Are you a Quiet Speculation member?
If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.
Hello, readers and welcome to a new week of the Daily Stock Watch! It's my first year anniversary with Quiet Speculation, and I do hope that we would be in for more together as we continue our financial adventure with our favorite card game. For today's segment, I would be featuring a card that just made a huge financial spike overnight which isn't really quite surprising for cards that are only legal in casual formats. Nonetheless, is it a good idea to jump the hype train for this one?
The mechanic "extra turn" and the word "expensive" usually belong in the same sentence, and we're used to seeing extra turns in blue cards and some occasional red cards so a green card that basically allows you to Time Walk for two mana is huge. How come this card has been worth only $2 after all this time? Why aren't there any reprints of it or inclusions in a supplemental set? I guess we should be able to figure this one out today.
Time Walking Without Blue
As you can see above, there aren't to many options outside of blue for taking turns without facing dire consequences for not winning on that extra turn, or without fulfilling certain conditions just so you could take the extra turn. Seedtime is a conditional card that you could only activate if an opponent casts a blue spell on your turn, and this is something that's worth exceptionally a lot when you're playing competitive EDH. Having one of your spells intentionally countered to set this up and go big on the extra turn is an awesome way to steal games from unsuspecting opponents. Although this card is Vintage and Legacy legal, there's just not enough leg room to abuse it in those formats but you could almost always expect blue to be present in Commander games. The jump to its new all-time high of $11.60 is surprising, but it looks pretty promising going forward. I don't see this getting reprinted anytime soon even if we take into consideration the fact that it was last printed in Judgment, so I would be hedging my bet on this one as a short term spec if we could still get it for a profitable price.
At the moment, we still have a shot at 40 remaining copies (played) of Seedtime via StarCityGames, while some vendors via TCGPlayer has it at $7.30 and that's for moderately played copies. Card Kingdom is already out of stock, and it should remain that way for the time being while the market stabilizes. Foil copies are already at a premium prior to this spike, and I do think that Judgment foils are hard to acquire anyway. If you could get your hands on the remaining copies via SCG, you're in for a treat on a short to mid-term basis. They should be easy to sell for under $10 if there will be demand for it. Foil copies should be a steal at $15 and less and should be very hard to get but would be easier to sell this time. This is one of those specs that could net you big gains pretty quick!
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!


I think this point forms the backbone of most unbanning discussion, and is the primary reason for the outrage over Splinter Twin's ban. Modern's by-the-numbers best deck, Twin naturally had a devoted following. Prospective players and Twin veterans alike enjoyed a vast sea of content on and resources pertaining to the deck. Twin's raw power and stupid-simple combo element also provided even lackluster players with the wins they so craved, deepening what attachment the playerbase as a whole had to the strategy.
Modern Is More Powerful Now
But what about in regards to metagame diversity in general? Consider the Top 8 numbers for this year's Grand Prix and Pro Tours versus in 2015,
Between Jeskai and UW Control, blue decks are already heavily represented. They're even relatively diverse, with fringe players like UR Thing and Madcap Moon carving out niches for themselves. While we again cannot know the result of releasing Twin into this picture, I assume it would prove more impactful than unbanning Sword of the Meek turned out to be.
There is one other reason Wizards unbans cards, although this justification is invoked far more sparingly. Consider this passage from Bitterblossom's









Modern in this regard, as control decks have been top-tier
Compare Dominaria Standard
Never play around counterspells unless there is a definite and advantageous strategic reason to do so. Specifically, correctly playing around counters requires that 1) waiting makes the counter a dead card, and/or 2) it advantages you more than the control player. This is especially true of the early game. Fear of having a spell countered is largely irrational, and the more time provided to a control deck, the more likely it is to win. Playing around Mana Leak makes no sense if the card will never be rendered dead, or if doing so inhibits advancing your own gameplan. Scaring opponents into inaction is far more powerful than actually countering anything. Therefore, most decks should treat opposing counters as situational removal rather than disruption, and just play their spells.
Some decks can play around counters by playing through them, such as UW Spirits playing Aether Vial and Cavern of Souls and Jund using discard to clear the road for threats. Their design makes playing around correct. However, most decks can only play around counters by just waiting for a better opportunity to play their spells. Unless said deck has crafted its strategy to force such a gamestate, the plan is unlikely to work. When not under pressure, control is free to draw cards and play lands, which is
advantage. A second reason is every counter spent early is one not spent later. Trading Leak for Thalia, Guardian of Thraben is a fairly neutral exchange, but Leaking Primeval Titan is devastating. Let control counter the cheap spells so they can't counter the game winners!
Classic Affinity vs Jeskai Control should be a slaughter. Affinity is filled with tiny creatures that die to one-for-one removal, and Jeskai plays nothing but cheap removal. There are very few cards that actually threaten Jeskai on their own, so Jeskai can afford to be judicious with its removal and clean up the Memnites and Vault Skirges once the Arcbound Ravagers and Signal Pests are gone. However,
There's also the classic playing-around-sweepers strategy. Holding extra creatures to rebuild the board after Wrath of God is a tried-and-true technique. However, it's extremely contextual. The trick is to use enough resources to force control's hand by actually threatening a kill. A common strategy is to use enough cards to put control dead on board, with leeway for a removal spell, and then hold back. Should control hit Terminus, aggro should be able to threaten lethal the turn afterwards. For this reason, counterspells and the aggro-control archetype have a 
At the opposite end is
Esper and Jeskai Control often have the advantage against UW because they can use discard and burn respectively to dictate the flow of the game. In the former match, the game becomes about card advantage, as Esper's discard either strips relevant cards from UW or clears the road to resolve its own spells, forcing UW to find the right answers or die. In the latter, life total matters, since Jeskai is able to gradually whittle down UW with burn spells. The onus is on UW to either change the field of battle or win first.
Victory Is Assured