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Magic and Religion

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While browsing the Magic Reddit, I came across a thread that tickled me in a way that few do. If you're familiar at all with the history of Magic as a part of the whole of popular culture, then you might recall the stigma brought onto the game by cards like this:

Unholy Strength

As a matter of fact, before I ever started playing Magic, I had seen and been creeped out by the cards a number of times. I remember the art for Hermetic Study being particularly chilling back in my Pokemon days.

There was an error retrieving a chart for Hermetic Study

It's been years since I've seen new information critiquing Magic as being an occult practice, and the book linked in that Reddit thread is probably the most tame piece that I've ever seen in this regard. As a Reddit commenter points out, the most bothersome element is that the author got the color identities pretty wrong. The other items in the same sub-category as Magic are also pretty absurd, but the rest of the stuff about the game delivers a pretty balanced perspective.

I grew up in a relatively Christian household, but I was also around 15 when I started playing Magic, so I never faced any pressure from that end to not play the game. I would love to see any links to materials related to the book in this thread or any personal stories in this regard though.

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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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Insider: More Magic Origins Old-School Inspirations

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Welcome back for a second look at the wonderful new world of Magic Origins. This set is jam packed with flavorful, unique cards that areĀ deeply rooted in Magic history. Last week I talked about the spoiler stand-outs that we knew about.

The discussion covered the new tutor, Dark Petition,Ā Honorable Hierarch, which is more Steward of Valeron and less Birds of Paradise, and also the new sweeper Languish. I talked about Starfield of Nyx, which is almost Opalescence and Replenish put together and our mini parental Siege-Gang Commander Pia and Kiran Nalaar, but my focus was on Day's Undoing because Timetwister effects are quite rare these days. If you want to dive deeper into those cards, check out the full article.

As you can see from last week’s article, Wizards is demolishing all road blocks and forging ahead with fresh designs to intrigue every deck builder in the world. Some sets have only a few cards like this to discuss, but I’m back this week with part two. We have some more dreamy cards floating around in the spoiler-verse so let’s fly away into the realm of possibilities.

Thopter Spy Network

thopterspynetwork

Before you jump off the cliff, you may want your own flying contraption, but in case you don’t have one, the Thopter Spy Network is available to give you your very own thopter. You must control an artifact, because you need some materials to build and tinker with, but with that you can make an endless assortment of flying machines!

Others have tried this to varying effect. There have been planeswalkers in the ā€˜verse like Elspeth, Knight-Errant, Sorin, Lord of Innistrad and Garruk Relentless that provided continuous benefit as long as they fought on your side. The queen flower herself Bitterblossom deserves mention, but she will never be usurped from her position of supremacy.

We’ve had impersonators like Awakening Zone, Goblin Assault, and even Honden of Life's Web as well as creatures that tried to build their own army throughout the course of the game like Creakwood Liege, Kemba, Kha Regent, and Master of the Wild Hunt, but none of these cards quite sum up our latest edition to this category of cards.

When I saw Thopter Spy Network's full text, I was immediately drawn to it because just like Starfield of Nyx, it has both enabler and payoff all together in one card. While it’s true you need another artifact to get started, you will be rewarded with an endless stream of 1/1 flyers and an extra card per turn.

Whirler Rogue (And Friends)

whirlerrogue reclusiveartificer ghirapurgearcrafter

Even though I spoke about U/R Artifacts last week, we continue to gain more cards that could possibly fit into this archetype. My main concern at this point is that there will be too many cards that cost four mana for this archetype to be viable.

In addition to Thopter Spy Network from this week, and Pia and Kiran Nalaar from last week, we also know cards like Reclusive Artificer and Whirler Rogue will be in the set, but a deck can only have so many four-cost creatures. It’s nice that we have Ghirapur Gearcrafter at three mana, but if this deck is going to exist, we need role players that are cheaper than that.

Chief of the Foundry

chiefofthefoundry

Speaking of cards that are going to help this strategy, let’s not forget the recently spoiled Chief of the Foundry.

This artifact lord is just what the tinkerer ordered. Wizards is engineering this archetype with crisp new designs like this one. Can you imagine constructing your thopter army and then summoning the Chief of the Foundry to lead them into battle? Seems remarkably potent as long as we have one- and two-mana spells to get the gears turning for the deck.

Despoiler of Souls

despoilerofsouls

Cards that can recur from the graveyard have always been good. We have another addition to that list with Despoiler of Souls. This card is less like Gravecrawler and more like Ichorid, but seems well positioned to see some play in Standard in combination withĀ cards like Satyr Wayfinder.

It may even bring back Mono-Black Aggro because it pairs well with the recursive Bloodsoaked Champion. This card may not find a home immediately in Standard but we also have Modern to work with.

Even though Golgari Grave-Troll was unbanned, the Dredge deck has never really come together. Now that we have sweet delve creatures as payoff forĀ that deck, we can add another threat to bring back from the 'yard as well. It’s not a zombie to pair with Gravecrawler, but you can bring it back easily in that deck. It’s uncertain whether we need more of that effect or not, but having the option available is great.

Molten Vortex

moltenvortex

What do you want to do with your lands? Do you want to deal extra damage with them?Ā If so, we have Seismic Assault’s pupil Molten Vortex graduating into playability.

Magmatic Insight

magmaticinsight

Or maybe you want to grab some extra cards for yourself. We are not taking a Wild Guess, making a Dangerous Wager, or listening to a Tormenting Voice. This time we are harmonizing with nature and gaining some Magmatic Insight. This insight should be gained by any red mage in a variety of formats. I can see this boon from nature being implanted into countless strategies.

We've never seenĀ a card like this for one mana. The next best thing is Faithless Looting, but that’s not quite the same at all. This card may seem innocent, but it’s going to be a powerhouse.

Abbot of Keral Keep

abbotofkeralkeep

Social media seems prejudiced against our friendly neighborhood monk, Abbot of Keral Keep. Stop judging, people, and give him a chance.

Yes he may seem like Ire Shaman and while that card may yet be playable, this Abbot has more in common with Seeker of the Way or Monastery Swiftspear. They are both aggressive creatures that get benefits from playing spells. It also pairs conveniently well with the previous card, Magmatic Insight.

Sometimes, just like Den Protector, you will cast this card on turn two and that's okay. Other times, you will cast it late in the game and get a free card. Either way is fine and both are worth playing the card for.

Tragic Arrogance

tragicarrogance

Although we are accumulating quite a collection of fascinating new cards, here is yet another pre-Modern effect that’s been re-imagined.

Tragic Arrogance is more closely templated to its predecessor than the other cards I've mentioned thus far. This white sorcery is a near duplicate of Cataclysm with one huge exception: it doesn't blow up lands. Even if they cost an extra mana, Wizards isn't going to give us any Armageddon style effects any time soon and this card is evidence of that design direction.

If your opponent was able to choose their own permanents to keep on the battlefield, this card would be unplayable like Divine Reckoning was. Since the caster ofĀ theĀ spell choosesĀ which cards stay in play, this could be quite impactful.

I can imagine a control deck designed to take advantage of all portions of this card, so they keep all their permanents in play while theĀ opponent is forced to nearly clear their board. We have End Hostilities available, but Tragic Arrogance would fit into a different type of control deck than a typical sweeper. This is another card that will take some time working with it to see if it's strong enough to craft a place for itself in the metagame.

~

Well, that's all for me this week. What do you think of these epic new cards in Magic Origins? Let me know your opinions of these cards in the comments.

Until next time,
Unleash the Force!

Mike Lanigan
MtgJedi on Twitter
Jedicouncilman23@gmail.com

Commander Selesnya Tokens

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Almost everyĀ long-term Magic player has played a "token" deck at some point. Maybe it's our token goblin deck, maybe our token elf deck, or even a token...token deck. Tokens have been a dynamic of the game since the beginning. Having played before Player Rewards, I can say tokens have come a long way from theĀ coins or sharpied backs of cards we used to use.

That's what we're looking at here. Just a good multiplayer casual Commander/EDH Token Deck. No infinite combos, no absurd, broken, busted interactions, just a crap ton of guys that aren't creature spells. At the helm of our list we have Trostani, Selesnya's Voice. To me her name sounds more like a fine Italian pasta dish. Well my friends, with her abilities you'll have more than your fill of pasta...I mean life and guys.

My current list is as follows:

Commander Selesnya Tokens by Julian Biondillo

Commander

Creatures

Planeswalkers

Spells

Lands

10 Forest
10 Plains

So as I mentioned before this is truly a multiplayer-geared Commander/EDH list. If you're looking to play it one on one, which I highly discourage for any deck in the Commander format, you're more than likely not going to have much fun.

The deck is extremely mana hungry and needs a few turns to really get going. This can actually be a double-edged sword, because in a lot of play groups the slow-to-build player will either be left alone until they step on someone's toes or eliminated quickly out of fear of overpowered late-game situations.

As I mentioned before, there's nothing uber-crazy in the deck as far as interactions. Once you jam a few anthem effects like Glorious Anthem, Collective Blessing or even a creature like Wilt-Leaf Liege, any tokens you can create, even a lowly 1/1 off of Kjeldoran Outpost, wind up as 3/3's or bigger.

Being able to keep your life total up while you build your army with Trostani, Selesnya's Voice helps get you to the late game, assuming the table doesn't tattoo a bulls-eye on her forehead. Granted she's not some broken Commander like Zur the Enchanter or Prossh, Skyraider of Kher but any commander can draw hate from an unknown player that's been scarred by them in the past.

Thanks for checking out the article and as always I look forward for comments and suggestions for this list or any other article in the future. I think for next week we're going to do Commander on a budget. If anyone wants to suggest a commander or a reasonable budget for me to work with I'd be open to the challenge.

Thanks for reading!

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

The Grishoalbrand Matchup Guide

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Grishoalbrand has made a big impact in Modern and in this article, I want to explain the deck's matchups against the top 6 decks in Modern: Jund, Abzan, UR Twin, Affinity, Grixis Control and Abzan Company. I will describe both how to approach the matchup, how to properly sideboard, and how to assess the opposing decks and what threats they will board in themselves. I will also explain which hands you can keep, which you have to mulligan, and how this relates to each different matchup.

Griselbrand GP Art

This article assumes some knowledge of the Grishoalbrand deck, so it will not explain the basic of the deck, the card choices for the deck, and how the deck plays out. If you want to read more about these two topics (and some other things about the deck), you can find this information in the MTGS Griselbrand Reanimator thread, Bob Huang's piece on Channelfireball, or Zach Jesse's two-part reflections on MTGCardMarket.

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The Grishoalbrand List

I started playing this deck last August/September, but onlyĀ the classic EmrakulĀ version. I switched to the Shoal version in October, when I saw the finish at GP Kobe 2014 (or rather,Ā when I saw the report, since he was just shy from the top 64). I have been playingĀ the deck on and off since then, including atĀ GP Vancouver where I went 6-3. My GP run was cut short on two Infect matchups (one of our worst matchups), and because I punted a game against RG Tron. Shortly thereafter, I got 9th place at a local Super Sunday Modern event with a little more than 160 players in attendance. IĀ 6-2,Ā again losing to Infect.

To make our lives easier as we go through the matchups, I will use Zach Jesse's Top 8 list from GP Charlotte.

Grishoalbrand, by Zach Jesse (GP Charlotte 2015, T8)

Creatures

4 Worldspine Wurm
4 Griselbrand
4 Simian Spirit Guide
2 Borborygmos Enraged

Sorceries

4 Faithless Looting
4 Night's Whisper
2 Tormenting Voice

Instants

2 Manamorphose
2 Desperate Ritual
4 Through the Breach
4 Nourishing Shoal
4 Goryo's Vengeance
1 Noxious Revival

Lands

4 Bloodstained Mire
4 Temple of Malice
2 Blood Crypt
2 Blackcleave Cliffs
2 Mountain
5 Swamp

Sideboard

3 Pact of Negation
1 Pithing Needle
2 Thoughtseize
3 Pyroclasm
1 Defense Grid
1 Torpor Orb
4 Blood Moon

It's important that we are all using the same list for this kind of testing, because there are so many different ways to build both the Grishoalbrand maindeck and sideboard. As for the other decks in the article, I will use the most recent and best finish those decks have (so mainly Top 8/16 at recent GPs).

Jund: Favorable (60-40)

The list: Marcio Carvalho's Jund - GP Copenhagen 2015, Top 8

Let's start with the former and rising bogeyman of Modern: Jund. Jund always tries to gain an advantage in the early game through discard (Thoughtseize/Inquisition of Kozilek) before landing one bomb after another one. This includes cards like Dark Confidant, Tarmogoyf, and Liliana of the Veil. Furthermore, Jund plays hyper-efficient removal in Lightning Bolt, Abrupt Decay, and Terminate, which should be able to deal with nearly every kind of creature the Thoughtseizeopponent may cast.

But Jund'sĀ greatest strength is also it greatest weakness: discard. Discard doesn’t help you against stuff, which the opponent draws from the top.Ā If you are comparing Jund's deckplan with ours, you will recognize that their discard will hurt us if it comes early enough. But we can topdeck much better than Jund can. Furthermore, their removal interacts poorly with Griselbrand and Worldspine Wurm, since the first one can kill the Jund player before it dies to a Terminate and the Wurm will leave his buddies on the battlefield. 5/5 Wurm tokens are still bigger than all but the largest Tarmogoyfs and Scavenging Oozes). It helps that Jund's staple removal spell, Lightning Bolt is basically useless for killing creatures in this matchup. Just watch out for Abrupt Decay aimed at leftover Wurms.

Approaching the Jund Matchup

Dark Confidant MM2015Jund chooses to run discard spells as their main mode of interaction. This is something which may hurt us if we have a weak hand, but we can beat it through stronger top decks.Ā Their best card against us is actuallyĀ Dark Confidant. There is a reason why people say if you can’t kill a Confidant immediately he will run away with the game. This is also true against us: several Thoughtseize/InquisitionsĀ and a Goyf/TasigurĀ (i.e.Ā early interaction plusĀ a clock) is the best way to beat us.Ā Liliana, another historically strong Jund card, is in a much moreĀ interesting spot against us. On the one hand, Jund wants to get us down to 0 cards. On the other hand,Ā sometimes we lack discard outlet and Liliana provides us with one.Ā Liliana also hurts the Grishoalbrand plan of Breaching in a Wurm, especially if the first hit doesn't end the game.

