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Daily Stock Watch – Ultimate Masters Watch Edition Part 1

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Hello, everyone and welcome to a new week of the Daily Stock Watch! It's Thanksgiving week right now and that also means that it's time for the Ultimate Masters spoilers to start popping out. There are already a few surprises as early as now and this is the reason why I decided to start with an article about these cards that we've seen by now and try to analyze how it impacts its financial value in the long run. I will try to talk about cards that I am familiar with since I am into competitive Commander gaming and that's where I see some of them seeing play.

There was an error retrieving a chart for Back to Basics

This was a $90 card when I featured it right here so it's kind of painful to see for those who got their copies anywhere that price range. It went mojos last September as it even hit a high of $300 before eventually going back down to $150 territory. It's now sitting at $81 (average price) and I wouldn't be surprised if it continues to dwindle down as the release of UMA approaches. I was very scared of speculating on the card back then because it's not part of the Reserved List and rightfully so, the reprint came sooner than expected. A good job to you if you were able to let go of these copies at its peak!

There was an error retrieving a chart for Runed Halo

Another card that went berserk financially early this year is Runed Halo. As an almost exclusively sideboard card for UW Control, this went to as high as $49.99 back in January until it settled in the $40 range when I wrote about it. This reprint in UMA will definitely hurt its stock, and I wouldn't be surprised to see it dip down to $10-$15 as the Shadowmoor version is now at $28.50 (average price). It was clunky for me from a financial standpoint back then and I was never a fan of the card. This rendition of the card was merely an attempt from WotC to help stabilize the market for cards like this one that only saw print almost a decade ago.

There was an error retrieving a chart for Phyrexian Altar

I was so glad when I was able to sell my copies of this card for $50 just a few days ago when the spoilers wasn't up yet. I've had them with me for a while now and I remember getting lectured by some of my readers about how good this card was when I talked about it and honestly spoke bluntly about it in an actual game situation. Any sacrifice outlet is great in Commander, and I'll stand by that claim from here on out that this is probably the best one you could use on any deck that runs creatures (Food Chain is a green card and you could just right about insert the altar on any deck you want) so this reprint is actually good for those who wants copies of this card. I expect this to drop in the $20-$30 range once UMA is out in the market.

There was an error retrieving a chart for Phyrexian Tower

Back then, I thought this card was part of the Reserved List along with the likes of Volrath's Stronghold and Yavimaya Hollow but apparently, I didn't know much. This is one of the better cards that lets you sacrifice your creatures and have a decent pay off out of doing it by giving you two black mana instead of just producing one. It is another one of those reprints that's very much welcome to the Commander community, and I think that more of its kin are coming in the new few days of spoiler season. Although there's always a premium on lands regardless of format, I don't think that its current price tag of $48.45 will hold out because of lack of demand. It's an almost strictly EDH card for now and based on how Rishadan Port was hit hard by the Masters 25 reprint, expect the same to happen to this one. Another one of those cards that will go down eventually to $20-$25 territory once supplies hit their peaks.

There was an error retrieving a chart for Tarmogoyf

WotC just can't stop printing Goyf. It has been included in every Modern Masters version, and it's no surprise that it was included in this one as well. I must say that this was the poster card of the whole Masters concept, and the lack of its success in Modern and Legacy has transitioned to a more affordable price of the card than its peak price of $219 each back in 2015. We've gone a long way since and the $65 price tag that it carries now will continue to slide as more copies of it are circulating in the market. I must say that the art for this card is pretty sick, and it should attract enough attention from a financial standpoint. I would still be after the box topper version of this card, though.

And that’s it for this edition of the Daily Stock Watch! See you again next time, as I continue to talk about more cards from Ultimate Masters. 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!

Green Sun’s Zenith Tests: Intangibles/Conclusion

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It is a common trap to look only to hard data when making decisions. After all, numbers are clear and unequivocal. However, they don't tell the full story of the data. Confounding variables and intangible effects color the results and complicate the data. The data from my latest banlist test indicate that Green Sun's Zenith is a powerful card in Modern. But the lessons I learned and the observations my team made about the test matches suggest that the card's real power isn't what we expected, both in usage and scale. I now think that GSZ could become legitimately broken if unbanned.

This article marks the third in a series on Green Sun's Zenith. If you're just joining us, be sure to first read the Experimental Setup for this project, and then the Quantitative Results.

The Arboretum

A prominent argument I've seen against GSZ being unbanned is comboing with Dryad Arbor to become a ramp spell. Indeed, everyone told me I needed to include Arbor in whatever deck I used for the test. It makes sense as that's the norm in Legacy, and briefly was in Modern. Dryad's assumption has led some to suggest that GSZ could come off if Arbor was banned in its place. Discounting the fact that it's ridiculous to ban a fairly innocuous card to make a powerful one reasonable, the point does stand that Arbor does grant GSZ significant utility, as Batterskull does for Stoneforge Mystic.

Having tested with Arbor in my deck, I actually wish that I hadn't. Dryad Arbor did not impress in my test, and its mediocrity there makes me question whether it merits an automatic slot in the GSZ deck. While I wouldn't entirely discount the impact of Arbor with GSZ, I don't think it really factors into whether GSZ could be unbanned or not.

In Elves

While not necessarily bad, I never wanted to use GSZ to find Arbor turn one. Most of the time, doing so would prove unnecessary, as Elves already had Llanowar Elves/Elvish Mystic on hand. Even when that wasn't the case, it was generally better to save GSZ for a payoff card and/or play another one drop to set up an explosive turn two with Heritage Druid. It just felt inefficient as a ramp trick.

This may seem odd since Legacy Elves often runs two Arbors. However, Legacy Elves isn't really using them for turn one ramp, though that does happen. Arbor is there because it synergizes with the Legacy payoff cards Natural Order, Craterhoof Behemoth, and Gaia's Cradle. Being able to fetchland for another creature generates a lot of mana in Legacy. Arbor also sacrifices to flash back Cabal Therapy, in Elves and elsewhere. However, Modern's payoffs are all Elf tribal synergies. If Arbor isn't ramping, it just doesn't do anything.

Everywhere Else

As such, I'm of two minds about the argument of Arbor's universality alongside GSZ. On the one hand, it certainly could be done, as it's fairly easy to cut a Forest for Arbor. On the other, is that something players will want to do? While it is relatively small, there is a cost to running Dryad Arbor in Modern. There will be times, just like in Legacy, where decks draw GSZ alongside their one Arbor and can't ramp. There will be times where having Arbor in place of a normal land forces players to mulligan otherwise keepable hands.

I think that a lot of players will decide that the benefits are worth the risk and run Arbor with GSZ. Having more mana early is very powerful. and Arbor is less space-intensive than just running more mana dorks. But verifying its viability once and for all will require more testing than I can manage. Due to the lack of payoffs other than ramp and Liliana of the Veil protection for Arbor, I'm skeptical that it will be universally correct. As such, I don't think Arbor's existence is a real help or impediment to GSZ's potential strength in Modern.

Working with Tutors

I did not fully appreciate the impact that playing multiple tutors had on Elves, perhaps because playable tutors are so elusive in Standard. The only straight-up tutor that sees regular play in Modern is Chord of Calling; the only deck I know of in Legacy with multiple tutors is Storm, which plays Infernal Tutor and Dark Petition. Vintage players have all the tutors, but they're restricted. This impact of having multiple full sets of tutors in the same deck houses GSZ's true power.

Mechanics

Wizards doesn't print tutors like they used to: just compare Demonic Tutor to Diabolic Tutor. They also don't print them in the same quantity as they used to (see: the Enlightened Tutor cycle). Their reasoning is that tutors benefit degenerate strategies more than fair ones while making gameplans consistent to the point of being repetitive. There are correct lines of play in any given situation, and tutors make it easier to take those lines every time, whether the line involves finding the right answer or setting up a combo.

This effect wasn't obvious in exploratory testing or in my practice matches, but as the test wore on, I had flashes of déja vu. I was able to take the same successful lines over and over thanks to all the tutors in my deck. The games did feel quite repetitive towards the end. It was rare for games to be exactly the same, as variance affects both decks, but the tutor-heavy games definitely bled into each other. I would describe the effect of playing Collected Company, Chord of Calling, and Green Sun's Zenith in the same deck as severely diminishing negative variance. It was like I took a variance sine wave and cut the bottom off. I don't recall losing many games where I resolved two tutors.

My opponents echoed my assessment. They consistently reported feeling up against the wall as I hit ideal curves so consistently. The games played out mechanically from their perspective, too. I was definitely going to hit payoffs and have big turns if my tutors resolved, and I ran enough of them to threaten it several times. That critical mass proved difficult to combat. Even my Storm opponent, with all of his cantrips, felt that test Elves was the more consistent and mechanical deck.

Shuffling Weirdness

An additional factor unique to GSZ is that it shuffles back into the library after resolving. In other words, it replaces the chosen creature with itself. The library's size doesn't change, but its composition does. On net, this means that with repeated uses, the odds of drawing GSZ increase.

The probability of drawing another copy of the chosen creature drops by n-1/x, where n is the remaining copies of that creature in the library and x is the total cards in the library. The probability of drawing GSZ symmetrically increases by n+1/x. No other probability changes because the library's overall size is unaffected. Therefore, GSZ is not only a tutor, but a way to improve deck composition during a match. I don't know of nor could I find any mathematical or statistical model of the impact of this effect, but it feels like it should have some impact. If anyone has any guidance, please help me out.

Misunderstood Effects

I did not appreciate that because I had multiple tutors in my deck, I could have pushed the Elves deck harder than I actually did both in-game and in composition. In normal Elves, it was correct to hold the actual tutor, Chord, for whatever I needed to win the game. I fired off Company anytime I could just for value. However, in test Elves, GSZ allowed me to smooth out and actually hit my ideal curve for a very low price. Chording for Heritage Druid was okay, but casting GSZ for it was busted. The way I ended up using my tutors was GSZ for power, Company for bulk, and Chord for specialized cards. This division of labor function frighteningly well.

In hindsight, I believe I mis-built the test deck. I could, and probably should have, been Abzan Elves. Adding white improves the sideboard options, and having GSZ and Company to find the Elves lets Chord become a multipurpose toolbox. Having Selfless Spirit and/or Phyrexian Revoker to Chord for would have helped a lot against Tron. It also allows Chording for Eidolon of Rhetoric against Storm. I underestimated just how much more toolbox-focused Elves could become with GSZ.

My other mistake was not appreciating just how busted Elves could be. There were a number of times where I had nine mana available turn 3. I didn't record how many, because I didn't realize that it kept happening until midway through testing. Had I been playing it, I could have GSZ'd for Craterhoof Behemoth and won the game, which I couldn't quite do with Ezuri because of summoning-sick creatures.

Given how easy it proved to generate absurd mana when I was hitting Heritage Druid every game, I should have cut Elvish Clancaller and some Shaman of the Packs for Craterhoof, Company, and more one-drops. It wouldn't have been so grindy against UW Control, but the increased explosiveness would have improved the other matchups, and perhaps blitzed control regardless.

Final Assessment

The data show clearly that it had a significant impact on the deck's win percentage. As I now believe, the test deck is suboptimal for GSZ; I think that win percentage could have been even higher.

The intangibles also point to GSZ having effects that are less positive for Modern's competitiveness and diversity. There is a lot of potential for GSZ to facilitate some truly degenerate combo decks. Given Magic's history, GSZ will almost certainly help green combo decks more than fair ones and will encourage fair decks to become more unfair. As a result, I think there is great danger in unbanning GSZ.

Comparison to Previous Tests

I know that I was skeptical of Bloodbraid Elf and Jace, the Mind Sculptor when I tested them, but I believe this test is different. I predicted those cards would primarily impact fair matchups, particularly slower ones. That outcome would give decks with Jace and Bloodbraid an edge over similar decks without, and would eventually drive competitors out of the metagame. I would also argue that this exact scenario is playing out now: Jace is played in almost every UWx deck, while Jund is holding steady as Abzan and Mardu midrange decline. That said, the situation also seems to be fine for Modern as a whole.

Unlike with Jace and Elf, GSZ carries the risk of breaking Modern in half. I had positive results with a beatdown deck, and yet I feel that I should have played combo. Had I been doing so, I definitely would have had more turn 3 kills, something Wizards wants to prevent from happening consistently in Modern. I suspect that in the event of an unban, players will happily run GSZ in GW Valuetown or Hatebears, but it will be Combo Elves or Abzan combo decks that really make the card shine, especially given how explosive Elves and Counters Company are already.

