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Damia, Sage of Mirrors

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If you've been reading this column for awhile or listening to Commandercast, you probably already know how much I love The Mimeoplasm.

Ever since that guy was spoiled, I've put him at the helm of several Commander decks and tried to christen him with the unofficial title of "The best Voltron Commander in the format." There are few things I enjoy as much as starting a game with The Mimeoplasm and letting him devour some souls.

The problem is that I enjoy playing with The Mimeoplasm to the exclusion of the other BUG colored Commanders, Vorosh, the Hunter and Damia, Sage of Stone. Over the last few weeks I've been pushing the theme of trying new things, and in that spirit I decided to build a deck that did something crazy with one of these two BUG Commanders.

I boiled it down to two ideas: a Proliferate-themed [card Vorosh, the Hunter]Vorosh[/card] deck or a [card Damia, Sage of Stone]Damia[/card] deck that tries to turbo through its library and win with Laboratory Maniac.

In the end, I decided to build [card Damia, Sage of Stone]Damia[/card] for two reasons. The first is that I have a sweet signed copy of Damia, Sage of Stone from Grand Prix Baltimore. The second was that some twitter personalities wanted to put together a quick Podcast to discuss different takes on [card Damia, Sage of Stone]Damia[/card]. By the time this goes up, you should be able to check it out over on Redsitewins.

The Dangers of Damia

One of the things I was most concerned about, which the podcast confirmed, was that [card Damia, Sage of Stone]Damia[/card] decks tend to lean towards goodstuff or combo.

You're starting with a Commander who is a draw engine unto herself in colors that can ramp aggressively to cast her early, all while running the best tutors in the game. Almost incidentally, this means that if you play any combo pieces at all, your deck has the ability to combo off with surprising speed and consistency.

This means that I want to avoid cards like Palinchron and Tooth and Nail, because of how easy it is for those cards to turn a "normal" deck into a combo deck. Instead, I want to focus on protecting [card Damia, Sage of Stone]Damia[/card], digging through my library, and ending the game with Laboratory Maniac.

Naturally, we'll be doing some other cool stuff along the way.

The Engine

[card Damia, Sage of Stone]Damia's[/card] ability to fill your hand is obviously insane, but there is another line of text that you need to be mindful of. Skipping your draw step can be dangerous, since it makes it possible to get Damia-Locked in the event you have seven cards you can't do anything with.

What this means is that you want a lot of ways to get cards out of your hand and keep your "deck-velocity" up. The more new cards you see, the more exciting things you can do.

Have I ever got a way to see a ton of cards!

  • Moonring Mirror
  • Bottled Cloister
  • Sculpting Steel
  • Phyrexian Metamorph
  • Copy Artifact
  • Thought Reflection
  • Tezzeret the Seeker
  • Fabricate
  • Laboratory Maniac
  • Eternal Witness

The goal here is to go off with [card Damia, Sage of Stone]Damia[/card], Moonring Mirror and/or Bottled Cloister to draw a billion cards.

Moonring Mirror lets you double however many cards you've drawn with [card Damia, Sage of Stone]Damia[/card] for each copy that you have, which is awesome. But what's more awesome is having two or three hands of between ten and twenty cards floating around between different artifacts! How often does that happen?

In contrast to the absurd card selection of Moonring Mirror, Bottled Cloister has two large. First, you can't play on your opponents' turns anymore, and second, if Bottled Cloister dies your hand is exiled forever.

That said, it has two huge upsides that involve manipulating different triggers on your upkeep. The first and most straightforward one is to stack your Bottled Cloister and [card Damia, Sage of Stone]Damia[/card] triggers so that you have no hand when [card Damia, Sage of Stone]Damia's[/card] ability resolves and draw seven cards every turn, which is absurd!

What's even better though is that you can use Bottled Cloister to combine hands hidden under Moonring Mirrors with your "normal" hand. Let the trigger from Moonring Mirror switch your empty hand with the cards under Moonring Mirror, and then let Bottled Cloister return your "other" hand.

The problem with this plan is that you're relying on a combination of two or more very vulnerable permanents, all of which are reasonably expensive. Let's get to work on those two problems, shall we?

Ramping Up

One of the things that all [card Damia, Sage of Stone]Damia[/card] lists agree on is a heavy ramp component. When your general costs seven and is as powerful as [card Damia, Sage of Stone]Damia[/card], you want to be able to consistently resolve her early in the game. You could certainly run cards like Mana Crypt to make that happen even more often, but as that's out of my budget for the time being, this is what I'm running with for now:

  • Search for Tomorrow
  • Rampant Growth
  • Farseek
  • Far Wanderings
  • Harrow
  • Explosive Vegetation
  • Deep Reconnaissance
  • Sakura-Tribe Elder
  • Sol Ring
  • Mana Vault
  • Worn Powerstone

I like a heavy suite of two-cost ramp spells to let you curve into your other accelerants. I haven't played too many games with this list yet, but it seems like it will be able to play a turn four or five [card Damia, Sage of Stone]Damia[/card] pretty consistently, which is about where I want to be. You can get this to be turn four more consistently by adding more cards like Coalition Relic that ramp you two lands as opposed to one.

The thing about this deck is that you don't want to just jam [card Damia, Sage of Stone]Damia[/card] and hope for the best. If you ramp a bunch, cast [card Damia, Sage of Stone]Damia[/card], and then they destroy her, you're down a bunch of cards. If she sticks for a turn, then you've recouped all of the cards you've invested; consequently, this deck is more interested in casting [card Damia, Sage of Stone]Damia[/card] with one or two mana up to protect it.

This leads us to the second problem that needs to be taken care of: protecting our commander.

Free Answers

One of the goals I had for this deck was to be able to cycle through your hand as quickly as possible, even without your artifact engines.

In order to do that, I wanted to play many free and one-mana answers to removal and different kinds of permanents. Since [card Damia, Sage of Stone]Damia[/card] is a lightning rod for removal, you want access to as many Force of Will-esque effects as possible so that you can run her out early and still manage to untap with her in play.

Countermagic

  • Avoid Fate
  • Dispel
  • Divert
  • Autumn's Veil
  • Intervene
  • Flusterstorm
  • Mental Misstep
  • Stifle
  • Turn Aside
  • Vines of Vastwood
  • Envelop
  • Force of Will
  • Pact of Negation
  • Foil
  • Counterspell

The bulk of this deck is made up of efficient answers to different kinds of cards, and just about half of those answers are counterspells of different varieties. It's important to recognize that you need to choose the suite of countermagic that fits your playgroup; if people are playing efficient, compact decks, then Spell Pierce is much better than it is against ramp decks, for example.

One trap to avoid is being too conservative with your countermagic. You certainly don't want to fire all of it off at once, since you need to make sure that [card Damia, Sage of Stone]Damia[/card] doesn't die, but don't be afraid to use most of the spells in your hand. As long as [card Damia, Sage of Stone]Damia[/card] lives, you're just getting free cards by using up all of your answers every turn cycle.

If you have prior knowledge of your opponents' decks, you can definitely leverage that information to help decide whether to hold an answer or use it at the first opportunity. As a rule of thumb I'd say to be more aggressive with your spells than most BUG decks tend to be.

Other Cheap Answers

  • Coffin Purge
  • Crop Rotation
  • Rescue
  • Ghastly Demise
  • Nature's Claim
  • Noxious Revival
  • Pongify
  • Tragic Slip
  • Undying Evil
  • Nihil Spellbomb
  • Tormod's Crypt
  • Preordain
  • Ponder
  • Brainstorm

And here are the rest of your cards! One thing that I'm not sure of is the amount of graveyard hate. This deck runs four pieces: Tormod's Crypt, Nihil Spellbomb, Coffin Purge and Bojuka Bog. Crop Rotation and potentially Vesuva give you two more ways to access this effect.

Part of the reason I wanted to run so much is that these are cards you can just get out of your hand to keep drawing with [card Damia, Sage of Stone]Damia[/card], but still get full value out of later. It's possible, however, that your ability to dig through your deck for specific cards means that you can skimp on graveyard hate more than usual.

Besides that, you have some cantrips to dig for specific answers you really need, a small suite of creature removal and a Nature's Claim. Depending on your metagame, you might want more Naturalize-style effects, but in general my games are heavily based on spells, as opposed to creatures or other permanents.

As strange as it is, this is most of the deck. There's only a handful of other cards, the goal of which is to make sure you can use up your hand every turn cycle and see a new grip of cards.

Emptying your Hand

I keep coming back to the idea of being able to use all of your cards every turn. Making sure cards don't get stranded in your hand is very important for this style of deck, and these cards are here to make sure that you can get cards out of your hand and dig for better ones!

  • Manabond
  • Azusa, Lost but Seeking
  • Burgeoning
  • Oracle of Mul Daya
  • Dreamscape Artist
  • Demonic Collusion
  • Forbid
  • Psychatog
  • Insidious Dreams
  • Asceticism
  • Diviner's Wand

The first set of cards here helps to make sure you can get rid of all of the lands in your hand. Of all the cards in your deck, those are the hardest to get rid of since you can only play one per turn. Other cards you can at least cast for very little effect in most cases, but sometimes lands are just impossible to get rid of.

That's yet another reason that ramp is so crucial to this deck. Generally, the deck-thinning that ramp provides is a minimal advantage at best, but when you're drawing between five and twenty cards each turn, the difference in card quality becomes much more noticeable.

The second set of cards here are mostly good cards that have an upside if you want to discard a ton of dead cards.

Demonic Collusion is certainly the worst of these, but it's still something I want to try. Insidious Dreams is a card that's just stupidly powerful in this style of deck, but gets commonly overlooked because it's a little obscure.

Psychatog used to be One With Nothing, but the DamiaCast suggested this awesome replacement for it. Psychatog is a great alternate win condition and lets you cycle cards in your hand at will, and is just all around insane for this deck.

Last is Forbid. This is a difficult card to play in this kind of deck, because your temptation is to just Forbid everything, which is usually a bad idea. Forbid is an oppressive card that people hate to play against. When people hate to play against your cards, you don't tend to live very long.

The real problem with this deck is that you're all in on Laboratory Maniac to win, which is fine when people don't know what you're doing, but really bad otherwise. That's where Diviner's Wand comes in!

If you can resolve the wand and copy it, then you can start one-shotting people with Damia pretty easily. Alternately, one or two copies of [card Diviners Wand]Diviner's Wand[/card] makes any creature in this deck a gigantic threat, and will close out most games pretty quickly.

Lands

Last but not least, we've got to build a manabase for this monstrosity!

  • Hinterland Harbor
  • Woodland Cemetery
  • Drowned Catacomb
  • Command Tower
  • Reflecting Pool
  • River of Tears
  • Terramorphic Expanse
  • Evolving Wilds
  • Tainted Wood
  • Tainted Isle
  • Bojuka Bog
  • Vesuva
  • Urborg, Tomb of Yawgmoth
  • City of Brass
  • Flooded Grove
  • Sunken Ruins
  • Twilight Mire
  • 8 Island
  • 7 Forest
  • 5 Swamp

This manabase doesn't have too many bells and whistles. There's certainly a case to be made for lands like Ancient Tomb and Hickory Woodlot to make your turn four [card Damia, Sage of Stone]Damia[/card] more consistent, but I prefer untapped lands that don't punish you over a game that lasts more than five or six turns.

Besides that, I really don't think this is a deck that can eke much extra value out of its lands. Perhaps that's an oversight on my part and some manlands or such would be worth including, but making untapped land drops is crucial to consistently ramping out and casting [card Damia, Sage of Stone]Damia[/card]. Because of this, be careful when adding bouncelands or tap lands to the deck.

