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A Wild Week of Magic News

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A Lot Going on in the Multiverse

With all the excitement happening in the world of Magic this week, I thought I would take today to cover some of the Magic news that you might have missed.

The Beginning of Spoiler Season

Spoiler season kicked off in a big way today with the full Kamigawa Neon Dynasty story now available on the mothership, and the first big round of official previews broadcast on Twitch and YouTube.

The preview show revealed all the planeswalker cards in the set, as well as a number of other goodies. Here's a sampling of some of the most exciting ones:

It wouldn't be a Kamigawa set without shrines, so I'm happy to see them coming back in Neon Dynasty. Of all the reveals, I think the card I'm most excited about is Silver-Fur Master, both because it's a lord for ninjas and rogues, and because of the obvious nod to Master Splinter from Teenage Mutant Ninja Turtles. Needless to say, if we don't get at least one green ninja turtle creature in this set, I will be disappointed. Wizards continued the reveal during the Weekly MTG show immediately afterward, sharing additional spoilers, as well as discussing the mechanics of the set, and the limited archetypes.

Based on what I've seen so far, Kamigawa Neon Dynasty looks like a slam dunk of a set. I'm looking forward to seeing more in the coming days. The launch of spoiler season was only the most recent part of an eventful Magic-related week.

Bannings in Standard, Legacy, and More

On Tuesday the latest Banned & Restricted list update nuked several cards from Standard and Legacy and brought a number of rebalances to Alchemy on Arena. Divide By Zero, Alrund's Epiphany, and Faceless Haven all exited Standard, and Ragavan, Nimble Pilferer was removed from Legacy.

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

For reactions and analysis from the QS team on the bannings, and equally important, what wasn't banned, you can check out our new podcast Quiet Conversations.

Bannings didn't just take place in Standard and Legacy this week.

Christopher Rush's Daughter Banned from MTG Art Market

In an announcement that stunned many in the Magic: The Gathering art collecting scene, Sierra Troi Rush, daughter of the late Magic artist Christopher Rush, was banned from the MTG Art Market, one of the internet's largest markets for the auction and sale of original Magic art. In the statement released on Sunday by Jason Sirichoke, of the MTG Art Market admin team, he wrote:

"Sierra has offered for sale a number of prints which she claims include the signature of her late father, Christopher Rush. Multiple members of the community raised concerns directly to the admin team about the signatures on these prints and pointed to several inconsistencies. The MTG Art Market team submitted samples of the signatures to PSA and BGS authentication services, two independent third parties. Both authentication services returned a result of “likely not genuine” and will not pass full authentication if physically submitted.

Jason Sirichoke, MTG Art Market Admin.

Based on these findings, the admin team voted 9-0 to issue a lifetime ban for Ms. Rush from MTG Art Market. During the investigation into the allegations, Ms. Rush maintained that "the ones with his signature were all from his personal stuff or storage. Which would all have been made by him."

Speaking to Quiet Speculation about the banning, Sirichoke suggested that folks with Rush prints now possibly questioning the authenticity of the signatures, should refer to Vault of Alexandria's "Ultimate Guide to the History of Cards Signed by Christopher Rush," or consult directly with an expert from the art community.

He had this general advice for collectors:

the #1 tip is to use the community and ask questions. We see people get burned the most keeping things "hidden" thinking they are getting the deal. There's a lot of experience in this community and folks willing to help. No one wants to see anyone get ripped off.

Jason Sirichoke, MTG Art Market Admin.

It was a week of shakeups in all corners of the Magic community, but few could have predicted this next piece.

SCG Lays off Most of Their Content Team

Star City Games (SCG) announced Tuesday they are laying off a large swath of their content team at the end of February. Announced the same day as the Banned & Restricted update, the news took a bit to circulate on social media but came as a shock to many readers.

In the statement, SCG owner Pete Hoefling cited a decline in the effectiveness of strategic content due to the lack of in-person events, and the content division losing a substantial amount of money over the last two years as reasons for the change. Not all content will be leaving the site, he notes. As part of the announcement, he reveals that SCG will be "debuting some new article series covering a variety of non-strategy/tournament-related topics," and continuing some of their existing content in that vein.

As a content creator myself, I was saddened by the news that so many brilliant creators will soon be out of work. As the Director of Content for a site committed to producing a variety of Magic content including competitive/strategic content, I strongly encourage any of those creators looking for work to reach out to me on Twitter or via email.

End Step

What do you think about all the Magic news this week? Have you checked out our new podcast yet? What Kamigawa Neon Dynasty cards are you most hyped about. Let me know in the comments, via Twitter, or email.

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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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Replacement Effects And How To Apply Them

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Like That Keanu Reeves Movie

People often talk about replacement effects in the same hushed tones they use for layers. They ascribe mystic, cursed meaning to these things, and as soon as something wanders into their vision that might be a replacement effect they throw their hands up and yell "JUDGE!"*

But fret not, friends. This week I tackle replacement effects, from the mundane to the insane. Buckle up.

As a reminder, If you have any topics you'd like to see covered, you can reach me on Twitter or our Insider Discord.

* This is a good thing. Always call a judge if you have any doubts or want to double-check something.

The Basics

Broadly speaking, a replacement effect watches for an event it cares about and then replaces that event, either partially or completely. The replacement effect has to exist before the event they want to replace would happen. Perhaps most importantly, a replacement effect can only apply to a given event one time. If that weren't true, a card like Teferi's Ageless Insight would have you draw your entire deck the first time you tried to draw a card.

Modern templating gives us keywords and phrases to watch out for when determining if something is a replacement effect:

  • "instead," as on Winding Constrictor
  • "skip," as on Brine Elemental
  • "enters the battlefield with," as on Metallic Mimic
  • "As [this] enters the battlefield," as on Metallic Mimic
  • "[This] enters the battlefield as," as on Clone
  • "[This] enters the battlefield [state]," as on Bojuka Bog
  • "[Objects] enter the battlefield [state]," as on Orb of Dreams
  • "As [this] is turned face up," as on Gift of Doom

...okay, so even the basics get a little wordy. Let's look at some things in practice.

Like Wolverine, Not Like Jesus

Regenerate is a replacement effect that specifically replaces the "destroy" event. While "instead" doesn't appear on the card that has regenerate, it's implicit in the definition:

614.8 [...] The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and tap it. If it's an attacking or blocking creature, remove it from combat."

Magic Comprehensive Rules

The regenerated creature never leaves the battlefield, so it won't trigger any abilities like "when [something] dies" or "when [something] enters the battlefield."

Applying No Replacement Effects

Sometimes, replacement effects don't get to do what they set out to do. If I resolve Gather Specimens, but my opponents never try to make any creatures enter the battlefield, Gather Specimens's effect does nothing. If I regenerate one of my creatures but it would never be destroyed, I basically wasted that regenerate.

Torbran, Thane of Red Fell doesn't like when you deal 0 damage. If you try to deal 0 damage with a red source, then no damage would be dealt at all. Torbran's replacement effect doesn't get to increase it.

If an object has a replacement effect on it that would affect a subset of permanents, that replacement effect can't apply to that object as it's entering the battlefield. If you cast an Orb of Dreams, for instance, it enters the battlefield untapped.

Cards entering simultaneously can't apply their replacement effects to one another, either. For instance, a Clone entering the battlefield at the same time as a Grizzly Bears can't copy the Bears. Similarly, if Living Death brings back Containment Priest and several other creatures, none of them will be exiled.

Applying One Replacement Effect

Sometimes, applying a replacement effect to an event can make other things happen (or not happen). For instance, let's say I control Thought Reflection[card] and [card]The Locust God and want to draw for my turn. I instead draw two cards, and The Locust God triggers twice. The original event of "draw one card" turned into "draw two cards," which made The Locust God trigger for each of those draws.

On the flip side, let's say I control Underrealm Lich and The Locust God. If I try to draw for my turn, Underrealm Lich's replacement effect turns that into me not drawing any cards at all, so The Locust God won't trigger.

This Is Getting out of Hand! Now there Are Two (Or More) of Them!

We can also apply multiple replacement effects to a single event. Let's say I control Teferi's Ageless Insight and Thought Reflection and want to draw a card with Opt in my main phase. I can apply Teferi's Ageless Insight first, which turns the card draw of Opt into "draw two cards." Then, I apply Thought Reflection's replacement effect, turning "draw two cards" into "draw four cards."

At this point, we're done applying replacement effects. As mentioned earlier, a replacement effect can only apply to an event once, and the root event here never changed from "draw a card with Opt."

And now, if I haven't scared you off... it's time to get weird.

An Island Unto Himself

Arixmethes, Slumbering Isle made a fair bit of noise when it came out in Commander 2018. After all, players love weird cards. It also deviates from the usual Simic commander template of "generic value." But soon, people started asking questions about how it interacted with other cards. Most of the confusion stems from one line of text: "As long as Arixmethes has a slumber counter on it, it's a land."

So, let's say I control Winding Constrictor and cast Arixmethes, Slumbering Isle. How many slumber counters does it enter with?

Six.

Originally, we only have Arixmethes' replacement effect to apply -- Winding Constrictor can't apply first because there aren't any counters yet. So we apply Arixmethes' effect, which says that it will enter tapped with five slumber counters on it.

"But wait," I hear you cry, "It has counters on it now, so it's a land! Winding Constrictor can't apply!"

Not quite. While it's true that Arixmethes will have counters on it once it's on the battlefield, it doesn't have counters on it right now. Since it currently has no slumber counters, it's still a creature, so Winding Constrictor's replacement effect still applies to it.

Feed Me, Seymour

The devour ability can lead to some downright unintuitive interactions. First, let's remind ourselves what devour does:

702.82a Devour is a static ability. “Devour N” means “As this object enters the battlefield, you may sacrifice any number of creatures. This permanent enters the battlefield with N +1/+1 counters on it for each creature sacrificed this way.”

Magic Comprehensive Rules

Cool. We know from earlier that this is definitely a replacement effect since it says "as [this] enters the battlefield." However, figuring out how devour interacts with other replacement effects gets weird.

Let's say I control a Corpsejack Menace and cast Thromok the Insatiable. If I choose to devour Corpsejack Menace, how many counters will Thromok enter the battlefield with?

Two.

First, we choose to apply Thromok's replacement effect -- but it doesn't sacrifice the creature yet because it hasn't entered the battlefield. Next, we have Corpsejack Menace's replacement effect to apply. Since Thromok is now going to have counters as it enters, Corpsejack Menace doubles that amount. The end result is a Thromok entering with two counters and a playgroup insisting you're wrong.

Cleanup

Replacement effects have enough depth that we may need to revisit this in the future for some more weirdness (especially if any rules around replacement effects change). Also, I know I didn't cover every nook and cranny. If you have any burning questions about replacement effects in general, something I didn't cover, or want clarification on what I did, drop me a line!