The worst-case scenario for Jace and Bloodbraid was them pushing otherwise viable fair decks out of the metagame. With GSZ, the worst-case is combo decks just flooring everyone else with speed and, more importantly, consistency: fast combo is fine, but consistency is where the power lies. There are plenty of fast combo deck in Modern like Grishoalbrand, but they're too inconsistent to be a problem. GSZ potentially making fast creature combo too consistent is a real threat. As the former result is less damaging than the latter, I remain against an unban.

Wizards Gets a Vote

The nail in the coffin for GSZ is that I can't imagine that Wizards wants Modern to have it. They don't want there to be too much tutoring in a format, both for diversity of gameplay and as a check against degeneracy. Green creature decks already have Chord of Calling and Collected Company, and Abzan/Counters Company has been Tier 1 several times already. Traverse the Ulvenwald and Eldritch Evolution are also options, but they're far more conditional and niche.

Wizards also doesn't want tutoring to be too efficient. I will argue that because GSZ finds a creature from your library and puts it into play for its converted mana cost plus one, it is the most efficient tutor ever printed. Other tutors have their CMC to pay, the tutored card is put into hand, and then players pay to cast the card. GSZ is clearly more efficient, and in Magic, efficiency is power. Chord and Whir of Invention cost triple colored mana plus the tutor CMC, which is a far greater ask for an effect similar to GSZ's. Those times I could have had GSZ-for-Craterhoof on turn three, I couldn't have quite hit Chord mana. In testing, GSZ just felt busted compared to Chord of Calling.

High-Risk, Low-Reward

For all these reasons, Green Sun's Zenith strikes me as a high-risk, low-reward unban. The risk of degeneracy is high with any playable tutor, especially one as efficient as GSZ. Even if it isn't actually degenerate, the additional tutor will push fair decks in a combo direction. That situation makes me think of Commander, where most decks include several tutors to facilitate multiple combos with their commander. I don't think that making Modern more like Commander through adding tutors is a good thing, so I wouldn't unban GSZ. Considering the effort Wizards puts into making formats distinct from each other, they are likely agree with my sentiment.

Cubing with Guilds of Ravnica (As Inexpensively as Possible)

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As established in the past, my goal is to create a cube including the best cards over the history of Magic: The Gathering, but at the lowest possible cost to myself. We’re not talking about foils today, folks – we’ll be looking at the least expensive version of each card in question.

Cubing inexpensively while still trying to pick up the best cards means early identification, periodic price checking, and lots of patience. In some cases, a card is fine to pick up while still in Standard, either because it sees no Standard play or not enough to greatly impact its price. That’s why early identification is important – why wait to pick up a card that belongs if you don’t have to? On the other hand, have you ever purchased a card for $10 or $20, not used it much, and then saw it for 50 cents months or years down the line? That's the kind of feeling I'm trying to avoid.

To that end, let’s take a look at Guilds of Ravnica. For reference, this is my current cube list. I’m not touching on reprints today, as they are probably already in tuned lists if they deserve to be. Onward!

White

There was an error retrieving a chart for Citywide Bust

I don't anticipate adding this to my cube, but this is kind of a cool sweeper to help White Weenie get out from under ramp decks. Supporting White Weenie is something I do, but it's not exactly a priority for me. At bulk pricing, if you want the card, you might as well get the card.

There was an error retrieving a chart for Conclave Tribunal

I think I lean more toward Oblivion Ring, but that might be wrong to do. With token makers like Lingering Souls in a lot of cubes, this could be a solid addition to white's removal package. Again, I don't anticipate adding it to my list, but as a cheap uncommon, there's no reason not to pick up a copy if you want.

Blue

Honestly, I'm not seeing a lot in blue that's worth considering. Nightveil Sprite is worse than Looter il-Kor and Mission Briefing is way worse than Snapcaster Mage, for example.

Murmuring Mystic

This is maybe the closest to being something that could help one go off in a combo-like fashion. It could be just the win condition that the Storm-deck-that-didn't-quite-come-together needs, for when you just can't string enough spells together to make an Empty the Warrens or Brain Freeze good. That seems like a rather niche role, though. It's also the kind of card you should be able to pick out of draft leftovers or buy for literal pennies.

Black

There was an error retrieving a chart for Doom Whisperer

My first thought is to write this off for not being as good as Griselbrand, but then I noticed its {3BB} casting cost. That's a lot of power, toughness, evasion, and filtering for five mana. The problem is that it doesn't have an enter-the-battlefield effect that swings the game wildly. Griselbrand leaves you with seven cards if it immediately killed. This guy lets you ... set up your next draw step? If you live that long. Or you could dig for your reanimation target – only to not have enough life left to Reanimate it. On the other hand, this could be tough to beat when ramped out on turn three or four. I'm ultimately not likely to add it to my list, and I'm especially not interested at its current price tag of about $20. This is unlikely to have more than a dollar or two of value in the long term.

Red

Goblin Cratermaker

This is a nice, inexpensive utility card that can beat down or act as removal of various things. I think it will be taking Lightning Mauler's slot in my list. If Torch Fiend is still hanging around your cube, Cratermaker should definitely replace it. Find it in draft leftovers or pay some cents for it, whatever you want.

There was an error retrieving a chart for Legion Warboss

This is a less explosive version of Goblin Rabblemaster. I could see Warboss replacing Sin Prodder, Chandra, Fire of Kaladesh, or Dualcaster Mage in my list. At $2 to $3, this will look like a bargain if it catches on in Standard but will seem like a huge overpay when it rotates in a couple years.

There was an error retrieving a chart for Runaway Steam-Kin

You know, I've played this card a bit in RDW on Magic Arena and it overperforms in a big way. It doesn't take long at all for it to become a 4/4, and occasionally you attack for four damage, use the mana to play a couple other things, and have it back up to a 4/4 again by the time you're on your next attack. This card will absolutely be in my cube. At $3 to $5 retail, I'm not in any rush to obtain a copy, but I could easily see this replacing Gore-House Chainwalker or maybe even a three-drop. I expect this to eventually settle to bulk rare status – unless it catches on in Eternal formats, in which case all bets are off.

Green

I could mention Beast Whisperer, Kraul Harpooner, or Pelt Collector, but I don't think any of those cards are really good enough for a Powered Cube environment, though they may be worth considering in lower-power environments.

Multicolored

Guilds of Ravnica is a multicolor-focused set, so it's not too surprising that the mono-colored cards didn't offer much. Unfortunately, most cubes (mine included) don't devote as much space to multicolor cards as they do to mono-color cards. Thus, the difficulty to break into a cube increases for multicolor cards by a wide margin. These cards are going to need to be among roughly the best five in their color combination to make the cut. Let's get into it.

There was an error retrieving a chart for Assassin's Trophy

This is a great start in the top-five-cards-in-its-colors-of-all-time category. The Gitrog Monster and Garruk, Apex Predator are easy cuts for this, and I think you could make arguments for cutting Maelstrom Pulse, Pernicous Deed, or Deathrite Shaman in favor of Assassin's Trophy. Easy include for any cube.

At a current retail price around $16, when is the question that needs answering. I expect this to see play in every format in which green and black are played together, so this is never going to be a card you can acquire for cheap. I would not be surprised to see Assassin's Trophy behave similarly to Abrupt Decay from when it was in Standard. Namely, start at $20, drop to $5 at the lowest, and then slowly climb until it's reprinted. This is a card I'll be watching closely for the best moment to acquire.

There was an error retrieving a chart for Knight of Autumn

Selesnya is generally pretty stacked with playables, but Knight of Autumn just does too many things to feel good about leaving out. It is seeing plenty of Modern play already and is currently right around $4. On one hand, that's a bargain for a card that's seeing Standard and Modern play. On the other hand, this is a non-mythic rare from a large fall set, so there's a lot of downward pressure on the price to come. Think Siege Rhino, which was a key player in a top Modern deck but could never get over $4 and is now less than $1. I couldn't fault you for buying now, but I'm sure a better price will be available before long.

There was an error retrieving a chart for March of the Multitudes

Instant-speed tokens with lifelink are extremely powerful. This card's mana cost requires a hard lean into ramp or for the game to go long. I never like to count on the latter in Powered Cube, and I prefer fatties to something like this for a ramp deck. Add in a $10 price tag and you can count me out. This is flashier than Knight of Autumn, but I'll take a powerful and flexible utility card over an interchangeable finisher every day of the week. I don't think this is worth acquiring for Cube at a price of more than a dollar or two. I just don't think it can compete with Selesnya's deep bench.

There was an error retrieving a chart for Ral, Izzet Viceroy
There was an error retrieving a chart for Vraska, Golgari Queen

Meh. I think these both require you to do too much work to be good. Before even checking their prices, I was expecting them to be too much, and they are. They're actually not as much as thought they'd be, and maybe that means players are catching on that not every planeswalker is playable anymore. It's not impossible or even unreasonable to build a spell-focused Izzet deck or a sacrifice-focused Golgari deck, but I'll stick to planeswalkers that are good on their own, thank you. If you are looking to acquire, I think $5 is a perfectly reasonable target and $3 is possible.

Response // Resurgence Integrity // Intervention

Status // Statue Find // Finality

The Boros and Golgari cards stand out as possibilities to me, but I'm not in love with any of the split cards from GNR for Cube. More testing may reveal differently, as there's a lot of cool utility effects and tons of flexibility here, but the power level is hard to gauge. For rares and uncommons, I'm looking for bulk prices exclusively for these cards.


That's it!

In summary, GNR doesn't offer a ton of obvious must-includes for Cube. We've got some nice multicolored utility cards and red's two-drop bench has added some depth, but ultimately, the set is more of a powerhouse for traditional Limited play than for Cube. No matter – Cube lives on, slowly but surely increasing in power level. Financially, almost all of these cards will be available for less than a dollar at some point, and that's where I intend to acquire them. The exception is Assassin's Trophy, where I'm aiming to acquire at a presumed low point of approximately $5.

In the meantime, we have a fantastic draft format to enjoy. I can't get enough of playing Dimir. What's your favorite guild in the format?  Have comments, questions, concerns? Want to harangue me for not even mentioning Aurelia, Exemplar of Justice? Go right ahead! The comments section is below.

Daily Stock Watch – Ezuri’s Predation

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Hello, everyone and welcome to the Freaky Friday edition of the Daily Stock Watch! It's that time of the week again where I get to talk about a card that's getting some financial gains without actually making an impact in the competitive scene. My featured card for today is only available for certain formats, but one look at it and you already know what format I'm talking about. It just reached its all-time high of $4.99 as of today after starting off as a 30 cent card two years ago when it was released.

There was an error retrieving a chart for Ezuri's Predation

Would you be paying for a $5 card that's eight to cast and has no certainty of actually clearing the board when it's done doing what it's supposed to do? More often than not, the answer in an actual table top game of Commander is yes. There is no crazy combo out there that lets you win a game easier by using Ezuri's Predation in any possible Show and Tell and Omniscience variant, so we could easily count Legacy and Vintage out of the equation for this card. I'm still baffled how the lack of supply could just help raise a mediocre card like this to certain levels where it shouldn't. No matter how much we complain though, it's thru cards like this where we hit home runs as finance junkies. I'm pretty sure there will be more of if its kin that will enjoy financial success as the days go by.

Commander 2016 Sleepers

These are cards from the set Commander 2016 that have enjoyed some success since they became playable, and there should be other cards like Ezuri's Predation from this set that will also reach $3-$10 at some point in time after spending much of its existence in bulk territory. I'm starting to think that investing in those Commander sets is a good thing if you're pretty much going to just store them somewhere, and just start selling singles when some cards from the list have already spiked. Of course, this is just another option that we could explore if you're not into the idea of moving cards around every month or don't have the luxury of time to see price movements everyday.

My verdict for this card would be to sell it now while it's at its "peak". I don't think that this card is going to stay put in this range no matter how much it will be bought out, even though green is a popular color in Commander. Sure, there are players who are not into competitive Commander multiplayer games who would be interested in buying this, but I don't think that there is enough out there in the market to help this card demand such a price. Don't be discouraged if the card spikes a little more from this point on as this will be short lived and we'll have that proven in a few months time. Be smart enough to stray away from cards like this as spec targets. They are dangerously volatile even though they are low priced targets.

At the moment, you could get Ezuri's Predation from Card Kingdom for $2.99, while a few vendors at TCGPlayer still has it for as low as $0.92 but it's already at a median price of $6.23. StarCityGames is out of stock and should restock soon at a higher price that will trigger more price spikes once all online stores run out of this card. It should be safe to sell now if someone's buying it at $6 or more, as this card won't be useful. There are no foil copies of this card so it's safe to assume that this could pop out in any supplemental product as well in the near future. Cash out early while you can!