[deckbox did="a153" size="small" width="560"]

This is a deck that I have a ton of fun playing. It does an awful lot of nothing, but does it with style!

There's certainly a lot more exploration to be done with a list like this. For example, I want to look into Retrace and Spellshapers as ways to filter your draws and get rid of lands that are stranded in your hand.

Besides cute new things that I want to try, I'm really happy with this list. It does some unique and powerful things without being overpowered or overbearing for a table. There's still some tweaking I want to do, but overall I'm really happy with the core of the deck!

Be sure to check out next week, when I'll be taking a look at some of the decks I've gotten in recent emails! I've had some pretty fun discussions with some Commander enthusiasts recently, and I'm excited to share some of the results!

Carlos Gutierrez
cag5383@gmail.com

@cag5383 on Twitter

Insider: An Early History of Market Bubbles

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Speculation and market investment in Magic is in its Golden Era right now. We have access to information at a speed that we never had before in Magic. If you're spying for new tech, you don't have to wait for a tournament report on the Dojo or read about it a month later in Inquest - you can hustle over to GGSlive and watch Kibler cast Huntmaster of the Fells in real-time. This article is about Magic speculation and price bubbles in what I am calling the "early modern" era. This is defined as the era that began with mass Legacy support. That takes us all the way back to Grand Prix: Philadelphia, which is nearly ancient history at this point. I think that's a good place to start looking because it was the first time that there was a serious amount of money on the line for a format that depended on old cards. It also was the first time we saw the attendances that are now commonplace - over a thousand people playing Eternal formats.

Today, we are going to look at banner cards through the era - why they bubbled, what happened to them, and where they are today. This is loosely chronologically organized and my hope is that it aids in training you to identify when the conditions are right for another boom card.

Time Vault, Part 1

Background: Time Vault is the black sheep of Magic. For over a decade, TV had errata so that you could not use something like a Voltaic Key to untap it. The DCI accomplished this by making up Time Counters, adding a phantom step in between turns (Wall of Boom, #4, pops) and all sorts of other activated abilities. At one point, Time Vault had language that basically stated "Skip your next turn: untap Time Vault." It was only a matter of time before a card would come along that made this actually matter. That card was Flame Fusillade and the event was GP: Philadelphia. The problem was that the deck needed three or four Time Vaults, which were both expensive and worthless at the time.

The Bubble: When this combo was discovered, people thought that it would ruin the first-ever Legacy GP. However, the combo was not as resilient as people first thought, and many players passed on the deck before the GP. Time Vault, nonetheless, jumped from a $30 card to about $65.

Where is it now? After the GP, Time Vault settled down to about $50... but more on that in a little bit.

Flash

Background: Many of these bubble cards are the result of strange, new card interactions. Some of them get dusted off or changed in an Oracle update. Flash is one of those cards. Flash would, when printed, let you put a guy into play and then into the graveyard if you did not pay the full mana cost. This was dangerous with Academy Rector and Yawgmoth's Bargain, so Flash got its wording changed. There, it languished for years until the errata came off of the card and Protean Hulk was printed. Protean Hulk could grab several different combinations with which to kill an opponent.

The Bubble: The Flash deck was incredible in Legacy, which was a departure from the Time Vault business. You had Merchant Scrolls for Force of Will and Flash, you had Brainstorms galore, and you had enough creatures to assemble instant kills. Flash jumped from a quarter to over $10 in about a week, and I would attribute that to the upcoming GP: Columbus. Flash was known early enough that people could try to hate it, but it was the #1 best deck going into the event anyway. On Day 2, Future Sight became legal in side events and I remember people just massacring opponents with the Green and Blue Pacts. Flash had to go.

Where is it now? After the GP, Flash was banned in Legacy. It also was restricted in Vintage, since that format also let you play four Merchant Scrolls and four Brainstorms at the time. Flash is now a dollar or two, but it's not worth it unless and until Flash ever gets unrestricted in Vintage.

Show and Tell

Background: The real impetus for S&T's rise was the unbanning of Dream Halls. S&T let you get the card out on the first turn with Ancient Tomb and Lotus Petal if you needed it. From there, you could discard Progenitus to Conflux, get Beacon of Creation and False Cure and eventually kill the opponent. Dream Halls was kind of a sloppy deck, but S&T stayed high in price because people realized that you could just sneak out Progenitus and still stand a chance of killing the opponent. One need not mess with big, convoluted combos.

The Bubble: When Dream Halls first showed up, people ran over each other to buy the Enchantment and accompanying Sorcery. Dream Halls went from about $3 to $15, while Show and Tell went from $4 to $8 to $16 to $20, with no signs of coming down when people moved past the Halls. A big factor in keeping this card expensive was that the Eldrazi were printed soon after this card saw more attention. Along with Eureka and Sneak Attack, people picked up Show and Tell for cut-rate fattie production.

Where is it now? Show and Tell, unlike our other cards above, is still an expensive card. It's played in Sneak and Show decks and, with Emrakul, forms a sideboard plan in other decks. It also helps power Hive Mind out far before that Enchantment should hit the board. Sometimes, it's not the unbanned card, but its quiet support card, that shoots up in price.

Time Vault, Part 2

Background: Remember how I said that the DCI tried to nerf Time Vault for years? Well, persistent articles and argument from Steve Menendian got the DCI to remove all the power errata from Time Vault and allow it, as a one-of, into Vintage.

The Bubble: Time Vault went from about $50 to the near $300 that it is now. I still kick myself for balking at paying $35 for one the night that the card was changed. Tezzeret, The Seeker made Time Vault a heck of a card, though Jace has proven to be much better in Vintage.

Where is it now? Time Vault was on the precipice of ruining Vintage. There are those who argue that its existence and unerrata-ing has killed the format. One cannot be sure, but the general tone I hear from other players is that they are unhappy that the card exists as it does in Vintage. It's one of the Power Nine right now (nobody loves you, Timetwister!) and it isn't going away. It's as expensive as a Mox and it will likely stay that way.

Karakas

Background: Karakas was an unloved land; it couldn't even be played in Commander, since it inadvertently bounced Generals. Its moment in the sun began precisely with the confluence of Entomb being unbanned in Legacy and Iona, Shield of Emeria being printed. Karakas was the one and only answer to Iona for a lot of decks, so people slowly started picking them up. One can tutor for Karakas with Knight of the Reliquary, and the land comes into play untapped - not a big tempo loss, even if you don't need the White mana.

The Bubble: Karakas was about $7 in Italian and $11 in English when Iona started making a big impact on Legacy. I warned people on Twitter that they would be happy to pay $20 for Karakas in two months, and by that time, the card had jumped to $30. Though Entomb's power waxes and wanes, the downside of running Karakas is very low and its power level is increased by the existence of Thalia.

Where is it now? Karakas has become an unlikely staple of Legacy. Much like Mana Crypt, it's the goofy, rare card that nobody really wants to have to pay real money for. I expect to see it reprinted in From The Vault: Realms. If it is not, Karakas will continue to rise in price as long as Legacy is played.

Dark Depths

Background: Dark Depths was this silly land that you tried to use Aether Snap on. It was a junk rare from a junk set that nobody cared about. Then, Vampire Hexmage was printed and people figured out Dark Depths pretty quickly.

The Bubble: From $1, Dark Depths shot to over $25 in the frenzy over the card. Extended season was in swing and people paired Dark Depths with Vampire Hexmage and the Thopter Foundry/Sword of the Meek combination to add backup. Muddle the Mixture and Pact of Negation added tutoring and protection; one could make a turn-1 Marit Lage token with a lot of work, but a turn-2 token was entirely reasonable, too.

Where is it now? Dark Depths got axed in Modern and the Extended rotation killed the deck. It still gets a bit of attention in Legacy, but every deck seems to pack Swords to Plowshares and Wasteland to answer the giant flying monster. Dark Depths is still an expensive card despite lacking a proper home, proving that when a card gets up, sometimes it just stays up.

Candelabra of Tawnos

Background: The rise of the Candlestick is directly correlated with the unbanning of Time Spiral. Before Time Spiral came off The List, Candelabras were about $45. That means that they were available, but only for dedicated casual players who wanted really hard to make High Tide or Mana Flare decks work. When Time Spiral came off the list and a High Tide deck did well at a Starcity event, the race was on to snag Candelabras.

The Bubble: Candelabras shot up to $115 nearly overnight and people thought that the price was ridiculous. However, High Tide decks just kept winning and doing well. It was a fascinating and fun deck to play. Candelabras climbed up to $200 and sustained that price for quite awhile. Much like with Show and Tell, it was the enabler, and not the banner card, that saw the most consistent high-dollar spikes.

Where is it now? Mental Misstep did a huge number on High Tide decks; the deck basically could not win through two or three Missteps. With the free counterspell gone, High Tide has come back in small ways. Candelabras dropped by about 25%, but they still get a bit of play. I don't think it's wise to sink $600 into a playset of these for a deck that isn't always good, but on the other hand, you don't have to sink that money into fetchlands and dual lands if you're playing High Tide, either.

Takeaways

Aside from that one Time Vault blip, Vintage does not move Magic bubbles. Legacy and Modern do. Modern has not caused ridiculous price swings (yet), but it moves markets. Look at how Plow Under went from $1 to $4 in a week after people figured out that Cloudpost was a great deck and they needed something for the mirror. Heck, Vesuva went from $4 to $20, thanks to Cloudpost. Standard tends to cause big price swings as well, but they are not the $100 jumps that we sometimes see in Legacy. As I have mentioned before, I am unsure that enthusiasm for Legacy is sustainable as a format. That is unfortunate, because it's a nice format to play in. Modern does not have the same deep pool that causes card rarity, though Mirrodin is what, eight years old at this point?

Another big point is that most of these price swings did not happen overnight. Some of them happened over weeks and took awhile to break big heights. A lot of people thought Time Vault would top out at $70 like it did the first time around. The savvy and gutsy speculator can throw their funds behind a card early in its rise, but one can still jump on a little later and gain some profit. If you got on Show and Tell at $12, you were a happy camper a week later when they hit $18. This should embolden you to pick up hyped cards early. When it comes to older formats, they almost always pay off.

Until next week,

Doug Linn

canshepherd@gmail.com

The Key to Going Rogue

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When is it right to build your own deck and go against what the masses believe is best? If your goal is to have fun, the right answer may well be always. However, if succeeding in competitive play is your goal, you will need to follow certain guidelines when going rogue.

I’ve played many rogue decks over the years, but this past year I’ve begun to see their true strategic value. It all comes down to information.

Think about [card Delver of Secrets]Delver[/card] for a minute. Everyone knows this deck and can probably recognize it without too much difficulty. Once a player has identified the deck, they can easily guess which cards are likely to appear in the list, and play accordingly.

Now imagine that I play a tapped Rootbound Crag on turn one, and follow it up with Plains into Thalia, Guardian of Thraben. My opponent will not have any idea what else to expect from me. I can leverage this lack of information to my advantage.

Taking the Road Less Travelled

There is merit to going rogue, but you need to know when it is appropriate. Here are the steps I try to follow when brewing a new deck.

Step One: Analyze Recent Data

Your first task is to analyze data from recent events to get a general picture of the metagame.

Players usually look at the last few big events to determine what deck to play in the next one. Often, the decks that preformed well draw in more players and end up heavily represented.

If you are not up to date on what people are playing, your trip can be ruined before you even leave.

Make sure you know what you are getting yourself into. What decks did well? What decks are good against those decks? How will you sideboard against your expected metagame? These are the types of questions you need to ask yourself while looking over the coverage from the events.

