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SCG Charlotte Modern Open: Hits and Misses

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You don't need a Grand Prix to make it a Modern month. The SCG Charlotte Modern Open came to a close this weekend, with just over 500 players battling for the prize. Even though the Open was significantly smaller than the GPs we saw earlier in June (and smaller than the last SCG Modern Open in Columbus), SCG Charlotte was still an exciting midpoint between the June circuit and the upcoming GP Oklahoma City. We're in one of the most diverse Modern metagames of all time and SCG Charlotte pulled no punches, fins, tentacles, and whatever the heck is dangling in front of Gurmag Angler's mouth in showing the dynamic format. It was also the first major Modern event with Magic Origins cards, and at least one of the new staples made his prodigal debut on the main stage.

Jace vs Sphnix Art

With a Day 2 metagame breakdown and a full Top 32 list of decks, we have plenty of exciting data to analyze and a lot of decks to check in on. Our own metagame update for August is coming out in the next week or two and SCG Charlotte will undoubtedly be a big factor in our deck tierings. Today, I want to look at the four biggest takeaways you should keep in mind when factoring SCG Charlotte into your Modern preparations. Because SCG Charlotte was a somewhat smaller event, we need to temper some of our conclusions to reflect the number of players and the more modest (relative to a GP, at least) stakes. These takeaways respect the event size and focus on the biggest conclusions that should translate to larger events in September. Whether you're testing decks for GP Oklahoma City, grinding out MTGO Dailies, or just excited to rock your Comic Con Jaces, this breakdown has something for you.

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Hits: Grixis Control (and Jace)

Grixis Control? Grixis Midrange? Grixis Whatever? I don't care what you call it but Modern's newest top-tier deck continues to cement its place as a big format player. Michael Majors piloted his Grixis Control list to a fifth place finish at the event, packing a playset of Jace, Vryn's Prodigy instead of the Tasigurcustomary Gurmag Angler duo or trio. Tasigur, the Golden Fang was still out in force, seeing maindeck play in not only every Grixis Control list in the Top 32, but also every Grixis list except one (an incorrectly classified Grixis, not UR, Twin by Robert Chase) in those top decks. Of course, Grixis Control was the big winner here. Of the nine players making Day 2 with Grixis Control, four converted into a Top 32 finish. This conversion rate, 44%, was one of the best rates of the most-played decks in the entire Open. Looking only at decks with 6+ appearances on Day 2, Grixis Control had the second-highest conversion rate to the Top 32 (the highest, Abzan, gets its own section below). When you factor in the prevalence of Grixis Delver and Grixis Twin in both the Top 32 and on Day 2, it becomes clear that Grixis is handily the most popular color pairing in present-day Modern. This is critical for anyone serious about winning big events in the future. Whether you're playing against Control, Twin, or Delver, be prepared for the synergies of Snapcaster Mage, Kolaghan's Command, Terminate, and the delve creatures.

Tasigur isn't the only legendary creature to join the Grixis ranks and propel the deck to the top. Jace, Vryn's Prodigy/jace, Telepath Unbound saw almost as Jace Unboundmuch press this weekend as those ridiculously fake Commander fetchlands, and although he wasn't a staple in every Grixis deck, Michael Majors' Jace playset was the talk of the tournament. In my own Origins review earlier this summer, I gave Jace a lukewarm reception on the weaknesses of his +1 ability, which felt irrelevant in too many unfair matchups. I also said "Jace is the likeliest walker to break out of the unplayable category and rise into a tiered control deck", and SCG Charlotte was the perfect scene for this to happen. A big contributor to this was the relative lack of unfair decks at the Open. Neither Amulet Bloom nor Grishoalbrand had more than a single representative on Day 2. Twin saw a lot of play, but if the Top 32 lists are any indication, many of the lists were running Splinter Twin Plan Bs with Tempo or Control Plan As. This is the kind of environment where Jace thrives. Our very own Trevor Holmes has been singing Jace's praises for weeks now, and he went to the event with his own Grixis Control list to finish with 21 points on Day 2. You can expect more Jace in the weeks to come, which is bad news if you are trying to outgrind or outvalue Grixis Control but good news if you are trying to do unfair things.

Even if you don't think Grixis Control is as good as many are saying, it's hard to doubt that other players will buy into the hype and pile on the Grixis train. We are entering an era where Grixis Control will always be a top five most-played deck, and the metagame will need to shift accordingly. I expect to see more Merfolk in the coming weeks as players adapt to the Grixis menace. Merfolk was well-positioned even before the Open, and now it's looking better and better by the day.

Hits: UW Emeria Control

Enough Grixis: let's talk Emeria, the Sky Ruin. Michael Segal piloted a team of Emeria, Sun Titan, Court Hussar, and a bunch of other 2011 Standard expatriots to a 13th place finish at the Open. As the commentators reminded us all Emeria the Sky Ruinweekend, this is a list that doesn't even look like a Modern deck at all, let alone a deck that could make Top 16 at a major event. Segal's list is a who's who of offbeat, fringe, and (let's be honest) mediocre-looking cards that somehow clawed their way through a high-powered gauntlet of Twin, Burn, Affinity, and Jund en route to his finish. Once you get past the disbelief at seeing Mortarpod, Detention Sphere, and Ojutai's Command in a high-placing list, you can start to notice just where this kind of deck excels. Lone Missionary and Wall of Omens give the deck a surprisingly robust early game, particularly in tandem with the Path playset and the random disruption in Aether Spellbomb and Mortarpod. Both Supreme Verdict and Ojutai's Command give the deck stabilization power past turn four, which is all UW Emeria Control needs to get into the mid-to-late game where its Emeria and Titan engines can really shine. This gameplan is particularly strong against decks built for grinding small advantages, such as Jund and Grixis Control.

UW Control's success over the weekend is a big gain for Modern. For one, this kind of deck is the very definition of a control deck: deliberately interactive at every stage of the game and with a slow, incremental win condition. I personally think there are other spaces control can occupy in Modern, but sun titanit's good to have more representatives in this oftentimes underrepresented area of "traditional control". Another reason for UW Control's significance is its price tag. With no Snapcaster Mages, Cryptic Commands, and only a single playset of fetchlands, this is by far one of the cheapest decks with competitive potential: a mere $215 with TCG Mid prices (and not a single card under lightly-played condition!). Snapcaster's exclusion seems suboptimal to me, especially because lategame Emeria-recurred Snapcasters feel very unfair. Then again, Snapcaster's targets are more limited here than in other control decks. Notably absent are the cantrips like Thought Scour and Serum Visions, along with the burn spell Plan B you see so often in red-based Snapcaster decks. Perhaps Snapcaster has a home here, in which case the pricetag increases significantly. If not, however, this is a strong, cheap choice for future events. A final reason for UW Control's importance is its representation of format diversity. If a Sun Titan playset can make its way to the Top 16 of a 15 round event (indeed, the deck made its way to the T16 based largely on Titan himself), it forces us to reevaluate a lot of other cards previously dismissed as unplayable or subpar.

I can't decide if Segal is just the luckiest budget player of the summer, or if his deck was really onto something. I'm leaning towards the latter based on the internal synergies within the deck, as well as UW Control's broader metagame profile even before the event. Looking only at MTGO, UW Control decks make up about 2.8% of the metagame, with roughly 1% of that falling in the Pilgrim's Eye/Emeria/Lone Missionary category. This suggests broader viability before Segal even sleeved up the deck, so perhaps his finish will push that further. I'm excited to see what the deck does in the coming months.

Hits: Abzan's Return?

Back in early June, I predicted that Jund would surpass Abzan as the BGx deck of choice. By the end of the month, it was clear that Jund's Dark Confidants and siege rhinoTerminates had triumphed over Abzan's Siege Rhinos and Path to Exiles. Abzan plummeted into tier 2 with a sub 4% metagame share, Jund rocketed to the top of the charts, and there was much rejoicing by anyone not named Willy Edel. As anyone who has played Modern for more than a few months knows, however, BGx is a versatile creature and neither Tarmogoyf nor his mistress Liliana of the Veil are particularly loyal to one pairing over the other. If the metagame shifts, so too can BGx. SCG Charlotte saw a small but noteworthy shift back to Abzan, and although it's too early to know if this signals a more permanent change, it's something we need to keep an eye out for. Five players made Day 2 with Abzan and three of them converted into a Top 32 finish. On top of this 60% conversion rate, Charles Stephens brought his own traditional Abzan list to the Top 8 before falling to Tom Ross's Infect, a historic Abzan predator, in the quarterfinals.

I can't stress enough that it's not yet clear if Abzan is on the rise or if this was just a one-time anomaly. We'll need to review the full August metagame data to see if other trends suggest movement in one Lingering Soulsdirection or the other. In the meantime, we can speculate on some reasons for Abzan's possible success over Jund. One big explanation is the same reason for Jace's success in Grixis Control: the format is increasingly fair, grindy, and midrangey these days. Abzan thrives in this kind of metagame, where Lingering Souls clogs up Angler, Tasigur, and Goyf-heavy boards for multiple turns and where Path to Exile kills these cards much better than Lightning Bolt. Incidentally, Jace is a great card in the inevitable Abzan vs. Grixis matchup because Abzan can't remove him as efficiently as Jund, but that's a topic for another time. Rhino is also a big factor here, providing incremental damage against lifeloss-reliant Grixis decks and putting up a giant Bolt-proof and Kolaghan's Command-proof body.

If the Abzan shift is real, we are likely to see a return to the Pro Tour Fate Reforged metagame where increasingly linear decks (Tom Ross had the right idea with his SCG Charlotte Infect list) emerge to battle removal-inefficient Abzan grinders. I'm not yet convinced Abzan is the real deal if for no other reason than Joseph Herrera's tournament win with his own Jund list. Still, it's hard to ignore Jund's abysmal conversion rate (only one of the eight Day 2 players made it to the Top 32) and Abzan's relative success.

Misses: Burnt Out

Speaking of abysmal conversion rate, no single decktype did worse at the Open than Burn. Ten players made Day 2 with the deck. One of them made it to the Top 32. That lone Burn champion, Arya Roohi, Goblin Guidedidn't even crack the Top 16, settling at 22nd with Modern's most linear aggro deck. This is definitely not to diminish Roohi's finish (congratulations!), but it is very much to highlight some glaring shortcomings in the most-played deck at the Open. To some extent, no one should be too surprised with Burn's lackluster showing. There are few decks hurt more by sideboarding and over-preparation than Burn (Affinity is another one in this category). The more lifegain and countermagic you bring, the better the Burn matchup becomes, and the Top 8 alone was packed with Dispel, Kitchen Finks, Feed the Clan, Spell Pierce, and other ways to beat the Burn game. Players have also shifted away from Destructive Revelry and Wear // Tear bait like Leyline of Sanctity and Dragon's Claw, which makes Games 2 and 3 even more an uphill battle than they were before.

To be clear, Burn isn't without its strengths. Eidolon of the Great Revel remains a format powerhouse, either giving Burn a quick edge in an aggressive mirror or taking over fair games Wild Nacatlwith nonstop pressure. The Atarka's Command/Skullcrack pairing is also still a strong way to fight lifegain, although even Roohi's seven total copies of the cards wasn't enough to get him into the Top 16. Roohi's shift to maindecked Wild Nacatl was one way to address the classic Burn problem of running out of steam. In many ways, Nacatl acts as a second set of Goblin Guides, giving you a recurring damage source that can keep swinging under Negates and Dispels. Nacatl also struggles with the omnipresent Tasigurs and Anglers, so it's not as if Nacatl is necessarily the solution to Burn's woes. That said, Nacatl has seen a lot of play in recent MTGO Dailies, which might signal a larger shift towards Nacatl-based Naya Burn lists. This will probably be a necessary shift in the longrun, especially with the uptick in Grixis decks and their increased arsenal of countermagic (indeed, Roohi brought Exquisite Firecraft to combat this).

