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Insider: Evaluating Early Eldritch Moon for Modern

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Last week, you read my article either in the hours before the big Eldritch Moon reveal, or right when it was hot of the presses. I know some players and story buffs were disappointed to see the Eldrazi back so soon, but as I wrote about on the Nexus, I was a pretty happy camper. A cool new Emrakul is still a cool new Emrakul, and my recently built R/G Tron deck will be happy to try out a few copies in the Ulamog, the Ceaseless Hunger slot.

Today, you'll again be reading this article either right before some official previews hit the web, or immediately after. Oh, the trials and tribulations of a Monday author! Thankfully, this time around we have a full week of scattered spoilers to get excited about. Doubly excited if you're sleeving up Urza's lands and Eldrazi Temples.

Big mana on tap for Eldritch Moon

Between three official previews and two unofficial spoilers, we're at a promising start (Emrakul pun intended) to the Moon season. I'll assess all of them for Modern playability and financial outlook, making this one of the few weeks we can do a Modern breakdown of each and every reveal for the five-day period.

Preview season is a prime time to get ahead of impending spikes and invest around newly minted technology. Although no one gets excited about Wizards' nth attempt failure to update Clone variants, there are at least two cards in last week's Eldritch Moon batch that have me interested.

Emrakul, the Promised End

Eldritch Moon's inaugural reveal didn't disappoint. Bitter #TeamMaritLage or #NoMoreEldrazi fanatics should put down the torches and enjoy this dangerous new monster coming to Modern tables near you. Modern players historically complain about the lack of format playables in new sets (and then complain again when the playables don't meet their opaque expectations), and Emrakul is the rare set poster-child that is both flavorful and powerful.

Then again, if you hated playing against the Tron strategies before Moon, you're going to hate them even more after.

Emrakul the Promised End

As I mentioned earlier, I posted my full Emrakul, the Promised End analysis last Wednesday on Modern Nexus, which I encourage you to (re-)read for the analytical steps I took in testing out the biggest, baddest new legend in the format. In summary, I stuck Emrakul into a stock R/G Tron list and then tested her, comparing her performance in every boardstate to Ulamog, the Ceaseless Hunger's performance in those same situations. I also evaluated her on her own merits.

Testing showed that Emrakul was at least as strong as Ulamog in the vast majority of tested scenarios, with significant upsides when she was stronger. Further testing since Wednesday has only confirmed these points, which I'll lay out here to summarize the pro-Emrakul case:

  • Emrakul and Ulamog frequently land on the same turn. Her cost is not an issue with the cost reduction, particularly in lists packing Lightning Bolt.
  • Emrakul's Mindslaver imitation almost always meets or exceeds Ulamog's double-exile, averaging four cards removed. Note this is up from the 3.5 I calculated in my sample on Wednesday.
  • The ceiling to Emrakul's on-cast trigger is very high, sometimes ending the game on the spot with 6+ card blowouts.
  • As a flier, Emrakul gives you a critical defender against Infect and Affinity players looking to close out a game. Ulamog cannot do this on certain boardstates where opponents have three or more critical threats.

Taken collectively, those are strong selling points for a hyped new mythic and a great starting point for Emrakul.

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

Because R/G Tron typically plays only 6-8 creatures, with many slots already committed to threats like Wurmcoil Engine and World Breaker, Emrakul competes directly for Ulamog as the curve-topper. Post-Eldrich Moon, my testing suggests Emrakul will take at least one of those slots in most metagames, either splitting 1-1 with Ulamog or edging him out completely.

Of course, it's also possible Emrkaul finds a home in other Tron or Eldrazi decks. Blue-based Tron, for example, plays more instants and can use discard outlets to reliably fill graveyards. Emrakul could certainly have a home here, although I generally shy away from the old "This card will make my Tier 3 deck Tier 2!" arguments; they rarely pan out in Modern. Even so, keep these blue decks in mind as you consider Emrakul's prospects.

Blue Tron and Emrakul

If Ulamog does fall out of fashion in favor of Emrakul, or if Emrakul starts sharing deckspace with Ulamog, then Emrakul's price tag is all but guaranteed to settle around Ulamog's. Post-Moon Emrakul would see about as much Modern play as Ulamog sees now, not to mention enjoying additional demand from Standard and casual formats (where she will also assuredly see play).

This means she's over-valued at $19.99 when Ulamog is down in the $12-$14 range, but a good pickup once she drops down to where Ulamog is today. It's very unlikely she'll be worth much more than Ulamog (given that Ulamog's prevalence should be largely predictive of her prevalence), but I could see her creeping a bit higher due to her Nahiri synergy in Standard. If so, that would still put a ceiling around where she is today. Invest accordingly.

Coax from the Blind Eternities

Emrakul is clearly the big early winner in Eldritch Moon, but another Eldrazi-themed storypoint also shows some preliminary Modern potential. And unlike Emrakul, who caters more to mainstream R/G Tron players than other Urza's variants, Coax is all blue, all the time.

coaxfromtheblindeternities

Mechanically, Coax gives the different blue-based Tron strategies a number of edges. It lets all of them run an Eldrazi wishboard to tutor answers and outs to various situations. Against combo, it grabs Thought-Knot Seer. If you need to race, Reality Smasher is on the way. For midrange grindfests, Drowner of Hope is there for value. You can also get either Ulamog or Emrakul to seal the game instead.

As an added bonus pointed out by one of my MTGSalvation forumgoers, Coax also synergizes very well with the seldom-played U/R Through the Breach Tron strategies. I don't know if this kind of untiered deck can push into Tier 3 or higher, but Coax would certainly help.

There was an error retrieving a chart for Through the Breach

All those upsides aside, Coax has one big problem that has felled many other Modern tutors: a three-mana casting cost. Idyllic Tutor, Fabricate, most of the transmute cards (except Tolaria West in old Amulet Bloom), and other three-mana, sorcery-speed tutors see essentially zero play in competitive Modern. At three mana, Coax seems likely to follow in their forgotten footsteps.

Even one-mana Traverse the Ulvenwald, despite a lot of initial promise and buzz from many players including myself, couldn't cut it!

Failed tutors in Modern

That said, there are a few two-mana tutors which do make the Modern cut. Sylvan Scrying is the Tron mainstay, with Glittering Wish seeing occasional play depending on the metagame. We also know Tron decks push up the curve to make otherwise unplayable cards (Karn Liberated, Ugin, the Spirit Dragon) into virtual three- or four-drops.

If those two principles can be combined, we might see Coax shine in blue-based Tron decks as a "virtual" two-mana tutor. Once Tron is assembled, Island plus Mine/Power Plant gives you all the otherworldly Coaxing power you could want. It does limit you to a turn four play (you'd need four lands on the battlefield), but that turn four Coax into Thought-Knot Seer or Reality Smasher can be very strong.

Despite these strategic possibilities, it seems very unlikely that the sorcery will coax anything more than a $2-$3 price tag once the set is released. Niche rares from widely-opened sets rarely get more, and Coax is unlikely to break the mold. Standard demand could definitely drive this higher (see Standard all-stars like Thalia's Lieutenant and Hangarback Walker with occasional Modern relevance), but I wouldn't bet on it and wouldn't buy too aggressively.

Thalia, Heretic Cathar

I've been putting in lots of Ad Nauseam reps on MTGO, and evil Thalia, Guardian of Thraben has cost me more than a few games and League finishes. Thalia is a name synonymous with "Death and Taxes" in all formats, and those are big shoes for her newest version to fill.

Wizards seems to have identified Thalia's competitive role, trying to keep her new design true to the Death and Taxes history while also sporting new abilities.

Thalia Heretic Cathar

I haven't tested Thalia the same way I tested Emrakul, but it's hard to evaluate this card favorably in Modern. As a three-mana 3/2 with no immediate board impact, Thalia is already failing two of the key "Bolt Test" metrics on the spot.

For review, the Bolt Test is not "Does this card die to Bolt?" Wild Nacatl dies to Bolt. Dark Confidant dies to Bolt. Blighted Agent dies to Bolt. The Bolt test is clearly much more than just the act of dying to the red staple. Specifically, it encompasses a few qualities:

  1. Does this card die to Bolt at parity? If not, what's the resource difference?
  2. Does this card have an immediate impact even if it gets Bolted? If so, is that impact consistent and relevant?
  3. Does this card protect itself from Bolt in any way?
  4. Does this card take over the game if it is not Bolted? If so, how decisive and reliable is that effect?

Something like Nacatl doesn't exactly take over the game if it lives, nor does it do anything if it dies immediately. It does, however, only cost one mana, which means it trades one-for-one with Bolt. Or, to quote one of my favorite apocryphal Modern phrases, your creature didn't die to Bolt. Bolt died to your creature.

By a similar token, Tidehollow Sculler dies to Bolt but can also remove a Bolt to stay safe. Old Thalia, Guardian of Thraben made Bolt cost two mana, making a resource trade at parity with Bolt. Flickerwisp, a D&T three-drop mainstay, always exiles even if it dies. And then there's Eldrazi Displacer which does die to Bolt but also completely shuts down opposing removal and gameplay (in tandem with Flickerwisp) if unanswered.

Passing the real Bolt Test in D&T

Unfortunately, new Thalia doesn't cut it here. She's one-for-four on our Bolt Test standards, with her only upside being an ability to run away with the game's tempo if she isn't immediately answered. A one-sided Kismet-lite is very hard for a lot of Modern decks to deal with, particularly if pressured by attacks or other D&T creatures.

Thalia's problem is that at three mana, she can't hit play early enough for the tapdown to be effective. Another problem is that the lockdown effect is only effective in the midrange and control matchups, with most aggro decks (except potentially Gruul Zoo and its hasted creatures) running right over her early.

That said, the dream scenario of a turn one Noble Hierarch into turn two Thalia on the play is very tantalizing. Few fair decks can overcome that play, although it does gear Thalia more towards Hatebears than Death and Taxes (don't know the difference? Hatebears is the one with all the "enters-the-battlefield" effects).

There was an error retrieving a chart for Noble Hierarch

Overall, these strategic assessments suggest Thalia is unlikely to make it in Modern. She's also a promotional card (potentially the Buy-a-Box promo), which will further devalue her. I do think she's much better in Legacy, where she decisively shuts down Elves and screws with Sneak and Show Emrakuls, but that doesn't put an inspiring ceiling on her price. Expect this to be around the $2-$3 range at best.

Ulrich of the Krallenhorde

Three early previews down, two to go! Unfortunately, these closing cards don't live up to the buzz of the first three, even if Commander players everywhere are happy to finally get the long-awaited legendary werewolf.

Now, if only the Modern werewolf fans can get their long-awaited format playable.

ulrichofthekrallenhorde ulrichuncontestedalpha

Huntmaster of the Fells is disappointed in his boss. Despite passing the Bolt test and even dodging Abrupt Decay, Ulrich just doesn't meet the standards for a Modern playable.

His immediate impact is purely offensive, with no interactive applications outside of a massive ten-damage fight trigger if he does flip. I'm not complaining about the fighting; Huntmaster had a similar effect and was eminently playable. Ulrich just falls flat because his on-enter trigger is too low-impact.

Too bad Wizards didn't reverse the triggers, even if it wouldn't make much flavor sense. That would have at least given Ulrich a fighting chance.

In all honesty, I had low hopes for a long-awaited legendary werewolf---with expectations and design constraints like that, it's hard to hope for a Modern playable. I do think this will be Standard-playable in the right strategy, and I assume the Commander crowd can find a home for him, so the current $7-$9 price tag seems about right. Of course, if you scent any Modern playability, however unlikely that is, this price could get even higher.

Identity Supplanter

We close out the official pre-preview week with a real doozy of a Modern card. Did you think Clone variants were bad? Did you think Thalia was bad for failing the Bolt Test? Well, with Identity Supplanter (or "Identity Thief," depending on the final translation), Wizards hits it out of the park with a bad Clone variant that also fails the Bolt Test.

And I thought I was annoyed with the abysmal Altered Ego!

Identity Supplanter

The newest shapeshifter is the bulkiest of the bulk rares. I saw some talk about this at least being Legacy-playable in Sneak and Show scenarios, but a) the trigger wouldn't activate Emrakul's annihilator even if you exiled her, and b) it couldn't even snipe off an opposing Marit Lage. I guess it pitches to Force of Will?

Let's just say I'm happy previews are starting in earnest this week.

Eldritch Moon Inbound!

I really can't leave you on that last note, so let's actually end with a real monster of an Eldrazi packed with power and flavor. Or rather, half of the monster because the other side (or sides) haven't yet been released.

Hanweir, the Writhing Township

Hanweir the Writhing Township

If you had asked me about Hanweir last week, I would have assumed it had some red or green enchantment on the other side. It fit the number crunch on new cards, and the only other hasted double-faced card was off the non-creature Westvale Abbey from Shadows.

Thankfully, as I was writing this I stumbled across the MTGSalvation post discussing a new Eldritch Moon mechanic: meld. Citing Reddit sources, the post points to a (bizarrely) new way double-faced cards will interact and I'd bet my entire Ad Nauseam deck that Hanweir will fit that new mechanic. That makes Hanweir less likely to be Modern-playable (it's hard to keep small, synergistic creatures around in a removal-packed format), but doesn't detract from the card being awesome.

