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Insider: Invitational Results & Standard Specs

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The SCG Invitational results are in and Hour of Devastation lurks just around the corner... There is a lot going on in Standard MTG and it's a prime moment to capitalize on a format about to be thrown into an upheaval. Obviously, the banning of Aetherworks Marvel opens up a lot of space for new decks to command a larger slice of the metagame pie, and these are the places we should be looking in order to find potential gainers over the next month and a half.

UW Monument Tokens

One of the biggest standout decks in Marvelless Standard is the UW Monument Tokens deck. The strategy is powerful, robust, and has a ton of grind to it. I anticipate it will continue to be a big player in Standard after the release of Hour of Devastation. Who knows, Hour of Devastation may even add a few new pieces to the mix!

There was an error retrieving a chart for Bygone Bishop

Bygone Bishop has been a neat little roleplayer in Standard over the past year of so. It was the premier way to grind some extra card advantage in the Mono-White Humans deck and now is a cog in the UW Monument experience.

The card gives these decks a lot of grind and has synergy with Oketra's Monument. The card is basically a bulk rare right now but if the deck continues to perform the way it has on MTGO and in big tournaments, it could become a Standard staple. I'd expect to see its overall value increase as more and more players start looking at acquire playsets for their collections.

As a person who has a lot of experience working in various card shops and managing store collections, I can say that Bygone Bishop fits the mold as the kind of card that suddenly gets a lot of attention and buys as players make decks. These kinds of cards begin to sell out because Shadows over Innistrad packs haven't been opened in a while.

The end result is that demand rises quickly, overtakes supply, and leads to increased buylist prices. Look to this card as a potential earner and buylist all-star as stores' inventory take a hit from people buying in on the deck over the summer!

There was an error retrieving a chart for Angel of Sanctions

The other card that I like as a speculation target from the Monument deck is Angel of Sanctions. The Angel is a powerful spell. We know this from how destabilizing it was in Amonkhet Limited. One of the biggest factors holding it back is that it shares a cost with Archangel Avacyn. Avacyn won't always be in Standard alongside Angel of Sanctions, which means that it may yet have its day in the sun.

It says a lot that Angel of Sanctions is seeing Constructed play right now, in a world where Avacyn is an option. If it has been somewhat repressed by the competing cards, its future potential is much higher. This upside, coupled with the low price to buy in on the single, make it a spicy speculation target at the moment.

Various Flavors of Energy

Whether it is RG or Temur, the power of Energy is undeniable. Attune with Aether is one heck of a free-roll. Mana fixing, plus-two energy, and just one mana! It really fuels the archetype.

However, the rares are obviously where the money lies.

There was an error retrieving a chart for Bristling Hydra

The Hydra is a big game and one of the premier threats of Standard. It slots well into the traditional Temur Energy decks as well as the RG Pummeler lists. I've played a ton of Standard and in my opinion it is one of the best threats in the format. I've felt this way for a while but it was always overshadowed by the combo decks.

With the combo decks removed from the format via bannings, it could be the time for Bristling Hydra to take up its rightful place as a premier threat in the format. To be fair, even when I was playing Marvel, Hydra was always one of the cards I was most afraid of. A threat that's immune to spot removal is scary. It also hits very hard and is a powerful sink for excess energy.

Don't even get me started on it being a great target for pump spells that give trample. RG Pummeler could well be the best aggressive deck in Standard and Hydra is a centerpiece. However, I think it will also make noise in the Temur midrange aggro decks. I'd be surprised if it wasn't the case that all of the decks playing Attune with Aether end up also playing Hydra now.

There was an error retrieving a chart for Tireless Tracker

Tireless Tracker is the kind of genie that you can't put back in the bottle. If you pressed me to say what the best card printed over the past two years was, I'd say Tracker. The card is absurdly powerful and efficient. You can't really ask a card to do more. It generates gross amounts of card advantage (especially in Modern or Legacy with fetches) and it will be a big piece of the Standard puzzle once Hour of Devastation is released.

Green is likely the best color in Standard and Tracker is likely the best card in the format. It may not be the highest-impact card but it is important nonetheless. The advantage is cascading. If it doesn't die immediately it simply generates advantage that will win the game eventually. It hits hard as well and is extremely aggressively costed.

I like this card as an investment card because I think it is the real deal in Modern and Eternal as well. I've been putting it into Legacy decks and the card feels great. It's an "all-time great" Magic card and will be popular and played for years and years to come.

In the short term, I feel like every deck playing green is likely to have three or four copies in the 75. It's such a popular and wonderful card.

There was an error retrieving a chart for Glorybringer

Glorybringer slots perfectly into the various Temur and RG Energy shells. Although the card doesn't specifically have any energy synergy, it is simply too good not to play. The card has a big body, evasion, and built-in removal/card advantage. Who doesn't love a flying, hasty Flametongue Kavu that can potentially shoot down creatures more than once?

Glorybringer is too good not to see a ton of play in the future. It is also significant how well Glorybringer matches up against Gideon, Ally of Zendikar. Gideon is the kind of card that has the potential to take over and win games on its own, and Glorybringer may be the best answer to the card currently in the format. Old Glory is abstractly one of the best stat cards in Standard and contextually the best answer to one of the other best cards. Get ready for lots of dragons!

Glorybringer is also relatively cheap compared to how good and likely to be played it is. I really like picking up extra copies right now. I also like foils as a cube card as well. Glorybringer could also end up being a fringe Modern card at some point if Death's Shadow gets pushed off the top of the heap. It's like the most unfair of the fair kind of cards.

Zombies

I don't think that Zombies will be a best deck in Standard moving forward. It's a good linear deck and will be played but it is kind of one-dimensional. If you want to beat Zombies you can, and I think people will be ready for the undead this time around. Zombies have also been on the backfoot ever since they had a breakout performance at the Pro Tour.

With that being said, I really like one card as a spec target:

There was an error retrieving a chart for Metallic Mimic

I bet a lot of people didn't even realize this card was as expensive as it is. The value isn't really derived from Standard demand but more so from casual. Like Adaptive Automaton, the card is essentially a two-drop lord that can buff any type. It's a powerful concept and is quite unique in the abstract. I think this is the kind of card that can be acquired cheaply and held for a large profit down the line. It only takes one breakout deck in Modern to push a card like this into the $8 range.

It's the kind of card that has a wide range but there will always be sellers on the low end and buyers at the high end. Look for this card as a long-term investment.

Hour Upon Us

Hour of Devastation is looking pretty sweet so far, and I'm looking forward to returning from a brief vacation and hitting the deckbuilding really hard. By next week the spoiler will be complete and I'll be excited to share my thoughts on the new cards and which ones are above the curve. Until then, happy holidays and good luck with those trades and investments!

Contorting the Competition: SCG Invitational Report

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Last weekend, I attended the SCG Season 1 Invitational in Roanoke, VA. The tournament was a blast, and I learned a lot: Zombies is a worse Monument, speeding in Virginia is a criminal offense, and most of all, people love Modern! Most of my Invitational opponents (and the tournament's winner) were Modern fanatics, and the Modern Open and Classic were packed. It was awesome to play the format competitively with so many other devotees.

This article goes over my matches with Colorless Eldrazi Stompy, the deck I piloted to a 7-1 (7-0?) finish in the tournament's Modern portion. I'll also briefly recap my Standard matches and round out last week's thoughts on competition now that I've had a big bowl of perspective.

Notes on the Deck

I played the same list described in my article from last week, which I'll post again for reference. My Mono-Black Zombies list for Standard was also the same, although I dropped one Westvale Abbey for a 23rd Swamp.

Colorless Eldrazi Stompy, by Jordan Boisvert (29th, SCG Season 1 Invitational)

Creatures

4 Eldrazi Mimic
4 Eternal Scourge
4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
4 Simian Spirit Guide

Artifacts

4 Chalice of the Void
4 Serum Powder
1 Ratchet Bomb

Instants

4 Dismember

Lands

4 Eldrazi Temple
3 Gemstone Caverns
4 Ghost Quarter
4 Blinkmoth Nexus
2 Mutavault
3 Sea Gate Wreckage
1 Urborg, Tomb of Yawgmoth
2 Wastes

Sideboard

4 Spatial Contortion
4 Relic of Progenitus
3 Ratchet Bomb
2 Pithing Needle
1 Gut Shot
1 Surgical Extraction

SCG Season 1 Invitational - Day 1

Colorless Eldrazi Stompy doesn't just mulligan a lot, it Serum Powders a lot. At the beginning of every game, I'll use a key to simplify relaying die rolls and the mulligans taken by each player. Some examples:

(Play; MPM 5 - 7): I'm on the play. I mull to 6, Powder for 6, and then mull to 5; my opponent does not mulligan.
(Draw): I'm on the draw. Nobody mulligans or Powders.
(Play; P 7ss - MM 5): I Powder for 7 and end up with two copies of Eternal Scourge in exile. My opponent mulligans twice.

Round 1 vs. Kevin Jones on Jeskai Queller (2-0)

Game 1, W (Play): How better to start a tournament than with Celestial Colonnade first thing in the morning?  I keep a Temple and stick Eternal Scourge on turn two. Kevin tries to race me with Snapcaster Mage and Spell Queller, but is soon forced onto the defense, and I stick a Chalice on one. That gets me Bolted twice in response, which brings me to 4. My four Quarters keep Colonnade from sealing the deal. In hindsight, I should have aggressively thrown some Quarters at Kevin's red sources, as he already had Mountain in play.

Sideboarding:
-4 Eldrazi Mimic
-4 Simian Spirit Guide
-1 Ratchet Bomb
-2 Dismember

+4 Spatial Contortion
+4 Relic of Progenitus
+2 Pithing Needle
+1 Surgical Extraction

Game 2, W (Draw): I keep a seven of two non-Temple lands, Scourge, Reshaper, Seer, Surgical, and Spatial. All I need with this hand is three mana to apply a good deal of pressure throughout the game, and I have interaction for Kevin's aggression and for any kind of Snapcaster shenanigans. It helps that I draw Relic for turn. My opponent misses a land drop and Scourge takes over the game, eating removal but coming right back. I throw Surgical at Serum Visions to mess up his top-top scry, but he rips a third land anyway.

While I'm attacking with and re-casting Scourge, my Relic gets Wear'd, and my Seer gets Quellered. When I pass to Kevin, he cracks his last untapped land, a Flooded Strand. In response, I'm able to Spatial Contortion the Queller without fearing the Path to Exile I know he has in hand. I snatch that with my now-resolving Thought-Knot, and manage to fade my opponent's one Surpreme Verdict to crack in for lethal.

I made a couple of minor misplays this round, but the matchup is so good we enjoy a sizable margin of error.

Round 2 vs. Eldrazi Tron (2-0)

Game 1, W (Draw; M 6 - 7): I keep a threat-heavy, two-temple hand and draw Mimic for turn. The curve goes Mimic, Seer, Seer, Smasher.

Sideboarding:
-4 Simian Spirit Guide
-4 Chalice of the Void

+2 Spatial Contortion
+1 Relic of Progenitus
+3 Ratchet Bomb
+2 Pithing Needle

Game 2, W (Draw): I pitch Scourge to Gemstone Caverns and rip Eldrazi Temple for turn. I lead on Mimic anyway to maximize my damage output next turn, but it dies to a kamikaze Walking Ballista. Scourge beats down a little while my opponent flounders on triple Power Plant (he draws the fourth a little later). I Dismember a Seer in response to its enter trigger, spending all of my mana and paying only 2 life thanks to Caverns; unfortunately, I draw another Dismember off the leave trigger and am forced to exile it rather than kill a lone Hangarback Walker. I end up then drawing Matter Reshaper into Reality Smasher to overwhelm the construct.

This matchup is quite swingy and usually depends on who opens more Temples. Natural Tron also works from their side, although it's not ideal. Ballista used to be a pain for this deck, but with the 4 Bomb, 2 Needle plan, I'm less afraid of it.

Round 3 vs. Sol Malka on BG Rock (2-1)

Game 1, L (Play; P 7 - 6): What a treat to pair with none other than the inventor of rock midrange himself, and just a couple weeks after I featured his deck here on Modern Nexus! In this game, I get Sol down to 11 before the ground stalls out with two Goyfs and a Scooze to my horde of Eldrazi. From there, I chip him down to zero in the air with a pair of Blinkmoths.