Misses: "Broken" Decks

July was a rough month for banning discussion. It seemed like everyone, pros and major content providers included, had plain forgotten the banlist criteria and were crying for a host of strange and bloomunsupportable changes. This included arguments for an Amulet Bloom and Grishoalbrand ban, whether Amulet of Vigor/Summer Bloom or Griselbrand/Nourishing Shoal. Or both. Or all four, just to be safe! Thankfully, level heads prevailed at Wizards and it was the "No Changes" announcement heard across the world. As I discussed in both my banlist prediction article and my announcement review, this shouldn't have been a surprise to anyone paying attention. Neither Bloom nor Grishoalbrand were turn four rule violators because neither deck was top-tier. This made them ban-proof in July and should have insulated them from all the torches and pitchforks aimed their way throughout the summer. In case you needed any further evidence about the decks' safety in Modern, head on over to the Day 2 breakdown for SCG Charlotte. With a single player on each deck, and only the Grishoalbrand player cracking the Top 32 at 24th place, the event showed that both decks were far safer than many gave credit. Or, perhaps more accurately, it showcased the format's ability to self-regulate potentially broken decks.

Have we seen the last of either Amulet Bloom or Grishoalbrand? Absolutely not. These are still strong combo decks which will absolutely rise again, especially when the metagame least expects it. As the past Griselbrandmonths have shown, however, our format is well-prepared to check their rise. SCG Charlotte was a major datapoint in this narrative because it happened after the banlist announcement. There was considerable buzz around the decks before July and it was entirely possible that Modern players were actively avoiding decks which could be banned. The July announcement should have eliminated any lingering doubts and fears in this regard and any skeptical players should have invested in the decks. If this happened it didn't affect the top tables at the SCG Open, and if the rest of the metagame is any indication, these decks are still solidly tier 2 and exist in a very fair and balanced place right now. You would be foolish to totally forget about these decks and come unprepared to face them, but the hate cards (Blood Moon, Relic of Progenitus, [mtg_card]Dispel[/mtg_card, etc.) are relatively accessible and highly relevant across matchups. Come prepared and show the format why these decks are not monsters to be feared but rather diverse combo representatives to be embraced.

Post-SCG Charlotte Modern

Just because a deck didn't make the hits and misses list today, doesn't mean it didn't have a good (or bad) weekend at Charlotte. Affinity was quite solid, as were Merfolk and Infect. Abzan Company saw a slight comeback after weeks of mediocre performance, but Elves crashed and burned.

Also, Lantern Control. Give me more Lantern Control please.

Hopefully we'll see more of these decks in the coming weeks, especially as we gear up for GP Oklahoma City. I'm particularly excited to see more Grixis Control as a mainstay in Modern's top-tiers: our format needs more interactive policing decks, and Grixis (plus Captain Jace) fits that bill nicely.

What decks did you see succeed at the Open? Did you go yourself and bring any awesome tech we should know about (or encounter it over the weekend)? Are there any other takeaways you think I missed? Let me know in the comments and get excited for an upcoming metagame breakdown to hopefully be released next week!

 

Editor's note: An earlier version of the article incorrectly classified Robert Chase's Grixis Twin list as a UR Twin list. The article has been corrected to reflect this inaccuracy.

Insider: Investing in Dragons and Origins for Next Year

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Excuse me if I'm saying the obvious here, but do you know how long we'll have Dragons of Tarkir (DTK) and Origins (ORI) in Standard? A long time. I'd wager that, though this information is publicly available, it hasn't sunk in yet, because the two-set chopped up rotations are so new.

When the new two-set block schedule was announced, we received a calendar with a bunch of test set names on it. Over on GatheringMagic, they laid it out as best they could at the time. Here's how the calendar looked:

Time of Release Large Set Released Block/Sets Rotating Out Standard, in Blocks
Fall 2014 Khans of Tarkir Return to Ravnica Still two three-set blocks
Spring 2015 "Louie" Nothing rotates Still two three-set blocks
Fall 2015 "Blood" Theros block Still two three-set blocks
Spring 2016 "Tears" Khans of Tarkir and "Dewey" (winter '15) Now three two-set blocks
Fall 2016 "Lock" Next year's core set and "Louie" (spring '15) Three two-set blocks
Spring 2017 "Barrel" "Blood" block Three two-set blocks

Since we only had codenames at the time, people could be forgiven for not noticing what happens in Spring of 2016. Namely, Khans and "Dewey" (AKA Fate Reforged) rotate. What happens to Dragons of Tarkir? We've got it for another six months, along with Magic Origins. I've talked to other players about this and most thought that all of Khans block was going to rotate at once. Not the case. We'll have DTK and ORI for a full year from now.

Mining Long-Term Gold

This is definitely the time to snatch up cheap engine cards to hold onto. I believe that Hangarback Walker is going to be around so long that we all breathe a cheerful sigh when it rotates next fall. On the other hand, there are plenty of gems and roleplayers waiting to be discovered.

With that in mind, I've concentrated on a few categories. First, we have the roleplayers. These are cards that slot into classical archetypes that crop up in most Standard sets. Second, we'll look at sleepers, the engine cards that could become very potent later in Standard.

Bear in mind that by next Spring, Origins will be far out of peoples' minds. Simply keeping a staple like Hangarback can really pay off. One day, people will wake up in May and wonder why Hangarback is a $35 card.

Roleplayers to Hold For Next Year

I'm often asked about stable and steady investments. Barring a box set reprint (which could happen to Hangarback Walker most obviously), the following cards will gain value over time.

First of all, red aggressive strategies will always be dependable. Zurgo Bellstriker ($2.25) and Exquisite Firecraft ($8.50) make up the bedrock of good red damage.

I don't think you'll get any particular bargain on Firecraft right now, but its price has been stable for the past three weeks. Zurgo is a great pickup, but Firecraft is more of a "hold if you have it." By the way, as you're looking at good pickup targets, check out the graphs for the price history on our Trader Tools. You'll get a great sense of whether you should wait (the price is dropping) or move in (the price is going up).

Likewise, Thunderbreak Regent ($5.00) is a very understandable card for red aggressive decks. It has a lot of versatility right now, pivoting into Mardu Dragons and R/G Monsters among others. Its price is leveling off right now, but I would still be greedy and see if I can wait to get these at $4. Regent is going to be a classic card that people forget is still in Standard. A 4/4 flier is simply great at four mana; I'm not telling you anything new. Remember that Thundermaw Hellkite took many months before it picked up and became the premier finisher in its Standard era.

I've mentioned Hangarback Walker ($17.00) enough already; let's talk about it. The artifact slots into everything and feels great on just about any turn. As Standard evolves and changes, the Walker will still be here. If Battle for Zendikar has a decent amount of mana acceleration for Eldrazi, then we can expect Walker to reap the same benefit at any point on the curve. This is my stand-out "keep and hold" card but I don't think I'm telling you anything new.

Though it's folly to anticipate Standard a year from now, Languish ($6.50) will still have many monsters to kill. This is a boring pickup, as is Tragic Arrogance ($1.75), but both are reliable board sweepers. There will always be a spot for them in Standard.

Likewise, Dragonlord Ojutai ($15.00) is a monster and will remain terrifying.

Deathmist Raptor ($22.00) is a controversial pick for a long-term hold. I spoke with a few colleagues and many feel that the dino has reached its price ceiling. On top of that, megamorph is great in this grinding format, but what will Eldrazi bring? I have to imagine that if a game lasts to eight lands in play, we'll have more swingy things to do than morph up a Raptor.

Den Protector ($9.00) is more tempting. Regrowths are good. However, it's just too expensive to stock up on right now.

Cheap Sleeper Cards to Bet On

More fun than the expensive cards are the near-bulk rares that have "engine" written all over them. They're the cards with powerful effects that veteran players will remember. Standard will have between five and six sets in it at that point, meaning that the card pool gets deep enough for interesting combination decks as well as reliable control. With that in mind, let's start with the enchantments.

Flameshadow Conjuring ($0.50) makes one think of Splinter Twin and then dismiss it. I think that's unfair, because its ability is still reliable and incredible on its own. One needs to have monsters that are good enough to duplicate for a red mana, but we're moving into a set of big guys.

As Conjuring needs a creature, so Molten Vortex ($0.75) needs a land. This can form the backup plan of a burn deck because it means that you never have bad topdecks (aside from other Vortices).

Commune with Lava ($0.50) depends on you casting it during an opponent's endstep. While it's no Braingeyser, it can serve up a multitude of cheap burn spells to finish off an opponent. I'm keeping an eye on this card. It's got Travis Woo written all over it.

Pia and Kiran Nalaar ($1.75), Chandra's parents, form a reasonable Siege-Gang Commander impression. I'm intent on letting these drop down to bulk rare status and picking them up if they ever get there. An effect that spawns several tokens and lets you hurl them is solid. As I've said time and time again, I can't predict the new Standard, but I can highlight cards like this one that do something pretty unique in Standard.

Finally, I want to point out two pretty loose removal spells that have a lot of upside tacked on. Hixus, Prison Warden ($0.25) is a draft all-star and he's one of the few killer creatures around. Sure, he only looks like a Fiend Hunter, but he dodges the common red burn spells that aren't Exquisite. That he can remove a hexproof dragon or an Eldrazi on the attack is potent.

Last, Foul Renewal ($0.25) is almost embarrassingly bad to mention. You can't return a Courser with this for much longer, but keep an eye on it if we've got a big-butt monster that we can ideally sacrifice. In the right light, with some squinting, this looks like Bituminous Blast. Angled properly, it kills a creature and then brings back a serious threat. I know, it looks weak, but my historical precedent on this is Consuming Vapors--a card that saw $5 during the first Zendikar block.

What are your sleepers for next fall? What will hold value going forward in this new rotation schedule? Let me know in the comments!

- Doug

Insider: MTG Stock Watch for 8-23-15

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Welcome back, readers! It's been a while since I did one of these articles so I felt I was due for another one. Given the shakeup in the actual stock market recently this seems even more apropos than usual.

Winners

#1 Cloudstone Curio (+193.9%) - This is our biggest gainer the past week, almost all of it thanks to SCG Charlotte and Mr. VanMeter's deck tech. This card allows an Elves player to repeatedly cast one-drop elves and untap their Nettle Sentinels each time. With three Sentinels, a Heritage Druid, and any other one-drop elf, you can make infinite mana with the Curio in play.

The problem is that without Ezuri, Emrakul, Craterhoof, or Genesis Wave in hand you weren't really left with anything to do with said mana. Chris has solved this problem by including the full "tutor package" of Summoner's Pact, Weird Harvest, Evolutionary Leap, and even sideboard Chord of Callings.

curio

#2 Shatterstorm (+26.6%) - With the recent success of the Grixis decks in Modern, it's not surprising that they would look to pick up another answer to Affinity (though they already have Kolaghan's Command for targeted removal with upside). Shatterstorm provides a nice wrath effect against Affinity in red (though I did not see this one show up in either of the SCG Open top 32 Grixis Control decks).

This price bump is specifically related to the Sixth Edition printings and further investigation shows a very limited number available on TCG Player. The card has too many printings (including some at uncommon) to indicate a likely buyout, but this could be a good example of a more obscure card that just doesn't end up for sale that often, so when a few cheap copies are purchased the average price goes up dramatically.

shatterstorm

#3 Darkness (+17.3%) - This was a relatively obscure card for a long time. It was highlighted on camera a while back with the Mono-Black 8-Rack decks, which since then have fallen into relative obscurity. Reviewing this past weekend's SCG Open lists I did not see any reference to this card in either the Grixis Control decks or the Lantern Control (piloted by Ali Antrazzi).

darkness

#4 Anger of the Gods (+14.9%) - This three-mana wrath has been showing up more and more in Modern as a way to combat Voice of Resurgence, Hangarback Walker, and ideally turn off one of Kolaghan's Command's modes (the Raise Dead one). This one isn't really showing up in the Grixis decks (as it wipes and exiles all their creatures), but it is showing up in Jund sideboards--so its demand is heavily tied to Jund's success on the circuit.

anger

#5 Birds of Paradise (+13.7%) - This is our second 6th Edition card to show bigger positive gains this week (the first being Shatterstorm). Birds has always been a relatively popular casual card. It hasn't been Standard-legal since M12 was in rotation, and looking over the SCG site we see they are sold out of most of their Birds of Paradise.

This one may continue to trend upward over the coming weeks as fewer and fewer become available or it is yet another example of a small number of cards (specifically 6th Edition versions) available on TCG Player where a few cheap copies can cause an overall average price raise significant enough to be caught by MTG Stocks.

birds of paradise

#6 Ghostfire Blade (+13.6%) - When this card was first announced I know quite a few Affinity players who got really excited for it. Unfortunately, that never really panned out.

