shine. Especially Hinterland Harbor, which is blue and thus will inevitably be strong!

Even if this never happens, the prices have clearly bottomed in the short term, and with fewer and fewer packs of Innistrad being opened, quantities will eventually disappear from people’s trade binders.

Other Safe Acquisitions

Besides Innistrad Dual Lands, there isn’t much in the realm of Standard that I am actively acquiring. If I stumble upon a Geist of Saint Traft I will consider picking one up. The same goes for Huntmaster of the Fells. These cards have come off their peak prices, but I feel they should be strong enough to remain relevant as the Standard metagame shifts.

That is the overall approach – I aim to acquire cards from the newest block which I believe will remain relevant. Zealous Conscripts, while still not completely explored, is another card I am willing to acquire at the right price. Another, Terminus, should remain relevant in the coming Standard format since it’s a powerful board sweeper. However, powerful board sweepers have always been a format staple, yet their value rarely breaks five dollars. I’m not as bullish on this card as a result.

Finally, the last Standard cards I’m interested in these days are the Innistrad Planeswalkers – Garruk Relentless and Liliana of the Veil.

Garruk has fallen significantly from his highs, despite seeing occasional play (chart courtesy of blacklotusproject.com):

While I would not necessarily look to purchase dozens of this card, I always make sure to have a couple on hand. The right midrange deck could really benefit from this Planeswalker, and as the price drops towards five dollars, he will soon hit the absolute bottom price for a playable Planeswalker. Downside is thus limited.

Liliana of the Veil, on the other hand, has retained her value slightly better (chart courtesy of blacklotusproject.com):

Her $20 price tag carries with it greater downside risk despite the fact that her chart looks remarkably similar to that of Garruk. She deserves to command a larger sum of cash though, since she sees significant play in Modern and even occasional play in Legacy. Like Garruk, my recommendation would not be to acquire many extras of Liliana. Still, at the right price I would consider purchasing more. I never seem to have difficulty moving her out of my binder.

Last But Not Least – Eternal

Modern season is finished but far from over. This format has been hugely successful and some card prices will never again be the same.

What are my favorite eternal acquisitions (besides obscure Alpha rares, that is)? You won’t be surprised to hear that my number one pick-up are Zendikar Fetch Lands. These cards are synonymous with ten dollar bills and will be just as good as cash in the future. They may never reach Onslaught Fetch Land levels, but they will always remain in high demand.

Speaking of Onslaught Fetch Lands, I have finally completed my set of 20. While I’ve owned the blue ones for years now, I never bothered to acquire Bloodstained Mire and Wooded Foothills. These cards have been stable since 2011 and they should slowly and steadily grow in value with time. Besides, it feels good to finally have completed my collection (chart courtesy of blacklotusproject.com):

Cash Is King

While the market is turning over, the ultimate safe investment is cash. Holding onto a sizable cash position in anticipation of Standard rotation may be the wisest thing to do with your money at this point in time.

As I mentioned before, during this time I balance cash positions with long term investments, such as NM Alpha rares and sealed booster boxes. I also take this time to satisfy the collector within me by acquiring needed staples. While financially neutral, everyone needs to maintain a collection of some sort – it’s a key aspect of the game and one I enjoy very much.

I’m just glad I can use profits from this past season to pay for this enjoyment! Hopefully you have had the same level of success.

-Sigmund Ausfresser
@sigfig8

Jason’s Archives: Shopcrawl 2012 Pt. 2, Thompson Machine Guns Nashville & Anaheim Sees More Block than Legoland

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Greetings, Speculators!

This was a busy Memorial Day weekend. The pros split their time between a Grand Prix and an SCG open, and anyone monitoring Twitter this weekend got a lot of info. We have quite a few deck lists to get through later on in the article. First, though, I'm sure you're eager to hear more about the Shopcrawl, so let's get down to it.

You Can't Crawl Before You're Out of the Woods

Last week I left you hanging a little bit. Part 1 of my Shopcrawl 2012 Series covered how and what to buy. That is the easier part of buying and selling by far, but easily the most important. To recap:

  • Call ahead.
  • Know what you want to buy.
  • If you want bulk, be prepared to transport it.
  • Don't be afraid to change gears- Pokemon bulk is a cash cow.

So you took a few grand, spent a week on the road, filled your car with cards until everyone is riding with their suitcase on their lap and the suspension is dragging. You're flat broke, trying to see how many motel Continental Breakfast muffins you can hide in a 1,000 count card box (it's 8) and playing ante games of EDH trying to make tollbooth money. You may not feel like your trip has been the  success you had dreamed.

It's easy to get deluded at this point. The two default states of mind brought on by a full car and an empty wallet are:

  • I can't believe I spent my savings on this crap. I'm going to have to hitchhike home and sell my kidneys to make rent this month!
  • I am unbelievably rich! The cardboard in our vehicle represents roughly a million theoretical dollars! I should take up smoking just so I have something to light with this $100 bill I have set on fire!

These are both dangerous states of mind. And, what's worse, the same person can go back and forth between these two wild extremes over the course of the trip. You need to take a cold, sobering shot of that sweet, sweet elixir called reality and remind yourself that you have a car full of merchandise, and having merchandise is not broke.