Step Two: Examine Established Archtypes

After you have some idea about the expected field, your next task is to examine the various tier-two archetypes to see if one may be well-positioned in the new metagame.

Sometimes going rogue just means playing a deck that others had underestimated.

Team Channel Fireball is particularly good at recognizing when a given archetype is ready for a ressurgence, a skill that no doubt contributes to their continued tournament dominance.

Recently at Grand Prix Baltimore, most of the team played Blue-Black Control. Up until then, the deck enjoyed a small and dedicated following but had yet to put up any significant results. The Channel Fireball crew ascertained correctly that the metagame had shifted to favor Blue-Black.

In this case, the strength of the deck lay in [card Curse of Deaths Hold]Curse of Death’s Hold[/card], which basically wins you the game against any aggressive opponents. The key to that tournament was recognizing the increased value of this card and its accompanying strategy.

Step Three: Identify Unexplored Space

Finally, you want to look at the strategies that have been unexplored or dismissed by the community at large, and identify those with competitive potential. This is the step most people think of when they hear “rogue deck.”

Take a look at Black White Tokens. When Sorin, Lord of Innistrad was first spoiled, everyone, including myself, thought the format would be dominated by the new tokens deck. Things didn’t really work out the way we expected.

Why didn’t that happen? To begin with, a lot of [card Ratchet Bomb]Ratchet Bombs[/card] helped keep it down. Players were afraid enough of the hate to leave their token makers at home.

Now, however, the deck is starting to see some play and put up pretty good results. The deck hasn’t really changed, but the metagame has shifted away from token hate.

Another example is the Naya Pod Aggro deck I talked about a while ago. Around the time of my article, no one had really put those cards together in the same deck before. Along came the Pro Tour and one team put someone in the top 8 with a similar list.

This previously fringe strategy paid off in this tournament because the metagame had shifted. The additions of Strangleroot Geist and Huntmaster of the Fells certainly helped the deck out, but part of its success was due to the changed value of its other pieces.

Tying it All Together

The key to this approach to deck building is recognizing when the value of particular cards or strategies has changed.

If you notice a particular card or deck that is powerful in the abstract but isn’t seeing any play, ask yourself why. What is holding this strategy back? Has something recently changed to make the underplayed strategy better than it was?

If you can find an idea that seems to have become better positioned in this way, write some deck lists down and see how they look. Then sleeve or proxy them up and give them a try. They won’t always work, but you will learn a lot in the process.

When they do work though, you may find yourself doing much better at events.

Developing Standard

This weekend I am taking a break from Standard to attend the limited Grand Prix in Nashville. (If you’re in Nashville, feel free to stop over and say hello.) In the mean time however, other events will be happening to influence Standard.

I have been thinking a lot about how the metagame is going to evolve in the coming weeks. Most of my thoughts have centered on Zombies.

People have started playing a lot more [card Curse of Deaths Hold]Curse of Death’s Hold[/card], which presents a problem for Zombies. [card Curse of Deaths Hold]Curse[/card] is one of the few cards I am actually afraid of when playing Zombies. It just shuts down everything you want to do. You may manage to get your opponent down to a low life total before they land it, but then have a hard time finishing them off.

How can we fix this? Perhaps a dash of red will do the trick.

Remember when Char was first printed, how completely bonkers it was? Well Brimstone Volley is even better. If you have a way to reliably sacrifice creatures, it becomes three mana for five damage!

Another excellent red card is Galvanic Blast. Because morbid is so easy to attain in Zombies, the typical wisdom says to play Tragic Slip. With morbid active, Tragic Slip is one mana to remove any non-hexproof creature in Standard. That is definitely good, however Galvanic Blast is capable of functioning almost as well in this role while also providing the reach you need.

Take a look:

Untitled Deck

Creatures

4 Gravecrawler
4 Diregraf Ghoul
3 Fume Spitter
2 Skirsdag High Priest
3 Porcelain Legionnaire
4 Geralfs Messenger
3 Phyrexian Metamorph

Spells

4 Galvanic Blast
1 Surgical Extraction
2 Go for the Throat
3 Mortarpod
4 Brimstone Volley

Lands

4 Blackcleave Cliffs
4 Dragonskull Summit
4 Drowned Catacomb
11 Swamp

Sideboard

2 Phyrexian Obliterator
2 Curse of Deaths Hold
2 Surgical Extraction
2 Ratchet Bomb
1 Phyrexian Metamorph
3 Distress
1 Nihil Spellbomb
1 Sword of War and Peace
1 Sword of Feast and Famine

The main reason to play blue in Zombies is Phantasmal Image, which we’ve replaced with Phyrexian Metamorph. It costs a little more mana, but I did include a few [card Drowned Catacomb]Drowned Catacombs[/card] to help out with the blue mana occasionally. Without blue we also lose access to Diregraf Captain, but I think he was one of the weakest cards in the deck. He may seem good, but in my testing he just didn’t have a large impact on the outcome of games.

In the blue-black version, you have to rely on the additional power bonus of the captain to end the game. With red, you just deal that damage to them directly. It shouldn’t be hard to get four damage out of a Galvanic Blast either. Between Mortarpod, Porcelain Legionnaire, and Phyrexian Metamorph, metalcraft should be fairly easy to attain.

This is just one example of how to brew for a new metagame. By adding a new dimension to an established deck, we benefit from that deck’s strengths and put our opponents in uncomfortable territory. While they may not be overly surprised at something like a red splash in Zombies, it is unlikely they have any experience playing against it. This works to the rogue deckbuilder’s benefit.

So, remember to look for weaknesses in the metagame that can be exploited. Whether that means changing a few cards in an already known deck or developing your own from scratch, sometimes going rogue can give you the edge you need to win the event.

Until next time,

Unleash your rogue force!

Mike Lanigan
MtgJedi on Twitter
Jedicouncilman23@gmail.com

Monday Night Magic #301 | Blood in the Water

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Insider: MTG and Taxes, Part 2 – Business Expenses

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Last week I talked about Hobby tax for those that use MtG Finance as just a supplement to our hobby. Some of us, however, use it as a reliable source of income. Those folks have a slightly different scenario when it comes to tax time.

There’s both some benefits and some drawbacks. Again, I must reiterate, I’m not a CPA nor Tax expert, so this information shouldn’t replace the need to see a professional. The goal is to be more informed about what types of expenses to track so you can properly itemize your deductions, whether you use a professional tax preparer or do them yourself.

I’ve been Self-Employed for 10 years and have always done my own taxes. My situation is fairly simple, but for you it may not be, so don’t hesitate to explore professional customized help. IRS publication 334 gives a walk through of what a Self-Employed person must file each year.

Self Employment Tax

Self Employment Tax is certainly the primary drawback of operating as a business instead of keeping your operations at the hobby level. Most typical wage-earners have automatic deductions from their pay for things like Social Security and Medicare, which amounts to approximately 7.6% tax.

What they don’t see is that their employer also matches that amount on their behalf. As a self-employed person, you’re responsible for both halves, totaling 15.3%. Half of this Self Employment expense is deductible from your Adjusted Gross Income. This tax rate is reduced to 2.9% on any income above $106,800. This is important, because if you also have a normal wage-paying job, you are already paying into Social Security from your job. If your wages alone are $106,800 or more, you will only pay the 2.9% Medicare tax on the portion for your Self-Employed Magic Card business.

Net Income

Your Net Income is your Revenues less the Cost of Goods Sold.

The cost of Goods sold is the tricky one. I’ve heard people using methods that I personally believe are less than scrupulous, and I wouldn’t recommend them. The costs of your goods sold is any purchases of inventory less any amount that is kept for personal use.

Suppose you buy a collection for $100. You plan to resell the collection, but decide to keep a Mana Drain that was hiding inside. Some would say to claim the Mana Drain was of nominal cost, and the collection makes up the actual cost, so that it all could be attributed to your Costs of Goods Sold.

However, the more appropriate way to consider this is what percent of the collections resale value does the Mana Drain make up? This is the percent of the cost of the collection you should subtract as an item kept for personal use.

In this example, if the Mana Drain makes up about 30% of the value of the collection, you would subtract $30 ($100 x 30%) from the $100 cost of the collection, and the amount applied to your Cost of Goods Sold is $70. Once you’ve determined how much actual cash you’ve spent on inventory, you subtract it from your cash receipts to get your Net Income. Your cash receipts may come from selling singles or sealed product, but should be combined, as would your costs of obtaining that inventory.

Again, if you set aside a certain portion of the sealed product you open for yourself to keep or use, you should not include that portion as part of your Costs of Goods Sold. You’ll want documentation of anything you buy and how much it cost you. This is easy if you’re using online transactions, but buying collections in person is different. Keep a log book and have each seller sign their name and the value of what they sold you in the book.

Income Tax Deductions

The IRS provides Publication 535 specifically describing all types of Business Expense deductions.

When calculating your Adjusted Gross Income (and corresponding Tax Bracket) you’ll take your Net Income and subtract all itemized deductions. Most commonly this will be travel expenses to events where you buy, sell or trade cards, as well as use of your vehicle to find collections and other associated costs for your vehicle like insurance and gasoline.

If your home has an office that is dedicated to Magic Card sales, you can deduct a portion of your rent or mortgage as a business expense. To do so, what percent of your home does the office take up in square feet? That’s the percent of your rent you may deduct.

Keep in mind the office space must be specifically dedicated for work. It may not be a spare bedroom or living quarters for any person. If you are operating as a business, you’ll likely want Business Owners Insurance, and the cost of this can be deducted as well. (If you are on the Hobby plan, you should look into Renters or Homeowners insurance for your collection, which isn't deductible. I’ve received a lot of requests for an article about insurance, which will be next week.)

Charitable Donations

Donations are not a business expense and should not be written off as such. They can be written off of your personal tax return as long as you have the appropriate receipt from a charity. The general rule of thumb for valuing donations is ÂĽ of its original cost.

So if you donate 1000 cards, that’s approximately 71 packs worth of cards, which would cost you around $282 if you use the retail price of $3.95 each. ¼ of $282 is a $70 deduction. If you are able to make use of the deduction, it will likely save you some tax dollars, more so than selling off bulk will.

Just make sure to get detailed receipts and photograph everything you donate. Save this information with your tax documentation. You may also want to consider a Magic Friendly charity: Gamers Helping Gamers

Don’t dodge your tax liability, don’t write off more than what’s allowed and don’t try to hide the fact that you are a business from the Government. There’s a big difference between making a mistake on your taxes and paying the appropriate penalty and directly evading taxes.

Tax evasion is not a joke and you don’t want to get in that predicament just to save a few dollars.
Next week, insuring your inventory...

Until then!
Chad Havas

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Chad Havas

Chad has been with Quiet Speculation since January of 2011. He uses price speculation to cover all his costs to keep playing. Follow his journey from format to format and be prepared to make moves at the right times.

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Insider: Top 10 Most Expensive Non-Land Legacy Legal Cards

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First off, an announcement: As of March 4th, 2012, Quiet Speculation's very own Sigmund Ausfresser is now a proud father! Congratulations Sig!

As Content Manager at Quiet Speculation, I often have the honor of reading the work of our writers and offering feedback in the form of angry, harsh criticism. Most of it is scathing, vitriolic diatribes about Oxford commas and compound sentences. Since Sigfig now has a son at home, I thought it might be best to give him a week off so that he can really reflect on everything we've talked about recently.

So Sigmund has vowed to return next week with his fantastic weekly contribution. In the meantime I wanted to offer up an overview of some of the most expensive cards around.

