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Insider: MTGO Market Report for January 10th, 2018

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Welcome to the MTGO Market Report as compiled by Matthew Lewis. The report will cover a range of topics, including a summary of set prices and price changes for redeemable sets, a look at the major trends in various Constructed formats and a "Trade of the Week" section that highlights a particular speculative strategy with an example and accompanying explanation.

As always, speculators should take into account their own budgets, risk tolerances and current portfolios before buying or selling any digital objects. Please send questions via private message or post below in the article comments.

Redemption

Below are the total set prices for all redeemable sets on MTGO. All prices are current as of January 8, 2018. The TCGplayer low and TCGplayer mid prices are the sum of each set's individual card prices on TCGplayer, either the low price or the mid price respectively.

All MTGO set prices this week are taken from GoatBot's website, and all weekly changes are now calculated relative to GoatBot's "full set" prices from the previous week. All monthly changes are also relative to the previous month's prices, taken from GoatBot's website at that time. Occasionally, full set prices are not available, and so estimated set prices are used instead. Although Hour of Devastation (HOU), Amonkhet (AKH), Aether Revolt (AER), and Kaladesh (KLD) are no longer available for redemption, their prices will continue to be tracked while they are in Standard.

 

Standard

Standard prices are lower this week in advance of the release of Rivals of Ixalan (RIX), with the exception of Ixalan (XLN), which has seen a nice bump up in the past month. XLN and RIX are the next two targets for full set purchases in Standard, and the recent price strength for XLN has got me wondering whether or not the best buying opportunity on this set is behind us.

To further my research, I pulled up the data for Battle for Zendikar (BFZ), Shadows Over Innistrad (SOI), Kaladesh (KLD), and Amonkhet (AKH) to see how the prices of these sets fared before and after the release of their accompanying small set. Week zero is the date of the release of the small set of the block. Have a look below to see the trends.

SOI has a persistent down trend that occurs before and after the release of Eldritch Moon (EMN). SOI doesn't bottom in price until it stops being opened in draft in the fall of that year. It would have been correct to wait until early October to be a buyer of that set. KLD is almost the opposite, in that a price bottom occurs almost two months prior to the release of Aether Revolt (AER). AKH finds a price bottom almost perfectly coincident with the release of Hour of Devastation (HOU). Lastly, BFZ doesn't have a real clear trend or bottom, as it bounced around before and after the release of Oath of the Gatewatch (OGW).

For XLN's future price, I don't think that it will follow in KLD's footsteps with a continuous rising trend. KLD has turned out to be one of the most overpowered Standard sets in recent memory, and XLN is just not on that level. I also don't think XLN will be heading below 50 tix anytime soon, like AKH did when it found its price bottom. Unlike AKH, XLN has no masterpieces, which means that the value of the set accrues to the cards of that set and not to reprints. All things being equal, a set without masterpieces will hold a higher average card price than a set with masterpieces.

I will be monitoring XLN prices for an opportunity to be a buyer of full sets. A dip into the 55- to 60-tix price range will be my signal to start accumulating this set.

On the topic of the upcoming banned and restricted announcement, I believe that Standard will get the benefit of the doubt and that there will be no bans this time. The reason to do this is to keep the focus on Modern in advance of the Pro Tour and to give RIX a chance to impact the metagame. If energy-based decks continue to dominate, I would look for a ban in the weeks after the Pro Tour. Regardless, the market is anticipating a ban that will hurt Temur Energy decks with Botanical Sanctum and Spirebluff Canal at three-month lows.

Rivals of Ixalan

This week, it's important to consider the twenty-four hour "preview" event for Rivals of Ixalan (RIX). Although it's not being called a prerelease, it's actually an unprecedented event on MTGO. Never before have you been able to play with the new set on MTGO in advance of the paper prerelease events.

Examining this one event would give you the idea that it's a big shift in terms of strategy for WotC. Previously they had been very cautious around prereleases and MTGO, always not wanting to take away from paper events around a set's release. In recent years, though, they have been moving up the release dates, allowing pros to use MTGO for Pro Tour testing, and this is another move in that direction. All that being said, the official release date on MTGO is unchanged, that being the Monday after paper prereleases.

Clearly, Wizards of the Coast has abandoned the notion that an early release on MTGO damages paper prerelease attendance, or at least they have decided it's a net benefit to their own interests. I fall on the side that the people who play MTGO and the people who play paper do not overlap to a great extent. This preview event is just not going to noticeably affect paper attendance in my books. There might even be a net increase in attendance as MTGO players seek to press their short-term advantage and head to their local game store to play in the prereleases this weekend. Now, if you want to play RIX next Saturday, you will only be able to do this at your local game store.

WotC is finally embracing the potential of a digital strategy in a meaningful way with this advanced look at RIX Sealed as well as the attempts to incorporate and popularize streaming. Of course, there is also the push towards Magic Arena as another marker of their intents. I still believe that Magic Arena and MTGO will be catering to two very different markets and that the two products will be able to coexist.

Standard Boosters

This week, demand for XLN boosters is going to be cut down by the release of RIX as drafting goes from triple XLN to RIX-RIX-XLN. With the price of an XLN booster on the secondary market at around 2.5 tix currently, there is an excess supply of this booster and prices are bound to fall when the preview events hit on Thursday, and then fall again with the proper release of RIX on Monday. There is no buying opportunity in XLN boosters pending, but there is a short-term opportunity on RIX boosters that speculators and players should be aware of. See more below in the Trade of the Week.

Trade of the Week

For a complete look at my recent trades, please check out the portfolio.

There is a great trade available this week for those with the time to grind a few tix. The RIX preview events are tix-only events that pay out in RIX boosters only. Anyone who wants to complete multiple leagues will be tempted to sell there prizes for tix in order to play again. With no way to use the boosters in the short term to enter events except through selling them for tix, there are going to be "useless" RIX boosters entering the market. Once Monday hits and RIX is actually released, those boosters will become more valuable as you can then use them for drafting and Sealed Deck leagues.

A good speculator and prudent players will realize this and do the exact opposite of what the impatient or tix-constrained players are doing. On Thursday, buy any RIX boosters that are 3.5 tix or less. Once RIX hits on Monday, the price of a RIX booster will get to around 4.0 tix. You'll be restricted in this trade by the number of transactions you can complete, so it's really grindy in that sense. But for those with a little extra time or just the curiosity about how markets can be distorted in the short term, it's a great exercise.

I'll be playing in the preview events, and in between matches I'll be looking for any RIX boosters on sale that I can find. As long as they are around 3.5 tix or lower, I'll be a happy buyer.

Insider: QS Cast #84: Rivals of New Year

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Play

[note]: Apologies for the late post - as such, this will be Insider Only. Additionally: weird cut in audio around 13minutes missing Pauper segment. Short version: There could be some upside here, but, ultimately there may not be much even with GP support.

The QS Cast returns! Chaz Volpe, and Tarkan Dospil come together as the new panel – and in this episode they discuss the following:

  • Recap of QS Cast 2017 and goals for 2018 (will try and dedicate an episode with Guillaume for more depth soon)
  • Recent Intrests
  • Modern or Standard focus?
  • Rivals of Ixalan

Cards we discussed:

Enjoy!

Find us on Twitter:  @the_tark

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Chaz V

Started playing during Invasion block at the age of 13. Always a competitive person by nature, he continues playing to this day. Got into the financial aspect of the game as a method to pay for the hobby and now writes, Podcasts, and covers all aspects of the game, always trying to contribute to the community and create great content for readers and listeners.

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Daily Stock Watch: Bedlam Reveler

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Hello, readers and welcome to the Tuesday edition of the Daily Stock Watch! I've been writing a lot about cards that either hit their all-time lows/highs for a while, so I'd like to do something different for now. Today, I'll be covering a personal pick that I think will see a slight increase in the aftermath of Pro Tour Rivals of Ixalan.

There was an error retrieving a chart for Bedlam

I know this sounds crazy, but I have a feeling that a Mardu Pyromancer deck will make it to the top eight of the event. I was able to play this deck for a while, and I even featured this on Modern Nexus as my "Deck of the Week" pick sometime last year. It was somehow steady in what it wants to accomplish, and Bedlam Reveler was very strong whenever it resolved.

In case you're wondering how the list looks like, here's one that just went undefeated in a recent MTGO Competitive League.

Mardu Pyromancer

Creatures

4 Bedlam Reveler
2 Monastery Swiftspear
4 Young Pyromancer

Other Spells

1 Burst Lightning
1 Dreadbore
4 Faithless Looting
2 Forked Bolt
4 Inquisition of Kozilek
3 Kolaghan's Command
4 Lightning Bolt
2 Lightning Helix
4 Lingering Souls
2 Terminate
3 Thoughtseize
1 Blood Moon

Lands

4 Blackcleave Cliffs
1 Blood Crypt
4 Bloodstained Mire
1 Marsh Flats
3 Mountain
2 Sacred Foundry
1 Swamp
3 Wooded Foothills

Sideboard

2 Blood Moon
1 Dragon's Claw
2 Fatal Push
1 Kambal, Consul of Allocation
4 Leyline of the Void
2 Pithing Needle
1 Shattering Spree
2 Wear / Tear

Bedlam Reveler joins Young Pyromancer and a pair of Monastery Swiftspear in this list that's all about disrupting your opponents hands, destroying their creatures, and threatening to end the game with a mob of angry elementals and some burn spells. A midgame Bedlam Reveler is pure gasoline, as it replenishes your hand at the expense of a few cards (or none at all) while being able to draw some sense out of the used spells in your graveyard.

This deck rose in popularity over the last couple of months, as three percent of successful Modern decks during the said time period are of this archetype based on my Utility Tracker. Although the Mardu Pyromancer lists that have won are mostly online, it still says a lot about the deck's capability to win a major event if someone is great enough to guide it there. Bedlam Reveler is definitely a four-of in any list, and its current bulk price of under a dollar would see some wonderful gains if it gets the much needed exposure. It's also worth noting that it's already seeing some play in Legacy for UR Burn decks, so there's really a lot of upside for this card in the future.

The current roadblock to success

Above are components of a conventional RDW list that is usually brought to a tournament by Burn players. In my opinion, the existence of this deck is what's stopping Bedlam Reveler from achieving its full potential. It's a rather useful card in a midrange shell so as much as I'd like to just create my own version of RDW that features this creature, that won't really cut to the chase of what it's best at. There have been periods in time when Burn wasn't as dominant as it could be, and I'd like to believe that now is one of those times when it actually isn't. This midrange deck might actually just do the trick if some team of pros actually decide to bring it to the event as their weapon of choice.

