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The New Elesh Norn And Commander

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We're a month away from Phyrexia: All Will Be One, and one of the very first cards spoiled is confirmed crazy. Elesh Norn, Mother of Machines is so obviously powerful that it prompted an article from the Commander RC head Sheldon Menery. When the Rules Committee speaks, I listen. Is Elesh Norn, Mother of Machines a step in the wrong direction for Commander, or could we be having a knee-jerk reaction to a powerful, but not overpowered, card?

But First... the Apocalypse

There was an error retrieving a chart for Sheoldred, The Apocalypse

Sheoldred, The Apocalypse is bad for Commander. Wizards of the Coast essentially forced a high-rarity, super-powerful chase card onto Standard, Pioneer, and Commander simultaneously. The price of the card will remain sky-high for the foreseeable future. Maybe that's why I do not see a lot of Sheoldred either locally or on SpellTable.

Furthermore, EDREC shows Sheoldred as a distant fifth for mono-black commander. It even appears in the middle of the pack as far as mono-black staples are concerned. However, if this card were not so pricey, I feel it would certainly be jammed into many more decks, because it just does too much for too little.

There are several ways to determine a fair mana cost for a card, but comparing existing effects is a good baseline. What is the least expensive 4/5 creature? There are several 4/5s at three mana, but they generally have a drawback; the same is true at four mana. So the most common mana value for a 4/5 body is five.

Given that deathtouch is free, and lifegain on draw is free, we only have to check the cost for two damage per card drawn for opponents. Six black mana, the cost of two Underworld Dreams. So yes, you're getting a good 11 or 12 mana in value from this (checks card) four mana creature. Yeah, Sheoldred is absurd! Seriously, who would print such a thing?

The Same Team That Printed THIS Thing

Let's see here. Vigilance, sure, we'll call that "free." A 4/7 body is uncommon, but I'm sure six mana covers it, so let's just talk about abilities. Torpor Orb, Hushbringer, Tocatli Honor Guard, and Hushwing Gryff (flash costs one here) all shut down creature ETB effects for two mana. Yes, there are a few cases where turning off ETB effects could help an opponent, but stopping all enemy ETBs has got to be worth two at least. But wait... Mother also gets Panharmonicon, which is solid at four mana, and normally that only works on artifacts and creatures. This one works on everything! Bringing us up to what, 12, 13, up to 14 points of mana in abilities on a five mana creature? I'm noticing a disturbing trend and I am not alone.

Enter the Sheldon

I agree with nearly everything Mr. Menery mentioned in their article, but I want to quote what I feel is the single highest-impact statement.

"Once we get to the point of, 'If you’re playing white, there’s no reason to avoid playing Elesh Norn, Mother of Machines' (or insert card name), we’ve reduced our effective deck size by one more card.  When twenty or more of our cards have been decided before we actually start building the deck, we’ve headed in a dangerous direction. We’ve sacrificed creativity on the altar of efficiency."

This is already the case for many cards that are simply too good. Wizards clearly has data. Mark Rosewater mentions that "White has had more gains in the color pie than green in the last year and more is coming." The reason? It is commonly believed that white is the weakest color in Commander.

What is the plan to make white stronger? Elesh Norn is part of that plan. I would not mind if the mana cost were, say, five white mana, reinforcing this card as mono-white. But at only one white and four generic, this card is far too easily splashed, so is it even "white?" Costing just one more than Panharmonicon, Elesh Norn is an obvious auto-include in many decks.

Is This the Future of Commander?

Hopefully not. The Wizards creative team has been able to make cards like Winding Constrictor that saw lots of Standard play and then were incorporated into the few Commander decks where it fit. But lately, every card is more like Vorinclex, Monstrous Raider, a generically strong creature that also shuts down your opponents. New Vorinclex, however, looks downright tame compared to new Sheoldred and Elesh Norn!

Where I disagree with Sheldon is that we are already sacrificing creativity for efficiency. Why pay five when you could pay four? It's a simple question with a simple answer: we wouldn't! So outside of having a really great local group, you're going to run into problems with power level as power creep rises. While I have a lot of advice to give on the subject, it gets progressively harder when Wizards is cranking out bigger and bigger nuclear warheads every set. And to be clear, powerful effects are not the issue; it's under-costing them that is.

The Past

Seven-plus mana. Battlecruiser Magic. This is where crazy powerful creatures are appropriate. It has almost always been so. If we take a look at the Commander ban list, something stands out. Absurd creatures that cost a ton of mana! It's safe to make big creatures powerful. But at six mana? Five? Four? There are also low-mana creatures on the banned list.

There was an error retrieving a chart for Elesh Norn, Grand Cenobite

Elesh Norn, Grand Cenobite is and was a powerful card. But even though it gives a lot for seven, it cannot go into every deck. Some just can't afford its mana cost. Furthermore, say you have Loran's Escape to protect your play. Having up eight total mana, with triple white at that, is tough. New Elesh Norn? Easy to save. Old Elesh Norn dies to Ravenous Chupacabra; new Elesh Norn is naturally immune. Both are 4/7. How? This is the textbook definition of power creep.

Back to the RC

Sheldon has explicitly said that Elesh Norn is likely too good for Commander and will be a detriment to the format. They seem firmly in the camp that evidence will prove this to be true. I agree. However, I myself would already have a much larger ban list for Commander that would look an awful lot like the ban list for Conquest format, which I think delivers a superior "Commander experience." The RC has a great track record keeping Commander mostly fair and mostly fun so I will wait and see.

Surely we cannot unban very many cards on the Commander ban list. Cards like Tinker and Flash are just purely degenerate and never need to be re-examined. Is Elesh Norn on that level? No, obviously not. But it is a dangerous card because it's just too generically good and can go into too many decks, you know, like Dockside Extortionist.

There was an error retrieving a chart for Dockside Extortionist

When I look at EDREC one thing has been jumping out at me lately. New cards are at the top of most lists, whether it's for a commander or cards to add to any deck. Now, normally, I can ascribe this to the "new hotness" factor. Sure, new cards tend to be popular when they first come out, and then slowly cool down. In most cases, there were already cards that functioned the same, but were potentially better or worse circumstantially. That's what used to happen. Now? Almost every new card is either a strict upgrade of an existing card or eerily recalls the original white baddie, Baneslayer Angel. A 5/5 with five abilities for five mana, Baneslayer was incredible when it debuted, and dropped alongside other powerful white cards like Stoneforge Mystic.

The Solution?

Mass bans! Ban early and ban often! While I'm not completely serious, I'm also not joking either. If I were on the RC I would have already pushed for Dockside Extortionist and Thassa's Oracle bans. I disagree that those cards generate a positive game play experience for anyone.

Elesh Norn won't be banned directly out the gate. At least she does directly counter both of those other cards! So we will all wait and see. But it does not take an oracle to see how busted Elesh Norn, Mother of Machines is. How many games do players need to sit in where a turn-three Norn turns off their entire deck while also doubling future gains for their opponent? Of course, you could always run more removal. The simple fact is that if cards keep getting pushed to this level, you won't have much choice not to.

What do you think? Is Elesh Norn, Mother of Machines overpowered, or just very powerful? Will it get banned? Would you ban it? Let me know in the comments.

December ’22 Metagame Update: Concerning Continuity

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Welcome to 2023! Hopefully, this year will be less 2020-esque than the previous... three. That's an unpleasant realization to have, right there... give me a minute. This new decade has sure been fun, hasn't it? At least things are looking up in general, so here's to hope.

On that high note, I must now transition into an ambiguous one: it's time for the Modern metagame update, whose data contains unpleasant news. Happy New Year? Today we'll review the data and methods, and on Friday, all these numbers will be analyzed for QS Insiders.

Outliers Remain the Norm

As has been the case for every month since March '22, there are outliers in the data. A lot of outliers, frankly. When the outlier was just UR Murktide it was anomalous and inconvenient, but ultimately explainable and ignorable. Players just like playing Izzet colors and velocity decks. However, such a persistent outlier signals a metagame warp. The fact that it's being joined again by Hammer Time and Rakdos Scam is a very strong confirmation of the warp's resilience.

There was an error retrieving a chart for Murktide Regent

Meanwhile, paper has unfortunately backslid. After two months without outliers, it now has two of them in Hammer Time and UR Murktide. I thought the warp was unraveling and would be limited to Magic Online (MTGO), but that is no longer the case. In turn, this raises the question of why the warp didn't manifest in October and November, with the likely answer being lack of data.

Also, there's an argument for excluding the third- and fourth-place decks as outliers. It's the kind of argument that my statistics professor would have required many pages of calculations to explain why I did or didn't exclude them. This isn't academia, so I included them, but know that I didn't have to. It will make sense when we get to the data.

There was an error retrieving a chart for Colossus Hammer

As always, outliers are in their correct place on the metagame chart, but are excluded from the actual calculations, resulting in an adjusted average and standard deviation. Which means that more decks are on the tier list than would be otherwise.

December Population Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck "should” produce in a given month. Being a tiered deck requires being better than “good enough.” Every deck that posts at least the average number of results is "good enough" and makes the tier list.

Then we go one standard deviation (STdev) above average to set the limit of Tier 3 and the cutoff for Tier 2. This mathematically defines Tier 3 as those decks clustered near the average. Tier 2 goes from the cutoff to the next standard deviation. These are decks that perform well above average. Tier 1 consists of those decks at least two standard deviations above the mean result, encompassing the truly exceptional performing decks. 

The MTGO Population Data

In December the adjusted average population for MTGO was 5.52, setting the Tier 3 cutoff at six decks. This is a low average but up from the last two months even with three excluded outliers. Tier 3, therefore, begins with decks posting six results. The STdev was 6.49, which means that Tier 3 runs to 13 results. Again, it's the starting point to the cutoff, then the next whole number for the next Tier. Therefore Tier 2 starts with 14 results and runs to 21. Subsequently, to make Tier 1, 22 decks are required. As with the STdev, these numbers are slightly up from previous months.

There was an error retrieving a chart for Grief

As a final recap of 2022, January had 502 decks, February had 436 decks, March only hit 356, April was up to 437, May had 419, June had 481, July was 478, August was 507, September had 404, and October fell to 340 decks. November had the highest population in 2022 with 569 decks.

December has crashed to 460 decks, but that's not December's fault. The updater for the MTGO broke on December 20 and Daybreak didn't get it fixed before their holiday break, and so there's 11 days of MTGO results missing. I did get some events that non-Wizards sources put out, but this is a technical fault and shouldn't be read into. As of writing this sentence, the problem hasn't been fixed and I don't know when it will be, so I have to move ahead without that data. Deadlines and all that.

There was an error retrieving a chart for Primeval Titan

The number of individual decks fell back to 57 from November's 74. Given the actual spread in the data, I won't blame the technical fault for that. December was going to be less diverse than November even with the missing data. Of those 57 decks, 19 made the population tier. Which is relatively low, but had I left in the outliers only 13 would have made the list.

Deck NameTotal #Total %
Tier 1
UR Murktide6113.26
Hammer Time5411.74
Rakdos Scam4710.22
Burn286.09
Jeskai Breach265.65
Tier 2
Izzet Prowess204.35
Amulet Titan204.35
4-Color Rhinos183.91
Yawgmoth173.70
Tier 3
Jund Creativity122.61
Counter Cat112.39
Cascade Crashers102.17
Living End91.96
UW Control71.52
Eldrazi Tron71.52
Hardened Scales71.52
Mono-Green Tron71.52
Merfolk61.30
Jund Saga61.30
Slight improvement in Tier 1's percent, but don't forget there are only five Tier 1 decks.

Again, the three outliers account for more than one-third of the total results. There have been warped months, but I haven't seen anything this persistent since the high of the companion era. Worth noting as a callback to last week's article: 60% of Tier 1 is Ragavan decks, accounting for ~29% of Modern. That doesn't feel healthy. The return of Izzet Prowess to the upper tiers is something to keep an eye on. White removal is being pushed out, and that's letting the old menace back in to the metagame.

The Paper Population Data

The paper tiers are calculated the same way as the MTGO tiers, just with different data. In most months there are far more reported paper events than online, but paper also tends to report fewer results per event. July had 783 decks, June had 640, and August recorded 594. September saw a surge up to 748 decks. The partial data for October had 467 decks, and November only saw 468. December saw an upswing to 594, which is impressive since events always petter out thanks to the holidays.

With significantly more decks recorded come more distinct decks. November had while December has 84. 22 of those decks made the tier list, just like November oddly enough. The adjusted average population was 5.58, so six decks make Tier 3. The STDev was 7.85, so the increment is eight, slightly down from November. Therefore, Tier 3 runs from 6 to 14, Tier 2 is 15 to 23, and Tier 1 is 24 and over.

