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This week marked some big news for Modern: Opt is finally entering our card pool. I've heard some decry the card as a worse Visions that will only see play in draw-go and tempo decks, and others still call Opt a change to our card pool nearly on par with Fatal Push's impact. For me, Opt's arrival means more deckbuilding options in the cantrip-heavy decks I favor when I'm not tapping Eldrazi Temple. Plenty has been written about casting Legacy-level cantrips like Brainstorm and Ponder, but precious few resources exist detailing the intricacies of Serum Visions or Sleight of Hand. Well, never fear—Captain Hooting Mandrills is here!

The Opt reprint has caused me to think hard about Modern's cantrips. This guide assesses where Opt will and won't see play over other options, in addition to providing format newcomers with a crash course on how they can draw a card.
Understanding Cantrips
Cantrips don't influence the board or interact with opponents. So why do people spend mana on them, especially in a format as brutally fast as Modern? Well, cantrips fundamentally affect and positively influence deck design. They also grant players more consistent games. Lastly, cantrips frequently offer additional benefits in decks that play them. Let's explore each of these notions in detail.
Deck Construction: The Turbo Xerox Rule

The Turbo Xerox Rule, named for the first true netdeck, states that for every two cheap cantrips in a deck, its land count can be reduced by one. I've got a lot of waxing about cantrips ahead of me, so let's have Patrick Chapin explain this one:
Alan Comer actually singlehandedly invented the concept of using cheap cantrips to fix your mana. In fact Turbo Xerox is the fundamental strategy that most blue Legacy decks are built on! What Comer realized was that even with just seventeen Islands and four Portents he had about an 85% chance of having two Islands by turn two on the play (almost 90% on the draw). This also doesn't take into consideration mulligans which easily pushed him into the mid-90s. [...]
If it sounds like this is a lot of work just to get three Islands by the third turn it is but it is not without a payoff. Once Comer made that initial investment to assemble three Islands by turn three he had a major advantage over every other deck he would face. People with 23 land in their deck draw land 38% of the time. Turbo Xerox draws a land just 28% of the time. This means that more than one out of four times that you would draw a land you don't need you instead draw a spell.
In-Game Allure: Improving Consistency and Velocity
Drawing fewer unneeded lands in the mid- and late-game is already a great payoff for including cantrips, but that payoff is mostly created and accounted for in the deckbuilding stage. Cantrips also provide in-game consistency by smoothing out draws. This consistency effect is the most tangible benefit of resolving cantrips and the first new players tend to grasp.
Taken to its logical extreme, the Turbo Xerox Rule can be applied to nonland cards, too. Cantrips greatly improve the chances of seeing a crucial one-of, such as Secure the Wastes in a highly reactive Weissman deck, in the right game window. Scry effects also allow pilots to tuck a Secure they see too early. With cantrips, sideboard cards are seen more frequently, as are the right cards for any given situation.
A less explicit form of consistency that cantrips provide is velocity, or the motion of cards between zones—specifically, from unknown zones to known zones. Cantrips move a card from the hand to the stack to the graveyard, while also moving one or more cards from the library to the hand or the graveyard. All that movement, especially combined with the hard consistency of card selection effects, works to enable powerful payoff cards. If card selection alone isn't worth the cost, the "negative tempo" of spending mana on cantrips is usually negated by the virtual mana gained from casting a 5/6 for two mana, which makes cantrips deceptively powerful even beyond their more obvious uses.
Icing on the Cake: Promoting Synergy
That's not all—in many decks, cantrips do even more than affect deckbuilding and provide consistency. Throw some creatures with prowess or delve into the mix and they become enablers for a uniquely aggressive strategy. Young Pyromancer and Monastery Swiftspear are creatures that slot effortlessly into cantrip-heavy decks; Delver of Secrets practically demands one. Snapcaster Mage, too, gets much stronger in a deck with cantrips, as pilots can rush it out proactively against do-nothing opponents and enjoy extra library manipulation and a card for their trouble.
Some cards still care about graveyard density, such as Bedlam Reveler or Tasigur, the Golden Fang. Others still benefit from a critical mass of cantrips in a deck, like Disrupting Shoal. When many of these elements come together, micro-synergy-laden aggro-control machines known as threshold decks take form.
"Draw a Card" in Modern
By now, you're sold on cantrips. The rest of this article compares the cantrips available in Modern. I've divided the covered cantrips into three categories, based on the type of advantage they're played for: immediate card selection, delayed card selection, and velocity.
