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A Split Decision: April ’22 Metagame Update

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As the calendar turns over to a new month, I prepare the metagame update for your perusal. And this April's update is rather unusual. It is the only look at a complete month without Lurrus of the Dream-Den around we're going to get before Streets of the New Capenna arrives to shake up Modern. Yes, SNC was legal for the last two days of April, but I didn't see any new cards in the decks that were posted those days. In addition, there are some more statistical anomalies in the data.

Another Set of Outliers

So, just like March's data, April has outliers. Yes, plural. In defiance of my expectations, UR Murktide outstripped the rest of the field by a significant margin. To such an extent that I didn't actually both to run the usual statistical verification. I did have to verify that Hammer Time was an outlier, as it appeared. It was just over the line. Interestingly, removing Murktide from the calculations didn't affect them meaningfully. Removing Hammer Time did impact the data substantially, confirming the outlier effect. Specifically, Hammer was covering up Murktide's effect. Their data is still reported and they're in their correct place on the tiers, but didn't impact the overall analysis.

There was an error retrieving a chart for Murktide Regent

These outliers were only present in the MTGO data. The paper results had no outliers, though the top decks were really close to the line. This is an odd split in the results, and I'm not sure how it happened. Differences in preferences are the most logical answer but I can't prove them. The observed performance of the decks between paper and online aren't really suggestive either. It is what it is, as unsatisfying as I find it right now.

April Population Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck “should” produce on MTGO. Being a tiered deck requires being better than “good enough.” Every deck that posts at least the average number of results is "good enough" and makes the tier list. Then we go one standard deviation (STdev) above average to set the limit of Tier 3 and cutoff for Tier 2. This mathematically defines Tier 3 as those decks clustered near the average. Tier 2 goes from the cutoff to the next standard deviation. These are decks which perform well above average. Tier 1 consists of those decks at least 2 standard deviations above the mean result, encompassing the truly exceptional performing decks.

The MTGO Tier Data

In April the average population was 5.92 setting the Tier 3 cutoff at 6 decks, which is still below average like March was. If this keeps up I'll have to redefine the average cutoff. Tier 3 therefore begins with decks posting 6 results. The STdev was 7.60, which means that means Tier 3 runs to 14 results. Again, it's the starting point to the cutoff, then next whole number for the next Tier. Therefore Tier 2 starts with 15 results and runs to 23. Subsequently, to make Tier 1, 24 decks are required. This is closer to average than March's data.

After the decline in March thanks to the banning, April's data is back in line with pre-ban numbers.. January had 502 decks, February had 436 decks, and March only hit 356, but April is up to 437 total decks on MTGO. It's quite the recovery after the drop off and really should have been higher but a number of events weren't reported. There were also fewer non-Wizards results to add into the data. That said, the total number of decks making the tier list is the same as March with 16, out of 64 total unique decks. The outliers soaking up all the results is to blame.

Deck NameTotal # Total %
Tier 1
UR Murktide6414.65
Hammer Time4510.30
Cascade Crashers337.55
Living End327.32
Yawgmoth255.72
Tier 2
4-Color Blink225.03
Amulet Titan225.03
Burn194.35
4-Color Control173.89
Tier 3
Mono-Green Tron143.20
Dredge112.52
Grixis Shadow102.29
Tribal Elementals102.29
UW Control81.83
Jeskai Murktide71.60
UW Titan61.37

The gap between the two outliers and the rest of the data is truly enormous. It is also a bit deceptive. I separate the 4-Color Omnath Money Pile decks into Blink and Control variants based on whether they play Ephemerate. It really does change gameplay enough to warrant the distinction. If I didn't do that, the combined Omnath deck would have bridged the gap between Hammer and Cascade Crashers and might have removed Hammer as an outlier. Which has implications for the overall metagame.

The Paper Tier Data

The paper tiers are calculated the same way as the MTGO tiers, just with different data. While more paper events are represented in the data, they rarely report more than the Top 8 (sometimes less). However, that doesn't mean that the overall population is lower. Indeed, paper Modern is far more popular than online and the data reflects this fact. There were 641 decks in the data, representing 92 unique decks. Anyone who says the metagame is narrow is blind. I initially hypothesized that paper should have more results and decks than paper and it's starting to look like I was right.

There was an error retrieving a chart for Colossus Hammer

Paper's average decks were 6.97, meaning the starting point is 7 decks. Unexpected for it to be higher than online, but maybe that's normal. The STDev is 10.89, so Tier 3 runs from 7 to 18 decks. Tier 2 begins with 19 decks and runs to 30, and Tier 1 requires 31 decks. It will take most of the year to know whether these are indicative of what paper Modern "should" look like. 23 decks made the paper population tier, and it's looking like paper's size should always be higher than online's.

Deck NameTotal # Total %
Tier 1
Cascade Crashers599.20
UR Murktide497.64
4-Color Blink375.77
UW Control355.46
Amulet Titan324.99
Burn324.99
4-Color Control314.84
Tier 2
Hammer Time253.90
Living End243.74
Yawgmoth203.12
Tier 3
Mono-Green Tron182.81
Tribal Elementals172.65
Ponza142.18
8-Cast111.72
Hardened Scales111.72
Jund Saga111.72
4-Color Creativity101.56
Grixis Shadow91.40
Heliod Company91.40
Dredge81.25
Izzet Breach Combo81.25
Merfolk71.09
MR Prowess71.09

Cascade Crashers and Murktide blew the other decks away, but not by quite enough to be outliers. Remove Crashers and Murktide would likely have become an outlier, but as they're not outliers when taken together I didn't remove them.

Worth noting in paper: had I combined the Omnath decks here it would have been the top deck. And possibly shifted the stats enough for it and Crashers to become outliers. Maybe Murktide too, but that's far less likely.

March Power Rankings

Tracking the metagame in terms of population is standard practice. But how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so, I measure the relative strengths of each deck within the metagame. The population method gives a deck that consistently just squeaks into Top 32 the same weight as one that Top 8’s. Using a power ranking rewards good results and moves the winningest decks to the top of the pile and better reflects their metagame potential.

There was an error retrieving a chart for Crashing Footfalls

The MTGO Power Tier

For the MTGO data, points are awarded based on the population of the event. Preliminaries award points for record (1 for 3 wins, 2 for 4 wins, 3 for 5) and Challenges are scored 3 points for Top 8, 2 for Top 16, 1 for Top 32. If I can find them, non-Wizards events will be awarded points the same as Challenges or Preliminaries depending on what the event in question reports/behaves like. Super Qualifiers and similar higher-level events get an extra point and so do other events if they’re over 200 players, with a fifth point for going over 400 players. There was only one 4 point event in April and no 5 pointers.

As with the population numbers, points in April were up from March, from 668 to 729. I didn't have to omit an entire week this time, so it makes sense for the numbers to be up. Still not all the way up to February's numbers, but there were some missing Preliminaries and no non-Wizards events.

The average points were 8.85. Therefore 9 points makes Tier 3. The STDev was 13.16, which is relatively normal normal. Thus add 14 to the starting point and Tier 3 runs to 23 points. Tier 2 starts with 24 points and runs to 38. Tier 1 requires at least 39 points. There was a lot of adjustment from population inside the tiers this month. Surprisingly, there was no change in the decks from population to power tier.

Deck NameTotal PointsTotal %
Tier 1
UR Murktide10514.40
Hammer Time7510.29
Living End608.23
Cascade Crashers537.27
Yawgmoth496.72
Tier 2
4-Color Blink344.66
Amulet Titan334.53
4-Color Control314.25
Burn293.98
Mono-Green Tron263.57
Tier 3
Dredge172.33
Grixis Shadow172.33
UW Control172.33
Tribal Elementals131.78
Jeskai Murktide121.65
UW Titan91.23

The only deck to move between tiers is Mono-Green Tron moving up to Tier 2. Turns out that in a world filled with control decks the old kryptonite has a lot of play.

The Paper Power Tiers

Unlike with population, the paper power data works differently than the equivalent MTGO data. Again, the data is usually limited to Top 8 lists, even for big events. Not that I know how big most events are, that doesn't always get reported. In other cases, decks are missing. SCG Con Indianapolis had a Modern 5ks and numerous smaller events, but decks were missing from the Top 32 and the smaller events reported anywhere from 5 to 21 decks for no obvious reason. Applying the MTGO point system just doesn't work when I don't know how many points to award.

Thus, I award points based on the size of the tournament rather than placement. That way I'm being internally consistent with the paper results. When there's a Modern Pro Tour again it would qualify for 3 points, as would Grand Prix or whatever the GP equivalent will be. Star City Modern Opens also award 3 points. SCG 5k-10k and similar events award 2 points. Side events are evaluated based on the number of players and type of event. The purely local events get 1 point. There were a number of events awarding 2 points in April, but only two 3 point events.

The average points were 9.02. That's close enough to 9 that I rounded down, it just felt too pedantic to place the cutoff at 10. The STDev was 14.84, thus add 15 to the starting point and Tier 3 runs to 24 points. Tier 2 starts with 25 points and runs to 40. Tier 1 requires at least 41 points. There was a lot less movement between the tiers compared to previous months, but Merfolk did fall off Tier 3 and nothing replaced it.

Deck NameTotal # Total %
Tier 1
Cascade Crashers769.16
UR Murktide688.19
Amulet Titan506.02
4-Color Blink485.78
4-Color Control475.66
UW Control435.18
Tier 2
Burn394.70
Hammer Time354.22
Living End354.22
Yawgmoth323.86
Tier 3
Mono-Green Tron202.41
Tribal Elementals202.41
Ponza192.29
Hardened Scales161.93
Jund Saga141.69
8-Cast131.57
4-Color Creativity131.57
Izzet Breach Combo111.32
Grixis Shadow101.20
Heliod Company91.08
Dredge91.08
MR Prowess91.09

As they were the main large events in April, the Star City events had a disproportionate effect on the power tiers. Burn say negligible play in Dallas which contributed to its fall to tier 2. I don't think that Amulet Titan could have been Tier 1 except for its enduring popularity with SCG players.

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking total points earned and dividing it by total decks, which measures points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. There is no Wins-Above-Replacement metric for Magic, and I'm not certain that one could be credibly devised. The game is too complex, and even then, power is very contextual. Using the power rankings certainly helps and serves to show how justified a deck’s popularity is. However, more popular decks will still necessarily earn a lot of points. Which tracks, but also means that the top tier doesn't move much between population and power, and obscures whether they really earned their position.

There was an error retrieving a chart for Ragavan, Nimble Pilferer

This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better. A higher average indicates lots of high finishes, where low averages result from mediocre performances and high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. So be careful about reading too much into the results. However, as a general rule decks which place above the baseline average are overperforming and vice versa. How far above or below that average determines how "justified" a decks position on the power tiers are. Decks well above baseline are therefore undervalued while decks well below baseline are very popular but aren't necessarily good.

The Real Story

When considering the average points, the key is looking at how far-off a deck is from the Baseline stat (the overall average of points/population). The closer a deck’s performance to the Baseline, the more likely it is to be performing close to its “true” potential. A deck that is exactly average would therefore perform exactly as well as expected. The greater the deviation from average, the more a deck under- or over-performs. On the low end, a deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite.

I'll begin with the average for MTGO:

Deck NameAverage PointsPower Tier
UW Control2.133
Yawgmoth1.961
Living End1.881
Mono-Green Tron1.862
4-Color Control1.822
Jeskai Murktide1.713
Grixis Shadow1.703
Hammer Time1.671
UR Murktide1.641
Baseline1.63
Cascade Crashers1.611
4-Color Blink1.552
Dredge1.553
Burn1.532
Amulet Titan1.502
UW Titan1.503
Tribal Elementals1.303

Congratulations to BGx Yawgmoth for being the highest placing Tier 1 deck! It didn't show up in many events overall, but enjoyed an oversized appearance and win rate in the Challenges. That's all that's necessary to win Deck of the Month (Online).

Onto the paper averages:

Deck NameAverage PointsPower Tier
Yawgmoth1.602
Amulet Titan1.561
4-Color Control1.521
Living End1.462
Hardened Scales1.453
Hammer Time1.402
UR Murktide1.391
Izzet Breach Combo1.383
Ponza1.363
4-Color Blink1.301
4-Color Creativity1.303
Cascade Crashers1.291
MR Prowess1.293
Jund Saga1.273
UW Control1.231
Burn1.222
Baseline1.18
Tribal Elementals1.183
8-Cast1.183
Dredge1.133
Mono-Green Tron1.113
Grixis Shadow1.113
Heliod Company1.003

While Yawgmoth is the best placing deck overall, the top Tier 1 deck is Amulet Titan, and thus it wins Deck of the Month (Paper). However, I'm going to asterisk that award, and remind readers that the SCG tournaments have featured a disproportionate amount of Amulet stretching back at least 3 years. It has a very dedicated, regional fan club.

Composite Metagame

That's a lot of data, but what does it all mean? When Modern Nexus first started, we had a statistical method to combine the MTGO and paper data, but the math of that system doesn't work without the big paper events. I tried. So, I'm using an averaging system to combine the data. I take the MTGO results and average the tier, then separately average the paper results, then average the paper and MTGO results for the final placement.