The addition of Hangarback Walker and Thopter Spy Network into Standard has brought new life into this spec target, by creating cheap colorless flyers. With the spoiling of cheaper Eldrazi, players also seem to be betting that Ghostfire Blade could be part of some Eldrazi-type deck when BFZ releases, so they are stocking up on their personal playsets.

ghostfire

#7 Evolutionary Leap (+11.1%) - When this card was first spoiled it was preselling near $10. Sadly, it hasn't really found a big home in Standard yet (though using it to sacrifice Deathmist Raptors when you're about to unmorph something does give green a pretty solid card advantage engine). It's also decent against spot removal and plays exceptionally well with Hangarback Walker.

However, the spike in demand is far more likely linked to Chris VanMeter's "Evolutionary Elves" list, which utilized this and Cloudstone Curio to eliminate the fizzling out problem some of the modern Elf decks are prone to, by making sure that you can keep playing elves and building up your mana before you drop something big/nasty (usually Emrakul).

leap

#8 Elvish Champion (+9%) - Though this is an elf, it was not featured in Chris's list. Interest may be due to the fact that it can serve as a trump card in the mirror, by making all your elves unblockable or simply because elves are a popular tribe and this elf lord hasn't been printed in a while.

Champion

#9 Goblin King (+9%) - Right below Elvish Champion we have a different tribal lord without a recent printing. I know a lot of people are trying to make a Goblins deck in Modern and it does seem to have a lot of potential, but I think the biggest thing holding it back currently is its limited ability to interact with the opponent. Unlike in Legacy, the deck lacks the land disruption (Rishadan Port/Wasteland) package that allowed the Legacy version to remain so powerful.

It is important to keep in mind that with the rise of Grixis Control and Jund decks in Modern, the overall percentage of decks with mountains is relatively high, so making your goblins unblockable can easily turn a stalemate into a win.

king

#10 Hunted Horror (+6.8%) - This is an interesting one, an incredibly undercosted creature with trample. The downside of giving your opponent two 3/3 green creatures with protection from black can easily be mitigated thanks to the recent token hosers printed (Illness in the Ranks and now Virulent Plague).

If you look at the graph you'll see it did go a bit haywire after Fate Reforged (when Dragons of Tarkir spoilers started hitting), so it's likely that brewers are working on something with this and Virulent Plague. The fact that Plague/Illness also happen to hose the Splinter Twin combo (even if they go for Deceiver Exarch it still has no power) gives the deck additional legs to stand on.

horror

Losers

#1 Tezzeret the Seeker (-34.9%) - While a good casual favorite, the recent reprinting in MM2015 (even at mythic) has clearly satisfied what little demand there was for this card. Though looking at the graph it does imply there may have been a glitch with the data collection software used by MTG stocks (hence the odd flatlines and immediate drops).

tezz#2 Temple of Epiphany (-34.1%) - When it first came out, this temple was expected to be the most valuable in the long run (just as Steam Vents is the most valuable shockland) due to the dominance of URx decks in Modern. However, it has yet to be adopted by any archetype, given there are so many other options. Any land that comes into play tapped in a format with a lot of turn four kills better come with strong upside--apparently scrying 1 just isn't enough.

I expect we'll see this one continue to trend downward as we near rotation until it floors (likely around the $3 mark). Reviewing the graph it appears there was a buyout of sorts on 8/18, but clearly it wasn't sustainable as the card is almost back to its pre-buyout price.

temple

#3 Null Rod (-27.9%) - If you ever wanted to see how Eternal Weekend can affect a card's price, we have the perfect example here. Null Rod is the most efficient way to turn off your opponent's Moxes/Lotus and it can be played in any deck. It saw a pretty big price hike leading into Eternal Weekend, but now that the weekend is over, it appears the buyers want to sell back out.

null rod

The Power of a Deck Tech

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This weekend, Chris VanMeter got a deck tech for his Modern Evolutionary Leap Elves deck. Chris started off the tournament 6-0, and his build was generating a lot of buzz.

Evolutionary Elves

creatures

4 Arbor Elf
4 Elvish Mystic
4 Elvish Visionary
4 Essence Warden
4 Heritage Druid
4 Llanowar Elves
4 Nettle Sentinel
1 Regal Force
1 Emrakul, the Aeons Torn

spells

4 Cloudstone Curio
4 Evolutionary Leap
4 Summoner's Pact
1 Weird Harvest

lands

5 Forest
2 Horizon Canopy
1 Temple Garden
3 Windswept Heath
4 Wooded Foothills
1 Nykthos, Shrine to Nyx
1 Pendelhaven

sideboard

2 Spellskite
1 Burrenton Forge-Tender
1 Eternal Witness
2 Ranger of Eos
1 Reclamation Sage
1 Scavenging Ooze
1 Back to Nature
3 Chord of Calling
3 Dismember

Over the course of the weekend, Evolutionary Leap moved from about a buck to 2-3 dollars, and Cloudstone Curio more than tripled from four to fourteen. Curio would be a great target if this deck were to take off seeing as it has only one printing and is a casual card, but whether it has legs in Modern remains to be seen. As we now know, the wheels fell off for Chris after his 6-0 start, and he ended up finishing in 105th place.

Elves won a Modern GP before the printing of Leap, thought even when it won the opinion of most was that it was maybe 45% against most of the field, and the success was something of an anomaly. The deck lacks the speed and resilience of other combo decks and the interaction of Merfolk when it comes to tribal decks. Evolutionary Leap adds resilience, though the addition of Curio and drawing a second Leap ever add a lot of air to the deck.

There was an error retrieving a chart for Cloudstone Curio

Curio's price was buyout driven, and will likely be coming down as more players sell into the hype. The fact that it only has one printing will likely keep the price higher than the $4 it was at, but nonetheless this isn't a good long-term position. Evolutionary Leap has a more promising future, as it's a great tool in both Standard and Modern to fight removal spells, and will likely gain during its time in Standard. I wouldn't be mad if I bought in when it was at a buck, but I imagine the card will drop back to that point before long.

MTG finance moves at a very fast pact, and sometimes you only have hours or less to make a move on hype, and in many of those instances you're forced to either miss an opportunity or invest poorly. You'll notice that buylist prices are very close to the pre-spike price on the card, and I wouldn't expect them to get much higher- at least from merchants looking for large numbers of the card. You're probably better off if you missed this one.

Four (More) Cards Wizards Should Reprint for Modern

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In my reprint article last week, I promised more reprint coverage if the article was popular and well-received. With almost twice as many comments as other articles on the site, thousands of views, and tons of positive press, the readers have spoken: Modern players love reprint articles. On the one hand, this could suggest an underlying dissatisfaction with Modern's current cardpool or its decks. Magic players sure love to complain about Modern (whether unbans/bans, prices, archetypes, metagame diversity, etc.), so it's not a stretch that reprints also fall into this category. I tend to give a more positive spin: we Moderners love our format and want to see it get even better. For many of us, Modern represents a promise of deck diversity and choice unparalleled in other formats. Good reprints promise to only increase this diversity, which is why many of us love to discuss them.

Containment-Priest-art

Mother of Runes, Innocent Blood, Baleful Strix, and Onslaught cycling lands got the spotlight in last week's article. This week, I'm shifting focus to four more cards that deserve a home in Modern. We promised a fun article last week and hopefully this one keeps that reprint fun coming. If two fan favorites have anything to say about it, I'm guessing you'll be as excited to read these suggestions as I was to write them.

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The Reprint List (Part 2)

VindicateFollowing last week's theme, I only want to propose reprints that meet two parameters. First, a reprint should benefit a lower-tier deck without pushing a top-tier deck too far. This means a card like Vindicate should probably be kept off the list. For every Deadguy Ale and Esper Control list you'd see Vindicate in, you'd see a half dozen Vindicate-powered Abzan lists clogging up the Top 8s/16s of every event. It's true that Vindicate might be, well, "vindicated" in testing as safe for the format, but the card is strong enough abstractly that we don't really need to test it to prove its power in Abzan. Back to Basics would be risky here too. Do we really need to give Merfolk its own Blood Moon, even if some tier 3 Mono Blue Devotion deck gets a new toy? These are the kinds of cards we want to avoid. A much better reprint idea would be something similar to Gempalm Incinerator, which would only serve to improve the low-tier Goblins without remotely benefiting Modern's top-tier decks.

EntombWe also don't want cards that violate format guidelines, particularly the turn four rule. Rituals almost always fit into this category, including otherwise fun cards like Land Grant and Elvish Spirit Guide. We also find archetype staples like Entomb and Exhume here: these cards would definitely help an underplayed Modern archetype (Reanimator), but do we really need another way to get turn two Griselbrand? It's possible these so-called turn four rule violators wouldn't actually make a big Modern impact. The SCG Charlotte Open saw only a single Amulet Bloom and Grishoalbrand deck on Day 2 (more on that event tomorrow!), which points to Modern's impressive ability to self-regulate. Even so, we still don't want to risk adding these kinds of decks to the format, which means our reprints need to steer clear of cards which improve the speediest decks.

Based on these parameters, here are four (more) cards which look like great additions to Modern.

1. Containment Priest

White is in a bad place in Modern. Path to Exile is easily one of our best removal spells alongside Bolt, Abrupt Decay, and Containment PriestTerminate, but your white cardpool gets pretty weak after that. White gives you sideboard cards and little else. Most colors in Modern are fairly deep in both the maindeck and sideboard, with lots of applications across the format's top-tier decks. White? Playing white often feels like swimming in those public park district pools, where your "deep" end is about five feet and everything else is waist-level. My Mother of Runes reprint suggestion last week aimed to fix this, and today I'm adding another leading lady to Mom's team. Containment Priest gives white decks more catchall hatred against some of Modern's least fair decks, especially Goryo's Vengeance and Through the Breach-based strategies. Priest is also strong in a variety of random matchups including Merfolk (shutting down Aether Vial), Elves/Abzan Company/Naya Company (no more Collected Company/Chord of Calling), 4C Gifts, UW Tron, Death and Taxes, Dredgevine, any decks packing Restoration Angel, etc. That's a big boost to creature-based white decks trying to break into Modern.

Looking over the above list of Priestly applications, you can probably guess the main objection to Priest's addition: "Do these decks really need more policing effects to fight through?" It seems like Priest might actually decrease Modern's diversity, throwing more obstacles in front of decks that are already tier 2 and tier 3 (Merfolk excepted). There are two reasons we shouldn't be too worried about this. For one, there aren't too many decks which actually want to use Priest. She's helping a specific subset of white-based aggro and midrange, such as Abzan Liege, Hatebears, and Deadguy Ale. She's not even a Death and Taxes inclusion because of glaring anti-synergy with Vial and Flickerwisp. Would higher-tier Abzan play her? Probably not: Abzan is tight on sideboard slots and has better ways of handling the decks Priest is answering. All of this means Priest is only going in a few decks which are unlikely to be so popular as to push out the decks she polices.

Speaking of policing, the second reason to have Priest in Modern is as a mainstay policewoman. The more Priest-style cards we have in Modern, the safer cards like Company, Breach, Vengeance, and others become. She's a longterm investment in format health, increasing our hate options to regulate certain decks in certain metagames while also improving a color's profile.

2. Psychatog

Dr. Teeth in Modern: can you picture that? I definitely can, but not the hideous Vintage Masters art. Ever since Wizards announced the Modern cutoff over the Overextended cutoff in Gavin Verhey's experimental format, I've been mourning PsychatogPsychatog's absence. The Atog will always be synonymous with a certain style of control, pairing with oldschool staples such as Upheaval, Cunning Wish, and Counterspell to dominate events like World's 2002. Grixis Control may have filled a top-tier control gap in Modern, but it's only one deck of six or seven non-control decks, and many players continue to disagree over whether it's a "true" control deck. Whether or not you think Grixis Control is worthy of that name, it's worth thinking of how Psychatog fits into the Modern control picture. How does the Atog work in Grixis, our current big control player? This card has significant anti-synergy with both delve creatures such as Tasigur, the Golden Fang/Gurmag Angler, and the blue control staple of Snapcaster Mage. To me, this makes the card an unlikely inclusion in the contemporary Grixis Control lists. That's important because we don't want to improve existing top-tier decks too much with any one reprint.

