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Buylists: A 2018 Look-back and Analysis

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Once in a while I’ll receive a question in the Quiet Speculation Insider Discord chat about my selling patterns. This usually occurs after I report a sale I made via Twitter or Facebook—someone will be curious to know how frequently I sell on those venues versus a more traditional website like eBay or TCGplayer (though recall I don’t sell on TCGplayer at all).

While I did have some peak periods last year during the Reserved List and Alpha boom, I tend to do the majority of my selling to buylists. It’s not optimal from the standpoint of grinding out every cent I can from my cards, but it’s often worth this inefficiency to save on time. It’s efficient for me to ship a bunch of cards all at once, and I often get impatient waiting for my cards to sell with eBay listings. With a buylist the sale is guaranteed and immediate. This frees up my resources to make the next acquisition.

This week I want to do something a little different. I am going to review my 2018 buylist orders to Card Kingdom and share some key statistics and highlights. I made 47 buylist orders to Card Kingdom last year—nearly one per week—and there’s a mine of data within to be explored. What were my best sales? What did I sell way too prematurely? This could get interesting…

High Level Stats

As I mentioned before, I submitted 47 unique buylist orders to Card Kingdom last year, averaging nearly one per week. This should showcase how often I rely on the buylist to move my cards and keep my portfolio fluid. Depending on my cash balance at the time, I sometimes choose to receive payment as a check and sometimes credit. Credit is normally the better value, but when my funds are low I may consider taking a check to give me more liquidity with which to do my buying.

Between the 47 buylist orders, 29 of them were for store credit and 18 were for cash. The total value of all 47 buylists was $3498.55, meaning the average order was $74.44. In retrospect, this seems like a reasonable value for an average buylist order, being sufficient to justify my shipping costs. If each package averages about $3 for shipping materials and postage, then my total buylisting shipping costs was $141, or about 4% of my total buylisting value for the year. That’s a decent rate I’m willing to accept.

You would think that my average store credit buylist order would be more valuable than my average cash buylist order by about 30%, due to Card Kingdom’s 30% trade credit bonus. And if my buylist orders were categorized randomly between the two options, you’d be correct. But they’re not. I tended to ask for credit more often if the value of my buylist order was relatively low. This way I felt like I could stretch the value of the trade-in a little bit further. Conversely if the buylist order was substantial, then I was more motivated in taking the cash.

Therefore, the average buylist value of my store credit orders and cash orders was $60.10 and $95.56, respectively. With this much data, it has become quite interesting to run these analyses. But let’s take a deeper dive now to see how I did on some of the orders themselves.

A Deeper Dive into the Numbers

The most expensive buylist order I shipped to Card Kingdom in 2018 was for $255.25, a cash order, made on June 30th. Let’s see what was in that order and how much I received for each card. Below I will list the cash I received for each card and then what the card would net me today from Card Kingdom in parentheses.

  • 4th Edition Strip Mine, 1 VG and 1G: $7.35 ($8.75) for VG and $5.25 ($6.25) for G
  • Antiquities Winter Mishra's Factory, 1 VG: $224 ($128)
  • Arabian Nights Nafs Asp, 1 VG: $0.37 (N/A)
  • Legends Knowledge Vault, 1 EX: $18.28 ($10)

Other than the Strip Mines, it looks like my timing on this buylist submission was very good. If I had kept all of these cards instead of selling them to Card Kingdom, their total buylist value would be $120.25 less! I love my Old School cards, but when prices became too wacky and got ahead of themselves last summer, I knew I had to be opportunistic. This transaction perfectly captures why, and I suspect many of my buylist orders last summer will look similar.

There was an error retrieving a chart for Knowledge Vault

Next, let’s run a similar analysis on my very first buylist order of 2018, made on January 2nd (I didn’t waste much time, did I?). This was also a buylist order for cash, totaling $101.39.

  • Antiquities Urza's Avenger, 1 NM: $3.25 ($8)
  • Arabian Nights Ifh-Bíff Efreet, 1 NM: $95 ($65)
  • Modern Masters 2015 Myr Enforcer, 7 NM: $0.05 each (N/A)
  • Unglued Bronze Calendar, 4 NM: $0.16 each (N/A)
  • Unglued Chicken a la King, 1 NM: $0.75 each ($0.36)
  • Unhinged Who // What // When // Where // Why, 1 NM: $1.40 ($2.25)

When Unstable was announced and silver-bordered cards were made Commander-legal for a brief moment, there was some speculative buying on Unhinged and Unglued cards. In this buylist order, it looks like I was clearing out some of the small stuff I had remaining. I also have a small bulk box from a Modern Masters 2015 booster box I opened when the set was new—every once in a while Card Kingdom throws a random common from that set on their buylist and I dig for those nickels.

But clearly the headliner from this order is the Ifh-Biff Efreet.

There was an error retrieving a chart for Ifh-Bíff Efreet

This card moved wildly throughout 2018 and speculators moved in and out again. It looks like my timing on this sale was reasonable, although I don’t think the buylist peaked at $95. It's also worth noting that MTG Seattle pays more than $95 today, though I don't have much experience selling to them.

Let’s look at another order, chosen randomly but which is quite representative of my buylist habits of 2018. This order was placed February 25th and netted me $78.33 in store credit. Since this one is a bit longer, please forgive the formatting as I paste images directly from Card Kingdom’s website:

This buylist order contains cards that fit three categories. Category one is my Old School pile, consisting of nearly unplayable Antiquities and Legends cards that spiked for speculative reasons. Obelisk of Undoing, Voodoo Doll, and Rebirth all buylist to Card Kingdom for less today than they did back in February, so these were great moves. Again, other stores may pay more for these cards but I have limited experiences selling to them.

There was an error retrieving a chart for Voodoo Doll

Category two consists of my bulk. I have a modest amount, but once in a while I dig through and find a bunch of nickels to ship to Card Kingdom. I figure the incremental cost of doing this is minimal in terms of shipping expenses; it only costs time. But given how much I enjoy sifting for nickels (it’s relaxing to me), I don’t mind the time sink one bit. It looks like I shipped 36 bulk cards in this order—that’s another couple bucks in credit from cards that are rotting in my bulk box!

Category three consists of one card—another one of those Un-set speculations of mine. This time it was a foil Letter Bomb, which buylisted for $9.60 back in February but would fetch $16.50 today. Clearly that’s one I should have kept.

There was an error retrieving a chart for Letter Bomb

How about one more order? The last buylist order I placed in 2018 was relatively uninteresting, but the second-to-last order is worth discussing. This was a $75 buylist order for cash:

This was an all gold-bordered buylist order. Selling these cards to Card Kingdom today would net $2.50 per Glimmervoid, $4.00 per Grim Monolith, and $5.00 per Mystical Tutor. Since this buylist order was placed so recently, in late December, it’s possible that my submission impacted their current buy numbers. So making the comparison is unfair.

But the key to this buylist order is that I bought all of these cards from Star City Games, using cash, and sold them directly to Card Kingdom for a small profit. My return was probably only about 10% after accounting for shipping, but I’ll take a 10% return with one week turnaround and near-zero risk any day of the week!

Wrapping It Up

Where do I most often sell my cards? It has to be to buylists! In total, I placed 47 buylist orders to Card Kingdom alone. The convenience and ability to cash out of cards so quickly is just too tempting to pass up. What’s more, by timing my buylists correctly I can often make more money selling right away rather than sitting on cards long-term. Things don’t always work that way of course, but I’m pretty satisfied with the decisions I made in 2018 when taken in aggregate.

Oh by the way, last year I made another 31 buylist orders to ABUGames, 10 for checks and the other 21 for credit. I wish I could analyze those buylist orders as I think they’d look quite different and be very interesting. I had a stack of Alpha commons and uncommons I shipped off to ABUGames when their buylist went crazy last year. But for now, I can’t view the details of that history on ABUGames’s website. Perhaps that feature will come in 2019!

As for other vendors, I have no recent experiences to share. I haven’t sold to Star City Games’s buylist since February 16th, 2017—nearly two years ago! For kicks, here it is!

I wish I could have that Unlimited Righteousness back, but my biggest regret is selling those two Legends Palladia-Mors.

There was an error retrieving a chart for Palladia-Mors

Oh well, at least I cashed out of those Tezzeret the Seekers, which haven’t done much in price since I submitted this buylist. It looks like this order was for store credit and probably reflects my store credit flipping days. I suspect I got those Anthologies Armageddons, Battle Royale Subversions, and Beatdown Kird Apes from a different vendor and I was flipping them for more store credit. Yet another utility of the buylist!

As you can see, I love shipping to buylists and I leverage them very often for numerous purposes. But at the end of the day, it all comes down to trying to out cards quickly for a reasonable numbers so that I can rinse and repeat. Here’s to another 47 buylist orders to Card Kingdom in 2019!

Sigbits

  • Look what’s back on Card Kingdom’s hotlist: The Tabernacle at Pendrell Vale. I watched that card’s buy price drop all the way down to $1200 or so on Card Kingdom’s website and now it’s back up to $1680. I’m telling you, Old School stuff is going to stabilize in 2019 and the most desirable cards—especially Legacy-playable ones—will see a rebound.
  • Gaea's Cradle spiked like crazy in 2018 and then dropped back down to earth as vendors ended up with more stock than they wanted. Card Kingdom was also in that boat, though I see the card is back on their hotlist with a $235 buy price. I’m going to watch this one closely because I expect this one to rebound steadily in 2019 as well.
  • While I don’t see the Revised Dual Lands on Card Kingdom’s hotlist, I see they still have a few Collectors’ Edition duals listed. And recently they added another one: CE Tropical Island, at $165. These really went crazy in 2018 and it looks like demand for them is still strong. I’d watch these closely throughout 2019 as well!

Slice & Dice: January 21st Banlist Prediction

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Another banlist announcement is just around the corner. While the last few announcements have proven unfruitful, I believe this time will be different; after all, it is January, and Wizards has a history of shaking up Modern around this time. I'm anticipating at least one unban, and wouldn't be surprised if a ban occurred as well. Today's article casts my predictions.

Unban: Stoneforge Mystic

Stoneforge Mystic epitomizes a safe unban. While I've advocated for its liberation before, now I think it's long overdue. Here are a few reasons I think Wizards will move on this card in a couple days.

An Appropriate Power Level

There is some precedent for unbanning Stoneforge Mystic on the grounds that its power level is now appropriate for Modern. This justification was used for the Bitterblossom unban in 2014:

At the time of Modern's inception, the dominance of Faeries in Standard was at the front of our minds. Therefore, we took the conservative approach of including Bitterblossom in the initial banned list. After observing the evolution of the Modern format, we feel that it is of an appropriate power level to compete with the other powerful strategies in the format.

  • It requires players to run clunky equipment cards and not open them
  • Pilots must to take two turns off from otherwise interacting with the board or the stack (assuming on-curve deployment and activation), and those turns are critical ones in the proactive Modern format
  • Opponents can strand Skull in hand by simply killing Mystic, which dies to almost every played removal spell at a parity loss

Stoneforge's power level seems lower than that of many legal Modern cards, but what of its future? At this point, its status on the list is about as laughable as Golgari Grave-Troll's was in the year before its own unbanning. Unlike the Troll, though, Mystic doesn't have any broken keywords attached, and is unlikely to become much better with later printings; not only has Wizards drastically scaled back the power level of Equipment cards, but those artifacts now compete with Vehicles when it comes to set design.

