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The Commander Cards I Am Most Excited About From Streets of New Capenna

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Spoilers have dropped and with pre-release a week away it's time for some early thoughts about the latest set Streets of New Capenna.

First, I want to go over a card from each color and a potential commander from New Capenna Commander. Then we'll take a look at some interesting cards in the full Streets set. Finally I'll end with a word on a card or two that could be "mistakes" for non-competitive Commander play.

Let's Call A Truce

A clear diplomacy card that gives an opponent a good reason to ignore you at a cost of only two mana, Tenuous Truce is not flashy. Things like this "soft" alliance tend to draw a lot less agro from a table than say Wedding Ring. While an opponent could attack you once to simply destroy the Truce it's low value to do that before getting at least one card. The thing is every turn they can make that same decision to get "just one more card." This is also a great card to play on someone who is clearly *behind* on the board to help them get back into the game and in that case you know they are never going to attack you. Two mana to effectively remove an opponent from attacking you for most of the game is a bargain and this card will definitely be undervalued. Another angle is the fact that there are quite a few goad mechanics in this set, so, you are setting up a potential scenario where players *must attack* but they will choose not to attack you. This is powerful psychologically.

An Underappreciated Tribe, The Cephalids

Magic has reached a point of no return on power creep for creatures. There are so many creatures that almost say "If this creature attacks, you win the game" and the Facetaker can copy any of them. It's also a Rogue which is a very relevant creature type and being unblockable is never bad! Want to copy someone's Commander? Do they have a great ability? Does their creature have haste? I'm a big fan of extremely versatile creatures that are also unblockable and only three mana. This is one of the most interesting Clone cards that have come out in recent memory.

X Gonna Give It To You

In a standard Commander pod of four you have three opponents so Xander's Pact could hit three, free, spells. But it also has the new Casualty keyword, in this case Casualty two, so if you sacrifice a creature with power two or greater you can copy the Pact. Being able to cast up to six spells FOR NO MANA is just too bonkers to ignore. Of course, free spells aren't free, in this case you pay life instead of mana. I'm no stranger to the allure of using life as mana, and this card just plays into that theme without any other support necessary. Not only am I looking forward to adding this card to one or two completely different decks but I'm considering a wide variety of other synergistic cards like Misinformation and Painful Memories. Keep in mind you do not *have* to cast the spells so it's all upside. This is by far my favorite card from the entire set incorporating theft, which I predicted here.

It's Party Time

The absolute *reddest* card from Streets, Life of the Party is a great multi-player card that stirs up a table. It particularly punishes those that like to sit back and build up before making enemies because the more creatures they have the more unstoppable the Elemental party becomes. A haste creature with trample, first strike and an arbitrarily high power could be a tremendous problem for players that are not you thanks to goad. I am thinking of pairing this card up with Varchild's War-riders and Akroan Horse and double damage effects that "help" my opponents before distributing weapons of mass fun via Life of the Party.

The Undisputed Heavy Weight Champion Of The World

Flavor. Low mana value. A nasty right hook. Treasure tokens. A solid uppercut. Fighting. I have three commander decks that want to run this card. You can bet that it pairs with Arena for synergy and Strixhaven Stadium for flavor. There are so many Dinosaurs like Ranging Raptors and Poly Raptor that are thematic, powerful and potential world champions the second you throw them into the ring. The mana cost limitation is definitely a factor that makes Boxing Ring seem like a low power option but consider that among three opponents you will have some options. On top of that you are playing green and have access to things like Green Sun's Zenith or Worldly Tutor to get the right fighter for the situation and there is even more synergy from Neiyith of the Dire Hunt.

Rock The Vote

The card Tivit, Seller of Secrets has caught my interest as a potential Commander. I've already made a boat deck but maybe it's time to make a vote deck. First, there is something to be said for what looks like optimal voting. At "worst" you are getting three clues and two treasures. I have to say getting three clues and two treasures seems fairly worthwhile. With a haste effect from Swiftfoot Boots or Lightning Greaves you could easily make six clues and four treasures the turn Tivit hits the table. With two or four mana up and ward three it's unlikely Tivit will be easily removed. A very cool card all around and I am wondering what a deck full of voting effects would play like, so I'm going to build it!

The Rest of The Set

If you've been an avid reader of "Joe aka Beardymagics" aka "me" then you will know I take a rather casual outlook on Commander. I am looking for cards that are under-appreciated or not overwhelmingly powerful because I believe they make games more fun. Fun isn't just about winning.

If you build a deck that is trying to get an epic win with Halo Fountain it makes games more memorable than comboing out on turn four. Think about it. You need to have 15 creatures, get them all tapped, play the Fountain, activate the ability and still have 15 tapped creatures left to win. Those are a lot of hoops to jump through and if you succeed you deserve the win! Big splashy alternate wincons are definitely good for Commander.

Rocco, Caberatti Caterer could be the start of something fun. Obviously this thing tutors for many combo pieces or answers at a fairly inexpensive rate (more on this later). Winning with an easily assembled combo from a tutor commander is not what this card is for, no. Rocco exists to have the opportunity to kill someone with commander damage from a *caterer*. Yes, Asmoranomardicadaistinaculdacar is the greatest *cook* in Dominaria but how many caterers are there? There can be only one and Rocco is that one. On a less casual angle I think Rocco "pancake" stax decks could easily be a thing because of easy tutor access to things like Collector Ouphe, Eidolon of Rhetoric and don't forget Dockside Extortionist to generate infinite mana. This card looks too good on every metric from fun to game ending.

I also wanted to highlight Unleash the Inferno because I like the card design. Giving spells a pseudo "trample" effect is not a completely new idea, but I like the templating of the spell and making it an Instant with additional value upside at four mana is what a fair but also powerful Magic card *should* look like. When I see what I like, I try to cheer Wizards on.

Yikes…

Great, another Smothering Tithe, Rhystic Study, Mystic Remora effect? This is *EXACTLY* what Commander needs! Oh, wait, no it isn't! I think it's fairly clear to see Smuggler's Share is on the weaker end of those cards but this card will see over-representative play for a couple of months as everyone tries it out, strangling both creativity and ease of play. Those will be months of my Magic life that I will never get back.

The Beamtown Bullies is not a casual card unless you purposely fill your deck with Craw Wurm. There are a large number of shenanigans involving Leveler or Inverter of Truth or other "bad" creatures that effectively kill a player on the spot on turn four. This card is definitely powerful.

Will Streets Be Good?

It definitely feels like it! The lands are some of the best parts of the set. Multi-colored is definitely a thing here. Are you looking forward to Streets for Commander, Standard or any other format? Let me know in the comments.

A Tale of Two Spikes: Sustainable vs. Unsustainable

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This past week, we got two see two big card spikes thanks to Streets of New Capenna spoilers. However, both had different factors behind them, and saw different overall price increases. We have also seen one backslide a good bit already. This leads me to today's subject: the two types of price spikes.

Spikes can be either sustainable or unsustainable. Will the spike last, or the market correct itself in short order? In a way, a spike can only truly be defined with the passing of time; however, having a good idea which category one falls into at the onset of a spike greatly enhances one's financial approach.

When determining whether a price spike is sustainable, I ask these questions:

  • Does the card play really well with a card just spoiled?
  • Does the card utilize or counter a commonly played card, deck archetype, or mechanic?
  • Does the card have abundant supply?
  • What would make the card less desirable?

Unsustainable Spikes: Assess and Unload

These are the spikes after which you want to be listing your cards as soon as you can. Be less focused on selling at the peak. Instead, determine an acceptable profit and sell at that profit, regardless of how much higher the price may go. Unsustainable spikes are equally likely to drop back down, and it's a lot harder to sell on the backslide; you are now competing to race to the bottom with all the other vendors trying to move the same product at the same time.

There was an error retrieving a chart for Devoted Druid

The Ultimate Masters version of Devoted Druid saw the biggest spike, as copies went from sub-$4 all the way up to $20. All of this occurred after the spoiler of Luxior, Giada's Gift, which allows Devoted Druid to generate infinite mana once equipped. Looking at the price graph, we can already see that the price has slid back down to around $7-$10. This was an unsustainable spike, and I hope our Insider readers listed theirs when I suggested doing so in the Discord.

How was I able to call this spike as unsustainable? For starters, there's the combo's previous standing in the format. We already had an infinite mana combo with Devoted Druid and Vizier of Remedies in Modern, and both pieces can be hit off of Collected Company. To combo with Luxior, Giada's Gift, you have to both be able to tap Devoted Druid for mana and equip Luxior, Giada's Gift. So while Luxior does offer some redundancy towards the infinite mana combo, it does not create a brand-new combo. The other issue with this particular type of combo (infinite mana) is that you it doesn't just win the game; one must have something to actually do with all that mana. This is really a three-card combo, with the third card being the win condition.

It is important to note that the price doesn't always collapse as fast as it did with Devoted Druid to be considered unsustainable in my book.

Another recent price spike that I feel is unsustainable is that of Dark Sphere. Its price rose mid March and is still currently sitting in the $20 range.

There was an error retrieving a chart for Dark Sphere

No new card has suddenly made it a desirable card to include Sphere in a deck. It was simply mentioned on The Commander's Quarters in a Sickening Dreams-based Commander deck. Ironically, I built towards the same general idea way back in 2010, except I utilized Maralen of the Mornsong[card] as my commander. In either version, the Commander tutors up [card]Ad Naseum and then draws the deck, killing everyone with a Sickening Dreams.

This type of deck is a one-trick pony and while it can be useful to spike a random Commander tournament, it folds pretty hard to decks with counterspells or mass lifegain. Either way, this is not a card that finds a home in many Commander decks (957 out of one million on EDHREC) and there is no way that its current $20 price tag will stick. It does have the benefit of having been last printed back in 1994, but it is not on the reserved list, and it will eventually drop in price by a considerable amount. If you are holding any Spheres, I suggest unloading them ASAP.

Sustainable Spikes: Grab and Hold

The other card whose price spiked recently is Viridian Revel. This card was truly a bulk uncommon before spiking hard in late September 2021. Since then, it has backslid by about 50% from its high.

There was an error retrieving a chart for Viridian Revel

Why would a card that backslid 50% be considered "sustainable?" Well, even after the drop, its price was still 10 times higher than previously. Plus, it had maintained a $2+ price tag for over six months before spiking again.

The reason it can maintain this price is metagame relevance: it's good against a popular and repeatedly used mechanic, Treasures. There is a reason that Dockside Extorionist is a $60 card, despite being printed just a couple years ago. The Treasure mechanic allows players to fix and ramp in colors besides green, and Viridian Revel is bonkers against decks that utilize a lot of treasures. It also happens to be good against Blood, Clues, and Food.

This card has a resounding yes for the second question, which is why I feel the spike is sustainable. Again, this isn't to say it won't drop some; I can't think of a single instance in which the price of a card that spiked didn't drop down at least somewhat. But I do think that the new price will plateau significantly higher than the old price. I'd peg Viridian Revel as easily being a $3-$4 card until reprinting. For those wondering, the Streets of New Capenna card that caused the most recent spike of this card is Bootlegger's Stash.