Right now, you won't see that many copies of Bedlam Reveler in online stores such as Star City Games, Channel Fireball, Card Kingdom, and TCGPlayer. Supplies are quite low at $1.29, and they should be restocked after the Pro Tour if it sees some success. Foil copies are also good pickups and there are still some in the market for $4 or less. Try trading or buying any copies that you could find for less than the prices I've just mentioned. There's a lot of potential for this card, and I really like my gut feel about it.

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

Bloodbraid Month, Pt. 2: Finding the Deck

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I am always amazed at how often people make relatively simple tasks hard for themselves. There just seems to be something in all of us that gets suspicious whenever anything is unexpectedly easy. We are ready for conflict. We prepare for projects, lessons, and assignments to be hard. When they're not, we don't know what to do. I have colleagues and students that simply will not believe that something they think is hard is actually easy. And then set out to make it as hard as they think it should be.

I am not immune to this paradox. I knew I was going to test Bloodbraid Elf in a midrange Jund shell. There wasn't any doubt. It's in my own rules to test the deck that got the card banned. I've even written about the effect Bloodbraid had in older lists. It was gong to happen. However, I still tried to avoid it.

The problem was that midrange Jund just doesn't put up results anymore. It was barely 2% of the metagame last year. Initially, the drop off was due to Jund Death's Shadow, but over the year both decks were replaced by Grixis Death's Shadow. It has proven itself the better Thoughtseize deck, and other Thoughtseize decks struggle to compete. This drop off made me curious if there was another option. I knew it wouldn't pan out, but I pressed ahead. This article documents my failure.

Prelude

I know a lot of current and former Jund players. One is on my testing team; specifically, the guy from my original proof-of-point test. When I first asked the team who was in for testing Bloodbraid Elf, he asked what version I was testing it in, midrange or Death's Shadow. I told him to recheck his inbox because I had already asked him that same question—since neither Jund deck had been doing well in 2017, I really didn't know which deck I should use. My gut said midrange, but it seemed like the Shadow variant was also viable. He was less certain about Shadow, but agreed that Death's Shadow itself made sense alongside Bloodbraid. He gave me some pointers on how to build the midrange version, but couldn't actually participate in testing. So it was up to me to see if there was anything to our intuition that Elf and Avatar could coexist.

Classic Bloodbraid Jund

Bloodbraid Elf has always been a midrange card. I remember that it saw some play in aggro decks when it first came out, but not for long. Cascade finds a random card off the top of your deck. There's never been an opportunity to set your top up for the Elf in any non-Legacy format, which has meant that every card needs to be a good hit. You don't want to waste your cascade on filler or support cards. The greater the individual cards' power, the greater the benefit of the cascade.

Of course, simply playing high impact cards isn't possible in Modern. Jund needs cheap interaction to survive. You just want to bias your interaction, particularly removal, towards being as universally useful as possible. Consider this list from the height of Jund's reign:

Jund, by Jeremy Dezani (1st, GP Lyon 2012)

Creatures

4 Deathrite Shaman
4 Dark Confidant
4 Tarmogoyf
4 Bloodbraid Elf

Planeswalkers

4 Liliana of the Veil

Sorceries

3 Inquisiton of Kozielk
3 Thoughtseize
2 Blightning
1 Maelstrom Pulse

Instants

4 Lightning Bolt
2 Abrupt Decay
1 Terminate

Lands

4 Blackcleave Cliffs
4 Verdant Catacombs
4 Treetop Village
2 Misty Rainforest
2 Marsh Flats
2 Overgrown Tomb
2 Swamp
1 Twilight Mire
1 Stomping Ground
1 Blood Crypt
1 Forest

Sideboard

2 Batterskull
2 Ancient Grudge
2 Rakdos Charm
2 Obstinate Baloth
2 Creeping Corrosion
1 Thoughtseize
1 Spellskite
1 Flame Slash
1 Melira, Sylvok Outcast
1 Darkblast

I have no idea why Jeremy was playing Treetop Village. Other Jund lists of this era ran Raging Ravine, so assuming it's not a reporting error, I guess he couldn't find Ravines for the GP. It worked, and he won the GP, but it's still strange. Other than that oddity, the deck is functionally identical to Yuuya Wantanabe's list from the Players Championship. Besides Jund's requisite discard spells, every card hits hard with cascade. That's why the removal suite is biased towards versatility with Abrupt Decay and Maelstrom Pulse, with only one Terminate. When designing my test deck, I kept this lesson firmly in mind.

Death's Shadow Jund

Death's Shadow Jund (hereafter referred to as DSJ) is the midrange Shadow deck that started it all. Ever since Grand Prix Vancouver last February, Death's Shadow has defined Modern. While the trend started with DSJ, the deck has been increasingly overshadowed by Grixis Death's Shadow (GDS), to the point it doesn't even place in our tierings. Enough has been written about why this happened that I won't elaborate beyond saying that Grixis has proved more powerful. However, DSJ continues to put up results and is a very potent deck.

Jund Death's Shadow, by DJ Deficcio (SCG Modern IQ 2nd Place)

Creatures

4 Street Wraith
4 Tarmogoyf
4 Death's Shadow

Planeswalkers

3 Liliana of the Veil

Instants

3 Fatal Push
2 Stubborn Denial
2 Abrupt Decay
2 Temur Battle Rage
2 Terminate

Sorceries

4 Inquisition of Kozielk
4 Thoughtseize
4 Traverse the Ulvenwald

Artifacts

4 Mishra's Bauble

Lands

4 Bloodstained Mire
4 Verdant Catacombs
3 Marsh Flats
2 Overgrown Tomb
1 Blood Crypt
1 Stomping Ground
1 Watery Grave
1 Swamp
1 Polluted Delta

Sideboard

3 Lingering Souls
2 Stubborn Denial
2 Ancient Grudge
2 Disdainful Stroke
2 Kozilek's Return
1 Ranger of Eos
1 Liliana, the Last Hope
1 Izzet Staticaster
1 Godless Shrine

Grixis Shadow tends to play like a weird midrange deck. Most of what you're actually doing is midrange, but at aggro-combo speeds. DSJ is decidedly aggro-combo, using its discard more defensively so it can drop enormous threats with impunity and then rapidly killing the opponent. Grinding is an afterthought relative to Grixis, and is mostly done out of the sideboard. Adding Bloodbraid to the deck will necessarily slow it down and make it more grindy, but given that the pure speed plan isn't really working right now, I reasoned that it was a worthwhile change and decided to start with just repurposing existing lists.

First Try

My first attempt simply forced Bloodbraid into a Shadow list. Everyone I asked for advice was really skeptical; it's an 18-land deck, and I'm trying to play a four-of four drop. The thought defies logic. However, I'm persistent and persuasive enough to extract necessary information and was told that Abrupt Decay and Temur Battle Rage are the weakest inclusions. They are frequently necessary, but they're not standouts or even that amazing. I started here:

Bloodbraid Shadow 1.0, test deck

Creatures

4 Tarmogoyf
4 Death's Shadow
4 Street Wraith
4 Bloodbraid Elf

Planeswalkers

3 Liliana of the Veil

Instants

3 Fatal Push
2 Stubborn Denial
2 Terminate

Sorceries

4 Inquisition of Kozielk
4 Thoughtseize
4 Traverse the Ulvenwald

Artifacts

4 Mishra's Bauble

Lands

4 Bloodstained Mire
4 Verdant Catacombs
3 Marsh Flats
2 Overgrown Tomb
1 Blood Crypt
1 Stomping Ground
1 Watery Grave
1 Swamp
1 Polluted Delta

I wanted to preserve as much of DSJ's identity as possible. That meant keeping the Traverse package, low land count, and all the discard. I made the deck and had my doubts about its viability, but saw it as a prototype list. I'd do some exploratory testing and make changes as I went.

What I found was a dead end. I won games, but it didn't feel like a cohesive deck. It's the kind of deck that startles your FNM but never goes further than that. Since I was committed to using actual good decks whenever possible, I had to scrap this version.

The Problem

DSJ plays a suprisingly high number of bad cards. Yes, the whole is much greater than the sum of its parts, but many of those parts are underpowered and/or awful cascade hits. Cascading for value requires all the parts to be as good as possible. I don't really need to explain that Stubborn Denial is as bad as it gets. There's a reason Bloodbraid was never paired with blue cards back in the day. Many cards here are far more situational and narrow than typical Jund cards, which really limits the power of cascade.

Consider Mishra's Bauble. It's played because it cantrips and fuels delirium for no mana. Between the importance of Traverse and the low land count, this is a fine card. However, it's a strikingly poor cascade hit on turn four. Hitting Traverse is also quite bad. Being able to search up Bloodbraid is great, but you want your cascade card to impact the board immediately.

Surprisingly, actually casting Bloodbraid was rarely an issue. While the deck is meant to only run on two or three lands, it's relatively easy to get to four. You have eight cantrips and Traverse if needed, so you can get to four if you want to. It's just that the deck didn't want to. I felt like I was pushing against the deck's tendencies by playing Bloodbraid. I tried a few different configurations, including taking out blue and putting back in Battle Rage, to alleviate these problems, but it never felt good enough. It was proving too hard to reliably have delirium and strong cascade hits. While balance could be reached, it was much worse than choosing one or the other. So I tried something new.

Appropriating Grixis Shadow

Rather than try to fit a four drop into an 18 land deck, I decided to try and hybridize midrange and DSJ. I was still convinced that Shadow and Bloodbraid wanted to be in the same deck. Of course, how was an open question. Death's Shadow requires plenty of ways to control your life total while midrange Jund just wants to out value your opponent. This tension is actually present in GDS and it works there, so I figured that if I just used that as a guide, I could make a functional Bloodbraid Shadow list.

Bloodbraid Shadow 2.0, test deck

Creatures

4 Death's Shadow
4 Tarmogoyf
4 Steet Wraith
4 Bloodbraid Elf

Planeswalkers

3 Liliana of the Veil

Instants

4 Lightning Bolt
3 Fatal Push
3 Kolaghan's Command

Sorceries

4 Thoughtseize
2 Inquisition of Kozilek
2 Maelstrom Pulse

Lands

4 Verdant Catacombs
4 Bloodstained Mire
3 Wooded Foothills
4 Raging Ravine
2 Overgrown Tomb
2 Blood Crypt
2 Stomping Ground
1 Swamp
1 Forest

I opted not to go up to 12 fetches like Grixis, because Raging Ravine is great in Jund. Also, where the other Shadow decks have cantrips, I had cascade hits. Between that decision and playing Bloodbraid, I had to play more lands than any other version, but Ravine is kind of a spell so it balances out. Not having all of the fetches wasn't much of a problem; I didn't have trouble getting under 13 life in my testing. I had the best black threat, the Jund removal package, and the best modular spell, as well as Bloodbraid Elf to glue it all together. It seemed like a perfect plan.

