menu

Rethinking Perspectives: Are Sealed Boxes Solid Investments?

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

Today, we'll be discussing the ins and outs of sealed booster boxes, and whether stocking up on those boxes is a good investment to make in the long-term.

But First, Baseball

I mentioned in first Life Lessons Article that my first foray into collectibles was baseball cards. I got into them because my older cousins were into them, and what else was a young boy supposed to spend his money on?

Unfortunately, most of the joy of collecting baseball cards came from the rush of the unknown when opening a pack of cards. When I started, there were no "chase" cards or rarities. The most valuable cards were of the best players, and the most valuable of those were their rookie cards, or cards from their first year of playing.  Within a few years of my collecting, they started making "chase" cards, which were some variant or subset within the set. Finding one of these peaking out of your pack was cause for immense excitement, followed by grabbing your most recent copy of Beckett to see what it was worth. This made packs feel more like lottery tickets than anything.

I fell out of love with collecting these types of cards because 1) it cost too much to complete sets when you have a meager allowance and 2) they had no utility other than as display pieces or trade fodder. I think this last point is why the hobby itself seems to have fallen out of favor with youth, as those in my generation all collected sports cards.

And Now, There Is Magic

A kid on my class named Ricky was the first person to introduce me to Magic: The Gathering. I was in 5th grade, and he was looking through some cards before class started. I asked him about them, and after he explained that you could play with them, I became interested. I saved up a few allowances and bought a Fifth Edition tournament pack. I remember one of the rares was Inferno, though rarity was not color-coded like it is now, so I only found that out after looking it up.

There was an error retrieving a chart for Inferno

Now, each pack I bought brought joy and excitement from opening as well as continued joy from utilizing my cards. This was a game changer.

Why Bring All This Up?

The reason for this trip down memory lane was to hopefully emphasize that while Magic is certainly a collectable, the value in individual card utility is where the real value is.

There was an error retrieving a chart for Thoughtseize

This is the reason I do not invest in sealed product as a long term investment. I understand that every year, it likely becomes more and more scarce; however, as a sealed package, it is only a collectable, and not a game piece. If you buy a sealed box of Lorwyn for $1700, the most valuable card you could possibly pull is a $325 foil Thoughtseize. If you were to crack that box, you would likely lose a lot of money. The only people who can crack these types of boxes and come out ahead are those who make money via streaming it, or can pass the losses onto others via box breaks.

And Yet, Nostalgia

One of the more common arguments I have heard is the "nostalgia factor." I understand that people value things differently, and that some might say that paying $215 to play in a Lorwyn draft is worth it. I would ask, why not remake packs yourself if the experience is what you truly value? (I definitely do not mean to focus solely on Lorwyn; this argument holds for all boxes. )

I will say I had a lot of fun drafting original Zendikar and original Innistrad. In both formats, the draft archetypes had a lot of play and skill to them, and one was rewarded for knowledge of the format. That being said, boxes of Zendikar currently go for $1200, while boxes of Innistrad go for $690. Even cracking the most valuable card in either box still puts you at a massive loss in value. This is true for all boxes, which makes sense as the "unknown lottery ticket" is baked into the price of the boxes.

That isn't to say you may not find opportunities. Back in 2011, I found that Troll and Toad had original Ravnica: City of Guilds Tournament Packs for $12.99, so I bought all 23 they had in stock because at the time a single foil shockland or Dark Confidant would have covered a majority of the cost.

My Best Sealed Find Ever

Sadly, I did crack them and pulled no foil shocks nor any foil Dark Confidants. I still broke even with just shocklands, though, and given I wasn't playing during this time period, it was a fun experience.

I realize that this may sound counter to my argument against buying sealed product as an investment, but as I mentioned, you can sometimes find very underpriced items. In this case, I could have simply resold those same Tournament Packs at the time and doubled my money; however, I was less into Magic finance and more into pack cracking at that time.

No Supply? No Problem

I have heard a lot of people argue that sealed boxes are a good investment because once Wizards stops printing it, the supply is always eroding. Thus it becomes more scarce as time goes on. This is definitely a logical assumption to make, and we have seen many streamers turn pack cracking into a money generating stream instead of the usual money losing venture everyone else experiences. In fact, this type of stream and its popularity with viewers led to an explosion in value for boxes of many old sets of cards, Magic and otherwise.

There was an error retrieving a chart for Shatter Assumptions

However, the dangerous assumption here is that Wizards of the Coast will never reprint the same sealed product. Ten years ago, I would have agreed with that assumption. But now, I think it is well within the realm of possibility that Wizards of the Coast simply reprints a fan favorite set in its entirety. I can find no evidence of them ever closing the door on this if they wanted to. Outside of sets with Reserved List cards in them, they don't have to do anything to the print run at all. There is no design effort nor playtesting required. The only change they would likely make is to adjust the Copyright date at the bottom of each card to the current year, and perhaps modify the frame or printed rules text to fit with modern standards.

I realize that this may sound like I am wearing a tin foil hat, but I simply ask that you take a step back and look at it from Wizards of the Coast's point of view. It also doesn't hurt to remind yourself of their goal to grow profit by 50% in the next three years.

There was an error retrieving a chart for Risk Factor

I would argue that the "Remastered" sets are the first iteration of this concept, and while it is definitely possible that this is where Wizards settles, I could see them taking it to the next level if they thought it profitable. It's crucial to note that Magic recently broke the $1 billion valuation for Hasbro, and it is very common for larger umbrella corporations to lean on their divisions that make the most money when times get tough.

Not All Sealed Is Equal

The other issue with the assumption that sealed product is a good investment is that it goes up in value because the supply decreases over time. Sets like Strixhaven: School of Mages currently sit at the same price they did when they were in Standard, whereas boxes of Amonkhet now hold 2.5x their original value. The reason for this discrepancy is that Amonkhet had Masterpieces included in it, while Strixhaven: School of Mages only had Mystical Archives; the most valuable cards are respectively $310 vs. $60. Even if you find sealed product to be an investment, the set itself can greatly affect that price potential.

Looking for Risk Where Others Don't

I don't mean to be the "doom and gloom" writer here on Quiet Speculation, but I am a risk-averse person, which tends to bleed into all facets of my life. I'll also admit that there is no way to know what kind of time frame, if any, that Wizards might consider going down this road. My point was simply to emphasize that investments that are considered "safe" are either low-growth or less safe than people think.

Are you sitting on any sealed product or interested in stocking up on some? Or have you recently cashed in your booster boxes? I'd love to hear your thoughts in the comments.

Further Karn-versations: Modern Edition

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

This week I want to look at Karn, the Great Creator, and how The Brothers' War will affect its play in Modern. Before I begin, has everyone read Adam's article from last week? If not, please do so now. His article focused more on Karn and BRO in Pioneer but I will build on what he said with Modern in mind. Sorry, no song references.

I'll lead by agreeing with Adam's analysis. Mono-Green Devotion is arguably a problem in Pioneer as is. With BRO making the combo kill easier, as well as adding a lot of additional utility to Karn, there's a case that it needs to go, and quickly. This begs the question of how Karn will do in Modern, the other format in which he sees a lot of play. The answer is: It's complicated.

Where Karn Stands

Unlike Pioneer, Karn, the Great Creator isn't a keystone card in a top-tier deck. The only tiered deck which consistently plays Karn is Mono-Green Tron where it's a utility card rather than a keystone. Compared to other Tron payoffs, the Great Creator is weak. However, repeatable wishes are absurd and a good way to play more payoffs. The decks where Karn is more integral like Coffers and Prison Tron are fringe at best.

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

There isn't a direct analog to Mono-Green Devotion in Modern, so the concerns aren't equivalent. Devotion is too disruptable, slow, and noninteractive to work in Modern. Coffers is closest, but Cabal Coffers isn't Nykthos, Shrine to Nyx. Coffers ramps up much more slowly than Nykthos and being non-legendary doesn't help. The power of Nykthos as a combo piece is the scaling as it taps multiple times. Coffers being limited to swamp count means it can't get out of control on a combo turn, and so (to the best of my knowledge, anyway) the Coffers deck doesn't try for a Devotion-style combo win.

The Immediate Future

With the Pioneer threat a non-issue, it might seem like Karn is in the clear in Modern. That might be the case. It also might not, at least in the near future. It will depend on how things play out.

There was an error retrieving a chart for The Stone Brain

BRO has reinvigorated interest in Karn as more than just a utility card in Tron. However, most of the chatter I've heard so far has been about reviving Prison Tron. Karn combined with The Stasis Coffin and The Stone Brain appear to make it easier to successfully hide behind Ensnaring Bridge. The former protects against anything getting around the Bridge and the latter removes potential answers and will eventually mill the opponent out. For at least the first weekend, this will be played. I am certain of this because a number of players have outright told me they'll be running it at Friday Night Magic (FNM).

There was an error retrieving a chart for Ensnaring Bridge

I am skeptical of this being sufficient to make Prison Tron a good deck. It provides a new way to lock the opponent but will only be effective if they're already trapped by Bridge. I don't think the new pieces will change any matchups sufficiently to matter, so it's unlikely that BRO will change Prison Tron's viability. However, I could be wrong, in which case there'd be a problem. Winning via frustration is not something Wizards typically encourages.

Brewing Potential

While I haven't heard or seen much discussion, players are actively brewing with the BRO artifacts and Karn. The most common plan I've seen is accelerating out Portal to Phyrexia with Shape Anew or Trash for Treasure. The lists I've seen typically have three Portals maindeck and the fourth in the sideboard to be wished for by Karn. At the moment these decks are worse than Indomitable Creativity, but Portal is powerful enough that it might be worthwhile to keep refining the idea.

It's actually got me thinking that Coffers might go for Portal too. That deck is already a master of destroying creatures and normally plays vanishingly few win conditions, so Portal seems like a shoo-in. In turn, this has me idly speculating that more decks might go for a Karnboard with Portal either as an alternative win condition or as a primary plan. It hasn't been a thing in Modern before, but maybe that had less to do with power and more to do with missing incentives.

The Unfortunate Implication

This brings me back to the original point. Is BRO going to turn Karn into a problem in Modern as will likely happen with Pioneer? Not in the short run, no. The new decks I've seen in the immediate pipeline are too gimmicky and cute to make an actual mark in Modern. Also, they're competing with Creativity and nothing I've seen so far indicates that's a competition they'll win. For existing decks, there's nothing indicating that they'll dramatically alter any matchup enough to change the deck's metagame positioning. Either situation could easily change, but it will take a while.

There was an error retrieving a chart for Birthing Pod

The long run is another matter, and I'm not talking about the current brews. As Adam noted, Karn bears a lot of the hallmarks of Birthing Pod. The Pod wasn't banned because it was too good, although there was certainly an argument for it being so. Instead, Pod was banned because the danger was that it was just going to keep getting better and better until it pushed out any other creature deck. Given how much creature power has crept over the last seven years, I'm inclined to think Wizards was right.

There was an error retrieving a chart for Questing Beast

Karn is in a similar situation. As Wizards continues to print powerful artifacts, Karn's power will only continue to grow. Now, Karn will never match Pod's power. Karn can't wish every turn (without help), creatures are more useful than artifacts generally, and combos involving Karn are even more convoluted than Pod's. This is somewhat fixed by Karn finding exiled cards too and acting as a one-sided Null Rod against the opponent, but it's hard to disagree that Karn is a weaker engine. However, Karn is legal and the next year will see a string of sets that are likely to further boost it.

Looking Ahead

Unless I'm badly misreading the decks, there's nothing in BRO that will boost Karn enough to be dangerous. However, Wizards is finishing off this Phyrexian storyline next year, and two more (almost certainly) artifact-centric sets are more than enough opportunities for Wizards to print something really broken. They don't have a great history with artifact sets, after all.

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

I'm looking specifically to the set after BRO, Phyrexia: All Will be One. Magic is going back to New Phyrexia, and while I have no clue what Wizards has in mind, all the sets on that world have been artifact heavy, which means that Karn is very likely to get more toys. After that is March of the Machine which will likely be similar to War of the Spark thematically, and we all remember how powerful that set was.

There was an error retrieving a chart for Teferi, Time Raveler

Even if Karn makes it through both sets without getting something disgusting to enable, how much longer will that hold? Wizards aren't going to just stop printing powerful artifacts and if they haven't banned the Tron lands by now, they're not going to. I have no doubt that at some point Karn's utility will get high enough that he becomes universal and needs to go for format homogeneity reasons. 2023 is a decent candidate for that tipping point, but we have to wait and see.

A Murky Future

While I don't think that Karn, the Great Creator is at all threatening to Modern in the near future, I don't foresee a long-term future for the golem. While the chances of it being outright broken are reasonably low, the simple fact is that over time Karn will just keep getting better. Players are fine brewing with him for the rest of 2022, but I'd be looking to move Karn as 2023 draws closer.

Adam Plays Magic: Chromatic Cube

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

What's a Cube?

This week on Adam Plays Magic, we're doing something a little different. It's Cube season, and I'm all about geometry! Ok, it's not that kind of cube. For those unfamiliar, a Cube is a curated Limited environment often based around a particular theme. Sometimes those themes are lore-driven such as a Ravnica Cube featuring only cards printed in a Ravnica-based set. Others may be based around rarity like Pauper Cube where only cards printed at common can be added. A player could even make one with just the cards they like. The world is your oyster when it comes to Cubing.

What's This Cube?

This time around, I'm playing the Magic Arena Chromatic Cube, which puts emphasis on splashy, high-impact cards and great mana fixing. Each two-color pair has five dual lands, all ten tri lands, and a few other utility lands thrown in. It's also rife with efficient removal and card draw. All of these traits suggest a midrange-to-control style format where the payoffs are mostly interchangeable as long as good mana fixing is prioritized. The Cube also rewards mana ramp and a good curve.

There are small themes in the various two-color combinations and a five-color "good stuff" pile that can help direct draft picks, but in practice, these are gentle suggestions. Cards like Aether Channeler will be good on their own, but get better with Thassa, Deep-Dwelling. With the power level of these cards both higher and more concentrated than in a traditional Limited environment, it's better to just pick things that are useful in a wide range of applications rather than something situationally more powerful but more niche.

It's also important to note that the Cube uses the rebalanced Alchemy versions of cards and digital-only cards are included (and quite powerful). Multi-format staple Omnath, Locus of Creation costs five mana rather than four. Alrund's Epiphany only makes tokens when cast with foretell and costs seven rather than six mana when foretold. Meanwhile, digital-only cards like Agent of Raffine is a one-drop card draw engine that steals cards from the opponent. Nightclub Bouncer is a Man-o-War with flash that also makes bounced permanents perpetually cost more. Generally speaking, the digital-only cards will be among, if not the strongest cards in the pack and should be taken highly.