Deck NameTotal #Total %
Tier 1
UR Murktide8414.14
Hammer Time528.75
Rakdos Scam406.73
4-Color Creativity366.06
Merfolk274.54
Tier 2
Amulet Titan203.37
Burn203.37
Cascade Crashers203.37
Izzet Prowess193.20
Counter Cat183.03
Mono-Green Tron183.03
4-Color Rhinos162.69
Living End162.69
Tier 3
Affinity122.02
Jeskai Breach Combo122.02
Yawgmoth111.85
Jund Saga101.68
UW Control101.68
Jund Creativity101.68
4-Color Control101.68
Mill71.18
Ponza61.01
Even with outliers, paper looks more acceptable than online, proportion-wise.

I don't know why, but Murktide has surged back to the top of Tier 1. I've never known why that deck is so popular other than Izzet colors are always popular, but here we are. It's a significant outlier over Hammer Time, which is in turn a comfortable outlier over Rakdos Scam. Scam and 4-Color Creativity aren't outliers thanks to Merfolk anchoring them, but it is very close, and the overall gap definitely makes a case for all Tier 1 being statistical outliers. That is concerning.

There was an error retrieving a chart for Vodalian Hexcatcher

On an unrelated note, 4-Color Creativity was Tier 1 in paper while being untiered online. In fact, only one Creativity variant made the population list online. I don't know why the disparity exists, as the online lists don't look more prepared than paper lists. It could be the whims of MTGO again, or it could be the Creativity players can't agree on the optimal list and are spreading themselves too much. The paper 4-Color deck is an amalgamation of many different variants, so it could be that the online dissent is just more obvious.

December Power Metagame

Tracking the metagame in terms of population is standard practice. But how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so, I measure the relative strengths of each deck within the metagame. The population method gives a deck that consistently just squeaks into the Top 32 the same weight as one that Top 8's. Using a power ranking rewards good results and moves the winningest decks to the top of the pile and better reflects their metagame potential. 

The MTGO Power Tiers

For the MTGO data, points are awarded based on the population of the event. Preliminaries award points based on record (1 for 3 wins, 2 for 4 wins, 3 for 5), and Challenges are scored 3 points for the Top 8, 2 for Top 16, and 1 for Top 32. If I can find them, non-Wizards events will be awarded points the same as Challenges or Preliminaries depending on what the event in question reports/behaves like. Super Qualifiers and similar higher-level events get an extra point and so do other events if they’re over 200 players, with a fifth point for going over 400 players. There were a few 4-point events and one 5 pointer that drastically increased the points for certain decks.

There was an error retrieving a chart for Puresteel Paladin

Total points fell just like the population, from 890 to 754. The adjusted average points were 9.11, therefore nine points made Tier 3. I round down for decimals under .20. The STDev was 10.52, which is average. Thus add 11 to the starting point and Tier 3 runs to 20 points. Tier 2 starts with 21 points and runs to 32. Tier 1 requires at least 33 points.

Total decks are the same in paper as on MTGO. However, Merfolk failed to make the power tier. Shed a tear. In its place Temur Saga, 4-Color Creativity, and true 5-Color Creativity made Tier 3. Creativity wins events, it just doesn't place in many, apparently.

Deck NameTotal PointsTotal %
Tier 1
UR Murktide10814.32
Hammer Time8110.74
Rakdos Scam739.68
Burn455.97
Jeskai Breach374.91
Yawgmoth344.51
Amulet Titan334.38
Tier 2
Izzet Prowess314.11
4-Color Rhinos273.58
Tier 3
Jund Creativity202.65
Counter Cat202.65
Cascade Crashers202.65
Living End192.52
Jund Saga121.59
UW Control111.46
5-Color Creativity111.46
Mono-Green Tron101.33
Eldrazi Tron91.19
Hardened Scales91.19
4-Color Creativity91.19
Temur Saga91.19
Okay, that percentage is really bad.

Tier 2 has almost disappeared as half the decks made Tier 1. As I said, the Super Qualifier had a huge effect. Tier 3 as massively shaken up as a result, but not enough to overcome the huge gap between it and Tier 2. This is a highly polarized metagame.

The Paper Power Tiers

Unlike with population, the paper power data works differently than the equivalent MTGO data. The data reported is usually limited to the Top 8 lists, even for big events. Not that I know how big most events are, as that number doesn't always get reported.

In other cases, decks are missing. Applying the MTGO point system just doesn't work when I don't know how many points to award and there are data gaps. Thus, I award points based on the size of the tournament rather than placement. That way I'm being internally consistent with the paper results.

There was an error retrieving a chart for Expressive Iteration

The current system is that for events that don't report their starting populations or are under 50 players, I'm giving out 1 point. 51-300 players get 2 points. 301 and above get 3 points. I chose these levels based on the rarity of events over 300 compared to 100-200 and the fact that events under 300 tend to be local events in large cities. I will be changing how the points are allocated next year, starting with the January metagame update.

There were a huge number of events awarding 2 points in July and several 3-point events as well. Altogether December awarded 817 points, up from November's 660 points. The average points were 7.55. This sets the cutoff at eight decks. The STDev was 10.81, thus adding 11 to the starting point and Tier 3 runs to 19 points. Tier 2 starts with 20 points and runs to 31. Tier 1 requires at least 32 points. The total decks fell from 22 to 21. Ponza just didn't appear in larger events.

Deck NameTotal PointsTotal %
Tier 1
UR Murktide11914.56
Hammer Time799.67
Rakdos Scam536.49
4-Color Creativity496.00
Merfolk374.53
Tier 2
Izzet Prowess293.55
Counter Cat293.55
Amulet Titan283.43
Cascade Crashers283.43
Mono-Green Tron253.06
Burn242.94
4-Color Rhinos212.57
Living End202.45
Tier 3
Jeskai Breach Combo182.20
4-Color Control172.08
Yawgmoth151.84
UW Control151.84
Jund Creativity151.84
Affinity131.59
Jund Saga121.47
Mill91.10
Quite similar to the population spread, for better or worse.

Now shout in triumph as Merfolk is solidly Tier 1 in paper Magic! This is most likely just a function of having a solid Murktide matchup and players metagaming, but I don't care. I've flown Merfolk's battered flag for a long time.

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking the total points earned and dividing them by total decks, to measure points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. There is no Wins-Above-Replacement metric for Magic, and I'm not certain that one could be credibly devised. The game is too complex, and even then, power is very contextual.

Using the power rankings certainly helps and serves to show how justified a deck’s popularity is. However, more popular decks will still necessarily earn a lot of points. Which tracks, but also means that the top tier doesn't move much between population and power, and obscures whether they really earned their position. 

There was an error retrieving a chart for Yawgmoth, Thran Physician

This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better. A higher average indicates lots of high finishes, whereas low averages result from mediocre performances and a high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. Bear this in mind, and be careful about reading too much into these results. However, as a general rule, decks which place above the baseline average are overperforming and vice versa.

How far above or below that average determines how "justified" a deck's position is on the power tiers. Decks well above baseline are therefore undervalued while decks well below baseline are very popular but aren't necessarily good. 

The Real Story

When considering the average points, the key is looking at how far-off a deck is from the Baseline stat (the overall average of points/population). The closer a deck’s performance to the Baseline, the more likely it is to be performing close to its “true” potential. A deck that is exactly average would therefore perform exactly as well as expected. The greater the deviation from the average, the more a deck under or over-performs. On the low end, a deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite of this. 

I'll begin with the averages for MTGO

Deck NameAverage PointsPower Tier
5-Color Creativity2.753
Temur Saga2.253
Living End2.113
Yawgmoth2.001
Cascade Crashers2.003
Jund Saga2.003
Counter Cat1.823
4-Color Creativity1.803
UR Murktide1.771
4-Color Rhinos1.722
Baseline1.69
Jund Creativity1.673
Amulet Titan1.651
Burn1.611
UW Control1.573
Rakdos Scam1.551
Hammer Time1.501
Mono-Green Tron1.433
Jeskai Breach Combo1.421
Izzet Prowess1.352
Eldrazi Tron1.283
Hardened Scales1.283

Well done, Yawgmoth. You got enough points to be Tier 1 on power and that propelled you to Deck of the Month status. The great showing at the Super Qualifier really paid off.

Next up are the paper averages:

Deck NameAverage PointsPower Tier
4-Color Control1.703
Counter Cat1.612
Izzet Prowess1.532
Hammer Time1.521
Jeskai Breach Combo1.503
UW Control1.503
Jund Creativity1.503
UR Murktide1.421
Amulet Titan1.402
Cascade Crashers1.402
Mono-Green Tron1.392
Merfolk1.371
4-Color Creativity1.361
Yawgmoth1.363
Rakdos Scam1.321
Baseline1.31
4-Color Rhinos1.312
Mill1.293
Living End1.252
Burn1.202
Jund Saga1.203
Affinity1.083

Hammer Time is not only an outlier, but also the best averaging deck in paper. That's enough accolades, please leave some for other decks.

Composite Metagame

That's a lot of data, but what does it all mean? When Modern Nexus first started, we had a statistical method to combine the MTGO and paper data, but the math of that system doesn't work without big paper events. I tried. Instead, I'm using an averaging system to combine the data. I take the MTGO results and average the tier, then separately average the paper results, then average the paper and MTGO results together for final tier placement. 

There was an error retrieving a chart for Ragavan, Nimble Pilferer

This generates a lot of partial Tiers. That's not a bug, but a feature. The nuance separates the solidly Tiered decks from the more flexible ones and shows the true relative power differences between the decks. Every deck in the paper and MTGO results is on the table, and when they don't appear in a given category, they're marked N/A. This is treated as a 4 for averaging purposes.

Deck NameMTGO Pop TierMTGO Power TierMTGO Average TierPaper Pop TierPaper Power TierPaper Average TierComposite Tier
Hammer Time111.00111.001.00
UR Murktide111.00111.001.00
Rakdos Scam111.00111.001.00
Burn111.00222.001.50
Amulet Titan211.50222.001.75
Jeskai Breach111.00333.002.00
Izzet Prowess222.00222.002.00
4-Color Rhinos222.00222.002.00
Yawgmoth211.50333,002.25
Merfolk3N/A3.50111.002.25
4-Color CreativityN/A33.50111.002.25
Counter Cat333.00222.002.50
Cascade Crashers333.00222.002.50
Living End333.00222.002.50
Mono-Green Tron333.00222.002.50
Jund Creativity333.00333.003.00
UW Control333.00333.003.00
Jund Saga333.00333.003.00
Eldrazi Tron333.00N/AN/AN/A3.50
Hardened Scales333.00N/AN/AN/A3.50
AffinityN/AN/AN/A333.003.50
4-Color ControlN/AN/AN/A333.003.50
MillN/AN/AN/A333.003.50
5-Color CreativityN/A33.50N/AN/AN/A3.75
Temur SagaN/A33.50N/AN/AN/A3.75
PonzaN/AN/AN/A3N/A3.503.75
Overall, Modern is very top-heavy.

Tier 1 has increased its share of the overall metagame by 4.5% in December. That's not worrying at all. /s

To the New Year Anyway

And that concludes the metagame for 2022. I won't be doing a full retrospective on it because it's just been Murktide, Murktide, Hammer Time, and more Murktide all year. That said, I am changing how the points for paper work, and the January update will be the first time to showcase them. This time last year I had no idea what to expect from paper events, and just guessed at how to distribute points. Now that I have a clue, I'm adjusting accordingly.

Insiders, join us Friday as we parse the deeper meanings of the December data, including how a rising Tier deck excelled in paper but totally fell off online after some risky metagame calls.

Adam Plays Magic: GW Kayla’s Reconstruction Angels

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Welcome back to another Adam Plays Magic! This week, we're covering @MTGMilan's version of GW Angels which won a 400-person Pioneer RCQ last week. The deck focuses on the typical angel midrange shell with cards like Giada, Font of Hope and Righteous Valkyrie with card advantage generated through Collected Company. What separates this build from the pack is the inclusion of Kayla's Reconstruction, a new addition from The Brother's War which acts as additional copies of Collected Company, and a great mana sink.

There was an error retrieving a chart for Kayla's Reconstruction

Kayla's Reconstruction digs seven cards deep (compared to Company's six) and pulls X creatures or artifacts with mana value of three or less. At four mana, it's a weaker Company, but at five or more it has the potential to find multiple powerful game pieces and put them directly into play. This helps with finding sideboard cards like Pithing Needle or the deck's heavy hitters like Resplendent Angel.