And that’s it for this week’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!

Colorless Eldrazi Stompy at SCG Regionals

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After a lengthy hiatus from playing the deck, I brought Colorless Eldrazi Stompy to SCG Regionals last weekend, and duked it out with around 250 players over nine rounds of Modern. I ended up finishing in 9th place.

Despite my Top 8 miss, it was exhilarating to again play Colorless at this level. This report seeks to give an idea of how the deck performs in the current Modern metagame and my thoughts on the list going forward.

Notes on the Deck

Regionals marked my first Competitive REL outing with Colorless Eldrazi Stompy since the Worcester Classic in March, not counting one PPTQ this summer. In the meantime, I've been playing Counter-Cat and other brews in the smaller tournaments I frequent. I altered my list from the last Matchup Guide to account for this lack of practice, adding cards to help fight decks I had no experience against.

Colorless Eldrazi Stompy, by Jordan Boisvert

Creatures

4 Eldrazi Mimic
4 Eternal Scourge
4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
4 Simian Spirit Guide

Artifacts

4 Serum Powder
4 Chalice of the Void
2 Smuggler's Copter

Instants

4 Dismember

Lands

4 Eldrazi Temple
3 Gemstone Caverns
4 Zhalfirin Void
3 Blinkmoth Nexus
2 Mutavault
3 Ghost Quarter
1 Scavenger Grounds
2 Wastes

Sideboard

4 Relic of Progenitus
1 Surgical Extraction
3 Ratchet Bomb
2 Ravenous Trap
3 Spatial Contortion
2 Gut Shot

I had yet to face Dredge and didn't want to lose to that matchup, so I took my own advice and cut the fourth Bomb and the Sorcerous Spyglass from the side for a pair of Ravenous Traps.

Gemstone Caverns #3 also moved main to make room for another Spatial Contortion, a hedge against Humans and Spirits. It usurped the second Scavenger Grounds main, which I feel is too slow to reliably hose contemporary graveyard decks without Simian Spirit Guide or a fast Thought-Knot Seer as backup. Grounds is better against fair decks as a way to nerf Tarmogoyf, complicate Snapcaster Mage plays, or recur Eternal Scourge.

The Contortion came in handy, but I ended up not boarding in Ravenous Trap a single time during the tournament, and didn't even see one Dredge player in the room. I would also have brought Trap in against Arclight Phoenix decks, BR Hollow One, Bridgevine, Ironworks, and Storm.

SCG Season 2 Regionals – Swiss (9 rounds)

Colorless Eldrazi Stompy doesn’t just mulligan a lot, it Serum Powders a lot. At the beginning of every game, I’ll use a key to simplify relaying die rolls and the mulligans taken by each player. Some examples:

(Play; MPM 5 – 7): I’m on the play. I mull to 6, Powder for 6, and then mull to 5; my opponent does not mulligan.
(Draw): I’m on the draw. Nobody mulligans or Powders.
(Play; P 7ss – MM 5): I Powder for 7 and end up with two copies of Eternal Scourge in exile. My opponent mulligans twice.

Round 1 vs. GR Scapeshift (2-1)

Game 1, W (Play; 7 – M 6): I open Temple and curve out normally with Reshaper into Thought-Knot. Seer reveals Cinder Glade, Windswept Heath, Stomping Ground, Valakut, the Molten Pinnacle, Anger of the Gods, and Lightning Bolt. I take the Anger so my opponent has more trouble removing Matter Reshaper next turn. He ends up Bolting the 3/2, which flips a land, but never casts anything else significant all game and concedes as I continue deploying threats.

Sideboarding:

-4 Chalice of the Void

+1 Surgical Extraction
+1 Spatial Contortion
+2 Gut Shot

Gut Shot is great at removing Sakura-Tribe Elder as a blocker, and at finishing off Baloth, Titan, or Chandra in a pinch. Surgical can sometimes nab all the Valakuts in conjunction with Quarter, but another Spatial may be better.

Game 2, L (Draw; M 6 – M 6): After a round of mulligans, I slam a bunch of Eldrazi off Temple and disrupt my opponent's hand. Dismember takes out Obstinate Baloth and I attack him down to 1 life with manlands in play, but he rips Scapeshift on his final turn to steal the game.

Game 3, W (Play; P 7 – M 6): I keep a seven with three Temples, Seer, and Reshaper, and soon draw a second Reshaper. My turn one Temple is chased by a second Temple and the Seer, which sees a bunch of lands and exiles Summoner's Pact. Next turn, I cast two Reshapers, and my opponent concedes when I attack him for 10.

Takeaways: Based on my encounters with Scapeshift over the last year, this matchup feels much better than I initially pegged it. As usual, the key to success lies in aggressively mulling for a certain kind of hand: Scapeshift requires a highly proactive one. I'd never keep a hand of five or more cards without Temple, Mimic, or Seer in this matchup.

Round 2 vs. Jund (2-1) draw

Game 1, W (Draw): My opponent leads with Raging Ravine tapped, and I play a Temple. Reshaper resolves next turn, and my opponent summons Dark Confidant. I Dismember the Bob and swing with Matter, which dies to a Lightning Bolt; it flips a second Temple, so in second main, I cast Thought-Knot Seer, seeing Liliana of the Veil, Scavenging Ooze, Swamp, Forest, Stomping Ground, and Bloodstained Mire. I take Ooze and play Smuggler's Copter for protection.

I crew Copter with Seer to save the 4/4 from Liliana, then play another Copter. Seer gets Pushed, but Copter starts activating each turn to hit my opponent down to 12, then to 9, then to 6. He concedes to a Smasher.

Sideboarding:

-4 Eldrazi Mimic
-4 Simian Spirit Guide
-4 Chalice of the Void
-1 Smuggler's Copter

+4 Relic of Progenitus
+1 Surgical Extraction
+3 Ratchet Bomb
+3 Spatial Contortion
+2 Gut Shot

Game 2, L (Draw): We trade resources for awhile and I establish Relic-Scourge. But I forget I have Scourge in play when his Bloodbraid Elf cascades into Tarmogoyf, and miss a crucial block (he casts four Elves this game). The mistake gives my opponent a narrow win some turns later.

Game 3, W (Play; MP 6s – 7): I keep a one-lander with Temple-Relic and miss a land drop, but then rip one and cast Scourge from exile. My opponent's creatures eat kill spells in the meantime. I eventually let him keep a Scavenging Ooze, as the graveyards have been exiled. This is a longer game in which my opponent resolves 4 Liliana of the Veil (Seer crucially exiles a Liliana, the Last Hope). The walkers keep dying to Blinkmoth Nexus after minusing, and Mutavault is joined by Seer towards the end to close things out, trading with a reluctant Ooze.

Takeaways: My opponent apparently didn't have Assassin's Trophy in his deck, but I have played the Jund matchup a bit with it legal and hold that it's still a great matchup. Trophy ramps us into our big spells and Scourge turns, and they are usually forced to burn it on three-drops, Temple, or Relic anyway. One-mana removal spells are actually better against us.

Round 3 vs. UR Pyromancer (2-0) draw

Game 1, W (Draw; MPPPPMMMMM 1ss – 7): I almost keep a six-carder with Gemstone and Scourge, but end up Powdering it. The other hands are clear Powders or ships; towards the end, they stop having lands. I end up with a one-carder of just Eldrazi Mimic and scry Smasher to the bottom.

Amazingly, my draw for turn is Eldrazi Temple, and instead of killing the Mimic, my opponent cracks Flooded Strand and casts Opt. On turn three, he casts Blood Moon, putting me another turn behind Eternal Scourge. I never draw Wastes and all four of my Powders are gone, so Seer, Reshaper, and Smasher rot in my hand all game.

Mimic gets Electrolyzed, and I make two more land drops to resolve the first Scourge. My opponent proceeds to cantrip through his deck and Remand the occasional spell as I attack each turn.

He's on some UR deck and seems stuck on four lands (two Islands), so I assume Through the Breach (or Cryptic Command) is on the way. Instead, he casts Pia and Kiran Nalaar, which I Dismember before the tokens can bounce my Scourges. Five mana merely yields Snap-Electrolyze and a Jace, Vryn's Prodigy, and my 3/3s get there.

Sideboarding:

-4 Eldrazi Mimic
-4 Simian Spirit Guide
-1 Dismember

+4 Relic of Progenitus
+3 Spatial Contortion
+2 Gut Shot

Game 2, W (Draw): I play a perfectly normal Temple game with a three-drop and a Seer, which just shows me two Islands when it finally resolves around turn five. My opponent cantrips some more and I get to Dismember a Young Pyromancer.

Takeaways: Always mulligan.

Round 4 vs. Humans (0-2) draw

Game 1, L (Draw): My opponent is Dylan Hand, who I consider among the most competent Humans pilots in Modern. As I already deem this matchup bad-to-close, I'm not optimistic about my chances, and Dylan doesn't disappoint.

I keep a solid Temple hand which he reads fluently with a pair of Meddling Mages, shutting down Seer and then Smasher (stranding three fatties in hand) after I cast Powder to bring myself to five mana. His Phantasmal Image copies Reshaper, and blocks mine to reveal Mantis Rider. Mayor of Avabruck makes the clock too fast for my late Dismember to matter.

Sideboarding:

-4 Simian Spirit Guide
-4 Chalice of the Void

+3 Ratchet Bomb
+3 Spatial Contortion
+2 Gut Shot

Game 2, L (Play): Another Temple hand from me, but with no removal. Instead, I have Mimic, three-drop, Seer, Smasher. In practice, this sequence doesn't beat the Hierarch, Champion, Lieutenant draw from Humans, and a double-exalted Rider again soars over my monsters after Meddling denies Smasher.

Takeaways: We should mulligan into removal post-board, especially since we keep Serum Powder. During almost every part of the second game, any kill spell would have turned things around. In my matchup analysis, I may have underestimated Meddling Mage.

Round 5 vs. Bant Spirits (2-0) draw

Game 1, W (Draw): I begin with Gemstone Caverns in play, exiling Scourge. Despite not having Temple, my hand curves out admirably, chasing Mimic with the Scourge and then Seer. For his part, my opponent fails to lead with a one-drop, which makes it impossible to race me. While swinging, I throw Dismembers at his guys on my end steps after he flashes them in, and a Smasher wraps things up.

Sideboarding:

-4 Simian Spirit Guide
-4 Chalice of the Void

+3 Ratchet Bomb
+3 Spatial Contortion
+2 Gut Shot

Game 2, W (Draw): My opponent again misses his accelerant and patiently makes land drops to three mana, with me Gut Shotting his Rattlechains along the way. I kept a removal-heavy hand with Smuggler's Copter. Instead of slamming guys into the Spell Quellers, I animate Mutavault and hit with Copter a couple times, and my opponent flashes in Queller on my end step the second time I do. By then, I've looted twice, and promptly Dismember the Spirit. Next turn I run Seer straight into a second Queller, Dismembering this one as well to get a peek at the hand. I take Supreme Phantom, leaving a second one in the wings, and again crew and swing with Copter.

Phantom soon comes down with a twin regardless, but my Ghost Quarter destroys Mutavault and forces my opponent to chump Seer with his 2/4s.

Takeaways: No accelerant hurts Spirits enough that I think they mulligan low looking for one. The third Spatial is ridiculous in this matchup, as our removal snowballs just as their lords do. Gut Shot still the MVP.

Round 6 vs. Infect (2-0) play

Game 1, W (Play): Temple, Guide, Guide ramps me into a turn one Thought-Knot Seer, which strips Noble Hierarch. My opponent is left with Mutagenic Growth, Apostle's Blessing, Blighted Agent, Inkmoth Nexus, and Pendelhaven, and lacks a play turn one. I Dismember the Agent on his next end step and cast Smasher, attacking him down to 2. He goes to 1 fetching Dryad Arbor, draws, and concedes.

Sideboarding:

-4 Eternal Scourge
-2 Reality Smasher
-2 Smuggler's Copter

+3 Ratchet Bomb
+3 Spatial Contortion
+2 Gut Shot

We don't need Eternal Scourge because our mana's quite limited in this matchup, so we're happy to merely cast what we draw. Pump spells otherwise blanked by Chalice can also become Vapor Snags against Scourge. Copter comes out for a similar reason: we can't afford to constantly deploy threats for crew.

Game 2, W (Draw): My opponent leads with Hierarch, and I respond with Temple, Mimic. He drops another Hierarch and an Inkmoth Nexus. I swing and hold up removal, but end up letting through 4 Poison in the air. I fail to make a third land drop, swing, and pass again. He boots up the Inkmoth and casts Might of Old Krosa in the main phase. I respond with Spatial Contortion, which meets Blossoming Defense. Spirit Guide exiles for R and I Dismember it, winning the counter-war; my opponent hits for 2 with Hierarch and passes. I cast Reshaper and beat my opponent to death with that and a Mutavault, finally making my third land drop on turn six or so.

