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Ponder Shuffle Episode 7- Haters Gonna Hate

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Ryan and Jens discuss their experiences at the Dragon's of Tarkir pre-release, their thoughts on the Legacy Cube changes one week out, and the folly of hate drafting.

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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 Cost of Doing Business, Part 2

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Welcome back readers! Sorry for the mini-hiatus, my job had me fly overseas for the past week (and I don't get back to the states until the 27th) and I was super busy working. That being said, I've had some time to catch up (and more importantly get all my questionnaire responses in). Today's article will focus on the costs of doing business for online (only) stores.

Unfortunately, exact numbers weren't given by my respondents (but I still greatly appreciate their input), so instead of anything exact think of this one as more of a macro-level look at the costs of running an online MTG business.

For a little background information, I put together a small questionnaire that I then sent to three respondents (Mr. Nick Becvar, formerly of Affinityforcards.com; Mr. Phillipe Durand, and Mr. Mark Pomerantz). Mr. Durand is located in Santiago, Chile (so it will be awesome to get a non-US perspective on this subject). To make things easier I will be formatting each person's answers under the question using their initials (i.e. NB=Nick Becvar, PD=Phillipe Durand, MP=Mark Pomerantz). Now to the action!

What was the biggest unexpected cost you ran into when you started your online business?

PD: "Not counting the card stock, it was only the hosting and domain costs, because I do all the coding, and of course all the legal stuff, but in the beginning our site was informal and we just did all the legal stuff last year. We don't need a platform connecting to something like TCGPlayer or any other third party business, because here in Chile nothing like that exists. So I spend very little money to put the site online."

NB: "Probably the cost for my logos. I was thinking I would be able to get something fairly cheap, but it turned out that everywhere I looked wanted $200+. For some reason, I just figured I would be able to find something for around $50. Its not like it broke my bank, but was just more than I was anticipating. Outside of that, I knew pretty much all the costs going in."

MP: "Sunk costs. A lot of my stock happens to be in hard-to-move cards. EDH foils, and specs I went deep on. Most of these pay off in the long run but the deeper you go in a spec the harder it is to turn a profit. For example, around 15 months ago I went deep on several hundred Restoration Angels for under $5, and I'm only just recently in the black on these. Overstock is a blessing and a curse. If you can get a good price on a card that you can sell high, going deep means more profit in the long run but you're stuck with the card for a long time."

Did you require additional personnel to assist you with your online business?

PD: "At first I was alone on part time and my wife joined me in the first weeks and when we formalized the business we hired two more people full time."

NB: "No. I did everything myself. At times, it would have been awesome having staff (mainly during new set releases when I had hundreds of preorders to fill). I was small enough to where I was able to manage all the work on my own, yet still be decent size for an online-only retailer. I packed all my orders, sorted and listed all cards, took care of customer service, etc. "

MP: "Nope."

What was the most painful cost lesson you've learned through your online business?

PD: "Shipping cost and time from USA really hurt, but is part of the business and of course that make this hobby more expensive here."

NB: "Don't buy oddball things. While some stuff may be neat, its just not worth the hassle of trying to find the right buyer for it. Stuff like that is so niche and you have to do a lot of work to actually get something higher than what you paid, or finding someone who wants it. An example? I, very stupidly, bought a sealed copy of the first Pro Tour on VHS, for $100. Months later, I got rid of it for $20. While it may have been worth more than $100, it was only worth more than that to the right buyer. And I never found them."

MP: "'Cut your losses short and let your winners run.' It's hard sometimes not to be too proud or too stubborn to cut your losses when an investment turns sour. I bought heavily into Armada Wurm and Temple of Abandon and had to dump them for a fraction of what I paid because I held on too long hoping they'd turn around. In general when you speculate on Standard-legal cards, you should be working on getting rid of them as soon as you get them, whether its for a profit or not. Because if they're not being played in the top decks, they will turn sour. And even if they are being played in top decks, everything in Standard has an expiration date so get out when you can. And don't get discouraged from investing in Standard just because you have to take losses sometimes. Successful investors can lose over half the time as long as losses are not allowed to compound. Cut your losses and let your winners pay for them."

What administrative costs are associated with running your online business?

PD: "Mainly account, the site management I do it for myself because I'm an informatic civil engineer, but normally you will need someone to do the site maintenance, and I have someone that is a graphic designer to do all the pretty stuff."

NB: "Really, for me, it was only supplies. Toploaders, envelopes, etc. I had zero overhead since I did everything from my house, and I didnt have a staff. My time, I suppose, was a cost, but I realistically just valued it at $0 in terms of the business, because if I wasn't working on the business stuff, I would likely just be sitting watching TV or playing games and not making any money. I'm different from most in that I really had hardly any costs outside of supplies and cost of inventory."

MP: "None really. I run it by myself from my apartment."

How do you typically “restock” on cards?

PD: "Standard and newer editions opening boxes, MTGO redemption and local buylist, older stuff buy singles in different sites in the US."

NB: "Events (mainly PTQs when they were still going). I would purchase and run a booth at the events, and buy cards all day. The local collection buying is pretty chock full of people wanting to buy, so it was rarer that I bought collections locally. My main source of inventory was those booths."

MP: "I buy from stores, tcgplayer, collections on craigslist, internet forums, and get cards from puca trade."

Do you sell to other dealers on a relatively consistent basis?

PD: "Not that I know, but sometimes I receive big orders that could be probably for business on others regions in Chile."

NB: "Yes. I would sell a lot of stuff that had a very high buylist, to where I would basically net the same if I sold on TCG when you figure in the fees. Also if there was stuff that just wasn't moving well, I would sell to another vendor. I would also get other vendor's hotlists, and sell stuff to them that was very high compared to what I was paying."

MP: "Yup. Cardkingdom, ABU, Adventures on, MythicMTG, and Strike Zone buylists. There are several names I recognize that often buy from me in large quantities from TCGplayer so I'm guessing they're 'dealers.'"

Do you have any suggestions/tricks when it comes to shipping costs you'd like to share?

PD: "We only use courier shipping and have an agreement and an account with the relative best local shipping enterprise, so I don't think the I'd be much help in this point."

NB: "Never go to the post office and pay to ship. Everything can be done online (even international), and it's cheaper."

MP: "Buy your toploaders in bulk and packaging is a lot cheaper. Use a 40 cent stamp when shipping a plain white envelope with 7 cards or less. I always thought you had to use a 70 cent stamp until recently. Could have saved a lot of money if I had been using the .40c. "

Have you found any specific pricing strategies to be extremely helpful running your online business (note you're not expected to share said strategy, only asking if you have one)?

PD: "We base our pricing on local demand, normally use SCG price for new cards and then the price correct itself based on local demand."

NB: "Be around the top 10-15 listings on TCG. Anything past that, you don't really sell very well."

MP: "Yes, a lot of them. If I think a card is going to sell one at a time (like an EDH card) I usually price it so my price plus shipping makes it the cheapest copy available. But if it's a card that is likely to sell in multiples, I only have to worry about making it the cheapest playset available."

Do you have a “safety net” of savings set aside to assist your business during the more difficult times?

PD: "Yes, we always try to maintain a reserve of money."

NB: "I always had cash readily available. Never really needed a safety net. Magic cards are VERY liquid too."

MP: "Yup"

How much of your business is Magic the Gathering specific?

PD: "Like 80%, 10% is for accessories and the rest for other TCGs, LCG and boards. Most of our money is invested in stock in singles, we are the biggest online site of singles in Chile, considering there isn't much competition in our zone."

NB: "All of it."

MP: "100%"

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David Schumann

David started playing Magic in the days of Fifth Edition, with a hiatus between Judgment to Shards. He's been playing Commander since 2009 and Legacy since 2010.

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Rejected Flavor Text

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I learned a new thing today.

Leatherback

That thing? Rejected flavor text. It's a little-known website out there, but Rejected Flavor Text has some winners. Take, for instance, this rejected flavor text for All is Dust.