The cost of Power, restricted Vintage cards, Duals and Fetches remains obvious for most out there. What's less known are those elusive non-land, Legacy legal cards that, for reasons of competition or collection, happen to be worth pursuing. I did not include on this list Alpha and Beta prints due to their collectors value and are primarily limited to those runs. An Alpha Birds of Paradise, for example, is worth $299.99.

Doug mentioned in his article on Monday the uncertain future of Legacy as a format, which I tend to sympathize with. It would seem that Modern could easily displace the attention that Legacy has gotten as the accessible eternal format, but I personally believe it will continue to be deeply seeded in Magic culture for a long time to come. At least I hope so, as nothing quite beats countering that last spell before a Storm player gets to [card Ad Nauseum]five mana[/card].

Anywho, onto the list! All prices are based off of Star City Games' listings and buylist.

1) Moat

NM: $299.99
Buylist: $150

Sold out at NM/M, Moat is an absurdly powerful card from Legends. While Moat essentially stops most creature decks in their tracks, proving especially troublesome for an ill-prepared Zoo deck, it falls out of favor in metagames plagued by combo and flying creatures. Delver of Secrets and Vendilion Clique come to mind.

While you can spot Moat in utility decks running Enlightened Tutor, it really shines in Enchantress, even as a common one-of (although some run two: you never expect the second moat).

In fact, the only card keeping Enchantress from seeing more play (aside from the sure oddity it is to pilot) is this $300 four-drop. The unfortunate part about that is that most dedicated Enchantress players already have theirs, which can make trading one away a bit more challenging than you'd suspect, though the $150 SCG buylist price means it would translate into cash fairly easily.

2) Candelabra of Tawnos

NM: $249.99
Buylist: $125

High Tide has been seeing some success recently, Top 8ing GP Indy and an SCG Open. This resilient combo deck relies heavily on resolving a High Tide coupled with some untapping. When Time Spiral became unbanned, this was the card to have buried in the back of your book, next to your Goblin Lords (chart courtesy of blacklotusproject.com):

While it has wound down from it's high, High Tide still performs well when it has its seasons. And who wouldn't want to float a ton of Blue mana with Pact of Negation backup?

3) Imperial Recruiter

NM: $299.99
Buylist: $125

Imperial Recruiter finds homes in Aluren and Mono-Red Painter's Stone (Imperial Painter), fetching up the missing piece of the combo. Portal Three Kingdoms was also the home of the $249.99 Time Warp, Capture of Jingzhou, which I didn't give its own spot to because of the nature of Portal Three Kingdoms, where nearly every card is worth something due to the sheer rarity of the set.

Imperial Recruiter is unique in that it has a uniquely broken ability that finds its home in a few decks. Like Candelabra, Imperial Recruiter has its seasons, although the last time Aluren got any public love was when Gerry T. played it because he thought it was fun.

In case you're unfamiliar with the combo, you use these five cards to win:

You only need to have in hand the first two in order to make the board blow up. If you ever find one in the back of a binder, don't hesitate to pick it up. If you get a set, sleeve up the rest of Aluren and catch your local metagame by surprise.

4) Grim Tutor

NM: $199.99
Buylist: $125

Tutors are strong. And tutors that put any card into your hand are rare, most of which are banned. Grim Tutor happens to cost three mana and three life, which makes its potential for abuse justifiable. You see Grim Tutor occasionally as a 1-3 of in Storm, but the deck manages to do just fine without.

The fact that it's from the Starter 1999 set makes it all the harder to find. If you have a chance to scoop one up, jump on it. There's only one in stock on SCG, which is SP at $189.99. Since you'll likely be bartering for it in trade, as with the previous cards, the high buylist price essentially means it's cardboard cash.

5) Juzam Djinn

NM: $199.99
Buylist: $100

You may be asking "Why is this terrible Arabian Nights card so expensive?" Well, back in the day it used to be a powerhouse Black creature, played off of Dark Rituals and surrounded by Hymn to Tourachs and Sinkholes.

Now it's just a rare card from a rare set.

6) Loyal Retainers

NM: $149.99
Buylist: $80

Loyal Retainers actually saw play as a way of turning the rampant Survival of the Fittest/Vengevine combo into an Iona, Shield of Emeria Reanimator deck. Much fun was had by everyone during that time period trying to play anything that wasn't Survival.

It's another example of Portal Three Kingdoms and print rarity overriding actual competitiveness. I could see it hitting the playmat again someday, even though Reanimator is likely always going to be a better and more consistent deck. You also cannot forget about casual appeal. "You can play Iona for three!" will always make friends.

7) The Abyss

NM: $129.99
Buylist: $70

Kelly got ahold of one of these around a year ago and asked me if it was ever going to make anything resembling a wave in Legacy. While there are always rumors of new tech floating about forums, The Abyss seems to always be at the back of brewers' minds. "If only we could play this... they could never have a creature during their upkeep again!"

Unfortunately Jace, the Mind Sculptor and now Liliana of the Veil exist, both of which lock up the slot for a bigger permanent. Not only that, it's completely useless in non-creature matches. Although I've seen it a couple times in Pox lists, it's not likely to sweep the format.

Still, one can dream, right? If you have one or two, please build around it and crush some tourneys so those of us who wish we could sleeve it up would. I suppose the price-tag, being from Legends, is a hopeful lure.

8 ) Tarmogoyf

NM: $99.99
Buylist: $60

Not much to say here. Extended ballooned the price once. It dipped and now Modern has done it again, all while seeing play in basically every deck playing Green (aside from those favoring Xanthid Swarm).


(chart courtesy of blacklotusproject.com)

And it doesn't look to be getting any weaker any time soon, especially with all these Noble Hierarchs running around.

9) Nether Void

NM: $99.99
Buylist: $60

Another card with a case of "I am from Legends and I want to play!"

You sometimes see Nether Void pop up in a mono-Black or B/G list, but it's more of a pet card than anything. While it would always be the dream to resolve a Void T1 or T2, the chances of that actually happening are so slim, with the payoff being so minute, that the strategy rarely bubbles up as a real possibility. Then there's always the battle of: there are more powerful cards you could be playing with.

If you have a bunch of Nether Voids sitting around, please feel free to throw together a list and goof around. A buylist price of $60 tells me that there are enough people out there wanting to do just that, but I don't see them as being the same people driving across country to a GP...

10) Force of Will

NM: $69.99
Buylist: $40

...unlike Force of Will, which is the card you play when you want to make sure you can do something on turn zero.

If you don't understand the power and prevalence of Force, I suggest you poke around the internet and look at some recent Top 8 lists, counting how many Blue decks don't run it.

I remember a couple of years ago when I would see it for sale for $25. I wish I had the foresight to pick them up, but so it goes.

Honorable Mention: Chains of Mephistopheles

NM: $69.99
Buylist: $35

As with the other two Black enchantments, Chains wants to see more play than it likely ever will. It does turn off Brainstorm and Jace, the Mindsculptor, and I will admit to having played a mono-Black deck at a larger tournament where my opponent snuck one by. Pretty sure that was the only time I've ever hated a topdecked Brainstorm.

In case you're wondering what this card actually does, here's the oracle:

If a player would draw a card except the first one he or she draws in his or her draw step each turn, that player discards a card instead. If the player discards a card this way, he or she draws a card. If the player doesn't discard a card this way, he or she puts the top card of his or her library into his or her graveyard.

Honorable Mention: Eureka

NM: $79.99
Buylist: $30

Eureka sells for $10 more than Force of Will, but its buylist is $10 lower, which tells me that it's not in too high of demand at SCG despite its high price tag.

Wrapping Up

That does it for me. I hope you've enjoyed our tryst through some of the more expensive Magic cards out there. Perhaps I'll review the most expensive lands (or creatures!) sometimes soon.

If I happened to miss a card that belongs in this list, or unjustly criticized your favorite Black enchantment, please feel free to say so in the comments!

Tyler Tyssedal
@myownbed

Ertai’s Trickery

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This week I continue my recent exploration of three-color combinations. I've mentioned before my interest in expanding into areas that my personal play style usually leads me to avoid. For one thing, that means the colors Blue and Black; for another, it means counterspells.

Many people hate playing against countermagic, and for that reason I've intentionally avoided it in the past. However, it's still a valid and popular tool for building decks in Commander, and I wanted to utilize it as a centerpiece of this week's Commander deck.

The task, therefore, is to come up with a three-color deck, centered in blue and black, that uses counterspells as a major theme.

My first thoughts for this exercise were of Dralnu, Lich Lord and a Flashback control deck with Secrets of the Dead and similar engines. [card Dralnu, Lich Lord]Dralnu[/card], however, is of course only two colors.

In the end, I narrowed the options down to Gwendlyn Di Corci and Ertai, the Corrupted.

These commanders interact differently with the counterspell theme and pull you in different directions. They both encourage you to include cards like Thousand-year Elixir to double up on activations, but from there the decks tend to diverge.

Gwendlyn Di Corci plays well with counterspells by forcing people to play into them due to the pressure she puts on cards in hand. However, she really encourages you to build more towards the discard effect with things like Geth's Grimoire, and seems to want countermagic only incidentally.

On the other hand, Ertai, the Corrupted seems to fit the counterspell theme perfectly. If we build around him correctly, we can set him up to counter multiple spells in any given turn. He also encourages the inclusion of cards like Hatching Plans that get value when sacrificed.

Sounds like an opportunity to build a clunky deck out of some strange interactions. Sign me up!

Ertai's Meddling

The goal with [card Ertai, the Corrupted]Ertai[/card] is to make the sacrifice cost in his ability negligible or to turn it to your advantage. Ideally, you'll be able to set things up so that he reads: "U: Counter target spell." Here's how:

The End Game

  • Lullmage Mentor
  • Thornbite Staff

With enough blue mana, this little combo can counter every spell your opponents cast for the rest of the game.

While [card Ertai, the Corrupted]Ertai[/card] is equipped with Thornbite Staff, you get to untap him every time you sacrifice a creature to activate his ability. With Lullmage Mentor out, every time his ability resolves you get a brand new Merfolk token to sacrifice for the next time! The only other thing you need is a disposable creature to begin the chain.

Unfortunately, players can respond to the untap trigger from Thornbite Staff to ruin your fun, but that's why we're going to need some backup counterspell engines!

Did Somebody Call for Backup?

  • Voidmage Prodigy
  • Glen Elendra Archmage
  • Sage of Fables
  • Summon the School
  • Merrow Harbinger
  • Stonybrook Schoolmaster

These cards give you additional ways to protect [card Ertai, the Corrupted]Ertai[/card] and to start locking the game down with an oppressive amount of counterspells.

First of all, you have the pretty straightforward interaction between Sage of Fables and Glen Elendra Archmage for infinite [card Negate]Negates[/card]. Add in Voidmage Prodigy to the mix for infinite [card Counterspell]Counterspells[/card]. Alternatively, you can make a ton of Merfolk Wizards to feed to Voidmage Prodigy and counter things off of Lullmage Mentor.

Of course, when things go awry the practical but less interesting option of just casting a counterspell from your hand should be available.

Ertai's Tributes

While the ultimate goal is to lock people out of the game entirely, sometimes you'll have to play fair with [card Ertai, the Corrupted]Ertai[/card]. In those cases, you want a steady stream of creatures and enchantments that can be sacrificed without causing too much pain.

As it turns out, there are a lot of sweet things ready-made for sacrifice. Let's start with the easy part: creature tokens.