Join me next week for another layers article. See you then!

Question of the week: What's your favorite card with a replacement effect?

New (Old) Ways to Play Commander!

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I attended a Commander event this past weekend and secured top four! How did I do it? Well, the better question is how did we do it! This was a Two-Headed Giant (2HG) Commander event where my partner and I made two completely synergistic (and degenerate) decks that went off almost every round on turn three with counterspell backup, stunning our opponents. As we looked around the room at the five-minute mark, we needed to do something for the rest of the rounds. Luckily I planned for this and asked my opponents a few questions about lesser-known formats. No one I spoke to at the event had played a single game of Emperor, Archenemy, Planechase, Grand Melee, or other special game types of Magic.

Magic players, I'm here to let you know that you are missing out! Not all of these special formats will appeal to everyone, but, there is certain to be one of them that will appeal to you! Not only that but remember that Magic is what you make of it; many of these formats have alternate rules that may appeal more to your group than the "official" rules.

First, I want to talk about why it's important to have these formats, and then I want to do a quick primer without getting too rules-y or buried in minutiae.

There's Nothing New Under the Sun

In Mark Rosewater's article "The Big Picture" he talks about the challenges of meeting the needs of Magic players who enjoy many different things. It's true that new cards are probably not designed with these alternate formats in mind but, more and more, R&D seems to squeak out a few cards like Scheming Symmetry which is okay for multiplayer but criminally insane in 2HG or Emperor.

I think the main point, however, is that these formats do exist, and, they really want to be played! Players use their own judgment when it comes to how playable a card is in a special format and do not need tailor-made cards to enjoy the experience. In fact, this is one of my primary contentions: playing a new format allows you to appreciate a card in a new light. Every Magic player has had that moment where they look at a card and think "This card is overpowered" or "This card seems pointless" but in another environment that card becomes average. Perspective is a great thing as is variety.

Staples vs Stale

I'm planning on a future Commander article talking about format staples but here's a small snippet; staples are boring. At the 2HG event in the third round, my opponent across from me revealed Derevi, Empyrial Tactician; I was playing the same commander! Here's the thing, though. In the cEDH scene, this commander has been relegated to the "role" of "Stax dot deck". If you're playing Derevi, the thought goes, you are obviously playing a Stax archetype, because why else play that commander? Answer: Because it's 2HG Commander. My partner is playing a combo deck that easily wins on Turn three with my help and this seemed like a compelling argument for playing Derevi over other ideas. But what about the actual cards in the deck?

The majority of staple Stax cards and Derevi staples would actively cripple our game plan. Further, my turn one Magus of the Candelabra surprised my opponent who said "Oh wow I should be running that!" The problem was my opponent had a multiplayer cEDH Derevi Stax deck that, in my opinion, was not tuned for 2HG. I had an extremely good idea of exactly what cards they would have in their deck, what I absolutely *needed* to counter, and what I could let slide. How did I know all this? They played both Commander and Derevi staples so it helped me identify exactly what their deck was going to do and what I needed to do to stop them.

2HG allowed me to change my perspective on Magus of the Candelabra, a card that is a bulk rare, but here was equally as effective as the significantly more pricey Candelabra of Tawnos. By experiencing a different format, I got to see another side of Magic and that is a good thing.

What's Old is New Again

If your Commander meta is getting predictable, boring or a little stale, try one of these formats; it will shake up just about everything. Have you ever experienced the pair of friends or the couple who are not technically on a "team" but are, well, on a team anyways? They are already effectively playing 2HG or Emperor, so, the rest of the table should as well.

Another nice thing to consider is what I call the "numbers problem." Let's say you have exactly seven or nine or eleven commander players for a multi-player, casual night. No one wants to leave anyone out, so, pod size tends to get very flexible; instead of the ideal four players, your pod might sometimes have three or five. I think this is an all right solution, but, it's not ideal. Introducing some additional formats into the mix can give you more potential solutions. Instead of three players in a single pod, they can play a 2HG match with a "team" of one player in charge of both "heads". Six players can play an Emperor match instead of, in my opinion, the less ideal two pods of three. Someone else can be the Archenemy for two to three players. More game modes are simply more solutions at hand.

Without further ado, a quick, rules-light primer on the different formats and why you should give each a try.

Two-Headed Giant

The Two-Headed Giant Rules are here, and I do believe it's played much more widely than any of the other formats I'll list. One of the best parts about 2HG is how it's essentially Magic from a *rules* standpoint, but, it's significantly different from a card value and strategy standpoint. For example, cards that say "Each opponent" effectively double in power because teams have only one shared life total. This makes something like Exsanguinate just that much scarier.

Obviously, you can play 2HG in constructed or limited but Two-Headed Giant Commander has made me interested in the format all over again and I think it could do the same for your playgroup if you're feeling burned out or tired of the same old thing. It really makes you look at a whole range of new cards and apply new values to everything.

Emperor

Two teams of three square off with the middle player of each team as the Emperor and the other players as Generals. The game ends when an Emperor is eliminated. Alright sounds somewhat normal so far, what sets Emperor apart from just a multiplayer-team game? First, spells and abilities have a limited range of effects called "influence." Generals start out only able to affect the opposing General or help their friendly Emperor, and, the Emperors are effectively safe from harm until one General is eliminated.

Secondly, players can "Deploy" creatures by tapping them during the turn and passing them to a teammate; this is where the fun happens. Teams have to balance offense and defense across multiple angles. The number of team strategies is radically higher than a "normal" multiplayer game. Playing a "normal" deck in Emperor tends to lead to lopsided games but I believe that is the point; once you see the format it can spark new ideas, new themes and create some interesting results.

Furthermore, there are a lot of variants to the official Emperor rules that I think make the format even more enjoyable and I leave it up to your particular playgroup to explore the interesting ones and abandon the unfun ones! Also, don't forget about points which are even spicier when explored across teams!

Grand Melee

Going back to the eleven-player scenario, why not just have them all play one large game? That is the idea of a Melee. Again, you have an "influence" of one, thus your spells and abilities only affect yourself and the player to your immediate left and right. Typically, you can only attack the player to your left although I have played in alternate rules events where it was to the right or it switched periodically. Another interesting aspect of the variant is that multiple turns are occurring at the same time. For every four players, there is a turn marker continually passed around the table.

I've been in Grand Melees with up to one hundred players and it's definitely a blast! Games can take a long, long time, with that many players though. It's not something I think many players would be interested in doing every month. However, it's definitely a good and unique Magic experience that I think more players would appreciate as a special event.

Planechase and Archenemy

I've decided to cover these two formats at the same time because they both utilize products that may or may not be available to your local group.

Planechase provides a deck of cards that represent the Plane you and your fellow players are currently occupying. Each plane has different special rules such as doubling your mana or drawing more cards. Players can choose to stay on the Plane or roll a special Planar die to attempt to exit the current Plane and go elsewhere with new rules. Different Planes end up favoring different decks so there is always a back and forth that occurs when a deck hits a particularly favorable Plane and the entire table is trying their best to exit with no luck.

In Archenemy one player represents the eponymous Archenemy who is against two or typically three players. The Archenemy gains an entire deck of special cards called Schemes which power them up enough to realistically fight two players, and sometimes completely overpower three.

These are fun variant games and work well with Commander. If you feel like you're always getting ganged up on or you and the other players want to take down a particular player, Archenemy makes for a fun experience. In a very normal, very casual multiplayer Commander setting, Planechase is right at home.

Both of these formats have been added onto and I am *patiently waiting* for the next step from Wizards. All right I lied, Wizards PLEASE print more Planechase and Archenemy!

The Mysterious Others and Mixing and Matching

There are a lot of homebrewed formats I have played at various events across years of play; some were good, some were great but many were duds. One fairly common and interesting play variant involves having a permanent global effect. MTG: Arena regularly runs events like this where, for example, Omniscience is in play. These types of events are some of the most fun for me. In a similar vein, I've been to events where the host has a special deck of cards and every so often one card is played from the deck with shocking consequences; a Wrath of God out of nowhere can reset games, Howling Mine can ramp up the early game and even an Ajani's Presence can be a surprisingly strong shakeup at times.

Of course, there are also the horror stor...I mean the "fond memories" of playing Archenemy Planechase Commander because mixing so many different game elements is a perfectly acceptable idea. I would caution a group about going overboard and suggest that too much of a good thing is entirely possible. All these elements together can overwhelm new players or weigh down players who do not want the added complexity of Planes, Dice, Schemes, and more.

So, Will You be Playing Emperor This Weekend?

Hopefully, I've given you a little food for thought. Magic is definitely a lot of things to a lot of different people and I say the more the merrier. Not only will you see cards in a new light, but, you will also see other players in a new light as well; maybe you are sitting across from the greatest Archenemy of all time and don't even know it. If you have not given some of these formats a try ever maybe this weekend is a good time to have a good time!

Let me know your favorite special format in the comments below!

Quiet Conversations Episode 1- “The Good, The Banned, and The Ugly.”

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The Ban Hammer Comes Down

Five members of the Quiet Speculation team got together to talk about Tuesday's Banned & Restricted update in the first Quiet Conversations podcast.

Show Notes

  1. Introductions
  2. Standard: Where does the format go from here?
  3. Legacy: The "Ragavan Effect." How has this banning changed anything?
  4. Arena: So many Alchemy changes.
  5. The Elephant in the room: NO Modern bans!?
  6. Silence on other formats: (Pioneer, Commander, etc.)

Pannel Members

Real-world Flavor. Coleridge’s Quotes From Alpha to Portal

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About, about in reel and rout

The death-fires danced at night;

The water, like a witch’s oils,

Burnt green, and blue and white.

In previous installments, we analyzed the nature of real-world quotations in Magic flavor text from a variety of sources. We dealt with the classical world (Greek and Latin literature), explored Arabian Nights (One Thousand and One Nights), and unpacked the literary basis behind Portal Three Kingdoms, and Chinese authors other than Luo Guanzhong quoted in flavor text. Now, it’s time to pass to English-speaking authors.

As we saw in the first article of the series, the most represented authors from this group are William Shakespeare and Samuel Taylor Coleridge, with Edgar Allan Poe and many others a few steps behind. Let’s start with Coleridge, whose quotation on Scathe Zombies we have already discussed.

Samuel Taylor Coleridge

There exist six unique cards with a flavor text consisting of a quote from Coleridge. Interestingly, five of them come from Limited Edition Alpha (1993). The last one was instead first printed in Portal (1997). It looks like Coleridge was an author very much beloved in the beginning, and then almost forgotten. Why is that the case? We’ll try and answer at the end of this article. Now, let’s see the cards in more detail.

Hypnotic Specter


There was no trace / Of aught on that illumined face


The first card is an all-star of mono-black decks ever since the beginning of Magic. A 2/2 flying specter for three mana is not bad, and whenever it deals damage to an opponent, they will have to discard a card at random. It’s one of the most typically black abilities, and this creature has always had many fans throughout the course of Magic's history.

