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Exploring Explorer! Four Decks to Expect

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

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

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

But What Should I Play?

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

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

Naya Winota

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

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

Naya Winota

Creatures

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

Artifacts

4 Esika's Chariot

Enchantments

3 Fable of the Mirror-Breaker
4 Ranger Class

Lands

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

Mardu Greasefang

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

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

Mardu Greasefang

Planeswalkers

1 Sorin, Vengeful Bloodlord

Creatures

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

Spells

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

Artifacts

4 Parhelion II
1 Skysovereign, Consul Flagship

Enchantments

4 Fable of the Mirror-Breaker

Lands

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

Jund Sacrifice

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

Jund Sacrifice

Creatures

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

Spells

3 Assassin's Trophy
4 Deadly Dispute
4 Fatal Push

Artifacts

4 Witch's Oven

Enchantments

4 The Meathook Massacre
4 Trail of Crumbs

Lands

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

Jeskai Fires

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

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

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

Jeskai Fires

Planeswalkers

4 Narset, Parter of Veils
2 The Wandering Emperor

Creatures

3 Agent of Treachery

Spells

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

Artifacts

4 Esika's Chariot

Enchantments

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

Lands

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

Time to Explore

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

New Contenders: Pre-Capenna Deck Evaluation

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

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

New-Old Business

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

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

Creatures

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

Planeswalkers

1 Wrenn and Six
4 Teferi, Time Raveler

Instants

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

Artifacts

4 Lotus Bloom

Enchantments

1 Utopia Sprawl

Lands

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

Sideboard

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

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

Metagame Advantages

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

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

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

There was an error retrieving a chart for Rest in Peace

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

Metagame Disadvantages

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

There was an error retrieving a chart for Primeval Titan

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

Tameshi's Place in Modern

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

There was an error retrieving a chart for Lotus Bloom

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

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

Old-New Business

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

There was an error retrieving a chart for Cabal Coffers

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

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

Creatures

3 Golos, Tireless Pilgrim
1 Archon of Cruelty
1 Griselbrand

Planeswalkers

3 Liliana of the Veil
4 Karn, the Great Creator

Instants

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

Artifacts

4 Expedition Map

Lands

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

Sideboard

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

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

Metagame Advantages

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

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

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

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

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

Metagame Disadvantages

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

There was an error retrieving a chart for Invoke Despair

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

MBC's Place in Modern

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

There was an error retrieving a chart for Karn Liberated

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

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

Don't Give Up

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

Sig’s Favorite Offbeat Commander Cards

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

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

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

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

Deck 1: Diaochan, Artful Beauty

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

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

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

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

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

There was an error retrieving a chart for Thundermare

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

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

There was an error retrieving a chart for Portcullis

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

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

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

Deck 2: Teferi, Mage of Zhalfir

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

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

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

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

There was an error retrieving a chart for Sunken Hope

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

There was an error retrieving a chart for Ixidron

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

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

There was an error retrieving a chart for Shimmer

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

Deck 3 & Wrapping It Up

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

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

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

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

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

Collecting for the Long Term: Kamigawa Neon Dynasty Cards

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Streets of New Capenna Takes Center Stage

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

Neon Dynasty Channel Lands

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

Marches

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

Planeswalkers

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

Equipment

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

Notable Commons and Uncommons

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

There was an error retrieving a chart for Secluded Courtyard

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

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

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

End Step

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

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

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

State-Based Actions

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

The SBAsics

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

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

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

The Ones That Make Someone Lose

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

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

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

The Ones That Make Stuff Die

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

Not So Tough

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

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

Damaged Goods

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

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

Like half of Modern players back in 2011

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

Deathtouch

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

Planeswalked to Death

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

Illegal Enchantments

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

Everybody Wants to Rule the World (Type)

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

Legen - Wait For It - dary

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

The Ones About Counters

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

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

The Ones About Ceasing to Exist

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

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

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

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

The Ones About Unattaching

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

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

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

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

The One About Sagas

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

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

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

The One About Dungeons

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

The Ones About Variant Formats

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

The Last One About Commander

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

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

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

The Ones about Planechase and Archenemy

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

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

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

Cleanup

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

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

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

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.

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