Takeaways: This matchup is as good as ever. The kill spells we play for Humans and Spirits are simply insane alongside the free win dimension of Chalice of the Void. Ratchet Bomb and Ghost Quarter don't hurt, either.

Round 7 vs. UW Control (1-2) play

Game 1, L (Play): I lead with Temple and then Eternal Scourge, following that with Matter Reshaper. My opponent blind-rips Terminus and tucks my team. I tap out for two more Reshapers, but they eat Detention Sphere. Clique and Jace come down and I scoop.

Sideboarding:

-4 Simian Spirit Guide
-4 Serum Powder

+4 Relic of Progenitus
+1 Surgical Extraction
+1 Ratchet Bomb
+2 Gut Shot

Further testing has led me to refine my sideboard plan for UW, now keeping Chalice to turn off Opt and Path. With those cards out of the picture, we can force opponents into pricey sweepers on our own terms. Powder comes out because we're likelier to draw many copies in longer games, and want to be drawing bodies.

Mid-round deck check race, W (Sunshine Airport): The judge denies my opponent a chance to use his cell phone, but grants us the ability to use the Switch. Things are a little rocky for me at first as I adjust to 100CC physics, and I drive into a couple crates and bananas. My opponent even passes me at one point and seems relatively unfazed by two straight Shocks. But then I get my bearings and Baby Peach ends up out-speeding Wario by a full four spots, with my opponent spinning into 5th just as our decks are returned.

Cyber Slick wheels were mostly a meta call.

Game 2, W (Play): My opponent again gets an early 2-for-1 with a blind Terminus, but I feel more in control with sideboard cards in the picture. I end up grinding him out the Eldrazi way: carefully deploying one Chalice at a time; committing creatures to the board so as not to pack it in to board wipes; nerfing planeswalkers with Mutavault and Copter. Seer's able to snag a Crucible of Worlds, and I end this long game with plenty of fatties in hand.

Game 3, L (Draw): This time around, I single-handedly lose the mid-game slog to a resolved Crucible, which my opponent uses to Field of Ruin me about six times. Lyra Dawnbringer resolves minutes away from time, and my first Dismember is Negated; the second one goes through, but a follow-up Baneslayer Angel spells my doom.

Takeaways: I still feel okay about this matchup, although it's by no means our easiest. We can answer what UW throws at us, and attack them with decent power from different angles depending on the game stage. My opponent had some amazing Terminuses, I made a few critical misplays in our last game, and Crucible of Worlds is a beating when we're riding on a grind plan. Sorcerous Spyglass was also sorely missed this round, as it would have answered both planeswalkers and Field.

Kelsey, on Counter-Cat, had also been 5-1 heading into this round. Unbeknownst to any Regionals players at the time, us x-2s would wind up just out of Top 8 contention.

Round 8 vs. Traverse Shadow (2-0) draw

Game 1, W (Draw): After I exile a land to Gemstone Caverns, my opponent plants Verdant Catacombs and passes the turn. I go for Chalice on 1, which meets Stubborn Denial, and pay with Simian Spirit Guide. From there, Matter Reshaper keeps Tarmogoyf from attacking, as my opponent's low on life from trading swings and cycling Street Wraiths; I end up winning with Blinkmoth pecks while sandbagging Reality Smasher.

Sideboarding:

-4 Eldrazi Mimic
-4 Simian Spirit Guide
-4 Serum Powder

+4 Relic of Progenitus
+1 Surgical Extraction
+3 Ratchet Bomb
+2 Spatial Contortion
+2 Gut Shot

Just about all our hands are good post-board, and we want the games to go long, so Powder gets the axe for removal spells. Combined with Relic, these all take out Tarmogoyf, and they help kill a Shadow otherwise.

Game 2, W (Draw): Turn one Inquisition of Kozilek sees Reshaper, Bomb, Seer, Zhalfirin, Mutavault, Copter, and Chalice, which it takes. Bomb comes down and trades for two Goyfs after I take a huge hit down to 9 life. My opponent rushes out a 3/3 Death's Shadow to keep the pressure on, but I hit it with Spatial Contortion and then target it with Surgical Extraction on his draw step. He can never out-field me after that.

Takeaways: Shadow's only real out is to rush out multiple huge guys and kill us, maybe with Temur Battle Rage. That's quite hard for them to do, as they lose to most of our cards post-board, especially Chalice, Relic, Bomb, and Scourge.

Round 9 vs. Jeskai Saheeli (2-1) play

Game 1, W (Play; P 7 – 7): Temple and Guide give me turn two Seer, which sees Path, Lightning Helix, Field of Ruin, Suflur Falls, Glacial Fortress and Saheeli Rai. I take the Path, and then cast another Seer to take Saheeli (by now, my opponent's drawn a second copy). Temple eats Field of Ruin, so I cast Reshaper next, but Smasher's not too far behind, forcing a last-ditch chump block with Felidar Guardian.

Sideboarding:

-4 Eldrazi Mimic
-4 Simian Spirit Guide

+4 Relic of Progenitus
+2 Ratchet Bomb
+2 Gut Shot

Game 2, L (Draw; P 7s – 7): I build a big board and strip my opponent of resources, eventually coming to a critical turn in which I know his two-card hand of Saheeli and Guardian. Since I have Dismember in hand and my opponent's on just four lands, I feel confident that he has no outs to my board. So I make a big attack, tap out to cast Powder and Scourge, and say "go" without playing my land for the turn. He combos me and I lose.

Game 3, W (Play; PM 6 – 7): Temple lets me drop a bunch of Nacatls and I handily race my opponent, with Dismember taking out a Wall of Omens.

Takeaways: I felt like I won all three games this round and am not sure how we could ever lose a match (given an awake pilot). Gut Shot and Dismember are way too good at disrupting the combo, and we don't need to play around sweepers.

Number CRUNCH!

Despite my lack of practice, piloting Colorless Eldrazi Stompy after all those months felt like riding a bike. And the deck itself impressed me, too: I did not expect it to be nearly as strong given how much better Modern's become at doing what we do, AKA putting large dudes into play quickly. Another Colorless player even ended up in 5th at the same event. Although I didn't face many dedicated graveyard decks, I think mainboard Chalice is still excellent, and wouldn't trade it for Relics.

Going forward, I'd like to swap a Blinkmoth and the last Grounds for two more Mutavaults. These should help in the control and combo matchups. There are fewer small fliers around without Signal Pest, and our fair matchups already seem fine without Grounds. We also have more cards in the side right now to fight small creatures and graveyard decks, respectively, and I'd like to keep it that way until I have a chance to at least cast Ravenous Trap once.

As for the players continuously putting up 5-0s with the deck, I see you! Perhaps I'll even score a 5-0 of my own one of these days. Until then, keep on flying that colorless flag!

Lessons from Buying for My Online Store

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Today’s article is going to cover some lessons I’ve learned since ramping up my online store’s inventory. Up until March of this year, I was selling mostly cards I had speculated on or picked out of collections, extras that I’d acquired, or cards that had spiked on MTG Stocks. However, I decided in March to take things to the next level and specifically start buying cards for my online inventory.

The first step was determining a method for pricing cards I was going to buy. Obviously, I couldn’t pay retail, but at the same time, I needed to be competitive with other online stores and LGSs. Before buying a card, I needed to have a good understanding of exactly how much I’d recoup off of a retail sale, so I needed to gather all my costs.

After understanding what I’d actually get after covering all fees and shipping costs, I could then look at additional factors that affect a card’s price, predominantly the condition. I added a column to my buylist that includes a factor for card condition (as I’m not going to pay the same for an HP card as I would a NM copy).

Lastly, I set a desired “profit” per card, as without this I’m wasting my time. The next step was deciding how much I was willing to “invest” into my store inventory. I decided to start somewhat small and set a modest $500 goal.

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With all this completed, I started buying cards on March 4th. By having my buylist calculator as a Google Sheet, I was able to track all purchases, and then move each card, date of purchase, and price of purchase to a master sheet to track my overall buys. Note that while I used my buylist for local purchases, I also bought cards on Facebook when the sale price seemed like I could turn it into a profit. Here we hit my first pitfall.

Always Run the Numbers First

There was an error retrieving a chart for Enchantress's Presence

I purchased a playset of Enchantress's Presence for $26.50 (I always include any shipping costs in my purchase) on March 12. The TCGplayer Market Price at the time was $10.30, and this was a card I often had requests for from local Commander players, so I figured they would be an easy sell.

I have since sold three of the four, but after fees and shipping costs, haven’t recouped my initial investment. The three sales only made a measly 11-percent profit.

Since that time, it was reprinted in one of the Commander 2018 decks and the average price dropped, though honestly not as far as I’d expected. However, it seems that the Commander reprinting has satiated what demand the market has currently, and I’ve dropped my price to the point where I’m just trying to break even now after fees and shipping costs. I purchased these cards because I thought they’d be an easy sell, but I didn’t run the prices through my buylist calculator.

It’s Business, Not Charity

There was an error retrieving a chart for Leyline of Sanctity

In late March, one of my friends lost his job and was trying to free up some cash by selling some of his Magic cards. He saw my post and approached me with a decent-sized list of cards he was looking to move. I set my profit-margin goal lower than usual to help make sure I gave him good numbers. I spent almost $270 buying up a decent amount of Modern staples from him, and I still haven’t broken even.

Don’t Speculate

There was an error retrieving a chart for Raging Ravine

On May 30, I purchased two Raging Ravines for $11.40 each, and on June 18th I purchased four Wooded Foothills at $15 per copy. At the time, I was expecting Jund to see a resurgence in popularity, though I honestly don’t remember exactly why. The buy prices were around 80 percent of the TCGplayer Market Price, but the retail price on both was a few dollars more. Thus, if I was able to sell closer to the average price, I’d make a solid 40-percent profit margin.

I speculated that with any rise in demand from Jund, both cards would move upward, flat-out ignoring the pretty constant downward trend Raging Ravine was showing (and still is).

I realize that this guideline seems quite counter-intuitive for a site that is rather dedicated to speculation. I'm not saying don't speculate ever—I’m saying don’t speculate with store inventory, unless you want to assume additional risk with regards to running a business.

Buying Into the Hype Doesn’t Always Pay Off

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On August 12, I saw on MTG Stocks that copies of Oppression were spiking. Very few copies could be found on TCGplayer, and none for the old price. I started searching for other online stores and located eight copies at the “old price” from a single vendor (to keep shipping costs down). I purchased all eight and then relisted them when they arrived.

On average I have $1.73 invested per copy, and despite the fact that the current TCGplayer Market Price is $6.83 and the median price is $7.01 (for Urza’s Saga copies), there are copies available in the $4.50 to $5 range that aren’t selling. This implies a buyout with no real demand to back it up (hence why copies considerably below the market price still aren’t moving).

Foreign Really Is Harder to Move

Earlier this year in April, Star City Games had a big foreign card sale and a lot of Commander staples were priced way below their English counterparts. I purchased a significant amount (a little under $200 worth) for my online store. I’ve actually sold enough of that inventory that I’m slightly ahead by around $16.50, and still have some of that purchase in my inventory.

There was an error retrieving a chart for Kruphix, God of Horizons

So with some moderate success after that purchase, I made another large purchase from Hareruya Games on August 20 totaling $104. Specifically, I purchased 12 copies of Kruphix, God of Horizons, two of Tamiyo, the Moon Sage, and two of Argothian Enchantress, all in Japanese.

In over two months, not a single card from this buy has sold. This despite having cut the price to the lowest on TCGplayer on multiple occasions, and despite the English version of Kruphix actually seeing price increases during this timeframe.

I think the biggest difference between these two purchases was that the SCG one involved a lot of different cards, as opposed to multiple copies of a few cards. While my SCG purchase was about twice as much money, this allowed me to spread my inventory dollars around. I might miss out on making a larger profit if one of the cards spiked, but I also reduce my risk if one of the cards ends up getting reprinted or demand otherwise drops.

Realistic Profit Margins

This experience has also forced me to reign in my expectations for profit margins on Magic cards. For a few years, we would see cards grow in price rapidly and by very large margins, and it wasn’t surprising to reap a 150-percent profit margin on a decent speculation target. However, when it comes to store inventory, that kind of margin is much rarer. I’m perfectly happy when a card I bought for $10 sells for $15 (after fees), netting a nice 50-percent profit margin.