What's in the (Digital) Box?

Below is the draft deck I put together for this run. Without going into too much detail so as not to spoil the VOD, my first pick was the always excellent Key to the Archive. Not only does Key act as excellent acceleration from four to six mana, but it also fixes mana and has the potential to upgrade a card from the player's hand to card draw or removal. Sometimes, it even gives Time Warp or Approach of the Second Sun with the mana to cast all of it. It's hard to compete with the acceleration and card quality Key offers, and since it's colorless, it can fit in just about any deck.

Chromatic Cube Draft Bo3

Artifacts

1 Key to the Archive
1 Treasure Map
1 Mazemind Tome
1 Gilded Lotus

Planeswalkers

1 Angrath, the Flame-Chained
1 Nicol Bolas, God-Pharaoh

Creatures

1 Murderous Rider
1 Futurist Spellthief
1 Hangarback Walker
1 Thief of Sanity
1 Hostage Taker
1 Agent of Raffine
1 Sol'kanar the Tainted
1 Golos, Tireless Pilgrim
1 Barrin, Tolarian Archmage

/spells

1 Shark Typhoon
1 Phyrexian Arena

Spells

1 Kindred Denial
1 Kolaghan's Command
1 Siphon Insight
1 Roil Eruption
1 Feed the Swarm
1 Alrund's Epiphany

Lands

1 Sulfur Falls
1 Xander's Lounge
1 Canyon Slough
1 Temple of Epiphany
1 Raffine's Tower
1 Temple of Abandon
1 Fetid Pools
1 Isolated Chapel
1 Stormcarved Coast
1 Temple of Malady
3 Island
3 Swamp
1 Mountain

Sideboard

1 Bone Shards
1 You Come to a River
1 You Find Some Prisoners
1 Rip Apart
1 Ajani, Strength of the Pride
1 Jaya, Fiery Negotiator
1 Opportunistic Dragon
1 Monster Manual
1 Obscura Interceptor
1 Hedron Archive
1 Torrential Gearhulk
1 Ancient Copper Dragon

What's Next?

Another week and another wrap! Let me know if you're interested in more Limited content like this, or if I should stay in my constructed lane. Leave a comment telling me your favorite play you've made in this version of Chromatic Cube and feel free to suggest a spicy BRO deck list for next week. It might just be featured in the next Adam Plays Magic!

Until next time, feel free to follow me on Twitter (for as long as it's still operational) and on Twitch! Catch you next week.

Magic 30: Tournament Reports

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

Although my priority at Magic 30 in Las Vegas was buying, selling, and talking with vendors, I also registered for a couple of side events to play some actual games of Magic. I was disappointed that I didn’t get a chance to play more casual games for fun (more on that in a future article), but at least I did get to enjoy the two side events I pre-registered for.

After last week’s marathon of an article, I'm happy to share a lighter column of some mini-tournament reports detailing my play experience in Las Vegas.

Friday Event: Vintage

I’ve maintained essentially the same Vintage deck list for about seven or eight years, though I can count on one hand how many opportunities I've had to shuffle up the deck and play it. If you narrow it down to sanctioned play, this was only the third Vintage event I ever played in, and it was going to be my last hurrah.

You see, prior to the event, I had negotiated a deal with the lead buyer at ManaLeak.com’s booth to sell them my Power. Because I had pre-registered for the event, the head buyer was generous enough to let me play in it before completing the transaction. Thus, the plan was to play in the event and then immediately walk over to the vendor’s booth to sell.

As a refresher from a few weeks ago, here’s the list I landed on:

Sig's Vintage Storm Deck

Artifact

1 Mana Crypt
1 Black Lotus
1 Mox Jet
1 Mox Ruby
1 Mox Sapphire
1 Mox Emerald
1 Mox Pearl
1 Sol Ring
1 Mana Vault
1 Lotus Petal
1 Lion's Eye Diamond

Artifact Creatures

1 Blightsteel Colossus

Instant

4 Dark Ritual
2 Hurkyl's Recall
2 Cabal Ritual
1 Chain of Vapor
1 Vampiric Tutor
1 Brainstorm
1 Ancestral Recall

Sorcery

4 Dark Petition
3 Cabal Therapy
4 Duress
1 Tendrils of Agony
1 Mind's Desire
1 Tinker
1 Time Walk
1 Timetwister
1 Wheel of Fortune
1 Demonic Tutor
1 Ponder
1 Yawgmoth's Will
1 Gitaxian Probe

Enchantment

1 Necropotence
1 Yawgmoth's Bargain

Land

1 Library of Alexandria
1 Bloodstained Mire
1 Badlands
1 Tolarian Academy
4 Underground Sea
4 Polluted Delta
1 Swamp

Sideboard

3 Defense Grid
2 Mindbreak Trap
4 Ancient Tomb
3 Ravenous Trap
2 Hurkyl's Recall
1 Empty the Warrens

I had every intention of tweaking / updating the deck before the event, but since I hadn’t allocated time to practice with the new cards, I felt it would serve me best to stick to what I was already familiar with. Perhaps that was a mistake…

Match 1 Against a Blue Deck

Admittedly, I’m not up to speed on the Vintage metagame and deck names. Because I’m a Storm player, I categorize other deck strategies into four major buckets:

  1. Dredge (Bazaar of Baghdad and friends)
  2. Shops (Mishra's Workshop, Trinisphere, and a bunch of unfun cards)
  3. Blue Decks (any deck with Force of Will that will look to stop me from comboing off)
  4. Other (I saw someone playing Elves, someone was playing Lurrus of the Dream-Den as a companion, etc.)

Of course, my first opponent was a tough matchup. I run Cabal Therapy and Duress to try and combat a deck filled with Counterspells, but it doesn’t always work well. This was one such instance.

In game one there was one noteworthy play early that dictated the rest of the game. After starting on a mulligan, I cast Ancestral Recall, targeting myself, and my opponent immediately responded with Misdirection, changing the target to themself. Talk about a sinking feeling! They had a Counterspell of some sort for my next pivotal play as well (it was either Force of Will or Force of Negation).

My opponent then began looping a Wasteland with Wrenn and Six. The combo ensured I had almost no lands for the rest of the game. From there, they dropped a couple Tarmogoys, bolted me a couple of times, and the game was over.

I didn’t even realize people still played Tarmogoyf anymore! That card has been reprinted so many times and has fallen so far out of favor that it’s now worth like $10. As an aside, when the original Modern Masters was reprinted, I sold my playset on eBay for something like $500. It took nearly a decade, but the prediction I had made about reprints tanking prices came true… at least for this card.

There was an error retrieving a chart for Tarmogoyf

Game two went much better. I picked apart my opponent’s hand, blind naming Force of Will and nabbed one with my Cabal Therapy. When the coast was clear, I stormed off thanks to Yawgmoth's Will, hitting the exact storm count required to win, nine, when casting Tendrils of Agony.

Game three was back to disappointing. I had a few rituals in my hand along with a Vampiric Tutor. Unfortunately, I had no discard spells to pave the way. My opponent was tapped out after having played Grafdigger's Cage.

At that moment, I ran a mental calculation: I figured if my opponent had Force of Will, Force of Negation, Misdirection, or Flusterstorm (which I hadn’t seen all match) it would be very hard for me to go off. I decided to run the gamble while they were tapped out, and cast Vampiric Tutor on their end step to put the Empty the Warrens I'd sided in on top of the deck.

I untapped and started my turn, leading off with all the rituals. When they all resolved, the only card my opponent could have that might stop me was Mindbreak Trap. I hadn’t seen them play one so far the entire match. I should have read their reactions as I started casting my spells though—they seemed far too cavalier during the turn. Finally, the punchline came: I slammed Empty the Warrens with a storm count up to around six.

They had the Mindbreak Trap. GG. (0-1)

Match 2 against Dredgeless Bazaar

I gave myself a pass for that previous round. Some bad luck (multiple mulligans), combined with very good luck for my opponent, wasn’t going to get me down! I was ready to bounce back against a deck that ran zero counter-magic!

My luck, unfortunately, went from bad to worse. My opponent was on a combo deck of sorts, with Bazaar of Baghdad, Hollow One, Basking Rootwalla, and Vengevine. I should have been favored, against their countermagic-lacking deck, but my bad luck had something to say about that!

I mulliganed game one into an opening hand that had no blue lands, but containted a Black Lotus. I tried cracking the lotus for blue to cast Brainstorm to try and find another blue mana source. No such luck. It took far too long to set up my gameplan and my opponent ran over me before I could find the mana to cast my action.

In game two my opponent had two Hollowed Ones turn one. They tried to dump Vengevine in the yard but I had the Ravenous Trap to exile their graveyard! Boom! Sadly, that’s where the good fortune ended. They bashed down my life total fairly quickly, while the only action I had in my hand was Yawgmoth's Bargain. I was down to seven life before I had built up enough mana to resolve the enchantment. I just needed to find some additional card draw or action and I could win!

There was an error retrieving a chart for Yawgmoth's Bargain

I drew a card: it was a land. I drew another card: it was another land. I drew a third card: Mox. The fourth card was a Mox and the fifth card was a land. I drew one more and it wasn’t action. Game over, match over. (0-2 drop)

After this, I dropped from the event so I could sell my cards an hour earlier. At least I have no regrets about selling the deck now!

Saturday Event: Neon Dynasty Sealed

My preference was to play the Kamigawa: Neon Dynasty draft event on Friday, but it had sold out. I settled for the Sealed event because I especially liked Neon Dynasty Limited. The first time I ever hit diamond on Arena was when playing Neon Dynasty drafts.

I opened my pool and started sorting and building. To my delight, I had the fortune of opening two Weaver of Harmony! My mind immediately started building a G/X (preferably G/W) enchantment deck! I also opened a Kodama of the West Tree, which should have also been a powerful inclusion in the deck despite not being an enchantment creature.

There was an error retrieving a chart for Kodama of the West Tree

Unfortunately, green was not a strong color in my pool. I also opened very few worthwhile green or white enchantment creatures. In fact, the best commons and uncommons I opened were in Red. That made the deckbuilding process far more complicated. Luckily, I did open a copy of Lizard Blades, a card I have singlehandedly won games with on Arena.

With that background, here’s the list I ran: a Red/White aggressive Samurai deck that could actually leverage Eiganjo Uprising as a finisher.

Sig's RW Samuri Limited Deck

Artifact

1 Ancestral Katana
1 Experimental Synthesizer

Artifact Creature

1 Rabbit Battery
1 Reinforced Ronin
1 Simian Sling
1 Lizard Blades
1 Patchwork Automaton
1 Twinshot Sniper

Instant

1 Voltage Surge
1 Kami's Flare
1 Flame Discharge

Sorcery

1 Imperial Oath
1 Eiganjo Uprising

Enchantment

1 Kumano Faces Kakkazan
1 Era of Enlightenment
1 Crackling Emergence
1 Touch the Spirit Realm
1 The Shattered States Era

Enchantment Creature

2 Eiganjo Exemplar
1 Go-Shintai of Shared Purpose

Creature

1 Norika Yamazaki, the Poet
1 Imperial Subduer

Land

8 Mountain
8 Plains

Match 1

I must admit I didn’t keep notes on these three matches, so my recollection will be spotty at best. What I do remember is that my opponent was on an aggressive deck of their own, though I believe they were Red/Black instead of Red/White.

Game one my opponent was stuck on lands. It took them far too long to find their fourth land drop, and I ran them over. In game two I had an opening hand with mountains but no plains. I kept it since I had a spell or two to play, including Experimental Synthesizer. Despite all the digging, I only found more mountains! Sadly, I couldn’t win with only the red half of my deck.

Game three we both had our lands and spells, so it was the best game of the match. I got an aggressive start though, and my opponent couldn’t quite stabilize. They slammed a The Long Reach of Night, but it only slowed me down a bit. They didn’t have enough blockers on board and I had cards in hand to discard to the saga. They didn’t live long enough for it to flip over to its creature side. (1-0)

Match 2

Round two was a marathon of a match. Being an aggro deck, I assumed all three of my matches would end in under thirty minutes the way the first round had. I could not have been more wrong.

Admittedly, I don’t remember what my opponent was playing. I just remember that it took them a long time to win game one. They contained my early onslaught, and after stabilizing, had what it took to go over the top. In game two, I managed to stick a turn two Lizard Blades, attach it to a Rabbit Battery, and go to town with double strike.

During the game, my opponent kept asking me about the rules around double strike. They asked repeatedly how combat would occur with a double strike creature—to the point I wasn’t sure if they genuinely didn’t know, or if they were testing me to see if I knew how my cards worked. I gave them the benefit of the doubt and ended up taking game two handily.

Game three we only got a few turns in before time was called! I was shocked to see how much time had gone by already. There was no way either of us could win with the five-turn clock that remained, and the match ended in a disappointing draw. (1-0-1)

Match 3

My third match was my favorite. My opponent was a newer player, and it showed in their numerous gameplay missteps. Their deck list, however, was phenomenal! They also had a Weaver of Harmony in their pool, but they opened the right supporting G/W cards to play it! Jukai Naturalist was so good in their list. They also had Kappa Tech-Wrecker and Spring-Leaf Avenger. All very intimidating cards.

I don’t remember who won game one and who won game two, only that we split the first two games. My opponent completely blew me out with a Tamiyo's Safekeeping to get their game win.

There was an error retrieving a chart for Tamiyo's Safekeeping

In the other game, they didn’t have it and I was able to run them over and remove enough of their creatures. Unfortunately, the first two games took so long that we were again low on time for game three. To make matters more difficult for me, my opponent had so much incidental life gain! It was a struggle to do meaningful damage to them because they gained so much extra life. I swear I did like 30 damage to them in the one game I lost.

We started game three and I got off to an aggressive start. My opponent ramped with Careful Cultivation, but they forgot that their 1/1 creature tapped for green mana. Because of this, they missed an opportunity to stick a threat one turn earlier. It was at this point that time was called. Thankfully they didn't have the life gain from earlier, and I managed to attack them fairly low before we went to turns. It was clear though that I would need to draw help to win. It didn’t help that my Experimental Synthesizer flipped Eiganjo Uprising, forcing me to cast it for X=2 just so it didn’t go to waste.

On turn three of extra turns, my opponent dropped a Sky-Blessed Samuri, making it their only blocker. They were at three life and I had a 2/2 creature and a Rabbit Battery. I drew for my turn and found exactly what I needed: a Kami's Flare. I equipped my 2/2 with the Rabbit Battery, and cast the burn spell on my opponent’s angel so they would take the incidental two damage because my creature was modified. I then unattached the two and attacked with both. They could only block one and took lethal damage from the other. Epic. (2-0-1).