So if Psychatog isn't helping out Grixis Control, where would we see it? I don't predict Dr. Teeth playing nice with the delve creatures (Snapcaster should be fine), which suggests the Atog needs to find a home in a UBx control deck which isn't relying on Tasigur or Angler. This could still be a Grixis deck: the old Cruel Ultimatum-style Cruel Control deck comes to mind. Esper is also an option, such as this 20th place deck from the recent SCG Open. In both cases, Psychatog occupies a similar space to Angler and Tasigur, allowing its control shell to run a proactive gameplan alongside a reactive one. Tog also walls off smaller creatures in the early game like its delving competitors. Abrupt Decay vulnerability is a problem, but Tog closes out games much faster than a mid or late-game Angler/Tasigur. Overall, I think Tog would be one of the safer Modern reprints, very much in a similar category as the recently reprinted Goblin Piledriver (hopefully a bit better). It's a good creature which will probably help out some decks, but is unlikely to make huge waves due to competition and hatred that didn't exist back in its heyday. I'd still play Tog and try it out in a control deck (especially if they gave me Innocent Blood too), but I don't see the card cracking tier 1 in this format.

3. Opt

Here's our controversial reprint suggestion of the day. Variance-reducers are some of the strongest cards in Magic. Modern is no exception: Ponder and Preordain were Optbanned for giving UR decks too much consistency during 2011's PT Philadelphia. Serum Visions may not be the strongest cantrip in Magic, but it's strong enough to see automatic inclusion in all of the top-tier blue decks outside of the traditionally cantripless Merfolk. Of course, eternal formats have Brainstorm as the most skill-testing and powerful cantrip in the game's history (we'll set aside the silliness that is Ancestral Recall). Modern players have long wanted a card to supplement Visions but without the format-warping nature of Brainstorm or even the power level of Preordain. Enter Opt. This unassuming instant from Invasion has quickly become on of the most-requested reprints in Modern. We'd even settle for a Modernized version with "scry 1" in place of the first line of card text. Either way, Opt promises to be a strong addition to Modern decks. The card would undoubtedly see some degree of play in Twin and Scapeshift, blue-based control like Grixis and Esper, and Delver-style decks across the Uxx spectrum. Being an instant is awesome here: even on the draw, Opt lets you keep up mana for a Bolt or a Spell Snare to ensure interaction options. That's critical in turns 1-3 when even the best blue-based deck needs to keep counters and removal open to handle the format's fastest strategies.

Opt's biggest danger is in combo decks. We don't want reprints to benefit top-tier decks too much, and we should be justifiably aware of Opt's applications in Twin. This deck, and its variations, need no help whatsoever, and Opt could push them over the top. The main reason I'm willing to take this risk is that Opt helps Delver decks more than it does Twin decks. As anyone who has played these matchups can attest, Delver of Secrets eats Deceiver Exarchs for breakfast. If Opt is pushing Delver strategies, they should be able to regulate the Twin strategies while themselves still being checked by the BGx decks: Opt doesn't hurt BGx the same way Treasure Cruise did either. We also need to think about Opt's utility in Grixis Control, but to be honest, the deck can stand to gain a few percentage points if it's also benefiting other decks.

Final word on this one: unlike many other reprints on these kinds of lists, there's actually some real-world precedent for Opt's reprinting! Back in May, Sam Stoddard tweeted about testing the card for Origins, but found it too strong with Jeskai Ascendancy in Standard. Perhaps we will see Opt in a post-Ascendancy Standard (or maybe a Modern feeder set that bypasses Standard, but that's a beast for another time).

4. Astral Slide

Our last reprint suggestion is a huge fan-favorite, and personal favorite, from the good old days of Magic. Not the Hypnotic Specter/Dark Ritual good old days, or the Astral SlideCadaverous Bloom/Prosperity good old days. I'm talking about the early 2000s days when Astral Slide and Lightning Rift showed the world that cycling was a viable build-around mechanic outside of silly Fluctuator shenanigans. A Slide reprint serves a few functions in Modern. For one, it's the rare card that enables a totally new strategy without touching any existing top-tier decks. Many build-around cards like Slide don't have what it takes to succeed in a high-powered format like Modern (and maybe Slide doesn't either!), but if anything can make it it's the interactive and highly relevant Astral Slide effect. Removal is perhaps the most important interaction point in Modern and Slide gives a virtually unconditional and repeatable source for it. Abrupt Decay presents Slide with similar problems to those it gives Psychatog, but this doesn't diminish Slide's play against most of Modern's best decks: Twin, Grixis Control, Jund/Abzan, etc. I'd struggle with running Slide in Burn/Affinity-heavy metagames (we don't have Renewed Faith to shore up the matchups), but you could still get a lot of mileage from flickering cards like Wall of Omens and Lone Missionary.

A second reason to add Slide to Modern is improving white, even if a very specific and perhaps limited way. I love the idea of playing Ghostly Prison alongside Astral Slide in a some kind of WR, UW, or UWR-style deck. I also like the synergy between Slide and some of the better cycling cards in Modern. Angelsong is an all-star here, wrecking Affinity, Twin, and Infect on its own and cycling to fuel a Slide trigger. I also like Bant Sojourners as an instant-speed uncounterable flicker and 1/1 token generator. Slide would definitely want some cycling lands to support it, at which point I'm dying to power-up the whole engine with Life from the Loam. All of this is to say that a Slide reprint opens up a lot of space for white in Modern without putting too much pressure on existing decks, making it an ideal reprint in some future, cycling-themed set.

Testing Controversial Reprints

You can bet on seeing more reprint articles in the future, including one with some concrete test results Counterspellaround one of the most controversial reprints of them all: Counterspell. This is the kind of potentially high-impact reprint we can't just talk about in a vacuum. We need to test the card and see how it performs in a few different contexts. For now, the plan is to test Counterspell in UR Twin and some combination of Scapeshift, Grixis Control, and/or Temur/Grixis Delver. I'm definitely testing the Jund vs. UR Twin matchup because that's such an iconic one in Modern and we need to see how Counterspell affects it. We would be worried if the roughly 50-50 matchup tipped 60-40 in favor of Twin due to Counterspell. Or maybe it doesn't tip at all. Test results will show and we'll revisit this topic in the near future.

What reprints did I miss for Modern? I realize red didn't get a lot of love in either article: are there any red cards you really want to see in Modern (don't you dare suggest Price of Progress)? What about colorless cards or artifacts (I almost wrote about Crawlspace today but decided to go towards other cards instead)? Let me know in the comments.

We'll be back next week with some test results and, hopefully, some early Battle For Zendikar spoilers out of PAX Prime. Join me tomorrow for a breakdown of the SCG Open results.

 

Editor's note: Containment Priest doesn't interact with Living End as favorably as the article suggested, and this deck has been removed from the list of matchups where she is relevant. It has been replaced with two other relevant matchups.

Insider: Speculating on Eternal

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Is there anything cooler than Eternal Constructed Magic?

I just got back to the hotel room after a second of two long and grueling days at Eternal Weekend. Though playing back to back ten round tournaments takes its toll there are few things more fun than getting to go non-stop Vintage and Legacy. My quest for Legacy glory got off to a pretty rocky start and didn't end with a money finish, but I redeemed myself by going 8-2 in the Vintage Championship and finishing 9th out of 476 players.

Needless to say I played a lot of old cards this weekend...

First of all, 476 players is a gigantic tournament for Vintage. I think it really shows that the format does have a ton of support and does get played in North America. Nick Coss and Card Titan put on a really quality event and the continued growth each year is a testament to their hard work.

It is a little bit surprising even to me that after a nearly 500 player Vintage tournament that my article isn't going to be about speculating on Vintage cards. First of all, speculating on the good Vintage cards is pretty much a great idea no matter what. All of those cards are on the Reserve List and they're just going to continue to gain in value over time.

So while Eternal Weekend was the most fun I've had playing Magic in ages (other than a team GP), my only regret this weekend is that I didn't make it down Friday afternoon to play in the Old School Magic Championship tournament that was going on. I was shocked to learn that 55 people registered to play in the event! That is crazy big for a casual format.

For those of you who haven't heard about this format yet: Old School Magic is a format where players can only play cards that were printed in sets from Fallen Empires and older and has its own unique banned and restricted list. So it is a unique mix of super powerful cards like Power 9 but none of the new cards to go with them! My friend and Eternal enthusiast Stephen Menendian finished in the Top 4 of the event playing maindeck Serendib Djinn!

While I didn't get to play in the tournament, I did get to watch a few matches and talk with a bunch of people that did play and the feedback was overwhelmingly positive. The format is super fun and people seem to really get into it.

One of the weird things about the format is that there are a bunch of pockets of players all over the world who play by different rules and banlists. However, I think that as the format becomes more popular there will be a move toward standardized rules for deck construction. When and if this happens (which I believe it will), I think there is an opportunity to cash in by buying some of the format staple cards early.

Four Old School Magic Specs

I think one of the spiciest speculation targets that comes out of the Old School Magic tournament (sometimes called "1994 Magic") at Eternal Weekend is Collectors Edition and International Edition 1994 staples. In particular, I'm interested in picking up Power 9 from these editions because they are considerably cheaper. While these editions are not legal in every Old School group, I believe that as the format standardizes that there will be a push toward allowing these cards worldwide.

These versions can be found for less that $100 per card and if there is new interest they could easily double. They are already collectors items and if there is literally anywhere that people can use these Power 9 cards there is a great chance they will go up.

I also have it on good authority from people who are "in the know" about 1994 that allowing Collectors Edition and International Edition is something that is in the future for that format. So, I strongly recommend trying to get into these cards on the cheap if possible.

1. Chaos Orb

There was an error retrieving a chart for Chaos Orb

Here is a really unique card that is a staple of the format. It is actually legal in 1994 and it's easily one of the best cards in the format. While minty Beta versions of the card may be a little bit pricey to invest in, I think that beat-up Unlimited and Collectors Edition copies could be really great investments. If the exposure that the event gave the format attracts any substantial number of new players there will be a much larger demand for these cards.

2. City in a Bottle

There was an error retrieving a chart for City in a Bottle

When you are playing a format that only has five sets in it, a card that blows up all cards from one of those sets and doesn't allow any more to be played is quite powerful... Imagine if there was a card in Standard that said: "Destroy all cards from Khans of Tarkir, cards from Khans of Tarkir cannot be played."

Yeah, that is what City in a Bottle does in 1994. Many of the most important and powerful cards in the format are from Arabian Nights and so this card is crazy good: Kird Ape, Serendib Efreet, Library of Alexandria and Juzam Djinn, just to name a few.

3. Fellwar Stone

There was an error retrieving a chart for Fellwar Stone

Fellwar Stone is a random mana rock from The Dark that is actually pretty darn good. Aside from the Moxes and Sol Ring there's not a ton of good artifact mana in the first few sets. I know, I know, weird statement "besides for the best artifact mana ever." The cool thing about Fellwar Stone is that since most of the decks are multicolor it really is a mana fixer. If your opponent has a City of Brass your Fellwar Stone taps for every color!

One thing to keep in mind is that most Old School Magic tournaments do not allow new cardface cards. So, you'll want to make sure you pick up the old ones from The Dark. I also noticed that SCG is currently sold out of every copy of this card, which is typically a sign that it's primed to jump in value.

4. Mishra's Factory

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

Mishra's Factory is one of the best land cards ever printed. I just got done playing 10 rounds with a Vintage deck that played four and I'll likely be sleeving up four copies in Legacy next time as well. Old School is no exception--I'm pretty sure that whatever deck I played, I'd want to use four copies. I think most people would be on the same plan.

I really like Antiquities copies of this card as a speculation target. They seem relatively cheap for how good the card is and how much it actually sees play. The card is Vintage- and Legacy-playable already--in 1994 Magic it really puts the emphasis on having "old" cards for style points.

I wrote about Mishra's Factory from Antiquities a few weeks ago as a generic old card that seemed underpriced for how good it was and this is just another reason why I love the card.

It is a good, old card--a winning combination for gaining and maintaining value.

Deck Overview- Modern Emeria Control

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Looking over the decks from the SCG Open in Charlotte, most of the technology I saw in the Top 16 was subtle and not necessarily game-changing. Then I saw Michael Segal's UW Control deck, which made me think the link I clicked might have been broken when the first three cards I read were Pilgrim's Eye, Court Hussar, and Lone Missionary. If this list doesn't pique your interest, then I don't know what will:

Modern Emeria Control

creatures

2 Pilgrim's Eye
3 Court Hussar
3 Lone Missionary
4 Sun Titan

spells

2 Aether Spellbomb
2 Mortarpod
2 Detention Sphere
1 Dispel
1 Gifts Ungiven
2 Mana Leak
2 Negate
2 Ojutai's Command
4 Path to Exile
2 Supreme Verdict

lands

2 Island
7 Plains
3 Emeria, the Sky Ruin
4 Flooded Strand
4 Ghost Quarter
4 Hallowed Fountain

sideboard

1 Lone Missionary
2 Meddling Mage
1 Stonecloaker
2 Spreading Seas
2 Stony Silence
1 Celestial Purge
1 Disenchant
1 Dispel
1 Negate
1 Surgical Extraction
2 Supreme Verdict

Grindy control decks have always had a bit of trouble succeeding in Modern, so it's always exciting to see something this slow finish strongly. Ojutai's Command and Lone Missionary make it very difficult for aggressive decks to beat this list, while Aether Spellbomb and Path to Exile give the deck legs against things like Splinter Twin and Melira combo.

