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Degenerate Decks in Commander

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Magic is an Extremely Diverse Game

Stompy, Combo, Permission, RDW, Suicide Black, Manaless Dredge—the list goes on and on. Magic has the best names when it comes to deck names and archetypes and none of this would be possible if the game were not truly diverse.

Today I'm going to talk about a less considered but still important deck archetype; the degenerate deck. What makes a deck degenerate you say? In a word; simplicity. The entire essence of the deck has been distilled, reductio ad absurdum, to a singular form with singular purpose. Are these decks or are they thought experiments? Both, really!

My First Exposure to True Degeneracy

Fluctuator, which is still a combo deck in the pre-Modern format, was the first truly degenerate deck that I ever owned. I still have it to this day and continue to tinker with and update it. Read an awesome primer on Fluctuator by Kyle Monson here! Essentially, you play a Fluctuator and then cycle your entire deck into the graveyard and combo off from there. Will this deck ever be a Tier One deck in any format? It's not likely. Is it still my go-to deck when showing new players to Magic just how absolutely bonkers the game can be? Yes, it is.

The Myth of the Perfect Deck

Ever been to tournaments with no ban lists or deck-building restrictions whatsoever? I have! These are some of the most fun, zany events I've ever had the pleasure of attending. Without *any restrictions* there has got to be a perfect deck that automatically wins, right? My go-to when explaining this is the 60 Chancellor of the Dross deck.

What a beautiful theoretical deck. During the beginning of the game, you reveal seven Chancellors of the Dross and your opponent takes 21 damage and is dead. Your opponent, whether they go first or not, dies before drawing for turn or playing a land! Unbeatable, right? Well, not exactly. If the Chancellor deck ever took off people might start to play Nourishing Shoal in their sideboard or the maindeck of a Neobrand/Grishoalbrand deck. Thus, to win a best of three against a deck that could gain even two life, the Chancellor deck would be forced to have a game plan in the sideboard to defeat it. Adding any cards into a deck like this makes it no longer function, thus, it's not perfect and it's far from unbeatable!

Threats and Answers

An old, but still very true, Magic concept is that cards in your deck represent either Threats or Answers. If a deck is not functioning well one easy fix is to adjust the amounts of both. Degenerate decks completely remove all answers and simply try to end the game as efficiently as possible; they have no interaction and they fold to any interaction; they are the most all-in of any all in deck because when they fail it's spectacular.

The Importance of Degenerate Decks

These decks offer inspiration for future builds, show how to find a way to defeat an "unbeatable" strategy, and chip away at our idea of what counts as unfair, overpowered, or just plain silly. Gaining perspective and experience helps us become better Magic players. It might seem like decks that can attempt to win turn five every single game are unfair, but, until you actually play one how can you really know?

Ad Nauseam Degenerates

Whether your Commander is Maralen of the Mornsong or Sidisi, Undead Vizier or Varragoth, Bloodsky Sire the game plan is exactly the same; play Swamp until you cast your Commander, use your Commander to search for Ad Nauseam then draw your entire deck. The degeneracy is that you know you cannot die from Ad Nauseam because your deck is almost entirely Swamps.

One of the easiest finishers is Lotus Petal, Dark Ritual, and then Sickening Dreams discarding Swamps to finish off the entire table while using Dark Sphere to not die yourself. Because of the extremely high amount of Swamps, it's impossible not to hit your land drops and if you happen to draw one of the cards you would search for, you can just search for another instead.

Adding cards like Duress or Thoughtseize allows you to fight blue but the simple fact is that if you have done nothing for four turns, not had your Commander killed or countered, resolved Ad Nauseam and drawn your entire deck you probably are getting a win and a lot of dirty looks with or without discards.

The First Trickery

Another deck full of lands, The First Sliver uses 97 in fact. The only non-land cards in the deck are the banned in Modern Tibalt's Trickery and the completely cool and non-threatening Cultivator Colossus. The game plan is exceedingly simple; hit five lands, cast your Commander, cascade into Tibalt's Trickery which counters your The First Sliver, and then pseudo-cascade into Cultivator Colossus. You can then play your entire deck of lands including Maze's End and all the Guild Gates and then activate it during your upkeep and win! At $40 it's a pretty budget-friendly deck and entertaining for the two minutes or so it takes to play it.