I've omitted from this piece cantrips played for their "real" effect, such as Twisted Image and Peek, as well as cantrips that can "miss" like Oath of Nissa and Ancient Stirrings. Also absent are cantrips that cost two or more mana, like Anticipate and Nihil Spellbomb. While these cards are all technically cantrips, they're not cantrips in the Turbo Xerox sense of early-game fixing, mid-game smoothing, and late-game digging; the cards considered here deliberately provide selection or velocity.
Immediate Card Selection
Immediate card selection is the most powerful form of selection, and the cantrips played in eternal formats—Brainstorm, Ponder, and Preordain—all fall into this category. Modern's immediate selection cantrips are notably less powerful than those three, but far from unplayable.
Sleight of Hand
The go-to Serum Visions 5-8, Sleight of Hand usually sees play in combo decks, which need as much selection as they can get. It's also notably better than Serum Visions in decks like Storm, which gains little from delayed selection once it starts going off, and Ad Nauseam, which wants to find and suspend Lotus Bloom on turn one.
In terms of power, Sleight of Hand is a strictly worse Preordain; instead of choosing what to do with the two "scried" cards, casters are forced to top one and bottom the other before drawing. It's so much worse (Serum Visions rests between them on the power scale) because Preordain gives players so many options---they can top top and draw, top bottom and draw, or bottom bottom and draw. That's also why Ponder is leagues ahead of Preordain in a format with fetchlands. With a fetch in play, Ponder casters can choose to take only the first card, the first and the second, all three, or another card altogether, and all while seeing three cards before deciding which come to the hand. Brainstorm operates similarly, although since it also tucks cards from the hand, it gives casters even more options than the already busted Ponder. These two cantrips are blue-chip staples in Legacy and restricted in Vintage for the wealth of options they supply, and Sleight of Hand doesn't offer much in the way of choice.
Most Serum Visions decks don't play Sleight of Hand. The card's effect is simply so small that many decks don't want to spend a mana on it. Many reactive decks, like UW Control, play Serum Visions to help set up their early draws. Sleight is significantly worse at setting up early draws, since it doesn't see as many cards.
Decks with both Serum Visions and Sleight of Hand have cantrip sequencing to worry about. Casting Serum first and then Sleight is ideal for finding an immediate answer, since it sees up to five new cards and ensures the one we want is drawn if among them. Casting Sleight, then Serum also sees a total of five cards, but the last two won't be accessible this turn; that's fine and even preferable if we're out of mana anyway or already have something else to do with our mana this turn cycle, as it smooths out our draws for longer and hides cards from hand disruption. I'm looking forward to seeing how Opt influences cantrip sequencing in decks that run Opt and one or two other cantrips.
Opt
I've heard people call Opt a "strictly better Sleight of Hand." That it is not. In a topdeck war scenario, Sleight of Hand is the better cantrip to draw. If Sleight reveals two cards of similar relevance, players can choose the better card for the situation. By contrast, if Opt reveals a card less impactful than the majority of the other cards in the deck, players are correct to bottom that card and draw a fresh one. But there's a chance that second card is even worse.
Notably, the same doesn't hold true for good cards: if players take the card they scry, but the next card is even better, they still get to draw that better card next turn (barring something like a fetchland activation). Even a Sleight that reveals two bad cards is productive, since those cards won't have to be drawn for turn; a Sleight that reveals two good cards, though, can be painful, since one will be lost. Either way, pilots draw a good card, and since the point of immediate selection is, well, immediate selection, Sleight trumps Opt in this kind of game state.
It also trumps Opt in the early stages of the game, when players need to make their land drops. Imagine keeping a one-lander in Counter-Cat (to follow this example, click on this link and glance over the decklist), fetching up a Steam Vents, and leading with Delver. Next turn, we draw a nonland card and cast Opt. If Opt reveals Island, we're likely to scry top, draw it, and play it. But what if the next card is a fetch? We often don't want a third land drop in this deck until turn four or five, so we'd rather have put the Island on the bottom and drawn the fetch right away to cast
Wild Nacatl. Sleight of Hand allows us to do that. And if both cards are nonlands, the result is the same regardless of whether we have Opt or Sleight—in fact, Sleight ensures we get the best of those two cards despite them both being nonland cards, whereas Opt guarantees we get the second nonland card, which may be worse than the first.
All that to say I don't see Opt totally replacing Sleight in decks that play the latter. But I do see Opt slotting into decks that don't run Sleight of Hand. The main reason is its typing: instant speed is a huge deal for certain decks, especially draw-go ones. Even the mighty Serum Visions has a palpable tension in the Jeskai Tempo lists we've been seeing pop up, which has plays at every turn of the game—Helix turn two, Queller turn three, Command turn four. Casting one-mana sorceries throws a wrench into that curve, forcing players to take a turn off of representing their spell. Opt can come down on the end step when opponents smugly pass the turn without making a move, providing selection and velocity virtually for free.