It's also true that the Kor sees play in Legacy, a format far more powerful than Modern. But that parallel, too, has its issues. For one, Stoneforge literally has a stronger effect in that format because Umezawa's Jitte is legal. Having the option of grabbing Jitte or Skull is much better than choosing between Skull or whatever unplayable Equipment pilots will be forced to run over Jitte in Modern. Second, Legacy contains cards that allow players to tap out for Mystic on turn two without letting down their shields, such as Daze and Force of Will. These cards are not legal in Modern.

Positive Effects on the Format

The least subjective "positive" effect a Stoneforge unban would have on Modern is one of diversity. Stoneforge Mystic doesn't easily slot into any existing top-tier decks; taking things a step further, none of those decks (or even lower-tier decks) even run Equipment, a card type mostly supplanted in function by planeswalkers. Besides, the type of deck that wants Mystic at all, a goodstuff-style midrange deck in white, has underperformed in Modern for months.

Stoneforge too attacks a style of deck that has been denounced by a noticable subset of the community: the aggressive aggro-combo deck. This archetype includes decks as diverse as Bridgevine, Hollow One, and Runaway Red, and all of them have trouble dealing with a resolved Batterskull. Wizards is in the business of pleasing its demographics, and has admitted that Modern is about "fun" first (diversity second; everything else third), so they may consider this factor.

Safety Valves

Could Stoneforge Mystic become a problem in Modern? My vote goes to no. We have established the card's weak power level relative to the format's top-performning strategies and the possible benefits its unban may have. But another factor that makes Stoneforge so safe is the prevalence of artifact hate in Modern.

This type of disruption is far more common here than in Legacy, appearing on mainboard staples such as Kolaghan's Command, Abrade, and Knight of Autumn as well as sideboard stalwarts like Stony Silence and Ancient Grudge. The potential tempo swings guaranteed by destroying a tutored, cheated-in artifact are huge.

Other Possible Unbans

I'd also be fine with Green Sun's Zenith and Punishing Fire coming off the banlist. Despite David's tests, the former doesn't strike me as something that would immediately slot into anything other than Elves, and I doubt it would catapult Elves to Tier 1. As for Fire, creatures are just bigger now than they used to be, and Modern is way too fast for a three-mana Shock engine to shine. Besides, many decks now feature built-in ways to interact with this kind of combo, be it via Field of Ruin, Relic of Progenitus, or something like Surgical Extraction from the sideboard.

But the card I'd most like to have in Modern is Preordain. Faithless Looting and Ancient Stirrings are both top-performing enablers in Modern that escape the banlist, and I think Preordain would mostly contribute to decks that don't perform as well. Of course, the glaring exception to this argument currently is Izzet Phoenix, which would snatch up Preordain in a heartbeat and further extend its lead over other aggro-control strategies. So I can't in good conscience advocate for a Preordain unban.

Still, the cantrip makes my list of some of the safest cards on the list. I just don't think anything is as safe as Stoneforge, or even close, and would be surprised if Wizards unbanned one of them together with the Kor.

Ban: Scrap Trawler

Scrap Trawler is a mainstay in Ironworks, Modern's reigning combo deck—by many metrics, its reigning deck, period. This section discusses my feelings on the deck, the data we have on it, and why I think Trawler will get the axe over other cards.

I Came to Boogie

Disclaimer: I like a boogeyman. As a brewer, having a top deck in the format lets me explore design space that effectively attacks specific mechanics. Consider the UR Delver deck I wrote about last week: this shell annihilates Phoenix and Ironworks thanks to its inclusion, in large numbers, of Spell Pierce, Damping Sphere, and Surgical Extraction, and couldn't exist without a clearly defined upper crust of boogeymen to target.

Not all decks can adapt like the non-deck that is Delver, though, and the metagame appears to have warped around Ironworks significantly, with more decks than ever employing Stony Silence and Rest in Peace to stave it off.

Seeking Numbers

Despite that increase in heavy-duty hate, Ironworks continues to succeed, and with staggering consistency. As usual when it comes to unban predictions, the numbers are the biggest reason to act on this deck. In 2018, Ironworks posted the highest number of GP/PT Top 8s of any Modern deck, a number we know Wizards observes closely when deliberating about bans. Top 8s are not always indicative of a deck's power, but in the case of Ironworks, they seem to be: the deck has also maintained the highest match win percentage of any Modern deck given the numbers we have. These two statistics combine as they did with Splinter Twin to make the deck an obvious ban target.

Why Trawler?

The metagame is currently formed by decks in one of four camps, all of which split shares about evenly: Noble Hierarch decks, Faithless Looting decks, Ancient Stirrings decks, and other decks. The named cards are enablers of larger strategies, or spells that allow them to do a powerful thing easily. Much of the banlist discussion I've been exposed to over the past year has surround enablers, especially Looting and Stirrings.

These cantrips contribute to more than just whichever top-tier deck is playing them, also supporting less-represented strategies. So having them in Modern represents, at least theoretically, an increase in diversity. Looting's performance, while impressive, has paled in comparison to Stirrings's, so we can take the former off the table. And Stirrings just isn't bringing its many other decks (i.e. Gx Tron; Hardened Scales; etc.) to the same level as Ironworks. This predicament suggests that something is wrong with the rest of the cards in Ironworks, and not with Stirrings, which also finds itself in plenty of less successful strategies.

In terms of precedent, Wizards almost always prefers to ban deck-specific cards rather than splashable enablers. The main exception was the Ponder/Preordain ban, which happened back in Modern's early development. During that stage, Wizards was deciding what they wanted the format to look like overall, and made a conscious decision to limit the access all blue combo decks would have to their pieces. At that point, it made more sense to ban this sort of enabler, but they have seen and been okay with Looting and Stirrings in other contexts, so I'd be surprised if they'd choose to ban one of those cards rather than just try to reset Modern to an earlier context.

And that brings us to Trawler. If Ironworks is a busted deck, why not just ban Ironworks itself? Again, we can look for precedent—Wizards does not like to forcibly remove decks from Modern. They always seek to water them down so that they can continue to compete without dominating. Successful examples of this kind of ban can be found in Dredge, Amulet, and Infect; a notoriously unsuccessful example is Splinter Twin. But no matter the result, Wizards' aims have been made abundantly clear by their banlist announcements, with the company sometimes explicitly calling out replacements for the banned cards.

Banning Ironworks removes this deck from Modern forever. Banning Trawler? I don't think so. The deck will need an overhaul, sure, but Krark-Clan Ironworks synergizes well with enough cantripping artifacts that I'm optimistic it rebuilds itself after a couple months' lull.

Opening the Can

So goes my foray into the banlist discussion. Which cards, if any, do you think will meet the wrath of the hammer? What justifications do you expect Wizards to give? Let's keep the conversation going in the comments.

Ravnica Allegiance EDH Spoiler Impact, Part 2

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Spoilers for Ravnica Allegiance are in the books and prerelease weekend is here. In case you missed it last week, I provided an early reaction to Ravnica Allegiance spoilers from the EDH perspective. To recap my hot take, I believe Teysa Karlov will generate the most Ravnica Allegiance EDH interest over time, while Prime Speaker Vannifar will firmly hold second-place.

I'm calling this a "hot-take" because the hype has definitely favored Vannifar so far, but I personally believe a lot of that is because of the combo/tool-box potential. Vannifar doesn't leave a whole lot of room to brew; once the most consistent lines of play to win are identified and refined, the Vannifar-99 will become fairly static.

Teysa, on the other hand, has injected new life into the Orzhov crowd which I believe will become clearer to the community once Vannifar hype fades.

That all said, it is obvious that both new commanders will continue to push relevant card prices higher. If you look back on last week's article, most of the calls I mentioned in there have either spiked (see: Scryb Ranger) or at a minimum risen by 10-20% (see: Black Market).

There was an error retrieving a chart for Scryb Ranger
There was an error retrieving a chart for Black Market

What About Rakdos?

Rakdos, the Showstopper and Judith, the Scourge Diva might be asking this question to the community. I know I am. The Rakdos guild is another underplayed color combination in EDH currently; outside of Rakdos, Lord of Riots, no other general in the Rakdos color pairing cracks 1,000 decks on EDHREC.

This stat not only highlights the lack of good Rakdos generals printed to date, but the opportunity Rakdos, the Showstopper and Judith, the Scourge Diva have in front of them.

Like Orzhov with Teysa Karlov, my expectation is for Rakdos, the Showstopper and Judith, the Scourge Diva to make an impact for Rakdos-guild lovers in the EDH community. This should catalyze some brewing, but I don't think they will do enough to make Rakdos more relevant in the long-run.

Rakdos or Judith: who will be more popular?

My prediction here is that Rakdos, the Showstopper will be the more "included" card in EDH decks overall because of its potential to be a one-sided board wipe on a stick, particularly for players already running a Kaalia of the Vast Demons build. That said, I am convinced the better EDH general will be Judith, the Scourge Diva.

Judith's ability to function as the wincon for a deck is what intrigues me the most. Things like Nim Deathmantle, Ashnod's Altar, Phyrexian Altar, and maybe even Krark-Clan Ironworks can function as engines to infinitely recur cards and trigger Judith, the Scourge Diva for damage. Meanwhile, cards like Gravecrawler, Wurmcoil Engine, Murderous Redcap, and Myr Battleshaper come to mind as the targets to be sacrificed.

In addition to the possibility of comboing off, Judith's other ability is nothing to scoff at. In a "go-wide" EDH strategy that leverages Zombies or Goblins, for example, the +1 to power can add up very quickly. This aspect of Judith makes me think it could be decent in a 1v1 setting similar to other aggro decks (see: Najeela, the Blade-Blossom), but I find it highly unlikely Judith will even be Tier 2 for EDH purposes.

In my opinion, the biggest weakness for Judith, the Scourge Diva is the specificity of "non-token" in the triggered ability. By making the trigger specific to non-token only, Wizards severely reduced Judith's power-level and ability to operate as a consistent EDH general. It seems to me that Judith's ability to power up other creatures appeals greatest to go-wide strategies, which are often conducive with token strategies. I am admittedly very disappointed that the text wasn't "whenever any creature you control dies" instead of "non-token creature."

When I think of brewing around Judith, my mind wanders toward two separate strategies: aggro (Goblins and/or Zombies), and Aristocrats. But I can't envision a way to synergize them the same way I can with Teysa Karlov. This is the main weakness I would point to as supporting evidence for why I don't think Judith, the Scourge Diva will make a meaningful dent in the EDH community's current Rakdos representation.

Rakdos the Demon

I spent time on Judith, the Scourge Diva, but how cool is it that we get a new Rakdos to add to the collection of Demons!? I was a little disappointed that Rakdos, the Showstopper didn't have a lord ability built in for Demon tribal, but the ETB could be a very fun casual card to build around.