It’s also important for us to remember that in many other industries, profit margins are typically much lower even than that (in many, a 10-percent profit margin is exceptional). This is important because if you try to buy with 100-percent-or-better profit margin expectations, then your buy price will tend to be extremely low and noncompetitive.

Conclusion

I learned a lot of lessons buying cards for my online inventory over the year, and I hope that my pain can be your gain. Don't repeat my mistakes. If you have any mistakes or tips of your own you'd like to share, please comment below.

The Significance of Monday’s MOCS Announcement

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On Monday there was a Magic Online announcement that outlined plans for its marquee event, the Magic Online Championship Series (MOCS) in 2019. The announcement has some major financial implications. Today I want to dig into exactly what it all means for Magic and the market, from the immediate impact it's already had to what it means for next year and beyond.

The MOCS has been the highest-level competitive event of Magic Online since 2009, so if nothing else, the simple fact that the series will continue into next year cements Magic Online as a major part of Magic’s competitive digital presence—any death knells for the program have been unwarranted, or at least premature. There has been a lot of hype over Magic Arena lately, and in turn discussion about Magic Online’s future, which many consider very bleak; but with MOCS events now scheduled into January 2020, it’s not going away anytime soon.

A few weeks ago I went into detail about my thoughts about the future of MTGO, and this news only makes me more optimistic. The announcement should build confidence in the Magic Online market. I expect the trend of players exiting in favor of Magic Arena to slow and in fact turn around, and I expect to see growth as more players join. Magic Arena is introducing new players to Magic, and bringing existing Magic players to a digital platform for the first time, both which will inevitably create some number of new Magic Online players. So the rising tide from Magic Arena may actually buoy Magic Online.

The finer details of the announcement is what really has people excited. The MOCS has always been comprised of qualifier events throughout the year, culminating in a championship for thousands of dollars in prize, essentially a mini-Pro Tour. That’s not changing, but new for 2019 is the addition of Format Championships in Modern, Legacy, Vintage, and Pauper, each of which will invite one player to the championship to compete for the top prize.

New Formats in the Spotlight

Qualifying for these championships means playing Leagues and Challenges in their respective format throughout the year. Because all the MOCS championship players also receive an invitation to the Pro Tour, this means that one can now technically make it to the Pro Tour playing nothing but their preferred format. This fact has players going wild, and it sent the market into a frenzy right after the announcement.

Vintage

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The main buying target has been the Power 9, all of which saw their prices spike significantly on Monday after the announcement. Most pieces nearly doubled in price, some nearly tripling. These had all essentially been slowly depreciating since printing and were at all-time lows, so given how cheap they were it’s not surprising so many people bought in.

Prices have fallen back considerably, with their net growth over the week now in the 50-80% range, so there were definitely speculators at play. But there’s also some real demand. As the week developed more staples of the format started to rise, including Bazaar of Baghdad and Mishra's Workshop, which has now nearly tripled in price this week, but is still barely over a ticket.

Vintage is a complete bargain on MTGO, with Black Lotus sitting just under 30 tickets (up from 16 on Sunday), and that’s attractive. The new MOCS season starts December 5th, just a few weeks from now. I expect demand to slowly build until that date, at which point players can start grinding points towards the Vintage championship, so the market should surge in December and into the new year.

Pauper

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The announcement is most significant for Pauper, which will now receive some serious online support. Being added as one of the MOCS formats means Competitive Pauper Leagues will be also added to the program’s offering, where there were previously just Friendly Leagues.

The announcement warned that competitive queues could be removed if they ruin the metagame and the health of the format, but I don’t expect that to happen. The format is already plenty competitive, and the metagame well developed for over a decade, so I don’t see it suddenly just breaking down.

What I do see happening is the changes catalyzing further interest in Pauper, which means more growth. Wizards is further helping support awareness of the format by including occasional Pauper events on Magic Arena. The days of the fabled Pauper Grand Prix could actually be upon us.

Pauper has seen modest growth on some staples since the announcement. It's nothing rivaling the massive Vintage growth, but there is clearly some renewed vigor in the market. There’s likely more growth ahead, and new players entering paper Pauper may start those cards moving too.

Legacy

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Legacy being included as a MOCS format is also a boost to that format, which sees relatively little support from Wizards because it includes Reserved List cards.

It hit the spotlight as part of Pro Tour 25th Anniversary in August, and has also been bolstered by SCG Team Open events. But this addition of another competitive Legacy event to the calendar will ensure it lives on strong for at least a year longer.

Modern

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Modern will also have a format championship, so it too will be bolstered by the announcement. There have been some small movements in the market this week. However, it seems that the bigger factor for that is the release of Ultimate Masters reprints, not necessarily the MOCS announcement, which makes sense since Modern is already so popular.

What is interesting about the selection of Modern is that it rounds out the selections with another Eternal format. What is left off is Standard, and that’s significant because Standard is very much the realm of Magic Arena. It appears that Magic Online is being set-up as the place to play non-Standard constructed Magic, to live in harmony with Magic Arena’s Standard.

MTGO Still Going Strong

With Magic Online receiving a bad rap lately, or at least being discounted in the face of Magic Arena, this announcement was a huge vote of confidence in the program from Wizards, and the market is responding. Prices across the board have been slumping and cards can be had at bargain prices, so now seems like a great time to move in and invest on the platform, at least for the 2019 horizon.

-Adam

Hold ‘Em & Fold ‘Em #19

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Pro Tour Guilds of Ravnica has passed—as it was only booster draft and Standard, there wasn’t a whole lot of action outside of that. However, that doesn’t mean we should stop looking around for opportunities. As a matter of fact, the time right after a Pro Tour can be a good time to pick up cards that aren’t in the spotlight.

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.

Holds

Ravenous Trap - Zendikar (Foil)

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Target Purchase Price
$5

This is the only printing of the card, so I wouldn’t pick up loads of these. But if you want a playset, the price has come down quite a bit from a year ago. It pops up in quite a few decks. Take a look at this list.

And thanks to Arclight Phoenix, you’ll see that Arclight Red has suddenly popped up on this list. Take a look at Taruto1212’s list for reference.

Modern: Arclight Red by Taruto1212

Creatures

4 Monastery Swiftspear
4 Arclight Phoenix
4 Bedlam Reveler

Non-Creature Spells

2 Gut Shot
4 Manamorphose
4 Fiery Temper
4 Lightning Bolt
3 Tormenting Voice
4 Rift Bolt
4 Lava Spike
4 Faithless Looting

Lands

19 Mountain

Sideboard

2 Surgical Extraction
4 Ravenous Trap
1 Flame Slash
3 Dragon's Claw
3 Alpine Moon
2 Abrade

This makes sense, because Dredge is still doing pretty well on Magic Online. Check out manoah’s 1st place list.

Modern: Dredge by manoah

Creatures

4 Bloodghast
1 Golgari Thug
4 Narcomoeba
4 Prized Amalgam
4 Stinkweed Imp

Non-Creature Spells

4 Cathartic Reunion
3 Conflagrate
4 Creeping Chill
4 Faithless Looting
4 Life from the Loam
1 Darkblast
4 Shriekhorn

Lands

1 Arid Mesa
1 Blackcleave Cliffs
2 Blood Crypt
2 Bloodstained Mire
3 Copperline Gorge
1 Dakmor Salvage
1 Gemstone Mine
1 Mana Confluence
2 Mountain
1 Scalding Tarn
2 Stomping Ground
2 Wooded Foothills

Sideboard

1 Darkblast
2 Ancient Grudge
4 Leyline of the Void
2 Lightning Axe
4 Nature's Claim
2 Thoughtseize

Karn, Scion of Urza - Dominaria (Non-Foil & Foil)

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Target Purchase Prices
Non-Foil: $20ish
Foil: $60ish

A lot of demand for Karn is still driven by Standard, but it definitely still makes it way into plenty of decks outside of that.

This is one of those cards that just keeps getting better over time. Plus, there aren’t really any barriers to playing this card in any deck. I think this card is getting pretty close to its floor, if it isn’t there already, since most people are all about Guilds of Ravnica and Ultimate Masters now. So this is a pretty good time to start picking these up if you need them.

Folds

With Pro Tour Guilds of Ravnica just in the spotlight, I think these are the cards you should get rid of now if you have them and aren’t planning on using them.

Aurelia, Exemplar of Justice - Guilds of Ravnica (Non-Foil)

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Target Sell Price
$10ish

Three of the Top 8 decks had this card in their lists, with two in Luis Scott-Vargas’s 2nd place deck.

Standard: White-Red Aggro by Luis Scott-Vargas

Creatures

4 Dauntless Bodyguard
4 Benalish Marshal
4 Adanto Vanguard
4 Healer's Hawk
4 Leonin Vanguard
3 Skymarcher Aspirant
4 Ajani's Pridemate

Non-Creature Spells

3 Pride of Conquerors
2 Conclave Tribunal
4 History of Benalia
4 Legion's Landing

Lands

4 Clifftop Retreat
12 Plains
4 Sacred Foundry

Sideboard

2 Conclave Tribunal
4 Experimental Frenzy
2 Banefire
3 Baffling End
1 Mountain
2 Aurelia, Exemplar of Justice
1 Settle the Wreckage

This is a legendary multi-colored Angel, so it will probably never be a four-of in any deck. And I don’t see this making its way into Modern. However, a lot of casual players love Angels. So I think foils are probably okay to hold onto. But I would still be careful. It only sees play in 28 decks in EDH/Commander right now.

History of Benalia - Dominaria (Non-Foil & Foil)

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Target Sell Prices

Non-Foil: $20ish
Foil: $30ish

Here’s another Standard-only all-star. This was probably one of the most powerful cards the whole weekend of Pro Tour Guilds of Ravnica and it’ll probably remain that way for most of its life in Standard. But if you’re not going to use these, I would dump them into high demand right now. This doesn’t seem much play in EDH/Commander either.

Legion’s Landing - Ixalan (Non-Foil & Foil)

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Target Sell Prices

Non-Foil: $8ish
Foil: $10+

This one is slightly tougher. But I still think it’s a sell. This card saw some play in Orzhov Tokens earlier this year in Modern but hasn’t made a big enough splash to make it a high-tier deck. Take a look at Tim Watkins’s deck for reference.

Modern: Orzhov Tokens by Tim Watkins

Non-Creature Spells

2 Collective Brutality
4 Fatal Push
3 Inquisition of Kozilek
4 Lingering Souls
2 Path to Exile
3 Raise the Alarm
2 Spectral Procession
2 Thoughtseize
1 Wrath of God
2 Bitterblossom
1 Gideon, Ally of Zendikar
4 Intangible Virtue
3 Legion's Landing
1 Liliana of the Veil
2 Sorin, Solemn Visitor

Lands

4 Concealed Courtyard
1 Fetid Heath
2 Field of Ruin
1 Flooded Strand
2 Godless Shrine
4 Marsh Flats
3 Plains
1 Polluted Delta
2 Shambling Vent
2 Swamp
2 Vault of the Archangel

Sideboard

1 Bontu's Last Reckoning
1 Cast Down
1 Cast Out
2 Collective Brutality
1 Liliana, the Last Hope
1 Ob Nixilis Reignited
2 Rest in Peace
3 Stony Silence
1 Surgical Extraction
2 Timely Reinforcements

The reason I say this one is slightly tougher is because it’s a one-mana spell that is usually played in multiples. It’s also an enchantment, which is usually a harder card type to get into the graveyard if you’re looking to pump a Tarmogoyf or fuel a delirium card like Traverse the Ulvenwald.

But none of this is actually relevant right now since there aren’t any decks out there doing this effectively. With that said, I would capitalize on the Standard-only demand. You can get back into the position later if you want to, particularly keeping an eye on the Buy-A-Box promo.

Recent Buys

Pearl Lake Ancient - Khans of Tarkir (Foil)

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Purchased Price
$1.25

I bought two playsets just for fun. It’s a cheap foil mythic that will probably never spike because so much Khans of Tarkir was opened, owing to the reprinting of fetchlands. But the reason I got the card is because I read Andrea Mengucci’s recent Legacy article on Channel Fireball, and he features an updated High Tide list from Iwouldliketorespond.

Legacy: High Tide by Iwouldliketorespond

Non-Creature Spells

3 Cunning Wish
3 Meditate
4 Accumulated Knowledge
4 Brainstorm
4 Flusterstorm
4 Force of Will
4 High Tide
4 Mental Note
4 Mission Briefing
4 Reset
4 Thought Scour

Lands

1 Misty Rainforest
1 Scalding Tarn
2 Polluted Delta
4 Flooded Strand
10 Island

Sideboard

1 Meditate
1 Blue Sun's Zenith
2 Brain Freeze
1 Echoing Truth
1 Hurkyl's Recall
1 Pact of Negation
1 Pearl Lake Ancient
2 Search for Azcanta
2 Snap
1 Surgical Extraction
1 Swan Song
1 Turnabout

I’m not sure if Mission Briefing is what this deck needs to push it up to a higher tier, but it might be. Anyhow, there are quite a few cards that are worth keeping an eye on here other than Pearl Lake Ancient.