Send in the Tokens

  • Bitterblossom
  • Thopter Foundry
  • Sword of the Meek
  • Pawn of Ulamog
  • Grave Titan
  • Phantasmal Image
  • Phyrexian Metamorph
  • Sakashima the Impostor

Tokens are the most versatile kind of card to sacrifice, but also provide the weakest return. They cost very little to sacrifice as they're easy to come by, but there isn't nearly as much upside as with some of the other cards we'll talk about shortly.

The other cards here fall into the category of clone effects, which actually do a lot of work and enable some cute tricks.

Copying Persist creatures gives you two creatures to sacrifice to [card Ertai, the Corrupted]Ertai[/card], whereas doubling up on [card Lullmage Mentor]Lullmage Mentors[/card] lets you amass seven Merfolk tokens pretty quickly. You can also copy all kinds of creatures with "Enters the Battlefield" abilities, either your own or someone else's. Which brings us to:

Value Guys

  • Yosei, the Morning Star
  • Karmic Guide
  • Reveillark
  • Body Double
  • Mulldrifter
  • Monk Idealist
  • Sun Titan
  • Draining Whelk
  • Academy Rector
  • Puppeteer Clique
  • Nim Deathmantle

Here we have some creatures that do awesome things when they enter the battlefield or die. Most of these are pretty generic, but there are a few sweet interactions I want to point out.

First, Puppeteer Clique interacts very well with Sage of Fables when combined with some kind of sacrifice outlet.

Second, Monk Idealist and Sun Titan are excellent with our suite of enchantments, which we'll get to below. Rebuying Hatching Plans in particular is not even remotely fair, and makes it easy to pull far ahead. Even as the Archenemy of an entire table, pulling off this interaction should be enough to guarantee victory!

Lastly, Academy Rector is absurdly powerful in this deck. If you manage to get Academy Rector and [card Ertai, the Corrupted]Ertai[/card] in play at the same time, you will make a lot of people think twice before casting any spells at all, for fear of letting you cheat in a bomb like Debtors' Knell.

Enchanting the Opposition

  • Chime of Night
  • Reality Acid
  • Hatching Plans
  • Copy Enchantment
  • Debtors' Knell
  • Parallax Wave
  • Parallax Nexus

These cards provide some of the power plays available to the deck.

With an active [card Ertai, the Corrupted]Ertai[/card], Chime of Night and Reality Acid become removal plus countermagic two-for-ones. Hatching Plans and Debtors' Knell are just absurdly powerful, and two of the most fun cards in the deck.

The coolest cards here are definitely the Parallax enchantments though. With one of these out, you can respond to an opponent's spell by removing fade counters while holding priority. Then with all those activations still on the stack, you sacrifice the Parallax enchantment to counter your opponent's spell.

The result of all this is that the "leaves play" trigger resolves first, before the targeted cards have been exiled. Then all of your exile abilities resolve, removing the targeted cards permanently.

If you're feeling particularly fancy, you can exile some of your own creatures first, let those abilities resolve, then exile a bunch of other permanents and preform the trick above. Then the other permanents will be exiled, but yours will return to play!

These kinds of stack manipulation tricks are some of my favorite things to do, and lead to the next set of cards which let you pull off some flashy tricks.

Getting Tricksy

  • Leyline of Anticipation
  • Vedalken Orrery
  • Fiend Hunter
  • Oblivion Ring
  • Journey to Nowhere
  • Squadron Hawk

The interactions with these cards work on the same principle as the Parallax enchantments, except that they require you to jump through more hoops.

Leyline of Anticipation and Vedalken Orrery allow you to respond to a spell you want to counter by flashing in Oblivion Ring or Fiend Hunter, and responding to their exile trigger by countering the spell.

The last card I want to talk about is the seemingly odd Squadron Hawk.

Don't get me wrong, its certainly the worst card in the deck. However, you get to do something with Hawk that amuses me way too much for me to cut it.

With Leyline of Anticipation in play, you can flash in your Squadron Hawk in response to a spell you want to counter, counter the spell with [card Squadron Hawk]Squadron Hawk's[/card] trigger on the stack, then shuffle it back into your deck with something like Mistveil Plains. When the hawk trigger resolves, you get to search up the original hawk itself!

Is this necessary? Of course not, but it's awesome! Besides, how many opportunities do you get to play Squadron Hawk in a singleton format?

Filling in the Gaps

Consistency and Card Advantage

Every deck needs some ways to ensure that it can execute a consistent game plan, particularly a deck like this that is so reliant on specific interactions. This means that a reasonable portion of your deck will be dedicated to finding your combo pieces. You want the tutors to be as flexible as possible, but you also need to identify which pieces are the most important and be absolutely certain that you can find those consistently.

  • Demonic Tutor
  • Stoneforge Mystic
  • Muddle the Mixture
  • Enlightened Tutor
  • Dimir House Guard
  • Idyllic Tutor
  • Expedition Map
  • Tolaria West
  • Intuition
  • Forbidden Alchemy
  • Fact or Fiction

The first few non-Demonic Tutor spells are there to find the three equipment in your deck -- Thornbite Staff, Nim Deathmantle and Sword of the Meek. Next you have Idyllic Tutor and Dimir House Guard into Academy Rector as your Enchantment tutors. These will most often be used to find Reality Acid or Leyline of Anticipation.

After that, you have Tolaria West and Expedition Map to find important lands like Winding Canyons and Mistveil Plains, or even Hall of the Bandit Lord to give Ertai haste.

Finally, there are a few cards that set up graveyard shenanigans or simply dig through your deck. Fact or Fiction and Forbidden Alchemy help you fill your graveyard for a giant Open the Vaults in the late game. Intuition is a little weaker in this regard (usually fetching some combination of Enchantments and Replenish), but can also grab a pile of three tutors in a pinch to get you whatever you need.

Utility Spells

  • Replenish
  • Open the Vaults
  • Capsize
  • Counterspell
  • Return to Dust
  • Swords to Plowshares
  • Unburial Rites

Last but not least we come to our generic utility spells. The merits of most of these should be obvious, but I do want to talk briefly about Capsize.

Generally, a deck like this can easily get to a point where it can answer everything that gets cast, but has trouble with what's already on the board. Capsize is a concession to that weakness, letting you take over a game once you've set up your "lock" with [card Ertai, the Corrupted]Ertai[/card] or one of the other engines.

As for Unburial Rites, I've loved playing this card in Standard and Modern, and I look forward to building with it more in Commander. The card is just awesome, and well suited to a format populated by giant creatures with a habit of ending up in your graveyard. It's definitely one of the better cards that I missed out of Innistrad.

The Mana Base

The important thing to remember for this deck is that it's going to be very hungry for Blue mana to fuel [card Ertai, the Corrupted]Ertai[/card] activations. This means that things like [card Azorius Signet]Signets[/card] are worse than in normal three-color decks, and that lands like Godless Shrine are actively bad. Since the deck is so mana-intensive and slow, some amount of artifact mana is necessary for playing a reasonably paced game.

Mana Ramp

  • Sky Diamond
  • Coldsteel Heart
  • Coalition Relic
  • Eye of Ramos
  • Sol Ring

Nothing too exciting going on here, just most of the cheap artifacts that produce blue mana or help you ramp into your mid- and late game. Artifacts like Sky Diamond are certainly better than things like Mana Crypt or Thran Dynamo. There may be a high demand for colorless mana in the early game, but there's nothing worse than drawing it in the late game when you're struggling to produce Blue mana.

Lands

  • Glacial Fortress
  • Drowned Catacomb
  • Sunken Ruins
  • Mystic Gate
  • Celestial Colonnade
  • Creeping Tar Pit
  • High Market
  • Faerie Conclave
  • Reflecting Pool
  • Command Tower
  • Halimar Depths
  • Winding Canyons
  • Bojuka Bog
  • Nimbus Maze
  • River of Tears
  • Hallowed Fountain
  • Watery Grave
  • Minamo, School at Water's Edge
  • Flood Plain
  • Mistveil Plains
  • Azorius Chancery
  • Dimir Aqueduct
  • Adarkar Wastes
  • Underground River
  • Skycloud Expanse
  • Darkwater Catacombs
  • Hall of the Bandit Lord
  • 3 Plains
  • 2 Swamp
  • 4 Island

Lastly, we've got some lands. You'll note that there are a total of four lands in the deck that don't produce blue mana, so you should have no difficulty paying for your counterspell engines once you get them up and running.

Besides that, there are a few interesting choices.

Minamo, School at Water's Edge untaps [card Ertai, the Corrupted]Ertai[/card] when you don't have Thornbite Staff. Winding Canyons is another pseudo-Leyline of Anticipation, and it in conjunction with Hall of the Bandit Lord means you can flash in
[card Ertai, the Corrupted]Ertai[/card] for counterspell action even if he gets removed on someone else's turn!

[deckbox did="a152" size="small" width="560"]

I don't think I have the optimal build yet, but overall I like where it's going. I probably went a little overboard on things that enable [card Ertai, the Corrupted]Ertai[/card] to the exclusion of answers to on-board permanents. It's likely correct to cut some of the counter magic and engines for things like Austere Command. That said, I'm excited to get to play with Lullmage Mentor, and will be playing this deck much more frequently to get all the kinks worked out!

Next week we'll be looking at a Damia, Sage of Stone deck that I'm very excited about. To give you an idea, it's the only deck I've ever played casually that required a judge to help us out with resolving everything correctly. The deck is a ton of fun, and very different than the other decks I tend to build. Check in next week to learn more!

Carlos Gutierrez
cag5383@gmail.com

@cag5383 on Twitter

Insider: Unwinding Some Positions

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Part of speculation and long-term strategies involves making sure that your cash is doing the most work that it can. When your cards are not performing, you need to fire them and get some more productive cards on the line. This weekend at GP: Indy, I divested from several cards that I had been sitting on. The subtheme of my article is "win, lose or draw," with a look at how an Eternal player confronts finite cash, broad possibilities and the desire to clean house. This week, we will look at a lot of my sales and why I did them. Maybe they were stupid in the long term - who knows. I ended up selling big piles of cards to dealers; I don't trade with enough velocity to truly work miracles (Kelly is your guy on that), so the cash for online speculation funds was more important. Hence, dealers.

The clear wins

First, let's look at the cards I made a big profit on. Karakas is the first that comes to mind. I had bought several Karakas when Iona was just printed. I've slowly sold them off and I got rid of a great Italian copy this weekend. I paid $7 for it a couple of years ago, so we are looking at a great markup for a final sale of $35. I sold the Karakas because I cannot play it in Commander and they are reasonably common enough that I can borrow them for the few Legacy events I get around to playing in anymore. The impending threat of a Karakas appearing in FTV: Realms was enough to chase me off of the card for much longer. If I need to, I'll rebuy a Karakas, but the need to have a personal physical copy is very small.

I got rid of a pile of Lava Spikes at $1.50, as well. I became very good at spotting the secretly-expensive cards in older sets after doing my long-term set review project. Lava Spike is a common from a big set, but it's a huge deal in burn decks. Both Modern and Legacy burn lists run Spike, so it was easy enough to set them aside when I was looking through old boxes. Since they were essentially free at the time and I had no use for them in decks, away they went.

Next, I got rid of my Sword of the Meek stack. Back before QS existed in the form it did, Kelly and I were just goofy guys swapping hints over gchat and texts. One day, I called him up (when he had a day job!) and told him to get Grove of the Burnwillows and Sword of the Meek, since they were breaking out that Friday afternoon at the Pro Tour. Kelly took a lunch break and bought as much as he could on both cards. We know the end result on those calls. I got rid of the last of my Swords because Thopter/Sword is only a tier-2 strategy in Legacy. Sword has been holding steady at a couple dollars for years now, and it was time to shake off the rust and turn them into movable cash. Again, these were almost free to begin with - maybe a dime apiece - so the Swords were clear winners, too.

