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Big Picture and Little Details in The Brothers’ War

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

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

The Mechanics

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

Powerstones

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

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

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

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

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

Some Common Powerstone Generators

Prototype

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

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

Some Common Prototypes

Unearth

Unearth returns and plays an interesting role in the format.

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

Some Common Unearth Creatures

Meld

.... and then there's meld.

Meld really doesn't matter. Until it does.

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

Retro Artifacts

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

There was an error retrieving a chart for Wurmcoil Engine

The Two-Drop Report

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

White

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

Blue

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

Black

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

Red

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

Green

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

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

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

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

Tron Squad

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

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

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

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

This is a Big-Mana End Game Format

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

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

The Return of the One-Drop

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

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

Top Commons

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

Decks at Common

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

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

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

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

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

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

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

Color Rankings

1. Black

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

2. Red

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

3. Green

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

4. Blue

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

5. White

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

Draft Chaff

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

Magic 30: Vendors, and the State of Magic Finance

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

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

Kicking Things Off with Hotlists

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

Mystery Hotlist One

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

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

Mystery Hotlist Two

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

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

Strike Zone

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

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

Tales of Adventure

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

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

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

Browsing Store Inventory

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

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

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

Even Black Lotus was plentiful.

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

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

Where's the Sealed Product?

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

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

Conversations and Interactions With Vendors

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

Star City Games

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

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

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

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

Card Kingdom

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

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

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

Game On Chattanooga

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

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

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

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

Magic 30 Singles

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

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

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

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

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

Wrapping It Up

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

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

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

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

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

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

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

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

1994: Revised, The Dark, Fallen Empires

There was an error retrieving a chart for Dragon Whelp

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

Honorable Mentions

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

1995: 4th Edition, Ice Age, Homelands

There was an error retrieving a chart for Jokulhaups

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

Honorable Mentions

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

1996: Alliances, Mirage

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

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

Honorable Mentions

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

1997: 5th Edition, Visions, Weatherlight, Tempest

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

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

Honorable Mentions

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

1998: Stronghold, Exodus, Urza's Saga

There was an error retrieving a chart for Argothian Enchantress

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

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

Honorable Mentions

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

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

There was an error retrieving a chart for Temporal Adept

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

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

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

2000: Nemesis, Prophecy, Invasion

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

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

Honorable Mentions

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

2001: 7th Edition, Planeshift, Apocalypse, Odyssey

There was an error retrieving a chart for Battle of Wits

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

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

Honorable Mentions

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

2002: Torment, Judgment, Onslaught

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

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

Honorable Mentions

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

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

2003: 8th Edition, Legions, Scourge, Mirrodin

There was an error retrieving a chart for Stifle

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

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

Honorable Mentions

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

2004: Darksteel, Fifth Dawn, Champions of Kamigawa

There was an error retrieving a chart for Glimpse of Nature

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

Honorable Mentions

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

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

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

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

Honorable Mentions

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

2006: Guildpact, Dissension, Coldsnap, Time Spiral

There was an error retrieving a chart for Trickbind

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

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

Honorable Mentions

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

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

There was an error retrieving a chart for Forced Fruition

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

Honorable Mentions

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

2008: Morningtide, Shadowmoor, Eventide, Shards of Alara

There was an error retrieving a chart for Ad Nauseam

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

Honorable Mentions

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

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

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

End Step

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

Magic 30: Overview and General Impressions

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There are many different ways for fans to appreciate the game of Magic. Some like to play lengthy, elaborate multiplayer games of Commander. Others like to buy, sell, and trade cards to try and grind out that little bit of extra value. Some appreciate the artistic side of the game, along with an extensive storyline. Then there are the cosplayers, artists, accessory collectors… the list goes on and on.

There were all of these options and more available for fans to enjoy at the Magic 30 anniversary celebration in Las Vegas last weekend. Simply put, there was something for everybody.

Want to spend the weekend taking selfies with numerous talented cosplayers (including my personal favorite, @Zbexx)? There were plenty to meet!

What about shopping for cards? Whether inexpensive rares for Commander, or highly graded Power 9, numerous vendors were there for the browsing with an endless variety of singles! What if seeing Brothers’ War spoilers and experiencing the rich thirty-year history this game has to offer was more the priority? The schedule for guest speakers and interviews was jam-packed. Of course, if you were hoping to jam games of Magic, there were nonstop side events and access to tables for casual and Commander games galore.

At the end of the day, there was so much to do that one person could not realistically experience every facet Magic 30 had to offer.

My Magic 30 Shopping Experience

At the highest level, I had an absolute blast participating in this once-in-a-lifetime Magic event. I went in with a specific plan, so it was critical to prioritize the activities I wanted to complete. I understood that lower-priority items simply wouldn’t make my to-do list.

Being so closely tied to Magic finance, while also being an avid Old School collector, I spent the vast majority of my weekend exploring the wares of each vendor booth, examining their hot lists, and scoping out who may be paying the best prices for the cards I had to sell. Interestingly, not many vendors had older cards on their hotlist—more on that later.

When I wasn’t sitting down with a buyer selling cardboard, I was browsing vendor inventories to see what the market supply looked like that weekend. Every vendor had a smattering of interesting cards including Power 9, Dual Lands, and foils galore. However, only a handful of vendors really impressed me—those that did impress me did so for very different reasons.

One Wisconsin-based vendor, in particular, Chimera Hobby Shop Inc., had an impressive selection of CGC-graded cards (including over 100 pieces of Power) and some exceptionally rare sealed product. This included a sealed booster box of Arabian Nights! It was likely the only one in the room, sitting right alongside sealed boxes of Legends and The Dark, as well as Alpha, Beta, and Unlimited starters.

It was incredible seeing the magnitude of graded cards this vendor had on display. Each one of these cards was CGC graded and encased in a protective sleeve with a reflective-blue label. I’m not sure if CGC has the same pedigree as BGS in the Magic: the Gathering world, but I must say the display at this booth would indicate they are certainly making a significant push. I was even convinced to purchase a card (CGC 8 Shahrazad) because this vendor’s price, $600, was pretty reasonable. I had not seen any graded copies of this condition sell for this low over the past few years.

The other vendor that really caught my attention throughout the weekend was Michael Caffrey’s Tales of Adventure. Not only was their booth run with the efficiency of a well-oiled machine, but the sheer magnitude of cardboard they processed throughout the weekend was nothing shy of impressive. On Saturday morning, as soon as the doors were opened, I made my way to the Tales of Adventure booth to sell some cards… only to find that there was already a line ten people deep! It never seemed to trim down, either. One person after another was looking to peddle their cards to this booth in particular.

I was afraid they may run out of cash early in the weekend with all that buying, but even Saturday evening they seemed to be running strong. They also had some of the best buy prices in the entire room, with some attractively competitive sell prices to match. One buy price that really caught my eye was their $500 offer on heavily played Volcanic Island from Revised. On the sell side, they had a played Shahrazad for $400, which I was able to pick up using a 20% trade-in bonus to the booth (notice a trend with cards I acquired, here?).

Their staff was professional, efficient, and very easy to work with, not to mention many of them are well-known Twitter personalities in the Magic community.

I also would be remiss if I didn’t give a shout-out to ManaLeak.com. The head buyer at this booth was Josh from Journey’s End Games, and he was exceptionally accommodating in our interactions. He was so flexible that he agreed to buy some cards from me while still allowing me to play with them in a Friday side event. In addition, he was willing to meet with me Friday morning before the event started, which is above and beyond what I think most vendors would be willing to do.

There was an error retrieving a chart for Shahrazad

Other Activities

In addition to talking with all the vendors at the event, I also managed to partake in a couple of other activities throughout the weekend. Notably, I managed to play in one side event each on Friday and Saturday. Friday I battled in Vintage, a truly apropos way of celebrating thirty years of Magic. By contrast, I played in a Kamigawa: Neon Dynasty sealed event on Saturday. I’ll provide more details on these events in another Magic 30 recap article in the near future.

While I really didn’t have much time to play casual games of Magic, I did manage to meet a few people I knew from online networking. A couple of new friends from Discord and Twitter managed to connect with me throughout the weekend, and I also met up with a co-worker, whom I didn’t realize would be at the event until just a couple of days before. I already mentioned the exciting opportunity I had to meet Zbexx, but I also should mention the serendipitous run-in I had with former Major League Baseball player Hunter Pence.

Lastly, the most iconic Magic personality I met throughout the weekend has to be Mark Rosewater himself, during a signing session on the 16th floor of one of the Expo Center buildings.

I hadn’t come to the event prepared with something cool for Mark to sign, but someone in line in front of me proffered their playmat for him to sign. I followed suit, and now have a playmat I’ll cherish for life.

Outside of these meet and greets and the two side events, I really had almost no extracurricular time to experience the event. There was simply too much to do and not enough time to do it all.

A Deeper Look at Finance

If you’re an avid reader of my articles, you likely have some finance questions running through your mind related to the event. Rest assured, I’ll go into far more detail in this space, but it’ll have to be in a subsequent article from what will become a multi-article series on Magic 30.