"“Not by the hair on my chinny-chin-chin,” said the pig from inside the brick house.
“If you say so,” said Ulamog as he huffed, and puffed, and devoured the pig’s entire plane of existence."

Pretty entertaining. You can find more like this here. 

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Corbin Hosler

Corbin Hosler is a journalist living in Norman, Oklahoma (also known as the hotbed of Magic). He started playing in Shadowmoor and chased the Pro Tour dream for a few years, culminating in a Star City Games Legacy Open finals appearance in 2011 before deciding to turn to trading and speculation full-time. He writes weekly at QuietSpeculation.com and biweekly for LegitMTG. He also cohosts Brainstorm Brewery, the only financial podcast on the net. He can best be reached @Chosler88 on Twitter.

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What’s Your MTG BirthCard?

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Thanks to @TheProxyGuy and @MadtownLems, this site will tell you, based on Gatherer ID number, what MTG card goes with your birthday. Here's mine:

birthcard1

Hmm, seems being born outside the USA would be strictly better in this case (at least financially). My son's cards were no better (they were, in fact, worse), but my wife hit the jackpot:

birthcard2

Anyway...

Sure, it doesn't actually mean anything, but it's good, clean fun. What's your MTG BirthCard?

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Danny Brown

Danny is a Cube enthusiast and the former Director of Content for Quiet Speculation.

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Posted in FreeLeave a Comment on What’s Your MTG BirthCard?

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Brewing Slivers in Modern

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galerider_sliver_by_james_face-d6b3rxw

Slivers has long been thought of as a broken deck by casual players and a joke deck by tournament players -- such is the eternal divide between Magic players. The intention of this article is not so much to make a case for Slivers as a strong, competitive choice in Modern, but to make an attempt at the most competitive possible list and leave the rest up in the air (for now).

The archetype is built on creatures with the type Sliver powering themselves up. Unlike with other tribal decks, this isn't limited to power and toughness boosts (although it has that, too), and it applies to the entire tribe, not just "other" creatures in the tribe. So right there, you can see the casual players have at least a bit of a point.

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Tournament players have a point, too: Slivers has never been dominant in any format. But they do pop up from time to time, earning their place by exploiting their synergy to the fullest while backing up the game plan with disruption.

Tournament Success

Most recently, Blake Patraw top 8'd the Legacy SCG Open Series Minneapolis with a counterspell-heavy Slivers list back in October. I mention this partly because most of the deck is Modern legal, and therefore shows promise for us (and gives us ideas).

Slivers by Blake Patraw - 8th at StarCityGames.com Legacy Open October 26, 2014

Creatures

4 Crystalline Sliver
4 Diffusion Sliver
4 Hibernation Sliver
3 Muscle Sliver
4 Sinew Sliver
4 Predatory Sliver
1 Winged Sliver

Instants

4 Brainstorm
4 Force of Will
3 Daze

Artifacts

4 Aether Vial
2 Relic of Progenitus

Lands

1 Island
4 Cavern of Souls
4 Flooded Strand
1 Misty Rainforest
4 Mutavault
3 Sliver Hive
1 Tropical Island
1 Tundra
1 Underground Sea

Sideboard

2 Relic of Progenitus
3 Darkheart Sliver
3 Harmonic Sliver
2 Sower of Temptation
2 Flusterstorm
3 Thalia, Guardian of Thraben

In Modern specifically, I've seen a few results. Most notably, a 1st place finish at a PPTQ in February by reddit user TrappedinLimbo, a day 2 finish at GP Milan by Gabriele Shito this past December, and a top 8 PPTQ finish by the same Gabriele Shito a couple of weeks ago. I believe the first is the best of the three (or to put it another way, the least terrible), so let's have a look at it.

Slivers by TrappedinLimbo - 1st place @ PPTQ February, 2015

Creatures

2 Bonescythe Sliver
3 Diffusion Sliver
4 Galerider Sliver
4 Gemhide Sliver
4 Predatory Sliver
3 Sentinel Sliver
4 Sinew Sliver
3 Striking Sliver
3 Virulent Sliver

Instants

4 Path to Exile

Artifacts

4 Aether Vial

Land

2 Forest
2 Hallowed Fountain
1 Island
1 Mountain
2 Plains
2 Sacred Foundry
4 Scalding Tarn
4 Temple Garden
4 Windswept Heath

Sideboard

2 Stony Silence
2 Harmonic Sliver
2 Two-Headed Sliver
3 Lightning Bolt
2 Grafdigfer's Cage
3 Dragon's Claw
1x Dispel

Making Improvements

I have many problems with this list (and the other two). To name a few:

  • 4cmc (mainboard) is too high for an aggro deck, and playing more land to accommodate 4-drops means less things that deal damage
  • We don't need ramp or fixing
  • Diffusion Sliver is way too important in this format and metagame to not use as a 4-of
  • We're aggro so we don't much care about blocking/vigilance
  • Virulent Sliver, while it does still deal regular damage, we don't want anything to do with poison unless lifegain is everywhere
  • No utility lands

So, if suboptimal lists can top 8 PPTQs and make day 2 a GP, then an optimal list has a chance at a bigger event, right? Well, we can try.

Why Slivers?

Before I get started, I should address the elephant in the room: why should you play Slivers instead of another aggro deck, particularly Merfolk (which is the most similar)?

Slivers has some things other, comparable decks don't.

First, there is more potential raw power, and more abilities to choose from. Merfolk lords don't buff themselves, and they only boost stats and grant islandwalk, whereas we have stats boosts, evasion, and a variety of other abilities on offer. The latter isn't necessarily much of an upside, because with the colours I believe are best for the deck, we're not going to be doing much beyond what Merfolk does. Still, it should be counted, if for no other reason than it's possible another colour or two should be played, which would give access to more abilities (mainly lifelink/lifegain).

And all of the abilities stack -- it's not unheard of to have four 3/3 flying, virtually untargetable, lifelink Slivers in play. This is great on its own, but it also means when we include something like Diffusion Sliver for protection (a key advantage of Slivers unto itself), we're not really giving up anything in doing so -- Diffusion Sliver is still a big, scary creature a lot of the time, unlike, say, Spellskite or Kira, Great Glass-Spinner.

While Slivers is likely not as good as its competitors (for the moment, anyway), I'm still of the mind the archetype can do reasonably well in Modern. Maybe it'll never be as good as its peers, but it has enough going for it to make it worth trying. Let's get to it.

Choosing Colours

Straight up, we know we need to be in green and white because our Sliver lords are in those colours. Blue is nearly as necessary because of the excellent Galerider Sliver and Diffusion Sliver. So, Bant it is -- so far, anyway.

Black is interesting for sideboard discard (Affinity-style), but it doesn't offer enough to make it worth using four or five colours (Leeching Sliver is good but can just be the arguably better Adaptive Automaton, and Syphon Sliver matters less if we're running fewer colours, plus we have anti-aggro options in other colours). So, black is out.

slivers predatory

Red is, too, because it really just offers Striking Sliver (Sidewinder Sliver does pretty much the same thing, and pairs better with Phantasmal Image), and Lightning Bolt (which we like, but isn't needed -- also, Vapor Snag is sweet for a lot of reasons Bolt isn't). Tribal Flames is a selling point for red, but playing 5 colours is probably bad and we kind of need all of our disruption to cost 1, and our 2 drops to be creatures, so that's out.

The decision is clear: we stay in Bant. Now let's circle back and see what each of our colours offers outside of the core pieces.

Choosing Cards

Green: Offers the least of the three, but is still valuable. With it we get access to the synergistic and powerful Harmonic Sliver, as well as Dromoka's Command both as strong board options.

White: Gives us the ever-important Path to Exile, as well as Sidewinder Sliver to ensure blocking is even more often disadvantageous. Plus, 1-drops are critical. We also get access to a swath of very potent sideboard cards.

Blue: Phantasmal Image is a sometimes lord, and you know how much we love lords. It can also copy Sidewinder Sliver to really screw over would-be blockers. Very nice. In addition, blue grants us the very versatile Vapor Snag, "discard" in the form of Vendillion Clique, a "catch-all" answer in the form of Spell Pierce, and it makes our Spellskite better (if we use it). So while blue doesn't have lords per se, it brings a lot of other elements to the table.

