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Insider: Buying/Selling Into Modern Eldritch Evolution Hype

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We're one week into Eldritch Moon previews, and we're already seeing a number of Modern potentials. Emrakul, the Promised End may become an R/G Tron bullet for grindier metagames. Lone Rider looks to up the Soul Sisters game. Gnarlwood Dryad assists various green-based tempo strategies, and there's gotta be something fun to do with Modern's Donate reprint in Harmless Offering.

We'll need to wait and see how Moon plays out in Modern, but if I had to place money on any card spoiled so far, it would be the powerful, Birthing Pod throwback of Eldritch Evolution.

Eldritch Evolution

eldritchevolution

It's cards like this that make me convinced Wizards deliberately throws Modern players a bone every set. Cheating creatures into play ahead of the curve has historically been excellent in Modern. See Pod and Green Sun's Zenith. Even the "fairer" effects of Chord of Calling and Collected Company are format-defining staples in multiple top-tier strategies.

With Eldritch Evolution, Modern gains a one-shot Natural Order effect that has high potential to make major format impact. The card has already caused at least one absurd spike (more on that soon), and brewers are hard at work giving the sorcery a Modern home. These cards are preselling in the $11-$13 range online, and our goal today is to see if the Eldritch hype is worth it, both for the card itself and for the cards it synergizes with.

To figure out if Evolution is the real deal, or if it's another Thing in the Ice presale flop, we'll unpack a few strategies and cards that pair with the Moon rare. This will not only help you invest in Evolutions themselves, but also to see if you want to buy or sell into other spikes around the card.

Eldritch Evolution Core Strategy

I'm a major proponent of the "test first, invest later" approach to previews. Although this sometimes produces busts (I was optimistic about Thing in the Ice even with some initial testing), it also gives us some clarity around how cards actually perform in real metagames. In preparation for this article, I did some casual Eldritch Evolution testing in a number of shells.

Early results are very promising, and it all starts with the mana dork core which has been the backbone of so many other powerful Modern strategies such as Abzan Company, Kiki Chord, Abzan Liege and others.

The Modern dork core

You can add Llanowar Elves (not that newfangled Elvish Mystic) and Lightning Bolt-proof Utopia Sprawl to the roster as well. In my four different attempts at making Evolution meet the Modern cut, this acceleration package was the most successful framework. This makes historical sense---the best Chord and Company decks use a similar setup, and there's no reason to fix what isn't broken.

This is the first sign that Evolution is on the right track: it slots nicely into an existing Tier 1 and Tier 2 configuration. It might not go directly into Abzan Company or Kiki Chord themselves, but the concept behind those decks is so established that I'm comfortable supporting a new deck if it's grounded in such an old foundation. That's good news if you're investing in the card now or plan on doing so later.

Once we settle on the dork core, we need to figure out where we're going from there. If Kiki Chord and Abzan Company are any indication, we'll want a combination of toolbox, combo, and even straight-up midrange value (following from the Birthing Pod and Siege Rhino examples of Winter 2014). That means the versatile Finks has a new home.

There was an error retrieving a chart for Kitchen Finks

Even if we don't draw Evolution, turn two Finks is still a powerful play off Hierarch or Birds. It gets much better when we morph the Finks up the chain for value, especially into Rhino in our best Value Pod imitation.

Of course, because we're running Evolution and probably running Chord alongside it for additional tutor capabilities, we have the entire Modern toolbox at our fingertips. Spellskite, Magus of the Moon, Voice of Resurgence, Fulminator Mage, and a range of other powerful creatures are all waiting to be plucked from the library with Evolution. Voice is especially nasty, as you can evolve it into the turn three Rhino even if your dork gets Bolted on turn one.

There was an error retrieving a chart for Voice of Resurgence

All of these cards form a solid groundwork for your Evolution exploits. Again, because these synergies have already passed Tier 1 and Tier 2 muster, I'm confident Evolution will be able to ride them into top-tier success itself. This means the pre-release price in the $11-$13 range isn't half bad (especially if Collected Company is any indication), although I wouldn't be surprised if high volume sinks it to the $8-$10 range.

When building and playing Evolution strategies, beware countermagic. Remand in particular is the exact kind of cantripping two-for-one which ruins your entire game. Thankfully, because you aren't playing Company to restrict your library creature count, you can easily maindeck some number of Thoughtseizes and/or Inquisition of Kozileks to shore up your countermagic game and pick up percentage points in matchups where grindy Finks lines don't hold water.

Indeed, because Evolution's deckbuilding parameters are much leaner than Company's, you can return to the old Melira Pod interaction package which was so feared in late 2014.

Abzan catchalls

You won't want to dive too deeply into these cards, lest you have fewer slots for the toolbox and fewer creatures to consistently fire off Evolutions (and Chords, if you're running them), but it's important to consider them as part of the Eldritch package.

With the core established and Eldritch Evolution meeting plenty of preliminary Modern benchmarks, let's look at three different ways to build the deck. Following from the Melira and Rhino Pod history, we'll examine a more fragile and explosive version first, before turning to the toolbox and value-midrange configurations in the closing section.

The Dinosaur in the Room

Perhaps more than any other format, Modern is known for creating buyouts. That can be hype from a new Grand Prix finisher, buzz around a previewed card, or even the absence of a certain card in a set. Eldritch Moon brought that category two new-card-buzz in a big way on Friday morning, when Evolution got previewed and an obscure Coldsnap rare rocketed from dollar-bin dregs to top-dollar gem.

I'm not sure if this combo is the real deal, but Allosaurus Rider's jump from $.50 to $8.00 certainly is.

There was an error retrieving a chart for Allosaurus Rider

If you're not sure what all the fuss is about, here's the general play-line that saw Rider explode last week:

  • Turn 1: Land, Noble Hierarch.
  • Turn 2: Land, Allosaurus Rider pitching two green cards.
    Eldritch Evolution, sacrificing Rider and fetching Iona, Shield of Emeria/Elesh Norn, Grand Cenobite/any < 9 CMC fatty of your choice.

This is about as theoretical and "Christmasland" as an opening line can get, but I'd be lying if I said it wasn't interesting. I've played my fair share of high-risk, high-reward Modern strategies (notably Grishoalbrand and Titan Shift), and there's considerable merit to these kinds of glass-cannon openers. Indeed, Modern is (in)famous for rewarding these kinds of plays, with only Thoughtseize to reliably police them and no Force of Wills in sight.

In evaluating the Eldritch Rider combo, we need to think in terms of consistency and impact. Impact is a no-brainer; the turn two super-fatty is incredibly decisive in Modern. Iona, Elesh Norn, Griselbrand, or even just something unkillable in certain matchups like Sigarda, Host of Herons---all of these cards are game-ending haymakers many decks cannot answer.

Evolving into eldritch fatties

Impact? Check. What about consistency? This is clearly where the Evolution/Rider combo is weakest, but it's not quite as fragile as it seems.

Assuming 8 Hierarchs/Birds, 4 Riders, 4 Evolutions, and the requisite package of green exile-bait and lands, you have about an 8% chance of opening with the combo on turn one, inching up to roughly 11% by turn two if you're on the play (or 15% if on the draw). Going up to 12 dorks instead of 8 bumps the percentages to 10% for turn one, 14% for turn two, or 18% for turn two on the draw. You're firing the combo in about 25% of games no matter what by turn three.

Of course, opposing interaction can dramatically alter these percentages. Lightning Bolt sets you back by a turn, or longer if you can't draw a replacement to sacrifice for Evolution. Discard magic can rip the Evolution out of your hand, leaving you with a relatively useless Rider who can't even tangle with Tarmogoyf until at least turn five.

Countermagic is significantly worse. A Remanded Evolution is already a two-for-one. A Remanded Evolution with a Rider under it is a literal four-for one, or a four-for-zero given that your opponent spends no cards on the cantripped counterspell.

There was an error retrieving a chart for Remand

Remand and the other countermagic effects are certainly scary, but they aren't in and of themselves reasons to not play the combo. Modern strategies sometimes fold to certain other interactions and that's okay. In all the other matchups where you aren't seeing Remand, a resolved Rider Evolution should seal the game. I'm willing to gamble on those odds, so long as the combo isn't the deck's primary gameplan.

If we subscribe to the Rider option as just one synergy of many in the deck, then I'm much more on-board with the strategy. If we're dedicating the deck to Rider, then count me out. I assume most Modern players will fall on similar lines, which puts a definite ceiling on Rider's price. $8 seems very high for this kind of niche roleplayer, even with a limited print run. Expect this to stabilize even lower in the sub $5 range. I'd sell these now while they are still high; you can always buy in again after the eventual fall and probably still turn a profit.

Toolbox and Midrange Evolution

Rider may be more bark than bomb, but that doesn't mean the rest of the Evolution package is going to follow his example. In fact, even if Rider eventually finds a home here, the deck's power won't be based on the combo. Like the old Rhino Pod example from 2014, an Evolution deck would likely use the combo threat as a Plan B (or even Plan C) to the value-midrange and Township swarm strategy which was a Birthing Pod hallmark.

If this is the direction you're turning, then Evolution has some real potential.

My own lists were far too unrefined to warrant publication, and I made small adjustments in between games to adjust ratios. This resulted in a somewhat unscientific testing approach, but one that still gave considerable data about how the deck might perform. If you want a general sense of the build, it was effectively Erik Peters' Pod strategy from Grand Prix Omaha 2015. Just swap out Pods for Evolutions, trim some ratios to squeeze in 3-4 Chords, and add a few bombs like Sigarda up the curve.

Value Evolution in Modern

I piloted these Evolution variants against a few top-tier Modern standouts: Infect, Burn, Tron, and Jeskai Control. I only played three total matches against each strategy, less to calculate exact match-win percentages and more to identify overall gameplay themes. Instead of discussing toolbox and midrange cards individually, I'll use the matchups to highlight some all-stars:

There was an error retrieving a chart for Spellskite
  • Infect: 2-1 (5-3 in games)
    Melira Pod is a Modern legend. Kiki Chord and Abzan Company are current format big-shots. Despite these decks' strengths, none of them can do what Evolution can do in the Infect matchup: a reliable turn two Spellskite. Or Melira, Sylvok Outcast if you want to keep the combo or add an Evolution bullet in games 2-3. Spellskite might not be a total game-ender after sideboarding, but as long as you're still pumping out threats and playing Magic, Evolution has a nice edge in this contest.

Busting Burn

  • Burn: 3-0 (6-2)
    This is a really nasty one for Burn. They're already facing an uphill battle against Finks, Spellskite, and the usual life-gain suspects like Kiki Chord's Lone Missionary. But the turn two Kor Firewalker is a real nightmare for even the most prepared Burn strategies. Again, Evolution picks up a noteworthy edge over the Company and Chord decks in its ability to get a major roleplayer out on turn two or three.

Evolving past ramp decks

  • R/G Tron: 1-2 (3-5)
    Kiki Chord and Abzan Company can struggle with the over-the-top Tron strategies, particularly if you don't get Stony Silence active early to shut down Maps and Spheres/Stars. Evolution offers a huge variety of different ways to combat big-mana decks. Remember the turn two Evolution line? Or the consistent turn three tutor? Company and Chord can't do it, but Evolution can get that Mindcensor or Fulminator online more consistently and faster than any other deck. I didn't get to experiment with Naya versions of the deck too much, but I imagine a Magus has a similar knockout effect when backed up by pressure.
There was an error retrieving a chart for Voice of Resurgence
  • Jeskai Control: 1-2 (4-6)
    We didn't win this one, but we came darn close. Voice was a huge player here, with the Evolution deck already packing a playset just for value, and those Voices coming down frequently in the turn 2-4 range. Evolution is bad against countermagic, like we already discussed, but much better when you have an active Voice on the field and are Evolving a different creature. A countered Evolution gives you a big Elemental to finish the job, which is a small price to pay for a sacrificed dork.

All of this testing suggests Evolution does have a Modern home. As we noted before, this bodes well both for Evolution investors, and also for those buying into some of the staples and toolbox all-stars we identified above.

For instance, Voice of Resurgence is at a 2016 low in the $25-$30 range. Don't expect that to hold if Evolution is the real deal; turn two Voice into turn three Evolution would be a format hallmark if the sorcery pans out. Similarly, the $10-$12 Aven Mindcensor will be much better as a one-of bullet in a deck that can reliably land it by turn three, when it is at its most effective.

Evolving Modern Metagames

Taken as a whole, Eldritch Evolution has a great starting profile in Modern, and I am very encouraged by my early gameplay with the card. This really does seem like the real deal, and I encourage players to invest as-needed in Evolution and its synergistic creatures.

On top of the limited testing I conducted, there are plenty of other directions to take Evolution. All of these options point to the card's broader viability. Options include both delve creatures like Tasigur, the Golden Fang and Hooting Mandrills, Phyrexian mana artifacts such as Thundering Tanadon, and even suspend monsters like the underrated Nihilith or Greater Gargadon.

Other paths to Evolution

Let me know in the comments if you have any Evolution brews you're working on. It's a ready-made Modern gem, and I would be shocked if it didn't make it in the top-tier big leagues. See you all next week with more previews and, until then, keep on Evolving your decks with new Eldritch Moon previews!

Oops, All Nacatls: Gnarlwood Dryad in Delirium Zoo

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Eldritch Moon spoilers are finally underway, and living up to my high expectations. Fan-favorite flavor? Check. More Eldrazi? Check. (I may be the only person celebrating this one.) What about playable delirium cards? You bet! My favorite of the bunch, Gnarlwood Dryad, joins Wild Nacatl, Nimble Mongoose, and Delver of Secrets himself as a one-mana, three-power beater with his own deckbuilding restriction. Luckily for me, it's one I'm already building around.

ghor-clan rampager art crop

Every batch of spoilers gives me new decks to build. I'm even building the bad ones. Like, Colfenor's Plans into [tippy title="Harmless Offering" width="330" height="330"]

harmless offering
take inventory
[/tippy] bad. My most recent pile uses [tippy title="Eldritch Evolution" width="330" height="330"]

eldritch evolutiontake inventory
[/tippy] to turn Allosaurus Rider into Griselbrand or Iona, Shield of Emeria on turn two. But the brew that's tested best for me so far fits [tippy title="Gnarlwood Dryad" width="330" height="330"]

gnarlroot dryad[/tippy] into a hyper-aggressive one-drop Zoo shell with a respectable mid-game.

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Why Zoo?

Before settling on Zoo I tested [tippy title="Gnarlwood Dryad" width="330" height="330"]

gnarlroot dryad[/tippy] in a few different shells, but ran into problems with each other deck.

gnarlroot dryadMonkey Grow: There was a time when I would have loved a Nimble Mongoose printing for Modern, which is why the Hooting Mandrills spoiler made me so excited. Those days are far behind us, and Mandrills has stood the test of time. I still had to at least try Gnarlwood in a Delver shell. Essentially, Gnarlwood slotted into Temur Delver as a means to play Counter-Cat without splashing white. I ran a set of Mishra's Bauble, two copies of Tarfire, and the obvious Serums and Probes to make it work. The major upside of this idea was the ability to run Blood Moon in the sideboard and not fall prey to it ourselves.