However it turns out, don't buy Hanweirs for anything less than $1-$2 until you see its meld conditions.

~

Thanks for joining me today as we took a brief tour of the Eldritch Moon previews up through today. Join me next week as we review more Eldritch action and see how those crazy new mechanics are going. Got questions about these cards or other investment opportunities? Let me know in the comments and I'll see you soon.

Insider: 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.

The link to the live portfolio hasn't changed and is right here!

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

Breaking Oaths: Brewing With Emrakul, the Promised End

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Finding ways to make an 8/9 has always been an integral part of my Modern experience. When the delirium mechanic was spoiled, I exploded with excitement. Growing Tarmogoyfs had become my entire life at that point, and having something else to do with an 8/9 Tarmogoyf was like discovering a new reason to live. But delirium only rewarded me for hitting 4/5. It seems someone at Wizards also enjoys growing 8/9 Goyfs. And that someone designed Emrakul, the Promised End.

oath of nissa art crop

Emrakul is definitely Modern-playable to some degree. At the very least, she should become a sideboard staple in Eldrazi decks, taking over for Ulamog, Kozilek, and World Breaker when it comes to stabilizer-killers. I can also see her making waves in Tron, which Sheridan's testing also supports. All week, I've tried integrating Emrakul into midrange decks other than Tron.

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Accommodating the End

Emrakul the Promised EndTo effectively run Emrakul, the Promised End in Modern, a deck needs to:

  • Frequently go into the late-game. Emrakul costs 13 mana. 13! Even with a significant cost reduction (let's say, of four), she'll run pilots a large sum if they want that nuked Mindslaver effect. Decks must regularly enter the late-game to make use of this Eldrazi.
  • Not have something better to do in the late-game. UW Titan, a value midrange deck with top-end bombs like Elspeth, Sun's Champion, probably doesn't want Emrakul. It already has lots to do on turn six. I'm guessing Emrakul will replace or compliment certain late-games, such as Tron's or Eldrazi's; she seems like a better Ulamog in many scenarios, and a better World Breaker in others.
  • Have plenty of card types. That doesn't necessarily mean eight, although it might for me. I'm already in the business of breeding big Goyfs. Some players might feel comfortable casting Emrakul for no less than six or seven mana, and that's fine too. But it's crucial to recognize how much she'll usually cost, given the card types a deck runs and how effortlessly those cards make it to the graveyard.

All the decks I experimented with ran these cards:

I think this core is where it's at for Emrakul in non-Tron decks. Tarmogoyf plays nice with Bolt effects, and Tarfire grows him faster than anything in Modern while being the only playable tribal spell. Traverse keeps the Goyfs flowing, and lets us dig out our singleton copy of Emrakul once we accumulate enough mana and card types to cast her. It also allows us to play a creature toolbox.

Another card that found its way into each of my decks is Oath of Nissa, an enchantment that bins itself given multiple copies and adds consistency. Oath especially enhances decks with valuable lands like Eldrazi Temple, or decks with high creature counts. As such, I don't consider it a staple for non-Tron Emrakul decks.

The Promised End in TarmoDrazi

The first place I tried to stick the Promised End was TarmoDrazi. Here's a deck that already plays plenty of card types to turn on Traverse the Ulvenwald, makes lots of land drops in grindier matchups, and has Eldrazi Temple to reduce Emrakul's cost even further.

TarmoDrazi, by Jordan Boisvert

Creatures

4 Tarmogoyf
4 Noble Hierarch
4 Matter Reshaper
4 Thought-Knot Seer
4 Reality Smasher
1 Emrakul, the Promised End

Artifacts

2 Mishra's Bauble

Enchantments

4 Oath of Nissa

Instants

4 Lightning Bolt
3 Tarfire

Sorceries

4 Traverse the Ulvenwald
4 Ancient Stirrings

Lands

4 Eldrazi Temple
4 Wooded Foothills
2 Stomping Ground
2 Ghost Quarter
1 Sea Gate Wreckage
1 Cavern of Souls
2 Forest
1 Mountain
1 Wastes

Sideboard

3 Kozilek's Return
1 Grafdigger's Cage
2 Pithing Needle
2 Ancient Grudge
1 Spellskite
2 Dismember
1 Choke
1 Reclamation Sage
1 World Breaker
1 Magus of the Moon

One thing I love about this build of TarmoDrazi is that it gets way ahead with an early Hierarch, but it's also fine with the dork getting Bolted. In fact, Hierarch eating removal is our main way of ensuring a creature in the graveyard for Traverse. Bolt stinks against every other creature in the deck, but Hierarch incentivizes opponents not to board it out.

I initially tried jamming three copies of Emrakul into the deck, realizing she could cost just six mana if I dumped enough cards into the graveyard. Unfortunately, the pieces for that scenario rarely came together. TarmoDrazi simply didn't have enough ways to Entomb all its card types fast enough for Emrakul to matter.

When I cut Emrakul down to one copy, she started to impress me. Traverse gives us a way to search the boss monster without having to worry about clogging. If we're in a position to cast Emrakul, we definitely have delirium turned on.

Mishras BaubleMishra's Bauble was originally Spellskite, and I bounced around between these choices frequently in my testing. In TarmoDrazi, I think Bauble might be preferable, since it turns on delirium faster. Achieving delirium quickly allows Traverse to ramp us by tutoring Eldrazi Temple. But I don't like the numbers so much---ideally, I could make room for a third Bauble in this deck to hit the artifact type more often.

On a similar note, the games I played didn't consistently find me with an enchantment in the graveyard. To get one there, I had to draw two copies of Oath of Nissa in a game. Combined with the low Bauble count, this issue sometimes made it tough to adequately reduce Emrakul's mana cost.

Splashing Blue

A light blue splash for Thought Scour greatly alleviated these issues. The splash isn't absurdly hard on the manabase, but it does turn TarmoDrazi into a sort of four-color deck (RUGC). The biggest drawback to splashing blue is we lose valuable space. With the added air, we have to cut Matter Reshaper, something that hurts our odds against attrition decks. Most importantly, Lightning Bolt gets the axe so the deck can focus on turning on delirium, casting huge creatures ahead of curve, and hitting Emrakul mana in the mid-game.

Temur Eldrazi, by Jordan Boisvert

Creatures

4 Noble Hierarch
4 Tarmogoyf
4 Thought-Knot Seer
4 Reality Smasher
2 Spellskite
1 Emrakul, the Promised End

Enchantments

4 Oath of Nissa

Instants

4 Thought Scour
4 Tarfire
2 Stubborn Denial

Sorceries

4 Serum Visions
4 Traverse the Ulvenwald

Lands

4 Eldrazi Temple
4 Yavimaya Coast
4 Misty Rainforest
2 Wooded Foothills
1 Stomping Ground
1 Steam Vents
1 Breeding Pool
1 Island
1 Forest

Sideboard

2 Pithing Needle
2 Ancient Grudge
2 Dismember
3 Kozilek's Return
1 Stubborn Denial
1 Magus of the Moon
1 World Breaker
1 Emrakul, the Promised End
1 Glen Elendra Archmage
1 Sower of Temptation

Another piece missing from this list is Ancient Stirrings. I'm not sure a RUGC version of TarmoDrazi has enough colorless cards to take full advantage of the cantrip. Besides, we have a superior option available in Serum Visions. This card doesn't see play in Bant Eldrazi, and in that deck, Stirrings is definitely better. But I think Visions' ability to dig for Traverse the Ulvenwald, removal, or countermagic gives it an edge in this build.

One additional perk of splashing blue is access to countermagic. Stubborn Denial plays very well with Eldrazi fatties, making already disruptive beaters like Thought-Knot Seer and Reality Smasher close to impossible to remove. Denying a kill spell aimed at Smasher after opponents discard a card to his targeting trigger is the most existentially satisfying play in the deck, but casting an uncounterable Mindslaver comes close.

Thought Scour's inclusion changes the kinds of cards we include. Spellskite gets the nod over Mishra's Bauble as an artifact, and Tarfire maxes out at Lightning Bolt's expense. Since these cards have two card types, they turn on delirium very efficiently. Dumping a Skite with Scour rewards us greatly, and equates to milling "three" cards. In TarmoDrazi, we have to be facing off against opponents who will actually remove our Spellskite to reap graveyard value from it. Some decks, like Ad Nauseam, are happy to ignore the 0/4 Horror and leave our Traverses (or Emrakuls) dead in hand.

The Promised End in Modern Midrange

Liliana of the VeilI still wanted to find a home for Emrakul, the Promised End in a fairer deck. A friend of mine expressed excitement at the prospect of Emrakul in a Sultai midrange shell, pointing to Liliana of the Veil as an ideal eighth card type for delirium affinity and Thought Scour as the simplest way to self-mill in Modern. His suggestion led me to test Emrakul in non-Big Mana, non-Eldrazi strategies.

Emrakul occupies a unique spot in Modern's traditional midrange decks. These decks have been at their best when they boast an I-win button---Splinter Twin was banned from Modern for effortlessly slotting into one of the format's premier interactive options. Midrange decks often have longer games, and with a stocked graveyard, Emrakul can cost as little as five mana, just a single mana off from the Splinter Twin combo.

Of course, we can't reliably expect to cast Emrakul on turn five in a midrange deck, but with four copies of Traverse the Ulvenwald, Thought Scour, and Snapcaster Mage, we have a very reliable way to search her up when we do assemble the mana and card types to cast her. And if Sheridan's Emrakul testing in Tron is any indication, casting Emrakul almost always wins the game.

BUG's Big Problem

Sultai decks have always had some serious issues in Modern. The wedge tends to breed decks as slow as (if not grindier than) Jund, making its Tron matchup abysmal. Without access to Crumble to Dust or Blood Moon, Sultai has an even harder time against Tron than its interactive cousins. And without Lightning Bolt, Sultai lacks efficient ways to answer creatures early. That the aforementioned Blood Moon is frequently terrific against three-color non-red decks adds insult to injury.

All these weaknesses led me to ditch Sultai after just a few games with a rough list. No red also meant no cheaper tribal option than Nameless Inversion, so Emrakul had less synergy in these colors than I'd originally thought. But the possibility of running Liliana of the Veil still intrigued me.

Rebuilding Temur Traverse

The optimal grinding colors for Emrakul, the Promised End seem to be blue-red-green. Blue gives us Thought Scour and Snapcaster Mage, green gives us Tarmogoyf and Traverse the Ulvenwald, and red gives us Tarfire and Lightning Bolt, as well as ever-relevant Blood Moon effects. Sadly, these colors leave out Liliana of the Veil. Or do they?

Lili Traverse, by Jordan Boisvert

Creatures

4 Snapcaster Mage
4 Tarmogoyf
2 Spellskite
1 Scavenging Ooze
1 Magus of the Moon
1 Huntmaster of the Fells
1 Emrakul, the Promised End

Enchantments

4 Oath of Nissa

Instants

4 Thought Scour
4 Lightning Bolt
2 Tarfire

Planeswalkers

4 Liliana of the Veil

Sorceries

4 Serum Visions
4 Traverse the Ulvenwald

Lands

4 Misty Rainforest
4 Scalding Tarn
2 Wooded Foothills
2 Stomping Ground
2 Steam Vents
1 Breeding Pool
1 Urborg, Tomb of Yawgmoth
3 Island
1 Forest

Sideboard

2 Pithing Needle
2 Ancient Grudge
1 Dismember
2 Blood Moon
3 Negate
2 Pyroclasm
1 Huntmaster of the Fells
1 Glen Elendra Archmage
1 Sower of Temptation

Liliana of the Veil is stunningly easy to cast in this deck. An on-board Oath of Nissa lets us slam her with any combination of lands, and we achieve delirium fast enough that the four copies of Traverse the Ulvenwald can search out a lone Urborg, Tomb of Yawgmoth if we need it. That's not just nine mainboard black sources, but nine mainboard double-black sources. The question is whether Liliana is a card Temur Midrange decks even want. I'm inclined to believe so, since she allows us to deal with previously unkillable threats like Tarmogoyf.

The rest of the deck is standard fare for Temur Traverse. The Snap/Traverse/Scour package helps us find whatever we need in a given moment, seven Bolt effects gun down synergy-based creature effects, and searchable bullets like Magus of the Moon randomly punish opponents for greedy openers.

One important aspect of Temur Traverse decks generally is their ability to play very efficient cards. Tarmogoyf, Lightning Bolt, and Snapcaster Mage are all seminal Modern staples, but more Modern all-stars live in the sideboard. I want to draw attention specifically to Blood Moon and Pyroclasm, blanket strategy destructors that singlehandedly hose a plethora of Modern decks and have ample utility against a good chunk of the top 10. Any deck that can play these cards should. In my opinion, their existence is what keeps wedges like Sultai from ever seeing play. Not that Pyroclasm does much against that color combination, but having access to it helps decks so much that "something red" is usually better than blue-black-green.