Sideboarding:
-4 Eldrazi Mimic
-4 Simian Spirit Guide
-4 Chalice of the Void
-1 Serum Powder

+4 Spatial Contortion
+4 Relic of Progenitus
+3 Ratchet Bomb
+2 Pithing Needle

Game 2, L (Draw): We trade resources for awhile, and I set up to take control of the game with Relic and Scourge. Then Sol draws Kalitas. In my giddiness, I throw the game by double-blocking it with a couple Mutavaults, forgetting the Vampire can eat a Zombie token and outsize my lands.

Game 3, W (Play; MPP 6s - 7): I lead with Relic and manage to embarrass a turn-one Inquisition of Kozilek with my opener full of Temples and Smashers. Relic gets Decayed, but my 5/5s close out the game with ease.

BG Rock trades Abzan's Lingering Souls and Path to Exile for mainboard Ghost Quarters, which actually don't hurt me much. Scooze and Kalitas can still take over the game unmolested, but if we're careful, it won't happen. The biggest loss from ditching white in this matchup is Stony Silence, which shuts down my Relic-Scourge plan and blanks Ratchet Bomb.

Round 4 vs. Tom Ross on G/R Tron (2-1)

Game 1, W (Draw; P 7 - 7): I powder away a dead seven for a Temple hand with two Mimics, Seer, and Chalice. The Chalice ends up never being cast, as I put Tom on Eldrazi Tron after seeing an Urza land and play threats instead. Then Grove of the Burnwillows pays for Sylvan Scrying, but I'd still rather cast Seer and crack for 8 than lock my opponent out of Chromatic Stars. The plan works and we go to Game 2.

Sideboarding:
-1 Ratchet Bomb
-2 Dismember

+2 Pithing Needle
+1 Surgical Extraction

Game 2, L (Draw; M 6 - 7): I keep six cards without a Temple that feature Mimic, Quarter, and Surgical, and scry Simian Spirit Guide to the top. That allows me to cast Mimic on turn one and Quarter-plus-Surgical the Tron lands before Tom makes his third land drop. That's what goes down, but I fail to apply more pressure, losing to Thragtusk, a pair of Wurmcoils, and Karn before I can seal the deal.

Game 3, W (Play): I cast a turn-one Needle calling Expedition Map, since I'm casting Chalice for one next turn. Tom casts Ancient Stirrings. In hindsight, I should have called Oblivion Stone; that would let me resolve Chalice without fear of losing it. By calling Map, I allow my opponent to resolve another one-drop on his turn instead, which ends up having little impact in the grand scheme of things—he's already locked out of Map once Chalice comes down.

Tom casts Sylvan Scrying, and Scourge resolves on my turn three. Oblivion Stone wipes everything I've landed, including a Powder I dropped to help turn on Sea Gate Wreckage. I recover with Thought-Knot Seer and take Wurmcoil Engine, but a second Stone kills my 4/4. A second Chalice comes down, and this one wrecks Tom's future draws. Mutavault and Eternal Scourge get my opponent down low, and he eventually taps out for a topdecked Wurmcoil Engine at 2 life, hoping I forget about my pair of Blinkmoths. I don't.

Gx Tron lacks the "I drew Temples" factor of Eldrazi Tron, and it's pretty soft to Needle and Chalice, making it a decent matchup for this deck. Ross and his crew (including vocal Eldrazi Tron proponent Todd Stevens) were all on the deck this weekend, and performed poorly overall.

Rounds 5-8 (Standard)

Round 5 vs. BG Energy: 1-2
Round 6 vs. Temur Energy: 2-0
Round 7 vs. Mardu Vehicles: 2-0
Round 8 vs. Monument: 0-2

I took plenty of mulligans in these rounds thanks to opening one-landers the majority of the time. Had no idea what to do against Monument, which stomped me, and felt fine elsewhere. Made a good deal of rookie sequencing errors and learned a lot about basic Standard interactions. Considering I hardly did any testing, I was happy to 2-2, but would have liked to be x-1 going into Day 2.

SCG Season 1 Invitational - Day 2

Round 9 (miss)

I accidentally turn off my iPad alarm instead of snoozing it, and wake up naturally 40 minutes into the round. Oops! I hurry over to the Berglund center and un-drop just in time for Round 10.

Round 10 vs. Jeskai Queller (2-0)

Game 1, W (Draw; PMMP 5ss - 7): What did I say about starting the day off with a hot cup of Colonnade? My opponent is speechless as I use a pair of Powders and start the game with Gemstone Caverns in play. Mimic dies quickly but the Scourges get their clobber on, beating my opponent down to six as I Dismember a Queller on Chalice to keep myself alive. With my opponent depleted of resources, Mutavault squeezes in lethal as Quarter keeps Colonnade from animating.

Sideboarding:
-4 Eldrazi Mimic
-4 Simian Spirit Guide
-1 Ratchet Bomb
-1 Dismember

+4 Spatial Contortion
+4 Relic of Progenitus
+2 Pithing Needle

Game 2, W (Draw; M 6 - 7): I keep Temple and Scourge, but the 3/3 gets Ceremonious Rejection'd. My stack of removal keeps Clique and Queller from clocking me. Eventually, I rip Relic of Progenitus, and throw Scourges at my opponent until he dies.

Round 11 vs. Joseph Soto on Grixis Shadow (2-0)

Game 1, W (Draw): I open a pair of Temples with Thought-Knot Seer and a couple Smashers. Then I draw Mimic for turn, and Eternal Scourge on turn two, giving me a perfect curve. I skip one attack to develop my board and avoid growing a couple of 2/2 Shadows; my opponent fails to find a Thoughtseize and I kill him the following turn.

Sideboarding:
-4 Eldrazi Mimic
-2 Simian Spirit Guide

+4 Relic of Progenitus
+2 Ratchet Bomb

Game 2, W (Draw; PMPM 5s - 7): Thoughtseize takes my Dismember, leaving me with two Temples, Blinkmoth Nexus, and a Ratchet Bomb. I had scryed Chalice of the Void to the top, and stick it on turn two (that and a second one some turns later, as Kolaghan's Command insurance). Tasigur comes down for three mana, walling Scourge and the Thought-Knot Seer I then resolve. A couple turns later I draw Smasher and put the game away.

I overestimated the importance of Guide in my sideboarding. We also really want all the Bombs against them, as Shadow's their only card that gives us fits. Our sets of Relic and Chalice tend to overwhelm their Commands.

Round 12 vs. Jeskai Control (2-0)

Game 1, W (Play; PM 6 - 7): I've lurked around the top tables enough to know my opponent's on Jeskai, and get to keep a juicy six with Temple and Scourge, scrying another Scourge to the top. I eat a Helix early on, and fizzle another one aimed at Scourge once I start beating down. Two Electrolyzes keep the Scourges at bay for a time, but true to name, they come back and continue attacking. Quarter kills one activated Colonnade and my opponent lacks the mana to activate his second.

Sideboarding:
-4 Eldrazi Mimic
-4 Simian Spirit Guide
-2 Dismember

+2 Spatial Contortion
+4 Relic of Progenitus
+1 Ratchet Bomb
+2 Pithing Needle
+1 Surgical Extraction

Game 2, W (Draw): I neglect to use Gemstone Caverns, since I have three lands in my opener and want all the cards. I lead with Relic after drawing Scourge for turn (of course), and I find another Scourge soon. Those never die, although my opponent tries to keep his head above water with some fancy Cryptic Command maneuvers. He draw-bounces my first Chalice in response to the Chalice at two, then makes Snapcaster-Ceremonious to counter the new one. I just keep casting my Scourges and stockpiling Reality Smashers in hand until my opponent's down to one card and I draw Thought-Knot Seer. Seer comes down and my opponent casts Snap, targeting Electrolyze; the coast is clear now, so I play a Smasher and attack for game.

Rounds 13-16 (Standard)

Round 13 vs. UW Monument: 2-1
Round 14 vs. Temur Energy: 1-2
Round 15 vs. UW Monument: 0-2
Round 16 vs. Abzan Delirium: 2-0

My hands were significantly better this day, and I also had a better grip on Zombies. I got a crash course in beating Monument from a friend of a friend just before Round 13, and was happy to defeat it this time around. Then I got a Game Loss against Temur Energy during a deck check; I'd borrowed this deck, sleeves and all, from a local Boston player. Apparently, Westvale Abbey could be seen through the orange sleeves! Next round, Jody Keith crushed me on Monument, and at the very end of the tournament, I paired once again with Sol Malka on Rock. Recursive threats are a pain for BGx midrange decks, and it didn't help that Sol went to four in Game 2 while I opened a strong seven.

Closing Thoughts

The Invitational was my first-ever multi-format event, and I had a great time. I didn't think I'd like it as much as Modern-only tournaments, but splitting the tournament this way breaks it up neatly and challenges players to ration their prep time. The Invitational yielded the toughest field of players I've had the pleasure of playing against, and it re-ignited my competitive spark.

So despite all the "I'm not cut out for professional play" in last week's article, I'm very excited for the next Invitational, which I qualified for by making Top 32. For that event, I plan to spend more time with Standard and make sure I'm properly prepared for both halves of the tournament, instead of just the Modern portion.

The prep I did for that half ended up being more than enough, as I didn't lose a played Modern match all weekend. The only decks I was afraid of were other Eldrazi strategies, as those matchups often come down to who draws more Temples. I don't feel Colorless Eldrazi Stompy has any actually bad matchups right now and was very happy with my configuration over the weekend (although I was underwhelmed by Surgical Extraction—Sorcerous Spyglass can't get here fast enough).

Er... well, there is one bad matchup. In the Classic on Sunday, I went 6-2, narrowly losing to GB Tron and not-so-narrowly losing to UB Tezzerator. Three Ensnaring Bridge and 4 Whir of Invention-into-Pithing Needle-naming-Ratchet Bomb is truly impossible for this deck to beat. But that's Modern—no matter how powerful your strategy, there's always a predator!

HareruyaWayfinder – HOU Edition

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I'm sure many of you are aware of the #Saitowayfinder/#KenjiWayfinder decks of the past. They have since been updated to #HareruyaWayfinder - and this time the entire @hareruyaEnglish pro team joined in! These are brews provided to us by Hareruya English early on when every set is fully revealed. Here is the Amonkhet Brews, plus some Pauper Brews including HOU:

 

DEGtt4zXkAEcqGjDEG36OMXcAAoh5u DEG7OgNWAAE8Z6z DEG_E7OXoAACFQf DEHCEraV0AAAL_A DEHFg_SUwAEvi-a DEHJW_lVYAEnLyQ DEHMZnWUAAA54Jp DEHPx2RVYAE3nUA DEHTS25UAAAFbC2 DEHXAAHV0AAngSJ DEHaWvgVoAQjJW6 DEHddZiUwAAyMeN DEHg3M8UIAAV6RZ

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Chaz V

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

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Insider: Hour of Devastation Spoilers, Part Two

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Amonkhet has been one of my favorite sets in years. I love the flavor of the plane and the interesting mechanics it has brought us. Hour of Devastation seems to expand on some of those awesome things as well as bringing its own uniqueness as well. There are some really neat build-around-me cards as well as interesting staples. Let's discuss:

Deserts

 

Let’s start out with in interesting land cycle in Deserts. Shefet Dunes, Ipnu Rivulet, Ifnir Deadlands, Ramunap Ruins, and Hashep Oasis may give us some troublesome names to say, but this land cycle seems amazing. You may be saying, "But the abilities seem so irrelevant!" At first I glossed over these new lands as well, but one aspect about them popped out to me this morning. Unlike the cycling deserts, these lands don’t come into play tapped.

What that means is that these are basic lands with an upside. You can still get colored mana from them, which is great, but their mediocre abilities allow you to gain some value from your lands later in the game. Any time you can add value without taking up card slots, you’re increasing your ability to win games. This is why man-lands are so great.

 

In addition to the single-color deserts, I think some of the colorless ones are sweet too. As an Eldrazi player, I think Scavenger Grounds seems amazing, and I’ll be hunting for foil copies this weekend. Eldrazi already includes cards like Relic of Progenitus, so Scavenger Grounds seems like a natural inclusion in the archetype.

Financial Value of these lands shouldn’t be much at all, but the competitive value is high. Even if Eldrazi adopts the Scavenger Grounds, I think it will still be a bulk rare, but it’s possible that demand will increase the price.