What about the flavor text? It’s a couple of lines from Coleridge’s short poem Phantom. On a card with an image like this one, it’s a strong choice in my opinion. It’s about an illumined face with no trace of aught, and it goes very well with the beautiful illustration from Douglas Shuler.

It’s a text in verses, and it starts with an ellipsis, as the first half of that verse was eliminated. I like the briefness of the quotation, as it makes the card even more mysterious by avoiding excessive details. It’s a shadow, it’s mesmerizing and it makes opponents discard cards. The clipped lines from before the flavor text begins are: "All look and likeness caught from earth / All accident of kin and birth, / Had pass'd away." Very spooky.

Plague Rats

Should you a Rat to madness tease

Why ev'n a Rat may plague you


The second card is another typical black creature. This rat costs three mana and gets bigger and bigger depending on how many rats you control. Not that powerful, but I like the illustration and the concept. The flavor text is also a nice addition.

The quotation comes from Coleridge’s work: Recantation. This poem is a bit longer than Phantom, but still, it's a short one, very distant from his famous The Rime of the Ancient Mariner. It’s in verses, again, but this time there are no ellipses. It’s two full lines of the poem, and it contains both the word ‘Rat’ and the word ‘plague’, which together make for the full name of the card.

The flavor text also contains words such as ‘madness’ and ‘tease’, which are really spot on in a card like this one. They contribute to evoke ideas of crazy swarms of rats, in a similar way of Relentless Rats. In the following lines, not included on the card, it states that "Rage and Fear are one disease", adding to the idea of blind terror of a rats' swarm.

Scathe Zombies

They groaned, they stirred, they all uprose,

Nor spake, nor moved their eyes;

It had been strange, even in a dream,

To have seen those dead men rise.

We have already seen this card in the first article of the series. There was no particular reason, except that it’s probably my favorite card ever, and the flavor text is a huge part of this. Let’s recall the main characteristic of Scathe Zombies.

It’s a 2/2 black creature for three mana, which makes it an overly costed Grizzly Bears. There’s an actual reason for that, and that is the attention of Magic developers to colors’ balance. From the very beginning of this game, they knew green creatures must have a bit more raw power when it came to stats, and this is a great example.

The quote appearing in the flavor text is a famous passage from Coleridge's masterpiece The Rime of the Ancient Mariner. It’s a much longer poem than could ever fit on a single card. This particular excerpt comes from a scene where the protagonist recalls his encounter with a crew of dead men. It’s among the first examples of the literary trope of the ghost ship.

On this card, there are no references to any ship or mariner, but in my opinion, it makes it even stronger. In fact, it makes it more adaptable. Even when taken out of context, it works with the idea of horror and profanity it wants to convey.

Wall of Ice

And through the drifts the snowy cliffs

Did send a dismal sheen:

Nor shapes of men nor beasts we ken—

The ice was all between.

After three black cards, this is the first from another color. Wall of Ice is a green creature. It has defender like every other wall, and cannot attack. The illustration is a great one, and the flavor text comes once more from The Rime, this time from a different passage. It’s funny because you might think that work is better used for black creatures, given its dark and horrific atmosphere, but it still works.

This quotation doesn't mention any zombie, dead man, or other gothic creatures of fantasy. It just describes a drab landscape, that the protagonist remembers seeing from his ship. There are no living beings in these four lines, there is just nature. It is still a hostile kind of nature: there are "snowy cliffs" a "dismal sheen" and ice that is "all between." The illustration works very well with this quote since they are both cold and inhospitable.

Will-o'-the-Wisp

About, about in reel and rout

The death-fires danced at night;

The water, like a witch’s oils,

Burnt green, and blue and white.

This small spirit is the fifth card from Alpha. Again, it’s a creature, and once more it’s black. For the third time, the excerpt comes from The Rime. Another similarity is in the number of lines. Just as it happened with Scathe Zombies and Wall of Ice, it contains four verses.

This time, it mentions the setting of the scene, saying that the water (seawater) shows colors such as green, blue, and white. That is the effect of the presence of the ‘death-fires’, i.e., another name for the fantastic creature commonly known as Will-o'-the-Wisp. Interestingly, the three colors mentioned are all in Magic’s color wheel, but black is missing. The colors also appear in the illustration, and overall it's a very consistent creative choice.

It’s a dark and scary card, even though it doesn’t mention any direct element of horror. There is a similarity with the "witch’s oils", to which the water is compared. We don’t know what it actually means, but just as it happened with Hypnotic Specter the flavor text adds to the overall impression of the card.

Sacred Nectar

For he on honey-dew hath fed,

And drunk the milk of Paradise.

This last card is the only one that was printed outside of Alpha. There was no mention of Coleridge during the four years between Alpha and Portal. This one doesn’t come from the Rime, even though the work it comes from is nowadays frequently published together with it. We are talking about Kubla Khan, a short poem (about 50 lines) with a remarkable variety of metric and rhythmic choices. This excerpt is actually the closure, made of the final two lines of the poem.

It’s the first card with a quotation from Coleridge that is not a creature. It’s a sorcery, and a white one - another novelty since we only saw black and green so far. The spell gains you four life for the cost of two mana. It was reprinted several times in later core sets, not necessarily with the same flavor text.

This quote is very on theme for white, as much as the previous ones were for the black cards we discussed. It mentions concepts such as ‘honey-dew’ and ‘milk of Paradise’. In my opinion, this kind of flavor text is among the best choices. It works because it’s evocative, it delivers a concept that marries well with the essence of the card. In the case of Sacred Nectar, the idea of purity. You don’t need to know the poem it comes from; you’ll still get what it’s about, and it resonates strongly.

What Do They Have in Common?

This is the first question we normally try to answer. Why did these specific cards all receive a quotation from Coleridge? Do they share any quality? We already saw how most of them come from Alpha, but that’s not enough. What about the color?

Four of them are black, one is green, and one is white. The majority of Coleridge's style is capable of evoking dark feelings, thus making them align well with black cards. Rats, Specters, Zombies, Spirits are all dark, shadowy creatures, and the words of Coleridge strongly resonate on these cards.

What else? We might say that, regardless of the color, these six cards share a special quality connected to ancient magic, which Coleridge evokes in his writings. It might just be that in retrospect, we see Alpha as the old-school edition par excellence, but I’d say it was a good choice to limit the use of Coleridge to that set.

Conclusions

Today we examined one of the most quoted English-speaking authors. It's still too soon to draw conclusions about English-language writers overall. However, it might be fair to say that Coleridge was perhaps a bit overused during Alpha, and then mostly abandoned.

Other English-language authors such as Shakespeare, Poe, Carrol, and Milton have their quotes spread throughout Magic’s history. They all appear on cards from more than two different sets. In the next few articles, we will see what they have to offer.

Alchemy Mono-red Dragons| Adam Cohen

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Dracarys!

This week, I’m taking one of the top decks in Alchemy for a spin—Mono-red Dragons. The primary engine of this archetype comes in the form of Orb of Dragonkind and the digital-only Fearsome Whelp. Both of these cards are two-mana accelerants that let you play powerful four, five, and six-mana dragons early. Each of these large, evasive creatures are must-answer threats that put a great deal of pressure on your opponent.

One of the heaviest of hitters is the new Town-razer Tyrant, which wipes an opponent’s land of its non-mana abilities and deals damage to them each turn until they sacrifice it. With your deck built around playing Tyrant on turn 3, that’s either a ton of cumulated damage or a major tempo loss to your opponent by sacrificing their early lands.

Rounding out the creature-base are Moonveil Regent, Goldspan Dragon, and Inferno of the Star Mounts. Each does a great job at pressuring your opponent, be it through snowballing resources or hitting hard with flying and haste.

Difference of Opinion

The Dragons archetype has also embraced a few different variations. Some are splashing white for Adult Gold Dragon, Valorous Stance and Nadaar, Selfless Paladin. Others are splashing blue for Iymrith, Desert Doom, and sideboard counterspells. Mono-red however, gets to utilize snow mana for cards like Frost Bite and Tundra Fumarole. It also gets access to the new Chandra, Dressed to Kill planeswalker, which thrives in exclusively red decks. There's no right or wrong answer for which version to use. It comes down to personal preference as well as the slight variations in the metagame on a given day.

What I'm Playing

I borrowed my decklist from Wyatt French, a player who made Top 8 of the NRG Series $1K over the weekend, and ran it through a few matches on the Arena ladder. Note that French accidentally registered a 61 card list. I cut a land because that seemed like the correct cut based on the rest of the list. Check out the video below to see how I did! If you have any questions about the deck or its place in the metagame moving forward, feel free to leave a comment or shoot me a message on Twitter at @AdamECohen.

Alchemy Mono-red Dragons

Creatures

4 Fearsome Whelp
2 Inferno of the Star Mounts
4 Moonveil Regent
4 Town-razer Tyrant
4 A-Goldspan Dragon

Spells

2 Tundra Fumarole
4 Shatterskull Smashing // Shatterskull, the Hammer Pass
3 Frost Bite
4 Dragon's Fire

Planeswalkers

3 Chandra, Dressed to Kill

Artifacts

4 Orb of Dragonkind

Lands

19 Snow-Covered Mountain
3 A-Faceless Haven

Sideboard

1 Abrade
2 Brittle Blast
2 Burning Hands
1 Chandra, Dressed to Kill
3 Conductive Current
4 Rahilda, Wanted Cutthroat
2 Thundering Rebuke

Everything Burns: A Deck Dive

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There are those that complain that Modern has become a rotating format. They will point to the impact of Modern Horizons 2 on the current metagame and all the cards (and subsequently decks) which have been outclassed. And while there is a certain truth to the sentiment, harping on it too much distracts from the actual truth. The game evolves and changes over time. New cards get printed and players are going to take advantage. If that didn't happen, Magic would get stale quickly. If you want to play a game that never changes, might I suggest... Monopoly?

Furthermore, while it is true that many decks were fundamentally altered by MH2, that wasn't true of every deck. Or even every good deck. Namely, despite efforts to the contrary, Burn in 2022 is basically the same as Burn from 2019. And hasn't drifted very far from the 2014 Burn. Yet it remains a top tier deck in Modern, even taking fourth place for all of 2021. Which on the surface seems to defy how current Modern works, but in reality it makes perfect sense.

Anatomy of a Survivor

I realize that saying that Burn needs more examination sounds weird. I mean, it's Burn. It has always been. It always will be. What more is there to say? A lot, given that I'm writing a whole article on the subject. And it starts with that attitude. For a deck to hang around for decades of competitive Magic history and remain a major player is a significant achievement.