I’ve already mentioned Accumulated Knowledge in article #16. But I haven’t mentioned Meditate yet. It’s on the Reserved List and is starting to creep up slowly in market price. And we’ve already seen a couple of recent spikes in the average price. It’s a blue card, so it can used with Force of Will. And it has been used in multiples in combo decks other than High Tide, like ProsBloom.

Extended: ProsBloom by Mike Long

Non-Creature Spells

4 Infernal Contract
4 Meditate
4 Impulse
3 Vampiric Tutor
2 Memory Lapse
2 Power Sink4600
2 Abeyance
4 Squandered Resources
4 Natural Balance
4 Cadaverous Bloom
3 Prosperity
1 Drain Life

Lands

4 City of Brass
4 Gemstone Mine
5 Island
5 Swamp
4 Forest
1 Plains

Sideboard

2 Abeyance
4 Chill
1 City of Solitude
1 Elephant Grass
2 Emerald Charm
3 Gloom
2 Pyroblast

Watchlist

Mission Briefing - Guilds of Ravnica (Non-Foil & Foil)

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Observed Price
Non-Foil: $3-4
Foil: $10-12

As mentioned above, keep an eye on this card as it might become more popular even outside of Legacy.

Mental Note - Judgement (Foil)

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Observed Price
Foil: $3-5

This is another card from the High Tide list above that looks kind of interesting. This is the only tournament-legal printing of the card. It's essentially an extra copy of Thought Scour, which has already proven to be very powerful in Modern and has seen spikes before. This also sees some play in Pauper.

Pauper: UB Delver by Remi Roudier

Creatures

2 Sultai Scavenger
4 Gurmag Angler
4 Delver of Secrets

Non-Creature Spells

1 Disfigure
2 Mental Note
2 Ghastly Demise
2 Gush
2 Snuff Out
2 Spell Pierce
4 Brainstorm
4 Thought Scour
4 Daze
2 Divest
4 Gitaxian Probe
4 Ponder

Lands

2 Swamp
3 Ash Barrens
4 Evolving Wilds
8 Snow-Covered Island

Sideboard

2 Stormbound Geist
1 Spell Pierce
2 Shrivel
1 Nihil Spellbomb
2 Hydroblast
1 Duress
2 Diabolic Edict
3 Augur of Bolas
1 Annul

Boomerang - 7th Edition (Foil)

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Observed Price
Foil: $4ish

Here’s another card that sees a bit of Pauper play. And this is another old foil like Mental Note. You might want to also check out Sigmund Ausfresser’s recent article about old foils.

Pauper: Mono-Blue Delver by Remi Roudier

Creatures

4 Faerie Miscreant
4 Delver of Secrets
4 Augur of Bolas
4 Spire Golem
4 Spellstutter Sprite

Non-Creature Spells

1 Snap
2 Brainstorm
2 Deprive
3 Gush
4 Counterspell
4 Vapor Snag
4 Preordain
4 Ponder

Lands

16 Island

Sideboard

3 Stormbound Geist
2 Gut Shot
1 Echoing Truth
4 Dispel
4 Curse of Chains
1 Boomerang

Niv-Mizzet, Parun - Guilds of Ravnica (Foil)

There was an error retrieving a chart for Niv-Mizzet, Parun

Observed Price
Foil: $10-12

It’s kind of funny that this sees play only in Standard and Vintage right now.

And it doesn’t see too much play in EDH/Commander yet.

But the effects on this card are quite powerful, so I would keep an eye on it. And just like with Angels, casual players also love Dragons. It’s also a Wizard, but I’m not sure that really makes a difference, since it’s already uncounterable so it doesn’t take advantage of something like Cavern of Souls. But there could still be some other Wizard synergies with this card, so pay attention.

Public Spreadsheet

Stay up to the minute on what I’m looking at on a daily basis via the Hold ‘Em & Fold ‘Em - Public MTG 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

Holds

  • Ravenous Trap - Zendikar (Foil)
  • Karn, Scion of Urza - Dominaria (Non-Foil & Foil)

Folds

  • Aurelia, Exemplar of Justice - Guilds of Ravnica (Non-Foil)
  • History of Benalia - Dominaria (Non-Foil & Foil)
  • Legion's Landing - Ixalan (Non-Foil & Foil)

Recent Buys

  • Pearl Lake Ancient - Khans of Tarkir (Foil)

Watchlist

  • Mission Briefing - Guilds of Ravnica (Non-Foil & Foil)
  • Mental Note - Judgement (Foil)
  • Boomerang - 7th Edition (Foil)
  • Niv-Mizzet, Parun - Guilds of Ravnica (Foil)

Public Spreadsheet

Hold ‘Em & Fold ‘Em 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

Daily Stock Watch – Assassin’s Trophy

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Hello, everyone and welcome to a new edition of the Daily Stock Watch! The spoiler season for Ultimate Masters is just a week away, and market movement has been relatively quiet as everyone awaits what other cards could be inside it once the spoilers are up. Since it would be a bit tricky to speculate on what could be in there, let's try to focus on the other cards that will be directly affected by the reprints from the new set. The card I like to talk about today is one that has plunged to its all-time low as of writing time, but is expected to bounce back soon when archetypes that would need its services start to emerge as real threats in both Standard and Modern. I didn't expect I'd be writing about this card on this segment anytime soon, but I feel that now's the time to do it.

There was an error retrieving a chart for Assassin's Trophy

Down to $17.38 after starting off as a $34.99, the window of opportunity for those who'd like to speculate on it had just opened up at the right time. I was quite expecting this financial drop for the card after tons of Guilds of Ravnica products have been opened up and the lack of success from Abzan and Jund variants in Modern. In fact, Golgari has been experiencing some success in Standard prior to the Boros invasion over the weekend and they still barely use the card in their main decks. For reference, take a look at this list from one of the top eight players from MTGO's Standard PTQ.

Golgari Aggro

Creatures

3 Carnage Tyrant
4 Jadelight Ranger
4 Llanowar Elves
4 Merfolk Branchwalker
2 Midnight Reaper
3 Ravenous Chupacabra
2 Seekers' Squire
4 Wildgrowth Walker

Other Spells

1 Assassin's Trophy
3 Find / Finality
3 Vraska's Contempt
3 Vivien Reid
1 Vraska, Golgari Queen

Lands

8 Forest
2 Memorial to Folly
4 Overgrown Tomb
5 Swamp
4 Woodland Cemetery

Sideboard

1 Arguel's Blood Fast
2 Cast Down
4 Duress
1 Golden Demise
1 Midnight Reaper
2 Reclamation Sage
2 Ritual of Soot
2 The Eldest Reborn

It's actually weird that the best possible single target removal in the deck is a single copy, but such is the case for Golgari in Standard because it relies a lot on its planeswalkers to do this job. Vraska's Contempt is way higher on the curve than Assassin's Trophy, but it doesn't reward the opponent with a basic land and the ability to return the permanent (the contempt exiles while the trophy just destroys) to play or your opponent's hand. This was how Golgari built their decks prior to the blitzkrieg that Boros was, so it's exciting to see if they will adjust for cheaper removals by adding more Assassin's Trophy and going for less Vraska's Contempt. If that happens, expect more trophies to be added to lists and some price increase for it if the deck punishes the Boros Aggro that is popular right now.

The Ultimate Masters Effect

Have you been aching to play Jund for the longest time but think that the deck is very expensive despite its lack of success? I guess WotC just alleviated your problems in UMA (even though no Dark Confidant was spoiled). I'd go back to the same logic that made Valakut, the Molten Pinnacle spike in the first place, so I'm assuming that Assassin's Trophy would enjoy the same boost from the abundance of Jund pieces in UMA. I haven't seen an Abzan midrange variant succeed in Modern for a while now, so I'm not really sure if one would appear in the near future (or even Sultai) to make fair gaming a thing in Modern again. After all, it was the promise of a "fair deck's return" in Modern that made this card pricey to begin with.

At the moment, StarCityGames is out of stock of this card while Card Kingdom has a few left at $17.99, and other vendors via TCGPlayer has it for as low as $12.00 It might be a conscious effort from the big stores to zero out their stocks to boost its price just in time for the holiday season where sales and tournaments will both be abundant. I would go for any copy below $15 because I expect this card to recover in the near future, and be a strong removal in a year's time. The same is expected for its foil copies, and I would be going hard for that one at below $45. You can't go wrong with this card at the said prices.

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!

Unlocked: MTGO Market Report for Fall 2018

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Welcome to the MTGO Market Report as compiled by Matthew Lewis. The report covers the fundamental speculative strategies that anyone can use to build an MTGO portfolio and harvest tix from the digital Magic economy. The three fundamental strategies involve foil mythic rares, and then boosters and sets of the most recent draft format.

This time around the report will cover Guilds of Ravnica (GRN) foil mythic rares, Core Set 2019 (M19) sets and boosters. For an in-depth look at each of these strategies, please refer to this article. For a complete look at the transactions regarding these strategies, please check out the portfolio.

Foil Mythic Rares

The ordinary application of this strategy is to buy each of the foil mythic rares from the new set and hold them for a couple of months before selling them. Value flows to the redemption choke point of mythic rares and doubly so for the foil versions. With GRN foil mythic rares though, there was a substantial curveball thrown by Wizards of the Coast (WotC).

There was a sealed deck league which included seeded boosters to mirror the paper prerelease events. This meant there were some foil mythic rares showing up at a high frequency due to being in the seeded boosters. For this reason, it was important to quickly identify which mythic rares were in the seeded boosters and which were not, since avoiding the mythic rares in the seeded boosters would be critical to the success of this strategy.

Identifying the mythic rares to avoid was tricky. There was no official information to go by, and MTGO events were starting before paper prerelease events so there was no word-of-mouth information either. The starting point I chose for this strategy then was to avoid any mythic rare with a guild watermark. My assumption was that the watermarked mythic rares would be showing up as a foil in the seeded boosters.

This meant I would target Thousand-Year Storm, Ral, Izzet Viceroy, Vraska, Golgari Queen, Arclight Phoenix, Nullhide Ferox, and Divine Visitation. Check out the price evolution of a foil version of Ral, Izzet Viceroy with a chart courtesy of Goatbots.

With this short list in place, I began buying as many of these as possible. Almost all of my transactions were with GoatBots, as they are the most visible of the major bots when it comes to foils. Even still, the availability of these foils was low. It took steady monitoring of the market and multiple transactions, sometimes just buying a single copy.

Purchases were spread out over the first days of the release window, but by the weekend I had a nagging feeling that my list of "safe" mythic rares to target wasn't quite right. It seemed like it was quite easy to buy Thousand-Year Storm relative to the other mythic rares on my list, but I couldn't quite figure out why.

By the weekend, Foilbot (the Cardbot bot chain dumping ground for foils of all kinds) was well stocked with multiple copies of Lazav, the Multifarious, Trostani Discordant, Aurelia, Exemplar of Justice, Underrealm Lich, and Thousand-Year Storm. The rest of the mythic rares were nowhere to be seen, but full playsets of each of these were available to purchase.

This is when I realized that my initial assumption about the seeded boosters was incorrect. It was only possible to open one mythic rare from each guild in the seeded boosters, and the evidence was that the widely available ones were the ones being opened.

This is when I went into the next stage. I added Doom Whisperer, Dream Eater, Mnemonic Betrayal, Chance for Glory, and March of the Multitudes to my buy list, while removing Thousand-Year Storm. This meant I had to sell all the copies of Thousand-Year Storm that I had already purchased, even at a loss.

The strategy is so clear on this; just check out where the current prices of the foil mythic rares that showed up in the seeded boosters settled. Aurelia is the highest at 5.5 tix, while Lazav is the lowest at 1.3 tix. If you are familiar with the price of foil mythic rares on MTGO and you didn't know about the seeded boosters, these prices would be very mysterious.

The strategy got me into 105 copies of foil mythic rares at an average price of 20.4 tix per copy. This includes the false start I had with Thousand-Year Storm. The current average buy price of the eleven mythic rares not in the seeded boosters is 25.5 tix, and I expect total returns to be in the 30- to 40-percent range after exiting the strategy. Foil sets of GRN have just entered the store for redemption, so the selling window on foil mythic rares is now open. I'll be unwinding this trade over the next couple of weeks as long as prices remain fairly stable.