In this sense, I think Opt is much closer to Think Twice than it is to Sleight of Hand. But it's possible threshold-style decks like Grixis Shadow will end up wanting it, too. It will be fascinating to see which decks adopt Opt as Modern evolves post-Ixalan, and to observe the effects this card has on deckbuilding.
Faithless Looting
Faithless Looting is more of an honorable mention in this list, since it's a -1. The other cards here all replace themselves. To compensate, Looting provides Modern with a pseudo-Brainstorm, helping fix hands that already have bad cards in them. A deck with Looting is a deck that can sit on extra lands without playing them with the knowledge that a "Draw 4 cards" effect exists in the deck somewhere.
The decks that play Looting, though, benefit from its drawback. Hollow One, Vengevine, Stinkweed Imp, and Griselbrand all adore this card, which proactively advances graveyard-based gameplans while providing the many aforementioned benefits of cantrips. Modern is the most card-advantage-centric it's been in a good while, but the more tempo-centric the format pendulum swings, the better Looting will be—and the higher the chances of it showing up in non-graveyard decks.
Delayed Card Selection
While delayed selection is worse than immediate selection, the best cantrip in Modern happens to belong to the former group. The best cantrips in the game elude our legal card pool, and Serum Visions happens to reign supreme among those that remain.
Serum Visions
This oft-reviled cantrip was once ritualistically omitted from Jeskai Control lists because of its damning sorcery typing. Not anymore! Modern has come around on the power of Serum Visions, even if some guys at your FNM keep telling you how bad it is because they've recently played some Legacy. Visions is hard selection that looks further than any other card in the format for its cost.
Serum Visions is uniquely excellent at setting up future turns. When players don't have much mana handy, Visions can even be better than Preordain. It sees the same amount of cards, but the sequencing of its effects hides juicy targets from Inquisition of Kozilek or Thought-Knot Seer. Visions is also a great cantrip to chain, since the second Visions will draw the card found with the first.
Perhaps the biggest strike against Serum Visions is its interaction with fetchlands. Setting up future turns is obviously powerful, but the scry is lost if players crack a fetch. This interaction forces players to fetch in suboptimal ways, sometimes taking damage from untapped shock lands before casting the cantrip and then never spending the mana. But we've all fetched a tapped land and then found a one-drop with Serum's blind draw. I think this factor makes Serum Visions a difficult cantrip to resolve correctly, as its resolution incorporates many aspects of the game state, including life totals, remaining deck contents, and bluffing.
Mishra's Bauble
Mishra's Bauble doesn't provide any selection on its own, but given Modern's high volume of fetchlands, it often reads "0: Scry 1, then draw a card at the beginning of the next turn's upkeep." That "next turn's upkeep" clause makes Bauble a very interesting cantrip to play. Finding removal with it during the main phase ensures pilots have that removal spell on their opponent's next turn, and Bauble can be used to manipulate the library around upkeep triggers like that of Delver of Secrets to gain extra peeks.
Granted, the conditional selection Bauble provides is minute, as it should be for a zero-cost spell. Rather, Bauble is usually played for velocity reasons, as well as for its phenomenal typing; being an artifact, Bauble triggers prowess, grows Tarmogoyf, and enables delirium and metalcraft in addition to providing marginal selection and replacing itself. Talk about role play!
I almost included Bauble in the velocity section below, but it does provide delayed card selection. Consider it a straddler of the selection-velocity cantrip fence.
Velocity
Velocity cantrips don't provide any card selection, instead focusing on moving cards between zones. They're often on the cheaper side, costing one or zero mana while many of Modern's selection cards cost two. They're also frequently niche.
Thought Scour
Thought Scour is the only velocity cantrip to actually cost mana. But its cost is well-deserved, as it dumps a whopping three cards into the graveyard, including two new ones from the deck, and immediately replaces itself. That's a lot of juice for Snapcaster Mage, Grim Lavamancer, Gurmag Angler, or what have you—three cards is the same amount we see with Serum Visions! Of course, Scour offers no control over which card makes it to the hand. But that's not the point. Decks that toolbox out of the graveyard, or can interact with the graveyard in some way, love Thought Scour; it's much easier to squeeze value out of cards in the bin than out of ones in the deck, after all.