Hour Cycle

Hour of Revelation is one of this set's great sweepers. This one is getting a lot of hype, because it not only gets rid of creatures, but also vehicles and planeswalkers as well. Previously, we didn’t have anything to fill that need, so sweepers were pretty bad. Players could just cast Gideon, Ally of Zendikar or Heart of Kiran with no fear other than single-target spells. I’m not sure how easy it will be to trigger the cost reduction with ten non-land permanents in play, though. You could easily have Walking Ballista and Filigree Familiar to help boost the count. Oath of Liliana or any of the Oaths could help as well, but you’d probably rather keep those around than sweep them away.

Financial Value

Hour of Revelation is preordering just above a dollar, basically as a bulk rare. If a control deck emerges that utilizes this wrath effect, I expect it to jump to at least $5, so picking up a couple early on seems extremely low risk.


Oh, how I wish Hour of Eternity was an instant. I don’t think this Hour is going to be making an impact on Standard any time soon, but it seems amazing in Commander. You can have a million mana as well as creatures you put in your graveyard on purpose. Technically, this could be used as a bad reanimation spell in Standard, but I think there are better options than that. It would let you get two creatures for seven mana, however. That’s a good thing to keep in mind in case there are any combos printed for the format.

Financial Value

Unsurprisingly, this is also a bulk rare, but it wouldn’t hurt to pick up a couple foil copies. The multiplier should be decent, and if not, they should catch the Commander players' eyes.

Hour of Glory doesn’t seem necessary at all except from a flavor point of view. Financially, this is a sideboard card at best. Four mana is a lot for a removal spell these days, and I don’t expect this to see much play.

Hour of Devastation is the third sweeper I’ve covered in this and part one of the Hour of Devastation spoilers series. We haven’t had a good red sweeper in a while, but this one is great. Most red cards like this are cheaper and deal at most three damage. The ability to deal five is amazing, but the fact that it goes against planeswalkers too is crazy good. Keep in mind this will take out gods too because they will lose indestructible.

Financial Value

I’m not sure this will see much play in Standard, but it is definitely a Standard-playable card. Commander players will love this as well because red doesn’t have many good cards like this. I could see the price dipping below its preorder $3 price, but it doesn’t have much space to go down.

What an interesting card Hour of Promise looks to be. It’s a ramp spell that rewards you for having Deserts in your deck. As I said above, the single-color lands are basically basics, and you have more options for deserts as well. Ending up with three deserts in play might be tricky, but getting two Zombies as a reward might make the hassle worthwhile. My question is what are we ramping to? I guess we could ramp to Ulamog, the Ceaseless Hunger or Nicol Bolas, God-Pharaoh, but I’m not sure that’s going to be a valid competitive strategy.

Financial Value

Much of the value of Hour of Promise hinges on its success in Standard. If there is a deck that plays this as a four-of, we will see it spike. Otherwise, it should stick around as a bulk rare. This is another minimal-risk investment, though.

Legendary Creatures

Of the legendary creatures, Razaketh, the Foulblooded is my favorite. Many players have mentioned building a horse army with Crested Sunmare, but I think it seems too slow. Unesh, Criosphinx seems like a great Commander card, but unlikely to break out financially. Neheb, the Eternal possesses the critical trait of being a Minotaur. Seriously, is it just me or do other people sell Minotaurs all the time? My second place goes to Majestic Myriarch because it appears to have a lot of potential, but it’s probably one of those cards that will never get sleeved up. I might play it in Red-Green Gods if I ever get around to working on that list, but there’s probably something better like Glorybringer.

That brings us back around to Razaketh, the Foulblooded. Maybe it’s just me, but this is one of my favorite cards in the set. I think he screams "break me!" This is a creature I think will be awesome in Cube, but could also be a competitive player as well. Razaketh is big enough and has a sweet enough ability that he would be worth investing your time and resources into getting into play. Maybe the tools aren’t there for this style of deck to be viable in Standard, but he’s worth brewing for.

Financial Value

Unfortunately, the price of these mythics is really low. Razaketh, the Foulblooded is the highest of the cycle and at $7, he’s one of the highest cards in the set. The others will be lucky to keep their $3 tags for long. If any of these legends see play in Standard, though, expect them to drastically jump in price. This set is eager for a couple more double-digit cards.


Overall, the price of this set is quite low. That usually means that this set isn’t very good for competitive play. The other possibility is that there is more potential for breakout cards. Nothing stands out to me except maybe Razaketh, the Foulblooded, because it seems breakable. Time will tell. Does anything stand out as a potential spike? Let me know in the comments.

Until next time,
Unleash the Force!

Mike Lanigan
MtgJedi on Twitter
MtgJedi on YouTube

Insider: Vendors – Behind the Booth

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Quiet Speculation is excited to welcome Morgan Wentworth to the team! She’ll be writing weekly articles, recording videos, perhaps doing some streaming, and joining the QS Cast as a third host. She's a level-two judge and writes for Gathering Magic as well, so keep an eye out for her work here and elsewhere! 


As a Magic player who enjoys travelling to Grand Prix, I can always count on the presence of a convention hall staple: the row of large booths featuring all the vendors there from open to close to sell you cards. However, seeing them only as purveyors of binders full of Modern cards or five-row boxes with “50± rares” scribbled on the side is a huge simplification of their function within the community and the reasons they show up to your local Grand Prix.

There was an error retrieving a chart for Unwinding Clock

Watching a booth get set up and especially getting torn down is like watching the gears in a clock. Everything fits into sometimes-tiny spaces, everything looks like it was meant to be there, and yet each booth has a distinct look to it: Cool Stuff, Inc. has its wares displayed, not in cases, but in a neat array of images printed onto a large piece of table-covering paper, complete with sell prices. Pink Bunny Games has employees in distinctive uniforms. RIW Hobbies has several five-row boxes of dollar-or-less cards for sale filling up an entire side of their booth. Power 9 will include the score of Packers games in the projection above their booth. Vendors will come with an assortment of essentials for the players at the event, from sleeves to format staples, as well as valuable or unusual cards and sealed product.

Seeing all of the stuff that comes with a vendor getting unpacked on Friday morning can lead to the assumption that their goal is to get rid of it at the end of the weekend. While a vendor may not mind finally unloading a Japanese Duel Deck: Izzet vs Golgari or a box full of bulk foils, this is not the primary reason to get that space at a Grand Prix. While most booth setups vary in significant ways, there is one similarity to be found at all of them: a couple of chairs set on the customer side, usually positioned in front of buy mats and laptops.

There was an error retrieving a chart for Restock

A player might see selling cards to a vendor as a way to fund their trip. Maybe one is hoping to take advantage of a lucrative trade-in bonus to snag sought-after cards. Or perhaps selling to a vendor is a way to vent one's frustration at losing every. single. win-and-in. with this stupid. Abzan. deck – I’m just going back to Burn, guys!

Anyway.

Selling product is a secondary goal for most vendors at an event. Rather, most of them will come with thousands of dollars in cash and only consider the weekend a success if they can use it all to buy cards. Vendors, especially those who shell out to get a spot at a GP, usually have websites and even brick-and-mortar stores where they can sell the cards that they buy from you, so it pays to purchase as much as possible when attending these events. Consider this: there’s a good chance that the Power in the case is meant to entice someone with a choice enough binder to trade in for it.

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Vendors compete with each other for cards and customers at GPs, which leads to cool innovations that benefit players and then get spread to stores. Talking to a few of the folks who were at GP Cleveland gave me the impression that it was more than just a numbers game, though. As people who spend time on both sides of the tables, vendors really care about the players and their experiences at GPs. They get that for many people who attend, this may be the one time they are in a place with over one hundred Magic players concurrently, and really get into the spirit of “specialness” that results, right down to the quintessential Magic experience: pack cracking.

At the ARG booth, I talked to an employee named Tony Buccioni about the booth’s policy with packs from the Modern Masters series. Each of the three iterations of Modern Masters as well as Eternal Masters has featured a disappointing rare or mythic rare. For Modern Masters, it’s Molten Disaster, Modern Masters 2015 had Comet Storm, Eternal Masters featured Sphinx of the Steel Wind, and Modern Masters 2017 touted Past in Flames.

There was an error retrieving a chart for Past in Flames

While I am happy to draft any of these cards (except maybe Past in Flames, which is difficult to make work in Limited), value-wise, the average price is about $1, and in the mythic slot, these could have been something like Tarmogoyf or Snapcaster Mage. So this is cool: ARG promises a free additional pack to anyone who purchases a pack from them and opens one of these cards.

“Molten Disaster was such a bummer to open out of such an expensive pack,” Tony told me. It’s not all about the value, though: “A guy yesterday opened Aether Vial and a foil Molten Disaster.” He got his money’s worth from the pack, but he still got that free pack. It’s the principle of the thing.

freepacksformasterscracks

Personally, I like the policy because it incentivizes people to open their packs at the stall, and there is little I enjoy more than watching someone open packs that cost $10 or more. As I was talking to Tony, a player bought a Modern Masters pack and a Modern Masters 2015 pack. You can bet I added what he opened to my notes specifically to report them to you – unfortunately for him, he opened a Pyromancer's Swath and a Wolfbriar Elemental as rares, with unremarkable foils.

There was an error retrieving a chart for Molten Disaster

I like to use new sleeves whenever I play in a competitive-REL event, and as a judge, I advise you all to do the same. Naturally, I shopped around for Dragon Shields. Depending on the store, the retail price tends to be around $10. However, at GP Cleveland, the price tag was anywhere from $8 to $11. In my retail experience, a significant markdown generally doesn’t increase sales, so I asked an employee at one of the booths selling Dragon Shields for $8 – Fodder Cannon Games – what the deal was. Jeremy Tomacooper, the event coordinator and lead TO sales rep there, laid it out for me. “Most vendors price up going to GPs. We wouldn’t be here without the players, so our philosophy is to give back.” I could see his point. Having an extra $2 for post-GP drinks is something I am always grateful for.

Another important function that vendors play, and one that most players might never come face-to-face with, is supporting the tournament organizers by paying for their spots. Having a row of vendor booths along one wall of a convention center hall represents a portion of the cost of the hall that players don’t have to cover through their already-rising entry prices.

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I know many vendors from a long time of running in the same tournament-organizer circles, and I tend to recognize the same faces at every event. If you attend a lot of these events, there's a chance to build relationships with cool people that could really help you out with your Magic purchases and sales. And remember, vendors are important to making a Grand Prix what it is. If you attend one of these events, be sure to take advantage of the offers and opportunities presented by having many competing dealers in one place. 

Four-Event Recap: Metagame Shifts

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Modern tournament decklists are flooding in to the point where the phrase “too much of a good thing” is starting to come to mind. Nah, who am I kidding. I love this stuff. I hope you do too, because today we’re going to dive right in. I plan on recapping and analyzing high-level Magic tournament results until the day I die, so let’s swallow the knife and get down to it. Today, we’ll be taking a look at the 7-1 or better decklists from Star City Games’ Invitational in Roanoke, along with the Modern Open results, Modern Classic top performers, and select lists from the Modern MOCS event. That’s a lot of info to go through, so we’ll do things a little differently today. Let’s begin!

When looking at four events worth of data, we run the risk of getting hopelessly lost in the shadows. It might make sense to divide and conquer, by approaching the data in stages. We'll start at the macro level and increase in detail, but keeping the events together—that will let us sift through all the information in manageable chunks. As long as we take care not to draw conclusions from finishes across events (taking a finals performance of Affinity and comparing it the Top 4 representation in another event, for instance) we should avoid any potential landmines just fine.

Deck Representation

For the purposes of this article, I will be aggregating the Top 16 of the Roanoke Open, the Top 8 of the Classic, all 7-1 or better Modern decklists from the Invitational, and all x-1 or better lists from the MOCS. This leaves us with 15 Invitational lists and 10 MOCS lists to go with 24 lists from the Open and Classic combined. We’re already making some assumptions and skewing data just by choosing which filter to apply to the lists, so before the breakdown, I’ll give a brief reasoning for why I chose to filter the data this way.