Scavenging OozeScavenging Ooze is the second most dangerous card after Bob. Ooze provides JundĀ with both a two drop (an early clock) and a card which hoses the graveyard, given enough time. OozeĀ can either eat your Griselbrands or your Lootings. This can be annoying,Ā but at least the GriselbrandĀ problem can be played around either with Through the Breach, two Goryo's Vengeances, or one Goryo’s plusĀ some splice action. Remember: you always need X Goryo’s effects, where X is the times he can activate Ooze + 1 (especially when the opponent knows what he is doing and waits for you to cast the first Goryo’s).

Based on these threats, you want to keep either a hand which has either a fast combo in hand (so that Dark Confidant can’t win the game for them and Ooze can't get online), or has several draw spells which let you recover from early discard (Night's Whisper is golden here). Don’t keep hands, which just have several Looting effects. The problem with these hands is thatĀ they don’t net you cards. This makesdiscard more effective against us.

As a final note, Jund is incredibly weak to a BreachedĀ Wurm, since they don’t have access to Path to Exile and, if they don’t die immediately, the tokens represent lethal for next turn. Also, most builds have only one Maelstrom Pulse to clean up the tokens, which makes it even harder for Jund to remove the Wurm leftovers.

Sideboarding againstĀ Jund

BGx decks are always soft to Blood Moon, and Jund is no exception. Here are two ways to sideboard the deck to get in the Moons and remove some unneeded cards:

  • Blood Moon+4 Blood Moon
  • -1 Faithless Looting
  • -2 Tormenting Voice
  • -1 Noxious Revival

Another option, depending on how you personally play the deck, is to remove ritual effects:

  • +4 Blood Moon
  • -2 Tormenting Voice
  • -1Ā Simian Spirit Guide
  • -1 Desperate Ritual

Finally, you can board in the Ā lone Needle to handleĀ Ooze/Liliana. If you want it, take out another Guide/Ritual, but never go below 1 Ritual and 3 SSGs: you need those to keep your speed.

  • +4 Blood Moon
  • +1 Pithing Needle
  • -1 Faithless Looting
  • -2 Tormenting Voice
  • -1Ā Simian Spirit Guide
  • -1 Desperate Ritual

Abzan: Even (55-45)

The list: Ian Farnung's Abzan -Ā GP Copenhagen 2015,Ā 18th place

To start, I want to acknowledgeĀ that Ian’s list is different fromĀ someĀ stock lists. He decided to run Dark Confidant and Noble Hierarch as early drops, which definitelyĀ affects how this matchup plays out.Ā Besides those changes, AbzanĀ has still the same idea as Jund: early discard backed up by bombs likeĀ Tarmogoyf, Liliana, and Siege Rhino. Because of how similar the deck strategy is toĀ Jund, I'm going to focus on the key differences instead of just re-explaining their deck plan.

Path to ExileThe biggest advantage Abzan has over Jund is Path to Exile. Path is the biggest reason why a BreachedĀ Wurm can fail. When playing against Abzan, don’t try to win with Worldspine WurmĀ if there's any chance of a Path. The two exceptions to this are if you have no choice but to go for it (because you would be dead otherwise), or if the opponent is tapped out/has no access to white mana.Ā Another key difference between Jund and Abzan is that AbzanĀ plays a higher mana curve. This plays out in our favor. Abzan isĀ more likely to tap out in the later stages of the game (so turn threeĀ and onward), and have overall a slower clock than Jund (Jund has around 11 two-drops and Tasigur as virtual three-drop, whereas Abzan has normally only 6-7 plus maybe a Tasigur). This gives us more than enough time to assemble a win with Griselbrand instead of the more vulnerable Wurm.

Approaching the AbzanĀ Matchup

As I mentioned earlier, the AbzanĀ matchup is mostly very similar to the Jund matchup, but there are a few key differences. For one, you can expect less discard from Abzan, due to their not running asĀ many Confidants as Jund (if they run any at all). AbzanĀ has no real card-advantage engine to help them dig for thoseĀ discard spells. Abzan alsoĀ has a rather slow clock, which lets you keepĀ slower hands (a turn 4-5 BreachĀ win is totally fine), but you still have to except some discard from them. Again, you don’t want to keep a looting heavy hand, if you have no way to win either fast, or have no Whispers in hand. Finally, be careful about Path and its interaction with your Wurms: plan your win condition accordingly in those early turns.

Sideboarding againstĀ Abzan

AbzanĀ is even more vulnerable to Blood Moon than Jund, since their mana requirements are worse and their nonbasics ar emore fragile: whenever you want to cast Lili on turn threeĀ into a Siege Rhino on turn four, you can expect a heavily nonbasic manabase. Indeed, in many cases, Abzan can't fetch their basics since they both need an early clock and early interaction. Basics often don't allow this. Because of this, you want to board this the same way as you board the Jund matchup (see above).

Affinity: Unfavorable (35-65)

The list: Andrew Wagoner's Affinity -Ā GP Charlotte 2015, Top 8

Inkmoth NexusHere'sĀ a golden rule in Modern: if your deck isn’t utterly broken, you will need interaction for Affinity in your SB. This puts us in a decentĀ game one position, when Affinity doesn't have interaction of their own stop us. We have the faster kill (turn two or three for us, turn three or four for them), but we also can't interact with their win conditions if we are playing slower. Our deck cuts maindeck interaction for a streamlined and consistent combo turn, which makes it hard for us to beat strong draws with Plating and Ravager. Affinity can also kill us with Infect on turn three or four, something we have no outs against (nice Nourishing Shoal you have there).

Unfortunately, this puts us in a terrible games 2/3 position.Ā Affinity gets access to some combination ofĀ Thoughtseize, Spell Pierce, Dispatch, and graveyard hate, all cards that are incredibly strong against us.Ā This makes the matchup go from "decent" to "horrible", and makes the match a much harder one for Grishoalbrand to win.Ā As I've mentioned earlier, the best way to beat our deck is with a fast clock and some form of interaction. Affinity in game one only meets half of those criteria. But in game two, it meets both. This makes Affinity easily one of our worst matchups. Indeed, only Infect and Temur Delver are worse in the currrent metagame.

Approaching the AffinityĀ Matchup

Worldspine WurmYou have to have the kill as soon as possible. This is especially true in game one, where there is onlyĀ theĀ simple question of "Who has the faster goldfish kill?" A turn fourĀ Worldspine Wurm sounds good on paper, butĀ might be not enough against a fast Affinity start. In fact, most of the times it will notĀ be enough to get the Affinity win.

Avoid slow keeps, which means pitchingĀ all draw-heavy hands (so several Lootings/Whispers/Tormenting Voices). When you draw your opening seven, you are looking for as many combo pieces as possible (like GriselbrandĀ plusĀ either BreachĀ or Goryo’s). If you have no natural discard outlet and you are on the draw, you can always take the draw-and-discard line if the only thing you lack is that outlet. This can even be worth it on the play,Ā since Affiniy can’t punish us with discard in game one. In games two and three, these fast hands become even more important because now you are both racing Affinity's win conditions and trying to punch through their interaction.

Sideboarding againstĀ Affinity

pyroclasmZach Jesses opted to play more Pyroclasm/Pithing Needle over Shatterstorm. Whether you are playing Clasm or Storm, you want any and all Affinity hate out of your sideboard and jammed into your deck. With Zach’s list, that's the threeĀ Pyroclasms and the loneĀ Needle. Affinity will board interaction in,Ā soĀ Pyroclasm and/or ShatterstormĀ need to buy you enough time to assemble your win.

  • +3 Pyroclasm
  • +1 Pithing Needle
  • -1 Noxious Revival
  • -1 Tormenting Voice
  • -2 Night's Whisper

UR Twin: Favorable (60-40)

The list: Sam Pardee's UR TwinĀ -Ā GP Charlotte 2015, Top 8

Deceiver ExarchTwin is the remaining pillar of Modern after BGx and Affinity. Even in times where Twin looks less viable, the deck stillĀ preyed on all those linear aggro or combo decks which were tryingĀ to beat BGx. It's able to achieve thisĀ this with cheap counterspells in Remand, Spell Pierce, and Spell Snare, the almighty Lightning Bolt, andĀ access to a turn four kill you always have to respect.Ā This is why the older versions ofĀ Goryo's Vengeance decks hadĀ horrendous Twin matchups. Because they had to attack to win, simply tapping down an Emrakul or Griselbrand with Deceiver Exarch/Pestermite was often gamebreaking (especially if they could back it up with a the combo kill next turn).

With theĀ rise of theĀ new Shoal version, however, things have changed. Due to the instant-speed nature of our combo, we can play the draw-go matchup too without losing anything. Once the Twin player taps low, we can safely combo off ourselves. Furthermore, we can just force our Arcane spells through their counterspells by abusing the splice mechanic. This has turned a once impossible matchup to a solidly favorable one. Be warned that the Temur and Grixis Twin matchups are a little worse than the UR Twin one, due to their ability to land a high-power threat early (Goyf/Tasigur).

Approaching the UR TwinĀ Matchup

As good as it may sound that we have access to an instant combo kill against Twin, the matchup still has dangers.Ā Against a good Twin player, the window for going off is extremely tight.Ā An experiencedĀ Twin Cryptic Commandpilot will never tap low after the first turn. Of course, he needs to apply pressure sooner or later, otherwise we can just overload his counter suite/his mana. But in the early stages of the game, we don’t have the resources to make those plays. Another danger is that aĀ good Twin player doesn’t need the combo to kill us. He just needsĀ some form of a clock with countermagic and disruption backing it up (Snapcaster, Clique or Pestermite:Ā Exarch is often too slow). That said, at some point the Twin playersĀ needs to commit enough power toĀ the board that he can close out the game within 5-6 turns. If not, we can assemble a win to punch throughĀ his counter suite.Ā After all,Ā the average UR Twin list has only 2-3 hard counters in their maindeckĀ (some numbers of Cryptic, Spell Snare, and Dispel). The other counterspells are either only a tempo counter (Remand), or soft counters (Spell Pierce/Mana Leak). We can play around one and pay for the other.

Goryo's VengeanceThinking towards keepable hands, you want to go off via Goryo's Vengeance, since it is more mana efficient than BreachĀ and it is easier to play intoĀ soft counters. Any hand which has some form of draw spells (Looting would be ideal), either Griselbrand or Goryo’s (both would be optimal), and lands is an easy keep. The problem with BreachĀ is twofold. First, the card is very expensive, which makes it soft to both Remand and counters like Leak. Second, the Twin player can just tap down a Worldspine Wurm, which forces us to Breach in Griselbrand to guarantee a win. If you do wantĀ to go the Wurm route, cheat him into play at the second mainphase from the Twin player. That guarantees you the three 5/5 tokens, and he shouldn’t be able to tap all those down next turn.

Sideboarding against UR Twin

Post board, things get more interesting. On the one hand we get access to a ā€œfreeā€ counter in Pact of Negation, a land, which makes our stuff uncounterable (Bosejiu) and access to both Defense Grid and Torpor Orb. On the other Pact of Negationhand, Twin players can bring inĀ some number of Dispel, Negate, Counterflux, and similar counterspells out of theirĀ board.Ā Teferi is surprisingly annoying, sinceĀ he shuts off our instant-speed win and prevents us from using our own Pacts. For me, the key here is not to bring all our own hate in (for instance, don't board in the Thoughtseizes). This puts us in too much danger of diluting the deck.

  • +3 Pact of Negation
  • +1 Defense Grid
  • +1 Torpor Orb
  • -2 Tormenting Voice
  • -1 Through the Breach
  • -1 Night's Whisper
  • -1 Noxious Revival

Abzan Company: Even (55-45)

The list: Ian Bosley's Abzan CompanyĀ -Ā GP Charlotte 2015, Top 8

The big problem with evaluating theĀ Abzan CompanyĀ matchup isĀ the lack of aĀ current stock list. There are several different design philosophies out there, either the full combo approach, the value version, or a combination of those.Ā Ian Bosley has chosen the more combo-centric approach, and that's what I chose to do most of my testing against.

collected companyMost of the Abzan CompanyĀ decks have nearly the same game plan asĀ the old Pod decks. They want to be a little bit bigger than the other midrange decks and win through gaining too much board advantage. This is accomplished both through generically strong creatures like Finks and Voice, but also through a ton of utility creatures and silver bullets. Just looking at Bozley's list, we see examples of this in Spellskite, Qasali Pridemage, and Fiend Hunter.Ā Chord provides Company decksĀ with an instant-speed way to fetchĀ annoying creatures the Grishoalbrand pilot doesn't want to see: cards likeĀ Scavenging Ooze, Tidehollow Sculler, Fiend Hunter, Sin Collector, and/or Eidolon of Rhetoric.

Since the deck is relatively slow (it reliesĀ heavilyĀ on the early mana acceleration in form of Noble Hierarch or Bird of Paradise) we normally have more than enough time to assemble any kind of kill. Furthermore, all of Company'sĀ interaction is creature-based due to the deckbuilding requirements of Company itself, which means we don't need to worry about threats like turn one Thoughtseize or Path to Exile (at least pre-board, and only in some of the less value-driven versions of Abzan Company).Ā Abzan Company does have an infinite life and damage combo, but the earliest turn for this form of "kill" is turn three and, more realistically, turn four.Ā This meansĀ we want to have a hand which can win the game in the first 3-5Ā turns.

Approaching the Abzan CompanyĀ Matchup

Chord of CallingThe biggest challengeĀ in this matchup is knowing which silver bullet Abzan Company has in itsĀ deck and can find off Chord or Collected Company.Ā To know this, you always have to be aware ofĀ how much mana your opponentĀ can produce, including convoke. As a related point, you always need to knowĀ how far away the opponent is from a combo kill, or even a natural kill with just combat damage. The nice thing about Company is that the maximum power generated off a two-creature flip is sixĀ (or eight if an Anafenza is on the battlefield), so you can always plan with those numbers in mind.

Apart from those details, the matchup is fairlyĀ simple. They have no early interaction (at least pre-board) and a rather slow clock (besides the random turn 3-4 combo). Both Worldspine Wurm and Griselbrand are viable waysĀ to win the game. The only problem which might occur with Wurm is if you can’t one-shot the opponent and he combos of next turn. Otherwise, both win conditions and any hand that supports them are fine.

Sideboarding againstĀ Abzan Company

Most of the Abzan CompanyĀ decks are very vulnerable to sweeper effects, so you alwaysĀ want to board all of those in. Furthermore, both Torpor Orb and Pithing Needle can beĀ good cards in this match-up. Orb is very strong here, butĀ the Pithing Needle isn't totally necessary. Depending on your play Torpor Orbpreferences, you can leave it in the sideboard if you want the second Ritual or that fourth Whisper.