The Problem

Unfortunately, the pieces just didn't fit together. The gears were trying to mesh but were grinding too harshly to be viable. Part of the problem was the lack of grease. Cantripping is integral to the other versions, which is why they flow so well. This version had only Street Wraith, and it underwhelmed. Grixis and DSJ use Wraith as delirium and delve fuel. I was just using it to make Shadow work. It really wasn't doing enough for the deck.

Jund has traditionally gotten around its lack of cantrips with repeatable card draw (specifically Dark Confidant) and pure card quality. Its raw power made up for any other problems. While I was certainly playing powerful cards in this version, it wasn't quite enough. Shadow requires support. It's not like typical Jund creatures, where you can just slam it down and have it be good; you have to set it up. The hoops I had to jump though to support Shadow with this build got in the way of the Jund plan.

Still, I think the problem is just in execution, not conception. Jund has the tools so that you don't normally have to worry about cascading into an unplayable Death's Shadow, and the problems I mentioned may be fixable with time and testing. I am convinced that the list I was searching for exists and that Bloodbraid and Shadow can do scary things together. It just won't be found by me.

Settling for Midrange

I wasn't ready to give up on Bloodbraid Shadow, but I had to move on. I'd used up all the exploratory time I'd allocated myself and didn't have a working deck. I really needed to get moving on testing if I was to get it all done before February. Therefore, I had to do what I was always planning on doing anyway and just fit Bloodbraid into an existing midrange shell. I'm not particularly happy about it, because I believe that should Bloodbraid actually be unbanned it will be played alongside Death's Shadow, and I really wanted to test that deck. It just wasn't to be. Next week, I'll reveal the test decks and the qualitative results.

Insider: Preparing for an Energy Ban

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Welcome back, folks.

This is an important week for MTGO finance. One need only look at Standard card prices to see that there is an abundance of optimism about Rivals of Ixalan Standard. Preview season showed that Rivals of Ixalan offers many exciting toys for brewers to test with, and at a high enough clip to where many believe that new decks can compete at the top tiers of competitive Standard play.

Ixalan prices have gone up by 15 percent since Christmas Eve. And even the other sets have seen modest gains – Hour of Devastation, Amonkhet, Aether Revolt, and Kaladesh prices have gone up by an average of 5 percent each. Standard prices usually don't go up like this heading into a new format; usually card prices on MTGO are about 10 percent lower than normal the week before and after a new set's release as players sell their cards to draft the new set.

So what's my main topic of discussion today?

A Nerf to Temur Energy seems Imminent

Perhaps most important of all, there are strong indications being sent out by Wizards of the Coast that Energy decks will be nerfed to some degree. In her article this week, Melissa DeTora likened Energy to Affinity, dubbing both of them "block monsters," meaning that they discourage the use of cards from other sets.

Normally, a block does not itself contain enough support to make its cards tier one, requiring cards from other sets around it to support its themes. For example, treasures from Ixalan help improvise from Aether Revolt, and the artifact tokens from both of those sets helping to support the ascend mechanic in Rivals of Ixalan. Energy and Affinity were not like that, however, as both discourage the use of cards from outside their respective blocks. Affinity, as you may recall, was banhammered into oblivion.

The next indicator is a tweet by Aaron Forsythe, in which he announced that there will be no Modern cards banned in the upcoming B&R announcement.

Finally, I can't help but think that Wizards is extremely worried about the heavy shift by Star City Games toward Modern and Team Constructed – the only Standard tournaments will be on release weekends. We don't have as much data as Wizards does, but what is known is that viewership of Standard events is in the doldrums, and it is likely that there has been a decline in Standard participation across the board.

It is no accident that the rise of Pauper has coincided with a deep-seated apathy toward Standard. Wizards will want to assure that this upcoming Standard is a good one, and the only way to do that is to nerf Temur Energy. To that end, I expect Attune with Aether (95-percent chance) and Rogue Refiner (75-percent chance) to be banned next Monday.

At this point, I believe this to be so likely that you should make financial moves in its anticipation, especially if you currently own the key pieces. Regardless, it is a good idea to reflect on the potential implications of a nerf to the Energy shell.

Cards to Sell

There are several cards that will lose a lot of value if Attune to Aether is banned, and a lot more if Rogue Refiner is additionally banned. Starting off with lands, Botanical Sanctum and Spirebluff Canal will stand to lose the most, as both see heavy play in the deck. Canal will eventually rebound, but Sanctum might not, as its Standard usage is bound up almost entirely in various Energy shells (Temur, 4-color, Sultai Pummeler).

Nissa, Steward of Elements  has quietly been seeing Standard play as a one-of in Temur Energy and Four-Color Energy sideboards, so expect the card's stock to drop by about 50 percent.  Nicol Bolas, God-Pharaoh is in a similar boat, but I'm not sure how much lower the card can go – at 3.09 tix, it is already at its lowest point ever. I wouldn't fault you for holding any copies of Nicol Bolas you might still own. Bristling Hydra, like Nissa, should be expected to see a sharp drop-off.

Although not in the flagship Temur Energy shell, Glint-Sleeve Siphoner is a full playset in Four-Color Energy and should take a financial hit. I've sold all my copies, and you should be able to buy in again below the 2.00 tix mark. Greenbelt Rampager is inexplicably still hovering around 1.00 tix; expect that to change next week.

This one is less obvious, but an energy ban would lead to a rather aggressive metagame, with Ramunap Red and aggressive black, black-red, and blue-black Pirate shells running amok. Although I expect The Scarab God to recover in price, I do think you'll be able to sell now and get it back below 20.00 tix later. I'd personally sell any copies I owned beyond the second or third. I have been wrong about The Scarab God before, though (expect an article this year on Standard cards that reach $30 or more, as I want to understand them better).

Card to Keep

These big red cards are simply too good and do not depend on an Energy shell to be successful. I don't believe you should be worried about holding these; even if they see a bit of a dip after the expected ban, they'll rebound. Chandra, in particular, might actually benefit from the ban, since Ramunap Red would become the new top dog of Standard.

I'd be more inclined to hold Vraska than The Scarab God, in part because she's more proactive, in part because her price has been extremely stable, and in part because the risk in holding her is lower since her value is only 11.56 tix in comparison to 29.52 tix.

Some Potential Winners

White tokens: The obvious winners from an Energy ban will be Ixalan tribal cards, since those are the cards held back the most by Energy midrange variants. The market already detects that, as Ixalan prices have risen more than those from the other sets. Going one step beyond the obvious, white-based token strategies will be sure to pick up steam to prey on more linear aggressive strategies in a post-energy world. Legion's Landing is excellent in such decks, and other all-stars include Anointed Procession, Dusk/Dawn, Adorned Pouncer, and Champion of Wits. See sample lists here and here.

Control: Energy is among the most resilient decks against control variants, since most of its creatures are either very sticky or generate card advantage when they enter the battlefield. In a world without energy, the threat quality should decrease, helping decks that rely on control cards like Fumigate, Regal Caracal and Vraska's Contempt see more success once their lists are tuned to the metagame. I've picked up about 20 copies of Vraska's Contempt, and am contemplating picking up some number of copies of Torrential Gearhulk, a card whose price (13.52 tix) has never been lower.

Improvise Artifact Shells: Artifact-based improvise decks are a long-forgotten part of Kaladesh Block. We remember vehicles, we remember energy, but we don't remember Marionette Master or Tezzeret the Schemer. Those decks were just not quite powerful enough to see competitive Standard play, but now those decks might be able to emerge from out of the shadows of the other Kaladesh themes.

I have not yet invested in these cards, but I think I will. They offer a high-risk, high-reward opportunity that I think might pay dividends. Tezzeret is sitting at just 1.54 tix, and Herald of Anguish at 1.25 tix. My main hesitancy comes from the strange lack of treasure-support that Rivals of Ixalan is bringing to Standard.  The only cards that catch my eye cost four or more – Pirate's Pillage chief among them. I'm likely to invest a modest amount of money into this sector, and it's definitely one to mull over as it is slipping under the radar.

Signing Off

A copy of my portfolio can be found here. As readers long-familiar with my weekly column can attest, I don't mine cards from the upcoming set as speculation opportunities the way that our friends on the paper side can do. There is no preorder season on MTGO, and it is generally wise to speculate on old, rather than new, cards in the early days of a new set's release.

Therefore, now is a good time to ask what my readers want to see me write about. Tell me what interests you the most, what questions you have, what sort of articles you'd like to see in the coming weeks. I look forward to your comments. Y'all have a great week!

Insider: An Eternal Look at Rivals

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Welcome back readers!

Now that Rivals of Ixalan has been fully spoiled, let's take a look at the cards that may affect Modern and Legacy. I'll do a separate article for the Commander applications—to be honest, this set looks like a Commander gold mine. For now, however, let's see what the new set has to offer the more competitive eternal formats.

So without further ado let's dig into Rivals of Ixalan.

Blood Sun

Blood Sun is the first card on our list, predominantly because it has already caused spikes in cards like Lotus Vale and Scorched Ruins. Blood Sun turns off both of these cards' downsides, making them all upside. Within a day of this card's spoiling both cards were up over 200%.

There was an error retrieving a chart for Lotus Vale

It's interesting to me that WoTC even printed a card like this, specifically because they've seen how powerful Blood Moon is in Modern (and even in Legacy). This is arguably a watered-down version of Blood Moon, which leads us to some interesting prospects.

Red-based prison decks get another four land-hosing cards (they already have Blood Moon and Magus of the Moon) which might allow them to move up to tier one. Alternately, WotC might be setting up for a banning of Blood Moon in Modern and this card acts as a watered-down replacement.

Now while our main focus has been on how Blood Moon-like it is, it also has its own upsides. Mainly that it cantrips and that it only stops non-mana abilities. So shocklands still tap for both colors (and thanks to abilities turning off they will enter untapped without having to pay life). In fact, this could easily find a home in RG Tron decks in Modern, as it serves as a great answer to Ghost Quarter, Field of Ruin, and Tectonic Edge without turning off Urzatron.

Possible speculation opportunities would be cards predominantly found in the green-red versions of Tron, but not the Eldrazi versions which have been far more prevalent until recently.