Wrapping It Up

I love Neon Dynasty sealed! Each match was really close and very fun. The only thing that frustrated me was how slow the format could be. Before this event, I had exclusively played the format on Arena. There, shuffling, triggers, etc. are all handled for you automatically. I have played some epic Neon Dynasty Limited games on the platform, but never realized how long some games can take.

That manifested itself in the side event with how many matches went to time. There were numerous players with draws when we sat down for round three. I thought my aggro deck would enable faster matches, but it takes two to tango, and my opponents in rounds two and three had other plans. Despite this, I still had a blast and hope to play paper Limited again soon.

As for Vintage… good riddance, I say! I would try to act tough by saying I outgrew the format, but the reality is that the format outgrew me. I didn’t want to bother keeping up to speed on the newest cards, and I played far too infrequently to justify owning the cards any longer. It’s been a couple of weeks since Magic 30 and so far I have zero regrets about selling. Hopefully, that satisfaction lasts.

I suppose selling cards once doesn’t mean I can’t ever reacquire them, right? That’s the beauty of Magic finance. Selling a card never means you can never own it again. Who knows what the future will bring? For now, I’m content to declare that Limited is my preferred format.

War on the Horizon: Week Zero Lessons

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

I was disappointed that we mere mortals have to wait another week before The Brothers War (BRO) comes to Arena. However, the Early Access Streamer Event offered us a first look leading up to Prerelease Weekend. After watching the Early Access, and my own experiences with the new cards at prerelease, my thoughts have evolved from last week's preview guide. The format appears interesting and dynamic. Let's look at how my observations and experiences changed my understanding of the format, and look for lessons to guide us to a strong start in the early days of BRO.

Is This a "Prince Format"?

A long time ago Magic cards were mostly terrible. A few were solid, and some (mostly rares) were exceptional. The term "prince format" was coined to describe Limited environments that were so uneven that the quality of our rares oftentimes defined the power level of our decks.

Thankfully, those formats don't really exist anymore. Sometimes though, as was the case in Innistrad Crimson Vow (VOW), a format will have high quantities of high-quality rares. While we can adapt and prepare for such an environment, they are typically not as fun.

This may be an overreaction based on two notable realizations.

  1. Dominaria United (DMU) lacked a high quantity of powerful rares, and we may be overreacting to a return to normalcy.
  2. The Sealed format tends to be defined more by rares than Draft, where players have more autonomy over crafting synergistic decks.

Bombs Away

There are a number of cards at this power level that seemed very strong. This means that we want to prioritize removal, but because these threats span a number of card types and mana values, it's hard to ensure you have the correct answers to the threats you might be facing. While if this does turn out to be a prince format, we want to make sure that we know how to navigate such an environment.

The Secret to UB Draw 2 Is Retro Artifacts

In our preview guide to the format, we noted that many of the prescribed two-color archetypes are dependent on uncommons and rares. While this is still a concern, the UB deck, which triggers various advantages on drawing a second card each turn, gains a lot from some of the retro artifacts.

Low-Cost Draw-Two Enablers

These cards make it very easy to trigger our Thopter Mechanics and Gurgling Anointers. They can also be excellent targets for Mightstone's Animation, which in turn draws another card. Energy Refractor also thrives in this role, especially because it doesn't need to be tapped to filter mana.

During the prerelease, I experimented with boarding in a Howling Mine to enable an Anointer and a Gixian Puppeteer. I would not advise this approach, however, if we have enough payoffs, it might be worth considering. Still, I'm skeptical.

Underdrafted Overperformers

While it's too soon to call these cards underrated, these cards have over-performed expectations. In a very small sample size, they appear to be going late. However, this does not mean their respective colors are open. Still, these cards have made strong additions to the decks in which they've been included.

Stone Retrieval Unit

The body is fine and the powerstone feels free. This creates two artifacts and can help to gum up the board for decks that want to cast their prototype creatures without the discount.

Emergency Weld

This is just a two-mana Gravedigger with the upside of being an artifact. It's very good.

Tomakul Scrapsmith

While it is too soon to rank the millionaires, this one has seemed the strongest. We're typically playing a lot of artifacts, whether they be creatures or otherwise. Additionally, two power can trade just fine.

Gaea's Gift

Green does a nice job of applying pressure early as well as having a robust late game by playing a powerstone into prototype strategy. Both of these gameplans are supported by this trick that plans interaction, wins combats, and sometimes just kills your opponent. It's a counterspell against removal, a removal spell against flyers, and a burn spell against greedy blocks. This card does quite a bit.

The Truth About Fixing

The claim that "this format doesn't have fixing" has become a common first reaction to BRO. While it's true that recent formats have certainly had more fixing, this conclusion is a bit of an overreaction. First of all, the color requirements of this format are far more lenient than DMU. Additionally, the artifacts allow us to build a deck less reliant on specific color pips. The unearth creatures, for example, all can be played from hand without colored mana. While we will want to unearth them in the late game, the value we get initially will buy us some time.

Energy Refractor, (the secret best friend of Fallaji Archaeologist), and Evolving Wilds help decks that need their services. While we typically shouldn't be splashing in BRO, the opportunity is there for decks that want it. My splashes have been very conservative, and watching opponents struggle to pull together bad mana bases was certainly a recurring theme of my prerelease weekend.

Draft Chaff

We still have a lot to learn about BRO and that will be the case until it comes to Arena. I believe the observations here, based on a heavy dose of pre-release events and the Early Access Event on Twitch, will hold true. The best part of Limited is exploring new environments, and this one looks promising. Prototypes and powerstones seem as powerful as predicted, but the format offers a lot more. Retro artifacts create unique situations and the rares present interesting build-around opportunities. While many of the uncommons unlock their prescribed archetypes, the commons will help us get there.

As we begin this new format, my goal is to lock in the first color with (hopefully) a bomb rare and strong commons until the draft points to a great location. In the worst-case scenario, powerstones into prototypes will make a good backup plan. What lessons did you learn from the early access to the format? What did I miss? Let me know!

Generational Magic: 30 Years of my 30 Favorite Cards Part 2

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

Welcome back to the second half of three decades of my favorite cards. I hope you've enjoyed this Magic-al walk down memory lane. In writing, I've realized one of the more enjoyable aspects of the last 15 years has been sharing Magic with my boys. The car rides, the bad beats, the celebrations, the Gathering! Magic has brought with it many bonding memories.

So, looking back, were you able to figure out which card was my favorite memory of the first 15 years?

There was an error retrieving a chart for Stifle

Was Stifle your guess? Dragon Whelp was a close second due to the sentiment, but Stifle is the awesomeness. It isn't always a main deck card, but its versatility is off the charts.

I imagine the majority of Magic players will be slightly more familiar with these sets. Again, as you go through the list, can you guess my favorite card of this bunch? I'll let you know at the end, so let's get to it!

2009: M2010, Conflux, Alara Reborn, Zendikar

There was an error retrieving a chart for Archive Trap

Archive Trap brought mill back into the forefront for me. Along with the little Hedron crab that could, I was ready to empty libraries into graveyards once more.

Honorable Mentions

Around this time, my oldest began to play in FNMs on a regular basis. He learned a lot and had good times, especially when he opened three mythics at the Conflux prerelease. If I recall correctly, they were Progenitus, Tezzeret the Seeker, and Dragon Broodmother. He was on cloud nine!

2010: M2011, Worldwake, Rise of the Eldrazi, Scars of Mirrodin

There was an error retrieving a chart for Time Reversal

Timetwister was my favorite of the Power 9 way before it became the only one that would be Commander legal. Even though there was an immense amount of online hype for Time Reversal, you just knew that it wasn't going to pan out like we all wanted it to. Even so, I still had to get a playset.

Honorable Mentions

Celestial Colonnade was great, since you could attack and keep up a Path to Exile. I did feel infect was a really cool way to bring poison back into the fold, and I hope they do it again with the upcoming Phyrexian sets.

2011: M2012, Mirrodin Besieged, New Phyrexia, Innistrad

There was an error retrieving a chart for Past in Flames

Innistrad is when my youngest started playing. The three of us had such fun and made great memories. Watching both of them figure out what they liked and how to play the game was so fulfilling as a Magic parent. I was tweaking a storm deck at this time and Past in Flames was a crucial part of it. It also was the first non-blue card that I got foil versions of.

Honorable Mentions

Visions of Beyond was an awesome addition for mill. Phyrexian Metamorph took me back to my first love of Clones and made them better.

2012: M2013, Dark Ascension, Avacyn Restored, Return to Ravnica

There was an error retrieving a chart for Lobber Crew

It's a funny thing what you remember looking back through the cards of yesteryear. The little common shown above won me so many Return to Ravnica drafts. I recall one specific draft where I had three Lobber Crews on the board. I was very low on life and my opponent was at 12. He threw a direct damage spell at me to win the game. I was able to play three multi-colored instants in response and ping him to death for the win.

Honorable Mentions

The Geists were a favorite in Dark Ascension draft. The other cards are really powerful and I didn't have any specific use for them at the time, but I knew I would, eventually. A few years later, I built an all-permanents RG Commander deck for my youngest that had Genesis Wave and Primal Surge as the only non-permanents. In a four-player game, Jarod was able to deal almost 4000 damage to us all in one turn. Laughs were had by all!

2013: M2014, Gatecrash, Dragon's Maze, Theros

There was an error retrieving a chart for Nykthos, Shrine to Nyx

There's not much to say since I've shown how much I like this card in one of my previous articles, but to reiterate, I really like this card. I did have a great Theros draft moment when my P1P1 was a foil Nykthos, Shrine to Nyx. Everyone in the shop knew I was collecting them, so I exclaimed, held it up high, and everyone cheered!

Honorable Mentions

Another mechanic I've enjoyed is extort. The incremental advantage you get from this mechanic can be powerful and yet very subtle. Many times my opponents wouldn't realize they were dead until it was too late. Countering triggered abilities is always cool, but copying them even more so with Strionic Resonator.

2014: M2015, Born of the Gods, Journey into Nyx, Khans of Tarkir

There was an error retrieving a chart for Eidolon of Blossoms

A lot of time had passed between this little lady and the previous Enchantress-type card, so I, along with many others, was happy to see it. The only issue was that it wasn't predicated on a cast trigger, so it was definitely a power loss.

There was a little sadness during this time with my oldest leaving for college. With his focus on his studies, his interest in the game waned. Jarod and I ended up losing him to the world of online gaming.

Honorable Mentions

Clever Impersonator upped the ante on Clone cards, and copying an off-color Planeswalker from one of my opponents was always fun. "Didn't think my UR Commander deck had a Sorin, Grim Nemesis, did ya?"

Instead of trying to get enough mana the regular way for an Astral Cornucopia, I'd build up the charge counters instead through other means like Energy Chamber.

2015: Magic Origins, Fate Reforged, Dragons of Tarkir, Battle for Zendikar

There was an error retrieving a chart for Zulaport Cutthroat

This little guy was the cornerstone of a BG sacrifice deck that I piloted for months. Between Cryptolith Rite, Nantuko Husk, and a one-of Rogue's Passage, I was able to do immense amounts of damage.

Honorable Mentions

It was a hard choice between the Cutthroat or Den Protector, since I also ran a Mono-Green Aggro Devotion deck around the same time. Of course, the sacrifice deck was the grindier of the two, but they were both a ton of fun.

2016: Oath of the Gatewatch, Shadows over Innistrad, Eldritch Moon, Kaladesh

There was an error retrieving a chart for Eldrazi Displacer

At the time, Eldrazi Displacer was one of a select few cards that could flicker an opponent's creature as well as your own. I haven't used him much outside of Commander, but he can be very helpful when you're having fun with player politics, for instance flickering another player's Ashen Rider to potentially save you both from losing the game.

Honorable Mentions

Given my already-stated interest in triggered abilities, Panharmonicon is right beside the Displacer for the top spot.

2017: Aether Revolt, Amonkhet, Hour of Devestation, Ixalan

There was an error retrieving a chart for Nimble Obstructionist

I did say I like cards that counter triggered abilities, right? The cycling ability has come in handy from time to time. I had one situation where my Nimble Obstructionist was countered by an opponent's Nimble Obstructionist. He countered the ability, not the card draw, but we still couldn't help but laugh at the situation.

Honorable Mentions

We weren't too sure about Pirates, Vampires, and Merfolk all wrapped into one set, but Jarod and I were absolutely ready for Dinosaurs. Usually the best way to defeat a Carnage Tyrant was to have one of your own.

2018: Core Set 2019, Rivals of Ixalan, Dominaria, Guilds of Ravnica

There was an error retrieving a chart for Nexus of Fate

Yes, Nexus of Fate was too good and yes, I was one of those guys and played it anyway while it was in Standard. I normally shied away from these types of decks though, so it was a strange feeling for me to latch onto one. That said, who wouldn't want to play with Time Walk in Standard? I figure every once in a while you have to ride with Darth Vader.

Honorable Mentions

Both of the above artifacts are just so powerful, and Knight of Autumn in its great versatility could destroy both of them.

2019: Core Set 2020, Ravnica Allegiance, War of the Spark, Throne of Eldraine

There was an error retrieving a chart for Drown in the Loch

Drown in the Loch was built for the mill deck. Very useful, but there were times early in the game, you had a couple of them in hand and no cards in your opponent's graveyard. Nevertheless, I easily added it into my Modern mill deck.

Honorable Mentions

One of these cards isn't like the others. While I was playing Ravnica Allegiance on Arena whenever I had a chance, I'd play Captive Audience. I'd play a ton of removal and Boom! I'd only win about half of the games, but it was great fun watching it work. Jarod thought I was wasting time, but he doesn't draft on Arena, so what does he know?

2020: Core Set 2021, Theros Beyond Death, Ikoria, Zendikar Rising

There was an error retrieving a chart for Sublime Epiphany

The card that can do just about everything! Sure, it costs a ton of mana, but it also counters... yea, you know. It was the first extended foil I ever got. I'm generally okay with some of the different art styles, but having extended, showcase, borderless, gilded, etched, and whatever else, is a little much. For me it's too much like the comic book boom in the early '90s.

Honorable Mentions

A second Crab for the mill deck was an awesome auto-include. I've always been interested in real estate, so the Pathways and Triomes were of great interest. I didn't get the foil versions, but the showcase/borderless are very cool.

2021: Kaldheim, Strixhaven, AFR, Innistrad: Midnight Hunt, Innistrad: Crimson Vow

There was an error retrieving a chart for Tasha's Hideous Laughter

We all have certain types of cards we like and obviously, mill is one of mine. I wasn't sure about this card at first due to it's exile effect, but I've come to see the light on it. Especially after my Store Championship tournament.

As a follow up, I did attend a Modern FNM the Friday after the Store Championship. I ended up 3-1, beating UW Control, Mono-Blue Tron, and the same UR Murktide deck. My only loss was to a BR discard deck that used Lightning Skelemental. That card can be a beating on the mill deck.