Mortarpod is a cool piece of tech in this list which combats things like Pestermite, Delver of Secrets, and Snapcaster Mage in addition to being a sacrifice outlet to rebuy your creatures ETB abilities with Sun Titan, Ojutai's Command, or Emeria.

The four Ghost Quarters are likely a nod to what is an otherwise terrible matchup in Tron, though the card also just seems to have legs in Modern with so many three-color decks and utility lands in the format.

There was an error retrieving a chart for Ghost Quarter

I'm not positive that this is the best possible list for a strategy like this, but either way Segal's finish is impressive. It's definitely a great starting point for anybody looking to durdle in Modern.

Hypnotic Spectrum: Modern Archetypes, Part 2

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From the response to last week's article, it seems the Nexus readership shares my interest in discussing the parameters and strategic relevance of Modern archetypes. Our community raised some insightful points in the comments, so today I'll address those and expand a little on my theory - especially delving into my thoughts on spectrums.

specter angel

"Theory" is the operative word here. I don't believe in the existence of a system that flawlessly compartmentalizes all Magic archetypes. Anything Chapin writes, or Sullivan writes, or I write about archetypes merely aims to be relevant enough of the time to prove practical - theories and principles must offer us something to have any merit. Last week, I went over some of the benefits a passable sorting system offers Magic players: the ability to analyze what a deck's plan is, the roles it plays in a matchup, and the role it prefers to play most of the time. These classifications aid with both tournament preparation and in-game strategy. But I'll state here, in no uncertain terms, that the theory I propose in these articles is by no means one to live and die by. It's a tool I find helpful and that I enjoy sharing with other players, in the hopes that they can also make use of it.

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Spring Cleaning

Before we move on with the theory, I have some cleaning up to do after last week.

That's Not Fair!

For one, I'd like to revisit last week's definition of "unfair:"

"A fair deck wins by attacking with creatures, which it does over the course of a game, and not only on the final one or two turns (as a Reanimator deck might). Unfair decks win in nontraditional ways, usually by violating fundamental game rules."

I got a message from one reader who described "unfair" as difficult to interact with, or preventative of future interactions. These definitions look great on paper, but they beg the questions, "how difficult?" Spreading Seasand "how preventative?" Say your Merfolk opponent hits his land drops on time, resolves Spreading Seas on your Stomping Ground, Vapor Snags your Grim Lavamancer, and curves out perfectly with an Aether Vial, killing you with an unblockable team on turn five. These kinds of draws are very difficult for many decks to interact with, and the Seas + islandwalk combination prevents blockers from walling the onslaught (or even leaving your hand!). Still, very few players would call Merfolk "unfair." Doing so leads to the unfortunate scenario of the word losing all meaning, as in Carsten Kotter's nightmarish "Fair // Unfair" from 2013. Kotter muddles "unfair" and "powerful," yielding an article about nothing and a lot of confusion amongst his readership (just take a look at the comments).

We can hopefully agree on the vagueness of "difficult to interact with" and "preventative of future plays." "Nontraditional" is far less vague. We can draw a clear line between traditional and nontraditional by asking, "does the deck win by attacking with creatures?" Some nontraditional means of winning include infinite combos, planeswalker ultimates, damage from reach, and Darksteel Reactor.

Arcbound RavagerHow are Affinity and Infect unfair if they win by attacking opponents with creatures over the course of the game? To address this issue, I've added another framework. For me to consider a deck unfair, it must meet one or both of the following criteria:

  • Has a reliable, nontraditional win condition
  • Can go from "zero to hero"

We've already gone over nontraditional win conditions, so I'll jump right into the scare quotes. Going from "zero to hero" means securing a victory in a single turn from a position resembling the game's original state - in other words, dealing 20 points of damage or 10 points of poison. Making 1,000,000 hasty Pestermite copies, sacrificing a developed board to Arcbound Ravager and putting the counters on an unblocked attacker, and Chording for two Shaman of the Packs with 10 Elves on the battlefield are all examples of "zero to hero." (There's still a gray area; a fuzzier "zero to hero" is resolving Emrakul, the Aeons Torn, which gives Tron players another turn to attack for 15.) Aggro decks that go "zero to hero" become Aggro-Combo.

Celestial ColonnadeThe presence of fair win conditions doesn't make a deck fair. In fact, most unfair decks in Modern also have fair plans. But if a deck sometimes wins in a nontraditional way, or by going "zero to hero," I classify it as unfair. In Jeskai Control, Celestial Colonnade can close out games by itself. Still, that the deck wins with cards like Jace, Architect of Thought categorizes the strategy as unfair. Twin has a fair plan, too, happily killing you with 2/1s. Elves performs just fine grinding you out with Scavenging Ooze or out-valuing you with Collected Company. Regardless of the fair games they can play, these unfair decks regularly defeat opponents without attacking a single time, or by going "zero to hero."

Rethinking Ramp

I had originally classified Ramp as a sub-section of Midrange (along with Rock), and defined Midrange as an Aggro-Control hybrid. While Rock decks disrupt opponents long enough to pull themselves into a Urza's Towergamestate where they can begin to resolve haymakers (such as Siege Rhino or Keranos, God of Storms), Ramp decks trade Rock's interaction for mana acceleration, allowing them to access the "haymaker stage" much earlier than the opponent. The two decks aren't far removed from each other in terms of finishers, since they both employ some method - either disruption or acceleration - to propel themselves into a stellar late-game. Since Ramp decks generally go so light on interaction, I'm hesitant to classify them as Aggro-Control. That leaves us with one of two options: we can stop calling Ramp a Midrange deck, or we can refute the claim that all Midrange decks are Aggro-Control decks. The first option seems more elegant to me, but how do we then classify Ramp decks? Chingsung Chang calls ramp decks "The Big Spell," and does a fine job of summing up their strengths and weaknesses in relation to other archetypes. But these proactive, linear, and often unfair decks don't fit smoothly into any of the hybrid categories discussed last week, so I move to bench the issue for now.

Splinter Twin as Aggro-Control-Combo

In my analysis of Twin as an Aggro-Control-Combo deck, I never meant to peg it as an Aggro deck. Still, it does frequently operate as midrange or tempo while (or, in addition to) assembling its combo. Grixis Twin shows the strategy at its most midrange, heavily disrupting opponents and winning via attrition Pestermiteand aggression if it doesn't find a window to go off. Temur Twin represents Twin as a Tempo deck, often winning on the back of Tarmogoyf, Snapcaster Mage, and Pestermite before opponents can stabilize. Both Midrange and Tempo operate in similar ways, supplementing cost-efficient creatures with disruption to win games. As such, they both qualify as Aggro-Control, an interactive hybrid. As seen in Splinter Twin, or the now extinct Birthing Pod decks of Modern past, adding reliable infinite combos to a Midrange or Tempo deck creates Aggro-Control-Combo. Since Aggro-Control decks use tempo, the in-game mechanic, more than other Magic archetypes, they reap extra benefits from adding an infinite combo; just the threat of going off forces opponents to, say, hold up Path to Exile instead of impacting the board. When opponents "play safe" in this way, they give up tempo to the Aggro-Control-Combo player, who may not have a Splinter Twin in his hand - or even in his post-board 60!

Grixis vs. Jeskai

Lastly, I misspoke about Jeskai Control and Grixis Control. MTGGoldfish lists the matchup at 54-47 in Grixis's favor. Since I opened my article with a paragraph explaining Jeskai's dominance here, my claim stands out as an embarrassing blunder. I still think Jeskai has some pull against Grixis, especially if it simply adapts to the metagame - as pointed out in the comments, a couple copies of Rest in Peace would go a long way to improving the Grixis matchup. Either way, the numbers suggest that Grixis has the edge here.

Spectrum Procession

If Jeskai Control loses to Grixis Control, which I identified as a Midrange deck, how does the rest of my article hold up? According to my theory, a Midrange deck shouldn't consistently beat a dedicated Control deck. We'll solve this problem by exploring the archetype spectrum.

Introducing Spectrums

One of the comments on last week's article linked to Adrian Sullivan's article, "Why Midrange Rules Today's Standard." He submits the following graph on Aggro vs. Control, which helps illustrate the physicality of a spectrum.

sullivan archetypesWhile Sullvan's archetype names don't exactly fit the ones we're working with, we can still follow along the line between "Aggro" and "Control" to measure how "close" a deck is to either strategy. Just based on the visual, we can deduce that a deck located in the "Hybrid Control" category is more controlling than one located on the "Aggro Control" dot. Every non-Combo deck falls somewhere on the circular line between Control and Aggro.

In my adjusted version of the diagram, below, I differentiate each side of the line by color. The side each deck belongs on - left or right; blue or green - depends on whether it wants to commit threats before disrupting opponents, or to disrupt before committing threats. In other words, the side a deck falls on depends on whether it's Tempo or Midrange.

ashton archetypes2

With this diagram in mind, we can physically position decks on the Aggro-Control spectrum.

The following decks land on the blue line, and become more aggressive as they move from the top to the bottom of the spectrum:

We can see that as decks move away from the black Control dot, they give up disruptive elements for increased threat density. Similarly, these Midrange decks become increasingly aggressive as they move from the top of the green line towards the red Aggro dot:

  • Esper Control
  • Grixis Control
  • Abzan Midrange
  • Jund
  • BW Tokens.

Last week, I said that "Control beats Midrange." Control decks obviously don't always have the upper hand against midrange decks. But this diagram has a golden rule: in general, as the archetypes move clockwise on the circle, they beat the next one in line (Aggro beats Fish, which beats Grow, which beats Control, etc.).

Grixis and Shifting Roles

DispelI stand by my claim that, in the abstract, Midrange decks lose to Control decks, as Control takes advantage of the late-game better than Midrange. One way to beat Jeskai Control is for Grixis Control to reverse its disrupt-then-commit plan, essentially becoming a slower Tempo deck. "Slower," but not as slow as Jeskai by a long shot - with all those post-board Dispels, Grixis can reliably land a Tasigur and protect it long enough to win.

As discussed last week, Tempo decks beat Control decks. In this case, Jeskai Control remains a Control deck, but Grixis Control sequences its aggro-control elements in a way that pushes it along the archetype spectrum to become favored in this matchup. With its few creatures and heavy disruptive suite, Grixis ends up resembling a Grow deck, and not a Fish deck.

Fulminator MageAnother tempo element Grixis decks have access to is mana denial. Today, most Grixis decks phase out Blood Moon for Fulminator Mage, which synergizes better with Tasigur, the Golden Fang and Kolaghan's Command. Either way, these cheap sources of mana denial have always devastated control strategies, and rear their heads most often in Tempo decks. Legacy's Canadian Threshold, for instance, combines Stifle, Wasteland, and Daze to give decks looking to cast big spells (not that Sphinx's Revelation is a Legacy card) a tough time. Its mana denial elements give Grixis even more game as a Tempo deck against Jeskai Control.

Grixis Control also has Kolaghan's Command over Jeskai. The card definitely seems sweet for its control applications, but KC's go-long potential doesn't win the games here. Command shines in this matchup because it fits into the Grixis deck's newfound tempo plan. Aggro-Control decks play more threats than Control decks, and since Grixis Control is closer to the Control side of the green line, it doesn't have an unlimited reservoir Kolaghans Commandof creatures to throw at its opponent. Grow decks, for example, play 12-16 creatures; Fish decks often play more than 20. This sheer volume of threats overload a Control player's removal when combined with disruption. In the Jeskai vs. Grixis matchup, if a pair of Bolts do manage to take out a Gurmag Angler, Kolaghan's Command doubles as an extra copy of that threat (tearing apart Jeskai's hand, or blowing up a Batterskull, is just icing). Take a look at Patrick Chapin's Grixis Control deck from GP Charlotte. Chapin plays a miserly nine creatures, and four of them die to Lightning Bolt. In the Jeskai matchup, Command retrieves creatures from the grave, raising his virtual creature count to 11 - and, if he's flashing Command back with Snapcaster, the number gets even higher.