That brings the list to...

Bant Slivers by Sean Ridgeley

Creatures

4 Galerider Sliver
4 Diffusion Sliver
4 Phantasmal Image
4 Sidewinder Sliver
4 Sinew Sliver
4 Predatory Sliver
4 Adaptive Automaton

Instants

4 Path to Exile
4 Vapor Snag

Artifacts

4 Aether Vial

Lands

2 Windswept Heath
2 Flooded Strand
1 Breeding Pool
1 Temple Garden
2 Hallowed Fountain
2 Island
3 Mutavault
2 Plains
1 Sliver Hive
4 Seachrome Coast

Looking Closer

slivers sinew

The manabase could use refining, so treat it as a starting point and nothing more. The sideboard doesn't exist yet, obviously. Feel free to leave your suggestions for it below.

Once I get some testing in with the deck in the future, I'll follow up this article with some footage, a refined list, sideboard plans, and whatever else you might want to see. In the meantime, feel free to leave your own choices in the comments.

So, that's Modern Slivers. I peg this list as roughly as strong as Stompy (about tier 3), which is to say good enough to take down smaller events, but probably never good enough to top 8 a big tournament (not that that should discourage you from trying). It also works well as a fun deck you can use to mix it up at your LGS.

So How About Those Legacy Cube Changes?

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A lot of people really hate the fact that Vampires is a theme in the most recent update to the Legacy Cube. Randy Buehler contended that it was illegal to knock it before you try it, and now that we've had a week's time to try it, we can make some better informed conclusions about whether Buehler has successfully improved black.

Personally I've only played on Cube Draft with the new update, so I don't have much to say. Greg Hatch, on the other hand, has been Tweeting quite a bit about how much he likes the changes.

Hatching Plans

Hatch contends that the removal of powerful equipment makes the quality of individual creatures matter more, which in turn increases the power level of cards like Nekrataal and Shriekmaw. Previously, you needed to kill anything that could pick up a Sword of Fire and Ice. Now you just need to pick off the bodies that matter on their own.

There was an error retrieving a chart for Shriekmaw

What has your experience with the new Legacy Cube update been? Is the black deck finally good? Has the Cube been completely ruined? What changes would you like to see made to the Cube next?

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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: RPTQ Prep Week 1

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For those of you who don’t know, I won PPTQ about a month ago. If you have not read it yet, check out my report on the event. The tournament was a thrilling endeavor. I am very excited to be qualified for the first Regional PTQ in our new system and I plan on preparing thoroughly for the event. Over the next couple of weeks, I will be spending a lot of time in preparation.

You, the community, should benefit from my experience also, so I will be detailing the experience here in my articles. Most likely, I will cover multiple topics, but I will also have updates from my testing for the event.

To get things started, we need to figure out what is going to happen in the metagame with the release of Dragons of Tarkir. Normally, at this time of year, I would not typically be anticipating much change in Standard, but with Dragons being a large set, there are many more factors at play than there would normally be. That leaves us with a lot of work to do.

Luckily though there will be tons of data available to us from a variety of events that will happen between now and then. You can be sure I will be keeping up to date on what happens with any new innovation and sharing it here in my article.

Before we have any results to work with, there are some archetypes to explore brought to us from the fine new cards in Dragons. First up is the deck recently released from hibernation, Mono-Blue Devotion. One of the reasons this game is so great is because when one new card is printed, it can spawn a new deck or revitalize a previous archetype. That brilliance in card design is an amazing thing to experience.

For this deck the card that brought Mono-Blue back from the dead is obviously Shorecrasher Elemental. I spent most of spoiler season thinking this water elemental was a 4/4, so maybe I should get my eyes checked. Even at his actual stats of 3/3, he is still quite good and definitely is enough to make the deck playable again. I am not looking for a playable deck for the RPTQ though, I am looking for the deck that will give me the best shot to qualify for the Pro Tour. Here is my initial list for this deck.

Mono-Blue Devotion by Mike Lanigan

Creatures

4 Hypnotic Siren
4 Gudul Lurker
4 Vaporkin
4 Frost Walker
4 Shorecrasher Elemental
4 Thassa, God of the Sea
4 Master of Waves

Spells

2 Stubborn Denial
2 Reality Shift
2 Hall of Triumph
2 Bident of Thassa

Lands

3 Nykthos, Shrine to Nyx
21 Island

There are a lot of great qualities about this deck and it is consistently potent in its ability to attack the opponent. We have a two-mana 4/1 and lots of evasive creatures, not to mention the always sick Master of Waves.

Something has been bothering me about this deck though, which took me a while to figure out. The problem is the two-cost creatures, which are all-in on being aggressive. One of the reasons Mono-Blue was great a while ago was in its ability to change roles easily. With Frostburn Weird and Tidebinder Mage, you were able to keep attacking with your one mana flyers while holding the ground and setting up for the midgame devotion plan.

This Standard environment does not have the card pool to support that type of strategy. We do have Omenspeaker, and it might be necessary to play it in this deck but there are no cards that will allow you to switch roles. Most matchups you will be the aggressive player, and in those games, this deck is well suited to carry you to victory. When you need to be defensive though, there are not many tools available.

It’s possible that the combination of Frost Walker and Omenspeaker, the one word brothers as I like to call them, would be good enough together to form this team of sometimes aggressive, sometimes defensive, but it would not be nearly as consistent. So, as for now, I’m putting Mono-Blue on the back burner. If you have any innovations that have been proving successful, please share them in the comments.

Next up is a strategy that I am really excited to try out. One of the major creature types that is supported in Khans block is warriors. Previously, if you wanted to play warriors, you were resigned to playing a watered down version of White Weenie which obviously didn’t win any events. Now that we have the full block legal to play with, I think we have reached a critical mass of this creature type so that we can make a competitive deck. Here is my initial take on the strategy.

Warriors by Mike Lanigan

Creatures

4 Bloodsoaked Champion
4 Mardu Woe-Reaper
4 Dragon Hunter
3 Mardu Shadowspear
4 Chief of the Edge
1 Anafenza, Kin-Tree Spirit
3 Blood-Chin Fanatic
4 Brutal Hordechief

Spells

3 Secure the Wastes
3 Hero's Downfall
3 Obelisk of Urd

Lands

4 Temple of Silence
4 Caves of Koilos
2 Mana Confluence
1 Urborg, Tomb of Yawgmoth
6 Swamp
7 Plains

Every creature in this deck is a Warrior, which means hopefully we can get Obelisk of Urd into play quickly to bring that giant boost to our team. The new additions from Dragons of Tarkir really boost the deck up in power level a lot. Dragon Hunter is great because it gives us yet another one-mana 2/1 to start the game off with.

The real lynch pin is Secure the Wastes. Last week, I included this card in my top 10 list and I think it’s going to be one of the most potent weapons in many strategies. In this deck it is particularly great because it’s nearly unbeatable in combination with Obelisk of Urd or Brutal Hordechief. It’s also not half bad with Chief of the Edge too.

Craig Wescoe is advocating for Sorin, Solemn Visitor in place of Obelisk of Urd so if the artifact ends up being too awkward, I will make that switch as well, but the payoff is too high to not utilize the +2/+2 team boost.

One weakness I immediately took note of is that this deck stops dead in its tracks to Hordeling Outburst. That card is basically a mini Hornet Queen against this deck the majority of the time. If this deck is going to succeed, there will need to be some serious sideboard slots devoted to beating red decks with that card.

There are other ideas I have for the deck like Spirit Bonds or Mastery of the Unseen. Both of those cards allow you to utilize excess mana, but I’m not sure either of them really fit in this deck. One card that may find its way to the sideboard is Return to the Ranks. With how many cheap creatures we have in this deck, returning them all back to play once they’ve been dealt with seems like a great way to close the game against control decks.

My plan is to start testing this archetype to see if it’s good enough for the big stage. I will probably take this deck to a local tournament this weekend and see how it fairs. I wish this deck were more like The Aristocrats and less like White Weenie, but at the moment it seems like a hybrid of the two concepts so that may be sufficient.