There was an error retrieving a chart for Oblivion Stone

O-Stone was recently reprinted in Iconic Masters and copies are down to under $6 (with a high of around $35). Since that high there have only been the Iconic Masters and Masterpiece printing, so the drop in price was likely due far more to reduction in demand (as opposed to increased supply). With a possible resurgence of red versions of Tron, I wouldn't be surprised to see O-Stone demand go up.

There was an error retrieving a chart for World Breaker

On the other hand, World Breaker is currently at its all-time low. It also happens to carry some demand from Commander players, as a recurrable Acidic Slime with a cast trigger that dodges counters. Foils are sitting around $8 or less, and it's a mythic from Oath of the Gatewatch, which wasn't opened nearly as much as Battle for Zendikar (thanks to BFZ having both the shock and fetchland Masterpieces).

Induced Amnesia

Induced Amnesia is an interesting option. It can potentially be a three-mana "draw seven" spell that doesn't affect the opponent like Wheel of Fortune and Memory Jar, both extremely powerful cards.

The downside is that you're not guaranteed seven cards. It's more of a Tolarian Winds that one could abuse if they had a lot of cards in their hand already and a way to put enchantments into the graveyard. (If it simply had to leave the battlefield it would be busted thanks to cards like Boomerang).

That last stipulation is likely going to keep it from being too busted. The deck that would most benefit from this ability would be some form of Modern Storm deck. Storm would love to draw seven, cast them all, then remove Induced Amnesia from the battlefield and add to the storm count with the cards originally in hand. Right now Storm doesn't have a good way to sacrifice enchantments, though. All that being said, keep an eye on this one as there is definitely potential.

Storm the Vault/Vault of Catlacan

We haven't had lands that tap to produce large amounts of mana (with no other downside) in quite some time. Tolarian Academy, the card this land is based off of, dominated Standard, is banned in Legacy and Commander, and is restricted in Vintage. Artifacts and the color blue have gone hand in hand since the days of Urza block and this is a nice little homage to that time.

Now, you do have to actually work a bit to get this new Academy, and more importantly it won't flip until your end step the turn you play it (thus preventing you from dumping your whole hand of non-instants). However, it also supplies some mana fixing and, as both abilities are mana abilities, it isn't hindered by Blood Sun.

I could see Modern Tezzerator decks going from Dimir to Grixis in order to run this card, and it does seem extremely powerful with the Sword of the Meek/Thopter Foundry combo. The Thoptors can help flip into the land and the combo serves as a great mana sink that escalates dramatically. Speaking of those two cards, both seem like excellent speculation targets.

There was an error retrieving a chart for Thopter Foundry

Thopter Foundry spiked after Sword of the Meek was unbanned in Modern, but the combo never really found a home and it quickly plummeted back down. Currently you can find copies under $0.75, and with only three printings (two of them being Commander printings only found in one deck) the supply isn't massive.

Regarding playability in decks, this is actually the more important half of the combo. You can use it to cash in artifacts you don't need even without the Sword, whereas Sword does very little without the Foundry.

There was an error retrieving a chart for Sword of the Meek

The Sword half of the combo is quite a bit more expensive, with copies sitting in the $6-7 range. However, this card has dodged a reprint thus far and it's been quite some time since it was originally printed in Future Sight.

Riverwise Augur

So we finally get an actual Brainstorm effect that's legal in Modern and it's also on a four-drop. Unfortunately, this four-drop isn't a planeswalker with three other relevant abilities… However, we'll take what we get.

This guy is both a Merfolk and a Wizard, two very relevant blue creature types. The most natural home seems like in Merfolk, but I don't think it fits there. Merfolk decks tend to want their Aether Vials at two, and the only four-drop they play is Master of Waves. I don't know if Merfolk wants to replace a card that creates an instant army for one that helps draw/filter cards—especially as it doesn't play many fetchlands (which is what makes Brainstorm so good in Legacy and Vintage).

Deeproot Elite

This, however, is a potential addition to Modern Merfolk (which has taken on a green splash thanks to Ixalan block). It's a two-drop that serves as a sort of lord effect, though one that doesn't go away when he leaves the battlefield (which can be important). It also allows the decks to keep their Aether Vials on the all important number two.

Merfolk Mistbinder

This card is the most likely of the three to find a home in Modern Merfolk, as it serves as another two-drop lord (which is what makes the deck so good). It doesn't provide evasion like Lord of Atlantis or Master of the Pearl Trident, but it could easily replace Merrow Reejerey as a cheaper version. It doesn't have any other abilities, but the raw efficiency may be worth more than Reejerey's tap/untap abilities.

Famished Paladin

I include Famished Paladin only because it actually combos with a few things. The two-card combo is Resplendent Mentor and Famished Paladin which can gain you infinite life (and you can do so the turn you cast the Mentor). However, an arbitrarily large amount of life isn't a guaranteed win.

You can also equip the Paladin with a pinging card (like, say, Viridian Longbow) and enchant it with something to give it lifelink. That will deal an infinite amount of damage. You could also enchant him with Presence of Gond, and if you have something like Essence Warden or any of the other soul sisters you can make an infinite amount of tokens (though that doesn't win the game immediately).

I don't see this one really finding a home in anything outside of Commander. But these combos are all Modern-legal, and he would fit nicely in a Soul Sisters deck as a 3/3 for two with basically no downside.

Azor's Gateway

 

This mythic is very interesting to me and does seem to have a lot of potential. It looks like it would be most at home in a control shell (as it serves as a card filter basically) and control decks tend to play cards with more varying mana costs. It also provides an instant-speed draw that is repeatable for a low cost, which is something Modern has been missing (Legacy had Sensei's Divining Top before it got nerfed).

The flip side is extremely powerful in control mirrors. Those matchups often hinge on mana production, and this card can easily catapult its owner past their opponent in terms of mana availability. I also like that it's got a pretty low casting cost so it can be dropped on turn two on the play and the only real fear is a Spell Snare or Spell Pierce.

The current buy-in price is already around $8. Generally I think that's far too high for something completely unproven, but this could easily become a breakout star (especially in Commander where casting costs vary even more).

Mastermind's Acquisition

Diabolic Tutor has been legal in Modern since the beginning and it's never really found a home. This card costs the exact same as Diabolic Tutor, but with the added bonus of being a Death Wish without the massive downside.

I can definitely see this card in a Standard control deck (with a sideboard containing a lot of one-ofs), but it could also see play in Modern in something like Ad Nauseam. That deck tends to dig for specific cards, and playing 7 copies of its key pieces (three in the main, one in the board, and four Mastermind's Acquisition) could make it more consistent. The high mana cost might be too much of a hurdle, but it's another card to consider trying out.

Silent Gravestone

We already have Grafdigger's Cage in Modern and Legacy, and it shows up in sideboards when graveyard based decks are in full force, so there is definitely potential for a card like this. It doesn't affect the delve or dredge mechanics but it does hose Scavenging Ooze, Eternal Witness, Deathrite Shaman, and Snapcaster Mage, among other things.

What's interesting here is that similar to Blood Sun it comes off as a less powerful version of the original (in this case the closest comparison is Relic of Progenitus), but with an additional upside. I could see decks that need graveyard hate and don't target things in their own graveyard using this as a potential sideboard option as opposed to something like Leyline of the Void, which is really only good when it's in your opening hand.

Conclusion

This set has a fair number of cards with eternal potential. I don't see anything as obvious as Fatal Push from Aether Revolt, but I wouldn't be surprised if any of these did find a home in at least some decks (whether they are tier-one or -two I don't know). Did I miss any? Are there any on this list you disagree with? Let me know in the comments below.

Video Series with Ryland: BG Eldrazi

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Today we have quite a treat coming straight from the desk of Willy Edel. His list was posted about a week-and-a-half ago, and as soon as I saw it I knew I was interested. Thoughtseize in my Thought-Knot Seer deck? Yes, please! While some two-color Eldrazi decks have been popping up lately (RG Eldrazi with some 5-0 League finishes), this one really caught my eye. Get it?? Like Thought-Knot Seer! Never mind…

Anyway, the deck has a somewhat similar shell to the previously popular Bant Eldrazi archetype. Mana dorks, Ancient Stirrings, Eldrazi Temple and a pile of sizable Eldrazi to run the show. In this case, however, we've replaced Path to Exile with Fatal Push, jammed in a couple Thoughtseize, and changed our posse of Eldrazi around to avoid the blue and white ones.

I'll talk about this a bit in the videos as well, but the real appeal to me in this decklist is playing a BGx-style deck that can support Thought-Knot Seer. This list doesn't necessarily accomplish that particular goal, but it's a great starting point. Playing discard alongside efficient threats is frequently a great strategy—hence the popularity and success of Death's Shadow. The threats from Eldrazi aren't cheap like in other aggro decks, but they do have another strength: they're huge. Really huge.

For that extra muscle, we do unfortunately have to sacrifice some efficiency. This list makes up for this issue with the green elements. Eldrazi Temple is a great way to help here, but only if you can find it. Ancient Stirrings does some great double duty here (as it often does) by helping us find the powerful land when we need it, or a horrific monster straight from the Blind Eternities. (Yes, I did have to look that up; lore is not my specialty.) Birds of Paradise may not be as exciting as a Sol land but it does a decent impression of one when it survives a turn cycle. In addition, it helps us fix up our somewhat troublesome manabase.

We may technically be a two-color deck, but practically, that isn't the case. Eighteen cards in the maindeck have the Wastes symbol on them, meaning that we are fully in a third, uh, "color." Yeah, it's colorless, whatever. Llanowar Wastes and Twilight Mire are the "tri-lands" here and as such we have quite a few of them. Cavern of Souls similarly can help, however very few of our spells containing colored mana symbols are creatures. This is likely one area of the deck that could use some tuning, but frankly, I'm not sure what the solution might be. It's tough to reliably support double green, double black, and colorless. Twilight Mire is the best way of doing that, of course, but filter lands always have their own issues, especially with this many other colorless lands.

The deck has been really interesting thus far and I think it honestly has some promise. It still needs some work, and I'm not sure that I have the answers. There are a lot of different avenues you can go down with this deck and I hope people really do explore the archetype. Hopefully I'll eventually have some time to dedicate to the project, but for now I'm focused on testing for the upcoming PT.

I hope you enjoy the matches and as usual, I'm interested to hear what kind of content you'd like to see moving forward so I can continue to evolve and improve my videos. Please let me know your thoughts, and any improvements you would like to see concerning formatting, presentation, or whatever else strikes your fancy. If you'd like to see similar content, check out my Twitch channel for some live Modern games!