When viewing multiple events worth of data, it’s essential to find a delicate balance of inclusion that doesn’t apply too much weight towards one event or overshadow another. On the other hand, multiple event analysis brings with it a bunch of issues, such as how to parse split-format results like the Invitational with "lower-merit" results like the Classic. There is no easy solution, but by sticking to a linear progression of events, wherein the higher-weighted events are contributing more lists, we can build in some protection against inaccurate conclusions.

So, in order of importance, here are the data sets we’ll be grouping together in this section:

This gives us 39 entries to analyze, in the hopes that when combined, they will give us a clear picture of the top performers in Modern at the beginning of July. As is shown in the numbers, we’re following that linear progression for the most part, with the only outlier being the Modern Open contributing one more list than the Invitational. Here, I could see taking only the Top 12 of the Open, which would fit in nicely between the Invitational’s 15 lists and the MOCS’s 10, but excluding 13th-16th just feels wrong. Perhaps it's because we always speak in doubles (champion, finalist, Top 4, Top 8, Top 16, Top 32), but drawing an excluding line that doesn’t fall on one of those boundaries feels incorrect to me.

Finally, I’m placing the Open ahead of the MOCS here, even though you can argue that the MOCS finish is more prestigious. Open events contain many more rounds, and as it stands currently I don’t have Top 8 information for the MOCS. On to the numbers!

DeckNumber of Finishes
Affinity5
Grixis Death's Shadow5
Eldrazi Tron4
Jeskai Control4
Gx Tron3
UW Control3
Abzan2
Counters Company2
Merfolk2
Amulet Titan1
BG Midrange1
Bant Eldrazi1
Burn1
Colorless Eldrazi1
Death and Taxes1
Death's Shadow Jund1
Esper Death's Shadow1
RG Ponza1
Jund1
Lantern Control1
Living End1
Titan Breach1
Titan Shift1
UB Faeries1
Gifts Storm1
RW Prison1
Domain Zoo*1
BW Smallpox1
--
--

Before moving on to the next phase of analysis, I’m curious what happens when we combine like archetypes in an attempt to gain a more macro perspective of the data. Looking at the archetype representation across all four events gives some interesting pieces of information to tackle at first glance.

Of course, the biggest story here is the goose egg Dredge put up, unable to make a strong finish in any event of the four. Going back into the lists confirms the horrible performance by Dredge, as only one pilot was able to make it into the records for any event: Ben Weitz (BSWeitz on MTGO) with a 6-2 performance in the MOCS. In a similar fashion, Burn put up disappointing results, in the sense that one finish across four events is underwhelming if we buy into the narrative of Burn as a significant player in the format.

Finally, after a strong performance the week before, Hatebears seems to have been hated back out of the metagame, with Grixis Death’s Shadow numbers predictably rising back up to re-take its formidable share of the format. That is, until you actually look at the decklists, and see that Brian Coval's Death and Taxes list that won the Invitational is actually... Mono-White Hatebears. We need to agree on some naming conventions here, guys.

Macro ArchetypeNumber of FinishesContaining Decks
Death's Shadow Variants8Death's Shadow Jund, Domain Zoo, Esper Death's Shadow, Grixis Death's Shadow
Control Variants9Jeskai Control, RW Prison, UB Faeries, UW Control
Midrange6Abzan, BG Midrange, BW Smallpox, Death and Taxes, Jund
Mana Decks7Amulet Titan, Gx Tron, RG Ponza, Titan Breach, Titan Shift
Eldrazi Variants6Bant Eldrazi, Colorless Eldrazi, Eldrazi Tron,
Affinity5Affinity
Non-Affinity Aggro3Burn, Merfolk
Spell Combo3Gifts Storm, Lantern Control, Living End
Creature Combo2Counters Company

Well, that definitely tells a different story. Looking at the results through this lens immediately challenges a few of my perceptions about the results. First, while the established non-Shadow midrange decks (Abzan and Jund) put up uninspiring results individually, collectively the macro-archetype performed well, especially considering the narrative that Eldrazi Tron has been pushing midrange out of the fold. While Abzan and Jund account for only 50% of the midrange representation, BG, Death and Taxes, and BW Smallpox each make a case for midrange succeeding in Modern, albeit in unconventional forms. Going further, you can make a case for the RW Prison deck as midrange as well, along with Kevin Jones’s Jeskai Control list, which makes use of large amounts of burn and Spell Queller.

Finally, Eldrazi Tron remains the ever-changing enigma it has been for months now. You could call it midrange, mana deck, or non-Affinity Aggro. But to be as accurate as possible, Eldrazi decks deserve their own category, with the knowledge that they play multiple roles well. I would hesitate to apply Eldrazi Tron’s numbers towards the mana decks category, as that can lead to inaccurate conclusions about the format. Keep that mental asterisk in place, though.

Finalists

Enough with all this Top 16 talk. What about the winners? Here are the finalist performers from each event, with the 8-0 MOCS list subbing in.

  • Affinity – Open, 1st
  • Grixis Death’s Shadow – Open, 2nd
  • Gifts Storm – MOCS, 8-0
  • Merfolk – Classic, 1st
  • Tron – Classic, 2nd
  • Death and Taxes – Invitational, 1st
  • Grixis Death’s Shadow – Invitational, 2nd

Here we come to an impasse, as the Top 4 Invitational Modern lists all failed to go 7-1 or better in the main event. Nevertheless, three of the four 5th-8th-place lists did go 7-1 or better in the Swiss, and the Top 4 Modern lists had to fight through them to make the semis, so by default, the numbers have to be included. This makes things really messy though, as Brian Coval’s Invitational-winning Death and Taxes/Hatebears list is not the one represented in the preceding section of our analysis, which belongs to Robert Luposki’s 13th-place finish at the Open. The same can be said for Daniel Fournier’s 2nd-place finish with Grixis Death’s Shadow.

Still, for those wondering where the format goes from here, the majority of the field will be reacting to the winners, and not to the 39-list breakdown I posted above. Hopefully, we can get a step ahead by using the former to inform our analysis of the latter, but if the masses choose to head in another direction, can we really say they are wrong for doing so? Besides the two copies we saw, where are all the other Hatebears decks? Was the deck "worth" targeting? Or is it more likely that the conditions aligned perfectly for a poor deck to put up results for just a week? We can’t answer those questions without diving into some lists.

Decklists

Grixis Death’s Shadow, by Daniel Fournier (2nd, SCG Invitational)

Creatures

4 Death's Shadow
2 Gurmag Angler
4 Snapcaster Mage
4 Street Wraith
2 Tasigur, the Golden Fang

Instants

2 Stubborn Denial
4 Thought Scour
2 Terminate
4 Fatal Push

Planeswalkers

2 Liliana of the Veil

Sorceries

4 Thoughtseize
3 Serum Visions
3 Inquisition of Kozilek
1 Rise // Fall

Lands

4 Scalding Tarn
2 Blood Crypt
1 Steam Vents
2 Watery Grave
4 Polluted Delta
4 Bloodstained Mire
1 Island
1 Swamp

Sideboard

3 Ceremonious Rejection
2 Collective Brutality
1 Kozilek's Return
1 Disdainful Stroke
2 Stubborn Denial
2 Izzet Staticaster
1 Liliana of the Veil
3 Leyline of the Void

Hey look, Liliana of the Veil in the maindeck! This is a move I’m happy to see, and it’s not just a flash in the pan, as Dan Jessup had two copies in his sideboard as well. More interesting right now, however, are the two copies of Izzet Staticaster in the board, which show a concentrated desire to be prepared against Lingering Souls tokens and a myriad of x/1 creatures. Grixis Death’s Shadow maindecks will always be tight, and at this point 10-15 sideboard cards are set in stone for the most part. It’s those small deviations and opportunities for gaining an edge where we can really gain an insight into what was going through these players' heads as they were preparing for the tournament.

Beyond that, I’m interested in Disdainful Stroke as an extra form of disruption against both Eldrazi Tron and Nahiri, the Harbinger. Control and midrange were out in full force across these events. This is a move I can get behind, as it’s basically a Negate that counters Thought-Knot Seer and Gurmag Angler while also stopping planeswalkers and Collected Company. I definitely wouldn’t cut a Ceremonious Rejection or Stubborn Denial for it (and I’m glad Daniel didn’t), but if you can find the room, which Daniel certainly did, I think it was a great card for the weekend.

UB Faeries, by Brandon Dempsey (4th, SCG Roanoke Classic)

Creatures

3 Snapcaster Mage
4 Spellstutter Sprite
2 Tasigur, the Golden Fang

Enchantments

4 Bitterblossom

Instants

4 Fatal Push
2 Mana Leak
3 Cryptic Command

Planeswalkers

4 Liliana of the Veil

Sorceries

4 Inquisition of Kozilek
4 Ancestral Vision
2 Thoughtseize

Lands

3 Creeping Tar Pit
4 Darkslick Shores
1 Drowned Catacomb
2 Flooded Strand
3 Island
4 Mutavault
4 Polluted Delta
1 Swamp
2 Watery Grave

Sideboard

2 Ceremonious Rejection
3 Collective Brutality
2 Damnation
1 Duress
2 Go for the Throat
2 Liliana, the Last Hope
1 Negate
2 Nihil Spellbomb

This list isn’t Faeries. It’s actually good. Brandon Dempsey took the best cards out of Faeries (Spellstutter Sprite and Bitterblossom) and stuffed them into a blue-black control shell, and the results are glorious. This new version of Faeries has actually been floating around for a while on MTGO, but hasn’t done much outside of a 24th-place finish at GP Vegas by Yuta Takahashi.

Cutting Vendilion Clique and Mistbind Clique, and pushing up to the full four of all our best cards, gives this archetype what it’s always been missing: consistency. The games where we don’t draw Bitterblossom were always the worst, which is the biggest “bad deck propped up by good card” smoking gun I could think of. So, cut the bad cards. It’s that simple.

In the end, this pairing will probably always play second fiddle to white’s great answers and sideboard spells, and a win condition that hurts our life total in a color combination lacking for lifegain will continue to cause us issues. Still, the archetype finally feels streamlined, powerful, and consistent. It just needs the metagame to shift in a certain direction (along with the right list and pilot) and it’s capable of cracking the finals threshold. When we get to the point where control decks can play Damnation in the maindeck, that’s when we know we’re there.

RW Prison, by David Jones (10th, SCG Roanoke Open)

Creatures

1 Emrakul, the Aeons Torn
4 Simian Spirit Guide

Artifacts

4 Chalice of the Void

Enchantments

4 Blood Moon

Instants

3 Lightning Helix
2 Cast Out
2 Blessed Alliance

Planeswalkers

2 Chandra, Torch of Defiance
4 Nahiri, the Harbinger
1 Ajani Vengeant
2 Gideon Jura
2 Gideon of the Trials

Sorceries

3 Wrath of God
2 Anger of the Gods

Lands

4 Temple of Triumph
4 Arid Mesa
1 Ghost Quarter
3 Marsh Flats
1 Mountain
1 Needle Spires
6 Plains
4 Sacred Foundry

Sideboard

1 Batterskull
1 By Force
1 Elspeth, Sun's Champion
2 Grafdigger's Cage
3 Leyline of Sanctity
1 Linvala, Keeper of Silence
1 Pithing Needle
3 Rest in Peace
2 Stony Silence

I’ve been pretty hard on RW Prison in the past, but this is a version I can get behind. Four-x Blood Moon, Chalice of the Void, and Nahiri, the Harbinger isn’t enough to win against a diverse field, and the deck has needed to adapt to survive for a few weeks now. If there’s something there, I think it involves Gideon of the Trials. Simian Spirit Guide remains one of the strongest cards in the deck, but with our high land count and effectively dead cards in every matchup, we need our bomb to be just that. Gideon of the Trials on turn two, or even just cast normally, followed by another planeswalker, is the type of oomph we need to make up for our awkward maindecked role-players. Again, though, none of this is new tech.

RW Prison is succeeding right now because midrange and control are creeping back into the picture. Dredge, Storm, Living End, Ad Nauseam—all of these weird spell-based combo decks are falling away, thanks to discard, Stubborn Denial, and a quick clock. That's letting value midrange decks gain a foothold again despite a bad matchup in Eldrazi Tron. Once RW gets its sideboard down, watch out. I’d be less surprised to see this spike an event before Jund or Abzan, and it could happen quickly.