Before wrapping up, though, let me share a few tidbits to whet everyone’s appetites. Here are a few observations I made throughout the weekend, which I’ll elaborate upon more in upcoming articles:

  • Card Kingdom, one of the most prominent online vendors and my personal favorite vendor to sell cards to online, had a tiny booth and basically did minimal buying all weekend. What was their motivation for being there?
  • Star City Games was only buying with store credit all weekend. The head buyer, Ben Bleiweiss, told me that Magic 30 was a selling event for the store. Before the event, they blasted a mysterious tweet advertising 1,001 Black Lotuses in stock. What was that about?
  • Which vendors wanted nothing to do with Old School cards? Which vendors were specifically interested in Old School cards?
  • Many vendors wouldn’t touch Magic 30 singles. On the other hand, a handful of vendors were buying up sealed Magic 30 booster packs. What was the rationale for this dichotomy?
  • I could see some softness in certain card prices, but other Old School cards were still expensive despite broader market weakness. What were the stand-outs?

Beyond the Magic finance section, I also hope to talk about the overall sentiment of the event—the energy of the atmosphere, the overall sentiment of the attendees, etc. There is no shortage of topics to cover, and I suspect this will take a few articles over the coming weeks to fully cover everything relevant that took place in Las Vegas.

Wrapping It Up

Magic 30 was a convention like no other. Throughout the jam-packed three-day weekend, the available activities were seemingly endless; it was not possible to thoroughly enjoy every facet of the event. For this reason, it was critical to prioritize those activities most important for any given individual.

For me, that meant spending most of my available time at the vendor booths. In between peddling my collection in an attempt to downsize, I spoke with various vendors to learn about their attitudes towards the event and the broader Magic secondary market. This yielded multiple insights, which I intend to dive more deeply into in a follow-up article. I also intend to cover my experiences playing in Vintage and Neon Dynasty sealed side events, as well as my experiences meeting people all weekend.

Until then, I leave you with my overall sentiment about the event: it was amazing. Was everything executed flawlessly? Of course not. In an event of this magnitude, one can’t expect things to run 100% perfectly. There was insufficient seating for casual play, for one, and the side events didn’t proceed without issues (at one point, two tournaments were meant to take place in the same space at the same time).

Overall, though, I was pleased with the experience. I was never bored and I found the event thoroughly enjoyable. I only hope I won’t have to wait another thirty years to do it again.

More In-depth Magic 30 Coverage:

Magic 30: Vendors, and the State of Magic Finance

Magic 30: Tournament Reports

Magic 30: The Networking Aspect

How I Got the Warhammer 40k Commander Decks for Free (And Why You Don’t Want To)

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This is not a clickbait title, I promise! I paid absolutely zero dollars and zero cents to acquire one of each Warhammer 40k Commander decks from eBay. However, this "strategy" (if you can even call it that) is not for the faint of heart or timid of constitution. No, it's for people willing to take risks, and you cannot score a homerun if you don't strike out too.

How It All Started

Bingo

Sure, it says "Collector's Edition;" anyone can see that, big deal. It's September, so this is a pre-order. What made this exceptional was the price tag: $200 plus tax and shipping. Yes, $200 for "Contents X4." A reasonable person might conclude that either they meant to sell four regular decks or they are selling one Collector's Edition deck, right? Not according to the auction! The description says I get four, and they are all Collector's Edition.

And the seller's claim? "Check our feedback and buy with confidence....99.99% feedback!" They did not realize how confident that made me. Of course, if something is "too good to be true," it probably is. Buyer beware, right? No, buyer prepare.

99.99%? Not Exactly...

Well, alright, the seller did have 99.98% positive feedback over not thousands, but tens of thousands of transactions. In all honesty, there are bound to be some issues and negative feedback over that many sales; otherwise, it's fake.

There was an error retrieving a chart for Feedback

The number one complaint? Slow shipping. To save almost $800, I could wait a few extra days. None of the other problems described made me wary, and overall they painted a picture of a legitimate seller. But my due diligence did not stop there!

Who You Gonna Call? Customer Service

I called eBay customer service multiple times and ran them through the auction. Eventually, I found not one, but two different agents that had experience with Pokemon and Yu-Gi-Oh! who were based in the US. Those agents looked through the auction and told me it was legitimate, and if I got anything other than a Collector's Edition set, eBay would hold the seller to their auction. Double confirmation! But, just in case, I took screenshots of everything and even saved the webpage contents to my PC as well. Just. In. Case.

Four Weeks Later

Notice Anything Different?

Full stop. The item was shipped out that day and, suddenly, the auction had a new description. Call it whatever you want. Bait and switch; obvious scam; clerical error. Not my fault, not my problem. I ordered this a month ago; I bought with confidence, remember? Changing the item description the moment it ships is obviously sketchy as all get out.

So yes, it did ship late; the negative feedback was well warranted. However, the fact that they made this alteration was far from ordinary. I informed eBay and, again, they said I would be fine and to wait for the item to be received before starting any kind of dispute. Alright, I'll wait...

Surprise! It Wasn't Fine

The mail carrier dropped off a sealed Wizard's box proudly proclaiming one set of "Regular" Warhammer 40k decks. I instantly started the dispute process with eBay and... suddenly, they changed their tune. eBay would neither hold the seller to their word nor refund my purchase. They wanted me to return the product for a refund, which did not make me whole.

After several calls back and forth, everything they had told me previously was essentially a lie. They would not hold the seller to their word and were siding with them because…? They never actually answered me, but it's obvious.

eBay Does Side with Buyers... Unless You're a Huge Seller

In this case, eBay knows who makes them a lot more money, and won't really enforce anything. However, I had not even begun to fight. PayPal to the rescue. (Or so I hoped!) Wouldn't you know it? There was more than one new instance of negative feedback describing exactly what was happening to me. What we have here is a pattern, ladies and gentlemen. A pattern of fraud. The end result? Even though it took another two weeks, I now have the decks and my money. Thanks PayPal!

There was an error retrieving a chart for Training Grounds

What Have We Learned?

It just goes to show that you have to be extremely careful when using eBay as a platform on either end of the equation. I've been lucky to dodge scams and work with legitimate sellers who will make good on their mistakes. Unfortunately, this is the first time in a long time that I almost was had. Almost. I will keep shopping on eBay but will continue to be completely, utterly, and justifiably paranoid during the experience. But I want to talk about the seller's point of view.

Either you're a legitimate seller or you're not. Does a legitimate seller change their auction details the day they ship their pre-orders? As an aside, they actually did update their listing once more before the shipping date to clarify shipping rules; it still said Collector's Edition at that time. To not offer a full refund for your own mistake is telling. Additionally, let's say there was truly some kind of "issue" outside of their control. I'm not going to offer hypotheticals as to exactly what issue, but let's say it interferes with orders significantly. In that case, why was something (in this case the wrong something) shipped at all? Well, I have a theory.

The Airlines of the Magic World

Based on the feedback from this vendor, they sell more units of product than they own, much like the airlines potentially overselling each seat on a flight. Invariably, some people will cancel their pre-orders, return the product for a refund, etc. Furthermore, by reading some of the negative feedback, this company might purchase returned product from another source; so, they were counting on getting enough "new/open box" decks from returns to fulfill their pre-orders. This explains some of their other common negative feedback of items "damaged in shipping." Claiming to sell brand-new product while instead sending open-box returns a few days later is shady. Of course, this is just a theory.

The fact of the matter is that the seller could have worked with me to resolve the issue. Instead, they told me I had ordered a regular edition, when we all know that's simply a lie. If the vendor instead owned their mistake and approached the situation accordingly this could have been avoided. But they doubled down, which resulted in me doubling down as well.

I'll Just Shop on TCGPlayer!

Yeah, about that. Now that eBay owns TCGplayer, you sort of don't have a choice. One way or another, you are going to interact with the eBay ecosystem, so be on your guard. Unfortunately, I have already had many unlucky experiences with TCGplayer for years so it's no safe harbor in my experience.

"Free" Commander Decks!

So yes, that's all you have to do to score some free Commander decks. Step one, find a bad-faith vendor. Step two, deal with a bad-faith marketplace. Finally, over six weeks, hope and pray that the people who control the actual exchange of currency between all parties agrees with your version of reality more than any of theirs.

Of course, having evidence helps, but in the end you will deal with a human being who likely does not understand the nuances of this product. In that case, focus on the simple things, and keep trying customer service until you get the result you want. With patience, things will probably work out around 99.98% of the time.

Is Pre-Ordering a Bad Idea?

Honestly? It is somewhat more risky nowadays. Depending on just how early you pre-order, the product description might lack significant details because, well, there aren't any, and they make so much product now it's easy to get confused as either a buyer or a seller.

Prices can fluctuate, and wildly. Sometimes, vendors deliberately try to pass off one item as another. Right now I'm considering a pretty substantial pre-order for The Brothers' War. I can save $30 going with eBay, or I can shop with a massively reputable seller that has their own marketplace and reputation on the line. Put like that, a $30 insurance policy sounds like a steal!

What's the biggest issue you have had with pre-order vendors? Let me know how you handled it in the comments.

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Joe Mauri

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

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Cubin’ with Schumann: Triomes, Nostalgia, and Oko

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For those who have never drafted a cube, the premise is pretty simple. You typically gather 360+ cards and redraft them over and over. You randomize the pool and remake packs each time, with a pile of basic lands available for everyone to build a deck with.