Entirely degenerate and a bit hilarious as you convince everyone at the table that it's your new Slivers deck. While the deck runs fine off of basic lands and gates, you can put in a lot of utility lands to try and make the deck significantly more legitimate. My favorite tech are the indestructible artifact lands, Phrexian Core, and Academy Ruins, to prevent me from decking out if I am somehow allowed to continue playing after a failed win attempt. The backup plan at that point is to kill someone with any creature land and Kessig Wolf Run.

Once anyone knows your game plan, your chance of victory should be roughly 0%. If you're really a degenerate of culture, play an actual Sliver deck with The First Sliver for a couple of weeks before switching to the Trickery.

Everyone Loves Kiki

A degenerate classic, the deck needs absolutely zero explanation, which is exactly how powerful the deck actually is. It's one of the slower degens at turn eight, but, I include it to talk about the potential. When I first saw Maelstrom Wanderer this is exactly where I went with the deck—entirely thought experiment level. I don't think I ever won a game with it while demonstrating Wanderer. However, over time, I experimented with some ideas and they changed the rules for cascade and split cards with regards to cascade, which lead to more cards being playable in it, and also, they added Keruga, The Macrosage which can be played as a companion for laughs. I have the same style of deck but it plays a lot more non-land cards that cannot be cascaded into that have some form of use such as Magma Opus. This way it looks like I'm doing something, but really, I'm just trying to kill everyone with Pestermite and Kiki-Jiki, Mirror Breaker.

The Rest of the Gang

There are more examples out there like Kaho, Minamo Historian, and the ever famous The Gitrog Monster. In particular, Gitrog is really cool because it relies on rules knowledge of the cleanup step to function; if you've never seen it or your opponents have never seen it, prepare to learn about End of Turn and Cleanup. A Gitrog primer could make a good rules article for the future.

Should I Bring one of These to Play?

That depends on your group. If no one has ever seen the gimmick and you know they like Magic for all of its highs and lows, then definitely try it. If your group is laid back, really casual and just wants to tap lands and cast spells it's likely to just frustrate people. What about as an extremely budget-friendly, yet, competitive deck? Honestly? It's not that bad of an idea.

If you're struggling to come up with ideas for decks, or have never felt competitive but want to get into cEDH you should try one of these extremely all-in decks. You have an, albeit low, chance at winning but, more importantly, you will learn something each game. What you learn will prove to be invaluable for future deck design. You will appreciate firsthand how a competitive deck needs to function on both offense and defense to take down both careful, controlling opponents, and reckless all in decks. This is the kind of experience that you cannot get just from theory crafting and really need to experience as a player. Remember, no plan survives contact with the enemy.

Plus, it's not that these decks can't win, it's that they should never be *allowed* to win. So go out there, steal a game off someone and promise to never, ever do it again... until a new degenerate Commander gets printed.

A Year in Review: The Complete 2021 Modern Metagame

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It's time to wrap up 2021. For real this time. Sorry to disappoint anyone, but I can't fully close the books on last year until I have fully unloaded the books about the year. Which is my way of saying that I have an entire year's worth of data accumulated, and now it's time to display and explain it. Today then, I bring you the full metagame for post-ban 2021 Modern.

I feel the need to lead with a confession. It didn't occur to me to combine the data for the full year last year. So I didn't. Thankfully, comments coming in around August put it back on my radar. Because I didn't plan this out, I didn't worry about full deck-name consistency month to month. If a deck didn't consistently show up on the Tier list, there wasn't much need to worry about what it was called. This created considerable headaches once I combined the data because I reused a lot of names for decks that changed considerably over the year. I'll be better about watching for that next time.

Methodology

This both is and is not a typical metagame article. It is just like any other metagame article I've done over the past 18 months because all I'm doing is aggregating the data I've previously reported. I literally just added each month's total data together to generate the total data for the year. Mechanically, everything is the same as it is for a normal monthly metagame update.