[youtube https://www.youtube.com/playlist?list=PL261kJ_cAQC8_8Z_uOlCdfysAHcsF5YAU]

BG Eldrazi, by Willy Edel

Creatures

2 Bearer of Silence
4 Birds of Paradise
4 Endbringer
4 Matter Reshaper
4 Reality Smasher
3 Scavenging Ooze
4 Thought-Knot Seer

Instants

4 Fatal Push

Planeswalkers

2 Liliana of the Veil

Sorceries

4 Ancient Stirrings
2 Thoughtseize

Lands

3 Cavern of Souls
4 Eldrazi Temple
1 Forest
4 Llanowar Wastes
2 Overgrown Tomb
1 Swamp
3 Twilight Mire
1 Urborg, Tomb of Yawgmoth
4 Verdant Catacombs

Sideboard

3 Creeping Corrosion
2 Liliana, the Last Hope
2 Maelstrom Pulse
4 Relic of Progenitus
2 Slaughter Pact
2 Thoughtseize

Daily Stock Watch: Triumph of the Hordes

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Hello, readers and welcome to a new week of the Daily Stock Watch! It's been an exciting year so far for Magic players as we're all going to welcome Rivals of Ixalan in a few days time, and we'll also see if there will be cards that will be banned or unbanned just before Pro Tour Rivals of Ixalan. Prices are going up and down everywhere, and all we can do is speculate and hope that one of our specs will break out.

Today, I'm going to feature a card that has been slowly climbing the market's ranks just like how Countersquall did it -- somehow off the radar, steadily, and via a straight inclusion to a competitive deck's list of 75. I have one issue here, though, and that is the fact that it's not registering on my radar as a part of any top tier deck across any format.

There was an error retrieving a chart for Triumph of the Hordes

Do you guys even know that this card just reached its all-time high of $4.25 today? I actually think that's a high price for an uncommon that's not even a household name in Modern or Legacy. To make things more interesting, it's not even a permanent that you could abuse in Commander or other casual formats, although reading what it does could actually give you a false sense of assurance that it's a game breaker.

So where do people actually use this card?

Nissa, Vastwood Seer

Commander

Creatures

1 Birchlore Rangers
1 Elvish Mystic
1 Elvish Skysweeper
1 Essence Warden
1 Joraga Warcaller
1 Llanowar Elves
1 Quirion Ranger
1 Sylvan Safekeeper
1 Elvish Visionary
1 Nissa's Chosen
1 Priest of Titania
1 Sylvan Ranger
1 Thornweald Archer
1 Wellwisher
1 Elvish Archdruid
1 Elvish Champion
1 Ezuri, Renegade Leader
1 Farhaven Elf
1 Gilt-Leaf Seer
1 Imperious Perfect
1 Reclamation Sage
1 Timberwatch Elf
1 Titania's Chosen
1 Wood Elves
1 Argothian Elder
1 Briarhorn
1 Drove of Elves
1 Immaculate Magistrate
1 Lys Alana Huntmaster
1 Masked Admirers
1 Wolfbriar Elemental
1 Wren's Run Packmaster
1 Creeperhulk
1 Entourage of Trest
1 Thicket Elemental
1 Titania, Protector of Argoth
1 Rampaging Baloths
1 Plated Crusher
1 Siege Behemoth
1 Emrakul, the Promised End

Instants and Sorceries

1 Heroic Intervention
1 Harrow
1 Krosan Grip
1 Lead the Stampede
1 Nissa's Pilgrimage
1 Triumph of the Hordes
1 Overwhelming Stampede
1 Nissa's Revelation

Other Spells

1 Nissa, Voice of Zendikar
1 Nissa Revane
1 Freyalise, Llanowar's Fury
1 Nissa, Vital Force
1 Nissa, Worldwaker
1 Nissa, Nature's Artisan
1 Nissa, Genesis Mage
1 Sol Ring
1 Emerald Medallion
1 Moss Diamond
1 Swiftfoot Boots
1 Commander's Sphere
1 Assault Suit
1 Oath of Nissa
1 Growing Rites of Itlimoc

Lands

1 Crystal Vein
22 Forest
1 Gargoyle Castle
1 Ghost Quarter
1 Haunted Fengraf
1 Havenwood Battleground
1 Jungle Basin
1 Mosswort Bridge
1 Myriad Landscape
1 Nephalia Academy
1 Nykthos, Shrine to Nyx
1 Oran-Rief, the Vastwood
1 Slippery Karst
1 Tranquil Thicket
1 Treetop Village

Here is an actual list of what I think is a budget EDH deck that runs a simple concept: just overwhelm your opponents with your creatures. Besides casual decks that you would usually see being played on a dining table, the only lists where I saw Triumph of the Horde being used are in Commander decks with lots of creatures or token generators that would try to steal a game by top-decking this in some crowded board state. I also just realized that this card is a sorcery spell, so the element of surprise during combat is non-existent even when you just drew it in a scenario where you could bluff to win.

Non rares that became gold over time

There are lots of other cards that deserve to be in this conversation, but these are the ones that are quite memorable for the last couple of years or so. They've all made their way to a top tier deck one way or another, and I just don't see Triumph of the Horde doing the same. Its current price tag is a rip off for a casual favorite, but we love listening to money when it talks.

Right now, Star City Games is the only store that we usually feature here that's still selling played copies of Triumph of the Horde at $2.05 each. Channel Fireball, TCGPlayer, and Card Kingdom are all out of stock, and they should be refilling at around $4 once they have new supplies. It's worth noting that this is the only printing of the card, and infect is a unique mechanic to meddle with when reprinting it in supplemental sets. It might take some time for this to be reprinted (if it will be reprinted at all), so try trading for copies that you could move around whenever you see them. Card Kingdom is actually paying a good price for near mint copies, so finding ones from unsuspecting owners would be very profitable. Grabbing cheap foil copies would be quite a steal as well.

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

Insider: Market Trends Kicking Off 2018

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One Magic-related New Years’ resolution I wish to make is to increase my involvement in speculation on formats outside of ‘93/’94. While the majority of my investments will remain in this space and I will continuously be buying and selling cards to build this portion of the portfolio, I will also make a diligent effort to expand my horizons and take advantage of some other profitable opportunities.

Part of the reason I stayed so narrowly focused on Old School last year was my growing interest in the format. The collector in me also appreciated the classic feel of Magic’s earliest cards given their rarity. The other reason was simple: returns on Old School cards were phenomenal throughout the year. Who could argue with a chart like this one?

There was an error retrieving a chart for Chaos Orb

To kick off this year with a nod towards this resolution, I want to share a few ideas that will get you off on the right foot for MTG finance in 2018. I’ll share some ideas catalyzed by something other than Old School. There may still be some Reserved List or old cards on this list of picks, but they have potential for some other characteristic besides ‘93/’94 playability. After all, I won’t be able to ignore the format completely.

Pauper: Call me a Believer

A format designed to be extremely cheap and filled with commons from Magic? Other than Limited, this could possibly be the most uninteresting format to MTG financiers. But believe it or not, there are some real opportunities here.

Last week I mentioned one or two cards I knew about, including Oubliette from Arabian Nights. But after following some tweets—most notably from Douglas Johnson—I’ve discovered a few other actionable targets.

The target DJ mentioned that I liked enough to buy into was Battle Screech.

There was an error retrieving a chart for Battle Screech

This is one of those cards that takes advantage of a strange loophole in Pauper that I recently learned. Even though Battle Screech was printed as an uncommon from Judgment, it was reprinted digitally in Vintage Masters for MTGO. Since its reprint in that set was as a common, the card is legal in Pauper. Convenient, right? Not only does it add to Pauper’s card pool, but it also makes a single-printing uncommon quite desirable. Perhaps that’s why it buylists for over two bucks!

I’m still learning about the Pauper metagame, but if Lingering Souls can be good enough for Legacy play, then a different card that gives you four 1/1 flyers for four mana could certainly be playable in a format filled with commons. It helps that there are just 52 sellers of this card on TCGplayer, making a gradual buyout very possible over the coming months.

DJ has also been tweeting frequently about Ash Barrens and Chainer's Edict. The former is already pretty expensive—I think we missed the best part of that ride. The latter is a solid pickup but there are hundreds of copies in stock online. It will take a while for these to dry up, which makes them far less interesting as a pick. Still, it’s a great card in Pauper given the card advantage it provides throughout a game.

Instead of rambling on about a format I know little about, I’d suggest going to DJ’s TCGplayer article here and reading through his picks. He’s an expert in the format and I would pay close attention to cards he calls attention to.

Blood Sun Action

When Blood Sun was spoiled as a new card from Rivals of Ixalan, the market snapped to attention. In the same way that Solemnity triggered buyouts of counter-related cards, Blood Sun is driving hype around certain lands. Namely, lands with drawbacks that are negated by Blood Sun’s ability.

The poster child for this interaction is Lotus Vale, a Reserved List card from Weatherlight.

There was an error retrieving a chart for Lotus Vale

Scorched Ruins was also lumped in and was therefore bought out alongside Lotus Vale. The result has been quite lucrative.

While I don’t think this hype can last, I do feel there are a few other lands worth mentioning for long-term potential. These are other lands that are augmented by Blood Sun because their drawback is eliminated.

First, there’s Balduvian Trading Post from Alliances. While you can’t use its damage ability under Blood Sun, the card still gives you an extra mana with no requirement to sacrifice a mountain when it comes into play. It essentially becomes an on-color Sol-land. It also helps that this is a Reserved List card from many years ago—an extra perk.

Perhaps more interestingly, there’s Lake of the Dead, which has similar wording to Balduvian Trading Post. Therefore, there’s no need to sacrifice an untapped swamp when it enters play as long as Blood Sun is already out. And, if my analysis is correct, I think you can still use Lake of the Dead’s ability to generate four black mana. It’s still a mana ability, and gatherer specifically mentions “The tap and sacrifice counts as tapping the land for mana.” To me this indicates this is a mana ability and is therefore allowed.

Granted, Lake of the Dead has already gotten very expensive given it’s a useful Reserved List card from long ago.

There was an error retrieving a chart for Lake of the Dead

But at $20, this playable land from Alliances could certainly see another leg higher in 2018. It also shows up in over 2,000 decks on EDH REC, which is nothing to slouch at. I like this and the whole Alliances cycle of lands with similar effects, but Lake of the Dead and Balduvian Trading Post are the only ones with upside with Blood Sun.

An Aggressive Buylist Change

Lastly, I want to alert the community to a recent catalyst I noticed in the market. I’ll admit this has to do with more Reserved List cards, but these are cards that don’t see much play in Old School. Instead, they are rare and attracting the attention of collectors and speculators, causing the market to rapidly dry up.