I suspect Judith will garner more attention as a general, but I do wonder if Rakdos, the Showstopper will renew interest in Kaalia of the Vast? From a speculation standpoint, I only see one card that really stands out to pair with Rakdos, but I don't think it is actionable unless you want one to play:

There was an error retrieving a chart for Krark's Thumb

Chris's Commander Corner

Digging into a few specs for the week, I like the following two cards quite a bit in response to Judith, the Scourge Diva and Teysa Karlov. For a reminder, here is the scale I'll be using to rate my conviction in the spec's potential. You can read more about this scale here.

  • 5 - Must-buys
  • 4 - Budding EDH all-stars
  • 3 - Cards with newfound momentum
  • 2 - Early movers
  • 1 - Cards just making it onto my radar
There was an error retrieving a chart for Rise of the Dark Realms

Conviction: 3

Rise of the Dark Realms is a single-print mythic approaching the 10K mark on EDHREC, yet the foil multiplier is currently under 2x. It sees play in all sorts of EDH strategies, and you could make the case that it should be included in almost every deck that runs swamps.

The recent spoilers of Judith and Teysa should only further the cause for RotDR to get to 10K in 2019. If it dodges a reprint (particularly in Core Set 2020), the new surge in demand will almost certainly favor a price-correction, especially on the seemingly underpriced foils.

Investment Plan

By my estimate, the foil multiplier for a card like Rise of the Dark Realms should be at least 2x. That means there is about $6-8 worth of immediate upside on any NM foil copy found at $20 (only a few are out there at the time of this writing). I am predicting this card makes it to $18 in non-foil and $35 in foil by summer, but will be watching Core Set 2020 closely to make sure it dodges a reprint.

I'm less concerned with the possibility of a Commander reprint as I will be focusing on foils, but be mindful of that later this year as well if you pick up non-foils. I personally acquired one single foil copy (NM) for $19.99 with the intention of using it (either in a Teysa or Dragons brew).

There was an error retrieving a chart for Yahenni, Undying Partisan

Conviction: 2

Yahenni, Undying Partisan is the type of card that I get nervous calling as a spec because it comes from such a largely opened set (Aether Revolt). I am obviously going to focus on foils here, but Yahenni's name itself (Undying) makes me also worry about the possibility of a quick reprint in a supplement set.

That all said, foils of Yahenni, Undying Partisan have already moved about $0.75 from $2-3 since Judith, the Scourge Diva and Teysa Karlov were spoiled. The stock looks to be about six pages long (for foils) on TCGplayer, and ChannelFireball has 50 listed currently, so there is a lot of supply to get through.

That all said, I like Yahenni, Undying Partisan more as a card to buy now if you need one than as a card to pickup a stack of expecting it to double. It is in a very healthy 6,800 EDHREC decks already. Its abilities are potent enough that I could even imagine a world where it becomes a piece in some type of Tier 2 aristocrats deck in Modern with Judith (though please don't bank on this as a reason to buy!).

Investment Plan

I grabbed a single NM foil copy for $2 during spoiler season with the intention of actually using it, and I think that'll be the only one I pick up at this time. I'm not as confident recommending Yahenni, Undying Partisan foils at $3, but I don't see it getting any cheaper, so might be worth grabbing a single copy if you know you are going to play with it.

I do think the foil will be the best long-term investment given the Expedition effect being in play with Aether Revolt cards. If Yahenni dodges reprints in 2019, I could see the foil getting to $5, but I don't envision it going up enough to profit unless it breaks through in another format.

Wrapping Up

While I am thrilled that the Rakdos guild got some new support, I am skeptical that Judith, the Scourge Diva and Rakdos, the Showstopper will cause a meaningful financial impact to relevant cards. I do think that Judith could challenge for the top Rakdos commander in due time, given how unpopular and unsupported the Rakdos guild has been historically.

I am generally avoiding speculation around either of these two cards with the exception of Rise of the Dark Realms and Yahenni, Undying Partisan. The reason I like both of these is because of their dual-purpose serving other similar strategies that Teysa Karlov (and other reanimation/aristocrat strategies) might employ.

What do you think? Do you agree/disagree that Judith and/or Rakdos will make waves in EDH? Why or why not?

Please feel free to DM me on Twitter (@ChiStyleGaming) or in the QS Discord (@Chris Martin#5133) with your feedback! I always love hearing from you! As always, see you on the battlefield!

MTG Metagame Finance #28

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Continue reading "MTG Metagame Finance #28"

Learning from One Year of Online Sales Data

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Most of you know that finding a cyclical trend in MTG finance can serve as a pretty smart and easy way to make money. The most obvious trend has typically been to buy Standard dual lands while the set they come in is being drafted, and then sell them when the next block rotates in.

Doing so with the Scars of Mirrodin fastlands, Innistrad checklands, Kaladesh fastlands, and, most recently, Dominaria checklands would have given you some decent profits with minimal risk. This doesn't always hold true, though, as you can see by the Theros scrylands.

There was an error retrieving a chart for Temple of Epiphany

However, there are other trends we can look for when it comes to Magic: The Gathering finance. Everyone is aware that retail stores have a lot of sales between November and December with Black Friday deals and standard holiday sales. In fact, many retailers see a significant portion of their yearly income in that two-month time span.

I've been tracking my total Magic expenses compared to total Magic sales over the year and found a few trends.

The graph above shows my total sales versus total expenses on a per-month basis throughout the year. While this only represents my store and only one year's worth of data, it's still somewhere to start. There is some additional important information that needs to be stated upfront for any trends to have accuracy.

  • Throughout the year, I kept my total number of listed cards relatively consistent, between 500 and 700 at any given time. Though now I'm up to around 1000 cards.
  • My main focus has been Commander cards throughout the year.
    • This means I didn't have much Standard inventory, so my graph shouldn't show dramatic swings when set rotation or major metagame shifts occurred.
    • One would expect shifts when new Commander product was released, which occurred on August 10, 2018. However, there doesn't appear to be any spikes with regards to my sales related to the release of Commander 2018.
  • I began aggressively buying cards in March and April to build up store inventory.
  • I purchased a fair number of Reserved List speculation targets the first few months of the year. Many of these I haven't put up for sale just yet, as they haven't hit my expected price targets.
  • I began aggressively buying Ultimate Masters reprints when the set released (December 7, 2018).
  • I purchased two boxes of Ultimate Masters on separate occasions (both in the month of November) which accounts for a large part of the expenses tied to that month.

Trends

Summer Lull

I definitely saw the "summer lull" that many store owners talk about, which I honestly didn't expect because it's usually tied to the Standard format and upcoming rotation. However, sales throughout the months of May through September were rather abysmal, despite the fact that most of my purchases during those months were for store inventory. Most of my summer purchases were tied to the good Commander reprints in Battlebond, as I saw those cards reaching new lows.

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There was an error retrieving a chart for Mycosynth Lattice
There was an error retrieving a chart for Mind's Eye

The only other speculative purchases throughout the summer were tied to a few Standard speculation targets. I did very well on the Dominaria checklands. But I'm still waiting on Mox Amber, which hasn't done anything but drop and then sit in the $5ish range on Facebook sales groups.

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There was an error retrieving a chart for Mox Amber

Now it's important to consider that if a lot of stores see the same summer lull issues it may be a great time to be a buyer, assuming you don't have overhead costs. The reason for this should be somewhat obvious—if sales are abysmal for a store owner who has to pay all their overhead costs every month regardless of their actual sales, then one would expect sales prices to drop to increase sale velocity. Thus, when sales are down, it's a good time to be a buyer.

End of Year Sales and Buys

I clearly saw a nice sales bump at the end of the year. I have no doubt this was heavily influenced by TCGplayer offering multiple kickback sales throughout that time period, though I never had any insane sales days on the biggest kickback days (Black Friday and Cyber Monday). I know that I owe a fair amount of my expenses to Ultimate Masters buys, with four boxes and another $524 in various singles accounted for.

Spring Sales

I've talked to several store owners, and an increase in sales in the early spring seems to be a somewhat common occurrence. If you consistently notice a lot of sales in the spring, then it makes sense to avoid dropping prices to encourage sales during that time frame, as the sales should occur naturally and it would be smarter to save price drops for slower times of the year.

This may seem counter-intuitive, as when you're flush with cash the natural inclination is to be in a buying mood. However, it's more beneficial to save your purchases for times when others aren't buying, which will maximize your leverage in any given transactions. I've covered the concept of cash-flow analysis before, so if you're looking for more details, I'd check that article out.

Conclusion

It's important to gather data at an individual store level and to use that data to your advantage. Every sale is a data point. Any trends you can identify from these can be extremely beneficial to your store, whether it be online or a physical presence. Utilize this data to determine the best times to buy cards, to understand when cash might be tight, when sales should be implemented, and to help alleviate risks of cash shortfalls.

One additional lesson I have learned while reviewing this data is that I need to record more information for each sale, specifically the format I think the sale is for. This way I can do a more detailed analysis for future trends.

Daily Stock Watch – Training Grounds

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Hello, readers and welcome to today's edition of the Daily Stock Watch! I'm going to continue talking about cards that are getting some assist from new cards in Ravnica Allegiance today after seeing this hit its all-time high. It has been trending for a while now, and it actually feels like it makes more sense now why because of a new card that looks just like it in the coming set.

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Are you a fan of taking advantage of strong abilities at a very low cost? If yes, then I wish you've already seen this.

My colleague Edward Eng talked about this last month as the walking version of Training Grounds so it wouldn't surprise me to see a deck in Modern that just takes advantage of both. I have seen a couple of ideas running around on how it could look like, and here's one that I think that people who are interested in the team up could use as their starting point for the deck.

Bant Familiar

Creatures

4 Noble Hierarch
4 Birds of Paradise
4 Duskwatch Recruiter // Krallenhorde Howler
4 Nest Invader
4 Biomancer's Familiar
2 Anafenza, Kin-Tree Spirit
4 Eldrazi Displacer
3 Flickerwisp
2 Eternal Witness

Other Spells

2 Training Grounds
4 Collected Company
4 Chord of Calling

Lands

1 Plains
1 Forest
3 Brushland
3 Yavimaya Coast
4 Windswept Heath
4 Eldrazi Temple
2 Misty Rainforest
1 Gavony Township
2 Temple Garden
1 Breeding Pool

The decklist isn't as polished as you wish it could get but this rough draft should give you an idea of what it's trying to accomplish. Cheating creature abilities by reducing their costs to almost zero is a huge thing, considering that you could create a platoon of creatures that are humongous enough to beat your opponent during their turn. We'd like to transform this list into something that could finish games in the way that Walking Ballista decks could, but I have yet to figure out how. If you have an idea about something like that, feel free to let us know in the comments section below.

Since we're talking finance here on the Daily Stock Watch, I'd like you to know that Training Grounds just hit $16.17 as of today, having been printed almost a decade back and with no other printings as of writing time. This card used to be one that you would see in bulk bins a few years back and there's not much competitive notion to support the current trend that says it shouldn't belong there. I've been playing Commander long enough to know that this card isn't a vital cog to any game-breaking combos that won't work without it, so should we press the panic button now and start purchasing this card before it goes over $20?