This generates a lot of partial Tiers. That's not a bug; it's a feature. The nuance separates the solidly Tiered decks from the more flexible ones and shows the true relative power differences between the decks. Every deck in the paper and MTGO results is on the table, and when they don't appear in a given category they're marked N/A. This is treated as a 4 for averaging purposes.

Deck NamePaper Population TierPaper Power TierAverage Paper TierMTGO Population TierMTGO Power TierAverage MTGO TierOverall Tier
UR Murktide1111111
Cascade Crashers1111111
Hammer Time2221111.5
Amulet Titan1112221.5
Living End2221111.5
Yawgmoth2221111.5
4-Color Blink1112221.5
4-Color Control1112221.5
Burn121.52221.75
UW Control1113332
Mono-Green Tron333322.52.75
Grixis Shadow3333333
Tribal Elementals3333333
Dredge3333333
Jeskai MurktideN/AN/AN/A3333.5
UW TitanN/AN/AN/A3333.5
Jund Saga333N/AN/AN/A3.5
4-Color Creativity333N/AN/AN/A3.5
Ponza333N/AN/AN/A3.5
Hardened Scales333N/AN/AN/A3.5
8-Cast333N/AN/AN/A3.5
Mono-Red Prowess333N/AN/AN/A3.5
Izzet Breach Combo333N/AN/AN/A3.5
Merfolk3N/A3.5N/AN/AN/A3.75

For the second month in a row, Cascade Crashers and UR Murktide are the only purely Tier 1 decks in Modern. Well done them. Given the continuing flux in the data and the outliers observed on MTGO, that is something to keep an eye on.

Stormy Waters Ahead?

With the apparent settling on top of the metagame by UR Murktide and the arrival of a new set, I expect Modern to have quite a bit of churn in May. Whether that will amount to a drastic change in the metagame I have no idea. I hope there is one, as the indications right now point toward unhealthy metagame share.

Adam Plays Magic: Mardu Greasefang

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In my article last week, I wrote about which decks I expect to see in week one of Explorer, the new Pioneer-lite format added to Magic Arena. My primary focus was on decks that have all or most of the key pieces from their tuned Pioneer builds already available on the client.

One of these decks, Mardu Greasefang, only loses a single card on the conversion, Urborg, Tomb of Yawgmoth, which can easily be replaced by a basic land. The list should be playing at least one basic anyway as streamers like @Aspiringspike have been playing lists with various Field of Ruin effects to punish greedy manabases. Players tend to copy cool brews like these, leading to substantial echoes throughout the metagame. There's no need to get got. Just play basics in your decks.

The Greasefang deck is a ton of fun. It's consistent and the combo is compact, offering both power and flexibility. I especially love that you can pivot into a midrange game plan post-board should your opponent have the tools to disrupt you.

What Does it Do?

Greasefang, Okiba Boss's ability allows it to return a vehicle from your graveyard to the battlefield, then give it haste. Since Greasefang is a 4/3, it can easily crew most vehicles by itself, even massive threats like Parhelion II, which can immediately hit your opponent for 13 damage, leaving behind two 4/4 angel tokens. Greasefang returns the vehicle to your hand at the end of the turn, but your deck has plenty of ways to discard it again such as the blood token from Voldaren Epicure. Even if you can't reload the combo on the following turn, the angel tokens can typically finish the job with no additional help.

Your combo is supported through plenty of rummaging effects like Fable of the Mirror-Breaker // Reflections of Kiki-Jiki and self-mill through Stitcher's Supplier. Can't Stay Away provides some redundancy and card advantage as both a way to reanimate a milled Greasefang and a spell to cast from the graveyard. Kroxa, Titan of Death's Hunger takes advantage of your large graveyard and gives you an additional, recursive threat.

What I Like

The Greasefang combo is compact with minimal mana investment, only needing three mana on the combo turn to "go off". Even when the combo is disrupted through graveyard hate, a 4/3 body is substantial and can just attack your opponent. Compare this to other A+B combo decks where the individual components are dead draws that don't meaningfully affect the board.

Mardu allows for a lot of interaction in both the main deck and sideboard. Access to premier removal spells like Fatal Push and disruption such as Thoughtseize helps get you to your combo turn and execute it safely. Ob Nixilis, the Adversary in the sideboard also offers a low-cost, hard-pivot midrange threat that blanks sideboard hate cards and taxes opposing resources.

What I Don't Like

A lot of the cards in your deck act as moving parts. They're necessary features but ultimately hit under par on card quality. Epicure, Supplier, and redundant copies of your vehicles are pretty mediocre top decks when you're behind. This may simply be due to sample size, but I've often found myself either extremely tight on mana, or heavily flooded. I wish there were some additional forms of draw smoothing.

Notably, there is a separate version of the Greasefang combo in an Esper shell. This build utilizes Faithful Mending and Tainted Indulgence to filter through your deck without the need for the dinkier creatures. I may give this version a go down the road.

What's Under the Hood

Mardu Greasefang

Planeswalkers

Creatures

4 Bloodtithe Harvester
4 Greasefang, Okiba Boss
1 Kroxa, Titan of Death's Hunger
4 Stitcher's Supplier
4 Voldaren Epicure

Spells

2 Can't Stay Away
4 Deadly Dispute
2 Fatal Push
1 Lightning Axe
2 Thoughtseize

Artifacts

4 Parhelion II
1 Skysovereign, Consul Flagship

Enchantments

4 Fable of the Mirror-Breaker

Lands

4 Blightstep Pathway
4 Blood Crypt
1 Brightclimb Pathway
4 Concealed Courtyard
2 Godless Shrine
4 Inspiring Vantage
1 Needleverge Pathway
1 Sacred Foundry
1 Takenuma, Abandoned Mire
1 Swamp

Sideboard

2 Portable Hole
2 Fatal Push
2 Thoughtseize
2 Redcap Melee
2 Go Blank
3 Ob Nixilis, the Adversary
1 Deafening Clarion
1 Sorin, Vengeful Bloodlord

End Step

Overall, I really enjoyed the Greasefang combo deck, and it seems to have some serious legs in Explorer. I'm looking forward to tinkering around in the format and finding new and exciting deck options that can thrive in this environment but aren't as strong players in the full Pioneer card pool. In the meantime, you can keep up with me on Twitter at @AdamECohen. Feel free to reach out with any questions, and don't forget to like, comment, and subscribe to the QuietSpeculation Youtube page to keep up with all of our amazing content. I'll see you next week!

A Study of Magic’s Largest Tramplers

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When I first started playing Magic back in the late 1990’s, games often felt like an arms race—whoever can score the biggest creature was likely to break stalemates and win games. This led to our playgroup’s overvaluing of cards like Craw Wurm and Scaled Wurm. Naturally, removal spells such as Terror and Dark Banishing were equally coveted.

But there was a particular group of creatures that were supremely powerful. It was a set of ever-increasing trampling creatures sure to end games in a heartbeat. Never mind that their drawbacks often made these terrible—the games never lasted long enough for that to matter, once these hit the battlefield.

The Mega-trampling Creatures of Yore

From top left to bottom right, here you have the original 7/7 trample, 8/8 trample, 9/9 trample, 10/10 trample, 11/11 trample, and 12/12 trample creatures; each more exciting than the last. Now, 25 years later, I’ve completed this mini-collection for the first time in my life.

Of course, assembling this collection of six cards back in 1997 was nearly impossible for me, being a kid with minimal financial means. I may have had two or even three of these at any given time, but never all six. These were expensive back in the day. Even Revised copies of Lord of the Pit and Force of Nature were difficult to obtain. Forget about trading for one of these; our friends knew these were dominant and held them tightly.

How do their values hold up today, though? Let’s take a look at these and other trampling creatures for their value trends.

Trampling Creature Values, Counting Up

1: Defiant Elf

There was an error retrieving a chart for Defiant Elf

It took nine years from Magic’s initial launch in 1993 until we had our first ever printed 1/1 trampler. Defiant Elf made us chuckle at the paradoxical stats. What good is trample on a creature with one power? Well, it turns out there was a significant Elf theme in Legions, and the idea was to summon a bunch of them, and then pump up Defiant Elf with something like Timberwatch Elf, making the trample ability far more relevant.

That said, it’s no real surprise that this common, even being printed all the way back in Legions in 2002, is still bulk. Nothing to see here.

2: Silver Erne

There was an error retrieving a chart for Silver Erne

While our play group found the concept of a 1/1 trampler kind of amusing, none of us paid any attention to 2/2 trampling creatures. In fact, I had to look this up on Gatherer in order to find the first card printed with power and toughness of two and the trampling keyword. Enter Silver Erne, a 2/2 flying trampler for four mana out of Ice Age.

Once again, we have a bulk card. A number of 2/2 tramplers has been printed since Ice Age, some of them at rare and slightly more value, but if I maintain focus on the oldest creatures that fit the bill, then Silver Erne has its place in history as the first 2/2 trampler.

3: War Mammoth

There was an error retrieving a chart for War Mammoth

War Mammoth was the first 3/3 trampler, printed in Alpha and reprinted in all Core Sets up to Fifth Edition. For four mana, this card never really got people excited, and white bordered versions were easy to acquire and still considered bulk today. Alpha copies, on the other hand, are far from bulk. They’re not even close to the cheapest cards from Alpha. Near Mint copies can buylist for up to $54 according to Trader Tools! Beta, Unlimited, and CE/ICE copies are also worth something.

4: Two-Headed Giant of Foriys

There was an error retrieving a chart for Two-Headed Giant of Foriys

I never owned this rare as a kid—in fact, since Two-Headed Giant of Foriys wasn’t reprinted after Unlimited, I’m pretty sure I didn’t know this card existed back in the day. I started playing Magic in 1997, after booster packs of Unlimited (and Revised for that matter) were no longer readily available at a local game shop.

In any event, while I used to consider Bronze Horse as my default 4/4 trampler for collecting purposes, technically the two-headed giant is the first one to be printed. It’s quite pricey nowadays because it is on the Reserved List and only shows up in Alpha, Beta, and Unlimited. The top buy price for near mint Alpha copies is $1,260! Unlimited copies still buylist for nearly $100; not too shabby if you ask me!

5: Axelrod Gunnarson and Elder Land Wurm

There was an error retrieving a chart for Axelrod Gunnarson
There was an error retrieving a chart for Elder Land Wurm

Legends was the first set to introduce a 5/5 creature with trample, and there are two cards that fit the bill. Axelrod Gunnarson and Elder Land Wurm both carry quite a high mana cost for what they do, but they are both rares from a set printed in 1994 so these are going to have some value. Since Axelrod Gunnarson was reprinted in Chronicles, and the card doesn’t see play, its value is relatively capped; near mint copies buylist for $14.50. Elder Land Wurm is in the same boat—it was reprinted in Fourth Edition and can be buylisted for up to $16.06.

6: Deep Spawn and Orgg

There was an error retrieving a chart for Deep Spawn
There was an error retrieving a chart for Orgg

Both of the cards are basically bulk, though they can probably get you a few pennies on buylists. Deep Spawn is the worse of the two, but Orgg was reprinted in a few sets since. Either way, I wouldn’t bother wasting your time with these 6/6 tramplers—both from a gameplay and MTG finance standpoint.

We didn’t see a 6/6 trampling creature until Fallen Empires came out in late 1994. Without reading the cards, it’s safe to assume that their presence in Fallen Empires means they’ll be absolutely terrible creatures. Maybe Wizards of the Coast was nervous about printing such powerful creatures, so they wanted to make sure there was sufficient drawback to them?

7: Lord of the Pit

There was an error retrieving a chart for Lord of the Pit

Now we’re getting interesting, entering the power of creatures that drew us to Magic back in the day. Lord of the Pit was always a dominant force when it hit the board. I used to combine the card with Breeding Pit to ensure I can keep the lord fed and happy, enabling me to smash in with this 7/7 flying trampler turn after turn.

Nowadays the card doesn’t see much play but older printings maintain value due to their collectability. Alpha copies buylist for up to $1860, Beta for up to $510, Unlimited for up to $58.90, and even Revised will sell for north of a buck. There are numerous other reprints that aren’t much more than bulk.

8: Force of Nature

There was an error retrieving a chart for Force of Nature

Even more powerful than Lord of the Pit was Magic’s first, most powerful creature. Printed in Alpha, nothing was more powerful than this 8/8 trampler back in 1993. Sure, you could pump a Shivan Dragon or grow heads on a Rock Hydra, but nothing beat Force of Nature when it came to raw power. It also had one of those goofy misprints in Alpha, where its upkeep cost is listed as “GGGG” rather than showing four green mana symbols.

Alpha copies buylist for a pretty penny, up to $2160. Beta copies are also expensive and buylist for up to $650 for near mint. Even Unlimited copies will cost you, as they buylist for over $50 if near mint! Like with Lord of the Pit, Force of Nature has been reprinted a bunch more since then and most newer copies are worth little more than bulk. I guess 6 mana for an 8/8 trampler with a steep upkeep cost just isn’t competitive in Magic anymore. Plus, it dies to Doom Blade!