An issue I noticed in my early testing is that Lili Traverse doesn't bank on its late-game, often preferring a tempo strategy and digging for its lands. It might better serve the deck to cut some air for more mana sources and become a bigger midrange deck à la Jund, which would allow us to pack threats like Raging Ravine and make casting Emrakul more natural.

Mom's Spaghetti

World BreakerI've only had Lili Traverse built for a couple days, but I think it represents my strongest effort yet to integrate Emrakul, the Promised End into non-Tron or Eldrazi decks. As far as I'm concerned, she's a shoe-in there, costing the same or less than Ulamog or World Breaker, respectively, and wreaking a lot more havoc. When it comes to fair midrange decks, we'll have to see if Emrakul settles down or just invades another plane.

My spidey senses suggest the latter, as the easier-to-enable Traverse the Ulvenwald has only seen fringe play despite my high expectations for the card. That's fine with me. As far as I'm concerned, spoiler season is brewing season. Even if the cards Wizards spoils end up bad, it's up to us to figure out what makes them bad. Kudos to them for continuing to print cards that pique our creative spirits and resist immediate playability ratings.

Insider: Preparing for Eldritch Moon

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Eldritch Moon is fast approaching, and as the second set in a block it means that some adjustments need to be made to our Standard portfolios. We don't have a lot of information about what will be in Eldritch Moon yet, though we do have some actionable data points.

For starters, it seems clear that Emrakul, the Promised End is intended to be a flagship card for the set. This is the current big bad of the Magic universe, and to assume otherwise would be naive. The card is designed in a way to play well both with Nahiri, the Harbinger or in a deck committed to hard-casting it.

1YJK1vW

While a number of players seem disappointed in Emrakul, I have yet to see a high-profile player make the claim that she is anything but excellent. If you can get all seven Standard-legal card types into your graveyard and cast Emrakul on turn six for six mana, it's clearly just nuts. The cost-reduction ability on Emrakul heavily suggests that there will be continued exploration of the delirium mechanic or something similar.

Some cards with multiple card types or even just leaner playable cards of varying types would go a long way. Enablers to supplement or even replace Vessel of Nascency and Gather the Pack are high on my watch list for Eldritch Moon.

Of course, you're here to read about cards of value, not Standard-legal common and uncommon cogs. A few mythic rares immediately come to mind when it comes to mapping out potential Emrakul decks. Let's start with the obvious:

Nahiri, the Harbinger

There was an error retrieving a chart for Nahiri, the Harbinger

Being able to use Nahiri to find the new Emrakul isn't as exciting as finding the old Emrakul, though Standard power level doesn't have to be on par with Modern power level. I could definitely see Nahiri being great with Emrakul, the Promised End not just because of the ability to tutor up a 13-ball to the opponent's dome, but also to rummage through cards to enable a discounted Mindslaver. Honestly, a cast of Nahiri, Tormenting Voice, Magmatic Insight and Pyromancer's Goggles sounds like a great starting point for a deck.

I think the notion of $50 Nahiris is kind of absurd---she's in the current limited format and her applications, despite being great, are also niche. Nahiri is going to continue to see constructed play on and off, and I like owning a set, but I don't see it as a tremendous spec. I wouldn't expect gains higher than 50% in the short term unless Nahiri completely dominates the next Pro Tour, and I believe those gains are ambitious to being with. I am definitely more interested in Nahiri as a player than an investor.

Mindwrack Demon

There was an error retrieving a chart for Mindwrack Demon

With a body that can tussle with Archangel Avacyn, Mindwrack Demon isn't that far from constructed playability. Reflector Mage is a serious problem, though an efficient deck with some good delirium support could easily support a turn four Demon into a turn six Emrakul. The fact that Demon helps to bring your opponent in range to die to Emrakul and also provides another huge blocker for the Mindslaver turn is pretty serious upside.

As a bulk mythic barely on the outside of Standard playability, you can do a lot worse than buying a few sets of Mindwrack Demon. The Duel Deck promo is prohibitive of the potential growth of the card, but it's the sort of card that you'd play four of. It's certainly undervalued at current prices if that starts happening.

Jace, Vryn's Prodigy

There was an error retrieving a chart for Jace, Vryn's Prodigy

Jace has plummeted in value since fetchlands rotated out of Standard, though the card still sees some Standard play and stands to gain a lot if enabling delirium starts to matter more. A lot in terms of viability, not necessarily a lot in terms of value. I expect Jace to be a long-term gainer, though his time in Standard is coming to an end.

I think I like extra copies of Jace more than I like extra copies of Nahiri, though the risk here is something to be aware of. I don't know if Jace's floor is lower than $20, and he's a lock for continued relevance in eternal formats, but if Jace just continues to miss in Standard you are losing $10 by buying now instead of later.

By and large, this is the time to be formulating a plan to move off of any Dragons of Tarkir and Magic Origins cards with value driven by Standard. Some will see some short-lived hype with the next Pro Tour, though they're definitely gambles relative to investing in cards with longer shelf lives. I also envision Den Protector being a strong candidate for increased play, though am not in love with picking it up either.

Kozilek's Return

There was an error retrieving a chart for Kozilek's Return

With regard to Emrakul, the other place she is likely to see play is in a regular ol' ramp deck. You don't need a ton of card types in your graveyard if you're just accelerating your mana anyway. Emrakul is likely to come at a discount relative to Ulamog, the Ceaseless Hunger while being at a comparable rate and more devastating than World Breaker.

The greatest fear for such a deck is getting run over, and I imagine one of the best tools for a less graveyard-focused Emrakul deck will be Kozilek's Return. Goggles Ramp with Emrakul could actually just be nutty.

The "Expedition effect" is definitely something to be aware of when investing in cards from Oath of the Gatewatch and Battle for Zendikar, so I wouldn't recommend going terribly deep on this one. Gideon, Ally of Zendikar is seemingly at an all-time high for both Standard play and format dominance, being featured as a four-of in the de facto best deck. That said, his price is concretely under $20 at this point in time. So I see the potential future of value of Kozilek's Return being somewhere in the $10-12 range.

~

As Eldritch Moon approaches, I think the question will be how people are Emrakuling rather than if. As more of the spoiler is revealed we'll get a better idea, though I think it's important to already be on that page as spoilers pour in. What we know now is that Emrakul is great in the right shell; what we have to figure out is what undervalued cards will fit into that shell, and also what other new goodies we'll be getting.

Thanks for reading.

-Ryan Overturf
@RyanOverdrive on Twitter

High Stakes MTGO – June 12th to June 18th

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Welcome back for another High Stakes MTGO!

Only a few adjustments this week while waiting for the big Legacy sale season. I notably picked up a few Sunscape Familiars as they were heading down and I still believed in that spec. It appears now that it is going to pay off big and fast!

I also sold a few loose positions and liquidated the rest of my big Legendary Cube Prize Packs pile which really was an exciting spec.

The latest snapshot of the portfolio is here.

Buys This Week

MR

Misty Rainforest dipped again below 18 tix; this was not the first time I restocked a couple of playsets of this Zendikar fetchland. The rainforest topped 27 tix three weeks ago but I'm expecting a little more---closer to 30 tix---with the Legacy Festival event coming up.

SF

Peregrine Drake is reprinted as a common in Eternal Masters and this might resurrect the Esper Familiar combo deck in Pauper even in the absence of Cloud of Faeries---at least that's my bet at this point. The white wall from Planeshift had already spectacularly jumped from nothing to 2 tix with the full list of EMA out before settling down around 1.5 tix.

If Esper Familiar gets back to its past efficiency then Sunscape Familiar is likely to reach 5 tix again. As of writing the wall has already jumped over 3 tix. Let's see where this entirely speculative bet leads me a few weeks from now.

ToA

The price of Thorn of Amethyst has not really rebounded yet after the Lorwyn block flashback drafts. I simply reinforced my position here a tiny bit since the price was the same as what I was looking for during my first wave of purchase.

Sales This Week

Legendary Cube Prize Pack

This position is finally closed---what a ride! More than 90% profit on a booster spec is definitely a rare thing and I'm very satisfied with the way this spec went. 3 tix seems to be the current ceiling for the PZ1 packs but without any special events awarding these boosters,who knows what the real ceiling is.

However, since we are on MTGO any of the cards from the Legendary Cube set can be reprinted any time, and the packs can be awarded again for any special event. Keep this in mind if you are still riding the trend.

Another of these cards that never rebounded the way I wanted. After a one month-long dip below 4 tix in May, the Ascendant came back in the 5-5.5 tix range recently. Magic 2011 drafts are only scheduled in September but I don't see any good reasons to hold on to this spec for the time being. I'm out with a symbolic +2.1 tix of profit.

This version of Kozilek has been lagging as well since last summer when I bought it. The new Eldrazi additions from BFZ and OGW certainly didn't help Kozilek, Butcher of Truth make a comeback in Modern Tron decks, or in any other deck.

From a desperate 1 tix, Kozilek's price doubled up in three weeks to come back, again, slightly above 2 tix. This time around I let this big Eldrazi go for good and cashed out a marginal profit.

My temples spec (Temples of Enlightenment, Malady, Malice and Epiphany) was actually a decent set of specs, although maybe on too small a scale considering the size of my current bankroll.

All temples have been higher than my buying prices at some point for as long as I held them. After Temple of Enlightenment, Temple of Malady is the second one I'm selling, taking advantage of local spike. I develop a little bit more on the Theros block temples below.

On My Radar

Although not part of the Legacy-related hype, Oath of Nissa and Kozilek's Return are two cards I'm keeping a very close eye on as they are approaching my target sale prices.

Oath of Nissa has been on a very steady rise since mid-April as this legendary enchantment is very often played as a four-of in the almighty G/W Tokens in Standard. This card has been highly considered in several constructed formats and it might well break over 5 tix.

However one might think that the price is almost only supported by the performance of G/W Token decks and nobody really knows what could happen next. I'm past doubling up with my copies at the moment and I'm looking for a signal to sell the green Oath. Most likely I won't hold onto them if it crosses the 5 tix bar.

From a solid 5 tix floor in March-April, Kozilek's Return is now over 10 tix. With multiple-format playability, this red sweeper makes strong arguments for itself. Here too, now that is has doubled I'm looking for the best window to sell this position.

Unlike Oath of Nissa which has a very singular effect, Kozilek's Return could potentially dip if something better shows up in Eldritch Moon or the next block.

I mentioned the possibility that Snap and Sunscape Familiar could take off if the reprint of Peregrine Drake at common in EMA could signify the return of the Esper Familiar combo deck in Pauper. That happened last week. Both cards are rapidly getting closer to their record high and the time to sell is approaching at a fast pace.

Questions & Anwsers

I'm coming back here to develop a bit more on the temples. With a unique ability to smooth your draws, the Theros block scry temples have proved to be Modern-playable. When THS block rotated out of Standard, prices predictably dipped to their lowest point, including Temple of Epiphany which plunged from as high as 19 tix down to a quarter of a tix.

With such potential I decided to go for the Born of the Gods and Journey into Nyx temples that had the most chances to rise up again, because of their potential playability and for being in the second and third sets. I bought 25 playsets of four temples and was expecting prices to reach 2 or 3 tix during the following year.

So my expectations were a little bit too optimistic but the strategy was clearly good. Despite obvious price fluctuations, all temples rose in price, up to eight times their lowest value around BFZ release. Instead of waiting for the long run like I'm doing now, selling and rebuying the temples according to fluctuations would have been more profitable. In addition, as the redemption for BNG and JOU will come to an end sometimes soon, the prices may settle down once again.

Nonetheless I believe the long-term price potential of these temples is pretty good. Temple of Enlightenment and Temple of Epiphany certainly hold the most promise. They could behave similarly to Stony Silence, for instance, in terms of price trend post-rotation---5 to 8 tix is totally possible.

Buying them whenever the opportunity presents itself at 0.5 tix or less seems very good to me. Temple of Malady hasn't really broken through in Modern yet but I bet it will one day. So why not accumulate dirt-cheap copies now that could potentially see a twenty-fold price gain?

Thank you for reading,

Sylvain

The Colors of Modern – Part Four: Red

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Welcome back to the 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. If you missed the previous articles on white, blue, or black, check them out. Today, we’ll be focusing on red; analyzing its color identity in Modern along with the strengths and weaknesses associated with common archetypes that employ the color. Let’s go!