Conclusion

So there you go—I said positive words about RW Control. We’ve seen it all, folks, time to shut it down. There’s a million more nuances and takeaways we can pull from this quartet of events, but I only have time for a few. What did you think of the results? Any takeaways or clues to the format’s next steps that you think I missed? Let me know in the comments below. Thanks for reading, and I’ll see you next week.

Trevor Holmes

Insider: Breaking Bulk – Week of July 6th

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Hey there, and happy Fourth of July to all of my American readers! I hope you enjoyed the holiday weekend. I spent it like any other: in a basement picking through bulk Magic cards, of course.

Last week, we talked a little bit about the recent eBay flash sales that have been happening, and a few financially savvy items to purchase when you get that six-hour offer window. With Hour of Devastation fully previewed and looking lackluster overall, I'm going to go back to my tried and trued formula of calling out the best cards to pull from bulk. "Breaking bulk" is where we focus on cards that might often be forgotten about or left behind when bulking out a collection of commons/uncommons or even rares.

While almost every competitive player knows to pick out Lightning Bolts and Counterspells because they're worth a couple dollars, cards from other formats often get swept under the rug. Today we're going to look at some Pauper, Commander, and casual cards that get overlooked by the Standard and Modern players who sell all their bulk to us.

Alright, I guess I'll let one Modern card slide in here to start things off, but only because I really like it as a pick going forward. Gigadrowse is a Guildpact common that saw play as a four-of in the top eight of Grand Prix Las Vegas, and it's never seen another printing in the decade since. The card put in some work in the Taking Turns deck. While the buy price isn't exactly insane right now (I think the most I've ever gotten out of these was 25 cents back when the Turns deck first came out a few years ago), I'm comfortable holding until I get a buyer at closer to 50 cents. It's consistently a four-of in every version of the list (mono U and UB), and I'm happy to wait until I get a local player asking for me to put the list together for them. While I wouldn't fault you for turning your card that cost you three-tenths of a penny into a dime or quarter, I'm just putting my opinion out there that I think this single-print common has room to grow off a Modern brew that's relatively inexpensive to build.

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Alright, now let's move into the casual and Commander stuff. Second in our lineup is a similarly ancient non-rare that I found a dozen of in this week's bulk pickings. A seemingly innocuous little Myr that simply taps to add charge counters to things, that slides into casual decks involving Lux Cannon, Darksteel Reactor and other similar effects. Coretapper retails for a full dollar, and you can buylist them for half of that. While Darksteel bulk is obviously a gem in and of itself, I've mostly found these when all of the competitive stuff from Mirrodin block gets passed over (Cranial Plating and the like). If you're a Modern player who already knows the gems of the format, don't forget about the casual stuff as well.

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Knights are an interesting creature type. I've found cards like Knight Exemplar[card] and [card]Knight of Meadowgrain in bulk before; while not every Knight is up to those cards' pricing standards, it's still fine to pick out the dimes. Sigiled Paladin is one such dime that slides into the same deck as Knight of the White Orchid and Kinsbaile Cavalier. The lion riding two-drop is less powerful and therefore less expensive, but always a nice find in Shards block bulk. Sometimes Card Kingdom pays quarters on them, but those are rare times.

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Let's get into a Pauper pick or two. One of the format's boogeymen is Bogles; while the archetype centered around Slippery Bogle  is close to dead in Modern, it's incredibly viable in Pauper. Most spot removal against the deck is dead, so black has to resort to Edict effects like Diabolic Edict and the card in question, Geth's Verdict. It has only a single printing, and it's better than the original Edict in mono-black lists. I got 50 cents a piece for these at GP Vegas in my ogre boxes, and you can still get anywhere from 25 to 50 cents if you decide to ship a buylist order on a sunny day. While the reprint potential for this common is relatively high, I'm going to enjoy shipping them as soon as I get them. I don't expect it to be in a Commander deck, but this could very easily fit into a Duel Deck-type product designed for one-on-one play.

There was an error retrieving a chart for Geth's Verdict

Here's a card that I'm not really sure about. I mean, I know it's worth money, but someone in the comments should tell me exactly where the demand for Flickering Ward is coming from. According to EDHREC, it's in less than a thousand decks on the website. I would expect it to be nearly an auto-include in decks like Daxos, the Returned, but even there the aura is in less than 30 percent of lists. Maybe that's because it's a Tempest card with only a single printing? We've seen a similar situation in the past with Koskun Falls – an easy-to-use Ghostly Prison existed in black for 20 years, but nobody paid any attention to it until the printing of King Macar, the Gold-Cursed. I'm happy selling Flickering Wards at $1.00 any day, even if Tempest block bulk is a rarity.

There was an error retrieving a chart for Flickering Ward

A few months ago on Brainstorm Brewery, Jason mentioned a few proliferate-centered picks of the week. I'm here to talk about one that's proliferated in its own right, thanks to avoiding a reprint since New Phyrexia. That set is already jam-packed with value, but Viral Drake is starting to stack up against its other uncommon friends, Beast Within, Blighted Agent, Mental Misstep, and Triumph of the Hordes, to name a few. Jason called Drake as a pick back at 30 cents or so, and the rest of the cast agreed wholeheartedly. If you've been stockpiling these and avoiding shipping them for dimes, I think now's the time to get 50 cents a piece for them for a sweet multiplier of five.

There was an error retrieving a chart for Viral Drake

I'll close this article out with a card that used to be worth a lot more, but received a one-two punch of reprints in the past few years. First it got hit with Conspiracy (the first one), then a swift follow-up from Eternal Masters. I'm talking, of course, about Victimize, a card I used to play in more than one Commander deck. It's still a fine budget solution to reanimate some big stuff in the format of haymakers, but it's down to buylisting for around 10 cents, and that's caused a lot of my local players to forget that the card even exists. This column exists to remind you to pick them out, and then sell them to local Commander players at 25 cents, or ship them off to buylists.

There was an error retrieving a chart for Victimize

End Step

As I said in the introduction to this article, Hour of Devastation doesn't look like it will be making many waves in Standard. That being said, I've still got my eyes on several of the more powerful common and uncommon cards in the set so that we can focus on blueprinting or holding them for eventual buylisting. Look forward to my common/uncommon set review next week, where I'll review my previous set review of Amonkhet, and see where things went right and wrong. Then, we'll go over which cards other than Claim // Fame are actually going to see play in anything. Thanks for reading!

Insider: MTGO Market Report for July 5th, 2017

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

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

Redemption

Below are the total set prices for all redeemable sets on MTGO. All prices are current as of July 4, 2017. The TCGplayer low and TCGplayer mid prices are the sum of each set's individual card prices on TCGplayer, either the low price or the mid price respectively.

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

jul4

Standard

Hour of Devastation (HOU) prereleases are this weekend in paper, followed by the set's digital release on Monday. HOU has got ramp players interested in testing the waters again with the rare Hour of Promise. This type of effect has seen play in the past for 3G in a card like Explosive Vegetation. For one extra generic mana, you get to search out two lands of any type (yes, that means non basic lands), and there is the potential upside of getting two 2/2 Zombie tokens into play.

It's not clear to me what direction Hour of Promise decks should take, but one line of play in particular jumps out as being quite strong. Searching up two Shrine of the Forsaken Gods on turn 5, followed by another land on turn six allows one to hard cast Ulamog, the Ceaseless Hunger for the full 10 generic mana. This is basically the best top-end line of play available now that Aetherworks Marvel has been banned, so it will be interesting to see if there is a ramp shell that can take advantage of Ulamog before Battle for Zendikar (BFZ) rotates out of Standard in the fall.

David Murphy, @DavidSea89 on Twitter, is a co-host of the Cardhoarder podcast, and he's been playing around with a R/G ramp deck that tries to do just that. Check out his list here. David has recently qualified for Pro Tour Hour of Devastation in Kyoto and is testing the new Standard extensively.

There was an error retrieving a chart for Ulamog, the Ceasless Hunger

Another direction a ramp deck could go is to be U/G. Michael Flores and Pat Chapin discussed this possibility last week on Top Level Podcast, and they looked at Nissa, Steward of Elements from Amonkhet (AKH) as a potential ramp piece currently without a home. Walking Ballista is another card they highlighted that could naturally fit into a ramp shell.

Once HOU hits MTGO on Monday, look for brewers to quickly try out a few different iterations of ramp. We'll know soon enough if it has any legs, but with Ulamog rising from 4 to over 6 tix in the past ten days, the market thinks there is a chance.

Modern

Prices for many Modern staples have been hitting new highs as players look past the current Standard format in anticipation of the release of HOU. Karn Liberated and Mox Opal are both hitting new, post-reprint highs, while Horizon Canopy is within a few tix of its all-time high. The Modern market looks strong on MTGO at the moment, which is not unusual for the summer.

There was an error retrieving a chart for Horizon Canopy

This doesn't mean there aren't deal out there. Mishra's Bauble has just bounced off a recent low of 10 tix and now sits at 14 tix. This Coldsnap (CSP) uncommon was over 30 tix a few months ago as Death's Shadow decks looked unstoppable in Modern. That deck is still the top dog in Modern at the moment, so look for this card to get back to over 20 tix by September.

Foil Mythic Rares

Checking on the foil mythic rare strategy for Amonkhet, the average price of a foil mythic rare from this set has been largely flat since AKH's release. Individual prices have fluctuated, but the pool of value has remained quite constant. This means that the opportunity cost of holding these cards over the past few months has been high. For the report portfolio, I bought 10 copies of each at an average price of 10.5 tix per card.

This is great for players since they can rely on their cards maintaining value. For speculators, this is not where you want to be putting tix since having tix tied up in foils means that those tix are not available for pursuing other opportunities.

Going forward, I'll be watching how prices evolve once HOU hits the mix and the flow of AKH cards from Draft drops. If foil sets are leaving the system at a relatively constant rate over time, then a drop in the supply of AKH foils will drive prices up for all foils, but the scarce mythic rares will accrue most of the gains from scarcity. If this hypothesis is true, we should start seeing meaningful increase in the price of AKH foil mythic rares over the next month.

Standard Boosters

AKH boosters rebounded to 2.8 tix this week after the extra prize promotion ended though they've come back down all the way to 2.2 tix before sitting today at 2.4 tix just prior to the release of HOU. These should fall further next week when HOU officially hits MTGO on Monday. Players should feel free to stock up on AKH boosters, though the best buying time for speculators will not be until September and the release of the fall set.

Checking in on the other Standard Draft format, a draft set of KLD block still sits at 8.3 tix; however, the spread on AER boosters has widened slightly to 0.06 tix. I think the best interpretation of this change is that a bunch of AER boosters came onto the market, depressing the buy price and allowing the spread to widen. When this extra supply gets reduced and the market returns to being supply constrained, then spreads will narrow again to 0.04 tix.

It's interesting to see that the market has been able to digest any extra supply that enters the system, and prices continue to creep up. Look for a pause in price increases next week as HOU hits. It's possible another wave of supply hits the market, but the further we get away from KLD block as the default draft format, the less likely this is to occur in my opinion. 9.0 tix for a KLD block draft set remains the price target, and there's the rest of July through to September to reach this target.

Trade of the Week

For a complete look at my recent trades, please check out the portfolio. This week I put Walking Ballista and Ulamog, the Ceaseless Hunger into the portfolio. These two cards have something in common in that they both see play in non-rotating formats: both show up in Modern in various Tron and Eldrazi strategies, while Ballista also sees play in Legacy and Vintage.

There was an error retrieving a chart for Walking Ballista

A card that sees play in multiple formats will see a higher price floor as a result. Thus, even though Ulamog is on its way out of Standard, the long-term prospects of this card are good. The banning of Aetherworks Marvel knocked the stuffing out Ulamog's price. With a potential ramp strategy on its way in Standard, the short-term prospects on this card got a lot brighter.

Walking Ballista is basically in the same boat, but its also got another fourteen months in Standard. I'll look to catch any short-term spikes if they materialize, but I'll be patient with both cards due to their play in non Standard formats.

Innovations Among the Rubble

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Note: This article was supposed to go up yesterday. Our server troubles prevented that. I really liked the opening I wrote. Pretend it's still July 4th for me, please.

Happy Fireworks Day, America! As you celebrate America's birthday through the medium of smoldering craters as Ben Franklin intended, remember: safety first. The Founding Fathers spent their lives writing an award-winning musical to give you the freedom to set your idiot self on fire, but that does NOT mean you should. You cannot partake in the revelry from inside an emergency room. And the nurses are always hurtfully sanctimonious. Besides, explosions are more impressive when you can see the whole thing than when they're right in you face. Choose appropriately.