A Spike Through the Heart

While we typically always advocate "selling into the spike," one doesn't always have the inventory on hand to do so. Given that shipping can often take 5-7 days, it may be wiser to pass on an unsustainable card whose price is spiking even if you can buy it below it's current market value, though obviously if you can get it much cheaper it may still be worthwhile. This kind of assessment is critical to making the most of spikes financially.

Modern Deck Spotlight: Grinding Breach

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The Grinding Station and Underworld Breach combo deck is a personal favorite of mine. It helped me qualify for my first Player's Tour back in 2020 and has recently seen a resurgence in popularity thanks to the recent success of both @tiddypills and @brittney_mtg. The current builds that they've pioneered have moved away from an all-in combo to a multifaceted approach. Ragavan, Nimble Pilferer and Dragon's Rage Channeler provide an aggro plan, and Urza's Saga lets you dominate a long game.

These threats divert attention away from the deck's ability to still slam your A+B combo to win the game out of nowhere. Grinding Breach has a lot of positive parallels to Modern's old Splinter Twin combo and I highly recommend it for the Twin die-hards out there.

I had planned my article for this week well ahead of time, but I'm happy to report that I'm also practicing what I preach! This weekend I took Grinding Breach to a top 8 finish at a local $1k and it outperformed expectations, navigating seamless victories through plenty of disruption.

Key Pieces

What Does It Do?

This combo features Underworld Breach, a card that lets you cast spells from your graveyard by paying their mana cost along with exiling three additional cards. Unlike similar versions of this effect like Yawgmoth's Will and Past in Flames, Breach is inexplicably less mana and puts the cast spells back into your graveyard. This lets you play the same spell over and over as long as you have enough fodder to exile.

That's where Grinding Station comes in. You can tap it to sacrifice an artifact and mill a player three cards. And very importantly, when you have an artifact enter the battlefield under your control, you untap Station. This combined with any zero-mana artifact like Mox Amber and Mishra's Bauble allows you to mill your entire library.

Doing this loop with Amber nets a blue or red mana with each iteration depending on whether you have Emry, Lurker of the Loch, Ragavan, Nimble Pilferer, or The Reality Chip in play. After sufficiently milling your deck, you can win with Thassa's Oracle or by casting Lightning Bolt multiple times.

Notably, if you're not constrained on mana, you can loop two copies of Emry with the legend rule to mill four cards in your sequence instead of three, adding additional cards to the graveyard to use as fodder. This may come in handy for the Lightning Bolt plan. Similarly, Dragon's Rage Channeler can perform a similar function when casting your Mox or Bauble thanks to its surveil trigger.

Provided that you have at least one additional mana available when initiating the combo, it doesn't matter if you have a legendary creature in play at the start of the loop to create a deterministic kill. You can simply cast it from the graveyard and recoup the mana with Amber. With two open mana, you don't even need the legendary creature.

What I Like

Grinding Breach gets to fight on three separate axes that your opponent needs to answer and respect, but answers to one don't often cleanly deal with the others.

About a third of your deck is identical to Izzet Murktide, one of the top-performing decks in Modern. You have the same aggressive threats in Ragavan and Channeler, the same removal suite in Lightning Bolt and Unholy Heat and the same card selection and advantage tools in Mishra's Bauble and Expressive Iteration.

Unlike Murktide, you have access to Urza's Saga and Emry, Lurker of the Loch. These additional threats stretch your opponent's removal while providing even more card advantage by creating multiple must-answer creatures or drawing additional cards. Saga tokens can also just become outright massive. It's not uncommon for these to be the largest bodies on the board, and saddling them with Shadowspear wins the race against any fair deck.

On top of this, your opponent is forced to respect your two-card, four-mana combo at all times. That means they need to prioritize finding and keeping multiple forms of graveyard disruption or hold up countermagic. That's a big ask when they're facing a fast creature-based clock. Even without the full combo, playing a fair Underworld Breach to rebuy multiple removal spells or multiple redraws with Mishra's Bauble can be massive swings.

While less tangible and harder to quantify, Grinding Breach is not an intuitive deck to interact with if you're unfamiliar with it. Your opponents will be more likely to counter the wrong cards, fire off their graveyard hate at the wrong time, name the wrong card with Pithing Needle, etc. Being able to capitalize on your opponent's mistakes is an absolute benefit to this deck that should be considered.

What I Don't Like

Since the deck does just about everything, it gets hit by everything as well. Your graveyard-based combo is operating in the same format players are over-preparing against Living End decks. Your combo also needs to loop Mox Amber and Mishra's Bauble, 0 mana spells that get tagged by Chalice of the Void, Void Mirror, and Lavinia, Azorius Renegade, all cards aimed at stopping Cascade.

Your artifacts are also at risk against anti-Hammer Time cards like Force of Vigor. Dress Down is a frequently used main and sideboard card for Shadow decks that kill off all of your Saga tokens and turns off Thassa's Oracle. The static ability on Karn, the Great Creator may also cause some issues if you don't have a bolt at the ready.

These are all pretty substantial barriers for the deck, and on paper, it sounds like an uphill battle. In a way, it is. However, the more sideboard cards your opponent brings in against you, the more they dilute their own game plan.

Depending on what hate pieces they have, you can pivot to a backup plan and beat down with creatures, or use your "anti-interaction" interaction to unlock your combo kill. A well-timed Brazen Borrower or Teferi, Time Raveler can deal with a Nihil Spellbomb, Leyline of the Void, or Pithing Needle once you're ready to go off.

What's in the Box?

Modern URw Grinding Breach

Artifacts

1 Aether Spellbomb
3 Grinding Station
4 Mishra's Bauble
2 Mox Amber
1 Shadowspear
1 Springleaf Drum

Creatures

4 Dragon's Rage Channeler
4 Emry, Lurker of the Loch
4 Ragavan, Nimble Pilferer
1 Thassa's Oracle
1 The Reality Chip

Enchantments

4 Underworld Breach

Spells

4 Expressive Iteration
2 Lightning Bolt
3 Unholy Heat

Lands

2 Arid Mesa
2 Flooded Strand
1 Hallowed Fountain
1 Island
1 Mountain
1 Otawara, Soaring City
1 Sacred Foundry
4 Scalding Tarn
1 Spirebluff Canal
3 Steam Vents
4 Urza's Saga

Sideboard

2 Aether Gust
2 Brazen Borrower
2 Engineered Explosives
2 Flusterstorm
1 Pithing Needle
1 Soul-Guide Lantern
1 Spell Pierce
2 Teferi, Time Raveler
1 Tormod's Crypt
1 Wear // Tear

What Else

Overall, I really liked the Grinding Breach deck. My draws were smooth and my plays were powerful. Even in games where I felt behind, I had several outs to win. I would absolutely recommend bringing this deck to either a local event or a larger-scale tournament. I'll continue to tinker with the archetype and find ways to either improve or side-grade. You'll be able to keep up with any developments by following me on Twitter at @AdamECohen. I'll catch you all next week!

Broken or Bad: New Capenna Round-Up

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Now that spoilers are over and the prerelease is on the horizon, I can fully evaluate Streets of New Capenna for Modern. And it's... an interesting set. That's not damning by faint praise (no matter how it sounds), but a statement of fact. There are a lot of cards which fulfill interesting roles in the metagame and could potentially see Modern play. Not exactly format redefining, but very unique cards that could be useful.

And then there are the headliners. There are a surprising number of potentially busted combo pieces in SNC. They could also prove to be utterly worthless. But the potential is there. And they're not far from being good enough for Modern. The question is whether the decks built around said combos are actually good. The metagame is certainly favorable for combo decks (at the moment at least).

A Plethora of Role Players

As has been the norm for Modern recently, SNC is bringing Modern a slew of new role players. That's how it goes with Wizards pushing the power level. Outside of Modern Horizons sets, new cards aren't being specifically pushed for Modern. However, the new normal for Standard isn't so low as to preclude cards making the cut. They're just less likely to be full-on staples. Of course, there are always exceptions, and there's a theme in SNC Wizards may regret.

Good Cards, Wrong Modern

The first category of these role players are very solid cards in both stats and abilities. The problem is that either: a) there already exists a card that fulfills that specific task and at the same rate; b) it does something strong, but no deck needs the effect; or c) the metagame is wrong for the card.

For me, the poster child of this category is Extraction Specialist. While it primarily falls foul of problem a, b and c are factors as well. A 3/2 lifelink for 3 with card advantage is not a bad rate for Modern, and unlike the comparable Renegade Rallier there are no conditions to be met beyond having a cheap creature in the graveyard. This is balanced by Rallier getting back any permanent type, not just creatures. Specialist having better stats but being narrower likely means that it isn't just better than Rallier. A card that doesn't see much Modern play as is. And in a metagame filled with exile effects, there's less of a chance for Specialist to matter.

However, that chance isn't zero. There have been metagames where Humans ran Militia Bugler, and Specialist fulfills a similar niche. Of course, preventing the returned creature from attacking or blocking is a big negative, but maybe there's no need to care. Getting back Meddling Mage can win a game. In another shell, retrieving Devoted Druid is full value.

Strong Effect, Niche Effect

Then there are those cards with very powerful or unique effects that are extremely niche. Should that niche need filling, these cards are absolutely strong enough for Modern and will slide into many decks easily. The problem is that said niches are quite niche and there are a lot of structural obstacles to overcome.

Witness Protection is not the poster child so much as the ur-example. As Dress Down has shown, removing the abilities of creatures is quite a powerful ability. But Dress, like many cards before it, offers a temporary effect. The only permanent effects cost two mana or more. Protection, costing just one mana, suddenly looks quite playable in comparison.

The problem is that Dress is playable primarily thanks to its instant speed, letting it stop triggered abilities. Protection is a good old enchant creature. For instance, Dressing Primeval Titan Down is quite the powerful play; Titan will have done its damage by the time it can be placed in Witness Protection. The card's best use in Modern right now is answering Serra's Emissary, and that won't come up much. If Emissary or similar become more prevalent, then Protection could see much more play.

A Potential Problem

As for that dangerous theme, Wizards has fully embraced treasure tokens and wants to spread the wealth. It seems that Wizards is so concerned about the number of nongames due to mana screw that they want to add more mana to the game. A temporary burst to help screwed players play the game isn't a bad plan, but taken too far, it can prove dangerous.

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

Modern has learned this the hard way via Ragavan, Nimble Pilferer. If all Rags did was steal cards and dash, it would be no problem. It might not even be playable. The problem is that each successful attack yields a treasure. Successive attacks build an overwhelming mana advantage that translates into tempo which frequently translates into a win. And Wizards printed a lot of cards that incidentally make treasure in SNC.

However, the card I'm specifically watching is a dedicated treasure engine. Built on Modern's existing treasure engine, as it happens. Sticky Fingers gives any creature Rag's most potent ability as well as evasion. And then replaces itself when its host dies. For one red mana. This card is about as pushed as it gets for an aura, to the point I expect it to be banned in Pauper before the year's out.

As for Modern, Fingers is definitely playable. Make-your-own-functionally unblockable Ragavan seems solid. I don't know what deck actually wants to play this and can't just play Ragavan, but if Rags gets banned this might see a lot of play. Though the implications of enchanting Ragavan with Fingers are equally concerning.

Maybe Broken, Maybe Bad

Then there are the three new combo pieces. Each one is part of an instant-win combo (or functionally-instant-win) and is plausibly playable in Modern. However, the costs associated with these cards are enough that I'm not sure they will actually make it. Everything has an opportunity cost, after all, and the metagame is often more deterministic of deck fortune than objective power. The deciding factor will be how the decks around them are built.