Less is More

There are historically other good cards just like Training Grounds that reduces the costs of either spells or abilities, and produces really good results. Above are just some of those cards that have historically made impacts in their respective formats, and still continues to be great ones up to date. I don't think that Training Grounds has done enough to be included in this conversation, but it might end up being a part of it if the current hype lives up to its billing. I'm a bit bullish with cards that actually end games just by being there, and this one has the potential to do just that if the correct list is tweaked properly. At its current price tag, I think you could go out there and milk it for what it's worth. I'd say this one is worth $10 at most unless if breaks the internet with some crazy list that takes full advantage of it and could actually perform consistently with Biomancer's Familiar.

At the moment, StarCityGames is out of stock of this card while Card Kingdom still has two play sets of it at $19.99 each. You could find lightly played copies for as low as $15.42 via TCGPlayer vendors if you're out there looking for a bargain. Foil copies are just north of $30 and is something that I would recommend getting if you're thinking of this becoming a real thing rather than speculate on the non-foil ones. In general, I would ask you to stay away from it for spec purposes. Trust your judgment on this one but I'm sticking with the mentality of selling it now.

And that’s it for today’s edition of the Daily Stock Watch! See you again next time, as we check out a new card that should be on the go, or good enough for speculating. As always, feel free to share your opinion in the comments section below. And if you want to keep up with all the market movement, be sure to check in with the QS Discord Channel for real time market information, and stay ahead of the hottest specs!

Deceptively Poor: Spoiler Week 3

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The set release is nigh! With all of Ravnica Allegiance spoiled, speculation can end and brewing begin. I'm pleasantly surprised by all the potential Modern playables. This expansion might not go down in history like Khans of Tarkir, but I expect plenty of cards to see play, if only because they're too interesting not to brew with.

However, not all potential cards were designed equal. So far, I've covered some unique and potentially gamechanging cards as well as niche but powerful cards. This week is for cards that may offer something unique or powerful-seeming, but in the context of Modern, may not live up to that potential.

Repudiate // Replicate

I will be focusing on Repudiate // Replicate for this section, but I have the same arguments for Modern prospects Incubation // Incongruity and Revival // Revenge. These are spells with decent effects and very attractive flexibility defeated by context.

The individual effects and their associated mana costs aren't enough to warrant Modern play. The flexibility of being a split card with hybrid mana costs makes a promise to make up for the effect, but ultimately, it's not a promise that can be kept. Even with the additional benefit, no deck wants these cards.

Collective Comparison

Modal and split cards almost always cost more than the individual effects are worth in constructed formats. Their flexibility makes up for the cost because they free up spell slots for other spells. Individually, drawing a card worth two mana, giving creatures lifelink is barely playable, and returning attacking or blocking creatures to the top of the library is marginal. Put all these effects together and Azorius Charm is a defining card in Standard. The value of flexibility makes up for individual weakness in Standard.

The same can't be said in Modern, where mana cost and effect impact are king. Decks are more powerful and streamlined than in Standard, so there's less need for flexibility. Some modal/split spells see niche play, like Orzhov Charm for Death's Shadow or Dusk /// Dawn in Death and Taxes. However, I can only think of two that see regular play: Cryptic Command and Collective Brutality. The former sees play in control for its power, while the latter is more widespread and applicable to this discussion.

The reason for Brutality's ubiquity is that it's cheap. In the past, I've expressed dissatisfaction with Brutality because its individual effects are so small. What I had missed was how valuable having all three for no additional mana would be. Discarding cards to get those effects is the real power of Brutality, as it synergizes so well with all the graveyard strategies. Thus, the new split cards need to synergize well or be overwhelmingly powerful to make it in Modern.

Niche at Best

Repudiate has several problems indicative of the whole group. Its effect is worse than the already existing Trickbind, because it costs more colored mana and doesn't have split second. If a deck wanted the effect, it would already have it, and Trickbind doesn't see any play.

The only thing Repudiate has over Trickbind is that it could be played in mono-green decks. However, why would any deck want to? The effect is niche at best. Prior to Deathrite Shaman being printed Stifle saw a lot of Legacy play in RUG Delver to kill fetchlands. Since then, it hasn't been good enough for widespread play. Why would a deck play a worse version of an unplayable card?

The addition of the other half of the spell might be enough, however they're also not good enough. Any deck that wants to copy its own creatures would just play Phantasmal Image for cheaper and with Collective Company/Aether Vial synergy. If I want an inefficient but flexible Stifle, I could have Nimble Obstructionist.

They Don't Belong

Revival has the best chance of eventually making it to Modern as an incremental upgrade to Claim /// Fame. However, the odds aren't favorable. Reanimation in Modern is either interested in big creatures or Death's Shadow, and Revival can't do the former and is inefficient at the latter. In short, these effects already exist on better cards in Modern and every deck that wants them has them. There's no reason to pick something worse for niche benefits.

Electrodominance

If this is where Wizards' heads are, then Lavinia, Azorius Renegade starts to make sense for Standard. That aside, Electrodominance has had an electric effect on spoiler season. Everywhere I've looked, I've seen players trying to use its power to do broken things with uncosted suspend cards. I'm not so on board.

Here We Go Again

Forgive my cynicism, but I've been down this road before. Everyone was all over As Foretold after Amonket, but despite all the effort, it never went anywhere. That card had the added benefit of being persistent and scaling over the course of a game. If Modern can't use all the free mana from As Foretold, why would the one shot effect of Electrodominance make it?

The obvious answer is to play Ancestral Visions or Living Ends from hand rather than leaving them stranded. This is fair, but Modern already had that in the Aether Revolt expertise cycle. In particular Kari Zev's Expertise was supposed to save Living End decks from niche play and didn't.

The only advantage that Electrodominance has over anything that has come before is being cheaper. This isn't nothing, but what does it actually mean to Wheel of Fate, Restore Balance, or Ancestral Vision on turn two? How does a deck use these effects this early to win the game?

Strategic Problem

Ultimately, this is the problem all these not-cascade cards have struggled with. The card power and synergy are there, but they can't take full advantage of them. In order to get these effects, they play a lot of situational and/or redundant enabler cards. The various As Foretold decks either went the combo route with all the card draw, or prison with Greater Gargadon and Ensnaring Bridge, and it wasn't good enough because there was too much air, too much durdling, and it took too long. It didn't matter if they were capable of drawing all of the cards or sweeping the board a few times if they couldn't actually close the game. The problem lies on the strategic level of being overly complicated and inefficient decks, and not with a lack of enablers.

Solution Elusive

Since Electrodominance doesn't fix this fundamental strategic problem, it won't rescue Blue End or As Foretold prison from Modern's fringe. I'm not certain what card actually could. The solution to being somewhat clunky and being unable to take advantage of all the cards a deck can draw is typically more mana, but fast mana isn't a thing in Modern.

Arclight Speed Limit

The main appeal of As Foretold decks was the ability to draw many cards quickly, and Modern now lets you do that and play a good deck to boot. I'd argue that the actual gameplan of Arclight Phoenixdecks is to draw lots of cards. Having cantripped through their decks, players find a payoff or several and win thereafter. Players that want a mana sink that also draws more cards for Phoenix could do worse than Electrodominance in that role. It's not very good or efficient compared to everything else in the deck, but it could happen.

Gruul Spellbreaker

The next card is a creature with multiple problems. Gruul Spellbreaker looks so close to making it in Modern. Being a three mana 3/3 with haste or a 4/4 without is close to playable in the right deck or with the right abilities, as demonstrated by Mantis Rider and Loxodon Smiter. But therein lies the problem. Spellbreaker's other abilities aren't relevant enough in Modern, and even if they were, the right deck for it is the wrong deck for Modern.

Belonging Problem

The obvious place to start is to look for a place to live. On the basis of stats and cost, it seems natural to pair Spellbreaker with Bloodbraid Elf to have six power of hasty creatures attacking turn 4. This isn't the worst cascade. However, Jund would never play Spellbreaker. To get a space in Jund, a creature either needs to provide additional value or be incredibly efficient. As it doesn't have built in card advantage or value like Dark Confidant or Scavenging Ooze, the ogre is just a beater, which is the same job Tarmogoyf holds. Given that Goyf is cheaper and frequently bigger than Spellbreaker, it wins the fight easily.

If not Jund, the only option is for Gruul-colored aggressive decks. This means either GR Eldrazi or Zoo. The problem is that neither deck is a deck in Modern anymore. Zoo hasn't been a serious contender in years, while GR Eldrazi had some success this time last year it has virtually disappeared. The three-drop spot was so crowded anyway that I can't imagine Spellbreaker making it into Eldrazi in the first place. That leaves Zoo, which isn't a deck in Modern anymore.

Zoo's Strategic Stagnation

There was a time that Zoo was the best deck in Modern. That time was 2011, right before Wild Nacatl got banned. By the time that was undone in 2014, Modern had passed Zoo by, and the deck has failed to have any significant impact since.

The problem with Zoo is that it's the definition of a straightforward aggro deck. It just plays the best cheap attackers, turns them sideways, and hopes that plus some burn is enough. Even in 2014, pure Burn did that too, but far more efficiently; Affinity did that more explosively, with flying, and featuring an infect backup plan. Today we have decks that randomly dump free 4/4's into play turn 1 and follow that up with 1 mana 5/5's. Zoo's strategy is from a time when Wizards didn't push the bar on creatures, and is now too archaic to survive. If Zoo in any form wants to come back, it will take a major overhaul, and a three-mana, 3/3-4/4 beater isn't going to cut it.

Otherwise, Irrelevant

I've skipped over the non-riot abilities on Spellbreaker so far because they're not going to help or hinder its playability. Trample is mostly irrelevant on a lower-mid sized creature since it's only getting blocked if it can be killed anyway and that's not too hard today. Trample isn't why Reality Smasher is played.

The conditional hexproof is interesting, but it isn't good enough. Most decks will be willing to wait to kill Spellbreaker anyway as long as they can kill other threats. If the controller always had hexproof that might be good enough, but only having it on their turn means it only affects Vendilion Clique, Blessed Alliance, and Settle the Wreckage, none of which see much play. Thus, the utility is niche at best.

Prime Speaker Vannifar

Finally, there's the newest broken-card-with-legs, Prime Speaker Vannifar. Time Spiral's Magus cycle of Vintage-cards-on-legs are Vannifar's direct ancestors. While Magus of the Moon and Magus of the Tabernacle have seen play, the Magi with activation costs (like Vannifar) have had no real impact in the format.

Vannifar looks like a better deal. For starters, she can be found off Chord of Calling on the end step and then combo off on your own turn. This power being why Splinter Twin got banned, it's a possibility to look into. Her activation is also manaless, unlike Birthing Pod. This means Vannifar can do every combo that Pod did, but more efficiently, theoretically opening up new combo or value chain possibilities. It's not surprising that Pod stalwarts are salivating over the prospect of their deck being resurrected.

Out of Her Prime

Being fetchable is no small thing, and neither is the manaless activation. However, the problem of being a creature still hangs on Vannifar; while I'm sure she'll see play in Modern, her true home will be Commander.