Milan's build is focused on the Pioneer metagame, which differs from Explorer in a few respects. Unlike Pioneer, UR Arclight Phoenix and the Lotus Field combo decks aren't present due to missing some key cards in Explorer. As such, I've made a few tweaks to the sideboard to answer more popular decks in Explorer. For example, I've cut Deafening Silence in favor of Unlicensed Hearse to target Greasefang, Okiba Boss decks. The sideboard is ultimately flexible and should be modified based on the anticipated metagame. Don't take this exact configuration as gospel.

What I Like

GW Angels has a ton of incidental life gain from Bishop of Wings and Righteous Valkyrie allowing the player to reach the mid-to-late game consistently. By that point, each copy of Reconstruction is backbreaking for the opponent as it threatens to put two, three, and up to seven bodies into play.

There is a constant threat of the angels deck's board state exploding in size with each passing turn. Decks that win via damage will find it difficult to race against it as well. In fact, anything outside of combo will struggle to beat evasive threats and the large swaths of incidental life gain each turn. Even control will have trouble as GW Angels can rebuild quickly after a board wipe.

There was an error retrieving a chart for Resplendent Angel

I really like the singleton copy of Nykthos, Shrine to Nyx in this list as well. Every permanent in the main deck is white and several of them like Skyclave Apparition and Bishop of Wings add two devotion. Nykthos can use this to power out large Reconstructions ahead of schedule and overwhelm the opponent.

What I Don't Like

It comes with the territory of being a Company deck, but GW Angels has a large focus on three-drops. This makes it difficult to double-spell on any given turn. Also, while most of the cards synergize well with each other, individually they can be relatively anemic. A late-game Youthful Valkyrie doesn't have the time to build up into a reasonable threat. The same can be said for Giada and Bishop.

To make room for the Reconstructions, a few of the support cards from GW Angels needed to be cut like Lunarch Veteran // Luminous Phantom. Losing Veteran makes for unfortunate situations where life gain from Bishop or Righteous Valkyrie won't reach the critical mass needed for Resplendent Angel to make a token. The deck also no longer plays the various Ajani's Pridemate variants like Voice of the Blessed, which significantly cuts down on the number of game-ending threats at the deck's disposal.

The Deck

Explorer GW Angels

Creatures

4 Giada, Font of Hope
1 Skyclave Cleric // Skyclave Basilica
4 Skyclave Apparition
4 Youthful Valkyrie
4 Bishop of Wings
2 Inspiring Overseer
4 Righteous Valkyrie
4 Resplendent Angel

Spells

4 Collected Company
4 Kayla's Reconstruction

Lands

1 Boseiju, Who Endures
4 Branchloft Pathway // Boulderloft Pathway
3 Brushland
1 Cave of the Frost Dragon
1 Eiganjo, Seat of the Empire
1 Nykthos, Shrine to Nyx
4 Overgrown Farmland
6 Plains
4 Temple Garden

Sideboard

4 Shapers' Sanctuary
2 Portable Hole
2 Pithing Needle
1 Phyrexian Revoker
2 Reidane, God of the Worthy // Valkmira, Protector's Shield
1 Ajani, Strength of the Pride
1 Archon of Emeria
2 Unlicensed Hearse

End Step

Overall I really like this deck and I think it's well-positioned in the current Explorer metagame. It can struggle against Mono-Green Ramp with a fast draw, but it stabilizes well against its creature-heavy draws. Karn, the Great Creator and Cavalier of Thorns are the only permanents that offer any cause for concern. Phyexian Revoker and Pithing Needle in the sideboard do a great job of staving off the Karn lines and a wide enough board can safely ignore Cavalier's reach.

I'm interested to see where else the Company-Reconstruction shell can go. It seems powerful in a deck trying to land Knight of Autumn, Glasspool Mimic, and other strong toolbox/value threats. As the mana for Explorer continues to improve, this may be a real possibility going forward.

While I'm busy brewing Value Company, be sure to follow me on Twitch and Twitter for all the updates. Happy 2023, and I'll catch you all next week.

Another New Years’ Resolution Article

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This is the time of year I usually pause and reflect on what I accomplished over the past 365 days and what I would like to prioritize for the next year. I've been doing this for a while now. This year, 2023, is no different. What is different is my new approach to this beloved hobby, Magic: the Gathering.

You see, yesterday I went to my LGS with my 10-year-old son. We both had a small smattering of singles from recent booster packs we opened over the holidays (many pack wars ensued). Of course, he was a good bit luckier than I, so he had two Unfinity Shock Lands to sell along with a Phyrexian Fleshgorger.

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My wares consisted mostly of Jumpstart 2022 leftovers. He sold four cards and netted over $50 in store credit—I sold about 15 cards and managed to build up a mere $22. It was enough.

A New Appreciation for the Game

Initially, I made the decision to sell my cards to this local game shop for two reasons. First and foremost, Card Kingdom wasn’t buying these cards at the moment so my normal go-to store wasn’t an option. Second, I was looking for something to do with my son and I knew browsing their selection of cards and games would be a good way to spend an hour of quality time together.

What resulted exceeded my expectations by far, and something amazing happened on that day. I didn’t focus solely on the financial aspect of what I was doing! I was able to let go of the finance mindset enough to experience the pure enjoyment of trading cards with the shop! That may not seem significant, but for the guy who prioritized Magic finance first for over a decade, thinking about something beyond the money was quite refreshing.

With the store credit I accrued, I purchased a French Planar Chaos Damnation and a Sulfurous Springs for my Commander deck. I even had a little credit left over so I picked up a Neon Dynasty booster pack. Trading in a small stack of singles I knew I wasn’t going to use to pick up a couple of key cards for a deck felt so rewarding.

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My son’s transaction was arguably even more successful. The first thing he asked about was a sealed Unfinity booster box. He indicated he would be willing to combine cash with his trade credit to buy the box. I steered him away from this decision by arguing that he already had the cards he wanted most from this set and if his angle was to open more Shock Lands to sell, it would most likely be a losing proposition.

That’s when he asked me about Dungeons and Dragons.

My Two Resolutions For 2023

For 2023, I am making two New Year's resolutions related to gaming. While the first resolution stands on its own, the second has a close tie to Magic finance, as I'll explain.

Resolution One: Learn To Play Dungeons & Dragons

I never played D&D as a kid. A friend and I dabbled with Hero Quest at the time, a much simpler game of a similar genre. D&D is a whole separate world with rules that, to a newcomer, outclass even Magic when it comes to complexity. That said, I think it’ll be a tremendous bonding opportunity for my son and I so I’m going to make the effort to get a campaign going.

To start, we’re going to use the introductory kit and figures he bought using his store credit the other day. It turns out, while $55 may only get you a few desirable Magic cards, it can purchase you a D&D starter kit and ten figures to represent heroes, monsters, etc. As we walked out of the store, I was impressed by my son’s trade-in. Who would have thought a few pieces of cardboard could get you a whole new game with hours and hours of potential enjoyment?

Resolution Two: Shift My Approach To Magic

My second resolution is a simple one and is inspired by my son’s transaction. My primary purpose for pursuing Magic finance has been to save money for my kids’ college educations. After over a decade of this pursuit, I finally sold the majority of the value from my collection. My college fund goals haven’t been met just yet, but my progress has exceeded where I thought I would be at this stage. It’s time to shift focus a bit.

My “Magic investment” mostly consists of sealed product at this point. I intend to keep it that way. That doesn’t mean I won’t pick up some Reserved List cards here and there, especially as prices have really softened over the past few months. It just means that my primary motivation for picking up cards won’t be “to sell for profit x months from now.” I think this is a healthier mindset, and it’ll hopefully help me appreciate the game for what it is: a game.

How To Achieve My Resolutions

To maximize my chance of succeeding in my two resolutions, I need to come up with a specific action plan to turn them into reality. By getting prescriptive here, I can visualize what success will look like, motivating me to stay on track throughout the year.

Learn Enough D&D To Get Going

This is easy to do for the Dungeons & Dragons resolution. My action plan entails reading the starter manual on how to play the game and then trying some things out with my son, perhaps creating a simplified campaign just to test the waters. My first impression of D&D is that the game is highly flexible and open-ended. Therefore, even if we don’t play by the right rules, we can really do anything we want story-wise and system-wise. As long as we’re having fun, it doesn’t matter if we’re playing like everyone else. It’s a real chance to unleash my imagination, which tends to stay bottled up by impatience, greed, and day-to-day distraction.

A Threefold Plan For Shifting My Magic Focus

As for the Magic finance resolution, this will be much harder. I am programmed to think about money—I think I developed this tendency from an upbringing where money was a constant concern and we didn’t have enough resources to go around growing up. If I don’t set hard and fast rules in place, I will fall into the same patterns as the past decade.

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Therefore, I am going to apply three simple heuristics as prompts to stay true to this resolution.

  1. No more acquiring sealed product for a bit, unless it’s to crack open with my son. My shelf is pretty full already anyway, so I can appreciate that I still have skin in the Magic investment game without committing incremental funds to this pursuit.
  2. I will acquire Old School cards primarily with store credit. This is especially true for anything of significant (> $100) value. I love trading up a bunch of smaller cards to consolidate them into a few bigger pieces, so if I intend to pick up new cards this year I will be leveraging this strategy. I’m going to avoid making large-dollar cash purchases on Magic in 2023. My primary cash purchases will be smaller pick-ups via ABUGames' eBay auctions. I can't resist those sweet, cheap Beta rares.
  3. I plan to visit my LGS a little more frequently, and even trade them some more cards opened up from booster packs throughout the year. Of course, I won’t ignore Card Kingdom—I still love shipping them a stack of nickels and dimes with my buylists to further consolidate my collection. When I have smaller transactions, however, it’ll be fun to trade those locally and re-experience the thrill of walking out of the shop with something fresh and new. It reminds me of my childhood pursuits.

Hopefully, these action steps will help me achieve my 2023 resolution goals and maximize my enjoyment (not financial returns) of Magic.

Wrapping It Up

As you can see, Magic for me in 2023 will look quite different. This is a natural evolution after my actions in 2022—namely, selling the majority of my collection. It truly is freeing to own a more modest-valued collection, and I don’t intend to go back.

That doesn’t mean that I’ll ignore the value of cards or that I won’t try to make a little more money on the game going forward. I’m still in tune with card values (especially Old School) and will look to trade around and pick up cards here or there. It just means that financial gain won’t be my primary motivation.

In short, I’m going to do my best to let go of Magic finance a little bit in the hopes I can rehabilitate my love for the game itself. Playing more casual games with my son, learning Dungeons & Dragons, and experiencing the thrill of trading cards to my LGS are three great ways I can pursue this resolution. That I can do so with my son is yet another way this amazing hobby can be so rewarding.

Not only will it help pay for college, but it’ll also help grow a bond between a father and his son (and just maybe his daughter in another couple of years)! Where else can a game provide such fantastic rewards?

Knowledge Transfer: What Diablo II: Resurrected Taught Me About Magic Finance

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For those who have never played any of the Diablo games from Blizzard-Activision, they are hack-and-slash dungeon crawlers. As is typical with these types of games, one's gear or items often plays a significant role in one's power level and ability to progress through the game.

A Bit of History

I began playing Diablo II the summer before I graduated college. A major medical issue put me in the hospital for a week and also kept me limited in terms of what I could do for about two months. One of the few things I could do during that time was play video games. A game showing a clear progression via leveling appealed to me greatly.

Collecting Items

When I first got into the game, I picked up every item I found to sell to a vendor in town for gold if it didn't fit with any of my characters. The problem with this is that you can only use the gold in the game to buy things from vendor NPCs and the power level of buyable items quickly falls behind the power level of items you can find.

Magic Finance Lesson #1: Understand the Value of Your Time

I have a problem with Magic bulk. I love buying it but hate selling it. I try to squeeze every penny out of it, but there is a time cost to doing this. Whenever I pick up a collection, I dig through everything and pull out all cards that I know are worth something and all cards that have the potential to be worth something. The "potentials" go into a separate 5000-count box that is color sorted. The problem is that occasionally a card I wasn't expecting jumps in price so I go digging through my bulk again. While it may feel great pulling twenty copies of a card that has now jumped to $1 that I got for 1/3 of a cent, I have likely invested four hours into all that effort which means I am paying myself $5 an hour. As I have gotten older and started a family, the value of free time has grown exponentially and this type of "mining for diamonds" is no longer viable.