Street Wraith
Like Mishra's Bauble, Street Wraith draws a card for no mana. Instead of providing a little selection and wonky artifact synergies, Wraith costs life and draws the card right away, while enabling some synergies of its own. Death's Shadow turns the life point cost into a benefit and uses Wraith to fuel delve and super-power Serum Visions; Living End reanimates Wraith as part of its primary game plan while using it to dig into its namesake card; Hollow One cares specifically about the word "discard."
Wraith's two-life cost makes it a tough sell in other decks thanks to the format's aggro decks, especially Burn. That's despite its apparent floor as a split card that's one side cantrip, one side 3/4 swampwalker. Modern is too fast for that second side to matter much, so, like Bauble, Wraith finds itself relegated to decks that can abuse it in multiple ways.
Can't R.I.P.
That's right, no peaceful rest for the weary—or rather, for those of us obsessed enough with cantripping to tirelessly test Opt in different shells until Ixalan drops. One thing's for sure, though: despite our inevitable fatigue, we won't be the ones who can't rip the right answer!








One of Living End's key components is Fulminator Mage, which the deck looks to abuse as much as possible. Not only can its namesake card bring it back sometime after an activation, the deck also has access to Simian Spirit Guide to turn your Fulminator into a Sinkhole! Fulminator is often a key card in the matchups where your opponent can effectively interact with a flood of huge creatures at once, principally Supreme Verdict decks. Restricting your opponent's ability to cast their outs is an integral part of this deck's strategy.
Living End has not performed exceedingly well for me so far, but frankly, I think this list could potentially go through some changes to help alleviate that. I think the white splash is likely to be a hindrance far more often than it is helpful. Traditionally, some lists have looked toward Kessig Wolf Run for a utility land. That said, I'm more inclined to give up on the utility lands altogether and stick with a more solid manabase. In a deck with so few lands, I'm not sure I want to continue taking the risk that a colorless land gets in the way. I've seen some lists experiment with Blood Moon, and I am also interested to see where that might lead. It feels like the archetype could definitely support it when built appropriately.




Hibernation had a standout performance two weeks ago, but it just wasn't good enough anymore. Elves and Counters Company have virtually disappeared from my regional meta while white-based creature decks are rising. This necessitates a change to Supreme Verdict. Wrath of God was a serious consideration for quite a while, but Verdict was the clear choice. Yes, I do remember what I said about Cavern making color-intense spells awkward, but that was mostly in relation to triple blue. Double-white, single-blue is easier to manage. Uncounterability was also important because the mono-blue Grand Architect deck has been showing up in force recently and it sucks losing to Judge's Familiar.
This was good news for Spirits. The deck targets combo and control, and Burn is heavily splash-damaged by Chalice. Etron can be tricky thanks to Walking Ballista but its otherwise very winnable with a fast draw and/or Reflector Mage. While I scrambled to register I was feeling very confident.
The first example was round one, game two. My opponent has out Izzet Staticaster (yes, she is) which decimated my Mausoleum Wanderers several turns earlier. I have Spell Queller out with an important spell under it and Chalice on one. I've beaten my opponent down quite a bit and he's going for Damnation to get his spell back. I have Rattlechains and Selfless Spirit in hand, so all I have to do is play Rattlechains and give him hexproof. Either that resolves or my opponent goes for Staticaster—either way I then flash in Selfy, save my creatures and two-for-one my opponent. The problem is that when I execute the plan I say "trigger," and immediately play Selfy. Meaning the Rattlechains isn't hexproof yet. Meaning I just feed the Staticaster. And give my opponent the time they need to get back into the game.
The other problem, and I don't have a clear solution, is the land count. You have lots of three-drops and often want five or six lands to maximize your spells and protection, so 22 lands is critical. However, flooding is a problem when your only card draw is Ninja of the Deep Hours, and there's really no room to add ways to smooth your draws. It would just change the deck too much.














Ashes of the Abhorrent: Combines Grafdigger's Cage's ability with a bizarre lifegain clause, and while each are respectable tools for a sideboard, they don't work on one card. At the end of the day, Modern players will always prefer the card that does its job better than one that provides two watered-down effects useful in different matchups. In this case, that card is either Rest in Peace or Grafdigger's Cage, depending on the deck.
Kumena's Omenspeaker: Omenspeaker gets +1/+1 if controllers also control an Island or other Merfolk. I've seem some suggest Omenspeaker as a possible beater in Merfolk, where it might take the place of Cursecatcher. I just don't think the power/toughness increase is worth the latter's utility, or a splash. That said,
Old-Growth Dryads: Wild Nacatl is certainly
Tocatli Honor Guard: This one will see play if Torpor Orb becomes a playable card again. I just don't see that happening in the near future. Guard is still a welcome addition to Modern's ever-growing toolbox of white hatebears, and lovers of Death and Taxes-style decks should pick up their playset when the card inevitably settles at bulk prices post-prerelease.