You also need to remember that any profit is theoretical at this point and you shouldn't spend your future millions yet. Any success on the trip requires turning your cardboard money into paper money. Just like your friends who still spend their time playing this game, you need to...

Play to Your Outs!

Unless you were planning to take a car full of bulk and empty booster pack wrappers home with you (and in the case of our trip, a slim PS2 that I bought so I could play Final Fantasy 12 again. Don't laugh: that PS2 turned some potentially boring hotel stays into Star Wars Battlefront 2 extravaganzas), you probably want to out it so you can make a profit.

One suggestion I have is having your trip end at a major retailer's home base, calling ahead and letting them know you're showing up with a ton of bulk and singles you want to sell. Then you'll watch the money roll in. It's really that easy.

In our case, as I said before, we ended our trip at GP Minneapolis. Since we got there Thursday night, we had 3 1/2 days to shop all of our cards around to the various dealers. Be advised that most dealers fly to GPs and may not take your bulk.

Another option is going home and mailing everything to buylists. Although there is a cost to mailing, this is an excellent option. It gives you the time to sort and pick the massive boxes you picked up and mail everything out at your convenience. If you don't need the money right away, I would recommend this route. This gives you time to divide things up and sell them to whomever is paying the best on that particular item.

Congratulations! You've shopcrawled like a pro. Now bask in the glory of your success and cover your bed in money so you can swim through it like Scrooge McDuck. You earned it.

The Oprlyand Report

This weekend saw an SCG Open in Nashville. If you have never been to an SCG Open, I definitely recommend it. If most other pros are all busy playing at a Grand Prix, the SCG Opens give you an excellent opportunity to get stopmed by Gerry Thompson. In multiple formats.

Gerry T came loaded for bear this past weekend and took no prisoners. Slotting Restoration Angel into U/W Delver seems to have been the missing ingredient in solving the RG menace as 6 of the top 8 decks in Nashville ran nearly identical 75s.

I hope this isn't an indicator of how Standard is going to go from now on out: if all Avacyn Restored gave us was a flash, flying angel to make sure there was one, clear best deck as opposed to a rock-paper-scissors format, then openly I weep for the future of Standard.

But wait! All is not lost! 7th and 8th places were taken by a deck that by its very nature can't be killed off for long. I'm referring to the undead menace!

Zombies in the top 8! Hallelujah! Both U/B Zombies piloted by Phillip Fortner and B/R zombies piloted by Will Cruse made the top 8!

As Quiet Speculation's own Corbin Hosler mentioned in Episode 10 of his podcast, Falkenrath Aristocrat is the real deal. Faster and less mana-dependant than Mortarpod with an impressive 4 power and flying, this is the preferred sac outlet of the future in zombies. And it just happens to be in the same colors and the Zealous Conscripts in the sideboard and the Blood Artists in the maindeck.

Expect to see the price of this card go up a smidge as more and more people discover (finally!) what a beating this card can be. Regenerating for no mana and triggering both morbid and Blood Artist, Aristocrat has the skies on lockdown.

Great job, top 8!

Gerry also pulled no punches in Legacy. Refusing to choose between Careful Study and Faithless Looting, he ran both in a deck that ran Flayer of the Hatebound in the board to do the job of Flamekin Zealot but still get around cards like Moat. He crushed a lot of dreams into a fine powder, but the top honors were not to be his in the Legacy portion. His tweet saying simply " :(" said it all.

Griselbrand is here to stay as it was seen run as a four of in the winning "Sneak and Show" deck piloted by the Open's Legacy winner, Johnathon Hickerson. Even though it neither swings for 15 nor annihilates for even 1, Grizzizzelbrand hits like a truck and lets you draw enough cards that you're sure to find a finisher. I'd argue that I'd rather hit with Gris than even Emrakul off of a Sneak Attack. Captain Hickerson (as he likes to be called) didn't bother choosing and just ran both as a 4 of. Way to go!

Also worth noting, both Ulenwald Tracker (Foight BURR!) and Garruk Relentless showed up in Todd Anderson's Maverick list. Innovation is constant in this GW shell, and it's refreshing to see people try new things and succeed.  And what's that? 2 Cavern of Souls? Anyone else loving this list?

A Kariya in Magic

Get it? Because Paul Kariya played for the Ducks, and the GP was in Anaheim? ... I don't have to impress you people.

The GP was indeed in Anaheim and all the pros were out. If Gerry T wanted to really impress me, he could have split location and won a few events in Anaheim, too. It was not to be, however as other players had a chance at the top prizes at the GP.

Top 8 GP Anaheim Decks

The Falkenrath Aristocrat/Zealous Conscripts combo is potent in block constructed, too, featuring largely in the maindeck of Brian Kibler's Jund-colored build. I really think you should snag Aristocrats while you can. This card is going to be hot!

Also hot is RG Aggro, which event winner Mark Lalague used to win the top prize. He says Vapor Snag keeps RG Aggro from being a real contender in Standard right now (and the results from Nashville would seem to validate this feeling), but after the rotation, RG midrange has real potential. Devil's Play and Bonfire of the Damned are both huge and very hard for control to stop.