But delirium sometimes proved difficult to turn on when we wanted fast pressure to compliment our Spell Pierces. Maxing out on Mandrills seems like a superior plan to me in these colors, since it means our threats all die in different ways; running Gnarlwood gives opponents another great use for Lightning Bolt. Losing Disrupting Shoal to make space for delirium enablers also hurt the deck significantly compared with traditional Monkey Grow. Finally, compared with Counter-Cat, having Path to Exile really makes small ground creatures much stronger. Deathtouch isn't quite evasion, and many opponents will be happy to trade Kitchen Finks for the ambitious newcomer if it means clearing the way for Sun Titan or Tarmogoyf.

Temur Traverse: Space is already very tight in Lili Traverse, my current go-to build of Temur Traverse. I redesigned the deck to include [tippy title="Gnarlwood Dryad" width="330" height="330"]

gnarlroot dryad[/tippy] by focusing more heavily on delirium than on disruption. This approach allowed me to try out a few other cards from Eldritch Moon, too. I played full sets of Scour, Bauble, Tarmogoyf, and Snapcaster Mage, as well as a few copies of [tippy title="Curious Homunculus" width="660" height="330"]

Screen Shot 2016-06-30 at 10.20.08 PM
[/tippy]. I liked the Homunculus as an extra beater Thought Scourthat can run over opponents with prowess (growing past Awoken Horror on the crucial attacking turn), and his Goblin Electromancer ability played very well with another card I included in fours: [tippy title="Take Inventory" width="330" height="330"]

take inventory[/tippy]. I'd assume [tippy title="Take Inventory" width="330" height="330"]

take inventory[/tippy] would usually clash with Ancestral Vision in many deckbuilding scenarios, but I will say the sorcery-speed Accumulated Knowledge surpassed my expectations in testing.

The problem with this build was that Temur Traverse just doesn't really want a Wild Nacatl. It helps that Gnarlwood has deathtouch, but I often found myself hoping he'd eat a Lightning Bolt so I could stick and transform my homunculus on the next turn. That probably means two things: first, Gnarlwood doesn't bring much to Temur Traverse decks. Second, [tippy title="Curious Homunculus" width="660" height="330"]

Screen Shot 2016-06-30 at 10.20.08 PM
[/tippy] doesn't resist the Bolt Test fast enough to see Modern play. If it transformed on our end step, we might have something special.

*A quick note on Lili Traverse: for now, Emrakul has been relegated to the sideboard. I still like the rest of the main.

The Zoo-lution

Anyone who's played Zoo in Modern can tell you the deck's superb draws feature three one-drops. Experiment One into Goblin Guide, Wild Nacatl wins plenty of games, as the creatures overload an opponent's efficient removal and can easily take them to zero in a couple turns. The draws where a turn one Nacatl gets Bolted and the Zoo pilot struggles to get over their opponent's shiny new Tarmogoyf are significantly less attractive. Gnarlwood helps the deck on both counts, increasing its efficient one-drop density (let's be real, Kird Ape sucks) and serving as a creature Tarmogoyf and other valuable fatties hate blocking.

Introducing Delirium Zoo

Like Wild Nacatl and Delver of Secrets, [tippy title="Gnarlwood Dryad" width="330" height="330"]

gnarlroot dryad[/tippy] rewards players with a 3/3 for one mana if they can meet specific deckbuilding conditions. Luckily for brewers, delirium is easier to turn on than some would have you believe, and it importantly does little to clash with some other deckbuilding constraints. One of these is the manabase---we can easily tune a deck to put four card types in the graveyard as it assembles Forest, Plains, and Mountain, meaning Gnarlwood and Nacatl don't cannibalize each other's deckbuilding space.

That said, Gnarlwood rewards players for running noncreature cards, and a Gnarlwood-Nacatl strategy promises to load up on creatures. One way around this is to play cantrips with rare card types and creatures with additional card types. After a day of tweaking, here's what I ended up with:

Delirium Zoo, by Jordan Boisvert

Creatures

4 Wild Nacatl
4 Gnarlwood Dryad
4 Monastery Swiftspear
4 Goblin Guide
4 Eidolon of the Great Revel
4 Tarmogoyf
1 Ghor-Clan Rampager

Artifacts

4 Mishra's Bauble

Instants

4 Mutagenic Growth
4 Lightning Bolt
2 Tarfire

Sorceries

4 Traverse the Ulvenwald

Lands

4 Wooded Foothills
4 Arid Mesa
1 Windswept Heath
2 Sacred Foundry
2 Stomping Ground
1 Temple Garden
2 Mountain
1 Forest

Sideboard

1 Spellskite
1 Gaddock Teeg
1 Scavenging Ooze
1 Magus of the Moon
1 Reclamation Sage
1 Kitchen Finks
1 Huntmaster of the Fells
4 Path to Exile
2 Pyroclasm
2 Ancient Grudge

Just as building around Delver of Secrets gives players access to great Snapcaster Mages, building around [tippy title="Gnarlwood Dryad" width="330" height="330"]

gnarlroot dryad[/tippy] also carries significant benefits. We already enjoy stocking the graveyard thanks to Tarmogoyf. And aiming for early delirium further incentivizes us to play Traverse the Ulvenwald. Our ability to dig 7/8 Tarmogoyfs out of the deck after resource exchanges gives us a stronger mid-game against interactive strategies, and Traverse enables a flexible creature toolbox from the sideboard, allowing us to ditch some aggressive elements for a better-rounded Game 2.

Achieving Delirium

Delirium might arrive naturally in most games, but turning it on faster yields ideal results. Without sorceries other than Traverse the Ulvenwald, Mishra's Bauble and Tarfire play important roles in setting up the graveyard. We could maybe avoid playing Bauble if we added more sorceries, but I don't like our other sorcery options; Flame Slash doesn't go to the face, and I'd rather it be a creature anyway. Gitaxian Probe is too taxing without blue mana, and considering we run Eidolon.

General Gameplan

In Game 1, Delirium Zoo is generally the aggressor. Many decks struggle against highly aggressive Zoo decks pre-board, and we aim to capitalize on that advantage. Mutagenic GrowthMutagenic Growth helps us push our creatures past enemy fatties and Lightning Bolts, and Traverse the Ulvenwald usually ends the game by searching up the lone Ghor-Clan Rampager for an alpha strike. (Side note: Ghor-Clan has sweet synergy with [tippy title="Gnarlwood Dryad" width="330" height="330"]

gnarlroot dryad[/tippy], since deathtouch makes sure the first point of damage from the creature deals lethal. Everything after that tramples over.)

Should opponents remove our threats, Traverse becomes our preferred topdeck, immediately putting a huge Tarmogoyf onto the field. Mishra's Bauble becomes our worst, since it delays our access to the "real" card underneath by a turn. It improves slightly if we make land drops with topdecked fetchlands, as we can use those with Bauble to generate pseudo-scry effects.

Sideboarding

Last week, a friend looking to build TarmoDrazi told me he doesn't read my articles, but skims them for decklists. Whatever floats your boat, I thought to myself. He then admitted to never checking the sideboard, preferring to jam games with the main 60 before deciding on 15 extra cards on his own. To this, I had to reply. I explained to him that I build 75-card decks, and the sideboard can prove as important to a deck as the mainboard. Looking at decks holistically helps newcomers understand them.

Delirium Zoo's mainboard has some subtleties, but it's still relatively straightforward. Things can get hairy when it comes to sideboarding. This week, I'm devoting an extended section to the deck's matchups against Modern's current Top 10 decks, its role in each matchup, and my current sideboard plans.

Role Analysis and Sideboarding Philosophy

Our Game 1s tend to play out similarly in most matchups, but we attack different decks from one of three angles in Games 2 and 3.

Aggro (go under): Against decks with an unbeatable late-game, we want to end the game quickly and not allow them to reach that stage. Our mainboard is already streamlined for this, but slower cards can come out for incidental hate cards in these matchups (i.e. Magus of the Moon against Tron, or Gaddock Teeg against Ad Nauseam).

Midrange (go over): Against decks more aggressive than our own, we want to "stabilize" in the mid-game with value creatures and removal spells. That means boarding out aggressive elements like Swiftspear, Guide, and even Mutagenic Growth against non-red decks. Other decks employ a similar grindy toolbox approach, like Abzan Company; we don't do it as well as they do, but retain the ability to present hyper-aggressive Game 1s. I also think we play the midrange toolbox role well enough in the matchups we assume it for without needing a gratuitous end-game of Archangel of Thune plus Spike Feeder.

Tempo (race): In matchups we'll have trouble getting both under key spells and stabilizing, we want to disrupt opponents just enough to push through lethal damage. Relevant disruption comes in from the sideboard for some aggressive elements, and we play chameleon, taking whichever role most snugly fits the current game state each turn. The downside of employing this strategy: we lose the raw strength of a dedicated aggro or midrange plan, partially leaving us at the mercy of our deck. Drawing the wrong half can spell doom.

Favorable Matchups

RG Tron: We're like an even better Burn deck against Tron. They struggle to interact with constant damage dealers like [tippy title="Gnarlwood Dryad" width="330" height="330"]

gnarlroot dryad[/tippy], not to mention hoser creatures from the sideboard. I originally had an Aven Mindcensor in the sideboard for this matchup, but Scapeshift was easy enough to beat without it, and I was beating Tron anyway, so I axed it. A pair of Paths deal with resolved Wurmcoils, and Grudge effects halt Tron's development. Magus of the MoonTeeg keeps them from casting planeswalkers.

Aggro plan (go under):

-4 Mutagenic Growth
-1 Ghor-Clan Rampager
-2 Eidolon of the Great Revel

+1 Gaddock Teeg
+1 Magus of the Moon
+1 Reclamation Sage
+2 Ancient Grudge
+2 Path to Exile

UG Infect: We're slower than this deck, but break up their synergies effectively with Bolt, Tarfire, and more removal from the sideboard. Eidolon can deal a ton of damage, and Tarmogoyf on defense forces Infect to use multiple pump spells to get through. Dryad on defense demands protection spells like Apostle's Blessing to push through non-Agent, non-Inkmoth creatures.

Midrange plan (go over):

-4 Goblin Guide
-4 Monastery Swiftspear
-4 Mutagenic Growth

+1 Huntmaster of the Fells
+1 Magus of the Moon
+1 Reclamation Sage
+1 Spellskite
+4 Path to Exile
+2 Pyroclasm
+2 Ancient Grudge

Burn: It's a good ol' fashioned race, except we've got more creatures, and great ones too. Burn has always struggled against Tarmogoyf, and against Burn decks with Wild Nacatl. Mutagenic Growth adds insult to injury. They can still peel Lava Spikes from the top and kill us, so we can't rely on locking them out of the game. I like Traverse in this matchup since it can grab Tarmogoyf at a moment's notice, or a life-gain creature if we have the mana for it. It also sets up land drops, something supremely important against Burn. The slower Bauble is too much of a liability against opposing Eidolons.

Kitchen FinksTempo plan (race):

-4 Eidolon of the Great Revel
-4 Mishra's Bauble

+1 Spellskite
+1 Gaddock Teeg
+1 Scavenging Ooze
+1 Magus of the Moon
+1 Kitchen Finks
+1 Huntmaster of the Fells
+2 Pyroclasm

Affinity: Affinity has trouble weathering all our removal post-board. Huntmaster carries the game away by himself, but a couple decent threats will do the trick on a Grudged-out opponent.

Midrange plan (go over):

-4 Goblin Guide
-4 Monastery Swiftspear
-4 Mutagenic Growth

+1 Huntmaster of the Fells
+1 Magus of the Moon
+1 Reclamation Sage
+1 Spellskite
+4 Path to Exile
+2 Pyroclasm
+2 Ancient Grudge

Scapeshift: Fairly easy to get under, though Anger of the Gods can be a pain if we're not ready. Playing around the sorcery with boards of Goyf/Guide, or Eidolon/Dryad/Mutagenic, is the key to beating it---we just have to not overcommit our creatures. Scapeshift's midrange elements from the board don't do much to quell our assault, which loses minimal steam as a couple disruptive elements join the mainboard.

Aggro plan (go under):

-1 Ghor-Clan Rampager
-1 Mishra's Bauble

+1 Gaddock Teeg
+1 Magus of the Moon

Gruul Zoo: Gruul has an edge over us in Game 1, but our midrange cards trounce them the rest of the match. Huntmaster and Kitchen Finks stall the deck considerably. Gruul Zoo also struggles to get through 12 removal spells, Goyfs, and a playset of Mutagenic Growth that swings combat in our favor and counters their one removal spell.

Midrange plan (go over):

-4 Goblin Guide
-4 Monastery Swiftspear
-1 Ghor-Clan Rampager

+1 Scavenging Ooze
+1 Kitchen Finks
+1 Huntmaster of the Fells
+4 Path to Exile
+2 Pyroclasm

Neutral Matchups

Abzan Company: The cards Collected Company and Kitchen Finks can really hassle us, especially when one finds the other. Guide, Swiftspear, and Eidolon all underperform in Game 1. Post-board, we are slightly favored thanks to Pyroclasm and four Paths. Magus also randomly wrecks CoCo by turning off colored or utility lands. Gaddock Teeg keeps Chord and Company from hitting the stack, but given enough time, Abzan Company will out-grind us. We need to clean up the game with Tarmogoyf and friends before they reach the late-game, by which time they'll have made enough land drops to recover from our early creature removal.

Gaddock TeegTempo plan (race):

-4 Goblin Guide
-4 Monastery Swiftspear
-4 Mutagenic Growth

+1 Gaddock Teeg
+1 Scavenging Ooze
+1 Spellskite
+1 Magus of the Moon
+1 Kitchen Finks
+1 Huntmaster of the Fells
+4 Path to Exile
+2 Pyroclasm

Merfolk: A decent matchup if we draw enough removal spells, but Merfolk can outpressure us on the board with a runaway Vial. Spreading Seas is particularly strong against us, since it makes our lands into colorless sources that exclusively cast Tarmogoyf. If we open few lands and Merfolk opens Seas, it becomes very difficult to win. We need to aggressively Traverse into Mountain in that scenario, which is less than ideal, since Merfolk cantrips off its Seas. We get a lot better post-board with Grudge, Path, and Pyroclasm, which put us in the driver's seat for Games 2-3.

Midrange plan (go over):

-4 Monastery Swiftspear
-2 Eidolon of the Great Revel
-4 Mutagenic Growth

+1 Reclamation Sage
+1 Huntmaster of the Fells
+4 Path to Exile
+2 Pyroclasm
+2 Ancient Grudge

Unfavorable Matchups

Bolt-reliant midrange decks are our most challenging matchups. Against Jund, a tempo plan proves difficult given the deck's extremely low curve and efficient interaction. Their Bolt/Inquisition/Goyf suite gouges substantial holes in our strategy and punishes us for taking mulligans. 1_nahiriOur only answer to Goyf in Game 1 is Goyf + Mutagenic, or a lucky Ghor-Clan attack. We're basically a Burn deck that gives up Lava Spikes for always-sticking Vexing Devils; against Jund, that means handing our opponent more opportunities to trade with us one-for-one.

Jeskai is even tougher to beat. Lightning Helix, Timely Reinforcements, and Anger of the Gods trivialize our quick starts, and Nahiri looks as good against us as it will against anybody.

I won't post sideboard plans for these two matchups because I haven't yet found something that works. It's possible I need more practice, and it's possible I simply haven't discovered the tools yet that will allow me to win them. These may also just be terrible matchups for Delirium Zoo, no matter what I do. In any case, I'm open to suggestions!