The Basics of Cubing

I have recently fallen back in love with cubing. I actually built a cube about 5 years ago after playing another friend's cube and having a lot of fun. Sadly, he pieced it out and sold a lot of the more valuable cards. Thus, my playgroup switched our focus to Modern, Legacy, and Commander and let our limited skills deteriorate.

But just as Magic as a whole has a tendency to pull people back in who step away, the same phenomenon seems to occur with individual formats. Recently, I had a new coworker join our design team and he mentioned that he enjoyed playing Yu-Gi-Oh! and Magic. I mentioned it to my playgroup and we invited him to come play some Commander. After a couple weeks he mentioned how much he missed his friend's cube, which reminded me of my own. So began my rekindled love of an old flame.

My Cube

I grew up playing an Elf lifegain deck of my own design for my first 2 years of casual tabletop games. My favorite creature was Serra Avatar. My favorite standard environment was Return to Ravnica/Innistrad block, which was full of battlecruiser-style Jund decks.

So my cube plays a lot of ramp and big creatures. One can build an aggro deck, but it may struggle if you don't draw really well against an average midrange deck. This is actually one complaint I have had: my love of big spells has led to a lot of slow games where less play skill is required and more "my creature is bigger than yours" happens.

There was an error retrieving a chart for Serra Avatar

Admittedly, another problem I have run into is "trimming" my cube back. The Magic: the Gathering card pool increases by over 1000 cards per year, and undoubtedly at least some of those will be cube-worthy. I have a tendency to add more cards than I remove, and thus my cube gets bloated and cumbersome to carry around.

A Cube Is an Extension of Yourself

While personal preferences can and should play a role in what deck(s) are chosen to play in any given format, if one expects to do well in a tournament, concessions must be made to the metagame. A cube is different in that it is the entire card pool for the format, and can therefore include anything. That being said, a good cube owner knows that balance is critical for a fun cubing experience.

My playgroup brought up an issue with my cube in that I included cards to make a strong reanimator deck, but lacked good answers to that particular strategy. So my newest additions are Tormod's Crypt, Relic of Progenitus, Soul-Guide Lantern, Scavenging Ooze, and Containment Priest. As these are all powerful solutions that can serve to balance the format.

There was an error retrieving a chart for Containment Priest

Another issue that was brought up was a lack of good planeswalker answers. This is an even bigger issue because unchecked planeswalkers can often take over a game quickly. White and black tend to already have decent answers with cards like Oblivion Ring and Hero's Downfall. Red can use burn damage to kill them, but it may require multiple spells to deal with a planeswalker when their loyalty gets high. The biggest challenge was for green and blue, as neither has a lot of cards that can directly deal with planeswalkers. Green does have cards like Beast Within and even Desert Twister. Blue is more likely forced to bounce them or counter them on the way down.

The last issue my playgroup has found is one I'm not really willing to adjust. I dislike games that end with one player color-screwed, so my cube includes a copy of all 10 dual lands, all 10 fetch lands, all 10 shocklands, and now all 10 triomes. Ironically, it's the triomes that seem to cause the biggest concern, as the combination of fetch and triome is so powerful that splashing has virtually no cost, and it's very easy to play a four- or even five-color deck by grabbing a few fetches and a single triome. That being said, I love having them in the cube, and currently have no desire to remove them.

Making your own cube forces you to think like a Magic set designer, making sure you have not just powerful cards, but answers to them. It also reminds you that people enjoy different playstyles and archetypes, and a good cube caters to as many of these as possible. Picking cards that fit into multiple archetypes or playstyles is key.

Financial Opportunities

Cubists actually have more effect on card values than one might initially think. While they typically only need a single copy of any given card, this typically inspires many to get the coolest version of the card. This leaves some financial opportunities when Standard rotation occurs. The cards that were powerful enough to dominate in Standard but lack the power needed to jump to Modern and don't find a home in Commander are where you may find your diamonds in the rough.

There was an error retrieving a chart for Questing Beast

Questing Beast is a good example of a fantastic cube card that is snubbed by Commander and Modern. Indeed, it is a card I need to add to my own cube, as it is a fantastic answer to planeswalkers in green.

There was an error retrieving a chart for Oko, Thief of Crowns

Not surprisingly, Oko proved to be a problem in most formats and was subsequently banned from Standard, Modern, Legacy, and Pioneer. One would expect a card banned in most formats and not on the reserved list would be worth very little; however, that is obviously not the case. While Oko can be found in some Commander builds, he is far from an auto-include in green/blue decks. But he remains a major Cube powerhouse and typically lands in the top 25 first-pickable cards.

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

In a similar vein to Oko, we have Lurrus, who also found himself smashed by the banhammer in most formats and yet maintains a price far from bulk. Lurrus is nowhere near a top Cube pick, though, so his value is far lower than Oko's.

A Doorway to the Past

I have been playing Magic since 1997. I was lucky enough to play with some of Magic's iconic cards while they were still in Type II, the format now known as Standard. I have found cubing to be a good way to relive some of that joy from my youth and let others experience cards they never knew existed. I can honestly say that brings a different, but equally powerful, joy with it. I will continue to curate and improve my cube, waiting for the day I get to include my son in a draft and watch his face light up when he sees so many cards that are older than him.

There was an error retrieving a chart for Door of Destinies

I hope that those who have read this article enjoyed it. I know that a lot of people love playing in drafts and other Limited formats. I hope that those who have never cubed before consider trying it. And for those of you who do, what's your number one cube card?

Creatureland Conundrum: A Colorless Problem

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Is Faceless Haven a good card? It was powerful enough to be banned in Standard, but I keep being frustrated playing it in Pioneer.

In the first Pioneer RCQ I played over the summer, a lot of my mulligans were because Haven was my only land. Last week, having Haven as my second land severely hurt my chances in the match against Bant Spirits. If Haven had been another Island, I would have been able to play enough creatures to be in the game rather than completely blown out. I may still have lost thanks to mana screw, but I'd have been in a much better position.

There was an error retrieving a chart for Faceless Haven

I'm not the only one who's had this problem, judging by published decklists. Though it started out as a four-of, Spirits players across the board are trimming Haven. It is absolutely critical for Mono-Blue Spirits to be able to play a threat turn one and then follow it up either with Curious Obsession and protection, or multiple creatures on the following turns. Haven makes either of those plans more difficult. This is offset by Haven being quite strong in the mid-game both on offense and defense but can make the early game feel extremely bad.

Today, we'll look at the trend of aggro decks cutting manlands in depth.

What About Mutavault?

On a related subject, I haven't been playing Mutavault at all in my Modern UW Merfolk deck. Initially, this was just because I didn't remember where they were and was in a hurry, but even after finding them again, I'm still not running Mutavaults. The extra color-producing lands I'm running instead have made curving out easier and enabled me to run more color-intensive sideboard cards.

There was an error retrieving a chart for Mutavault

I've been doing pretty well with this 'Vaultless Merfolk deck over the past month. It might make sense that not playing Mutavault would hurt my win percentage, but I haven't seen that happen. Having all colored sources has meant that I never need to worry about casting my double-color spells. This means that as long as I have two lands I can cast anything. This has meant that I've curved out more consistently. It would appear that whatever match percentage I've lost by removing 'Vault has been made up for with this greater consistency.

A Memory...

This reminds me of my Modern PTQ win in 2014. I was playing UW Merfolk then too, splashing for maindeck Path to Exile, and sideboard cards. I only played three Mutavault then. I also played fewer double-blue spells. The main reason was that I was running an extra land so that I could maindeck two Tectonic Edge. I even ran two more Edges in the sideboard for the Tron and Jund matchups. The former because obviously, and the latter because I always boarded out my Aether Vials and needed the extra lands. I don't remember running Cavern of Souls, but I was definitely running more truly colorless lands then than I am now.

There was an error retrieving a chart for Tectonic Edge

...Triggers a Thought

That further reminds me that as I'm doing October's data for the Metagame Update, I'm seeing an uptick in Merfolk decks. Which is pretty awesome. However, some decklists I'm seeing are cutting on 'Vault. It's usually only one being cut and only occasionally, but it is definitely happening. The decks that are cutting are frequently splashing for other colors as I am, but others are just running other utility lands. That is a new development. I was the only Merfolk player who ever trimmed on Mutavault back in the day.

There was an error retrieving a chart for Vodalian Hexcatcher

Now that I'm thinking, I don't think I've ever seen Mutavault in other tribal decks in Modern. Is Mutavault a Merfolk-only card? What I found when I checked was surprising. It shows up in fringe decks occasionally, but other than that, it's just Merfolk. Never in Goblins, interestingly enough.

Speaking Of...

A new version of Mishra's Factory is coming in The Brothers' War. Mishra's Foundry is strictly worse than Factory, but that's fine. Factory was the first creature land in Magic and even in its day was considered overpowered. So much so that nothing even approached its power level until Mutavault. I recall that it was a huge deal to older Magic players that there was finally something that could compete with Factory after so long.

There was an error retrieving a chart for Mishra's Factory

Today though, Factory is now Modern legal thanks to Modern Horizons 2, but barely sees play. That's weird considering that on the raw rate it's still much better than other creature lands. Costing one colorless to activate and being a 3/3 on defense with no help is quite good. Factory has also been in Legacy forever but sees even less play there. What gives?