Also making a good showing in the top 8 was RW Humans, a personal favorite in block of mine. Abusing the potential of Cavern of Souls, this deck smashes control with uncounterable threats and quick damage. Grab Champion of the Parish while it's still under 10 bucks.

Aloha! Salut!

I don't know whether to say goodbye for this week or hello for next week.

I'll be returning to my usual format next week, so make sure you don't miss it. I have found some real quality stuff for your enjoyment.

In the mean time, follow me on Twitter @JasonEAlt and get periodic updates of my adventures grinding my binder at Origins this weekend. I'll be teaming up with my partner in crime, Ryan Bushard, to take down a few collections on the way to Ohio. Make sure you check out his articles on GatheringMagic.com to get his perspective on the shop crawl. His first article about the trip is slated in the next week or two. He's got a unique perspective on the trip and it's worth checking out.

Until next time, kiddies!

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Jason Alt

Jason Alt is a value trader and writer. He is Quiet Speculation's self-appointed web content archivist and co-captain of the interdepartmental dodgeball team. He enjoys craft microbrews and doing things ironically. You may have seen him at magic events; he wears black t-shirts and has a beard and a backpack so he's pretty easy to spot. You can hear him as co-host on the Brainstorm Brewery podcast or catch his articles on Gatheringmagic.com. He is also the Community Manager at BrainstormBrewery.com and writes the odd article there, too. Follow him on Twitter @JasonEAlt unless you don't like having your mind blown.

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Posted in Avacyn Restored, Free, SCG, Web Review4 Comments on Jason’s Archives: Shopcrawl 2012 Pt. 2, Thompson Machine Guns Nashville & Anaheim Sees More Block than Legoland

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Battling with Bruna

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One of the most exciting parts of spoiler season is seeing the new legendary creatures that beg for Commander pilots everywhere to experiment with. For a few weeks right after a set is released everyone is trying to break some new legend or find the most interesting new interactions.

Around this time, at least in my shop, there's a huge influx of new decks. It's the best time to be playing Commander. Everyone is trying something different and the breath of fresh air encourages people to tweak their old decks as well.

Unfortunately, I haven't found any of the legends from the last few sets that interesting or exciting. It's not that they're weak. Griselbrand and Elesh Norn, Grand Cenobite, for example, are obviously game-endingly powerful. But they don't encourage you to think critically when building with them.

The only two recent legends that have provided interesting constraints to deck builders are Glissa, the Traitor and Grimgrin, Corpse-Born. It's been a long time since the community got as excited about a legend as it did about Glissa, the Traitor. This is because she's moderately powerful with a narrow effect to build around, as opposed to oppressively powerful with a generic effect.

In short, it requires some deck-building moxie to make a deck with Glissa. Griselbrand just gets thrown wherever and crushes games without any setup or support.

So how do the legends from Avacyn Restored measure up? Well, they're all gigantic with swingy effects so they should be fun to play with. Being so expensive is a strike against them, but they do have some absurdly fun effects so lets see what can be done with them.

The Elite of Avacyn Restored

We'll start with the set's namesake. Avacyn is going to range from vanilla to unbeatable depending on how your metagame functions. Her power level is completely dependent on whether your opponents play Swords to Plowshares and Ashes to Ashes, or Wrath of God and Doom Blade. I usually ask more out of my eight-drops.

My biggest issue with Avacyn, however, is that she is indicative of the power creep so common in legendary creatures these days. It feels like we've lost all conceptualization of size and scale in the modern legends. Compare Avacyn to Akroma, Angel of Wrath or Olivia Voldaren to Jenara, Asura of War-- the older creatures look ridiculously underpowered.

All told, Avacyn is sweet. I think she's better as part of your 99 than as your Commander, but if you do play in one of those metagames that skimps on exile effects, she might be worthy of an upgrade.

Sigarda is a vanilla beater as far as Commander is concerned, but that might be just what you're looking for. Most green-white decks are full of small value creatures or token makers. If your entire deck is composed of utility guys, you might want a Commander that can beat down. Commanders like Saffi Eriksdotter, a popular option for decks like this, aren't good at applying pressure.

This is my pick for second-best legend in Avacyn Restored for Commander.

She's a lot like Edric, Spymaster of Trest with regard to political trickery. Attacks against you do little damage and have to fight through an effective 10/10 first striker, whereas attacks on other players do double damage. This is a huge motivation to send the troops to other players.

Unlike some giant creatures, Gisela has a profound impact on the board when she resolves. Eating x/10's like they're nothing and halving all damage to you is pretty absurd. Think about Gisela with Manabarbs, for instance. Everyone else has to pay two life for each mana while you get to ignore the effect. And we thought Vorinclex, Voice of Hunger was oppressive.

Now we're talking! This angel has a huge effect when she hits the board, and in the right deck easily threatens lethal in one hit.

I'm excited for Bruna for two reasons. First of all, she is that most beloved of cards, the value creature. I'm already happy paying six for a 5/5 flier with vigilance, and this one comes attached to a free Retether!