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What is very different is the scope of this analysis. Specifically, a normal update is for one month, while this one comprises ten. I did not include the data for January because it represented a metagame that was banned away, and I didn't bother doing an update for February for the same reason. That means that decks that have disappeared from the current metagame are not only present but have a strong impact on the data.

It also means that there are a ton of singleton decks, which significantly alters the data. The standard deviation (STDev) is extremely high thanks partially to time pressures, but also to the vast distance from the bottom to the top. In short, the number of decks making the tier list is high, but at the same time, every outlier test essentially fails. By most normal tests, every Tiered deck is an outlier. I've decided to ignore this and press ahead because it won't affect the conclusions. To any statisticians out there: I'd love to hear what you would have done!

2021 Metagame

To make the yearly tier list, a given deck has to beat the overall average population for that year. The average is my estimate for how many results a given deck “should” produce on MTGO since that's what's being sampled. Being a tiered deck requires being better than “good enough;” for 2021 the average population was 21.96 setting the Tier 3 cutoff at 22 decks. (I told you this would like the monthly updates, just with a twist.)

Tier 3 begins with decks posting 22 results. Then we go one standard deviation above average to set the limit of Tier 3 and cutoff for Tier 2. The STdev was 51.77, which means that means Tier 3 runs to 74 results. Again, it's the starting point to the cutoff, then one above for the next Tier. That's an STdev to make statistics projects worry, but it makes sense given the data set. Tier 2 starts with 75 results and runs to 127. Subsequently, to make Tier 1, 128 decks are required. Which sounds very high, but actually isn't in aggregate.

The Tier Data

Unsurprisingly, with 10 months' worth of data included, the number of decks being analyzed is staggering. Between March and December 2021, 4,811 individual results were posted, representing 220 unique decks. Mostly unique, anyway. Remember my opening confession? That applies here. Grixis Control is the worst offender. In March, that deck was a pure control deck. These days it's more like Death's Shadow-less Grixis Shadow. Recognizable as derivative, but not exactly the same deck. And those are the most similar decks; I called almost every Grixis-colored deck without Shadow "control." Therefore, its numbers are arguably inflated. This is true of a number of other decks too, but there's not much to be done about it this go-round.

Of those 220 unique decks, 41 had enough representatives to make the tier list. This is much less than I thought would make it, considering that most months put ~15 decks on the list. But the data is what it is.

Deck NameTotal #Total %
Tier 1
Hammer Time4218.75
UR Murktide3006.24
UW Control2344.86
Burn2214.59
Cascade Crashers2024.20
Amulet Titan1893.93
Izzet Prowess1873.89
Heliod Company1533.18
Blue Living End1362.83
4-Color Blink1312.72
Mono-Green Tron1282.66
Tier 2
Jund Saga1152.39
Grixis Death's Shadow1102.29
Eldrazi Tron1092.27
Jund Death's Shadow1072.22
Yawgmoth1062.20
Tribal Elementals831.73
Mill791.64
Tier 3
Rakdos Rock741.54
Grixis Control731.52
Ponza721.50
Niv 2 Light621.29
Dredge621.29
Death and Taxes591.23
Esper Control591.23
Jund551.14
4-Color Bring to Light541.12
4-Color Creativity491.02
Mono-Red Prowess420.87
Boros Prowess410.85
Humans390.81
4-Color Control350.72
Belcher340.71
Urza's Kitchen290.60
4-Color Omnath290.60
Hardened Scales270.56
Infect260.54
Ad Nauseam250.52
WB Stoneblade240.50
Spirits230.48
Izzet Through the Breach230.48

Congratulations to Hammer Time, the most successful deck of 2021 by population. And by a considerable distance. This makes perfect sense, given that it has been #1 on my charts since July and has at least made Tier 3 since March. As far as I remember, the former is the longest streak for a single deck since Splinter Twin was banned. Grixis Shadow is the only deck that comes close to that mark with a reign lasting from Summer to Fall of 2017. The latter is far less unique, lots of decks hang around month-in, month-out.