  • +3 Pyroclasm
  • +1 Torpor Orb
  • +1 Pithing Needle
  • -1 Noxious Revival
  • -2 Tormenting Voice
  • -1 Simian Spirit Guide
  • -1 Desperate Ritual OR -1 Night's Whisper

As a final note on this matchup, our win-rate depends heavily on the particular Abzan Company build. It can vary from incredibly strong (65-35) to nearly even (55-45 or 50-50). Overall, we tend to be favorable against all versions, especially the more they go into the combo gameplan:Ā we have aĀ faster goldfish kill than Abzan Company does, and they have to cut back on interaction to support it and the deckbuilding parameters around Company.Ā That said,Ā the value-heavy versions of Abzan Company actually are maindecking discard, or just more cards which are annoying for us like Path. Keep this in mind when playing out this matchup.

Grixis Control: Even (50-50)

The list: Thiago Rodrigues's Grixis ControlĀ -Ā GP CopehagenĀ 2015, Top 8

Gurmag AnglerGrixis Control is a fairlyĀ new deck (same with all those CompanyĀ decks) that we've only seen in the past few months. Back at GP Charlotte, Patrick Chapin developed a version of Grixis Control which played both a reactive game with Cryptic Command, Snapcaster Mage, andĀ removal, while also keeping an option to switch to a proactive gameplan with turn two Tasigur or Gurmag Angler.Ā Looking at Rodrigues's list from GP Copenhagen a few weeks later,Ā it has both cheap counterspells in Remand, Mana Leak, Spell Snare, and Dispel, along with lategame value in Cryptic.Ā The deck also plays very efficient removal in Bolt and Terminate, on top of Thought Scours and other cantrips to power out turn 2-3 Tasigurs and Anglers.

Approaching theĀ Grixis Control Matchup

TasigurThis matchupĀ boils down to how fast they can resolve an Angler/Tasigur with countermagic back up. A turn twoĀ Tasigur with Dispel/Spell SnareĀ behind itĀ will win most of games regardless of what we are trying to do. Due to their setup from the counter suite and Snapcaster, they can have access to a counter in every stage of the game, which they can use to disrupt us while riding their delve creature to victory.Ā ButĀ if they can’t stick a Tasigur/Angler early, we have enough time to set up a hand and all our splicing and Arcane tricks. This will allow us to win through their counters. It also helps that Grixis Control tends toĀ tap ā€œlowā€ at some point, whether for Cryptic, a Tasigur activation, or a Snapcaster flashback. Even one extra mana can make a huge difference for us if we are trying to punch through a win condition.Ā Apart from these nuances, the matchup is fairly straight forward (as always when playing Grishoalbrand againstĀ some form of Control). You just have to find a way to grind through their counter magic.

Through the BreachWhen deciding whether to keep or mulligan, youĀ want to keep either a very fast hand (turn two), or a hand which would allow you to grind through their counterspells. It can be a little bit on the slow side, but then you have to accept a potential loss to the turn two Tasigur opening. If you want to go with the Through the Breach Wurm route, the same rule applies here as against Twin: you want the tokens to swing instead of the big Wurm. Of course, you might lose to some tokens to Anglers, but better to risk that than risk losing creatures to Terminate. Another problem with the Wurm plan is that Wurm can be bounced with Cryptic Command. This is even more problematic, since we won’t get the tokens from the Wurm. All of this puts the emphasis on the Griselbrand kill, which is much more reliable than Wurm here.

Sideboarding againstĀ Grixis Control

Post board, Grixis ControlĀ will bringĀ in more Dispels and Negates, both ofĀ which can hit all of our combo cards. We want all of the Pacts, the Defense Grid, and 1-2 Thoughtseize (again, you don’t want to over-board here, but you can board 1-2 of your discard spells without thinking twice). Because we are adding both a free counter and Grid, we will have an easier time fighting over 1-2 Defense Gridcounters.Ā Because of this, the post-board matchup is actually stronger than the pre-board one. Just be sure not to board outĀ the Revival here, because it really shines in this matchup.

  • +3 Pact of Negation
  • +1 Thoughtseize
  • +1 Defense Grid
  • -2 Tormenting Voice
  • -1 Through the Breach
  • -1 Night's Whisper
  • -1 Simian Spirit Guide

Thinking more about the pre and post-board matchup differences, our game one win-rate is closer to 45-55 or even 40-60, depending on builds and player experience. But postboard, this shifts back to us and becomes much closer to 50-50.

Interpreting Win Percentages and Next Steps

When looking at the win-rate percentages, you will notice Grishoalbrand has a good matchup against both the BGx decks and UR Twin (as I said earlier, Temur and Grixis are different). The Affinity matchup is a well-known problem, which is the main reason we are running Pyroclasm, Shatterstorm, or other artifact hate in our sideboard. As for Abzan Company and Grixis Control, we need to wait and see about what direction these decks are developing. As long as there isn't a stock list, we can't make an exact win-rate percentage. For my own part, I will have to collect more data on both Abzan Company and Grixis Control. In the first case, there are huge differences in between different builds. For Grixis Control, we simply need more data (I only did around 60 games here).

Do you have any remaining questions regarding those match-ups? Other matchups? Agree or disagree with the conclusions? Just let me know them in the comment section and I will try to answer them as soon as possible.

Greetings,
Fabian Gollmann

 

Origins Spoiler- Infinite Obliteration

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When I was first getting into competitive Magic, Tooth and Nail was the bogeyman in Standard. At that point in time, the deck was built in a way that you could breath a deep sigh of relief if you were able to hit the deck with a Cranial Extraction, as the deck was pretty terrible at doing anything other than casting its namesake card.

There was an error retrieving a chart for Tooth and Nail

A lot has changed since then, and every time another Cranial Extraction variant is printed it is immediately met by the point that these cards are card disadvantage unless you hit a card in their hand, and the fact that decks tend to have a lot of ways to win the game. Of course, if an effect like this is pushed enough it's conceivable that it could be great. I wonder if Infinite Obliteration might fit that bill.

Infinite Obliteration

Only hitting creatures sucks in a world of planeswalkers, but being ahead of the curve of the dominant Standard forces of Dragonlord Ojutai and Siege Rhino is great. It's also possible that this will be used as a tool for control decks to beat up on Deathmist Raptor and Den Protector- the role that I imagine this card was designed to fill.

Infinite Obliteration is likely to be a sideboard card in the same vein as its predecessors, but even still it's a card worth keeping in mind. In particular, it plays very well with Thoughtseize for the period of time that they'll both be Standard legal.

Insider: MTGO Market Report for July 1st, 2015

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Welcome to the MTGO Market Report as compiled by Sylvain Lehoux and Matthew Lewis. The report is loosely broken down into two perspectives. A broader perspective will be written by Matthew and will focus on recent trends in set prices, taking into account how paper prices and MTGO prices interact. Sylvain will take a closer look at particular opportunities based on various factors such as (but not limited to) set releases, flashback drafts and banned/restricted announcements.

There will be some overlap between the two sections. As always, speculators should take into account their own budget, risk tolerance and current portfolio before taking on any recommended positions.

Redemption

Below are the total set prices for all redeemable sets on MTGO. All prices are current as of June 29th, 2015. The TCG Low and TCG Mid prices are the sum of each set’s individual card prices on TCG Player, either the low price or the mid-price respectively.

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

Jul1

Return to Ravnica Block & M14

The big news this week was the end of RTR set redemption. This will have a profound impact on the price of an MTGO set of RTR going forward. Without redemption providing an anchor to paper values, online prices will start to drift according to supply and demand.

This means that any junk mythic rare has very little value now, as the only practical demand for a card like Utvara Hellkite was from redeemers. Cards that are played in Modern, such as Steam Vents and Abrupt Decay, will see more stable prices as Modern grows as a format and the MTGO client slowly improves.

What this means for speculators is that any junk mythic rare should be sold immediately. When bot chains and players holding these cards realize that their assets have declined in value and that prices are sure to follow, they will be on the lookout for buyers. Smart operators will have already increased their spread by lowering their buy prices, and they will start marking down the sell price in order reduce stock and to ring out any value that they can.

Do not be fooled by any short-term bounces in these cards. MTGO can sometimes be a very inefficient market, particularly when you have to be paying attention to the right sources to find out that RTR set redemption has ended.

The three top mythic rares by price in RTR are all played in Modern, though they can hardly be called staples at the moment. If you are holding Sphinx's Revelation, Jace, Architect of Thought or Worldspine Wurm, then you should sell these cards now. Although Modern demand will support their prices now and in the future, the uncertainty produced by the end of redemption is very high. The MTGO Market Report already put a sell recommendation on Sphinx's Revelation, so for that card this is just reiterating that earlier call.

With the spoiling of Goblin Piledriver in Magic Origins (ORI), the value of M14's Mutavault has increased. After peaking in March, paper set prices have been drifting down but this trend is over. With the possibility of two tribal decks wanting this card for Modern play (Merfolk and now Goblins), M14 should see an uptick in demand from redeemers as they seek to capitalize on the presence of Mutavault and other Modern-playable cards from this set.

Theros Block & M15

Brewers are getting excited about Standard again, with the splashy nature of preview cards such as Day's Undoing and Goblin Piledriver, not to mention the flip planeswalkers, driving the interest. This has resulted in the prices on all of THS block and M15 set prices seeing a bump this week on MTGO. Selling into this surge demand is the correct move for any speculator still holding cards from these sets, or for players who aren't interested in playing over the summer.

Temple of Malady is an intriguing speculative target that bucks this perspective though. It has peaked twice at around 20 tix, and is down below 9 tix as of today.

The printing of Languish seems perfectly designed to complement the five-toughness bruisers available to Abzan colours in Standard at the moment. Starfield of Nyx is a card that could power up enchantment matters decks, which generate advantage with Doomwake Giant and Eidolon of Blossoms, another Abzan shell that could pump up demand for the black-greenĀ scry land.

With the historical price pattern well established, another peak of 20 tix is a possibility depending on how the Standard metagame unfolds after the release of ORI.

Tarkir Block

These three sets have been mostly stable this week on MTGO, with KTK and DTK ticking upwards and FRF falling a little. At its current price, the small set of Tarkir block represents the cheapest set available for redemption relative to paper prices, both TCG Low and TCG Mid.

This is a signal that buying mythic rares from FRF is still a good long-term strategy, as redemption can lift the price of MTGO sets to be closer to paper. Elsewhere, KTK appears to have bottomed in paper, with prices stable or positive in the past week and over the past month.

Targeted Recommendations Summary

In today’s report we take a look back at the first sixĀ months of the MTGO Market Report and perform an analysis of the buy and sell recommendations.

Each closed call (i.e. the card was bought and sold) can be evaluated and judged a success or failure by looking at percentage gains or losses. We’ll also construct a mock portfolio to estimate what the net gains or losses could be for a speculator following the recommendations. Lastly, we’ll make comments on any outstanding buy calls and discuss their future.

Evaluation Method

There is no absolute and unique method to evaluate the performance of our recommendations, but we’ve come up with what we think is an objective approach to estimate gains and losses. Gains and losses presented here may also be different from a given person’s portfolio, even if they strictly followed our recommendations.

Buy Prices

For every recommendation, the buy price we used is the price as recorded by mtggoldfish.com on the day of the recommendation. The bias here is that it’s possible to buy cards at a lower price than the listed mtggoldfish price. Mtggoldfish uses mtgotraders prices which are frequently not the cheapest (they focus on stocking every card, not the lowest price). Also, acting on the recommendation on a different day might yield different results as prices might have fluctuated in the interim period.

Sell Prices

The sell price we used is the price as recorded by mtggoldfish.com on the day of recommendation, with the following adjustments. For every card price below 2 Tix, 80% of the listed sell price was assumed to be retained. This accounts for the buy and sell spread of most bots on low-priced cards, which tend to have higher margins. For cards above 2 tix, 90% of the listed sell price was assumed to be retained.

Again, the exact price which a given speculator gets will probably not correspond perfectly to the sell price either. The purpose is to illustrate what is possible, given a reasonable set of assumptions and the actual buy and sell recommendations given in the report.

Prices used for recommendations still open are current as of Thursday, the 25th of June. The same 80% and 90% price adjustments have been taken into consideration for cards less than 2 tix and cards greater than 2 tix, respectively.

The Mock Portfolio

A mock portfolio based on these recommendations was built in order to put the recommendations into a different, more tangible context. The rules of this simulated portfolio are as follows. A maximum of 50 Tix was dedicated to each recommendation, and an upper limit on the number of copies was set to 40. Based on our experience, buying or selling up to 40 copies of a given card, without significantly affecting prices, is possible if a number of different bot chains are used.

This time around, we also took into account the fact that Tix generated by selling positions can be re-invested into new positions. Basically, we added the dimension of compound interest toĀ our mock portfolio.

Evaluating the Recommendations

The table below presents the percentage change in each recommendation as per the above assumptions.

table1

* indicates the maximum buying price we recommended for this card, although the price on Mtggoldfish was higher on the day we recommended the position.

Considering all recommendations, both closed and open, the average gain is +34.6%. If only closed positions are considered, the average gain is +50.4%.

Now let’s take a look at our mock portfolio:

table2

The mock portfolio shows you how much of each position it would have. After six months now, this mock portfolio would have bought and sold 85 positions, while 59 still remain open.Ā With the profit of 85 closed positions that would have been re-invested (as any speculator would proceed with his/her own portfolio) it would not make sense to compare the total buying price of all the positions to the total selling price to estimate the overall profit generated.

Instead, and in order to more accurately reflect the accumulated value of a real portfolio, we build a cumulative table to account for the Tix balance of the mock portfolio at any time during these first six months. Every time a card is bought, an amount of Tix (corresponding to the number of copies times buying price) is debited; every time a card is sold, an amount of Tix (corresponding to the number of copies timesĀ selling price) is credited.

Here is the cumulative table:

table3

With this cumulative mock portfolio, no more than 2456 Tix were ever required to cover all of the MTGO Market Report buying recommendations, according to the above buying assumptions.

ThisĀ means that with a starting bankroll of 2500 Tix, the mock portfolio would currently be valued at 4128.6 Tix. The current open positions accumulate a total value of 2742.1 Tix and the mock portfolio wouldĀ also have 1386.49 free Tix (2500-1113.51). 4128.6 represents a 65.1% increase in bankroll value since January.