Second of all, her effect requires interesting decisions in deck building, unlike a creature attached to a removal spell or mana doubling effect. Bruna is more [card Glissa, the Traitor]Glissa[/card] than Griselbrand, which means you'll need to build around her to make her good.

The trick will be providing other avenues of attack and resiliency to prevent the deck from being one-dimensional. You can't just roll over to graveyard hate or spot removal. You will need creatures and spells that interact favorably with auras before you can consider going all-in on that plan. It's definitely possible to build a Bruna deck with just a few auras, but what's the fun in that?

I've already shared some of my thoughts on this guy and they haven't changed much. I've played multiple games with and against three flavors of the Griselbrand combo deck. It reminds me of the [card Azami, Lady of Scrolls]Azami[/card] High Tide storm deck I built when I was first getting into the format, in that both decks are minimally interactive. Griselbrand is even more ridiculous because it's a draw engine in one card and has a huge upside in lifelink. I still expect it to get the banhammer sooner rather than later.

Building Bruna

Of these, I think Bruna is the most interesting. Her ability provides card advantage, recursion and a way to cheat on mana, but most importantly it is the most build-around-me of those available. I think she provides the most opportunities for something interesting.

There are a few problems to overcome when building with Bruna. Let's start by making sure we can cast her early, since I think this deck will be better off aggressive rather than controlling. Then we'll look at cards to combo with her, and finally try to build in some resiliency to disruption.

The Mana Base

There are two ways to build this deck's mana base.

You could build for stability with a high land count and plenty of mana rocks, and plan on casting Bruna turn four or five most games. But what if we want to cast her sooner, on turn three, say? We will have to make sacrifices if we want to run a truly aggressive deck in Commander, and the first one is going to be the long-term stability on our mana base.

  • Saprazzan Skerry
  • Remote Farm
  • Crystal Vein
  • Ruins of Trokair
  • Svyelunite Temple
  • Ancient Tomb
  • City of Traitors
  • Mystic Gate
  • Skycloud Expanse
  • Flood Plain
  • Evolving Wilds
  • Terramorphic Expanse
  • Cephalid Coliseum
  • Tolaria West
  • Cloudpost
  • Vesuva
  • Glimmerpost
  • Adarkar Wastes
  • Glacial Fortress
  • Celestial Colonnade
  • Hall of the Bandit Lord
  • 8 Snow-Covered Island
  • 9 Snow-Covered Plains

The lands for this deck are a combination of the necessary duals and basics and a bunch of high-risk two-mana lands.

The two-mana lands give you a better chance of casting Bruna on turn three. This particular combination of lands doesn't lend itself to a long game. It does, however, consistently give you six mana by turn four, and occasionally turn three.

For Bruna, I'm willing to try a less stable, more explosive mana base. I probably wouldn't try this for other similar decks. With Uril, the Miststalker, for example, you actually have to cast your auras. With Bruna, casting her is sufficient to cheat any number of auras in.

  • Sol Ring
  • Mind Stone
  • Everflowing Chalice
  • Expedition Map
  • Azorius Signet
  • Talisman of Progress
  • Coalition Relic
  • Worn Powerstone
  • Solemn Simulacrum
  • Land Tax

Accelerants that make two mana are a huge part of what lets you hit six mana by turn four. Coalition Relic and Worn Powerstone ramp to six mana with just one more untapped land.

Between the artifacts and two-mana lands, you have thirteen accelerants. You could add more acceleration and jam your deck full of auras, but a plan this all-in can be disrupted easily. I'd rather cut back on the acceleration and have a midrange game to back up Bruna in the event she dies.

The Back-Up

What are we looking for in our midrange creatures? Consider the game state we'll likely be facing when we start casting these. Bruna wins the game if she goes unanswered, so these guys only come in play when you can't smash in. What you want are small creatures that constitute threats on their own; the easiest way to do that is with a guy that tutors up auras or recurs one from your graveyard.

  • Auramancer
  • Academy Researchers
  • Iridescent Drake
  • Auratouched Mage
  • Nomad Mythmaker
  • Sovereigns of Lost Alara
  • Totem-Guide Hartebeest
  • Sun Titan
  • Monk Idealist
  • Lost Auramancers
  • Replenish
  • Retether
  • Open the Vaults

You could add things that recur creatures to give this plan more resiliency, but I think you'll only need one or two of these guys each game. You also have Replenish effects to suddenly threaten lethal damage, much like Bruna. A small number of auras and creatures like this should suffice with ample [card Merfolk Looter]looting[/card] effects to set up the graveyard.

Remember when playing not to overextend into wrath effects. Generally, I only want to play one creature at a time and make it as gigantic as possible. You can force people to use sweepers and spot removal on your random guy. Then play another one, suit it up, and start smashing again.

Given the opportunity, you also want to kill players with the most spot removal first, which will make your threats more resilient. After you've ground down your opponents' answers, you can stick a Bruna and kill them swiftly.

Auras upon Auras!