Every Time We Deathtouch

There's plenty to love in Eldritch Moon besides [tippy title="Gnarlwood Dryad" width="330" height="330"]

gnarlroot dryad[/tippy], and I may well be onto some other concoction by next week. But I've been playing around with Eidolon/Mutagenic Growth decks in Modern for about a year, and don't plan on ever benching them permanently. After all, I still have BUG Faeries sleeved up. Gnarlwood seems like a solid include in this kind of deck, and I'm always ecstatic when Wizards throws a bone to one of my pet side projects. Is EMN tickling everyone else the same way? Let me know in the comments.

High Stakes MTGO – June 19th to June 25th

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Welcome back to High Stakes MTGO!

This past week was very calm for me speculative-wise as with only three moves my portfolio saw almost no action. To be honest I had very little time to dedicate to MTGO speculations this past week and with prices dropping all around because of the release of Eternal Masters (EMA) there were less potential speculative moves than usual.

Since the expected value of EMA on MTGO is far from spectacular, players are likely to quite drafting EMA sooner rather than later, and many EMA singles rebounded late last week. The best buying window might as well be now. With a full-reprint set every one knows what the good cards are and it might not be easy to discriminate real demand from speculative frenzy at the moment---prices may go up more, stabilize or even go down again this week.

Legacy and Vintage have always been difficult from a speculative angle. These two formats are not popular enough (yet?) to sustain long-term growth or marked cycles as seen in Modern. If great speculative moves can be made in the short term, with the incoming Legacy events for instance, nothing is certain in the long-term.

Vintage Masters is a great example to keep in mind---very little worked out and prices went on a long slippery slope for pretty much a year and a half, before only moderately rebounding last September.

With the release of EMA, Shadowmoor and Eventide flashback drafts didn’t get full attention. Singles from these two sets didn’t get as heavily discounted, on average, as other flashback drafted sets. I only bought Mystic Gate and I’ll explain below why I was not particularly interested in other cards, such as Prismatic Omen.

Starting with Standard prices, everything else was also negatively affected. The two cards I was keeping a close eye on last week---Oath of Nissa and Kozilek's Return---lost about 40% and 30% respectively and actually peaked right before the release of EMA. I'm sure they will rebound close to where they were before, but nothing is going to happen very soon unfortunately.

Here's the link to this week's snapshot.

Buys This Week

AM

I went in on Arid Mesa almost exclusively with a quickflip in mind. This Zendikar fetchland dipped to 18 tix last week after being above 20 tix for almost two weeks. I believe the situation is temporary and that Mesa should be back in the 20-25 tix range very soon for the Legacy Leagues. I planning on selling my copies around 22 tix unless a strong upward trend fires up.

MG

At 3.7 tix (or even lower if you caught it before me), Mystic Gate is great speculative target. To start with that price of 2.5-3.5 tix is a one-year low and a reasonable entry point considering its price since the beginning of Modern. Gate peaked at 15 tix right before the release of BFZ and has gone over 7 tix about half a dozen times in the past five years.

With such a stat, needless to say the odds of doubling with this spec are in my favor. As of yesterday I hadn't picked up any copies of Fire-Lit Thicket which is in a very similar situation; I guess I'll grab a few playsets today or tomorrow.

And that's it for my buys this week. So why not Prismatic Omen, Painter's Servant or any other Eventide cards? The reason is double. One reason is that I'm planing on downsizing my account a bit in coming weeks/months, so I'm really looking for either short-term performances, such as with Arid Mesa, or longer-term options with a great profit margin such as Mystic Gate.

When I look at Prismatic Omen I see a great risk of doing nothing in the short- to mid-term. Surely the card has peaked to almost 15 tix very recently but at its current price of 5.3 tix I don't see a great opportunity. Besides that recent spike, 5.3 tix is above Prismatic Omen's price for the past twelve months. Conclusion: there's a decent chance the price remains about the same for a while before moving up again, and it could possibly go down from here too!

Painter's Servant is in a comparable situation where it's hard to know when the next spike will occur. Fracturing Gust and Greater Auramancy could be great targets but since I'm more looking for short-term winners at the moment I can't really commit to them. If you're looking at long-terms picks these two could be for you.

The other interesting pick in Shadowmoor is Fulminator Mage and I already have my pockets full of it. I'm targeting 15 tix with this guy and hopefully it will happen sooner rather than later.

Sales This Week

My only sale this week, and it's not really a winner. This one is among my too long list of Magic Origins mythics that didn't do great for me. This guy quickly dropped around or below 0.5 tix after the release of BFZ and never really found a home anywhere. I paid a full 2.2 tix back in August 2015 and thought I was good with an 80% loss. With the recent price hike at 1 tix I couldn't hesitate too much and sold my stock of this green beast at a 60% loss.

This is also a reminder that I still own quite a few ORI positions including cards I though would do something such as Avaricious Dragon, Abbot of Keral Keep, Chandra, Fire of Kaladesh and Starfield of Nyx.

Unfortunately none of these break the G/W Tokens-W/x Humans-Bant Company trio that's strangling the Standard metagame. I will most likely have to sell them with serious losses unless Eldritch Moon seriously changes the deal. I think I'm willing to wait if red is given a second chance this year.

On My Radar

Only one thing to focus on in the coming two weeks: the Legacy Festival. I have a long list of about two dozen cards I intend to sell during these events and if there's only a little positive momentum playing in my favor I won't hesitate to pull the trigger.

I'm planing on selling not only my few Legacy positions, but also any Modern specs that would benefit from the Legacy hype. Some Modern positions such as Cavern of Souls, Inkmoth Nexus, Spellskite or Past in Flames may cycle down after this month and I'd rather not wait two more months to sell at the same price.

 

Thank you for reading,

Sylvain

Insider: More Modern Hits in Eldritch Moon

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Covering SCG Dallas this weekend was a blast. Partly because Fort Worth is a great city, and partly because I got to watch Kevin Jones crush with Grixis Delver, a deck that I have put a ton of time into and feel is underplayed in Modern. Currently, Snapcaster Mage is my pick for the most powerful card in Modern, and Grixis Delver does a tremendous job of playing to the card's strengths. Unsurprisingly, the most represented deck in the Top 8, Jeskai Nahiri, is also a Snapcaster deck.

There was an error retrieving a chart for Snapcaster Mage

I've stated previously that the drop in Snapcaster's price was somewhat baffling to me, and with blue being so well positioned and Modern PPTQ season rolling in I would expect some growth in Snapcater in the coming months. Probably not enough growth to be profitable buying at market price and selling at buylist, but enough to prioritize buying the card if you don't own it and want to play an interactive blue deck.

Natural Order 2.0

Of course, Snapcaster is well-positioned now, and this piece is about upcoming change. The format hasn't especially adapted to the introduction of Nahiri decks just yet, and I assume that one of the spoiled cards from Eldritch Moon is about to shake things up in a significant way.

eldritchevolution

I've never been one to cast a Natural Order, and this card doesn't have quite the punch that NO does, but at three mana it seems pretty absurd. When you consider that Green Sun's Zenith and Birthing Pod are banned in Modern, Eldritch Evolution seems to be made of a lot of the same stuff.

Collected Company is more than good enough for Modern play, and Eldritch Evolution gives the caster a lot more control over the outcome. I had to reread the card a couple times, because both allowing you to search for non-green creatures and creatures with casting cost less than X are surprising.

There is no shortage of combinations of creatures that end the game in Modern, and both the flexibility and efficiency of Eldritch Evolution are too high to be ignored. Technically you lose a mana overall and two-for-one yourself when you cast it, though when you consider the possibilities the include is worth the downside.

There are so many options. Turn one Birds of Paradise, turn two sac if to find Magus of the Moon. Sacrifice literally any creature in Kiki Chord for literally any other creature. Eternal Witness into Reveillark. Kitchen Finks into Kiki-Jiki, Mirror Breaker. We're only scratching the surface here.

In light of this card and the current power of Snapcaster Mage, a card that I really like right now is Voice of Resurgence. I can't imagine trying to build an Eldritch Evolution deck and not including a bunch of Voices. It's hard to make Voice bad in Modern, and we're certainly heading in a positive direction for Voice. Voice spiked to over $30 recently and is currently slightly sub-$30---I can definitely see it pushing $40 when the right shell for Eldritch Evolution is found.

There was an error retrieving a chart for Voice of Resurgence

Another interesting card to watch for is a bit more obscure, but bear with me. An Eldritch Evolution deck is going to want five-drops, and it's likely to feature multiple avenues to combo. As such, Protean Hulk is a card that could start showing up more commonly in Modern.

The card jumped from about a dollar to about four over the course of the past year due to an obscure Footsteps of the Goryo deck, and if it ends up being a fixture of the Eldritch Evolution deck it could see further growth. It would likely be a one-of in such a deck, though if the deck is as good as many are anticipating and its in the best version, then that will be enough. The spread on Protean Hulk is already very small relative to its price, and as such I like it as a spec.

There was an error retrieving a chart for Protean Hulk

Another more odd pick that I think is worth considering is the aforementioned Magus of the Moon. I mentioned earlier that you can use a turn one mana dork to tutor for a turn two Magus with Eldritch Evolution, and as such I think you get a lot of value out of having one copy of Magus in your deck.

Magus of the Moon already has significant demand for several more odd-ball strategies in both Modern and Legacy, and if it starts showing up in more serious decks I could see it making some significant gains given that it has only the Future Sight printing.

There was an error retrieving a chart for Magus of the Moon

The last card that I'd like to discuss for the Eldritch Evolution deck also comes from Time Spiral block, though it's one that is easily more obscure. If the deck name Project X means anything to you, then you know that I'm talking about Saffi Eriksdotter.

Saffi was once used in Standard to combo with Crypt Champion, and while I don't know if Crypt Champion will make the cut in Modern, Saffi does still have some applications with Eldritch Evolution. Given that a number of the creature combos involve potentially sacrificing one of your combo creatures, such as sacrificing Deceiver Exarch to find Kiki-Jiki, Saffi allows you to end up with both.

This one is definitely more on the speculative side, and I certainly wouldn't expect decks to feature four Saffi, though Saffi still seems like a decent enough gamble.

There was an error retrieving a chart for Saffi Eriksdotter

Donate 2.0

There are definitely other options to explore with Eldritch Evolution, and I'm excited to see how things shake out. The other card that I'd like to discuss today is a little more straightforward.

harmlessoffering

Illusions of Grandeur once teamed up with Donate to be one of the most maligned combos of all time. It's a different era, but when something that was dominant at a different stage in Magic history becomes available in Modern, it's wise to at least try it out. Interestingly enough, while Donate has never been Modern legal itself and is in fact on the Reserved List, there is something similar in Modern to help make a potential Harmless Offering deck more consistent.

There was an error retrieving a chart for Bazaar Trader

Full disclosure, I don't think that a Modern Donate deck sounds super real, but it is the sort of fringe thing that certain players will be very excited to play, and definitely has the potential to just get you. Bazaar Trader is dirt cheap right now, and Worldwake packs are... not. Foils are right around $2, and I like that play a good amount. The card fits into Zedruu Commander decks as well, which is a non-zero amount of demand.

Of course, we need something to donate...

Of these options, Immortal Coil is the most viable as it very quickly just kills the opponent, and with Relic of Progenitus being pretty maindeckable that's where I'd look. Immortal Coils are also dirt cheap, and foils are also just worth nothing. I don't expect the deck to be especially competitive, but the concept is super cool and these are interesting penny stocks.

~

If it wasn't clear enough, the consensus is that Eldritch Evolution will hit in Modern, while Harmless Offering is more of a fringe/cool card. Eldritch Moon is shaping up to be an awesome set, and while I'm still not sure exactly what I want to do in Standard, there are some clear winners for Modern already.

Thanks for reading.

-Ryan Overturf
@RyanOverdrive on Twitter

The Colors of Modern – Part Five: Green

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Welcome to the final installment of Colors of Modern! This is a five-part series of articles focused on analyzing the varying impact each color in Magic has upon Modern, based on the individual cards that see play in the format and, to a broader extent, the archetypes made possible by these cards. Check out the articles on white, blue, black, and red if you haven't already. Today, we’ll be concluding with green; analyzing its color identity in Modern along with the strengths and weaknesses associated with common archetypes that employ the color. Let’s go!

Collected Company-cropped

The Cards

Staples

  • Noble Hierarch
  • Birds of Paradise
  • Tarmogoyf
  • Chord of Calling
  • Collected Company
  • Wild Nacatl
  • Glistener Elf
  • Scapeshift

Strong Options

  • Ancient Stirrings
  • Primeval Titan
  • Become Immense
  • Sylvan Scrying/Sakura-Tribe Elder/Search for Tomorrow
  • Eternal Witness
  • Summoner's Pact
  • Kitchen Finks

Sideboard Powerhouses

  • Scavenging Ooze
  • Obstinate Baloth
  • Melira, Sylvok Outcast
  • Nature's Claim
  • Choke

Multi-Color

  • Voice of Resurgence
  • Qasali Pridemage
  • Abrupt Decay
  • Maelstrom Pulse
  • Atarka's Command
  • Destructive Revelry
  • Huntmaster of the Fells
  • Bring to Light
  • Firespout

Green in Modern can be summed up with one word: power. Obviously there’s Tarmogoyf, the gold standard of everything in Magic, but beyond that, green benefits from the powerful ability of mana acceleration in a format defined by tempo and mana efficiency. This attribute positions green as one of the strongest colors in the format, and defines basically everything about the color. If we’re going to have a conversation about green, the absolute first place we must start is mana acceleration.

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Mana Acceleration

So, we know why mana acceleration is good in Magic, as every Magic child in history has grown up with the mantra, “Bolt the Bird.” The intricacies of this condition might be lost on some, however. About a year ago, I wrote an article for Nexus (my first article for the site) called “Mana as a Resource.” Birds of ParadiseIn it, I framed the context of cards that see play in Modern around tiers, organized by converted mana cost. For one mana, you get an answer, for two you get a threat, for three you get card advantage, for four you win the game. This principle guides and controls interaction in the format, based around the relative “fairness” that comes from both players having access to the same amount of mana at different points in the game.

When one player (read: the player with mana acceleration) can break through this ceiling, advantages can be accrued at an increasing rate. The best way to explain this is through natural gameflow. On the play, we play Birds of Paradise into Liliana of the Veil, while our opponent plays a lowly Tarmogoyf on turn two. Already we’re significantly ahead, simply from our Birds of Paradise allowing us to deploy faster to the board.

The effects of mana acceleration can grow exponentially as well. We are not “just” playing a Liliana of the Veil a turn earlier, but also playing a four-drop on turn three, a three- and two-drop on turn four, et cetera. collected companyIn this way, a Birds of Paradise can generate continuous mana, pushing that advantage as far as it can go. When viewing Modern as a format based primarily around exchanges (mana exchanges, card exchanges, positioning) gaining even one free mana can often be worth the card investment. While we’re playing three-drops (generating advantages from spells like Kitchen Finks and Eternal Witness) our opponent is behind, playing one dimensional two-drops and taking time off of development to react to our board advantage.

I say all that to say this: without mana acceleration, green would be nowhere near as powerful as we see it currently. Collected Company played on Turn 4 is “fine,” but pales in comparison to the now-banned Splinter Twin. Kitchen Finks as a fair three-drop is okay, but played as a two-drop against an opposing Master of the Pearl Trident it becomes so much better. Scapeshift on turn seven is just plain horrible---on and on it goes.