Pia and Kiran Nalaar-cropped

The Cards

Staples

  • Lightning Bolt
  • Monastery Swiftspear
  • Goblin Guide
  • Eidolon of the Great Revel
  • Lava Spike/Searing Blaze/Rift Bolt

Strong Options

  • Kird Ape
  • Through the Breach
  • Kiki-Jiki, Mirror Breaker
  • Galvanic Blast
  • Anger of the Gods
  • Grim Lavamancer
  • Simian Spirit Guide
  • Goblin Dark-Dwellers
  • Pia and Kiran Nalaar
  • Temur Battle Rage
  • Faithless Looting

Sideboard Powerhouses

  • Blood Moon
  • Fulminator Mage
  • Crumble to Dust
  • Pyroclasm
  • Molten Rain
  • Smash to Smithereens

Multi-Color

  • Nahiri, the Harbinger
  • Terminate
  • Kolaghan's Command
  • Ancient Grudge
  • Lightning Helix
  • Electrolyze
  • Atarka's Command
  • Destructive Revelry
  • Huntmaster of the Fells
  • Izzet Staticaster
  • Keranos, God of Storms

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Classification Philosophy

Surprisingly, red is one of the deepest colors in Modern. Before we go into what makes red work, I’d like to talk a bit about my organization philosophy for the above list. Kird ApeStaples, in my mind, are unquestionably powerful spells that are considered auto-inclusions in certain archetypes (and powerful elsewhere) or enable whole archetypes by themselves. Lightning Bolt needs no explanation, as it is ever-present in the format and many archetypes stretch to red just to play Bolt, but almost everything else can be argued as stronger or worse than another option. The line between staple and strong option here is very blurred.

Take Kird Ape, for example. I originally had it in the staple category because it is close to the baseline for the best rate we will get. Behind Goblin Guide and Monastery Swiftspear, Kird Ape can argue for the third best red one-drop spot. As we'll discuss below, red benefits from a highly interchangeable color identity, where the third or even fourth best option can rival the best one. Another good example in this area is Galvanic Blast, which obviously can't be utilized by a majority of archetypes, but in the hands of Affinity becomes an almost strictly better Lightning Bolt!

While this list could be exhaustive, and include spells such as Lightning Storm and Tormenting Voice, remember that my main intent is to quickly show the major incentives to play a color and some general powerful cards to watch out for. monastery swiftspearIf we start including every narrow card that archetypes use in Modern, the list will grow to twice its size and, in my opinion, loses its value.

The Power of Red

Red as a color in Magic does two things very well: attacking and direct damage. In Modern, this philosophy shines through, and indeed, many of red’s best cards are dedicated to these two strategies. Lightning Bolt is in conversation for the single best card in Modern, and the trio of Goblin Guide, Monastery Swiftspear and Eidolon of the Great Revel make Burn (and a few other red aggressive variations) one of the strongest players in the format.

Unlike green (which we’ll get to next week) or white, red isn’t “thin” in terms of power; many “second” and “third” strong options are just a step down from the staples. Lava Spike and Rift Bolt obviously don’t hold a candle to Lightning Bolt (fire joke, see what I did there!?). But in the context of Burn they combine to perform at least similar tasks while offering a certain degree of interchangeability between them. In many matchups, a Lava Spike in our opening hand is almost the same as a Rift Bolt, while in green a Tarmogoyf compared to a Scavenging Ooze is quite different. Scavenging Ooze

This characteristic can be attributed to red’s strongly-defined color identity, which has remained focused throughout the years of Magic. Numerous iterations to the mold have allowed for this depth that we see here, giving us plentiful riches in the form of Goblin Guide/Monastery Swiftspear/Kird Ape, Lightning Bolt/Lava Spike/Rift Bolt and Skullcrack/Atarka's Command. As a result, red is indisputably king when it comes to attacking and direct damage, but beyond that things start to get…weird.

Before going into red's secondary strengths, it would be heresy to write a red article without a discussion of the Burn archetype.

Naya Burn, by sandydogmtg (6-0, MTGO PTQ)

Creatures

4 Eidolon of the Great Revel
4 Goblin Guide
1 Grim Lavamancer
4 Wild Nacatl
4 Monastery Swiftspear

Instants

4 Boros Charm
4 Atarka's Command
4 Lightning Bolt
4 Searing Blaze

Sorceries

4 Lava Spike
3 Rift Bolt

Lands

2 Arid Mesa
4 Bloodstained Mire
2 Copperline Gorge
3 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills

Sideboard

1 Deflecting Palm
3 Destructive Revelry
3 Kor Firewalker
2 Lightning Helix
4 Path to Exile
2 Skullcrack

Sandydogmtg (Brandon Burton for those who don't know) has been grinding MTGO for as long as I've been playing the game it seems, and you can always count on his lists being very tight. Here we see Burn doing normal Burn things, playing cheap creatures and flinging three-damage spells to get the opponent dead as quick as possible. Atarkas CommandFor those that have been under a rock for a while, most Burn decks nowadays stretch to fully embrace green for the Kird Ape upgrade in Wild Nacatl, and the Skullcrack upgrade in Atarka's Command. We were already playing green anyway for Destructive Revelry/Ancient Grudge in the board, and having that 12th strong one-drop is so essential to this archetype's strategy.

The one thing I'll say about this archetype is that I've always appreciated how very pure it is. Simple, efficient spells that all work together to accomplish the same task (do twenty damage with 7 spells). Purpose-driven, this archetype cares little for what the opponent is doing as long as it's not Leyline of Sanctity or similar spells, and its primary concern is fighting the top of its own deck. No crazy math like Affinity or patient, slow-poking from Infect. Just pure, solid fire-throwing.

Second Thoughts

To classify red’s secondary strengths in Modern, the best way to describe them would be... eclectic. The design philosophy behind red has allowed for some weird spells over the years, like Raging River, Illicit Auction, Warp World, or Bazaar Trader. In Modern a few strategies have shown through, primary among them land destruction, artifact hate, and weird combo. We’ll take these one at a time, starting with the ever-present “LD.”

Land Destruction

Blood MoonLand destruction in Modern benefits from a deep pool of powerful options that include “old-school” powerhouses and “new-school” strong additions. At the top of the list is undoubtedly Blood Moon, which remains one of the strongest alternate angles of attack in Modern and can be built to taken advantage of without too much trouble. We could talk about the effects of Blood Moon in Modern for a whole article, but for now, I’ll just remark on its strength keeping Tron strategies in check, while also keeping the format honest. In a fetch/shock format it can be relatively easy to stretch to three or even four colors without too much trouble (and the Gifts Ungiven decks do this quite well). Blood Moon exists to keep these monstrosities in check, punishing them (along with the aggressive side of red) for their slow, greedy manabases.

Beyond the king of land destruction, red benefits from multiple powerful options, each with their own strengths and weaknesses. Fulminator Mage is strong when we’re looking for a fast, small effect and can be rebought with Kolaghan's Command, while Molten Rain is almost the same spell but works better with Snapcaster Mage and Jace, Vryn's Prodigy. Crumble to DustCrumble to Dust works well when a bigger effect is desired and is strong against Tron specifically, but can be quite awkward against Scapeshift. The intricacies of which land destruction spells to use in Modern can be quite complicated, but the tools exist to fight big mana as long as access to red is obtained.

Artifact Hate

Red’s access to artifact hate mimics the land destruction situation, where there is a clear top tier and everything else exists interchangeably slightly below. That top tier is Ancient Grudge, which can singlehandedly ruin Affinity and Lantern Control’s day, even through disruptive elements like Thoughtseize removing it from hand. Beyond Ancient Grudge (or if we need to stay mono-color) multiple spells accomplish the same task, but in slightly different ways.

Shatterstorm is great for when a large effect is needed relatively quickly, and it’s often seen alongside ramp strategies. Vandalblast is a personal favorite of mine, as it can remove a Signal Pest or Expedition Map early, while devastating entire boards late. Ancient GrudgeLists that use Shatterstorm over Vandalblast either can’t hit five mana reliably, or plan on having access to four mana on turn three through a turn two ramp spell, where they can take advantage of the four CMC spell much more smoothly.  Finally, as if Burn needed any more help, Smash to Smithereens provides utility that advances Plan A at the same time.

A little aside on the two sections above. It might seem unnecessary to devote three paragraphs to the intricacies of red’s LD and artifact hate sideboarding decisions, but in my mind that’s where red’s hidden strength lies in Modern. It's a common misconception that red is easy to play, and while many of red’s primary goals might be simple (kill them!) the hidden depth that accompanies red’s deckbuilding decisions can often be the difference between victory or defeat. While a player could easily just throw one of the LD spells in the sideboard for the Tron matchup and do “fine,” real points are earned when a true understanding of the relative strengths and weaknesses of the multiple options available to us are evaluated. End aside.

Weird Combo

Finally we come to combo. Weird combo in red is all over the place, so bear with me as I just go from one to the next. The now-banned Splinter Twin existed as a cheaper, less fragile Kiki-Jiki, Mirror Breaker, but the original remains. While the old blue-red control-based Twin archetype has died off, Kiki-Jiki persists, enabling infinite combos in Naya creature strategies and threatening general value alongside creatures with enter-the-battlefield abilities. Pyromancer AscensionThrough the Breach, alongside ramp spells, sneaks Primeval Titan and Emrakul, the Aeons Torn onto the battlefield quickly (and very unfairly, if you ask me). Pyromancer Ascension epitomizes the “quirky red enchantment” and can be absolutely devastating on the right weekend in Storm. Finally, while not necessarily a combo per se, the various red draw spells like Burning Inquiry, Goblin Lore, Faithless Looting, and Tormenting Voice enable multiple graveyard-based combos and value-generating effects out of Dredge, Grishoalbrand, and Mardu strategies.

Rather than present a few decklists that utilize red cards and give some discussion about them, I think it would be better to do something a little different this week. Most but not all of the top archetypes in Modern use red for its best spells (Lightning Bolt, Galvanic Blast, Kozilek's Return and sideboard spells out of Tron) but don’t really epitomize the identity of the color. What can I say about those decks concerning red other than, “Lightning Bolt is good?” Besides, this is a red article, and red doesn’t follow rules.

WR Control, by ArsenalMunch (5-0, Modern League)

Creatures

3 Goblin Dark-Dwellers
4 Wall of Omens
1 Emrakul, the Aeons Torn

Enchantments

4 Blood Moon

Instants

4 Lightning Bolt
4 Lightning Helix

Planeswalkers

4 Nahiri, the Harbinger
1 Ajani Vengeant

Sorceries

4 Boom // Bust
2 Molten Rain
1 Anger of the Gods
1 Tormenting Voice
1 Oust
1 Wrath of God

Lands

4 Arid Mesa
1 Darksteel Citadel
4 Flagstones of Trokair
1 Gemstone Caverns
2 Mountain
4 Plains
4 Rugged Prairie
4 Sacred Foundry
1 Scalding Tarn

Sideboard

1 Ajani Vengeant
2 Anger of the Gods
1 Celestial Purge
1 Chalice of the Void
1 Defense Grid
2 Ensnaring Bridge
1 Grim Lavamancer
1 Leyline of Sanctity
1 Ratchet Bomb
2 Stony Silence
1 Wear // Tear
1 Wrath of God

Let's turn to another list by a prominent pro (ArsenalMunch is the MTGO name of Shaun McLaren). Not counting Burn, WR Control is probably the best example of a true “red deck” in Modern, if we’re talking color identity and philosophy and not just powerful cards. Relying on the general utility of Blood Moon in the format as we discussed earlier, WR Control looks to disrupt the opponent and keep them off-balance while ignoring the primary path to victory in Modern of attacking with creatures to deal twenty damage. Emrakul the Aeons TornInstead, WR Control seeks to kill creatures, buy time, and draw cards with Wall of Omens and Nahiri, the Harbinger, all while building towards a Nahiri ultimate that puts Emrakul, the Aeons Torn into play. The deck is solid, reliable, and surprisingly powerful considering it lacks many of the “no-brainer” cards other archetypes play in Modern.

As a quick note, John Pellman took 8th at SCG Indianapolis with a more white-based, prison-focused take on the archetype, and his version is definitely doing interesting things as well. Judging by his strong finish, we can at least raise our eyebrow at his being the better version, but I trust Shaun McLaren and for the purposes of this article I'm interested in seeing a heavy red take on the archetype. One of the most interesting things about this archetype is that though it has been around for a few months now, it's still relatively unexplored compared to the hyper-tuned lists of other strategies. This allows for innovation, interesting discussion and plenty of surprises. Nothing like a unique archetype to get the creative juices flowing!

Unfortunately, the archetype suffers from the very thing that makes it unique. Besides Blood Moon, which can be played around and planned for if it’s expected, other land destruction spells just aren’t scary against fair mana decks. Sure, Boom // Bust on an opponent while they’re land-light can be scary, but land destruction as a strategy has always suffered from the fact that no matter how many lands you destroy, the opponent can just draw more. If we’re just looking at resources, land destruction is fighting the opposing draw step, where the opponent has on average better than a 33% chance to find another land. 1_nahiriLD strategies can’t afford to play 20+ destruction spells, so in the long run they will always lose out.

In addition to this, the archetype really only has five ways to win: planeswalker ultimates. It benefits from the fact that planeswalkers are damn hard to remove in Modern, but relying on planeswalker ultimates to win games has always been a sketchy prospect. It just takes too long, and if the opponent finds an answer we’re back to square one. Really, this archetype is held together by the relative power of Nahiri, the Harbinger---I say relative because at any time the format can wise up and start packing Detention Sphere or Maelstrom Pulse to send this archetype packing.

It seems that might not even be necessary, however, as in recent weeks WR Control has gone from format mainstay to almost disappearing from the format. This archetype definitely highlights some of the under-the-surface strengths of red in Modern, but ultimately proves that those strategies should exist in support of its primary power: attacking with creatures and sending burn to the face.