Putting it Together

Faceless Haven was bannably good in Standard but is frustrating and being trimmed in Pioneer. Mutavault used to be a requirement in Merfolk, but that isn't entirely true anymore. What's more surprising is that more tribal decks don't run Mutavault at all. Additionally, the card that set the standard for creature lands isn't seeing real play period. That all seems to be really counterintuitive based on typical theory and doctrine.

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Then there's Mishra's Foundry. It will never see play in older formats, the rate isn't good enough, and/or they have access to the strictly better version. However, it will likely see a lot of play in Standard. Colorless creature lands always do because in Standard players have to work with a more limited set of tools. Formats with more choice will never pick an unequivocally weaker card. However, they're not playing the stronger version either. Why's that?

...are the colorless creature lands just kinda bad?

The Counterpoint

Except, that can't be the case because one of the best decks in Pioneer is a Mutavault deck. Mono-White Humans always runs a full set, and MTGGoldfish places Humans as the fourth-best deck in Pioneer. And it's not like Mutavault underperforms or is actively bad in Merfolk, my build just operates better with more colored sources. Power isn't the problem. Wait, power isn't the problem.

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The Insight

After considerable thought, I don't think that there's anything wrong with any of the colorless creature lands in terms of power. Factory and Mutavault are as powerful now as they ever were. What has changed is the Magic ecosystem around them. The way that Wizards has been pushing the game has changed the opportunity cost of colorless lands considerably. Where Mutavault was a cheap include in tribal decks it is becoming more expensive. If things continue on this trajectory, there may be a day when non-Tron decks can't afford to run colorless lands at all.

An Economics Lesson

In economics, we say that the true cost of everything is not just the price paid for it, but the value of the next best option sacrificed. This is the concept of opportunity cost, and all things have an opportunity cost. There are no free lunches because there is no way to have everything at all times. For everything, there is a choice. The choice to forgo one option for another makes that forgone option the opportunity cost. Congratulations everyone, that's a condensed week of Econ 101.

There was an error retrieving a chart for Celestial Colonnade

This is relevant to today's topic because by playing colorless creature lands, players are giving up the opportunity to play a different utility land or a source of colored mana. In the past when Wizards was more cautious with power levels and tempo wasn't as all-consuming as it currently is (in Modern, anyway) the opportunity cost was relatively low. There were fewer options to discount. These days, Wizards is continuously printing new and increasingly better utility lands as well as pushing power, so the cost is rising.

Consider Just Utility

To go back to my previous example, my 2014 UW Merfolk deck played three Mutavaults, two Tectonic Edges, full sets of Seachrome Coast, and Wanderwine Hub, and some Islands. The available utility lands that I didn't play were Cavern of Souls (I think, anyway. I really don't remember), Minamo, School at Water's Edge, and Oboro, Palace in the Clouds (which didn't do anything other than protect against Choke back then), additional copies of Mutavault and Edge maindeck, Ghost Quarter, and Faerie Conclave. That's neither a lot of power being given up nor much flexibility. It isn't zero, so there was an opportunity cost. It just wasn't particularly high.

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These days, choosing Mutavault means giving up on all the previous cards plus all of the new ones. These include but are not limited to Waterlogged Grove, Otawara, Soaring City, Hall of Storm Giants, Field of Ruin, and Castle Vantress. Obviously, some of those are far more desirable in Merfolk than others, but the point is that there are more options and therefore more choices to make. More choices mean higher opportunity costs.

Consider Mana Requirements

In addition, the pressure to produce colored mana has increased. Back in 2014, Merfolk spells with two blue pips in the corner were limited to the eight Islandwalk lords and Kira, Great Glass-Spinner, which was a two-of maindeck. These days I'm running those lords plus full sets of Merfolk Trickster and Svyelun of Sea and Sky plus three Unsettled Mariner. Many other Merfolk decks are also running maindeck Subtlety. That's at least double the color requirements.

There was an error retrieving a chart for Svyelun of Sea and Sky

The math of this situation is well known. The more colored pips on spells, the more colored sources are needed to consistently cast said spells. Double-colored spells that cost two mana are particularly demanding of a mana base and require far more colored sources than more expensive spells to avoid stumbling. Thus, there's room for colorless utility lands, but given the increase in color requirements, that room is clearly shrinking.

Consider Tempo

On the subject of stumbling, having colorless lands in a color-hungry deck is going to lead to more stumbles out of the gate, as my Pioneer experience clearly shows. This didn't use to be such a problem because mana bases were worse and there were no free spells in Modern. Wizards was also anti-cantrip, so all decks were more inconsistent. Tripping on colored mana was less punishing because it was more likely that the opponent would stumble as well.

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Today, any early game stumble is magnified more than in earlier eras. The evoke elementals in Modern give any mana-screwed player the ability to get back in and the deluge of cheap interaction and threats means that missing a turn of board development makes getting back in much harder as the game goes on. Thus, the tempo risk of being unable to cast spells because of color problems is higher than before. For example, Mono-White Humans is ok adding any threat to the board and most of its threats cost a single white mana. Spirits wants to cast multiple blue spells a turn, and suffers when it can't.

Time To Reevaluate

I'm not saying that Mutavault and company are bad cards. That clearly isn't the case. What I am saying is that they're far more costly than they used to be. Players need to be aware of this as Magic continues to evolve and to take this changing landscape into account. It may not be appropriate or optimal to run colorless lands in mono-colored decks. Should Wizards continue to push creature lands, there may come a day when even tribal synergies aren't enough to run Mutavault over an aggressively priced on-color creature land.

Adam Plays Magic: Five-Color Incarnation

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This week on Adam Plays Magic, we're busting out the toolbox with Five-Color Enigmatic Incarnation. Its namesake card is a throwback to Birthing Pod, which allows the player to move up the curve each turn, tutoring the exact value piece or silver bullet needed for any given situation. Incarnation functions slightly differently by turning enchantments into creatures, but value is value.

A slew of enters-the-battlefield effects will generate card advantage no matter the card type, and Fires of Invention offers the deck a huge speed boost by playing upwards of eight mana of spells per turn as early as turn four. Let's not forget to top it off with Yorion, Sky Nomad both as a companion and a tutor target to rebuy everything whenever you want.

What I Like

There's a lot to love in a toolbox-style deck, mainly due to how customizable it is. The key cards are, of course, maxed out at four copies each, but everything else is fair game and can be tailored to whatever the expected metagame is.

One-ofs like Deputy of Detention can clear out tokens, while Callous Bloodmage can shoot down a graveyard or provide multiple bodies to stabilize the board. Reidane, God of the Worthy can grind control decks to a halt. The Scarab God can beat just about any fair matchup while also foiling reanimator strategies.

But these aren't all the toolbox cards available. Future incarnations of the deck (pun intended) might want a copy of Elite Spellbinder or maybe Aether Channeler. There are so many cards that could be in the deck, it's hard for the opponent to predict what they'll see.

Fires of Invention is a big boon for the deck as it both acts as a mana doubler and fuel for Enigmatic Incarnation. Power out multiple big spells in the early turns, then toss it in the bin for Yorion or The Scarab God once mana is no longer scarce.

While Incarnation decks have been around for quite some time, Leyline Binding has been the biggest upgrade. Thanks to tri lands like Ziatora's Proving Ground, it's fairly easy to cast Binding for as little as one or two mana. Even though it's being cast for almost nothing, it's still a six-mana value card that can be upgraded into a game-winning seven-drop creature like Titan of Industry. Not only does Binding provide the deck with S-tier removal it previously lacked, but it also opens up new lines to go bigger than every other deck.

What I Don't Like

Five-Color Incarnation does a great job of value-grinding the opponent, but the deck doesn't win fast and struggles to interact on the opponent's turn. Many of its lands enter tapped so aggro and fast combo decks like Mono-Red or Abzan Greasefang, Okiba Boss can go underneath it. With that said, there's room to adjust in order to beat these. Rest in Peace in the sideboard and Charming Prince in the main deck can act as hedges against these archetypes.

Given that Fires leaves the player's mana untouched after its initial investment, Colossal Skyturtle may be a nice speedbump for fast decks while acting as a recursive tool for high-value toolbox pieces.

In my initial run with the deck, I found that Reidane wasn't a card I needed often, but Renegade Rallier was an important tutor target when sacrificing Trial of Ambition and Omen of the Sea to Incarnation. It's possible that a second copy of Rallier is a more important resource than Reidane for future builds.