Honorable Mentions

I built my oldest a Squirrel Commander deck years ago. He played it for a long time, but since he stopped playing altogether after college it hadn't been used in ages. After Toski, Bearer of Secrets was printed along with some of the Modern Horizons 2 Squirrels, I decided to revamp the deck for myself.

2022: Kamigawa: Neon Dynasty, Streets of New Capenna, Dominaria United, The Brothers' War

There was an error retrieving a chart for Brilliant Restoration

I believe Brilliant Restoration is a sleeper. I did go in on a few sets of the foil showcase versions, but that could've also been because the art is really nice.

Honorable Mentions

Of course, Defabricate plays to my interests, but to choose a different card in The Brothers' War, it would probably be Bladecoil Serpent. There's a nice versatility to it: you're not paying extra to get the abilities, and it scales up.

Epilogue

So if you were paying attention, it should be pretty easy to determine my favorite of this group. Yep, Nykthos, Shrine to Nyx. Absolutely a great card. and it was great to see Wizards take a poor mechanic like chroma and turn it into devotion.

Many years, many cards, and much fun. I hope you enjoyed this 30th-anniversary retrospective and discovered a card or two that might have piqued your interest. Do you have any cards that stand out and bring back some good Magic memories? Tell me about it in the comments or on Twitter.

October ’22 Metagame Analysis: Adaptation and Endurance

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

October was a complicated month for Modern. On the one hand, new cards affected the format the way everyone expected. On the other, there was an unexpected banning. The net effect is that Modern has seen a fundamental change in composition, and yet maintains remarkable continuity. October was therefore a month of adaptation. It will have to adapt even more in the near future.

Study Ended

A note to begin: With the banning of Yorion, Sky Nomad, all the data of the past year is no longer a valid comparison for the new data. The environment and deck viability have changed too much, and that means my Top 11 decks study has come to an end. 4-Color Control does still exist post-ban but is fundamentally different now compared to before. Thus, tracking its metagame share to see how the metagame is shifting isn't really valid. Modern's in an experimental phase and is realigning. Therefore, no graphs this month. They'll return once I have enough data for something valid.

4-Color Piles Spread

The first thing to note is that the 4-Color piles as most of 2022 knew them are dead. Without the payoff for playing a bigger deck, players are unwilling or unable to continue the deck's success. Again, math has proven deterministic. However, that doesn't mean that Modern is at last rid of Omnath, Locus of Creation. The deck has evolved, and arguably, expanded.

There was an error retrieving a chart for Omnath, Locus of Creation

Pre-banning, it was never clear which Omnath deck was best. Some months the Control version was on top, others it was the Ephemerate Blink version. Either could inhabit any tier, and I couldn't detect any pattern as to why. The builds were so over the place that Ephemerate was the only way to distinguish the two. The ban has solved that question: Control was best on the basis of it being more robust. 4-Color Control managed to make Tier 3 while Blink had barely any presence in the data.

There was an error retrieving a chart for Ephemerate

I should note that if Ephemerate-powered 4-Color Blink is still a thing, it hasn't shown up in the data. The only decks that I could classify as 4-Color Blink are running Touch the Spirit Realm instead. I presume that this is due to its greater flexibility in a deck that can't have everything anymore. It's quite niche right now, so it may disappear entirely over November. It's equally possible to gain a substantial following.

What Has Control Become

As for 4-Color Control, I'm keeping a close eye on that deck. Pre-ban Omnath piles were hard to differentiate except by Ephemerate, and that's continuing with the new Control decks. I saw at least half a dozen different variants of 4-Color Control while gathering data. I'm still not willing to split hairs trying to untangle them all, but the two most popular versions could be fully differentiated decks. It will depend on how November plays out.

There was an error retrieving a chart for Wrenn and Six

Both decks have the same core of Omnath, Wrenn and Six, Teferi, Time Raveler, and Solitude. They also both play Kaheera, the Orphanguard as companions. However, one leans into the elemental theme with Risen Reef and Endurance. The other goes for hard control, with more answer cards and Expressive Iteration. Both decks appear to be performing at similar rates, so I have no way of guessing if one version will overtake the other.

There was an error retrieving a chart for Kaheera, the Orphanguard

My description might make it sound like these decks are clearly distinct, but they're not. The total number of cards different is usually less than 10. They're both playing a lot of cheap removal, one just plays them as two- or three-ofs, and the other four. Neither consistently runs cantrips. Thus, the line is quite blurry and for the moment they're still being counted together as 4-Color Control. However, if the line gets harder then I'll start separating them.

The Spreading Herd

While the traditional Omnath decks are down, the new wave of Omnath adjacent decks is thriving. I am primarily talking about the new 4-Color Rhino decks, but there was an unexpected surge of Bring to Light decks as well. Leyline Binding has convinced many players to stretch their mana bases to the limit in order to answer any permanent. Even UW Control is getting in on the act, with some splashing for Wrenn and Six. I suspect that's more of a meme than serious, though.

There was an error retrieving a chart for Leyline Binding

With Rhinos, the standard cascade package around Crashing Footfalls remains the same. Every so often I'll see a deck run two Ardent Plea, but most decks want more threats or answers. The traditional Temur threats of Bonecrusher Giant and Brazen Borrower have been replaced by Fury and Scion of Draco. Rather than be a tempo deck (which Cascade Crashers was), 4-Color Rhinos is in the combo/control camp.

There was an error retrieving a chart for Crashing Footfalls

Which makes it unsurprising that Omnath is starting to worm its way into decklists. The deck is already 4-Color and is moving toward midrange, so might as well add in the best midrange value card. At the time of writing, this version remains in the minority, though the same could be said of all Rhinos decks now. The linked decks are indicative of what's changing, but not comprehensive. There have been quite a few decks that I thought were something else until I saw the Footfalls. What I can say definitively is that Rhinos has moved from a tight decklist to an experimental phase. Where it goes next is anyone's guess.

Getting Creative

As for the other multicolored pile deck, the Indomitable Creativity compendium is complicated. In the past few months, it has been every combination of colors with the Izzet base imaginable. The 4-Color versions have been the best performing for the last two months and that doesn't look to change. Yes, that's right, versions. Plural.

There was an error retrieving a chart for Indomitable Creativity

The best Creativity decks have always been based in Temur colors. Sorry Grixis players, Wrenn and Veil of Summer are too good. The question has been which fourth color to run. Black has Persist and Shadow Prophecy. White offers Teferi and Binding and is, by far, the most popular option. In fact, it's gotten to the point that every Creativity deck is running Binding. The only question is whether to splash for black. Most choose to run a Persist or two, which doesn't count as a full color commitment, just as with Archon of Cruelty. The true 5-Color Creativity decks have more than three cards of each color.

There was an error retrieving a chart for Archon of Cruelty

The fact that Creativity lists have gotten looser is surprising to me. The deck is quite vulnerable to multiple angles of attack. Blood Moon is very strong against it, as is Counterspell. It can't go off before turn four, and all its best spells cost three mana making it quite raceable. However, it just keeps putting up numbers. Hallowed Moonlight is seeing more play, so players may finally be taking the deck seriously, which should see it decline over November. I'll be watching.

Stability Thrives

With all that turmoil in the land of many colors, one might expect that the rest of Modern is similarly roiling. Surprisingly, it's not. UR Murktide continues to be the most popular deck in Modern by far, despite an overall lackluster winrate. I'm still unconvinced that it's anything other than ridiculously popular and is definitely not Modern's best deck. I'm not sure who wins that title, frankly, but it can't be the deck that likes to take up lots of space without actually winning.

There was an error retrieving a chart for Murktide Regent

Rakdos Scam challenged Murktide in October, but I don't expect that to last either. As I write, it's barely showing up in either Magic Online or paper results. The problem Scam has is that it has some pretty broken starts, but if those don't come together it has a lot of pretty dead cards. The dream of completely wrecking the opponent turn one was enough to get players invested, but at this moment it looks like players have become too frustrated by the deck's high variance to stick around. Rakdos Rock is still a fine option.

There was an error retrieving a chart for Grief

The rest of the Tier list looks remarkably similar to previous months. Leyline Binding becoming legal and Yorion being banned were earthquakes, but highly localized. For the rest of Modern, it might as well have been a dip in the road and largely unnoticeable. In the future, there may be an adaptation to the new reality of the many four-colored decks, but for now, it makes sense to wait. No one knows which direction they're heading nor where they'll settle, and therefore no one can guess how exactly to respond.

Looking Ahead

As for where Modern is heading in the financial sense, trying to capitalize on the trends I've been discussing today is the wrong move. If you're trying to move staples for the four-color decks, it's too late. Most of the action has already happened and while there may be arbitrage opportunities, I'd look forward rather than back.

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

Specifically, The Brothers' War releases in a few weeks and it will have an uncertain impact on Modern. There are a number of artifacts that won't be worth much on their own, but they may have huge impacts on the playability of Karn, the Great Creator and Urza's Saga. The latter is getting a number of utility one-mana artifacts that won't do much on their own, but the ability to tutor for them via Saga could make them potent tools.

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

The former is where a lot of speculation opportunity lies. The Stone Brain stands to make Prison Tron not exactly more viable but certainly more attractive. I know a number of players that are looking forward to hiding behind Ensnaring Bridge and milling opponents out with the Brain. I don't know if that plan is actually good, but it will be popular enough to drive demand. Portal to Phyrexia is also a very tempting wish target.

There was an error retrieving a chart for The Stone Brain

Consequently, I'd advise short-term speculation on prison pieces and Karn targets. Saga will see a small boost. If you want to get really speculative, Urza, Lord High Artificer is perpetually waiting in the wings to break. Whether there's any demand for these artifact and artifact adjacent cards by December depends on them actually being good, and since I don't know if they will be, I'd recommend against holding. This is an opportunity for some quick flips, not long-term investing.

Outlook: Uncertain

Should the new Karn toys prove good, it could cause Modern to lurch in a decidedly colorless direction. Karn is a fairly ridiculous card and could easily get the Birthing Pod treatment in the near future, even just as a precaution. However, it is equally possible that said interactions aren't very good, in which case Modern will continue along unimpeded. We all have to wait and see.

Thanks, Bro: The Brothers’ War in Commander

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

I have a confession. Ever since they announced The Brothers' War, I have been anxiously awaiting its release. Usually I can keep my inner fan in check, but not for anything Dominaria related. While DMU was a modest set with a few decent cards for Commander, BRO is looking like straight fire. Let's check out some awesome cards!

But First, Don't Forget About Unfinity!

Far Out interacts with so many BRO cards in a massively favorable way! Obviously if you're not going to allow acorn/silver-bordered cards this won't matter much, but, it's crazy how powerful all of the new "command" cards are when you get all four modes! Even the lowly Bushwhack which does an obscene amount of work for just one green mana. Last but absolutely not least, if you are somehow playing all the right colors (five color "modes" dot deck!), you could choose all six options with Mishra, Lost to Phyrexia! To me, that's a win even if you don't end up taking the entire game and is a great motivator for deck design!

Of course, virtually all of the Command cards are highly playable in every format. In terms of Commander, I think the best to worst are blue, green, red, black, white. Mishra's Command in particular looks very nice as a much more flexible and powerful late-game card than, say, Expedite, which does crack the EDREC top 100 for red. On the bottom end, Kayla's Command just does not do enough for three mana and is not an instant. Overall, though, they are all very good, and will find places in many different archetypes.

An Urza, a Mishra, and an Advisor

An awesome fact for BRO is that there are a lot of legendary creatures and thus many new commanders. These are my picks for by far the best new Commanders. Why? Each of them does something new, unique, and also absurdly powerful.

The Archimandrite is a living Ivory Tower that combos with lifegain but also features the ability to work with new tribes! Sure, Artificers have some support, but what about Monks and Advisors? Now you can play a ton of awesome creatures throughout Magic's history and have a very functional deck. Hats off to Wizards for this one!

Mishra, Eminent One is my Mishra pick for raw, unadulterated power. Copying your best artifact every turn can easily lead to huge plays, and more often than not you will simply copy a mana rock for extra mana each turn. Meanwhile, you're bound to include ways to sacrifice the copy for extra value on top of that. Simple and very effective in colors that love extra mana.

Of course no list would be complete without an Urza, and Urza, Lord Protector checks all the boxes. Adds mana in colors that need it, low cost, absolutely absurd abilities... if you can meld him. However, that's the point of the card! I'm sure a large number of Commander players will be playing this card, and for good reason.

White Is Being Heavily Pushed

For me, there is no question that white has been by far the least powerful color in Magic since pretty much forever. That being said, some of these cards are exactly what white needs to even the odds. Kayla's Music Box offers an exceedingly low-cost virtual card draw ability. Lay Down Arms is yet another one-mana removal spell that looks good. Loran's Escape is hands-down the best single-mana save spell ever printed. Myrel, Shield of Argive is a second copy of Grand Abolisher. Finally, Disciple of Caelus Nin is for players who want to watch the world burn as they virtually reset the game.

Big Bad Blue

Overloading a Cyclonic Rift for seven mana is a backbreaking move. Hurkyl's Final Meditation is a ten mana version that is not nearly as good. That being said, it's effectively a Counterspell on top of a discard effect, and you can use it for seven. I think it's going to be underrated.

Stern Lesson, on the other hand, is a pure value spell. Card selection, replacing itself, and mana ramp, all for three mana at instant speed? You're going to see this card in a huge number of decks going forward. And no blue list would be complete without a Teferi. I've seen some suggest this one is , but he builds loyalty very easily, a quality which has pushed walkers like Oko over the edge.

Mono-Black, My Favorite Archetype!

Black does not need any help in Commander but wow, some awesome cards that all go directly into none other than K'rrik, Son of Yawgmoth. Crown is a new Skullclamp. Ashnod, Flesh Mechanist turns every creature into a potential mana rock, is a "rattlesnake" because of deathtouch, and even has a bonus ability on top of that, because why not?

The Transmogrant Altar is not nearly as good as, say, Ashnod's Altar or Phyrexian Altar, but it fills an early-game gap where you can only sacrifice one creature and three colorless mana is more valuable. Finally, Wreck Hunter continues in the tradition of awesome black creatures with flash.

Red Scraps

Maybe the flavor isn't quite there or it's just me, but mono-red has very little going for it in BRO. Luckily, it is splashed in many color combinations! However, there are still a couple of standout cards that look to be quite good.

Sardian Avenger is sort of a hybrid of Disciple of the Vault and Goblin Piledriver. It's essential to note that the bonus counts all the artifacts all your opponents control, not just who you are attacking, so this guy has serious potential to attack for massive damage. With all the powerstones and treasures and other tokens, Raze to the Ground can always draw you a card, and being uncounterable is gravy.