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

Trevor Holmes

The_Architect on MTGO

Twitch.tv/Architect_Gaming

Twitter.com/7he4rchitect

Insider: Lessons in Convention Finance at Origins 2016

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This past weekend I traveled on a shop trip to the Origins Game Fair. This yearly excursion has become a getaway that I look forward to. Origins 2016 was a blast and many finance concepts were evident to me while I was out in Columbus for the convention. The first aspect of the convention I want to discuss is EV.

Don’t google EV because you will get all sorts of weird definitions for that acronym. Google thinks that EV stands for Electro-Voice or Electric Vehicles, but we in the Magic finance community know better. When we talk EV we mean expected value, an important term for anyone who walks on both the competitive and financial sides of Magic.

Convention Tournaments

For those of you who haven’t been to a convention where Magic is a central part of the weekend, one important thing to note is that they hold a variety of interesting events for attendees. They have tournaments like Sealed Draft where you open three packs of a set, then draft normally and finish up by building your deck with all the cards you have. Additionally, most tournaments like this have awesome prizes like uncut sheets of cards. Many tournament organizers are moving towards the prize wall structure but there are usually some cool prizes no matter what the setup.

One strength and weakness of conventions is that they must cement their schedule of events far in advance. For Origins, Pastimes scheduled a 10k for the Saturday of the convention months and months ago. Because you need an Origins badge to compete in the event, some players feel that the entry fees would supersede the value of playing. Although this seems like a sound line of thought, from my experience this is failed logic.

First of all, Origins is my favorite convention and there are so many awesome things to do. Board game companies have all their games set up to demo, there are many cosplays to look at, and there are so many interesting tournaments to have fun with. It may seem like a lot of money to pay the entry fee for the convention and then pay the entry fee for the tournament, but that’s until you dissect the EV of the event.

The main event at Origins, as I said, was a tournament with a ten thousand dollar payout. This happened at a time when players would most likely not want to participate due to initial costs. Finally, the prize payout trickled down to the Top 32 of the event.

Maybe you can see where this is going. The attendance for this event ended up being shy of a typical 10k by hundreds of players. Honestly from the way things were shaping up, I thought all the participants were going to cash. Right before signups closed though, a bunch of dealers sent players and the extra judges ended up registering as well. With the extra players we ended up with a whopping 46 competitors.

Have you ever played in an event with that large of a prize pool and so few players? This is the type of thing that happens at conventions. The expected value of a Top 32 prize payout is unsurprisingly epic when there are barely more than 32 people signed up for the event. Conventions like this are a blast and sometimes you cash an event at 3-3.

Convention Finance

In addition to the occasional awesome EV tournament, conventions have some other great finance things going for them. Many of the dealers at a big con like Origins will be the big-name companies that you know of, but there will also be some small fish as well. Even if you know the companies present, they may operate differently at a convention than they do elsewhere.

Most of the time I think companies trend towards buying cards at 40-60% of their value, which they usually set somewhere around the now standard TCG Mid. Once they have the cards, they then sell them based on that price the buy price was derived from. We know this because it’s the normal flow of finance these days.

One great thing about conventions though is that they can break this mold. I’ve seen on multiple occasions a completely different mindset from businesses at conventions. The space you rent for your booth costs a ton of money. Sure it’s great to pay to buy cards at 40-60% of their value, but often you want more profit to offset that cost.

The trend I’ve noted is what I’d like to call the Fire Sale. This method goes against the current tendency in Magic businesses because the thought process is very short-term. The basic concept of this technique is to sell cards so cheaply that players will feel like the only choice they have is to buy the awesome deals. When you walk by a case filled with cards and you notice some that are below TCG Low, they stick out. Usually this is cause for immediate purchase and that’s what they’re going for.

When you focus on selling as many cards as quickly as possible, you can sell a lot of cards. Once you set your goal to take as few cards home with you as you can, then it’s easy to achieve that goal. For us in the finance community, that situation becomes how much money are we willing to spend? When I saw this opportunity there were many cards I couldn’t pass up on.

The way I noticed this trend and started dissecting it was based on an incredibly low-priced Polluted Delta Expedition. High-end cards like this don’t sell below TCG Low often or ever and that’s a solid enough reason to buy into a card. As it happens though, Polluted Delta is one of the last fetch land Expeditions I need for my Commander deck so it was an even better find for me. Now if I could only locate a decently priced Verdant Catacombs Expedition.

There was an error retrieving a chart for Polluted Delta

When you’re at a convention, pay even more attention the prices in each booth. They can tell you a great deal about how that dealer is operating. Who knows, maybe you will be able to get foil Baleful Strix, foil Shardless Agent, Grand Prix Promo Umezawa's Jitte, and foil Mishra's Factory all below TCG Low. Finding good deals can happen at any event too so I always like to check all the dealers out and see if I can snag any good investments.

There was an error retrieving a chart for Shardless Agent

Selling Eternal Masters

Finally, the last thing I noted was a distinct lack of Eternal Masters. Many of the dealers had some packs of the set but there were no events fired at the convention because they didn’t have any product. Additionally, the dealers didn’t have many singles. This led to some competition between vendors for the singles I did have.

I would classify this under checking with each dealer for the best price, but in this case it was slightly better. When dealers fight for the cards you are selling, it turns into an onsite eBay auction. When there’s competition, you get the best price for your cards.

If you notice a shortage on any type of card, that is likely your best time to sell. No matter the product, if you’re the one that has it available, you are going to find the best price. Opportunities like this come up from time to time; all it takes is an open mind and an observant financier to take advantage of the situation.

Thanks for reading all about convention finance. If you have any questions or comments, let me know below. Hopefully next week we will have a bunch of Eldrich Moon spoilers to go over!

Until next time,
Unleash the Force!

Mike Lanigan
MtgJedi on Twitter

Early Tests with Eldritch Moon Emrakul

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Sorry, Team #MaritLage and Eldrazi haters. Innistrad's got a new "guardian," and Lady Sprankle's going to have a tougher job pulling off the prerelease cosplay this time.

Emrakul the Promised End art

Eldritch Moon previews get their formal kickoff next Monday, but Emrakul had to make her promised appearance early just in case the suspense was still killing you. Of all the legendary creatures in Modern, old Emrakul, the Aeons Torn has long been one of the most iconic, terrifying, and commanding presences on the battlefield. That sets a high bar for Emrakul 2.0, although if there's one thing we've learned in the past few months it's to never underestimate the Eldrazi. As card evaluation launches in earnest across the Modern community, we'll be doing an in-depth analysis of Emrakul's potential in post-Eldritch Moon Modern. Today, we're mixing theoretical assessment with test results to give you the fullest picture of the Eldrazi's chances in a format that is historically inhospitable to new cards. Thankfully for anyone preordering these at the $20-$25 mark, Emrakul's second coming has all the hallmarks of an excellent Modern contributor, and as the article will show, I have high hopes for her future.

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The End is Nigh!

I don't always center card images. But when I do, I prefer big, epic, splashy mythics. Trevor prefers Damnation. Whatever your preference, I'm honoring Wizards' poster-horror with a centerfold spotlight. Stay tentacled, my friends.

Emrakul the Promised End

Iä! Iä! Cthulhu Emrakul fhtagn! Or, as Kimberly Kreines' characters heralded in her Monday story, "I'amrakul, Me'mrakul, Come'mrakul, Be'mrakul!" Some called the whole reveal cheesy, but I'm a man who owns most of the Arkham Horror expansions, so I'm giddy about the Lovecraft throwbacks.

Ulamog the ceaseless hungerBetween Emrakul on Monday morning, Ulrich and Coax later in the day, and a suitably horrifying end for the weird town of Hanweir on Tuesday, we're off to a delightful Eldritch Moon start. I'm giving the set's flavor an A+ so far, especially with Hanweir's fate in full view. Now it's just a question of set playability. As we've talked about before on the Nexus, card evaluation can be very challenging when it comes to new sets, whether for content producers or the average player. Sometimes we get it right: see my appraisal of Ulamog, the Ceaseless Hunger back during Battle for Zendikar's release. Sometimes we don't: see Lumbering Falls in that same Battle article.

With Emrakul 2.0 kicking off Moon previews, it's fitting the legendary Eldrazi also kicks off our new card evaluation. Following from the Shadows Over Innistrad card evaluation guidelines we discussed in February, it's impossible to look at new Emrakul and not see Urza's Tower and friends towering in the background. Or, more appropriately, the foreground, lovingly wrapped in tentacles.

Urza's TowerRG Tron is a consistent Tier 1 Modern player, and has been taking top slots from late 2015 through present. Although UW Tron, Mono-Blue Tron, and even Eldrazi Tron could also claim the Promised End, Modern seldom sees new cards push old archetypes into the top tiers. Existing top-tier decks, however, are perfect proving grounds for the newest technology. This is even true of decks with relatively established cores---after gaining Ulamog in the fall, many initially skeptical RG Tron players ultimately dumped their expensive Emrakul, the Aeons Torn in favor of the reliable turn 4-5 threat. Eye of Ugin's banning cemented Ulamog's status as Tron's curvetopper of choice, but with new Emrakul on the horizon, Ulamog might have competition.

Of course, it's possible another deck leverages Emrakul more effectively than mainstay RG Tron. I'm a huge fan of both blue Tron variants, and Emrakul's cost-reduction is significantly better in a deck packing more card types and discard outlets like Thirst for Knowledge. Similarly, we could see a Tronless Eldrazi variant ride Emrakul up to Tier 2 or higher. These scenarios are fun thought experiments for brewers but not very likely in the grand metagame scheme of Modern. In the vast majority of cases, a deck already needs to be tiered before a new card pushes it higher. The sub-Tier 3 fringe doesn't count---sorry, Eggs loyalists. If you have other Emrakul brews you're working on, take them to the comments and we'll chat there. For now, I'm sticking with old RG Tron faithful as Emrakul's best chance for post-Eldritch Moon success.

Dissecting Emrakul, the Promised End

Card evaluation is typically conducted in a vacuum. There, players assess a card based on gut instinct and theory alone, which is an economic approach that typically produces the correct answer: "Modern-unplayable." Unfortunately, when it misses it can miss in a big way, as it did with most people (myself included) who didn't quite realize how busted Thought-Knot Seer and pals were with Eye and Eldrazi Temple. This underscores the need to augment theory with other data sources.

Eldrazi TempleIf you're lucky, evaluators include some context with their evaluations: a decklist, a matchup, a metagame perspective, etc. If you're very lucky, you get a handful of tests to actually back up the theoretical claims. And if you've got Norin the Wary fortune, you'll get more extensive testing across a few matchups. That's how you stumble on the Colorless Eldrazis of the format. You don't discover format-defining tech by posting one-liner put-downs on Reddit.

That said, this approach to evaluation is not perfect. Lists are unrefined, matchups often don't account for a metagame's reaction to new technology, and sample sizes tend to be small. Pitfalls aside, it's an invaluable approach to making a more accurate assessment of a card, even if it isn't necessary infallible.

I'm adopting a similar approach in my Emrakul analysis. I piloted a modified Joe Lossett Grand Prix Los Angeles list (-2 Ulamog, +2 Emrakul) in a mini-gauntlet against Mike Sigrist's Jund, Lan Ho's Infect, and Erik Carson's Abzan Company, all Top 8 or Top 16 lists from the recent Grand Prix. A friend and I played only four matches each with most going to three games, for a total match sample of n = 12 and a total game sample of n = 29. Of those tests, Emrakul apeared in 14 of them, which is our "final" test n. Resist the urge to leap down to the comments about a small n: I'm only using the tests to triangulate the theoretical and metagame evaluations, which lets us get away with less testing. Besides, as I've said in previous data analysis articles, most Moderners make evaluations off n = 1 or n = 0 datasets all the time. Combining the 14 Emrakul test games with all the usual new card theorizing positions us to be much more accurate about Emrakul's chances than if we stayed in theoryland alone.

With those methods in mind, I'm going to parse all of Emrakul's card text, citing relevant examples and numbers from the = 14 tests to bolster the analyses. I'll also compare Emrakul's abilities to their Ulamog, the Ceaseless Hunger equivalents in each category. Remember: all of these analyses are situated in the RG Tron backdrop, not the context of another deck. Sure, Mono-Blue Tron might get Emrakul down to nine or even eight mana, but Mono-Blue Tron isn't even cracking Tier 3 right now. We always want to focus our evaluation efforts on the highest-tier home, not the optimistic fringe.

Casting cost 13 (minus cost reduction)

At 13 alone, Emrakul would likely be too expensive even for RG Tron. Sans disruption, Tron can typically generate about eight mana on turn four, 9-10 mana on turn five, and 11-12 mana on turn six. At least, that was my average across the 29 games played. You'll see Tron up to 10 mana on turn four via double Urza's Tower, but it's not common and still puts you on track for 11-12 mana on the subsequent turns barring absurd draws. Ulamog matches this curve nicely, especially with the rare double Tower line on turn four, and 13-cost Emrakul would have been hitting 1-3 turns later.