Lingering Relics

I'd like to draw attention to Izzet Prowess and Heliod Company. Neither has been a metagame force (or in Company's case, made the monthly Tier list) since Modern Horizons 2 (MH2) was released. However, their results from those three months of Tier 1 placement were enough to carry them for the entire year. Neither deck completely disappeared, and I did see them in the total data periodically. Still, it was pretty dramatic how both cratered once Solitude entered the format. Does anyone else remember the chatter around Company being too good?

Up-And-Comers

On that same note, the impact of MH2 has been quite dramatic. Neither UR Murktide nor Cascade Crasher was possible prior to the printing of Murktide Regent and Shardless Agent. However, they've firmly placed themselves in the top half of Tier 1. Living End provides a mild counterpoint. It had moved away from its Jund roots before Agent became legal, but Agent noticeably improved the deck. That's not to say that Modern has devolved into MH2 Block Constructed. Hammer Time, Burn, UW Control, and Amulet Titan were all successful decks prior to MH2. Many of the more MH2-heavy decks are low in Tier 3 (a valuable datapoint supporting the argument that Horizons sets enable lesser-played strategies).

In fact, I was quite surprised to see Burn take fourth place in Tier 1. It's spent most of the year as a Tier 3 deck, always hanging around but not making itself known. It only made Tier 1 September and October. Nonetheless, by being a presence in the metagame consistently, it amassed sufficient results to hang with the flashier decks. Cascade is in a similar position where it doesn't perform exceptionally month-to-month, but it does always perform.

Power Rankings

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

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Points are awarded based on the population of the event. Preliminaries award points for record (1 for 3 wins, 2 for 4 wins, 3 for 5) and Challenges are scored 3 points for Top 8, 2 for Top 16, 1 for Top 32. If I can find them, non-Wizards events will be awarded points the same as Challenges or Preliminaries are depending on what the event in question reports/behaves like. Super Qualifiers and similar higher-level events get an extra point and so do other events if they’re over 200 players, with a fifth point for going over 400 players. Which is really important for the monthly updates and utterly irrelevant for this yearly update.

The Power Tiers

Just like with the population, the point total is extremely high. The Modern metagame earned 5,592 total points in 2021, with an average of 37.79 per deck. Therefore 38 points makes Tier 3. The STDev was 90.83, which is enormous just like with population. And again, given the size and dispersion of the data it makes statistical sense. Thus add 91 to the starting point and Tier 3 runs to 129 points. Tier 2 starts with 130 points and runs to 221. Tier 1 requires at least 222 points. Which again, sounds like a lot, but as it turns out, over the course of a year really isn't.

The number of decks on the power tiers fell slightly from 41 to 39. The bottom three decks from the population tier didn't earn enough points to stay on the tier list, but there was one deck that wasn't popular enough to make the population that was surprisingly successful and made the power tier.

Deck NameTotal PointsTotal %
Tier 1
Hammer Time73013.05
UR Murktide5389.62
UW Control4037.21
Burn3746.69
Cascade Crashers3526.29
Amulet Titan3315.92
Izzet Prowess3185.69
Heliod Company2805.00
Blue Living End2514.49
4-Color Blink2444.36
Tier 2
Mono-Green Tron2063.68
Yawgmoth2023.61
Jund Saga2013.59
Grixis Death's Shadow1993.56
Jund Death's Shadow1983.54
Eldrazi Tron1873.34
Mill1542.75
Tribal Elementals1522.72
Rakdos Rock1342.40
Tier 3
Grixis Control1192.13
Death and Taxes1132.02
Niv 2 Light1122.00
Ponza1101.97
Dredge1081.93
Esper Control921.65
4-Color Bring to Light921.65
Jund881.57
4-Color Creativity771.38
Boros Prowess681.21
Mono-Red Prowess671.20
Belcher621.11
Humans611.09
4-Color Control581.04
Urza's Kitchen490.88
Hardened Scales470.84
Ad Nauseam450.80
4-Color Omnath440.79
Infect410.73
Lorehold Turns380.68

So once again, congratulations to Hammer Time for being the winningest deck by quite a margin. If you'd kindly apply everything I said about Hammer Time under the population list to the power list as well, we'll be free to move on to a new topic.