9: Colossus of Sardia

There was an error retrieving a chart for Colossus of Sardia

The Force of Nature reigned as most powerful in Magic for about a year. Then, when Antiquities came out, we found a new king to sit on the throne: a 9/9 trampler for nine mana! This is the first time an artifact creature shows up on this list.

Obtaining this card as a kid was pretty easy since it was reprinted in Fourth Edition and Fifth Edition. This made the card relatively inexpensive. Today, Antiquities copies in nice condition are worth nearly $30. Other printings are not worth much, though Tenth Edition copies are randomly a buck for some reason.

I’m pretty sure I got my hands on it and played it at one point. Then again, by the time I started playing Magic, Colossus of Sardia was old news because a new, bigger creature was in town. (“Really, really big. No, bigger than that. It was big.”)

10: Leviathan

There was an error retrieving a chart for Leviathan

Before we touch on the flavor text above, we need to take a detour to talk about the first 10/10 trampling creature: Leviathan. This is a card I knew existed as a child, but never pursued it. It has a wall of rules text, and it all boils down to a TL;DR that states “this creature is terrible.” I own a copy, yet to this day I don’t know what this creature does outside its power, toughness, and trampling ability.

When The Dark came out, this became the most powerful creature. But because it was reprinted in Fourth Edition and Fifth Edition, this card was also readily available
 not that I’d wanted a copy to begin with. Today copies from The Dark are worth $5-$8. In fact, Timeshifted foils are the most valuable copies, around $10.

11: Polar Kraken

There was an error retrieving a chart for Polar Kraken

With the release of Ice Age in 1995, Wizards gave us yet another most powerful creature, this time going up to 11/11 with trample. I distinctly remember casting Polar Kraken and proceeding to smash my opponent before the cumulative upkeep really hurt. Besides, if you have 11 lands to cast the creature to begin with, you can afford to pay its cumulative upkeep for a few turns. And if you’re attacking every turn with an 11/11 trample, your opponent won’t have many turns to live.

Polar Kraken is actually on the Reserved List, so it’ll never see a reprint. Despite that, the card is from Ice Age (i.e. a ton of copies exist) and its not all that powerful. Hence, its buylist barely breaks a buck. Every so often, though, I think someone buys the card out and its price temporarily spikes. You never know when it may happen again, so now is as good a time as any to pick up a copy.

12: Phyrexian Dreadnought

There was an error retrieving a chart for Phyrexian Dreadnought

I remember first learning about this new artifact creature from Mirage. It became a bit of a joke, because you could impress your friends by informing them of the existence of a 12/12 trampling creature that cost just one mana! You’d better believe it!

I also recall pumping up a Carrion Ants to twelve power, and then sacrificing them to cast Phyrexian Dreadnought. This couldn’t have been the most efficient way of getting the 12/12 trampler into play, but it worked. Then when Stifle was printed, Stifle-nought became a legitimate Legacy deck.

While I don’t think Phyrexian Dreadnought sees any top-tier Legacy play anymore, its occasional appearance, along with its presence on the Reserved List, is enough to keep this card relatively pricey. Currently copies buylist for nearly $70, but that is off its highs. Keep an eye on this one, because you never know when a new way to abuse its power will be printed, catalyzing another buyout and a new, higher price.

Wrapping It Up and Honorable Mentions

For years, the Phyrexian Dreadnought was king. It took some years before Wizards would print something more powerful than a 12/12 trample. In Legions they printed Krosan Cloudscraper, a 13/13 creature. But that one didn’t have trample, so it doesn’t get any credit on this list.

In fact, only four creatures have trample with power and toughness greater than 12:

Emrakul, the Promised End: 13/13 Trample
Ludevic's Abomination: 13/13 Trample (that needs to be flipped over from from Ludevic's Test Subject
Withengar Unbound: 13/13 Trample (that needs to be flipped over from Elbrus, the Binding Blade
Worldspine Wurm: 15/15 Trample

Currently Worldspine Wurm reigns supreme as a directly castable 15/15 creature with trample. The only other honorable mention would be to Dark Depths, which of course can be used to generate a 20/20 trampling creature token.

Will Wizards find ways of printing even more powerful trampling creatures in the future? Almost definitely. There still isn’t a 14/14 trampler, so right there is a gap that needs to be filled. This way someone can collect a 1/1 trampling creature all the up through 15/15. The older the card, the more valuable it likely is due to collectability and rarity. Despite seeing little to no play, these older, most powerful creatures are likely solid holds for slow, long-term price appreciation. Just don’t expect to win many games with them.

Three Tips to Navigate Streets of New Capenna Draft

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Applying Lessons From Multi-Color Sets of the Past To New Capenna

Multi-color sets are historically very popular, and their Limited environments are usually equally beloved. The first true multi-color Limited environment was Invasion block, my all-time favorite Limited format. Since Invasion came out, twenty-two years ago, we've had a number of multi-color environments over the years, each bringing something new to the experience. Let's look at some lessons we can learn from these past formats to help us find our way in Streets of New Capenna (SNC) draft.

Lesson One: Take Fixing Early and Often

This lesson is applicable to every multi-colored format in Magic's history but was especially important in Invasion block. Unlike some later multi-color sets, there are no fixed land slots in Invasion block with common duals. The best duals in Invasion were uncommon like Coastal Tower and the allied-color lands in its cycle. There was another cycle of uncommon tri-lands found in Planeshift, and the enemy-color painlands like Battlefield Forge appear at rare in Apocalypse. This puts fixing of any kind at a premium in Invasion block, and SNC is not much different.

There is a land slot in SNC, but it's just for basics. Fortunately, there are not one, but two cycles of common dual lands that can be found mixed into the commons of SNC. The first is a cycle of "enters the battlefield tapped" allied-color duals, and the second is basic land fetching tri-lands tied to one of the five guilds.

Allied Color Duals

Basic-Fetching Tri-Lands

Of course, we also have the allied-color "triomes." Due to their value, I imagine folks will be taking them highly regardless of other draft considerations. There's also an interesting cycle of mana fixers unlike anything we've seen before:

SNC Mana-Fixing Creatures

I said this about this cycle in a previous article: "The coolest part about these mana fixers is you can cast them in the late game to add another threat to the board when you no longer need them to fix your mana. They all have decent stats and abilities for common creatures, so I anticipate seeing them on the battlefield as well as in exile."

Having played with them in the prerelease, and a bit on Arena when the set finally went live, I can confirm that everything I said about them was true. A few, like Rakish Revelers might even be better than I first gave them credit. I'm just as happy to be curving into them on turn five without needing to fix my mana, but it's nice to have the flexibility.

In many ways, the current cycle of mana-fixers that turn into late-game creatures in SNC makes me think of the cycle of three-color creatures in Khans of Tarkir. They just deal with mana-fixing in different ways. Instead of fixing your mana, the 3-color KTK creatures could be played as colorless creatures for three mana until you have the colors available to turn them over. It's kind of a stretch to compare them, but it's the closest comparison I can find between the SNC cycle and any other cards we've seen in the past.

Even in a multi-color set where fixing is crucial, there are sometimes cards that are not bombs but are still too good to pass. This leads us to our next lesson.

Lesson Two: Prioritize Monocolored or Two-Colored Cards in The First Pack

In Return to Ravnica's full-block draft, Dragon's Maze was the first pack opened. If the pack was weak or medium, lacking any of the top tier uncommon removal Like Turn // Burn, Far // Away, Putrefy, or the best common, Zhur-Taa Druid, it was often correct to take the best monocolored card in the pack to leave options open.

Great Monocolored First Picks in Dragon's Maze

SNC features two monocolored commons that I'd happily first pick overall but the biggest bombs and best removal in the set:

These commons are both incredibly pushed in terms of their stats and value for three mana. The treasure Jewel Thief comes with can easily help fix my mana or accelerate me into five-mana plays a turn earlier. Wind Drakes are great in any Limited format. Inspiring Overseer is a Wind Drake that also gains a life and draws a card when it enters the battlefield. Even if my opponent spends a removal spell to take her out, I'm still up a card and a life in the exchange.

In addition to these cards' raw power on their own, the fact that they are monocolored leaves more room to navigate during the course of the draft, allowing me to easily move into any of the three-color gangs matching my first pick, which might be open. The same is also true for the two-color signpost commons like Jetmir's Fixer. Taking the red/green Fixer leaves me open to easily move into either Cabaretti or Riveteers, depending on which is open. This flexibility of choice also means I'm less likely to be forced to abandon early picks if the draft goes in a different direction.

Both of our first lessons revolve around setting up the early stages of our draft, so we may reap the rewards later in the draft. Our final lesson is all about reaping those rewards.

Lesson Three: Take All The Bombs/Play All the Bombs You Are Passed

In triple Khans of Tarkir draft, The fixing, combined with the set's numerous Morph creatures, made it possible, and ultimately rewarding to play as many colors as possible. Off-color morph creatures could simply be played as colorless creatures, allowing a player to get on the board until their mana showed up to allow them to flip. If a player was diligent in following the first two lessons we've discussed, they were in a great position to pick up game-ending cards like Flying Crane Technique and Ankle Shanker that could get passed in pack three because someone upstream didn't take the fixing to allow them to splash them.

In addition to all of the mana fixing we discussed in the first lesson, there are a number of cards in the set that incidentally produce treasures. This means it is conceivably possible to splash a fourth or even fifth color in our three-color SNC decks. If we have enough treasure producers like Glittermonger, we might not even need to run lands to support these splashes. If we've been disciplined about taking fixing highly and keeping our colors limited early in the draft, we are free later in the draft to scoop up any and all bombs that come our way.

While there aren't necessarily cards as game-ending as Flying Crane Technique in the format, I feel like SNC will play out in much the same fashion as Khans, and I will be drafting accordingly.

Last Pick

We've only managed to scratch the surface here in discussing multi-color Limited formats of the past and what we can learn from them. What multi-color sets would you like me to have discussed, and what lessons from these sets are you bringing to your SNC drafts? Let me know in the comments or on Twitter.

Mob Rules: Running the Streets of New Capenna

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Streets of New Capenna hits the streets officially this Friday. As always, a new set means new rules. This week, let's break down some of the new mechanics in Streets of New Capenna and talk about some of the more notable cards.

Connive

Connive is a triggered ability that lets a player draw a card, then discard a card. If they discard a nonland card this way, the conniving creature gets a +1/+1 counter. It's worth noting that conniving is not optional; if something instructs you to connive, you must draw and discard.

A creature can still connive even if it's removed from the battlefield, though of course, it won't get the +1/+1 counter in that case. Similarly, cards like Psychic Pickpocket that have a reflexive trigger "when it connives this way" can still trigger if it's removed before it connives.

Casualties of Society

Casualty is an additional cost that lets a player sacrifice a creature with at least a specified power. For instance, "Casualty 4" asks a player to sacrifice a creature with power 4 or greater. If they sacrifice a creature this way, when the spell becomes cast, a triggered ability creates a copy of that spell. They may choose new targets for the copy.

If a spell has multiple instances of casualty because of something like Anhelo, the Painter, the spell's controller may pay each cost individually. For instance, if I control Anhelo and cast A Little Chat, I can sacrifice my Cabal Evangel and my Fugitive Wizard and get two copies of A Little Chat in addition to the original.

There was an error retrieving a chart for Ob Nixilis, the Adversary

Ob Nixilis, the Adversary uses casualty in a unique way. If I pay Ob Nixilis' casualty cost, the token copy will enter with loyalty X, where X is the power of the sacrificed creature. This changes the copy's copiable values (for a refresher on copiable values, check out my article about copy effects). Let's say I sacrifice a Bonebreaker Giant when I cast Ob Nixilis. If I Clever Impersonator that copy, the Impersonator-Ob will also be a nonlegendary Ob Nixilis with starting loyalty 4.

It's Blitz!

Blitz is an alternative cost vaguely reminiscent of dash. If I cast a spell for its blitz cost, the creature it becomes has haste. I have to sacrifice the creature at the beginning of the next end step. On the upside, when I sacrifice it, I draw a card.

A player may cast a creature for its blitz cost from anywhere they could normally cast the spell. Casting a commander from the command zone for its blitz cost will still increase its commander tax. Sorry, Jaxis, the Troublemaker players!

Shield Counters

Hideaway first showed up in Lorwyn, and had quite a lot of rules baggage hidden behind it. Anything with hideaway entered tapped. Hideaway always looked at just the top four cards of the library to find a card to exile.

Now, hideaway has been repurposed a bit. Cards with hideaway don't necessarily enter tapped anymore (note that the old lands received errata to that effect). Further, hideaway is now "Hideaway X," where X is the number of cards to look at to choose a card to exile.

Lagrella, the Magpie

There was an error retrieving a chart for Lagrella, the Magpie

Streets of New Capenna's winner of the prestigious Most Questions Asked About It Award has to be Lagrella, the Magpie. The card has some unfortunately awkward templating, leading to confusion for players of most any skill level. Let's break it apart a bit.

Lagrell's triggered ability affects "any number of other target creatures controlled by different players." Most folks read "any number" and immediately think, "Wait, I can choose any number of creatures?" Well... no. I promise that a 3-mana creature doesn't have one-sided mass removal attached to it.