Managing Item Inventory in Diablo

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The Diablo franchise, like most hack-and-slash dungeon crawlers, provides players with a limited "stash" to store items. The idea is that as your character progresses and you find better loot you no longer need to hold onto the old stuff. This encourages players to donate their old stuff to newer players. You are allowed to have multiple characters on an account so there is still plenty of storage in case you want to make another one and reuse some of that old gear or if you find something really cool for a build you might want to do or something niche that someone specific might want. That being said, with the original Diablo 2 one could just make multiple accounts and just have lots of storage characters. In Diablo 2 Resurrected, that is no longer an option. This forces players to be a lot more charitable and to be more cognizant of storage and what is truly worth its "stash space".

Magic Finance Lesson #2: There Is an Opportunity Cost to Storing

I already admitted to having a Magic bulk problem, but that problem extends beyond poor time vs money value to storage space. In the real world, space is not unlimited. There is a good reason that many of us see so many storage rental facilities while driving down the road. Many people are "collectors" and have a difficult time getting rid of the things they have accumulated over time. I am one of those people. I have over 200,000 bulk commons sorted by sets in my basement office. I haven't looked through 99% of those boxes in over a year.

If I take a step back from my "collector" viewpoint and instead look at my bulk pile from a "business" viewpoint, I can quickly see that I am losing a lot of money on storage. I could do other things with that space and I don't actively look for new bulk to pick the real diamonds out of because I have nowhere to put it. Thus, it sits collecting dust, providing no value, and serving as an eyesore in my office.

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Markets For Diablo II Items Outside The Game Itself

This section may upset some "purists" of the game, but I admit to being an active user of D2JSP. This is a website that serves as the unofficial "auction house" for trading in-game items for the site's own digital currency forum gold. Before this site existed trading in the game was limited to creating a game and advertising what you had and or what you were looking for. This is a very inefficient method and prior to joining D2JSP, I struggled to progress in the game once I got to around level 25. The important part though is that one can exchange items for another form of currency outside the game that is accepted by thousands of other players and doesn't violate the game's own Terms of Service, unlike selling items for actual cash.

I have never once spent a dime buying forum gold and have acquired all of it via trading. I began accumulating forum gold by being responsive to people's search posts and selling whatever I found in order to build up a stash of forum gold to buy more expensive items. I quickly noticed that prices for the same items could often vary by 10-20%. I aggressively searched for the items I saw a lot of people asking for, buying them cheap and then reselling them for a modest profit. By doing this over and over, I was able to buy multiple versions of the best items in the game.

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Magic Finance Lesson #3: Arbitrage Is Great, but the Window to Enjoy it is Often Short.

One of the easiest ways to make money is to look for market inefficiencies and take advantage of them. In the past, I would buy Commander cards from Japan, where the format isn't very popular. The stores would often mass open the Commander decks that had Legacy staples in them and then sell the remaining cards cheaply. Unfortunately, those stores must have picked up on the large orders of Commander cards to the US because the prices are now in line with TCGPlayer. I have also heard of European dealers who would come to the major US events and buy up cheap power and Vintage staples that they could turn around and sell at a premium when they got back home. This gets more difficult when "perfect" market information is available to both buyer and seller, which nowadays it typically is.

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Managing The Massive Quantity of Items in Diablo II

There are a huge number of different items in the game and it's not possible to have every single one on any given account. I realized very quickly that it was easy to spread yourself too thin when you were buying and reselling items, which is why I focused on specific ones that I saw a lot of people asking for. I also noticed that players would pay for "graphic swaps" on items that had different graphics but the same stats. This opened up another revenue stream that didn't have any additional buy-in cost. The challenge was that typically people would want to swap multiples at a time for the same graphic and finding another player wanting the opposite graphics was nearly impossible.

I realized that if I gathered multiple of each item in each graphic I could pretty easily do lots of trades between people looking for one graphic or another. This focus also meant that players would message me requesting specific items with specific graphics and we would agree on a price ahead of time and I would message them once I had the item. This essentially allowed me to presell things and my profit based on whatever the cheapest option that met the requirements cost.

Magic Finance Lesson #4: There is Such a Thing as "Too Diverse" When It Comes to an Inventory.

When I first started dealing in Magic Finance I would buy cards for all formats. I had a lot of free time to follow metagames for Modern, Legacy, and Standard, and I played a lot of Commander as well. As I have grown older, my free time has ebbed considerably and I can't keep my finger on the pulse of every format. I now only buy cards with an eye on Commander desirability. In fact, the last Modern-specific cards I purchased are still in my store inventory six months later.

It is crucial to understand that most of us are resource-limited at all times. While the amount and type of said resource can vary, that truth is still universal. This is especially true when your Magic finance business is not your main source of income. I have a 9-5 job and family duties that take priority over operating my TCGPlayer store, so I devote less and less time to the store. I sacrifice income for free time and I am always trying to create efficiencies to minimize that store time even more, although I am at the point where I am happy with how little time I have to devote to it versus how much additional income it brings in per year.

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The End Step

While it might not seem like there is significant overlap between a video game and Magic outside of the fantasy setting; it can be beneficial to look at things from a broader perspective. By looking for the bigger picture, and trying to find the overlaps, we are training our brains to find patterns. In doing so, the hope is that we can see with a clearer mental vision, and make better decisions moving forward. This sounds like a good mindset to have as we enter a new year. I hope everyone has a safe and happy New Year's Eve and got to enjoy some time together with loved ones over the holidays.

First Picked: The Biggest Bombs in BRO Limited

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Outrage? On the internet?! Believe it or not, yes. It happened.

One of the first reactions to BRO Limited was a wild fear that it might be a dreaded prince format. Every format wears this crown at some point during the initial reaction cycle. It's as if people forget how much more prevalent bombs are at prerelease, and in Sealed events in general. They then panic and subsequently label the Draft format with the same diagnosis. Despite this initial outrage, BRO Draft has emerged as something far more intricate and nuanced than early fearmongering might have us believe.

While the reality is certainly better than the hype, admittedly, the format does include some game-warping cards. This week, we'll list the most powerful among them, and discuss how first-picking these bombs shapes our overall draft.

Honorable Mentions:

Tyrant of Kher Ridges

I really respect this dragon. It's the perfect Limited bomb. It generates immediate value. It's a big creature. Best of all, it can close out a game quickly. Even if we have a removal spell for it, it's still going to be a two-for-one. This flying Flametongue Kavu can stabilize a board, but with its Firebreathing, can also put things away fast.

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It does all this without feeling completely unfair. Six mana is appropriate for such a creature. This card reminds me of a different era. It's almost a pre-power-creep bomb, but somehow it still holds its own.

Liberator, Urza's Battlethopter

Whenever an opponent chooses not to cast something on turn three, this is my number one fear. It flashes in and creates horrifying scenarios each turn. Never has open mana been so scary. Flashing in a Mishra's Juggernaut or Scrapwork Cohort makes for an ambush with upside. Many of the unearth cards are way better if you can get an opponent to trade a premium creature for the first half of them, and the copter sets those up really well.

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If that was all, then it would be a problem. However, the fact that it routinely grows to a 4/5 flyer without any work at all is what puts it on this list. That we can hit this with Recommission and pick it up with every mill creature besides Blanchwood Prowler is just gravy.

Okay, now to the truly degenerate stuff...

10. Cityscape Leveler

From an art standpoint, I'm not quite sure what's happening here.

There was an error retrieving a chart for Cityscape Leveler

From a gameplay standpoint, I understand it completely. This massive threat comes down and immediately starts eating permanents and pooping out powerstone tokens as grave markers. Trample accelerates the clock nicely. However, unlike the prototype threats in the format, we have no choice but to pay full price for this one. Eight can be a lot of mana, so we want to be sure to support Cityscape Leveler with cards like Argothian Opportunist and other forms of ramp. In addition to the top end in a ramp deck, it also makes for a great finisher in more controlling decks. Like many of the threats in this format, Cityscape Leveler does a nice job of reaching back from the grave for one last attack. However, this unearth effect is probably going to be the most impactful in the entire set.

9. Portal to Phyrexia

While Portal to Phyrexia and Leveler, might be viewed as bigger and bombier than some of the cards that come after them on this list, the mana costs provide a significant barrier to entry. The scenario of wiping an opponent's board, followed by recruiting those very creatures onto your own army, Ă  la God-Pharaoh's Gift, is a nightmare for anyone on the opposite end, in Limited or Constructed.

There was an error retrieving a chart for Portal to Phyrexia

We can deal with Portal via a simple disenchant, but often times the damage is already done. At full value, that "solution" comes out as a four-for-one. A few weeks ago, I wrote about reanimator as an archetype, and this card actively makes me want to include Repair and Recharge. Cheating this into play on Arena will make plenty of heads explode.

8. Skystrike Officer

When this card was first played against me, I had to read it three times. It gets you free creatures every attack and then it converts those free creatures into additional cards. This army-in-a-can is the perfect addition to a Soldiers deck but will thrive in any deck capable of casting it. Recently, I played it to five wins in a five-color Citanul Stalwart deck, and it was great every time I cast it.

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The two three-drop rare soldiers are a frightening combination. The one downside about this one is that it gets gobbled up real quick by Koilos Roc, Deadly Riposte, and even Gaea's Gift. The fact that it needs to attack to generate value can be a liability.

7. Urza, Prince of Kroog

Urza immediately provides a Tempered Steel effect to all artifact creatures, so if we're aggressive, it's going to end the game very quickly. However, the real power lies in its second ability. It's a perfect control finisher and can win a game single-handedly if given time. We can start turning Powerstones into 3/3 creatures, which in turn help pay for more activations until our board state is overwhelming. Additionally, copying retro artifacts and Energy Refractor can keep our hand full.

There was an error retrieving a chart for Urza, Prince of Kroog

Simply put, The Prince is impossible to grind out. The one concern is having it removed in combat, causing all of your creatures to shrink before damage is dealt. That said, we should be playing around that once we've stabilized. This card makes for an excellent splash, especially because of the synergy with Refractor.

6. Gix's Command

Versatility incarnate. This card can be a removal spell for our opponent's biggest creature, a board wipe for smaller creatures, or both. Additionally, we have the option to grow a creature with two counters and a temporary lifelink, or even a double-Raise Dead.

There was an error retrieving a chart for Gix's Command

Most of the cards on this list are hammers. This one is a Swiss Army knife. Don't sleep on the power level, though. There are very few situations where this card can't help you get back into the game.

5. Siege Veteran

It comes down on turn three and generates an advantage every turn until it's gone. This card is frustrating in that it makes the entire game about removing it. It's a card that we want to deal with fast. The longer it sticks around, the more those counters add up. The second clause allows you to attack aggressively with your growing threats because as they trade off, you get fresh bodies to carry the counters.

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However, being a three-mana 2/2, the Veteran proves susceptible to plenty of common removal. A same-turn Disfigure is a lovely answer, but Excavation Explosion is nearly as effective. It plays around the common Enchantment-based removal, though. Hiding it behind a Prison Sentence or a Weakstone's Subjugation does little to blunt its impact.

4. Skitterbeam Battalion

No doubt, in preparation for Universes Beyond: Hot Wheels, Magic the Gathering has introduced a powerful trio of race cars on this mythic.

There was an error retrieving a chart for Skitterbeam Battalion

It is not easy to play around twelve haste damage. The nine mana needed to cast this for full value is an approachable sum when Powerstone tokens are part of the equation. However, the versatility of playing this for five to generate three speedsters is also a fine way to end games. The haste damage, plus the three bodies, plus the versatility makes this one of the most potent bombs in the format.

3. Simian Simulacrum

Third place may seem high for this three-drop. That has not been my experience. My experience, almost unilaterally, is that Simian Simulacrum kills me.

There was an error retrieving a chart for Simian Simulacrum

It is impossible to trade with this card at an advantage. It comes down on turn three, and the counters essentially have haste. It's hard for opponents to account for that sizing, which usually means immediate damage. Those counters make any random Ambush Paratrooper or Blanchwood Prowler a real threat in the early game. And that's only the first half.

For four mana, it comes back and represents another chunk of damage. Because of unearth, even a counterspell doesn't stop this card from gaining an advantage. On-curve, and especially on the play, this card is basically unbeatable. It's good early or late. Even if it gets milled over, those counters end up being a relevant play we can access seemingly for free. Simian puts opponents on the back foot, pressures life totals, and consumes resources with extreme prejudice.

2. Wurmcoil Engine

This card has always been a bomb. It is a ruthless killing machine that can salvage even the most precipitous situations. Overwhelming Remorse is a clean answer. If we can block it and sacrifice our blocker, we can prevent massive life swings. However, the sacrifice themes of the deck also allow Wurmcoil Engine to generate value off of any of the typical answers.