Secondary Strengths

With this in mind, we can further frame green’s strength in Modern as “efficiency and power within the context of mana acceleration.” As a color, green is pushed naturally Kitchen Finkstowards strong creatures and big effects, which is why we see creature decks (Abzan Company/Zoo) and ramp strategies (RG Breach, Tron) as the primary users of green spells in Modern. Naturally suited to presenting threats, green has found success in pairing strong creatures with powerful abilities. Kitchen Finks, Scavenging Ooze, Wild Nacatl, and Primeval Titan all exhibit this characteristic in slightly different ways.

Green can boast library manipulation and card advantage as well, as long as we’re focusing on lands or creatures. Sylvan Scrying and the powerful Ancient Stirrings both afford the color a surprising amount of selection for a color stereotyped as being all about big dumb creatures. Chord of Calling in particular probably goes down in history as one of the best tutoring spells available in Modern, except for the late Birthing Pod (yet another green, or at least mostly green, option).

Examples

So, before moving on to the weaknesses of green in Modern, let’s take a look at some lists, shall we?

Infect, by Andrew Jessup (2nd, SCG Dallas Open)

Creatures

4 Blighted Agent
4 Glistener Elf
4 Noble Hierarch
1 Viridian Corrupter

Instants

2 Apostle's Blessing
4 Become Immense
1 Dismember
4 Might of Old Krosa
4 Mutagenic Growth
1 Spell Pierce
2 Twisted Image
4 Vines of Vastwood

Sorceries

1 Distortion Strike
4 Gitaxian Probe

Lands

2 Forest
2 Breeding Pool
4 Inkmoth Nexus
4 Misty Rainforest
2 Verdant Catacombs
2 Windswept Heath
2 Wooded Foothills
2 Pendelhaven

Sideboard

1 Grafdigger's Cage
1 Spellskite
3 Kitchen Finks
2 Dismember
1 Dispel
3 Nature's Claim
2 Spell Pierce
1 Twisted Image
1 Dryad Arbor

A green “combo” deck of sorts that takes advantage of the interaction between the infect mechanic and pump spells, Infect (the archetype) best exhibits multiple aspects of green’s strength in Modern. Pump spells, cheap threats, mana acceleration; Infect has it all, and this archetype become immensehas remained at or near the top tier in the format for as long as Modern has existed.

Those with experience in the matchup know how essential Noble Hierarch is to the archetype, as the extra mana acceleration it provides completely changes the dynamic of how turns are played with the deck. Noble Hierarch gives the archetype access to more mana than the opponent, both to more quickly deploy pump spells and “one-up” opposing removal attempts with more protection spells.

While the decks I’ve been drawn to in Modern usually boast good matchups against this archetype, I’ve always loved just how much play this archetype has to it, and how much power it can pack into cards with one converted mana cost. Become Immense doing essentially 12 damage is just gross.

Abzan Company, by Jacob Baugh (8th, SCG Dallas Open)

Creatures

3 Noble Hierarch
4 Birds of Paradise
2 Overgrown Battlement
1 Wall of Roots
1 Spellskite
1 Archangel of Thune
1 Aven Mindcensor
3 Eternal Witness
1 Fiend Hunter
1 Fulminator Mage
4 Kitchen Finks
1 Scavenging Ooze
1 Spike Feeder
3 Viscera Seer
2 Anafenza, Kin-Tree Spirit
2 Melira, Sylvok Outcast

Instants

4 Chord of Calling
4 Collected Company

Lands

2 Forest
1 Plains
1 Swamp
2 Gavony Township
2 Godless Shrine
2 Horizon Canopy
1 Marsh Flats
2 Temple Garden
4 Verdant Catacombs
4 Windswept Heath

Sideboard

2 Tidehollow Sculler
3 Fulminator Mage
1 Orzhov Pontiff
1 Qasali Pridemage
1 Sin Collector
1 Abrupt Decay
3 Path to Exile
1 Kataki, War's Wage
1 Pharika, God of Affliction
1 Maelstrom Pulse

Probably the most traditional green deck in Modern, Abzan Company utilizes mana acceleration, powerful green toolbox-style creatures, and card advantage-generating effects and tutoring spells. Like Infect, Abzan Company has an incredible amount of play to it. It can win in multiple ways, through combat, combo-killing, or just slow generation of advantages through effects like Collected Company, Eternal Witness and Gavony Township. Again, we see mana acceleration out in force, with ten copies of Birds of Paradise and the like powering out creatures ahead of the curve and overloading opposing reactive elements. Gavony TownshipThis point is essential to grasp, as Abzan Company exhibits one of the primary weaknesses of green strategies: non-interaction (at least in the maindeck). Since it must focus on maximizing the power of Chord of Calling and Collected Company, Abzan Company cannot afford to play interactive elements like Path to Exile in the maindeck.

This carries with it a few interesting particulars. First, it must be careful of opposing threats. Dark Confidant can generate a huge advantage if allowed to remain on board for more than a few turns, which can happen should Abzan Company experience a slower draw. Opposing creature-based combo like Infect can be difficult to deal with, even though we have a maindeck killer in Melira, Sylvok Outcast. Splinter Twin, the old sentinel of Modern, is now gone, but during its reign Abzan Company was forced to play some number of Abrupt Decay/Spellskite to keep the creature-based combo strategy in check. On the other hand, removal of interactive elements from the maindeck streamlines the archetype, allowing it to compete with other fast combo decks and not immediately die. Tron is a bad matchup, but the ability to ditch dead spells makes it at least a little bit better.

RG Tron, by Justin Elkins (16th, SCG Dallas Open)

Creatures

2 Wurmcoil Engine
2 Spellskite
2 World Breaker
2 Ulamog, the Ceaseless Hunger

Artifacts

4 Chromatic Sphere
4 Chromatic Star
4 Expedition Map
3 Oblivion Stone

Planeswalkers

4 Karn Liberated
2 Ugin, the Spirit Dragon

Sorceries

4 Ancient Stirrings
3 Firespout
4 Sylvan Scrying

Lands

2 Forest
4 Grove of the Burnwillows
2 Sanctum of Ugin
4 Urza's Mine
4 Urza's Power Plant
4 Urza's Tower

Sideboard

2 Relic of Progenitus
1 Spellskite
3 Thragtusk
2 Lightning Bolt
4 Nature's Claim
2 Warping Wail
1 Crumble to Dust

On the other side of the coin from the creature-based decks, we have green's other great contribution to the Modern pantheon of archetypes: ramp. Ancient Stirrings is one of those special cards that seems like it does absolutely nothing, yet in the right deck can be completely busted. Ancient StirringsIn Tron, Ancient Stirrings is a one-mana look at the top five cards of our library, with 85% of our deck as hits. That is truly insane, and in Tron, Ancient Stirrings is miles better than Ponder or Preordain ever were. It remains unbanned only because just a few archetypes can take advantage of it. While there are other ways to assemble Tron (due primarily to Expedition map being colorless), RG is the fastest, smoothest, most natural way to solve the puzzle, thanks mostly to Ancient Stirrings.

Ramp comes in many forms in Modern, and Scapeshift, Tron, and RG Breach all share a few similar elements, but the basic principle is the same: trade cards for mana development, with the goal being to make up for lost value with one giant spell. Tron has planeswalkers and Wurmcoil Engine, Scapeshift has Scapeshift, and Breach decks have, well, Through the Breach. Green’s naming conventions aren’t very spicy, but give them a break. English hard.

The Downsides

So, we’ve summed up green’s strengths into a few primary categories: mana acceleration and power, with some sub-tiers in the form of toolbox effects, tutoring, and pump spells. Now for the disadvantages. Green is often forced to be singularly focused on its objective, which forces its marquee archetypes to be one-dimensional and, for the most part, unsuited to interaction.

SpellskiteIf Spellskite can’t handle it, Abzan Company tends to struggle. If Firespout isn’t enough, Tron can be in trouble. If Spellskite (again) can’t handle it, Infect tends to struggle. As far as creature removal goes, green really has none, and is forced to rely on colorless options like Dismember to get the job done. Fortunately, green rarely has problems with creatures as long as they’re one-dimensional, as Tarmogoyf is always the biggest bully on the block. However, utility creatures like Dark Confidant and Kalitas, Traitor of Ghet can be troublesome. In addition, green can fight through reactive elements like removal to an extent thanks to Collected Company and persist, but sweepers have always and will always be the bane of strategies that must commit to the board. Green doesn’t struggle as much against “weird” permanents thanks to Nature's Claim, but see the above point about one-dimensionality.

Conclusion

Green contains a formidable amount of power and versatility to secure its position as one of the strongest colors in Modern. Thanks primarily to mana acceleration and Tarmogoyf, green has a strong base that sees it included in “best-of” archetypes like Jund and Junk. Green has more than proven itself capable of sponsoring archetypes based primarily on its color, however, and Elves, Abzan Company and Infect demonstrate the depth green exhibits in Modern. Where other colors struggle due to lack of sideboard options, Nature's Claim and other effects give it a solid amount of play in post-board games. In the end, green is hindered primarily by a lack of strong removal options, but more than makes up for it with linear strategies that ignore or sidestep this inherent weakness.

And with that, our Colors of Modern series is concluded! Through writing the series I gained a new, clearer perspective of each color’s identity in Modern---what makes them work, their strengths, and their weaknesses. I hope I was able to pass that along in the writing. Some of the articles fell a little short in a few areas, but overall I enjoyed writing the series and hope you enjoyed reading!

I’m back from Rome as of Tuesday and looking forward to getting back to format analysis. I've also officially returned to streaming consistently, so drop by and say hello!

Thanks for reading, and I’ll see you next week!

Trevor Holmes
The_Architect on MTGO
Twitch.tv/Architect_Gaming
Twitter.com/7he4rchitect

Insider: Top 10 Specs Before Eldrich Moon

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Looking down from the roof of Standard is Collected Company. How do you make any creature deck in Standard better? Just add Company and start winning more games. Even the human aggro deck now plays the card unless you’re all-in with one-drops and a plan of trying to go under the midrange decks. Five of the Top 8 decks at GP Tapai and four in Pittsburgh have the efficient green instant---maybe Eldrich Moon will shake things up.

With a new set being spoiled every day, you have to be anxious not only for these new cards but also for some sweet speculation targets that you can obtain before the new cards are all known. Let’s do just that today. I'll look at my top 10 picks for current Standard cards that stand to gain with the new set release.

10. Drownyard Temple

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The more cards that are legal in Standard, the better Drownyard Temple looks. With more delirium cards being printed we are going to have the best chance of this card seeing an increase in play. We’ve already seen it in the blue-red Pyromancer's Goggles deck at the beginning of this format, but I think we could also see it emerge in a deck with The Gitrog Monster.

For its part, as my only honorable mention, Gitrog seems well positioned to take over as a key finisher in a delirium control deck.

9. Traverse the Ulvenwald

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For many of the same reasons as Drownyard Temple, Traverse the Ulvenwald looks poised to break out in Standard. I think cards like these would pair well in a deck looking to cast Emrakul, the Promised End. Our Eldrazi Queen is worthy of our sacrifices to cast her and Traverse can give you a tool box to help set up the earliest possible Emrakul.

8. Deathcap Cultivator

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In any ramp deck you will be looking for mana creatures and Deathcap Cultivator is the best it gets in Standard right now. At near bulk prices, this card won’t be any cheaper either. In the past, I always wanted at least one mana accelerant in my Collected Company deck as well. That way, you can cast your Company a turn early to get the party started early. This would work well especially if the archetype wants to utilize black mana.

7. Risen Executioner

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I’ve talked a lot about Risen Executioner in the past. Despite it falling some in price, if you followed my recommendation you should have made some money the first time. Maybe this isn’t the lord we’re looking for, but if it turns out to be it will easily double up. I wouldn’t go deep here but I’m still sitting on a play set or two.

6. Diregraf Colossus

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My impression is that Diregraf Colossus is the lord we’re looking for. Unfortunately you have to cast the zombies to build your army of the dead, but this is still an extremely potent card. If we could find a way to chuck zombies in the yard, we could see Colossus living up to his name.

5. Relentless Dead

There was an error retrieving a chart for Relentless Dead

There hasn’t been a good way to abuse Relentless Dead yet, but maybe we didn’t need to look further than Nantuko Husk. Having a zombie-sacrificing engine would pair well with Relentless Dead so we could abuse the dies triggers. The key to this mythic rare is figuring out how to play it and what shell to include it in. There are many ways to exile it, but that hasn’t stopped cards like Hangarback Walker so it shouldn’t stop Relentless Dead either.

As a shop owner I know I’ve already preemptively increased the prices on all of these zombie cards and I wouldn’t be surprised to see other dealers do the same.

4. Ulamog, the Ceaseless Hunger

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

I heard from one of my dealer friends that his company sold nearly a hundred copies of Ulamog, the Ceaseless Hunger in the past couple of weeks. Now that’s movement! Despite that fact, we haven’t seen the price of this Eldrazi start to ascend yet.

With more Eldrazi nonsense in Eldrich Moon though, I think Ulamog is waiting to break into tier one. Additionally, I think this Eldrazi is a great long-term hold because of his potency in the Modern Tron deck.

3. Eldrazi Displacer

There was an error retrieving a chart for Eldrazi Displacer

While I don’t see a reason for Eldrazi Displacer to pair well with Eldrich Moon, this white Eldrazi has been quietly increasing in value. We don’t need much for Displacer to continue to grow. Basically any enters-the-battlefield effect pairs well with the blinking ability. It doesn’t get much better than Flickering Reflector Mage, but I’m sure there could be other awesome interactions.

This is another card that seems really good to have in a couple years too. It’s starting to see play in older formats and those staples are best obtained while they’re still in Standard.

2. Prized Amalgam

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Although no Dredge deck has broken out in Modern utilizing Prized Amalgam, we’re close to a real deck there. What I want is for us to get one creature that interacts favorably from Eldrich Moon and then we will be off to the races. The initial stats are already solid and it has a great creature type to be included in our theoretical breakout zombie deck.

1. Mindwrack Demon

There was an error retrieving a chart for Mindwrack Demon

You might be surprised to see Mindwrack Demon at number one on my top 10 list, but this mythic rare has plummeted since its release and is ready to shine. With stats to tangle with Archangel Avacyn, this demon is ready to rack up some wins for you in Standard.

What better way to put cards in your graveyard for delirium than with a 4/5 flyer attached? If we want to accelerate into Emrakul, I think Mindwrack Demon might be the engine we’re looking for.

~

Nearly every card that made the top 10 is super cheap. That makes getting in easy. With some of these cards being predictably filled with long-term value, that makes them even better to bet on. Are there other cards you think might break out once the new set releases? Let’s start the discussion in the comments or on Twitter!

Until next time,
Unleash the Force!