Outlook for Currently Open Recommendations

Standard Positions

The Standard recommendations should look better and better as we approach rotation. With Magic Origins in a few weeks and Battle for ZendikarĀ (BFZ) in the fall, Tarkir block cards are expected to gain value as supplyĀ diminishes and demand increases with theĀ need to brew new Standard decks.

Waiting for ORI to be released and staying liquid in Tix is what speculators should be doing. During the next round of release events, the time will come to accumulate promising Tarkir block and ORI positions.

Modern

Modern Masters 2015 represent most of our current open positions in Modern.Ā This massive reprint devalued a lot of Modern staples and created severalĀ great buying opportunities. According to Modern price cycles and swings, they should all rise sooner or later.

A first stop to watch will occur during BFZ release. As players will shift their attentionĀ to a new Standard environment, Modern prices that would have risen until September may drop a little bit. It might then be a good period to sell some MM2 Modern positions acquired these past weeks.

Others Modern positions we are still holding are non-reprinted cards that haven't moved much since May. They probably won't be significantly affected by the release of BFZ.Ā These cards need a metagame change to be favored again and thusĀ rise in price.

Vintage and Legacy

Not much has disrupted the slow and flat price fluctuations of these two formats. Tempest Remastered dragged down some prices, most notablyĀ City of Traitors, Intuition and Mox Diamond, but it failed to bring a playset of Wasteland down to a more affordable price. For speculators holding positions related to these two formats, the Legacy MOCS in November is the time to consider selling any speculative investments.

Pauper

Pauper is not nearly as popular as Modern and price variations not as strong. However cards in this format have clearly shown cyclical trends over the past few months. These price swings should certainly repeat in the coming months. As spreads are usually bigger than with Modern, following price fluctuations regularly is key forĀ Pauper speculators to maximize profits here.

Targeted Speculative Buying Opportunities

None

Targeted Speculative Selling Opportunities

Modern

Ranger of Eos
Misty Rainforest

Understanding the GP Singapore Metagame

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If you are like me, one of your biggest June disappointments was the lack of GP Singapore video coverage. After all the awesome GP Charlotte and GP Copenhagen footage and commentary (minus the ridiculous Amulet Bloom questions out of Charlotte), I really wanted to finish the month withĀ the Affinity and Jund showdowns in the Singapore semifinals. We may have missed out on the coverage but we definitely got a lot of actionĀ out of Singapore. Between Affinity's win, the big question marks surrounding Grishoalbrand combo, and Jund's commanding performance, GP Singapore is a great way to finish off the month. But with all the data and decks to process, it's easy to miss the big takeaways from the event. This article aims to shed some light on those datapoints so we can understand what happened at GP Singapore.

Olivia Voldaren Cropped Art

In the spirit of my GP Charlotte and GP Copenhagen reflection articles, I want to unpack the GP Singapore metagame to help us see what decks did well and what decks did not. Many players fixate on the Top 8 or even Top 16 of an event to determine metagame health, deck viability, format composition, etc. But these results are often incredibly misleading. To account for that, this article examines the Day 2 metagame alongside the Top 32 results, pulling out some quantitative and qualitative lessons we can learn from GP Singapore. As a preview of what's to come, let's just say that it's no coincidence Olivia Voldaren is presiding over our article today...

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Comparing the Day 2 and the Top 32 Metagames

If there's anything I hate about GP coverage, it's the lack of Day 1 metagame numbers. Yes, I understand Wizards probably doesn't want the metagame to get "solved" or anything like that (something we know Wizards is worried about). But in this information age of Magic, players are basically doing this anyway, so those Day 1 numbers would at least give some interesting context around the GP. Because we don't have anything on GP Singapore's Day 1, it's impossible to know how archetypes did relative to their initial Day 1 showing. Maybe 30% of the field showed up at the GP with UR Twin sleeved up, even if many of them didn't make it to Day 2. In the absence of this datapoint, we need to look for other points of comparison to figure out how decks performed and what the metagame looked like over the weekend.

Thankfully, Wizards threw us a bone here in releasing the Top 32 decklists from GP Singapore in addition to the Top 8. Normally, I'm happy to just get the Top 8 and a metagame breakdown. Top 32 is like TwinChristmas in June. Wizards made up for this by posting the most confusing Day 2 metagame breakdown in recent memory, but at least we have data to work with. To get a sense of deck performance, I am going to compare the Day 2 prevalence for decks with the Top 32 prevalence for decks, looking for areas where decks either over or under-performed, and checking what percentage of any given deck actually made it into the Top 32 bracket. This helps us understand how decks performed and what decks succeeded and failed at the GP. For instance, taking our UR Twin example from above, if 10% of Day 2 was on UR Twin, we would expect to see 10% of the Top 32 also on the deck. But if 30% of the Top 32 was UR Twin, then the archetype overperformed its expected share by 20% points. And if UR Twin only made up 2% of that Top 32, it would have underperformed by 8% points. These are the kinds of differences we want to look for in our analysis.

The table below shows all decks with above-average representation (4+ appearances) on Day 2 at GP Singapore. It excludes the 34 decks with one, two, or three showings (everything from Scapeshift and Grixis Twin to Skred Red, Stompy, and Mardu Midrange). For each deck, the table gives the Day 2 count and metagame share along with the Top 32 share. The second-to-last column expresses the difference between the Day 2 share and the Top 32 share. Higher positive shares (e.g. Jund's +9.6%) indicate overrepresentation in the Top 32 relative to the Day 2 breakdown. Lower negative showers (e.g. Burn's -6.8%) indicate underrepresentation in the Top 32 relative to those Day 2 numbers. Finally, the rightmost column shows what percentage of the Day 2 players converted into the Top 32.

DeckDay 2 NDay 2 %Top 32 %Day 2 %
vs Top 32 %
Conversion
Jund
129.2%18.8%+9.6%50.0%
UR Twin
75.3%12.5%+7.2%57.1%
Affinity
139.9%
15.6%+5.7%38.5%
Temur Twin
43.1%6.3%+3.2%50.0%
Grishoalbrand43.1%6.3%+3.2%50.0%
Amulet Bloom
8
6.1%6.3%+0.1%25.0%
Abzan43.1%3.1%+0.1%25.0%
UWR Midrange
43.1%3.1%+0.1%25.0%
Infect
53.8%3.1%-0.7%20.0%
Abzan Company43.1%0.0%-3.1%0.0%
RG Tron
53.8%0.0%-3.8%0.0%
Grixis Control
64.6%0.0%-4.6%0.0%
Naya Company
86.1%0.0%-6.1%0.0%
Burn
139.9%3.1%-6.8%7.7%

The table is sorted on the "Day 2 % vs. Top 32 %" column, but feel free to resort on other metrics ("Conversion" . Here's a quick example of reading the table. Affinity had 13 players during Day 2 making up 9.9% of that metagame. But it had a 15.6% share in the Top 32, which was an overrepresentation of +5.7% points. That said, only 38.5% of the Affinity Day 2 pilots made that conversion to the Top 32.

Looking over the table, particularly when sorted on that percent-comparison column, we immediately see decks falling into three brackets. In the first bracket, we have these heavy hitters with significant Arcbound Ravageroverrepresentation in the Top 32: Jund, Affinity, and UR Twin are the big ones here. These decks exceeded their expected Top 32 prevalence by a good margin, suggesting that there's something about the decks and/or the metagame context which made these successful. In the next bracket, we have a chunk of decks without any significant difference between their Day 2 and Top 32 shares. This is everything from Temur Twin/Grishoalbrand down to Abzan Company. Although these decks had some overrepresentation and underrepresentation, the magnitude of those differences isn't very big. It's also not statistically significant relative to the other differences we see in the population. Because of that, it's hard to say anything definitive about these decks: the difference in their Day 2 and Top 32 shares falls within expected variance. Finally, we have the third bracket, i.e. the loser's bracket. These are decks like Grixis Control and Burn which sent a fair number of players to Day 2 but very few into the Top 32. They have significant underrepresentation values, which suggests that something went wrong with their deck or the metagame for them to do so poorly. The sections below break out those decks, giving some context on their performance and some higher-level takeaways regarding each deck in Modern.

TheĀ Winners: Affinity, Jund, and Twin

Overrepresentation does not always mean overperformance. But in the case of these three decks, there is strong reason to believe that it does, both from a quantitative standpoint and a qualitative one. Let's start with the tournament's big winner: Affinity. Affinity absolutely crushed it at GP Singapore by almost Cranial Platingevery metric. It sent two pilots to the Top 8, won the entire event, overrepresented its Day 2 share by 5.7% points in the Top 32, and was tied for most-played deck on Day 2 overall. Although we don't know how many people showed up with Affinity on Day 1, this suggests that other players also thought Affinity was well-positioned and trusted in their robots to carry them to victory. This didn't work out for everyone: only 38% of the Day 2 pilots actually converted into the Top 32. While that's not as bad as Grixis Control (0%) or Burn (8%), it's also not quite the Jund conversion rate of 50%. But that's a much bigger deal for a deck like Affinity that either succeeds spectacularly or fails miserably. For Affinity to put up all these numbers, even accounting for its 38% conversion rate, you would need a metagame that was at least somewhat hospitable to it. GP Singapore was apparently such a metagame, with opponents either forgetting to pack meaningful sideboard hate (no Abzan means no Stony Silence), or opponents moving away from decks that are historically good against Affinity (GP Singapore had a lot less Twin than we saw at other major events). All of this underscores the point that all Affinity players have known for years: if you are good at Affinity, keep playing it. Sometimes the metagame is hostile to you, but if it isn't, you will always be rewarded.

Affinity may have won the entire event, but Jund was perhaps even more a winner from a data perspective. Jund had the highest overrepresentation in the Top 32 (+9.6%) and the second-highest Olivia Voldarenconversion rate of any of the most-played decks (50%, behind only UR Twin at 57%). Jund saw two pilots in the Top 8, 12 throughout Day 2, and most importantly, a huge competitive advantage over its rival, Abzan. Abzan had only four players make it to Day 2, only one of whom made it into the Top 32 (in fairness, Ray Wee did make Top 8 with his deck, but it's extremely metagamed and not yet indicative of broader archetype viability). The metagame has spoken and Jund again emerges on top. This is huge news for Jund mages, and for the format generally, because there were some question marks surrounding the deck after the events at the beginning of June. With so many players on big mana decks like Tron and Amulet, or on bolt-proof decks like Grixis Control or UR Twin, Jund's red-based edge wasn't looking as hot in practice as it had in the theorysphere. But GP Singapore, along with all the other supplementary datapoints over the month, have further solidified Jund's status as the tier 1 BGx deck of choice. Remember that this deck had a huge target sign on its head all month. Everyone knew it would probably be the BGx deck of the GP, and everyone knew the hype was strong with it. And yet, the deck still prevailed. A big reason for this was cards like Olivia Voldaren and Chandra, Pyromaster, which helped Jund play a more durable game against decks that would otherwise go over the top as the game went late. We still need to finish crunching the June numbers, but Jund is looking like a huge winner from the month, and GP Singapore is very much emblematic of that.

Deceiver ExarchThen there's UR Twin. Betting against UR Twin in Modern is like betting against the Patriots in the NFL. They both create polarizing opinions, they both stir up strong feelings, and they are both really, really good no matter what else you think about them. UR Twin was a sleeper winner at GP Singapore; although it didn't have big Top 8 finishes, its overrepresentation relative to Day 2 and the sheer number of players it sent to the Top 32 are impossible to ignore. It's significant both in that UR Twin remains the best Twin option despite Temur and Grixis innovations, and in that UR Twin is capable of succeeding despite players knowing this deck was going to be big. In that respect, Twin was similar to Jund. Jund may have had more hype going into GP Singapore (indeed, the only decks in the entire format with as much June hype as Jund would probably be Amulet Bloom and Grishoalbrand), but UR Twin was the known enemy everyone expected. Despite that expectation, UR Twin put up respectable numbers and continued to show its tier 1 status. From a format health perspective, this suggests that Twin is both a good deck but also not a too good deck. It's okay for nonrotating formats like Modern to have established tier 1 players, and Twin has shown it is capable of filling that role while not also winning every single event. That's a healthy place for a format to be, and a healthy station for Twin to occupy.

The Losers: Burn, Naya Company, and Grixis Control

I'm hesitant to really call these decks "losers" from the metagame perspective. It can be very misleading to extrapolate a deck's viability from a single event, especially when you have multiple other events from the very same month which suggest alternate stories. But if we focus just on GP Singapore as one Eidolon of the Great Reveldatapoint in the entire month, this was not a good event for Burn, Collected Company, and Grixis Control. Let's start with Burn because, quite frankly, there's not a whole lot to say about it. Burn is always going to be the tier 1 aggro deck of Modern that won't often win major events. You'll always see it at every stage of the tournament, you'll always see it in smaller events, but you can't expect it to succeed on big stages. There are just too many people who are prepared for it, and that preparation is often going to be independent of hype around the deck. This is in contrast to something like Amulet Bloom, whose fortunes will rise or fall depending on the number of Blood Moons in the room. But Burn? You will always have cheap removal (Bolt), efficient countermagic (Dispel), and lifegain (Feed the Clan/Kitchen Finks) to keep it down. Indeed, Modern players have gotten a lot better at boarding against Burn and beating the deck than they were in late 2014. Players have moved away from Destructive Revelry-lite answers (Leyline, Claw) and into spell-based ones that Burn struggles to play around. So long as this continues, which it likely will for the foreseeable future, Burn will see a lot more GP Singapores to come.

collected companyCollected Company is a more interesting case. On the one hand, GP Singapore was no GP Charlotte, where we saw lots of Company decks in both the Top 8 and Top 16, as well as plenty of Company success on Day 2. On the other hand, we do see Company in GP Singapore's Top 8 (in an awesome but bizarre Kiki Pod variant by Tay Jun Hao) and in the Top 16 (in a more conventional but still awesome GW Hatebears shell by Tao Bozhi). So the failure wasn't necessarily in the card itself, which remains a strong engine and continues to enable green decks we never would have seen without it. Instead, the failure was in the builds around that card. Naya Company was huge at GP Charlotte, in no small part to Paul Rietzl's 10th place finish on the deck and plenty of on-screen coverage of his games. Modern players always have a special soft spot for Naya decks (see any article by Brian Kibler ever), and it was exciting to see the deck's renewed viability off Company. Unfortunately, GP Singapore did not do the deck any favors: 6.1% of Day 2 piloted the deck compared with an embarrassing 0% for the Top 32. Although I don't like extrapolating metagame-wide success rates from one event, those aren't the stats you want to see on a deck that is supposed to be good. To me, this just means players need more practice with both building and selecting Company-based decks in Modern. Between Elves, Abzan Company, Naya Company, GW Hatebears, and all the other decks people are still experimenting with (Slivers! Werewolves! Humans! Oh my!), there's a lot of room for the archetype to grow. It also suggests some degree of metagame preparedness for these strategies (see Jund's reliance on cards like Olivia and Chandra). GP Singapore just underscored these points.