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While the sacrifice decks are probably the best home for the only retro artifact worthy of our list, the headline is that this colorless Construct can go into any deck. It's the easiest card to first pick in the format, and it's hard to imagine ever passing this card.

1. Titania's Command

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This is the single most powerful card in BRO Draft. Good on its own. Insane when we're ahead. Still very strong when we're behind.

The commands all offer a choice of two out of four possible options, but in most cases, Titania's Command values the last two. Getting two 2/2 bears, and immediately upgrading them to 4/4s as the rest of your team also gets two counters, can create such an enormous board that the game will typically end soon after. If our back is against the wall, we might need to exile a graveyard full of unearth creatures and generate some life, but if the board is at parity or even close for that matter, this spell will end the game in short order.

Honorably Unmentioned

There are quite a few bombs that didn't make this list, and I'm all ears for disagreement. Fans of Visions of Phyrexia and Teferi, Temporal Pilgrim, the stage is yours! Different approaches to the format and different experiences from opponents will lead to different perspectives, so let me know about yours. What bombs have blown you out? What cards have carried you to glory? Let me know in the comments!

Shine a Little Light

In Guilds of Ravnica, there was a common that crept up my pick order. The card was completely vanilla and easily overlooked. Because of its sizing though, it was weirdly effective in the format. Game after game, I'd watch opponents stumble as they started planning their attacks, baffled as to how they would answer the lowly Douser of Lights. BRO has a strict upgrade.

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Most of the value of the card comes from the fact that it's a 4/5. Unfortunately for Douser Enthusiasts, power creep has made the format hostile to sitting back and blocking.

However, it only requires a single activation of lifelink for this card to make the best defense out of a good offense. Pairing Stalker with a Mightstone's Animation, or tagging a fellow attacker with a Moment of Defiance, will generate a huge life swing. This is a reasonable strategy to help protect your life total against aggressive decks.

In my slower black decks, I'm usually pretty happy with one or two if I have a couple of ways to activate its lifelink. It isn't a card that I'm looking to take early, but if I'm playing a slower game, I need to make sure I can outlive a top-decked Excavation Explosion or an active Penregon Strongbull.

New Year, New You, 2022 in Commander

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2022 has been a heck of a year for Magic. We've seen massive swings in card value, more new product than ever, the reprint of Black Lotus and other Reserved List cards from Magic 30th, and ever more Commander product. Given all of that, it may be surprising that my overall outlook for 2023 is positive on the Magic front and not just for Commander fans! Let me show you why 2023 has so much potential.

There was an error retrieving a chart for Underground Sea

While Underground Sea and Volcanic Island trade blows for the single most valuable dual, it's historically been Sea and this card is a bellwether for Magic. Checking the price graph, its price has recovered. Yes, there was a bottom and many of us probably missed it (I picked up a dirt cheap, graded Scrubland). What does this matter to the average player, though? Everyone that plays should want some of their cards to at least potentially have value. The failure of Magic 30th proves that most players do put at least some value on authenticity and that Wizards cannot just generate Black Lotus or other rare cards out of thin air without significant pushback.

The Reserved List website was missing for a short time which caused conspiracy theories! Like it or not, incredibly rare and super powerful cards that not everyone can own are part of the mystical DNA that makes Magic magic. Considering the "failure" of 30th, the price recovery of many cards, and the overall sentiment towards Secret Lair I feel like it's safe to say that the collectibility of Magic is safe.

Start Me Up to a Whole New Universe

It's happening. The new Commander Starter Decks are successful. I know this because I've gotten to play both in person and over SpellTable with several new players using these decks. 2023 won't be any different. With both Lord of the Rings and Dr. Who bringing in fans it's guaranteed that some of them will be converted fully into Commander players. The future for Commander looks very bright.

Outside of strictly Commander play, though, is Jumpstart 2022. This is a great product and would make for a good gift. For a casual night of Magic, Jumpstart essentially replaces both Draft and Sealed formats. This is something I do not say enough. One thing that differentiates Magic from other games is the ability to play many different formats including Draft and Sealed. This versatility is part of Magic's DNA as it is many games in one. I believe this is the kind of product that does a great job of getting brand new players into Magic and the addition of anime artwork in every pack sells cards.

Living in the Here and Now

Looking to the future is important but what about the now? Sometimes it's important to slow down and practice mindfulness. I've done that in two specific ways. First, I've focused on my deck-building goals. Last month, I had only built seven of the 32 decks I planned since August. Yikes! While it would be easy to blame the crazy product release schedule, or work, or the holidays or any number of other things, the true issue was lack of focus. However, by shifting my priorities to getting decks "playable, not perfect" I've been able to get another 11 built. Playing an imperfect deck really hones the optimization process because I get real meta feedback, not just EDREC suggestions.

Second, events, events everywhere! Playing Magic in person is great and I took the opportunity to be present as much as my schedule allowed. Interacting with other Magic players has helped me get a better picture of who plays Magic. It's a diverse group, for sure, but there are definitely some things that stand out. By and large, players want a deep and compelling gameplay experience with infinite variables. So far, I believe that Wizards is continuing to offer that experience.

2022 Realities vs 2023 Resolutions

So what will change in Commander in the new year? Certainly, there will be more variety, more cards to flesh out any deck idea, and more build-around cards than ever. But will you be different? For me, I'm going to bring out my more competitive side, with a minor caveat. Stax is not on the menu. However, I am going to build in more game-ending combos than I might normally have in lower-powered decks. Typically most of my casual decks are around a power level of five or six, with most other players bringing decks from five to seven. Locally we have a pretty healthy and established rule 0 and it generally results in excellent games.

That said, a particular situation crops up a little too often, namely, games going on for an hour or even longer. The games are good fun, and there's generally lots of interaction, comeback potential, alliances forged and broken, you name it. However, sometimes the fact that the games drag on makes getting a second or third game for the night impossible. One really long, intricate, and fun, game of Commander is great but it's still only one game.

So yes, I'm trying to get players to bring more powerful casual decks and at least one really competitive deck. Getting in a quick game in fifteen or twenty minutes before the LGS closes is better than no game. Overall the metagame and power creep at my local venues have not gotten so bad that even casual decks are dripping with infinite combos and I don't want to set that into motion. However, games do need to end and I plan on making that happen more often.

Breaking the Bank? Not on my Watch!

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I'm a huge advocate for budget cards. You don't have to take my word for it, though, just pay close attention to your own games. At a competitive tournament, my Reliquary Tower was blown up by a Boseiju, Who Endures. Did I get Scrubland, Tundra orUnderground Sea? No, I got Raffine's Tower. I did not need one mana right then and there so I opted for better color fixing in the future. Furthermore, I could draw one of the better duals and play it untapped so it was better to leave them in the deck. Including this budget card made my tournament deck better, not worse.

There were, in fact, a ton of budget cards that would have been bonkers level for this tournament, meta breakers that don't see "normal" play that cost mere pennies. I will continue to advocate for cards that do a thing well at every price point, even if they are not always the most popular, well-known, or expensive.

2023 might have more shiny, new cards than 2022. However, will those cards be truly better? That remains to be seen and we will be reviewing them together to determine what cards are worth it.

So Much to Look Forward to

Wizards has an opportunity to continue to grow Magic and undo some of the damage that Hasbro has caused by reaching over and grabbing the steering wheel as often as possible. The road map is there for everyone to see but just because you see the road does not mean you drive it accident-free. Right now everything is in place for a successful Magic year and I am ready to welcome many new Commander players. If Wizards can stick with what makes Magic great it will be a great year!

I've resolved to bring a little more competitive heat to even my casual games in the next year. Will you do the same? Let me know in the comments if you have any Magic resolutions for 2023!

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Joe Mauri

Joe has been an avid MTG player and collector since the summer of 1994 when he started his collection with a booster box of Revised. Millions of cards later he still enjoys tapping lands and slinging spells at the kitchen table, LGS, or digital Arena. Commander followed by Draft are his favorite formats, but, he absolutely loves tournaments with unique build restrictions and alternate rules. A lover of all things feline, he currently resides with no less than five majestic creatures who are never allowed anywhere near his cards. When not Gathering the Magic, Joe loves streaming a variety of games on Twitch(https://www.twitch.tv/beardymagics) both card and other.

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Sig Drafts The Brothers’ War on Arena

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Drafting is one of my favorite aspects of Magic. I first discovered the format around Time Spiral block. The additional layers of complexity and difficulty have always intrigued me. Every draft feels different, so matches tend to be less redundant than, say, Standard. The convenience of Arena makes it easy to jump into a Draft whenever I want, and it's my favorite way to experience Magic on the platform.

Despite my affinity for Drafting, I must say I’ve been slow to learn how to succeed in The Brothers’ War drafts. The first couple I attempted did not work out well. I won maybe two or three games out of the few drafts I’ve tried. This isn’t a great record, not to mention it eroded all my gold and gems.

After grinding Standard for a week or two, I finally scraped enough gold together to try another Draft. At this point, after barely drafting last month, my ranking had fallen all the way down to silver. This hopefully meant my opponents would be equally inexperienced, offering a level playing field. Without hesitation, I jumped in.

Pack 1 Pick 1

As you’ll see in the video, my pack one pick one was pretty much a no-brainer. When I saw my mythic rare was the Standard staple Phyrexian Fleshgorger, I had to slam it down. The rest of the draft, however, did not flow quite as smoothly. I had to make some tough choices. I even pivoted on colors at one point in pack two. This kind of flexibility is vital when navigating a draft format, and I’d like to think I did a decent job keeping an open mind.

The Draft and Deckbuilding

At the end of the draft, I ended up with an Orzhov deck, splashing green for two Skyfisher Spider, one of the most powerful uncommons in the format. Here's the list:

Sig's Brothers' War Draft Deck

Artifact

1 Elsewhere Flask

Artifact Creatures

1 Yotian Frontliner
1 Clay Revenant
1 Ashnod's Harvester
1 Scrapwork Cohort
1 Scrapwork Rager
1 Precursor Golem
1 Phyrexian Fleshgorger

Instant

1 Disenchant

Sorcery

2 Recommission
2 Powerstone Fracture
1 Kayla's Command

Enchantment - Aura

1 Military Discipline

Creature

2 Powerstone Engineer
2 Gixian Infiltrator
1 Siege Veteran
1 Kill-Zone Acrobat
2 Skyfisher Spider

Land

7 Plains
7 Swamp
2 Forest
1 Evolving Wilds

Gameplay

Technical Difficulties

I’m relatively new to recording Arena videos. While I had a lot of fun jamming these games and talking out loud (something I do naturally), I must confess I had a small technology SNAFU towards the very end. I accidentally started the recording for what was supposed to be the last video while I had a web browser open. Even though I switched over immediately to the Arena client to play my final few games, the damage was done. The entire video recorded only that idle web browser—so I've omitted it from the playthrough list above. You can hear me talking over it, but I suspect it won’t do justice to the games themselves.

That said, I can proudly state that I did finish this draft with a trophy! After starting with a hot 6-0 streak, I lost games seven and eight before winning the final game and notching a 7-2 victory. Here’s all I can offer as proof: a screenshot underlining my gem count, 2200 higher than it was at the beginning of the first video.

The main highlight from the missing video worth mentioning came during my second loss—I faced a grueling match where my opponent leveraged creatures that put cards from their graveyard to the bottom of their library, ensuring they didn’t deck themselves. I had them down to one or two cards left in their deck, but I drew one too many lands in a row, my luck ran out, and I couldn’t keep sufficient pressure.

Despite the technical hiccup, I had a great time recording this draft and I hope to create more Magic video content in the future. I hope you enjoyed watching it. please leave comments or contact me on social media (@sigfig8) to share your thoughts on how I drafted and played. I’m sure I made some mistakes here and there, but I hope I didn’t embarrass myself too much with these videos.

Modern Ban Watchlist: 2023 Edition

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Farewell 2022; you've been... better? Than the last two years? Which admittedly isn't a high bar to clear, but you did have actual competitive Magic, so that's a big plus. Though, 2023 promises to have a lot more of that, as well as light at the end of a lot of tunnels. So, yeah, time to move on from the present and look to the future. And as is tradition, doing so begins with an update to the Official Modern Ban Watchlist.

Standard Disclaimer

I am not saying that anything will actually be banned in the next year. Only Wizards knows when and how Wizards makes their decisions. I have no special insight into Wizards' inner workings, just a prediction system that has worked well over the years and the publicly available data about the metagame. This list is a reflection of what I think could be banned on the basis of what is currently happening in the metagame. Proceed accordingly.