There was an error retrieving a chart for Lightning Bolt

That by itself should not be surprising. Every Standard rotation, the first decks to emerge are aggressive red decks. The legendary Sligh deck invented the concept of mana curve, and red's combination of cheap haste and burn spells is always a solid strategy. The thing is that as (most) Standards evolve, the red decks fall off, as other decks become more optimized and powerful. However, year in and year out, Modern Burn just keeps on trucking. Which is downright anomalous.

The Unchanging

To reiterate an earlier point, Burn has not changed less over Modern's history than any other deck. That I'm aware of, anyway. Of the decks from the dawn of Modern in 2011, only UW Control, Burn, and Tron remain as top contenders. While all these decks have changed significantly since 2011, Burn stands as the least changed card-wise. Even Tron started out as a red/green deck primarily concerned with dropping Karn Liberated, and these days is mono-green and has a wider threat package. More importantly, it has continuously evolved over the years.

There was an error retrieving a chart for Karn Liberated

Conversely, Burn... just doesn't change. The last time the deck was seriously redesigned was in 2019 to accommodate Sunbaked Canyon and Skewer the Critics. I hate to keep harping on this, but just take the decks I linked above and compare them.

GP Milan 2014-Lucantonio SalvidioEternal Weekend Pittsburg 2019-Conner KnoxMTGO Modern League Jan. 2022-Daddematte
Lands-19Lands-19Lands-20
4 Arid Mesa2 Arid Mesa4 Arid Mesa
4 Scalding Tarn2 Bloodstained Mire1 Bloodstained Mire
3 Sacred Foundry2 Sacred Foundry2 Sacred Foundry
6 Mountain3 Mountain3 Mountain
1 Sulfur Falls2 Wooded Foothills2 Wooded Foothills
1 Steam Vents4 Sunbaked Canyon4 Sunbaked Canyon
4 Inspiring Vantage4 Inspiring Vantage
Creatures-12Creatures-12Creatures-12
4 Goblin Guide4 Goblin Guide4 Goblin Guide
4 Monastery Swiftspear4 Monastery Swiftspear4 Monastery Swiftspear
4 Eidolon of the Great Revel4 Eidolon of the Great Revel4 Eidolon of the Great Revel
Sorceries-10Sorceries-12Sorceries-12
4 Lava Spike4 Lava Spike4 Lava Spike
4 Rift Bolt4 Rift Bolt4 Rift Bolt
2 Treasure Cruise4 Skewer the Critics4 Skewer the Critics
Instants-19Instants-17Instants-16
4 Lightning Bolt4 Lightning Bolt4 Lightning Bolt
4 Boros Charm4 Boros Charm4 Boros Charm
4 Lightning Helix4 Lightning Helix2 Lightning Helix
4 Skullcrack1 Skullcrack2 Skullcrack
3 Searing Blaze4 Searing Blaze4 Searing Blaze

The manabases have changed significantly since 2014. However, the biggest change in spells was that Treasure Cruise was legal. The creature base is exactly the same now as it was, and the spell mixture is barely changed. It's not that Burn never changes: I vividly remember Companion Summer and Burn's dalliance with Atarka's Command. Still, the deck inevitably returns to form.

The Exception

Which is strange. I've said that context is everything and it's the ebb and flow of cards in the metagame that determines card power and deck viability. Which is true, and yet here's Burn not really joining in. Meanwhile, Modern's evolution and card pool have redefined the formats pillars, but again, Burn missed the memo. Yes, it does play Lurrus of the Dream-Den, but only because doing so requires absolutely no changes to the maindeck. And anyone who's played Burn will agree that Lurrus is mostly irrelevant to the deck. It just keeps doing its thing while the format moves around it.

There was an error retrieving a chart for Lurrus of the Dream-Den

Understanding the Assignment

And frankly, it's right to do so. Burn doesn't need to change. It got it right the first time, requiring refinement if and only if something more efficient comes along. Which, given Wizards' experience the last time Lightning Bolt was in Standard, is quite rare. Burn is a fully optimized deck because it understands the assignment and how to complete it most efficiently.

True Mastery

I'll argue that Burn has the most consistent kill of any Modern deck. Barring poor variance, Burn always goldfishes on turn four. It has many hands which kill turn three. Only Hammer Time really keeps pace with Burn in terms of goldfish speed, though Amulet Titan can certainly get busted hands. Thus, Burn always has game against any deck because without relevant interaction, it will just win the race.

Furthermore, Burn is arguably the most efficient deck in Modern. It plays the best one-mana haste creatures. Eidolon of the Great Revel is an aggressive creature that punishes opponents and also provides a check against combo decks. At low life totals, Eidolon becomes a lock piece. Also featured: all the best spells that deal 3 damage for one mana, and the best of the two-mana burn spells. No slot wasted; no rough edge.

There was an error retrieving a chart for Eidolon of the Great Revel

And this is because Burn is a focused deck. It focuses only on what matters, and that's getting the opponent dead as quickly as possible. However, the same can be said for any Modern deck, especially in post-MH2 Modern. And there have been times in Modern's history when Burn was supplanted by other red decks, most recently when Izzet Prowess dominated 2019 and early 2020. But the reason for that is also the secret to Burn's success.

Playing Modern

Burn exploits a fundamental limitation of Modern: its manabase. Fetchland into shockland is how most decks intend to start their games. This means they begin the game down 3 life, or an entire Bolt, giving Burn a head start in the race. The need to continue fetching and/or shocking to keep pace with Burn's tempo further shortens the clock. So long as fetch-shock remains Modern's preferred manabase, Burn is bound to remain a major player.

There was an error retrieving a chart for Goblin Guide

Those times where Burn has fallen off correlate with periods of lower fetch/shockland usage or when the weakness was heavily mitigated. The former was true in early 2020. Amulet Titan was billed as the deck to beat, driving out all the midrange decks. This meant that Izzet Prowess and its explosive bursts of damage were better positioned in that metagame.

Uro, Titan of Nature's Wrath is the Ur-example for the latter circumstance. Gaining life has always been the counter to Burn, and continuous lifegain will put the game out of reach. Under normal circumstances, Burn retains inevitability as long as it isn't dead or completely locked out, any burn spell can kill. However, a threat that gained life and also granted land drops was too much to overcome.

Burn is not a "metagame deck" in the traditional sense of being highly metagame-dependant. It doesn't care about the specific combination of decks seeing play. Instead, it cares about what Modern as a whole is doing. It metagames against the facts of Modern life, and not its individual players, a nuance granting it immense staying power.

Case in Point

I bring this up because there have been attempts recently to improve on Burn that haven't worked out. And the reason is that they just don't get what Burn is trying to do. Either there's attempts to solve problems which don't exist or pressure to conform to how Modern "should" be. The most recent example was proposed by AspiringSpike (or at least he brought attention to it).

Life Total Control, Aspiring Spike

Creatures

4 Dragon's Rage Channeler

4 Monastery Swiftspear

4 Eidolon of the Great Revel

Artifacts

4 Mishra's Bauble

Sorceries

4 Lava Spike

4 Rift Bolt

Instants

4 Lightning Bolt

4 Searing Blaze

4 Lightning Helix

4 Boros Charm

2 Skullcrack

Lands

4 Bloodstained Mire

4 Inspiring Vantage

4 Sunbaked Canyon

2 Sacred Foundry

1 Scalding Tarn

3 Mountain

Sideboard

1 Lurrus of the Dream-Den

3 Silence

2 Kor Firewalker

2 Skullcrack

3 Deflecting Palm

4 Smash to Smithereens

The idea with this deck was to maximize Lurrus value and also exploit Dragon's Rage Channeler as both card selection and an evasive threat to sneak in the last points of damage. Given the direction of the format and DRC's position as pillar of the format, this would seem to be a good move.

Reality Check

Except that it's not. As a side effect of gathering data for the metagame updates, I see hundreds of decklists every month. This means I see which variants are succeeding and which are not, and Spike's variant is nowhere close to boring old faithful. As of writing this, I've seen four DRC Burn lists and over a dozen normal ones. And the DRC version didn't do noticeably better than the normal versions.

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

And I know why this is happening because I've been playing Spike's list for most of January. I like the list, but I'm under no illusions that it's better than normal Burn. DRC's damage output is lower than Goblin Guide which it replaced. DRC compensates with a better long game. However, Burn doesn't want a long game; it wants to kill on turn four. Bauble and DRC don't facilitate that outcome, and so overall, this version is worse than classical Burn decks.

Still, I happen to like this version because I have very specific needs. My local metagame is so red-heavy that a number of decks have started running maindeck Burrenton Forge-Tender which just dumps on Guide. DRC jumping over Forge-Tender is extremely relevant for me, so in this very narrow context, the DRC version secures and edge. I'm also generally frustrated with Skewer the Critics and not playing that card felt good. But it does mean that I can't throw as much burn per turn. In an open field, I'd call the deck plain worse.

Don't Fix What's Not Broke

Just because a deck doesn't fit in with a format's current trajectory doesn't mean that the deck is wrong. The only important factor here is whether or not it wins. Burn works because it understands Modern and plays to the format, not any specific expression of that format. Trying to alter or change that is only justified when the format is no longer favorable. Metagame's come and go, but some decks are built for the long haul. And no deck has been hauling longer than Burn.

A Few Oddities from Magic’s Past

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Over the weekend, I was discussing some commons and uncommons from Magic’s earliest sets—namely Legends, The Dark, Arabian Nights, and Antiquities. He was sharing a simple photo of a bunch of singles he picked up from a seller on eBay. Nothing too exciting.

But then I saw one of my all-time favorite cards in the bunch. No, he wasn’t purchasing Shahrazad. There were no Jaya Ballard, Task Mages in the lot, either (I’m still gunning for 1,000 copies and am closing in!). Instead, he had a copy of Quagmire. Stop and tell me if you’ve ever heard of this card.

There was an error retrieving a chart for Quagmire

Why do I like this card so much? Are there other random, obscure cards that people may appreciate for one reason or another that most players probably never heard of? You’ll have to read on to find out!

Quagmire

Why have I owned a copy of Quagmire for years now, and keep it aside as a card I would never sell? There are two reasons, and neither has anything to do with the card’s rules text. In fact, despite looking at the card every time I open my binder, I couldn’t recite from memory what it does or its casting cost. Those features have nothing to do with why I find the card amusing.

First of all, there is the card’s name. I’m not much of a Family Guy fan, but I’m sure there’s a large overlap between Magic players and folks who are familiar with the quirky character named Quagmire on the show. I vaguely recall that Quagmire has some sort of goofy, probably offensive, theme song. But all I can remember is, “He’s Quagmire, he’s Quagmire. Giggety giggety goo!” That’s the ditty that runs through my mind as I read the card’s name. Every time.

Secondly, there’s the goofy artwork. You may ask why a picture of a guy sinking in a soft, boggy area of land that gives way underfoot is amusing. It’s because, for some unknown reason, the guy is doing the dance from Michael Jackson’s Thriller as he’s sinking. I mean, doesn’t it look like that to you too?