We can see that Grixis Control beats Jeskai Control in a full match, at least on paper, because it has the tools to do a reasonable Tempo impression for games two and three. Consider the golden rule: Jeskai Control sits higher on the green line than Grixis Control, but if Grixis moves from just after the Control dot to just before it, that deck suddenly becomes the predator.

Why We Categorize

As I stated earlier, theories are only worthwhile if they help us in some way. So what does slotting decks into places on the blue or green lines do for us as players?

DelverFor one, the archetype advantages and disadvantages associated with aggro and control apply to the hybrid decks residing on the blue or green lines. The Grixis Control player can tweak a few cards in his deck and end up with a set of Delvers, helping him play a tempo game pre-board and improving his percentages against Control decks. But since Grow decks generally lose to Midrange, he gives up points against BGx in the process.

Additionally, visualizing the aggro-control spectrum shows us the limits of a deck's transformational capacity. Our Grixis pilot must ask himself between games whether he can out-control his opponent's deck. Against Jeskai Control, he can't, so he swings over to the blue line inasmuch as his deck will allow. Against Jund decks, he has the clear advantage staying within his control rock role, while the BGx mage has to get creative to beat Grixis Control. Probably, he moves down on the green line towards the red aggro dot, aiming to race Grixis before it stabilizes.

It also becomes easier in-game to assess an opponent's potential post-board plans. To beat Jeskai Control (located very high on the green line), Grixis Control abandons its midrange plan to take up a tempo strategy. In doing so, it migrates from its VIP spot on the green control rock dot to a location between Grow and Control, on the blue line. Based on the diagram, opponents of Grixis can safely reason that the deck won't be able to do a complete 180 and become a fish deck; in fact, no deck can execute such a drastic transformation. Similarly, if a Fish deck wants to enact a midrange plan against a much faster Aggro deck, it can at best move closer to the Aggro Rock section, landing somewhere between that and pure Aggro. According to the golden rule, that's where it wants to be: directly before the Aggro deck. Expecting something like Hatebears to gain the same disruptive strength of Control Rock is unreasonable, as a deck can only travel so far away from its default location on the circle.

Integrating Combo?

Sullivan argues that Combo decks operate on another axis entirely, and don't smoothly fit into his Aggro-Control graph. I can think of some ways to integrate combo elements by utilizing the center of the circle, and may pursue this endeavor in another article. For now, I look forward to continuing this discussion in the comments section.

Jordan Boisvert

Jordan is Assistant Director of Content at Quiet Speculation and a longtime contributor to Modern Nexus. Best known for his innovations in Temur Delver and Colorless Eldrazi, Jordan favors highly reversible aggro-control decks and is always striving to embrace his biases when playing or brewing.

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Insider: Adventures in Vending – Buying Everything

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I think that it's fair to say that I have well-above average knowledge of a given Magic card's price. My level of knowledge in this regard has always been pretty high, though I'll admit that it's gone up significantly since I've started vending. Buying and seller a high volume of cards will have that effect on you.

Initially I had mixed feelings about buying cards at the booth. On the one end, I really enjoy the concept of haggling, but my reservations come from the fact that I try to be an agreeable person. Buyers don't always have a very positive reputation, even when they're honest people. Thus far I've only had one person be expressly unhappy with an offer I made on his card, but to be fair he wasn't aware that Windswept Heath was just announced in the Clash Pack, which was the reason that I thought he was selling the card in the first place.

There was an error retrieving a chart for Windswept Heath

Anyway, as most vendors and financiers will tell you, in order to acquire a high volume of sought-after cards you'll want to maintain a buylist with attractive prices. That said, you'll also just want to have the capacity to buy any Magic card that people want to part with. Buylists get you Hangarback Walkers, and buy mats get you Scourge of the Thrones and Nicol Bolas, Planeswalkers.

There was an error retrieving a chart for Scourge of the Throne

When I first started buying I had too look up a lot of cards. Some of the Commander releases and things like Conspiracy simply featured cards that I had never heard of, and there were also a lot of higher-end cards that I wanted to make sure I was offering a price that was good for both parties on. I still look up a good amount of $10+ cards in part due to the unstable nature of card prices, but experience has given me a feel for what I can and should offer on the majority of rares.

Most of what you're going to buy will be bulk. Junk rares with little to no demand and/or cards rotating out of Standard are good for dimes. That said, you can't just set up with a "We Buy Everything" banner and offer dimes for every card in somebody's binder. While you don't need to have a formal buylist for lower-end cards unless you have specific inventory or personal needs, you'll want to buy some lower-end cards for a quarter or fifty cents to minimally demonstrate to your customer that you care about what you're doing and aren't a dime-trading robot.

I've looked at a lot of Theros rares lately, and most of them are worthless, but there's a short list of cards that I'll pay above bulk on. I was paying quarters on Dictate of Erebos a couple months ago when it was seventy cents for the reasons I've mentioned, in addition to the fact that the card was very likely to have a positive price trajectory.

There was an error retrieving a chart for Dictate of Erebos

Buy prices start to vary a lot more when cards are worth more than $2-5. Of course, price isn't the only thing you have to take into account with a Magic card, as I'm sure you're all aware. These are the loose rules that I use for varying buy prices:

Standard Rares

The two most important factors for your buy price for Standard rares are the expected price trajectory and your inventory.

Let's say it's Magic Origins release weekend, and you don't believe in the longevity of Evolutionary Leap. The card was around $5-6 upon release. You want to give a fair price, but you don't want everybody to dump their Leaps on you. For release weekend, you can expect somebody will be looking for any of the potentially playable rares, with TCGPlayer being a backdoor out. Live demand is going to be more profitable than online sales due to the fees involved, so you want to be careful not to overpay.

If somebody asked me specifically about Leaps, I'd offer very close to retail just for a guaranteed sale. Paying $4 for a quick-flip for $6 is clearly excellent! You've given one customer a great price on their card and you were able to provide a new product to a different customer, and you even pocketed a buck or two in the process.

Even if you're not guaranteed a sale, you'll want to have a set in stock immediately just in case. $3 is on the high side of what I would have paid for a card like this, and I'd likely start by offering $2 and moving down to $1 after I acquired a set, and even lower as I bought more. Clearly you need to lower your buy price if you buy faster than you can sell.

Chase rares, on the other hand, you'll want to pay 50% or more on depending on your stock. At the time of this writing, Hangarback Walkers are about $20 shipped on TCGplayer, and it's a card that I'm quite bullish on. I'd happily pay $12 on Walkers, and I'd even chase up a couple dollars if a seller denied this offer while I was looking at their binder.

I'd stop chasing beyond $12 after I had two sets (we're a pretty small operation), but I definitely want to go out of my way to have chase cards in stock--especially Standard ones.

There was an error retrieving a chart for Hangarback Walker

Chase Modern and Legacy Cards

Modern is a little tougher. When we started vending, Modern had already experienced multiple price booms. So it's rather unavoidable that we won't be able to service everything Modern, and we certainly won't have everything in Legacy.

For this reason, I won't generally go over 50% on more fringe Modern cards, but I'll generally buy higher-end things for between 60-80% of their value. Having Tarmogoyf in your case is ideal--somebody will buy them--and you need your buy price competitive with the market.

While Modern prices are pretty volatile, you generally only have to be concerned with overpaying for cards that just spiked due to what looks like a buyout, or if you're concerned they'll be banned. Reprints are a problem too, but for the most part it's just good to have Modern and Legacy staples in your inventory, so you won't have to sell many of these online. As such, it's good practice to be generally more aggressive with these cards.

Non-Standard Casual Cards

Unless you know your playerbase will buy a lot of casual stuff from you, this is the category that you have to be the most careful with. Almost all of our casual stuff ends up going right to TCGPlayer, which means we're selling it for TCG low and paying fees. Additionally, sometimes you post at low, get undercut, and have to lower your price more before you sell it.

Sometimes casual listings are just price-memory, and the price real people will pay is a dollar or more below the lowest priced copy on TCGPlayer. I know from experience that I can sell any Bloodghast, Darksteel Colossus, and Toxin Sliver that I can get my hands on for a specific price, but I've already lowered the price on the foil Teferi's Puzzle Box I picked up at a few dollars since acquiring it and I don't know if it will ever sell.

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

For this type of card, even the ones that I know will sell, 50% of TCG low is the high end of what I'm looking to offer. Online sales involve a lot more work, and the fees impact your profits. If I'm selling online, I'd prefer to pay $2 for a card that I'd list for $6-7, and I wouldn't bother listing cards that TCG for less than that.

As such my buy price would drop to at most $1 for a casual card in the $5-or-fewer dollar range. You just can't spend too much on the cards that sell slowly and take work to move. Clearly these prices and percentages scale up with the price of a card, but with these casual cards I find my best move is sometimes just to buylist them myself, which means I simply can't buy them aggressively.

Bulk

Lastly, you'll want to have a bulk rate if people just have a lot of stuff. Dimes for rares if a seller just wants a bulk rate is common, and something like a quarter for an inch of bulk common/uncommons is reasonable.

You'll get a lot of sellers with a lot of stuff to move that they value at nothing, and having a flat bulk rate will benefit you. There will often be something of value in the mix, but it won't be worth your time to go card by card on bulk. I always tell people to pull anything that they think is worth more from their bulk before they sell it, which is a courtesy that not all buyers provide.

You end up with a lot of junk buying bulk and collections, but at the end of the day there are plenty of other vendors and stores that will buy your bulk.

~

Not everybody is naturally wired to be good at buying for a store, and even the people naturally predisposed to it will find themselves learning more from practice than from research, but I hope that this guide is helpful to aspiring buyers.

Thanks for reading.

-Ryan Overturf
@RyanOverdrive on Twitter

The “Vancouver Mulligan” is Here to Stay

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At Pro Tour Origins they tested a new mulligan rule which stated that any player who had mulliganed got to scry one at the beginning of the game. In my experience in testing for and playing at the tournament the rule was great, and it made mulliganing much less punishing. As such, I was very happy to see that they have announced that the rule will be adopted for all tournament Magic going forward.

The Battle for Zendikar prerelease will be the first tournament where the rule will take effect, which I'm sure your local judge staff will remind you of at these events. In case you're unsure of the exact wording and didn't click on the link to the official announcement, here's the official wording on the new rule:

103.4. Each player draws a number of cards equal to his or her starting hand size, which is normally seven. (Some effects can modify a player's starting hand size.) A player who is dissatisfied with his or her initial hand may take a mulligan. First, the starting player declares whether or not he or she will take a mulligan. Then each other player in turn order does the same. Once each player has made a declaration, all players who decided to take mulligans do so at the same time. To take a mulligan, a player shuffles his or her hand back into his or her library, then draws a new hand of one fewer cards than he or she had before. If a player kept his or her hand of cards, those cards become the player's opening hand, and that player may not take any further mulligans. This process is then repeated until no player takes a mulligan. (Note that if a player's hand size reaches zero cards, that player must keep that hand.) Then, beginning with the starting player and proceeding in turn order, any player whose opening hand has fewer cards than his or her starting hand size may scry 1.

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Ryan Overturf

Ryan has been playing Magic since Legions and playing competitively since Lorwyn. While he fancies himself a Legacy specialist, you'll always find him with strong opinions on every constructed format.

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Reprint Review – The Value of New Art

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When I published my daily piece on the spoiler for From the Vault: Angels I touched on what I thought were the high value cards in the set. User "dean" pointed out that the new art for the Akroma's is a relevant factor. Many players simply prefer to use the original printing of a card, and when it comes to foil enthusiasts the preferred choice is almost always the original printing, as they'll be the most scarce. There is a different crowd- the Vorthoses of the world- that will increase demand for pieces with great art.

Art isn't an easy topic to debate- at least for me anyway. You can prove that certain techniques are more difficult to master, and there is a science to aesthetics, but at the end of the day what is going to matter is the popular opinion. I personally think the new RAkroma art is a huge improvement over the original in terms of aesthetic appeal, but that's just one guy's opinion.

There was an error retrieving a chart for Akroma, Angel of Fury

To get a better gauge for popular opinion, I would appeal to the poll at originalmagicart.com. According to their numbers, the FTV Akroma, Angel of Wrath is the most popular of the three arts with 50% of the vote, with the new Akroma, Angel of Fury beating its old counterpart with a whopping 70% of the vote!