Birthing Pod was a good card because it could be played turn 2 off a single Bird, used immediately (mana provided), and was immune to (almost) all maindeck removal. None of these things are true of the Prime Speaker. This is by design: the entire point of stapling broken spells to creatures is to make them more vulnerable to removal and slow down their effects.

Chording for Vannifar with the intention of going off after untapping would be a sound plan if it could be defended. However, that Chord requires seven mana, and while it's possible with two Birds of Paradise and a Wall of Roots on turn three, it doesn't leave any mana open to protect the Chord or the Vannifar. Kiki-Chord worked for Jeff Hoogland and almost nobody else for a reason.

The Prime Speaker needs protection because there is removal everywhere. The only commonly-played-maindeck card that could remove a resolved Pod was Maelstrom Pulse, which was only played in Jund. At instant speed alone, Vannifar has to contend with the very commonly played Path to Exile, revolted Fatal Push, Dismember, Lightning Axe, Assassin's Trophy, and occasionally Terminus.

The Real Question

Given that Pod was cheaper and virtually guaranteed to survive and Vannifar isn't, it appears that the only reason to consider the card is the potential to cast Chord on the end step, and win via combo in turn four's main phase. However, why bother? Chord players can already do that on turn three in Counters Company with Devoted Druid and Vizier of Remedies. It may require more cards in the actual combo, but setting up Vannifar requires at least as many. It's also not particularly burdensome for a deck with Collected Company. If the Company deck isn't good enough, why would the slower and thus more vulnerable Vannifar deck supersede it?

Quick Hits

Finally, here are some thoughts on a couple other cards that I don't think warrant an entire section.

  • Absorb - Despite appearances, this is quite playable in UW Control. The cost isn't burdensome and Logic Knot is often a three mana spell anyway. More importantly against burn incidental lifegain on a counter can be backbreaking much the same way Lightning Helix can be.
  • Hero of Precinct OneThe deck that wants this card does not exist because there aren't enough cheap multicolored spells to emulate Young Pyromancer. I'd like this not to be the case because the greater flexibility is very appealing.

Speculation's End

I look forward to seeing what other players make of Ravnica Allegiance in the coming weeks. I'll also take this opportunity to remind everyone, as I always do, that despite the upcoming banlist announcement and the hype around it, don't fall for any speculation. I believe the correct prediction is always no changes. That said, we'll all find out if I'm wrong about that this time next week.

Daily Stock Watch – Scryb Ranger

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Hello, everyone and welcome to a new edition of the Daily Stock Watch! People aren't too high on cards from Ravnica Allegiance but some of them have brought very promising potential in co-existing with old cards. One particular mythic from the set made an old reliable lethal again, as it prompted a price spike for today's featured card. A timely assist from Saffron Olive helped its cause as well so without further ado, let's talk about this hot card today.

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If you've been playing Maverick in Legacy for the longest time, you'd know how good this card is. Thanks to this list that our smart folks from MTGGoldfish came up with, Scryb Ranger is now a $5.39 card a few days removed from the arrival of its new master, which is the exciting mythic from the upcoming set Prime Speaker Vannifar.

Clearly another Birthing Pod on a stick, this card could easily go off with multiple combos in the deck (I will post the list below) once it hits the board on your opponent's turn via Chord of Calling, allowing it to set up its sorcery-speed combo powers on your turn. Scryb Ranger will then play an important part in abusing its powers, as it simply allows Prime Speaker Vannifar to go off twice on the same turn without costing a single mana. The list looked a little something like this in Modern, and there are a hundred ways you could go about it in a UG shell in Commander. Get a little creative and craft your own based on this one.

Prime Speaker Pod by Ali J.

Creatures

4 Birds of Paradise
2 Noble Hierarch
3 Devoted Druid
1 Duskwatch Recruiter
1 Fauna Shaman
1 Scavenging Ooze
2 Scryb Ranger
1 Spellskite
1 Vizier of Remedies
2 Deceiver Exarch
1 Eternal Witness
1 Kitchen Finks
1 Knight of Autumn
2 Renegade Rallier
1 Rhonas the Indomitable
1 Breaching Hippocamp
2 Restoration Angel
2 Kiki-Jiki, Mirror Breaker
1 Zealous Conscripts
1 Sun Titan
4 Prime Speaker Vannifar

Other Spells

4 Chord of Calling

Lands

2 Breeding Pool
2 Forest
1 Hallowed Fountain
1 Island
4 Misty Rainforest
1 Plains
1 Steam Vents
2 Stomping Ground
2 Temple Garden
4 Windswept Heath
1 Wooded Foothills

Sideboard

1 Ethersworn Canonist
1 Gaddock Teeg
1 Kataki, War's Wage
1 Kor Firewalker
1 Scavenging Ooze
2 Selfless Spirit
2 Fulminator Mage
1 Izzet Staticaster
1 Thragtusk
3 Path to Exile
1 Deputy of Detention

The more linear approach to winning in Modern via Control (UW/Jeskai) or aggro (Humans/Hardened Affinity/RDW) has been preferred more by lots of players lately as there have been lots of ways to suppress decks that look at a single turn combo to win games. The arrival of Prime Speaker Vannifar gives this creature-esque combo approach a new look, and I'm quite sure a lot of players would love to see this deck in action. Scryb Ranger hasn't been reprinted since it was released, so a $5 investment on it seems fairly decent to me right now. The deck looks promising both in Modern and Commander. You could trust me just as much as the next guy on this as I have been actively playing both formats competitively for the most part of the past few years. There will be an actual use for this regardless if it turns out to be a bust in competitive Modern play.

We Love Scryb Ranger

In more ways than what the naked eye can see, these guys are beneficiaries of the powers that having a Scryb Ranger onboard could give your deck. This faerie has been a very strong player for the longest time, and it's only a matter of time before it breaks through financially once more. This could be the beginning of its ascend towards $10 territory barring an immediate reprint, and things could only look up for it from this point on. I am surprisingly in on it for $5 or less, and I expect better things and results for it as it will open up a lot of new deck ideas in Commander. Don't expect much from Modern at this point in time -- Gut Shot is an actual card in the format that you would probably get hit with a lot.

At the moment, StarCityGames and Card Kingdom are both out of stock of this card. They should be back up soon at north of $5 easily. Vendors via TCGPlayer are selling damaged copies at just a shade above $4.50, so you could still try finding decent ones at around that range. Foils are at a premium just above $10, and that's something that would be great to pick up. This card has proven time and again to be an effective player, and it's looking like it could be a major player again in a combo setup thanks to the new Prime Speaker.

And that’s it for today’s edition of the Daily Stock Watch! See you again next time, as we check out a new card that should be on the go, or good enough for speculating. As always, feel free to share your opinion in the comments section below. And if you want to keep up with all the market movement, be sure to check in with the QS Discord Channel for real time market information, and stay ahead of the hottest specs!

Insider: How to Profitably Spend Store Credit

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Cash is king. It's a classic phrase used in analyzing portfolios or discussing business strategy, and it’s one I try to adhere to when dealing in MTG finance. It can mean multiple things: keeping cash available for opportunistic buys, leveraging cash to make a favorable trade with someone, or taking cash over credit when dealing with vendor buylists.

When my cash levels get precariously low, I tend to favor cash over credit. However, if my cash balance is healthy enough, I always prefer credit. Why? I've touched on this in the past, so I won’t delve too deeply again. But the bottom line is this: nearly all stores have at least some cards that are priced competitively versus the market. This enables you to convert that juicy trade credit bonus into additional cash in your pocket, as long as you’re able to do a little more work.

The question then becomes, what are the right cards to target with trade credit? Finding cards on a store’s site that are priced competitively can take a lot of time. Worry not, faithful readers! I have done some of this research already and I’m happy to share my thoughts.

Just keep in mind that highlighting these opportunities may mean the opportunities won’t last very long. If that is the case, I’d encourage you to use the strategies described by the examples, rather than focusing on the examples themselves; it’s the strategy that can be reapplied in the future. Teach a man to fish, etc., etc.

ABUGames

Let’s start with the 800-pound gorilla, ABUGames. I refer to this store as the big gorilla because they offer the largest credit bonuses on their cards. In many cases, you’ll get a trade-in bonus of 100% or more. However with all that inflated credit, it can be very difficult to cash out. Their sell prices on some of the most liquid targets are egregiously high. $1049.99 for a near mint Revised Underground Sea? No way, no how.

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Fortunately there are some decent targets. There are very few chances to get a card from ABUGames below market price, but if you’re netting 100% credit bonus, I’d argue it’s perfectly reasonable to aim for something only 10-20% above TCG low. That still means a reasonable conversion from credit to cash.

My favorite target right now is Jace, the Mind Sculptor–only their Worldwake near mint pricing is too high. Any other nonfoils they get in stock are worth picking up, and played copies are even closer to market pricing. They are charging $89.99 for played Masters 25 and Eternal Masters copies, while TCG low is in the high $80’s.

This is a phenomenal way to cash out of credit when you’re getting $83 in trade credit on slightly played Beta Web, for example. Star City Games had over a dozen of those for $29.99 in their recent sale. Imagine spending $35 plus shipping for a Jace, the Mind Sculptor—that’s what I essentially did.

There was an error retrieving a chart for Web

Sadly, Jaces are all sold out now. If ABUGames ever restocks Manamorphose, that’s another good credit pick-up. In absence of those, consider Zendikar fetch lands—but try to focus on slightly played and played copies. That’s where you’ll get the biggest bang for your buck.

You may consider slightly played Commander foils. I haven’t shopped for those myself, but sometimes a random foil will disappear from TCGplayer, and you may have a chance to get some from ABUGames before people catch on.

Lastly, if ABUGames ever restocks the more desirable World Championship Deck cards, jump on them. Some of their prices are below Card Kingdom’s buylist—they just never have any in stock!

Card Kingdom

One nice thing about Card Kingdom is that their prices are often very reasonable as compared to ABUGames. Keeping credit handy at Card Kingdom is a great way to jump on a buyout-in-progress. For example, if you think the recent spike in Primordial Sage is real, then spending some credit on Card Kingdom’s $1.29 copies seems like a slam dunk. You could check MTG Stocks every day to see what’s on the move, and buy opportunistically from Card Kingdom.

There was an error retrieving a chart for Primordial Sage

My favorite play with Card Kingdom, however, is something I’ve written about in the past: their Alpha/Beta/Unlimited “good” condition cards. These are often priced lower than any other online store. For example, I recently got a couple of good Beta basic lands from Card Kingdom. I paid $7.60 for Forest and $7.20 for Plains. This is right in-line with TCG low pricing for heavily played copies.

A more interesting card would be the good Beta Armageddon they have in stock for $400. This matches the lowest price on eBay and TCGplayer. Perhaps this isn’t a card to flip for profit, but if you’re in the market for such a card, it could be a great out for trade credit. And of course, if Card Kingdom can ever keep good Unlimited duals or Power in stock, you could find yourself an excellent deal.