Green Wins Again!

In my opinion, green won the Commander lottery in Dominaria United. In addition, they have scored some major cards in BRO. What does green not need? More mana fixing and ramp. What does green get? Even more mana fixing and ramp, but this time it's fixing with a massive upside.

The absolute most talked about green card is Rootpath Purifier, which turns your fetchlands and ramp spells into answers. Maze of Ith, huge mana from Gaea's Cradle, uncounterable creatures from Cavern of Souls or even immunity to damage from Glacial Chasm are just a few of the things this card does. It also can counter Blood Moon.

But Green Has So Much More!

Of course, Purifier crowds out discussion of some of the other good green cards like Gwenna, Eyes of Gaea. This three-mana Elf easily taps for four mana per turn. There are many potential infinite combos possible involving Intruder Alarm or Ebondeath, Dracolich with supporting cards. I think Gwenna with just Instill Energy will prove to be insane. Don't sleep on this rare!

Awaken the Woods is basically a mana doubler and token enabler all at once. It's in green so you have easy access to Concordant Crossroads as well. Combining this with anything else like Doubling Season will result in going completely out of control exceptionally quickly.

Shoot Down gives green a rare exile effect. The ability to hit flying creatures on top of enchantments or artifacts makes this a lot more versatile because so many popular Commanders fly. Giving green an "exile your Commander" for four is pretty good, but it has more flexibility than that and green does not care about four mana. It's easily splashable too.

Gaea's Gift is green another Heroic Intervention effect, but gives a +1/+1 counter as well as reach and trample. Green tends to be able to make absolutely massive creatures, but they don't always have trample when it matters most. This card gives you a solid protection spell with either reach to surprise an attacking flyer, you know like their Commander, or trample to finish someone off. A great common.

Finally, Fade From History is a much-needed and completely unfair boardwipe for enchantments and artifacts. This card will be included in virtually every green deck I ever play in Commander. Enchantments are the hidden OP card type, and this deals with them. Artifacts are the more obvious OP card type, and this deals with them. Bears for all!

All the Artifacts Are Crazy! So I Picked ONE

Shape Anew, anyone? I honestly believe this is potentially game-winning enough to play without artifact cards, or maybe with just a few key cards you wouldn't mind flipping into. However, Portal to Phyrexia gives you a powerful answer with a recurring threat every single turn. Obviously nine mana is a ton, but it does a lot for that nine. Futhermore, colorless mana is at such an unbelievable discount with the number of things that generate Powerstones. I like this card and am going to groan when someone else resolves it.

Should I Even Mention Urza's Workshop?

Sure, you can fetch all the Urza lands with a variety of tutors and eventually make huge piles of colorless mana... as long as you also have metalcraft. To me it seems like it's just not that powerful. Obviously in other formats you'll be able to run four Workshops and, combined with other Urza lands, it will be much better. The other lands are simply reprints or not that interesting. Can't win them all!

Or Can You...! Transformers!

I am unabashedly a Transformers fan, therefore I'm going to get all of these cards. They deserve an article on their own, especially since all of the foil borderless versions are pre-ordering for an absurd amount of money. I was already going to heavily buy into BRO, but now I'm going to have to take out a second mortgage. Please Hasbro, have some mercy! These cards are cool with two completely new abilities allowing for pilotless vehicles. Will they be strong Commander cards? I just do not care; I'm going to play them regardless.

That's All for Now

The Brothers' War is going to bring a whole lot of nostalgia back to Magic but also Transformers! Meld, one of the coolest and least used mechanics, is well represented here. Artifacts, artifacts, artifacts! Everyone loves artifacts. Full disclosure, I'm looking forward to cracking many collector boxes. Are you hype for BRO? Transformers? Do you agree with my ranking of the Commands? Let me know in the comments.

Avatar photo

Joe Mauri

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

View More By Joe Mauri

Posted in FreeTagged , , , , , , , , , Leave a Comment on Thanks, Bro: The Brothers’ War in Commander

Have you joined the Quiet Speculation Discord?

If you haven't, you're leaving value on the table! Join our community of experts, enthusiasts, entertainers, and educators and enjoy exclusive podcasts, questions asked and answered, trades, sales, and everything else Discord has to offer.

Want to create content with Quiet Speculation?

All you need to succeed is a passion for Magic: The Gathering, and the ability to write coherently. Share your knowledge of MTG and how you leverage it to win games, get value from your cards – or even turn a profit.

We’ve Got to Talk About Karn.

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

It's Me, Hi. I'm the Problem, It's Me.

Karn, the Great Creator has been a staple of competitive play since it debuted in War of the Spark. Not only is it a one-sided Null Rod, Karn has the ability to "wish" for artifacts from the sideboard, making it a powerful tool that finds the exact right card to stop what the opponent is doing.

Sideboard cards like Pithing Needle, Tormod's Crypt, and Skysoverign, Consul Flagship are backbreaking, but narrow so they don't typically fit into the main deck. Karn's ability to grab any of these in game one offers a wide range of utility and applications most decks simply can't afford.

Depending on the format, Karn has been used as a way to grab combo pieces like Paradox Engine, Aetherworks Marvel, and The Chain Veil to pull wins out of thin air.

Karn directly led to the banning of Mycosyth Lattice in Modern, a wish target and combo piece which locked the opponent out of all activated abilities, including their lands. Unless the opponent had a dominating board state to clear Karn that turn, it was usually lights out.

New Money, Suit, and Tie, I Can Read You Like a Magazine.

The Brother's War is set to release later this month and the full spoiler has officially been revealed. With it comes several additions to strengthen the Karn wishboards. Given that Karn is already the centerpiece of the tier-one Mono-Green Ramp deck in Pioneer, this power boost may just put this top deck over the top.

Among this batch of new cards are some nice quality-of-life upgrades in the form of Cityscape Leveler, which functions as a repeatable Meteor Golem with a much more enticing stat line. The Mightstone and Weakstone may see play as a flexible card draw source or removal spell. Clay Champion is simply an 8/8 for four mana that scales as a wishable threat and beat stick.

Getting into the higher value pickups, Haywire Might is a wishable Naturalize effect to help out in the mirror and answer hate cards like Damping Sphere. It provides a level of insulation against hate that the deck did not have before and at an efficient rate.

Portal to Phyrexia is a triple edict effect to stabilize the board that acts as a God-Pharaoh's Gift returning creatures to play from either graveyard.

The Stasis Coffin provides the player with protection from everything for the turn cycle and is kind enough to exile itself to be re-bought with Karn turn after turn. While it doesn't give protection to permanents, meaning Karn can be attacked or destroyed, it guarantees the player can untap on the following turn, which is often all that they need to win. With activation loops from The Chain Veil, it's possible to put Karn at high enough loyalty that it can't be attacked down. Mono-Green Ramp in Pioneer is able to put several large creatures on the board to gum up combat as well.

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

The Stone Brain, similar to The Stasis Coffin, self-exiles so it can be cast repeatedly with Karn. It's the latest Necromentia-style effect that can pluck out key win conditions from the opponent's deck, or remove the few answers they may have remaining. Once The Chain Veil loops allow Karn to activate infinitely, The Stone Brain can be used to exile every card in the opponent's hand and deck, then force them to draw as a combo out. This line is an upgrade over the current plan of Pestilent Cauldron // Restorative Burst milling infinitely as it doesn't require finding a source of black mana.

Even with all of these incredible upgrades, the straw that breaks the camel's back is Woodcaller Automaton. This provides a ritual effect in Mono-Green Ramp by adding two devotion from its prototype cost and its ability to untap Nykthos, Shrine to Nyx. Mono-Green Ramp already utilizes Kiora, Behemoth Beckoner and often a splashed Teferi, Who Slows the Sunset as ways to untap Nykthos and facilitate obscene (if not infinite) sums of mana. Giving Karn the ability as well is too much redundancy.

I Think I've Seen This Film Before...and I Didn't Like the Ending.

Paper boomers will recall the banning of Birthing Pod, a format-defining powerhouse from the early days of Modern. It was an equal parts value engine, combo piece, and toolbox tutor allowing players to stop what the opponent is doing, stabilize, or win on the spot. Tell me if this sounds familiar:

"Over the past year, Birthing Pod decks have won significantly more Grand Prix than any other Modern decks and compose the largest percentage of the field. Each year, new powerful options are printed, most recently Siege Rhino. Over time, this creates a growing gap between the strength of the Pod deck and other creature decks. Pod won five of the twelve Grand Prix over the past year, including winning the last two. The high percentage of the field playing Pod suppresses decks, especially other creature decks, that have an unfavorable matchup. In the interest of supporting a diverse format, Birthing Pod is banned."

Mono-Green Ramp continues to outperform the rest of the metagame and with these egregious new additions, I fear that divide will only widen if Karn remains legal in Pioneer. While the card sees play in Modern and Legacy, the speed, power, and variety of decks in those formats make them more hostile to the four-mana planeswalker. (Although the Saturday Modern Challenge finals from this past weekend was a Karn mirror match with Green Tron taking down Prison Tron for the win).

If Wizards of the Coast plans to print more powerful artifacts, Karn will continue to grow stronger while suppressing non-Karn artifact decks. With the next two sets focusing on New Phyrexia, I imagine that will more than likely be the case. With that, I'll stake my claim:

And to the Fella Over There With the Hella Good Hair

I can't imagine Karn sticking around in Pioneer for much longer, but tell me what you think in the comments. Will Karn continue to be a Pioneer staple, or does Wizards have a blank space on the ban list to write his name?

If anything does change regarding the ban list, keep an eye out for my thoughts on Twitch and Twitter. I'll catch you all next week.

October ’22 Metagame Update: A Newish World

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

New month, new Modern metagame update. This is the first look at what is technically a new metagame. There was just a ban after all, but how impactful it's been overall is currently unclear. Only one deck was seriously impacted, and it could (theoretically) absorb the hit without issue. Whether this changed the metagame significantly has yet to be seen.

I do need to lead with the disclaimer that the data is truncated in October due to the aforementioned ban. Ten days' worth of data was invalidated. Those days included a number of very large events. Consequently, the few large events that happened later in the month have an outsized impact on the data. Keep both problems in mind as I go through what data I have. November's update will have a more complete data set.

The More Things Change...

I've spent most of this year discussing the problem of outliers in the data. UR Murktide has consistently been overrepresented in the data, frequently joined by another deck, with Hammer Time being the most common offender. I had a vague hope that this might change post-Yorion, Sky Nomad. And it has...kinda.

There was an error retrieving a chart for Murktide Regent

UR Murktide is still an outlier, but only for Magic Online (MTGO). The data distribution of the paper results doesn't support designating any deck as an outlier in those results. It's quite close, but Murktide is being shadowed both online and in person by Rakdos Scam. Scam is quite close to the line in both mediums but never crosses it, so no additional outlier. Murktide is an outlier over Scam online, so it remains an outlier. In paper they're close enough that Scam keeps Murktide from outlier status.

October Population Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck “should” produce in a given month. Being a tiered deck requires being better than “good enough.” Every deck that posts at least the average number of results is "good enough" and makes the tier list. Then we go one standard deviation (STdev) above average to set the limit of Tier 3 and the cutoff for Tier 2. This mathematically defines Tier 3 as those decks clustered near the average. Tier 2 goes from the cutoff to the next standard deviation. These are decks that perform well above average. Tier 1 consists of those decks at least two standard deviations above the mean result, encompassing the truly exceptional performing decks. 

The MTGO Population Data

In October the adjusted average population for MTGO was 5.35 setting the Tier 3 cutoff at six decks. This is a low average, but it's what I expect in a truncated month. Tier 3, therefore, begins with decks posting six results. The STdev was 6.09, which means that Tier 3 runs to 12 results. Again, it's the starting point to the cutoff, then the next whole number for the next Tier. Since 6.09 is so close to 6.00, I rounded down for October. Therefore Tier 2 starts with 13 results and runs to 19. Subsequently, to make Tier 1, 20 decks are required.

There was an error retrieving a chart for Indomitable Creativity

To recap, January had 502 decks, February had 436 decks, March only hit 356, April was up to 437, May had 419, June had 481, July was 478, August was 507 decks, and September crashed to 404 decks. October hit a low of 340 decks, but that makes sense given the banning. I recorded over 100 decks before the ban and had to throw them out. Oddly, the number of individual decks only fell slightly from 59 to 57. Players like to experiment after a ban. Of those 57 decks, 19 made the population tier.

Deck NameTotal #Total %
Tier 1
UR Murktide4011.76
Rakdos Scam277.94
Hammer Time247.06
Tier 2
4-Color Creativity185.29
Yawgmoth164.71
Jeskai Breach Combo164.71
Burn164.71
Tier 3
4-Color Rhinos123.53
4-Color Control123.53
Amulet Titan123.53
Mono-Green Tron113.23
UW Control113.23
Countercat92.65
Temur Creativity82.35
UW Urza82.35
Mill72.06
Living End72.06
Izzet Prowess61.76
Merfolk61.76
There's a healthier ratio of Tiered decks than in September

The top two tiers are smaller than I've been used to this year. The relative lack of outliers is certainly a factor, but there were a number of decks that dropped precipitously. Living End fell all the way from Tier 1 to Tier 3, and I don't have any explanation for why. My best guess is that losing the 4-Color Blink matchup really hurt, but I'd think that it would trade off with fewer Endurances seeing play.

There was an error retrieving a chart for Crashing Footfalls

On that note, there are some new names to address. Cascade Crashers doesn't appear on the Tier list, replaced by 4-Color Rhinos. The former is the Temur tempo deck that's been solid in Modern for over a year. The latter is effectively a 4-Color soup united only by Crashing Footfalls. I keep track of which is which and record them separately. Similarly, Countercat refers to the Domain Zoo deck that runs counterspells, typically Stubborn Denial. The former deck made the Tier list, the latter did not.

The Paper Population Data

The paper tiers are calculated the same way as the MTGO tiers, just with different data. More paper events are reported each month, but they rarely report more than the Top 8 (sometimes less). However, that doesn't mean that the overall population is lower. July had 783 decks, June had 640, and August recorded 594. September saw a surge up to 748 decks. The truncated data for October had 467 decks.

Consequently, the number of unique decks is also down. September saw 94 decks while 79 showed up in October. 23 of those decks made the tier list. The average population was 5.91, so six decks make Tier 3. The STDev was 8.80, so the increment is nine. I round down if the decimal is less than .20. Therefore, Tier 3 runs from 6 to 15, Tier 2 is 16 to 25, and Tier 1 is 26 and over. More importantly, a lack of outliers this month meant that I didn't have to adjust any of this! This is the first time that's happened in six months.