The Holding Pattern

Along with those Karakas I bought years ago, I also acquired a The Abyss for $40. It was a big gamble, but we have seen with cards like Moat how insane the price jumps can be. I speculated on this and occasionally used it in Commander, but The Abyss simply wasn't pulling its weight. It did nothing in three years and the card is unpopular in Commander. Time to fire the World Enchantment. I ended up selling it to a dealer for the same $40 I paid for it awhile ago.

Looks like I broke even, right? Incorrect. $40 today is worth much less than $40 was three years ago. Even with crappy interest rates, this card should have been worth more than it currently is. The margins on selling an Italian Legends card are really low to begin with, and almost nobody needs the card. I wish I had done this sooner and I was even prepared to take a small loss; I needed to get the money out of The Abyss ATM and put it into workable stock.

Sometimes, you take a loss

This next section could accurately be titled "sell it already!" Let's talk about Standstill. I had five copies of the card and it was an incredible pickup earlier this year. Merfolk was the best deck by a mile in Legacy, even when its pilots weren't drawing extra cards. Merfolk runs on Standstill and the card had briefly hit $15. I saw buylists offering $10 and I should have packed them away for a cool $50 when I could. When Batterskull came out, Stoneforge Mystic became a Legacy staple and format-warper. Merfolk simply can't beat Batterskull, and Standstill has dropped to about $5 these days. I was lucky to get $3 apiece out of my played copies, but I should have taken much more when I could have. I repeat that people should not be greedy and just get their money out of a card when they make a comfortable profit; I waited too long on these and I lost.

I also got rid of my Null Rods. They are useful in Vintage, but the Mishra's Workshop decks do not play the card anymore. With Lodestone Golem, they get more support by stacking up the taxing abilities of Sphere of Resistance and Thorn of Amethyst. If the artifact prison lists have been off of Null Rod for over a year, there is little chance of it coming back. What I scored for $6 apiece years ago, I was happy to get rid of for $12 for the set this past weekend.

Letting go of hoarding impulses (this is the controversial part)

I sold my Underground Seas.

I gave three to Kelly for "friend prices" at $85 apiece; they were not mint by any means and I would have required more from a stranger.

My Seas have sat in my "playables" box for two years. They come out only for unlimited-proxy Vintage events. I don't use them at all in Legacy and I can borrow what I need.

I wasn't playing them, but they're still highly expensive cards. Why did I fire my Underground Seas? They were not doing enough work for me! Underground Sea is a fantastically expensive card. It's a banner card for casual and competitive players alike. But $100 retail is a lot to ask for a card that does not see much Legacy play (only 3 in the T8 of GP: Indy). I took a gamble and I'm interested in your feedback. I think I can make more from speculating that $255 this year than I can from just sitting on those Seas. Even if Sea hits $150 apiece by December, I am merely asking to double my money - and over a year of solid speculating, that isn't challenging. Seas gained about $22 last year, which means that the card saw about a 31% yield. That's great, but it hasn't changed in price since last July (while basing these observations on its BLP page).

I liked my Seas a lot. There's prestige in owning hundreds of dollars in old, blue duals. I won them in a Vintage tournament five years ago, so I paid about $10 apiece for three. Even if I bought them last year, though, I would still probably be happy to get rid of them. A 30% price increase over a year is fine, but I don't think Seas have much more room to go up. I wanted these, but I wanted the cash more. Not to blow on junk - to roll again with speculating. Kelly and I follow the card buying advice that we send out to our readers and we have made some great calls lately that resulted in us both making some paper with very little work. I felt crunched at the time - I couldn't buy as many Huntmasters at $11.50 as I wanted to, for example. Putting this money in the spec account will give me much greater reach this year. For cards that I don't get out of the box more than once a year, I was happy to let these go. I predict much more happiness from flipping that cash into more cards to speculate on!

Finally, as an observation: I don't know what the future of Legacy looks like. I think the format is in a slow downward decline. I talked to many people this weekend and most felt that Stoneforge decks and the resultant format made for boring play. Tracking down $50 Scavenger Oozes to play what is, at the end of the day, a Green-White deck, was unpleasant as well. I don't see Legacy enjoying the same booms that it had before. Let's not blame Mystical Tutor for this or point at things like Brainstorm as problems. I think people are just Legacy-ed out right now. Consequently, I felt more safe in stepping away from some of the seriously Legacy-specific cards like Standstill, Karakas and the Seas.

Did I make the right call? Should I have held onto those Seas if I had no intention of trading or playing them? What would you have done?

Until next week,

Doug Linn

The Grand Cenobite’s Pedigree

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You may have noticed recently that [card Elesh Norn, Grand Cenobite]Elesh Norn's[/card] retail price is pushing the $30 mark. While this article is not intended to discuss or predict future price changes, it is certainly worth noting the recent rise in [card Elesh Norn, Grand Cenobite]Ms. Norn's[/card] price tag.

The thing is, she's worth that much for a reason.

[card Elesh Norn, Grand Cenobite]Elesh Norn[/card] has been making quite the waves of late in Standard. Some players may still be unaware how far reaching and prevalent her impact truly is. They may have heard about her popping up as a one-of in a variety of ramp or control decks, but that is merely one of the roles she's fulfilling in the current metagame.

[card Elesh Norn, Grand Cenobite]Elesh Norn[/card] has gone from high-end finisher to early game threat in a matter of months, all thanks to Faithless Looting. The Careful Study upgrade is finally showing its power in a string of new reanimator decks, epitomized by Raphael Levy's Frites deck from the Pro Tour.

Before reading further, let's look at what Levy played.* (You can check out his deck tech here.)

Raphael Levy's Frites
Pro Tour Dark Ascension

Untitled Deck

Creatures

4 Avacyns Pilgrim
4 Birds of Paradise
4 Elesh Norn, Grand Cenobite
2 Inferno Titan
1 Llanowar Elves
2 Wurmcoil Engine

Spells

4 Faithless Looting
4 Lingering Souls
4 Mulch
4 Trackers Instincts
4 Unburial Rites

Lands

4 Blackcleave Cliffs
4 Copperline Gorge
2 Darkslick Shores
6 Forest
1 Mountain
1 Plains
4 Razorverge Thicket
1 Rootbound Crag

Sideboard

4 Ancient Grudge
2 Jin-Gitaxias, Core Augur
2 Memorys Journey
1 Purify the Grave
3 Ray of Revelation
1 Thrun, the Last Troll
2 Wurmcoil Engine

Reanimating for Fun and Profit

The basic premise of this deck is to self-mill and ramp your way into an early Unburial Rites on [card Elesh Norn, Grand Cenobite]Elesh Norn[/card] or Inferno Titan.

The key to pulling off such an ambitious game plan is the liberal use of the powerful mana-fixing Standard has to offer. Scars of Mirrodin duals are actually pretty sick, and combined with [card Birds of Paradise]Birds[/card] and Mulch, enable the deck to cast its five colors of spells without too much trouble.

Many decks are cold to an [card Elesh Norn, Grand Cenobite]Elesh Norn[/card] in play, and often Inferno Titan is just as crippling. Merely resolving either of these creatures immediately impacts the board by killing some of the opponent's creatures. When they stick around you just win the game, and in the event they die reanimating another is usually an easy task.

Your perfect draw threatens to plop a giant monster into play as early as turn three. Ramp on the first or second turn, then cast Faithless Looting, discarding Unburial Rites and [card Elesh Norn, Grand Cenobite]Elesh Norn[/card]. If they can't kill your mana accelerant or exile your graveyard, you're golden!

While this deck may seem fragile, it is actually a serious contender in the metagame and one you must consider when preparing for events. In light of how fast Frites can reanimate a creature, hoping to outrace them before they get to their finisher is really not an option. If you don't have an answer you're going to find yourself in a tough spot.

New Developments

This deck is still relatively off the radar because nobody on the French team that played it in the Pro Tour finished in the top 8. This past weekend though, one player did top eight the Star City event in Tampa with an updated list. Here’s his deck:

Justin Hostutler's Frites
7th Place at SCG Tampa

Untitled Deck

Creatures

4 Avacyns Pilgrim
2 Inferno Titan
1 Phantasmal Image
1 Rune-Scarred Demon
1 Sun Titan
3 Elesh Norn, Grand Cenobite

Spells

2 Oblivion Ring
4 Faithless Looting
3 Lingering Souls
4 Mulch
3 Trackers Instincts
4 Unburial Rites

Lands

6 Forest
1 Mountain
1 Plains
4 Blackcleave Cliffs
4 Copperline Gorge
2 Darkslick Shores
4 Razorverge Thicket
1 Woodland Cemetery

Sideboard

1 Sword of Feast and Famine
1 Sword of War and Peace
2 Wurmcoil Engine
2 Ancient Grudge
4 Mental Misstep
2 Ray of Revelation
3 Thrun, the Last Troll

In this list we can see further innovation and improvement on an already solid deck. Oblivion Ring, for example, seems amazing to me as a catch-all for a wide variety of problems. It's especially useful against an opposing Oblivion Ring or Fiend Hunter that's trapped your finisher, letting you bring it back on the cheap.

The exact mix of finishers seems to be undecided as well. It should probably change from week to week as the metagame develops.

If you're looking for a similar deck with a less crazy manabase, try out Mike Flores’ list that cuts green altogether. Going from five colors down to four is a big change. The only white mana this version needs is for flashback on Unburial Rites, so it plays out basically as a Grixis deck. Take a look:

Mike Flores' Four-Color Big-Big
As suggested here

Untitled Deck

Creatures

4 Inferno Titan
4 Elesh Norn, Grand Cenobite

Spells

4 Desperate Ravings
2 Forbidden Alchemy
3 Geistflame
2 Mana Leak
3 Liliana of the Veil
4 Faithless Looting
4 Ponder
4 Unburial Rites

Lands

2 Island
4 Mountain
2 Plains
2 Swamp
4 Blackcleave Cliffs
4 Darkslick Shores
4 Evolving Wilds
4 Seachrome Coast

Sideboard

2 Wurmcoil Engine
2 Consecrated Sphinx
2 Curse of Deaths Hold
4 Go for the Throat
2 Negate
1 Liliana of the Veil
2 Timely Reinforcements

Even though the mana here is a little better and you're not relying on fragile mana creatures, I still prefer the Frites build. Between Mulch, Trackers Instincts and Lingering Souls there are a lot of powerful cards Flores misses out on.

Lingering Souls in particular is vital to the deck's success as a means to buy time against aggro. I’m sure some number of games are also won against control decks by grinding out damage with spirit tokens.

Both of these decks are effective at executing their main game plan of slamming an early game-breaking fatty. If this seems appealing to you, try it out. If not, make sure you know about the deck so you can plan appropriately. Main deck Nihil Spellbomb doesn’t seem bad now with Reanimator and Zombies running around. Don’t leave home with out your shovel. You know, because you will need a shovel if you are working in the graveyard?

OK, bad joke is bad, I get it.

Anyway, Reanimator. Be prepared for it.

Until next time,

Mike Lanigan
MtgJedi on Twitter
Jedicouncilman23@gmail.com

* Levy updated his list in his most recent article here. The deck is basically the same, with the exception of a revamped sideboard.

Insider: 10 Core Set Cards You Didn’t Know Were Valuable

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With Modern season winding down, Standard more or less figured out and Legacy waiting to make an appearance this weekend, I figure now is a pretty good time to run this particular column.