Whether or not you can see the similarity may impact your thoughts on the card. However, the truth remains that this is no longer a worthless, bulk Magic card. Despite the fact that this uncommon sees virtually no play, it can still be buylisted to Card Kingdom for $1.50. I’d wager this card won’t ever be reprinted (who would want to open this card in any booster pack nowadays?). It could be worth grabbing a copy if you have the same appreciation for 1982’s Thriller as I have.

Presence of the Master

What do you get when you cross Albert Einstein with Magic? The answer: two distinct Magic cards from the Legends set.

One of those cards is Eureka, which is a high-profile and valuable rare that depicts Einstein’s famous equation, “E = MC2” on the artwork.

There was an error retrieving a chart for Eureka

The other is a far more obscure and less-often played enchantment that actually includes a prominent likeness of the turn-of-the-century scientist.

There was an error retrieving a chart for Presence of the Master

Once again, I couldn’t tell you from memory what this card does. But I can certainly picture Phil Foglio’s unique artwork for the card in my head without too much difficulty. You’ve got Einstein in the center with a bunch of planets surrounding him. I want to say it’s a picture of the planets in our solar system, but there are ten pictured so I have no clue what that means. A quick Google search didn’t drum up any explanations, either.

What I can say about the card is that it has a special piece of artwork and has occasional utility in play, locking out other enchantments. It may come as no surprise that the card buylists to Card Kingdom for $13 as a result. The card is more iconic and more useful than Quagmire and deserves a higher price tag.

What is surprising is that this enchantment was actually reprinted once, back in Urza’s Saga. Fortunately or unfortunately (depending on your viewpoint), the reprint’s artwork did not include Albert Einstein. As a result, copies of that version buylist for a nickel. Because of the reprint, I’m not going to come out and declare this card will never be reprinted again as I did for Quagmire.

What I will predict is that no card will ever depict Albert Einstein in the artwork again...unless they do some sort of Secret Lair series with famous scientists. I think there’s a higher likelihood of winning the lottery twice, though.

Sorrow's Path

I’ve seen multiple videos and articles citing Sorrow's Path as the worst Magic card of all time. This is tough to prove in an absolute sense, but it’s clear this land has very little going for it.

There was an error retrieving a chart for Sorrow's Path

The circumstances in which this card’s ability will be beneficial to use are so narrow. Combine that with the fact that this land doesn’t even tap for mana, and you have a card I would never play in a deck. Seeing how awful the land is, you may assume it is equally worthless. But this is not the case.

First off, this land is on the Reserved List (thank goodness
I don’t think anyone is clamoring for a reprint of this card). That makes it rare and limited in quantity. Secondly, the artwork is pretty funny. You’ve got the wizard zapping the poor, helpless knight in the foreground and then a battle on a bridge with a cool dragon spectating in the background. The art is clearly the best thing going for this card.

Thirdly and most importantly, this card has earned some notoriety for being one of the worst. Believe it or not, that may make this card iconic enough to be collectible.

As you combine all these factors, you end up with a card worth about $10. Who is paying $10 for this card? Certainly not me—I grabbed my copy many years ago, and have kept it in my binder ever since. But there are copies selling, even recently, on TCGplayer. So there must be demand coming from somewhere!

I’m not going to sit here and encourage anyone to buy this card for any reason other than owning a copy for the laughs. That said, it probably won’t be any cheaper one year from now, simply because it’s on the Reserved List.

Rocket Launcher

Other than a couple of Magic cards depicting guns, Rocket Launcher is arguably one of the most anachronistic cards in the hobby. In a world full of dragons, wizards, elves, etc., who would ever think a full-blown rocket launcher should exist? This card seems like something out of Doom. Yet it does, printed as an uncommon in Antiquities and reprinted at rare in Revised.

There was an error retrieving a chart for Rocket Launcher

Unlike the previous cards I mentioned, I do remember playing this card as a kid. The ability to do a bunch of damage to multiple targets was attractive to a relatively new player. The fact that Guardian Beast allows you to use the artifact, again and again, is something that comes to mind now, but never entered my mind as a kid.

In any event, this is another card that’s not on the Reserved List but has an extremely low likelihood of being reprinted. The concept of a rocket launcher doesn’t really fit in with the modern-day aesthetic of Magic. Come to think of it, it really didn’t fit in back in 1994 either. And is it just me, or does it look like Raphael from the Teenage Mutant Ninja Turtles is firing the launcher? I don’t know what Wizards was thinking when they printed this card.

But it exists and it is definitely not bulk. Original black-bordered copies from Anqituities buylist for $4 to Card Kingdom. Even the reprinted, white-bordered copies aren’t bulk anymore, buylisting for $0.26. If you ever come across either printing in a giant box of bulk, remember to pull this interesting piece of Magic’s history aside, either for your personal collection or to sell.

Wrapping It Up

These are just a few of the strange and bizarre cards from Magic’s history that are worth knowing about. There are surely more, and everyone you ask will probably name a different card. A couple I thought of that didn’t quite make the cut include Frankenstein's Monster (another reference to the “earthly plane”), Sylvan Paradise (provocative piece of art), and Heaven's Gate (religious reference).

Normally I focus my time tweaking my Old School decks and touting the Reserved List. It was a fun exercise this week to go off-script a little bit and touch on some of the more oddball cards from Magic’s past. These aren’t about to dominate a metagame or make waves in a tournament anytime soon, nor are they going to spike due to rampant speculation. They are more under-the-radar anomalies from the early years of the game, worth grabbing for the personal collection.

Are there others I missed that are worth mentioning? Feel free to share your thoughts in the Old School Discord, or send me a message on Twitter (@sigfig8). This is one topic I’m always happy to engage on, and I welcome your thoughts and feedback on some of the quirkiest cards from Magic history.

Four Collections Purchased – A Breakdown

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Greetings! This is a continuation of my article from last week, A Simple Guide to Buying Magic Collections!

So, now that we've talked about some general rules for purchasing collections, here are four I purchased this month with a story and some numbers. A few notes on the monetary side of things. In all cases the rares, foils and other most valuable cards have been put through the Ion Scanner to make my life easier and give you an initial estimation of value. Getting the last bit of worth from everything else takes time so the ultimate value will end up a bit higher.

The First is the Worst

I found an ad listed on Facebook Marketplace and the description was limited on details. There was one picture of just a binder and a couple of deck boxes with the claim that "The cards in the binder alone were worth far more than asking price." One other significant detail, they lived two hours away. Normally, I never travel more than about an hour away without more information but they stated very clearly that they were done playing Magic, so I was interested. But still, two hours there, two hours back, just a massive amount of driving time, gas, etc.

However, it seems that I was destined to purchase these cards. We needed to drive for a flight and, well, this place was on the way! I checked if the cards were still available and to get an address; they had dropped their asking price!

I was greeted at the door by the seller's wife as the seller was occupied with their children. Next thing I know, here's FedEx with a package; and then the dog runs out of the house and starts jumping on me. Extremely chaotic! Even though I'm a cat guy, I don't mind dogs. I started looking through two deck boxes. These were former commander decks with 100 sleeves but not 100 sleeved cards in each box. Additionally, we had to make it to the airport on time so I could not spend too long scrutinizing this collection.

Lots of bulk rares, bulk EDH staples and very little value dotted the pages of the binder with lots of empty sleeves. Running out of time, and halfway through the binder, I asked if there was any chance they were flexible on price.

Spoiler Alert, the Answer is "No."

They shrugged and wouldn't budge as they had already lowered their price. I continued looking. Finally, on the last two pages of the binder, a few Khans fetch lands and a Force of Vigor. Begrudgingly, I made the purchase. At the time I felt that this low-value collection would be fodder for this article, but not very profitable. I was wrong.

Ion Scanner to the Rescue!

When I got to the car I looked again; there was a fair bit more value than I had seen at first. I drove the rest of the way so I put the collection out of my mind. When I finally had time to sit down I was then seeing what I had missed. My guess is the chaos and confusion, plus the urgency of the situation made me a little blind. Thankfully, the Ion Scanner doesn't get confused, doesn't get sad, it doesn't laugh at my jokes, it just scans cards. This was by far the collection I felt the worst about buying and was the absolute smallest in terms of collection size at under 400. Let it be known that the seller knew someone was getting a good deal, and, they did not care because they were done playing Magic.

Biggest Hits

Purchase Price: $80 Total Buylst: $339.21

The first collection.

Second is the Best

This was another Facebook Marketplace ad. No pictures but they were extremely local so the opportunity cost was zero. They showed me some nice-looking deck boxes and a few small boxes of cards. Turns out prior to moving into the area they played but their new job was more demanding and almost two entire years had passed. I looked through some modest commander decks and then one box of commons, tokens, and basic lands. Nothing so far. I asked them why they were selling; they were ready to move again. I looked through two pre-made decks that were 100% stock while they mentioned that someone else had inquired about their collection. Due to how far away that buyer was they demanded pictures of "everything." This seller obliged them but then got an offer significantly lower than their asking price and finally, that buyer did not show. At this point, I told the seller that, so far, I had seen nothing of significant value and I agreed with the other buyer. Putting the boxes down I thought I would not be purchasing a collection today.

I made a judgment call based on the deck boxes, dice bags, and dice and just made the same offer as the other buyer. As mentioned in my previous article, I seldom buy without looking everything over but the seller's ask was just too much. They told me they did not want the hassle of driving out to meet another person who might not show so they accepted the offer; I now own (more) cool dice and dice bags.

But What About the Other Boxes?

Firstly, the Vehicle Rush Challenger Deck turned out to be a LOT cooler. It had been heavily improved with multiple copies of rares and mythic rares including four Heart of Kiran and a couple of rare lands. While Heart is solidly bulk now, it was a cool and desirable card during the Kaladesh block and maybe one day could regain some value. With zero expectations I went through the last box and, well, pretty much all the rares and value was right here. I scored a Zacama, Primal Calamity, and some other very decent rares. Not bad at all. Without the Zacama it would have still been a win, but with it, this collection turned out to be my favorite purchase. Quick, easy, and, percentage-wise, awesome!

Biggest Hits

Purchase Price: $20 Total Buylist: $79.39

The second collection.

A Once in a Lifetime Collection

This ad I found off Craigslist. I know, who uses Craigslist anymore? In the early 2000s, it was absolutely incredible for acquiring cards but it's pretty barren now. However, it has gifted me a LARGE number of stories from my card buying travels. These sellers were playing online now and this was the last of their collection. The first things that caught my eye were the HOT NEON pink and green binders with copyright date 1990. Dear readers, you won't believe what I found in these binders!

Alphabetized sets of Revised, Fallen Empires, Ice Age, Homelands, Chronicles, and 4th Edition
.