Let's focus on "target creatures controlled by different players." If I control Grizzly Bears and my opponent controls Eager Cadet, great! Those are two creatures controlled by different players, so they're legal targets. If instead, I controlled both creatures, I couldn't target both of them. They're controlled by the same player, so they don't meet the targeting requirements.

If it helps, think of Lagrella like Grasp of Fate. For each player, exile up to one other target creature that player controls. The "other target creature" bit means Lagrella can't target herself.

Errant, Street Artist

There was an error retrieving a chart for Errant, Street Artist

I've seen a lot of questions about Errant, specifically what a spell "that wasn't cast" means. Unlike the early '90s public service announcement, Errant wants players to copy that floppy. Simply put, a spell that wasn't cast is usually* a copy of a spell that's already on the stack. Remember casualty from earlier? Nobody cast the casualty-created copy, so it's a legal target for Errant's ability.

*Ertai's Meddling is made up.

Cleanup

That's all for this week! I know, I know: I left out the "alliance" ability word. Turns out ability words don't mean anything! They're dead to me. Call it "manfall" or somethin' cool like that.

Any other burning questions about Streets of New Capenna? Come find me on Twitter or our Insider Discord for any questions, clarifications, random strings of profanity... whatever.

Question of the week: Please tell me about your coolest pre-release moments. Mine involved blowing someone out with a Brokers Charm.


Ten (or More!) Commander Cards Under the Radar, April Edition

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We're back for another round of underplayed, under appreciated and unknown cards that can help spice up your Commander decks! Keep in mind "ten" is a rather loose idea for me as there are almost always significantly more cards mentioned.

But First, The Market Reacts To Treasure/Food/Blood

There was an error retrieving a chart for Viridian Revel

In the past year Viridian Revel has spiked hard and for good reason. More cards than ever generate food, Clue, blood, and the big one, Treasure. Revel rewards you with free card draw. One of the absolutely most anticipated cards from Streets of New Capenna is Bootleggers' Stash.

What does this mean? Simply put, the ability to trounce Artifacts in Commander is becoming much more valuable. In one of my previous top tens I've talked about Crumble and Shenanigans, here. Revel is considered a good card, but I would suggest that it may actually be a little bit underwhelming. Yes, drawing cards is great but it interacts poorly with Smothering Tithe and here is how. You drawing more cards gives the Tithe player more Treasure which allows them to go off exceedingly quickly. It's not particularly likely that you will draw the correct answer and have mana to cast it whereas giving another player, say, three more mana let's them end the game on the spot. I also offer what I believe to be one better answer to Artifact tokens than Revel, and, another soft answer.

The SpellTable Connection

SpellTable is really great—so great, in fact, that I have been able to play dozens of games every week where normally I could only play a handful. All of these bonus games have resulted in a large amount of extra data. This data informs my deck building decisions, as in whether to make a deck more efficient and powerful, or to make a deck less competitive when it's supposed to be more casual. Why do I bring this up? Because more so than Artifacts, it turns out Enchantments are running wild in most Commander games. For this article I am going to show a few extremely underplayed and excellent counters to common Enchantments at many tables, as well as some powerful Enchantments to run yourself.

Better Than Viridian Revel And Less Costly

There was an error retrieving a chart for Titania's Song

This card deals with so many problems and it costs less than $1. I'm genuinely surprised it's not played more. It elimates Clues, Food, Blood, Treasure, and even Mana Crypt or Tormod's Crypt. And it also synergizes completely with Viridian Revel! On top of all that you can now use your other removal spells to deal with newly created bodies.

But Wait, There's MORE!

Song removes all abilities from Artifacts, which neutralizes the pseudo haste effect that non-creature Artifacts enjoy. However, there is another really cool ability Song has that many players are completely unaware of and it is written directly on the card. "If Titania's Song leaves the battlefield, this effect continues until end of turn." That's right, even when it is removed from play, it continues to work until end of turn. I have had players draw their removal spell, kill the Song, and then play an Artifact which *still* has no abilities and is a creature until EoT.

There Can Be Only One, No Really ONLY ONE!

A severely underplayed Enchantment, Leyline of Singularity can potentially exist for an entire game on turn zero for no mana. It stops a player from getting too many copies of those pesky Treasure tokens, among other things.

Farewell To Enchantments

Barrier Breach is ideal for the multi-player nature of Commander. You may think there won't be THREE Enchantments to exile, but it's a lot more common than you would think. Smothering Tithe, Rhystic Study, Mystic Remora and now Viridian Revel show up in an astounding amount of games. Neon Dynasty has re-introduced players to Shrines with Go-Shintai of Life's Origin. Black has plenty of powerful and infinite Enchantments like Necropotence, Phyrexian Arena, Sanguine Bond and Exquisite Blood. The great parts about Barrier Breach are exiling and cycling if you don't need it, something that is not as common on other more flexible Enchantment removals like Disenchant for example.

Then there's the boardwiping card Patrician's Scorn. Patrician's Scorn does this and at Instant speed as well! It pairs with low cost White commanders to consistently make this zero mana but also works fine with several low cost White staple spells like Swords to Plowshares. While there are many cards that potentially destroy all Enchantments, few card do it at Instant speed AND for ZERO mana.

And Now For Something Completely Different

Removal equals interaction. This is not a bold statement. Unfortunately too few players are running sufficient removal. Every player seems to be playing extremely greedy decks whether they be casual or near competitive. One nice thing I can say about players tuning their decks for cEDH is that they do contain a much more prominent interaction dynamic. On the casual front, however, interaction is lacking.

Here I Am, Rock You Like A Tornado

I will be putting this card into my new Falco Spara, Pactweaver deck. For the low cost of three mana you get to blow up any permanent including those pesky Enchantments. Falco has a general theme of "different types of counters" and Tornado has both velocity and age counters thanks to cumulative upkeep. Because of the different types of counters and the many other synergistic cards in the rest of the deck, I'm sure Tornado will find a home in many Falco decks.

Hard To Stop Removal

Leadership Vacuum can deal with a creature that has: hexproof, indestructible, protection from everything, a partner card, totem armor, regeneration, an abitrarily high power/toughness and basically anything else. This card is not seeing anywhere near a sufficient amount of play for how many situations it deals with for a modest mana cost. Oh, and you also get to draw a card! For something to replace itself after saving the game, that's a decent card for Commander.

Mind Games—hear me out: for the low cost of one mana this effectively buys you an entire turn. You can stop an attack trigger. You can tap down a land to take someone off of a color or prevent a spell from being countered on your next turn. These are not bad tempo plays for one Blue. However, for four you can buyback Mind Games. Tapping down one thing per turn can change the course of a game.

But What About More Than One?

As a game progresses and you have eight mana tapping down two artifacts, creatures, or lands at the end of an opponent's turn can create massive space for yourself or someone else on the table. You can influence who attacks and how. You can potentially shut three or more color decks out of one color of mana, or force them to make plays during their upkeep. I've seen this card have an outsized impact. It's basically a tempo version of Capsize. It also has synergy with numerous effects that trigger when you cast a spell and four mana is about as low as it goes for a buyback card. Keeping someone's Commander in play but tapped can oftentimes be far better than removing it. Give this one a try and I think you'll be pleasantly surprised by how decent it truly is.

The Murder Lands

Barbarian Ring, Cabal Pit, Mouth of Ronom. These cards go in virtually any deck for the low cost of nothing, it just takes the place of a mountain, swamp or other land. Now you're no longer vulnerable to a ton of different, terribly annoying effects in stax such as Grand Abolisher or Gaddock Teeg. You can beat protection effects while Cabal Pit beats indestructible with -2/-2. Mouth of Ronom deals four damage which can kill many relevant things. These cards give you a potential out without needing to make space for them in your deck. There are a variety of other Lands that have the ability to remove, but most of them have either a significantly higher cost in terms of mana or budget, or do not directly remove a threat.

April Coming To A Close, What Will May Bring?

Between both Neon Dynasty and Streets I believe the overall Commander metagame is starting to shift and we're seeing that through the interplay of Treasures with Viridian Revel and soon Bootleggers' Stash. But it's important not to focus too much on all the Artifacts that are making noise, because there are plenty of Enchantments trying to slip under the radar.

What's your favorite Enchantment removal for Commander? Leave it in the comments.

Green Cards to Pull From Bulk

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Introduction

The intention of this series is to highlight cards one may find while digging through bulk. Each installment focuses on a different color of bulk cards. I covered gold, colorless, white, black, and red cards previously. I will admit to purposefully doing Green and Blue last as thanks to Commander and Eternal formats they are the colors that tend to have the most cards to dig through. I will also add that I ignore cards whose value is tied to being from Magic's very early sets, i.e. anything that is from The Dark or prior to it is ignored.

Pricing Standards

To keep our list manageable, I'm restricting it to some of the best sub-$5 finds in each color according to TCGPlayer mid price. I have found that understanding the reason for a card's value is extremely beneficial in evaluating other cards and their potential, and have included a bit about each card. Note that I may include cards that are very near to $5, even though there is potential that they breach $5 in the near future.

The List

Commander Demand

1. Lignify

Cheap removal in green is hard to come by. Lignify fills an important role in many Commander decks without access to white or black. The fact that, unlike other enchantment-based removal spells, the creature isn't removed from the game means that when cast on a Commander it can't be moved to the Command zone like it could with an Oblivion Ring type effect.

There was an error retrieving a chart for Lignify

2. Evolution Sage

I have happily pulled out a lot of these from bulk and have been stockpiling them since War of the Spark came out. I knew that there would be a lot of valuable uncommons from this set if only because there were tons of planeswalkers printed at uncommon. What goes great with Planeswalkers? The proliferate mechanic. As most decks that play green already tend to want to run a lot of ramp, Evolution Sage can make those ramp spells more functional in the mid to late game.

There was an error retrieving a chart for Evolution Sage

3. Beast Within

As I already mentioned with Lignify, green's options for removal are typically limited to destroying artifacts and enchantments, so Beast Within acts like a nice catch-all.

There was an error retrieving a chart for Beast Within

4. Time of Need

Tutors are heavily used in Commander, so while this one is limited it still does the trick for a lot of good options.

There was an error retrieving a chart for Time of Need

5. Reap

Interestingly, these types of cards weren't often played when I first started playing Commander (or EDH as it was known back in 2009). Nobody wanted to draw a dead card when no opponents played the color. However, now that most Commander decks are multi-colored, the probability that someone at the table will be playing black is high enough that it warrants playing a card like this, given the upside is massive.

There was an error retrieving a chart for Reap

6. Temur Sabertooth

Given how many creatures in the format have good "Enters the Battlefield" (ETB) triggers, a creature that allows re-use of them repeatedly while providing a useful ability is obviously going to find a home in a lot of decks.

There was an error retrieving a chart for Temur Sabertooth

7. Elemental Bond

Card draw in green is a lot more prevalent now than it used to be. Repeatable card draw with no mana requirements is still rare enough that this card has been reprinted several times and still commands over $2.50

There was an error retrieving a chart for Elemental Bond

8. River Bear

For those unaware, there is a somewhat small but relatively diehard fan base for the Bear creature type. If this card had any other creature type it would be pure bulk, but because it's a bear it's worth a bit of money. Now it's critical to emphasize that most common and uncommon bears are still bulk, but the few that were printed a long time ago in sets that weren't highly opened can be worth a couple of bucks. One of the more popular commanders that plays this card is Ayula, Queen Among Bears. You can find many other valuable bears in this decklist.

There was an error retrieving a chart for River Bear

9. Aspect of Mongoose

I honestly, didn't know this card existed until I started gathering the card list for this article. I haven't seen it played in any decks I've come up against, but the ability to give a creature shroud is a big one in the format. This is especially true if it's a commander that is getting it. It is currently near its all-time high, so I imagine the printing of Sythis, Harvest's Hand and the resurgence of the Enchantress style Commander deck are leading this price growth.

There was an error retrieving a chart for Aspect of Mongoose

Ramp

Green is arguably the best color in Commander. Ramp is one of green's biggest strengths in the format. With that in mind, it seemed important to give ramp its own subsection. Interestingly, all three of the cards in this section have been printed multiple times and yet still maintain value even when they were all printed at common.

10. Farseek

This card has nine printings, including seven at common rarity, yet still commands a price tag of over $1. The ability to fetch shocks or dual lands with it makes it the best two-mana ramp spell we have.

There was an error retrieving a chart for Farseek

11. Kodama's Reach

If Farseek's nine printings are impressive, Kodama's Reach has a whopping 16 printings. Of those printings, 15 were at common rarity, and one was a "rare" in a Secret Lair. Interestingly, Cultivate is a virtually identical card, also with a large number of printings. It doesn't hold nearly the same value as Kodama's Reach. Both cards do, however, seem to frequently be included in at least one of the latest series of Commander decks, so the price for both is bound to eventually drop off.