Snapcaster MageThen there's Grixis Control, which to me is the oddest failure from GP Singapore. Tabling the issue of whether or not Grixis Control is really a "control deck" (spoiler alert: it is), this deck, whatever you want to call it, seemed well-positioned for the GP. Its had lots of MTGO and paper success all month, including Top 8 and/or Top 16 finishes at both of the previous GPs. Our collective understanding of the deck has also improved dramatically in the past few weeks, with players understanding what counterspells to use (Dispel is insane), the different ways to build the deck (our very own Trevor Holmes wrote a great article on this the other week), and how they need to pilot their builds to victory. It just didn't pan out at GP Singapore, with zero of the deck's six pilots making it from Day 2 into the Top 32. Of all the failures at the tournament, this is the one I'm most willing to write off as a temporary anomaly. The deck has had such consistent and commanding success at every other June event until this point, and we can't throw that out with just one subpar event. After all, it's not like zero Grixis Control players made Day 2 in the first place, so the deck was at least viable enough to make it that far. Of course, that all said, there is one metagame context which might have caused trouble for Grixis Control. The Griselbrand and Nourishing Shoal combo is surprisingly resilient to control elements, chiefly on its instant-speed timing and the strength of the splice-into-arcane mechanic. At absolute best, this is an even matchup for Grixis Control. At worst, an experienced Grishoalbrand pilot will turn this into a 40-60 uphill battle. Just a few of these matchups could have sunk Grixis Control's fortunes at GP Singapore.

The Oddballs:Ā Grishoalbrand and "Weird Decks"

GriselbrandBefore wrapping up, I want to quickly discuss the ten ton Demon in the room and all the related "weird decks" in the same category as Grishoalbrand. One of the biggest problems with Modern is all the ban talk surrounding the format. Part of this is a function of Wizards' heavyhanded management of the banlist, and lack of transparency around some decisions (even if I largely agree with their bans/unbans so far). But another part of this is player unwillingness to consider potentially broken decks, mostly combo decks, as anything other than ban bait. Instead of thinking about ways to metagame against a deck, whether with sideboard bullets, deck choices, or clever maindeck inclusions (Dispel, I choose you!), many players immediately turn to the "Wizards ban please" approach. Grishoalbrand falls squarely in this category, with all the Amulet Ban ban maniacs quickly jumping ship to Griselbrand/Shoal/Goryo's Vengeance after less than two weeks of results and very little in the way of concrete evidence.

Nourishing ShoalGP Singapore showed us that Modern is able to contain these kinds of fast, resilient, and potentially broken combo decks through the usual policing methods. We saw this at GP Charlotte with the omnipresence of Blood Moon, and we saw it again at Singapore with all the countermagic, discard, and Scavenging Ooze strewn across the format. This suggests both that Modern is capable of self-regulation and also that Grishoalbrand isn't as strong as many people thought it would be. Just looking at the table earlier in this article, Grishoalbrand had slight Top 32 overrepresentation relative to its Day 2 performance, but it was neither statistically significant nor significant in its magnitude (it's hard to draw conclusions from a population of four cases). This reflects our general metagame findings on the deck, which point to Grishoalbrand being a solid tier 2 combo deck but nothing crazier than Amulet Bloom or Infect. That is also to say, this returns to the concept of "weird decks" in Modern and how that diversity affects our format. I will admit that decks like this highlight the need for versatile police spells in Modern, so we aren't in a situation where you need Silence/Moon/Rest In Peace in your sideboard or you just lose. But I also think many Modern players overstate this state of affairs. Between cards like Ooze, Dispel, Spell Snare, Thoughtseize, and other Modern policemen, we really do have a lot of maindeckable bullets with widepsread utility in the format. So until we get more data to suggest a real metagame problem, all the theoretical Grishoalbrand banning discussion needs to be off the table. GP Singapore is yet another datapoint that suggests the deck is a welcome addition to Modern, and no amount of theoretical hyperbole will change that.

Modern After GP Singapore

As a final note before we wrap up, remember that we can't extrapolate too much from a single event. Just because a deck succeeds at one GP, that does not mean it's a successful deck in Modern. The same goes for decks that fail, or decks that just don't do much at all. Of course, if you find decks that succeed at a single GP that are also succeeding across the format (e.g. Jund, UR Twin), then that's a great case for a real success story. But if you have isolated incidents that don't make sense in the broader metagame picture (poor Grixis Control), then we will need more data and results to make those top-level conclusions.

With the month winding down, we are almost at the point where we can tally up the numbers and give some high-level conclusions on the state of Modern after June. I for one am very excited to go through the stats and see what happened, checking for broader trends that can inform our deck and card decisions as we go into the PPTQ portion of the summer. After all, Modern season is far from over, and there are still plenty of tournaments left to take down and metagame data to compile. Just looking at GP Singapore, I am heartened by the results of the event and the relative diversity in both its Day 2 and Top 32 metagames. It's a great time to play Modern and I'm excited for what the rest of the summer brings.

Big Changes for PT Origins

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Yesterday, some changes to the floor rules were announced for PT Origins. You can find them here. They've changed a lot of things about Magic since I started playing, but I never thought I'd see a new mulligan rule. Check it out:

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.

This looks like a nice way to mitigate some variance in the game. It's going to take a minute for this information to reach some players, and I'll grant that it's not elegant, but I like it. Keep in mind that this rule is currently only in place for the PT, but if they like it it will obviously make its way to your LGS.

Additionally, judges will now be able to review video coverage for calls and investigations, which would have stopped the whole Pat Chapin debacle from the last PT from happening.

Lastly, my favorite change to any Magic rule ever comes in standardizing the way that players must organized their boards for PT coverage. I usually see two arguments for lands in front, those being that the original rulebook said to play the game this way, which is fair, and the other being from those libertarian types that think just because you can conceive of doing something goofy that it should be an inalienable right. Either way, this change helps a great deal for the presentation of feature matches.

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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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Insider: The Floor on Modern Decks, or Why Cursecatcher Is $9 Now

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Markets move in unconscious ways. Today, we're going to talk about the way that Modern decks get priced. Nobody consciously sets a benchmark, but the market moves in very predictable ways to make cards go up in value. My theory is this: the average Modern player has an amount they'll buy into the format at, and a deck priced below that threshold tends to rise up to that amount.

My best estimate for that price is $400. I'll show you how I got there and how you can use this to profit on future Modern market movements.

A brief history lesson on the "budget" decks of Modern

It depends on how far you want to go back in Modern, but there are a bunch of decks that were once inexpensive to build. Banish the thought of anything with Tarmogoyf, but decks like Splinter Twin were darned cheap at Modern's inception. Lately, we've seen so-called budget decks become much more expensive. A great resource to get a handle on this is the MTGGoldfish metagame list (and be sure to click to paper prices). Here are some short examples.

  • Burn, once the $60 special, now totes $32 Goblin Guides and 7-8 fetches, which are $80-350 on their own. Lava Spikes are $3, Rift Bolts are $2.50.
  • Bloom Titan had no fetches and no shocks. Once it gained traction, it rose from a $150 deck to over $600 now, despite lacking any "format all-star" cards like Tarmogoyf, Cryptic Command or Dark Confidant.
  • Affinity averages $680 these days. When Modern started, one had to buy Arcbound Ravagers at $20 apiece and the rest of the deck was reasonable. Now, prices have shot up.

Nefarious dealer plots don't exist

This is happening because Modern is becoming more popular and people will still buy the decks, even if it costs way more to do it.

This isn't some scheme of speculators and dealers, either. Remember that dealers were happy to sell Amulet of Vigor at $1 for years. Dealer logic goes like this: customers keep asking for Amulet at $3, what happens if I price at $4? Are people still buying? If they are, raise it to $5. At some point, too few people will pay an increased price and it'll stop gaining. Meanwhile, people who have cheap copies will dump theirs. I know, this is basic economics, but we have to lay out some ground rules to see how it works.

The key is that those actions above are distributed among the whole Magic finance ecosystem. I don't need to start listing my Amulets at $1 if the market is paying $4 for them, for example. I can watch the price even out over time and then list my copies, or I can undercut the market without doing work to find out what the basic price is. That's because the prices of Magic cards are public and that makes this all pretty efficient.

If a deck becomes popular, all of its elements tend to slowly gain like this. This phenomenon happens on all the cards. A dealer sells a lot of a card and then increases its price. Another dealer pre-emptively increases prices on staples by a few percent. This repeats itself over and over. The players who complain about buying Deceiver Exarch at $2 will turn around the next week and brag that they paid half of what the market wants for them now.

When budget decks get popular, they don't stay budget.

Travis Woo scored a great deal of his early success by popularizing the Living End deck. It cycled a bunch of creatures and then cascaded into Living End, bringing them all back. The only expensive card in the deck was Fulminator Mage, which was $4 or $5 at the time. Travis wrote a series of articles on the deck and the Mage just took off in price. It was one of the few rares in the deck and also one of the oldest. Naturally, the market started asking for more of them.

Living End pushed Fulminator Mage up to $50. It did that because enough people wanted to play it that the whole deck saw increased demand. People can justify buying rares at higher prices, so the rares went up in price.

Look at Horizon Canopy in Bogles. Look at Prismatic Omen in Scapeshift. These cards went up because people wanted to get those decks, and the market was willing to let those prices ride way up. If a deck is $150, it's a steal of a deck to build in Modern.

Those deals don't last long. That's one reason Fulminator Mage hasn't dropped to the $6 we were hoping for. People are still willing to pay $25, knowing it was so much more expensive a few months ago.

R/G Tron is our latest example of a budget deck bursting.

R/G Tron was on the fringes at the beginning of Modern in 2011. It was mostly ignored, since the format was stupid with combos at the time. After a while, the deck gained some traction among people who wanted to play with battlecruisers. Grove of the Burnwillows was $12 at the time and saw no play in Modern and light Legacy play. Karn Liberated was $14. The deck could be assembled for about $150, and people quietly put it together as a budget list for a number of years.

Lately, the deck has gotten a lot of attention and play. Pilots have done well with it; R/G Tron has made a few good GP and SCG appearances, which it needed to see to go up in price.

Over time, the elements of the deck have gone up. Grove shot up from $25 to $40 in January of 2014, for example. Karn dropped from a high of $55 to his current $42 on the reprinting announcement. All of this combines to show that the deck has been gaining value over time and that the budget deck is now worth two car payments.

Speculating on New Decks and Trends

The only premiere deck in Modern right now around $400 is Merfolk. Most other decks are at least $600. That tells me that the staples of Merfolk, things like Aether Vial and Mutavault, still have room to increase. Silvergill Adept and Master of the Pearl Trident can yet rise. Bear in mind that Merfolk itself was a budget deck--but our titular Cursecatcher rose to absorb that player money that was ready to invest in the deck.

This brings me to Goblin Piledriver and the cards surrounding it in a hypothetical Goblins list. I've seen people jumping on cards like Warren Instigator without researching previous successful Goblins lists. The few I've seen don't even run Instigator. Few have Aether Vial. Goblins in Modern is more of a token deck than the Legacy list. That means that a card like Legion Loyalist can shine where it would be ignored elsewhere.

It also means that Goblins will see across-the-board price increases with success. Goblin Chieftain, Goblin Grenade and Spikeshot Elder are the cards to target if Goblins sees good results. They're from older sets and they're cheap. Goblins, as a deck without Piledrivers, is about $150 if you don't want fetchlands. That price isn't going to last if people adopt it and do well with it. And for the record, I think Goblins is a bad idea in Modern when it has to compete with Affinity for crazy plays.

Putting it together: evaluating decks and not cards

There seem to be three tiers in Modern.

Emerging decks and budget lists. These are the $400-and-under decks. They're Merfolk, Burn, things like Mono-Black Rack. I've seen a sweet Twiddle deck floating around that fits this category. These are the unloved decks that only get attention when they've won something big. Don't underestimate them, though--Bogles, Tron and other staples came through this category.

Decks with Zendikar fetchlands.Ā These lists run at least $600, due to their manabase alone. Twin used to be this cheap and we've seen Goyf-less Junk decks that ran this price for awhile.Ā If Battle for Zendikar includes enemy fetches, I'd invest heavily in the other cards in decks like Junk, Jund and Twin. There's a price memory for paying a lot more.

Decks with fetches and Tarmogoyfs/Cryptic Commands. This is the marquee level of Magic deck construction. Jund will run you $1,800 to build. Strangely, at this level a fetchland reprint won't cause me to bank on the other staples. This is crazy to say, but $800 is reasonable for a Modern deck and $1,200 isn't. We might still see cards like Raging Ravine shoot up to compensate, though.

If you're interested in a deck that has done well lately, look at how much it costs to put together. MTGGoldfish and MTGTop8 will both display the cost to buy a list from TCGPlayer.

When you look at the Goryo's Vengeance deck, is it any surprise that the cards shot up in value? If we set aside the $200 for a playset of Blood Moons (barf), then the deck is $600 right now. Previously, you could have had it for about $350. Thus, the market prices everything upward after a success.

Yeah, Goryo's Vengeance is $45, but you could have still made out on Worldspine Wurm going from $3 to $5 or Through the Breach going from $12 to $25 or even Nourishing Shoal, going from nothing to $10. So much of that deck was poised to rise, it was just a matter of selecting a few unique cards that didn't see other play and investing in them.

If you approach a new deck hype with the goal of buying cards if it's under $400-600 already and targeting unique cards, you'll do well. It doesn't matter the rarity at this point. So many bulk mythics cry when they look at Heritage Druid. The rising tide of success raises all boats. You don't have to get the most expensive card going in, either. You might conclude that Simian Spirit Guide is underpriced at $3.50.

There's nobody to blame for a card shooting up before you bought it.

Modern drives prices quickly and savagely these days. My best advice to you as a player is to get the sets of cards you need today. You don't want to be stuck wishing you bought Blood Moon when it was only $18. The market is going to quickly price a new deck or hyped card.