It’s an idea I did a while back, and one Doug has been exploring for more than a year in his columns, the very straightforward look at older sets to highlight the money cards. While Doug’s series does a great job of looking at the expansion, the core sets don’t show up as often, so this week I want to highlight some cards from these sets you may have forgotten about. I’ll be focusing on the more recent core sets since that’s what you’re most likely to find in binders nowadays.

An easy way make dealers pipe up a few bucks

10. Elvish Piper

A perennial favorite of mine, the old Piper shows up in binders fairly regularly and is often mistaken as bulk by many people, when in fact the opposite is true. You can get $2-3 from dealers for the Piper and trade for it at a third of that price. I’ve spoken before about how I make the bulk of my profit in trading from getting stuff like this, and this is an easy target to look out for.

9. Chandra's Phoenix

I include this card simply because many people don’t realize how much it has risen. I hadn’t either until I randomly noticed last week that this thing has moved up to $8 on Star City Games, fetching $3-4 from dealers.

Using this knowledge I picked up a few of these at FNM last week, and nearly everyone pegged them at $4-5. Take advantage of this mistaken price perception while you can and cash in.

8. Captivating Vampire

Much like another card that will make an appearance on our list, this guy is expensive for a number of reasons. Oh wait, he’s a Vampire Lord? Never mind. That’s the only reason he’s worth $4 on SCG and an easy $2 to a dealer.

It’s easy to miss cards like this, but the rule of thumb of “tribal lord = good” holds true more often than not. That one line of reasoning has been very good to me over the years and I expect it will continue to be. Even those guys trying so hard to be “legit traders” often miss on small cards like this, and perfect knowledge of every Modern staple in the world won’t stop them from bleeding their profits if you don’t know this side of the market as well. Just look at [card]Adaptive Automaton ($4).

Honorable Mention

I want to mention Sanguine Bond since we’re on core sets here, but I hit on this one in the first piece of this series, so I’ll just give it passing mention here. A solid $2-4 to dealers, by the way.

7. Serra Ascendant

This little guy got hot a few years back when Conley Woods broke out Soul Sisters on an unsuspecting Nationals audience. Ascendant sees a little bit of Modern play, but I have to think it’s the EDH crowd keeping this thing as expensive as it is. You can get $2-3 dollars from dealers for it and it will trade all day long at that price, netting you easy profits every time.

6. Jace, Memory Adept

It's Jace. And he Mills. Enough said.

Everyone knows this guy is worth money, but a surprising amount of people know realize exactly how much. This guy sees very little play in any format, and that means people don’t look in on him often. Because of this, people don’t have a solid idea what this guy is worth and, in my experience, most will guesstimate $8-12.

Truth is, this thing moves on SCG at $15 and you can get $8-9 from dealers for it.

Also of note is that I only see this going up over time if it isn’t reprinted because it’s a huge Mill card. That said, I think the chance of a 2013 reprint is fairly high, so be careful holding onto these for too long. You’re better off picking them up on the cheap for other Standard cards that don’t have as good of a buy/sell spread and unload these.

If you want to make the longer-term play, trade expensive Standard staples for them now and you’ll be on the much better end of the deal a year from now after rotation.

5. Grave Pact

People can underestimate the value of this card since it’s strictly an EDH card and was reprinted in the Commander expansion, but this recurring edict pulls $5-6 and will net you $3-4 from a dealer, numbers that any grinder can get behind.

Since it’s likely to come up, I’ll tell you the Commander version is $2 cheaper on SCG and is bought by dealers cheaper in accordance. Still grab these as throw-ins if you can, but don’t go hard after these unless they’re from a core set.

4. Lord of the Undead (and friends)

All Zombie cards have gone up in price since Innistrad, and this is no exception. While you’re more likely to find Cemetery Reaper in binders (which is still a good throw-in target), the real treasure is finding Lord or Death Baron. If you see anything resembling a Zombie from the last five years, it’s time to go hard for it (assuming you’re getting the right price, which you usually will).

3. Elvish Champion

Remember what I said about Tribal lords? Sure enough, that principle applies here, and the Champion will get you $2-3 from a dealer.

This particular lord has been reprinted a ton, yet every version (even the Dual Decks version) is worth at least $2 on SCG. The prime target is the 10th Edition, which goes for $6, but grabbing any of these on the cheap will pay off.

I love these kinds of cards because even those people who consider themselves in the know and realize these type of cards aren’t valueless don’t always know how much they’re worth. For instance, I knew Champion was worth money, but before looking it up today I probably could have been convinced to trade it at $3 or so, and someone who’s read this article would have doubled up on me.

The more you know.

2. Master of the Wild Hunt

This guy was definitely the stones back in the day (like two years ago), when he was tearing up Standard and got poor Charles Gindy DQ’ed from Worlds for screwing up what he could do with it.

Of course, that’s pretty much all I could think about when I played him at GP Dallas last year and rolling his face with my Caw-Blade killer Elves list (crushed CawBlade but lost hard to Lotus Cobra). Anyway, I beat the former Pro Tour and Nationals winner but missed Day 2 by five spots while going 6-2-1, beating CawBlade five times and RUG once, losing to RUG twice and drawing with Valakut (somehow).

Back to the Master. SCG sells him for $6 despite not seeing any play these days (though he seems like he would be good in creature mirrors in Modern). If you’re lucky enough to spot one in a binder, try to grab it.

The point illustrated by Master and many cards both on and not on this list (Time Warp, sells for $1-2), Mythics from the core sets since 2010 have retained value very well. All of these core sets are only opened for a short amount of time, but the early ones (mostly M10) were criminally underprinted, which creates some really nice trading opportunities.

1. Vampire Nocturnus

Tearing up kitchen Tables since '09.

This is pretty much the Holy Grail of Core Set Gold over the last few years. This guy was a Prerelease promo but still holds down a $20 pricetag. This is pretty much “the” Vampire Lord of the last five years, and the price on this guy is going to stay strong for a very long time.

I’ve seen dealers offering up to $15 on these, and you should never accept less than $10 if you can get ahold of any. For what it’s worth, even the prerelease card has held its value really well, sitting at $15 today. Almost makes me feel bad for giving away mine to my buddy for his casual deck.

In Other News

I’ve been lucky enough to get off work the next two weekends, so I’ll be at SCG: Dallas this weekend and GP Nashville next weekend! I know I’ll be looking for all the cards on this list, and hopefully you’re able to use this yourself to boost your profits. If you’re going to be at either event the next two weeks, let me know and come say hi!

Thanks for reading,

Corbin Hosler
@Chosler88 on Twitter

Insider: MTG and Taxes, Part 1 – Hobby Tax

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Most of you are readers of QuietSpeculation.com because you plan to leverage your knowledge of the financial world of Magic: The Gathering in a profitable way. This can mean a couple of different things to different portions of our readership.

Some of you may operate a Local Gaming Store, some of you may travel to large events for trading and sell cards on eBay, others use trading to reduce the overall costs of playing Magic. Whichever you are, you need to know and be aware of what the government is expecting you to report as income.

I am not an accountant and I’m not a tax attorney. In short, and as an obligatory warning: don’t hesitate to work with a professional on your taxes.

What do you mean by Hobby Tax?

A Hobby, in the eyes of the IRS, is an activity that is carried out without the intention of making a profit. The idea behind income taxes for a hobby is set up to prevent tax shelter abuse. Since a hobby is undertaken without the intention of making a profit, you may not deduct any losses incurred during your non-profit hobby from your overall income at the end of the year. However, if you have incidental income (perhaps from speculating on a batch of cards) you must report it and are able to deduct any other expenses incurred from your hobby as a result. You simply cannot deduct more expenses than the income you report from that hobby.

Why does this matter?

It matters a lot. Hobby Income is not subject to Self Employment tax. Self employment tax is approximately 15% in the United States, and this is in addition to any income tax you owe. Your income as a hobby is still taxable, but is not subject to additional Self-employment tax. Because a hobbyist is only allowed deduct up to the amount he profits in expenses, there is no way to deduct your hobby expenditures from your net income that came from other sources like a typical employment. In order to be able to deduct all of your expenses, you must operate as a business and pay your Self Employment tax.

Imagine your year looked like this:

You traveled to some GP’s, you played all the local PTQ’s and did lots of trading and buy/sell on eBay. Perhaps your eBay gross income was $3,000 and your total expenses on the year were $4300. You could write off up to $3000 on your taxes, but could not get a tax benefit from losing money on the year. If it was the other way around, with a Gross Income of $4300 and expenses of $3000, you could deduct $3000 and pay income tax on the remaining $1300 without being held accountable for Self Employment tax.

How do I know if what I’m doing counts as a hobby?

The IRS doesn’t exactly lay out this as clearly as one would hope. But ,ultimately ,if you get audited by them, they use a number of factors to determine this. This link shows their checklist of things that the IRS will consider (excerpted here) to verify if an income is considered a hobby or a business.

  • Does the time and effort put into the activity indicate an intention to make a profit?
  • Do you depend on income from the activity?
  • If there are losses, are they due to circumstances beyond your control or did they occur in the start-up phase of the business?
  • Have you changed methods of operation to improve profitability?
  • Do you have the knowledge needed to carry on the activity as a successful business?
  • Have you made a profit in similar activities in the past?
  • Does the activity make a profit in some years?
  • Do you expect to make a profit in the future from the appreciation of assets used in the activity?

Further, “An activity is presumed for profit if it makes a profit in at least three of the last five tax years, including the current year.” So if you’ve been doing this long enough where the IRS can see a track record of you reporting income, they will consider you a business and you should report your income accordingly.

PayPal

If you conduct business on PayPal, you need to be aware of how they report that income to the IRS.
If you sell over $200,000 in Gross Sales and receive over 200 total payments, they are going to report all of your income to the IRS, they will notify you of this and request appropriate tax information from you.

International Laws

In many European countries, the law is similar in some ways but not others. You’ll want to be very careful to be aware of the laws in your own home country. Most countries where I was able to find documentation stated that you can only deduct the expenses incurred in the process of earning the hobby income, and you can deduct no more than the amount you earned.

In Closing

If you feel you fall into the Hobbyist category, it means you likely are spending more on your hobby than you are earning. And that's fine, that’s what a hobby is. The benefit of that is you can deduct your expenses from the gross income you’ve made along the way. If it’s clear you’re operating a business, or you’ve been successful a number of years in a row, be prepared to pay Self Employment tax. Find a professional who can help you itemize your deductions and get started.

Next week I’ll talk more about taxes from a Self Employment standpoint.

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Chad Havas

Chad has been with Quiet Speculation since January of 2011. He uses price speculation to cover all his costs to keep playing. Follow his journey from format to format and be prepared to make moves at the right times.

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Posted in Finance, Free Insider3 Comments on Insider: MTG and Taxes, Part 1 – Hobby Tax

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CommanderCast S5E8 | The Derpmandercast Learning Discovery Experience

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Did you know CommanderCast has a sort of brother pocast, Off-Color Cast? Well, after this episode, you should have an idea of exactly what that our friends over at OCC are like. When I say Off-Color is like CommanderCast's brother, I mean it's your younger brother who spent some time in jail, was 'around' for a few years and came back to town asking you for money. But he's still awesome.

We talk about the title 'scrub', Heel decks, red cards that make the colour awesome despite the haters, and of course top it off with some bad cards we love.

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

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

That Morbid Feeling

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Two weeks ago, I posted a somewhat introspective article ("Hitting the Wall") about how I go about looking for new deck ideas. As I explained in the article, I find it important to look for new avenues to explore in deck building so that each brew is unique.

While coming up with examples for that article, I realized I have a tendency to avoid building three-color decks, as well as decks centered in Black or Blue. My theme of choice usually is focused enough for one or two colors to get the job done, and when it isn't I find it hard to resist moving right on up to five colors. This tendency has left a huge gap in my Commander experience.