Against removal-heavy attrition decks, having a pair of sideboarded Waters in the deck allows Merfolk to play very conservatively and build a gameplan around resolving the enchantment. Once it sticks, those hexproof 1/1s are sure to make short work of an opponent stockpiling Snapcasters and Paths. Waters is similar to Affinity's Ghirapur Aether Grid in this way, and in line with the way I like to build my sideboards, even if I'm totally off-base about Merfolk ever wanting this card.
Jace still costs three mana, a magic number for Modern planeswalkers. Liliana, the Last Hope has become a staple, as has Gideon of the Trials, and Liliana of the Veil makes a strong case for being the best card in the format, period. Even Nissa, Voice of Zendikar has enjoyed fringe play in
Brian DeMars recently wrote
I'm grouping these together because in my mind they are incredibly similar in behavior, of course to someone specializing in them they could be worlds apart.
Sealed product is always quite tempting: buy it, stow it away and check in on its price in a couple of years. For some, this has been a great strategy for some time, particularly when the player base was growing hard and older sets turned out to be very under-printed relative to the demand generated by all these new players. These days, though, many people invest in sealed product while little of it actually turns out to grow enough in price to make the investment worthwhile.
When I first heard about Tiny Leaders I was confused as to what the benefit of it beyond just regular Commander was. I still have no idea. It feels like an artificial limitation on the format that keeps me from playing cards I'd really want to play, while allowing certain strategies to stay pretty much the same. I like to limit myself in deck building, but I prefer that limit to be self-imposed.
It's all but impossible to avoid gathering some number of foils throughout the years. They tend to just keep stacking up for me, rarely finding anyone who would want them. It's very rare for me to purposely pick up any foils, and then only when I see a very big opportunity. Most of the time those opportunities still fail. I keep coming back to this one though and hopefully one day I'll find a good out for them, because they always look so good (as a prospect). On a personal note, I hate that Wizards is now printing some cards only in foil: it means that if I'd want to play them I can't give my deck a consistent look.
I am a casual player at heart. By funny coincidence, I got my DCI number at the Unhinged prerelease, and I've barely attended any other tournaments since. I am a kitchen-table player, though a bit of an atypical one in that I am involved in the finance side of the game and have a collection that would make almost any player jealous. The people I play with are casual players, the Magic I like to read about is casual, the Magic I think about is casual, and I tend to prefer multiplayer and Commander. I believe I know casual players and what they like. In fact, when I speculate on casual cards, I probably have a player I know in mind who would love them.
Old School is deliberately not included here. While there's overlap with what I know, I do not know the format itself. What I do know is a lot of cards, and I can often figure out the interactions casual players will come up with. I also collect, and as a collector, I know the desire for and temptation of old cards. I also just tend to know a lot of cards others have never heard of and whether they have any value. Being on the Reserved List is a pretty nice extra benefit – imagine never having to fear a reprint! If I see opportunities on old cards, I am perfectly happy to consider jumping in. I haven't had any problem moving them.
These aren't as similar to me as they are to most people, but they do have a lot of synergy. Obviously collections contain a lot of bulk, but the bulk I tend to be aiming for specifically are bulk rares. I have a great out for bulk rares and decent out for bulk foils. What I tend to do is offer up cards online to trade for with bulk rares, which I value at about 10 cents each. I then pick them and flip the remaining bulk rares to my out and get more interesting cards for the credit.
Sometimes you're just going to run into a discrepancy between different markets. We may all think the Magic market is global, but when you search thoroughly you may still find local differences. If I do spot one of those, I don't really care what category the opportunity falls in, I'll take full advantage of it. These tend to mostly be quick flips for an easy profit, but like with my bulk rares, they can also be long-standing deals. As another example, I have now also found an out that converts bulk commons and uncommons to bulk rares at an acceptable rate, which allows me to get even more value out of collections. The trick here is mostly to watch for things that seem out of the ordinary and find a way to gain an advantage. They may not frequently cross your path, but you better be ready for them.
If you don't try something, you'll never know if it's going to work for you. I bought my first collection one day, not knowing whether it would be worth buying (it was). If I run into a new opportunity, I will always pay attention and consider its merit for me. You have to be flexible in this market. Maybe some day I'll have to reconsider on things I stay away from, maybe another day something new comes along, or perhaps I'll even have to reconsider on the things I do like to get in on right now. Only those who are willing to adjust remain successful.