There was an error retrieving a chart for Kodama's Reach

12. Skyshroud Claim

While it may seem unfathomable to many, back in Magic's old days (pre-Ravnica), the only lands that had multiple types were the dual lands; thus when this card was originally printed back in Nemesis, getting two forests meant one got two basic forests. Since that time, Wizards has produced a fair number of lands with multiple land types which make Skyshroud Claim a suped-up Farseek. It allows one to get two lands that happen to be forests, and they don't even have to enter the battlefield tapped.

There was an error retrieving a chart for Skyshroud Claim

Slivers

Slivers are a beloved creature type in Magic. Every time new Slivers are printed, or older ones reprinted, some of the older and rarer ones spike in price. I pull out all Slivers, even bad ones when picking bulk. One never knows when the next Sliver spoiler will cause demand to shoot up even for a brief time and being able to supply all the Slivers one needs for a deck can persuade someone to buy from one's own store over other stores.

13. Venom Sliver

Deathtouch has been one of the less beloved keywords in Magic's history. While obviously powerful on defense, allowing you to trade up with larger creatures, deathtouch also acts as a pseudo-evasion ability. Because larger creatures will die to smaller deathtouch ones, the opponent can be disincentivized from blocking. While still not as desirable as other evasion abilities, when one's deck is designed to snowball with creatures, making opponents not want to block them does help.

There was an error retrieving a chart for Venom Sliver

14. Manaweft Sliver

Interestingly, Manaweft Sliver is almost exactly the same as Gemhide Sliver, which would have been on this list had I printed this article last year. The big difference is that Wizards changed slivers when they appeared in Magic 2014. Prior to this, a Sliver's abilities affected all Slivers, even ones controlled by opponents. Manaweft not providing opponents with the mana ability makes it a pure upgrade to Gemhide Sliver.

There was an error retrieving a chart for Manaweft Sliver

Elves

Elf is another creature type with a strong following. The fact that many elves produce mana also means they are their own form of ramp.

15. Joraga Treespeaker

Arguably one of the most powerful one-drop mana creatures, Joraga Treespeaker on turn 1 can allow for some very fast and explosive starts. The level up mechanic was mostly a dud, with few creatures worth the mana investment. This is one of the few exceptions. With only one printing, it is likely to remain valuable until reprinted.

There was an error retrieving a chart for Joraga Treespeaker

16. Boreal Druid

Snow Mana has gained a lot more value in the past few years thanks to Kaldheim and Modern Horizons. Prior to those sets, this was a worse Llanowar Elf in almost every situation.

There was an error retrieving a chart for Boreal Druid

Modern

17. Sakura-Tribe Scout

Sakura-Tribe Scout is one of the key cards in the Bloom Titan deck. It now plays an even bigger role thanks to Summer Bloom's banning.

There was an error retrieving a chart for Sakura-Tribe Scout

18. Choke

For a while, this was one of the most expensive uncommons in Modern. It has mostly fallen out of favor at this point and thus lost most of that value. It still sees play in some more competitive Commander decks.

There was an error retrieving a chart for Choke

Legacy

19. Elephant Grass

A staple of many Legacy Enchantress decks' sideboards, the archetype itself has fallen out of favor in a format that itself has sadly fallen out of favor as well. A single printing in Visions though, means that Elephant Grass is rare enough that it can still maintain some value.

There was an error retrieving a chart for Elephant Grass

Pauper

20. Ancestral Mask

Ancestral Mask can be a game-ending card when tossed on any boggle-type creature in Pauper. Its only printings are the Mercadian Masques original, and Eternal Masters and Mystery Booster reprintings.

There was an error retrieving a chart for Ancestral Mask

Real-world Flavor: Classic Traits of White’s Color Philosophy in Magic Citations

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She is a theme of honour and renown,

A spur to valiant and magnanimous deeds,

Whose present courage may beat down our foes,

William Shakespeare, Troilus and Cressida

We have seen a lot of dark cards in our past articles, with no shortage of scary and horrific quotes. When we analyzed citations from Poe and Coleridge we encountered many dreadful cards, and unsurprisingly, most of them were Black. So, why not tackle the opposite side of the Magic color wheel?

In this new installment, we'll deal with some typical values and themes seen in the color White, such as faith, innocence, perseverance, and peace. Let's just take a brief look at some preliminary examples, before moving on to an exploration of major themes.

White: order and morality

As you can see, no matter the card type, the values of White are always clearly discernible in both the image and the flavor text. Pearled Unicorn with its charming Lewis Carrol quote, and Repentant Blacksmith with its image of men hard at work, suitably convey the concepts of faith and endurance. Sacred Nectar, with its Coleridge quote from Kubla Khan about "the milk of paradise" bespeaks an Edenic vibe of blissful innocence. Even Karakas—which is a land and therefore technically not white but rather colorless—partakes of White's usual values through its image of an idyllic temple and its playful Dickinson quote about clovers, bees, and revery.

Now, let's start with the real analysis. This time, we are not going to proceed in chronological order, but rather by grouping together cards that share similar values and discussing them together. There are plenty of cards meeting our parameters, so we'll split this into two parts. In this week's article, we'll deal with Courage and Peace. In the next installment of the series, we'll address Endurance and Honor.

Courage

Bravery is among the most distinctive traits seen in White cards. While it's not necessarily the main characteristic of this color as a whole, when it comes to White creatures, it's possibly the most common theme. In fact, two out of the three cards that we are going to analyze are creatures with a courage theme, and even the third one, despite being an instant, pertains equally to this same matter.

Exalted Angel

There was an error retrieving a chart for Exalted Angel

She is a theme of honor and reknown, [...]
Whose present courage may beat down our foes.

William Shakespeare, Troilus and Cressida

Let's start with an Angel, i.e. one of the most typically white creatures. Ever since Serra Angel, this creature type has been beloved to every Magic player. Exalted Angel was originally printed in Onslaught (2002), a set that used to rely heavily on tribals. In 2006 it was reprinted as one of the Judge Rewards Promos.

The original card had no room for flavor since the box was needed for the reminder of the new ability Morph. Here, instead, we find this quotation from Shakespeare's Troilus and Cressida, a play set during the Trojan War which ends with the death of Hector. The actual quotation, spoken by Troilus, has an extra line. You can read it at the very beginning of this piece, but it was omitted on the card.

The woman Troilus is talking about is no less than Helen, who as you may know was the main impetus behind the entire Trojan War. Here, she is described as a motivation for the Trojan heroes to keep fighting in defense of their city. On the one hand, it feels a bit funny to associate the famously beautiful Helen with such a strong creature (4/5 with Flying and Lifelink). After all, she never fights: she just stays behind the walls of Troy. However, she inspired the Trojans to endure a ten-year siege—not to mention spurring the Greek king Menelaus to start the war to save face in the first place—so the flavor text with its themes of honor and valor is in fact quite fitting.

Seasoned Marshal

There was an error retrieving a chart for Seasoned Marshal

We are not interested in the possibilities of defeat.

Queen Victoria

Seasoned Marshal is a much less impressive creature than the previous one. An uncommon originally printed in Portal (1997), it's a run-of-the-mill card created for core sets and beginners. In fact, it got a few reprints, but mostly in core sets. The version we are interested in is the one from Ninth Edition, which is the only version with a real-world flavor text.

The quotation comes from a letter Queen Victoria wrote to Arthur Balfour during the Boer War. As such, it's similar to some of the cards we discussed in our previous installment. It contains an excerpt which is not coming from a proper book or literary text. The full citation continues with a final statement: "They do not exist," just to make sure she's not been misunderstood.

The illustration by Matthew D. Wilson shows a fierce and confident woman, dressed in armor and holding a banner. While this character may not look like Queen Victoria at all, she nevertheless conveys that same spirit of determination expressed in the letter to Balfour. All around, it's a great pairing of art and flavor, delivering a message of strength and confidence.

Inspirit

There was an error retrieving a chart for Inspirit

The hour of your redemption is here
 Rally to me
 rise and strike. Strike at every favorable opportunity. For your homes and hearths, strike!

General Douglas MacArthur

Inspirit, as we mentioned in the introduction, is an instant, but still, it has very much to do with creatures. It pumps and untaps a creature of your choice. The first version comes from Onslaught. It received this flavor text when it was reprinted in Ninth Edition.

The person speaking is General MacArthur, and the quote is an excerpt from his speech to the people of the Philippines on October 20th, 1944. Again, it's not from a literary source, but rather from a speech. This makes Inspirit a weird card, as it draws directly from modern history, like Seasoned Marshal. If you are interested, you can listen to the full speech on YouTube.

It's a rousing address, and surely among the strongest quotes that have ever appeared on a Magic card. The fact that it was actually delivered as a public address makes it even more impactful, notwithstanding the perennial issue of real-world quotations disturbing the suspension of disbelief typical of any fantasy work.

Peace

We have just seen three examples of how the color White in Magic is the color of courage, military valor, and strength. On the other hand, it's also the color of peace, and when possible it tends to avoid a conflict altogether. The two cards we are going to look at give proof of this duality, as they both prevent creatures from fighting.

Swords to Plowshares

There was an error retrieving a chart for Swords to Plowshares

Peace hath her victories
No less renownd than war.

John Milton

Possibly the most famous of all White instants, Swords to Plowshares is a super-efficient removal spell. At the cost of just one mana, and at instant speed, it simply exiles a target creature. The only compensation its controller gets is gaining an amount of life equal to the creature's power. Very similar to Path to Exile, it has always been one of the most popular ways for White to deal with enemy creatures.

It has existed ever since Limited Edition Alpha (1993), but this quotation is only present in the version from Friday Night Magic Promos. The quote is from John Milton's sonnet XVI, known as To the Lord General Cromwell, published in 1852. The aim of the persona speaking is to avoid war, and when quoted on a Magic card and out of context it still delivers a clear antiwar message. Of course, if you cast this spell you'll end up exiling a creature, but at least it's not going to fight... right?

Holy Day

There was an error retrieving a chart for Holy Day

The day of spirits; my soul’s calm retreat
Which none disturb!

Henry Vaughan

Let's conclude this article with another white instant costing one mana, but whose effect is unlike the other one. Holy Day is practically a White Fog, much like Darkness, which could be called a Black version of the same. For one mana, Holy Day prevents all combat damage that would be dealt in a given turn. It's not normally seen in competitive play, although it is a crucial card in the archetypal deck known as Turbo Fog.

Just like Swords to Plowshares, it shows White's tendency to avoid conflict when possible. It does so in a different, and even more peaceful way, as it doesn't even remove creatures: it just prevents them from causing harm to each other. It's quite similar to Pacifism, at least when you look at the relationship between a color's philosophy and its actual abilities.

It's also very White from a merely linguistic point of view, in that it mentions concepts such as "spirits", "soul", and "calm". With the addition of some peculiar art by Justin Hampton—which shows a man on his knees, absorbed in contemplation or prayer—it makes for another great card, as far as I'm concerned.

Conclusion

We have only discussed cards from some of White's typically identifiable features, i.e. courage and peace, but in the next piece, we'll complete the picture with some more examples. What do you think so far? Do you have any additions to the list? Let us know in the comments or on Twitter, and stay tuned for the second part of this installment!

Exploring Explorer! Four Decks to Expect

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For years, players have clamored for a true-to-paper, non-rotating constructed experience available on Arena. Logically, it seems as though Pioneer would be the perfect fit. The card pool is far less extensive than Modern or Legacy, but it'll still take some work for Wizards to add the missing five years worth of sets legal in Pioneer that are unavailable on the Arena client.

While Wizards has indicated an interest in supporting Pioneer on Arena, their plans to make the format available have been postponed over and over. Notably, Pioneer Masters was a project set for release in late 2020 meant to add highly-played Pioneer cards to the client. The set was never released and shelved indefinitely as of July 2021.

Demand for Pioneer only increased after Arena introduced dozens of powerful, digital-only cards for Alchemy, which also impacted Historic, the client's only non-rotating constructed format. Thankfully, Wizards listened to their player base and last week announced Explorer, an ostensibly new, non-rotating Pioneer-lite format. Explorer will act as a stand-in for Pioneer while Wizards continues to backfill the most played Pioneer cards to Arena. Their eventual goal will be to sunset Explorer once it can truly be called Pioneer, but in the meantime, we get to explore the Explorer format!

But What Should I Play?

(Un)fortunately, thanks to the F.I.R.E. design philosophy that began in 2019, many of the strongest cards in Magic were printed in recent years and after Arena was already fully operational. Some of the top decks in Pioneer have all or nearly all of their cards fully ready to play in Explorer. These should be your first considerations when choosing what to play as well as what you should expect to play against.

As a note, I will not be including sideboards as they will need to be tailored to the actual metagame. Some of the top decks in Pioneer are lacking essential pieces (such as MonoG Devotion missing Nykthos, Shrine to Nyx) and are subsequently unlikely players in Explorer. Copying sideboard slots designed to beat decks that aren't present is a recipe for failure, and I'm not looking to catch the blame!

Naya Winota

Winota, Joiner of Forces Midrange is currently the top deck in Pioneer and holds roughly a 12.6% metagame share. Winota decks are no stranger to Arena, having already eaten a ban in Historic with much of the same deck construction. You play mana dorks like Llanowar Elves to accelerate out your Winota, then attack with the dorks to cheat in some massive threat with Human in its type line like Tovolar's Huntmaster // Tovolar's Packleader. If your opponent has a way to answer Winota, you can still just cast your big bomb creatures which go taller and wider than most decks can reasonably deal with.