Measuring Last Year's Ban Predictions

Compared to previous years, 2022 was rather quiet on the banning front. The two highly-played companions got the ax, but that was all. I called Lurrus of the Dream-Den being banned and it was. Much sooner than I thought it would, but no complaints here. Frankly, I was more surprised Lurrus lasted until March.

There was an error retrieving a chart for Lurrus of the Dream-Den

I'm giving myself partial credit on Yorion, Sky Nomad's ban. I specifically called out Omnath, Locus of Creation as a target, but as I said last year, saying 4-Color Pile card should be banned was a more accurate prediction. I made myself take a stand and name a single card rather than a deck. I thought the power-cell of the deck would be targeted for power reasons, but Wizards decided that 80-card decks were a tournament logistics problem. I had no way to see specifically that being a problem last year, but the deck was correct.

There was an error retrieving a chart for Yorion, Sky Nomad

I didn't actually expect the other three mentioned cards to be banned, as two of them required the right printing and the third was annoying but not a proven problem at the time. Wizards would need to see something I couldn't or have an ax to grind for Ragavan, Nimble Pilferer to be banned in 2022, my thinking went. My thinking has since changed.

The Criteria

There's no way to know exactly what, if anything, will get banned in 2023. Where once it was a simple case of violating the Turn 4 rule or general brokenness, Wizards has vastly expanded its scope and now bans more actively and for more reasons.

I can't know what new cards will be printed, or if a new deck will finally be discovered. Furthermore, Wizards' exact criteria for banning a card is not known. They've never specifically said anything about how they consider banning a card, and with every ban, the exact reason changes.

Over the past three years, the only consistent criteria have been a 55% non-mirror win rate. Which may or may not be an actual red line for banning, but even if it is, only Wizards has the data to make such a determination. Thus, players can't know if a ban is coming, making it the perfect metric to cite, which they don't always do anyway.

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As a result, any speculation about what could get banned will necessarily be guesswork. The key: to turn the guesswork into an educated guesstimate. To that end, I have gone back through the Wizards announcements to see how they've justified their bans. There's always a primary reason, but it's often (not always) couched by ancillary reasons. The most common ones with examples are:

  1. Generally broken. (Hogaak, Arisen Necropolis)
  2. Enables brokenness. (Mox Opal, Bridge from Below)
  3. Harms deck diversity. (Splinter Twin)
  4. Homogenizes deck construction. (Oko, Thief of Crowns, Deathrite Shaman)
  5. Creates problematic play patterns.Subcategorized between:
    1. Encourages repetitive gameplay/gamestates. (Once Upon a Time)
    2. Encourages unfun gameplay. (Mycosynth Lattice)
    3. Warps the meta. (Treasure Cruise, Arcum's Astrolabe)
  6. Complicates tournament logistics. (Sensei's Divining Top, Yorion, Sky Nomad)
  7. Constrains or threatens future design. (Birthing Pod)
  8. Achieves a 55% non-mirror win rate. (Arcum's Astrolabe)

As the last one is impossible for me to know, I won't consider it. These are the most often-cited reasons and should not be viewed as a comprehensive list.

My Approach

I'll be using the Wizards-stated reasons to inform my watch list. However, there will necessarily be a lot of intuition and speculation. Wizards certainly could have gone after Izzet Phoenix in 2019 for several of the listed reasons, but they never specifically targeted it. The best I or anyone can do is to see what the metagame data says about the format, then look for key pressure points and gameplay trends and try to intuit how things could break.

Some key things to remember:

  1. Wizards prefers to ban enablers or engines over payoffs
  2. Bans should target the actual problem, not the symptoms of the problem
  3. There is no hard threshold for what constitutes a problem
  4. There is no way of knowing how decisively Wizards wants to intervene

The last point is all thanks to the February 2021 ban. Wizards has historically preferred highly-targeted bans for minimal format disruption. They dropped a bomb last year, and that may or may not signal a policy change. There's no way to know, but it must be considered.

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With the disclaimers out of the way, I see three potential fracturing points in the current meta which could be banned on their own merits. There are also three cards that might break if the right card(s) are printed in 2023. I'll be dealing them as separate categories.

Ragavan, Nimble Pilferer

Offenses: homogenizes deck construction; problematic play patterns (all three subcategories)

Over the past year, I've soured strongly on the monkey. I put Ragavan, Nimble Pilferer on my list last year because it wasn't clear if the problem was Ragavan or Lurrus. As things have turned out, the answer was yes. After Lurrus was banned, Ragavan-powered UR Murktide shot to outlier status on top of the metagame and has stayed there all year. Spoiler alert for the metagame update next week: nothing's changing.

There was an error retrieving a chart for Ragavan, Nimble Pilferer

Worse, Ragavan's overall metagame share is rising. If it were just Murktide with inordinate metagame share, I could write it off as players being too enamored with Izzet colors and tempo decks. However, Rakdos Scam was also an outlier in November and is on pace to repeat in December. In Tier 2, Jeskai Breach Combo has been gradually rising for some time. That's not accounting for fringe decks or for Ragavan randomly showing up in any red deck. The only nonland card that sees more play is Lightning Bolt. Taken as a whole, Ragavan decks account for somewhere between a quarter and a third of Modern.

There was an error retrieving a chart for Murktide Regent

It's rather tragic, because as a threat, Ragavan isn't that impressive. What elevates the monkey above other red threats is the treasure-making clause. If Ragavan just stole cards and allowed players to cast them with any-color mana, I doubt there'd be a problem. However, it's proven to be more beneficial to just build treasures for later, creating repetitive, snowballing gameplay that players generally find frustrating.

Why Ragavan Won't Be Banned

Wizards has been watching this develop for about a year and a half now. They've seen everything I've described play out and have taken no action. It could be that there are cards coming that will contain or eliminate the problem. It may also be that Wizards feels that Ragavan isn't a problem, as it's a 2/1 that has to connect with a player's face to do anything, and that's easy enough to prevent that the metagame should be able to deal with the problem given time.

How Ragavan Could Be Banned

How much more time does the metagame need? If it hasn't done so already, is there really going to be something that will answer Ragavan in a way that Modern couldn't already? If something could happen and hasn't, there's a good reason, and just hoping for change is meaningless.

There was an error retrieving a chart for Lay Down Arms

Wizards has all the data I use and more. It'd be extremely unusual for them to be wildly divergent enough for what is clearly a statistical problem in my set to not be so in theirs. Moreover, Magic players have known for years that threats are more potent than answers regardless of quantity. It only takes one threat to win. The data doesn't lie, and players have not negated the Ragavan threat, so at this point it's safe to assume they cannot.

Ban likelihood: medium-high

I can't fathom Ragavan making it another year. However, there's also not an inordinate amount of pressure to ban it soon. This isn't an Oko, Thief of Crowns situation. I'd expect Wizards to take a Lurrus-like approach and ax the monkey after a few more set releases.

Colossus Hammer

Offenses: generally broken (fast wins); harms deck diversity; problematic play patterns (unfun gameplay)

Since emerging in 2020, Hammer Time has been a consistent top contender in Modern and was the boogeyman deck of 2021. I thought the Lurrus ban would knock the deck out of Tier 1, but that hasn't happened.

That's not a reason to target a deck for banning. The fact that Hammer Time has been Murktide's companion in outlier status, however, is. Murktide has been an outlier for 10 months in a row. For six of those (not fully consecutively), Hammer was also an outlier. That fact plus Hammer's history put it in the crosshairs.

There was an error retrieving a chart for Colossus Hammer

The question is what to actually ban. The deck is so strong thanks to the combo of Colossus Hammer and Sigarda's Aid. With the right draw the deck can win on turn 2, but more often the deck wins by stretching the opponent's resources and turning an unblocked Ornithopter into a lethal threat.

There's a strong argument that Aid should go as the enabler, but Hammer has precedent on the banlist itself. Blazing Shoal was banned for basically the same problem, and if that card is too good then Hammer is too. If that isn't the case, Shoal should be unbanned and Aid banned.

Why Hammer Won't Be Banned

The first reason Hammer may escape the banhammer is that Aid will get targeted instead. I'm treating this as a case of a deck needs targeting, and there are multiple options.

There was an error retrieving a chart for Sigarda's Aid

On a less hedging topic, Hammer has been progressively moving away from the fast kills as integral to the strategy. Ever since Lurrus was banned, Hammer Time has prioritized protection and grinding over being all-in on the fast combos. This is a healthier direction for the deck and leads to better gameplay. Plus, just being a good deck for a long time isn't a reason to ban a deck.

How Hammer Could Be Banned

Everything I said about Ragavan applies here. The data very clearly shows that Hammer Time takes up an inordinate amount of metagame space by itself, and I'm pretty sure it wins events more often than Murktide does. Hammer Time is almost certainly preventing any other Stoneforge Mystic strategy from existing in Modern. Whether or not another such deck is viable in the first place is irrelevant; it will definitely be worse than Hammer Time. That's not getting into non-Stoneforge decks getting pushed out because there is literally no room for anything but Ragavan decks and Hammer Time.

Ban likelihood: medium-low

Hammer is entering its third year as the premier aggro deck in Modern, and it's metagame share growth has no signs of stopping. However, the fact that it has changed itself and slowed down reduces the threat to somewhere in between low and medium.

Wrenn and Six

Offenses: homogenizes deck construction; problematic play patterns (repetitive gameplay/gamestates)

When I discussed Omnath, I mentioned that Wrenn and Six was a target as the enabler of the deck. That was true, but I didn't think that Wrenn was key enough to consider banning, especially when Omnath decks played Abundant Growth and the like. However, over the past year, Wrenn has been spreading throughout Modern and could soon become omnipresent in slower decks.

There was an error retrieving a chart for Wrenn and Six

Not content to just hang around with Omnath, Wrenn is now a keystone card in Indomitable Creativity decks of most stripes, Valakut, the Molten Pinnacle decks, the odd Zoo or Ponza deck, and even control decks. What convinced me that Wrenn was becoming a homogenizing force was Wrenn, White, and Blue. The fact that an otherwise completely stock UW Control deck can add in Wrenn and make it work very strongly indicates that any midrange or slower can and potentially should play Wrenn.

Why Wrenn Won't Be Banned

The total metagame share of all the Wrenn decks is fairly low. Even aggregating all the green Creativity variants doesn't produce a metagame share of more than 14%-20%, and that encompasses a very wide range of deck types. Wrenn isn't harming diversity nor pushing the format as a whole in an unhealthy direction. There's nothing inherently bad with players having access to unlimited land drops and perfect mana, and since slower decks have historically needed help in Modern, giving them a leg up is desirable.

How Wrenn Could Be Banned

If the above-mentioned stats aren't enough, Wrenn is a master of time wasting and repetitive gameplay. Every turn, uptick Wrenn, get back a fetchland, play it,and crack it. It leads to many situations where the game gets repetitive and worse, dragged out. Wizards has stated shuffling during the game is something they try to minimize, as it slows the game down and can be difficult for newer players to repeatedly do well. If Yorion had to go for slowing the game down and making decks hard to shuffle, then Wrenn could go for encouraging that gameplay, in addition to becoming omnipresent in slower decks.

Ban likelihood: low

Wrenn isn't putting an excessive amount of pressure on Modern, but it is building. As we get more large paper Modern events, it will become clearer whether or not Wrenn is slowing down play to an unacceptable degree or not. Simultaneously, it will become clear whether this trend of Wrenn finding its way into every slow deck will continue. Thus, sometime in late 2023, it will be obvious whether or not Wrenn is too omnipresent. Anything earlier would be Wizards being preemptive or vindictive.

There was an error retrieving a chart for Indomitable Creativity

That's it for the cards that could be banned given the current metagame and their own merits. However, there are also cards that could be banned if the right cards are printed. To be perfectly clear, under current metagame conditions, none of the next three cards should be banned. They need to help from Wizards to make that happen. The first one should be obvious to longtime readers.

Urza, Lord High Artificer

Risks: general brokenness; enables brokenness

I put Urza, Lord High Artificer on my list every year because he is the last really dangerous mana engine in Modern. In fact... (furious Scryfall searching)... I'm pretty sure he's the only nonland mana engine left. Mana engines should always be watched carefully, and since Urza has an infinite combo with Thopter Foundry, there is always danger. Especially with mana generated by artifacts.

There was an error retrieving a chart for Urza, Lord High Artificer

However, Urza has survived where comrades Oko, Thief of Crowns and Uro, Titan of Nature's Wrath have fallen thanks to his best enablers being banned. Oko and Uro were great with support, but still absurd on their own. Urza has proven to be only as good as his supporting cast. Without Arcum's Astrolabe and Mox Opal, Urza just hasn't been very impressive. If he ever gets replacements better than Mox Amber and Witching Well, he could regain lost glory and be a problem.