Mike Lanigan
MtgJedi on Twitter

Eldritch Moon Thalia and the Bolt Test

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I got an email the other day asking if I'd finished any more Emrakul tests. I'll take that one publicly: no, because I haven't tested Emrakul specifically, but yes, because I've been getting in on the RG Tron MTGO action since last weekend. I'm really hating Jeskai's Crumbles and Snapcasters, but otherwise the deck has been a blast (don't worry---I'm still a diehard Ad Nauseam man at heart). Every time I power out the ceaselessly hungry Battle for Zendikar Ulamog, you bet I'm running the numbers to see how Emrakul would have performed in that situation. Big mama Eldrazi is still looking very strong come the Eldritch Moon release, but another legendary Moon newcomer has been drawing my testing attention away from Magic's iconic Cthulhu and back to those who would defend Innistrad and Modern from the colorless conquerors.

Thalia-Bolt-Test-art

The updated Thalia, Guardian of Thraben is older, better-armored, and heavily pushed towards Eternal and non-rotating gameplay. Elaine Chase's Twitter preview is already creating a stir in Legacy communities, promising Death and Taxes a powerful maindeck solution to Elves and Sneak and Show alike. That's a warm welcome from a historically exclusive format. By contrast, Modern's has largely been more critical. Here, Thalia's most common reception was the tired (although often accurate) adage that has been the death of many an exciting Magic card: "Fails the Bolt Test." Today, we'll be assessing and challenging that statement. Our goal is to evaluate [tippy title="Thalia, Heretic Cathar" width="330" height="330"]Thalia Heretich Cathar
[/tippy], first by clearly defining and systematizing the oft-cited Bolt Test, and then by applying it to Thalia. In doing so, we'll grade her on weaknesses and strengths according to the Bolt Test before making recommendations about how Thalia can overcome her deficits to hit Modern tournament tables.

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(Re)Defining the Bolt Test

We never want to evaluate cards in a vacuum. In last week's Emrakul article, we used Ulamog, the Ceaseless Hunger as the gold standard Emrakul would need to meet or exceed to see Modern play. We also did this in the context of Tier 1 RG Tron, because if there's anything we've learned from previous set releases, it's that new cards tend to require a slot in an existing Tier 1 or Tier 2 deck if they want a fair Modern shot. We're big on context here at Modern Nexus, and nowhere is this notion of contextual analysis more relevant than in card evaluation.

Thalia Heretich CatharLike Emrakul and Ulamog, Thalia 2.0 lends herself to easy comparison with the original Thalia, Guardian of Thraben. But unlike Emrakul and Ulamog, our newest Thalia has an even more pressing bar she has to surpass beyond Guardian's current record of success. You've heard it, you've talked about it, and you probably hate it as much as many Moderners do, but we all knew the metric I'm referring to after just taking one glance at Thalia's stats: Modern's (in)famous Bolt Test.

Love it or loathe it, the Bolt Test is where we need to start before we make any projections about Thalia's Modern odds. Indeed, any time you have a creature that does die to a single Lightning Bolt, you do need to take the Test into consideration. Bolt is the format's premier removal spell, seeing more play than any other removal option and generally appearing in more decks than any non-land card. It doesn't quite meet Force of Will/Brainstorm usage in Legacy, but with around 40% of decks using the instant, it's clearly a Modern mainstay.

But even knowing Bolt's prevalence still begs the question: what specific Test parameters should you use?

When most Modern players talk the Bolt Test, whether on Reddit, a forum like MTGSalvation, around your local game store tables, or in dismissive Tweets to dejected card designers, they're defining it in narrow terms. "Narrow" in the sense of an argumentative crawlspace where only one definition is allowed through at a time:

The Bolt Test (popular definition)
1. "Does the creature die to Lightning Bolt?"
2. "If yes, the creature is unplayable in Modern."

Lightning BoltBetter Wikipedia logicians than I can point to the logical and argumentative fallacies in this kind of definition, but I'll just let the results speak for themselves. The popular Bolt Test definition does not withstand even the slightest scrutiny. In aggressive decks, Goblin Guide, Wild Nacatl, and Steel Overseer (to name a few) die to Bolt and still see widespread Tier 1 and/or Tier 2 play. In slower midrange strategies, you still see Dark Confidant get maindeck honors, with plenty of lightning-rod dorks like Birds of Paradise accompanying more toolbox-oriented builds. Infect uses Blighted Agent. Death and Taxes use Thalia, Guardian of Thraben. In all those cases, we see frequent top-tier appearances by creatures that clearly die to Bolt. This means either the Bolt Test isn't real, or that we've misdefined it from the beginning.

Back in May, our own Jordan Boisvert wrote an excellent article detailing creature playability benchmarks in Modern. He's also explicitly tackled the Bolt Test before in pushing the limits of playable creatures. You could read between the lines in both articles to come up with an early Bolt Test framework, but I want to make it explicit for future use. Synthesizing different creature playability standards with the Top Decks tierings and creatures used throughout Modern, here's the Bolt Test we should be using whenever we raise our "It's unplayable" torches to the sky:

The Bolt Test (refined definition)
1. "Does the creature die to Lightning Bolt at parity? If not, what is the resource difference?"
2. "Does the creature have a game effect even if it immediately dies to Bolt? If so, how valuable and reliable is the effect?"
3. "Does the creature take over the game if it is not Bolted? If so, how quick, consistent, and decisive is that impact?"
4. "If yes to any of the above, the creature might be playable in Modern."

Now we're talking. This revised Bolt Test is much better at both describing and even predicting what creatures might see play in Modern. It certainly produces favorable analyses of all the staples I mentioned above (Nacatl, Guide, Confidant, Agent, etc.), which is always a good place to start when testing definitional integrity.

Thinking through terms, here's a quick breakdown of concepts underlying each of the updated Test's qualifications, along with some creatures to illustrate the principles:

  • Wild NacatlDying at parity and resources
    Bolt costs one mana and one card. All creatures cost zero mana and up, and all cost at least one card. When assessing the trade between a Lightning Bolt and a creature, compare the Bolt resources (typically 1 and 1) with the creature resources.
  • Favorable: Wild Nacatl (parity), Thalia, Guardian of Thraben (parity)
  • Unfavorable: Dark Confidant (two mana for one), Merrow Reejerey (three mana for one)
  • Disaster: Kiki-Jiki, Mirror Breaker (five mana for one), Avatar of Discord (three mana for one, three cards for one)
  • FlickerwispImpact even if bolted
    If a creature dies right away and still has a game effect, you've effective gained a resource or improved position even if the creature itself is no longer there. Impact should be valuable (i.e. relevant to the game-state and worth the investment), as well as reliable (i.e. you don't have to jump through hoops or setup to benefit).
  • Valuable and reliable: Flickerwisp (always produces an impactful and versatile exile effect which often either disrupts an opponent, saves your own cards, etc.).
  • Neither valuable nor reliable: Knight of the White Orchid (doesn't always get a land and the acceleration isn't always valuable throughout the game).

Blighted Agent

  • Taking over a game
    Sometimes, a creature runs away with a game if it doesn't die. If so, the marginal benefit of gambling on the creature is worth the marginal cost of risking its death to Bolt. That said, be honest and conservative in your estimation of a creature's ability to consistently and decisively dominate a game.
  • Consistent and decisive: Blighted Agent (can win in a single turn through blockers, requiring minimal support from a deck already packed with pump spells).
  • Neither decisive nor consistent: Jori En, Ruin Diver (inconsistent card-draw effect that might not even draw you into relevant answers.

There's a good chance I'll go into greater depth on this in a future article. That might include both the spectrum of qualifications (for instance, creatures that have a decisive impact but maybe not a reliable one, like the blockable Glistener Elf) and potentially adding other criteria (such as Kitchen Finks or Etched Champion defending themselves from Bolt). I also want to sharpen the Test's grading scale---some creatures can pass just one of the three criteria and still be totally playable. See the ostensibly clunky Steel Overseer for a great example of that.

We'll revisit all these broader considerations when there aren't sweet Eldritch Moon spoilers orbiting around just waiting for evaluation. For now we're heading back to [tippy title="Thalia, Heretic Cathar" width="330" height="330"]Thalia Heretich Cathar
[/tippy], equipped with our new and improved Bolt Test guidelines.

Thalia Takes the Bolt Test

The first time we look at a creature, our immediate instinct should be to subject it to the more nuanced Bolt Test we discussed above. That means not evaluating the creature as a whole and in isolation, but assessing the card once for each of the Test's different parameters. Admittedly, there are times this analysis will produce the same result as if we applied the blunter "Dies to Bolt at all? Garbage" version we're accustomed to seeing online. You don't need all three criteria to know Thalia's best buddy Odric, Lunarch Marshal ain't making the Gatewatch junior varsity squad. For more borderline cases like Thalia herself, however, it's an invaluable tool, which is why we'll grade her on all the Test items.

Dying at parity

"Does Thalia die to Lightning Bolt at parity? If not, what is the resource difference?"

thaliaNew Thalia gets off to a bad start by being at the topmost mana-cost end of creatures that do die to Bolt. It turns out spending your third turn to exclusively drop Thalia isn't very good if your opponent spent their third turn casting Tarmogoyf and holding up Bolt mana. Or just dropping Lava Spike on the draw with Bolt waiting in the wings. That two-mana resource difference can decide a game on the spot if you're behind or even on cards, and if you're already ahead then Thalia's ability is as win-more as it often gets.

As a quick note, Thalia, Guardian of Thraben would earn an A here despite costing two mana. By making Bolt cost two itself, old Thalia effectively closes the resource gap other two-drops suffer from.

Grade: C
Again, I'll probably refine this in a later article, but I'm guessing a zero-mana resource difference is an A, one is a B, two is a C, and so on. Additional cards gained (Eternal Witness) or lost (Drekavac) would move you up or down half/whole letter grades. At three-mana with no added loss or gain, Thalia is a flat C.

Immediate game impact

"Does Thalia have a game effect even if she immediately dies to Bolt? If so, how valuable and reliable is her effect?"

Imposing SovereignEldritch Moon's spikey legend takes another hit off her game impact, which is neither particularly valuable nor reliable if she immediately eats the removal spell. In terms of value, if Thalia dies to Bolt, it will typically be before an opponent has cast a creature or played a land. Two notable exceptions to this include Thalia off Chord of Calling or Aether Vial (or any other instant-speed deployment mechanism), where you might catch a fetchland off-guard before Thalia gets zapped. Same goes for temporarily removing a new creature from the blocker list. That said, unless you're shutting down a creature with haste (bonus flavor points for Reality Smasher or, in Legacy, a hasty Emrakul), there's nothing too valuable about tapping down a potential blocker. Imposing Sovereign wasn't really shredding Modern until Thalia came along.

For Thalia to actually perform in any of those scenarios you need considerable setup: a Chord in hand and mana/creatures to use it; a Vial on three; a lucky Collected Company flip. This setup also needs to happen before you cast her, so losing Thalia in such a way ends up costing (and losing) additional resources if she dies immediately.

Grade: C-
Thalia is at least capable of having an immediate impact, even if it's less reliable, requires setup, and isn't not particularly strong. We'd reserve a D for something which had an impact that was flat out useless (Merfolk Spy), and an F for cards that literally had no impact if they die. Of course, plenty of cards with an F here see play (hi, most creatures in Affinity and Burn), so Thalia's C- is hardly game over.

Taking over the game

"Does Thalia take over the game if she is not bolted? If so, how quick, consistent, and decisive is her impact?"

Scalding TarnYou didn't think we'd get much more than 2,000 words into the article without at least a few Thalia praises? Although the Cathar drops the ball in the first two Bolt Test qualifications, she earns much higher marks in her ability to out-tempo and dominate opponents. An early Thalia is devastating at slowing board development, forcing opponents to either sacrifice tempo to kill her off-curve, or to get mired in her taxation effect. Keyword in that sentence: early. The quicker Thalia hits play, the more powerful her effect becomes. This is in contrast to the older Thalia, which gummed up opposing plans at all phases of the game, even if her taxing was certainly better in early turns. New Thalia can't do much to tax a well-developed board, but if played before lands start dropping, she's downright oppressive. Fetchlands become absolutely unusable with Thalia out, and with many of Modern's grindier strategies relying on a fetch/shock manabase, Thalia is well-positioned to wreak havoc.

As a preview to the final section, these demands situate Thalia as a great addition to decks using mana dorks. Noble Hierarch and Birds of Paradise play very well with Thalia, and if curved into on the play, she only gives your opponent one turn (depending on their mana usage) to respond before their Hallowed Fountains become Coastal Towers and fetchlands become even worse, if that's possible, Terramorphic Expanses. These strategies can also capitalize on Thalia's creature-tapping to get a clock going, punching past tapped Tarmogoyfs to pull a game out of reach.

Grade: B+ (A- if on turn two)
In matchups where Thalia is good, she's very good, or downright great if cast early. What does a deck like Abzan Company do if it's on the draw against Thalia with no opening dork? Thalia even screws with Chord convokes, on top of the chaos she brings to Abzan's manabase. That's just one example, but Modern has a number of others where she causes major problems. I'd definitely hate to see her on turn two if I'm trying to assemble my turn 3-4 Tron on MTGO!

Final Thalia, Heretic Cathar's grade: B (B+ on turn two)

If a creature can pass any of the Bolt Test's qualifications, we're going to frequently weigh that pass more than we do the failures. Modern also rewards swingy, high-impact plays, so [tippy title="Thalia, Heretic Cathar" width="330" height="330"]Thalia Heretich Cathar
[/tippy] passing the "game takeover" criterion is a promising start. Naturally, timing really matters for Thalia. An organic turn three Thalia on the play will be decent in some matchups and irrelevant in others. Turn five Thalia is as bad as it sounds. Turn two Thalia, however, is an utter nightmare for a lot of decks, although the three-mana casting cost still prevents her from really reaching A- or higher. Modern is a high-power format and plenty of B cards don't make it, but a B+ contender with the right top-tier home has much better odds.

Bringing Thalia, Heretic Cathar to Modern

Aether VialI've become more generous towards Thalia in the past few days, and that's largely because I've stopped thinking about her as a Death and Taxes roleplayer and started thinking about her dork synergy. Aether Vial has never been a bigger trap in Modern. Although Thalia's name is virtually synonymous with "Death and Taxes," her newest iteration is just plain bad with the Vial. At earliest, Modern D&T will land a Thalia on turn three with no potential for the turn two lockdown. At latest, you topdeck Thalia in the mid-game where she has no impact other than to provide an efficient blocker for Nacatls and stymie blockers. Along the way, Vial does not accelerate her into play until turn four at earliest. No thank you. Sure, Flickerwisp/Eldrazi Displacer and Thalia is kind of cute, but Thalia isn't in the cute business. She's a Game of Thrones-style woman of action.

Noble HierarchOf course, that moves us right back to mana dorks and the decks that use them. If you're using Noble Hierarch, Birds of Paradise and/or any other one-drop mana guy, you will want to try out [tippy title="Thalia, Heretic Cathar" width="330" height="330"]Thalia Heretich Cathar
[/tippy] as a solid turn two drop. I'm looking straight at the Kiki Chord, Bant Eldrazi, and Abzan Company players in the top-tiers, as well as the Abzan Liege and GW Hatebears pilots hoping to bring their decks back. I've done some preliminary and decidedly unscientific tests with Thalia to see how these lines play out, and I've definitely seen merits to this opening against all the fetchland-heavy strategies. Tron also hates seeing Thalia in the opener. Turn two Thalia on the play against the Urza's lands can easily slow an opponent's natural Urzatron development by 1-2 turns, buying Abzan Company the time it needs to find an answer or win on its own via Murderous Redcap. Time will tell if that's a valuable synergy or still just a cute game impact, but I'm more optimistic today than when I first saw Thalia and only thought about Vials. Also, Thalia 1.0 and Thalia 2.0 really put the screws to an opponent if they're both in play.