If you see a deck that costs under $400 and it's doing well, scoop up the elements. If the deck is $600, target more selectively. If it's over $1,000, only get cards that look newly essential. There's not much to be made at the high end.

While I'm not an economics major, I've based this on years of playing and speculating in Modern. There's doubtless something I've missed and I'd like to hear from you in the comments section!

-Doug

Insider: What Are Your Finance Goals?

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This week's article was inspired by an Insider's post in the forums asking why people are involved in the MTG finance realm. There were quite a few different answers, though many were along the lines of, "to reduce/eliminate the cost of the hobby," or "to grow my collection." Obviously, these are perfectly fine and acceptable reasons, however, they aren't reallyĀ well defined goals.

Step 1: Define Your Overall Goal

The first step to proper goal setting is to understand your overall goal or plan. This is typically where we might place "reduce the cost of my hobby." However, that's not really all that helpful. In theory you could trade for oneĀ card that goes up in value and trade it for another card that was more expensive but is now the same value and you'll have technically reached your goal.

I'm pretty sure you wouldn't keep paying for access to this site if that was the extent of it.Ā So with that in mind let's define our overall goal a bit better.

A common mnemonic used in goal setting is SMART (which means):

  • Specific
  • Measurable
  • Attainable
  • Rewarding
  • Trackable

Example: Reduce the cost of playing Standard competitivelyĀ by 30% within 1 year

Above is an example of a good overall goal. We've defined not only the desired outcome, but we've done so explicitly. Of course even this could run us into some problems if you're not meticulous with your MTG related expenses. The reason for this issue is because unless you know or track exactly how much money you spend on the game it's hard to track your success of the goal. However, let's compare that goal with our "SMART" mnemonic.

  • Specific - We've stated that we want to reduce the cost by 30%, we want to do so within a year, we still want to be competitive, and we want to focus on Standard.
  • Measurable - The goal is a reduction in total cost by 30%. This may or may not be specific enough. For example; if you want to play Standard competitively you'll also need to attend competitive level tournaments which may include travel costs, food costs, entry costs, card protection costs, and of course individual card costs themselves. For this example I'm going to assume that the 30% reduction needs to cover all those costs (which aren't difficult to track but will require additional effort to do so).
  • Attainable - Do we think this goal is attainable? A 30% reduction is a decent size, but it's not so drastic that it feels impossible to reach (like say a 100% reduction, i.e. playing for free, which while potentially doable, may require a complete devotion to said goal which interferes with other aspects of one's life).
  • Rewarding - If it isn't obvious, it's rewarding to have extra money for other things even if those other things just include expanding into other MTG formats or growing one's personal collection. However, we may want to partition any savings into a special fund for other things (maybe an engagement ring, or a house, or new car).
  • Trackable - The goal is obviously trackable, because you'll have to track all Standard-related expenses (which you can do with any sort of spreadsheet software relatively easily) and you'll need to track the cards you buy/trade for at one price and the price you trade/sell them at later on.

Step 2: Divide Into Smaller Goals

The next step is breaking up the overall goal into smaller goals that are easily measured and tracked.Ā We'll do this with our example above. Let's assumeĀ you spent $2000 last year playing competitive Standard (for this example you kept great records of your expenses and it's very fortuitous that when added up they were a very nice even number).

  • Played in 6 major tournaments - Cost of entry $40 per tournament = $240
  • Traveled to 6 big cities - Travel costs per trip were $100 (includes hotel/gas/food/incidentals) = $600
  • Purchased sleeves to protect your cards for each tournament at $8 per = $48
  • Played in 30 FNMS @ $5 per = $150
  • Purchased 1 box of each set released @ $100 per = $400
  • Bought missing cards for decks @ $562

Thanks to all that effort you did tracking last year's expenses you have a great starting place for your smaller goals, especially since your overall goal means you can only spend $1400 this year.

Now, let's figure out where our cost reductions will likely come from.

    • It's highly unlikely the cost of tournament entry will go down this year (in fact it's much more likely to goĀ up, but for sake of argument let's keep it at $40 per tournament).
    • It's just as unlikely that travel costs will beĀ greatly reduced.
    • Sleeve prices have been pretty stable, so they too will likely stay the same.
    • FNM costs aren't going down either.
    • The box costs actually went up with DTK, but you've been a loyal customer to your store and they'll hold the price for you.

This pretty much leaves us with the cards we were missing for our decks as the biggest modifiable expense. So with most of our costs remaining static we need to eliminate the one cost we can adjust. Unfortunately we need to find $600 worth of reductions and our total "bought missing cards" expense was only $562...so we still need $38 (even if we don't buy any missing cards for the whole year).

How we coverĀ these expenses:

  • Buy your cards before they go up in value - This only works if the cards actually start out cheap and then go up in value from there...it doesn't help if they pre-order for $25 and then stay around that price for most of the year.
  • Sell extra cards - This is most likely your best option because MTG cards don't typically work as currency with most hotel chains, gas stations, restaurants, etc.
  • Trade - you can trade for the cards you need, either directly or indirectly through intermediate trades.
  • Speculate - you can trade or buy cards you think will go up in value and allow that gained value to help offset your expenses.

Now, the first bullet will only offset the price differences between the current value of the cards you want to play versus theirĀ future value. So in most instances this value is likely not that large--certainly not large enough to offset the costs of playing competitively.

The second bullet will likely generate the most actual money to offset costs, but the cost is that you lose the option to play the cards you sell in the future, and typically the cards that are worth the most money are the most powerful and likely to see the most play. This particular avenue will require that sacrifice.

It's also important to note at this time, that this goal likely forces you to stick to one or two decks. It's very difficult to change decks without losing value (unless you go from an expensive deck to a cheaper one, but this is a one way street.) It's very difficult to go from a cheap deck to an expensive deck without inputting a lot of additional money.

The third bullet obviously helps reduce the costs of deck ownership and it can help reduce the cost of some entries (often LGS's will accept trade-in to cover the cost of FNM, as they are often in need of new stock, though they may be picky and you'll likely "overpay" from an actual card value standpoint).

The last bullet is probably the reason you're a member of this site. Strong speculation can not only reduce the cost of a deck if the card you speculate on happens to show up in the deck, but buying/trading for a lot of an underpriced card can allow you to make a huge profit if it ever jumps.

The best recent example of this is Collected Company; I knew several people that loved the card and recognizedĀ it asĀ powerful. They picked up as many copies as they could when it was at $3.50-$4. They can now sell it to buylists for $8-9, which means they can easily double up in cash or triple up in trading for other cards.

Now, this type of card jump doesn't happen all the time, but it's important to evaluate a card with an open mind; those who saw an instant-speed Birthing Pod, rather thanĀ a card that placed severe restrictions on deck construction, benefited. We see cards break out in different formats after many large events (especially when someone else thought outside the box). Recent examples include Nourishing Shoal, Heritage Druid, and Goryo's Vengeance.

Now for some examples of smaller goals.

Pick a strong Tier 1 deck and stick with it for 6 months.

We obviously need to start with this goal because as mentioned earlier, the cost of changing decks, at the very least, equals 1 /Ā the trade-in value at your local store * the cost of the deck. Now we don't have to change decks at the six-month mark, but the reason for the time requirement is that with the typical cycle of Standard decks, the deck we pick may look weak for a few weeks as its nemesis becomes a bigger part of the metagame--but as we've seen numerous times, the nemesis deck will typically get hated out itselfĀ and thus the cycle moves forward.

Aggressively trade for cards with a low buylist spread (25% or less).

One of the best strategies for those who plan on buylisting cards is to trade specifically for ones with low spreads. Obviously, if I can trade a $10 card that buylists for $6 for twoĀ $5 cards that buylist for $4, we can make an additional $2 making this trade and both parties come out happy. You'll often see guys at major events carrying around a store's buylist and trading specifically with the intention of selling everything they trade at the end of the weekend.

Sell $100 worth of cards at the first major event you attend; only selling cards you are not playing and withĀ a spread of less than 25%.

The reason for this goal is that we need to bring in additional cash flow to help offset the hard costs of competitive tournament entry and travel (as we can't pay these with cards directly). The reason for the spread requirement is that cards with high spreads means we lose more selling them now than other cards.

Conclusion

Hopefully, you can now see how having a single overarching goal (while important) isn't enough. Proper goal setting requires both an overarching main goal as well as a subset of smaller goals to guide you along towards achieving the main goal.

Deck Overview- Standard Red Devotion

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Before Return to Ravnica rotated, I was a big proponent of Red Devotion. The deck was super explosive with Burning-Tree Emissary and Nykthos, Shrine to Nyx, it has the most efficient removal spell in the format in the form of Chained to the Rocks, it could just ignore opponents with the power of Fanatic of Mogis, and it could crush deck trying to one-for-one it with Hammer of Purphoros and Assemble the Legion. Basically none of that is true of the deck right now, though the deck does still have some potency. Enough for Dylan Hysen to Top 8 the SCG Open this weekend with this version:

Mono-Red Devotion

creatures

1 Ashcloud Phoenix
4 Dragon Whisperer
4 Fanatic of Mogis
4 Flamewake Phoenix
3 Goblin Rabblemaster
4 Stormbreath Dragon
4 Thunderbreak Regent
4 Eidolon of the Great Revel

spells

4 Draconic Roar
3 Crater's Claws

lands

21 Mountain
1 Haven of the Spirit Dragon
3 Nykthos, Shrine to Nyx

sideboard

3 Stoke the Flames
4 Wild Slash
4 Anger of the Gods
4 Roast

I can't help but wonder if the other Thunderbreak Regent and the other Goblin Rabblemaster decks are just taking better advantage of those cards, but it's worth considering that this is the only Dragon Whisperer deck. We haven't seen much of this card at all, but it doesn't take a very vivid imagination to see generating a couple 4/4s with Nykthos Mana just breaking a board stall wide open. Given the relative power level of the threats and the fact that there are enough dragons to mess up Crux of Fate, this deck looks like it presents a gameplan worth executing in Standard.

Four Hidden Gems From Magic Origins

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Spoiler and preview seasons always have ups and downs. There are the ups of amazing cards and the downs of Limited fodder. There are also the ups of instant recognition of a format staple (hello, Atarka's Command), and the downs of embarrassing card evaluation failures ("Treasure Cruise = overcosted jank gg wizards"). Magic Origins, the game's last core set, has already seen the highs of Goblin Piledriver and the lows of more Yoked Ox, but it's shaping up to be an unusually impactful set for Modern. Today, I don't want to focus on the cards people are already going crazy over, like the flipwalkers, Piledriver, Day's Undoing (which one of our authors discussed last week), or any of the other cards targeted at our format. Instead, I want us to look at some cards you may have missed while you were buying out all those Gilt-Leaf Palaces.

Magic OriginsCard evaluation remains one of the hardest parts of Magic, and even the best of us get it wrong. But sometimes we are too focused on some of the splashiest cards in the set to notice the really good ones. Kolaghan's Command was a great example of this, as was Gurmag Angler. This article looks at four cards that you might have missed in your initial sweep of the spoilers. Although I don't think these are the next Command/Angler, initial theorycrafting and testing suggests these cards have some potential in Modern, either as top-tier additions or cards to pull up a less-played deck.

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Starfield of Nyx: Pillow Fort Prison

Starfield of NyxEver wanted to maindeck Leyline of Sanctity? I know I have. In fact, there are a lot of weird white enchantments you sometimes see in the sideboard (and frequently stumble across on Gatherer), that you probably want to play in Modern. This includes the game-crushing Suppression Field, the board-stalling Ghostly Prison, the catchall Runed Halo, and the Porphyry Nodes that keep on giving. Nykthos, Shrine to Nyx often ties the whole package together, kind of like a Serra's Sanctum-lite. These strategies have existed in fringe Modern decks for years, including recent Enduring Ideal-powered lists like this 7th place build from an SCG IQ in May, and an RW take on the strategy such as this one from a 6/18 Daily (scroll down to DevoutHaruhist). All of these decks used to rely on Sigil of the Empty Throne to win the game. But with Origins, Starfield of Nyx both adds to that plan and gives you early resilience before it's time to end the game.

Leyline of Sanctity MM2015I know what you're thinking: a) These enchantment-based prison style decks are tier 5 at best, b) Starfield doesn't help them enough, and/or c) Starfield on its own looks pretty bad. Let's see how Starfield addresses those concerns in this post-Origins metagame. To start, I legitimately believe that enchantment-based decks have legs in Modern. Part of this is the raw power and versatility of their core cards. Leyline, Prison, Halo, and Field alone are incredibly powerful effects that can completely shut down an unprepared opponent. They've also gotten much better as Abzan has declined and even Jund has fallen down to just two Abrupt Decays in favor of bigger answers. These decks are also very metagame adaptable. Want to maindeck Leyline of the Void? Enchantress can accommodate that. Keep Stony Silence in the main in your Affinity-clogged metagame? This deck can do that too. Because you have fewer cards like Decay in the metagame, and because Company decks don't have the same toolbox power as Pod ones, these enchantments are much better-positioned now than they used to be.

Greater AuramanacyHow does Starfield play into this? For one, it's a better finisher than Sigil. You land a Starfield on turn 4-5 (Utopia Sprawl is happy to help get this on turn four) and you are positioned for a big hit on turn 5-6. Sigil can't close out games for many turns, during which an opponent can build towards their own win conditions or figure out how to handle yours. Starfield lights a fire. Starfield also synergizes better with the rest of your deck, and is much more welcome as a . Stuff like Greater Auramancy becomes much better when it's giving all your creatures shroud, and all the enchantments get better when you can simply recur them every turn. In fact, the card makes it almost impossible for a fair deck to eliminate all your threats, and the enchantments themselves (e.g. Field, Halo) are more than enough to keep the unfair decks in check while you build up your force. Just watch out for Supreme Verdict and friends. Overall, I expect this card to definitely bump the enchantment-based decks' playability up a notch, and we should start to see many more of them in tier 3.

Languish: Abzan's Sweeper

LanguishEnough of the lower-tier stuff. Let's look at Abzan. This hasn't been a great month for Abzan mages, with their deck plummeting from the most-played in the format out of even the Top 5. Jund has risen up in its place, both on hype and legitimate power: Lightning Bolt and Kolaghan's Command are things you want to be doing as a BGx player. Dark Confidant doesn't hurt either. If Abzan is to regain its old position, it needs some new tech that addresses some of its fundamental weaknesses. That's where Languish comes in. As a Modern player, the first thing I notice with this card is that it doesn't hit Tarmogoyf, Tasigur, the Golden Fang, Siege Rhino, or Gurmag Angler. That seems like a big problem, given the prevalence of those creatures and their importance in the format. But it becomes a much smaller problem when you realize you don't want to use Languish to hit those cards. You want to use Languish to hit everything else while explicitly avoiding those cards.