The Deck

5C Enigmatic Incarnation

Companion

1 Yorion, Sky Nomad

Creatures

1 Agent of Treachery
1 Archon of Sun's Grace
1 Callous Bloodmage
1 Deputy of Detention
1 Glasspool Mimic
1 Gloomshrieker
1 Knight of Autumn
1 Reidane, God of the Worthy
1 Renegade Rallier
1 Skyclave Apparition
1 The Scarab God
1 Titan of Industry
1 Tolsimir, Friend to Wolves
1 Yorion, Sky Nomad
1 Zur, Eternal Schemer

Enchantments

4 Enigmatic Incarnation
4 Fable of the Mirror-Breaker
4 Fires of Invention
4 Leyline Binding
4 Omen of the Sea
4 Trial of Ambition
4 Urban Utopia

Artifacts

4 Portable Hole

Lands

1 Breeding Pool
1 Darkbore Pathway
1 Drowned Catacomb
1 Forest
1 Glacial Fortress
1 Hallowed Fountain
1 Hengegate Pathway
1 Hinterland Harbor
1 Indatha Triome
1 Island
1 Isolated Chapel
1 Jetmir's Garden
1 Ketria Triome
1 Overgrown Tomb
1 Raffine's Tower
1 Raugrin Triome
2 Sacred Foundry
1 Savai Triome
2 Spara's Headquarters
2 Stomping Ground
2 Sunpetal Grove
1 Swamp
2 Temple Garden
1 Watery Grave
1 Woodland Cemetery
1 Xander's Lounge
1 Zagoth Triome
1 Ziatora's Proving Ground

Sideboard

1 Archon of Emeria
4 Destiny Spinner
3 Fatal Push
2 Fry
2 Mystical Dispute
1 Reidane, God of the Worthy
1 Skyclave Apparition

End Step

And that's a wrap for another week! I do think that the Enigmatic Incarnation is a real contender in Explorer, mainly on the back of Leyline Binding which has proven to be a multi-format all-star. As The Brothers' War spoilers start to trickle in, I'm looking with a keen eye for potential additions and upgrades to this deck. Keep your eyes peeled for updates on Twitter or catch me streaming on Twitch for the latest and greatest builds. See you all next week!

The Great Negate Debate

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Magic is full of situational cards, and in Limited, we usually want to avoid them. We want to fill our decks with reliable cards to enact a consistent game plan. However, there are exceptions to this rule. Sometimes we build our decks in such a way as to optimize certain effects. Heroic Charge isn't good on most board states, but if we build our deck to go wide, we get a lot of value from it. Sometimes the format dictates the importance of a fringe card. For instance, Fade into Antiquity was an excellent answer to the powerful sagas in Kamigawa Neon Dynasty.

Negate appears frequently in Magic: the Gathering sets. Usually, we ignore it. In some situations though, it is the best card we can have. It's a nice trick to have access to in the sideboard for when our opponents have a non-creature bomb for which we have zero outs. There are formats where the card thrives, and more importantly, there are decks in an array of formats that actively want it. What sort of decks are those? This week, we'll be doing a deep dive, examining when we want this situational counterspell.

Aggressive Decks Do Not Want Negate

This might be an obvious one to some, but it bears repeating:

Aggressive decks do not want Negate.

What aggressive decks do want, is to set the pace with creatures. They want cards that push damage. While protecting a creature may be tempting, forcing yourself to leave two mana up slows down your offensive assault. A card like Shore Up on the other hand, is a far more valuable tool in these decks. Also, if you're worried about running out of creatures, might I recommend using that slot on another creature?

While we might consider boarding in a Negate against a powerful effect like Wrath of God, we should never start one in the main.

Essence Scatter Is Not an Apt Comparison

Creatures are the currency of Limited games. They trade off, force damage, pressure opponents, and defend your life total. As a result, removal goes early, and Disenchants are relegated to sideboards. Your opponent will always have creatures in their deck and a couple will be very good. Being able to answer a threat, on the stack, for two mana, is a powerful and reliable play. As a result, Essence Scatter is almost always a premium common. Negate will rarely be as desirable of an option.

Negate Doesn't Work If You Can't Answer Creatures

Negate has a lot of good targets in Dominaria United (DMU). Urborg Repossession and Phyrexian Espionage are cards that threaten to win a value game and control decks are often vulnerable on this axis. However, if we counter the Divination, but still take six damage from creatures on board, we're not really getting ahead.

Negate helps us on the stack, but like all counters, if we're losing the game on the battlefield, the counter doesn't matter. The best homes for Negate can manage the board, be it with their own creatures or removal spells.

Control Decks Are the Best Homes for Negate

This Domain deck is very good at answering creatures and generating value. Once we have those two bases covered, Negate becomes a card we actively want. A deck like this is designed to stabilize and grind out a win. However, there are threats to our stable board. Maybe it's a Heroic Charge or a Lightning Strike to the face or just a combat trick for lethal.

Once we get to a stable board, the card we most want to draw is Negate. However, it can also help us get to the board states we want. Countering a removal spell can keep our blockers safe and provide more options down the road. Formats like War of the Spark have non-creature threats we need to answer. Negate has extra versatility in formats like that.

Managing Situational Spell Count

Earlier we commented on the downside of situational spells. These cards are a luxury to include in our deck and we can rarely afford too many of them. In some formats, we might want a Shatter, some graveyard interaction, or even a Broken Wings variant. What we don't want is all three. When our deck has too many situational cards, we have less reliable action. There will be too many situations where we can't do anything. In other situations, we'll lose agency because we're forced to just cast these spells on any legitimate target.

However, our decks can be built to minimize the downside of these situational spells. The more card draw we have, the lesser the downside of a "dead card". If our hand is full of gas, and one card is situational, we have the luxury of waiting for that situation.

Additionally, cards like Thrill of Possibility become more interesting when we know we have a card that might be a dud in certain match-ups. Usually, we want to save the counter, but if we can't afford to hold it, we have to take action.

Threats at Common

I've heard new players justify a maindeck Negate with the assumption that "it will probably hit something". They're probably right. Holding a spell and waiting for a valid target to turn it on though, has a real cost. First of all, timing matters in Magic. We want to use our mana every turn and play our early-game spells in the early game. Proactive spells help us set up our game plan. Reactive spells need something to react to. Because so many game plans are built on synergy. If your opponent enacts their game plan, it theoretically makes the cards in their deck better. If we're waiting to use our cards, we're falling behind.

To evaluate this counter, there needs to be a high likelihood that it will interfere with our opponent's game plan. In DMU, there are some juicy targets.

The Juicy Targets

These cards are all common and represent the endgame for the format's pillars. At uncommon the power level rises, including a number of powerful kicker spells, some devastating sagas, and removal spells. All can be answered cleanly by a well-timed Negate.

End Step

In DMU we should look to include a Negate when we know what it is doing for our deck, and when we can afford to do so. UB Spells decks and Big Domain decks, for example, will want it if they can reliably cast it. As long as we're playing a slower strategy, are capable of generating value, and are good at dealing with creatures, Negate can be a good situational card that outshines expectations.

Generational Magic: Experiencing Vintage on a Budget

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In my travels to the various stores in the area I had the opportunity to sit down with Corey Kafka, the owner of Jester's Cards and Games in Milford, Ohio. Corey and Travis, one of his employees, talked about one of their popular formats: Cheapo Supremo! Or, in layman's terms, Budget Vintage.

Stores that offer the format cap the maximum differently, but here, your deck needs to cost $30 or less. At the end of our conversation I mentioned I'd stop by and try it out, even though I had no familiarity with the format or any idea what to play. Of course, that didn't stop me!

Fortunately, what deck to play was remedied by Michael J. Flores himself in this article, highlighting a cycling deck in the Pre-Modern format.

Cheapo Supremo Fluctuator

Creatures

4 Barkhide Mauler
4 Cloud of Faeries
4 Keeneye Aven
4 Disciple of Grace
4 Disciple of Law
4 Disciple of Malice
4 Vile Manifestation
4 Viscera Dragger

Spells

1 Drain Life
1 Haunting Misery
1 Songs of the Damned
4 Fluctuator

Lands

4 Blasted Landscape
4 Polluted Mire
4 Remote Isle
4 Slippery Karst
4 Drifting Meadow
1 Dromar's Cavern

Sideboard

2 Angelsong
2 Lull
2 Miscalculation
3 Rapid Decay
3 Wilt
3 Gilded Light

The deck piqued my interest, so I wondered if I could translate it into their Cheapo Supremo format. The only card that I wouldn't be able to use is Lotus Petal, because it takes up two-thirds of the budget. I know losing a turn can be huge, but was hopeful a potential turn-three win would still be possible, So I replaced the Petal with another cycling card.

Since I wasn't tied into just pre-Modern cards, I cut a few cards for Vile Manifestation and Viscera Dragger to allow for slightly different avenues of attack. I knew the deck was sort of a one-trick pony, so if my opponents had early disruption or graveyard hate, I was in trouble. I sleeved up and was ready to dive headfirst into the fun of Cheapo Supremo.

Give Me Some of the Cheap Stuff!

There were a couple of RCQs going on in the area, so attendance was down a little. Including me, we had ten players ready to go. One of the more interesting notes was that everyone at the event was playing a different deck. Only two decks were somewhat similar, with one White Weenie deck one Mono-White Soldiers deck.

Round 1: Doug, Oath of Druids

How long have you played Cheapo Supremo?
Since they started, back around 2016-2017.

What do you enjoy about Cheapo Supremo?
I like that it has a very deep card pool and that you aren't able to buy your way to victory. For example, I wanted to use Holistic Wisdom, but it's now a $6.00 card, so I wasn't able to play it. I feel that's generally a good thing.

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I do take joy in the fact that I get to play Vintage cards and not break the bank. The format keeps me looking at new sets as well. It breeds creativity and I get to enjoy the game as a whole.

What other decks do you have experience with in this format?
I enjoy just about any deck with blue in it; Thopter Sword, Cephalid Breakfast, etc. My focus has mainly been on Vintage over the years, so funnily enough, I'm not very adept at combat. I do keep trying to make Tron and Cloudpost decks work though.