The last deck on my radar currently is Abzan Aggro. This deck is the one I won the PPTQ with and took 25th place at the TCG Player 5k with so I have a ton of big event experience with it and I know the matchups. Here is my current build with a couple Dragons cards.

Abzan Aggro by Mike Lanigan

Creatures

4 Warden of the First Tree
3 Fleecemane Lion
2 Rakshasa Deathdealer
3 Heir of the Wilds
3 Anafenza, the Foremost
4 Siege Rhino
2 Wingmate Roc
1 Tasigur, the Golden Fang

Spells

3 Valorous Stance
2 Bile Blight
2 Dromoka's Command
1 Abzan Charm
4 Hero's Downfall
2 Sorin, Solemn Visitor

Lands

3 Sandsteppe Citadel
3 Temple of Malady
2 Temple of Silence
4 Llanowar Wastes
2 Caves of Koilos
4 Windswept Heath
1 Urborg, Tomb of Yawgmoth
2 Forest
2 Plains
1 Swamp

Sideboard

2 Glare of Heresy
1 Bile Blight
2 Drown in Sorrow
2 Doomwake Giant
2 End Hostilities
1 Reclamation Sage
1 Hero's Downfall
1 Erebos, God of the Dead
1 Dragonlord Dromoka
1 Nissa, Worldwaker
1 Ajani, Mentor of Heroes

As you can see, not much has changed. Dragons of Tarkir gave us some other options, but there are only a couple that I am interested in.

The first one is Dromoka's Command. For now, it seems like an upgrade to Reclamation Sage, but to be honest, they are very similar cards. They both give you two things. Dromoka's Command has four options and Reclamation Sage only has three options. The Sage allows you to choose which enchantment to destroy, which artifact to destroy, and then you get a 2/1 creature.

It’s possible that the command won’t prove as good because they will be able to choose which enchantment to get rid of instead of the one you want to remove. Giving your opponent the choice is never a good plan but the other modes on the card are solid too.

I’m wondering how often the other modes will come up though. How often will your opponent have an enchantment to sacrifice and a different creature for you to fight? You can always choose the +1/+1 counter, and while it’s helpful for breaking through similar size creatures, it’s not game breaking or anything.

The other card that I put in the sideboard was Dragonlord Dromoka herself. Originally I was not too high on any of the dragonlords. After thinking about them more and playing against Dromoka specifically, I think they are better than I initially gave them credit for.

For example, when you cast Dromoka, you basically time walk your opponent. What I mean is that since she cannot be countered, once you cast her, your opponent can no longer play spells on your turn. That forces them to deal with him on their turn and anything they were going to do on your turn is likely left undone. That is a powerful sequence. I doubt I want multiple six-cost spells in this deck, but it seems like a great card to bring in from the sideboard.

What cards have I overlooked? Are there more cards I should have considered for these three decks? Please let me know in the comments. I will be doing some testing with these decks as well as trying to figure out the metagame in the next couple of weeks. Stay tuned for all the action.

Until next time,
Unleash the Force!

Mike Lanigan
MtgJedi on Twitter
Jedicouncilman23@gmail.com

Insider: Dragon’s Maze of Tarkir?

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Look, I get it. Dragons of Tarkir is not the most exciting set to come along. After all, we know it doesn’t have to be, thanks to the fact that so many dragons will sell the set like crazy regardless.

But the fact is, the set just hasn’t been exciting for a number of people. The Dragon’s Maze comparisons have been made before, and they’re not completely in-apt. That said, I don’t believe this is the next Dragon’s Maze, and I want to explain why.

What Does Calling a Set “Dragon’s Maze” Mean?

Dragon’s Maze as a set did not do well, despite wrapping up the return to the plane of Ravnica, something a lot of people were extremely excited about. But there were problems from the start; people didn’t like that there was nothing new, they didn’t like that the set didn’t impact Standard all that much, it was a small set that didn’t engender a particularly great Limited format, and overall it was just plain “meh.”

Financially, it means that the set holds no value. Dragon’s Maze had nothing but Voice of Resurgence going for it, and as a result we had one massively expensive card but nothing else of value in the set. Opening packs felt like a lottery ticket, and that’s not something that appealed to a lot of people.

Today, long after its rotation from Standard, a box of Dragon’s Maze has exactly one card over $10 (Voice at $18), and the total EV of a box is a pitiful $54. By comparison, Return to Ravnica has an EV of $96 per box even though it was opened massively more than the Maze. When we’re used to seeing third sets become ridiculously expensive (Avacyn Restored has six cards over $10 and an EV of $110), you can see just how bad of a set Dragon’s Maze was.

On the surface, Dragons can look similar. Even before the set is released, only three cards are above $10, and there are very few cards that look to see any play outside of Standard. Hell, even Standard playability has been questioned.

But there’s more to this story than meets the eye.

A History Lesson

I mentioned Avacyn Restored earlier, and I want to circle back around to that. If you remember back to that time when Snapcasters were only $20 and no one card about Restoration Angel, the limited format was roundly condemned.

People hated how little interaction there was (I personally complained about it on the podcast after going 4-0 at the prerelease but still hating the format), and as things progressed we found out draft was no better. In an attempt to make soulbond less of a “feel-bad” mechanic, there were almost no ways to interact with it. People hated it, and you couldn’t go five minutes in a conversation with Magic players without someone talking about how it was the worst format ever created.

But a funny thing happened.

The set sold like crazy.

I interviewed Aaron Forsythe at GenCon that year, and talked to him about the set. Sure, Innistrad had recently been crowned the best-selling set of all time, and even though Avacyn Restored would never pass it given the limited time frame it was available, it actually sold better than Innistrad in that time period.

For something so universally panned, that makes no sense. After all, if players are actively not drafting the set, where are those sales coming from?

The answer, as it often is, is the almighty casual player. The guy who will never show up to a tournament besides the occasional prerelease but will wander into a game store and buy a handful of packs for the angels.

And you know what is the second-most popular creature type in Magic after angels?

Dragons.

A Tarkir of Dragons

I get that Dragons of Tarkir isn’t exciting. The biggest movement we’ve seen is Deathmist Raptor, a card I went on record last week saying wasn’t actually that powerful in Standard, jumping to nearly $15.

On the one hand, I don’t want to believe that can stick. On the other, the EV of this set has to go somewhere in the short term, and that may well be it. But, to be honest, I’m much less interested in what this set does in the next month than what it does in the next year.

It’s true that this set may not have a huge impact on Standard. Some of the cards will break through, I’m sure, but for the most part more durdly dragons is not what Standard needed. The product will languish on the shelves when people could instead take their shot at fetchlands, and as a result the few playable cards that come out of this set will command a premium, just like Dragon’s Maze.

But this is no trip to the labyrinth. Remembering our lesson about Avacyn Restored, I have huge confidence in this set in the long term. Dragonlord Atarka is going to get cheap but remain hugely popular among those casual players, and a few years from now it will be going for at least double its current $5 price. Thunderbreak Regent is going to hit $2 in the next three months, but this thing is massively popular in those dragon EDH decks that are already moving prices.

It goes beyond the flashy dragons. Dragon Tempest started at 50 cents before stores realized the giant Commander and casual base that wanted this thing. It’s $2 now but will be under a buck before all is said and done. Still, I have no problem seeing this card being the next Crucible of Fire and hitting $5 in two years.

Sidisi, Undead Vizier will hit a dollar in that time frame but is an absurd Commander card in the vein of Rune-Scarred Demon, which has hit $5 and is growing despite a precon printing.

Risen Executioner is everything you could ask for in a Zombie lord, but even as a mythic meanders under $3. I don’t understand how this isn’t the next Lord of the Undead, a $7-9 card despite four printings.

Dragonlord's Servant is an uncommon but it's literally the next Dragonspeaker Shaman, an expensive card despite multiple printings.