Here is the heart of the deck. A reasonable number of auras simply make things gigantic, to turn tiny guys into actual threats and one-shot people with Bruna. The interesting part, however, is the suite of Control Magic effects. Corrupted Conscience has some applications on Bruna herself, which is pretty sweet, but the [card Control Magic]Control Magics[/card] are generally destined for another use:

  • Angelic Destiny
  • Auramancer's Guise
  • Eldrazi Conscription
  • Fool's Demise
  • Pemmin's Aura
  • Steel of the Godhead
  • Flight of Fancy
  • Vow of Duty
  • Vow of Flight
  • Confiscate
  • Corrupted Conscience
  • Spirit Away
  • Control Magic
  • Take Posession
  • Volition Reins
  • Treachery
  • Enchantment Alteration
  • Aura Finesse
  • Aura Graft
  • Snapcaster Mage
  • Three Dreams

There are a few ideas here I'm trying out. Some may be awesome, some awful, but the fun part is finding out!

The interesting parts are the enchantments that do something powerful when they come into play, like Flight of Fancy and Treachery (which I'm pretty sure are insane).

I am unsure about the [card Control Magic]Control Magics[/card], but it seems awesome to use Aura Graft and Aura Finesse as instant-speed blowouts. You have to do a ton of extra work to get the effect, but it may be worth it.

The [card Control Magic]Control Magics[/card] also make Three Dreams way better. Whereas Three Dreams usually just further beefs up your Voltron threat, here it can be used to generate card and board advantage.

Fool's Demise is this deck's Nim Deathmantle. It makes an unkillable guy with Iridescent Drake, Academy Researchers, or Bruna, Light of Alabaster. You can use it to rebuy your enters-the-battlefield effects or as yet another Control Magic. The card is flexible and powerful, and I would say underplayed on the whole in Commander.

Card Selection and Utility

  • Mental Note
  • Thought Scour
  • Compulsive Research
  • Fact or Fiction
  • Compulsion
  • Mental Discipline
  • Careful Consideration
  • Careful Study
  • Sphinx of Lost Truths
  • Flux
  • Pulse of the Grid
  • Sift
  • Austere Command
  • Return to Dust
  • Swords to Plowshares
  • Winds of Rath
  • Venser, the Sojourner

I'm not sure of the correct number of cantrips and filtering spells. Right now I'm loaded up on them to keep my graveyard stocked with auras but there may be too many. If I cut some I'll probably replace them with more utility spells.

There are only five of these currently, because I would rather lean on the [card Control Magic]Control Magics[/card] and find out how good they are. Austere Command and Winds of Rath should sweep away everyone elses' stuff while leaving yours alone. Swords is simply the best spot removal in the game and Venser, the Sojourner forces through damage and acts as another threat.

Putting it all together we have the decklist I've been running:

Untitled Deck

Creatures

Instants

Sorceries

Artifacts

Enchantments

Planeswalkers

Lands

8 Snow-Covered Island
9 Snow-Covered Plains

I've had a ton of fun playing this deck so far, so I'm definitely going to spend some more time messing with it. It's not finished yet, but it's powerful and has an interesting and unique game plan. It's new ground for me; the closest I've gotten to building an aura deck before now was a Child of Alara enchantress deck. I'll be very excited to see your suggestions since I'm sure I missed some good choices!

Next week I'm going to start a series of articles on budget mono-colored decks. The Balthor article I did a few weeks ago was well-received, so I figured we'd take a look at the other colors.

Carlos Gutierrez
cag5383@gmail.com
@cag5383 on Twitter

Adventures in Qualifying — PTQ #1

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Last week, I talked about the current PTQ season. With that knowledge in tow, I headed into the real world of competitive Magic to try for a blue envelope. Today I have the results for you.

As a player and writer, I find myself spending an increasing amount of time analyzing the game from a theoretical perspective. Recently I’ve based my deck decisions and card choices on this analysis more than on testing, partly due to time constraints.

While this process would be improved with actual testing, there is a lot to be said about analyzing the metagame theoretically. Sometimes you will do OK playing the deck that won last weekend’s event, but reaching your own conclusions can lead to great results. This has been my method throughout my career, but lately I've been doing it more and more.

Previous experience in a format can also take you a long way. I have played with and against almost every successful deck in the current Standard so I understand the metagame well.

Picking a Starting Weapon

I had an especially difficult time settling on a deck for the first PTQ of the season. The options I considered were a couple rogue decks and Delver.

I did think briefly think about the updated B/W Zombies deck I suggested last week, but bad memories from previous versions haunted my dreams and persuaded me to set it aside. As for Delver, I did not think it would be much fun to play but I was still considering it. I finally set that idea aside because I could not settle on a final list. I think Delver is in a precarious position right now and without a definitive list it loses some appeal.

I ended up playing another rogue deck that I’ve put a lot of time into. The deck is basically Wolf Run, but with blue replacing red as the second main color. I did play red mana, but only to activate Kessig Wolf Run.

The process I went through to reach the final list was similar to the one Patrick Chapin wrote about in his article last week. His words here really resonated with me:

“When experimenting with new concepts like this, make sure to ask yourself the right questions during testing. Does this have potential? What does this need to be competitive? Is it fast enough? Is it big enough? What does the game look like when you win? What about just before that? How should the first four turns play out? What do we gain from Standard that Block didn't have? What new problems do we have to overcome?”