Finishing Old Business

The first card is one that I mentioned last week, Luxior, Giada's Gift. I'd just gotten a look at the card last week, and in the intervening time, a lot of other writers have noticed the card... as well as its resounding combo potential. I knew about the Devoted Druid combo, but Luxior also combos with Saheeli Rai. The non-planeswalker can -2 and copy itself and the new copies can repeat the process, creating infinite ETB triggers. I'm not keen to retread ground already covered, so check out the above articles linked above for all the deckbuilding possibilities. I'll wait!

Okay, now that everyone is up to speed, my contribution is this: how are any of these decks better than existing combo options? I appreciate that the tutors for Luxior (specifically, Stoneforge Mystic and Urza's Saga) are more powerful than cards that tutor for Vizier of Remedies or Felidar Guardian, and that means that the decks around them can be better. I hold that it's not enough to make either Saheeli combo or Druid combo good.

There was an error retrieving a chart for Devoted Druid

The fundamental weakness of Counters Company and Copycat were always the combos themselves. Each one requires multiple pieces and is dependent on creatures. Replacing Vizier with Luxior removes the weakness of one half to creature removal, but Druid is still a creature. The same is true for Saheeli, who then becomes a creature. The combos are still as disruptable as they were previously, and considering that neither deck is a player in the metagame, I'm skeptical that Luxior is enough. It will take significant improvements to the surrounding shells to make that happen. Which isn't impossible.

Pod's New Hope?

Every time a new card looks vaguely like Birthing Pod, there's a huge surge of hope. Pod was a popular deck and there's a lot of nostalgia for it. Even if it's still pretty busted. Anyone remember Prime Speaker Vannifar? They never work, as nothing is going to match an artifact's resilience. But hope certainly springs eternal.

The latest model is Vivien on the Hunt. Her +2 is Pod's ability. However, 6 mana is too much for that in Modern. That's twice as much mana as it costs to cast Pod! Rather, players are proposing to cheat her out with Planebound Accomplice. All that's required to combo off is a free red mana and Vivien in hand. The sequence goes:

  1. +2 Vivien sacrificing Accomplice, get Felidar Guardian, blink Vivien
  2. +2 Vivien sacrificing Guardian, get Karmic Guide
  3. Return Guardian, blink Vivien, +2 Vivien sacrificing Guardian, get Kiki-Jiki, Mirror Breaker
  4. Copy Guide, return Guardian, blink Kiki-Jiki, copy Guardian infinitely

As far as Pod combo goes, that's fewer searches and significantly less mana than the Pod line. Which is no small improvement.

There was an error retrieving a chart for Planebound Accomplice

Still, this scenario does require the convergence of Vivien in hand, Accomplice in play, and mana available. When that doesn't come together, Vivien is a six-mana brick while Accomplice is Gray Ogre. And if the combo is interrupted by, say, a meddling Solitude coming down in response to Accomplice's activation, there goes the whole game. I'm not saying it can't work, but its working also means playing Planebound Accomplice in Modern.

Vintage? In My Modern?

I haven't seen much discussion of the final card here, but I think it's the most powerful one. Maybe we owe the relative quiet to the fact that on its surface, Bootlegger's Stash doesn't do much. For six mana, all it does is bank mana up for later use. A Commander card and nothing more?

No! Add in Time Sieve and there's a combo. Five lands, Sieve, and Stash in play equals infinite turns. Every turn, just make five treasures and sacrifice them to Sieve. Yes, it takes a lot of mana each turn to pull off, but who cares? Eventually you'll draw enough lands to do something to win the game and the opponent can't stop the kill (unless you can't win through an Ensnaring Bridge). This is the closest Magic has come to Time Vault and Voltaic Key since... well, Vault-Key.

There was an error retrieving a chart for Time Sieve

I've tested this combo in a generic UW Urza shell and it was... serviceable. Playing both Stash and Sieve as 1-ofs had no detectable effect on the overall deck's gameplan except to add a way to just win. But I didn't feel like I was getting the most out of the combo. Sieve was less of a gameplan than an incidental win, à la Mycosynth Lattice and Karn, the Great Creator. A more dedicated shell with more ways to find both halves should improve results.

Kicking Things Into Gear

So, I switched to a different, more combo-oriented shell with Emry, Lurker of the Loch. And I was right, it did feel better. And seemed to combo off more reliably. To the point that I think that a really dedicated deck built around this combo could be a real contender.

There was an error retrieving a chart for Whir of Invention

Between Emry and Whir of Invention plus all the artifact card draw to find the pieces, general artifact mana and Mox Amber, and Urza, Lord High Artificer, there are a lot of ways to power out this combo and get absurd really quickly. Six mana in a deck like that is no burden. Which is probably why Sieve's price went through the roof. It has always threatened to break, and now it actually might.

Minor Issue

That said, there is a minor issue with the combo. Unless you have 5 lands in play at the first activation, it isn't necessarily deterministic. During testing, I once powered it all out on turn 3 with three lands in play and a lot of artifacts on board. Then I took 5 straight turns without drawing land, and ran out of artifacts to keep comboing, leaving me with a pathetic board. Had it been a real game, I would have lost, unlike with Vault and Key. Maybe that was a misplay or just poor deck design, but it does feel like a problem that can be solved. And if it is, I'd be very scared of this deck.

Is There a Storm Brewing?

There's been an unusually high number of combo pieces seeing print recently. This is not a bad thing. I do wonder if Wizards was even aware of the Sieve combo, because it is a lot more reliable than I was expecting. And while the rest of SNC seems just fine in Modern, Stash might be unexpectedly good. We'll have to see.

Spiking Cards Surprisingly Absent from the Reserved List

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I’ve been involved in Magic for about 25 years now, so you could say there isn’t much in the game that surprises me anymore, especially when it comes to Magic finance. I’ve seen it all: buyouts, sell-offs, major overhauls of buylists, changes to eBay and TCGplayer fee structures, etc.

However, despite this experience, there are still occasional cards that show up on MTGStocks’ Interests page that I could swear were on the Reserved List. However, they don’t have that star next to their name that would indicate they are. You’d think I’d have that list memorized by now (and for the most part I do, for Magic’s earliest sets and expansions).

But for the last few sets containing Reserved List cards, it gets a little muddled. This week I want to touch upon a handful of cards that show up as Interests for gaining significantly in price, yet aren’t on the Reserved List. Some of these cards may surprise you!

Concordant Crossroads

There was an error retrieving a chart for Concordant Crossroads

This card was the catalyst for this week’s article. I talked about Enchant Worlds at length last week, so I won’t harp on it again here. When I saw that this card was getting a reprint, I had to do a double-take. Surely they were violating the Reserved List by reprinting this green card from Legends, right?

It turns out this card was also reprinted in Chronicles and is not on the Reserved List after all. Seeing its price tag, I fell into the trap of assuming its Reserved List status before remembering the Chronicles printing. It makes me wonder what this card would have been worth had it been on the Reserved List!

Manabond

There was an error retrieving a chart for Manabond

This card just recently spiked, going from $6 to $20 over the last month or so. I’ve seen it played in Legacy in the past, but there must be some new creature in Commander that really exploits Manabond’s ability. But on EDHREC all I could find is Kura, the Boundless Sky but that doesn’t really add up. Maybe there’s something newly spoiled I overlooked?

In any event, it could simply be speculators buying up this card, which has only been printed once back in Exodus. You may actually hypothesize that it’s on the Reserved List, and that’s why it isn’t seeing reprints. Surprisingly, that’s not the case. There are only nine cards from Exodus on the Reserved List, and Manabond is not one of them.

Despotic Scepter

Without looking, do you know what this one-mana artifact from Ice Age does? Sadly, I remember because I’m pretty sure I opened this card back in the day. It left an impression, because I still look at this card today and wonder, “Why would I ever want to intentionally destroy something I put into play?”

There was an error retrieving a chart for Despotic Scepter

It turns out there are some corner cases where this is relevant. For one, if your opponent has a habit of stealing your stuff it can provide some insurance (it destroys something you own, not necessarily control). There are also probably cards with powerful effects that you don’t want to hold onto for too long—Demonic Pact comes to mind.

Whatever the reason, Despotic Scepter has spiked very recently from a couple bucks to nearly $10. While it is another really old rare that has never been reprinted, it is absent from the Reserved List. Speculate at your own risk.

Serenity

There was an error retrieving a chart for Serenity

This enchantment has gone from $3 to nearly $20 over the past couple of months—significant spikes just like the previous examples. I know this card used to see Legacy play a while back as it is a handy sideboard card for certain matchups (Enchantress comes to mind). It also probably has some powerful implications in Commander if you are in the habit of being the “fun police.”

But is this rare from Weatherlight also spiking because of its presence on the Reserved List? Absolutely not—Serenity was actually reprinted once before, way back in Sixth Edition, nearly 23 years ago today (April 21, 1999). Of course, after all these years without another reprint, I’m sure this card is particularly difficult to come by unless you’re willing to pay up and buy it from TCGplayer or equivalent. I’d be wary speculating on this card, however, as the card isn’t exactly “too powerful” to see a reprint in some modern-day set. Minimally, a Masters set reprint could be in order.

Tower of the Magistrate

There was an error retrieving a chart for Tower of the Magistrate

Here’s yet another old rare that recently spiked, with market price going from $5 to almost $20! I can definitely see its utility, and in a format like Commander, it feels like there would be minimal downside playing this card in a one or two-color deck. Why not include it?

Well $20 may deter you, for starters. This is a rare from Mercadian Masques, and it has never been reprinted. Is it on the Reserved List, however? Nope. It can’t be. No cards from Mercadian Masques are on the Reserved List—it was the first expansion that fell outside of Wizards’ updated Reserved List policy. Every card from this set onward is fair game for a reprint.

It feels extremely easy to reprint Tower of the Magistrate in numerous sets or preconstructed products. If you’re holding copies of this card, congratulations on the great call! I’d recommend taking your profits and moving on.

Reconnaissance

There was an error retrieving a chart for Reconnaissance

Not to be confused with the more recently printed Reconnaissance Mission, Reconnaissance is actually an uncommon printed all the way back in Exodus. It has been a valuable uncommon for a while, but it very recently doubled in price from nearly $10 to about $20. You guessed it: zero reprints.

However, being an uncommon means this card doesn’t qualify for the Reserved List (rares only, sorry!). Regardless, Wizards of the Coast either doesn’t want to reprint this combat-disrupting enchantment or they simply haven’t prioritized it. Perhaps this article will give it some well-deserved attention? The enchantment is fantastic at getting attack triggers and baiting out combat tricks without having to commit.

I also remember using this card back in the day to simply annoy my opponents. I’d make an ill-advised attack, observe the blocks my opponent would make, and then take all my creatures back. It’s almost like having a free Maze of Ith for all your own creatures! It’s quietly a very powerful card.

However, it can be reprinted (and I suspect it will be one day). It’ll probably be reprinted at rare, mind you, but that’ll be enough to chop this card’s price way back down again. Hold copies at your own risk (but be on the lookout for this card when picking Exodus bulk… if any exists in the wild anymore).