So no, this isn’t the most exciting set right now. All these cards I’ve mentioned will get cheaper before they get more expensive. But I promise the casual demand is there for this set, and I love grabbing everything out of Tarkir before we hit rotation. It’s going to take a long time to hit, but hit it will.

And we’ll be ready.

 

Thanks for reading,

Corbin Hosler

@Chosler88 on Twitter

The Art of Dragons of Tarkir

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Thunderbreak Regent

Not that I know much about any of it, but there's a lot of different ways to make art for Magic. From your "traditional" methods to the newest forms of creation, Magic art is created in a variety of ways, much of which is, like most other things these days, digital.

But not Dragons of Tarkir. 

Much of the set was done the old-fashioned way, and the good folks at Original Magic art have brought together almost all of it for you here. If you're into looking at pretty Magic pictures or learning more about the art behind the set, I highly recommend checking it out.

Avatar photo

Corbin Hosler

Corbin Hosler is a journalist living in Norman, Oklahoma (also known as the hotbed of Magic). He started playing in Shadowmoor and chased the Pro Tour dream for a few years, culminating in a Star City Games Legacy Open finals appearance in 2011 before deciding to turn to trading and speculation full-time. He writes weekly at QuietSpeculation.com and biweekly for LegitMTG. He also cohosts Brainstorm Brewery, the only financial podcast on the net. He can best be reached @Chosler88 on Twitter.

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Daily MTG Goes Dark

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Monday evening, the Magic community lost a talented editor and a wonderful person in Daily MTG copy editor Mike McArtor.

As a tribute to Mike's life and his impact on the Daily MTG staff, the website went dark all day Tuesday and was replaced with an incredibly moving tribute to Mike and all of the lives he touched.

You can see the full tribute on this page. By all accounts, Mike was a wonderful person and the office is inconsolable this week. Take a few minutes to read the accounts from his former coworkers.

This Review of Innistrad Block is Spot-On

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Seriously, there is so much good to be read here. On the blog Killing a Goldfish, a retrospective review of Innistrad block was recently published. It is good. It is very good. You should go read the whole thing. If you're more of a tl;dr type, I'll quote my favorite sections below. But you should skip that and just read it, because wow.

Innistrad isn’t just a well-designed limited format. It is the best limited format. The set is so tightly designed that I’d rather play six-pack Innistrad sealed than draft almost any other set. And when you actually draft it… holy god, there’s nothing better. I can’t do my usual “well this is good, and this was bad” shtick, because nothing in it was bad.

...

But it’s not just that these decks [Burning Vengeance and Spider Spawning] exist that make Innistrad the best limited format ever. It’s how it took legitimate work in order for them to be found out; players had to sift through dozens of other proposed archetypes to find them. Timelines differ on how long it took people to catch onto Spider Spawning (especially the “infinite” version), but it was certainly over a month of professionals drafting the format multiple times a day, every day, before anyone found out about it. That’s the definition of an archetype buried in a set, and I doubt that sort of uncovering can ever happen again.

...

At the opposite end of the spectrum lay Innistrad’s unplayable cards. Rosewaterist design philosophy tells us that cards at the end of the pack, the cards that are completely worthless even in limited, are a necessary evil of a large set. Without them, the thinking goes, their place would simply be taken up by the next-worst cards in the set. It is therefore impossible to be rid of unplayable cards.
Innistrad demonstrates that this is wrong. I encourage you, reader, to go through the entire set of Innistrad and find me cards that are completely limited-unplayable, in every archetype, even out of the sideboard. If you find more than three, you’re just evaluating some of them incorrectly.
...
I, personally, bought 54 packs of Avacyn Restored (including event entry, but excluding all prize packs). This is potentially the most physical packs I’ve ever purchased of a single set; it’s certainly the only set I’ve ever bought a box of (let alone preordered). 48 of these packs were purchased on or before the day of release.
So when Mark Rosewater goes into his yearly design column about things that were good and bad in the previous year, and he tells me, a paying customer of his company’s product, that he knows that Avacyn Restored must be a good set because people (such as myself) bought so many packs of it… that is offensive.
I’m often accused of being angry about Magic-related things (namely in these reviews), when that is rather rarely the case. I am often contemplative, usually taking things into historical consideration rather than blindly loving things, a skeptic in a room full of blind optimists. But I am actually angered by Rosewater scoreboard-pointing over Avacyn Restored, and I hope my readers excuse the vitriol to come.
The reason I bought 54 packs of Avacyn Restored is that Wizards fucking betrayed me. After my favorite limited format ever, I was willing to throw down an amount of money (far more than the average player spends on packs) completely blind, based on a trust that the company had built up with me based on their previous sets. And that trust was completely shattered.
...
Executive summary: on average, Innistrad block was average.
Put it in the "couldn't have said it better myself" file.

[Podcast] Insider Stories with Niels from the Netherlands

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Hi! I was my pleasure to interview Niels from our forums awhile ago and he's been very patient with me getting the interview up! Have a listen to it and let us know what you think. This was my first time interviewing someone about the different Magic markets in Europe and I hope it won't be the last!

Douglas Linn

Doug Linn has been playing Magic since 1996 and has had a keen interest in Legacy and Modern. By keeping up closely with emerging trends in the field, Doug is able to predict what cards to buy and when to sell them for a substantial profit. Since the Eternal market follows a routine boom-bust cycle, the time to buy and sell short-term speculative investments is often a narrow window. Because Eternal cards often spike in value once people know why they are good, it is essential for a trader to be connected to the format to get great buys before anyone else. Outside of Magic, Doug is an attorney in the state of Ohio.  Doug is a founding member of Quiet Speculation, and brings with him a tremendous amount of business savvy.

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How to Beat Infect

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I've always had a soft spot for Infect. It was the first deck I played in Modern, the first deck I built on MTGO, and the first Modern deck that proved to me how awesome Modern was going to be (rock on, Blazing Shoal!). Infect has changed since those early days of 2011 Modern, but with the metagame in its current state, Infect is enjoying newfound popularity and success in tournaments. It's currently one of the format's tier 1 decks, with a 6.5% metagame-wide share and numerous high profile finishes at major events. It's also one of the format's winningest decks, both in its T8 performance and in its MTGO finishes. Good news for all you Blighted Agents and Inkmoth Nexuses out there! But bad news for players who are sick of losing on turn 3, or who can't kill enemy infectors while they hide behind opposing Spellskites (don't you wish you had one on your side...?).

spellskite art crop

This is the next piece in the beating top-tier decks series, following my "How to Beat Burn" article. Yes, I promised I'd do Abzan next, but what can I say? My Infect win-rate article from Monday was infectious, so I had to change topics.

As with last time, we are going to stop the infection in a few ways. I'm going to start with some general guidelines for picking cards against Infect. We'll then move to a few tactics on beating Infect once the game starts; this was absent from my Burn article last week but it's a critical point to consider. Next, I'll move into strong sideboard and maindeck cards for the Infect matchups. I'll then turn to different deck-building and deck-decision guidelines you can make to improve the Infect matchup before the game even starts, and I'll end with a color-by-color breakdown of some strong anti-Infect technology.

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What Makes Anti-Infect Cards Good?

Infect is a speedy, creature-based aggro/combo deck. But it turns out many cards which are traditionally good against speedy, creature-based decks are pretty terrible against Infect. Lifegain is obviously out of the mix, as are a lot of removal spells (e.g. Abrupt Decay) that can't get through active Spellskites or Vines of Vastwood. These unique aspects of Infect will define your card selection against them. So here are some guidelines for choosing anti-Infect technology.