Here I identified a weakness in the metagame to specific cards, in this case Frost Titan. Zealous Conscripts is becoming a format staple and Frost Titan makes that card look like a joke. Are they really going to spend seven mana to take him for a turn? I worried about Birthing Pod briefly until I realized that you could just tap down the Pod with your Frost Titan. This seldomly-used blue titan also happens to be good in the mirror and against the myriad of threats with undying. It also blocks creatures equipped with Sword of War and Peace.

There were other reasons to be in blue, like Vapor Snag. Resilient threats like Strangleroot Geist are enemy number one, so why play removal like Whipflare that won’t even kill their guys. Instead, use the Delver technique and just delay the threat. This is a great strategy in Wolf Run because you just want to buy time to resolve and attack with a titan.

Finally, adding blue made the deck more consistent. Ponder is a great way to find whatever you need, which is typically a difficult task for a ramp deck. You can dig for a ramp spell for turn two or a titan later. Blue also gave me access to the Frites standout, Tracker's Instincts. It finds more titans and throws cards in the graveyard for Snapcaster Mage. These two cards are exactly what the deck needed to grind out games that go long.

The list:

Untitled Deck

Creatures

3 Snapcaster Mage
2 Dungeon Geist
3 Frost Titan
4 Primeval Titan

Spells

4 Ponder
4 Vapor Snag
3 Trackers Instincts
4 Rampant Growth
4 Sphere of the Suns
3 Mana Leak
2 Garruk Relentless

Lands

4 Hinterland Harbor
1 Rootbound Crag
2 Evolving Wilds
2 Inkmoth Nexus
1 Kessig Wolf Run
4 Glimmerpost
4 Island
6 Forest

Sideboard

3 Ratchet Bomb
2 Naturalize
1 Batterskull
3 Cavern of Souls
1 Desolate Lighthouse
2 Surgical Extraction
1 Karn Liberated
2 Phantasmal Image

My friends said I was crazy when they saw this list but they were also intrigued to see how I did. I was also excited and I believed it was a viable choice.

One reason that I felt strongly about my deck choice was due to Glimmerpost. The biggest problem with Primeval Titan against aggro is that your opponent can often kill you when you tap out to play it. That is not the case when your deck contains Glimmerpost. When you search twice with the titan, as long as you haven't played any of them from your hand, you gain a total of twelve life! That is a huge buffer against an aggro deck. This combination is even good against Delver, but it really shined against G/R Aggro.

The Matches

Round 1 – G/R Aggro

At first I was unsure if my opponent was G/R Aggro or Wolf Run but when he played Wolfir Avenger the ruse was up. My Rampant Growth turn two and a second one turn three along with Vapor Snag to bounce his guy bought me enough time to land two [card Frost Titan]Frost Titans[/card]. They were enough to get the day started off right.

Game two he played Llanowar Elves into Sword of War and Peace. I knew I needed an answer quickly or I was dead. I finally drew Vapor Snag and played it in combat to slow him down. Then Garruk Relentless and Dungeon Geists handled the rest of the threats. I was at a dangerous two life for a turn but I drew Glimmerpost to bring me back up to three before he drew the Galvanic Blast. I proceeded to climb back into the game and grind it out.

Record: 1-0

Round 2 – U/R Delver

This guys deck was difficult to figure out. I knew he was playing blue and red mana but wasn’t sure what to think about the deck. I had a controlling hand with double Mana Leak and Snapcaster Mage so I played a reactive game and wrapped it up with some titans.

Game two was much of the same except I had Cavern of Souls to force through early titans. I looked through his deck after the game and there were tons of crazy cards like Thunderous Wrath, Reforge the Soul and Tibalt the Fiend-Blooded.

Record: 2-0

Round 3 – U/W Delver

Delver has a lot of variety to it right now. This list was geared towards Invisible Stalker, Geist of Saint Traft and Sword of War and Peace. All three games were very close, but I managed to pull out the victory.

Game one, the [card Glimmerpost]Glimmerposts[/card] were key because he was on the play and I was behind for the majority of the game. Game two would have been easier but I was not sure how to sideboard and that negatively affected the game. I changed things up in game three and that helped a bit.

I find it tough to sideboard against Delver. If they have Lingering Souls you definitely want Ratchet Bomb, but if not it can be hard to figure out whether or not to board them in.

Record: 3-0

Round 4 – U/W Delver

I was unhappy to face the third Delver deck in a row. I was glad to make it out alive after the first two and now I had to play another. This one featured Blade Splicer and Restoration Angel.

He didn’t need much more than two Delvers to take each game though because even though I bounced them repeatedly he blind flipped them every time. It didn’t help that I was squeezed for mana both games but his luck overwhelmed me and shortened the match considerably.

Record: 3-1

Round 5 – U/W Delver

At this point, I was a little frustrated at having to play a fourth Delver deck. At least I had a good understanding of how to sideboard now. This deck was interesting because he played Porcelain Legionnaire. That worked out well for me because I have Vapor Snag. No Mana Leak for my titan meant he was in trouble quickly game one.