Wrapping It Up

MTGStocks is as active as ever, with cards spiking left and right. Streets of New Capena spoiler season triggered a number of buyouts, indicating the speculators are out in full force yet again. Paper demand should also be on the rebound now that there are many in-person events on the horizon. It’s a Magic card Renaissance of sorts!

I have noticed that only pockets of Reserved List cards have participated in the recent rally. There’s no rampant buying of these older, unreprintable cards at the current moment. That’s not a bad thing, mind you, just worth noting.

However, some older non-Reserved List cards have been on the move lately. This week I touched on a few that have been climbing significantly over the past month or so but are deceptively not on the Reserved List. Most have never seen a reprint despite it being possible. What I don’t know is whether the lack of reprint is for any particular reason, or if the cards just haven’t been prioritized for one yet.

“Yet” is the keyword here. If the cards continue to climb in price, then there’s “reprint equity” of sorts—Wizards can include the card in a new product to help it sell, and this will damage the price of these older cards. Even if they see play in Commander, any significant reprint would be detrimental to their price, at least in the short term (and in some cases, permanently). For this reason, watch these closely and consider cashing out if you’re holding copies before any sort of reprint does happen.

One thing is for sure: Wizards will continue to churn out new products that contain reprints for years to come. The strategy has proven successful for its parent company Hasbro, and that keeps shareholders happy. Since the game is made by a major corporation, this always will be the top priority.

Better Than Expected: The Return of the Pro Tour and New Capenna Spoilers

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So Much Excitement.

In recent articles, I discussed theories about what we might see in Streets of New Capenna (SNC) and the future of Magic Organized Play. Now that the official Organized Play announcement is out, and we're in the middle of SNC spoiler season, the realities of both New Capenna and the future of Organized Play are more exciting than anything I could have predicited. Let's explore a bit of both, starting with the OP announcement.

The Future of Magic Organized Play

Path to the Pro Tour

In my article on the history and future of Magic Organized Play, I made this bold statement: "I think the glory days of competitive Magic, at least as organized directly by Wizards, are firmly behind us."

The program Wizards revealed in their official Organized Play announcement was better than anything I could have imagined. Not only did Wizards reveal that they're bringing back the Pro Tour, but they unveiled a multi-tiered path to both pro play and the Magic World Championships (see above diagram). This is great news for everyone who enjoys competitive Magic.

With DreamHack taking over running Magic OP events, I imagine it won't be long before we have Magic Fests and other large events to experience the gathering once more.

Streets of New Capenna Spoilers

The Organized Play announcement isn't the only excitement we've had in the last two weeks. Streets of New Capenna spoilers are in full swing right now. Shortly after the set was announced I Tweeted the following:

A few days into spoiler season, and this card came across my Twitter feed:

I predicted a card named An Offer You Can't Refuse. In my wildest dreams though I don't think that I'd have imagined it on a counterspell, nevermind one as unique as this. I can't decide if this is just good, or one of the best pieces of countermagic ever printed. Either way, I'll be trying it out in multiple formats.

Streets of New Capenna Limited

In addition to cards aimed at constructed, we've finally got some spoilers giving us a sense of the Limited environment in SNC.

Shattered Seraph is part of a cycle of unique mana fixers unlike anything we've ever seen before. 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.

The card I'm most excited for, so far, in SNC Limited though, is this one:

We've seen a lot of Wind Drakes and upgraded Wind Drakes in Limited formats for years. Three-mana 2/2 fliers are a staple part of any Limited format at this point. While missing a point of toughness, Inspiring Overseer is one of the most powerful Wind Drake-esque creatures we've ever seen. Not only is it a cheap evasive threat, but it also replaces itself. Even if your opponent does spend a removal spell to take out your flier, you're still up a card in the exchange.

Pleasant Surprises

I'm so excited by all the Magic news and spoilers we've had recently. I'm looking forward to playing competitively again, and while I will miss Neon Dynasty, I can't wait to crack packs and play SNC Limited. What was your reaction to the Organized Play announcement? What cards from SNC are you excited about? Let me know in the comments or on Twitter.

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Paul Comeau

Paul is Quiet Speculation's Director of Content. He first started playing Magic in 1994 when he cracked open his first Revised packs. He got interested in Magic Finance in 2000 after being swindled on a trade. As a budget-minded competitive player, he's always looking to improve his knowledge of the metagame and the market to stay competitive and to share that knowledge with those around him so we can all make better decisions. An avid Limited player, his favorite Cube card is Shahrazad. A freelance content creator by day, he is currently writing a book on the ‘90s TCG boom. You can find him on Twitter and LinkedIn.

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Hocus Pocus 2: Quirks in Casting Spells

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Last week we covered the basics of casting spells. This week, let's look at the various applications of these rules. Obviously, something like "I'll tap my Mountain and cast Lightning Bolt" doesn't need much fanfare. But today we'll dig into some of the more interesting things we can do. I sorted these sections from roughly "most common to come up" to "likely only to come up in hypotheticals."

As a reminder, you can refer to CR 601 for the nitty-gritty of the rules involved in these cases.

im in ur spell sacrificin ur d00dz

Since we total up costs before making payments, sacrificing a cost-reducing creature works in our favor. For instance, if I control Baral, Chief of Compliance, I can sacrifice him to cast Fling or Heartfire and they would still only cost {R}. Baral's cost reduction applies in step 6 and gets locked in before we actually make payments in step 8.

Things That Once Were

There was an error retrieving a chart for Krark-Clan Ironworks

Many a Modern player will remember the dark days of the Krark-Clan Ironworks (KCI) combo deck. This deck functioned by abusing step 7 of casting a spell, activating mana abilities. When the pilot proposed a spell that required a mana payment, they could sacrifice multiple artifacts to KCI in the middle of casting the spell. Then, since those artifacts had several triggers that wanted to go on the stack at the same time, those artifacts' triggers could target one another.

While the Magic Tournament Rules generally aim to reward better rules knowledge, this one was a bit beyond the pale. KCI broke a lot of conventions of how Magic "should" be played, and also ran into some durdly turns, so it got the ax.

Abusing Treasure For Fun And Profit

We've seen a lot of cards that produce Treasure tokens lately. Since their only ability is a mana ability, we can do some tricky things with them and cards that cost less for artifacts we control.

Let's look at Reality Heist. I can cast this card if the only sources of mana I have are four Treasure tokens. In step 6, determining the spell's cost, I still control four Treasures, so Reality Heist's total cost becomes
{5}{U}{U} - {4} = {1}{U}{U}

Then I can activate the Treasures' mana abilities in step 7, and pay for the spell in step 8. Remember, once we've determined a spell's cost in step 6, that cost is locked in. Anything that happens later in the spellcasting process won't affect it. So in the end, we can cast this 7-mana spell with only four artifacts. Not too shabby!

This works identically for spells like Thoughtcast, as well. After all, affinity is just "this spell costs {1} less to cast for each artifact you control" but shorter.

K'rrik is K'racked

There was an error retrieving a chart for K'rrik, Son of Yawgmoth

K'rrik, Son of Yawgmoth is an odd duck, mostly because of his second ability. While his ability to let you pay 2 life instead of {B} might look an awful lot like Phyrexian mana, it actually works slightly differently.

See, if I want to cast Dismember or some other spell with Phyrexian mana, I usually make that call in step 2, when I have to make most choices for the spell (mode, alternate cost, so on). However, if I want to use K'rrik's payment modification, that doesn't apply until step 8, actually paying the costs.

So, practically, what does this mean? This slight difference doesn't particularly matter unless we get our old friend Trinisphere involved.

For the following situations, let's say I'm playing K'rrik in commander, and my opponent controls Trinisphere.

Scenario A: I cast Dismember and say, "I'll pay the 2 life for each Phyrexian mana" in step 2. When I get to step 6, Trinisphere says "Hey, hold on, that costs {1} and 4 life. You have to pay {3} and 4 life."

Scenario B: I cast Dismember and say, "I'll pay the {B} for each Phyrexian mana" in step 2. When I get to step 6, Trinisphere has no complaints. As far as it can tell, I'm going to pay {1}{B}{B} for this spell. But it turns out that I lied to poor old Trinisphere. In step 8 I'm going to pay 2 life for each {B} thanks to K'rrik.

Weird, right?

Hic Sunt Dracones

There was an error retrieving a chart for Selvala, Explorer Returned

Remember last week when I said this in step 5, the last legality check?

If it turns out that a spell's proposal is illegal, the game rewinds to just before the announcement started. Any mana abilities are undone, and the spell goes back to the zone it was in before.

Me, last week, in simpler times

It turns out I fibbed a little bit. Some mana abilities can't be undone. Let's poke around farther down in the Magic Comprehensive Rules to check it out. I emphasized the relevant part.

726.1. If a player takes an illegal action or starts to take an action but can’t legally complete it, the entire action is reversed and any payments already made are canceled. No abilities trigger and no effects apply as a result of an undone action. If the action was casting a spell, the spell returns to the zone it came from.

Each player may also reverse any legal mana abilities that player activated while making the illegal play, unless mana from those abilities or from any triggered mana abilities they caused to trigger was spent on another mana ability that wasn’t reversed. Players may not reverse actions that moved cards to a library, moved cards from a library to any zone other than the stack, caused a library to be shuffled, or caused cards from a library to be revealed.

Magic Comprehensive Rules

Sometimes we can fail to cast spells because of random elements in the process. While step 5 is the last "hard" legality check in casting a spell, the cast can still be illegal if we can't comply with one of the other steps for some reason.

Let's say I'm casting Grizzly Bears, and the only permanent I control is Selvala, Explorer Returned. If I activate Selvala and everybody reveals a land, the ability won't make any {G} for me to use. But wait! Since Selvala's mana ability has each player draw a card, this is a mana ability that can't be reversed. The spell cast is reversed as much as it can be, which in this case just means that the Bears end up back in my hand.

Cleanup

That's a wrap on this week, folks. Hopefully, you can use some of these nifty tricks in upcoming games. Do note that if someone tries to do anything cute with Selvala, take a page out of Hank Hill's playbook. Ask them politely but firmly to leave.

Question of the week: What's the cleverest thing you've ever done casting a spell? (I know, I know, the same question as last week - but they're partner articles!)

Budget Commander Precons, What Are They Good For? Absolutely Everything!

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Have you ever found a $50 Amazon gift card that got lost in the shuffle from moving? I did! It was like Christmas morning. What Magic-related product could I get from the gigantic online retailer? Turns out, not a whole lot. For me, eBay has always been a way better source for Magic.

But all right, challenge accepted. What would be my most efficient purchase on Amazon? Turns out some very budget-friendly precon decks were the right answer on every conceivable metric.

Wyleth, Obuun and Ranar

I settled on getting these three preconstructed Commander decks: Arm For Battle, Land's Wrath, and Phantom Premonition.

The number one factor here was the price. My budget was exactly $50 and these were the three cheapest Commander decks that were available at the time. With tax and shipping my total for all three decks came out to $51.30 but there was an option to ship them one day later and save $1 so I took it bringing my total to $50.30 (I know I said exactly $50 but come on!) or $16.77 average per deck. Did I mention that included tax AND shipping? At prices like these I did not expect much but I had many reasons for the buys besides price.