On an unrelated note, well done Jordan on your 7-1 Modern showing at the Invitational. And for being 29th overall in a tournament that perfectly showcased both the power and fragility of Grixis Shadow. Ergo, I will leave discussing that event to the guy who was actually there and instead talk about the upcoming Hour of Devastation, otherwise known as the Ernenwein Family Fourth of July Picnic! Yes, from the opening Oozing of the Potato Salad to the traditional Ignition of the Gazebo, few things are guaranteed to cause as much Destructive Revelry as my family gatherings. I'll begin this tale with the Year of the Unholy Brisket...hang on.

Ah. This Message Brick that was just hurled through my window is from Jason.  It's a "gentle" reminder that this is a Magic site. Also, apparently, the next set release is also named Hour of Devastation. I'm supposed to talk about that one. Easy mistake to make, really. This is awkward. Let me just spend a few minutes looking over the spoiler and then break out my proxies and test for a few hours. I'll be back.

Not Quite Powerful Enough

I'm back and a little underwhelmed with Hour. There are plenty of interesting cards, but for the most part, they are very conditional. Not conditional like "Mana Leak is a conditional counter," but like "If certain conditions are met and/or the format moves X direction, this card will be playable." That doesn't give me much hope for their utility, but I am always ready to be wrong. I mentioned Claim /// Fame in Grixis Shadow last week, but after some test games, it isn't as good as Kolaghan's Command. When the stars align it is very good, but most of the time the lack of versatility hurts too much. So I'll be talking about other cards today.

So You Want to Beat Burn?

Oddly enough, Burn has gotten a lot of attention surrounding this release. There's nothing revolutionary or obviously good, mostly because Wizards is unlikely to release a functional reprint of Lightning Bolt. However, there are some interesting cards that could work, as well as a potentially huge hate card against the deck. The former are options that could take the deck in new directions without making it obviously stronger. The later is very much a high-risk, nearly-instant-win card.

Let's begin with the hate card, Oketra's Last Mercy. In case you were unaware, should this card successfully resolve, you should defeat Burn (it is always possible to punt a game away or draw poorly). I remind you yet again that the basis of Burn is the Philosophy of Fire, which if you're not up to that impenetrable wall of text says among other things that Shock is worth a card because it trades for two life. The fact that Burn trades a card for 3-4 life is why it is a good deck. If you Last Mercy for ~10 life (which is what you should be doing, as anything less is a bad Timely Reinforcements), you effectively five-for-one your opponent. That is backbreaking for burn. Burn is built to reliably deal 18 damage. Asking it to deal 28 is absurd. The only problem is that setting a life total is considered "gaining" (or in rare cases, losing) life, so Skullcrack more than counters Last Mercy since the no-untap clause still applies. If that happens, you almost certainly lose.

I don't think any decks that could play Last Mercy actually need it, since white control decks have Timely and Death and Taxes has Burrenton Forge-Tender. Maybe there's an undiscovered combo for which this is the missing piece (some kind of Necropotence-like engine?) That said, if you're feeling lucky and really want to stick it to Burn, you can't do better.

So You Want to Be Burn?

Onto the cards that Burn will actually play. I want to begin with Blur of Blades. This card will not see any play right now, but if this were last year I would be gushing about how Blur shines against Infect. Infect was tough for Burn because it was faster and Wild Defiance/Mutagenic Growth killed Burn's interaction. Blur ignores those cards thanks to the -1/-1 counter, ensuring that the infector will die once the pumps wear off (give it up for state-based actions!). Searing Blaze will always be better against every other deck, and for that reason, Blur is not a playable card. I've tired to find scenarios where that counter would be better and cannot without going gimmicky. Also, there's the mathematical problem of 3>2. However, if Infect ever returns, remember. Remember.

The next possibility is Wildfire Eternal. I want it on record that I wrote "Elemental" there three times. I find the names in this set dyslexic (more on this to follow). Anyway, this card is unlikely to see play because four mana for a 1/4 non-evasive creature is too much (Afflict is not evasion, even though it's unlikely anyone will block an Eternal). However, free spells are good. I know that the polite euphemisms are looking for ways to combo off with this and Enter the Infinite or what-have-you, but I think a more realistic approach is as free mana to overwhelm a control deck. The usual strategy is to save up burn to try and force a win over your untap step and Eternal gives you extra mana to work with. As a curve topper, I could see it getting some use. I also know some burn players that have been playing Thunderous Wrath and would appreciate a way to cheat it out in case it shows up in their opening hand. Almost certainly not good enough, but something interesting to try.

Finally, Ramunap Ruins. I hate this card because I always think and type it as "Runemap." Even when I warn myself. I had to correct that opening sentence a lot. I am not dyslexic normally, but I've come to believe this set causes dyslexia. Is it just me?

Moving on. On paper, this card looks bad. Five mana (effectively) for two damage is bad. The thing is, Barbarian Ring sees play in Legacy Burn. It is also better in every way except that it isn't Modern legal. Until now, Burn's closest option was Keldon Megaliths, which enters tapped and only does one damage, making it bad. The fact that Ruins is untapped and also taps for painless colorless mana unlike the Ring gives it legs. The question is whether Burn actually needs it, having made do without for so long. I don't think Burn needs Ruins, but some players may want it. I tested Ruins as a way to "cheat" in a late game, and it did what I expected. However, I don't know why you'd play any other deserts to feed Ruins, limiting its utility. A very interesting card but not obviously good enough.

Appearances Deceive

A lot has already been said about the next card in the dark. I've been testing (steady yourself, Ernenwein) Rune <DAMMIT!> Ramunap Excavator and I'm not impressed. It's not that Excavator is too vulnerable or Crucible of Worlds a bad effect, but it really doesn't have a home. Crucible is powerful; extremely powerful in the right deck. The problem is that such a deck has never really existed in Modern. There just aren't the lands to abuse and land destruction isn't prevalent enough to justify an answer. I've seen Crucible most commonly used as a fun-of value card for control decks. It just doesn't work.

Excavator promises to fix that by being a creature. Creatures can at least attack so they're somewhat useful goes the theory. They can also be played via Aether Vial and Collected Company which is why everyone went nuts about Excavator in WG Hatebears. Between the cheating methods and all the spell-like lands you would think it be excel. You, much like me, would be wrong. It was really, really, average. Once again, my Inner Craig Wescoe was very disappointed.

The problem is mana cost and stats. The three-drop slot is absolutely clogged in Hatebears. Loxodon Smiter, Flickerwisp, Mirran Crusader, Blade Splicer, and Brimaz, King of Oreskos are all fighting for space as is, how does Excavator compare? It's a 2/3 with a value generation ability that you cannot use turn three. That really doesn't stack up favorably to the rest of the group. Going long it absolutely has the power to generate insane amounts of value, but getting to that point means that you're almost certainly winning anyway. You can absolutely Strip Mine your opponent out of the game or draw two cards a turn with Excavator, but if you have the time to do so, why haven't you won yet? And Excavator won't help much on actually winning since a 2/3 is not an impressive attacker and will be outclassed by almost everything. As a maindeck strategy I don't see it working out.

However, there is so much value to be had that I can't just dismiss Excavator. As a sideboard card against Tron I can see this really putting you over with infinite Ghost Quarters, or outdrawing control decks with Horizon Canopy. The fact that it half-dodges Fatal Push is not insignificant. Whether that's as good as it sounds is up in the air, but Inner Craig Wescoe is very hopeful. And it's nice to throw him a bone every so often.

Potentially Potent

The next two cards that stood out are in fact powerful enough. The problem is that I don't know if their decks are good enough to compete. There's little chance they'll elevate their homes out of Tier 3, but they could potentially bring them the attention necessary to at least gain respect.

Always with the Snakes

The drawback on all of the <God>'s Last <Whatever> spells is significant. You get a very powerful effect at the cost of effectively Time Walking yourself. For this reason, I have doubts about their playability in a format as fast and efficient as Modern, centering on how many things have to break your way for your opponent not to wreck you with their "free" turn. And yes, it's not so bad in the late game etc., etc., etc., but if you've made it to the late game with a deck that wants these effects you've already won. Unless you're playing Rhonas's Last Stand. Then you've probably lost.

The token has been compared to Tarmogoyf, which isn't really accurate. I think Gurmag Angler is stronger parallel. They're both five-power creatures available on turn two that require setup. Tarmogoyf grows bigger and blocks better than the snake token. The snake technically comes with a drawback, but green creature decks also have mana dorks, which mitigates the problem. In aggressive decks that need big creatures and don't have much to do with their mana anyway, the Snake is an excellent beater. A 5/4 for two is a potent threat.

The problem is that Last Stand lacks a viable home. It's a sorcery so you can't hit with Collected Company, and it doesn't have any special abilities, so there's no Chord or Company deck that would play it. The only deck that wants big dumb beaters is Mono-Green Stompy, which is so one-dimensional that everyone sees it coming from miles away. Sometimes, though. Sometimes, they can't get out of the way. Stompy just gets there every so often. I could see an undercosted threat doing work there. It certainly worked for Grixis. Don't write Last Stand off just yet.

Part of a Good Breakfast

Lastly, lets talk about Cheeri0s. When Sram, Senior Edificer was printed there was hype for days about that wonky combo pile finally becoming a real deck. Even I got in on the action. And then it all died. The deck was still too fragile and inconsistent to really make it with the big decks. Which is a shame; the deck is different and fun, and I believe that unfair combo is a necessary part of a well-balanced metagame. It just wasn't to be.

Now, Cheeri0s may have gotten a new piece to the puzzle. Retract is the supercharger for the engine, and with Leave /// Chance it looks like they've got a whole extra engine. Leave acts as extra Retracts, making the full combo a little easier to pull off, but it's Chance that's really interesting. The great flaw in Cheeri0s is that without Sram or Puresteel Paladin in play the deck is filled with blanks. Chance lets you turn all those blanks into cards, either to get the combo started or to fine tune a draw. Lets face it, discarding a bunch of equipment is not that burdensome. I doubt this pushes Cheeri0s beyond low Tier 2, but that would still be a huge step up.

Face the Future

Hour of Devastation is nothing close to Khans of Tarkir. If it houses something truly format-shaking, I don't see it. But there are a lot of interesting cards that encourage tinkering and exploration which is far healthier. Did I miss something? I'm always open to being wrong, so let me know what you think in the comments.

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David Ernenwein

David has been playing Magic since Odyssey block. A dedicated Spike, he's been grinding tournaments for over a decade, including a Pro Tour appearance. A Modern specialist who dabbles in Legacy, his writing is focused on metagame analysis and deck evolution.

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Announcement: Server Change

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Hello, Nexites. No doubt you have noticed the repeated downtime issues we've been experiencing over the last few months. I'm happy to report that we've just finished switching to a new server, which should mean the end of them. As it turns out, we were breaching the terms of service of our old server with traffic volume, which is sort of both a good and bad problem to have. In any case, our new setup should avoid this restriction and let us focus on bringing you the Modern content you've come to expect. It also frees me up to work more concertedly on some new features in the works.

Moving forward, we have some exciting new content coming to the site. If you haven't had a chance to check out the videos Ryland Taliaferro has made for us yet, there will plenty more opportunities soon enough. He'll be writing/recording for us twice per month, bringing you his insights as he pilots a variety of decks through MTGO leagues. We also have a new author coming on, Andrew Dang—I'll let him introduce himself in his first article in a week or two.

Regarding the giant elephant in the room: the metagame updates. No, they're not gone forever. No, I also can't keep doing them as I did before. Basically, the time commitment was way too high. One of the things I've been working on for the past few months (which was derailed by all the server crashes) was to automate the data entry process. I'm close to rolling out a weekly update of the database, so you'll be able to track how the meta evolves on a regular basis. These updates will, of course, use the rigorous methodology and careful deck typology Nexus has become known for. I plan to augment them with monthly discussions of metagame changes, but the new articles will be less comprehensive than before, simply highlighting the changes I believe are most notable or interesting.

Thanks for sticking with us recently as we've waded through the mud. I hope you'll join us for these new contributions and others as we keep building Modern Nexus.