What surprises me is how stable Tier 1 is. Tron fell off into Tier 2, but the order of decks didn't change at all. In stark contrast, Tiers 2-3 are shaken up significantly. It goes to show that the best decks really are the best decks. It also shows how much mastery and enthusiasm for a deck matter in the lower tiers. The popular decks perform well for everyone and put lots of players into contention. The lower the popularity, the more individual results matter and true masters/enthusiasts will earn more points than an average player, pushing their deck higher on the power charts than in population.

Average Power Rankings

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

This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better. A higher average indicates lots of high finishes, where low averages result from mediocre performances and a high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. So be careful about reading too much into the results. However, as a general rule decks which place above the baseline average are overperforming and vice versa. How far above or below that average determines how "justified" a decks position on the power tiers are. Decks well above baseline are therefore undervalued while decks well below baseline are very popular but necessarily especially good.

The Real Story

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

Deck NameAverage PointsPower Tier
Mill1.952
Yawgmoth1.912
Death and Taxes1.913
4-Color Blink1.861
Blue Living End1.851
Jund Death's Shadow1.852
Heliod Company1.831
Tribal Elementals1.832
Belcher1.823
Grixis Death's Shadow1.812
Rakdos Rock1.812
Niv 2 Light1.813
Lorehold Turns1.813
Ad Nauseam1.803
UR Murktide1.791
Amulet Titan1.751
Jund Saga1.752
Cascade Crashers1.741
Dredge1.743
Hardened Scales1.743
Hammer Time1.731
UW Control1.721
Eldrazi Tron1.722
Izzet Prowess1.701
4-Color Bring to Light1.703
Burn1.691
Urza's Kitchen1.693
Boros Prowess1.663
4-Color Control1.663
Grixis Control1.633
Mono-Green Tron1.612
Jund1.603
Baseline1.59
Mono-Red Prowess1.593
Infect1.583
4-Color Creativity1.573
Esper Control1.563
Humans1.563
Ponza1.533
4-Color Omnath1.523

Congratulations to 4-Color Blink, the highest performing Tier 1 deck for 2021. That's amazing considering it only made the Tier list after it became a Yorion, the Sky Nomad/Omnath, Locus of Creation pile in the last few months.

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The baseline stat is quite low at 1.59, as expected given the data. The number of decks with an average point of 1 is quite high, and not all of those are singleton entries. Thus, a lot of decks necessarily look like they're over-performing, when in fact they're mostly performing in line with expectations. More surprising is that no deck managed to break an average of 2 points for the whole year. There are always decks doing so in the monthly updates, but I guess the pressures of the full year preclude such a feat.

Bye for Good, 2021!

And with that done, we can safely close the books on 2021, the Year of the Hammer. Whether this honorary will apply to 2022 is yet to be seen. I'm hoping that the metagame begins to churn and new decks are able to dethrone the champs, but we shall see. There is a new set about to drop, after all.

My Honorable Mentions of 2021 for Modern

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Last week, I shared my top 10 most impactful cards for 2021 for the Modern format. In crafting that list, I left off any reprints along with some cards that just narrowly missed the cutoff. However, these are still major players in the Modern metagame that need the limelight they deserve!

Without further adieu, here are my honorable mentions.

10. Dress Down

Coming in at number 10 is Dress Down. Innocuous at first, Dress Down seems like a variant of Stifle. With flash, it's a great answer to powerful enters-the-battlefield abilities against cards like Primeval Titan. As a permanent, it continues to lock down follow-up plays for the remainder of the turn until it sacrifices itself.

Upon further inspection, it removes all abilities for the turn. This includes those that set variable power and toughness, like Urza's Saga tokens meaning the tokens all become 0/0s and die to state-based actions. Creatures with protection like Sanctifier En-Vec that are extremely difficult to kill can suddenly be exposed to removal. You can also use it proactively to power up your own creatures. Death's Shadow and Kroxa, Titan of Death's Hunger are creatures with detrimental abilities that you can temporarily wipe clean for an instantly large 13/13 or a two-mana 6/6 that doesn't sacrifice itself when cast from your hand.