...missing all the valuable cards. Flipping through the binders I hunted for any notable cards. What caught my attention, in particular, was that cards like Deflection, a highly desirable card during Ice Age, Brainstorm and Dark Ritual were all here which lead me to believe they had sold off the value recently. Also, I was sure to point out that metal ring binders have a tendency to damage cards and this was no exception. I showed them several cards that were dented badly; pay close attention any time you see metal ring binders!

Next, I tackled the deck boxes and right away found something odd; almost 100% of these cards were in penny sleeves. Here I did spend considerable time going through several thousand cards because of the large number of older cards that were present in the binders, the general strangeness of the thousands of penny-sleeved cards, and the asking price. Unfortunately, there were very few rares, not nearly enough foils, and after going through many boxes of cards I reached a conclusion; these were draft decks stripped of rares and foils, accumulated over many years of play. Each roughly 40 card chunk included basic lands which made up one-third of the total collection. During the time I spent hunting through the cards I talked to the sellers and I feel that we made a connection while recounting our favorite sets, cards, and even Magic rules that have come and gone.

Finally, I went through the box of Japanese War of the Spark because I was hoping to find the Holy Grail of the set: the Alternate Art Liliana, Dreadhorde General. While there were a few alternate art planeswalkers, a nice surprise, there was no Liliana. A Japanese God-Eternal Bontu was the only thing of note and it was the only mythic rare in the entire collection.

Finally finished I asked if they were flexible on price considering the condition of the cards, the fact that this was basically a bulk lot and there were massive piles of basic lands/tokens - what I call an "inorganic" collection. They agreed with me and accepted my offer.

Let me describe how long it takes to remove just under two thousand penny sleeves; five-ever, which is one longer than forever. Factoring out the basic lands, it turns out it was only around 2000 total cards including the binders. I believe the full value in this collection will not be recovered immediately and will rely on holding the 94', 95' cards, most of which are in absolutely minty condition. These vintage cards are not counted in the buylist value below. In terms of immediate value, well, there is a little but not much!

Biggest Hits

Purchase Price: $40 Total Buylist: $44.39

The third collection.

The Buckeye State

This was a word-of-mouth collection I purchased from someone I game with online. Lately, a lot of people I know have jumped onto the Arena train and, of course, I let them know "I'm the guy." It turns out that one of them had stopped playing in paper almost a year ago just after spending a ton of money buying into the Modern format. They had good, Modern, cards but wanted a lot. Additionally, they had brought their cards to a local shop and did not like the shop's offer. I talked to them, with some supporting evidence, to show them that once their cards rotated out of standard a chunk of value would be gone and the shop was just trying to make a fair profit based on that; they still did not want to sell. Months later I asked if they still had their cards and if they were still interested in selling. Running some numbers, many of formerly valuable cards were losing some value and many more had plummeted. It seemed like they were coming to the conclusion that even though they overpaid in the past, it was a sunk cost.

This was by far the largest collection in card count, absolute value, and also price of the four. Overall, I'm not a huge fan of investing in Modern cards; they are a few reprints away from becoming bulk rares. On top of that, I am a player and collector first and second, with seller at a distant third. Additionally, these cards would be shipped to me sight unseen so there was no telling what the general card condition was. Further, I'm fairly paranoid about fakes; while I knew and trusted the seller, I didn't trust whoever sold him his cards. The shipment arrived in a huge box, take a look!

Cards dumped everywhere.

Unfortunately, shippers are very rough with packages, and the seller did not pack the collection well at all; another potential pitfall when purchasing collections. As I scooped out pile after pile of cards I noticed many were played, chipped, or damaged in some way. After sorting the mess, the overall card condition was much the same; many of these cards had significant play wear. A significant number of them felt either incredibly waxy or too glossy and I was nervous as I compared cards. In a playset, three cards looked identical but the fourth would be a different saturation and feel. Very sus. I did a closer examination with a loupe and every card passed the Green Dot test. Some of these cards failed the light test, but, some bulk commons from the same set, from this same collection, did as well. Can someone at Wizards please improve QC?

Biggest Hits

Purchase Price: $430 Total Buylist:$1,639.58

The final collection.

Dealing with Tough Sellers

My top advice for how to deal with sellers who give you a hard time is, don't. There is no end to the number of card collections available for purchase. You have eBay, Craigslist, Facebook Marketplace, and simple word of mouth; players are transitioning through the Magic player lifecycle all the time. The biggest problem for buyers is thinking they are stuck with sellers who are trapped by sentimental value and the sunk cost fallacy. Both of these issues are not rational and cannot be reasoned through. Players who are finished playing Magic do not have the same hangups and see cards as just pieces of cardboard which, ultimately, is what they are. There are two more collections I can look at and purchase this week alone; I feel absolutely no pressure to do so unless it's on my terms.

Other Value From Buying Collections

Not only do I get to expand my overall collection, make a profit, chat with fellow Magic players both past and present, but I also get to go through cards; thousands and thousands of cards! During this sort, I pulled dozens of cards I need for Commander decks, gifts, cube projects and also found some miscut cards! Just wading through set after set is some of the best inspiration for deck design or other Magic projects and this is my personal favorite thing about collection buying.

I hope you enjoyed this primer on what I believe makes this process easy, high value, and ultimately fun too!

Getting the Banned Back Together

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Pauper Format Panel Shakes Things Up

This week the newly-enacted Pauper Format Panel is already making moves to shake up the format, with three bans hitting arguably the top two decks in the format, Affinity, and Tron.

In his article announcing the ban, Wizards' Gavin Verhey laid out the reasoning behind the bannings of these cards, and a bit more of the philosophy of the format. One of the first quotes that immediately stuck out to me was: "On a larger format scale, we think cards that let you easily play all five colors "for free" (replacing themselves) are probably not healthy for the format."

This is a good rule of thumb, as it improves format diversity by reducing the possibility for 'good stuff' decks, playing all the best cards in all five colors, as both Affinity and Tron have done in the past. Bonder's Ornament and Prophetic Prism were selected for this reason. Additionally, both cards were targeted over other color fixers like Manalith, because they were card neutral. This means that they both replace themselves with card draws, fixing your mana without the cost of a card. "This issue concerns having the mana to cast combined with returning your card," Verhey said.

The Fall of Atog

While sad, the banning of everyone's favorite grinning monster Atog makes sense, as it was the cleanest way to reduce the power of the Affinity deck. The most interesting note to me about the Atog ban was not the explanation of the ban itself, but this note at the end: "Finally, because I am sure some people will be curious, with Atog banned, we also think there is a decent chance we can return Sojourner's Companion to the deck in a future banned and restricted announcement."

Even without the beloved Atog, the Affinity deck will remain a top deck in Pauper and may end up getting an old toy back in the future.

Does This Make Pauper A Wide-Open Format?

I don't think this will turn Pauper into a fully wide-open format where previously tier three or two decks will suddenly be contenders. These bans only serve to bring the S-tier decks back down to tier-one level. Boros Monarch, Izzet Skred, and other top decks in the format remain good, and will now have a more even playing field on which to do battle with Tron and Affinity. Bearing all those factors in mind then, what should we play?

Play What You Like

The deck I'm most excited to sleeve back up and bring to the table is the deck I always play in Pauper: Faeries. Spellstutter Sprite is one of my all-time favorite cards. As both interaction and a small threat, Spellstutter is the kind of card that plays well in the vein of my favorite style of Magic decks, regardless of format. Faeries is definitely one of those decks. There are two versions of Faeries in the current Pauper, but the one that appeals most to me is Dimir Faeries. This is the pre-banning version of the deck:

Dimir Faeries

Main Deck

4 Augur of Bolas
3 Faerie Seer
2 Gurmag Angler
3 Ninja of the Deep Hours
4 Spellstutter Sprite
2 Thorn of the Black Rose
4 Preordain
3 Brainstorm
3 Cast Down
4 Counterspell
1 Devour Flesh
1 Dispel
2 Echoing Decay
3 Snuff Out
1 Suffocating Fumes
3 Ash Barrens
2 Evolving Wilds
3 Ice Tunnel
10 Island
2 Swamp

Sideboard

1 Thorn of the Black Rose
1 Dispel
1 Suffocating Fumes
1 Bonder's Ornament
1 Chainer's Edict
2 Duress
1 Echoing Truth
4 Hydroblast
2 Nihil Spellbomb
1 Stormbound Geist

Bonder's Ornament is obviously out, but I'm not sure what comes in to replace it. I will likely add an additional Chainer's Edict until I have an idea of what to expect from the format.

More Bannings On The Horizon?

When they announced the Pauper ban on Twitter, Wizards also noted that we will have an additional B&R announcement on Tuesday.

This has many speculating that Wizards could take action on Modern and Legacy. I'm not enough of an expert to speak on the current state of Legacy. From what I've read on Twitter, the pitchforks are no longer out over Ragavan, Nimble Pilferer, though the monkey remains a strong pillar of the format. That leads me to believe that we won't see any action on Legacy. Modern on the other hand is a different story.

If you've been following the Modern metagame in the last year, you'll note that the curves of many decks have been getting lower. It's all to accommodate having Lurrus of the Dream-Den as our fuzzy companion. David had this card in his sights when he did his Modern Banlist Watch List update back at the end of December. If Wizards is taking action on Modern, I strongly suspect the Cat Nightmare is at the top of their list of cards. Five of the top 15 archetypes in Modern, Hammer Time, Death's Shadow, Burn, Jund, and Mill, have all dropped the mana values of their permanents to accommodate Lurrus.

I'd go so far as to make the claim that the only reason Mill is currently a Tier-one strategy, is because the curves of these decks have gotten so low. A single Tasha's Hideous Laughter can now wipe out nearly a third of a player's library. When you compare library vs. life total, Tasha's Hideous Laughter is at a better rate than any single spell in the Burn deck.

Bans Beyond Lurrus

Short of Wizards banning every card on David's watchlist, I don't anticipate them taking action against any card beyond Lurrus in Modern if they even do that. Like it or not, the post-Horizons Modern format is here to stay. Of course, Modern is not the only format where Lurrus is legal. It's possible, though unlikely, that they might take it out of Pioneer as well if they do.

There was an error retrieving a chart for Lurrus of the Dream-Den

End Step

It's quite possible there are formats I'm not even thinking about at the moment that Wizards is preparing to drop the ban hammer on. That said, what do you think? Do you agree with the Pauper bannings? Should Lurrus be banned in Modern? Is Ragavan fine in Legacy? If you could have something banned from any format, what would it be? 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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Commander Deck Design and You: The Fundamentals

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Today I wanted to share some of the ways that I build my Commander decks, both casual and competitive. While I have talked about my deck design philosophy before, this article is about some of the nuts and bolts aspects of deck design. Grab a coffee, popcorn, or wrench, and let's begin!