Last but not least, you can consider the store-to-store arbitrage angle. Some good condition cards from Card Kingdom can be flipped readily to ABUGames for even more trade credit. The step up has to be large enough to be worthwhile, but there are some instances where this is the case. Just go down Card Kingdom’s Alpha, Beta, and Unlimited stock focusing on good condition cards and compare them against ABUGames’s played and heavily played buy prices. You’ll find some instances where the step up is worthwhile—it just takes some patience!

Channel Fireball

Admittedly, I don’t sell to Channel Fireball. I’m sure they’re a fine vendor to buylist to, but I find their downgrade on Old School cards is too severe for me to justify the endeavor. That said, if you do have credit, then using that credit to acquire Old School cards can be worth your while. Lately I’ve been using cash to buy their “damaged” cards. Guess what: 90% of the time they’re not really damaged.

Once in a while you do get something creased or inked. But I’ve gotten a number of lower-end “damaged” Unlimited cards from Channel Fireball lately that I would grade moderately played myself. But the proof is in the pudding: when I can ship said “damaged” cards to ABUGames as “played,” I have hard evidence that these cards were graded down from where they should be.

The result: arbitrage! I was getting damaged Unlimited Personal Incarnations for $4.99 minus coupons. Then I would ship them to ABUGames for $13.05 in trade credit.

There was an error retrieving a chart for Personal Incarnation

Even their cash number is more than five bucks—immediate arbitrage! There are multiple instances where Channel Fireball’s damaged cards are below ABUGames’s cash buy prices. I’d focus on the lower-end Unlimited stuff to find such opportunities.

Star City Games

I haven’t buylisted to Star City Games in ages, even though they once were one of my go-to vendors. Nowadays I just don’t see the point as they rarely offer the best numbers.

But if you have some trade credit with Star City Games, you may have some luck cashing it out into their “HP” Old School stuff. I recently picked up an “HP” Elephant Graveyard from Star City Games for below TCG low, though this was during their end-of-year sale so credit wasn’t allowed. If they do another sale and allow trade credit, then this is certainly the way to go.

Keep in mind their “HP” is often moderately played or better. I have yet to receive an “HP” card from Star City Games that I would grade heavily played myself.

There was an error retrieving a chart for Elephant Graveyard

Otherwise, I suppose you could target cards being actively bought out. That goes for any store, really. And if you run out of ideas completely, there’s always Jace, the Mind Sculptor—they have some of these in stock as well.

Wrapping It Up

There’s always something to be said for having cash available to purchase Magic cards. So often I see posts on Facebook where people are trying to move cards at attractive prices but are only seeking cash. No matter how you cut it, money does appear to “make the world go ‘round.”

That said, if you can swing it I’d recommend considering trade credit. I’ve written about this in the past, but I wanted to provide some specific, actionable strategies in this week’s article. These are actual cards or categories of cards you can leverage right now to exit store credit profitably. Remember, specific examples listed may not be opportunities in the near future, but the categories of cards are still worth committing to memory.

If you struggle to find anything, my last recommendation would be to consult the Quiet Speculation Insider Discord chat. Someone did that recently, asking folks for ideas of how to best cash out of ABUGames trade credit. They received responses from a few different Insiders who were generous enough to share their ideas.

At the end of the day, we’re all a community working together to try and make this hobby just a little cheaper. I shared my ideas because I’m a content contributor to this site, but I was very impressed with how willing other community members were to help each other out. To me, such a community is just as valuable as the content on this site and I’d encourage you to consider checking it out—you may find it’s worth the investment!

Sigbits

  • This week I’m going to share some recent buylist transactions I’ve made personally. Let’s start with a played Ring of Ma'rûf I shipped to ABUGames for $104 in trade credit. This I applied towards a slightly played Worldwake Jace, the Mind Sculptor, which was listed at around $121.
  • I also shipped some smaller stuff to ABUGames for credit to work towards their Jaces. Included were a played Antiquities Ivory Tower ($13.60), a slightly played Beta Web ($83), and a played Unlimited Gaea's Liege ($21.60). All in the name of acquiring Jaces, though I also did put in an order for a played Zendikar Marsh Flats, listed at $43.19.
  • With Card Kingdom, I recently shipped them some low-end stuff to clear out my bulk boxes. Besides a stack of nickels, I included a played The Dark Maze of Ith lying around ($11.05 in credit) and a very good The Dark Elves of Deep Shadow ($2.73). I used the resulting credit to acquire a good Unlimited Lord of the Pit for $14 and a good Unlimited Roc of Kher Ridges for $12. I can choose to buylist these to ABUGames for a sizable increase in credit if I so desire.

UR It: Rebuilding Delver with Salamander Drake

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*Editor's note: at the time of writing, Pteramander's English name had not been spoiled. This article's title refers to the card as "Salamander Drake."

Spells-matter decks perform admirably these days, but my favorite Human Insect rarely inhabits them. Last week, I mused about what Delver of Secrets would need—both card-wise and metagame-wise—to again be a player in Modern. Those thought experiments inspired deckbuilding experments, which Wizards detonated with an exciting spoiler. Today's article unveils the findings of my aberrant research.

From the Ground Up

Delver has many shortcomings in Modern, but also some potential uses. I believe that the reason to play Delver over the more proactive and explosive Arclight Phoenix decks is its ability to incorporate stack interaction, which punishes spell-based combo decks but suffers against midrange. Relying on a more "fair" threat also enables Delver to run hate cards that cripple Phoenix and other velocity-centric packages (i.e. Damping Sphere); relatedly, Delver of Secrets itself dodges the most common Phoenix hate (i.e. Surgical Extraction). With this deckbuilding slant, Phoenix itself ends up being a positive matchup for Delver, as does the top-performing deck in Modern, Ironworks.

I got to work building the Delver deck of the future. For starters, I figured a full set of Snapcaster Mages could be added to the core over the more aggressive creatures of the past to give the deck a more reactive bent; Lightning Bolt, especially combined with Snap, helps close out the game from a different angle. Snapcaster adds consistency by reusing key cards, flexibility with its flash body, and raw power alongside Lightning Bolt, making it critical for Modern Delver decks, which struggle on these three axes relevant to other existing strategies. A core began to form:

Staples (12)

4 Delver of Secrets
4 Snapcaster Mage
4 Lightning Bolt

From there, I had to determine cantrip numbers, flesh out the creature base, and decide on disruption.

Maximizing Thought Scour

Delver all but demands some cantrip density, and Modern's not known for its selection of powerful blue cantrips. Ponder is probably the best at setting up flips, but it's banned in Modern; I'd say Serum Visions takes the number two slot, and also excels at finding key cards. Up next are Sleight of Hand, Opt, and Thought Scour. As we're often operating at instant speed, Opt looks a lot better than the marginally-more-impactful Sleight of Hand, since it lets players hold up permission mana.

Scour, too, is an instant-speed cantrip, and has the potential to be the best of the bunch. Grixis Shadow's dip into Faithless Looting and Mishra's Bauble has claimed some copies of Serum Visions, but Scour always remains a 4-of in that deck due to its ability to power out delve threats. I wanted my Delver deck to also have the ability to abuse Thought Scour, ideally enough to make it better than Serum Visions—in doing so, I'd upgrade the power level of my cantrips generally.

I also included a pair of Faithless Looting to see how the card played in this deck, anticipating that land drops beyond the third would prove superfluous in pretty much every game 1. I ended up having to raise my land count to from 18 to 19 to support later card choices, a decision Looting helps grapple with in the mid-game.

Cantrips (10)

4 Thought Scour
4 Serum Visions
2 Faithless Looting

Picking Threats

While I wanted a set of Scours, I also didn't want to build the deck in such a way that it would fold to heavy-duty graveyard hate, especially Rest in Peace. That's a problem with Temur (reliant on Tarmogoyf and Hooting Mandrills) that I think makes the deck utterly unplayable in this graveyard-wise metagame. The question when choosing threats was one of how to extract value from a full set of Scours without opening myself to blowouts from hate cards.

Tarmogoyf, Bedlam Reveler, and delve threats do absolutely nothing against a resolved Rest in Peace. Goyf is the worst offender here, as a later Rest invalidates any previously resolved Goyfs, while the other creatures lock in their value when cast.

Crackling Drake met my criteria perfectly—on top of that, no Scour is ever too many for this creature; it always improves. But four mana is a steep cost for a core threat in a Delver deck, no matter how reactive the build.

I ended up settling on Grim Lavamancer. The four Scours ensure a constant stream of cards entering the graveyard, allowing Lavamancer to totally dominate the small creature matchups Delver has long splashed sideboard sweepers to beat. Its floor is much higher than Goyf's, for instance, as a one-mana 1/1 considerably trumps an off-color, two-mana 0/1. Finally, Lavamancer makes up for his lack of offensive power by letting us run 4 Wizard's Lightning comfortably. The instant adds oomph to our Bolt-Snap-Bolt plan and gives us additional ways to power through board-invalidating tech like Ensnaring Bridge and Terminus.

To further compensate for Lavamancer's disappointing red zone abilities, I rounded things out with a pair of Vendilion Cliques. These are also Wizards that support the Lightning package. Clique gives UR a unique form of interaction by disrupting the hand, as well as a respectable aerial clock deployable at instant speed. But it is slow and vulnerable to most removal spells, including the now-ubiquitous Gut Shot.

Extra aggression (10)

4 Grim Lavamancer
2 Vendilion Clique
4 Wizard's Lightning

Building a Permission Suite

Just as my methods for selecting creatures and cantrips were heavily influenced by a desire to play Thought Scour, the decisions taken regarding permission focused around another one-mana blue instant: Spell Pierce. I'm of the opinion that Spell Pierce is bonkers in Modern right now, just as it has been in Legacy for years.

Naturally, Pierce shines against spell-based decks with combo elements. Hitting these decks where it hurts means taking out their consistency tools, which Pierce does with considerable reliability. But looking past its obvious prey, like Manamorphose and Ironworks, Pierce claims palatable applications against even decks that don't "go off." No longer can Spirits Path to Exile our early Lavamancer, or swarm the board with Collected Company. Terminus is a hassle for creature decks, but much less so when its pilots cast Cryptic Command and Jace, the Mind Sculptor into a one-mana counterspell.

The key to Pierce's power is the tempo it tends to generate. Hitting expensive spells provides Delver with a mana advantage. Few spells in Modern are free, so at one mana, Pierce almost always trades at mana parity or better. And Modern's one-mana cards don't feel bad to hit because they're also some of its best.

In this metagame, permission in general—though especially the one-mana Pierce—is poised to procure more than just tempo. Cards like Tormenting Voice and Collective Brutality ask pilots to two-for-one themselves before resolving their spell, and decks such as Storm and Phoenix use rituals and pricey cantrips to generate chains of spells. Disrupting these chains can leave opponents low on resources.

I went with 3 Pierce to avoid clogging in mid-game scenarios, and added a pair of each Spell Snare and Mana Leak for whatever else might present itself. While it's not permission, I also threw in a pair of Abrades for good measure; I like to have at least six removal spells in my Delver mainboards, and was interested in discovering what mainboard artifact hate can do for the archetype.

Permission/utility (9)

3 Spell Pierce
2 Spell Snare
2 Mana Leak
2 Abrade

The House that Funk Built

So concludes our slow-mo replay of the building process for a list that took me five minutes to type up.