Thanks for reading and for joining me on this dual Eldritch Moon evaluation and Bolt Test breakdown. We still haven't seen any real Modern knockouts in the new set, but previews are young and hopes are still high. Sorcery-speed Accumulated Knowledge isn't exactly a step in the right direction, but emerge has all the trappings of a new busted Modern cost-reduction mechanic. See you all next week as we take on more Moon spoilers and let me know in the comments if you have any Eldritch experiences or test results of your own to report.

 

Infographic – Under- and Overrated SOI Cards

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Shadows over Innistrad was released almost two months ago. It's time to check your prior investments and evaluate new ones. Analyze the historical prices of the most hyped cards in the set through our new infographic visualization!

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EMN Spoiler – The Meld Mechanic- Brisela and Hanweir

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Fuuu-sion! HA!

Hello everyone! Eldritch Moon spoilers are continuing to roll on. Yesterday kicked off official spoilers for the set - and left players with some amazing new cards and interesting new mechanics.

Instead of trying to awkwardly highlight the meld mechanic and the cards associated with it individually - we decided it would be easier to lump them together and talk about them all at once. Let's get to it shall we?

Gisela, the Broken Blade + Bruna, the Fading Light = Brisela, Voice of Nightmares

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Here we have the new iterations of Sigarda's sisters - before they meet their gruesome fate (we'll get to that in a second). I want to take the time and highlight these individually:

Gisela: Extremely potent for the mana cost - it's like a mini Baneslayer Angel. We all know how impactful that was, so I'm fairly certain this can make an impact as well. It is Legendary, and it also dies to a lot of removal - but that's the thing, there's really not a plethora of good removal in Standard. Short of Declaration in Stone, there's no copies of Lightning Strike to worry about, unless players feel the need to start playing Oath of Chandra- which probably won't be a bad idea.

Gisela also curves extremely well between current creatures - as well as the new Thalia. There's nothing really taking up the 4CMC slot that would really contest it's inclusion into many different archetypes. Archangel of Tithes largely doesn't see play as it is - and even if it did, it likely wouldn't be enough to supplant Gisela.

I don't feel confident about other formats - but Gisela will certainly find a competitive home in Standard. It will likely be one of the chase Mythics of the set, and with White already being so powerful - this just puts it over the top. Side note - it likely won't matter, but Gisela also can't be bounced by Awoken Horror's flip trigger.

Bruna: It might not be a Constructed bomb - but Bruna is quite the solid card on it's own. I do think the flavor may be lost on some folks but, I think it's really awesome that Bruna can resurrect her sister and then Meld later that turn. Obviously it has it's uses in formats like EDH/Commander - but keep in mind that Bruna has an on cast trigger, so Kaalia of the Vast fans have to pump the breaks.

briselavoiceofnightmares

I'm speechless. There's so many things wrong, and right about this card at the same time. The story flavor is obviously oozing here, and like Sigarda, Host of Herons all we can do is weep when we look at what her sisters have become. Truly a gruesome and awe-inspiring monstrosity.

Obviously this is the result of the previous two creatures - and Brisela is going to end games extremely quickly. It also negates roughly 99% of cards that would be able to deal with this creature. Unless there's a viable high converted mana-cost removal spell, many players will have to be content to try and Collected Company to hit a Reflector Mage. Short of that - I don't see many viable strategies to get rid of Brisela, and the game will be over in short order.

Let's move on to the next exciting Meld creatures:

Hanweir Garrison + Hanweir Battlements

= Hanweir, the Writhing Township

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Finally we see a viable red card back into the fold - accompanied by an extremely potent utility land. We rarely get to get our hands on lands that give creatures haste, and come into play untapped. It's been a long while since Hall of the Bandit Lord - and I'm quite excited by these particular Meld cards.

Battlement: Firstly, I love the fact that Battlements allows the player to control the meld timing, and isn't forced to Meld like with Bruna/Gisela. I'd much rather pay 3RR and have a better chance to successfully Meld without a hitch, and have a greater chance for it to make an impact on the game. It also can be played as a stand alone card to just give random good creatures haste. In the meantime, there's no extra investment to playing Battlement alongside Garrison, and sometimes just shrug and meld them together.

Garrison: I also love the fact that the theme of these meld cards continues - both cards are individually strong, and the meld is honestly gravy at this point. We'll get into the meld side of these two cards in a second, but Garrison is a very potent red creature - which is in short supply in Standard right now. The interactions between Garrison and Thalia's Lieutenant are simply absurd, there's no question. I wonder if those synergies can go further outside of Standard - coupling Garrison with the likes of Champion of the Parish or perhaps Lightning Mauler. The thought of it is scary for sure.

It's also extremely important that Garrison can profitably attack into certain creatures like Sylvan Advocate - we'll have to watch that develop as time goes on. Perhaps there's incentive for Collected Company lists to adopt Red and move into Naya as Standard moves along.

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When this was spoiled we had no idea what to expect, or really how any player would flip into this. All we knew is we wanted to - there's so much value here. I think this is an awesome payoff to a "2 for 1". As I mentioned earlier, the Garrison/Battlement Meld set up is much more controlled and Melding them together at the correct time will end the game in short order. Much like Brisela, which I think is the central theme of meld. This is again, a great culmination of the 2 cards put together, and for less of an investment, and set up.

Should the Township be destroyed in combat, you at least keep the 3/2 eldrazi horrors for your trouble. In an aggressive, or even midrange strategy the ability to just randomly meld Garrison/Battlement is fantastic - and that's really the key. If you need to meld, you can. If you don't - you still have 2 solid cards individually.

Wrap Up

Overall, I think meld is a success. I don't know exactly how many more meld cards we will see - I did hear in the meld tutorial video on the mothership that there are 3 "meld cards". If that's the case we have seen them all. I'm fine with a low number of these, as I think an over abundance would of killed the uniqueness.

I think everyone should look at meld from a meta perspective, in the sense that meld is just essentially gravy. In this instance - that's okay. I'm totally fine with the option to either stick with 2 cards that are individually good or to meld them for the win. It would have been a bigger disappointment if the individual cards were both mediocre, and the meld cards were slightly less mediocre. That's not the case here - and I think Wizards was successful in that regard.

Is it a little weird? Maybe. But, I really don't think it's a gimmick for gimmick's sake - it's a decision. A decision that can actually be beneficial in many scenarios, because the meld cards are actually quite potent and can lock up games quickly. Or, if that's not what you want to do, then by all means enjoy the individual cards value, because those are good also.

Financial Perspective:

Bruna/Gisela: Gisela is a house, and likely will stay in the $15 range with continued play. Bruna is also quite good, but I question her constructed viability. If she starts off in the $2 range she could increase a tad, but it's doubtful. Foils will likely be highly desirable for both parts - since it's the only way to construct foil Brisela. Each card being an Angel helps in that regard as well.

Garrison/Battlement: These could both end up reaching $5-6. Garrison could go past that mark if it's format defining. Just keep in mind that it competes with Thalia 2.0. The price of the card will highly depends on continued viability in Standard (or Modern). Foils will not be as desirable as Bruna/Gisela, but they could still be a solid pickup given the uniqueness.

~

Until next time folks, hopefully you all enjoy Eldritch Moon thus far - and continue coming back for some stellar spoiler coverage.

Would love to hear comments and discussion. Let me know what you think!

-Chaz @ChazVMTG

One Game, 2016 Edition

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It's remarkable to think how far both the game of Magic and the culture around Magic have grown recently. What was rare and remarkable yesterday is common today, and old technology and edges are just part of the game. Likewise, old lessons have become integral to how we understand the game, but you'd be hard-pressed to get a newer player to explain why. What I'm getting at is that years ago it was rare to get in-game commentary from players as they played the game. The rise of streaming and video recording software has made it commonplace. Which is why when I tell newer players that Richard Feldman's "One Game" is one of the most influential and important theory pieces in the history of the game, they usually respond with confusion.

Comparative-Analysis-banner-cropped

After all, streamers commentate on their games all the time, and that's all Feldman is doing in the article. While true, that reading does discount all the little things that he does during the match like considering his body language and how he personally interacts with his opponent, which aren't possible on MTGO. It was the discussion of them and how to find the tiny, almost imperceptible edges that made the game seem closer than it actually was that made the article great. Despite the praise it received at the time and the continuing respect many theorists have for the article, you never see articles like "One Game" very often.

You're probably expecting me to launch into how I'm going to follow Feldman's formula now. I am going to do that, but it's been nine years and I could have done considerably less work and just recorded a game for you and accomplished the same thing. So I'm adding retrospective commentary. I'll guide you through how I approached the game in question and why I played the way I did and go through and analyze my decision-making in light of what I knew after the fact. As a side note, I do encourage this kind of note taking and postmortem introspection for those trying to improve their game. Figuring out why you did what you did at the time and whether it was actually correct improves your decision-making and helps you to find the correct lines more often. Also, if you haven't read the linked article, do so now. His reasoning about why this is valuable is still very relevant, so much so that I'm just going to directly quote him:

There are all sorts of little edges you can gain in Magic beyond the confines of the tabletop. Mike Turian apparently once said that you could disqualify yourself from having played a “perfect” game of Magic by so much as blinking at the wrong time; like it or not the way you act as you play influences your ability to succeed. If you're bad at it then you have “tells” that give the opponent bonus information about what's in your hand, what you're planning, and what you do and do not realize about the game state.

Today I'm going to walk you through one game. One game at a theoretical PTQ where I pause at every step of the way and think about all the different ways I might accidentally give myself away, throw the opponent off, or figure out what he's up to based on the way we are acting. I will doubtless miss a good many of these interactions but hope to illuminate quite a few for those who are not in the habit of thinking about them. After all there's a lot more to a game than the cardboard interactions.

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Note on Methodology

This game was recorded during a testing session about a week and a half ago. I've been intending to do this piece for some time and had been taking notes for that purpose, looking for a good example game.

I am playing my Merfolk deck against a player who I know to be very goo--- think RPTQ finalist-level good. I do not know what my opponent is playing, just that he's got a new deck that he wants to try against me. I am on the draw. I recorded every play I made and why I made them. I will be clearly marking my retrospective comments. My opponent's actual name will not be mentioned, but it's rather awkward and impersonal to just use "the opponent" constantly, so I will substitute their actual name with one that nobody I know uses: Elliot.

The Game

As we sit down and shuffle up I take a moment to look at my opponent's setup and particularly their sleeves. It's possible to gain information and misinformation about a player based on the condition and brand of their sleeves. A player with high-quality sleeves that shows signs of wear is likely to be a very experienced player who practices a lot. This can be misleading, especially in later rounds of a tournament, so if I want to gauge my opponent I prefer to use their demeanor and obvious preparedness as a guide. Newer players tend to look somewhat uncomfortable and fumble with deckboxes and dice prior to a game while experienced players tend to have a system in place and quickly get settled. This is usually a clue as to how effective your bluffs and misinformation is likely to be in a given game.

Gitaxian ProbeNone of this applies today because I know exactly who I'm playing and their skill level, but you should practice like you compete and since I do this at Competitive REL events, I do it for test games. Elliot has also just finished putting new sleeves on his deck so there's really no information to gain. We sit down and start shuffling. I only do Rock, Paper, Scissors for the play since I caught someone using loaded dice, but since we're testing Elliot's deck they get to go first.

Since we practice like we compete we present and shuffle each other's decks. I always shuffle my opponent's deck, even at casual level, and I make sure to look away from the opponent's cards but watch how my own are being shuffled. I'm paranoid about tricky shuffles and deck stacking. I may know that nothing will happen today, but it's a good habit to be in. That complete, we each draw our starting seven.

Mulligans

Elliot takes a hard look at their hand and thinks for several seconds before taking a mulligan. My hand is a solid keep with Aether Vial, Island, two Wanderwine Hub, Silvergill Adept, Lord of Atlantis, and Master of Waves. I wait a few seconds after Elliot's announcement to make mine. There is value to be found in misrepresenting the strength of your hand during the mulligan process, but not every opponent will fall for it when you take the first mulligan or make a quick keep.

Serum PowderOne problem is that players will often remember to hide strength or weakness on the initial seven, but drop the act afterwards. I will often act weak or dispirited when I go below six so that my opponent will get some confirmation bias (when you mulligan a lot, the opponent expects that you'll keep marginal hands) and will try to play accordingly, but don't always succeed. This is why I normally try to be as neutral as possible. I always take about five seconds on the play to make my mulligan announcement and wait a few seconds after my opponent makes theirs on the draw to hide as much as I can about my hand's actual strength. My hand is good, but there's no reason to deviate from my normal procedure.

Elliot keeps six and scrys to the bottom after a few seconds of thought.

Turn One

Elliot plays a Windswept Heath and cracks it for an untapped Temple Garden to cast Birds of Paradise.

Birds of ParadiseThis tells me almost nothing about what I'm actually up against, as many decks will make that play, but it does eliminate a number of other decks. I'm certainly not playing a control deck or any deck that runs counterspells, so I should have no problem resolving a spell turn two. Which will depend on what I draw and what Elliot does on turn two.

I draw a Tectonic Edge, shuffle it into my hand and think. I will be playing Vial this turn, the question is which land. The Lord of Atlantis needs double blue, and it's possible that Elliot could Qasali Pridemage and kill my Vial next turn so Tec Edge is out. One thing to consider is that your opponent will not know the exact content of your deck at a tournament but will be familiar with the general archetype. Therefore if you have an atypical list you should hide that as long as possible and let your opponent plan against the wrong deck. For this reason given the choice I will play Wanderwine Hub before Seachrome Coast and Island before both. This makes my play simple.

Play Island and Aether Vial, say go.

Once I say go I lay my hand on the table. I do this whether or not I have mana open or could make a play on my opponent's turn. Part of this is to keep me from fidgeting but mostly it keeps me from looking at specific cards which might give something away. Experienced players will watch how you react and can sometimes be bluffed, but I've found that giving them as little information as possible is also effective. If you're as unreadable as possible then the opponent has more opportunity to make false reads or assumptions and play into your hands. Letting someone's own imagination work on their reason is just as potent as deceiving their reason, so I try to minimize my tells. It also lets me more closely observe my opponent, and I know the cards in my hand so I don't need to constantly watch them.

Me: 20 life, six cards in hand

Elliot: 17 life, four cards in hand

Turn Two

Elliot draws, and plays a tapped Breeding Pool and Noble Hierarch. Birds attacks for one.

Chord of CallingWhile I still have no idea what deck I'm against, I now know quite a bit about Elliot's hand. It has nothing proactive that costs three mana and there are no reactive spells that cost one or two that Elliot is willing to play next turn. The fact that Birds attacked for one indicates a desire to race, which points to something aggressive. Given this information, Elliot is playing a threat-heavy deck but has threats that cost four or more in hand. This could be a number of decks but given what I've seen I'm leaning towards a Chord of Calling deck. Those need a lot of mana birds, don't play much interaction and have many plays that need a lot of mana. I put Elliot on having multiple costly creatures and/or Chord in hand. I need to find some interaction and get a board together in a hurry.

I charge Vial and draw another Adept.