I Have an Idea

I say these words two or three times a week. Maybe the spark is from seeing new cards that can upgrade an already existing deck. Sometimes it's seeing Commander in a new light that could open up a new way to play an existing deck. Other times it's a brand new commander that will have a totally unique game plan; those are usually my favorite. Once I have decided to build a new deck, there's just one question I need to be answered before I can really get to deckbuilding.

The Casual/Competitive Split

Next, I need to know if this deck is going to be used for tournament play or tournament practice, otherwise, I consider it a casual deck. This choice alters my design philosophy on every card. Every choice, every include, must be scrutinized not only for power and synergy but also for meta if it's a competitive deck. If I know there is a lot of anti-blue hate in most local decks, it's going to steer me away from blue whether I think blue is great or not.

On the casual side, it's entirely the opposite. I don't really care what people are playing, what the local meta is like, or if a card is powerful enough to make the cut; I have played decks based on artwork, people. My only goal in a casual match is to interact and get everyone involved and maybe to get a win with Triskaidekaphobia.

Once I've chosen that, it's on to the next step.

Theme and Synergy

In terms of competitive, replace "theme" with "wincon" and you have the same idea. Here the idea is balancing the speed of a win with the consistency of achieving that win while also being mindful of the other players attempting to do the same thing. There are a massive number of budget decks and degenerate decks that have a deterministic wincon on turn five. Given a great opening hand there are plenty of Commander decks that can win on turn two, three, or four. But, how often will it resolve into a win? Focusing on the competitive side of deck design seeks to balance these factors.

On the casual side, again, none of this truly matters. Typically, I don't include too many ideas of a wincon in casual decks. That does not mean I can't win, it just means it's not a priority. If a commander is a 5/5, that's potentially five attacks to end the game; most of the time that sounds fine to me. What is the point of trying so very hard to end the game sooner? As long as most of the time everyone gets to tap lands, cast spells, and play Magic for longer than they are shuffling it's likely to be a fun table. Occasionally someone will "Happy Birthday" into a win and that's all right.

The main draw here for a casual deck is showing the synergy and theme of every card in the deck, even if that reduces win percentage. Playing a dragon deck and resolving a Crux of Fate for non-dragons just feels so much better than casting Toxic Deluge and wiping the board for three mana. One is definitely more efficient, and one is definitely more memorable.

Pull Cards

Sometimes I grab stacks of cards while in the process of deckbuilding. I feel that it can help get the creativity going if you're stuck. Some other great tools I've used to help are Magic Workstation, Cockatrice, and LackeyCCG. I find that these programs let me make large "piles" quickly and see interaction, synergy and do basic counts very quickly. In just a couple of seconds I can filter all multi-colored merfolk that have flying to see my options and including a "maybe board" takes up no room, digitally speaking, whereas my kitchen table could never be big enough.

Consult the Hive Mind

If I feel like I've looked through enough cards and have a deck more or less constructed, then and only then do I go to EDHREC, cEDH Decklist Database, MTGDecks, or any of another dozen sites to get thousands of second opinions. I think this is a very important detail. If you seek out what others are playing before you yourself try to build, you risk denying the unique take you had on the deck. For casual play that is a sin of the highest order!

For competitive, though, it's exactly the opposite. You should be able to say that you know your version is better for running Brainspoil because it's an uncounterable tutor but also sometimes a removal spell and that may be a significantly better card in your local meta.

The Final Step to Deckbuilding

In a word: PLAY! It's extremely important to get out there and play your deck! Every Magic player has had the experience of, perhaps, not remembering to put basic lands into their deck, forgetting one card of a two-card combo, or otherwise making some form of basic human error. The solution here is to play so you can work out the kinks. If you can play online, great! Solitaire? Works all right but not ideal. Have a friend, roommate or SO that plays? Awesome! Test your deck; you might be surprised at how great or terrible some of the cards turn out to be and you may have made a fundamental error somewhere during the deckbuilding process.

The Final FINAL Step

All right, you've built your deck and tested it out. Now, armed with field data, it's time to refine your deck. What cards worked, and which ones failed? Is your wincon too slow, or too hard to protect? Did anyone laugh at your boat puns? These are all data points that steer your decision-making when going over the deck. This continual process of refinement is what keeps Magic players interested in Commander, whether they are competitive or casual. Note, however, how I said refinement and not upgrading or improving. For a casual deck that turns out to just be too powerful, refining the deck can mean tuning it down.

The Next Big Thing

It's Kamigawa: Neon Dynasty. More and more cards are being spoiled, daily. I'm already expecting cards for multiple Commander decks. Edric, Spymaster of Trest leads my team of unblockable creatures; Ninjitsu won't be hard to pull off. My new Millicent, Restless Revenant pure spirit tribal deck would love new bodies and mechanics. Let's not forget one of the most powerful equipment cards for many years Umezawa's Jitte could return in a new, powered up for 2022 form!

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Joe Mauri

Joe has been an avid MTG player and collector since the summer of 1994 when he started his collection with a booster box of Revised. Millions of cards later he still enjoys tapping lands and slinging spells at the kitchen table, LGS, or digital Arena. Commander followed by Draft are his favorite formats, but, he absolutely loves tournaments with unique build restrictions and alternate rules. A lover of all things feline, he currently resides with no less than five majestic creatures who are never allowed anywhere near his cards. When not Gathering the Magic, Joe loves streaming a variety of games on Twitch(https://www.twitch.tv/beardymagics) both card and other.

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Layers, Part One: Copiable Values

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What's a "Layer"?

Like onions, ogres, and some cakes, Magic has layers. The layers system determines how continuous effects interact with one another. If you've ever seen a question about how Humility and Opalescence work together, layers define that interaction.

This week, we'll take a look at the first of the seven layers: copiable values. Fret not — I'll definitely tackle that Humility/Opalescence interaction in a future article!

As a reminder, If you have any topics you'd like to see covered, you can reach me on Twitter or our Insider Discord.

This Is Simple!

613.1a Layer 1: Rules and effects that modify copiable values are applied.

Magic Comprehensive Rules

On the surface, this rule says exactly what it is. "Copiable values?" you think to yourself. "I've cast Clone before. This is easy!" And, for a lot of situations, you'd be correct. You can think of copying an object like running the card through a Xerox machine. You end up with what's printed on the card. A copy doesn't copy any other effects such as granted abilities (Fly), modified power and/or toughness (Might of the Masses), or added counters (Battlegrowth) to the object it's copying.

Unfortunately, Magic life is rarely simple. For every ten obvious situations, we have something weird to deal with.

...Except for Mutate

Ah, mutate. I could write an entire article about this mechanic. Today, though, I'm going to spare you all and focus on how it interacts with copy effects.

First, a brief reminder of how mutate actually works. As you resolve a mutated creature spell, you choose whether it goes on top or bottom of the pile (it can't go in the middle). The resulting mutated permanent includes all of its parts in its copiable values. For instance, if you mutate Chittering Harvester onto Ajani's Sunstriker:

  • If you put Chittering Harvester on top, the resulting permanent has the types Creature — Nightmare and the name "Chittering Harvester." Its P/T is 4/6 and it's a black permanent with mana value 6.
  • If you put Chittering Harvester on bottom, the resulting permanent has the types Creature — Cat Cleric and the name "Ajani's Sunstriker." Its P/T is 2/2 and it's a white permanent with mana value 2.
  • In either case, the resulting permanent has the abilities "Whenever this creature mutates, each opponent sacrifices a creature" and "Lifelink."

The properties above become the card's "copiable values." So, if you Clone this mutated permanent, you'll end up with a copy of the entire pile, as it were. Note that this new permanent hasn't mutated before since "how many times has this mutated?" isn't a copiable value. Even if the original mutated permanent has a whole mess of Huntmaster Ligers in it and may have mutated a half dozen times, the Clone of that permanent doesn't know anything about that.

...Except for Status

A copy's status applies after its copiable values and can alter the end result. A permanent has four kinds of status: tapped/untapped, flipped/unflipped, face up/face down, and phased in/phased out. A permanent has one of each pair at a time. By default, a permanent enters the battlefield untapped, unflipped, face-up, and phased in.

But what happens when a permanent's status changes after becoming a copy of something else? Let's look at some examples.

  1. You control a flipped Jushi Apprentice // Tomoya the Revealer. If Tomoya becomes a copy of Nezumi Shortfang // Stabwhisker the Odious, the permanent has all the characteristics of Stabwhisker the Odious. First it copies Nezumi Shortfang, then its flipped status applies.
  2. You control a face-down Grinning Demon. If Grinning Demon becomes a copy of Branchsnap Lorian, it's still a face-down 2/2 colorless creature... for now. If you want to turn it face up for its morph cost, you have to pay {G} - the morph cost of Branchsnap Lorian. First the Demon copies the Lorian, then its face-down status applies. This also means that if your Demon copies a Grizzly Bears, you can't turn it face-up because Grizzly Bears doesn't have a morph cost!

...Except for Exceptions

Some cards give us exceptions to the copy process. These usually have the form "becomes a copy, except it's [some characteristic]." Any of these exceptions become part of the copiable values of the permanent. For instance, if you copy your Grizzly Bears with Quicksilver Gargantuan, the resulting permanent is a 7/7 Grizzly Bears. Then if you copy that permanent with Clone, the resulting permanent is also a 7/7 Grizzly Bears. The exception in Quicksilver Gargantuan's copy effect makes the 7/7 part of the permanent's copiable values.

Exceptions can also remove some abilities. Let's have the Comprehensive Rules lay this one out for us:

707.9d When applying a copy effect that doesn’t copy a certain characteristic, retains one or more original values for a certain characteristic, or provides a specific set of values for a certain characteristic, any characteristic-defining ability (see rule 604.3) of the object being copied that defines that characteristic is not copied. If that characteristic is color, any color indicator (see rule 204) of that object is also not copied. This rule does not apply to copy effects with exceptions that state the object is a certain card type, supertype, and/or subtype “in addition to its other types.” In those cases, any characteristic-defining ability that defines card type, supertype, and/or subtype is copied.

Magic Comprehensive Rules

That's a lot of words! If Quicksilver Gargantuan copies a Tarmogoyf, the resulting permanent is just a vanilla 7/7 creature. Tarmogoyf's characteristic-defining ability isn't copied at all because the exception from [c]Quicksilver Gargantuan[/card] precludes it. Great news for all you Muraganda Petroglyphs players!

...Except for Some Very Specific Cards

Some of the rules in 707 Copying Objects apply only to a small number of cards.

707.9e Some replacement effects that generate copy effects include an exception that’s an additional effect rather than a modification of the affected object’s characteristics. If another copy effect is applied to that object after applying the copy effect with that exception, the exception’s effect doesn’t happen.

Magic Comprehensive Rules

This rule applies to cards like Spark Double and Altered Ego. Since their exception is an additional effect, we can't chain them together to get an arbitrarily large Spark Double. This slipped through the cracks originally. For a while you could keep copying a Spark Double that hadn't copied anything, piling up +1/+1 counters along the way. People may have abused it a little on Arena.