Lightning BoltThankfully for Eldritch Moon's villain, Emrakul comes with a cost reduction mechanic I've heard described as "delirium affinity." That's an accurate, flavorful, and helpful way of thinking about her mechanic, and it fits well with the Tron plan. You're virtually guaranteed to have at least an artifact and a sorcery in your graveyard by the time you could cast Emrakul anyway, even with Relic of Progenitus anti-synergy. This means she's really an 11-drop, not 13. In Lossett's build, Lightning Bolt gets her down to 10---notably, you can even Bolt and Emrakul in the same turn and it will cost 11 mana either way. Just don't cast Emrakul first!

Over the course of my 14 Emrakul games, I averaged a turn six Eldrazi with nothing earlier than turn five. In all those scenarios, I also calculated when I could have cast Ulamog instead if I had been running the Ceaseless Hunger in the Promised End's slots. There was one game where Ulamog could have dropped on turn four instead of Emrakul's turn five, but in all the rest, he averaged the exact same as Emrakul: a turn six casting. This also matches our theoretical experience of Tron, where you may need to spend turns 3-5 stabilizing with a Wurmcoil, Karn, Pyroclasm, Stone, or other option. That sets up Ulamog or Emrakul for your turn six haymaker.

Ulamog vs. Emrakul Verdict: Tie
Ulamog's casting cost is slightly cheaper, but this rarely plays out in actual games. In practice, they land on the same turn.

13/13 and keyworded stats

Emrakul represents 13 mana for a 13/13. Ulamog represents 10 mana for a 10/10. Needless to say, poor Griselbrand is jealous of such elegant design, and 13/13 is flat better than 10/10. Decks like Jund can easily put themselves at 13 life or less with Dark Confidant, Thoughtseize, shocks, and fetches, which makes Emrakul's 13 power a potential knockout. I don't want to jump ahead too much, but adding flying and trample to the package make it even better. With no evasion or pseudo-evasion keywords, Ulamog gets chumped by Birds of Paradise all day long. Emrakul tramples over and often wins in two hits. Sometimes even a single swing does the job, which happened in a pair of Jund games following particularly painful Mindslaved turns with some self-Bolting and Kolaghan's Commanding.

Kitchen FinksDespite lacking keyworded evasion, Ulamog does have a critical pseudo-evasion in his library exiling trigger. Even when chumped, Ulamog wins most games in three swings, and may even prompt a concession before if a critical combo piece or bullet gets exiled as part of the 20-card feast. This is particularly relevant against Abzan Company players, who may have reached stratospheric life totals off an earlier Kitchen Finks combo only to be devoured by Ulamog triggers later. You'll also see the exiles wreck decks like Scapeshift and Ad Nauseam which rely on specific cards remaining in their libraries. In the face of lifegain (e.g. Affinity's Vault Skirge, Kitchen Finks, or chump blockers soaking up damage), Emrakul might not win on that third swing. Ulamog always gets it done.

Ulamog vs. Emrakul Verdict: Ulamog wins!
Ulamog's inevitability and random disruption give him a slight edge over Emrakul's higher power. Clocks matter in Modern, but with both cards averaging a turn six casting, the extra turn often matters less on a relatively stable board. Also, against decks that run out of steam where you want to close fast (e.g. Suicide Zoo), unblocked 10/10 Ulamog tends to win in as short an order as unblocked 13/13 Emrakul.

Flying and trample

Lingering SoulsHere's one that's all Emrakul, all the time. Ulamog doesn't even have corresponding keywords to call his own, and flying plus trample are a dangerous package. Old Emrakul always had the problem of getting blocked by a spare Birds of Paradise or Thopter token, nuking much of the board but not actually affecting life-totals. The Promised End retains Emrakul 1.0's flying but adds trample, which is great for busting through flocks of obnoxious Lingering Souls tokens and other aerial obstacles. This is a categorical edge over Ulamog, who rarely wins in a damage race for lack of trample or flying (let alone both).

As Affinity and Infect players can attest, flying is also critical on the defensive. Inkmoth Nexus, Vault Skirge, Signal Pest, and even a Plated or modulared Ornithopter can easily race a landlocked Ulamog by shredding you from the sky. Emrakul can actually block these cards, giving Tron extra points in a close matchup (Affinity) and in one of its absolute worst (Infect). Sure, Ulamog can exile these fliers on-cast, but sometimes the opponent topdecks a threat that kills you a turn out. Or sometimes it's Affinity and they have more threats than you can answer in a double Vindicate.

Ulamog vs. Emrakul Verdict: Emrakul wins!
Ulamog's all vanilla in this category, so Emrakul takes it by default.

Protection from instants

Let's get this out of the way up front: "protection from instants" is mostly a strict downgrade from "protection from colored spells." I guess new Emrakul lost some of her power traversing the blind eternities. Or, more plausibly, R&D is trying to create a flavorful subgame around Emrakul stealing your turn, expending your sorcery spell removal, and then freeing you as you race to find an answer. Whatever the reason, protection from instants is what we get, and it compares directly to Ulamog's indestructible keyword.

Here's a comparison that's 100% metagame context. If we were playing a Standard environment packed with sorcery-speed hard removal, Emrakul would look a lot sillier for her instant protection. Fortunately, this is Modern, so we need to assess the Eldrazi titans in the context of our format's removal spells. Looking at top-tier decks, we can quickly separate removal into four categories:

  1. Removal that hits both Eldrazi: e.g. Liliana of the Veil, Karn Liberated, Nahiri, the Harbinger, Fiend Hunter.
  2. Removal that hits neither Eldrazi: e.g. Terminate, Lightning Bolt, Abrupt Decay.
  3. Removal that hits only Ulamog: e.g. Path to Exile, double Dismember
  4. Removal that hits only Emrakul: e.g. Maelstrom Pulse, Supreme Verdict, Dreadbore, combat damage.

We're ignoring removal in the first two categories, as well as all the fringe nonsense which might fit there. I'm looking at you, Detention Sphere and other corner-case oddballs people are going to try and use to argue for one card or the other. If removal hits both or hits neither, it's not worth considering. That brings us to the final two categories, which are obviously much more important. They are also obviously weighted heavily in favor of Emrakul.

Path to ExileAfter Lightning Bolt, Path is the most-played removal spell in Modern and it's not even close. Indeed, Path is even more prevalent today with Jeskai Control back in Tier 1 and Kiki Chord just behind in Tier 2. Both strategies tend to pack the full playset. By contrast, you're seeing Jund players on a 1/1 or 2/0 split between Pulse and Dreadbore, and Wrath of God effects relegated to the sideboard. That's a serious knock against Ulamog, who gets a taste of his own exiling medicine down the barrel of a Path.

Emrakul, however, is Path-proof. Thinking contextually, Path is also a much scarier spell than Pulse or Dreadbore because Path decks typically rebuy their Paths with Snapcaster Mage or Eternal Witness. That's an uphill battle for Ulamog and it's one Emrakul dodges altogether. As a final note on this, Emrakul didn't die to either card once in any of the Jund tests, despite facing down a Pulse in two games. Turns out the Mindslaver effect is just as good in practice as it is on paper at clearing the way.

Ulamog vs. Emrakul Verdict: Emrakul wins!
Emrakul may be vulnerable to more spells, but Ulamog dies to the more common spell.

On-cast Mindslaver

In one corner, we have the on-cast Mindslaver of Emrakul. In the other corner, we have the double exiling Vindicate of Ulamog. May the best Eldrazi trigger win!

MindslaverI've read a lot of back-of-the-napkin Emrakul analysis since her Monday release, and the mini-Mindslaving ability is by far the most misevaluated element of the card. I believe this arises from players analyzing in a vacuum and not thinking about the expected value of both triggers in real games. That is, how much removal-value can we expect to get when we cast Ulamog vs. when we cast Emrakul? For Ulamog, that's an easy one: we'll always exile two permanents, whether a bomb like Nahiri and a Restoration Angel, or just a pair of lands to take an opponent off a color. For Emrakul, it's significantly harder to translate a Mindslaver activation into removal-value without any context. It's even harder when it's not a true Mindslaver and gives the opponent a post-madness turn to recover and find answers. That's where testing helps in a big way.

Of all the different abilities tested today, this was the one which was most present in the 14 gauntlet games. Every time I cast Emrakul, I also assessed the board to see how Ulamog's exile effect would have swung the game. I compared Ulamog's double-exile to Emrakul's Mindslaving impact, tallying both the number of cards "removed" and the effect on the board. Here were the results of that expected value (EV) tracking, averaging numbers across the games:

  • Ulamog EV: 2 permaments (averaging 1 land, 1 creature)
  • Emrakul EV: 3.5 cards (1.7 from the hand, 1.7 from play averaging 0.4 lands and 1.3 creatures)

Ulamog always hit two permanents, and I really do mean "always." Even on the most win-more boardstates, Ulamog is still going to eat two lands and be sated. Heck, sometimes killing two lands is actually the correct play even facing down a swarm of creatures. By contrast, Emrakul was averaging 3.5 cards removed, split 50/50 between cards from the hand and cards from the board. Cards from the hand include Bolts aimed at an opponent's own head, self-Thoughtseize, Chord of Calling to fetch Viscera Seer (brutal), pump spells fired at irrelevant creatures, etc. Cards from the board included suicidal creatures charging into Emrakul, targets of an opponent's own removal, permanents sacrificed to Seer or a topdecked Arcbound Ravager (again, brutal), etc.

Digging a little deeper, here's the distribution of Emrakul EVs across the 14 games:

  • Emrakul hits 1 card: 1
  • Emrakul hits 2 cards: 1
  • Emrakul hits 3 cards: 5
  • Emrakul hit 4 cards: 4
  • Emrakul hits 5 cards: 2
  • Emrakul hits 6 cards: 1

Compared to Ulamog, Emrakul only underperformed the double-exile once and matched Ulamog once again. In all other cases, she outperformed the Battle titan with almost half of her triggers doubling (or more) Ulamog's two-card value. If these numbers look fun on paper, it's because they absolutely are fun on the gaming table. In one of the more representative examples, Emrakul onto an Infect board saved me from the impending Blighted Agent attack, allowing me to activate Inkmoth, swing with the Nexus into Emrakul, and then fire off two pump spells on the Agent (exiling the graveyard with Become Immense). An infected 12/12 Emrakul was a small price to pay for my opponent sinking into topdeck mode with only three lands and a lone Agent.

Viscera SeerEmrakul gets really crazy when you add things like Spellskite, Arcound Ravager, Viscera Seer, Kolaghan's Command, Snapcaster Mage, and other cards that allow for devastating two-for-ones or worse. In one line against Abzan Company, my opponent drew Chord on their enslaved turn. I played the two Hierarchs in their hand, convoked everything for Seer, and then sacrificed their entire board of five creatures to scry a Temple Garden to the top of their deck. In another, I attacked Tarmogoyf into Emrakul, -2'd a Liliana to kill the opponent's lone Confidant, and then Kolaghan's Commanded the two-loyalty Lily while also using Command to discard a Pulse. As I said earlier: brutal.

Of course, these represent ideal scenarios. Emrakul appears to hit three cards most of the time, typically a creature and two spells or a spell and two creatures. It's also worth noting that Emrakul can rarely hit active lands the same way Ulamog can, so unless those are manlands you can throw into suicidal charges, the mana will stick around for the recovery turn. Then again, speaking of recovery turns, my opponent only won one of their 14 games in which Emrakul resolved. It turns out the extra post-Mindslaved turn doesn't matter much when you're down 3+ cards. By contrast, reversing the game-state and replaying as if Ulamog had been drawn rather than Emrakul, my opponent was able to eke out the win against Ulamog in three of the 14 games. This is probably close enough to suggest no real difference and just underscore the point that both cards will generally seal the game in equal measure, although Emrakul gets the slight advantange in an admittedly small n.

Ulamog vs. Emrakul Verdict: Emrakul wins!
The expected value of an Emrakul trigger is higher and generally more impactful than that of an Ulamog trigger. Its floor is a bit lower, but its ceiling is significantly higher and you are more often on the higher end than the lower.

The verdict: playable

Given all these factors, Emrakul is looking mighty playable as an Ulamog complement or outright replacement in future metagames. Much of this is contingent upon comparing their on-cast triggers, which is why I dedicated so much of this article to that section. Of course, given testing limitations, it's possible I've misevaluated the expected value of Emrakul's removal, which would in turn misevaluate the card as a whole. Speaking with experienced Tron pilots, I also note the importance of not making unqualified one-to-one comparisons between Ulamog's double permanent removal and Emrakul's removing cards more generally. Locking midrange decks off mana can be very valuable (that's often as true in aggressive matchups too), and there are certainly boardstates where a creature-clogged battlefield needs hard removal, not a hope that opponents have removal spells in hand to pitch on their own creatures.

These cautions aside, I'm still very optimistic about Emrakul's early indicators, and I'll keep testing them as Eldritch Moon unfolds. Ad Nauseam is treating me well on MTGO, but I'm hearing the Tron call and might be making some Karn Liberated purchases soon.