  • Be proactive
    Honestly, this could probably be the mantra for most Modern decks, but it's particularly true with Infect. You do not want to durdle against this deck, and your answers shouldn't durdle either; there's a reason Scapeshift went 3/14 against Infect at the Pro Tour. You need to be proactive to stop Infect. Reactive removal spells are fine in a proactive deck, but not enough in a reactive one. Infect will play around these. By contrast, it's much harder for Infect to deal with an active answer or gameplan.
  • Permanent solutions > temporary fixes
    You know what Vines and Apostle's Blessing stop? Bolts and Paths. You know what they don't stop? Blood Moons and Night of Souls' Betrayal. Permanent-based answers are an investment against Infect. Can they kill them? Yes. But while they work to kill them, you are generally advancing your own gameplan (remember: be proactive), and your solution is probably keeping them behind turn after turn. Again, this isn't to say reactive answers, like generic removal, aren't good. It's just to say  permanents often give you more mileage.
  • Use efficient removal
    I feel bad saying something so obvious, but in a metagame dominated by Decay and Lilly, as well as decks that don't want to interact at all, Infect has a huge edge. These kind of removal options are great against fair decks. Infect, however, is anything but fair. This means you need to pack cards that either threaten 2 for 1s (e.g. Golgari Charm), or cards that build in another effect to guarantee a kill (e.g. Sudden Death). Be creative with your removal; Infect is built to handle most conventional removal spells (although Bolt never ever hurts).

This gives you a top-level strategic overview of how to pick anti-Infect cards, but it doesn't give you a lot of guidance on playing those cards in matchups. Now let's turn to the trench-level tactics.

Anti-Infect Tactics

Beating Infect is all about timing. Time a removal spell correctly, or threaten correct timing, and you buy yourself a turn, guarantee a kill, or waste a protection/pump spell. Mistime a removal spell and you probably die on the spot. By a similar token, you need to respect the different spells and topdecks Infect has at its disposal. Know when your opponent can delve a Become Immense. Know Infect plays as many as 10+ pump spells (not to mention Hierarch and Pendelhaven, and understand how topdecks or cards in their hand can turn a 1/1 Agent into lethal. Following these tips, here are three tactics you can use to maximize your win chance against Infect regardless of your deck.

  • Don't blame bad luck
    Raise your hand if you've become immenseheard, said, or thought this before: "LOL Infect godhand gg" or "nice topdeck Infect noob". If everyone's hands aren't up, some of you either play in the most professional Magic setting on the planet (please share your LGS's with us!), or you are all lying. Everyone likes to blame Infect losses on bad luck, and this is a huge contributing factor to their losses. This deck is built to draw explosive opening hands and win off "lucksack" topdecks. Become Immense is designed to be topdecked and ruin your day. This construction may make Infect extremely linear and limit its range into the lategame, but it makes Infect just brutal in the first 4-5 turns of the game. Respect that deck construction and you will do better.
  • Time removal to get around pump - Passing priority
    The overwhelming majority of pump/protection spells in Infect vines of vastwoodserve double-duty as win conditions and defense. Your job is to time removal so your opponent can't get that dual utility out of their spells, and you do this by passing priority. Opponent swings with an Exalted Nexus? Let it through! If they pass priority and don't pump, great! You just took 2 damage! Now you can kill it and get them to waste pump/protection on the creature without that converting into damage for you. Opponent swings with an Agent and Growths it? If they pass priority, no worries! You just took 3 damage! But if you are reckless and Bolt in response, now they can cast Vines or Immense and probably just kill you on the spot. So be smart with your removal. As a related tactic, casting sorcery speed removal on your turn, or at the opponent's EOT as an instant, is perfectly acceptable against Infect. If they defend their creatures, they are wasting resources that could have gone into killing you.
  • Don't live in fear
    distortion strikeInfect's greatest weapon in this matchup is intimidation. If you play too conservatively, Infect will punish you. This is important for all decks but particularly important for aggressive ones, which need to be racing and not stalling (or at least, knowing when to race and when to stall). Take Burn or Zoo for instance. These are both decks that have blockers to intercept an Elf and removal spells to blow up opposing creatures. But if you wait around for 2 turns to ensure you always have a blocker and a removal spell up, you give Infect precious time to draw answers. What happens if they topdeck Distortion Strike? Or if they had a Apostle's Blessing in their hand the whole time? Instead of just killing the opponent, you wasted your turns on the defensive when you could have won the game by now. Know when to switch gears and how to read a board state to dictate your behavior and figure out what Infect's plan is.

Enough theory. Let's turn to the cards themselves.

Sideboarding Against Infect

When figuring out how to beat a deck, I always like to start with the sideboard. It isn't always the best place to start (sometimes it is actually easier to handle decks in your main 60 than in your valuable 15), but it is an obvious one that most players relate to. Infect poses unique challenges for your sideboard. It's an aggro/combo deck that demands different answers than your traditional, overlapping cards for decks like Affinity (Stony Silence or Ancient Grudge) or Burn (Feed the Clan/Leyline of Sanctity). But once you understand how Infect works, you can see areas where your anti-Infect cards can still overlap with other matchups, even if not aggro/combo ones. Because Modern sideboard slots are so precious, it is critical that your anti-Infect tech works in other matchups. All of the cards below respect each of these criteria.

Spellskite

SpellskiteHands-down, no-contest, don't-even-ask-about-it the best card you can use against Infect. It is the rare sideboard card that totally shuts down the enemy deck so long as it lives, but also has multi-matchup relevance in this format (notably against Twin). This is a card Infect cannot ignore. Yes, Infect players can win through this, but only if you are exerting no pressure yourself and/or completely ignoring the enemy board after Spellskite hits. If you are doing those things, however, Skite becomes a multiple turn roadblock that negates all pump and protection.

Don't get too cocky with your Skites. Savvy Infect players (heck, even non-savvy Infect players) will be sure to bring in some combination of Nature's Claim and/or Twisted Image in games 2/3 to handle the inevitable Skite threat. Just pair Skite with your other forms of interaction (hand disruption, a proactive game plan, removal, etc.) and the Horror will be more than enough to carry you to victory. Also, and I can't emphasize this enough, Skite's multi-matchup relevance keeps pressure off your valuable sideboard slots.

Curse of Death's Hold

Curse of Death's HoldWhen it comes to permanent solutions to Infect, it doesn't get much better than Curse. In controlling decks that can survive until turn 5, this is game over for every non-Spellskite creature in the Infect player's deck. If they don't have those Claims in hand, it's an all-but guaranteed loss. Pump is all well and good at stopping temporary sweeper effects, but not even Become Immense can save you from good old state-based effects. Curse also has relevance in other aggro matchups, most notably against Affinity.

Because Curse costs 5 mana, you need to run it alongside cheaper answers to Infect. Turn 1 Inquisition of Kozilek into turn 2-3 Path into turn 5 Curse is the kind of solid start Infect (especially a mulliganing Infect) will have a hard time dealing with. In fact, that's generally how you want to play Curse in any matchup, not just Infect. Note if you aren't playing creatures yourself, and don't have any Lingering Souls lying around, Night of Souls' Betrayal is a cheaper replacement for Curse that works just as well.

Engineered Explosives

Engineered ExplosivesMass removal that gets around, and even kills, a Spellskite? Sign me up. Explosives has always been a great Modern card, but with the rise of the two-colored UR Twin, it has reached new heights as a go-to sideboard card. When you are running a deck like UR Twin, you need mass removal that is a) cheap, b) asymmetrical, and c) Spellskite/Vines/Pump-proof. Explosives fulfills all those criteria, and even blows up enemy Skites as a bonus. This is invaluable for decks that don't have access to unconditional removal, especially in sweeper form. Pyroclasm is great on paper, but a lot less great if the opponent is holding a Mutagenic Growth in reserve (yeah, they waste the Growth, but no, the Agent is still there). Explosives also resoundingly passes the multi-matchup relevance test, whether against Tokens, Twin, Merfolk, or Affinity.

If Explosives is your bomb of choice against Infect, be very careful about Nexus. And honestly, you should be very careful about Nexus whether you are using EE or not; it's one of Infect's best cards and most resilient threats. But if paired with other removal and a proactive gameplan, Explosives can be very strong in managing Infect threats and getting around their anti-removal options.