Has the constant deluge of Magic products affected your relationship with the game?
It can be difficult to keep track of everything. The fact that there is a Legacy-legal "Cosmic Pup Planeswalker" is very odd for me as well. It's definitely not the Magic I grew up with, but that's alright.

It is nice when cards are reprinted though. That usually ends up with the price dropping to make that card more accessible for this format.

Do you buy any Magic products for this format?
Other than the occasional single on the secondary market, no.

Match Details (0-2)

Doug did enjoy my deck and what I was attempting, but I lost hard. In the first game I mulled to five and wasn't able to attempt the critical Fluctuator until a few turns in. He had the easy counter for that and the next one I played, while he beat me down with a Hooting Mandrills.

Game 2, I was able to get down an early Fluctuator, but Doug always kept up Counterspell mana. When I tried to cast Songs of the Damned, he flashed the counter and that was that.

Round 2: Andrew, Thopter Sword

How long have you played Cheapo Supremo?
I've played Magic in general for about five or six years, but this format for only the past six months.

What do you enjoy about Cheapo Supremo?
I love building decks. You can find anything to build around in this format. I have probably 10 to 20 different lists I'm developing and working on. Figuring out how to get them under the $30 mark is the puzzle.

What other decks do you have experience with in this format?
Along with Thopter Sword, I enjoy UW Ensoul Artifact, and Cauldron Familiar-Witch's Oven. I'm working on a UB Reanimator deck that isn't great, but is a lot of fun.

Has the constant deluge of Magic products affected your relationship with the game?
Not really. I've always just bought the singles that I need at that time. I've never been a fan of cracking packs.

Do you buy any Magic products for this format?
Every so often I will buy a Commander pre-con and have some fun tweaking it. I did buy a box of Modern Horizons 2 once. There's just such good value in that set.

Match Details (0-2)

Here was the first moment I felt close to winning, but was still so far away. I was able to get a Fluctuator in play on turn two and Songs of the Damned on turn three, but with his one island and three artifacts out, Andrew cast Metallic Rebuke and ended the dream.

The second game wasn't even a game. I mulled to six, had only one land for seven turns, and died to many Thopter tokens.

Round 3: Bye; Discussion with Everett

Being on the bottom is never fun, but getting a bye at this point meant a moment to sit back, relax, and wait. Fortunately Everett, the person who organizes Jester's Cheapo Supremo events, finished his match early, so we were able to chat.

How did Cheapo Supremo start at Jester’s?
The previous owner started it up about five or six years ago. There was a large Commander and Modern community here and he wanted to provide something that had an easier entry and was new-player-friendly. He provided a box of the latest Standard set for the first event's prize, and it kept going from there.

Before the pandemic, we would run Cheapo Supremo twice a month, and regularly have 20-30 players. After the pandemic, it took some time to get it going again. Nick, another event coordinator here at Jester's, and I started the initial legwork to get the in-person tournaments back up. We've gotten good interest in it and have many people brewing decks.

When do you normally have Cheapo Supremo?
Every Saturday except one, when we have a bunch of Commander games going on.

Do you allow proxies?
Absolutely. We're a very proxy-friendly store. Even though Cheapo Supremo is only $30 or less, sometimes you want to test it out. It's nice to be able to proxy it up and see if you like it beforehand.

What's your favorite Cheapo Supremo deck?
My favorite is my Mono-White Soldiers deck that I've been playing since the beginning of the format. I do like Cephalid Breakfast as well. It's fun, but kind of the boogeyman of the format here.

It can be hard to choose because there is such a variety of options. Doug for example has Browse in his deck. Who plays that card? No one, except in this format.

Has the constant deluge of Magic products affected your relationship with the game?
Absolutely. Not only due to being a player and keeping up with the cards, but more so as an event coordinator and Magic judge, it can be exhausting at times, but it's part of my job. There will be some new odd mechanic that you'll need to be aware of, so it takes time to absorb it all.

Round 4: Chris, Crashing Footfalls

How long have you played Cheapo Supremo?
I've been playing for a little over a month.

What do you enjoy about Cheapo Supremo?
I am a deck brewer at heart, and there's a lot of room to brew. The format is so different, because of the card pool and power level. Again, it's a brewer's paradise.

What's different between the version you're playing and the Modern version of this deck?
I get to play Simian Spirit Guide to increase the deck speed. It also plays Laelia, the Blade Reforged, which is very synergistic with cascade when the cards are exiled.

What other decks do you have experience with in this format?
I've been tinkering with a UB Flash deck headlined by Slitherwisp. The deck is only instants, cards with flash, and lands.

Has the constant deluge of Magic products affected your relationship with the game?
Not really. I don't purchase a lot sealed product. I believe the last time I bought a pack was back during Khans of Tarkir.

Do you buy any Magic products for this format?
Yea, just a few singles here and there.

Match Details (0-2)

Chris, like everyone else, was ready to pick apart my deck. Game one I got the turn-two Fluctuator and again smelled victory. I was ready to go off on turn four, but during my upkeep, he tapped my Polluted Mire with a Fire // Ice. On his turn, he cast Bloodbraid Elf, exiled 14 cards to put 14 counters on the Laelia, the Blade Reforged he had in play, and swung for lethal.

I had no chance in the second game due to him having two Ravenous Traps in his starting hand. I did have the turn-two Fluctuator, but Chris exiled my graveyard halfway through my cycling and showed me the second copy. Scoop time.

At Least the Deck Didn't Cost a Lot, Right?!

Even though I didn't win a single game, it was still great to get out, try out a different format, and meet new people. Along with the decks I played against there was also: Mono-B Discard, Mono-U Walls, and the eventual winner, Mono-W Angel life gain.

Jester's official mascot and record keeper, Jango Fetch

If you've never tried Vintage on a budget, I would highly recommend giving it a shot. There's a plethora of decks available and even if you end up not doing well or liking your deck, you at least know it didn't cost you an arm and a leg to build it. Have you played any new and interesting formats lately? Tell us about it in the comments or on Twitter.

Should You Buy the New Starter Commander Decks?

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Who remembers Starter Magic?

Trying to get new players into Magic has always been a goal for Wizards. Way back in '97 and '99 they released two products, Portal and Starter. Here's a couple of quick primers.

A Blast From the Ancient Past

Given the success of the Commander format, it's obvious that a product should exist for brand-new players. The Starter Commander Decks are Wizards's attempt at providing this product. That being said, do they make sense to buy? Let's find out!

Talk About Simple...

Mix a generous amount of EDREC Top 10 cards with a completely formulaic ratio of card types, like one planeswalker per deck; choose exactly two colors; shuffle thoroughly; and... you have the Starter Commander Decks. Unimaginative is one term, bog standard another. Deliberately simple, because... that is the point! On the other hand...

The Baldur's Gate Commander Decks are excellent. Each deck contains dozens of different keywords spanning the history of Magic, powerful new cards, and some intricate play mechanics. For example, Exit From Exile has three "different" exile zones. Another example is Draconic Dissent's powerful multiplayer schtick of goading which, to a new player, may not immediately make sense. Finally, even a deck like Party Time has cards like Black Market Connections. It can be a challenge to convince a new player that the way to get the most out of it is to deliberately lose six life every turn. In short, for an absolutely new player to Magic, I can see these decks being a little unfriendly.

What About Value?

Again, this is where someone who owns zero Magic cards is going to benefit greatly. For the price, they will have a functional Commander deck, and can start playing immediately! While it's definitely possible to pick up other decks for a great deal, they may be more complicated to play, partially upgraded, or missing cards. A veteran player can manage, but it's less than ideal for someone new.

Next, we'll look at the decks themselves and see if they're worth the price tag. My metrics are threefold: automated pricing, cards of value, and after reprints.

By using the deck pricing tool at MTGGoldfish and doing a quick copy-paste with minor editing, I got an "automated" figure based on prices researched by the tool. This is a good estimator, and it's helpful to find cards of value. Essentially, anything $1 or more counts towards this figure, which lets us quickly check which cards have basic value.

Finally, based on other Commander decks I've purchased in the past, I can get a sense for how strong a long-term outlook is for a deck's value. Most Commander decks settle at $30-$40. However, while a few increase in value from there, many end up heavily discounted and can be picked up for $10-$20 just a few months later. Hence the "after reprints" value of what a deck will likely be worth once prices have cooled.

First Flight

There was an error retrieving a chart for Isperia, Supreme Judge

Automated: $57.65
Cards of value: $38.22
After reprints: $10

There's no way that Gravitational Shift and Talisman of Progress won't go down after this reprint. Still, there are plenty of $1-$3 cards here that command some value on the Commander market.

Grave Danger Values

There was an error retrieving a chart for Gisa and Geralf

Automated: $47.66
Cards of value: $20.85
After reprints: $5

A lone Liliana, Untouched by Death is not enough to give this deck significant dollar value. Too many of the cards are reprints of reprints and practically all bulk. The absolute least valuable deck of the five.

Chaos Incarnate Values

There was an error retrieving a chart for Kardur, Doomscourge

Automated: $59.54
Cards of value: $33.04
After reprints: $10

Lightning Greaves is the top value card. This deck is full of solid, playable Commander cards that have been reprinted dozens of times and have little value.