Currently the FTV RAkroma can be had for right around $10, with the original foils still sitting above $20. Over time I would expect the FTV version to approach the value of the original foil, though the more limited supply of the original will always be a factor.

Primers: Grixis Control

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This weekend, the SCG Open Series descends upon the beautiful city of Charlotte, North Carolina. In my unbiased opinion, Charlotte is an incredible city, full of beautiful architecture, delicious food, and generally acceptable people, as far as cities go. I may be a little biased, as I’ve been living near Charlotte for the past 10 years, and while I am by no means “well-traveled”, Magic has taken me to more than a few cities in America, and I can confidently say Charlotte is one of the best. It is fitting, then, that one of the best cities in America will serve host to one of the best formats of Magic – Modern! SCG Charlotte serves as the bridge between the trifecta of high level Modern events of a few months ago (GP’s Charlotte, Copenhagen, and Singapore) and the upcoming World Championships and GP’s Oklahoma City, Brazil, and Pittsburgh later in the year. The environment surrounding SCG Charlotte is ripe for exploitation as Modern has been out of the spotlight since June, yet the Season Two PPTQ circuit has featured Modern, leaving a lot of technology and information available for those willing to dig.

Electrolyze Art

Regular readers of my column and viewers of my Twitch stream will know that I have been piloting Grixis Control in Modern for a few months now. My experience with the deck stretches all the way back to before Grand Prix Charlotte in early June, and I have been tuning and tweaking my list constantly since then for both the MTGO Modern Festival and local PPTQ’s, along with recreational play and small MTGO events. I have logged hundreds of actual matches with the deck and have played with multiple permutations through various metagames/levels of hate, so I figured it would be a good idea to do a primer on the archetype for anyone looking to play either at Charlotte, or with the deck in the future. Let’s get to it!

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Grixis Control Basics

Grixis Control is at heart an aggro-control strategy, focused on extracting value in the midgame and turning the corner when necessary. While capable of both fast starts and long grinds, Grixis Control functions best as a midrange strategy, similar (but not exactly) to strategies like Abzan and Jund. Where archetypes like Abzan and Jund work to grind their opponent down with resilient threats, discard and better lategame topdecks, Grixis plays slightly slower, valuing card quality early and relying on card advantage to pull ahead in the midgame.

Grixis Control, by Trevor Holmes

Creatures

4 Snapcaster Mage
2 Gurmag Angler
2 Tasigur, the Golden Fang
2 Jace, Vryn's Prodigy

Instants

3 Kolaghan's Command
4 Thought Scour
1 Remand
4 Terminate
2 Cryptic Command
2 Spell Snare
2 Mana Leak
1 Deprive
4 Lightning Bolt
1 Electrolyze

Sorceries

4 Serum Visions

Lands

2 Creeping Tar Pit
3 Scalding Tarn
2 Steam Vents
2 Watery Grave
1 Bloodstained Mire
4 Polluted Delta
3 Island
1 Mountain
1 Swamp
1 Island
1 Sulfur Falls
1 Ghost Quarter

Sideboard

3 Dispel
1 Izzet Staticaster
1 Bitterblossom
1 Damnation
1 Vandalblast
4 Fulminator Mage
1 Anger of the Gods
1 Leyline of the Void
1 Duress
1 Engineered Explosives

Grixis contains unique elements of card advantage, ramp, permission, graveyard synergies, direct damage, and inevitability, and as a result can be built in innumerable ways to minimize or maximize specific interactions. First, we’ll outline the core of the deck, and then talk about ways that it can be adapted. I’ll be using my own list for sideboarding as shown above, but usually the concept remains the same regardless of specific card choices.

Eight one-drop cantrips

A full playset of Serum Visions and Thought Scour make up the foundation of almost every blue deck in Modern. Serum Visions exists as the “best of the rest” after the banning of Ponder and Preordain and allows us to cantrip while manipulating the top of our deck for future draws. Thought Scour is widely considered second-best to Visions, but the mill two ability is pushed to the limit in our deck, improving our numerous graveyard synergies.

Lightning BoltFour Snapcaster Mage, four Lightning Bolt

By no means uncuttable sacred cows, the cheap, aggressive nature of Modern along with the prevalence of mana creatures has made Lightning Bolt, and Snapcaster Mage to flash back Lightning Bolt, a mainstay of the format for quite a while now. I could write a whole article on why these cards are good, but I won’t. Some metagames have made playing three copies of either of these acceptable at best, but these occasions are rare and normally the result of a format shifted way off base.

4-5 delve creatures

TasigurGrixis Control exists because Tasigur, the Golden Fang and Gurmag Angler are excellent in the format. Alongside cheap interaction, fetchlands and Thought Scour, delve as a mechanic has proven its worth in Modern, and the opportunity cost of playing large, powerful creatures that use the graveyard as a resource is relatively low. While usually interchangeable, the delve pair each have their own strengths and weaknesses, which can account for shifts in specific numbers depending on a few factors. Tasigur, the Golden Fang is best in grindy formats and excels in matchups like Twin and Scapeshift, but is worse against Tarmogoyf or when a quick clock is needed. Gurmag Angler is better for racing (5/5 compared to the 4/5) and for attacking into/holding off Tarmogoyf, which is usually a 4/5 on most boards.

A 2-2 split between Tasigur/Angler is normal, though some lists play the third Gurmag Angler over the second Tasigur. Rarely do lists play a 3-1 split in favor of Tasigur; partly because of the legendary rule, but mostly because of the prevalence of Tarmogoyf in the format. The legendary drawback is not as relevant as you would think, usually we only have one delve creature on the field at a time as they are expensive to play and a big target for opposing removal. If the format shifted to feature a lot of blue decks and permission and less Tarmogoyf, a 3-1 split in favor of Tasigur is perfectly acceptable.

3-4 Terminate, 4-5 value three drops

TerminateTerminate exists as a solid unconditional two drop removal spell that kills everything, unlike Lightning Bolt. One-drops, Tarmogoyf, artifact creatures, and Deceiver Exarch all fall victim to Terminate, and while the no-regen clause rarely comes up, it is relevant against Welding Jar in the Affinity matchup. Combo prevalent metagames could cause us to want to play only three, as it is poor against Living End, Amulet Bloom, Grishoalbrand, Scapeshift and Tron, but it does good enough work against Affinity, Twin, Jund, Merfolk, Infect, Burn and every other deck that plays fair creatures that is has earned it’s 3-4 slots. Most Grixis lists have room for 4-5 slots for value three drops, usually three Kolaghan's Command and an Electrolyze. Kolaghan's Command, along with Snapcaster Mage and delve creatures is the reason to play Grixis in Modern, giving us an excellent way to compete with discard while also going late against control, disrupting combo opponent’s hands, two-for-oneing small creature decks, and shoring up the Burn and Affinity matchups. Electrolyze exists to fight Lingering Souls, which is this deck’s weakness, but it also does solid work against creatures and is never dead.

2-3 Cryptic Command, 5-7 counterspells

Cryptic CommandKolaghan's Command asks us to push our curve up a little higher, as we often want to Snapcaster Mage/Kolaghan's Command in the midgame, which requires five or six land on the field. This makes us play a slightly larger land count than the Delver decks (22 land vs. 18/19), which in turn lets us afford to play Cryptic Command and reliably get to the mana required to cast it (with Spell Snare or Dispel protection, hopefully). The king of Modern counterspells, Cryptic Command is clunky, but if we can successfully cast it the payoff is big. I’ve played around with the numbers and feel like two is the right number for my playstyle, as I usually like to cast one in a game, but two in hand can be very clunky, especially alongside our Delve creatures. The other counterspells can be a mix of Spell Snare, Mana Leak, Remand, and Deprive, with Dispel tagging in occasionally, or Vendilion Clique as a pseudo-counterspell that forms Remandthe bridge between Mana Leak and Cryptic Command.

Tempo heavy metagames ask for more Remand and less Deprive, while grindier games work best for Deprive as an actual "Counterspell" going late, where the drawback isn’t that painful. Spell Snare is excellent, but I wouldn’t play more than two, as it can sometimes be awkward and difficult to cast successfully if our opponent is consciously trying to play around it. Remand is a sweet one-of that works best in tempo and combo strategies, but we can take advantage of it here by just buying some time, or Remanding our own spells against other blue decks.

The mana base

Scalding TarnMost Grixis Control lists play 22 lands, with some controlling versions that play more Cryptic adding a 23rd, while some leaner builds occasionally play 21. Normally Grixis plays eight fetchlands, (three Scalding Tarn, four Polluted Delta, one Bloodstained Mire) with Delta getting the 4th copy as our optimal land sequencing against aggressive decks is Steam Vents into Swamp. The prevalence of Blood Moon in the format means we are much more likely to fetch basic Swamp over basic Mountain as well. While Moon isn’t necessarily good against us (and we can play it ourselves if we wish) it is still important to not lose to it, so always keep that in mind. Most lists play two copies each of Vents and Grave, with Sulfur Falls as another dual that can untap under Choke along with Creeping Tar Pit.

Ghost QuarterBlood Crypt is present in lots of lists, but I have long since cut it from mine, as it’s a dual that we rarely want to fetch and is horrible in opening hands alongside Serum Visions and Thought Scour. Two-land hands like Island/fetchland are the only hands where Blood Crypt helps us, but we can just fetch Vents and look for a third land that is either a fetchland or Creeping Tar Pit later on. More than “we don’t really want to fetch it”, cutting Blood Crypt means we can afford to play another non-blue land, with the best two options being either Desolate Lighthouse or Ghost Quarter. Currently I’ve been playing Quarter, as it is excellent against Amulet Bloom and Tron, does good work against Affinity lands, and can even fix our mana in a pinch.

Grixis Control Matchups

Before going into sideboarding options, I want to give an overview of how our deck matchups up against most of the top decks in the format, and how we should play against each strategy. Unlike one dimensional archetypes such as Burn (which is always the aggressor) and Jeskai (which is always control) we have the ability to play either re-actively or proactively, and our role can change depending on matchup, play vs. draw, how we sideboard and what our opening seven looks like.

Twin

Splinter Twin strategies can come in many colors, be it UR, Grixis, or Temur. Based on results (and my own opinion) Grixis Twin seems to be the best of the three currently, so that is the matchup that we will focus on primarily. Borrowing from the success of Grixis Control, Grixis Twin looks to incorporate the Kolaghan's Command/Tasigur, the Golden Fang package into their list to present another angle of attack. While they are primarily a combo-control strategy, Twin is used to winning through alternative means, and Tasigur bolsters the otherwise anemic Deceiver Exarch/Pestermite/Snapcaster Mage-beats that Twin is sometimes forced to use to win the game. Games 1’s against this deck are normally pretty grindy; Twin can’t usually risk attempting to combo out quickly as we have four Terminate plus a few Mana Leaks to stop a quick kill. If they don’t go for a quick kill, the classic control sub-game initiates, where both players attempt to make land drops and pull ahead on resources, both in hand and on the table.

Playing 22 lands lets us keep up with Twin regarding land development, and our lategame is better than theirs with Creeping Tar Pit and Cryptic Command. In addition, Tasigur and Gurmag Angler are both serious threats if they land, as Grixis Twin only has access to a few Terminates (if any) and UR and Temur are reduced to either Roasting it or getting tricky with Lightning Bolt and Snapcaster. It seems a little unintuitive, as they are the combo deck, but often Grixis Twin is more worried about how to answer Gurmag Angler, and then Kolaghan's Command returning Angler, than we are worried about them putting a Twin on an Exarch. Their combo is clunky and expensive, while we get to do cool things like dropping an early Snapcaster just so it can die, so we can fire off a quick Kolaghan's Command to put it in the graveyard to Snapcaster it back later on.