Deck Name Total #Total %
Tier 1
UR Murktide439.21
Rakdos Scam377.92
4-Color Creativity296.21
4-Color Rhinos286.00
Hammer Time275.78
Burn265.57
Tier 2
Yawgmoth224.71
UW Control194.07
Amulet Titan183.85
Tier 3
5-Color Creativity153.21
Jeskai Breach Combo122.57
4-Color Control112.35
Merfolk112.35
Living End102.14
Grixis Shadow91.93
Countercat91.93
Mono-Green Tron71.50
Dredge61.28
Hardened Scales61.28
Temur Shift61.28
Mill61.28
Rakdos Rock61.28
Affinity61.28
Interesting to see that Tiers 1 and 3 are balanced.

As I mentioned, there is a big gap between Murktide, Scam, and the rest of Tier 1. It's not big enough to call them outliers, but it is close. This pull on the data is why there are six decks in Tier 1 and only two in Tier 2.

While paper's results are similar to MTGO's, there were a lot more Indomitable Creativity variants in the data, including one that made the Tier list. Almost all the Creativity lists online were blue, red, white, and green. In paper, all the three-or-more color combinations showed up. I'm not sure what, if anything, that implies about the deck. Note that the dividing line between 4- and 5-Color Creativity was the number of non-Archon of Cruelty black cards (typically). Two or fewer counts as a splash while three or more is an actual commitment.

October Power Metagame

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

The MTGO Power Tiers

For the MTGO data, points are awarded based on the population of the event. Preliminaries award points based on record (1 for 3 wins, 2 for 4 wins, 3 for 5), and Challenges are scored 3 points for the Top 8, 2 for Top 16, and 1 for Top 32. If I can find them, non-Wizards events will be awarded points the same as Challenges or Preliminaries depending on what the event in question reports/behaves like. Super Qualifiers and similar higher-level events get an extra point and so do other events if they’re over 200 players, with a fifth point for going over 400 players. There were no four-point events, but the Showcase Qualifier hit the five-point threshold. Consequently, it had an outsized effect on the data, amplified by the short month.

There was an error retrieving a chart for Puresteel Paladin

Total points fell less than expected, unlike the population, from 697 to 599. The adjusted average points were 9.36, therefore 10 points made Tier 3. The STDev was 11.36, which is average. Thus add 12 to the starting point and Tier 3 runs to 22 points. Tier 2 starts with 23 points and runs to 35. Tier 1 requires at least 36 points.

Sadly for me, Merfolk didn't meet the points threshold. It was replaced by Hardened Scales which did very well in a few events but had little success overall.

Deck NameTotal PointsTotal %
Tier 1
UR Murktide7512.52
Rakdos Scam559.18
Hammer Time437.18
Tier 2
Yawgmoth325.34
Jeskai Breach Combo284.67
Burn274.51
4-Color Creativity264.34
4-Color Rhinos254.17
Amulet Titan254.17
Tier 3
4-Color Control193.17
Living End183.00
UW Control172.84
Temur Creativity162.67
Mono-Green Tron142.34
UW Urza142.34
Countercat132.17
Mill111.84
Izzet Prowess101.66
Hardened Scales101.66
Ok, back to Tier 1 being lopsided.

Tier 1 took up an inordinate amount of the available points, which is really bad considering it only has three decks. However, it needs to be mentioned that all the Tier 1 decks were overrepresented in the Showcase Qualifier and so have an unfair advantage. This is a very bad look, but it isn't necessarily actually bad.

The Paper Power Tiers

Unlike with population, the paper power data works differently than the equivalent MTGO data. The data reported is usually limited to the Top 8 lists, even for big events. Not that I know how big most events are, as that number doesn't always get reported. In other cases, decks are missing. Applying the MTGO point system just doesn't work when I don't know how many points to award and there are data gaps. 

There was an error retrieving a chart for Grief

Thus, I award points based on the size of the tournament rather than placement. That way I'm being internally consistent with the paper results. The current system is that for events that don't report their starting populations or are under 50 players, I'm giving out 1 point. 51-300 players get 2 points. 301 and above get 3 points. I chose these levels based on the rarity of events over 300 compared to 100-200 and the fact that events under 300 tend to be local events in large cities. It feels like it should be 300 for truly unique events, despite there being no Grand Prix yet. I will be changing how the points are allocated next year.

There were a huge number of events awarding 2 points in July and several 3-point events as well. Altogether October had 650 points, well down from September's 1068 points, but again that's to be expected in a truncated month.

The average points were 8.23. This sets the cutoff at nine decks. The STDev was 12.49, thus adding 13 to the starting point and Tier 3 runs to 22 points. Tier 2 starts with 23 points and runs to 35. Tier 1 requires at least 36 points. The total decks fell from 23 to 18. The only deck with six instances that also had enough points to qualify was Dredge.

Deck Name Total #Total %
Tier 1
UR Murktide578.76
Rakdos Scam558.46
4-Color Creativity416.30
Hammer Time416.30
4-Color Rhinos365.54
Tier 2
Burn345.23
Yawgmoth314.77
Jeskai Breach Combo284.31
UW Control243.69
Amulet Titan233.54
Tier 3
5-Color Creativity213.23
4-Color Control203.08
Merfolk172.61
Grixis Shadow142.15
Living End132.00
Countercat121.85
Dredge111.69
Mono-Green Tron101.54
A bit more normal, but a weirdly small Tier 3.

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking the total points earned and dividing them by total decks, to measure points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. There is no Wins-Above-Replacement metric for Magic, and I'm not certain that one could be credibly devised. The game is too complex, and even then, power is very contextual. Using the power rankings certainly helps and serves to show how justified a deck’s popularity is. However, more popular decks will still necessarily earn a lot of points. Which tracks, but also means that the top tier doesn't move much between population and power, and obscures whether they really earned their position. 

There was an error retrieving a chart for Leyline Binding

This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better. A higher average indicates lots of high finishes, whereas low averages result from mediocre performances and a high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. Bear this in mind, and be careful about reading too much into these results. However, as a general rule, decks which place above the baseline average are overperforming and vice versa. How far above or below that average determines how "justified" a deck's position is on the power tiers. Decks well above baseline are therefore undervalued while decks well below baseline are very popular but aren't necessarily good. 

The Real Story

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

I'll begin with the average for MTGO

Deck NameAverage PointsPower Tier
Living End2.573
4-Color Rhinos2.082
Amulet Titan2.082
Rakdos Scam2.041
Yawgmoth2.002
Temur Creativity2.003
Hardened Scales2.003
UR Murktide1.871
Hammer Time1.791
Jeskai Breach Combo1.752
UW Urza1.753
Baseline1.69
Burn1.692
Izzet Prowess1.673
4-Color Control1.583
Mill1.573
UW Control1.553
4-Color Creativity1.442
Countercat1.443
Mono-Green Tron1.273

Congratulations to Rakdos Scam! As the best-performing Tier 1 deck, it's the MTGO deck of October. Don't get too big a head though, this performance is down to the impressive showing in the Showcase Qualifier.

Then the average for paper:

Deck Name Average PointsPower Tier
Jeskai Breach Combo2.332
Dredge1.833
4-Color Control1.823
Grixis Shadow1.563
Merfolk1.553
Hammer Time1.521
Rakdos Scam1.491
Mono-Green Tron1.433
4-Color Creativity1.411
Yawgmoth1.412
5-Color Creativity1.403
Baseline1.33
UR Murktide1.331
Countercat1.333
Burn1.312
Living End1.303
4-Color Rhinos1.291
Amulet Titan1.282
UW Control1.262

Well done Hammer Time, you're the paper deck of October. What's going on with Living End? It falls out of Tier 1 and also fell in the paper averages despite having the best average online.

Composite Metagame

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

There was an error retrieving a chart for Living End

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

Deck NameMTGO Population TierMTGO Power TierMTGO Average TierPaper Population TierPaper Power TierPaper Average TierComposite Tier
UR Murktide111.00111.001.00
Rakdos Scam111.00111.001.00
Hammer Time111.00111.001.00
4-Color Creativity222.00111.001.50
Burn222.00121.501.75
4-Color Rhinos322.50111.001.75
Yawgmoth222.00222.002.00
Jeskai Breach Combo222.00322.502.25
Amulet Titan322.50222.002.25
UW Control333.00222.002.50
4-Color Control333.00333.003.00
Mono-Green Tron333.00333.003.00
Countercat333.00333.003.00
Living End333.00333.003.00
Mill333.003N/A3.503.25
Merfolk3N/A3.50333.003.25
DredgeN/AN/AN/A333.003.50
Temur Creativity333.00N/AN/AN/A3.50
UW Urza333.00N/AN/AN/A3.50
Izzet Prowess333.00N/AN/AN/A3.50
Hardened ScalesN/A33.503N/A3.503.50
Grixis ShadowN/AN/AN/A333.003.50
5-Color CreativityN/AN/AN/A333.003.50
Temur ShiftN/AN/AN/A3N/A3.503.75
Rakdos RockN/AN/AN/A3N/A3.503.75
AffinityN/AN/AN/A3N/A3.503.75
A bit more equitable when taken in aggregate.

Unsurprisingly, the top three decks from both paper and online are the only pure Tier 1 decks. October's data is also just generally bottom-heavy compared to September's data. That might just be the result of overall metagame instability.

Things Won't Stay the Same

October saw Modern shaken up by Leyline Binding entering the format, and Yorion being banned. There is more turmoil on the horizon as The Brothers' War is bringing Karn, the Great Creator and Urza's Saga a bunch of potentially overpowered toys. I don't expect Modern to be stable anytime soon.

QS Insiders can tune in this Friday when I unpack some of this month's data and share my thoughts on its implications. If you're not an Insider, consider subscribing today!

Big Picture and Little Details in The Brothers’ War

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

The newest Magic: the Gathering expansion, The Brothers' War (BRO) tells the story of Urza and Mishra and their war that forever altered the Multiverse. The lore surrounding this set is something of a big deal to Vorthos players.

While the setting and the characters generate interest, the best part of a new set is a new Limited format. This week we preview BRO, analyze the format, and make some bold predictions.

The Mechanics

Not all mechanics are created equally. In our preview guide to Dominaria United, we recognized that Kicker and Domain would dominate the format. They did. While enlist and read ahead provided interesting gameplay, the format was defined by what kicker and domain did and how they were supported. This format has a similarly important mechanic.

Powerstones

Powerstones are artifact tokens. They enter the battlefield tapped and tap for a single colorless mana. However, that mana has a restriction on it.

This mana cannot be used to cast non-artifact spells.

So what are we incentivized to do with all this colorless mana? These tokens push four themes in the format.

  1. Prototype Creatures - When we ramp, we typically want to cast huge creatures to make it worth our effort. These creatures are game-ending threats in the late game, but reasonable midgame creatures as a fallback plan.
  2. Mana sinks - This format has plenty of creatures with activated abilities. Leveraging that advantage in the late game can create virtual, or literal, card advantage to take over the game.
  3. Resources for sacrifice outlets - Sacrificing artifacts and creatures is a recurring theme in this Limited format. These tokens can be used as sacrifice fodder once they're done generating a mana advantage.
  4. Enters The Battlefield (ETB) triggers - This is the least important aspect of this effect, but there are a few cards, primarily uncommons, that trigger off artifacts entering the battlefield (mostly concentrated in GW). These provide a trigger in those instances.

This is a powerful effect and it makes BRO a unique Limited environment.

Some Common Powerstone Generators

Prototype

Prototype is essentially kicker in reverse. Instead of paying more to get more, you have the option to pay less to get a smaller body on your creature. While the prototype cost is less than the actual spell, the discount demands colored mana. These colored-spell options offer a backup plan in case we can't cast our late drops at full value.

The discounted price allows us to sneak more expensive creatures into our deck. By having a more threat-dense deck in the late game, we put ourselves at an advantage. As previously mentioned, this keyword synergizes well with the powerstones. The two abilities have a similar relationship to how domain and kicker played off each other in DMU.

Some Common Prototypes

Unearth

Unearth returns and plays an interesting role in the format.

This ability is pulled in a number of directions. Unearth is inherently offensive, which supports aggressive decks. Furthermore, it triggers the GW ETB strategy, as well as provides additional fodder for the Black-based Sacrifice decks. While not prominent enough to be a build-around ability, these cards are strong. They have places in a number of decks, and Unearth is a powerful keyword.

Some Common Unearth Creatures

Meld

.... and then there's meld.

Meld really doesn't matter. Until it does.

If you have two halves of the same meld cards (each pair is one mythic and one rare) you can meld them together by reading the stipulations stated on each card. If that happens you will basically win the game, as they combine to make ludicrously powerful cards.

Retro Artifacts

Each pack has one of the sixty-three retro artifacts in it. Most of them are out of place in this Limited environment. Some will perform really well. They are all colorless, so if you see a powerful option, it's nice to know that it can fit into any deck. These are similar to the Mystical Archive cards in Strixhaven. Friendly warning: Wurmcoil Engine is a card in this format.

There was an error retrieving a chart for Wurmcoil Engine

The Two-Drop Report

The common two-drops are the most revealing aspect of any format. They tell us how we're supposed to develop our game plan and oftentimes represent the most important spot on our curve. Reviewing the common two-drops is the best way to predict the speed and supported game plans in a given format.

White

  • Phalanx Vanguard - Many of the aggressive two-drops in this format look like they're built to trade off. This is one of them. The vigilance means that your opponent can't really race it, so they'll likely have to block. Unfortunately, the fact that the toughness does not get buffed by the trigger means that it won't survive many combats.
  • Powerstone Engineer - This is what I want from a two-drop. It's designed to trade off and leave value behind. This is the two-drop most decks will want.
  • Ambush Paratrooper - This is the two-drop your Go-Wide decks want. It has low power, which means it doesn't do much damage, its evasion sets a clock. Combat becomes more threatening in the late game, as your opponent must factor in its activated ability.

Blue

  • Air Marshal - This card has obvious synergies for the UW Soldiers archetype, but its low stats and expensive activated ability create a dubious threat.
  • Fallaji Archaeologist - The two mana 1/4 version is pretty mopey. However, getting a 0/3 that bricks an opponent's attack while getting you a card seems fine for slower decks.
  • Coastal Bulwark - This defensive creature won't survive the onslaught of 3/1s on two, however, it bricks everything else. The surveil is a nice option for the late game in a control deck.

Black

  • Gixian Infiltrator - This card is exciting. A two-drop that can potentially grow every turn could end up being a high pick.
  • Thraxodemon - A sacrifice enabler that pairs well with the Infiltrator. This one plays a slower value game. The two cards go in the same deck, but we will prioritize one over the other based on need and build.

Red

  • Roc Hunter - This creature is dying to trade-off.
  • Dwarven Forge-Chanter - It has good stats and tussles well. People will not want to block this early in the game, and it will be premium in decks that can routinely trigger prowess, especially UR.
  • Scrapwork Mutt - This seems like a solid two-drop. It trades with all but the most controlling twos and lets you loot for value. It provides value in the graveyard for however we want to use it.