Game two was similar but I had Cavern of Souls to make titans automatically resolve. He bounced them a bunch of times, but the card advantage from their triggers was more than enough.

Record: 4-1

Round 6 – Esper Control

At first I thought he was playing B/W Tokens, because of a removal spell and Lingering Souls, but then blue mana appeared and showed me he was really a control deck. He [card Terminus]miraculously[/card] sent my creatures to the bottom of my library, but with no counters all of my titans resolved. He tapped them with Feeling of Dread, which was interesting, but that did not stop me from getting to fifteen mana and activating Inkmoth Nexus and Kessig Wolf Run to make a 12/1 and trample over his remaining two [card Lingering Souls]spirits[/card] for the poison kill.

Getting to fifteen mana did take a while so we didn’t have a ton of time for game two. I was in control of the game until my huge blunder of the day. I got him down to two life and he cast Day of Judgment. I responded with Snapcaster Mage to flashback Mana Leak. What I hadn’t realized was that he had three mana to pay for it! I was so tilted.

Then it dawned on me how big my mistake truly was. All I had to do was let the board clear, flash in Snapcaster, untap and attack him for lethal. I couldn’t believe I made such a careless mistake. I willed myself to get back into the game though and rallied.

Unfortunately I did not have time to kill him and he almost beat me in our five turns due to a miraculous Temporal Mastery. Did you know that if someone casts Time Walk, it counts as one of the extra five turns? So instead of him, me, him, me, him, it ended up being him, me, him, him, me. If they go first its even worse because you essentially lose one of your turns. Regardless, I got the win but left the round feeling exhausted.

Record: 5-1

Round 7 – Mono-Green

My opponent plays turn one forest and Llanowar Elves. After that sequence of plays I put him on G/R Aggro. When he followed up with Dungrove Elder I knew I was in trouble. I wished I had [card Vapor Snag]snagged[/card] his elf before he got to use it, but if he had red mana my play would have been correct. My deck basically had no way to interact with Dungrove Elder, so when he played the second one the following turn the game ended shortly after.

Game two was even quicker because I never drew any lands besides the two from my opening hand. This was the only match all day that I missed the [card Solemn Simulacrum]Solemn Simulacrums[/card] that used to be in the deck because they make a great blocker and ramp you to your titans quickly. I don’t think Mono-Green is the next breakout deck or anything, but it definitely wrecked me.

Record: 5-2

Round 8 – Naya Wolf Run

After my second loss, I was knocked out of top-eight contention all the way down to 23rd place. The last round was only for packs, so I ended up taking it a little less serious than I should have. I still won the match. His deck was interestingly diverse. He played big threats like Elesh Norn, Grand Cenobite and Entreat the Angels and Day of Judgment and Terminus as sweepers. The sideboard [card Ratchet Bomb]Ratchet Bombs[/card] were clutch in this match.

Final Thoughts

This deck is very good in the current metagame. Some of the matchups are close, but all of them are winnable.

Choosing a Turn Two Play

One of the most difficult aspects of this deck is knowing when to play Rampant Growth and when to leave mana open for Vapor Snag and Mana Leak. A large part of this question comes down to knowing your opponent’s deck.

The idea is to counter their crucial spells. You need to countering a turn two Sword of War and Peace but not a Strangleroot Geist. Sometimes you have to guess which line of play will be best and go for it. That seems risky, but you can always ramp later or counter a different spell. Assess what cards you have in hand, the current board state, and your opponent’s deck to make the final decision. The more knowledge you have about the metagame, the easier this decision will be.

Sideboarding

This was one of the best sideboards I have ever used. I boarded in every card at some point. Sometimes I wanted a third Naturalize and others I was happy with the two I brought in so I would consider that small change.

I wondered before the event if I made the right decision about Cavern of Souls in the sideboard, but I think it is correct. Glimmerpost is much better for the main deck because the aggressive decks put you on such a short clock that often you need those lands to survive. Even against Delver, Glimmerpost is fine game one and can win you the game by messing up combat math.

The one Desolate Lighthouse always came in with the Caverns as well and it single-handedly won me two or three games that I had no business winning. Discarding unnecessary spells late in the game against Delver or a control deck will help draw you out of a hole.

Going Forward

I will be attending another PTQ soon and this deck is definitely an option for that event. There are minor changes I would make, but overall I think the numbers are pretty close.

The one card I was unhappy with was Tracker's Instincts. I sideboarded it out more than any other card and whiffed on a creature multiple times throughout the day. One time I played it and flashed it back and found no creature in the top eight cards. I know this is bound to happen statistically but its unreliability is a weakness of the current list.

There are a few cards I would consider playing in this spot. Solemn Simulacrum is one possibility, but flashing back Rampant Growth with Snapcaster Mage already fills that role.

Another idea I had was Wolfir Avenger. He is typically used in aggressive strategies to give control decks fits, but I think it would be a solid addition to this deck too. It allows you to hold up mana for Mana Leak and Vapor Snag but also add a threat to the board if necessary. The regeneration would be useful for fighting aggro as well.

Wish me luck in the next PTQ and tune in next week to hear how it went.

Until Next Time,

Unleash the PTQ Winning Force!