Draconic Destruction Values

There was an error retrieving a chart for Atarka, World Render

Automated: $74.13
Cards of value: $54.25
After reprints: $20

While pretty much all of the Dragons in this deck will plummet to extra bulk rare status, enough of them should still be about a dollar even after a reprint. Obviously Dragon Tempest is the card that gives the deck a little boost in value but, again, the reprint will severely reduce it. Still, this deck has enough to be worth around break-even, making it the most valuable of the five.

Token Triumph Values

There was an error retrieving a chart for Emmara, Soul of the Accord

Automated: $62.41
Cards of value: $38.32
After reprints: $10

The only card of much note is Citanul Hierophants. This card was printed in Urza's Saga, and that printing is now under $6 near mint. Reprinting this card has consequently lowered the value on the original, and the reprint is certainly not worth the same price.

Methodology

First, I entered the deck lists into different pricing sites to come up with raw dollar figures. Then, I checked only cards worth $1 or more. Finally, I compared that value to the rest of the Commander market. Overall, these are not valuable decks, nor are they intended to be. However, I really do wonder if they are even a deal at all, especially because I buy deals all the time.

I'm no stranger to buying cheap Commander decks. I've purchased numerous open-box, used, or custom Commander decks at very affordable prices. There are budget Commander decks readily available, so why even look at these? This brings us full circle to who really will benefit from these Starter Decks.

Completely, Brand-New to Magic Players

If this is you, then you're going to be pretty happy. Not only will you get a variety of cards that would be costly to purchase individually, but you will also not be getting too many complicated cards. This is a great thing for beginners, although I wonder why two-color decks and not mono? Still, a very decent deal, all told.

Investors, Resellers

No, heavens no! Avoid! No, really, don't buy. Sure, right now the decks break down into more than they cost. But the second these things hit the market, every card in them is going to tank. Furthermore, there are not many valuable ones here to start.

Make no mistake: these are terrible long-term investments that will eat up capital and shelf space for meagre returns. Meanwhile, there are plenty of other attractive Magic products. The 30th Anniversary Count Down Secret Lair looks amazing, especially as a sealed product. Even so, if these Starters get marked down, I might buy some as gifts, maybe.

Competitive/Casual Commander Players

How about for competitive Commander players? Again, no. There's nothing here you want or don't already have. Maybe if there were new cards to chase, that would be one thing. But there is nothing new here.

Competitive is the opposite of casual; therefore, these must be good for casual, right? I argue that these decks offer pretty low value to casual players as well. Someone who already plays Commander probably has the staple cards included in these decks. There are tons of other precons that offer a great experience right out of the box. Virtually all of them are going to be stronger, and offer either a better depth of gameplay, new cards, or something more than the basic minimum needed to play.

So, That's the Point

Wizards has succeeded in making a product that isn't for you or me, but for everyone else. And that is a wonderful thing! Magic has always at least tried to make beginner-friendly products, and Commander itself is a relatively complicated format. This is a step in the right direction, and I do applaud Wizards for having this ready for the holiday season, even if I'm not going to buy it. There are definitely future Commander players whose very first deck will be one of these Starter Decks, and I hope to play Magic with them soon.

Do you want a Starter Deck for the holidays? Let me know which one in the comments... and why!

Magical Creatures: Phyrexian

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Hello everybody, and welcome back (for the last time) to Magical Creatures! As you probably know already, this series was aimed to spot and discuss all the creature types created specifically for Magic. Doing so has helped us further expand on Magic's more artistic side after my last series on real-world quotations. In last week's instalment, we discussed Aetherborn and a few other creatures, while today we'll wrap things up with the last subtype: Phyrexian.

Last week, we managed to cover Magic's history until Strixhaven (April 2021). Today, we're going to move a step back, just a couple of months, and talk about Kaldheim (February 2021). It's an exception in this series, but for a good reason: Phyrexian is a rather peculiar creature type with a curious history, and it felt like the right way to close the series.

Kaldheim, or How It All Changed

Inspired by Norse mythology, Kaldheim brought back the snow mechanic (including snow lands), although that was not expected at first. More importantly, it introduced the Phyrexian creature type for the first time in Magic's history, on Vorinclex, Monstrous Raider.

So, what's the big deal? We saw new creature types introduced in every single piece of this series, that's the whole point of it. Well, it's not that common for such an old creature type to only be formally recognized this late.

The fact is that phyrexian creatures were a thing from the very beginning of this game. Or at least from Antiquities, which means March 1994! To give an example, consider Phyrexian Gremlins. It has "Phyrexian" in its very name, but back in 1994, it used to only bear the creature type Gremlin (well, technically Gremlins). Add to this peculiarity that Phyrexian is possibly the most famous type typically associated to Magic, and you have the recipe for something truly special.

The Case of Thalakos and Soltari

In the first years of this game, it was common practice to name a creature after its subtype. Or to invent a subtype simply by copying the name of the first creature with those traits. We saw that time and again over the course of this series: Atog, Lhurgoyf, Masticore and so on. But it was just as common to leave something implicit. Which explains why creature types such as Thalakos and Soltari did not have those subtypes for many years.

When Tempest came out, cards such as Soltari Priest and Thalakos Sentry didn't feature the relevant subtype. Everybody could tell they were a Soltari or a Thalakos... I mean, it was in their name! But still, it took almost ten years to fix, when the release of Time Spiral retroactively added those subtypes to older cards.

Phyrexians Before Phyrexian

Something similar happened with Phyrexian, but it was even bigger a surprise: it took not 10 years, but 27! A good moment to introduce it would have been New Phyrexia (2011), since it introduced "Phyrexian mana." Such cards were good enough to frequently receive bans across all competitive formats. Mental Misstep, Gitaxian Probe, Birthing Pod... the list of staples goes on. If only tribal hadn't been such a failure; these spells might have been the first official Phyrexians!

However, Wizards decided to postpone the change for 10 more years, until the realease of Kaldheim. In fact, Mark Rosewater once declared that "there are characters that are Phyrexian by flavor (but not by appearance)." Eventually, when that happened, it was one of the most important shifts in Magic's history. Unlike the famous Grand creature type update (2007), it only influenced one specific subtype, but it was a huge one. And that change had been expected for a very long time, too!

What Is a Phyrexian?

Today, no less than 251 cards exist with this subtype, making it one of the most widespread types ever. Still very distant from the overwhelming 2,000+ Humans, but a big number nonetheless. That being said, it's hard to define this creature type with precision. We may start by saying that the Phyrexian faction is probably the best villain in Magic.

Their goal is to overrun and take control of everything, by "compleating" everyone they might find on their way. Scary! Their history goes on for so many years, and is so pervasive in Magic's lore that it would be vain to try and sum it up. Let's just say Phyrexians had something to do in many of the most important events of this game's lore, from the invasion of Dominaria to the infection of Mirrodin.

So, back to the original question: Phyrexian is a race, and not a class. That is why many creatures that are now Phyrexian were once raceless (Suture Priest, Tormentor Exarch). As Doug Beyer explained back in 2011, in its series Savor the Flavor, "What you do to advance the civilization of Phyrexia is much more important than what vat-grown or slag-harvested materials you're made from." For this reason, they weren't ready to make Phyrexian an actual creature type; it was just too vague.

Phyrexians are a mixture of organic matter and metal, which means they can assume an enormous number of different forms. Some of the most typical traits, however, are "dripping ichor, eyelessness, cysts, pustules, or the expulsion of noxious gases." And of course, once they are mature, they are compleated, meaning they have replaced every organic part of their body with artificial parts.

Notable Mentions

Some of the most important creatures of this game now bear the Phyrexian subtype: Phyrexian Dreadnought and Phyrexian Negator are just some examples from the older cards. As for more recents ones, there are the Infect staples Glistener Elf and Blighted Agent. And as we saw earlier, many other cards are obviously Phyrexian, but haven't received the type because they are not creatures.

Tribal subtype erratas are pretty much never going to happen. So, let's just mention a couple heavy-hitters like Yawgmoth's Will and Yawgmoth's Bargain and dream of them getting the subtype they deserve.

Wrapping Up Magical Creatures

This was a journey I really enjoyed, as it brought me back to the beginning of Magic and to its last few years, too. Since I was mostly active in the years between Mirrodin (2004) and Innistrad (2011), the first and the last ten years are the ones I knew the least about. Researching for this series gave me a chance to learn something more about these periods, during which I either only played Limited if at all.

I think it's time for a final Top 8; one that depends entirely on my personal taste! You'll find a link to the relevant article on each creature type, in case you missed some of them or are in the mood for revisiting.