The catalyst I am referring to is the recent bump in buylist on Arabian Nights cards at ABU Games. For the longest time, Card Kingdom had been the most aggressive with their Arabian Nights buylists. But now this has shifted to ABU Games, and it’s likely to drive the next leg in the run on these cards.

For example, ABU Games upped their buy price on Khabál Ghoul to $61.35 for Near Mint copies and $26.67 for played copies. This is a significant premium to other buylists out there and it far exceeds Card Kingdom’s $25 buy price for Near Mint.

I don’t even think this card is particularly good in any format, but here we are with this new crazy buy price. There’s only about 30 copies in stock on TCGplayer, with most being either HP copies (that may come in too poor for ABU Games’s buylist) or MP/LP copies that are likely not near mint enough for ABU’s NM buy price. Funny how these numbers create these noteworthy shifts in available copies on the market.

There was an error retrieving a chart for Khabál Ghoul

But the crazy buy prices doesn’t stop there. In fact, across the board ABU Games is suddenly buying Arabian Nights cards very aggressively! $800 for Juzám Djinn and Library of Alexandria, $160 for Old Man of the Sea, $53 for Singing Tree, $160 for Ali from Cairo, $266 for Guardian Beast, $160 for Erhnam Djinn. The list just goes on and on. Of course, their played pricing is more in line with Card Kingdom, but it’s still an impressive list of numbers for anything in near-mint condition you may own from this set. Add in that 50% buylist bonus, and it’s clear ABU Games is buying Arabian Nights cards very aggressively.

The result: these will march higher throughout 2018. This will move the market yet again, and will force other vendors to either follow in pricing or remain out of stock on these cards indefinitely. Given the strength of demand for these collectibles lately, I suspect they will move buy prices accordingly. This will lead to another year of great returns on these older cards. I only hope ABU does the same with Legends cards next because I am sitting on a ton of them.

Wrapping It Up

Old School Magic has really moved markets tremendously over the past couple years. I don’t see that trend reversing in 2018 and I will continue to advocate buying into Reserved List cards and Alpha/Beta playables for your portfolio. But that doesn’t mean there are no opportunities elsewhere. Pauper, newly spoiled cards from Rivals of Ixalan, and shifts in buylist prices can all catalyze movement in prices.

There was an error retrieving a chart for Oubliette

And that is certainly not the end of catalysts in 2018. Modern and Legacy being played at Pro Tours will certainly drive interest in these formats. Then we have Masters 25 coming out—this set will hurt reprinted card values, but anything that dodges reprint will have the “all clear” to move higher. And if the set drives greater interest in Legacy, expect another year of solid returns on dual lands.

All in all, this gives me significant optimism for a lucrative year. But this time, I am going to try and branch out beyond Old School when looking for my profits. Just don’t expect me to neglect the format altogether. If I see a trend worth mentioning, such as drastic increases in buy prices at a major vendor, I am going to mention it for your awareness. Since this has become my niche in MTG finance, I observe this market very closely and will report back any developments I find…along with the occasional new idea!

Sigbits

  • One card that has endured recent reprints surprisingly well is Liliana of the Veil. The Modern Masters 2017 version recently hit all-time highs, and Star City Games has just two copies of the reprinted version in stock at $84.99. They have only 9 Innistrad copies, which is also surprisingly low. If she dodges reprint in Masters 25, which I find likely, she can easily crack $100 and climb higher on Modern Pro Tour hype.
  • Other Modern Masters cards are also seeing all-time highs recently. Gifts Ungiven and Cyclonic Rift have both recovered strongly from the Modern Masters 2017 reprinting. Emrakul, the Aeons Torn copies from Modern Masters 2015 are also hitting all-time highs. Other popular cards from these sets are also likely to climb throughout 2018 since there likely isn’t a Modern Masters set this year.
  • When Hatred spiked recently thanks to some more Reserved List hype, it caused me to look at other cards from that era with potential upside. This will likely merit a separate article altogether. But for now, Recurring Nightmare comes to mind as a relatively inexpensive, playable Reserved List card worth buying. I see about 100 sellers with copies in stock on TCGplayer but when I filter down to Lightly Played and Near Mint copies that list drops in half.

Insider: MTGO Opportunities in Light of Rivals of Ixalan

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Hi, guys! The full spoiler for Rivals of Ixalan is out.

This week, we are going to discuss several singles that will be affected by the new release. We'll especially be on the lookout for possible synergies between existing cards and new cards from Rivals of Ixalan. As usual, it's very hard to get new cards at good prices when they are freshly released on MTGO, so I will be focusing mainly on existing cards that will be impacted by the release of the new cards.

Admiral's Order is my favorite card from the set. Nowadays in Standard, we are paying (1UU) for unconditional counter spells like Cancel and Disallow. With raid, Admiral's Order can counter a spell at U, which is a very good thing in creature decks. I'm speculating that Temur or Sultai Energy variants will play this card in their 75s. The discounted cost lets us have more mana remaining to deploy our other threats as well as defend those threats from being countered or destroyed on our turn. This card is especially good against Settle the Wreckage.

So what to do? Put your attention toward components of Sultai and Temur Energy decks. For example, Bristling Hydra, Glint-Sleeve Siphoner and Glorybringer are the pillars of the various Energy builds and are pretty likely to go up in price if Admiral's Order does indeed make these decks better.

If you look at the price trend of the above cards, they are all at respective low points right now on MTGO. My suggestion is to watch these cards closely and make your move when you think their prices are at the absolute bottom.

Next up, we have a Phoenix that has everything a Phoenix should have: flying, sometimes haste, recursion.

The first thing that comes to my mind when I see this card: Big Red. In recent weeks, Standard Red Aggro and Ramunap Red have gone more towards a more midrange build by having big spells like Chandra, Pyromaster, Glorybringer and Sand Strangler. I think Rekindling Phoenix is good in terms of card advantage and the ability to attack and defend. Card advantage is something we always get from Phoenix creatures like Chandra's Pheonix and Ashcloud Pheonix, as the opponent needs to spend more resources or specific answers to deal with them permanently.

As for the ability to both attack and defend, first, Rekindling Pheonix has a reasonable body at four mana, where it can trade with most creatures in the format. And because it returns with haste, you can play it, block and trade with it, and have it return on your next upkeep ready to attack. I believe [card]Rekindling Pheonix can bring Ramunap Red to the next level by out-midranging other decks in the format.

There was an error retrieving a chart for Bomat Courier

The cards I would suggest investing in related to the Phoenix is Bomat Courier and Glorybringer (the latter of which was of course already recommended earlier in this article). If you look at Bomat Courier's price, it fluctuates a lot between 0.5 and 1.4. Despite being a cyclical pattern with a range of less than 1 ticket, we can generate plenty of revenue by buying and selling at optimal times. And if Big Red with Phoenix really becomes a thing, potentially Bomat Courier will also increase in price along with the rest of the deck.

Dinosaurs? Oh yeah, how did Dinosaurs do when Ixalan released? If I'm not mistaken, we only saw a few green-red builds that did well in the early season, and then we never saw them again. Now in Rivals, we have even more Dinosaurs. Let's have a look at Ghalta, Primal Hunger and Wayward Swordtooth. Both of them seem designed to be played in a ramp deck that aims to cast Ghalta as soon as possible. This may or may not end up being any good, but for now, let's look at the forgotten dinosaurs from Ixalan.

Here we have all the big creatures that fit our "ramp into a 12/12 trampling dinosaur" deck. Assuming we play Servant of the Conduit or another mana dork, then either Rhonas or Swordtooth on the next turn, it's possible to cast Ghalta on turn four! Maybe an early 12/12 trampler is not as broken as Aetherworks Marvel into Ulamog or Emrakul, but that is still very hard to deal with.

I suggest you guys to give Dinosaurs another chance by buying them where you think their price is reasonable. For example, Ripjaw Raptor and Rhonas, the Indomitable both seem reasonably priced right now, each at a respective low point.

If you think Green-Red dinosaurs is a better build, you would have more options like Regisaur Alpha and Hazoret, the Fervent.

Next there's a very interesting enchantment cycle in the new set:

There are tons of possibilities in this cycle of enchantments. I will give some examples, and I'm pretty sure you guys can think of more!

This enchantment is designed to strengthen Blue-Green Merfolk and Sultai Energy. There is a chance that this card is even Modern playable in decks like Bant Knightfall. And, if you haven't notice yet, this cycle of enchantments allows us to splash/fix colorsm as the transformed side produces mana of any color. Right now, I can only suggest investing in Blue-Green Merfolk and Sultai Energy pieces, as I'm still unsure of how good this might be in Modern.

At first glance, this card is definitely a bomb in Limited, as unconditional removal is very rare, even more so of the repeating variety.

In Standard, if I were to play this card, it would definitely be in either Esper Approach or Esper Gifts. Both of these decks don't play good creatures and rely on either Approach of the Second Sun or God-Pharaoh's Gift to win. With Profane Procession, these decks have yet another way to win, in case said win conditions are exiled or somehow can't quite get there.

Furthermore, both of the decks have Champion of Wits and Search for Azcanta to filter draws. That way, if this enchantment is not needed, they can just throw it into the graveyard. With the ideas mentioned, I suggest investing in cards from these decks; for example, Champion of Wits, Fumigate and the blue-white lands.


Alright, that’s all for the week. Thank you all for reading, good luck picking singles to invest in and I will see you guys again soon!

–Adrian, signing out

Insider: Market Reactions to Rivals of Ixalan Spoilers

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Rivals of Ixalan spoiler season is here, and the market is reacting to the news in anticipation of the set being tournament legal. There is much speculation that these cards will shake up the Standard metagame, and perhaps even beyond that into Eternal formats and Commander.

There have been a lot of exciting cards spoiled so far, especially tribal cards that will elevate the Ixalan tribes of Dinosaurs, Pirates, Vampires, and Merfolk from curiosities into legitimate contenders. Most of these price increases are centered around these tribes, so today I’ll examine which cards in the tribes are starting to move and could become staples in the near future.

Remember, the high liquidity and accessibility of Magic Online cards means it’s usually ahead of the paper market, so a look at the online market movements provides some great insight into how paper cards may react. But don't worry – I’ll also look at the paper cards that have already increased in price.

There was an error retrieving a chart for Mutavault

Ixalan being tribal focused, along with the Commander decks last year being tribal, increased demand for tribal-related cards all around, and we’re seeing that effect in a pronounced way with Rivals of Ixalan increasing demand for Mutavault online. I expect that much of this is due to the printing of new Merfolk, since Mutavault is staple in the Modern deck, which is gaining new toys like Merfolk Mistbinder, but it’s something to pay attention to.