By combining Dress Down with Lurrus of the Dream-Den, you can cast Dress Down from your graveyard during each of your end steps to stop your opponents from having any creature abilities during their turn. Several top decks in Modern struggle with this interaction as it can prevent primary removal spells like Solitude from functioning.

9. Thought Monitor

My ninth slot, Thought Monitor, revisits a fan favorite archetype: Affinity. With the plethora of cheap artifacts available in Modern, this cost reduction mechanic lets you cast spell after spell with little to no mana required. The card velocity featured in Affinity decks is second to none and is powered primarily through the draw spell Thoughtcast.

Thought Monitor adds a critical density to the Affinity card draw package. This allows you to overwhelm the board quickly while digging for your Cranial Platings and Nettlecysts. Hilariously, the printed mana value of Thought Monitor is seven (though rarely ever cast for it). This means it can be Neoformed into game-enders like Griselbrand and Craterhoof Behemoth in hybrid Affinity aggro-combo decks.

8. Asmoranomardicadaistinaculdacar/The Underworld Cookbook

Perhaps one of the strangest cards to come out of Modern Horizons 2 (MH2) is Asmoranomardicadaistinaculdacar (Asmor). Asmor is a zero-mana 3/3 that can only be cast if you've discarded a card during the same turn. When you do, you can tutor out her signature artifact, The Underworld Cookbook, which is another discard outlet. Asmor slots well into a handful of archetypes, both with her at the helm and with her as a supporting role. Most notably are the Golgari and Grixis Food builds which look to generate Food tokens by discarding Ovalchase Daredevil to Cookbook, which immediately returns Daredevil to your hand.

Excess food tokens translate into repeatable removal spells with Asmor as well as life total padding against aggro matchups. These decks can play Asmor as early as turn one by cycling Street Wraith. Green builds can play Asmor via Finale of Devastation and skip the discard requirement altogether. Grixis builds lean more on the Cookbook than Asmor herself, and take advantage of the excess artifact generation with payoffs like Urza, Lord High Artificer.

Potentially underexplored areas for Asmor are the red-based Hollow One shells that were popular prior to the Faithless Looting ban in 2019. These decks focus on high-velocity drawing and discarding to play zero-mana Hollow Ones and Vengevines. Asmor having ample discard outlets, replacing itself with a card, and acting as an aggressive 3/3 body makes that archetype a very comfy home.

7. Faithful Mending

On the subject of Faithless Looting, its spiritual successor arrived in Innistrad: Midnight Hunt in the form of Faithful Mending. While twice as much mana and in different colors, the instant speed and life gain for this effect are far from trivial. The color shift also encourages a slower approach, curving well into Teferi, Time Raveler or setting up Persist and Unburial Rites. Pitching to both Solitude and Force of Negation are also major upsides. While it hasn't been able to fill the void that Looting left in the Arclight Phoenix archetype, it can still set up impressive Phoenix turns as early as turns three and four.

6. Fire // Ice

Fire // Ice is perhaps one of the strongest supporting role-players in Modern and it's a card that I've been clamoring to get a reprint of since Return to Ravnica. At a total mana value of four, Fire // Ice gets around the deck restriction for cascade decks while providing early interaction and removal.

Tapping down your opponent's lands with Ice can deny them an entire turn's worth of spells. This line can also be critically important leading into your cascade turn by tapping down your opponent's second blue source, preventing them from casting Counterspell. With Ragavan, Nimble Pilferer, and Dragon's Rage Channeler ubiquitous in the format, it's possible to two-for-one your opponent's early plays with Fire. Acting as a blue or red card to pitch to either Force of Negation and Fury is also very useful.

5. Grist, The Hunger Tide

If Asmor isn't the weirdest card to come out of MH2, that title certainly goes to Grist, the Hunger Tide. Grist is a planeswalker that masquerades as a 1/1 insect in every zone other than the battlefield. That means you can tutor her with cards like Chord of Calling or Collected Company. She functions similarly to Daretti, Ingenious Iconoclast in that she ticks up to protect herself and downticks as repeatable removal.