Jason Schousboe
Editor in Chief

Jason Schousboe

Jason was introduced to Magic in 1994, and began playing competitively during Time Spiral block. He has enjoyed a few high finishes on the professional scene, including Top 16 at Grand Prix Denver and Top 25 at Pro Tour Honolulu 2012. He specializes in draft formats of all stripes, from Masters Edition to the modern age.

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Insider: Parsing the Ixalan Leak (Legacy & Modern)

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Welcome back, readers! Last week I covered the Ixalan leak from the Commander perspective. This week I'll cover it from Legacy and Modern perspectives (I don't have anywhere near the knowledge to discuss Vintage). As always, when it comes to eternal playability there are several factors to be concerned about:

  1. Does it fit into an existing archetype?
  2. Does it create a new archetype?
  3. Does it pitch to Force of Will? (Blue as a color tends to be overpowered and thus played disproportionately in Legacy and Vintage.)

Now I don't think it's worth your time or mine to go over every rare, as many have no hope of seeing any eternal play. But we do want to look at some that have potential. So with those factors in mind, let's look at what we have spoiled so far. Like last week, I'll provide the (supposed) text of the card below for readability.

Evaporating Melody

evaporatingmelody

XUU
Instant
Gain control of target creature with converted mana cost X.

Evaporating Melody is interesting. Many powerful eternal creatures have low CMCs simply because one needs to establish a board presence or clock quickly in faster formats. So this card could easily steal something relevant for 3-4 mana.

It's also interesting that we don't tend to get permanent creature control in "non-enchantment" form, hailing all the way back to the original Control Magic. This has only happened once before in Dominate, and Evaporating Melody is a strict upgrade.

We don't typically see Dominate showing up in any Legacy sideboards, but in Modern an instant-speed control effect has never been available. Threads of Disloyalty was a $25+ card back in the spring and summer of 2014, so there was a demand for this type of ability in Modern. I could also see it showing up in some Legacy sideboards as a fantastic answer to Marit Lage (nothing like paying two blue at the end of the turn to steal it from your opponent). It is blue and pitches to Force of Will as well.

Shaper's Sanctuary

shaperssanctuary

G
Enchantment
Whenever a creature you control becomes the target of a spell or ability an opponent controls, you may draw a card.

Here we get a green one-drop enchantment that gives you something back when your opponent targets your creatures. While this isn't as good as Leovold, Emissary of Trest, few things are. This card does have some potential in an Enchantress deck as it both triggers a draw off an enchantress and gives you a card back should they try to kill your enchantress. I don't put this high on the list of eternally playable, but it's not terrible so it's worth mentioning.

Sunbird's Invocation

sunbirdsinvocation

5R
Enchantment
Whenever you cast a spell from your hand, reveal the top X cards of your library, where X is that spell's converted mana cost. You may cast a card revealed this way with converted mana cost X or less without paying its mana cost. Put the rest on the bottom of your library in a random order.

A six-drop enchantment that does nothing when it comes into play may seem like a stretch, but hear me out. Cheating on mana has proven time and again to be broken, from alternate casting costs to the delve mechanic. The fact that this allows you to play from your deck (as opposed to your hand) means that it also provides card advantage.

While I don't have a lot of hope on this one, I'd keep it on your radar as it is the type of card that seems very combo-centric. There could be a deck that plays this card and then starts going nuts.

Kopala, Warden of Waves

kopalawardenofwaves

1UU
2/2
Legendary Creature - Merfolk Wizard
Spells your opponents cast that target a Merfolk you control cost 1 more to cast. Abilities your opponents activate that target a Merfolk you control cost 1 more to activate.

As I mentioned last week, I think this card is more playable in eternal formats than as a commander. There is also some debate as to whether the second ability taxes your opponent by 1 or 2 mana (it's very blurry).

Unfortunately, as a three-drop Kopala is competing for very few spaces in deck. It certainly won't replace Merrow Reejerey, which forms part of the core 12-lord package. Merfolk already has Kira, Great Glass-Spinner, which arguably does a better job of protecting your creatures as it's a guaranteed counter instead of a tax, but Kopala is a Merfolk so it gets the bonuses from the lords. I still think Merfolk players will prefer Kira, but I'd be remiss in my duty if I didn't at least mention this one.

Scuttle the Wreckage

scuttlethewreckage

2WW
Instant
Exile all attacking creatures target player controls. That player may search his or her library for that many basic land cards, put those cards onto the battlefield tapped, then shuffle his or her library.

At first glance this looks like a bad Wrath of God as your opponent gets mana out of it, except that in both Modern and Legacy basic land use is often slim to none for most decks. Hitting only attacking creatures is another knock against it, but it also exiles to get around regeneration and indestructibility.

The other big problem with Scuttle the Wreckage is simply that control as an archetype is lacking in both Legacy and Modern now. The Top banning struck at the one major control deck across both formats—so eternal control cards are not in super high demand right now. If this ever gets near bulk I'd definitely pick up a few playsets.

Ashes of the Abhorrent

ashesoftheabhorrent

1W
Enchantment
Players can't cast spells from graveyards or activate abilities of cards in graveyards. Whenever a creature dies, you gain 1 life.

We continue to see white get the solid hate cards and again in two-drop enchantment form. It is interesting that for this one they simply took the text of Grafdigger's Cage and focused it on graveyards, then slapped on a little life gain. I personally would rather play Grafdigger's Cage most of the time. However, if I was playing a deck that cheated creatures in from the deck (with Collected Company, for example) I might prefer this over Cage.

Deeproot Champion

deeprootchampion

1G
Creature - Merfolk Shaman
1/1
Whenever you cast a noncreature spell, put a +1/+1 counter on Deeproot Champion.

This one actually looks like a potential star, especially for decks that are mostly blue (in Legacy) or three-color midrange (in Modern). Unlike Tarmogoyf, you have to build this one up each time if you want it to be powerful. But if you play a lot of cheap cantrips and can get it out early, it does a pretty good Goyf impression. I don't think it's better than Goyf (not by a long shot), but it's one I'll be keeping my eye on.

Sorcerous Spyglass

sorcerousspyglass

2
Artifact
As Sorcerous Spyglass enters the battlefield, look at an opponent's hand, then choose any card name. Activated abilities of sources with the chosen name can't be activated unless they're mana abilities.

So we have a Pithing Needle that costs twice as much, but lets you see the opponent's hand. I'd say in most eternal formats, if you know what you're playing against, you can choose the correct card with Needle 90% of the time. At first glance, this seems significantly worse.

The one benefit of the Spyglass is you get to see if your opponent has it first, which means you might be more tempted to hit something else just to blank a card in their hand. In Legacy that's often irrelevant because they'll just cast Brainstorm, put the now "dead" card on top of their deck and then shuffle it away with a fetchland.

I could see this card being a lot more relevant if, say, the Grishoalbrand decks made a big comeback in Modern. Yet even then I'd rather just play Needle since they can go off on turn two, which races your Spyglass on the draw. Needle, on the other hand, can come down turn one naming Griselbrand and the problem is solved (unless they draw an answer).

Vanquisher's Banner

vanquishersbanner

5
Artifact
As Vanquisher's Banner enters the battlefield, choose a creature type. Creatures you control of the chosen type get +1/+1. Whenever you cast a creature spell of the chosen type, draw a card.

At first I brushed this card off as five mana is really high for eternal formats. Paying this much for an anthem is obviously overpriced, but the second ability is quite powerful in a tribal deck.

One of the biggest challenges with Modern Elves is that unlike their Legacy brethren they lack repeated card draw (whether in the form of Elvish Visionary plus Wirewood Symbiote or Glimpse of Nature). These extra cards allow the Elf player to recoup after a wrath effect (which tribal decks are often weak to) and help generate the critical mass a synergy-based deck needs to function.

So far we haven't seen the pseudo-Glimpse, Beck // Call, make it in Modern. This is mostly due to mana cost. While Kobolds decks can jam Glimpse turn one, Elves typically waits until turn two or three, in order to have enough extra mana to cast creatures. Even at two mana, Beck already becomes too clunky, to say nothing of a five-mana effect.

I don't see a Modern Elf deck reliably casting this card until turn three, so the amount of "extra mana" they have will be limited. Ideally they'd go turn-one mana dork, turn-two Elvish Archdruid or Heritage Druid plus double Nettle Sentinel. Then turn three they could cast Vanquisher's Banner with a little open mana, but likely not enough to go off. So the power level of this card would be based on how often the deck could cast it on turn three and survive until turn four to go crazy.

To make matters more complicated, the deck doesn't have a lot of room for higher-mana cards and currently those slots are occupied by 4x Collected Company and some number of Chord of Calling. It's also important to note that this card only triggers the draw when you cast a creature (not when one enters the battlefield) so it doesn't trigger off of CoCo.

Conclusion

The set honestly doesn't look super exciting for eternal formats so far, but of course we haven't seen much. The mythics are often the cards with pushed power level, and most of the leaked cards appear to be rares. (The pictures are grainy enough that it's hard to be certain of how many). To draw any further conclusions we'll have to wait until the official Ixalan spoilers start in the fall.

Insider: The Best Way to Move Heavily Played Cards

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We all have them. The sore thumb of our collections. The unwanted, undervalued cards that are impossible to move. I’m talking, of course, about heavily played and damaged cards.

These can take all sorts of forms: inked cards, signed cards, altered cards, creased cards, water-damaged cards, and good old heavily worn cards from years of sleeveless play. They all have two things in common: they are worth far less than their near-mint counterparts and they are often exceptionally difficult to move. One glance at some of the cheap Alpha/Beta cards on TCGPlayer indicates how hard it can be to move an HP or damaged card.

Swords

Take a look at the numbers above: the “Market Price” for Beta Swords to Plowshares is nearing $200, yet copies can still be purchased at half that price
as long as you are okay with “Damaged” or “Heavily Played” copies. This is one of many examples where HP and Damaged cards can’t even sell at half the market price—put simply, no one wants them.

There’s Hope

If you’re like me, you have a bunch of these HP cards sitting in your collections. As a collector of Old School cards—classics from the game’s infant years—I have numerous cards that fall into this category. At the time of purchase, they seemed like slam-dunk buys because they enabled me to build fun ‘93/’94 decks on the cheap. But as my decks evolve and cards get bumped out of the deck box and into the trade binder, more and more of these HP cards begin their rotting existence.

Because of these experiences, I’ve come up with a few viable ways of actually moving said played cards. And believe it or not, I’ve even had some level of success! Even better, there are multiple outlets for these heavily played cards. Take advantage of the various outlets and you can magnify chances of getting cash for your clunkers. As long as you’re willing to take fair prices as compared to TCGPlayer’s HP / Damaged copies, you could still be in luck!

Option 1: eBay

TCGPlayer is working on a feature that could end up being a game-changer for selling high-end and heavily played Magic cards. But until this feature is available, eBay remains the best place to sell such cards. Of course the feature I’m describing is the card photo. By allowing sellers on eBay to upload pictures of the actual item for sale, it allows buyers to scrutinize card condition closely before making the decision to buy. No horror stories. No negative surprises. What you see is what you get.

eBay example

But eBay offers more than just the ability to upload photos. It also allows you to place details about the card condition in multiple places: the title, the “Item condition” field, and the general description field for the item for sale. The example above is a Beta Sol Ring that sold at $80 despite being played and inked—normally something like this would be poison to a collection, but this seller was able to ship their card despite the major defects.

There are a couple Beta Sol Rings on TCGPlayer in the $90 range. Granted it’s $10 more than this one sold for, but with a generic “Heavily Played” description it’s impossible to know what you’ll get. You could contact the seller, but this requires research to locate an email address, not to mention a responsive seller. Similar sites like Card Shark have a field for comments, but it is underutilized. Thus eBay is often a go-to spot for people looking for the cheapest copies of an older card they can find.

Option 2: Buylists

Depending on the defects on the card and the going price, there are two vendors I typically buylist my heavily played cards to. As long as the wear is your typical heavy surface and edge whitening—perhaps with a little bit of creasing—you can access a couple very attractive outs.

First, consider ABU Games’ buylist. They only have two conditions to select from when shipping them cards: Near Mint and Played. They do have a condition guide to showcase what qualifies for each of these, but let’s face it—when you have only two buckets to pick from, the acceptable ranges for each will be very broad.

Consider two cards presented below, both for sale from ABU Games. Both are Savannahs from Unlimited. Both are listed as “Played” with a price tag of $159.99.