There was an error retrieving a chart for Metallic Mimic

Metallic Mimic has potential applications in all of the Ixalan tribes, which explains why it has seen the most significant gain of any paper Standard card since the recent wave of spoilers started.

There was an error retrieving a chart for Vanquisher's Banner

Similarly, Vanquisher's Banner is starting to tick up online because of its wide-reaching tribal implications.

There was an error retrieving a chart for Legion's Landing

One of the major gainers online has been Legion's Landing, which will be a staple in any Standard Vampire deck, and plays very well with the tribe’s new lord, Legion Lieutenant, especially after it has flipped into Adanto, the First Fort.

There was an error retrieving a chart for Sanctum Seeker

Sanctum Seeker was one of the most powerful Vampires in Ixalan, and it’s likely to be a part of any Standard Vampire deck that emerges, which explains its price increase.

There was an error retrieving a chart for Ruin Raider

Pirates haven’t made even a dent in Standard, but they are getting a ton of new tools and look to be competitive in some capacity. Ruin Raider has incredible potential in a Pirate deck as a source of card advantage and a reasonable threat.

There was an error retrieving a chart for Hostage Taker

Perhaps the best pirate of them all is Hostage Taker, which saw huge success initially before mostly falling out of the metagame. Its price has been in steady decline since spiking to nearly $20, and is now down lower than its release price, sitting under $6. If Blue-Black Pirates takes off, Hostage Taker will be a must-play, which explains why its online price is now trending upwards, and the paper price will likely follow.

There was an error retrieving a chart for Kari Zev, Skyship Raider

Kari Zev, Skyship Raider is the perfect follow up to the new Daring Buccaneer, so will be a key staple in every red Pirate deck in Standard.

There was an error retrieving a chart for Captain Lannery Storm

Another red pirate staple is Captain Lannery Storm, which is also a very good way to start generating Treasure tokens to help trigger Ascend and gain the city's blessing, so there's crossover appeal.

There was an error retrieving a chart for Kopala, Warden of Waves

Kopala, Warden of Waves will be a staple in any Standard Merfolk deck, and while being a legend will keep it from being a four-of, its ability to protect Merfolk from removal makes it a must-have.

There was an error retrieving a chart for Herald of Secret Streams

Many of the best Merfolk in Standard come with explore, and the tribe has other ways to gain +1/+1 counters, like the new Deeproot Elite, which gives Herald of Secret Streams a ton of potential as a way to get Merfolk past blockers.

There was an error retrieving a chart for Deeproot Champion

Deeproot Champion works better alongside spells than other Merfolk, but that hasn’t stopped its price from moving upwards.

There was an error retrieving a chart for Regisaur Alpha

Regisaur Alpha is arguably the best dinosaur printed so far, and that makes it a shoe-in for any Red-Green Dinosaur deck after Rivals of Ixalan.

There was an error retrieving a chart for Ripjaw Raptor

The toughest tribe to figure out seems to be Dinosaurs, which has everything from aggressive two-drops to huge bomb threats, but Ripjaw Raptor sits in the sweet spot in the middle and has applications in every green version of the deck, which explains its rise in price.

There was an error retrieving a chart for Kinjalli's Sunwing

Kinjalli's Sunwing is right at home in a low-cost aggressive Dinosaur deck as a threat with a fantastic ability, so it’s due for further price increase.

There was an error retrieving a chart for Rampaging Ferocidon

Another relatively low-cost and efficient dinosaur is Rampaging Ferocidon, which is already a staple of Mono-Red, but is destined to find a new role in any aggressive red dinosaur deck that emerges from Rivals of Ixalan.

There was an error retrieving a chart for Huatli, Warrior Poet

Just like its dinosaur tribe, Huatli, Warrior Poet was hyped originally but failed to make any impact in Standard. Now new cards look to put dinosaurs on the map, and have breathed some new life into the card. The market looks to be placing bets on the tribe by buying the planeswalker, which is starting to move upwards in price, and as a mythic rare could outright spike if a deck with it sees major success.

There was an error retrieving a chart for Huatli, Dinosaur Knight

A surprising price gainer is Huatli, Dinosaur Knight. Cards from the Planeswalker deck that accompanied each new set have historically struggled to make any impact in Standard, but the relatively low supply of these cards compared to the normal set printing cards means that the price of any card that does make the jump could rise considerably. There's also the raw casual factor of being a dinosaur-centric card with great dinosaur synergy, and it seems like an easy addition to any Commander deck built around Gishath, Sun's Avatar or the new Zacama, Primal Calamity.

There was an error retrieving a chart for Gishath, Sun's Avatar

The biggest and baddest dinosaur of them all is Gishath, Sun's Avatar, and while attempts to build around the card failed to make any Standard impact, now there’s a chance that it becomes the centerpiece of a dinosaur ramp deck powered by the new Thunderherd Migration. Its price hit an all-time low under $4.50 at the end of the year, but it’s now trending upwards towards $5.

There was an error retrieving a chart for Botanical Sanctum

There was an error retrieving a chart for Concealed Courtyard

With a ton of new tools arriving, it seems like the tribals decks are poised to break into Standard, but the biggest thing holding them back are their mana requirements. It’s no surprise that two of the biggest Standard gainers online this week have been Botanical Sanctum, which will be a staple of Merfolk, and Concealed Courtyard, which will be required for Vampires. Botanical Sanctum is already a Standard staple in Temur, but Concealed Courtyard has seen little play since the death of Mardu, which could make it a great value buy.

Metagame Breakdown and Opportunities

As far as how I see these tribes fitting into the metagame, it seems that R&D has fully intended for Merfolk to become Standard playable, as it is receiving an absolute wealth of new cards. Some of its Ixalan cards have been strong enough to make Modern, Legacy and even Vintage Merfolk players dip into green to access them, so they are certainly good enough for Standard.

While Ixalan alone lacked the necessary critical mass of cards to form a Merfolk tribal deck, upon the release of Rivals of Ixalan, there will be enough quality Merfolk to create a fully-functioning deck that harnesses the best synergies the tribe has to offer. Being based squarely in two colors, and with a long historical precedent, the Merfolk deck will come together easily.

In the past, people have complained about Wizards creating Standard "precons," or decks that essentially build themselves and function out of the box, and this is a good example. While it might not make for exciting building, it makes the deck very accessible, and that only means good things for the prices of its cards, both existing and new.

Contrast Merfolk's situation with the Pirate tribe, which is spread across three colors, meaning there are three different color combinations to choose from, plus a full three-color Grixis build. There's also no clear direction on how to best build the deck, with possibilities including focusing on hyper-aggression to a trickier and more midrange build. The burden is on the players to figure out exactly how to best build the deck, and that means there will be a period of experimental testing and trial-and-error in real events before the best way, or potentially entirely different ways, to build the tribe. As such, I expect the prices of their cards to see less hype and immediate growth, but this opens up the possibility for some price spikes down the line if and when a Pirate deck does break out.

Dinosaurs are also split across three colors, and even technically go even beyond Naya into a few new cards, although these outliers aren't likely to be included in any proper tribal deck. Dinosaurs is even trickier to build than Pirates, as it offers everything from a low-curve aggressive deck to a bonafide ramp deck, and a midrange deck in-between. All bets are off on figuring out how exactly to build Dinosaur decks and on predicting exactly how the tribe will develop, but the smart money may be on the middle-of-the-road cards that have applications in various versions.

As far as Vampires, it's similar to Merfolk in that it's a two-color tribe, but there is still some leeway in how to build it, whether it be very aggressive, life-gain focused or even a token strategy. A good bet is in cards with applications in all versions, specifically Legion's Landing.

–Adam

Daily Stock Watch: Mindbreak Trap

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Hello, everyone and welcome to the Friday edition of the Daily Stock Watch! We will end this week's segment with another card that could see some gains after Pro Tour Rivals of Ixalan if Gifts Storm (or a different combo variant)  comes out victorious after the spectacle. It also sees a lot of Legacy play, and I'm actually more surprised that it only reached its all-time high of $10.32 today.

There was an error retrieving a chart for Mindbreak Trap

Mindbreak Trap has always been on the radar as a reprint spec, but it never materialized in any of the previous Masters sets. We could say that this never happened because it's a trap and it might require a certain set where traps are aplenty, or simply because the price doesn't get inflated enough for it to merit a reprinting. It's also a situational card if you'd like to cast it for free, but sometimes, we tend to forget the fact that it could deal with creatures that have a "cannot be countered" clause in them. And it's quite a common sight in Modern nowadays to see creatures that have them in Emrakul, the Aeons Torn (which gets cheated in by Through the Breach) and Dragonlord Dromoka in tier one decks such as Blue Moon and GWx Eldrazi Tron. It's not very efficient in matchups like this, but it gets the job done all the time against 300 or more copies of Grapeshot and Empty the Warrens that's still on the stack.

UWR Control

Creatures

2 Snapcaster Mage
1 Wall of Omens

Instants and Sorceries

1 Logic Knot
1 Negate
1 Glimmer of Genius
3 Cryptic Command
4 Path to Exile
1 Spell Snare
1 Sphinx's Revelation
4 Serum Visions
3 Supreme Verdict

Other Spells

2 Detention Sphere
4 Spreading Seas
2 Search for Azcanta
1 Runed Halo
1 Jace, Architect of Thought
2 Gideon of the Trials
1 Gideon Jura

Lands

2 Hallowed Fountain
3 Plains
4 Celestial Colonnade
4 Field of Ruin
5 Island
4 Flooded Strand
1 Ghost Quarter
2 Glacial Fortress

Sideboard

1 Vendilion Clique
2 Timely Reinforcements
2 Stony Silence
1 Settle the Wreckage
2 Rest in Peace
1 Mindbreak Trap
1 Dispel
1 Disdainful Stroke
1 Crucible of Worlds
1 Ceremonious Rejection
1 Celestial Purge
1 Negate

It's almost always a one-of in Modern decks that direly need it in matchups where an opponent could just combo out and flat out beat them because of the fact that it's hard to cast unless its alternative cost is triggered. This prevents the card from seeing main deck action, and Flusterstorm is solely responsible for keeping it out of Legacy lists that could simply get away with multiple copies of it in a format where multiple spells could happen in a turn even though you're not playing against storm.

Things it could stop in Modern

Gifts storm is an actual tier one deck in Modern, and I'm quite sure that a lot of players will be using it for the upcoming Pro Tour. This might be the best time for Mindbreak Trap to shine, but we'd probably still see single copies making it to sideboards of lists that pack blue. I like the idea of it breaking the $15 barrier soon, and stocks online are running dry. Although only 0.2% of winning decks last year have used an average 1.7 copies of Mindbreak Trap according to the Utility Checker, we could expect this number to increase this year if the meta shifts to combo in the coming months. I still don't see Mindbreak Trap getting reprinted anytime soon, so bite me if it gets the axe.