UR Lavamancer, by Jordan Boisvert

Creatures

4 Grim Lavamancer
4 Delver of Secrets
4 Snapcaster Mage
2 Vendilion Clique

Instants

4 Lightning Bolt
4 Wizard's Lightning
4 Thought Scour
3 Spell Pierce
2 Mana Leak
2 Spell Snare
2 Abrade

Sorceries

4 Serum Visions
2 Faithless Looting

Lands

4 Scalding Tarn
4 Misty Rainforest
4 Spirebluff Canal
3 Steam Vents
3 Island
1 Mountain

Sideboard

3 Crackling Drake
1 Hazoret the Fervent
2 Damping Sphere
2 Blood Moon
1 Alpine Moon
1 Engineered Explosives
2 Surgical Extraction
1 Dismember
2 Anger of the Gods

The deck performed better than I expected it to. Lavamancer is a house in some matchups and gave me lots of free wins. Abrade also seemed fine in the mainboard.

Enter the Salamander

Just a couple days into building and tweaking the above list, Wizards spoiled Pteramander, a Flying Men that, under perfect conditions, could serve as an on-color Tombstalker. But Pteramander differs from Stalker in a few ways.

  • Split costs. While Tombstalker can use any cards in the graveyard as fuel, including dead creatures and fetchlands, Pteramander gives players a layaway option: we can cast the "front half" for just one mana and grow it for the difference at instant speed.
  • Delve vs. check. Similarly, although Stalker puts a 5/5 flier on the board faster, it cannibalizes other copies of itself. Pteramanders can all be grown at the same time, allowing us to run enough to make it a primary threat for the deck.
  • CMC. Pteramander's low converted mana cost makes it vulnerable to Fatal Push and Abrupt Decay. Its low investment cost somewhat compensates; having Tombstalker removed is generally more backbreaking.

In the UR Delver Deck

As I'd been working hard on UR Delver already, Pteramander prompted a sudden change of course. Like Lavamancer, Pteramander makes great use of Scour without becoming useless under Rest in Peace—it's even better under Rest than Lavamancer, since it flies. Pteramander is also more robust than Lavamancer; once its condition has been met, it's difficult to kill even a fresh one with Lightning Bolt. Pilots can simply deploy Pteramander, activate it, and then activate it again in response to damage-based removal. Alternatively, they can hold up mana until the following turn cycle to represent adapt.

I rebuilt the deck from scratch in another five minutes, landing on a list almost identical to the UR Lavamancer one. In place of Wizard's Lightning, I added a smattering of random instants and sorceries that underperformed during initial tests. Then, I realized another of Pteramander's components: it's blue! That means the creature helps enable Disrupting Shoal, which I have again been pining after in this metagame of blazing-fast kills created by cheap spells. Shoal also does a fine job of protecting Pteramander from the likes of Fatal Push: at the stage of the game where Pteramander "flips," it's often trivial to hold up hard-Shoal mana, and Cancel is as strong as ever with a beater on the table.

A couple days of fitting pieces together led me here.

UR Pteramander, by Jordan Boisvert

Creatures

4 Delver of Secrets
4 Pteramander
4 Snapcaster Mage
1 Vendilion Clique
1 Crackling Drake

Instants

4 Lightning Bolt
4 Thought Scour
4 Opt
4 Disrupting Shoal
3 Spell Pierce
2 Mana Leak
1 Abrade
1 Dismember
1 Echoing Truth

Sorceries

4 Serum Visions

Lands

4 Scalding Tarn
2 Misty Rainforest
4 Spirebluff Canal
3 Steam Vents
4 Island
1 Mountain

Sideboard

3 Damping Sphere
2 Blood Moon
3 Crackling Drake
3 Surgical Extraction
2 Abrade
2 Anger of the Gods

A number of little changes were made from the Lavamancer version:

  • I added 4 Opt to help with Pteramander.
  • One land was trimmed to account for the Opts and the omission of Looting.
  • The manabase was overhauled to be less painful without Lavamancer around to eat fetchlands.
  • The sideboard became more streamlined and focused.

Some more obvious changes were also made to account for a recurring UR failure point.

Dealing with Big Creatures

While UR Lavamancer could happily burn opponents out if they stuck a huge Knight of the Reliquary or Tarmogoyf, the Pteramander build struggles more with opposing fatties. I therefore split Abrade with Dismember in the mainboard, and added Echoing Truth where I once had the 19th land. Truth is a catch-all temporary answer to whatever permanent opponents stick, and I've liked it so far. It also sometimes exceeds its on-paper worth by dealing with a horde of tokens.

Crackling Drake also shows its face in the mainboard for this purpose: it's always bigger than whatever opponents can muster. Our many cantrips help us resolve it game 1, though multiple copies can clunk. Same deal with multiple Vendilion Cliques, as the Faerie's a legend, so I took one out for the Drake. Clique and Drake also give us the lottery-esque ability to Shoal three- and four-drops for huge tempo swings, although it rarely comes up.

Assessing Pteramander

Pteramander tends to adapt for one mana around turn four. It's also flippable early if pilots are willing to take a turn off and sink mana into the ability. In the meantime, the creature asks very little of the pilot, and even makes itself useful around the battlefield; I've gladly used early Pteramanders to trade with small fliers in combat. When games are due to go longer, either because we assume a more interactive role against creature decks or because midrange opponents assume that role against us, Pteramander consistently takes over the mid- and late-game.

The creature's worse against combo-oriented decks like Phoenix, Ironworks, and even Tron and Burn. In these matchups, it takes too long to grow and is usually sided out for hate. Fortunately, Delver (not to mention this build) is already well-equipped to defeat these sorts of decks, so a potential game 1 loss isn't the end of the world. Salamander is also soft to Rest in Peace, and gets swapped for Drake against opponents likely to bring in multiple copies of the enchantment. Since Rest decks tend to be slower, casting multiple Drakes on just 18 lands is feasible in those matchups.

Relative to the Lavamancer build, the Pteramander build offered fewer free wins, but a more consistent playstyle across the board. This deck is always built to grow Pteramander, but opposing decks are not always built to lose to Lavamancer. This improvement in consistency gives me hope that the Pteramander build can survive in Modern should it prove simple enough to enable.

On that note, it helps that Pteramander need only be enabled in game 1. Once opponents have access to their hate, it's simple for Delver pilots to pivot towards Crackling Drake and blank the hosers, additionally benefitting from opponents spending cards and mana interacting with a resource we no longer rely on. This sort of swap was tougher to do with Lavamancer, since cutting the Wizard left behind a bunch of unpowered Wizard's Lightnings to deal with; Pteramander then improves our reversibility during a match.

Leaping Forward

There's still plenty of ground for Pteramander to cover. I didn't test it alongside Chart a Course, for instance, because I felt I had plenty of cards thanks to Snapcaster; perhaps trimming the Wizard for some number of the sorcery functions better in this shell. Pteramander may also have applications alongside Arclight Phoenix, with which it doesn't clash (although both cards utilize the same resource). How are you planning to use the little guy? As always, share your thoughts in the comments, and happy spoiler season!

Insider: Targeting Ultimate Masters

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Welcome back, readers!

Ultimate Masters has been out now for around a month, and it appears to be bucking trends followed by other Masters sets. I'm honestly quite surprised by this—prices have stabilized a lot faster than they did with previous Masters sets.

This means the buying window will be much shorter, and I believe it has already arrived. This means we can't sit around and wait for prices to drop and then plateau, as they likely already have. The store owners I've talked to haven't heard any rumors about additional product availability—so it appears this will be a single-print-run set.

While UMA prices seem to have stabilized a lot faster than expected, it still followed the basic pattern I've outlined in previous analysis. The mythics stabilized first, than began to slowly rise. Now some of the rares are beginning to rise.

Let's look at the cards in UMA I like as short- to medium-term investments right now.

Mythics

There was an error retrieving a chart for Mikaeus, the Unhallowed

Mikaeus, the Unhallowed has been a great seller for me for the past two years, as it enables a significant number of infinite combos in Commander. It sat at $20 for about a year before rising to $25 about four months ago, where it has stayed.

Copies have been available occasionally on various Facebook buy/sell groups for around $10-$11 since UMA released. I've been buying all copies at $10 I could find. Current TCG Market Price is a little under $16. Given that is 63% of the pre-reprint price, I think it could easily recover to $20-$22 within a year.

There was an error retrieving a chart for Mana Vault

With the exception of the Masterpiece version, this card hasn't been reprinted since 1997 in Fifth Edition. Mana Vault helps power out big cards faster, which is obviously something most Commander players want to do. The downside is rather minimal—it acts more like a colorless Dark Ritual than anything else—though it can easily be abused in various combos that untap artifacts.

The UMA version hit a TCG Market low just below $22 before rising to almost $30. I do think that we are approaching the ceiling on this, as played copies of the white-border options can be had for closer to $20-$21.

There was an error retrieving a chart for Balefire Dragon

I imagine most people opening boxes of UMA are pretty dismayed when they see this as one of their mythics. However, the current UMA price is about a third of the previous Innistrad price, which stabilized at the $15 mark about a year ago. Picking up UMA copies in the $4 range seems like a pretty easy double-up in a year or so.

Rares

There was an error retrieving a chart for Runed Halo

Runed Halo had one of the largest price drops with the UMA reprint announcement. Most of its demand was as a Modern sideboard card, and supply was extremely limited thanks to a single printing from Shadowmoor.

With UMA copies available for around 10% of the old Shadowmoor price, it seems like now is a great time to pick up UMA copies. I don't see them returning to anywhere near the old price, but UMA supply is drying up quickly and this could easily be a $10 card again.

There was an error retrieving a chart for Phyrexian Altar

Phyrexian Altar is a Commander staple that is instrumental in numerous infinite combos. The original Invasion version had jumped to $55 prior to the reprint and would likely have continued to trend upward. UMA copies are available in the $16 range online and can be found even cheaper on various Facebook groups.

I've managed to pick up six extra copies. Barring any additional reprints this is easily a $25 card in 6-8 months.

There was an error retrieving a chart for Engineered Explosives

Engineered Explosives is the 26th most played card in Modern according to MTGGoldfish. The previous price was sitting around $85-$90 for both the original 5th Dawn printing and the Modern Masters printing. UMA copies are available in the $20-$24 range.

While I imagine the additional supply from UMA will keep the price from returning back to the $80+ highs of last year, it seems quite plausible that EE could return to $40+ within the year.

There was an error retrieving a chart for Fauna Shaman

Fauna Shaman is a casual favorite that occasionally finds a home in random Modern decks. Due to the deckbuilding rules of Commander repeatable tutor effects are extremely valuable, and Fauna Shaman is one only a few options.

The M11 version was sitting at $13-$14 prior to the reprint, and UMA copies are available for under $4. I particularly like foil UMA versions as they are almost on par in price with the original M11 versions.

There was an error retrieving a chart for Demonic Tutor

Demonic Tutor is powerful enough to be restricted in Vintage, and is definitely an auto-include in any deck that can play it. This card hasn't dropped anywhere near as much as the other cards on this list.