There was an error retrieving a chart for Mox Opal

Ban likelihood: very low

Wizards says that it has learned its lesson with cheap cantrip artifacts and artifact mana. That lesson might be the lesson I think it is, but that's nothing but paranoia and cynicism. The odds that Urza will get a direct replacement for his losses is small, but not zero. The powerstone tokens show that Wizards might not have given up on cheap mana. We need to be watchful, but there's no tangible threat.

Urza's Saga and Karn, the Great Creator

Risks: constrains or threatens future design

I've discussed the problem with Karn, the Great Creator before, but the same logic applies to Urza's Saga. As tutoring engines, there's always the risk that they'll suffer the Birthing Pod problem and have to go to unlock Wizards' ability to make cards. The Brothers' War gave both cards new tools, with Haywire Mite in particular seeing considerable play. There is no immediate threat here given the limitations of both cards. However, with any repeatable tutor, there is a risk of it tutoring for something broken or simply getting too versatile and universal.

There was an error retrieving a chart for Urza's Saga

Ban likelihood: very low

Wizards must make some major mistake, or make too many good targets for either of these cards, for them to be banned. However, in the long run, both could become targets simply through gradual target accumulation.

There was an error retrieving a chart for Karn, the Great Creator

Be Vigilant

That's the Watchlist for the next year. As always, there could be new cards coming that could change the fortunes of any of these cards or even cards that aren't on the list. I have no means of knowing and my crystal ball just isn't that powerful. We must all wait and see what Wizards' Mystic Cauldron Which Decides on Bans spits out next year. On the unbanning front, nothing has changed since the last time I looked at unbans. Head on over to that article for a deeper analysis. And happy new year!

Adam Plays Magic: Arena Cube is Back!

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This week on Adam Plays Magic, we're jamming Arena Cube! For those unfamiliar, Cube is a customized, phantom draft format, meaning it's curated using cards that mechanically work together, but are not necessarily tied to a particular set and you don't keep the cards after drafting them. This allows for a much higher-powered environment using the greatest hits from just about any set available on the client.

For more information on this iteration of Arena Cube, check out the full card pool from Wizards here.

Archetype Highlights

Each time the Arena Cube comes back around, Wizards makes a few changes to the card pool, often adding cards from the latest sets and removing pieces that either weren't holding their weight or may have been overperforming to keep the environment fresh.

According to 17lands.com, a metagame and performance tracking site, mono-color aggro decks seem to be the winners for this current iteration of the Cube. Mono-Red and Mono-Red in particular have been overperforming with a 62.2% and 60.6% win rates respectively. Mono-color decks with a light splash have red and white leading again at 59.4% and 57.9%. Looking at two-color decks, Boros leads the pack at 59.5%, with Rakdos and Gruul in distant second and third place with 56.8% and 56.6%.

Interestingly, blue decks almost across the board underperformed at or slightly above a 50% win rate. It's worthwhile to note that while winning more than 50% of games is ostensibly good, users that utilize and report their records through 17Lands will skew toward the higher end of play performance and better overall records. This lets us isolate player skill as a confounding variable because when the best players in the game are losing with a deck, that's more of a sign of card quality over deckbuilding or play errors.

Key Takeaways

While past iterations of the Cube have pushed toward either control or ramp/mid-range strategies based around Golos, Tireless Pilgrim, this time it looks like Luminarch Aspirant and Kumano Faces Kakkazan are the top dogs. That said, there seems to be room for control to still get there as Sublime Epiphany is the second most winning card based on its games-in-hand win rate (second only to Kumano Faces Kakkazan).

There was an error retrieving a chart for Sublime Epiphany

In fact, among the top ten performing cards, four are red (KFK, Goblin Chainwhirler, Fable of the Mirror-Breaker, and Lightning Bolt), and four are white Approach of the Second Sun, Adeline, Resplendent Cathar, Elite Spellbinder, and Luminarch Aspirant. Sublime Epiphany and Sheoldred, the Apocalypse are the only other non-red, non-white cards to crack the top ten. Domri, Anarch of Bolas at 33rd place is the first green card to make the list, and Esika's Chariot at 52nd place is the next green and first Mono-Green card to appear.

Overall, it appears Mono-Red and Mono-White, or decks heavily based in those colors with light splashes, are the most winning options. However, there seems to be room for more controlling decks to shine that are designed to beat those archetypes. Decks with lots of early removal like Lightining Bolt and Fatal Push can keep up with the aggressive plays, then turn the corner with midrange value cards like The Wandering Emperor, Teferi, Hero of Dominaria, and Skysoverign, Consul Flagship.

My Draft

Without spoiling too much, my deck this time around was Jeskai Spells, focused on the combo of Magma Opus and Mizzix's Mastery. As early as turn three, this allows the player to stabilize with a sizable creature, clear out a few smaller threats, draw additional cards, and create overwhelming card advantage. It also scales well for the late game with a hard-cast Opus or overloaded Mastery dealing a bunch of damage to the opponent and clearing out their board with a slew of removal spells.

There was an error retrieving a chart for Magma Opus

I was very impressed with Pact of Negation as a way to protect game-winning cards like Opus and Discover the Formula. Pact also pairs nicely with cheap removal so even when I needed to pay the piper with Pact's upkeep trigger, I had ways of interacting with my remaining one or two mana.

Spikefield Hazard similarly hit above its weight class thanks to all of the recursive creatures with one toughness in the Cube. Clearing out a Gutterbones, Reassembling Skeleton, or Phoenix Chick for good feels incredible and at such a low opportunity cost. Recursive threats like these can otherwise pose an issue if they need to be removed more than once.

I'm a big fan of built-in two-for-ones like Bonecrusher Giant and Devil's Play, which can both be cheap removal on the front side and game-ending threats on the back end. Glorybringer also fits under this umbrella as a recursive creature removal spell, a revenge killer for planeswalkers, and a hasty evasive threat for repeated damage.

As discussed above, this deck is teeming with cheap removal like Lightning Bolt, Abrade, and Roil Eruption. The critical mass of removal hedges against the overwhelming presence of aggro decks, and these cards are never dead draws thanks to the Cube's creature focus. Even against non-creature decks, midrange and control decks will often have some number of artifacts like Key to the Archive or Reckoner Bankbuster to destroy with Abrade and the burn spells can point at a planeswalker or just hit face.

Notably, this deck is splashing a single card, Teferi, Hero of Dominaria, and for good reason. Teferi is a great way to snowball card advantage as it draws cards and provides a rebate on mana for instant-speed interaction. By landing this planeswalker and then holding up Unholy Heat or something similar, it is profoundly difficult for the opponent to immediately kill Teferi. They need to devote additional resources to answering it, and by that point, Teferi has already paid for itself.

A nice complement to Teferi is Mazemind Tome, which can more efficiently make use of Teferi's mana rebate and pad the player's life total to stabilize against aggro decks. I'd also be remiss to note the interaction of floating the mana from Teferi to then cast a Magma Opus with six lands.

The Deck

URw Limited Deck

Creatures

1 Champion of Wits
1 Pilgrim's Eye
1 Bonecrusher Giant
1 Phyrexian Metamorph
1 Malevolent Hermit
1 Glorybringer

Spells

1 Mizzix's Mastery
1 Lightning Bolt
1 Behold the Multiverse
1 Magma Opus
1 Fiery Impulse
1 Discover the Formula
1 Multiple Choice
1 Unholy Heat
1 Roil Eruption
1 Abrade
1 Pact of Negation
1 Commit // Memory
1 Devil's Play
1 Chart a Course
1 Spikefield Hazard

Artifacts

1 Mazemind Tome

Planeswalkers

1 Teferi, Hero of Dominaria

Enchantments

1 Shark Typhoon

Lands

1 Raugrin Triome
1 Otawara, Soaring City
1 Raffine's Tower
1 Sulfur Falls
1 Xander's Lounge
1 Plains
5 Island
5 Mountain
1 Bonders' Enclave
1 Barkchannel Pathway
1 The World Spell
1 Jegantha, the Wellspring
1 Karn, Living Legacy
1 Darkbore Pathway
1 Jin-Gitaxias, Progress Tyrant
1 Seize the Storm
1 Sea Gate Stormcaller
1 Skysovereign, Consul Flagship
1 Legion Warboss
1 Big Score
1 Tolarian Terror
1 Sweltering Suns
1 Radha, Heart of Keld
1 Mythos of Illuna

End Step

This deck was a ton of fun and I'm excited to play more of the Cube while it's still around. I'm also looking forward to diving into some of the new and updated archetypes made possible by Explorer Anthology 2 which dropped earlier this month. There's a lot to love about Magic on Arena right now, so be sure to stay tuned.

Don't forget to follow me on Twitter and Twitch to stay up to date with all of my content. Happy holidays, and I'll see you all next week!

Guess the Card: A Fun Trivia Game

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It’s another frightfully chilly day outside here in the Midwest. Yesterday’s low touched down near -8 degrees with wind chills down around -30. Today is only slightly warmer, with the current temperature as of this article’s writing at 2 degrees and a wind chill factor of -17 degrees.

That’s in Fahrenheit, for my international readers, not Celsius.  

While I sit inside and cower from the cold, I ponder on a fun and interesting article topic for this week. My mind races through different ideas, rejecting most as quickly as they come into existence. Then a fun thought strikes my fancy and I jump in.

This week I’m feeling whimsical, so I’m going to write about five cards with strange and unique characteristics. To make it more fun, I’ll first describe the card to give readers a chance to guess it, akin to a trivia game of sorts. Think you got what it takes? Let’s find out!

What am I? #1

I am a rare from Arabian Nights but did not make the Reserved List. Thus, you’ll find me again in Revised, and Fourth Edition. However, those printings don’t contain the unique characteristic that can only be found on the original copy.

You see, my casting cost was the largest ever at the time of my printing. So big, in fact, that Wizards of the Coast couldn’t fit in in the standard circle allotted for the purpose of displaying cost. What was their solution? They used two numbers to depict my cost instead of the one that was required. It’s the first and only card to have this feature, and Wizards of the Coast since corrected their printing abilities to account for my special case.

What am I? #2

I am a prerelease card that dates back to Judgement’s release over twenty years ago. There’s nothing spectacular about my card: I’m a 3/3 flying creature for 3WW with an extra ability to help protect your creatures. My first-ever reprint is about to launch with Dominaria Remastered, but you can find copies of me for just a couple of bucks.

Of course, the unique prerelease version of me is worth well over $20. Why is that? It’s because I am the only card ever to be printed in the Hebrew language! Granted, the translators didn’t exactly get my text box correctly, but it’s still a worthwhile endeavor.

What am I? #3

A staple from the early days of Magic, you’d often find me in young players’ burn decks. The ability to do any amount of damage to a creature or player was a very strong card back then, but I had an additional ability that made me even more powerful. If you paid the right amount of mana, you could do damage to not just one target, but any number of targets.

The problem was, the way my card was printed made it feel like you needed to have completed Algebra II in high school in order to calculate the appropriate mana cost for my card to do the amount of damage you intended to each target. As a result, my text box could be fairly daunting for what could have been a simple effect.

At one point, Wizards of the Coast tried printing me with an alternate mana cost in order to correct the situation. I’m sure this violated all sorts of technical rules around mana values, but the idea was creative and novel at the time. Nowadays you’ll never see my casting cost outside of a silver-bordered set. In fact, I’m the only non-silver bordered card to have not just an X in my casting cost, but also a Y.

What am I? #4

There are many ways to change basic land types from one to another in Magic. You can do it with enchantment auras like Phantasmal Terrain, enchantments like Celestial Dawn, creatures like Dream Thrush, instants like Jinx, and even lands like Unstable Frontier.

I am none of those, however. Instead, I’m an artifact. Yes, there are multiple artifacts that can change land types as I do, but I focus on swamps in particular. You’ll find me on the Reserved List, and therefore will only be able to buy copies of me from Alpha, Beta, or Unlimited. The first printing in Alpha was the most unique and special printing of all.

You see, my Alpha version was printed without its mana cost, baffling all new players simultaneously. It’s probably one of the most incorrectly played cards of its time.

What am I? #5

I am another Reserved List card, this time a creature from The Dark. There’s nothing too spectacular about my abilities—I have trample, but not much else. To determine my power and toughness, you need to count up how many white creatures your opponent controls and how many are in their graveyard. At that point, you’ll pay an amount of life, and then have to keep track as that becomes my base power and toughness.

Ok, so maybe that already makes me fairly special. That’s not even the best part. You see, I’m so special, that in a way I am not special at all. Thanks to Magic errata, I currently have no creature type! I’m just a plain old creature, though as printed my creature type was technically the same as my name.