Howling at the Eldritch Moon 

Don't expect this kind of deep-dive analysis for all the upcoming Eldritch Moon goodies, although I'll try to get some testing done before reporting back on any notable cards. I'm holding out hope for some playable Werewolves, even if Ulrich is more novelty puppy than pack alpha, and am also optimistic we'll see some zany and (please, dear R&D Gods) less broken Eldrazi. I'm also still holding out hope for that Innocent Blood reprint we've been waiting for since 2011. I don't want to jinx it, but you can bet what card will get a centered image or two (or four...) if it makes the final Moon cut.

Thanks for joining me and Emrakul today on our joint testing sessions. I'm certainly a believer, and that's not just the delirium talking. Do you have any experience with new Emrakul so far? Where else are you planning on testing the new Eldrazi and how do you expect them to fare? I'll be keeping a close eye on Eldritch Moon spoilers as the week goes on, so tune in to the Twitter feed in case anything Modern-worthy comes through the rumor pipeline. See you all soon and remember to Test'mrakul your cards for evaluating them!

Insider: Expected Value of an EMA Box [UPDATE]

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Two weeks ago we talked about the Expected Value of a box of Eternal Masters. One of our caveats was that EV is a predictive exercise that requires the buyer to open the box and sell the cards in a specific way. Plus we were facing quite the novel reprint set. There's new art, nonexisting foil versions, and---above all---an unknown audience of potential players and buyers.

So, what now? Days have passed, drafts and box openings are flooding the market... What about our EV? It seems that our first predictions were pretty accurate. Check out the revised breakdown below!

QS_201606 D EMA box EV - UPDATE-01

QS_201606 D EMA box EV - UPDATE-02

Insider: MTGO Market Report for June 22nd, 2016

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

As always, speculators should take into account their own budget, risk tolerance and current portfolio before buying or selling any digital objects. Questions will be answered and can be sent via private message or posted in the article comments.

Redemption

Below are the total set prices for all redeemable sets on MTGO. All prices are current as of June 20th, 2016. The TCG Low and TCG Mid prices are the sum of each set’s individual card prices on TCG Player, either the low price or the mid price respectively. Note that sets of Theros (THS) are out of stock in the store, so this set is no longer redeemable.

All MTGO set prices this week are taken from Goatbot’s website, and all weekly changes are now calculated relative to Goatbot’s ‘Full Set’ prices from the previous week. All monthly changes are also relative to the previous month prices, taken from Goatbot’s website at that time. Occasionally ‘Full Set’ prices are not available, and so estimated set prices are used instead.

June20

Flashback Draft of the Week

In a surprise move, coincident with the reveal of Emrakul, the Promised End tormenting Innistrad, triple Rise of the Eldrazi (ROE) draft queues were up starting on Monday for 24 hours.

ROE is a beloved draft format and this immediately bumped the sell price of ROE boosters to 2.7 tix. Three boosters plus 2 tix is about 10 tix, which is equal to the tix-only entry fee for the flashback queues. Buying up boosters at prices below 2.4 tix for announced flashback drafts is a safe, low-risk, low-return speculative strategy. It's more akin to collecting interest on a bank deposit than true speculation to be frank. The trick is to focus on the triple booster queues.

With that in mind, there are still boosters available for below 2.4 tix for announced flashback drafts, such as triple Return to Ravnica and triple Gatecrash. For players that would like to play these queues at a discount, putting a few of these away for the future is a good idea. Speculators can be sure of a small but guaranteed return.

In the regularly scheduled flashback draft queue, Eventide (EVE) is added in this week so it will be Shadowmoor-Shadowmoor-Eventide draft. EVE has the opposing-colour filter lands like Twilight Mire anchoring its value, with the 4 tix common Nettle Sentinel another card to watch out for. It will be a good week to target Fulminator Mage as that card is not currently in vogue in Modern sideboards, but in the past it has regularly seen prices in the 15 to 20 tix range.

Modern

Scapeshift is a perfect Modern archetype for speculators to focus on. It isn't good enough to be dominant, but regularly comes into focus when it takes down a tournament.

Although not appearing in current builds, Prismatic Omen shows up in that deck from time to time and is currently on a steep decline due to speculative selling and the SHM flashback draft queues. This card will be an excellent pickup if it gets into the 3 to 4 tix range but it still has a way to go with it currently at 7 tix.

A recent example of this deck is this one from earlier in June that won a Star City Games IQ event. The deck is a bit esoteric, but Bring to Light allows for that. The card that jumped out to me though was the singleton Chandra, Flamecaller.

A six-casting cost planeswalker is not typically where your Modern deck wants to be, but experimenting with one copy seems appropriate. As a finisher, a board wipe or a fresh hand with a card drawn, this card should find a home in Modern at some point, even if it's just fringe-playable. It's something to keep in mind when Oath of the Gatewatch is set to rotate out of Standard.

Standard

The release of Eternal Masters this past weekend on MTGO has taken a significant amount of liquidity out of the economy. The set prices on Battle for Zendikar (BFZ) and Oath of the Gatewatch (OGW) both took 10% hits this week. If you missed your opportunity at getting cards from these sets while they were being drafted, current prices are quite attractive.

Part the Waterveil has come back down to the 3 tix level after briefly spiking to 10 tix. It's not clear to me whether or not the Mono-Blue Prison deck will have any legs in Standard but it's worth watching. Ulamog, the Ceaseless Hunger is another BFZ mythic rare with a recent decline, dipping below 7 tix. It's a staple of Modern Tron decks and is good value at current prices. Ramp decks in Standard are out of favor at the moment, but you never know how rotation will shape the metagame.

Speaking of rotation, the set prices of Magic Origins (ORI) and Dragons of Tarkir (DTK) are in their decline phase in both paper and digital. It's a tricky time to be targeting cards from these sets for speculation, as their prices ride the wave down into September and October.

At some point, Modern staples like Kolaghan's Command, Atarka's Command and Collected Company will all be strong buys, but we have to wait for the price to be right. Collected Company is a pillar of the Standard format, so its price will likely be much stronger for longer than the other two DTK rares listed here.

For the time being for these two sets, the safest place to focus on would be low-priced junk mythic rares. Large sets are attractive for redemption due to the redemption fee being spread out over more cards, so DTK cards like Shorecrasher Elemental and Clone Legion (both currently below 0.4 tix) are ones to accumulate. The key is not to overpay and pick off the cheapest copies you can find. Disciple of the Ring out of ORI is priced to move at below 0.3 tix. These cards will likely never see play in Modern, but redemption gives them long-term value.

Standard Boosters

Battle for Zendikar (BFZ) and Oath of the Gatewatch (OGW) boosters both dropped with the release of EMA this week on MTGO. Players need tix to play in the expensive EMA draft queues and sealed leagues, so those old BFZ block boosters get the boot to fund entry into EMA events.

This provides an excellent chance to add more of these boosters into your portfolio. If you have been getting liquid in recent weeks by selling cards for tix, OGW boosters are a great low-risk play to sock away for the end of the summer. BFZ is less attractive due to the structural imbalance between prizes and entry fees that makes OGW boosters relatively scarce.

Shadows over Innistrad (SOI) boosters also dipped over the weekend, briefly going below 2.7 tix. Although they have recovered a little since then, SOI is bound to suffer the same fate as BFZ boosters with a medium-term price closer to 2 tix.

Trade of the Week

As usual, the portfolio is available at this link. Once again the flashback queues provide the target for this week. As mentioned above, Fulminator Mage from EVE is a somewhat out-of-favor Modern sideboard card that has regularly seen prices in the 15 to 20 tix range.

A resurgence of Tron in Modern would be just the catalyst needed to push the price on this card back up near 20 tix. 10 tix was a good price at which to put a play set into the portfolio, with a 100% gain possible in the long term.

Beware the Altered Fake

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At Grand Prix Columbus I talked with a collector who literally blew my mind and changed my world when it comes to Magic collectibles. The two of us were having a conversation about old cards and the Reserved List on the heels of the Eternal Masters release when he shared with me his dirty little secret for beating the system: altering counterfeit cards.

As many of you undoubtedly already know, there has been a big problem in the past few years with counterfeit cards making their way into circulation. A few years ago there was a big scare where an overseas company was taking orders for fake MTG cards and selling them over the web! In fact, the counterfeit problem is believed to be one of the primary reasons for the WOTC redesign of the MTG card face to include holographic icons on rare and mythic rares. Basically, the maneuver is a deterrent for counterfeiting at least the new cards.

As one collector to another I don't think I need to explain why the introduction of fake cards into the MTG economy is bad, bad news...

One of the primary ways that counterfeit cards are found and identified tends to be that it is difficult to get the font and spacing in the text box exactly correct. In fact, aside from the "bend test" and the "light test," paying close attention to the actual printed text is a big clue to finding a fake.

What I learned from this collector is that there are lots of people who have actively sought out these high-quality, Chinese fakes with the intention of having artists do elaborate alters to hide as much of the card face as possible.

You know the kind of alter that I'm talking about. The kind where the artist makes the card "full art" or extends the image all the way out across the card face. So, essentially one can buy an inexpensive counterfeit Magic card and then have an artist do an alter to the card that makes it very difficult to distinguish any identifiable characteristics of the counterfeit.

Even the traditional thickness or bend tests kind of go out the window once a card has had a thin layer of paint applied to it. Also, good luck doing the "light test" to a card that has been painted on...

It is a pretty ingenious little scam... Pay $15 for a counterfeit Mishra's Workshop, Mox, or Black Lotus and $50 to have an artist make a nice full-art alter and you've basically built your own $800+ card for $75, each. $50 will actually get you a pretty high-end alter; if somebody really wanted to skimp on min investment they could have an amateur alter the cards for much less. Come to think of it, "full art" on the new anti-counterfeit design would also cover up the hologram icon.

Not that there is a ton of money in counterfeiting new cards and trying to alter them. However, somebody in the know once told me that Beta basic Island is one of the most counterfeited cards in existence. It's a $5-$10 bill and honestly who is ever going to bother to check the authenticity of a Beta Island? People are much tougher on more expensive cards.

The person who told me about this trick had actually acquired several counterfeit cards and had alters done to them and I would never have been able to tell the difference. This individual was using the altered counterfeit cards in a cube and assured me that he never used them in tournament play and absolutely never tried to pass one off as a real one in a sale.

The thing that amazed me about the whole process is that the altered fakes looked fantastic! The expense that he had spared by buying a knock-off he certainly reinvested into the artwork because the cards had gorgeous artwork and alters done to them.

If I was an opponent of a player using these altered fakes I would certainly not have thought they were illegal cards in the slightest. In fact, my assumption would be that anybody who was willing to invest their time, energy, and money into having elaborate alters done to their cards wouldn't bother with counterfeits! Not the case, in some instances, I suppose.

My biggest concern was actually that if I was a potential buyer I wouldn't have been able to tell the difference either! Not only that, but I could certainly see buyers being drawn to these cards with amazing and obviously skilled alterations. It would also be very difficult to authenticate any altered cards because they have paint and alterations done to the front face of the card that blocks out much of the identifiable characteristics!

I'm not writing about the topic as a blueprint for scammers to follow. I'm fairly certain that if some random Cube Guy figured it out that the most devious, criminal scammers in the MTG community would probably have thought it up already. Like I said earlier in the article, the concept of forgery cards isn't exactly a novel idea and has been a long-standing problem in the collectible community for years.

I'm also not super afraid that some future scammer is going to read this article, considering that the QS readership are a very upstanding crop of collectors. I'm writing about the topic because I think it is interesting and entertaining, but mostly because I think it is a relevant cautionary tale that might one day save some unsuspecting QS reader a lot of money on a bad deal. I'd certainly hate to think of some innocent collector getting taken on a bunch of altered fakes!

My hope is that people will read this article and make a mental note that buying altered cards can be a risky proposition if you don't know or trust the seller.

I'm not saying to be "anti-alter." A good original alter by an artist is a very cool customization that can be made to a card. I certainly don't want to discourage that. In fact, I have a few alters in my collection that I've had done personally and I love each and every one! My whole point is that when you are dealing in high-end cards with excessive alterations to keep in mind that something could be up.

I don't have great advice about how to defend against these alters except to advise buyers make sure you know and trust the individual you are dealing with. Or, just get alters done yourself---that way you know for sure that the card being altered is indeed authentic.

Forgotten Tech: Part Two

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Finding cards that could fit into existing decks is fairly easy. You know what sees play and what effects these decks need, so you know what kind of card you're looking to find. It's much harder to find cards that inspire new decks. I suspect this is why the only truly new deck we've seen in Modern recently is Lantern Control. That doesn't mean there aren't new decks out there, just that they haven't been found yet.

Scrying-sheets-banner-cropped

Yesterday, I discussed some cards from the former category. Today I'm working on the latter. Some are cards that were integral to decks in the past but have never broken through in Modern. Some are entirely speculative. This is by no means a comprehensive list, but Gatherer is a big place and I lack the ocular fortitude to investigate every single card in Modern. If you know of other viable build-around-me cards, please post about them in the comments or send Jason an article through our Contribute Articles page.