A Mini-Precon Review

As these decks are all from the last two years and have already been reviewed by many others I am only going to quickly run through the general idea behind each deck, how it played, and how I enjoyed it.

Wyleth, Soul of Steel was far and away the worst deck of the three. A 2/2 Commander with very little protection that costs three is just a recipe for disaster. This is easily the worst precon deck I have ever owned and it was more frustrating to play than Buckle Up.

Obuun, Mul Daya Ancestor was easy to play and held its own against many other significantly better decks. Both Emeria Shepherd and Trove Warden were the centerpieces of games I won. Usually there was some kind of board wipe and these two cards got everything back onto the battlefield within the next turn. Overall, the deck could use a few more basic lands, particularly Plains which I ran out of almost every game I played. This deck has my pick for great precon for any table.

Ranar the Ever-Watchful had the most potential to go crazy but also required the most setup. Lots of pocket strategies and synergy but not a whole lot of punch. Using Restoration Angel to simultaneously save one of my guys and also get another ETB effect was great but Ranar's ability to generate a 1/1 flying Spirit when this happened did not really matter. This precon would be the strongest if you wanted to modify it forward.

A Precon Battle Royal

Most of the precons I own were purchased to pick up singleton copies of powerful new cards like Toxic Deluge or Fierce Guardianship. These three decks do not contain anything like these really powerful cards. This made their price low and, of course, is why I never purchased them when they were new.

As a Commander enthusiast who builds way too many decks, the actual playability of these older precons did not matter to me in the slightest. However, the baseline strength of most of the newer precons *is* getting better.

I pitted these three decks against Chishiro, the Shattered Blade and Millicent, Restless Revenant to get a feel for how they played. The results were laughable and this was another reason these three decks were the absolute least expensive option from among the other precons of the last two years. Wyleth, in particular, was not just weak. I would call it "bad," exceptionally so. Does that mean I wasted $50?

Why Buy Them If They Are So Bad?

There are several good reasons to pick up budget precons! Some SpellTable games are looking only for precon decks. Need to provide a deck for someone else? A precon is useful here and you will not have to worry about them shuffling your expensive cards. I brought Obuun to a coffee shop with a weekly Commander meetup and got several hours of entertainment hanging out, drinking coffee, and playing Magic without having to stress about bringing something unfair, unfun or just plain wrong for the local meta. Ranar was a deck I was curious about trying but not curious enough to want to spend full retail. For less than retail, I got to experience the deck and got my Brago, King Eternal started in paper. On top of all of these reasons, there is another as well. Surprisingly enough it also made sense from a financial standpoint.

Budget Commander precons are sort of the bulk of the sealed world and as we all know bulk has value. But consider this, how much more attractive would a random bulk lot of 100 cards be if you were guaranteed to find a Sol Ring, Swords to Plowshares, and Generous Gift inside? Since the contents of the precons is 100% known we don't have to guess. Let's see what the ION Scanner says.

Scanner Says? Profit!

Land's Wrath
Buylist: 15.79 Retail: 37.85

Phantom Premonition
Buylist: 24.88 Retail: 47.30

Arm For Battle
Buylist: 14.77 Retail: 38.84

Total Buylist:55.44 Total Retail:123.99

You Potentially Made $5, Why Bother?

It's not about $5, it's about value. Was it a homerun? Absolutely! I got a solid week of games playing with three new to me decks. This is extremely strong value for my money. Even if I was completely disappointed my worst-case scenario would be buylisting off the cards and effectively breaking even.

I'm not going to sell most of these cards because I found great ways to make use of them. Obuun will be kept as is. An absolutely 100% stock pre-con deck ready for any table or to lend out to a friend in need is very useful. I think the deck is reasonable on most metrics, somewhat powerful if it gets some pieces down but never oppressive or unfair.

Ranar is a cute deck that has some potential, however, Brago was the real pick-up for me here. Getting the Ranar precon did 50% of the work towards building my online Brago deck in paper, something that I just kept putting on the back burner. I love it when things are easy. Investing just a little bit of money into Ranar made me invest just a little bit of time into Brago.

Yep, I won on these two decks. Receiving more value than what you pay is universally known as "a good deal." If I ever change my mind I can likely buylist or resell and make back most if not more than I paid.

But What About Wyleth?

Wyleth. The most memorable thing I did with Wyleth was cast a Return to Dust exiling both a Spellbook and Venser's Journal against a player who had 30 cards in their hand making them have to discard over 20 cards on their turn. This has nothing to do with Wyleth, though.

What else can I say? I'm taking a machete to this deck. It was the lowest cost (twelve dollars) and lowest buylist value of the three. Did I mention it was also the least fun? The deck suffers from the one-third problem I speak about often in deck design. Not only did I never win a single game in *eight* games with the deck, I often had no fun waiting to draw mana or an Equipment or something to equip it to. Most of the times that I managed to drop an early Equipment and get my Commander on the table it was killed in response to equipping or attacking. I had to wait for two more turns to try again. Two turns is an eternity to do absolutely nothing. But even when it "worked" it failed. Drawing one extra card on turn four is not very much value.

I do not see much reason to work on improving this deck because the Commander is the worst part of the deck itself. Wyleth should cost a maximum of two mana for the ability it has and making it cost three just makes it an "impossible" card to use. There is no justification here. I am going to add Wyleth to my Hazezon Tamar Warrior deck because it's a Warrior with trample in my colors and I have some equipment but few draw effects. Perhaps in this other deck, it will be a decent addition.

They say you can't win them all and they are likely right. But if I found more sealed copies of Arm For Battle for cheap enough I would buy them. Maybe they will be worth something in the future?

The Inevitable Conclusion

For only a few dollars you get a gameplay experience with the potential of flipping for value. Acquiring an entire Commander deck for under $20 is close to a no-brainer. Compared to the cost of a single movie ticket or entertainment alternative this was well worth it. I can't resell the bad parts of a movie after all.

All in all, getting two decent decks out of three was a win in every metric: fun, value, and even speculatively. If I can pick up more precons at these price levels I will not hesitate to pull the trigger and buy them all.

What has your experience been with precons? Let me know in the comments.

Red 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, and black cards previously. Red is particularly interesting because the Burn archetype has been around for a long time and most burn spells tend to be printed as common or uncommon. Unsurprisingly, several will make today's list.

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: As in previous installments, this list isn't in any particular order, though it was suggested to me that I add sub-sections and group the cards in a useful and functional way, which is something I can get behind.

The List

Modern Demand

1. Dragon's Rage Channeler

This is our most recently printed card on the list. Its current price honestly seems below what it should be given how prevalent it is in the modern format. According to MTGGoldfish's modern staples lists it is the #23 most played card in Modern and the #5 most played creature. I think the only thing holding this back from being a $3 staple is the fact that Modern Horizons 2 is still readily available and in print.

There was an error retrieving a chart for Dragon's Rage Channeler

2. Pyretic Ritual

Ritual effects have been used since Magic's very beginning to play powerful spells ahead of schedule. While this effect used to belong to black, since Kamigawa block it has shifted towards a "red" thing. Pyretic Ritual is most often played in modern Storm or Belcher decks. While it was reprinted in the Mystery Boosters, that sets extremely large size means fewer were printed than in a typical set.

There was an error retrieving a chart for Pyretic Ritual

3. Burning Inquiry

I remember back when drafting Magic 2010, this was easily a card you got last pick. Thanks to modern Hollow One decks, it has become a very valuable common. I have found plenty of copies of this card sifting through bulk thanks in large part to everyone who opened them back in 2009, dumped them into the draft "chaff" pile, and forgot about them.

There was an error retrieving a chart for Burning Inquiry

4. Goblin Lore

This card's value skyrocketed around the same time Burning Inquiry became valuable, and for the same reason. Its reprinting in Jumpstart and its addition to The List recently cratered its value. However, other than those recent reprints, the card has only otherwise appeared in Portal Second Age, Starter 1999, and 10th Edition. This means any real uptick in demand, and this card goes from its currently $1.50 to $7+ quite easily. Note that only the Portal Second Age and Starter 1999 versions actually meet the $1.50+ TCGMarket price criteria for this list. The other printings are near bulk price. I pull any version of this card out of bulk and set it aside when I find them, as I made a good bit of money from them when the Hollow One decks first made a big splash in Modern.

There was an error retrieving a chart for Goblin Lore

5. Gut Shot

Phyrexian mana is listed as a 9 on MaRo's "Storm Scale," which when asking how likely a given mechanic is to return is " Level 9: I never say never, but this would require a minor miracle." It is at its worst on one-mana spells, essentially making them free spells. We have seen this effect powerful enough that not one but two one-Phyrexian-mana spells are banned in multiple formats (Mental Misstep and Gitaxian Probe). I say all that to emphasize just how powerful it is to pay 2 life to cast a spell instead of paying mana. Gut Shot's heyday was back when Izzet Phoenix decks dominated Modern and Gut Shot was used as an enabler for the three spell count needed to bring the Phoenix back from the graveyard. While no longer as played, should Izzet Phoenix decks rise from the ashes Gut Shot could easily be a $4 card again.

There was an error retrieving a chart for Gut Shot

6. Shattering Spree

Shattering Spree has been a $20+ dollar uncommon and Modern sideboard staple for a while. The replicated copies get around cards like Chalice of the Void on one, which can easily lockout burn decks. Honestly, this feels a bit underpriced currently, given that its "reprints" were in a Guild Kit and Mystery Boosters. Any substantial reprint would likely tank its price to sub $2, so there is a decent amount of risk with the card.

There was an error retrieving a chart for Shattering Spree

7. Searing Blaze

This is exactly the type of spell that Burn decks need in creature-heavy metagames. Every Lightning Bolt you have to throw at an opponent's creature is three damage missed on that all-important count to 20. That said, it is a dead draw when your opponents have no creatures and it relies heavily on triggering landfall to be good. For these reasons the card tends to ebb and flow in Burn decklists based heavily on the current metagame.

There was an error retrieving a chart for Searing Blaze

Commander Demand

8. Impact Tremors

This hidden gem has made me a fair amount of money over the years. It's been a Commander staple, showing up in 8% of the 500k decks on EDHRec. For a non-artifact that's an impressive percentage. The fact that it is a common means it's often passed over when picking as most commons tend to be worth little, especially those printed after the original Zendikar block.

There was an error retrieving a chart for Impact Tremors

9. Vandalblast

Overload was an interesting mechanic from Return to Ravnica. While most cards with the mechanic didn't tend to see much competitive play, they proved to be very good in Commander. We don't often see cards that destroy all of something and only affect opponents. Unsurprisingly, Vandalblast tends to make the cut in most Commander decks playing red that need answers to lots of artifacts. It's included in 17% of the 500k decks on EDHrec.

There was an error retrieving a chart for Vandalblast

10. By Force

Similar to Vandalblast, By Force is another mass artifact removal spell. It's usually a worse version of Vandalblast. However, in Hinata, Dawn-Crowned it acts as a one-mana destroy any number of artifacts of your choice spell. This allows you to keep beneficial artifacts your opponents may control on the table while destroying all the troublesome ones. This gives the card more play in the realm of table politics.