  1. Kithkin: I played a Kithkin deck at my first GP in 2008 (Grand Prix Rimini). Funny story: in the end Emanuele Giusti won with almost the same deck. Kithkin will always remain my favorite creature, at least among those unique to Magic... otherwise I'd say Elves.
  2. Myr: I just loved the five "mana Myr" in the old Mirrodin, which was my first set. And I also used two of them (Gold Myr and Iron Myr) in my first Top 8 at a Scars of Mirrodin limited PTQ.
  3. Saproling: If you ask me, it's among the best creature types ever. I just adore tokens, and how these are created by Thallid creatures. Also, I'll always remember (with terror) Sprout Swarm during Time Spiral - Planar Chaos - Future Sight drafts.
  4. Atog: I played it in my first competitive deck (Affinity), before Modern replaced Extended.
  5. Thrull: I pulled a particularly awful Thrull in my first booster pack from Fallen Empires and fell for this race. Can you guess which one?
  6. Spellshaper: I just like how varied they are, and how they were used to quote and reference so many other cards from the past in the Time Spiral block. Spellshapers helped make that block so nostalgic.
  7. Phyrexian: I'm not a huge fan of any one of these creatures, but I had to either play with or play against many spells that are Phyrexian by lore, so I still have a relationship to this race.
  8. Kavu: when I first learned how to play, I was 10, and somehow a friend of mine managed to persuade us all that Thunderscape Familiar was able to get +25/+25 by discarding a card or something. That obviously worked only before 1) the card was not in Italian or English, and 2) we had no access to the internet. Yay for memories!

That's my personal list... yours may differ! Drop your own Top 8 in the comments or on Twitter, and thanks for following this series until the end. Stay tuned, as I'll be back soon with more insight on Magic's lore and IP!

Top 10 Picks for Explorer Anthology II

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Earlier this month, Wizards of the Coast announced expansions for Arena intended to support the Explorer and Historic formats, Explorer Anthology II and Shadows Over Innistrad Remastered. I could not be more HYPED. Explorer was created as an Arena-only analog to Pioneer and will eventually be replaced by Pioneer once Wizards backfills enough format staples into the client. These updates bring us one giant step closer to that end goal.

Presumably, the remastered set will include most major hits from Shadows Over Innistrad and Eldritch Moon like Thing in the Ice and Emrakul, the Promised End. While these are among my most anticipated cards, I'm leaving anything likely for this product off my list. Fret not, I'll put out my top 10 for that product as we get closer to its release date in early 2023.

With that out of the way, let's get into my top 10 cards I want to see in Explorer Anthology II!

10. Springleaf Drum

Springleaf Drum is a bit of an innocuous role player, but it's often an MVP. As a cheap artifact, it supports artifact-matters archetypes which need a critical mass of low-cost game pieces. For example, Springleaf Drum combined with Ornithopter, allows a player to cast Emry, Lurker of the Loch as early as turn one. Kinnan, Bonder Prodigy can use the Drum to tap for 2 mana, meaning a Drum on turn one and Kinnan on turn two leaves up mana to play additional spells or hold up countermagic.

As it stands, there is a fringe combo deck in Pioneer focused around these cards as well as Meria, Scholar of Antiquity and Paradox Engine that's just waiting to bust loose. I'm hopeful we'll have a chance to see it in action in the lower-powered Explorer format.

9. Day's Undoing

Day's Undoing is a nerfed version of the Power Nine spell, Timetwister. The Power Nine is a select set of overwhelming powerhouse cards from the earliest days of Magic. Spoiler alert, even a weakened version of Timetwister is still exceptionally powerful and it's not the only Power Nine variant on this list.

On its face Day's Undoing is symmetrical. It gives both players a full redraw to seven cards and even gives the opponent the first crack at using them. In reality, the card is rarely fair. Day's Undoing combines with Narset, Parter of Veils to give the player a fresh hand of seven, while the opponent loses their hand and gets just one measly card. It's been putting up some recent numbers in Modern in various UW Control lists, so I'm excited to see what that innovation would bring to Explorer.

8. Jace, Vryn's Prodigy

Back in 2015, Jace, Vryn's Prodigy was a scourge in Standard, reaching upwards of $100 per card. It was the centerpiece of nearly every deck in the format thanks to its high power and easy casting cost. Today, the power level of the game has increased drastically, and Jace doesn't see quite as much play, but with The Brothers' War confirmed to have Unearth as a returning mechanic, a cheap looting planeswalker seems like it might be just what the planeswalker ordered.

Presumably, Jace wouldn't be the only flip-walker included either. Kytheon Iora currently sees some play in Pioneer MonoW Aggro. The others, Liliana, Heretical Healer, Chandra, Fire of Kaladesh, and Nissa, Vastwood Seer, would all be welcome additions to Historic Brawl and Arena Cube.

7. Monastery Mentor

Earlier this month, Rei Zhang brought a brilliant Jeskai Mentor list to the 2022 Season 2 Magic Online Championship Showcase (MOCS), an invitation-only event more exclusive than a Pro Tour. The center focus of the deck was Monastery Mentor supported by cheap removal and card draw. Given the right shell, Mentor decks can go tall and wide, and can shift seamlessly between aggro, tempo, and control. Although Rei's deck was Jeskai-based, I would not be shocked to see some sort of Esper version with Sedgemoor Witch and Can't Stay Away put up some numbers.

6. Removal

We've gotten some great removal in recent sets. Leyline Binding, March of Otherworldly Light, and Portable Hole all come to mind. However, we're still missing some of the classics. Dreadbore in particular is a staple of the RB Midrange deck at the top of the Pioneer leaderboard. The flexibility of unconditional creature and planeswalker removal at that low of a cost is hard to come by. The next best options, Bedevil and Baleful Mastery just don't hit the same.

Abrupt Decay is a similarly flexible removal spell that can be substituted by Assassin's Trophy, but that's not a substitution I'm happy about in the early game. With the rise of Ward, the uncounterability clause has only gotten more relevant.

Finally, Chained to the Rocks is an oldie but a goodie. As a white spell that needs a Mountain to play, it used to struggle due to the fetch land-less environment. Thanks to the full cycle of tri lands like Raugrin Triome and the recent support for Domain, it's become a free inclusion for decks already attempting to support Leyline Binding.

5. Oath of Nissa

Alright, alright, I know we got Elvish Mystic in the first Explorer Anthology and I shouldn't be greedy, but I'm going to be. Oath of Nissa is a critical piece of the Mono-Green Ramp deck dominating Pioneer. Not only does it help dig for the right lands and action spells while fueling devotion, but it also allows the player to cast off-color planeswalkers in their deck. Some builds have chosen Nicol Bolas, Dragon God, and others have included Teferi, Who Slows the Sunset.

I'm not going to litigate whether or not casting five pip Grixis cards in your green deck is a healthy choice for the color pie, but I will agree that it's cool. I have no doubt if we get Oath, it will certainly see heavy play.

4. Monastery Swiftspear

I was surprised we didn't get Monastery Swiftspear in Explorer Anthology I. It's a heavily played common with two evergreen keywords that are already programmed into Arena. There's no heavy lifting from a developer standpoint, and filling out a bundle with commons instead of rares and mythics is good for Wizards' bottom line.

We did, however, receive Favored Hoplite which slots into the RW Heroic deck where Swiftspear also sees play. It's possible Wizards did this with the intention of fleshing out the archetype more before just handing over Swiftspear. In a way, it's saving the best for last. I'm hoping all the Magic-playing Swifties get to celebrate more than just the release of Midnights this season.

3. Brave the Elements

Brave the Elements is a card that really hits above its weight. It's a one-mana counterspell and Overrun, allowing a Mono-White deck the flexibility to defend itself or close out a board stall from nowhere. While upgrading to the next best Savannah Lions variant is always helpful for Mono-White Aggro, this is the missing piece for it to be the player in Explorer that it is in Pioneer.

2. Delve Spells

The Delve mechanic is a pillar of the Pioneer format, mainly because it's been banned everywhere else. Treasure Cruise and Dig Through Time are powerful card draw spells that singlehandedly enable spell-slinger playstyles. It's the main reason to play UR Arclight Phoenix, or any non-tribal blue deck in the format. Explorer missing these spells is one of the major dividing lines between it and Pioneer. If the goal for Explorer is to eventually merge into its paper counterpart, these deserve to be at the top of the priority list.

I've also included Temporal Trespass in this batch. Although it's weaker than the other two, it's a major support piece for the above-mentioned Phoenix deck. Thanks to Galvanic Iteration, Trespass can become a five-mana Time Stretch, which is more than often enough to win a game from even the worst position.

1. Nykthos, Shrine to Nyx

No surprise here, my top hope for Explorer Anthology II is Nykthos, Shrine to Nyx. Nykthos is the backbone of the Mono-Green Ramp deck that also features Oath of Nissa as mentioned above. A fixed Gaea's Cradle of sorts, this land is capable of generating absurd amounts of mana. Thanks to untappers like Kiora, Behemoth Beckoner, the mana train can just keep on running.

Nykthos certainly sits at the top end of the power level of Pioneer, and I understand others may not want it in Explorer quite yet, but there's so much more to explore! (Pardon the pun.) There have been interesting builds of Mono-Blue Devotion here and there that feature Gadwick, the Wizened, Leyline of Anticipation, and Thassa's Oracle, all of which culminate into a fascinating and refreshing play pattern.

While Nykthos may have a bad reputation and deservingly so, it offers a major payoff for mono-color decks that we simply don't have otherwise. I'm curious about what builds may spring up with it as a motivator.

End Step

That's a wrap for another week! I'm super excited for something to shake up Explorer and bring some of Pioneer's heavy hitters into the upper echelons of the metagame. Once the official list drops, feel free to shoot me some spicy decklists. They might just end up on a future Adam Plays Magic!

In the meantime, you can keep up with me on Twitter and Twitch, or leave a comment below. See you next time.

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