Splinter Twin

OUT
-2 Mana Leak
-1 Electrolyze
-1 Gurmag Angler
-1 Lightning Bolt

IN
+1 Bitterblossom
+3 Dispel
+1 Fulminator Mage

 

 

Sideboarding in this matchup is tricky and varies wildly depending on our gameplan, their gameplan, and whether they are keeping in the combo or taking it out. How they board influences whether we want four Fulminator Mage, or none of them. Duress could be great, or horrible, depending on their trump of choice. On their side, they are incentivized to take out the combo, as it is hard for them to fight through our four Terminates when we are also bringing in Dispels to supplement our Spell Snares to protect our removal. They are constantly in this position where they have to devote more mana to their combo than we have to devote to answering it, putting us at an advantage in the exchange, and putting the pressure on them to be ahead both on board and on mana. This is difficult for them to do, as their hand can be clogged with combo pieces and protection, as well as Bolts and other removal that they can’t take out, otherwise they die to our attackers (which we can slip in for one mana at any time). If they take out the combo, they are basically just a bad Grixis Control deck. They get huge trumps in Keranos, God of Storms and Teferi, Mage of Zhalfir that they might be able to sneak in and steal a win, but when it comes down to it they are boarding into a control deck as their Plan B, while we showed up to the table with control as our Plan A, so we should be favored as long as nothing crazy happens.

Delver

There was a time when Delver players tried to cut their Delvers after board in an attempt to go bigger. This was done because we had numerous ways to answer their Delvers between Bolt, Terminate, and Kolaghan's Command, but they couldn’t compete with us in a longer game as the Delver decks only played 18 land and weird tempo spells like Gitaxian Probe, and we could just out-grind them. Now, the Delver decks have wised up, keeping in Delver of Secrets and Mana Leaks in an attempt to kill us before we can take over with Kolaghan's Command value. This has turned what was once an easy matchup into one of our worst, as we have to scramble to fight through their early rush and protection while hoping not to die to our own clunky draws. You know things are bad when you catch yourself wishing for a Gut Shot just to stop the bleeding.

Delver

OUT
-1 Gurmag Angler
-1 Remand
-2 Cryptic Command
-1 Thought Scour
-2 Jace, Vryn's Prodigy

IN
+1 Izzet Staticaster
+3 Dispel
+1 Engineered Explosives
+1 Anger of the Gods
+1 Duress

 

If we can kill their Delvers, and either keep Young Pyromancer off the field or clean up after it hits, we should have no problems winning the match. Everything that says kill a creature is great, and Duress is in as a one-mana play that either nabs a counterspell or trades with a Spell Pierce or something. Bitterblossom is normally a huge trump in blue matchups, but we can’t afford the life loss as we normally stabilize at a low life total against Delver. Cryptic Command is also just too clunky and unnecessary, and a hand with two delve creatures is usually game over. I would definitely consider Delver to be favored here, and I have thought about having access to a Slaughter Pact in the list to help this matchup primarily (though Gut Shot might be better, as killing a Delver on the draw on their turn five is normally too slow).

Affinity

A pure exercise in mana efficiency, the Affinity matchup can be very swingy, with Kolaghan's Command dominating or us dying in spectacular fashion to a million creatures or a gigantic Etched Champion. The matchup normally comes down to us racing their manlands, and spells should be thrown into the graveyard with vigor to ensure we can power out our delve creatures as early as turn three if possible.

Cranial Plating

OUT
-2 Cryptic Command
-1 Remand
-2 Jace, Vryn's Prodigy
-1 Serum Visions
-1 Tasigur, the Golden Fang
-1 Thought Scour

IN
+1 Damnation
+1 Bitterblossom
+1 Izzet Staticaster
+1 Vandalblast
+1 Anger of the Gods
+1 Engineered Explosives
+2 Fulminator Mage

Jace, Vryn's Prodigy can be brought back in on the play, but we really can’t afford to play him while we have a counterspell in hand, as it is essential that we don’t let Etched Champion hit the field. Fulminator Mage is great for racing their manlands, which are often the only things left over once we’ve stabilized after a sweeper. If we see Spell Pierce, I normally bring the four delve creature back in, as we are probably going to be forced into racing more often. The matchup can simultaneously seem unwinnable and a cakewalk, depending on how our draw lines up to theirs.

Jund

The Grixis Control vs. Jund matchup seems favorable for Grixis, but can shift wildly the other way depending on how hateful Jund chooses to be. They can tool their sideboards to wreck us with Choke and Leyline of the Void, but we have trumps of our own as well. Jund’s strategy is the same as its always been: rip apart our hand and drop the best thing they can at every spot on the curve, trading resources until they run us out of cards and topdeck better with splashy effects and manlands in the lategame. Gurmag Angler is a huge problem for them, however, forcing them to find a Terminate or Liliana of the Veil or abandon attacking completely. More than any reactive deck in the format, our strategy is resilient to discard due to the value triangle that is delve creature/Kolaghan's Command/Snapcaster Mage. Rather than trying to answer every threat they play, normally just landing and protecting Angler is good enough to buy us some time until they start flooding out (due to their 25 land manabase) and we can draw into our Cryptic Commands and start chaining spells with Snapcaster.

Liliana of the Veil

OUT
-2 Mana Leak
-1 Remand
-1 Thought Scour

IN
+1 Damnation
+1 Bitterblossom
+1 Duress
+1 Engineered Explosives

 

 

Sideboarding can change depending on whether we have seen Leyline of the Void, or even Maelstrom Pulse in large numbers. Jace, Vryn's Prodigy can be great, letting us ignore a Tarmogoyf for a turn or two, or even just as Liliana of the Veil protection for our Gurmag Angler. He doesn’t need to do much to pay for his two mana investment, and he helps us keep up with their best draws while saving us from our worst. After board, not much changes, we just have to be careful of Choke, and if our opponent is fetching all basics to play around Blood Moon. We might consider bringing in Fulminator Mage as another creature we can sac to Liliana, and a solid answer to their manlands with the upside of color-screwing them.

Merfolk

The bane of blue decks since pretty much forever, Merfolk is a difficult matchup for Grixis Control, but not unwinnable. Their million lords alongside cheap protection and Kira, Great Glass-Spinner can be tough to fight through, especially because we cannot rely on Gurmag Angler as a blocker against their islandwalk. This means we are usually forced to race, which plays right into their Vapor Snag plan. The matchup is better for us on the play, as nabbing an Aether Vial plus something else with Kolaghan's Command can put us pretty far ahead going into the midgame and buy us some time to set up a reasonable defense.

Master of the Pearl Trident

OUT
-2 Cryptic Command
-2 Mana Leak
-1 Remand

IN
+1 Engineered Explosives
+1 Damnation
+1 Anger of the Gods
+1 Dispel
+1 Izzet Staticaster / +1 Dispel

 

 

If they are not bringing in Spell Pierces, choosing instead to keep in Vapor Snags for Angler, I will usually bring the Cryptic Commands back in, in place of an Angler and a Jace. Jace is great in this matchup, as he gives us a way to shrink opposing creatures that we cannot block, and getting double use out of a Terminate helps a lot with the creature/removal grind. The matchup is rough, however, and we rely on our sweepers (Engineered Explosives, Anger of the Gods, and Damnation) to get us a two or three-for-one and pull ahead. Don’t forget that Fulminator Mage can destroy Mutavault/Cavern of Souls and can be brought in to replace some Thought Scour and another delve creature.

Burn

Burn is another matchup that was originally horrible, but is now back to about 50/50 I think. Dispel is excellent against them, as is Duress/Kolaghan's Command, and the matchup is an excellent exercise in the classic principle of trading cards for life. Eventually, they will draw their fourth and fifth land, and we can race them with our delve creatures. Recently, some Burn lists have adopted Wild Nacatl as an extra “large” creature to swing with (in an attempt to combat Feed the Clan I believe), but this plays right into our plan of dropping an Angler and locking up the ground.

Lightning Bolt

OUT
-2 Cryptic Command
-2 Jace, Vryn's Prodigy
-1 Remand

IN
+1 Duress
+3 Dispel
+1 Anger of the Gods

 

 

 

Their best card against us is Eidolon of the Great Revel, and as long as we can keep that off the field and dodge the sorcery speed part of their Burn we should be fine. (On the other side of the matchup, Burn should be playing its instants early and often, saving Lava Spikes and Rift Bolts for later in the game)

Conclusion

Jace ProdigyGrixis Control is, as always, a fun, adaptable strategy that has game against every deck in the format (except perhaps Bogles). It can be adapted to beat anything, and lots of sweet tech for the deck exists for those willing to look. Don’t be afraid to try out Deprive, Rise // Fall, Desperate Ravings, Mulldrifter, Grave Titan, Vampiric Link, Bitterblossom, Glen Elendra Archmage, Jace, Vryn's Prodigy, or any of the other cool angles of attack that people have tried. Grixis Control has room in the maindeck for a few flex spots, and is well suited to both find and cast spicy spells, so get to exploring!

If you have any questions or comments feel free to let me know in the comments below. I know I didn’t cover every matchup in Modern, but the cool thing about Grixis is that it normally doesn’t matter anyways. The best laid plans of mice and men don’t mean anything when you draw an opener with nothing but Thought Scours and Gurmag Anglers. Get to swingin’!

I’ll be taking the above list to SCG Charlotte and (hopefully) proving Jace, Vryn's Prodigy’s strength to the world. If you’re interested in learning more about the deck, feel free to check out my other articles on Modern Nexus detailing the evolution of the archetype, or just stop by my Twitch stream and ask me some questions! See you there!

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

 

 

Nath of the Gilt-Leaf Elves Commander

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Opening up this week's article, I'd like to apologize. Due to scheduling I wasn't able to do the interview piece I mentioned last week. I do plan on doing it in the very near future, hopefully next week, but with GP Detroit this past weekend I was unable to write on the subject I wanted to. So with that being said, let's get down to brass tacks.

Elves, love them or hate them, they've been a part of fantasy gaming since fantasy gaming came to fruition. Elves often get a bad rap as being meek, frail, or underwhelming. I disagree with that stereotype. Legolas will put an arrow between your eyes while jumping from one enemy's head to another like he was simply playing hopscotch. Elrond will fight for his people side by side any other race to bring peace to Middle Earth. Alachia led her people to undergo the ritual of thorns and protect the blood wood from the horrors during the scourge. Needless to say, Elves can be as badass as the next fictional race.

As a long-term EDH player I like to take other people's deck ideas and power them up. The first deck I ever did this with was a Nath of the Gilt-Leaf deck. It had the right direction in mind but the deck designer lacked the knowledge of card choice at the time, or maybe just was seeking a less aggressive play style for a casual format. So I gathered copies of the cards I lacked and I went to work with some tweaks and adjustments.

As more sets have been released I've made some adjustments, such as adding Waste Not from M15, and more recently Dwynen, Gilt-Leaf Daen from Magic Origins. Take a look at the most recent brew of my version of the deck.

Nath of the Gilt-Leaf EDH by Julian Biondillo

Commander

Creatures

Spells

Lands

13 Swamp
13 Forest

First of all, this isn't your standard elf overrun EDH. Yes, it has Ezuri, Renegade Leader and that is a legit way to win the game, and it tends to be the way the deck wins most often, but it's no "smash face or bust." Adding the element of discard into the mix is a great way to control the game and add damage with Megrim and Liliana's Caress--but it will probably lose some friends as well. It's fairly hard to lock out the table but I have emptied my opponents' hands on turn three once or twice before.

The early builds of the decks were more of a beatdown path with cards like Heedless One and Wildheart Invoker, and other utility creatures such as, Glissa Sunseeker and Caller of the Claw. This was fine but I really wanted to capitalize on the discard aspect. So out went the beaters and the previously mentioned utility options and in came Sadistic Hypnotist, Words of Waste, Mind Slash and Geth's Grimoire.

In the olden days, having Nath of the Gilt-Leaf in play was crucial to generating extra value off the discards. With the addition of Waste Not it's basically just like adding the hot fudge, cherry and sprinkles to your ice cream! Being able to combo Nath of the Gilt-Leaf with Sadistic Hypnotist is how we pull off the total annihilation of our opponent's hands.

Granted, this is at sorcery speed so we're still open to the topdeck rip of a champion but it really puts the game greatly in your favor. This is one of those situations you'll probably only be able to pull off once per play group as the Sadistic Hypnotist will have a target on him big enough to be seen from space.

Some suggestions I've been toying with for the deck include Green Sun's Zenith, Chord of Calling, Collected Company and Shaman of the Pack. Actually, after reading Wirewood Symbiote again, Shaman of the Pack is for sure going in there--now to find a foil!

Once again, thanks for taking a few minutes to read my article and as always please leave comments, suggestions, questions, secret celebrity crushes, or guilty pleasure music in the comments or feel free to email or hit me up on Twitter.

Thanks for checking out my article!

x Julian Biondillo x
Julian, AKA hardcoreniceguy on Twitter
biondillodesign@gmail.com

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