...Except for Even More Specific Cards

707.9f Some exceptions to the copying process apply only if the copy is or has certain characteristics. To determine whether such an exception applies, consider what the resulting permanent’s characteristics would be if the copy effect were applied without that exception, taking into account any other exceptions that effect includes.

Magic Comprehensive Rules

This rule applies exclusively to Moritte of the Frost. If you have Moritte enter as a copy of an animated Lavaclaw Reaches, look at the result of the copy without looking at any changes Moritte wants to make. Since Lavaclaw Reaches would be a non-creature land, Moritte won't give it extra counters or the changeling type. However, it will still be legendary and snow since those changes don't have any prerequisites.

And to wrap it up this week,

707.9g Some replacement effects that generate copy effects are linked to triggered abilities written in the same paragraph. (See rule 603.11.) If another copy effect is applied to that object after applying the copy effect with the linked triggered ability, the ability doesn’t trigger.

Magic Comprehensive Rules

This rule applies to Wall of Stolen Identity. To quote then-rules manager Eli Shiffrin when he added this rule,

This rule spells out that Wall of Stolen Identity only gets to trigger if its copy effect is the last one to copy the creature. This stops any sort of awful loops where Wall of Stolen Identity can tap down multiple creatures.

Eli Shiffrin, Comprehensive Rules Changes - 27 Sept 2019

Now, I can't think of any way to make that happen off the top of my head. If I overlooked something, please point it out! Otherwise, this rule may just pre-patch some eventual situations.

Cleanup

That's all this week, friends. Join me next week for a look at replacement effects. If you think layers get weird, you're in for an adventure.

Question of the week: What's your favorite card or ability that can copy another object? This can include cards like our old friend Clone, Thousand-Year Storm, or new hotness like Double Major.

Real-world Flavor. Quotations From Three Kingdoms

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We three, though of separate ancestry, join in brotherhood . . . . We dare not hope to be together always but hereby vow to die the selfsame day.

MTG Wiki makes it clear: "Unless otherwise noted, all quotations on Portal Three Kingdoms cards are from Guanzhong Luo, Three Kingdoms: A Historical Novel (Beijing Foreign Language Press/Berkeley: University of California Press, 1991), Moss Roberts, trans." This means that every flavor text showing up between quotation marks, unless otherwise noted, comes from that book.

That is why Luo Guanzhong, although never mentioned directly, is the most quoted among real-world authors, with over 40 unique cards. After dealing with all the other thinkers and writers of Chinese literature in Magic flavor text the past two installments, let's conclude by dedicating this whole article to Guanzhong's historical novel: Three Kingdoms.

Three Kingdoms: A Historical Novel

Written in the 14th century by Luo Guanzhong, Three Kingdoms is set during the 2nd and 3rd centuries, more than one thousand years earlier. It's known as a "historical novel" because it's not exactly a historical treatise, nor does it contain a made-up plot. Based on true events, it romanticizes the clashes of feudal lords that took place at the end of the Han Dynasty.

Interestingly, there are some parallels with Roman history of the same period. At the end of the 2nd century, a coup d'état took place in Rome, ending the Antonine dynasty abruptly. Since then, several emperors quickly succeeded one another, with no stability for a few years.

It certainly seems like a great source for flavor text, and that's the reason why it was chosen as the main setting of Portal Three Kingdoms. More than 40 cards feature excerpts from this work in their flavor text, and 12 of them compose the "Chinese Zodiac" cycle. While we won't be able to analyze all of them, we are going to try and emphasize the most interesting pieces, in order to draw some conclusions on this edition. I will pick a card from each color.

Peach Garden Oath

We three, though of separate ancestry, join in brotherhood . . . . We dare not hope to be together always but hereby vow to die the selfsame day.

Peach Garden Oath

Let's start with a significant example of what we can expect, from the point of view of lore. The quotation on Peach Garden Oath comes straight from Luo Guanzhong's novel. We can already see what is going to be a big difference in the cards we are analyzing today. It's not a generic sentence trying to suggest a way of behaving or a rule for life, as we've seen many times in the previous installments. Instead, it refers to a very specific passage from a certain novel, which in turn refers to historical happenings.

We may not be familiar with it, but let's not forget that Portal Three Kingdoms was designed specifically for the east-Asian market. As we will see, that heavily influenced flavor choices, among other things. The image shows three fighters (Liu Bei, Zhang Fei, and Guan Yu) swearing an oath that will make them brothers. It represents the ideal of true fraternal loyalty, but they also swear to "perform our duty to the Emperor and protect the common folk of the land".

The oath would go on for a couple more lines: "Let shining heaven above and the fruitful land below bear witness to our resolve. May heaven and man scourge whoever fails this vow." I greatly enjoy the use of this passage in the flavor text. Overall, Peach Garden Oath is one of my favorite cards from this set. I like the art, the quote and the concept of deep friendship it depicts.

Zhou Yu, Chief Commander

After making me, Zhou Yu, did you have to make Kongming?

—Zhou Yu crying to heaven on his deathbed

Here's another quotation coming directly from the novel. Again, it's a very specific one. This time, the very name of the card is a reference to a historical person. Zhou Yu was a general and strategist who lived in the third century, during the aforementioned period of civil wars. He is also one of the major characters in Three Kingdoms. In this flavor text, we read his final words, pronounced after having been shot by an arrow during the Battle of Jiangling.

It appears a pattern is emerging. When flavor text in Portal Three Kingdoms comes from Luo Guanzhong's novel, it's usually referencing specific characters and historical events from the novel. Otherwise, when coming from Confucius, Lao Tzu, and other authors, the quotes are more generic, more in line with what we are used to seeing in the other sets.

Famine

But it was a year of dearth. People were reduced to eating leaves of jujube trees. Corpses were seen everywhere in the countryside.

I wasn't expecting it, but it looks like this actually contradicts what we were starting to define as a pattern. In fact, despite coming from the Three Kingdoms, Famine does not mention any specific person or event. It is totally possible that people with a deeper knowledge of Chinese culture recognize this as a quotation, of course. On the other hand, it makes perfect sense even when taken out of context.

Somehow, it reminds me of what we saw happening with cards such as Fissure and Soltari Priest. The point is that, if you are fond of literature, you might recognize those flavor texts as coming from Plato, Seneca, and Luo Guanzhong. Otherwise, they are still totally understandable, because they refer to generic concepts such as war and death.

This black Sorcery deals three damage to each creature and player. It's a common effect for black: just think of Pestilence, Pox, and all the other cards that affect each player and creature at the same time. I believe this is a great choice for a card called Famine, and it also makes a good addition to this pool of similar black cards.

Independent Troops

The empire, long united, must divide, and long divided, must unite.

This is another good one, in my opinion. Independent Troops is not a powerful creature, being a vanilla 2/1 for two mana. And the flavor text is perhaps a bit too pompous on such a humble card. What is interesting, though, is that this sentence is the opening of the whole novel. We could consider this card as the ideal opposite to Zodiac Dragon, whose flavor text quotes the end of the novel.

If you are curious, the book goes on with another bit of text that I find interesting: "Thus it has ever been". It's not crucial, as it is already clear from the first sentence that it refers to a cyclical and ever-present condition. Nevertheless, I believe it would have been a nice addition to this flavor text.

Since an incipit, the opening words of a text, is so important to the work it comes from, we can deduce this must be a well-known quotation. It probably sounds more or less how "Sing, o Muse, of the rage of Achilles" from Homer's Illiad sounds to the ears of a Westerner.

Zodiac Tiger

. . . Three kings no more—Chenliu, Guiming, Anle. / The fiefs and posts must now be filled anew. . . .

Let's close our brief analysis with a green creature, Zodiac Tiger. The Tiger is part of the "Chinese Zodiac" cycle of creatures in the set. All twelve of these creatures contain flavor text in verse, coming from a poetic section of the novel. Zodiac Tiger is a 3/4 creature with forestwalk for four mana. Decent stats compared to the other cards in this cycle.

As for the text, it sounds like a dramatic moment in the book. We get that it's important, even if we don't know or don't remember the exact reference. It's a time when the political balance needs to be renewed. This is a transferable concept, as similar moments have happened in the course of every empire, all over the world.

Uniqueness of Portal Three Kingdoms

After analyzing the flavor text of a few cards, I think we have found a way to approach understanding this unique set. From a western perspective, Three Kingdoms might seem like a very obscure book on which to base a Magic set. To the Asian market though, especially China, Three Kingdoms is as ubiquitous as the legends of King Arthur in the west.

When studying the set, we must keep in mind two things: that the set was intended from the start for publication only in the Asian market, and the ubiquity of the Three Kingdoms novel in that market. When you consider both of those things, all the major decisions on the set seem like a no-brainer. This includes not just the decision to design the set top-down, with the Three Kingdoms novel as the source.

Everything from the individual cards created, the references used within flavor text, and even the artists chosen to illustrate the cards, were all made with that in mind. That those of us outside the Asian market know of and care deeply about this set more than 20 years after its publication is a testament not just to the success of the set, but to the worldwide popularity of Magic.

Understanding Portal Three Kingdoms in Context

When quotes take the form of proverbs and maxims, they are typically more understandable to the general public, even if they are not familiar with the source material. This was as true with other sets as with Portal Three Kingdoms (think of Famine). On the other hand, when flavor text refers to specific characters and quasi-historical events, more knowledge of the source material might be needed to properly appreciate them. This makes Portal Three Kingdoms unique, in that no other Magic set save Arabian Nights has come close to the same depth of literary and cultural significance.

To truly understand the depth of that significance, imagine if Wizards designed a set based on the legends of King Arthur. In order to capture a similar effect, they would have to make cards for all the characters, places, and events from those legends. Additionally, they'd have to embed quotes from the legends throughout the flavor text of the cards.

When we examine Portal Three Kingdoms in that context, we recognize the great scope of it, from a flavor point of view. It is the depth and scale of the project overall, and how well they executed it that is truly impressive, (especially when you consider that most of the design was done by one person). Even when there are individual pieces of flavor text that are weak, there are others that are more spot-on that make up for it. This is of course true of all Magic sets, as we've seen.

Conclusions

Based on what we've studied throughout this series, I believe there are two extremes to avoid when creating flavor text. The first is the usage of overly generic sentences (such as Seneca's maxims), which may often sound boring and obvious. The second is the usage of overly specific references, which may sound academic and lead to the danger of "perceived edutainment," which we discussed in the first article of this series.

The flavor of Portal Three Kingdoms is quite well-conceived. As we saw in the last three articles, there are only a few excesses on one side or the other. Overall the set is a remarkable and memorable work both in terms of design and flavor. Will that trend continue as we move on to examine other authors? In the next article, we'll turn to English-speaking authors such as Shakespeare, Coleridge, and Poe. Stay tuned!

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