There was an error retrieving a chart for By Force

11. Honden of Infinite Rage

I can honestly copy and paste here what I said about Honden of Night's Reach in my article on black cards: "Many may not realize that the printing of Go-Shintai of Life's Origin caused all the Hondens to spike. Unlike with Sanctum of All, the prices so far have stuck." This is the same reason for Honden of Infinite Rage's current value. So far those prices are holding firm. I am a big fan of selling all the Hondens now. Another decent reprint will destroy the prices on all of them as they are so niche in the decks that would want to play them.

There was an error retrieving a chart for Honden of Infinite Rage

12. Crimson Wisps

A common from Shadowmoor is more akin to a "rare" uncommon in today's print runs. Thus, it isn't surprising to find a common from this block on our list. This card first came to prominence with the rise of Jeskai Ascendancy decks in Modern, though that deck has fallen out of favor. Even in that deck, this card seems to have been replaced, but it looks like the current demand for the card is now from Birgi, God of Storytelling, and other red spell-based Commander decks.

There was an error retrieving a chart for Crimson Wisps

13. Goblin Bombardment

Of all the cards on this list, this is the one I am most surprised to see. Within the last 12 months I sold played copies above the $5 threshold I placed on this list. I can't believe its current price is so low. Goblin Bombardment's biggest "mass reprint" was as a rare in Modern Horizons 2. Looking at the graph of its price, this reprint does appear to be the one that killed its value. The current price mirrors that of its pre-2018 price, at right under $2, where it sat for years. If you find these in bulk, set them aside. The current price is unlikely to remain low indefinitely. On a similar note, I actually like the idea of snagging the foil etched version from Modern Horizons 2 given its price is still under $2.

There was an error retrieving a chart for Goblin Bombardment

14. Boggart Shenanigans

This is one of the few cards we see on these lists that is extremely limited in demand. Thankfully, goblins are a beloved tribe, and Krenko, Mob Boss is one of the cheaper competitive Commander decks to build. Lorwyn seems to have been forever ago and was several years prior to the explosive playerbase growth Magic has seen over the past decade.

There was an error retrieving a chart for Boggart Shenanigans

15. Bloodmark Mentor

While this may be another goblin card, it actually fits well in any aggressive red Commander deck. First strike is a keyword that dominates combat math and can easily swing a game. While this card technically has three printings, only the original Shadowmoor is really a "mass printing." Because of that, its price remains above $1.50. This is a card that I have found in bulk I previously "picked" due to me being ignorant of its value; don't make my mistake.

There was an error retrieving a chart for Bloodmark Mentor

Bottom Of The Box

That's all for this installment. Are there any cards you think I missed? If so comment below or reach out to me on the QS Discord. Happy picking!

Real-world Flavor: Old and New Humorous Quotations

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For something is amiss or out of place
When mice with wings can wear a human face.

If you ever came across this quotation, perhaps as the flavor text of Vampire Bats, you might have wondered what the tone was meant to be. It certainly sounds like a couple of light, humorous lines, right? On the other side, it still conveys some sort of creepy vibes, those coming from anything which is "out of place."

That's the reason why Bats is the best card to kick off this new instalment, after the last dealt with horror-themed cards from the expansion Legends. In fact, half of the cards we are going to analyze today come straight from just that same set. What do they have in common?

In this new piece, we are going to tackle a theme we have left alone so far: that of humor and comedy. As you'll see, the very conception of what is funny has changed a lot through time. To better appreciate such shift, we are going to analyze three cards from the older days of Magic, and three cards from later times. Let's start with some cards out of Legends!

Giant Strength

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O! it is excellent
To have a giant’s strength, but it is tyrannous
To use it like a giant.

William Shakespeare, Measure for Measure (1603)

Giant Strength might be among the first examples of this kind of humor. It's not entirely based on the flavor text; on the contrary, the image plays the major role. We have several other cases, even if we want to stick to Legends. Think of Gaseous Form and Greed: what do they have in common?

It's the approach the artist took when creating the illustration, of course. In this particular case, it's also the same artist who did both cards: Phil Foglio. He's a renowned artist who created many great pieces during the early years of Magic, and is especially famous for his cartoonish, humorous style. Among these three cards, I chose to focus on Giant Strength just because it leaves a bit more room for the flavor text. Besides, we've already mentioned Greed in a previous instalment.

The quote comes from one of Shakespeare's less famous (and less frequently performed) plays: Measure for Measure. This time, we don't really care for context, so let's just say one of the protagonists, Isabella, confronts another character, Angelo, accusing him of corruption. The funny thing is that the illustration by Justin Hampton shows an actual giant, intent on dragging some sort of war chariot, which is obviously not the situation Shakespeare had in mind. Also, the giant seems vaguely annoyed with his task, and there is no indication that he is corrupt.

Giant Turtle

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The turtle lives ‘twixt plated decks
Which practically conceal its sex.
I think it clever of the turtle
In such a fix to be so fertile.

Ogden Nash, The Turtle (1945)

Giant Turtle is a bit different from Giant Strength, as the very quotation is already willingly comic, even in the original context. This turtle is a 2/4 for three mana, with the downside of only being able to attack if it didn't attack during your last turn. Given its sizing, this ability is not that bad a downgrade, as it will likely be used as a blocker.

The citation comes from "The Turtle," a poem published in 1945 by Ogden Nash, among the most popular American writers of humorous verse. The joke is just a paradox based on animal life's oddity. Most of the charm of this short poem comes from its musicality and witty choice of terms.

Of course, the poem is 80 years old; this is not the kind of comedy you might laugh at nowadays. I find it a good choice on this card, though, as the illustration of the turtle and the general layout of cards from Legends also share an aura of ancientness.

Vampire Bats

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For something is amiss or out of place
When mice with wings can wear a human face.

Theodore Roethke, The Bat (1941)

First printed in Legends, Vampire Bats also kept the same flavor text in Fourth Edition and Fifth Edition. It's a small black creature, just a 0/1 for one mana. Its ability, however, allows you to spend a maximum of two mana every turn to give it +1/+0 each time. It's not that bad, especially in limited formats, but we haven't seen it since Tenth Edition.

The flavor text again comes from a poem, although this time it's a bit longer at ten lines. "The Bat" was written by Theodore Roethke in 1941, and deals with the repulsion caused by bats. It starts with a funny couple of hendecasyllables (By day the bat is cousin to the mouse. / He likes the attic of an aging house), but when it gets close to the end, it gets a bit darker.

The two lines quoted on the card are the ones that close the poem, signalling how there is definitely something wrong with this weird animal. All the horror and disgust felt by the persona speaking is finally revealed, and attributed to the fact that "a mice with wings can wear a human face." The illustration is actually not that scary, and this makes the choice even funnier.

Enrage

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You wouldn’t like me when I’m angry.

David Banner, The Incredible Hulk (1978)

Let's move away from Legends and into Scourge, which saw light almost ten years later. Enrage is an exception in this list: as you all probably know, the quotation is actually the most famous catchphrase of the Hulk, from Marvel Comics. As such, it appears in a regular set, even though in 2003 only core sets were getting real-world quotations.

This is again some different kind of "funny," as the sentence itself has humor in it. The point is just that players would be surprised to find a quote from the Hulk on a Magic card, as this had no precedents. There is not a particular link between the character of the Hulk and the man illustrated by Justin Sweet. We just see him breaking free from his armor, perhaps because he is increasing his size, as does the Hulk. Which is totally reasonable, since Enrage's effect is precisely to give +X/+0 to a target creature, in keeping with the Hulk's telltale rage.

Solidarity

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We must all hang together, or assuredly we shall all hang separately.

Benjamin Franklin, Life of Franklin (1776)

With Solidarity we move to a core set, namely Eighth Edition. The first printing of this card, which is mostly famous for giving the name to the deck Solidarity, was in Urza's Legacy, but since it was an expansion set it couldn't use any real-world flavor text. Solidarity gives your creatures +0/+5 for four mana, at instant speed. Not that impressive, unless you are called David Gearhardt and play Limited.

The citation is by Benjamin Franklin, who apparently pronunced it in 1776. We don't really know if he did, but it probably was what he and the other delegates were thinking when signing the Declaration of Independence. The point of the joke lies in the double meaning of the verb "hang." Despite the distance between a serious, historical moment such as the signing of the Declaration of Independence and a Magic card, this quote actually doesn't sound bad on Solidarity. After all, it promotes the typical values of the color white in Magic.

Unsummon

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Not to be. That is the answer.

Let's close this instalment with another card from a core set: Unsummon, from Magic 2013. This cheap blue instant is pretty famous, as it was reprinted almost thirty times after its first appearence in Limited Edition Alpha. Anyway, it was only in Magic 2013 that it got this quote, which then disappeared again.

This time, the humorous part is that the flavor text sounds like an arrogant answer to what is probably the most famous line in English literature (Hamlet's "To be or not to be"). The speaking voice is simply stating that the right answer is "not to be," and in fact the effect of Unsummon is to return target creature to its owner's hand.

Different Kinds of Comedy

We have seen six different cards, coming from two different periods of Magic. The first three cards, all from Legends (1994), come off as a tad misguided in their attempts to sound funny. It might be the old layout, or the fact that the quotations themselves come from old literary works. Or even that most of the fun comes from the illustrations, while the flavor text only adds some nuance.

On the contrary, the more recent cards demonstrate a wider variety of devices to reach the same goal. Printed in the years between 2003 and 2012, they don't make use of actual quotations. One of them contains a catchphrase from a comic; one quotes Benjamin Franklin; and one goes so far as to cut off Hamlet's soliloquy.

What do you think of these different approaches? Which one do you prefer? Let us know in the comments or on Twitter, and don't forget to mention other cards we might have missed!

Modern Deck Spotlight: Tameshi Bloom

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Now...Reality Can Be Whatever I Want

There's a new combo deck on the block in Modern that's been turning heads. Of course, I'm referring to Tameshi Bloom, featuring Kamigawa: Neon Dynasty's newest legendary moonfolk, Tameshi, Reality Architect, and the perennial combo enabler, Lotus Bloom. This deck utilizes Tameshi to replay Lotus Bloom from the graveyard over and over, then uses the excess mana to win with a supercharged Finale of Devastation.

Key Pieces

Tameshi, Reality Architect is the centerpiece of your deck. It lets you return artifacts and enchantments from your graveyard to the battlefield for a single white mana plus the mana value of the returned card. Of course, you also need to bounce a land to your hand, but you get to draw an extra card for your troubles. While this can let you return something cheap like a Portable Hole to interact with your opponent, it lets you spend just one mana to get back Lotus Bloom for a net positive of two mana. The ultimate result is you return all of your lands to your hand and generate a ridiculous sum of mana.

Lotus Bloom comes from a long line of Black Lotus variants with extra steps, and the more of those steps you get to avoid, the stronger it is. Lotus Bloom is not castable under normal means. Normally, You need to suspend it and wait for three turns to get access to it. This deck, however, includes a ton of ways to speed up this process, including tutoring Bloom into your graveyard with Goblin Engineer or directly into play with Wargate. Eladamri's Call and Finale of Devastation can also be used to find Goblin Engineer as well, so there's no shortage of ways to dig out Lotus Bloom.

If Tameshi and Bloom are the engine, Cultivator Colossus is the oil that keeps the whole thing running smoothly. After generating your obscene amount of mana, you get to play your big chonky plant beast, which replays all of your lands and replaces them with spells. If any of those spells are a second copy of Colossus or one of your tutor effects, you just get to do it all again.