In light of this discovery, I've decided to spend the next few weeks focusing on three-color decks.

To start with, I wanted to look at a sweet concept that I had for a Jund deck with a Morbid theme and Kresh the Bloodbraided at the helm.

Getting Morbid

Morbid is a fun mechanic, and it's quite easy to trigger in a format like Commander where creatures are constantly dying. Jund provides the ideal color combination for the dual task of killing creatures and benefiting from the resulting bloodbath. In addition to slaughtering monsters and reveling in their deaths, these colors give us access to an ample supply of reanimation effects.

There are two classes of Morbid cards that will form the backbone of our deck. Let's take a look:

Kresh in Training

  • Rockslide Elemental
  • Algae Gharial
  • Lumberknot
  • Scavenger Drake
  • Deathbringer Thoctar
  • Vulturous Zombie
  • Khabal Ghoul

Commander is typically a creature-centric format. Creatures attack and die, only to get recurred to do it all over again. If you've ever played a game with or against Kresh, you know how big he can get in just one turn cycle.

These guys may not get as big as Kresh, but they do a pretty good impression, and many bring bonus abilities to the party! They certainly do not rank with the most powerful cards you could be playing, but they have the potential to outclass even the biggest creatures on the table.

Besides, who doesn't love perpetually growing monsters?

Along with our next set of cards, these cards tie together and reinforce the morbid theme.

Morbid Engines

  • Reaper from the Abyss
  • Vicious Shadows
  • Falkenrath Noble
  • Salvaging Station
  • Butcher of Malakir
  • Furnace Celebration

As much fun as giant creatures are, they aren't always a reliable way to win a game. You also need ways to control the board and generate card advantage, which is where these guys come in.

Your best tools out of this lot are Reaper from the Abyss and Butcher of Malakir. Reaper for his part is an undervalued card in Commander, and especially powerful in a deck that has been built to activate morbid essentially at will.

The other centerpiece cards are Salvaging Station and Furnace Celebration. Salvaging Station is great for generating absurd amounts of card advantage, as well as recurring utility artifacts like Nihil Spellbomb. I've always been a huge fan of the Station, and I really encourage you to give it a shot!

Furnace Celebration is exciting not because it's particularly powerful, but because of how well it pairs with the following theme.

Bring on the Tokens!

Tokens play a huge role in Commander. They're one of the best ways to present a threat, since you can put a lot of power into play with just a few cards. It's also easy to turn tokens into "real" cards with things like Attrition and Skullclamp. Tokens are incredibly popular due to this power and versatility, and this deck is certainly not going to buck that trend!

In our quest to abuse token generation, we could go with the boring old standby of Plants, Squirrels and Elves. Instead, why not enlist a whole awesome suite of tentacled-spawny-things from Rise of the Eldrazi that will complement our Morbid theme?

  • Awakening Zone
  • Corpsehatch
  • Growth Spasm
  • Dread Drone
  • Kozilek's Predator
  • Emrakul's Hatcher
  • Deranged Hermit
  • Siege-Gang Commander
  • Goblin Marshal
  • Avenger of Zendikar
  • Grave Titan
  • Phyrexian Altar
  • Skullclamp

Alright, so they may not all be Eldrazi Spawn generators, but the few that aren't can be turned into pseudo-Spawn with Phyrexian Altar. The point is to produce a lot of tokens, then kill them to grow your creatures and generate value with Reaper from the Abyss and friends.

Aside from the various interactions enabled by tokens, don't overlook the ability of these cards to take over a game on their own. Every time one of these hits play you get a massive board presence which can be leveraged in any number of ways, and the deck is set up to make them hit play frequently.

The biggest question remaining is how to tie all these pieces together.

Start Your Engines

There are a wide variety of creature-based engines available to a Commander deck. Whether you're playing with Survival of the Fittest, Reveillark or Oversold Cemetery, creatures are the easiest card type in the game to abuse and recur. When you're playing a creature-based deck, there are all kinds of ways to eke extra value out of your guys, and to ensure access to a particular effect when you need it.

For this particular deck, we want a combination of tutoring power and recursion. Preferably, we want to include things that interact well with Morbid rather than over-the-top powerful bombs.

Workin' on the Chain Gang

  • Birthing Pod
  • Wild Pair

These are two of my favorite Green cards in the format, mostly because they make you do some crazy things during deckbuilding to make sure you can chain creatures consistently.

Ideally, each creature you cast or Pod away can find any effect you might need at any time. It can be challenging to accomplish this while supporting other themes, but the cards provide enough upside that I think we can make it work.

The fact that Birthing Pod enables morbid, and that both Birthing Pod and Wild Pair allow you to ignore color requirements, is a big deal for this deck.

Both of these cards can easily run away with the game through card advantage and selection. I'm actually rather surprised that they don't see as much play as Survival of the Fittest.

Recurring Your Monsters

  • Mikaeus, the Unhallowed
  • Phyrexian Reclamation
  • Nim Deathmantle
  • Mimic Vat

Recursion is the other half of the value-creature engine. Once you've found your good creatures, you want to be use them over and over again, and I think these cards best enable you to do that in this deck.

You have a number of free sacrifice outlets that let you get a huge advantage out of Mikaeus, the Unhallowed. It's a shame that Eternal Witness is a human, but we can certainly make up for it with the rest of the recursion package.

First there's the obligatory Nim Deathmantle, which does let you go infinite with certain creatures plus Phyrexian Altar. Phyrexian Reclamation is one of my favorite permanent-based recursion engines because it has such a low activation cost and can be done at instant speed. This means that it doubles as protection against graveyard hate and lets you leave up mana to interact on other players' turns.

I wasn't sure whether Mimic Vat or Corpse Dance would be better as the last recursion spell, but eventually I decided that [card Mimic Vat]Mimic Vat's[/card] ability to steal other players' creatures gave it the edge. It's possible that playing both is correct, but only time will tell.

Filling in the Gaps

Once you've figured out the primary function of your deck, in this case tokens and Morbid shenanigans, you have to make sure that everything runs smoothly. It's great to have a strong theme, but without the right support you'll find it difficult to execute all the interesting interactions you've built into the deck.

In this case, the deck needs ways to answer noncreature permanents, accelerate its mana and generate card advantage outside of the principal tutor engines. The most difficult part of this is going to be fitting everything into convenient numbers for Birthing Pod and Wild Pair, but let's see what we can do!

Utility Creatures

  • Green Sun's Zenith
  • Eternal Witness
  • Duplicant
  • Solemn Simulacrum
  • Shriekmaw
  • Acidic Slime
  • Yavimaya Elder
  • Brutalizer Exarch
  • Glissa, the Traitor

The function of most of these should be pretty obvious, but there are a few interesting ones.

Glissa, the Traitor acts as another copy of Salvaging Station as well as creature removal, and sits at a sweet spot for Wild Pair. The deck really appreciates having access to her as a tutor target.

Acidic Slime is your obvious answer to pesky permanents, easily found by Birthing Pod. It is complemented by the slightly spicier Brutalizer Exarch, which is at a better spot for the purposes of Wild Pair and works double duty as a tutor.

Utility Spells

  • Tragic Slip
  • Maelstrom Pulse
  • Putrefy
  • Krosan Grip
  • Violent Ultimatum
  • Dread Return
  • Damnation
  • Blasphemous Act
  • Demonic Tutor
  • Diabolic Intent
  • Wayfarer's Bauble
  • Nihil Spellbomb
  • Horizon Spellbomb
  • Expedition Map
  • Voyager Staff
  • Scrabbling Claws
  • Executioner's Capsule

To begin with, we have some generic removal and cheap sweepers, the kind of effects everyone needs to have. But we've also got a few sweet things going on here!

Dread Return seems absurd for this deck. I've been looking for a deck that can justify running a "fair" Dread Return, and I think I've finally found a home. With the number of token generators we're running the flashback shouldn't be a big deal, and it may even be a boon to your team of Kresh and his impersonators. With so many value creatures eligible for reanimation, it's not a bad effect by any stretch; I'm excited to see how it turns out!

The other interesting suite of cards is the Salvaging Station package. The important thing to recognize is that none of these are bad on their own, and the potential exists to stick a Salvaging Station and just go off, generating way more cards than a typical Jund deck. Each of the trinkets also provide utility effects that can be useful to recur at a later point in the game.

It's possible that Salvaging Station is just too cute to take up this many slots, but for now I think it's worth running.

Mana Ramp

  • Sakura-Tribe Elder
  • Kodama's Reach
  • Cultivate
  • Explosive Vegetation
  • Caravan Vigil
  • Primeval Titan

As with most Commander decks, this deck has a ton of high-cost spells and engines, as well as intensive color requirements. Ramp is important in alleviating these problems.

The only card that may seem out of place here is Caravan Vigil.

I've tried this card before in several decks and was quite satisfied. It's not difficult to get Morbid in a multiplayer game, and when that happens Caravan Vigil is effectively free. Primal Growth might be better in this slot, since it's a similar effect that also enables morbid, but I have a foil Caravan Vigil that's been looking for a home!

The Mana Base

  • Urborg, Tomb of Yawgmoth
  • Tainted Peak
  • Tainted Wood
  • Dragonskull Summit
  • Woodland Cemetery
  • Savage Lands
  • High Market
  • Phyrexian Altar
  • Reflecting Pool
  • Command Tower
  • Terramorphic Expanse
  • Evolving Wilds
  • Bojuka Bog
  • Vesuva
  • Mosswort Bridge
  • Lavaclaw Reaches
  • Raging Ravine
  • Shizo, Death's Storehouse
  • Rakdos Carnarium
  • 6 Forest
  • 5 Swamp
  • 3 Mountain

Last but not least, the manabase. Three colors is actually a pretty good spot to be in as regards your mana. There are plenty of dual lands so your mana shouldn't be that bad once you figure out what your deck needs. But unlike in five color decks, there's enough space for utility lands and basics without resorting to an unusually high land count.

In this deck, for example, we get some sacrifice outlets in High Market and Phyrexian Altar, graveyard hate and card advantage in Bojuka Bog and Mosswort Bridge, and manlands in Raging Ravine and Lavaclaw Reaches. Vesuva helps you capitalize even more on your utility lands (or anyone else's for that matter) and Shizo, Death's Storehouse lets you one-shot people out of the blue with Kresh!

There's certainly space for more nonbasics in the deck if you have them; you could pretty easily cut up to three or four basic lands for something like Volrath's Stronghold or Maze of Ith.

Recently, I've been trying to limit the number of high-dollar cards in any given deck that I post. I think I've been doing a pretty reasonable job, and I'd like to keep the trend going. Just because you can throw a pile of expensive staples into a deck doesn't meant that you should; putting a budgetary restriction on decks forces you to be a little more creative and emphasize powerful interactions over individually powerful cards.

With the mana out of the way, here's the list that I'm starting with:

[deckbox did="a151" size="small" width="560"]

I'm excited to play with this, since it's an all-out Timmy deck and I don't have too many of those. Most of my decks revolve around convoluted and obscure interactions, whereas this one just focuses on going big!

It should be a nice change of pace from what I'm used to, and will be a ton of fun to play against the Melira, Sylvok Outcast-based combo decks that have been plaguing my group recently.

Be sure to check out next week, when we'll look at a Commander who usually lives in the shadow of Sharuum, the Hegemon. The giant sphinx isn't the only Esper legend, and Ertai, the Corrupted can do some pretty dumb things!

Carlos Gutierrez
cag5383@gmail.com

@cag5383 on Twitter

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