Winota doesn't lose much in the conversion from Pioneer to Explorer. Typically, the Pioneer builds feature four copies of Elvish Mystic and Voice of Resurgence. I've chosen to replace them with Gilded Goose and Ranger Class respectively. While these replacements are slight downgrades, the delta between the Pioneer build and the Explorer build is minimal.

Naya Winota

Creatures

3 Brutal Cathar
4 Gilded Goose
4 Llanowar Elves
4 Prosperous Innkeeper
2 Thalia, Guardian of Thraben
4 Tovolar's Huntmaster
4 Winota, Joiner of Forces

Artifacts

4 Esika's Chariot

Enchantments

3 Fable of the Mirror-Breaker
4 Ranger Class

Lands

4 Branchloft Pathway
4 Cragcrown Pathway
1 Forest
1 Lair of the Hydra
1 Mana Confluence
4 Needleverge Pathway
1 Sacred Foundry
1 Sokenzan, Crucible of Defiance
3 Stomping Ground
4 Temple Garden

Mardu Greasefang

Greasefang, Okiba Boss is a recent addition to the Pioneer and Historic metagames from Kamigawa: Neon Dynasty that quickly made a name for itself thanks to its combo with Parhelion II. Greasefang returns a Parhellion from your graveyard and crews it, allowing you to attack for 13 damage, leaving behind two 4/4 angels for your trouble. Any game that doesn't end from the initial hit almost assuredly ends with the follow-up.

Surprisingly, the entirety of the shell is fully available in Explorer. The only slight change is Urborg, Tomb of Yawgmoth, a one-of land in the deck, not available on Arena. Swap it for a basic Swamp to dodge Boseiju, Who Endures and Field of Ruin blowouts and call it a day.

Mardu Greasefang

Planeswalkers

1 Sorin, Vengeful Bloodlord

Creatures

4 Bloodtithe Harvester
4 Greasefang, Okiba Boss
1 Kroxa, Titan of Death's Hunger
4 Stitcher's Supplier
4 Voldaren Epicure

Spells

2 Can't Stay Away
4 Deadly Dispute
3 Fatal Push
1 Lightning Axe

Artifacts

4 Parhelion II
1 Skysovereign, Consul Flagship

Enchantments

4 Fable of the Mirror-Breaker

Lands

4 Blightstep Pathway
4 Blood Crypt
1 Brightclimb Pathway
4 Concealed Courtyard
2 Godless Shrine
4 Inspiring Vantage
1 Needleverge Pathway
1 Sacred Foundry
1 Takenuma, Abandoned Mire
1 Swamp

Jund Sacrifice

Another deck losing nothing in the conversion from Pioneer to Explorer is Jund Sacrifice. Not only has this shell been a proven mainstay for the past several years in Pioneer and Historic, but it also received a handful of new support options from the upcoming Streets of New Capenna set. Cards like Ob Nixilis, the Adversary and Riveteers Charm may prove to be powerful new additions to the archetype.

Jund Sacrifice

Creatures

4 Cauldron Familiar
4 Gilded Goose
2 Korvold, Fae-Cursed King
4 Mayhem Devil

Spells

3 Assassin's Trophy
4 Deadly Dispute
4 Fatal Push

Artifacts

4 Witch's Oven

Enchantments

4 The Meathook Massacre
4 Trail of Crumbs

Lands

4 Blightstep Pathway
2 Blood Crypt
4 Blooming Marsh
4 Cragcrown Pathway
4 Darkbore Pathway
4 Overgrown Tomb
1 Stomping Ground

Jeskai Fires

In a game designed around using mana as its primary resource, having the opportunity to circumvent mana costs for your spells is wildly powerful. Fires of Invention is a mini-Omniscience effect that was ultimately banned in both Standard and Historic. It still sees a fair bit of play in Pioneer. The build below uses instants, sorceries, and planeswalkers to control the board, then create creature tokens for Transmogrify to turn into Agent of Treachery.

The initial build had four copies of Chained to the Rocks as a cheap removal spell. Unfortunately, that card is not available on Arena, but Touch the Spirit Realm acts as a very interesting alternative. Touch can flicker your Agents to steal additional cards from your opponent, or reset your Esika's Chariot for additional tokens. Additionally, Touch's channel ability can take advantage of your unused mana without taking up one of your two spells per turn from Fires. It also allows for you to interact on your opponent's turn, which Fires typically prevents.

While this version is more focused on the Transmogrify combo, there are likely alternate Fires builds that utilize Omnath, Locus of Creation whose color-intensive mana cost is simplified under Fires. You could also build around Colossal Skyturtle and Mirrorshell Crab as forms of Fires-friendly interaction that double as hard-to-answer win conditions. Another option may be Idyllic Tutor to find your Fires, Skyturtle, or even another threat like Shark Typhoon. This archetype is highly flexible and you can throw just about anything under the hood and still have it run smoothly.

Jeskai Fires

Planeswalkers

4 Narset, Parter of Veils
2 The Wandering Emperor

Creatures

3 Agent of Treachery

Spells

3 Anger of the Gods
1 Rip Apart
1 Sweltering Suns
4 Transmogrify

Artifacts

4 Esika's Chariot

Enchantments

4 Touch the Spirit Realm
4 Fable of the Mirror-Breaker
4 Fires of Invention
4 Omen of the Sea
4 Shark Typhoon
4 The Birth of Meletis

Lands

4 Fabled Passage
1 Forest
4 Glacial Fortress
2 Hinterland Harbor
1 Island
4 Ketria Triome
1 Mountain
3 Plains
4 Raugrin Triome
4 Sacred Foundry
1 Sokenzan, Crucible of Defiance
4 Steam Vents
1 Sunpetal Grove

Time to Explore

And that's a wrap! I can't wait to test out these decks when Explorer goes live later this week. I'm expecting to see quite a bit of other players trying out Winota, but the de facto best builds and archetypes are likely yet to be seen. I'll be streaming and documenting my first forays into the format on Twitch and on Twitter. Be sure to check it out and feel free to reach out with any thoughts, questions, or spicy builds. See you next week!

New Contenders: Pre-Capenna Deck Evaluation

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As is typical right after the Prerelease, Modern is in a lull. The new cards aren't really available yet and so testing ability is limited. Theorycrafting and goldfishing just aren't the same. As a result, it feels like everyone is just holding their breath until Friday. Especially since there may or may not be new decks entering Modern.

However, that gives me the perfect opportunity to close up business from pre-Streets of New Capenna. While everyone has been looking ahead to the new set bringing in new cards and new decks, that's not something unique to the set release. Modern has actually received two new decks in the past few months that I haven't covered. I had intended to do so as part of the metagame update, but (unless there's a significant change in the data this week) neither deck will appear in April's update. So, now's the time.

New-Old Business

Technically, I have talked about this deck previously. However, it was as a concept rather than something that actually exists. Yes, Tameshi, Reality Architect is indeed a deck! And, surprisingly, the list seems to be landing not too far off of where I was at when I stopped workshopping it.

Tameshi Combo, Gabriel Nassif, (MTGO Modern League 5-0)

Creatures

2 Arboreal Grazer
1 Birds of Paradise
1 Goblin Engineer
1 Sakura-Tribe Elder
4 Tameshi, Reality Architect
1 Tireless Tracker
2 Omnath, Locus of Creation
3 Cultivator Colossus

Planeswalkers

1 Wrenn and Six
4 Teferi, Time Raveler

Instants

4 Eladamri's Call
1 Prismatic Ending
4 Wargate
2 Finale of Devastation

Artifacts

4 Lotus Bloom

Enchantments

1 Utopia Sprawl

Lands

4 Misty Rainforest
4 Flooded Strand
4 Windswept Heath
1 Breeding Pool
1 Temple Garden
1 Hallowed Fountain
1 Stomping Ground
1 Raugrin Triome
1 Ketria Triome
1 Boseiju, Who Endures
1 Otawara, Soaring City
2 Forest
1 Island
1 Plains

Sideboard

1 Seal of Cleansing
1 Kataki, War's Wage
2 Burrenton Forge-Tender
1 Spell Pierce
1 Magus of the Moon
1 Alpine Moon
1 Thrun, the Last Troll
1 Endurance
1 Veil of Summer
1 Meddling Mage
1 Lavinia, Azorius Renegade
1 Chalice of the Void
1 Tormod's Crypt
1 Kozilek, Butcher of Truth

Where I was trying to go the Amulet Titan route and win via Valakut, the Molten Pinnacle, everyone else has opted for Finale of Devastation, which is the right call. In a sense, the specific win condition is irrelevant once the combo gets going, but Finale also helps assemble that combo while ensuring that Solitude doesn't fizzle it. A big Tameshi kills just as easily as Colossus.

Metagame Advantages

Nassif has gone for a midrange-combo hybrid with this specific list. Besides offering further proof that Omnath goes with anything, his deck enjoys the advantage of an actual backup plan for when the combo fails to assemble. And while the video of Nassif playing the deck doesn't show it, the combo does fail to come together. A lot. It's vulnerable to creature removal, persistent graveyard hate, Stony Silence, and Pithing Needle.

There was an error retrieving a chart for Tameshi, Reality Architect

Fortunately, those are relatively insignificant concerns. Teferi, Time Raveler protects against removal midcombo and can remove both Needle and Stony. Graveyard hate can be quite hard to beat since the combo is sorcery speed. However, most hate that sees play is one-shot one-ofs that can be found with Urza's Saga. Force the opponent to blow their Soul-Guide Lantern before actually trying to combo or build in some redundancy with two Lotus Blooms and combo in peace. With both Rest in Peace and Dauthi Voidwalker on a downward trend, Tameshi combo is fairly insulated from hate.

There was an error retrieving a chart for Rest in Peace

Futhermore, Wargate provides a level of flexibility no other deck can match. Its primary job is just to find Bloom for three mana, but in a pinch, it will find any bullet for any situation. I've seen some lists simply transition to a full-on value tutoring deck post-board and forget the combo to dodge hate.

Metagame Disadvantages

Of course, that does mean that a prepared opponent will demolish Tameshi pretty easily. For combo's sake it can't fully lean into the Omnath midrange plan even after a fully transformative sideboard. Consequently, this deck is really a hybrid of many strategies. It's similar to Amulet Titan in that it's a land-based combo deck, but significantly slower. It can play an Omnath midrange game, but not as well. It snags pieces from many other decks and adds them to the central combo for protection. The stitches can be quite hard to notice when everything is going well. But if the right pressure is applied, it all starts to fray.

There was an error retrieving a chart for Primeval Titan

Which is ultimately the double-edged blade keeping this deck out of the metagame. There are a lot of ways to disrupt the combo. The best disruption see very little play because it isn't relevant in the wider metagame. This allows Tameshi to skate by. In a Modern where combo is more common and more sideboard slots are dedicated to anti-artifact combo, Tameshi in its current form will flounder.

Tameshi's Place in Modern

This is an odd duck of a deck. On the one hand, the combo is very hard to disrupt once it gets going and is largely self-sustaining. While not a fully deterministic combo, as there are ways to prevent the kill after its assembling, it occupies an underutilized niche in the metagame and has a proven ability to force its way through the fair decks.

There was an error retrieving a chart for Lotus Bloom

The problem is that a lot of decks are not equipped to fight this combo, but they could be should the metagame shift. And when that happens, suddenly Tameshi is in a very awkward place. It can play similarly to both Amulet Titan and 4-Color Omnath, but can't do what either do as quickly or as well. Thus, Tameshi feels like a metagamed deck rather than an actual player.

However, that is just the current iteration which is responding to current metagame conditions. In another Modern it could look very different and prove more resilient than expected. I believe that the tuning process for this deck has only just begun.

Old-New Business

The second deck is an anachronism. At a time when Psychatog and Wild Mongrel dominated Odessey Block Standard, there was Mono-Black Control (MBC). Cabal Coffers was a Standard superstar providing absurd levels of mana to power a board-dominating deck. For a few months. Until 'Tog adjusted how it used its counterspells and tweaked its combo kill. And then Judgement gave everyone all of the mana via Mirari's Wake. Still, it was a happy run for MBC while it lasted.

There was an error retrieving a chart for Cabal Coffers

Coffers never really saw any play after its Standard run. When it was reprinted in Modern Horizons 2, everyone knew that its interaction with Urborg, Tomb of Yawgmoth could be powerful. However, I didn't see any serious attempt to make it happen. Mono-Black Control in Modern; don't be absurd! And then aspiringspike went and did it.