While I could play Lord here, there's no reason to expose it to a Path to Exile or Fiend Hunter yet, so I'll be playing Silvergill. Given that I need to reveal Merfolk anyway, I should play Hub as well.

Play Hub revealing Silvergill, cast Silvergill revealing Lord, drawing Path.

In retrospect: Revealing Lord was wrong, I should have revealed the other Adept. I gave my opponent far more useful information than I needed to about how I could attack next turn. Revealing Adept is comparatively irrelevant.

Me: 19 life, five cards in hand

Elliot: 17 life, three cards in hand

Turn Three

Thought-Knot SeerElliot draws and slams the freshly drawn Brushland down, which allows Thought-Knot Seer to come down. Guess my read was off; this is Bant Eldrazi. Once I'm actually targeted by the ability I flip my hand over, revealing Lord, Master, Hub, Adept, and Path. Elliot thinks for a while before taking the Path. It's hard to say whether this was a case of actually being unsure of what to take or if Elliot was deciding whether to play the control deck and remove a creature, or protect their only threat from my removal. BoP then flies over for another point.

At this point my guess is that Elliot's hand is worse than I thought and the scry was looking for a colorless source. I guess that there are few real threats remaining in Elliot's hand and that the plan is to race me. It's the only way tapping out makes sense here.

I charge Vial and draw another Adept.

I will definitely play Lord and attack with my islandwalking Adept this turn, so I will cast the Lord normally. Elliot knows about Master of Waves so I might as well play my Hub untapped by revealing it.

Cast Lord of Atlantis, play Hub untapped revealing Master, attack for three.

In retrospect: Why didn't I play Hub by revealing Lord? There was no reason not to. By not doing that I reveal that I was thinking of playing it tapped which signals that I don't have another Path in hand, and thus makes playing the Hub untapped at all irrelevant.

Me: 18 life, three cards in hand

Elliot: 14 life, two cards in hand

Turn Four

Elliot draws and then plays Ancient Stirrings, which was obviously the draw and there's really no point in trying to hide it. Sometimes you can hide your draw and sometimes you can't and there's no reason to try. Stirrings finds Matter Reshaper, which Elliot plays along with another Noble off the first Hierarch. This leaves just the other Bird untapped when Seer attacks for five. Elliot may be representing Path here, but the sequencing is odd given that they didn't leave up mana for it last turn.

At the end of Elliot's turn I activate Vial, play Adept and draw another Vial.

I don't charge Vial and draw Mutavault.

Master of WavesI now have the mana to play Master of Waves, and if I'm going to do that I want to maximize my token generation, so I need to Vial in Adept. Playing another Vial at this point is worthless. I cannot attack with Mutavault and Eldrazi does not maindeck sweepers, so I'll definitely play the Master here.

Activate Vial, play Silvergill, draw Lord of Atlantis.

Now I actually have something to think about. I could just cast the Lord, which lets me attack for four through the Reshaper. I wouldn't attack with both eligible creatures because the threat of Path turning into a blowout is too great. On the other hand, if I'm worried about Path I should still just cast Master precombat. This forces the Path since there is no reason to Path afterwards and give me extra tokens. If Elliot doesn't Path in response to Master I know it isn't the last card in their hand. If they do then I don't run Silvergill into Reshaper and have a follow-up Lord.

Cast Master of Waves, in response Elliot plays Path on Lord. I fetch an Island and Master resolves, giving me four elemental tokens. I pass without attacking.

I don't want to attack and give my opponent a free draw off Reshaper. Sometimes it's right to do so, but in this case Elliot's life total is too high.

Me: 13 life, one card in hand

Elliot: 14 life, no cards in hand 

Turn Five

Elliot draws, thinks for a couple of seconds without looking at the card, and passes.

The card in Elliot's hand can only be a land or another Path. There is no reason to play a land and remove all doubt from my mind at this stage of the game. Elliot doesn't know about the Lord in my hand, but does know that I could draw another one and win the race with Adepts and Mutavault, so it makes sense not to Path here. If it was another creature I expect that it would have gotten played as another blocker for tokens.

I don't know the exact composition of Elliot's deck, but I do know that Bant Eldrazi decks run 24-25 lands and only rarely more than four Paths for removal. There are 49 cards left in Elliot's deck, three lands on the board, and one Path already used. This is odds of 43%-45% of a draw being a land vs. 6% for removal. I decide Elliot has drawn a land.

I don't charge Vial and draw Cursecatcher.

Path to ExileThere's no reason to play the Cursecatcher pre-combat, so I won't be doing that. I think for quite a while before making my attack. With the Lord in my hand my islandwalkers are lethal. If I'm wrong about Elliot's hand then attacking only with Merfolk gets me blown out. I don't think Elliot has removal, but I decide to play as though I'm wrong, which means maximizing Elliot's need to block and attack with the tokens as well. At worst this will put Elliot to four when the unblocked tokens get through, with only Thought-Knot and potentially an unknown card on the battlefield while I'll have some number of Adepts left.

I play Tec Edge, cast Lord, activate Mutavault, and attack with everything. Elliot scoops.

It was a land, so I won the game.

In retrospect: I think I played that last turn wrong. I should have used Vial to play Lord. When I won the game I left a Hub and the Tec Edge untapped, thinking that I could always try to attack his lands next turn. However, this cuts me off from playing Cursecatcher. I had nothing else to do with Vial, so I should have maximized my untapped lands post-combat.

An Alternate Story

To blatantly rip off Feldman, I drew well and Elliot didn't.

Magic is so simple!

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David Ernenwein

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

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Insider: Specing in Advance of New Standard

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The shadow over new Standard is looming so large that all the hedrons in the world couldn't contain my excitement! New cards, new decks, new synergies---oh, and what's that? A new Emrakul for good measure!

If you closely manage your collection to extract maximum value out of it, then you know right now is a great time to try to trade into potential money-making speculation targets.

As a rule, Standard will have gotten kind of stale by this point and people are unengaged with anything besides spoilers. People know what the good cards are and they know what the bad cards are. Or do they?

The fun with trading during spoiler season is that you can use your creativity to try and find cards that will plausibly get better once we add another set to Standard. Although, cards may not have been printed yet that help our "spec targets," we have plausible reason to believe there might be cards coming to help out.

Today's article will be primarily a lesson in how to hone your skills making savvy picks before anybody else even knows what happened.

A Tribe Called Zombies

There was an error retrieving a chart for Relentless Dead

Relentless Dead is a card I believe will have its moment in the sun. The card simply has too many abilities, too much text, and a small cost to be a straight do-nothing for two years in Standard. At some point this card will be good and the tag is going to be much bigger.

Is now the time?

Well, is Liliana planeswalker returning to Standard in the next set a good sign for fans of the undead everywhere? Hmm, I think so? I've even heard stories that Liliana's necromancy is a big part of how the Gatewatch pals are able to survive the Emrakul apocalypse! Maybe she's got a few zombie tricks up her sleeve...

It is also worth noting that every kitchen-table spike who ever sleeves up a Gravecrawler plus Geralf's Messenger zombie deck is going to bring Relentless Dead to the table as well. I think that, and the fact that the card is a mythic rare, cements the baseline price at around $5 no matter what.

There was an error retrieving a chart for Diregraf Colossus

The same things can also be said for Diregraf Colossus and any other "made for a zombie tribal deck" card you can think of. The upside of a card like Diregraf Colossus is that the entry cost is very low. Most people consider this card a junk rare despite the fact that it has potential. This is exactly the kind of card I like to try and get people to throw into a cheap trade.

Lands, Lands, Lands

You can't play Standard without mana.

There was an error retrieving a chart for Canopy Vista
There was an error retrieving a chart for Fortified Village

Both of the rare dual land cycles have hit all-time lows. The Shadows over Innistrad lands are hanging around $2 each and the Battle for Zendikar duals around $3 each. I think this is a good time to consider buying in on these lands. It is especially true considering that these lands will not be rotating out of Standard in the fall alongside the Origins painlands.

Fewer mana-fixing lands in the format means these lands will likely become even more important. The price tags just feel very low at the moment.

Speaking of the Origins painlands, these lands fell to about $2 each and only rebounded slightly. However, I think the key difference is that the painlands have been printed multiple times already. There are lots and lots of these lands floating around, whereas the SOI and BFZ duals don't have multiple printings from past years hanging around in the cardpool.

I especially like the duals that nobody wants right now.

There was an error retrieving a chart for Foreboding Ruins

The red-black and blue-black duals don't see a ton of play right now in the mono-G/W metagame. However, if a new color combination gets hot there will be large demand later on. We've seen this phenomenon time and time again. When whichever dual that's considered the ugly duckling suddenly gets hot, it's apt for large surges in price.

There was an error retrieving a chart for Lumbering Falls
There was an error retrieving a chart for Shambling Vent

We can make many of the same arguments about the creature lands. These are going to be among the best mana fixers in Standard. It also helps that these are just universally fantastic Magic cards. Creature lands are a big game and Shambling Vent and Lumbering Falls already see some Modern play.

I especially like Lumbering Falls and Hissing Quagmire just because they are green (the same color as Sylvan Advocate). I think all the duals are going to be important in Standard at one point or another.

Generally speaking I think that striking while the iron is hot on duals while they are at their bottom-basement price is a good move right now.

Delirious With Emrakul Fever

The new Emrakul is pretty spicy. Perhaps its most unique attribute is how it becomes cheaper based on the different types of cards in the graveyard. It makes sense now that we know the delirium mechanic, from a flavor perspective, is related to the mind-altering effect the emergence of Emrakul has on the denizens of Innistrad.

Emrakul the Promised End

The new Emrakul is powerful enough that people will try and work hard to enable it. A 13/13 flying, trample, protection from instants that pseudo-Mindslavers people upon being cast is pretty messed up! I mean, who wouldn't want to try and make this happen?

Emrakul, the Promised End has a lot of synergy with delirium spells, as well as delirium enablers, both of which might be a nice place to start looking for speculation targets. The absolute best one I've been able to think of so far is Traverse the Ulvenwald.

There was an error retrieving a chart for Traverse the Ulvenwald

In a deck expecting to get to and abuse delirium, Traverse is a pretty insane Magic card. In the early game it can fix mana and add sorcery to our card types in graveyard. Once we've actually established some lands in play and gotten delirium, Traverse can quickly search out our new Emrakul so we can get our Mindslaver on!

I'm very excited about Traverse right now. I think there's a high probability these two cards will coexist in a good deck in Standard.

Another interesting thing about Traverse is that it really does have Modern and Legacy applications. In those formats it is very easy to get delirium, which makes this card a one-mana tutor. I also see this being a long-term gainer because of Commander where tutors are clearly fantastic.

There was an error retrieving a chart for Epiphany at the Drownyard

I was convinced this was a great Magic card when Shadows over Innistrad came out. It hasn't panned out yet, but I think there's a good chance this Emrakul-flavored card really hits its stride once Emrakul finally makes her big arrival in Standard.

It is very significant that this is one of the best delirium-fueling spells in the entire format. It draws cards and loads up the graveyard which is pretty huge. I think this card is going to be a player in some kind of Sultai control deck that features Emrakul.

There was an error retrieving a chart for Corrupted Grafstone

Another graveyard-based control card that I believe will make a big impact in Standard if this delirium thing finally takes off. I love that the card accelerates mana---but also that it's an artifact we can bin with looting effects to enable delirium and reduce the cost of our Emrakul.

Grafstone is basically a bulk rare right now. If it becomes format-defining mana acceleration, I could see it quickly gaining significant value and becoming a highly sought-after rare.

~

There are a lot of interesting possibilities that Standard has to offer right now. Nobody really knows much about what Eldritch Moon will have to offer (well, other than Emrakul...) but waiting to find out is exciting. Right now I'm betting on zombies, lands, and Emrakul herself---when I put it that way, they seems like good places to get my money in.

Insider: Buylisting – Nickels, Dimes and Quarters

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Welcome back, readers!

Today's article is one that's very close to home for me. I've been buylisting at every major Grand Prix I attend for the last few years. I constantly amaze my friends with how much money I make from my buylist box. What's even more amazing (to them) is that I usually let them root through it before we leave and if they want anything at the price listed they can buy it themselves. Rarely do they take me up on the offer, but they all see what is in the box.

At the last five GPs I attended I made between $300-$550 per event, predominantly from selling cheaper cards at buylist. Usually those buylist prices are coins you'd find between your couch cushions.

us-coins

For those not accustomed to US currency,

  • 20 nickels = $1
  • 10 dimes = $1
  • 4 quarters = $1

Simple, right?

A typical white long-box is usually classified as "1000 count," but you can often fit up to 1200 cards in there. That is a lot of cards. And prices add up. For example, if you had just 900 cards (split evenly between three categories above) you would have $120 worth of cards to sell. That's not chump change. But that isn't going to get us into the $300-$500 range.

Sorting and Pricing in Advance

I typically use the following categories:

  • $0.05 (nickels)
  • $0.1 (dimes)
  • $0.25 (quarters)
  • $0.50
  • $0.75
  • $1
  • $1.25
  • $1.5
  • $1.75
  • $2
  • $2.5
  • $3
  • $3.5
  • $4
  • $5
  • Misc

I make a little divider using an extra sleeve and one of the rules cards they give you in some packs instead of a token. Then I slide in a piece of paper that lists the price for that category. Everything behind that divider will be the same price. I've had lots of stores say they really appreciate it and it can make the transaction time go from 1-2 hours down to 15 minutes.

Now that you know how I present it to the dealers, we need to know how to fill that gap between the dividers.

First it's critical to know what format the GP is. Why, you ask? Because it's expensive to travel with a lot of cards, and dealers are humans that make mistakes (like forgetting to bring certain cheap staples). Thus, dealers will forget or choose not to bring some of the cheaper cards that may take up a lot of space.

If you load up on stuff relevant to the format of the GP, dealers may be more interested in buying your cards because they can turn a quick profit instead of leaving with it as extra baggage.

Searching the Buylist

Next up is the time-consuming part.

Now that I know my price points I will then run through Trader Tools set by set using the price filter. First I run it for commons and uncommons worth $0.05 or more. These are the cards you may pick up a ton of in collections or simply acquire through drafting. I love these the most because more often than not I find cards I had no idea were in demand (because nobody asked for them locally).

Recently at GP Charlotte I discovered that Immerwolf had jumped in price and was selling for $2.50 on rampant speculation of a legendary green-red werewolf from Eldritch Moon (for the Commander players dying to build a werewolf-themed deck). The buylists at the time had it sitting at around $1.75 and I was able to sell about 30 copies.

There was an error retrieving a chart for Immerwolf

I will make a point that being organized is a godsend while doing this. If you have your cards organized by set then you can run the quick Trader Tools filter and go through your sorted cards very efficiently. I generally stop at the set level for my organization, as I feel that sorting down to the alphabetical or even color level requires too much reorganization whenever I acquire new cards.

The other benefit of this strategy is that knowing a GP is coming up you can start sorting and pulling a week before, likely doing a few sets/blocks per day. It is much more efficient to sort through cards organized by set then to look up every card in a random box. Every "non-hit" is wasted time, whereas if you just look at a screen that highlights all the non-bulk stuff you can just pass right by the bulk and not spend time typing in the name.

Working With Dealers

Now that you've got your piles of cards nice and divided up, the next step is actually buylisting them.