Mike Lanigan
MtgJedi on Twitter
Jedicouncilman23@gmail.com

Insider: Not a Miracle Any More

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Finally, after two weeks of Avacyn Restored being out, we finally have some impact on Standard, and Legacy as well. I’m not sure how it’s affected your local metagame, but I think we can track the results from a few recent events well enough to form some conclusions.

The first, and most obvious, is what I first touched on last week. Bonfire of the Damned is very, very good. It was $15 just a week ago when I suggested picking them up, and it’s already up to $25 in that time. You may be able to find a few copies still undervalued, but I wouldn’t count on it. The reason Bonfire is so insane is because even when you do draw it, casting it at three mana is surprisingly relevant, taking out Spirit tokens and mana dorks. Casting it at 5 also gets rids of Huntmasters and the like. And obviously it’s insane if you Miracle it at any point, and can win you games you otherwise wouldn’t have a shot at.

Price-wise, I think it could hit $30 or even a little higher before settling down into a $20 pricetag long-term. As such, you should hold onto your copies now, but don’t be afraid to trade them away if you get a really good deal.

Interestingly, Bonfire wasn’t even the card of the GP weekend. UR Delver won the whole thing, and Brad Nelson’s return to prominence with Grand Architect also made some waves.

Looking at those two decks, we can see that the Delver deck has one really actionable card, and that is Sulfur Falls. There are a few reasons for this. The first is that Calcano actually wanted four for the deck, and just couldn’t get a fourth one (somehow) in time for registration. It sounds odd, but that is what Christian told Ryan Bushard at the event, and Ryan and I broke it down in the latest podcast of Brainstorm Brewery (#11, which you can find at BrainstormBrewery.com).

There are a lot of reason to like the Falls going forward. The first is that all the Innistrad lands (outside of maybe Isolated Chapel) have plenty of room to grow. I’ve been accumulating Falls myself for the last month or so, and I think they’ll easily be $10 at some point. They’re $6-7 right now, but many people will still trade them off at five dollars or so, which you should move on.

Another reason why I like it is that after rotation, when Ponder is assumed to be gone (as Wizards has hinted at) then UR probably becomes the best Delver deck. The problem I have with UW post-rotation is that without Vapor Snag you’re better off Snapcastering burn spells over anything else, and that means Red. Red also gives you Loothouse, which can slot in if we get any more mana-fixing in Ravnica. The other big problem I have with UW is that you probably play both Champion of the Parish and Delver in those decks, and with Seachrome gone it becomes much more difficult to have the consistency you need. If you’re in Red, you aren’t under as much pressure for the super-aggressive start because you have more reach in the form of Burn, and therefore don’t always have to have a 1-drop.

And that’s just Delver decks. If Miracles become more of a thing, I expect plenty of Bonfire and Loothouse to help that happen, both of which point to UR.

Now let’s look at Architect. That deck looks sweet, but honestly I don’t expect it to make any waves financially, outside of maybe making Buried Ruin worth a few more quarters. The problem is that the deck has very few Innistrad block cards., so it’s just dead in a few months. That will keep people from moving into it en masse, and there are a lot of Architects on the market.

The best comparison for something like Architect price-wise is Lord of the Unreal. Even at the height of Illusions, it never went higher than a few dollars, and that makes the upside on what is so far a one-weekend deck in Architect unattractive.

Another development from the weekend is that Pillar of Flame is a real card, and with that on top of the Event deck it’s hard to like Gravecrawler and Geralf's Messenger right now. I expect those two cards will always trade well, but the price will continue to come down.

Legacy

This is the format where the most has changed in the last week, even though you might not know it yet. Take a look at this UW Miracles deck from the Top 8 of the Open, and now look at an updated build over here.

This is very real. There are some big names getting behind this deck, the deck is powerful, and it is way more consistent than you might expect for a “Miracles deck.”

Of course the big mover here is a card that isn’t even in either list but has literally disappeared from the Internet in the last few days, and that is Scroll Rack. I received the tip and almost immediately alerted Twitter to it. It’s kind of a late discovery for the deck, but it’s absurd with a deck packed full of Miracles. And Temporal Masteries are not a joke in this build.

I didn’t buy in myself. By the time I had a chance (after I posted to Twitter), there weren’t many left at a price I liked. There’s a healthy discussion about it going in the forums, and if you can get in on any trade you should 100% do it. These have climbed over $30 on Ebay, but they’re out of stock at $12 still on CFB and $20 on SCG.

Terminus says bad things about Maverick moving forward. I’m told this deck crushes Maverick, and that’s not a good thing for one of the better and more consistent decks in the format. Even Thalia isn’t quite as hateful when their Wrath+ still only costs two mana.

I’ll reiterate that the Miracles deck is as of yet unproven, but there were only a handful of people at most playing it at the last Open and it put up a Top 4 finish without being a refined list. Be prepared. Scroll Rack is from Tempest, a set that has given us $50 Wastelands and the like.

That’s where I see the market this week, and it’s actually an exciting time financially in both Standard and Legacy, which doesn’t happen often!

Thanks for reading,

Corbin Hosler

@Chosler88 on Twitter

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