Chalice of the Void

Chalice of the VoidBack when Treasure Cruise was taking over/spicing up (depending on your point of view) the format, Chalice was a card seeing more and more play by the week. But when TC and Pod went the way of the Bloodbraid, Chalice dropped off with them. That's really too bad, because Chalice remains an awesome card in this metagame, particularly against the format's preeminent aggro decks. As an anti-Infect bullet, Chalice has the unique property of both screwing with their deck AND defending itself. With the overwhelming majority of Infect decks relying on Nature's Claim to handle artifact-based threats, Chalice cuts off both some of their most important spells and their sideboarded answers. Just looking at the maindeck, you are countering at least 12 of their non-negotiable slots (Glistener Elf, Noble Hierarch, and Vines of Vastwood), along with some number of Growth, Might of Old Krosa, Groundswell, etc.

Remember when playing Chalice you are still vulnerable to Agent, Nexus, and Become Immense; no, BI isn't actually 1 mana, even if it feels that way most of the time. Also, as a more contextual point, not all decks can support a Chalice, depending on their curve. But for those decks that can incorporate it, it's a great anti-Infect card that stops both the deck and the answer to itself.

Deflecting Palm

Deflecting PalmSome decks want to race Infect and not screw around with Chalices, Explosives, and Skites. I can respect that, but if you want to race Infect and still want to interact with it, you need a card that both stops the Infect win condition and advances your own. Enter Palm, aka FIVE POINT EXPLODING INFECT TECHNIQUE. In an aggressive deck, Palm is an almost guarantee kill against Infect. At absolute worst, you are probably dealing 4+ damage for 2 mana, which is still a Boros Charm mixed with Holy Day. At best, after an Immense or something similar, you are dealing 8+ damage, either killing your opponent on the spot or guaranteeing your Bolts/Goyfs can finish the job next turn. But wait, what about those Skites/Vines/Blessings that stop this kind of removal? Turns out some card designer out there hates Infect, and templated Palm in the best possible way to screw with them. Because Palm doesn't target on either side of its effect, Infect can't do anything to stop it.

When using Palm, remember you aren't actually killing the Infect creature when you cast it. You are just neutralizing it for a turn and wasting at least 1 of the enemy's pump spells, converting it into damage. This effect is at its best in an aggressive deck (Burn, Zoo, UWR Delver, etc.) that can capitalize on the massive lifeswing; it's a lot worse in decks that can't convert a double Boros Charm into a kill. As for relevance outside of Infect, Palm is also strong in other head-on aggro matchups, where it can ruin combat math and screw with big-damage plays, like Tribal Flames or Temur Battle Rage-fueled suicide attacks. As well, it can be a bomb against Auras.

Modern doesn't lack for viable sideboard cards in the Infect matchup, and this is just a sample of all the options out there. You can see more of them in the Anti-Infect Armory section at the end of the article. But for now, let's move away from the sideboard and turn towards the tools that can help you beat Infect even in game 1.

Beating Infect with the Maindeck

Infect players are trying to trick you. They play fragile creatures and have exclusively creature-based win conditions, daring you to try and beat them with the same one-for-one removal that characterizes the fair world Abzan lives in. But as I said earlier, Infect is anything but fair, which means they are ready and waiting for your fair removal like Decay and Path to Exile. So if those are your maindeck solutions to Infect, better hope your breakers are good, because the best you can hope for is to force a game 3 after you lose game 1.

Thankfully, there are lots of obvious and less obvious ways to beat Infect in the maindeck. One of the reasons it's so important to have anti-Infect outs in game 1 is because you don't want to randomly lose games to this deck. In every Infect game you play, there is some chance the opponent will god-draw and win (then again, Infect is kind of optimized to god-draw and win, so don't blame the RNG gods when you lose to that). If you can minimize that in game 1, and even win in that first game, you are in way better shape to take down Infect in games 2 and 3. In that spirit, here are some ways to keep a game 1 edge on Infect and incorporate anti-Infect tools into your primary gameplan.

Lightning Bolt

Lightning BoltI remember a time when you couldn't even propose playing a creature with < 4 toughness without getting laughed away by the Bolt-test, much less even play that creature. But with the fall of Delver, the rise of Abzan, and the continued underperformance (read: suckage) of UWR and Bolt-based control decks, we are seeing a lot less Bolt these days than we used to. That's fine when you are staring down Tasi, Goyf, Rhino, and 4 Souls tokens. But it's absolutely not fine when your opponent leads with Hierarch and you follow up with a Scavenging Ooze. Infect is a deck built to capitalize on Bolt-less metagames, which you should see as an opportunity to bring back the Bolt.

Now, just because you are bringing back the Bolt-test to Modern, doesn't mean you can just throw in 4 of the burn spells and call it a day against Infect. After all, Bolt doesn't deal with Skite at all, and is soundly defeated by Blessing and Vines. That said, when paired with other removal and other active threats, Bolt becomes excellent in the matchup, particularly if you can zap the Hiearch on turn 1 (always bolt the "bird"!). So if you were looking for reasons to go back to Bolt, look no further than Infect, not to mention Burn and Affinity hanging out in tier 1 alongside it. Just don't rely on Bolt as your only anti-Infect card; Infect has a lot of Wild Defiance when it comes to damage-based removal.

Zealous Persecution

Zealous PersecutionPersecution is the kind of modest effect relevant in a wide variety of matchups, fits into a number of different decktypes, and is very strong against Infect. Like with Bolt, Infect players absolutely have answers to this in the maindeck. Blessing and unkicked Vines might not help much, nor Skite for that matter, but random pump will be more than enough to keep the team alive. Also, Persecution doesn't get rid of the Skite itself, which can be an issue if you need spot removal later. That being said, Persecution has three things going for it that make it excellent in the Infect matchup. First, it affects multiple creatures, which forces your opponent to pump everything or wave goodbye to their undefended Hierarchs/Elves lying around. Second, it's asymmetrical, which means you can run it alongside your own little creatures (and even exert pressure in the process). Third, it's instant speed, which gives you a lot more flexibility in casting it. Casting Persecution during your combat damage phase after no blockers were declared can put your opponent in an absolutely awful position, especially if you still have mana up for a backup removal spell. Add to that Persecution's relevance in a variety of other matchups, notably against Spirit tokens that clog up Abzan mirrors, and you have a card with great maindeck potential.

Elesh Norn, Grand Cenobite + Gifts Ungiven + Unburial Rites

Norn Gifts Rites

Isn't it fun when Phyrexians kill other Phyrexians? Even if you don't know anything about flavor or storyline (spike and vorthos can coexist, believe it or not!), it's clear Elesh is a beating against Infect. The Elesh/Gifts/Rites package has a lot going for it in Modern, even if there aren't a lot of decks successfully using it these days. For one, it's very compact, and we have seen it in a variety of decks including 4C Gifts (which is enjoying great MTGO success with about 2% of the online metagame), UW Tron, UWR Gifts, Esper Gifts, and a few other fringe strategies. Of those, 4C Gifts has clearly been the most effective, in no small part on the back of its reanimation package. If resolved against Infect, this is even more of a game-over than even Curse or Night, because Elesh both kills their creatures and sets up a 2-3 turn clock, depending on your boardstate.

If you are interested in running this package, the key is to find a good home for it in the current metagame. There are lots of Gifts-engines running around, but few translate their random MTGO success into anything sustained. UW Tron and 4C Gifts are two exceptions to this, although there is probably some unexplored space with other decks as well. It's not like the package is bad in the format. A stuck and defended Norn will end the game against Affinity, Merfolk, and Infect, not to mention causing serious problems for Twin and Abzan/Abzan Liege. So for you brewers out there, especially those that hate Infect anyway, this is a great package to start from.

Grim Lavamancer

Grim LavamancerElesh and Gifts/Rites might be too niche for you, but Lavamancer definitely won't be. I've loved this guy since he first came out in Torment, and was always happy to see him have a Modern home in Tempo Twin, Burn, Delver builds, and more. With Infect such a prominent deck, Lavamancer's utility has only increased, which makes him a solid inclusion in many red-based strategies. Lavamancer may be weak to Blessing and Vines, and mostly shut down by Skite, but if you can hold on to the game for the first 2-3 turns with other removal, Lavamancer will shut down Infect hard. With the exception of Skite, Infect has to spend cards to protect its creatures. So if you can threaten those creatures without spending cards (graveyard cards don't really count the same way), you are slowly gaining an advantage with each activation. The longer the game progresses, the more insurmountable that advantage becomes. And Lavamancer excels at drawing out Infect games.