Currently UMA copies are selling between $18-$23, depending on your purchasing platform, with older Revised versions down to around $22. Either option actually seems like an easy way to make profit, especially considering that the Revised artwork is iconic.

There was an error retrieving a chart for Gaddock Teeg

Gaddock Teeg is an extremely powerful Modern sideboard card. Even with a recent judge printing, the original Lorwyn copies were sitting at around $45 prior to UMA's release.

While that price was definitely heavily influenced more by lack of supply than demand, UMA copies can be picked up for as low as $5 on some Facebook sales posts and are readily available in the $7-8 range. This represents an almost 85% drop in price. I'm a big fan of this one as well and have picked up six copies (including one foil) myself.

Keep in mind that even when this card finds a home in a sideboard it's rarely more than a two-of, so the price ceiling is lower than if it were a four-of. Teeg is particularly good against the UWx control decks of Modern as he prevents all their wrath effects, as well as both Jace, the Mind Sculptor and Teferi, Hero of Dominaria.

Uncommons

There was an error retrieving a chart for Eternal Witness

Eternal Witness is a Commander staple that also occasionally finds a home in some Modern builds. This card has been reprinted nine times and has bounced back every single time to around the $5-$6 mark. Currently UMA copies are sitting in the $3 range, and while it may take months for it to rebound, I can't imagine this card doesn't return to at least $5 within a year.

There was an error retrieving a chart for Sleight of Hand

Sleight of Hand is one of our best one-drop blue cantrips in Modern. Prior to the UMA reprinting this card was a $4 common with four printings. Thanks to Arclight Phoenix we have seen a resurgence in blue-red spell-based decks in Modern, so it would seem logical that the best cantrip spells will see continued demand growth.

Conclusion

These cards represent my favorite speculation picks from UMA. There are others I'm picking up when I get the chance, but these are the ones I feel the most confident about.

Many saw massive drops in price compared to their pre-UMA prices. While it's true that for some of these cards, values were dictated principally by low supply, the UMA supply is drying up quickly. As long as we don't see any additional print runs from WotC, expect UMA prices to begin trending upward in the very near future.

MTG Metagame Finance #27

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2019 is kicking into gear with the stock markets starting to rise again. And Magic isn’t any different as we continue on with Ravnica Allegiance spoilers and many people playing a lot more MTG Arena.

The interest in Modern is still very strong and will continue to grow especially since Grand Prix Oakland and SCG Columbus just passed. And looking forward, we have SCG Worcester from January 12-13 and Magic Fest Toronto from February 8-10. Then we have Mythic Championship Cleveland from February 22-24 to showcase Standard. So there are definitely a lot of cards to talk about.

Article Series Main Focus Points

  • Cards that you should hold on to or pick up for tournaments if you need them before they rise in price. These cards are either seeing increased play in one or more formats, the supply is drying up, or they’re pretty far from the next reprint.
  • Cards that you should consider selling or trading away. Their prices are pretty much at the ceiling owing to inflation from speculation, reprint inevitability in the near future, a lull in tournament play, or some combination of these.

Recent Buys

Wizard’s Retort - Dominaria (Foil)

There was an error retrieving a chart for Wizard's Retort

Purchased Price
$1.99

Ravnica Allegiance is starting to bring us some more Wizards, and a few of them are looking very powerful for constructed formats including Modern with Deputy of Detention most likely leading the pack.

I think there’s a possibility that we could also see a Wizards deck in Standard, so keep your eye out for initial decklists as more spoilers are released. It sees a decent amount of play in Mono Blue right now, but I don’t know how much longer that will last since the manabase options will allow for some very powerful decks coming up. And it only really sees play in Izzet Wizards in Modern, but that could change very soon if we continue to see some more powerful Wizards in Ravnica Allegiance and upcoming sets.

Standard: Mono Blue by Kado222

Creatures

4 Mist-Cloaked Herald
4 Warkite Marauder
4 Tempest Djinn
4 Siren Stormtamer
4 Merfolk Trickster

Non-Creature Spells

1 Essence Scatter
4 Dive Down
4 Wizard's Retort
4 Spell Pierce
4 Opt
4 Curious Obsession

Lands

19 Island

Sideboard

2 Surge Mare
2 Sleep
3 Negate
2 Exclusion Mage
2 Entrancing Melody
2 Disdainful Stroke
2 Essence Scatter

Modern: Mono Blue by Qbturtle15

Creatures

2 Grim Lavamancer
2 Nimble Obstructionist
3 Vendilion Clique
4 Delver of Secrets
4 Snapcaster Mage
4 Spellstutter Sprite

Non-Creature Spells

1 Wizard's Retort
3 Mana Leak
3 Remand
4 Wizard's Lightning
4 Opt
4 Lightning Bolt

Lands

1 Flooded Strand
1 Misty Rainforest
1 Mountain
1 Polluted Delta
3 Steam Vents
3 Island
4 Mutavault
4 Spirebluff Canal
4 Scalding Tarn

Sideboard

3 Surgical Extraction
1 Spell Pierce
1 Negate
2 Jace, the Mind Sculptor
1 Izzet Staticaster
1 Flame Slash
1 Dispel
1 Disdainful Stroke
2 Alpine Moon
2 Abrade

Folds

Intruder Alarm - Stronghold & 8th Edition (Non-Foil)

There was an error retrieving a chart for Intruder Alarm

Target Sell Price
$15-20+

People have started to brew with this and Prime Speaker Vannifar.

At quick glance...this seems pretty gimmicky to me, so I would sell into the hype. There are only two printings with the most recent one being 8th Edition, so a reprint in the near future wouldn’t surprise me.

Elenda, the Dusk Rose - Rivals of Ixalan (Non-Foil)

There was an error retrieving a chart for Elenda, the Dusk Rose

Target Sell Price
$10+

People are getting excited about Orzhov in Standard with cards like Pitiless Pontiff and Seraph of the Scales. We still have a lot of cards left to be spoiled with some amount of them containing the Afterlife mechanic. But I highly doubt that this card will ever see play outside of Standard. And it sees very little play in EDH/Commander, so I would lock in your value now.

Holds

Urborg, Tomb of Yawgmoth - Ultimate Masters: Box Toppers

There was an error retrieving a chart for Urborg, Tomb of Yawgmoth

Target Purchase Price
$80-90ish

A lot of people have been talking about how hot Box Toppers are and will continue to be. I even mentioned a few in article #24. Here’s another one I think is an all-star. It shows up quite often in Eldrazi and various Dark Depths decks in Legacy. But this sees a tremendous amount of play in EDH/Commander in over 45,000 decks. Wow! The new, unique are on this card is amazing too.

Watchlist

Tasigur, the Golden Fang - Ultimate Masters: Box Toppers

There was an error retrieving a chart for Tasigur, the Golden Fang

Observed Price
$40ish

I think this could be an underpriced Box Topper. It sees a good amount of play in Modern.

And it just won SCG Columbus.

Modern: Hollow One by Ethan Gaieski

Creatures

4 Hollow One
4 Bloodghast
4 Flameblade Adept
4 Flamewake Phoenix
2 Gurmag Angler
4 Street Wraith
2 Tasigur, the Golden Fang

Non-Creature Spells

2 Fatal Push
4 Lightning Bolt
4 Burning Inquiry
4 Faithless Looting
4 Goblin Lore

Lands

3 Mountain
1 Swamp
1 Arid Mesa
4 Blackcleave Cliffs
2 Blood Crypt
4 Bloodstained Mire
2 Scalding Tarn
1 Wooded Foothills

Sideboard

2 Engineered Explosives
3 Grim Lavamancer
4 Leyline of the Void
1 Fatal Push
1 Terminate
4 Thoughtseize

It doesn’t see that much play in EDH/Commander though. And it’s legendary, so you will most likely never need a playset. These are the reasons why I think it’s still so cheap. Plus, Tasigur lost his banana in this version. Sad. However, a lot of people really like how the Box Toppers look, so this will probably be the coolest version for a long time.

Languish - Game Day Promos

There was an error retrieving a chart for Languish

Observed Price
$3ish

This has recently started to pop up a little bit in Modern’s Golgari Midrange. It looks like people have this and Damnation in the sideboard as options to combat different creatures they might face. Languish is really nice if you can kill all of your opponent’s creatures and leave your Tarmogoyf around.

I wouldn’t go too deep on these though since it doesn’t see a huge amount of play outside of Golgari decks. And it only shows up in just over 3,000 decks in EDH/Commander. And although it’s an extended art version, it doesn’t have different artwork than the original printing.

Botanical Sanctum - Kaladesh

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Observed Price
$3ish

This has pretty much come back down to its all-time low now that it’s rotated out of Standard. But this has really started to see a lot more play owing to Spirits in Modern which also just won SCG Columbus.

Modern: Bant Spirits by Luke Feeney

Creatures

1 Birds of Paradise
4 Drogskol Captain
4 Mausoleum Wanderer
4 Noble Hierarch
3 Phantasmal Image
4 Reflector Mage
3 Selfless Spirit
4 Spell Queller
4 Supreme Phantom

Non-Creature Spells

3 Aether Vial
4 Collected Company
2 Path to Exile

Lands

1 Forest
1 Island
1 Plains
3 Botanical Sanctum
1 Breeding Pool
3 Flooded Strand
1 Hallowed Fountain
3 Horizon Canopy
2 Misty Rainforest
1 Moorland Haunt
1 Temple Garden
2 Windswept Heath

Sideboard

1 Damping Sphere
2 Knight of Autumn
2 Detention Sphere
2 Rest in Peace
3 Stony Silence
1 Dromoka's Command
1 Unified Will
2 Geist of Saint Traft
1 Thalia, Guardian of Thraben

Although the fastlands from Scars of Mirrodin have skyrocketed over the years, I would be careful with the ones from Kaladesh because so much of the set was opened owing to the Inventions. However, I doubt this will fall any lower especially with Deputy of Detention joining the mix pretty soon as another nice option for Bant Spirits or some type of new Azorius or Bant Wizards deck.

Public Spreadsheet

Stay up to the minute on what I’m looking at on a daily basis via the MTG Metagame Finance Spreadsheet. Don’t forget to bookmark it, because I update it on the fly. This way you can see what’s going on as the market moves and before articles about certain cards are published.

Summary

Recent Buys

  • Wizard's Retort - Dominaria (Foil)

Folds

  • Intruder Alarm - Stronghold & 8th Edition (Non-Foil)
  • Elenda, the Dusk Rose - Rivals of Ixalan (Non-Foil)

Holds

  • Urborg, Tomb of Yawgmoth - Ultimate Masters: Box Toppers

Watchlist

  • Tasigur, the Golden Fang - Ultimate Masters: Box Toppers
  • Languish - Game Day Promos
  • Botanical Sanctum - Kaladesh (Non-Foil)

Public Spreadsheet

MTG Metagame Finance Spreadsheet

Let me know what you think in the comments below. Agree? Disagree? Why? You can also connect with me on Twitter at @edwardeng. I’m also open to suggestions on how to make this series more valuable. Hit me up.

Have fun,
Eddie

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