Green

  • Blanchwood Prowler - A two mana 2/2 is not very good. A two-mana 1/1 that draws a land is something we should be interested in. Especially because that body trades with a few of the other twos. It is a significantly worse version of the Powerstone Engineer but green might wants the ability more.
  • Tomakul Honor Guard - This is very similar to Roc Hunter. The abundance of one-toughness two-drops feels like a meaningful data point.
  • Argothian Sprite - This is a premium common two-drop. The evasion is nice, as there are plenty of artifacts in the format. However, the activated ability is a great place to use your powerstones in the late game. The prototype creatures cannot block this and that means it will close out some games.

The two-drops fall into three categories. Some of them trade off aggressively, namely the 3/1s. This group hopes to pressure life totals and initiate action. They're generally unimpressive.

There's a group with activated abilities. The two with evasion make for interesting threats early, which can become late-game threats. Argothian Sprite and Ambush Paratrooper are both good.

Then there is Powerstone Engineer. It is a two-drop that trades and leaves behind value. This is exactly what we should want from our two-drops, especially when we don't want to be aggressive. The only other card that has a similar effect in this group is Scrapwork Mutt. The engineer is an early contender for the Gustwalker Trophy, but the Mutt might be sneaky-good as well.

Tron Squad

Urzatron has been a presence in Modern forever. This format has an interesting callback to the Urza lands with three of its proud custodians.

When united on the battlefield, these three creatures provide powerful bonuses. The mana boost from Tower Worker helps us get to the value-rich end games of the prototype creatures and activated abilities (such as the one on Power Plant Worker). Theoretically, the Mine Worker helps buy us the time.

Unfortunately, setting this up doesn't appear to be a reliable plan. In Modern we can easily tutor up our lands, all of which are four-ofs. Assembling this trio of creatures in Limited will be much more difficult. The only way to tutor them up is via Self-Assembler, one of the retro artifacts in the set. Tutoring aside, we'll be relying on a double-Raise Dead effect to assemble the trio. The closest thing we have at common to this is Emergency Weld.

If these were good enough on their own, we could envision a scenario where we would want them, but the one life is very little, the 1/3 body seems like a liability, and while the 4/4 seems close to fine, the limitation on its pump makes us question how it matches up with the massive creatures in the format. In short, this synergy looks flimsy, though there may be decks that can accommodate it.

This is a Big-Mana End Game Format

The best thing to do at common in BRO is to make powerstones. We have access to this keyword in all five colors. This ability pushes most decks toward a big endgame. Activated abilities can take over, but the prototype battle cruisers provide the most pressure.

Aggro decks are still good. However, they also have access to powerstones, and all but the most aggressive decks will want them. A lot of mana will be available. Make sure your deck has a plan to use it.

The Return of the One-Drop

Kamigawa Neon Dynasty was the last set with strong one-drops. It had several high picks at both common and uncommon. Goblin Blast-Runner and Citanul Stalwart both have the potential to be role-players. The proliferation of one-toughness two-drops also makes these a little more interesting.

At uncommon, Alloy Animist and Monastery Swiftspear both seem strong. The last few sets offered little at one mana, but starting your game ahead of schedule yields serious benefits, and can sometimes snowball into a big advantage.

Top Commons

  1. Argothian Opportunist - This is the best deal-at-common that puts a powerstone into play.
  2. Overwhelming Remorse - A point-and-click removal spell in a format that wants point-and-click removal spells. In the late game, we'll have the discount even if we're not working for it. If we are working for it, double-spelling in the early game is a big deal.
  3. Scrapwork Rager - Phyrexian Rager gets unearth. The early game in this format looks to be based on attrition, and this card is good at that. The undersized body is a concern.
  4. Excavation Explosion - Sorcery-speed hurts, but this is the second best deal-at-common that puts a powerstone into play.
  5. Powerstone Engineer - Third best.
  6. Scrapwork Cohort - This puts a lot of material into play.
  7. Gix's Caress - Fourth best.
  8. Rust Goliath -This is the best-looking common prototype creature, but that might not matter. They seem pretty interchangeable.
  9. Penregon Strongbull - In a world of mopey creatures, this three-drop is pushed.
  10. Clay Revenant - I got my eye on this one. It doesn't take a lot of work to make this an engine piece. It is very easy to gain card advantage out of it. It laughs at all those one-power two-drops.

Decks at Common

Powerstone into Prototype - This looks to be the dominant strategy in the format. Prioritize the good powerstone makers and find something to do with the mana.

Sacrifice - This deck seems very supported at common. All of the one and two drops mentioned should perform well in this shell. Additionally Killzone Acrobot plays very well with the powerstones, Emergency Weld, and especially Sibling Rivalry. The sleeper card for this archetype might be Bitter Reunion.

Red-Green Stompy - This deck looks good. The commons in both colors are powerful and proactive. Green has big creatures and red has good cards.

Soldiers - A lot of creatures in this format are randomly soldiers. Aeronaut Cavalry looks pretty powerful, but the pay-offs are mostly uncommon.

Graveyard Synergies -Gixian Skullflayer and Gnarlroot Pallbearer look pretty powerful, but like Soliders, the payoffs for this archetype are mostly uncommon.

3-Power or less Synergies; Artifacts ETB synergies; Draw Two; Prowess; etc. - They have good cards but the payoffs are mostly uncommon.

Most of the archetypes in this set find their identity at uncommon. If these decks are open we need to find them. To do this, we need to make sure that we have a good understanding of what our colors are doing if we don't see uncommons or rares to guide our draft.

Color Rankings

1. Black

Because the archetypes are mostly defined at uncommon, color identity becomes more important. The strongest color looks to be Black. It has the most removal, pairs well with every color, makes powerstones, and has outs to be the sacrifice deck, which is very supported at common.

2. Red

Red is next. Red has a really deep arsenal of good commons and uncommons. Many of its cards are cheap and powerful, which can help round out a curve.

3. Green

Green has a few real cards and creatures with good stats. It is a color that wants to be proactive, but with good cards to support a late game. Green might be better than blue, but it seems a little shallow.

4. Blue

Koilos Roc is the most exciting blue common. Stern Lesson feels like a fast way to fall behind. In general, blue doesn't play to the board well. Mightstone's Animation and Weakstone's Subjugation might be better than they look. Overall, the color feels too slow.

5. White

White has a number of creatures, but most of them seem mediocre. It looks aggressive, but how does it punch through? We should avoid white unless we have a good reason to be in the color.

Draft Chaff

Excavated artifacts, squadrons of soldiers, unearthed creatures, and lumbering, world-ending robots: there is nothing more exciting than a new format. This one looks very different from DMU. The multi-colored, domain mana bases have become significantly more brown. The environment looks exciting. Time will tell if it has the gameplay to match. Hopefully, this guide helps you get off to a great start in BRO Limited. Good luck at the prerelease, and good luck exploring this brand-new format!

Magic 30: Vendors, and the State of Magic Finance

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

This week’s Magic 30 article looks deeper into the vendor environment in Las Vegas and what it reveals about the current state of Magic finance. There were a variety of ways to approach this article. Ultimately, I decided to focus on hotlists, the buylisting environment, and a few noteworthy trends on the selling side. I didn’t always note which vendor had which inventory or buy price, but I tried to provide vendor-specific information whenever I have some from my notes.

Note, for coverage on other facets of the event outside of the financial component of Magic 30, stay tuned for subsequent articles in this series, or check out my Magic 30 overview and the topic guide at the end of that piece. Now, on to the vendors' floor!

Kicking Things Off with Hotlists

In traditional fashion, a handful of vendors posted a hotlist, advertising the cards they were paying most aggressively to acquire. This is a fantastic way of gathering market-relevant data rapidly without having to wait in line to talk to the buyers.

Mystery Hotlist One

I don’t recall which vendor posted this particular hotlist, but I also didn’t dwell on it all that long. Seeing as I focus mostly on older cards, seeing a list of new cards, including a bunch of shock lands, didn’t really impress me much. The advertised $3400 Mox Jet in the upper left corner of the picture is amusing, but also not noteworthy.

The important tidbit I want to emphasize here is that Unfinity shock lands were very popular throughout the weekend. I heard some talk that foil copies were very difficult to find. I've already picked up a sealed booster box of Unfinity to sit on. if these gorgeous shock lands maintain a higher price point (I can’t imagine a ton of this product will be opened), sealed boxes could climb in step with previous Un-sets.

Mystery Hotlist Two

Another mystery hotlist. Again, a posting of newer-ish cards, many of which I didn't even recognize. I think there were some Modern staples on this list in cards like Force of Negation and Giver of Runes (maybe these have Legacy demand too?). The most expensive card on this list was Wrenn and Six, with a $45 buy price. Like the previous vendor, this one didn’t offer much to comment on for Old School collectors.

That’s not to say these vendors weren’t buying old cards, it just didn’t appear to be a priority. It’s an accurate reflection of the overall market sentiment for Old School cards—there is definitely a bit of weakness in the secondary market. Prices are dropping, and I’m not the only one taking notice.

Strike Zone

The next hotlist was a good bit larger, plus I applaud the vendor (Strike Zone) for writing their shop’s name on the poster board! The size, breadth, and legibility of their hotlist poster was excellent compared to the previous ones. Ordering the list alphabetically made it a bit awkward to read for what I was looking for, but I did see some older cards sprinkled throughout the list. Candelabra of Tawnos for $700 and Guardian Beast for $575 both caught my eye. They also posted a ton of high-end foils on the righthand panel of the posterboard, with some eye-popping numbers.

Strike Zone has been around for decades, and they often pay competitively on various cards. In hindsight, I wish I had sat down with them to try and sell a few Old School cards. Alas, their buyers were fairly swamped most of the weekend and I never had a chance to wait in their line. Perhaps this was a missed opportunity.

Tales of Adventure

In my overview of the event last week I mentioned that Tales of Adventure (TOA) was my favorite vendor to work with at Magic 30. The colorful, easily legible, and simplistic nature of their hotlist is a good indication of their professional and well-thought approach. I walked by that poster, saw the attractive $500 buy price for HP Volcanic Island, and immediately knew I had to sit back down to sell more.

Just two weeks prior to the event, I purchased a heavily played Volcanic Island from Dave & Adams Card World (for around $475), with the intent of using the card in Vintage. I ultimately decided not to play the card, and was delighted to see I could flip it to TOA for a modest profit.

While TOA didn’t have a huge hotlist with 100 cards like some other vendors, I liked this format better than the hand-written lists. By mentioning a couple of Dual Lands and Unfinity lands it meant they were purchasing cards both old and new. Note the emphasis on some Modern cards there, but also Wheel of Fortune at the same time. This booth was buying almost everything, with attractive buy prices to boot.

Browsing Store Inventory

Despite shops advertising hot buy prices on Modern legal cards from recent sets, there was no shortage of Vintage / Old School cards for sale at most vendor booths.

Booth after booth contained dozens of Dual Lands, Reserved List cards from early sets like Arabian Nights and Legends, and a smattering of Alpha and Beta cards. There also had to be north of 300 pieces of Power for sale across the various vendors, perhaps even more as some had them stacked.

Every year that goes by, I assume Power 9 cards are becoming rarer and harder to find. Apparently, that’s not the case. Prices are higher now than they were at the last Las Vegas event, sure, but there’s no shortage of copies for sale. Just look at them all!

Even Black Lotus was plentiful.

Granted, some prices were more attractive than others. In general, it’s no wonder vendors aren’t paying as aggressively on Power 9 right now. They clearly have a ton in stock already. The same goes for random Beta stuff like in the picture above. Stasis, Smoke, etc. are all cheaper now than they were a few months ago. Vendors bought up this stuff and now they’ll have to sell through it all.

Unfortunately, their sell prices on these older cards didn’t reflect the softening demand. I wasn’t really in the market for too much at this event, but I checked prices on Power, Shahrazad, and Juzam Djinn. Tales of Adventure had a $400 Shahrazad that I picked up with trade-in credit, but otherwise I didn’t see many attractively priced Old School cards at the event. Perhaps negotiation was possible, but I didn’t have the time nor the interest to haggle. I suspect vendors will have to reprice a lot of this stuff in the coming months before prices can really hit a bottom.

Where's the Sealed Product?

What was harder to find last weekend was a large selection of old sealed product. Granted, it’s probably a pain in the neck to travel on a plane with booster boxes, but that didn’t stop a few vendors from bringing some along. If you wanted a Black Lotus, you had dozens to choose from last weekend. If you wanted a booster box of Revised or a starter deck from Unlimited, your options were far more limited. I even asked vendors if they had any inventory of older sealed product. Often, the answer was “not much.”

The exception was Chimera Hobby Shop, Inc, a shop based out of Wisconsin. They had the only sealed Arabian Nights booster box in the room (as far as I could see) along with a selection of other valuable sealed product. When I asked about them, I was left with the impression that the owner didn’t have many Arabian Nights boxes in inventory (perhaps just the one), but that they had a number of The Dark boxes and old starter decks.

Conversations and Interactions With Vendors

I would be remiss if I didn't mention some details from a few interesting conversations and interactions I had with vendors at Magic 30.

Star City Games

I spent a few minutes chatting with Ben Bleiweiss, head buyer at Star City Games (SCG). They had a sign at their buy table stating they were only issuing trade credit for the weekend. When asked, Ben elaborated that SCG was using the event primarily for selling and not for buying.

When pressed further, he simply said that an event of that magnitude made for a great chance to sell inventory. Still, it was unexpected that while so many vendors were paying cash for cards all weekend SCG was focused primarily on the selling side of the equation.

By the way, the 1,001 Black Lotuses Ben advertised on Twitter before flying to Las Vegas were from the game Duel Masters.

Apparently, this is another Wizards of the Coast game popular in Japan. After selling my actual Black Lotus, I was inspired to buy one of these $20 copies as a sort-of proxy, just to have one. SCG sold through most of the copies they brought to the event, so clearly I’m not the only one.

Card Kingdom

Card Kingdom was another major vendor that had a booth onsite. This is fairly rare because Card Kingdom doesn’t do Magic conventions all that often. It showed. On Friday I walked up to their smaller-than-average booth and asked if they were buying. “Come back tomorrow,” was the response. I returned Saturday and asked again. “Come back in a few hours,” was the updated answer.

Finally, late in the day Saturday, I talked to someone authorized to purchase cards at Card Kingdom’s booth. They didn’t have a formal setup, and the buyer indicated they were mostly looking for high-end cards. A buddy of mine sold them a Beta Forcefield for a fair price. When I showed them my FBB Wheel of Fortune and Unlimited Badlands, however, the buyer tried to push me hard to accept trade-in credit.