Slaughter Pact

Slaughter PactInfect is good at playing around removal. It has cost-efficient spells that both defend against kill spells and tack on secondary effects (unblockability, pump, etc.). One way to beat that is to overwhelm an Infect opponent with removal spells, but this is often card-intensive and forces you to keep mana open. Another way is to just break the rules of Magic, which is exactly what Pact does. In essence, Pact defers the cost of your spell to the next turn. Against a deck that goes all-in, or even half-in, on any given turn, this is huge. Pact means you can advance your own game plan without too much fear of a disastrous combat phase. Pact also means your opponent has to respect your removal capability even if your lands are tapped. That's not how removal is supposed to work! Everyone knows one untapped white in Abzan means Path, or one untapped red in Twin means Bolt. But what on earth do you do against a black deck with zero untapped lands? Are you really going to play around a Pact? Or are you going to rush headlong into it and risk the blowout? Good Infect players are fairly bold with the deck, and Pact really punishes those decisions while also being virtually impossible to play around. At worst, it slows down opponents while allowing you to keep advancing your gameplan. At best, it leads to massive resource swings Infect players can't recover from. And what's that? This card is good against Twin for basically the same reasons? Get a few copies of these in your deck ASAP.

Sometimes the best way to beat Infect is to keep it simple. There's nothing wrong with Path to Exile and Dismember, even if they aren't the techiest or flashiest of solutions. Same goes for the traditional BGx hand disruption arsenal of TS and IoK, both of which are quite decent against Infect (if used correctly and paired with the right cards). On the other side of the coin, you can brew up something cool, for example, running some kind of Collected Company/Congregation at Dawn combo deck and benefit from some Melira action. There's just a lot of ways to attack this kind of deck, even through the maindeck, and these five options are just designed to get the creative energies flowing.

Deck Choices to Beat Infect

Sometimes the best way to beat a deck isn't with sideboard hate cards or techy maindeck inclusions. Sometimes you need to beat Infect by choosing decks that are just plain good in the matchup. Of course, with Infect at just 7-8% of the metagame, you can't go too crazy and pack your deck full of Melira's and the like. That's a more viable strategy against Burn, Twin, and Abzan, but that's because these decks have such sizable metagame shares. Aganst Infect, however, you need to pick decks that beat Infect while also not seriously compromising your other matchups. Here are three ideas in that direction.

Be faster

be faster

What's the best way to beat a fast deck in Modern? If you said "control" then keep dreaming (maybe we'll get Counterspell one day). But if you said "be faster" then congratulations, you think like many Modern veterans do. As the old Modern adage goes, if you can't beat 'em, race 'em. This current metagame has a lot of decks that are either faster than Infect (Amulet) or are as fast as Infect but with more ways to interact with them and punish lifeloss from fetchlands, Growth, and Gitaxian Probe. The Suicide Shadow style decks, rocking Death's Shadow alongside spells like Become Immense and Temur Battle Rage, are extremely punishing for Infect players who think 15 life is a safe way to go into turn 3, and that lack removal. Same goes for Burn, a deck that both blows up Infect creatures and capitalizes off a low life total. Because Modern has so many fast decks, there are lots of ways you can race Infect, including more "unfair" decks like Griselbrand Reanimator and Puresteel Paladin Cheeri0s, and "fairer" decks like Gruul Zoo and Merfolk.

Kill all the things!

removal

There's only so much removal Infect can handle, and it's not a coincidence that UWR Control has a strong Infect matchup. Between countermagic, cheap spot removal, and sweepers, Infect just can't protect its creatures over any period of time. UWR Control and other traditional control decks might not be the best positioned decks in the metagame, especially if their prevalence and win percentages are any indication, but their core spells are still very strong against Infect. If paired with a more proactive gameplan (Geist comes to mind), or in a shell that can add new tech (4C Control from SCG Baltimore, rocking Souls in the main), this removal suite is very hard for Infect to deal with. As an added bonus, this kind of removal is increasingly strong against a format that has more and more fair decks relying on creatures.

Build around good hate cards

3cards

Modern is full of untapped hate cards. Some of these are strong cards, like Skite, that are typically relegated to the sideboards. Moon is also in this category, although both Blue Moon and Temur Moon from Hoogland's SCG Baltimore run have moved this card to the main (a development shared by Twin builds). Then there are the really offbeat hate cards like Bridge, Chalice, Runed Halo, or even Fog. No matter what category of hate you are drawing from, these cards scream brewing potential. When built around, they can unlock exciting, fun, and powerful new decktypes that have strong Infect matchups. For instance, Spellskite is great maindeck material in UB Tezzeret style decks. Same with Halo in an Enchantress variant, or Fog effects in a Modern take on Turbo Fog. Although these approaches might not take down a Pro Tour on your first try, they are unexpected ways to take on Infect (and even the rest of the metagame) which opponents will be unprepared for.

The Anti-Infect Armory

No "How To Beat ____" article would be complete without a listing of cards that are good in this matchup, broken down by color. In each category, I'll give an unordered top 5 list for anti-Infect cards, one honorable mention that is "good enough", and one "trap" card that seems good but is actually terrible.

You'll notice that this lists includes a few generic removal spells (like Path) that are both obvious answers and even answers I have poked fun at earlier in this article. Although they may not be the best answer for Infect, they are still solid cards in the matchup, so you can't dismiss them out of hand.

White

  • Path to Exile
  • Celestial Flare
  • Runed Halo
  • Elesh Norn, Grand Cenobite
  • Wrath of God
  • Honorable mention: Lingering Souls
  • It's a trap!: Ghostly Prison (Fine against swarm aggro. Subpar against single-creature aggro like Infect)

Blue

  • Spell Snare
  • Dispel
  • Vapor Snag
  • Remand
  • Wipe Away
  • Honorable mention: Spell Pierce
  • It's a trap!: Cyclonic Rift (Can't hit Nexus, stopped by Blessing/Vines/Skite. Bounce at 1 mana is fine. At 2+, it needs to work)

Black

  • Slaughter Pact
  • Dismember
  • Thoughtseize
  • Darkblast
  • Curse of Death's Hold
  • Honorable mention: Sudden Death
  • It's a trap!: Liliana of the Veil (Typically counted as removal by decks that use her. Can't target creatures. Can't hit Nexus' at all.)

Red

  • Lightning Bolt
  • Grim Lavamancer
  • Sudden Shock
  • Blood Moon
  • Searing Blaze
  • Honorable mention: Ancient Grudge
  • It's a trap!: Volcanic Fallout (3 mana for a sweeper that can be stopped by a single Growth is a bad idea. Doesn't kill Skite. Infect doesn't defend creatures with too much countermagic anyway)

Green

  • Melira, Sylvok Outcast
  • Nature's Claim
  • Vines of Vastwood
  • Fog
  • Seal of Primordium
  • Honorable mention: Choke
  • It's a trap!: Beast Within (three mana for removal is way too expensive, especially if it's vulnerable to Skite/Blessing/Vines)

Multicolored

  • Deflecting Palm
  • Zealous Persecution
  • Fulminator Mage
  • Izzet Staticaster
  • Crackling Doom
  • Honorable mention: Golgari Charm
  • It's a trap!: Abrupt Decay (Too expensive, stopped by Skite/Vines/Blessing, can't even hit Inkmoth)

Colorless

  • Spellskite
  • Chalice of the Void
  • Engineered Explosives
  • Ensnaring Bridge
  • Pithing Needle
  • Honorable mention: Platinum Angel
  • It's a trap!: Relic of Progenitus (Shouldn't have to say this, but I see it all the time. Don't board in anti-graveyard cards to stop delve in the Infect matchup. Bad use of deckslots)

Hopefully, this article has given you some tools for curing the Infect menace in your own LGS or Modern scene. Join me next time when we take on Abzan (promise!) and think of new and exciting ways to hate on Modern's most-played deck.

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