Realizing the nature of the seeded boosters was essential to successfully implementing the foil mythic rare strategy this time around. For speculators, this is great news: if you can identify which ones show up in the seeded boosters, you can avoid these and load up on the rest.

For Ravnica Allegiance (RNA), there will be another set of mythic rares to avoid, one from each guild. There are no hard and fast rules to identify these, but a day or two after the release of RNA, there will be five of that foil mythic rares widely available and these will be the foil mythic rares available in the seeded booster.

The next buying window for foil mythic rares will occur with the start of RNA limited events on MTGO. This strategy is quite a crowded trade these days, so implementing it requires  more leg work than the other two strategies. If you have time, check in periodically with the foil bots in the first week of RNA's availability and buy up any of the foil mythic rares that are not in the seeded boosters. If you can't tell which is which, don't buy any RNA foil mythic rare for less than 10 tix. This is a good rule of thumb that should keep speculators out of trouble.

Full Set Strategy

This time around, I was targeting full sets of M19. Between September 19 and October 1, I bought forty sets of M19 for an average price of 61.4 tix. The lowest price was 58.0 tix and the highest price was 64.1 tix. The current sell price is 75 tix; if we assume a ten-percent spread between buy and sell prices, then the current profit is a net gain of ten percent, or about 6 tix per set.

I have not yet sold any M19 sets as I am waiting for the store to restock regular M19 sets for redemption. They are technically available for redemption until December 4. When the store gets restocked, I would expect a surge in demand for M19 sets to result in a price peak in the 80- to 90-tix range. That's when I anticipate unwinding my position in M19 sets.

For GRN, the buy window will open sometime over the last week of December and into the first week of January. With RNA paper prereleases set for January 19, 2019, you will want to be done with your purchases by this time. It's a little early to predict what the price low will be for GRN, but my early guess is that it will be in the 70 to 75 tix range.

Booster Strategy

I was a heavy buyer of M19 boosters as soon as GRN events went live on MTGO. I was able to buy 190 draft sets for an average price of 5.9 tix, with 5.8 tix the lowest price and 6.0 tix the highest price. Currently, a draft set is selling for 6.7 tix and the buy price is 6.5 tix. The implied net profit is ten percent or 0.6 tix per draft set.

I have not yet sold any M19 draft sets. The set will be available to draft right up until the release of RNA, so the best time to sell these has not yet occurred. Ulimate Masters is set for release in early December, followed by the usual round of Holiday Cube. Given this, it's important not to get caught with too many M19 draft sets as we get into December, as these events can impact the demand for M19 draft.

Returns so far have not matched up to the returns on Dominaria (DOM) draft sets from the summer, which is understandable as that was widely felt to be the best draft format in a long time. With all of this in mind, I will begin to unwind my position in M19 draft sets in coming weeks.

The buy window for GRN draft sets will open after the release of RNA in January. Six tix seems to be a reasonable price for draft sets, so I will be looking to buy up to 200 sets of GRN at that price. Do not start buying until RNA limited events begin, as that is when players really start selling their extra boosters.

Green Sun’s Zenith Testing: Quantitative Results

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Finally, it's time for everyone's favorite part of the banlist test: the experimental data. After playing 500 matches with GB Elves over several months, I can finally put some data to the speculation about the impact of unbanning Green Sun's Zenith. I will be revealing the hard numbers and their statistical significance. As always, these data are meant to explore the impact of the tested card, but I can't test every single impact, metagame shift, or other permutation that could arise.

If you're just joining us, be sure to first read the Experimental Setup for this project.

Boilerplate Disclaimers

Contained are the results from my experiment. It is entirely possible that repetition will yield different results. This project models the effect that the banned card would have on the metagame as it stood when the experiment began. This result does not seek to be definitive, but rather provide a starting point for discussions on whether the card should be unbanned.

Meaning of Significance

When I refer to statistical significance, I really mean probability; specifically, the probability that the differences between a set of results are the result of the trial and not normal variance. Statistical tests are used to evaluate whether normal variance is behind the result, or if the experiment caused a noticeable change in result. This is expressed in confidence intervals determined by the p-value from the statistical test. In other words, statistical testing determines how confident researchers are that their results came from the test and not from chance. The assumption is typically "no change," or a null hypothesis of H=0 (though there are exceptions).

If a test yields p > .1, the test is not significant, as we are less than 90% certain that the result isn't variance. If p < .1, then the result is significant at the 90% level. This is considered weakly significant and insufficiently conclusive by most academic standards; however, it can be acceptable when the n-value of the data set is low. While you can get significant results with as few as 30 entries, it takes huge disparities to produce significant results, so sometimes 90% confidence is all that is achievable.

p < .05 is the 95% confidence interval, which is considered a significant result. It means that we are 95% certain that any variation in the data is the result of the experiment. Therefore, this is the threshold for accepting that the experiment is valid and models the real effect of the treatment on reality. Should p < .01, the result is significant at the 99% interval, which is as close to certainty as you can get. When looking at the results, just look at the p-value to see if the data is significant.

Significance is highly dependent on the n-value of the data. The lower the n, the less likely it is that the result will be significant irrespective of the magnitude of the change. With an n of 30, a 10% change will be much less significant than that same change with n=1000. This is why the individual results frequently aren't significant, even when the overall result is very significant.

Overall Results

Just as a reminder from last week, I played 500 total matches, 250 per deck. I switched decks each match to level out any effect skill gains had on the data. Play/draw alternated each match, so both decks spent the same time on the draw and play.

Here's the data, overall results and bonus stats first, individual results afterward.

  • Total Control Wins - 119 (47.6%)
  • Total Test Wins - 148 (59.2%)
  • Overall Win % - 53.4%

The data show that adding GSZ to GB Elves had a strongly significant positive effect on its win percentage. The data is significant at the 99% confidence interval, indicating a high degree of certainty.

From these data, it is obvious that GSZ is a powerful card that would benefit decks that could have a strong impact on Modern. Exactly what that impact would be isn't obvious from this result, as an overall win increase is somewhat meaningless in a vacuum. To really understand the impact requires going into the details, though note the significance problems I mentioned above apply to the individual results.

Interesting Additional Data

As always, I record anything that seems interesting or potentially relevant during testing. In the past, that has included data such as the average turn I played the test card, or cascade stats. This time is a bit different because I changed what I was looking for. In particular, the false start with UW led me to keep track of how many times I cast the same GSZ. What exactly these data mean depends on perspective, because there are many ways to look at them, but they're important to the overall picture of GSZ.

  • Number of games with multiple GSZ cast - 568
  • Times drawing and casting the same GSZ more than once per game - 216
  • Same casts against UW - 114
  • Same casts against Storm - 5
  • Same casts against Tron - 53
  • Same casts against Humans - 16
  • Same casts against GDS - 28
  • Total GSZ for 0 casts - 129

As might be expected, the longer the games went, the more times I redrew and recast GSZ. There has to be some model for this effect, but I couldn't find one. If anyone knows, do let me know.

Deck by Deck

The general effect of GSZ on GB Elves was to make the deck more consistent while also slowing it down. There were fewer explosive wins, but I also experienced fewer floodouts. GSZ usually took a turns worth of mana that could have been used flooding the board with dorks, but it also meant that I actually hit payoff cards more often. This is reflected in the average winning turn stats:

  • Average control win turn - 4.24
  • Average test win turn - 4.95

I should also note that the control Elves deck was capable of actually winning on turn three several different ways (Elvish Archdruid and Ezuri, Renegade Leader, Ezuri and Devoted Druid, Heritage Druid hand dump into lords, etc.), while the test deck really only had two: flooding the board and curving out. As a result, most of test Elves's turn three wins were concessions rather than actual wins. The test data will be reported in the order the testing was finished.

UW Control

I discussed this matchup extensively last week, and that article is critical to understanding this section. After the false start, I expected this result to be far closer than previously shown. I still thought, especially considering my opponent's assessment of the matchup, that Elves would be favored, but I didn't expect it to remain this favored.

  • Total Control Wins - 25 (50%)
  • Total Test Wins - 35 (70%)

The result is a significantly positive result for Elves's win percentage. P<.05 so the data are significant at the 95% confidence interval, and nearly the 99% level.

The control deck did better than in the first test despite how the UW pilot adjusted their play and strategy. This is attributable to Elvish Clancaller acting close enough to Goblin Matron for that old problem to resurface. Game 1 proved much harder for UW regardless of GSZ as a result. The test deck's decreased win rate is the result of UW actually understanding the matchup and playing accordingly. Baneslayer Angel was very hard to race if it was set up with Terminus. Search for Azcanta was the most important card for UW, as it helped dig for Angel.

Storm

Storm vs. Elves, especially game 1, is a straight-up race, which is also how I understand the Legacy matchup goes. Storm can interact with Elves, but it's often unnecessary, as Storm can combo turn three more easily and more often than Elves. After board, Elves has relevant interaction and a hate card, while Storm usually goes for extra answers to Damping Sphere.

  • Total Control Wins - 21 (42%)
  • Total Test Wins - 18 (36%)

The result is not significant. Despite the test win percentage decline, there is no reason to think that is anything other than normal variance. Therefore, GSZ did not impact the matchup.

The decline is largely attributable to the removal of Devoted Druid slowing down test Elves. Even when I couldn't combo off, Storm still had to respect the possibility that I could just kill them, and had to take a turn off to not die. The extra Damping Sphere in test Elves kept the overall matchup much closer than I expected.

Mono-Green Tron

GR Tron used to crush decks like Elves when it ran 4 Pyroclasm main. With GR's decline, Tron is more vulnerable to swarm strategies. Ugin, the Spirit Dragon is still usually game over when it resolves.

  • Total Control Wins - 23 (46%)
  • Total Test Wins - 30 (60%)

The result is weakly positively significant. While test Elves's win percentage increased, it did not make it to 95% confidence. It did cross 90% confidence, so the result cannot be fully discounted.

The matchup was decided by Oblivion Stone and Ugin. Popping a single Stone wasn't always enough to stabilize thanks to all the tutors in Elves, but buying the space to cantrip into Ugin was still great. However, if Elves got in a strong enough hit before Ugin, it was far easier for the test deck to still win by tutoring for Shaman of the Pack. Grafdigger's Cage and Damping Sphere weren't major factors because both decks brought in artifact destruction and could just work through the hate naturally.

I believe that the Tron matchup would be more positive for Elves in a GSZ world because I really didn't push the tutoring aspect in my deck. GSZ proved to be a workhorse tutor that I fired off for value all the time. This let Chord of Calling be a specialist tool. I could have played more tutor targets like Selfless Spirit or Phyrexian Revoker. Chording for those to protect against Stone and Ugin respectively would have greatly improved the matchup.

Humans

I expected Humans to struggle because in my experience, go-wide creature strategies are very good against Humans's go-tall strategy. The disruptive package is also weak against creature decks. It wasn't as bad as I thought against the control version because Meddling Mage is great at stopping payoff cards, and Izzet Staticaster can dismantle a board.

  • Total Control Wins - 27 (54%)
  • Total Test Wins - 35 (70%)

The result is a significant positive result for test Elves's win percentage. The data are significant at the 95% confidence interval.

GSZ gave Elves far more ways to get around Mage and hit the payoff cards to overwhelm Humans. The best strategy for Humans proved to be an airborne attack, which meant keeping in Kitesail Freebooter. Subsequently, it was plausible for Humans to take the only Chord or Collected Company in the control deck's hand, then Mage the other payoff card and successfully race the random beaters. That plan became almost impossible with the addition of GSZ.

Staticaster was very good in games where Humans was winning, but was overall inadequate. If Elves got out a few lords or Ezuri and lots of mana, it was terrible. Humans stole a few games off copying Staticaster and chewing through the lords, but it was a huge struggle. Dismember was a wash in races often enough in testing that we didn't board it in.

Grixis Death's Shadow

This proved to be a very swingy test. Death's Shadow decks are known for shredding opposing hands, while Elves is great at dumping theirs. The match was about Grixis having a clock with enough life to survive a counterswing, and typically turned into a waiting game for both sides. Elves would get in chip shots then and then try to win with a single big attack. If there was a Shadow or Gurmag Angler out, I would hold back until certain of victory. Grixis relied heavily on finding Temur Battle Rage.

  • Total Control Wins - 23 (46%)
  • Total Test Wins - 30 (60%)

The data is the same as against Tron, and so my conclusion is the same: weakly positively significant.

The lack of sweepers in the Grixis list really hurt, and it struggled to stabilize the board. The extra tutor made crunching through blockers far easier to manage.