I can’t imagine Card Kingdom brought in very many cards that weekend.

Game On Chattanooga

A smaller vendor, Game On Chattanooga, had an impressive selection of high-end cards, including a BGS-graded Phoenix Heart card priced at $50,000.

They had no line at their buying table, so I sat down and showed them two low-end graded Beta rares I had in possession. After they spent a few minutes looking each one up online, they made me a disappointing offer. When I responded that I would think about it, the buyer proceeded to lecture me on how it was shameful for me to waste their time trying to shop cards around at the various booths.

While I understand where they were coming from, and tried my very best to not waste buyers’ time that weekend, I was miffed by their tone. After all, there was no one behind me waiting in line to sell to them vendor at that moment. I accepted the offer as a conciliatory gesture and moved on.

As I sold through my cards, I started running thin on remaining items to peddle. Toward the end of Saturday, I sat down at a smaller vendor to show them the few cards I had left. They straight-up told me they weren’t buying Alpha, Beta, or Unlimited cards at the event. Such cards had been sitting stagnant in their inventory for a while now, so they had no interest in acquiring more. Once again, a telling story. Perhaps I should have negotiated and tried to buy some cards from their booth rather than try to sell them cards? Hindsight is perhaps 20/20, and by this point of the weekend, I was already fairly exhausted.

Magic 30 Singles

I can't conclude this article without briefly talking the hot ticket items of the weekend. I've already touched on the Unfinity lands, which were definitely hot, and not just the shocks. Even the Unfinity basic lands were in demand. The Unfinity lands were nothing though, compared to the sealed Magic 30 booster packs given to certain VIP attendees at the event.

That’s right! As a surprise gift to VIP attendees, each received four booster packs of Magic 30. I asked around from vendor to vendor to see if they had any singles from the set available for sale. I found almost none. Apparently, not many boosters were being opened throughout the weekend. Instead, attendees were selling their sealed boosters directly to the vendors.

Look again at the photo from Chimera Hobby Shop—the one with the sealed Arabian Nights booster box. Notice what’s in the background, towards the top of the picture…

They had 20 or so sealed packs of Magic 30 in stock and were asking $300 each. Vendors were aggressively buying these packs throughout the weekend. The best offer on the floor gradually declined throughout the weekend as more and more players sold their supplies. Looking at eBay's completed listings, I see these boosters selling for $350-$400. I guess I should have picked up a couple?

I expect these prices will drop back down again once the official release hits the market at the end of the month. We’ll see where things end up then. In the meantime, if you’re looking for a particular Magic 30 card for a collection, you’ll likely have to wait a few more weeks.

Wrapping It Up

As you can see, the buying and selling activity at Magic 30 was intense! Vendors had lines of customers looking to sell their cards nonstop all weekend. As I mentioned last week, as soon as the doors opened Saturday there was a line ten people deep waiting to sell to Tales of Adventure. It was absolute madness.

Overall, the sentiment is what I expected. Vendors recognized the softness of the Old School market, and their buy prices reflected this. What irked me was that sell prices haven't really moved in step yet. This Indicates to me that the bottom isn’t in yet. When vendors start discounting cards (perhaps a good Black Friday / Cyber Monday sale), then we’ll see the supply finally start to dwindle so that prices can stabilize.

The hottest movers of the weekend were Magic 30 booster packs and Unfinity lands. I’m sure Modern staples did well too (there were some very large Modern events throughout the weekend). I was shocked at how many pieces of Power were behind dealer booths. At the same time, I was equally shocked at how hard it was to find old sealed product. This is becoming a greater area of interest for me going forward, and I’ll be sure to write more about it in the coming weeks.

Stay tuned for next week when I dive into the play experience of the event, including a basic-level tournament report for the two side events I played throughout the weekend.

Generational Magic: 30 Years of My 30 Favorite Cards Part 1

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

I've mentioned before that I started playing toward the end of 1994. I've had the rare opportunity to have played continuously since then. No taking a break or quitting, no sir. Sure, I've played less often during certain points of my life, like when my boys were young, but Magic was always there.

So, with Magic's 30th Anniversary in full swing and my playing for (almost) 30 years, I really wanted to talk about the different cards I've enjoyed over the years, providing some insight on why I like them and throwing in a good memory or two along the way. So, join me in looking back on 30 years of Magic!

Notes: I won't be including supplemental or format-specific sets, like Commander Legends or Modern Horizons. I also didn't choose cards from core sets 4th Edition through 10th Edition, since they were all reprints. Yes, Revised was reprints as well, but it was all a first for me.

1994: Revised, The Dark, Fallen Empires

There was an error retrieving a chart for Dragon Whelp

The first deck I ever recall building was a Mardu deck two decades before the word Mardu would be dreamt into existence. I had removal for days, and my top end was the little dragon that could. A favorite memory is a game where I defeated my brother in one fell swoop. I was able to store up a ton of red mana through a Red Mana Battery and then beatdown with a explosive 28/3 Dragon Whelp. He, and my brother, blew up real good!

Honorable Mentions

I always thought City of Shadows was nice, because it exiled creatures, especially my opponents when I would take control of them. Clone and Vesuvan Doppelganger were in one of my first Revised starter decks and even though Fallen Empires wasn't the best set, Thrulls were my first real tribal deck.

1995: 4th Edition, Ice Age, Homelands

There was an error retrieving a chart for Jokulhaups

Wrath of God and Armageddon always have been great reset buttons, but when I saw Jokulhaups, I saw a match made in heaven. Unfortunately, it didn't always work that way, but on occasion, it was so much fun to blow up the world.

Honorable Mentions

Ice Age was the first set my brother and I went all in on, buying a lot of product. Polar Kraken was the big boy on the block, so you had to have him. Primal Order was fun to play against my dual land playing friends, since I didn't have any at that time.

1996: Alliances, Mirage

There was an error retrieving a chart for Varchild's War-Riders

Varchild's War-Riders was one of the first cards that I thought was a good, but actually wasn't. It wasn't always terrible, but when my opponent slapped a Pacifism on it, the sad face followed shortly afterwards. This realization helped me refine my thoughts of what a good card truly is.

Honorable Mentions

Phyrexian Dreadnought blew that Kraken out of the water. Yeah, you had to figure a way to keep it in play, but "it's a 12/12"! They are definitely color pie breaks, but Illumination and Withering Boon were fun, because they would always catch someone by surprise, and still can.

1997: 5th Edition, Visions, Weatherlight, Tempest

There was an error retrieving a chart for Teferi's Puzzle Box

Other than being able to draw a ton of cards, I'm not positive on why I liked this card, but I really did. During this time of my Magic life, I enjoyed generating chaos, so I would throw the box in with Sands of Time, Power Surge, or Manabarbs and watch the crazy happen.

Honorable Mentions

Humility was just another crazy card to pair up with Pyroclasm. Altar of Dementia was my first experience along the Mill path.

1998: Stronghold, Exodus, Urza's Saga

There was an error retrieving a chart for Argothian Enchantress

By this time, my brother had stopped playing due to his non-Magic life, and our first local game store opened up. Like many of them at that time, it started as a comic store that had Magic on the side. After a couple of years, Magic was just as popular, if not more.

Urza's Saga was a set that I specifically went in on, buying two or three boxes worth. I had decided to collect a near mint set and wanted to get cards that were well-centered. In doing so, I became very familiar with the cards in the set, and the Enchantress helped me see even more that drawing cards is exactly what you want to do in this game.

Honorable Mentions

Reins of Power was just too good with any sacrifice outlet. The other two cards were still me showing my love for messing with the board, even if it hurt me as well.

1999: 6th Edition, Urza's Legacy, Urza's Destiny, Mercadian Masques

There was an error retrieving a chart for Temporal Adept

Foils were introduced with Urza's Legacy. I wasn't really big into foils then, and they haven't much grown on me. If a specific card speaks to me, then maybe I'll get a foil version of it. At this time, I never considered myself someone who leaned toward blue, but I liked bouncing permanents and Adept did have a nice-looking foil.

Yes, that is Ed Beard Jr's signature on the Plains

As far as honorable mentions, there were other favorites like Replenish and Puppet's Verdict, but back in 1999 Mercadian Masques released the first foil basics, and they were really cool. I know, 30 years later, foil basics are a dime-a-dozen, but at that time you couldn't beat 'em.

2000: Nemesis, Prophecy, Invasion

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

This card was very flavorful within the storyline, but what made it great was that there were only a handful of cards with the tagline "This spell can't be countered." The dealing ten instead of three kicker was nice, but not always used. I also happily picked up my first foreign language versions. Chinese, in this case.

Honorable Mentions

Rhystic Study was a good card back then, though not quite as revered since Commander wasn't a thing. Overburden was another mess-with-people card and Obliterate was just a better Jokulhaups.

2001: 7th Edition, Planeshift, Apocalypse, Odyssey

There was an error retrieving a chart for Battle of Wits

There were only a couple of alternate win conditions in the game until Odyssey. I enjoyed playing a poison deck every now and then, but Battle of Wits was something I could really sink my teeth, and cards, into. I've since played it multiple times to half-decent results when it was in Standard and then Modern. There's no hiding when you're playing it though!

Around this time, my family moved an hour away from our hometown and we had our second child, so working on this deck gave me plenty of time at home to share the game with my boys. Keeping the cards out of their mouths for fear of them getting crumpled was a whole other issue.

Honorable Mentions

Chance Encounter was another fun alt-win option, as shown in my previous articles here and here. The enemy painlands were a long welcomed addition for everyone at that time. Remember, there weren't shocks, fetches, or any decent dual lands at this point.

2002: Torment, Judgment, Onslaught

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

Not much to say other than all upstanding Enchantress players were ecstatic when this card was spoiled.

Honorable Mentions

I tried my darndest to make Hunting Grounds work back then, but it was just missing something. Apparently, that thing was Commander! Solitary Confinement was another great addition for Enchantment prison decks.

Of course, everyone was excited for fetchlands! I remember early in the Onslaught draft format someone even passed me a foil Bloodstained Mire and commented, "It's just a land that grabs other lands..." I blinked, agreed with his statement, and happily placed it in my draft pile.

2003: 8th Edition, Legions, Scourge, Mirrodin

There was an error retrieving a chart for Stifle

There are now 18 different cards that "counter a triggered ability," but Stifle was the first and best. I thought it was Awesome with a capital "A!" It wasn't too long after the set came out I worked hard to trade for a bunch of non-foil and foil versions. I've since traded away the non-foils, but am still happy to have the foils.

I also used them as mana denial in a Standard UW Control deck before Affinity came on the scene. I was playing against a RG Ponzadeck and won the rubber game by stifling his turn one and turn two Wooded Foothills!

Honorable Mentions

Mind's Desire was another card that was un-fun in Vintage, but really fun in Standard. There was a Gilded Lotus and Twiddle deck that ran it to win with Tendrils of Agony. You could swing a game so fast, but only if you got to your sixth turn, which didn't always happen.

2004: Darksteel, Fifth Dawn, Champions of Kamigawa

There was an error retrieving a chart for Glimpse of Nature

To be honest, I know I should be picking Arcbound Ravager here, but I was never a fan of it. I am, like most players, a fan of drawing cards. After playing a deck that highlighted Glimpse of Nature, you can easily see why it was banned in most formats at the time.

Honorable Mentions

Admittedly, there weren't a ton of cards that really interested me at this time. Due to the menace that was Affinity, attendance was quite a bit lower than before. My boys were also just getting into school as well, so I have no doubt my attention was elsewhere.

2005: 9th Edition, Betrayers of Kamigawa, Saviors of Kamigawa, Ravnica

There was an error retrieving a chart for Goryo's Vengeance

Toward the end of the Kamigawa block, I started to test out a reanimator deck highlighting Goryo's Vengeance and Footsteps of the Goryo. Throw in a couple of big beaters, like Akroma, Angel of Wrath or The Unspeakable, and swing!

Honorable Mentions

I'd be remiss to not give a shout-out to the shocklands. They were (and are) great, but I had my eye on a Ravnica common: Brainspoil. Using its transmute ability allowed me to have an effective eight copies of Battle of Wits! So sweet.

2006: Guildpact, Dissension, Coldsnap, Time Spiral

There was an error retrieving a chart for Trickbind

Not much to say here. Another counter triggered ability card. The upgrade seemed great with your opponent not being able to respond, but the extra mana was sometimes an issue, since people would expect a counter at two mana anyway.

Another fun memory was when I got my brother back into the game, even if just for a short time. He had since married, moved to Tennessee, and was raising his family. We had the opportunity to attend the Coldsnap prerelease in Nashville. We had a great time and he was amazed at all the new cards and interesting mechanics.

Honorable Mentions

I really liked Voidslime, but wasn't going to put out the $40-plus for a Champs promo. Not for a married guy with two boys and mortgage Magic player. Quicken was useful at times, and being able to cast Wrath of God or Demonic Tutor as an instant did surprise people.

2007: 10th Edition, Planar Chaos, Future Sight, Lorwyn

There was an error retrieving a chart for Forced Fruition

I loved the design of this card and worked on joining it with Phyrexian Tyranny. Unfortunately allowing your opponents to essentially draw their deck is not usually a good thing.

Honorable Mentions

Not everyone did, but I enjoyed the twist on the color pie in Planar Chaos, and Imp's Mischief is a prime example. Planeswalkers were, at one point going to ruin Magic as well, but it seems like the game survived them.

2008: Morningtide, Shadowmoor, Eventide, Shards of Alara

There was an error retrieving a chart for Ad Nauseam

It wasn't the same as the current Modern version, but when Ad Nauseam came out, people saw the interaction with Angel's Grace immediately. Me? I tried to build a B/R Seismic Assault deck with it.

Honorable Mentions

Seeing Idyllic Tutor played into my love of both Enchantress and Battle of Wits decks. Ghastlord of Fugue was memorable in one of the last large prereleases that I attended. The specialness of this card wasn't just the event, it was who came with me.

My oldest, who was eleven at the time, and I joined a Two-Headed Giant event. I played a UB control deck, he played an aggressive RG deck, and we rocked! We were 3-0 and begrudgingly dropped after winning (we did concede to our opponents before submitting the slip). My son had baseball training to get to and per my wife, we were not to miss it.

Looking back on it all.... yeah, we should've just kept playing.

End Step

That does it for Part 1 of this two-piece look back at 30 years of playing Magic. Do your top picks line up with mine? Do you even remember these cards?! And finally... can you guess my favorite card of the bunch? Tune in next week to find out, and please feel free to share your own favorites in the comments!

Want Prices?

Browse thousands of prices with the first and most comprehensive MTG Finance tool around.


Trader Tools lists both buylist and retail prices for every MTG card, going back a decade.

Quiet Speculation