Anger of the GodsOne of Jund's biggest strengths is its ability to run cards like Anger of the Gods in the sideboard. To some extent, all BGx Midrange decks are able to hold off early aggro through efficient removal (Bolt is more efficient than Path to Exile, but both get the job done), blockers like Goyf, and proactive disruption like Inquisition of Kozilek. But at a certain point, and in certain matchups, you really just need to clear the board. Or threaten to clear the board while you develop your own board state. That's where cards like Anger come in, but this was an effect Abzan didn't have access to. Sure, you had Damnation, but that was going to kill all those Rhinos, Goyfs, and Tasigurs you had deployed earlier. Yeah, you had Drown in Sorrow and Mutilate, but those couldn't even reliably kill a Wild Nacatl, let alone some true anti-Abzan bullets like Loxodon Smiter and Wilt-Leaf Liege. This put Abzan in a bad position where it needed sweepers to handle aggressive decks like Elves, Abzan Company, Zoo, Merfolk, etc. but didn't have access to Jund-quality sweepers.

TarmogoyfLanguish changes this. It allows you to develop your board through Goyf, Tasigur, Rhino, and Souls (4C Control was already running sweepers alongside Lingering Souls, so we know that is semi-viable on its own), and then kill everything on the opponent's side if they overextend to keep pace. Four mana is a little steep relative to the three-mana Anger, but it actually hits some of the bigger threats that Anger couldn't: Liege and Smiter are huge in this category. You can also get around this in either Abzan or the BG Rock and Death Cloud versions of the deck by accelerating with Utopia Sprawl, a removal-proof "dork" that also pumps your Goyfs. Even without Sprawl, it wasn't as if Abzan was completely dead in the water against aggro by turn four. The deck had some staying power due to removal and big creatures. This cards lets you live the dream of turn two Goyf into turn three Tasigur with removal backup into turn four Languish. That leaves you with a completely clear board and two giant creatures ready to do work. Just watch out for the inconvenient anti-synergy with Goyf/Tasigur swinging for 0 damage after a Languish, and getting finished off with Bolt after you sweep the board.

Pia and Kiran Nalaar: Huntmaster's Other Half

Pia and Kiran NalaarSpeaking of Jund and Abzan, one of the best reasons to play Jund is gaining access to Huntmaster of the Fells in certain matchups. Huntmaster helps Jund go wide past an opponent's defenses, invalidates one-for-one removal, and punishes stalled board states by providing too much value. Although I wouldn't go so far as to say Pia and Kiran Nalaar replace Huntmaster, or are even as good as Huntmaster, they fill a role Huntmaster does not. I like to think of them as the Huntmaster in matchups where you don't necessarily want Huntmaster himself. Huntmaster is a great card but he suffers from two problems. First, if he is removed, the 2/2 Wolf really doesn't give a lot of value. Second, if you are trying to pressure an opponent quickly, not just relieve pressure from yourself, Huntmaster doesn't deal that much damage. Pia and Kiran do not suffer from the same problems.

Huntmaster of the FellsWhen you play the red legend (legends? Magic plurals are so unclear), you aren't getting four power on the board. Instead, you are getting six damage: two from the attacking Thopters and then four more from the sacrifice ability. Huntmaster might stall the board, but he's not great at exerting pressure. If an opponent has just a single spell on his turn, you'll untap with Huntmaster having dealt zero damage. Heck, you'll end that second Huntmaster turn with him having dealt zero damage, because you aren't throwing Huntmaster and his lone Wolf into a Tasigur or Angler. Mama and papa Nalaar don't have this issue. You untap with them and you are guaranteed two damage if you want it, four damage if you need it, and six damage if you played them later in the game. This fits Jund's gameplan, which is generally more aggressive than Abzan's and with more burn options. It also fits certain matchups where you want to be exerting pressure and not just stalling for time or board presence.

Lingering SoulsWhat about the situation where your opponent does kill your creature? Huntmaster is slightly better against sweepers, because at least you are guaranteed the two life even if you lose your creatuers. The Nalaars lose everything off even a Pyroclasm. But once we get to spot removal, Pia and Kiran become much stronger. A pair of 1/1 fliers is leagues more valuable than a single 2/2 earthbound Wolf. That's either two damage pinging away every turn or two trample-less threats stonewalled (or a single one stopped twice). Lingering Souls did this in Abzan to great effect: indeed, Souls is probably the reason to play Abzan in most metagames. Pia and Kiran aren't quite the Souls of Jund, but between their Souls imitation and their Huntmaster roles, this card promises to be a Jund staple in various metagames. I expect to see this maindecked when Jund needs to own its aggressive aspects, and sideboarded when Jund just needs an aggressive, quick-finish option.

Woodland Bellower: Bigger Thragtusk

Woodland BellowerRight after GP Charlotte, I wrote an article about some of the hot tech to come out of the event. Thragtusk made the list, and as anyone who played with or against Thragtusk in Standard will remember, it's hard to get much more value on a body. Woodland Bellower looks like Wizards' attempt to fix Thragtusk in Standard, and although the card is weaker than Tusk in some respects, it also has some unique strengths that I think make it Modern playable. Let's start with the bad news first: six mana is a lot of mana. For six mana, you really need to be winning the game outright or generating such a huge board or resource advantage that you virtually win (see Primeval Titan and Wurmcoil Engine). Bellower would have been completely busted with Birthing Pod, but even in a post-Pod world, the Beast still brings a lot to the Modern table to justify his six-mana price tag.

Before we even get to the search ability, we should be happy to see a 6/5 in the card's lower corner. 6/5 means we are at least trading with the biggest creatures in the format (Titan, Goyf, Angler, Wurmcoil), and just killing anything else that tries to tangle with the Bellower (smaller Goyfs, Tasigur, Rhino, etc.). 6 power is also a lot of power on the offense, and Bellower will close out most games in just three hits. Of course, the real reason to play Bellower isn't his vanilla stats. Its the crazy value tacked into his search clause. Thragtusk got you five life when it entered and a 3/3 when it left. Bellower can do not only that but also a huge range of other functions, depending on your matchup. Here's a quick list of all the scary and awesome cards Bellower fetches up.

  • Kitchen FinksKitchen Finks (It's actually just a better Thragtusk! Four life, two bodies, and a body left over if you get swept)
  • Voice of Resurgence (Control's nightmare. Now they get to face both a 6/5 and the Voice, and still have to deal with anything left over if they sweep)
  • Eternal Witness (Everyone wants to Chord of Calling into Bellower, fetch a Witness, and recur the Chord)
  • Knight of the Reliquary (Lots of power on the board)
  • Tarmogoyf (See "Lots of power on the board", but a little more boring)
  • Scavenging Ooze (Fetches up your graveyard hate)

There are a few places I see Bellower making an impact in Modern. The first is in the Kibler-style Big Zoo decks that have fallen out of fashion with the rise of Naya Company decks. Another option is in some Modern take on Legacy's Nic-Fit deck, a ramp strategy that goes over the top of fair decks with monsters like Thragtusk, Titan, Bellower, etc. We could also see this as a bullet in Company strategies that Chord into it for value. In all these possible homes, the key is that Bellower is one of those exceedingly fair cards that completely dominates a fair matchup. I expect Modern players to keep working towards these ramp decks, decks that can take commanding leads in fair matchups while also keeping up pressure in unfair ones. Bellower-style cards are central to that strategy.

More Magic OriginsĀ To Come!

If you wanted to read more on the more obvious Modern playables like Day's Undoing, Piledriver, some of the flipwalkers, etc., then stay tuned for more Magic Origins coverage as we move from June to July. Also, don't think I've forgotten about GP Singapore from over the weekend: you can expect a Singapore review article tomorrow, along with an update to our metagame tables and Top Decks page.

Card evaluation is always a hit-or-miss process. I think that a lot of Modern players lean too heavily on the side of caution and too far away from innovation. If 90%-95% of cards are unplayable in a format like Modern, then you are always making a safe bet if you brand a card as bad. But it's much more fun to speculate on the possibilities for any given card than it is to just dismiss them all out of hand. What do you think about these cards? Actual Modern playables or, sadly, more stuff for other formats? Any sleepers I missed? Looking forward to more previews and to seeing how Origins can keep Modern evolving!

Insider: Danger Room Updates

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For those of you who don’t know, ā€œThe Danger Roomā€ or ā€œBattle Boxā€ is an extremely skill-intensive, interesting, and fun Magic variant. The format holds a special place in my heart for me because, well, I was the one who came up with it!

The basic premise of the format for those who are unfamiliar is that each player starts with a small stack of lands that begin the game set aside: one of each of the five basic lands and one of each of the allied-color comes-into-play-tapped dual lands.

There was an error retrieving a chart for Elfhame Palace

The players play off of a shared, predesigned ā€œbig deckā€ of cards and get to play one of each of their lands from outside the game each turn. The basic premise is that mana flood and mana screw are both eliminated from these games because each player makes all ten of their first land drops and draws a spell every single draw step.

Different people have different variations on the rules that they use for this format and there is a ton of variation in the game play depending upon what kinds of cards they decide to include in their stack.

I don’t include any mana ramp or mana denial in my stack as a general rule. If one of the things that is supposed to be balanced is the mana a player has available to them at any point in the game, then cards that change this dynamic tend to be extremely powerful and break a thematic rule of the format.

I also don’t play any cards that manipulate the library or tutor. These kinds of cards are simply unnecessary in my estimation. Since you don’t really need to hit land drops or avoid flooding there is less of a need for this kind of effect. Plus the idea of searching through or shuffling a 700-card shared deck is pretty cumbersome.

For me, the way that I have my stack designed I recommend a starting hand size of six cards and a maximum hand size of nine cards. I also try as hard as possible to have the spells that I select be on as fair and even a power level as possible. You don’t want to have cards with wildly different power levels in your stack. For instance, you have to keep in mind that the game isn’t going to be super fun if one person isĀ drawing cards like Wall of Stone and the other player is drawing Jace, the Mind Sculptor!

Basically, you want cards to have a pretty solid range for what kinds of cards you want to play with. For me, I want most of my cards to be the type of card I’d be happy to first-pick in a booster draft and I want my game play to feel like both players are playing awesome draft decks. However, I don’t want the kinds of cards that in draft straight up win the game when they are played.

There was an error retrieving a chart for Umezawa's Jitte
There was an error retrieving a chart for Jace, the Mind Sculptor

These are the kinds of cards that a ā€œgoodā€ draft deck is going to almost always lose to because they are straight up OP. As a generalĀ rule, I don’t play with planeswalkers in my stack. I’ve tried them and they are a pretty bad dynamic because they basically put your opponent into a situation where they must attack it or simply lose. The games devolve into a game of ā€œDefend the Queenā€ where all the other player has to do is wait for the bad attacks to happen, block and win.

It wasn’t fun so I just moved on.

I’ve spent a ton of time over the years refining my stack and I think it'sĀ actually really well balanced for ideal game play. As a result, a lot of people tend to ask me for the list that I use. So, every year or so I write an article and publish my most up-to-date ā€œbig deckā€ list.

Obviously, the key to this format is to have fun and play with the cards that you and your friends enjoy playing with and I certainly encourage that element of customization.

However, I do suggest that my stack is really well balanced and has been played through hundreds of times, so it is a really good starting point. It can also be a good place to look for some new cards that perhaps you might not have thought to add to your stack.

There are also quite a few hidden ā€œcube gemsā€ in here--even if you are not a Danger Roomer it may be worth your while to scan through here and check out some of the cards that maybe you don’t recognize.

How My Danger Room Is Constructed

One of the biggest things that I realized fairly early on when I built my Danger Room is that a good stack really requires a lot of balancing.

The absolute first Danger Room that I built had like 150 Blue cards and 35 Red cards in it! While that might be really enjoyable to some blue mages it really predicts the kind of games that you will be playing. Every single game started with "Salt Marsh, go" every single time because there were simply too many blue and black cards.

There was another point where I realized that I had more removal and permission in my deck than actual threats!

Over the years I’ve worked to build a combination of cards that fosters creature combat. I’ve also worked to create a stack where there is a great deal of equality between the colors in the deck. In fact, each mono-color has exactly 65 cards, each two-color guild has 10 cards, and each shard/wedge has threeĀ cards. I also play 30 artifact cards and one 5-color card (Fusion Elemental, a mainstay ever since the first version of the Danger Room.)

My total stack is 486 cards and I typically try to keep it at that size. So, if I want to add a card I have to remove a card of the same color(s). Sometimes I expand my stack to 70 of each color and 12 of each guild--but I typically find that in order to meet the color requirements equally it means I have to play with some noticeably mediocre cards to get there. Guild combinations like DimirĀ and RakdosĀ are much less deep than IzzetĀ or Selesnya.

With that introduction to the philosophy of my stack in mind, here are the actual cards that I’ve chose to play in my stack!