At the moment, you could still find copies of Mindbreak Trap from online stores such as Star City Games, Card Kingdom, TCGPlayer, and Channel Fireball for anywhere between $7.48 (played condition) up to $11.99 (near mint copies). Foils are out of stock at $25-$30, and these would have been good pickups. I'd like to get some copies for $8 if that's possible, and I'll hold on to them for a while. If Masters 25 proves to be the reprinting ground for the card, then this would be a bad spec altogether. I still like our chances here if you could get in.

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

Blood Sun: First Impressions

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Yesterday, Eli Shiffrin spoiled Blood Sun, a new card from Rivals of Ixalan. Modernites were quick to give the internet a piece of their mind, with thoughts ranging from the expectant "Wizards squandered an opportunity to nerf Tron" to the meme-level "I don't want to be THAT guy, but this card will probably need a ban." Others pontificated on Sun's applications with drawback-featuring lands producing more than a single mana in their mana ability, especially the Ravnica bouncelands. For my part, I'm confident the card will see Modern play in some capacity.

But in what capacity? My mind's also in pieces. Since I'm lucky enough to have this platform available to me, today's article shares the Sun-related ones. We'll look at what the card is and isn't, where it's likeliest to succeed or fail, and what a bounceland deck might actually look like.

Blood Sun Is Not Blood Moon

Let's get this out of the way first. I've already read a torrent of comments comparing Sun to Blood Moon, sometimes even calling it "strictly worse." Others still have called Sun the first "Moon effect" that Tron can run. In truth, Sun isn't a "Moon effect" at all, and it's unfair to compare it to Blood Moon. It's actually closer in design philosophy to Suppression Field. Sun and Moon are fundamentally different from one another in a few ways.

Cheesing Wins

Moon is occasionally played in Modern for help against nonbasic utility lands, sure. But most of the time, It's rushed out as a means of colorscrewing opponents, something Blood Sun by design cannot do. That said, Sun prevents fetchlands from activating, while Moon at least allows them to tap for R.

While it's true Sun can virtually destroy multiple opposing lands thanks to this interaction, it's far from a reason to play the card, and I doubt anyone will employ Sun for this purpose (other than perhaps those with access to red rituals, which we'll get to). Too much has to go right. Opponents must be on fetchlands in the first place, and have fetchlands they want/need to crack after Sun comes down on turn three (or two in a lucky game); we need to have Sun in hand to cast on the critical turn, as well as not have something more pressing to deal with that turn cycle, like an attacking creature. Modern is a fast format, and tapping out on turn three for an enchantment that doesn't impact the battle zone is as much a liability as it always has been. Moon itself is absent from many top Modern decks in part thanks to this time-off factor. Of course, Sun dismantling fetchlands is bound to come up, but I think it's more realistic to think of this application as a bonus. Pilots will need better reasons to play the card.

Stopping Utility Lands

On to Blood Sun's primary purpose, itself a mere tertiary goal for Blood Moon. Modern's incredibly vast card and deck pool ensures it's crawling with utility lands at any given time—among the most popular are Inkmoth Nexus, Ghost Quarter, Celestial Colonnade, and Valakut, the Molten Pinnacle.

While Blood Moon also stops utility lands, accommodating it requires a significant deckbuilding tax on players: they mustn't rely on utility lands themselves, and need to reliably extract basic lands from their decks. Sun's cost is less demanding on some fronts, and more on others: pilots should stay away from fetch and utility lands, mostly just running lands that tap for mana. But most decks that don't play fetches are full of utility lands (Hatebears) or otherwise could never afford to splash Sun, even with tweaks (Humans). The result is that very few existing decks can tech Sun at all.

Cantripping

I liken "draw a card" on a noncreature spell to "haste" on a creature spell. It's a line of text that totally modifies the card's playability, and the best evergreen line of text one could ask for on a spell. So is the case with Blood Sun. Thanks to the cantrip, the decks able to run it can do so at a very low opportunity cost. Draw Sun when opponents have already fetched up their lands, or don't have any utility lands? Sun cycles into another card, and its effect still sticks around for future turns!

If Blood Moon cantripped, we'd see it in a good deal more decks; one of the card's liabilities is drawing it when opponents have already maneuvered around its effect, leaving it dead in hand. The card's weakness in multiples also deters players from maxing out on it.

Finding a Home

Of course, a cantrip won't magically give a card somewhere to live. Sun may not fit into most Modern decks, but a few can still run it.

  • Affinity (likely to prefer Blood Moon in its sideboard)
  • Skred Red (also likely to stick with Blood Moon)
  • WR Burn (not yet a deck but I can see a fetchless build emerging should it need to; compared to Blood Moon, the cantrip saves Sun here)
  • Storm
  • Tron

The last two decks are the most obvious homes for Blood Sun, and the ones we'll focus on in the following sections.

Sunny Storm

Storm's initial builds post-Baral, Chief of Compliance ran Blood Moon almost by default. After all, it's no secret that a ritual-powered Moon on turn two will lock away a lot of games. As time went on, Storm players realized the constraint early Moons put on their blue mana, as well as the matchup overlap between Moon and high-impact value cards like Pieces of the Puzzle, and began cutting Moon from their sideboards. The result was fetchless Storm, which has yet to come around as the de facto ideal build of the deck, but has none other than Storm savant Caleb Scherer singing its praises no less recently than this very morning.

A turn-two Blood Sun still does a number on permission-featuring midrange decks like Jeskai Tempo, but without cramping Storm's mana. On the contrary, Sun improves Spirebluff Canal and Steam Vents, which now enter the battlefield untapped for free. Another huge draw to the card is the cantrip; in mana-heavy combo situations, Storm can even cast Sun for another draw and add to the Storm count.

Sunny Tron

Tron lands still tap for plenty of mana under Blood Sun. But some of the most common ways to hate on big mana strategies become defective. Ghost Quarter, Tectonic Edge, and Field of Ruin are common answers to Tron in this metagame, and Affinity has always posed issues for the archetype, as well—not least because no amount of Pyroclasms will counter lines like "animate Blinkmoth, equip Plating, attack." So has RG Valakut, a big mana deck that, unlike Tron, suffers terribly under Sun; it loses not just its win condition, but its fetchlands, making the card even better than Moon against them!

In Gx Tron, for which splashing is trivial, Sun solves all these land-based issues at the price of turning off a single Sanctum of Ugin. And it does so while potentially crippling opposing manabases and replacing itself in the hand. I can see Sun becoming a sideboard staple in Tron, but would be surprised if the deck started playing it main—Tron's game-one priority is staying alive until it can win, which means impacting the board or actively ramping.

Forcing a Home

There's also the possibility of building around the aforementioned interaction with Ravnica bouncelands, an interesting proposition since any ensuing deck gets to wield Sun's disruptive dimensions as a bonus. For those not in the know, Sun removes both the "enters the battlefield tapped" ability and the "return a land you control to it's owner's hand" ability from the bouncelands, turning them into actual Sol lands. I've spent about eight hours tinkering with possible builds so far, and have come to a few conclusions about this style of deck:

  • Building a manabase around a card like Blood Sun makes the deck horrible when it doesn't open Blood Sun. We should also run Amulet of Vigor to ensure we hit a combo piece, or retain one through disruption. Overloading on these redundant effects also incentivizes us to play "card sinks" like Faithless Looting or Collective Brutality.
  • The deck should be three colors so we can run about 10 on-color bouncelands. Fastlands like Blooming Marsh fill out the manabase, as their drawback is lightened by the bouncelands and outright negated under Sun. So is that of City of Brass, which also helps assure the right colors in the early turns.
  • Three-drops and five-drops are very important. Threes because turn-one Amulet into turn-two bounceland leads into one, and fives because turn-three Sun into turn-four bounceland leads into one. The best three and five I've found so far, respectively, are Liliana of the Veil and Thragtusk.
  • Our haymakers need to catch us up, since we take a turn or two off to set up (i.e. turn-two bounceland, turn-three Sun). Thragtusk is great at this, as are Batterskull and pricey planeswalkers like Elspeth, Sun's Champion or Chandra, Flamecaller.

My favorite build so far is Jund-colored:

Blood Sun Jund, by Jordan Boisvert

Creatures

4 Thragtusk
4 Tarmogoyf

Planeswalkers

4 Liliana of the Veil
1 Chandra, Flamecaller

Artifacts

4 Amulet of Vigor
2 Engineered Explosives
2 Batterskull

Enchantments

4 Blood Sun

Instants

4 Fatal Push

Sorceries

4 Ancient Stirrings
3 Collective Brutality

Lands

4 Golgari Rot Farm
4 Rakdos Carnarium
2 Gruul Turf
4 City of Brass
4 Blooming Marsh
4 Blackcleave Cliffs
1 Forest
1 Swamp

Sideboard

1 Grafdigger's Cage
1 Nihil Spellbomb
1 Wurmcoil Engine
2 Kozilek's Return
2 Ancient Grudge
3 Crumble to Dust
2 Maelstrom Pulse
3 Thoughtseize

Brutality clears the way for haymakers and eats extra lands or combo pieces; Explosives is a hyper-findable and castable piece of disruption; Tarmogoyf is an ideal Plan B should our enablers get Inquisitioned or something (we're going with Goyf-facilitating Method 3 here).

Obviously, this first-draft deck has some major issues. Sometimes, it's got way too much mana and nothing to do with it. It's also particularly soft to the cards Sun may address for other decks, Ghost Quarter, Tectonic Edge, and Field of Ruin; not to mention stuff like Blood Moon, Spreading Seas, and Fulminator Mage that we can't really interact with. But chief among the problems is opener inconsistency: two bouncelands and no "host" land requires an immediate mulligan, making me think I should run more regular lands. But doing so would incentivize heightening the curve, which pushes us further into to Amulet Titan territory—I don't want to build a worse version of that deck.

I also don't want to build a worse version of Tron. After a day of tweaking, I benched the project, realizing that Tron attains a similar level of ramp for far less effort. Sure, they don't get the incidental disruption of Blood Sun. But they can simply play the card themselves should they decide that's something they want.

Ray of Light

As a raging blizzard wails on Boston, Blood Sun's piercing brightness was just what I needed to pick me back up. After all, nothing takes your mind off subzero temperatures like new spoilers. Here's to more Modern playables and higher temperatures in the coming weeks!

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