Data Point

The data show that the slower the deck Elves faced, the more opportunity GSZ has to make an impact. It also did well in attrition-based matchups, finding ways to rebuild after removal. However, that's not the full story of the testing. Next week, I will present the less tangible lessons from testing and my thought on GSZ's viability in Modern.

Daily Stock Watch – Niv-Mizzet, Parun

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Hello, everyone and welcome to a new week of the Daily Stock Watch! The Pro Tour has come and gone, and we were blown away by the quick attack that Boros Aggro decks have executed during the event. Price spikes usually occur after these events, but the lack of a clear cut "money card" prevented that from happening. I do think that today's featured card was close to breaking out during the PT until the Boros onslaught ruined its plans. We might be looking at a $5-$8 card when the meta has adjusted, but I could just be another biased blue mage who loves to draw. Either way, I see lots of potential for this card.

There was an error retrieving a chart for Niv-Mizzet, Parun

The card is sitting at an average price of $3.75 right now, and it just moved a little from $3.30 last Friday before the PT coverage has started. I was keeping an eye for this and I even bought copies in advance in case it goes bonkers and just won the whole PT, but it seems that it's kind of slow now in a world suddenly dominated by Legion's Landing and History of Benalia. We kind of knew that History of Benalia was great in a Boros Angels shell, but we didn't really see this variant coming. It's a known fact that pro players brew more online and share secrets among themselves (and their teammates), showing up at actual big events with new archetypes that the rest of the world will soon follow. For this particular event, my friends and I actually tried to speculate on cards that are in Izzet/Jeskai lists with the mentality that control decks would be making it to the final eight. Only two of these decks survived the field of 500+ Pro mages, and both of them were using Niv-Mizzet, Parun in their sideboards.

Izzet Drakes

Creatures

4 Arclight Phoenix
3 Crackling Drake
4 Enigma Drake
4 Goblin Electromancer

Other Spells

4 Chart a Course
4 Discovery / Dispersal
3 Lava Coil
1 Maximize Velocity
4 Opt
4 Radical Idea
4 Shock

Lands

7 Island
1 Izzet Guildgate
5 Mountain
4 Steam Vents
4 Sulfur Falls

Sideboard

1 Beacon Bolt
2 Disdainful Stroke
3 Entrancing Melody
3 Firemind's Research
1 Murmuring Mystic
2 Ral, Izzet Viceroy
1 Spell Pierce

Niv-Mizzet would have been a really strong card if its casting cost wasn't too color intensive, but an easier path to its prowess would have rendered it a mythic rarity. It is very strong, without doubt, and could end games in an instant if its controller gets to untap after it has resolved. I still think that this card would break through at some point in time (maybe Ravnica Allegiance has more fun tools for Izzet?) once players have figured out a way to solve the new Boros puzzle. Deafening Clarion would be a good starting point, but Sweltering Suns is definitely missed. Adanto Vanguard has also found a way to become annoying once more as it could survive removals in the early parts of the game. Now if only Niv-Mizzet could find some allies to dominate...

Niv-Mizzet and Friends

The path to Izzet's success runs through these cards, and Niv-Mizzet is possibly at the forefront of that attack if it somehow ends up as the best deck in the format in the near future. I like to buy in now that it's just sitting at below $4, and foils would be awesome pickups for Commander in the long run as you can't go wrong if you get it for $10 or less if you ask me.

At the moment, StarCityGames and Card Kingdom are running low on copies of the card at $3.99, but a wide variety of vendors still have it via TCGPlayer for as low as $3.12. Foils are running north of $11.99, and I wouldn't mind getting them for $10 or less for as long as it's available at those prices. It's one of those rare cards that gives you the mythic feel because of its power level, and I have no doubt that it will prove its worth in 2019.

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!

A Look at Old Foils

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Another Pro Tour has come and gone. I woke up Sunday morning expecting to see a variety of Standard break-outs showing up on the MTG Stocks Interests page. Instead, I saw this:

(Click to expand.)

Funny enough, not a single Standard card cracked the top ten. Only Arclight Phoenix showed up, and the ship on that card has already sailed.

There was an error retrieving a chart for Arclight Phoenix

Okay, so there’s not much to discuss there. Besides, Quiet Speculation’s own writer David did a fantastic job covering all the relevant Pro Tour news throughout the weekend. There is little for me to go over here, and in light of the lack of price action, I think my attentions are best spent elsewhere.

This week I wanted to cover a different class of cards that shows up frequently on MTG Stocks. Only they wouldn’t be in the list above. Instead, I am talking about the foils.

Specifically, I want to cover some of the older foils that show significant movement day in and day out. Are these price spikes real? Is there actual demand? I’m going to do some digging to find out what the market is saying about these obscure gems.

Seventh Edition Foils

Every week there are at least a couple foils from Seventh Edition that show huge gains. The cards don’t even have to be good—as long as they’re from Seventh Edition, any card is fair game. Just look at the second biggest mover of last week, Wall of Air, allegedly jumping from under a buck to $8.99. This trend repeats itself time and again.

(Click to expand.)

But how real is the movement in Seventh Edition foils, and why these in particular?

Seventh Edition was the first Core Set to include foils, which used black borders instead of white borders. Thus, these foils are very attractive relative to their nonfoil counterparts. Furthermore, Seventh Edition was the last base set printed with the old frame. Putting two and two together, Seventh Edition foils are the only Core Set foils that use the classic card frame.

This makes them fairly unique already. There’s also a theory that foils appeared with less frequency in Seventh Edition product. If this is true, it adds to a recipe for high collectibility and higher prices.

This could explain stuff like foil Goblin Matron being $85 despite being only an uncommon. This is a playable card in Legacy (at least, it was once upon a time) and the Seventh Edition foil printing is the only one of its kind. Birds of Paradise’s crazy price tag is even more justifiable. But…Wall of Air?

There was an error retrieving a chart for Wall Of Air

I’m not so sure about that one. According to Trader Tools, the top buylist on this foil is $1.80 (Card Kingdom). That’s a far cry from the supposed $9 price tag indicated by MTG Stocks. One look at TCGplayer and we can determine why this discrepancy exists: there are only 2 LP foils and 1 NM foil in stock, all from the same seller. This seller, in turn, can charge whatever they want, which would get reflected on MTG Stocks accordingly. Talk about power!

I checked eBay for completed listings of Seventh Edition foil Wall of Airs and, including shipping, recent sales were $4.40, $2.75, $1.98, $5.74, and $4.74. This averages to $3.92, which sounds far more realistic for this card. Card Kingdom’s retail price is $3.99. Thus, I believe this card is worth about $4 and not $9. Can this change now that the card was “bought out?" Possibly, but I don’t think so. Despite the rarity of these foils, the collector demand for them is very small—how many people do you know collect Seventh Edition foils?

This goes beyond Wall of Air, too. I see that Giant Octopus spiked most recently, yet none of this price increase is reflected on Trader Tools or eBay. In fact not a single foil Seventh Edition Giant Octopus has sold on eBay in the past few months.

There was an error retrieving a chart for Giant Octopus

The rarity of Seventh Edition foils can drive very high prices, but I believe the cards have to be playable somewhere for that price to stick. Foil Fire Diamond buylists for $30—well, it’s in over 6,000 deck lists on EDH REC, so no wonder it is worth so much!

Granted there are exceptions, and just about any foil Seventh Edition rare is worth something (much like any Unlimited rare is worth something). The rarity alone makes these highly desirable. But in general, if you’re going to deal in Seventh Edition foils make sure you stick to the playable, nice condition stuff.

Other Old Foils

What about other random, older foils? Foil Spy Network from Onslaught spiked from $0.57 to $4.28 recently. More notably, foil Invasion Molimo, Maro-Sorcerer jumped from $3.50 to $18.50. Are these relevant moves?

I’m not so sure. For example, not a single foil Molimo from Invasion has sold on eBay in the past few months. If this card suddenly had higher demand, wouldn’t at least a couple of the $10 copies on eBay sell? The top buylist is $4.95 (Card Kingdom)—granted this is higher than the “old price” of $3.50, but it’s a far cry from the $18.50 price tag reflected on MTG Stocks. There are exactly 112 lists that contain Molimo on EDH REC, so demand is going to be extremely sparse. Yet again, this is likely a card with low inventory whose price is being manipulated by a limited number of sellers.

Thus my stance on other older foils is the same: stick to the playable stuff in nice condition and avoid the rest. Old foils do merit a premium, but good luck selling, say, foil Viashino Heretic for $20. The last one that sold on eBay went for $8. That’s surprisingly high, but it is nowhere near what people are asking on TCGplayer.

There was an error retrieving a chart for Viashino Heretic

A Word of Caution

There are plenty of ways to invest in old foils. I’d advise browsing the older sets for cards that see at least some Pauper or Commander play and buy accordingly. But I need to emphasize one bit of caution when dealing with old foils: condition is huge. You need to pay very close attention to condition and avoid the played stuff. It’s going to be much harder to move for profit, and buylists will punish you dearly on played foils.

For example, Card Kingdom will pay you a reasonable $6.50 for a near mint foil Nemesis Saproling Burst. That’s a pretty solid price. But Card Kingdom’s condition downgrades on foils are brutal! They’re even worse than their Alpha/Beta/Unlimited downgrades! Take a look!

Thus a slightly played foil Saproling Burst will net you $4.88. And if your copy is played, you’re looking at $1.95 to $3.25. The multiplier doesn’t sound as scary with a $10 card, but when you’re looking at some of the high-end foils you can be looking at a major drop in payment.

Not long ago I sold a foil Radiant, Archangel to Card Kingdom’s buylist because I had a tough time moving it at the “new” price (no surprise there). They graded it VG and I got only half what I had expected. You need to be extremely careful with foil grading because smudginess on the face of the card can be hard to notice without the right reflection of light.

Card Kingdom isn’t the only vendor with this kind of foil multiplier. I looked up Star City Games’s buy price on Saproling Burst and I see a similar trend. They’ll pay $4 for near mint, $3 for PL, and only $1 for HP. Vendors don’t want played, obscure foils because collectors don’t want them either. If the card is played in Legacy or Commander, maybe played copies aren’t so poisonous. But if you’re dealing in older foils that spike randomly on TCGplayer, avoid the played stuff like the plague.

Wrapping It Up

I keep seeing random, old foils popping on MTG Stocks and I wonder every time if the movement is real or not. While there are collectors out there who want these foils, I’ve concluded that flipping these random foils is a fool’s errand. You may get lucky of course. But flipping obscure Nemesis foils for profit must be very tough.

I suppose if you’re in it for the long haul, you could stand to make some money holding foils from Mercadian Masques and Urza’s block. These are so old and so rare that they’re bound to climb in price over time. But I’m not sure if it’s the best place to park money. I’d rather focus on near mint copies of cards that see actual play. Of course, most of these are already expensive—just look at something like foil Replenish.

There was an error retrieving a chart for Replenish

But I’d much rather sink some money into a card like Seventh Edition foil Fire Diamond, that sees a ton of Commander play, than foil Wall of Air, that is only going to sell to a collector. You’ll be paying a premium, but you’ll also have an easier time moving the card after it matures.

Lastly, avoid the played stuff. This used to be the same rule when it came to Alpha and Beta cards, but with Old School demand even heavily played cards sell easily if it fits into Old School decks. But there’s no equivalent for Seventh Edition foils at the moment. Therefore, collectors are your main customer and they’re going to want nice-looking copies. I’ll let you know if that ever changes.

In the meantime, older foils can definitely hold a solid spot in your portfolio. But before jumping in head first and chasing TCGplayer buyouts, make sure stick to nice condition, playable cards, and you should do just fine!

Sigbits

  • There are definitely some solid buy prices on old foils at Card Kingdom, as long as you have truly near mint copies. For example, you can bank $200 for your near mint foil Yavimaya Hollow! Being on the Reserved List, this is one card that will only climb in price over time unless it’s completely overshadowed by power creep—that isn’t likely.
  • Dust Bowl isn’t even on the Reserved List, but its playability and the rarity of its foils makes this card highly desirable. Card Kingdom is offering $42.50 on near mint foils! The amazing thing is even if this card saw a reprint, I’m not sure the original foil price would be hurt all that much. The original foil copy is simply that rare!
  • I know Seismic Assault makes occasional waves in Modern, but let’s be honest here: it’s not a highly playable card. It also has little utility (if any) in Commander. Yet Seventh Edition foils buylist to Card Kingdom for $48! The lesson here: an old foil doesn’t have to be all that good! If it sees even occasional play, the old foil versions can become quite costly! There’s just not enough supply to go around.

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