Some Quick Finance Discussion On These Cards

Each of the above cards has some unique characteristics that (I think) make them interesting. It’s unlikely Wizards reprints any of them in their unique form, and two of the five cards will never be reprinted for tournament play thanks to the Reserved List. As such, they may all be worth picking up as long-term investments.

I wouldn’t go super deep on Beatdown copies of Fireball, mind you. It’s a common from a box set. While inventory wouldn’t be particularly deep I think you’ll have trouble finding many people out there who appreciate its novel casting cost. That said, maybe next time you’re placing an order, it’s worth grabbing a copy of this to show off to your friends.

Nameless Race and Arabian Nights' Aladdin's Lamp have not been immune to the ongoing selloff taking place throughout the collectible landscape. Their prices have come down significantly from their highs earlier this year. I wouldn’t catch a falling knife if I could avoid it, but the opportunity could arise to pick up these novelties at a good price if you’re patient.

If nothing else, their presence in the non-existent Magic: the Gathering Record Book makes them interesting pieces of history, if nothing else. I already have Fireball, Aladdin's Lamp, and Glory, and I intend to pick up a Nameless Race next time I  get some store credit. As for Alpha Cyclopean Tomb—I owned one of them years ago, but it’s a bit steep for my liking nowadays. I’ll need to see its price retreat much further before I am tempted to pick up the card again.

Wrapping It Up

I hope you enjoyed this foray into Magic’s more niche and bizarre past. How did you do playing my trivia game? Were you able to guess them all before seeing the answers? Was one particularly tricky? I suspect that many newer players will have a difficult time guessing any of these, whereas players who have been around since the 1990s (as I have) will have a better chance at answering these correctly.

Either way, I hope it gave you a bit of entertainment while we navigate the polar vortex outside. At least in the Midwest, it’ll be the first White Christmas / White Chanukah that I can remember in a long time. I guess that counts for something.

Why BRO Limited Is a Sixteen Land Format

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Seventeen lands is the default in Limited. It's how helpful veterans inform new drafters to construct their decks. This practice has become so standard that the most commonly used Limited database is literally named after it. However, in The Brothers' War (BRO), we should be playing fewer. Here's why.

Needing Lands vs. Needing Colors

The first thing we think of when we discuss land count is our mana curve. It shouldn't be. The central concept we need to consider is the importance of hitting our colored sources. It's one of the reasons why mono-colored decks liberally cut lands. Seventeen lands, in a typical two-colored deck without fixing, represents nine sources of one color and eight of the other. We accepted this as reliable long ago. However, in a lot of our decks, that might be overkill.

BRO is an artifact-heavy set. The retro artifacts are all colorless, and many of them draw cards. Additionally, each color has access to unearth cards, which should be taken highly. These are powerful cards, but more pertinently, they don't require colored mana on the front side. The demand for colored sources is thus lessened.

This principle should inform the way we look to build our decks. We benefit from leaning in one direction when it comes to our early plays. While we can't always afford this luxury, or while power level may cause us to split our colors more evenly, there is a distinct advantage of consolidating requirements amongst our early plays.

Card Advantage vs. Cantrips

Decks that generate tons of card advantage typically want to run more lands. They can afford to draw more lands, because they're seeing more cards. Stumbling, followed by playing cards that don't affect the board, is a recipe for a quick 0-3.

Conversely, when your hand is always full, you want lands in play to enable all of the flexibility your hand offers. This is why the advantage in control mirrors often goes to the deck that doesn't miss a land drop.

BRO doesn't really generate card advantage in that nature. It does, however, offer many cantrips to help us develop our gameplan.

Can't Trip with Cantrips

These cards perform more like cantrips than raw card advantage, though a few do help us build out our board. Through cheap ways of drawing cards, we get to see more of our deck. These cards aren't super potent as game pieces, but the fact that they replace themselves means they serve as a fraction of a land. For this same reason, players were able to get away with absurdly low land counts in Ikoria's Cycling decks.

Bitter Reunion is a card that does this exceptionally well, and something we should be including in most of our red decks. If we're moving through our deck and progressing our gameplan in a high-tempo format, we can't afford to flood.

Air-Tight Designs

Streets of New Capenna (SNC) Limited punished players for stumbling more than any format since. Like BRO, SNC was an aggressive format. In SNC, however, it was extremely easy to keep pushing your aggression. Connive, blitz, and cards like Inspiring Overseer kept the cards flowing effortlessly. In BRO, we have to work harder. Cutting a land can make that work easier, as long as we're building our decks correctly.

Thematically, BRO plays out a lot like the lore would imply. Games start with aggressive pressure, and players trading off resources to preserve their life total. Then the game turns to the engines. This might mean reusable activated abilities, unearthing for value and pressure, or maximizing synergies. However, if we run out of action, we're dead in the water.

We need to build our decks to thrive in this environment. That means ensuring we're keeping our mana curve under control, cantripping when possible, and providing ourselves room for error with unearth cards when we can get them. Since our cards don't provide a ton of raw card advantage, we don't need ten-plus lands in play. We can double-spell with lower-cost cards, and prototype gives us a ripcord to resolve our curve-toppers early as cheaper creatures, or later, off the back of powerstones. Hitting three lands in a row in the mid-game is a death sentence.

And, Finally, Alternative Mana Sources

The most obvious reason we can afford fewer lands is by including cards that act like lands. Powerstones are a unique element to this format. The closest comparison is treasures, but the two do very different things. Treasure made splashing easier, though it could provide a temporary burst in mana. Powerstones generate mana, but with their restrictions, they can be somewhat awkward to use. These artifact tokens help us with both halves of our unearth threats, to cast our most expensive spells in prototype creatures, and to use, and reuse, the format's many activated abilities.

Outside of powerstones, we have the one-mana all-star, Citanul Stalwart, who we should basically cut one land for per copy. Decks with multiple Stalwarts boast the lowest land counts in the format.

This is a sixteen-land format. When I'm looking at decklists, the first piece of advice I find myself giving is to cut the seventeenth land. That extra land is a disadvantage that we should try to avoid in drafting and in deck construction. This format wants lean decks. As competition heats up, small edges are the only edges we're likely to find.

Shine a Little Light

This week, I wanted to look at one of the cheapest answers in the format.

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In some formats, this effect is just fine; here it is actively good. This format has meaningful plays at one mana, and having an answer for them that can be cast at mana parity is a big deal if we're looking to avoid falling behind. Citanul Stalwart and Goblin Blast-Runner are both really good in the decks that want them, and they're not the only potent one-drops in the format. Additionally, being able to trade off one spare mana with an opponent's entire turn two or three puts us far ahead in such a tempo-oriented format.

The first one we should always include, and the second is often pretty good as well. After that, we should leave this effect in the board, as it does have diminishing returns. However, leaning on Disfigure to preserve our more versatile removal goes a long way in a format that does have a good number of bombs. While I'm never first- or second-picking this card, it's still one I want in every black deck.

The Wrong Two Heads: When a Loss Is More Valuable Than a Win

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A local venue just had their biggest Two-Headed Giant Commander event of the year, with two awesome Revised Plateaus as the grand prize. My partner and I had placed third, third and second in previous events. This time, we didn't just want the win for store credit; we needed the win for bragging rights... and dual lands!

The most interesting aspect of Two-Headed Giant Commander is the team element. Virtually every play is heavily contested with all four players involved. At levels of interaction like this, it's important to play the absolute lowest mana value spells. For that reason, let me present you the best Commander at the event, the one I somehow convinced myself not to play.

There was an error retrieving a chart for Rograkh, Son of Rohgahh

For zero, Rograkh allows you to play the Ikoria Commander free spells. Having both Deflecting Swat and Fierce Guardianship up turn one seemed very good. Not only that, but access to better mana rocks and acceleration from cards like Springleaf Drum, Paradise Mantle, and Infernal Plunge was attractive.

My thought was Rograkh, Son of Rohgahh and Ishai, Ojutai Dragonspeaker as partner commanders. My teammate wanted to play something stax-heavy like Grand Arbiter Augustin IV. Previously, we had one deck as an all-in combo, while the other sought to protect it. But with so much free counter magic and cheap stax effects, an all-in combo deck simply does not work. So we started brewing, building, and even play testing.

We Decided to Try Something Different...

Something something, best laid plans. I was trying to figure out how to make the decks co-exist and not get staxed out by our own plan. Blood Moon was well on my mind for multiple reasons. At the same time, my teammate was looking at shiny blue cards and wondering if those could be added. Slowly, both sets of ideas morphed into Baral, Chief of Compliance and Zur The Enchanter.

Certainly, we would have a ton of counter magic and could tutor for the ideal stax effect thanks to Zur and Enlightened Tutor. Zur had a more consistent wincon, utilizing Unspeakable Symbol to just kill someone. We were highly resistant to stax enchantments and artifacts from the white include. It seemed like the pros outweighed the cons. We were running Mental Misstep, Force of Will, Force of Negation, and Fierce Guardianship. Playtests went well versus a couple of different decks. The flexibility of Zur proved a major selling point because he simply could remove anything by attacking, and once we had board control, the game ended in short order without relying on a combo.

First Match

Our opponents? An ultra stax-heavy Urza, Lord High Artificer plus Derevi, Empyrial Tactician that had either beaten us or drawn with us in past events. We shut them down cold. Our plays were optimal; we hid behind a Standstill until they gave us three cards each and won the ensuing counter battle.

If the game didn't go to time, they would have died in two turns to Stasis and Zur, but we sandbagged hard and forced the draw.

Turns Out None of That Mattered (But Some Things Did)

From there it was out of our hands, literally. Our opponents in game two resolved a Windfall but I had a Narset, Parter of Veils on the table already and they knew it, so, yeah, that was a huge misplay. They discarded their hands and we drew six cards. Freebie.

In match three, we were plagued by bad draws. We had to mulligan twice and kept hands with six mediocre cards. Should we have mulled to five each instead of keeping a playable, but not ideal, six? The answer is yes, absolutely.

We never had a turn one Sol Ring in any game, but in each round, at least one of our opponents had faster mana. My partner kept a two-land hand full of interaction but never drew a third land. At the time keeping a modest six seemed fine, but it ultimately proved a bad decision.

In retrospect, without at least two forms of interaction every turn for the first three turns, a team was dead in the water, and this match also showed that Angel's Grace was a completely live card we just didn't have in hand.

What a Competitive Meta Call Could Look Like

Of course the various Blasts like Red Elemental Blast and Blue Elemental Blast have been well-known, highly played cards throughout Magic's history. This tournament was proof positive. Incredibly enough, in a meta of Blasts, the absolutely garbage-tier 'Lace cards are live!

As older cards go, there are several sleepers that do something at the one mana mark. The following cards would have been extremely powerful this event.

None of these cards show on any EDREC top 100 list. Even so, they would all have been great at this event. This reinforces two general ideas I have about Magic. First, mana cost, not what a card does, is vastly important. Second, the strength of cards is relative to the meta; nothing exists in a vacuum. Historically "sub-optimal" cards like Spell Blast were popular against Black Lotus, but have fallen out of favor over time. Our meta call should have been ultra-focused on one- and zero-mana spells. Furthermore, we needed more creature hate, and less artifact and enchantment hate. Unfortunately, we zigged when we should have zagged.

Also, We Did Something for the Memes

Our match record was one, one, and one, so I cannot say my heart was entirely in it for match four. This turned out to be a big mistake because, there were so many draws that we actually would have made top four with a win. It's important to stay focused and high-energy.

Originally, my teammate wanted to include a lot of cards that were much more Timmy than Spike. While I was able to reel them in a bit, a couple of cards were non-negotiable. It was their goal to have an opening hand with Leyline of Anticipation and Jeweled Lotus so that they could flash in Baral and counter a spell on our opponents first turn. Well, we got two out of three!

Additional Thoughts

This venue has had a generous prize for the best-named team, and the team names are usually pretty funny. While it was a very competitive environment there was room to have a little fun. However, we might have built just a little too loose, and that is on us entirely. The ultimate winners had a 5-color good-stuff Najeela, The Blade-Blossom and a turbo Ad Nauseam with Silas Ren and Rograkh, Son of Rohgahh. They knew that free spells including Deadly Rollick were just too good to pass up, and had further help from Culling Ritual and Diabolic Intent.

While I was disappointed to not take home a Plateau, I did learn a lot, not only about the local metagame but also my own thought process both pre- and post-event. I'm already analyzing and re-optimizing, and am fairly certain that white is the answer here even though black offers some compelling cards. However, there is zero chance I'm not bringing the Kobold next time.

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