I will again suggest that you let any friends or your LGS check through it. Money is money regardless of the source---keeping the cards local is a secondary benefit and you also build goodwill with friends and your LGS owner. You never know what few random cards they need to fill empty stock, but they'll remember you were the guy who helped them rebuild it.

Once you're actually on site you will only be selling to dealers (you don't want to be kicked out of a GP you traveled to by breaking the rules). So make sure you get that first part done ahead of time. There are a few important things to keep in mind when buylisting.

  1. The dealers tend to have the most money on the first day. This means they are usually the busiest on this day and are trying to stock up on cards they feel will sell the best (or which they have been out of awhile). This is the day you want to buylist (even if you have to spend more time in lines waiting to do so). Since you (hopefully) put an emphasis on staples relevant to the format at hand, they will likely want to pick up the stuff they didn't bring or expect to be in short supply.
  2. Dealers' time is valuable. They are there to buy and sell cards, so you want to make sure you're courteous and respectful. Some dealers may go through your box and want nothing (or only a few small things). It's still important to thank them for their time and for looking.
  3. Go to the dealers with the fewest people around them. This suggestion is only to save time waiting in line. You want to visit every dealer on site and if you're like most people you dislike waiting in line. Thus if you go to the dealers with no lines to buylist you save yourself some time.
  4. Write down which dealers you've visited. Some of you may have an impeccable memory and can remember everyone you've buylisted to. But with GPs having more and more dealers it's very easy to lose track (especially if you're walking between them in no particular order looking for one with no line to buylist).
  5. After you write down which dealers you've visited, write down how much money you made from them. This isn't necessarily to "track" them, though you certainly can. But by doing this repeatedly I actually have noticed a trend that some dealers are happier to buy these cheaper cards. As a result I like to visit them first (assuming #3 above isn't a problem) because selling quickly means I can be off doing other things later in the day, like playing side events or trading.
  6. Before deciding on cash or credit, browse through their cases and see if they have anything of interest. I've already written an entire article about when to take cash or credit, but you can often find hidden (i.e. underpriced) gems in most cases if you knows your prices. You can pick them up even cheaper when you consider that most dealers offer a bonus to trade in.

Conclusion

There is a lot of money to be made with the little stuff. Not only do you get to clean out some of your extra stock, you can make a good bit of money doing it. More often than not it's with cards you didn't know you had or forgot about.

I set my lower limit at a nickel, which you can obviously change based on your circumstances and inclinations. If you drop it down to a penny you will have to carry a lot more cards to make real money. On the other hand, raising it to a dime or quarter lets you make more money for less effort, but with fewer cards that fit your categories you may actually make less money in the end.

New Adoptions and Emerging Tech from SCG Dallas

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Modern never ceases to amaze me in its constant innovation and evolution. From crazy one-off brews, to slight metagame tweaks in established decks, to defunct archetypes that rise pheonix-like from the ashes with a new printing, there's always plenty to discover. I spent most of the weekend chaining Eternal Masters drafts like a degenerate and watching coverage of the Star City Games Modern Open in Dallas. While I imagine most of you won't benefit from the former, I hope you can from the latter. Today I'd like to go over some interesting cards that popped up across several archetypes. Most of these cards aren't complete surprises, to be sure, but their pedigree in Modern is not cemented yet and players are still figuring out how to use them best.

Wasteland Strangler-cropped

Thing in the Ice

From the time it was spoiled, Thing in the Ice sparked lots of discussion of eternal playability, including in Modern. The promises of the "blue Tarmogoyf" have been left largely unfulfilled, and the hype surrounding the card has subsided. It turns out we might just have been trying to jam it in the wrong deck all along---this weekend Thing in the Ice made an appearance in the sideboard of Aaron Barich's 14th place-finishing deck... Infect!

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Infect, by Aaron Barich (14th, SCG Dallas Open)

Creatures

4 Blighted Agent
4 Glistener Elf
4 Noble Hierarch
1 Dryad Arbor
1 Spellskite

Enchantments

1 Wild Defiance

Instants

2 Apostle's Blessing
4 Become Immense
1 Dismember
2 Groundswell
2 Might of Old Krosa
4 Mutagenic Growth
1 Spell Pierce
2 Twisted Image
4 Vines of Vastwood

Sorceries

4 Gitaxian Probe

Lands

2 Forest
2 Breeding Pool
4 Inkmoth Nexus
3 Misty Rainforest
3 Windswept Heath
3 Wooded Foothills
2 Pendelhaven

Sideboard

1 Grafdigger's Cage
1 Spellskite
3 Kitchen Finks
2 Thing in the Ice
1 Dismember
2 Dispel
2 Nature's Claim
1 Spell Pierce
2 Twisted Image

Thing hasn't panned out in Delver-type strategies for a couples reasons. First of all because the "clock" it presents doesn't pressure life totals immediately. Thing in the IceAs a kind of alternate win condition, it suffers from the problems of attacking on a different axis from the rest of the deck, and doesn't combine well with other creatures like Delver of Secrets or Tarmogoyf that it risks bouncing on the critical turn. The fact that the remove-a-counter trigger is mandatory makes things especially awkward, as you might inadvertently trigger your Thing when you're trying to protect one of your other threats, remove a blocker, or cantrip into more business. It still combos well with the old Bolt-Snap-Bolt to nug them for 6 damage (and rebuy your Snapcaster Mage trigger), but in practice this has all proven to be more cute than powerful.

Infect, on the other hand, seems like a much better fit. Delver strategies aim to cast one or two spells each turn, keeping the opponent off-balance while their signature threat(s) beat down slow and steady. Infect is much more geared towards a single critical turn, when a tapped-low opponent provides them the opportunity to finish things off with a flurry of interactive, one-mana spells. Apostle's BlessingInfect even has maindeck protection for Thing in the Ice naturally built in with Apostle's Blessing and Vines of Vastwood. You'll also note that Become Immense plus any four-point pump spell (Vines, Might of Old Krosa, Groundswell) on a Thing adds up conveniently to the magic number of 17... often just what the doctor ordered in a fetch-shock format.

Infect has always been able to kill the "honest" way when the situation called for it, and many a Dryad Arbor or Noble Hierarch has taken down an unsuspecting opponent who wasn't concerned about their non-poison life total. Thing provides another avenue for this purpose when something like a Melira, Sylvok Outcast is giving you trouble. As an 0/4, it's nice that Thing in the Ice also dodges much of the traditional answers to Infect's threat base---from Grim Lavamancer, to Pyroclasm, to Night of Souls' Betrayal, to the omnipresent Lightning Bolt.

Blood MoonNotably, Thing was also featured in Jack Kiefer's Blue Moon deck, which likewise finished well (in 13th). Here Thing in the Ice plays more to the control role, again showing how the initial predictions about its natural home were wrong. Where Infect tries to kill on one turn from nowhere, Blue Moon aims to get the job done at its leisure, when it's good and ready and the opponent is well locked out. Here Thing doubles as defense by jumping in front of smaller attackers or bouncing a problematic threat to buy time. It has interesting synergy with the card Blood Moon, which sometimes suffers from the problem of "locking out" an opponent who's already winning on board. Thing cleans up any creatures that got in under the Blood Moon, and assuming the dreaded lock piece is doing its job, strands them in the opponent's hand indefinitely.

Wasteland Strangler

Wasteland Strangler in some ways was one of the canaries in the coal mine before the full-on format collapse that was Eldrazi Winter. Along with other relatively fair creatures like Blight Herder, Conduit of Ruin, and Drowner of Hope, Strangler made its Modern debut in the Mono-Black Eldrazi deck that started to make waves before the release of Oath of the Gatewatch. Wasteland StranglerFlanked by the unlikely maindeck Relic of Progenitus and Scrabbling Claws, Strangler granted its early adopters a cheap Shriekmaw effect that could capitalize on the other tribal synergies of the Eldrazi. By the time Pro Tour Oath came around, the mono-black version had been largely supplanted by the colorless and blue-red versions. In the new, busted world of Thought-Knot Seers, Reality Smashers, and Eldrazi Displacers, Wasteland Strangler was largely forgotten and fell by the wayside.

As it turns out, Wasteland Strangler is still a powerful card, and may indeed merit a place in the post-Eye Modern. Joseph Freeman took three copies to a ninth place finish with his take on BW Eldrazi Taxes. He isn't the first person to add the black splash to Eldrazi & Taxes, but the list of successful decks in Opens or Invitationals is short---it begins with Jim Davis in April, Gregory Matthews in May, and ends with Freeman's list from Dallas.

BW Eldrazi Taxes, by Joseph Freeman (9th, SCG Dallas Open)

Creatures

4 Tidehollow Sculler
2 Blade Splicer
4 Eldrazi Displacer
4 Flickerwisp
4 Leonin Arbiter
1 Reality Smasher
4 Thought-Knot Seer
3 Wasteland Strangler
3 Thalia, Guardian of Thraben

Artifacts

4 Aether Vial

Instants

4 Path to Exile

Lands

3 Plains
1 Swamp
4 Caves of Koilos
4 Eldrazi Temple
4 Ghost Quarter
4 Godless Shrine
3 Shambling Vent

Sideboard

2 Grafdigger's Cage
1 Pithing Needle
2 Kor Firewalker
2 Rest in Peace
2 Stony Silence
1 Anguished Unmaking
1 Zealous Persecution
1 Kataki, War's Wage
2 Gideon, Ally of Zendikar
1 Timely Reinforcements

This deck just seems ready-made for Strangler. Instead of messing around with borderline stuff like Scrabbling Claws, the exile effects come naturally in the form of FlickerwispFlickerwisp, Tidehollow Sculler and Eldrazi Displacer. As another cheap Eldrazi, it leverages the equity of Eldrazi Temple and leads to more busted draws. Aether Vial lets us get extra mileage out of the Last Gasp effect, potentially allowing it to eat larger creatures in combat. And a splashed color in Eldrazi Taxes is basically a perfect fit, as the archetype is already in the market for painlands to cast Thought-Knot Seer and activate Displacer.

All in all, this looks like the strongest version of Hatebears/Death and Taxes/Eldrazi Taxes to me, and if I was interested in a disruptive white-based shell, I'd probably start here.

Open the Armory

Yeah, you read that title right. Limited unplayable and virtually-unminted-at-tournaments-of-all-kinds Open the Armory. This effect has seen play before in Steelshaper's Gift, which Affinity has employed at times to fetch out the terrifying Cranial Plating. Now if only there was some kind of deck looking to find a high-impact aura to jam onto its bogle creature-base...

GW Hexproof, by Ian Jasheway (17th, SCG Dallas Open)

Creatures

4 Gladecover Scout
4 Kor Spiritdancer
4 Slippery Bogle
2 Dryad Arbor

Enchantments

4 Daybreak Coronet
4 Ethereal Armor
1 Gryff's Boon
3 Hyena Umbra
4 Rancor
4 Spider Umbra
1 Spirit Link
1 Spirit Mantle
1 Unflinching Courage

Instants

3 Path to Exile

Sorceries

1 Open the Armory

Lands

1 Forest
1 Plains
4 Horizon Canopy
2 Misty Rainforest
4 Razorverge Thicket
3 Temple Garden
4 Windswept Heath

Sideboard

4 Leyline of Sanctity
2 Rest in Peace
2 Seal of Primordium
2 Stony Silence
1 Suppression Field
1 Unflinching Courage
1 Path to Exile
2 Gaddock Teeg

In the same way that Steelshaper's Gift can act as Cranial Plating number five in a deck that's particularly good at abusing it, the one-of Open the Armory finds copies of the most powerful and unique aura in Hexproof, Daybreak Coronet. Daybreak CoronetBut it also opens up a mini-toolbox tutor package, allowing the Bogles pilot to find umbras for wrath and removal protection, Unflinching Courage for the Burn matchup, or Spirit Mantle to cheerfully waltz past chump-blockers. Even Gryff's Boon makes an appearance here, as one more way to grant evasion (and potentially mitigate the nightmare scenario where your bogle actually hits the bin). It doesn't seem beyond the realm of possibility for something even spicier to make its way into the deck, like a one-of Gelid Shackles or, dare I say, Pacifism.

As Sheridan explains today in his Quiet Speculation article on the Eldritch Moon spoilers, three-mana tutors have shown themselves too expensive for the Modern format. But two-mana ones, even if narrow, seem to meet the required metrics of the format. This is exemplified by Sylvan Scrying in Tron, and to a lesser extent Glittering Wish. It may be that we've found another playable tutor in this vein in Open the Armory. Jasheway wasn't even the only player on the tech, as it appeared separately on camera in the hands of another pilot.

Zur the Enchanter

Finally, we have an old non-tiered archetype that has long captured the hearts of brewers everwhere. Zur the Enchanter is certainly not a new idea, but the interesting thing about Lance Austin's take is his adoption of Jace, Vryn's Prodigy and Geist of Saint Traft. He originally piloted a copy of the deck to 6th place in the Orlando Classic, which he updated sightly for the Dallas Open. While he didn't fare especially well in the end, he was featured in a deck tech where he laid out the principles of the archetype.

Esper Zur, by Lance Austin (465th, SCG Dallas Open)

Creatures

4 Geist of Saint Traft
4 Jace, Vryn's Prodigy
4 Zur the Enchanter
1 Thassa, God of the Sea

Enchantments

3 Detention Sphere
2 Spreading Seas
1 Steel of the Godhead

Instants

2 Negate
4 Path to Exile

Sorceries

4 Inquisition of Kozilek
4 Lingering Souls
3 Thoughtseize

Lands

2 Island
1 Plains
1 Swamp
3 Creeping Tar Pit
2 Darkslick Shores
2 Flooded Strand
2 Godless Shrine
1 Hallowed Fountain
3 Marsh Flats
4 Polluted Delta
1 River of Tears
1 Watery Grave
1 Eiganjo Castle

Sideboard

2 Engineered Explosives
3 Leyline of Sanctity
1 Phyrexian Arena
2 Rest in Peace
1 Steel of the Godhead
3 Stony Silence
3 Timely Reinforcements

The traditional way to build Zur is with the intention of suiting up the Enchanter himself to keep crunching into the red zone and fetching up more nonsense turn after turn. If you work hard enough you can create a lifelinking, unblockable, untargetable monster. Steel of the GodheadAs Austin explains in the deck tech, Geist of Saint Traft provides the deck a much faster avenue to accomplish all this, and is the preferable target for Steel of the Godhead. You'll notice there's very little "cute" in this build, and Austin has opted for the leanest enchantment package necessary to get the job done, ensuring fewer randomly bad topdecks. This is further augmented by Jace, which can loot away superfluous enchantments or redundant copies of Zur himself that decide to show up at an inopportune time.

Like with Armory, the possibilities for customization and metagame tweaking here are enormous. For example, the one-of Thassa in this latest version was a concession by Austin to a more controlling meta---it could just as easily be a Ghostly Prison for aggressive strategies, or an Eidolon of Rhetoric to combat combo strategies. Ultimately it doesn't seem that Zur is likely to jump up the tiering scale any time soon, but the prospect of a tutor (really a Tinker) every turn is nothing to sneeze at---the archetype is something to keep in mind when and if any new enchantments of interest get printed.

Modern, a World of Innovation

Hopefully you enjoyed this romp through the less-established parts of the SCG Dallas results. Perhaps you're already familiar with these developments, have tried them out yourselves, or even helped to spearhead them in the first place. Either way, keep brewing and iterating, and I'll catch you next time.

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