I'm not a big fan of letting my opponent take a full turn between the time I combo off and when I deal the finishing blow. While a massive trampling Colossus may be likely to win the game in a turn, why wait? Finale of Devastation jumps up the clock by tutoring out a creature (most often Colossus), then gives your team haste and +X/+X where X is upwards of 10. While hitting for exactly lethal nets the same match points as hitting for a thousand, there's something deeply satisfying about the overkill, and oh boy, is it overkill.

What I Like

On the surface, Tameshi Bloom is similar to other graveyard-adjacent combos like the Underworld Breach and Grinding Station deck. However, that deck utilizes Emry, Lurker of the Loch to enable its combo. Unlike Emry, Tameshi doesn't need to tap, which is a huge upside. Another notable difference is that the Breach deck requires you to cast Mox Amber over and over to generate its mana. You aren't casting Lotus Bloom when you use Tameshi's ability and as a result, common combo-breakers like Chalice of the Void and Roiling Vortex don't stop you.

Tameshi Bloom has more consistency than Breach thanks to its tutor packages. They not only help find missing combo pieces, but also high-value sideboard cards like Sanctifier En-Vec, Burrenton Forge-Tender, and Meddling Mage. This sideboard strategy lets you run a wider assortment of hate pieces without meaningfully lowering your chances of finding them. It also provides room to adjust to developments in the metagame.

For decks of this nature, Teferi, Time Raveler is essential and Tameshi Bloom sports a full playset. You need to make sure Tameshi lives to activate his abilities multiple times at sorcery speed. Teferi puts a hard stop to counterspells and removal, giving you the freedom to combo off without the threat of interaction.

Finally, a lot of the pieces outside of the combo are flexible in this deck. Instead of Arboreal Grazer, you can use Ragavan, Nimble Pilferer or Birds of Paradise. You could cut the mana accelerants altogether for a slow and steady approach with main deck Spellskite and Giver of Runes. There are many directions to take the archetype which offers a level of customization not commonly seen in Modern.

What I Don't Like

This is a combo deck reliant on a three-mana 2/3 creature. It's susceptible to all of the most common removal spells in the format--Lightning Bolt, Fatal Push, Solitude, March of Otherworldly Light, a gentle breeze, the list goes on. If it's trading with your opponent, it's likely trading down on mana.

You're mostly all-in on the combo. This isn't necessarily a bad thing, but when compared to Grinding Breach, Tameshi Bloom only has a single way to win whereas the Breach deck has Urza's Saga and Dragon's Rage Channeler to fall back on.

Since you need the graveyard to initiate the combo, You run the risk of cards like Leyline of the Void, Rest in Peace, Endurance, and Nihil Spellbomb ruining your day. You need to clear these out of the way with Boseiju, Who Endures and Otawara, Soaring City before advancing any meaningful board state. Graveyard hate cards have started to see more play to counteract Living End strategies in the current meta, so be mindful of potential splash damage.

The Deck

Here is the current iteration of the deck that I'm trying out. In my flex slots, I've added Mishra's Bauble to utilize Tameshi's ability when Lotus Bloom isn't available. I'm also trying out Renegade Rallier, which acts as another way to buy back Bloom. This gives me the potential to cast a turn-four Cultivator Colossus and generate a ton of value. Thanks to the 12 fetches along with Sakura-Tribe Elder and the aforementioned Baubles, it's very likely I'll have Rallier's revolt ability active whenever I need it.

Tameshi Bloom

Creatures

4 Arboreal Grazer
3 Cultivator Colossus
1 Goblin Engineer
4 Tameshi, Reality Architect
1 Sakura-Tribe Elder
1 Renegade Rallier

Spells

4 Eladamri's Call
2 Finale of Devastation
4 Wargate

Artifacts

2 Mishra's Bauble
1 Portable Hole
4 Lotus Bloom

Planeswalkers

4 Teferi, Time Raveler

Lands

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

Sideboard

1 Lavinia, Azorius Renegade
1 Meddling Mage
1 Omnath, Locus of Creation
1 Sanctifier en-Vec
1 Skyclave Apparition
1 Portable Hole
2 Burrenton Forge-Tender
1 Alpine Moon
1 Tormod's Crypt
3 Spell Pierce
1 Aether Spellbomb
1 Spellskite

End Step

That's a wrap, folks! My hope is to put out these deck highlights on a more regular basis and showcase some of the weirder new archetypes as they emerge in Modern and Pioneer. With the revival of the Pro Tour and paper Magic returning in a big way, I'm looking forward to jumping back into the grind. I'll be painstakingly testing and scrutinizing every slot in my decks to see what works and sharing my findings with you, the reader. Keep an eye out for updates by following me on Twitter @AdamECohen. Until next time, I'll catch you later.

Word on the Street: New Capenna Spoilers

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The seasons are changing and my allergies are flaring up, so it must be time for set spoilers! Once again, we'll look into the new set and see what (if anything) is good enough for Modern. The past few sets have seen plenty of role players make it, but it's quite hard for anything to compete with Modern Horizons 2 and so their impact has been limited. Nothing I've seen so far in Streets of New Capenna will change that trend. That doesn't mean that they won't see play.

First things first: Streets is phenomenal from a world-building and visual design perspective. Just like Kamigawa: Neon Dynasty. If this is going to be the Wizards standard going forward, I'm all for it. I have no idea if the set will be as good mechanically or as a draft format yet, but the art deco is really working for me. And I'm not even that much of an art guy.

Allied Triomes

Let's start off easy. New Capenna is completing the cycle of triomes started in Ikoria with the enemy shards. The new triomes are not actually called trimoes, though, which feels like a mistake. We're all already calling them allied triomes and no other option was ever possible. I realize that such names don't fit into the overall set aesthetic, but they're already mechanical anomalies. Shards may be the theme, but there's no other cycling in the set. Just embrace the awkwardness and move on.

In any case, the new triomes are guaranteed to see Modern play. Because they're basically free with fetchlands and have proven to be essential for 3+ color decks. However, I wouldn't call them Modern staples. Every deck that needs a triome can really only afford to one run of each type, as aptly demonstrated by 4-Color Blink. That said, the impact on the 4+ color decks will be minor. Their mana is already basically perfect. Additional fixing is an incremental improvement at best.

The key members of this cycle are Spara's Headquarters and Xander's Lounge. Slow Bant and Grixis decks are always popular (especially in a churning format) but rarely stick. Card power is rarely the problem, but somehow both shards always seem to have mana trouble. Which is especially weird for Bant when Noble Hierarch exists, but that's my experience. The smoothing will assuredly reignite the hopes of all the Bant and Grixis Control players. Which will be crushed because both decks are still worse than 4-Color and Grixis Shadow respectively.

An Offer You Can't Refuse

There was no way Wizards could make a gangster themed set and not include the most iconic line from the most iconic gangster movie of all time. There would have been riots. I preorganized one as a precaution. Thankfully, Wizards saw reason and there can be peace between us. For now.

While the card doesn't quite live up to its namesake, it's still very compelling. Countering any noncreature spell for one mana is an insane rate. It makes multiformat role-player Spell Pierce look silly in comparison. Which is certainly why Wizards slapped a fairly steep drawback onto Offer. Severe enough to undermine playability substantially, in fact.

Ramping the opponent is not good. It's why Path to Exile rarely sees maindeck play now that an alternative cheap white removal spell exists. Offer doesn't provide permanent ramp like Path does and makes two treasures instead. Which is in some ways much stronger. Decks don't always have basics for Path, but as Ragavan, Nimble Pilferer has shown, any deck can use Lotus Petals to facilitate a big turn. Or just keep mana open.

Used As Intended

Consequently, Offer's utility is quite limited. But it is far from zero. There are plenty of times against combo decks that having a one-mana hard counter is invaluable, nay, essential. And late game against a control deck the treasures are unlikely to matter as mana isn't an issue in the late game. However, in either case, Offer would have to be countering 3+ mana spells to be worthwhile in terms of mana efficiency.

There was an error retrieving a chart for Ad Nauseam

Thus, despite what I implied earlier, Offer won't be replacing Pierce. They fulfill very different roles. Pierce is a tempo card, perfect for decks that need early counters to get ahead or protect a narrow lead. Offer is only viable in the late game or against combo decks. Whether this will come up enough to really matter I can't say. But having the option is very welcome.

An Interesting Alternative

However, what if instead, Offer was a ramp spell? A lot of the buzz I've seen around Offer has focused on countering Mishra's Bauble turn 1 and then playing Urza, Lord High Artificer turn 2. Or any other four mana spell, really. The potential is fairly staggering, as the only other way of getting to four mana on turn 2 is Arbor Elf into Utopia Sprawl. Which locks such a deck in to being heavily green-based. Offer does that for blue decks. And acceleration is always powerful.

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

In this case, I don't think the power is justified by the investment. For that to work requires both Bauble (or another 0-mana noncreature spell, technically) and Offer on turn one. The odds of that are roughly 16% on the play, 20% on the draw. Meaning such a combo is an incidental advantage rather than something to build a deck around. At least with Elf and Sprawl, the cards still ramp on their own.

Even if the combo is pulled off, that four-drop had better be pretty backbreaking, because a lot of resources just got dumped into it. Offer isn't really a ramp spell; it takes two actual cards and turns them into treasures. Treasures that won't be on the field to power up Urza's construct token or whatever else is the payoff afterward. Furthermore, how is ramping with Offer better than using Emry, Lurker of the Loch and Mox Amber? At least Emry digs for Amber, making the combo more consistent. Although I suppose this hypothetical deck would be running both engines.

Ob Nixilis, the Adversary

The other heavily discussed card is the new Ob Nixilis. Three mana planeswalkers are always worth considering for pure value for mana. And on face, Ob stumbles. A Griselbrand activation is a Griselbrand activation, but the other two abilities are quite weak. The plus is technically disruptive but will always yield the least destructive outcome. Devil tokens are fine, but not impressive on their own. Thus, Ob just doesn't do very much and probably isn't a Modern card.

The reason to consider Ob is the casualty ability. For the cost of a creature with power, Ob copies himself. A three mana walker with mediocre abilities is not Modern playable. Two mediocre walkers for three mana just might be. The best part is that the abilities synergize: -2 the higher loyalty Ob first, then +1 the other to maximize value. However, the intention is clearly to sacrifice a 7+ power creature so that the copy can immediately be ultimated. And drawing 7 for three mana (and 7 life) is extremely good value.

The Catch

The question must be asked: are those 7 cards going to end the game faster than a 7-power creature? While that's not impossible, I have a hard time believing that 7 new cards will win the game where a giant Murktide Regent wouldn't. The board would have to be completely stalemated, where losing the 7 life can't put you at risk of immediate death. And worth remembering: the other consistently played high power creature in Modern is Death's Shadow. When Shadow has 7 power, ultimating Ob is literal suicide.

There was an error retrieving a chart for Murktide Regent

It's also worth remembering that sacrificing a big creature is taking a huge risk. If the copy gets countered, the original Ob isn't much of threat, but you lost a big threat for no gain. I don't see many situations were going all-in like that is optimal or even necessary.