Black

1 Agonizing Demise
1 Animate Dead
1 Annihilate
1 Bane of the Living
1 Big Game Hunter
1 Bloodsoaked Champion
1 Bone Shredder
1 Chainer's Edict
1 Coffin Queen
1 Consuming Vapors
1 Cremate
1 Crypt Angel
1 Dakmor Langer
1 Damnation
1 Dance of the Dead
1 Dark Banishing
1 Dark Hatchling
1 Despise
1 Diregraf Ghoul
1 Dismember
1 Disturbed Burial
1 Doom Blade
1 Duress
1 Entomber Exarch
1 Ghastly Demise
1 Gnarled Scarhide
1 Go for the Throat
1 Grim Haruspex
1 Herald of Torment
1 Hymn to Tourach
1 Inquistion of Kozilek
1 Keening Banshee
1 Last Gasp
1 Lifebane Zombie
1 Liliana's Specter
1 Murder
1 Murderous Cut
1 Nekrataal
1 Nezumi Graverobber
1 Night's Whisper
1 Ophiomancer
1 Ostracize
1 Phyrexian Gargantua
1 Phyrexian Rager
1 Reassembling Skeleton
1 Rend Flesh
1 Ribbons of Night
1 Royal Assassin
1 Serpent Assassin
1 Sever the Bloodline
1 Shriekmaw
1 Silumgur Assassin
1 Skeletal Scrying
1 Skeletal Vampire
1 Skinrender
1 Smother
1 Sudden Death
1 Terror
1 Thoughtseize
1 Tragic Slip
1 Unburial Rites
1 Undying Evil
1 Unearth
1 Vampire Nighthawk
1 Withered Wretch

[/Black]

Blue

1 Aeon Chronicler
1 Allied Strategies
1 Ancestral Vision
1 Augur of Bolas
1 Bonded Fetch
1 Braingeyser
1 Careful Consideration
1 Cephalid Sage
1 Circular Logic
1 Complicate
1 Concentrate
1 Control Magic
1 Counterspell
1 Deep Analysis
1 Delver of Secrets
1 Dismiss
1 Dispel
1 Dissipate
1 Dungeon Geist
1 Envelop
1 Evasive Action
1 Exclude
1 Fact or Fiction
1 False Summoning
1 Forbidden Alchemy
1 Jace's Ingenuity
1 Jace's Phantasm
1 Jilt
1 Jolting Merfolk
1 Looter il-Kor
1 Lu Xun, Scholar General
1 Man-o'-War
1 Merfolk Looter
1 Miscalculation
1 Mulldrifter
1 Negate
1 Neutralizing Blast
1 Opportunity
1 Persuasion
1 Phantasmal Image
1 Phyrexian Metamorph
1 Plaxmanta
1 Power Sink
1 Probe
1 Psionic Blast
1 Remand
1 Remove Soul
1 Repulse
1 Riptide Survivor
1 Sakashima's Student
1 Sea Gate Oracle
1 Serendib Efreet
1 Sift
1 Snapcaster Mage
1 Steal Artifact
1 Stolen Identity
1 Stratus Dancer
1 Sun Ce, Young Conqueror
1 Syncopate
1 Talrand's Invocation
1 Tidings
1 Unsummon
1 Vesuvan Shapeshifter
1 Willbender
1 Wonder

Green

1 Ana Battlemage
1 Arashi, the Sky Asunder
1 Autumn's Veil
1 Avoid Fate
1 Basking Rootwalla
1 Berserk
1 Blastoderm
1 Boon Satyr
1 Briarhorn
1 Call of the Herd
1 Caller of the Claw
1 Citanul Woodreaders
1 Deathmist Raptor
1 Den Protector
1 Elvish Visionary
1 Eternal Witness
1 Flinthoof Boar
1 Forgotten Ancient
1 Gaea's Might
1 Genesis Hydra
1 Giant Growth
1 Gnaw to the Bone
1 Harmonize
1 Hooded Hydra
1 Imperious Perfect
1 Indrik Stomphowler
1 Jade Mage
1 Kavu Predator
1 Kavu Titan
1 Loaming Shaman
1 Lumberknot
1 Master of the Wild Hunt
1 Mitotic Slime
1 Moment's Peace
1 Obstinate Baloth
1 Ohran Viper
1 Patagia Viper
1 Pelakka Wurm
1 Phantom Centaur
1 Predator's Stike
1 Rancor
1 Reclamation Sage
1 Regrowth
1 Resounding Roar
1 River Boa
1 Scavenging Ooze
1 Skyshroud Elite
1 Spider Spawning
1 Stingerfling Spider
1 Storm Seeker
1 Strangleroot Geist
1 Thornscape Apprentice
1 Thornscape Battlemage
1 Thragtusk
1 Tracker's Instincts
1 Vengevine
1 Wall of Blossoms
1 Whirlwind
1 Whisperwood Elemental
1 Wickerbough Elder
1 Wild Mongrel
1 Wild Nacatl
1 Witchstalker
1 Withstand Death
1 Wolfir Avenger

Red

1 Anger
1 Arc Lightning
1 Arc Trail
1 Barbed Lightning
1 Blind with Anger
1 Brimstone Volley
1 Burning Oil
1 Burst Lightning
1 Carbonize
1 Chain Lightning
1 Corrupt Eunuchs
1 Crimson Muckwader
1 Cunning Sparkmage
1 Desolation Giant
1 Disintegrate
1 Dualcaster Mage
1 Faithless Looting
1 Feldon of the Third Path
1 Fire Imp
1 Fireball
1 Firebolt
1 Flame Slash
1 Flames of the Firebrand
1 Flametongue Kavu
1 Flamewake Phoenix
1 Forked Bolt
1 Fumiko the Lowblood
1 Grim Lavamancer
1 Hordeling Outburst
1 Hound of Griselbrand
1 Incinerate
1 Ingot Chewer
1 Kird Ape
1 Kird Chieftain
1 Krenko, Mob Boss
1 Lightning Bolt
1 Lightning Strike
1 Mad Prophet
1 Mindclaw Shaman
1 Mountain Yeti
1 Oracle of Bones
1 Pillar of Flame
1 Punishing Fire
1 Pyreheart Wolf
1 Pyroblast
1 Red Elemental Blast
1 Resounding Thunder
1 Roast
1 Slice and Dice
1 Searing Spear
1 Shock
1 Shower of Coals
1 Shunt
1 Siege-Gang Commander
1 Staggershock
1 Starstorm
1 Stoke the Flames
1 Tin Street Hooligan
1 Tribal Flames
1 Thunder Dragon
1 Thunderscape Battlemage
1 Volcanic Dragon
1 Vulshock Sorcerer
1 Young Pyromancer
1 Zurgo Bellstriker

White

1 Akroma's Vengenace
1 Ancestor's Chosen
1 Angel of Finality
1 Apostle's Blessing
1 Austere Command
1 Azorius Herald
1 Belfry Spirit
1 Blade Splicer
1 Chained to the Rocks
1 Cloudgoat Ranger
1 Commander Eesha
1 Dawn Charm
1 Day of Judgment
1 Dismantling BLow
1 Divine Deflection
1 Eidolon of Countless Battles
1 End Hostilities
1 Exalted Angel
1 Feeling of Dread
1 Final Judgment
1 Flickerwisp
1 Frontline Medic
1 Galepowder Mage
1 Geist-Honored Monk
1 Hallow
1 Hallowed Burial
1 Hidden Dragonslayer
1 Hopeful Eidolon
1 Imposing Sovereign
1 Isamaru, Hound of Konda
1 Karmic Guide
1 Kirtar's Wrath
1 Knight of Glory
1 Kor Sanctifier
1 Lingering Souls
1 Mardu Woe-Reaper
1 Midnight Haunting
1 Momentary Blink
1 Mother of Runes
1 Phyrexian Rebirth
1 Reciprocate
1 Renewed Faith
1 Resounding Silence
1 Restoration Angel
1 Rhox Faithmender
1 Rootborn Defenses
1 Rout
1 Savannah Lions
1 Scout's Warning
1 Seed Spark
1 Serra Angel
1 Shrieking Grotesque
1 Silverblade Paladin
1 Soldier of the Pantheon
1 Soulfire Grand Master
1 Soul's Attendant
1 Spear of Heliod
1 Spectral Lynx
1 Sunlance
1 Swords to Plowshares
1 Terminus
1 Valorous Stance
1 Wall of Omens
1 Wing Shards
1 Wrath of God

Artifact/Colorless

1 Basilisk Collar
1 Bonesplitter
1 Brittle Effigy
1 Chariot of Victory
1 Contagion Clasp
1 Crystal Shard
1 Culling Dais
1 Duplicant
1 Engineered Explosives
1 Etched Oracle
1 Icy Manipulator
1 Lightning Greaves
1 Living Wall
1 Loxodon Warhammer
1 Mask of Memory
1 Mirror Universe
1 Nihil Spellbomb
1 Peace Strider
1 Perilous Vault
1 Pierce Strider
1 Power Matrix
1 Pyrite Spellbomb
1 Runechanter's Pike
1 Serrated Arrows
1 Spellskite
1 Sylvok Lifestaff
1 Tawnos's Coffin
1 Trip Noose
1 Triskelion
1 Whispersilk Cloak

2-Color Guilds

Rakdos

1 Bituminous Blast
1 Blazing Specter
1 Blightning
1 Deepfire Elemental
1 Hellhole Rats
1 Kolaghan's Command
1 Murderous Redcap
1 Rakdos Charm
1 Shambling Remains
1 Terminate

Simic

1 Aether Mutation
1 Ethereal Ambush
1 Horizon Chimera
1 Icefeather Aven
1 Jungle Barrier
1 Mystic Snake
1 Plaxcaster Frogling
1 Shardless Agent
1 Simic Charm
1 Zameck Guildmage

Orzhov

1 Blind Hunter
1 Castigate
1 Death Grasp
1 Mortify
1 Orzhov Pontiff
1 Pillory of the Sleepless
1 Sin Collector
1 Tithe Drinker
1 Utter End
1 Zealous Persecution

Golgari

1 Abrupt Decay
1 Consume Strength
1 Dreg Mangler
1 Gleancrawler
1 Golgari Guildmage
1 Korozda Guildmage
1 Maelstrom Pulse
1 Nyx Weaver
1 Pernicious Deed
1 Putrefy

Dimir

1 Baleful Strix
1 Consult the Necrosages
1 Countersquall
1 Dimir Doppelganger
1 Far // Away
1 Psychatog
1 Shadowmage Infiltrator
1 Soul Manipulation
1 Spite // Malice
1 Woodlot Crawler

Boros

1 Basandra, Battle Seraph
1 Boros Charm
1 Boros Guildmage
1 Boros Reckoner
1 Bull Cerodon
1 Intimidation Bolt
1 Lightning Helix
1 Spitemare
1 Warleader's Helix
1 Wear // Tear

Azorius

1 Absorb
1 Azorius Guildmage
1 Detention Sphere
1 Dramatic Rescue
1 Hindering Light
1 Kiss of the Amesha
1 Lyev Skyknight
1 Ordered Migration
1 Supreme Verdict
1 Wall of Denial

Izzet

1 Counterflux
1 Dack's Duplicate
1 Electrolyze
1 Etherium-Horn Sorcerer
1 Fire // Ice
1 Frostburn Weird
1 Izzet Charm
1 Prophetic Bolt
1 Swerve
1 Turn // Burn

Gruul

1 Artifact Mutation
1 Assault // Battery
1 Bloodbraid Elf
1 Dragonlair Spider
1 Fanatic of Xenagos
1 Fires of Yavimaya
1 Ghor-Clan Rampager
1 Ground Assault
1 Huntmaster of the Fells
1 Savage Twister

Selesnya

1 Advent of the Wurm
1 Dromoka's Command
1 Elderwood Scion
1 Enlisted Wurm
1 Kitchen Finks
1 Loxodon Hierarch
1 Loxodon Smiter
1 Mystic Enforcer
1 Selesnya Charm
1 Voice of Resurgence

3-Color Shards and Wedges

Abzan

1 Abzan Charm
1 Crime // Punishment
1 Doran, the Siege Tower

Bant

1 Bant Charm
1 Rhox War Monk
1 Rubinia Soulsinger

Esper

1 Dromar's Charm
1 Esper Charm
1 Punish Ignorance

Grixis

1 Gwendlyn Di Corci
1 Slave of Bolas
1 Tetsuo Umezawa

Jeskai

1 Lightning Angel
1 Mantis Rider
1 Sage of the Inward Eye

Jund

1 Adun Oakenshield
1 Jund Charm
1 Sprouting Thrinax

Mardu

1 Crackling Doom
1 Mardu Charm
1 Ponyback Brigade

Naya

1 Fiery Justice
1 Marath, Will of the Wild
1 Woolly Thoctar

Sultai (BUG)

1 Sidisi, Brood Tyrant
1 Sultai Charm
1 The Mimeoplasm

Temur (RUG)

1 Savage Knuckleblade
1 Temur Ascendancy
1 Temur Charm

5-Color (WUBRG)

1 Fusion Elemental

As you can see, it’s a pretty nice mix of cards of all types (besides planeswalkers!) and truth be told most of the keyword abilities in Magic are represented in some way, shape or form. ThisĀ is pretty cool because there are a lot of cool Limited-style interactions between cards and mechanics from different blocks that never really come up.

Megamorph + Proliferate came up yesterday for the first time and that was pretty neat.

Lastly, I'd like to touch on a few of the cards I'm interested in from MagicĀ Origins for my stack. There are quite a few really interesting-looking limited cards in Origins that I think would be absolutely great for Danger Room and Cube in general.

I'm going to be looking for foils of these cards right away. With the exception of the Harbinger of Tides there are all going to be pretty inexpensive cards.

Harbinger of the Tides

harbingerofthetides

A 2cc Man-o'-War that can be cast at instant speed? Sign me up for this in my stack. Will probably cut Riptide Survivor. Survivor was in the Danger Room from the beginning (mainly as a bluff morph because there were only a few good ones from back in the day). All of the sweet megamorphs from the past set have really outclassed him.

Funeral Blade Predator

deathbladepredator

This card might be a little bit pushed because graveyards tend to fill up pretty fast. Nonetheless, he's not evasive like Guiltfeeder or anything... I love the 3cc 1/4 deathtouch body as an early blocker against fast draws and the fact that he can still be a real threat on offense. I will probably cut Agonizing Demise to make room for this creature.

Pia and Kiran Nalaar

piaandkirannalaar

There is kind of a lack of good value creatures in red and I'm pretty happy to find this creature to add to my stack. I can see this card being one of the better cards in the stack as far as power level. It's a cool card though so I think it's worth trying out. Will probably just cut a generic burn spell like Lightning Strike to make room for this card. There isn't a lack of burn spells, but adding a unique card like this adds some real spice.

Blazing Hellhound

blazinghellhound

Rakdos is one of the weakest guilds to find the last few playable cards for. Blazing Hellhounds seems like a pretty big upgrade to a card like Shambling Remains which tends to be one of (at least in my opinion) the weakest cards in my stack--basically just a placeholder until a better black-red card came around. Pretty excited to try this card out!

Bounding Krasis

boundingkrasis

What is not to love about Bounding Krasis for Limited? Flash, big body, and a tapper ability? Sounds great to me. I'm probably going to be cutting Zameck Guildmage to make room for this creature. I love my full art Guildmage from Game Day but I think that the Krasis is going to be a more fun and useful card for the deck.

Well, that is the most up-to-date information that I have about my personal Danger Room stack, including the changes I'm anticipating making once Origins hits stores in a few weeks. I hope that you guys enjoy the changes and are enjoying playing the format. If you aren't, give it a try--it's a really, really fun play.

Did I miss anything from the new set for Danger Room? Let me know.

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