Mono-Black Control, aspiringspike, (MTGO Modern League 4-1)

Creatures

3 Golos, Tireless Pilgrim
1 Archon of Cruelty
1 Griselbrand

Planeswalkers

3 Liliana of the Veil
4 Karn, the Great Creator

Instants

3 Fatal Push
1 Cling to Dust
4 Thoughtseize
3 Bloodchief's Thirst
2 Inquisition of Kozilek
4 Profane Tutor
2 Damnation
1 Invoke Despair

Artifacts

4 Expedition Map

Lands

4 Cabal Coffers
2 Urborg, Tomb of Yawgmoth
2 Polluted Delta
2 Marsh Flats
2 Verdant Catacombs
2 Castle Locthwain
1 Cascading Cataracts
1 Bojuka Bog
1 Blast Zone
1 Takenuma, Abandoned Mire
6 Swamp

Sideboard

1 Chalice of the Void
1 Wurmcoil Engine
4 Dauthi Voidwalker
1 Bolas's Citadel
1 Ensnaring Bridge
1 Liquimetal Coating
1 Nihil Spellbomb
1 Golos, Tireless Pilgrim
1 Pithing Needle
1 Ratchet Bomb
1 Torpor Orb
1 Walking Ballista

I'm sure that other players have been working on this deck. The only one I've actually seen putting out content and updates on it is aspiringspike. In classic MBC fashion, the deck is almost entirely sorcery speed. Who cares when the opponent's hand has been wrecked and all their creatures are dead?

Metagame Advantages

This is the best Karn, the Great Creator deck in Modern. Seriously, this deck is built around Karn in a way that only Tron can match. Half the win conditions need to be wished for, unless beating down with Golos, Tireless Pilgrim counts. MBC features a dedicated wishboard filled with every relevant prison piece in the format. Which is appropriate, as MBC has always played more like a classic creature prison deck than true control.

There was an error retrieving a chart for Karn, the Great Creator

That positioning is well-suited for the current Modern. There's a ton of early game creature kill plus all the prison pieces. The discard package is great against everything else. And MBC features a land toolbox thanks to Expedition Map. In theory, this deck can tutor for whatever it needs whenever it needs it... or two turns after suspending Profane Tutor.

There was an error retrieving a chart for Golos, Tireless Pilgrim

Coffers is odd as an accelerant. It's slower than the Urza lands, but has a much higher ceiling. With Urborg out, Coffers breaks even on mana by turn 3. After turn 4 (or with multiple Coffers), it gets absurd. I mean, MBC counts on casting Archon and Griselbrand for full price rather than reanimating them.

Metagame Disadvantages

Live by the Karn, die by the Karn. This version of MBC struggles when it doesn't see the planeswalker. Missing on Coffers is tough too, but mitigated by Expedition Map. The only way to dig for Karn is to resolve Profane Tutor, and in a format filled with Time Raveler and other cascade hate, that's far from certain. The critical prison pieces that underpin the whole deck are all in the sideboard, and more importantly, without Karn the only card advantage is Invoke Despair. Consequently, the deck can fall behind very quickly and may never recover without the four-drop.

There was an error retrieving a chart for Invoke Despair

Furthermore, there is no redundancy beyond the interaction package. All the win conditions (again, except Golos if it counts) are singletons. And there's no unlocking Karn if he's Pithing Needled. Consequently, it is perfectly possible for this deck to end up in control of the game but unable to win if Archon and Griselbrand get removed. The prison pieces are in the same boat, though that's forgivable since it's a wish package. That said, in a format where March of Otherworldly Light, Prismatic Ending, Force of Vigor and Counterspell see tons of play, going all-in on singletons seems quite risky.

MBC's Place in Modern

The deck does well enough in League play, but I don't see it in the Challenges or Preliminaries very much and very rarely in paper. And it's not surprising. This version of MBC is trying to be both Tron and artifact prison. And it's worse than either at their own games. While Coffers and Urborg have a much higher ceiling for mana production than the Urzatron, Tron comes together on turn 3 very reliably. The deck is built to make that happen every game with tons of land search and cantrips. Prison decks are very redundant and look to drop multiple pieces quickly. MBC can't start locking anything until turn 4.

There was an error retrieving a chart for Karn Liberated

MBC tries to balance these shortcomings with the interaction. The hope is to slow opponents down enough that the slower engine can come online and still be relevant. However, there's no way to keep up a stream of interaction should the engine throw a gear. There's no hiding behind Bridge until all the pieces drop into place because the critical piece is needed to get the Bridge! This is deck of compromises to make on interaction work and ends up being a very middling deck. Playing Burn against this deck feels exactly the same as against Tron, and I'm told the other matchups are similar.

Consequently, I don't see this deck being more than an also-ran curiosity long-term. It's too like existing decks without there being enough uniquely good about it to justify playing it instead. I do believe that a more consistent and unique MBC deck exists in Modern. It hasn't been found yet, but it's out there.

Don't Give Up

This is not to say that either deck doesn't belong in Modern nor is unplayable. The fact that players do win with both decks disproves the notion. However, these are not completed decks and need more time in the brewing cauldron before becoming real contenders. Keep that in mind as SNC arrives and new decks get brewed.

Sig’s Favorite Offbeat Commander Cards

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CommandFests are back! After two years of shutdown due to the pandemic, nothing screams “returning to normalcy” than the return of one of the most popular Magic events ever created. Fun times will be had by all who attend, and I suspect these events will break records in attendance. It’ll truly be a boon for the paper side of Magic.

Of course, I don’t personally play much Commander. Sure, I have a couple decks, but everyone knows my heart lies in the collectibility of the older cards from Magic’s early days. Given a choice, I’d prefer playing a fun Old School or A/B 40 (i.e. Alpha / Beta decks with 40 cards) over Commander. Or more recently, I’ve been thoroughly enjoying Limited on Arena, and I’ve absolutely loved the Tinkerer’s Cube.

But just because I don’t play much Commander doesn’t mean I don’t appreciate it as a format. I do own three Commander decks, and I’ll occasionally dust them off to battle against either my son or an online friend. My modus operandi when playing Commander? It’s not winning, that’s for sure. It’s not even to accomplish some synergistic combination of cards.

Nope, instead my M.O. in Commander is to play a bunch of goofy throwback cards to try and make games a little more whimsical. This week I’ll share highlights from each of my decks in the hopes of inspiring others to jam a few more quirky cards in their decks.

Deck 1: Diaochan, Artful Beauty

There was an error retrieving a chart for Diaochan, Artful Beauty

I remember hearing a while back that mono red was the least popular Commander color or color combination. I’m not too surprised, given that playing only red cards can feel rather linear and boring at times. Unless, that is, you jam some wacky cards in the 99.

First off, I love Diaochan, Artful Beauty because of its throwback nature (going back to Portal: Three Kingdoms) and its multiplayer applications. I can tap her to destroy an opponent's creature, and then choose a different opponent to pick a new creature to also destroy. Politics will ensue.

In fact, I generally view this Commander deck as my multiplayer deck, mostly because of Diaochan and because the deck can’t survive a 1v1 dynamic—it’s far too slow and clunky.

So if this deck is too slow to win, and is about multiplayer shenanigans, I need to make sure I include some cards to spice up a game of Magic. Something like Thundermare, a rare from Weatherlight that taps all other creatures when it enters the battlefield. In a 1v1 game this gets in five damage at best. But if there’s a third player, then whoever goes next has an option to alpha strike an opponent of their choice!

There was an error retrieving a chart for Thundermare

Then to introduce some card selection, I include Teferi's Puzzle Box. Other players combine this card with effects that reward you when people draw cards. That’s too intense for me—I just like the idea of seeing most cards in my deck in a game.

One of my absolute favorite cards is Portcullis, which I include in any Commander deck I build. You could argue it falls on the “fun police” side of the line. But it’s a fragile artifact so it usually doesn’t last long. There are some game scenarios, however, where multiple players prefer keeping this card around—that’s when the politics get really interesting!

There was an error retrieving a chart for Portcullis

Another artifact I love casting is Sands of Time. Without reading the card, do you know what it does? I can barely keep track and I play the card! Basically, for each player’s untap instead of the usual process of untapping everything, each player untaps whatever was tapped and taps whatever was untapped. This was a lot more powerful back when mana burn was a thing, because now every player can just tap all their lands right before the start of their turn. But it does make creature attacking a bit awkward.

For more shenanigans, I also play Elkin Lair (gotta love Enchant Worlds) as a way of “forcing action” from each player. It’s also useful at disrupting reactionary spells such as Counterspells. Invasion Plans is also a fun way to disrupt a multiplayer game, effectively forcing all creatures to block and allowing the attacking player to choose how blockers are assigned. I like to alpha strike at an opponent with this card and then force all their creatures to block my 1/1, allowing all my dragons and the like to get through unhindered.

Lastly, I want to shout out two sorceries: one makes for a fun mini-game and one is a bit
 less popular. The former is Illicit Auction, which allows players to bid life to take over any creature in play. This can create quite the political situation in a multiplayer game. The latter is Apocalypse. I know I know, this card is a hard reset to the game and many would deem that un-fun. But I need to remind you that this deck is slow and clunky—a hard reset could be the only way for me to live long enough to cast some of the aforementioned fun cards. It’s not as bad as, say, cycling Decree of Annihilation during combat when my opponent is attacking me for lethal


Deck 2: Teferi, Mage of Zhalfir

There was an error retrieving a chart for Teferi, Mage of Zhalfir

The other Commander deck I currently have built is mono blue. This deck can hold its own a little better in a less-than-competitive 1v1 game. It's a list I put a little more effort and thought into. However, there are still some limitations to the deck.

While mono blue has more tools for dealing with spells as they’re being cast, they do have a tough time dealing with threats on a permanent basis. Bouncing a card only gets so far, and if something slips past my counterspells (I only play a handful in the deck because they’re not as fun), then I really need to get creative.

Luckily, creativity is what attracts me in Commander and I’ve been resourceful in this regard. For example, Sunken Hope is an enchantment I like to play to force players to bounce a creature to their hand every turn. This is potent when combining with a card that has a come into play trigger.

There was an error retrieving a chart for Sunken Hope

If things really get out of hand, I fall back on either Evacuation or Whelming Wave to return all creatures back to their owners’ hands. I particularly like Evacuation for being an instant, and a throwback to Stronghold. If all else fails, one of my favorite ways of dealing with an intimidating board state is to summon Ixidron, which is probably one of my top five favorite creatures in Magic.

There was an error retrieving a chart for Ixidron

Usually when this creature from Time Spiral hits the battlefield, my opponent reads the card and then asks me, “How do I flip the creatures back over?” to which I respond nonchalantly, “Just pay their morph cost.” And if they don’t have one, then they’re stuck as face down 2/2’s! I may not be able to tuck commanders with Hinder anymore, but I can still turn them face down!

Like with my mono red deck, this deck has some fun enchantments as well. I like to use Precognition as the OG fateseal effect, allowing me to influence what my opponent will draw each turn. Then I add Psychic Battle to introduce randomness. If I had a way of controlling what’s on top of my deck, it would make for a spicy combo—unfortunately, I don’t really plan that thoroughly so it just makes for some randomness. Lastly, I include one of my all time favorite enchantments: Shimmer.

There was an error retrieving a chart for Shimmer

Have you ever faced this card before? It can be quite the nuisance! For good measure, I also include a copy of Political Trickery for land trading. I have been tempted to include Sorrow's Path in the deck so I can trade it to my opponent, and then use Twiddle effects to tap the land. As I wrote in my piece about oddities from Magic's past, Sorrow's Path is notorious for being practically pointless, but nothing is too clunky for my decks!

Deck 3 & Wrapping It Up

I did mention that I had three Commander decks, but I only went into detail on two above. Technically I have one other—a preconstructed deck I received as a gift from my daughter for Christmas. The deck is called “Eleven Empire” and it sports Lathril, Blade of the Elves as the general.

I must admit, these preconstructed Commander decks are well-oiled machines. By now, Wizards of the Coast knows what makes a Commander deck tick, and they make sure to include all important pieces in this elf-themed deck. After playing with it just a couple times, I could immediately sense its synergy—this deck would likely destroy my other two decks due to the consistency. But honestly, after winning a few games with it against my son, I quickly grew bored of the deck. Consistency is nice, but it also leads to games that feel very similar.

That’s why I stick to my own suboptimal creations. They may not win, but they include fun, swingy cards that make every game feel a little different.

Recently, I started thinking of modifying my mono red deck to include black, and maybe make it centralized around a sacrifice theme with Judith, the Scourge Diva at the helm. I play Rakdos Sacrifice in Historic (because I don’t have wild cards to build anything else) and the deck hasn’t gone too stale on me after a couple years. And I feel like I can temper its power level to make sure it still balances fun and whimsy against competitiveness, finding the balance I find most enjoyable in a game.

I need a new project, too. Something to motivate me to buy, sell, and trade cards to maintain my interest in the game. We’ll see if I get around to it. Maybe I can even prioritize building the deck so I have something worth playing at CommandFest in Indianapolis this July. It’s not likely I’ll be able to make it, but stranger things have happened.

Collecting for the Long Term: Kamigawa Neon Dynasty Cards

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Streets of New Capenna Takes Center Stage

By now, the spoilers are out, and we're preparing for a weekend of prereleasing with Streets of New Capenna. Before we take our minds off Kamigawa Neon Dynasty, I want to revisit some cards from the set that we should have in our collections. As Neon Dynasty stops being the focus of Limited play, I expect to see prices on staple cards from the set start to rise. This is typical for when a set stops being the focus of Limited, as it tends to get opened less. If you haven't already picked up these cards, now is a good time to be thinking about it. We'll start with the obvious selections, and work our way into some deeper cuts.