Think Smaller

That doesn't mean that Ob can't be good. Just set ambitions lower. Sacrificing a 1/1 token is far less burdensome, and there's already a decent deck in Modern that wants to be doing that for value: RB Sacrifice. While I have no idea what to cut to make Ob fit, he does fit the gameplan. Making 1/1s that sac for value and incrementally chipping away at the opponent are already things the deck wants to do. Seems plausible.

Mage's Attendant

Here's a card that I really like, but I don't think the metagame's right for it. Mage's Attendant is a lot of card at a good rate. Four power in two bodies for three mana is decent in Modern, and I've played Blade Splicer to great effect here. However, that's not enough for Attendant to see play. Rather, it's the token that's intriguing.

Despite being a blue wizard, the token is the first mono-white countermagic in years. While it may not fly, the ability hitting any noncreature spell pushes it beyond Judge's Familiar in power and utility. Of course, costing a mana to activate is quite the burden, but were the metagame filled with combo decks or Izzet Phoenix-style velocity decks, Attendant combined with Ephemerate could prove a nightmare.

Of course, that's not the metagame we have right now. Attendant might be an absolute beating against UR Murktide, but most of the other decks are so creature-based that the token would struggle to be relevant. I really want this to be good in Death and Taxes, but I don't think this is the time. That time may yet come so I'll definitely be picking up a set.

Luxior, Giada's Gift

I'd planned to end the article there, but while I was writing, Luxior was spoiled. And players went a little nuts over it. For one thing, it's a 1 colorless mana artifact and findable with Urza's Saga. That makes anything playable. For another, it allows controlling Stoneblade decks to turn their planeswalkers into threats and bodies to hold other equipment. Bodies that are no longer attackable. And damage doesn't reduce loyalty counters since they aren't planeswalkers anymore. Players immediately had visions of UW Sagablade winning by swinging with Jace, the Mind Sculptor.

And that is a very attractive vision. However, reality check: Luxior is exchanging vulnerability to attack with vulnerability to creature removal. All creature removal. Which I'd say is far more relevant than the combat step for a strategy with Wrath effects. Now, the possibility exists to drop Luxior on a high-loyalty walker and attack for lethal, and in some situations that won't be bad. However, a high-loyalty walker is almost certainly within range of its ultimate, and those usually win the game. Why bother turning on an otherwise dead Terminate? Except to win the game before time expires, I don't think that's worth it.

A Better Alternative

On the other hand, I do think Luxior will see a lot of Modern play. It just won't be attached to planeswalkers a lot of the time. For starters, Luxior combines with Devoted Druid to produce infinite mana. While more expensive than Vizier of Remedies and not findable with Collected Company or Chord of Calling, it is less vulnerable to removal and the combo fits into any deck with green mana.

There was an error retrieving a chart for Devoted Druid

While there really aren't green Saga decks right now, players will absolutely try to fit this combo into any deck alongside a combo payoff card. Will it be good? I don't know. Druid combo doesn't see much play as it is, but perhaps that was down to relying on a 2/1 to work. Perhaps Luxior and Saga will turn things around.

Wisdom From the Gutter

Spoiler season is less than a week old but Modern has got a slew of interesting cards to consider. And it isn't often that a printing potentially revives an entire archetype. We might be looking at quite the set here.

An Ode to Enchant Worlds

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I don’t always keep up with all the new reprints and set releases that Wizards of the Coast puts out each and every week. There are simply too many to keep track of, so I try to prioritize my focus on the newest Standard set so I can familiarize myself with the Limited environment.

But last week, something stood out that grabbed my attention for longer than the typical three seconds I spend on each MTG spoiler. Behold, the Secret Lair reprint of Concordant Crossroads:

Why did this card catch my interest? Because it is a reprint of an Enchant World—which is like an enchantment, except that only one can exist in play, so if any player plays a different Enchant World, the first one is buried. You can read about the official rules of the Enchant World here.

It’s a fairly outdated ability, and you don’t see it on card text anymore these days (kind of like banding or flanking) with few exceptions.

You may have even thought that Concordant Crossroads was on the Reserved List if you didn’t see this reprint. I wouldn’t blame you—many Enchant Worlds are. But this one last got printed in Chronicles, making it ineligible for Reserved List status.

This week, I want to examine some of the best, worst, and craziest Enchant Worlds in Magic’s history—some are worth grabbing, others could potentially get a reprint treatment, and others still are so bizarre they merit their paragraph of fame just to bring them to light.

The Good (and Valuable)

Let’s begin with the strongest, most impactful World Enchantments. Concordant Crossroads surely belongs on this list, as it likely has popularity in some Commander decks. But because of its reprint in Chronicles, this Enchant World is far from the most valuable out there.

That title belongs to The Abyss.

There was an error retrieving a chart for The Abyss

This Legends Enchant World will cost you about $1,000, and that’s just for a heavily played copy! Nicer copies go up from there, making this the king of all Enchant Worlds. Honestly, I can’t remember ever seeing this card in play in a game of Magic, but it must have some niche following, possibly in Old School. It is a Legends rare on the Reserved List so that could be enough.

The other very pricy Enchant World is also from Legends: Nether Void.

There was an error retrieving a chart for Nether Void

This one I have seen cast once before, in a Legacy match about a decade ago. Still, it shares many common characteristics with The Abyss that make it so valuable. It’s a Legends Reserved List rare, has a powerful effect that likely draws attention from Old School players and collectors, and it even shares the same casting cost!

A couple other Reserved List Legends Enchant Worlds round out the most valuable in existence: Living Plane, In the Eye of Chaos, and Field of Dreams. Each of these are significantly less powerful than the big two black Enchant Worlds mentioned above, but they have relevant effects and are Reserved List rares from Legends. That’s definitely enough to make them stand out value-wise. Field of Dreams is a favorite of mine simply due to its art—one of these days I’m going to combine it with Ghoulcaller's Bell in Commander.

Outside of Legends, the Enchant Worlds are far less impressive (and valuable). In fact I suspect the next tier of Enchant Worlds from a value standpoint are also from Legends: Storm World, Gravity Sphere, and Chronicles Reprint Revelation. But I want to at least give honorable mention to one playable Enchant World that wasn’t in Legends.

Check out Tombstone Stairwell:

There was an error retrieving a chart for Tombstone Stairwell

This Enchant World from Mirage actually sees a scant bit of Commander play, and plays nicely into a Zombie theme or a “creatures in the graveyard” theme. Is it the most powerful thing you can do in Commander? I highly doubt it. But it’s a neat card with an interesting effect, and its status as Reserved List rare is enough to make this a solid $20 card.

The Bad

The Legends Enchant Worlds really stand out as being the most impactful in a game of Magic. But Enchant Worlds were printed across a few other early expansions, and some of them are not nearly as relevant when cast in a game of Magic. Let’s examine a couple of the most clunky, worst Enchant Worlds out there.

For instance, Forsaken Wastes strikes me as a rather unimpressive card.

There was an error retrieving a chart for Forsaken Wastes

Let’s see, for three mana you have an Enchant World that stops players from gaining life. Ok, that is pretty decent in certain aggressive decks (though life gain is a little less relevant in formats where you start with 40 rather than 20). Each player loses a life during their upkeep—we’ve seen effects like this before as well, usually in red. That last ability—the one where Forsaken Wastes causes any opponent who targets it with a spell to lose 5 life—makes it a little bit better, but it's still not very desirable in my opinion.

Another underwhelming card is Null Chamber. In a world with effects such as Meddling Mage, Council of the Absolute, Gideon's Intervention, Nevermore, and Voidstone Gargoyle, I don’t see how the symmetric effect of Null Chamber is worthwhile. If it was a four mana Enchant World that let only its caster name a card it would be far more interesting. But you and an opponent each name a card that then can’t be cast. I suppose in a multiplayer game of Commander, you could team up with an ally to gang up on a third player, so it’s not a completely useless effect. But there’s a reason Tombstone Stairwell, also from Mirage, is $20 whereas Null Chamber is $1.

Even worse than Forsaken Wastes and Null Chamber are two others I want to mention: Pillar Tombs of Aku from Visions and Winter's Night out of Alliances.

The former gives way too much flexibility to opponents—either they sacrifice a creature (Diabolic Edict) or they pay five life. That alone would be decent, except if they pay the five life then you have to sacrifice Pillar Tombs of Aku! A four mana, sorcery-speed Diabolic Edict that gives your opponent options is not what I consider a strong card. Don’t forget that if they do sacrifice a creature then this card becomes a terrible Innocent Blood, because you also have to sacrifice a creature or else pay five life and sacrifice Pillar Tombs of Aku. Just awful.

Winter's Night is one of those “snow matters” cards. Even if you’re playing Ice Age and Alliances Limited, this card is far too narrow to be relevant. Its casting cost is also awfully prohibitive—this may go down as the worst Enchant World ever printed.

There was an error retrieving a chart for Winter's Night

The Obscure (and Underutilized)

Lastly, I want to touch briefly upon a couple Enchant Worlds that I feel don’t get enough love.

I used to love Chaosphere as a kid. It has limited utility, but can wreak havoc on a game of Commander—suddenly it’s like flying creatures don’t fly and non-flying creatures do. That’s not the literal text, but that’s kind of what the card achieves in terms of blocking. I always found that a neat effect.

There was an error retrieving a chart for Chaosphere

If you don’t like Chaosphere, you could always just jam Mystic Decree to simply shut down flying (and islandwalk while you’re at it) altogether.

Elkin Lair is one of my favorites, and I actually do play a copy in my casual red Commander deck. It basically forces action, or else players will have to slowly discard cards from their hand until there are none left. I don’t think it’s all that inspiring, but it is pretty decent at hosing counterspell effects.

One of the most underplayed Enchant Worlds has got to be Homelands Reserved List card Koskun Falls. I’ve written about this one before—if Propaganda and Ghostly Prison are so popular in Commander, then a black version should be equally in-demand. Granted, with Koskun Falls you have an upkeep cost whereas you don’t with Ghostly Prison effects. However, the upkeep cost is relatively small in the grand scheme of things. Besides, it combos beautifully with King Macar, the Gold-Cursed so what is there not to like?

There was an error retrieving a chart for King Macar, the Gold-Cursed

The last one I’ll mention this week is Teferi's Realm, a bizarre, symmetric Enchant World that gives players an opportunity to phase out all cards of a given type during their turn. While the card takes some work to exploit, I feel like there are some cases where ensuring your opponents have no creatures, artifacts, lands, or enchantments during your turn would have payoffs. The card becomes even more interesting in multi-player games, where you may have more than one card type phased out over the course of your opponents’ turns. Just be careful choosing creatures, as your opponents’ creatures will phase back in before yours do!

Wrapping It Up

Enchant Worlds were not all that complicated—I’m disappointed Wizards of the Coast moved away from the card type after the first few early expansions. Maybe with the Secret Lair printing of Concordant Crossroads, Wizards of the Coast is hinting that they may print new “World Enchantments” (as they’re called in modern-day Magic) in an upcoming set.

In the meantime, I’ve enjoyed this walk down memory lane into some of the game’s best, worst, and most interesting Enchant Worlds of the past. Some are extremely valuable, some are largely useless, and there are a few in between that have some corner-case utility in the right deck. Hopefully this article highlighted a few interesting Enchant Worlds you weren’t aware of, that struck your fancy.

In the end, if I can convince just one more player to sleeve up an Enchant World in their Commander Deck to try, I’d consider this article a success.

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