One ground rule: only decks that can currently exist should be considered. Otherwise this discussion would be about nothing but Life from the Loam, my yearly pick for Most Potentially Broken since Modern's creation. Seriously, if cycling lands were ever printed Life could easily become the best engine card in the format. I believe it would be dominant and powerful to the point of meriting a ban. It was the best card in the best deck in Extended years ago, and while a hypothetical CAL reboot will not have Burning Wish or Solitary Confinement, its disruptive options have improved by quite a bit...

And that is why we should only stick to decks that can exist with the current cardpool. It's really easy to get lost in speculation about theoretical decks and lose sight of reality. (Ahem.) Anyway, onto the cards!

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Early HarvestEarly Harvest

I will be the first to admit that I am not a combo player. Doing math for fun and counting mana just doesn't appeal to me. That said, as a brewer and deckbuilder I am fascinated by combo decks and have a long history of testing and even playing them. My first Extended deck was a borrowed Mind's Desire list, so I've developed a reasonable sense of when cards have combo potential, and when that combo is good. Early Harvest is one such card, and it even has some pedigree behind it.

Harvest is one of those innocuous-looking cards that is worthless on its own but can be used to completely break open other cards. It has some limitations: three mana is a lot and only affecting basics is quite the burden in Modern. However, when you pair it with enchantments that produce extra mana then you suddenly have a mana engine that can quickly get out of hand. And whenever you generate a lot of mana, you will find a way to win the game.

Heatbeat of SpringEarly Harvest's greatest success was in the successor to the Sapphire Medallion version of Desire, Heartbeat combo. This deck utilized Heartbeat of Spring to generate absurd amounts of mana when coupled with Early Harvest and eventually built up to a massive Mind's Desire-into-Brainfreeze kill. It lasted as long as Desire was Extended-legal and even for a while afterwards, since the engine at the heart of the deck, Heartbeat and Harvest, were still legal. Eventually the archetype petered out and it hasn't been seen since.

So does the combo have a home in Modern? We don't have storm cards on par with Brainfreeze or Mind's Desire and it isn't clear that Heartbeat combo is better than current Storm lists, which aren't that prevalent anyway. However, I don't think that you need to go the storm route. It's possible that generating a lot of mana is good enough without having to storm off. A hellbent Demonfire is all you really need to win, and a deck that wields Early Harvest can power one out far more quickly than Eggs can. So how might that work?

I would begin by adding to the mana engine. Since a Heartbeat Harvest deck wouldn't have storm to cheat on mana we need to actually generate it the old fashioned way. One potentially broken way is Lotus Cobra, another old engine card that sees no play. Yes, it's very vulnerable to removal, but they won't always have it at the right time and when they don't then you can just go nuts. Consider the following progression:

Turn 1: Forest, go.

Turn 2: Forest, Lotus Cobra, go.

Turn 3: Misty Rainforest, trigger Cobra add G, crack Misty for Island, trigger Cobra add G.

Tap the new Island and use the floating mana to cast Heartbeat of Spring.

Tap both remaining Forests for GGGG, cast Early Harvest, tap all lands for a total of GGGGGUUUU, play another Harvest, Snapcaster Mage, etc.

Is that a little unrealistic? Probably. But I'm sure better combo players can come up with something. If Jeskai Ascendancy, a deck with far more moving parts and chances to fizzle, can see play and win, then I'll bet with some work and development Heartbeat can do so as well. Here's one potential starting list:

Heartbeat Harvest, by David Ernenwein (Test Deck)

Creatures

3 Lotus Cobra
3 Snapcaster Mage
4 Sakura-Tribe Elder

Enchantments

4 Heartbeat of Spring

Instants

4 Early Harvest
4 Peer Through Depths

Sorceries

4 Serum Visions
4 Rampant Growth
4 Explore
2 Demonfire

Lands

6 Island
6 Forest
2 Mountain
4 Misty Rainforest
4 Wooded Foothills
2 Scalding Tarn

This list is really rough, because I'm not a natural combo player, but it goldfishes on turns 3-4 enough of the time for me to think there is potential here. It will take some refinement, but the mana engine is powerful enough that I think it's a competitor with Storm and Ascendancy, and if the consistency issues get resolved then it could rival Scapeshift too. Something for the Johnnies of Modern to look into.

Havengul LichHavengul Lich

Go ahead and reread the card---I doubt anyone has thought about this card seriously in years. I will admit, this card doesn't look like anything special and in fact looks quite bad. It saw limited play in Standard sideboards, but Modern? Not that I've found. Reanimation for CMC+1 isn't that great, especially when it's attached to a five-drop. For such effects to be good they need to be cheaper than the creatures you are reanimating, which is why most Modern-legal reanimation spells don't see play. Unburial Rites only sees play these days because of its flashback cost. So how can I possibly think that there is a deck that wants this card? Because I've lost to it before. Twice.

There is a combo deck in Modern that uses this card. I cannot be more specific because I saw it twice many months ago and I forgot to write down the combo. What I do remember is that it utilized Heartless Summoning for acceleration, discard and Damnation for protection, and won the game either through reanimated fattie beatdown or a functionally infinite combo that used Lich (and the cards I forgot) to generate zombie tokens and direct damage. It may bridge from belowhave had a dredge engine and Bridge from Below.

I thought it was janky and bad the first time I lost, since I'd drawn very poorly that game, but the second time I was impressed enough to remember it existed. I just wish that I'd planned well enough to remember the combo. Do any of you know the combo I'm talking about?

Even if I never find the combo deck again, Lich is a reasonable card when it doesn't just die to Terminate. The reason is that Lich targets cards in any graveyard. A control deck running this card can turn the opponent's creatures against them, which I remember happening to me when I played against the deck (it really made me hate my own Harbinger of the Tides and Master of Waves). As a value creature it is pretty slow and clunky, but if your deck is also slow then this might be a reasonable inclusion. And if you can figure out what the combo is, then you might really have something.

SkredSkred

The best removal spell for one mana in Modern is Path to Exile. Lightning Bolt sees far more play but Path hits more creatures. Bolt is the most powerful red spell because of its versatility, but if all you want is creature kill then it isn't the best red removal spell because Skred exists. Yes, it starts out at parity or worse than Bolt, but as the game progresses there become fewer and fewer creatures that Skred doesn't kill. However, it sees no almost play.

Skred sees no play because snow sees no play. You cannot play one without the other. For those who do not remember, some permanents from Coldsnap have snow as a supertype. Other than letting Boreal Druid produce snow mana (which is a quality that mana from a snow permanent has, not another type of mana), it only matters when certain cards say that it matters. Skred was the most played card that cared about snow, but the most powerful card was Scrying Sheets. Skred has traditionally been the reason to play snow, but Scrying Sheets is an exceptional enabler and may be the real reason to play snow these days.

When Skred and Scrying Sheets see play these days it is usually as a quasi-combo with Boros Reckoner. While I see the appeal, shooting your own Reckoner has always seemed overly cute to me. What Frank Lepore showed in the linked videos is the power of Skred as a traditional, very powerful, removal spell. It's unfortunate that he didn't get to go long with Sheets. You see, what Sheets did for the 2007-2008 decks was serve as a consistency engine. They didn't play any snow permanents other than lands and didn't play many actual ramp spells besides Into the North, which usually tutored for Sheets. Scrying Sheets let them pull lands from the top of their deck 30-40% of the time depending on build, which meant that they almost never missed land drops. A few played additional snow permanents, usually Coldsteel Heart, so that Sheets drew them an extra card 50% of the time.

scrying sheetsI realize a card draw engine that works around 50% of the time and requires considerable deckbuilding constraints doesn't seem very good. However, consider this: Sheets is a land. For the same mana investment per turn you could use Jushi Apprentice and leave your draw engine vulnerable to Bolt. Sheets provides colorless mana and is only vulnerable to Ghost Quarter or Tectonic Edge, and it is less likely that your opponent will Quarter a Scrying Sheets than a Desolate Lighthouse. Couple that with Serum Visions and you are looking at a reasonable way to hit the right mix of land drops and spells in a long game.

If we want to make Sheets read "Draw a card" then we'll need to do a lot of work that I'm not convinced is worthwhile. The number of constructed-playable snow permanents was low back in Standard, really only including the lands, Coldsteel Heart, Mouth of Ronom, and Ohran Viper. Attempts were made to make Adarkar Valkyrie, Gelid Shackles, and Boreal Druid work, but I couldn't find record of the first two panning out or Druid played as more than an extra Llanowar Elves. I remember seeing Stalking Yeti in some lists, but I think that was due more to nostalgia over Flametongue Kavu than the strength of the card proper. Of the playables, Mouth is really slow but might be a bullet if we really need colorless removal, Heart seems like decent fixing, and I don't think Viper is good enough anymore.

What this means is that if we want to play with snow, we need a mana-hungry deck that is rather ponderous and slow. The Blue Moon style of control deck seems like a good candidate, since those decks already play lots of lands and removal and don't mind going long. The fact that our manabase would need to be all basics makes us far less vulnerable to our own Blood Moons, even if it does shut down Sheets.

On the other hand, we could also take a page out of the old playbook and use Sheets in a midrange ramp strategy to ensure that we hit our land drops. I suspect that Jund or Tron are going to be better, but it could work. Here's a rough idea:

RG Midrange, by David Ernenwein (Test Deck)

Creatures

4 Tarmogoyf
4 Courser of Kruphix
3 Huntmaster of the Fells

Artifacts

3 Coldsteel Heart

Instants

4 Lightning Bolt
4 Skred

Planeswalkers

3 Garruk Wildspeaker
3 Chandra, Flamecaller
2 Koth of the Hammer
2 Nissa, Worldwaker

Sorceries

3 Anger of the Gods

Lands

4 Highland Weald
2 Scrying Sheets
2 Mouth of Ronom
9 Snow-Covered Mountain
8 Snow-Covered Forest

I suspect that this deck will be very good at grinding against midrange and creature decks but will struggle against combo and control. It might be good enough to see play. At the very least it's something to consider, and serves as a reminder that there are plenty of decks out there.

The Tech is Out There

My point in all this is that just because the format staples are so powerful that's no reason to dismiss the rest of the Modern cardpool. There are forgotten treasures lurking around in there if you're willing to look for them. Also, don't be afraid of building a new deck in the same space as established decks. You don't want to be a bad version of an established deck, but sometimes you're going to find a way to attack the format that the established deck cannot---and you might even overturn the old standard. The only way to know for certain is to get out and test.

EMN Spoiler- Emrakul, the Promised End

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At this point I don’t think anybody is surprised that the big bad on Innistrad was Emrakul. Chaz wrote a pretty cool piece for us back in February calling it, and scatologists worldwide identified the eldrazi droppings featured in the art of Thraben Inspector. Now we know not only that Emrakul is the big bad, but also what exactly Emrakul does.

1YJK1vW

Is she castable?

Immediately, given the cost reduction ability it’s hard to say exactly how much mana it will take to hardcast Emrakul. The starting rate is 13, though there are seven Standard-legal card types, so theoretically Emrakul could be cast for six. Six mana is definitely doable, though I imagine that eight is going to be a more realistic low side, and nine or ten being where you get stuck in a lot of games. If Eldritch Moon provides more self-mill effects then Emrakul could be a castable build around card, and currently Vessel of Nascency is a very good start for such a deck.

Is she good if castable?

This is the more important question, and for my money the answer is a resounding yes. Not only is a 13/13 with flying, trample, and protection from instants a lot of great text for a permanent, but Emrakul’s ability is also great. A lot of people seem to be getting hung up on the fact that the opponent gets an extra turn after you take their turn, but all that this means is that the extra text on this body is less good than Mindslaver. There is a lot of space between something being objectively bad and this reality. If Emrakul ends up being consistently castable on six, I would expect to see a lot of turn six concessions in Standard.

How does she play with Nahiri?

With Nahiri, the Harbinger being the other antagonist of the story and Nahiri playing very well with Emrakul, the Aeons Torn, it’s not surprising that there’s already a lot of discussion about how Nahiri will play with Emrakul, the Promised End. The game ending potential of this combination isn’t as high as the Modern equivalent, but once again this is a rather silly reference point. If you feature Nahiri in a deck that can otherwise deal damage, hasting out a 13/13 creature with flying and trample can definitely just win the game. If your deck isn’t about dealing damage, then Nahiri’s ability just puts the Emrakul into your hand after you tutor it up and attack, allowing you to potentially cast it the next turn. And the first Nahiri that hits your graveyard reduces Emrakul’s cost! I imagine that these two cards are very likely to appear in the same Standard deck.

For now, we don’t really have data on what the price for Emrakul will be, though I imagine pre-order prices will be high and Emrakul will be either great or excellent in Standard. With more delirium support there is likely to be a deck that just tries to cast Emrakul, and even if Emrakul were the only card in the set I could imagine a Nahiri Emrakul deck being viable. Emrakul is also a maybe in Modern Tron, which wouldn't surprise me in the least given the power boost that a Mindslaver effect gains in such an efficient format, not to mention the fact that it's a lot easier to cast Emrakul with Tron lands than basic lands.

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