Savannah1Savannah2
Savannah3Savannah4

See what I mean by broad range? Both of these cards were buylisted to ABU Games for the same amount (assuming they didn’t adjust their pricing in between). Both deemed the same condition. If you had the second Savannah, you’d have to list it as HP on TCGPlayer and you’d likely take forever to sell the card. You may even have to go as far as damaged or you’d risk negative feedback from an upset buyer. It’s much easier to go the ABU Games route in this case.

The other buylist I like to use for really played cards (again, no inking or water damage) is Card Kingdom—but only for narrow cases. Usually I like to sell Card Kingdom played cards that are at least $25 for Near Mint on their buylist.

Why? Because if this is the case, then the downgrade percentage for played conditions is not as severe. When the card is worth over $100 the percentages get even more attractive. Just make sure you don’t ship them ABU cards—played cards from these sets get unique (much lower) downgrade percentages. But on stuff like Arabian Nights and Legends, you’re in the clear.

Did you manage to grab a Drop of Honey from TCGPlayer, only to find out it was more played than you had hoped? According to Card Kingdom’s grading guide, cards that look like the image below qualify as “Good.” With CK currently paying $210 on NM Drops, they’ll pay you $147 on heavily played copies (again, no inking or major damage).

Good CK

Sometimes I like to request trade credit when shipping cards to CK that I know will be graded as “Good” so I can get that 30% trade-in bonus. In the case of Drop of Honey, that would equate to $191.10 in store credit. You can use this credit to pick up other cards
even cards in much nicer condition! This is a great way to rid of your HP cards quickly and without hassle.

Other vendors may also offer attractive buy prices on HP cards, but ABU Games and Card Kingdom are my go-to places. Star City Games tends to drop off drastically with their buy pricing on played older cards. Same with Channel Fireball. Other stores don’t even want these HP cards through mail-in buylisting. It’s probably just as hard for them to move these cards as it is for you, especially if TCGPlayer / Crystal Commerce is their primary outlet.

Option 3: Peer to Peer Selling

The most obvious option is to sell cards directly to other players. Whether selling through Facebook, Twitter, or another peer-to-peer channel, these sites offer ultimate flexibility in providing pictures and details on a card’s condition. If you’ve got something particularly rare, you will likely be able to move your cards on one of these sites as long as you’ve priced competitively. Typically this means 5-10% below TCG Low, but this can vary depending on the card.

High End

You could start with the High End Facebook group if you’re selling cards worth over $50. If not, your best bet is probably Twitter. Try networking with people who have similar interests to develop a reasonable following. Asking for retweets to “signal boost” is also common. This will expand your reach. Casting a wider net means it will be more likely you sell your HP and Damaged cards.

Just make sure you take very good pictures and are 100% transparent on card condition, and you may get lucky. I guarantee there are others out there who don’t care about a card’s condition as long as it’s sleeve-playable.

My only watch-out here is that sometimes it’s difficult to move cards that recently spiked through this channel. There have been a few people trying to sell Drop of Honeys on the High End Facebook group at the new “price.” These sellers quickly get called out for being ridiculous for charging too much. Stick with more stable cards and you won’t have this issue.

There was an error retrieving a chart for Drop of Honey

Wrapping It Up

Things will definitely change once TCGPlayer adds picture capability for sellers. But until this is available, it can be quite difficult to sell heavily played and damaged cards through normal means. I’ve seen damaged cards ranging from heavy wear to water-damaged and torn. This range of possibilities is so wide that it discourages buyers from pulling the trigger.

But there is demand for these played cards. Many players want to use high-end cards in their decks while remaining on a budget. Older cards especially have huge price differentials between near mint and heavily played copies. But finding these potential buyers can be a challenge, and it’s not uncommon for HP and damaged cards to sit in inventory longer than we’d like.

I provided a few options worth your consideration. eBay is a logical choice because pictures and details can be readily provided. But a couple vendors offer such good buylists on played cards that it may be worth shipping directly to them to circumvent the time-consuming process of taking pictures and listing out condition details. ABU Games and Card Kingdom are my go-to sites for selling played, older cards.

Lastly, if you want to avoid fees and you don’t like pricing offered by major vendors, you can always resort to Facebook and Twitter. A strong network of players who share similar interests will augment the likelihood you sell your HP and damaged cards. There are enough players out there who don’t care how beat their cards are as long as they’re tournament-legal. Sometimes it just takes a little extra effort to find them!




Sigbits

  • It would appear that Masterpiece Chromatic Lanterns were largely bought out over the weekend. Members of the QS Discord chat alerted me to this and I managed to grab SCG’s last copy at $59.99. A bit more than I would have liked to pay, but cheaper than any other copies I could find. We’ll have to wait and see what these get restocked at, but I suspect it’ll be at least $10 higher with much more potential for upside in the medium-term timeframe.
  • I’ve been watching all week and I haven’t seen Star City Games restock any Revised or Unlimited Underground Seas. They remain “out of stock” with a $399.99 and $699.99 price tag, respectively. I’m not sure what’s going on here. I highly doubt they’re truly sold out, but I don’t know why they’re holding back from listing copies for sale. It made sense last week because they probably had inventory pulled for GP Las Vegas. Maybe they kept inventory out for the Invitational that happened last weekend? Maybe they’re planning to take pictures to add to their site like they did with Power? We’ll have to wait and see!
  • After MTG speculators bought out Atraxa, Praetors' Voice, the price quickly jumped from the low teens to $25. Now I see Star City Games has 39 SP copies in stock (but no near mint, which is odd) at $22.99. This tells me the supply/demand profile for this card reached its new equilibrium and the price isn’t likely to move again in the near future.

Insider: MTGO Speculating on Amonkhet, Part 1

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As I noted last week, the best speculation window for Amonkhet likely began in the second week of June. Already, the value of the set has risen 22 percent from its $49 nadir. Beginning this week, I’ll be giving some in-depth speculation advice for Amonkhet cards, trying to uncover some of the cards that are likely to offer a robust return on investment.

Speculation

It is easier to give definitive, unqualified advice about speculating on paper cards, because their values will not change dramatically all that quickly. Regarding digital cards online, however, we have to be more careful due to how rapidly card prices fluctuate. Thus, I am going to share some picks of cards to keep an eye on, as well as prices that I would be happy buying at.

There are many cards I would be happy speculating on if they reached a certain price, but I am only going to mention the cards I believe are more likely to make it to these price points. I should note too that these are cards that I believe could, at minimum, triple in price. Why I care about that particular metric so much is a topic for another day, but I don’t like tying money up in cards for which a reasonable expected return is less than double. The pickings are not so slim that we have to settle!

Bolded card names are links to the MTGO price histories on Goldfish.

There was an error retrieving a chart for Pull from Tomorrow

Pull from Tomorrow ($0.35-.$0.40)

Pull from Tomorrow feels like a very solid choice. It is highly unlikely that another card will be printed during its Standard life that will fulfill its crucial function in control decks as well as it does.  The main issue I see with the card is that it does not work with Torrential Gearhulk, a card that will always be played in Standard while Pull from Tomorrow is also in Standard.

Another determining factor for its price will be the viability of blue-based control decks. Overall, I am optimistic that Pull from Tomorrow will see Standard play. It is also a Saffron_Olive favorite as well, meaning that we’ll most likely see it randomly spike once or twice even if control never reaches tier-one status. I have a difficult time imagining this card falling below 15 cents at any point during its life in Standard, and I’d be surprised if it didn’t hit $1.50 a few times during that same timeline.

There was an error retrieving a chart for Glory-Bound Initiate

Glory-Bound Initiate ($0.30)

Another worthy investment. Although I would not fault anyone for buying in at the present price of 44 cents, I’m going to wait for a slightly lower price point before adding more of them to my portfolio. As evidenced by the fact that the card is seeing play in successful midrange and control decks, it appears versatile enough to make it a safer investment than most aggressive two-drops. I think the card will see ample time above $1.00 during its Standard lifetime.

There was an error retrieving a chart for Channeler Initiate

Channeler Initiate ($0.25)

I wish I had bought in between the 10th and 12th of June when its price was fluctuating between 15 and 25 cents. Now the card is hovering around 60 cents, which is too high to buy in.

Rare cards filling this role in Standard often spike to $1.00 and generally hover around 30 to 50 cents (see Rattleclaw Mystic). The reason this card is not worth more right now is that it is competing with Servant of the Conduit in green decks. Servant is just better in the Energy shell, and that shell has proven extremely hearty, maintaining its tier-one status despite the Aetherworks Marvel ban. The energy shell will also be Standard-legal for the entirety of Channeler Initiate’s life in Standard unless Wizards reverts back to a semi-annual rotation schedule. At 25 cents, though, I’m definitely buying in on raw power level alone.

There was an error retrieving a chart for Dusk

Dusk to Dawn ($0.10)

I’m hoping Dusk to Dawn will fall down to 10 cents soon, and when it does, I’ll be jumping all over it. If it doesn’t drop during the time surrounding the release of Hours of Devastation, I’ll consider raising my buy price to 20 cents.

The reason to speculate on this card is its potential to anchor a novel strategy in Standard in the future – think Rally the Ancestors. It doesn’t hurt that the card is seeing play in Modern in Counters Company and Hatebears. I think the fact that it was printed in a large set will limit its potential, but the odds are decent that we’ll be able to sell copies of it at some point for 50 cents, which makes a buy-in price of 10 cents rather attractive. This is definitely the riskiest spec of the five I discuss in this article.

There was an error retrieving a chart for Censor

Censor ($0.02-$0.04)

It is a good sign that this card never lost all of its value during the lifespan of the triple Amonkhet Draft format, meaning that it never bottomed out to one cent. That means that there was always enough demand to prevent Censor from bottoming out, which bodes well for its chances to recover in the future – and makes it more likely that the card will have many spikes and mini-spikes during its lifetime in Standard. I’ve already bought 50 copies and hope to acquire about 50 to 70 more.

The potential to sell these back to bots for ten times what you bought them for is well worth sinking a few dollars into a riskier spec. The worst-case scenario is that its price trajectory will resemble that of Servant of the Conduit, but there are two reasons why I don't believe that will be the case. First, Servant of the Conduit was being opened for three months at a high volume compared to the two for Censor. And second, most sets will have mana dorks while most sets will not have Constructed-playable counterspells as good as Censor. Thus, I think it’s likely that the card will frequently reach 20 to 50 cents during its lifetime in Standard. Censor has proven itself useful in midrange and control decks alike, and I have heard enough pros sing its praises to consider it a good investment. At worst, you lose a few dollars.

Amonkhet Lands

Many readers might be wondering about what to do with the cycling lands of Amonkhet.

Right now, these are going for anywhere from 75 cents (Canyon Slough) to $1.55 (Sheltered Thicket). We now know from the Ixalan spoilers that the allied checklands will be making their return to Standard, which means that the Ixalan lands will directly compete with the Amonkhet lands for slots in Standard decks.

I thus suspect that the Amonkhet land cycle will have a financial value that looks a good deal like the land cycle from Shadows over Innistrad, meaning that they aren’t likely to dramatically shoot upward in price even as some allied-colored lands leave Standard in a few months. I’m not encouraging you to sell any copies you already have, but I definitely do not think that these are strong speculation targets.

Reason would dictate that Fetid Pools is the one most likely to give you a strong return on investment due to blue and black being the two colors that have the strongest cycling rewards. Blue and black are also the two colors that are least bothered by lands that always come into play tapped. I’ll be contemplating that one myself, but will most assuredly stay away from the others. If Fetid Pools drops to 50 or 60 cents or so, I might bite. Count me skeptical that we'll see it go below 75 cents over the next several months, though.

Now is not the worst time to grab a few copies of each cycling land for Standard play. I don’t think four of each is necessary, since most decks won't want to play the full playset of these.

Ssssssigning Off

That’s all for this week, folks. Next week I’ll be doing part two of my exploration into Amonkhet speculations. I would love to hear your thoughts in the comments below. I will do my best to respond to every comment and answer any questions you have!

I hope y’all are as excited as I am to begin drafting Hours of Devastation. In the meantime, enjoy Vintage Cube and happy investing. In honor of Hours of Devastation, here is a menacing card ready to terrorize those who venture outside the Hekma into the deserts of Amonkhet.

Irah Hallucination Inducer

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