Neon Dynasty Channel Lands

The impact of the channel lands on multiple formats cannot be understated. Boseiju, Who Endures is the obvious one, but Otawara, Soaring City is showing up in Modern, and the others all see play in Standard and pop up in Pioneer and Commander to varying degrees. I don't expect a reprint of these in the next few years, because their names and lore are tied so strongly to Kamigawa. With that in mind I'm acquiring my sets now, and holding any extras I pick up as well.

Marches

March of Otherworldly Light has been the big winner of this cycle, seeing play in Modern alongside Prismatic Ending in Azorius Control, and even in other formats. While the rest of the Marches don't see quite the same demand, three of them have enough play that they could see some action in the future. I'm holding all but one of them them for at least some Commander play. The one I'm not concerned with holding is March of Burgeoning Life. The card is narrow, and green has much better options that do something similar, especially in Commander. It's possible the card could see play in Pioneer, but I'm not going out of my way to hold copies of it I don't already have.

Planeswalkers

Planeswalkers are usually a safe bet to add to your collection. I picked up The Wandering Emperor and Kaito Shizuki early as they play well in the style of decks I enjoy. While I had Modern in mind for these, I'll likely also find homes for them in Pioneer and Commander as well. Tezzeret, Betrayer of Flesh, like all his previous iterations is at home in an artifact-based deck. I don't currently have a home for either him or Tamiyo, Compleated Sage, but I'm holding them for when the opportunity arises.

Equipment

A Scavenging Ooze that you can fetch with Stoneforge Mystic is my kind of card. Lion Sash is already seeing play in Modern Death & Taxes lists for this reason. The Future Sight-evoking ability of The Reality Chip makes it an intriguing card. While I don't have a deck for either of these cards right now, they both feel loaded with possibility to me. This makes me inclined to hold them, and I'm not against acquiring more if the price is right.

Notable Commons and Uncommons

Even with the mass opening of boosters for the last three months, Secluded Courtyard has been hovering around the $2 mark, and with good reason. Not only does it replace Ancient Ziggurat in tribal-based Modern decks, but it also serves as a solid stand-in for Cavern of Souls for those on a budget.

There was an error retrieving a chart for Secluded Courtyard

Containment Construct was a huge hit in Neon Dynasty Limited for those who could take advantage of its unique ability. I'm surprised no one has found a way to truly break the card yet, but I imagine it's only a matter of time before we're seeing it in Tier 1 Modern and Pioneer decks.

I'll admit Moon-Circuit Hacker and Virus Beetle are both pet cards of mine for Pauper. I've written about trying to make the Hacker work in Pauper Faeries. Beetle is a card I'd like to try in Pauper Affinity, and the card also has potential in Rakdos Sacrifice decks in Pioneer. I saved a couple playsets of each of these cards from my draft discards pile for these decks.

There are a number of other powerful commons and uncommons in the set, particularly in the sagas. Drafting as much as I do, I end up with a considerable pile of draft leftovers. I generally try to set aside from these at least a playset of every common or uncommon I think has constructed play potential, and fold it into my main collection. Sometimes I'm wrong, and a few years later I'll cull the cards that don't pan out. Sometimes, though, I find myself scrambling back to my boxes of draft chaff and digging for the remaining copies to add to my trade binder or sell to the shop.

End Step

In their 2022 Q1 earnings report, Hasbro reported that Kamigawa Neon Dynasty was "the best-selling Winter set of all time, increasing 28% over last year's set (Kaldheim)." They went on to say that "Neon Dynasty is the fifth Magic set of all time to generate in excess of $100 million and is already one of the top three Magic sets ever."

These numbers mean that there are a lot of Neon Dynasty cards on the market right now. This abundance will likely keep prices down for a bit on all but the most constructed playables like Boseiju and The Wandering Emperor. Even with that being the case, if I know I might want to play a card at some point in the future, I generally err on the side of picking it up as soon as possible at a low price.

Which Neon Dynasty cards are you looking to add to your collection long-term? Are there any sleepers you think I should have on my radar? Let me know your thoughts in the comments or on Twitter.

State-Based Actions

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State-based actions, or SBAs for short, are the game's janitorial service. They work in the background and clean up things like dead creatures, players who should lose, and so on. This week, let's review SBAs and cover some common interactions that might come up involving them.

The SBAsics

There are eighteen SBAs that apply to every game of Magic, and another six that are format-specific.

Any time a player would get priority, the game checks to see if any SBAs need to happen, then performs all applicable SBAs simultaneously. If SBAs are performed, the game checks them again. This keeps happening until we get a check where no SBAs need to happen, after which the appropriate player gets priority.

Because the game checks SBAs when a player would get priority, this means it doesn't check in the middle of a spell or ability resolving. For example, if I control Psychosis Crawler and cast Wheel of Fortune, my Crawler doesn't die. Even though it briefly has 0 toughness while my hand is empty, it has greater than 0 toughness the next time SBAs are checked after the Wheel resolves.

The Ones That Make Someone Lose

Obviously, players die if they are killed. A few different SBAs ensure that a player who should lose the game actually does. First, if a player or team has 0 or less life, they lose. They can also lose from accumulating too many poison counters. In most formats, the threshold is 10 poison counters; in Two-Headed Giant, 15.

A player loses if they tried to draw from an empty library since the last time SBAs were checked. Note that in order for this to apply, a player needs to actually try to draw a card. If they replace that draw with something like Abundance, they didn't attempt to draw and they won't lose.

Finally, a player loses if they've been dealt 21 damage by the same commander in a Commander game. Notably, this means a player can die to their own commander if it's stolen by something like Agent of Treachery. Partner commanders track their damage separately. Double-faced commanders like Plargg, Dean of Chaos count as one commander; damage from Plargg and damage from Augusta accumulate together.

The Ones That Make Stuff Die

A lot of SBAs function to keep the battlefield clear of things that ought to not be there anymore.

Not So Tough

A creature with 0 or less toughness is put into its owner's graveyard. Note that the creature isn't "destroyed," so regeneration can't save it. This most often comes up with effects like Dead Weight's or -1/-1 counters.

This also matters if one creature buffs another one. Let's say I control Ashenmoor Liege and a smattering of 1/1 red Devil creature tokens. Because of the Liege, the tokens are currently 2/2. If my opponent casts Nausea, the first SBA check says "Hey, that Liege needs to die." Right after the Liege dies, the Devil tokens die too, because without the buff from the Liege they're base 1/1 creatures with -1/-1 until end of turn.

Damaged Goods

If a creature has more damage marked on it than it has toughness, it is destroyed by lethal damage. This is probably the most commonly applied SBA and the source of That One Tarmogoyf Question. For those that aren't familiar:

I control Tarmogoyf. Graveyards have creature and land cards, so Tarmogoyf is 2/3. My opponent Lightning Bolts Tarmogoyf. What happens?

Like half of Modern players back in 2011

The Tarmogoyf lives! The game doesn't check SBAs until just after Bolt resolves. At that point, Bolt is in the graveyard, so Tarmogoyf has a new card type to eat. I have a 3/4 with 3 damage marked on it, and my opponent just wasted their Bolt.

Deathtouch

If a creature has been dealt damage by a source with deathtouch since the last time SBAs were checked, it's destroyed. Note the added emphasis. If I attack with Ambush Viper and my opponent blocks with Darksteel Sentinel, I mark two damage on the Sentinel and it survives. If I then cast Dress Down so that the Sentinel loses abilities, it just... sits there. It's a 3/3 with 2 damage marked on it, but because the game checked SBAs in between the damage being dealt and the Dress Down resolving, the damage is no longer "deathtouch damage."

Planeswalked to Death

If a planeswalker has 0 loyalty, it goes to its owner's graveyard. Simple enough!

Illegal Enchantments

If an Aura is attached to something it can't legally enchant or is attached to nothing, it goes to the graveyard. Importantly, it goes directly from its current state to the graveyard; it doesn't unattach first.

Everybody Wants to Rule the World (Type)

If multiple permanents have the supertype world, the newest one wins and the others go to the graveyard. Most players probably won't ever have to worry about this SBA outside of Commander.

Legen - Wait For It - dary

Similar to the world rule, There Can Be Only One. If the same player controls multiple legendary permanents with the same name, they choose one to keep and put the other ones in the graveyard. Importantly, the player doesn't "sacrifice" those other permanents. An effect like Mayhem Devil's doesn't trigger.

The Ones About Counters

Exactly one card, Rasputin Dreamweaver, can't have more than seven dream counters on it. Luckily, this little idiot has his very own SBA that says if he somehow has more than seven dream counters, any excess counters are removed. Sorry, proliferate fans!

Another, better, more widely applicable SBA says that if a permanent has both +1/+1 and -1/-1 counters, they obliterate each other in equal amounts until only one kind is left. That is, a creature with 4 +1/+1 counters and 3 -1/-1 counters will be left with a single +1/+1 counter after this SBA.

The Ones About Ceasing to Exist

If a token is anywhere except the battlefield, it ceases to exist. It's worth noting that tokens do go to whatever zone first. For instance, a Treasure token goes to the graveyard before it poofs out of existence. I mention this mostly because Treasures are very pushed in Streets of New Capenna and Viridian Revel exists.

Copies of spells and cards can't exist outside of the zones the game expects them to be in.

If a copy of a spell is anywhere but the stack, it ceases to exist. I can't get a copy of Capsize back in my hand just because I paid its buyback cost.

Similarly, if a copy of a card is anywhere but the stack or battlefield, it ceases to exist. I can't get cute with God-Eternal Kefnet and choose to make a copy of a card but not cast it. That copy would vanish right after the triggered ability resolves.

The Ones About Unattaching

Some SBAs deal with attachment issues. So do some therapists.

If an Equipment or Fortification (thanks, Darksteel Garrison!) is attached to an illegal permanent or to a player, it becomes unattached.

If a creature is attached to something, or if a permanent that is not an Aura, Equipment, or Fortification is attached to something, it becomes unattached. The former clause means if I activate Karn, Silver Golem targeting an opponent's Brass Knuckles, the Knuckles unattach. The latter says that if I Song of the Dryads an Aura / Equipment / Fortification, it stops being attached because I made it a land.

Note the contrast between these and the illegal Aura SBA. Auras go to the graveyard, but these do not. They stop being attached to what they were attached to, but they never leave the battlefield.

The One About Sagas

Most Modern players have either taken advantage of this SBA or seen an opponent take advantage of it. A player has to sacrifice their Saga if it has lore counters on it greater than or equal to its final chapter number and it isn't the source of a chapter ability that's still on the stack.

This means that if I control Urza's Saga, I can activate one of its abilities while the 3rd chapter's ability is on the stack. I don't have to sacrifice it until after its final chapter ability resolves.

This SBA also helps explain why a Blood Moon'd Urza's Saga gets sacrificed right away. Since the Saga loses all of its abilities, it has no final chapter number, so its final chapter number defaults to 0. Since 0 is equal to 0, the Saga goes "Oh no, I pine for the fjords" and promptly goes to the graveyard.

The One About Dungeons

Much like the Saga SBA, the dungeon SBA wants to get rid of the dungeon as soon as it's no longer relevant. If I'm in the bottom room of a dungeon and the dungeon doesn't have a trigger on the stack, the dungeon leaves the game.

The Ones About Variant Formats

I already touched on the commander damage rule and the Two-Headed Giant rules that make someone lose, so let's not revisit those.

The Last One About Commander

About a year ago, the Commander Rules Committee changed how the commander zone change rule worked. Before, if a commander would die or go to exile, I could put it into the command zone instead. This meant that "dies" triggers wouldn't happen (sorry, Child of Alara), but it also meant that if someone hit my commander with Banishing Light the commander would return from the command zone.

Now, there's a shiny new(ish) SBA that says if a commander is in a graveyard or in exile and it was put there since the last SBA check, its owner can put it in the command zone. This changes several interactions that players previously knew. As mentioned earlier, now if someone hits my commander with Banishing Light, and I put it in the command zone, it will not come back when Banishing Light leaves the battlefield. The commander went to another zone, so Banishing Light's effect lost track of it.

Similarly, if I sacrifice my commander, my opponent can't steal it with It That Betrays unless I really, really want them to. If I put my commander in the command zone, it's no longer in the same zone as it first went to. It That Betray's trigger can no longer find it.

The Ones about Planechase and Archenemy

I grouped these together because the game handles them pretty similarly.

If a scheme isn't the source of a trigger on the stack, it goes to the bottom of the scheme deck.

If a phenomenon isn't the source of a trigger on the stack, the planar controller planeswalks.

Cleanup

That's all for this (very long) week. Next week should be all about Streets of New Capenna if the new comprehensive rules come out in time, so don't forget to stop by!

Y'all know the drill by now. Come find me on Twitter or our Insider Discord for any questions, clarifications, random strings of profanity... whatever.

Question of the week: How many SBAs did you actually know existed before reading this article?

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