This gives creature-heavy decks some much-needed flexibility at an efficient rate. She sees play in the Yawgmoth combo deck, Elves, and midrange Jund-style decks. The only thing holding her back from ubiquitous play is her incompatibility with Lurrus, one of the premier midrange cards of Modern.

4. Sanctifier En-Vec

Sanctifer En-Vec is just... I don't even know, man. This card is hateful. Sanctifier is a callback to Auriok Champion with its WW casting cost and protection from red and black. Red and black are the most common removal colors in magic. This is especially true with cards like Unholy Heat and Fatal Push functioning as near-unconditional removal. Sanctifier not only laughs at these removal spells but is a hatebear for red and black cards in graveyards.

This is a near lights-out against Dredge where all of the payoffs are either red or black. Sanctifier blocks Death's Shadow like a champ. It invalidates Dragon's Rage Channeler by turning off Delirium, and laughs off Ragavan's attacks. The main reanimator threat of the format is Archon of Cruelty which simply doesn't work as long as Sanctifier is in play. For red and black decks, the only way to deal with this frustrating creature is by playing Dress Down to clear out Sanctifier's protection ability and then remove it, or use colorless answers like Pyrite Spellbomb.

3. Kaldra Compleat

Coming in third and the last non-reprint card on my list is Kaldra Compleat. It's not every day Stoneforge Mystic gets a new toy. In many ways, Kaldra Compleat is an upgraded Batterskull. It sports the living weapon ability which always gives it a body to latch onto. It also has a wall of text that makes the equipment very difficult to answer. First strike, trample, haste, and "super deathtouch" on a 5/5 is either a four-turn clock or an indestructible The Abyss. Again, if not for its incompatibility with Lurrus, I would expect Kaldra Compleat to see much more Modern play.

2. Counterspell

My runner-up counts as the bluest spell that ever countered a spell, Counterspell. This namesake blue interrupt instant originated in Alpha and has been on the Modern wish list for as long as the format has existed. At two mana, it trades one-for-one with anything, no questions asked, and no hoops to jump through. We've gotten countless imitations over the years, but they've almost all paled in comparison to the original.

The printing of Counterspell signifies that the costs of proactive threats have gotten more low-to-the-ground. The original argument against it becoming Modern-legal was that it almost always traded up on mana and tempo. However, it's increasingly more common for it to trade evenly on mana, or even at a deficit thanks to the powerful one-and two-mana threats like Ragavan and Puresteel Paladin.

Big mana decks like Amulet Titan and Eldrazi Tron run Cavern of Souls to force through their threats against countermagic so trading up isn't even necessarily a guarantee. Even still, Counterspell is an incredibly powerful and iconic card. Modern has reached a place where it's not necessarily the de facto best thing you can do, but it's still a very strong option. I'm thrilled it's finally an available tool in blue decks' arsenals.

1. Shardless Agent

Topping off my list is the cascade menace originally printed in Planechase 2012, Shardless Agent. This creature revolutionized the cascade archetypes by streamlining the mana into Temur colors rather than Jund or four- and five-color piles. Shardless allows for a critical mass of blue and green spells, meaning cascade decks can now support Force of Negation and Force of Vigor, providing much-needed interaction.

The most successful of the cascade decks post-MH2 intends to cheat Crashing Footfalls onto the stack. A net total of 10 power for 3 mana with tempo support can close games out very quickly. While "Crashcade" is the most popular, Living End is still very successful and the Glimpse of Tomorrow deck is incredibly strong despite seeing relatively minimal play. Shardless ultimately wins its spot as my top runner-up for upgrading a fringe archetype to tier one status. I have no doubt that it will continue to be a format staple for years to come.

End Step

That wraps up my top 10 honorable mentions list! Did your favorite show up this week? You can let me know by leaving a comment or tweeting me at @AdamECohen. I had a blast revisiting the top cards of 2021 and I can't wait to see what 2022 has in store. Stay tuned!

Sig’s Top Three MTG Priorities for 2022

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Happy Belated New Year! I suppose a New Year-themed article would have made more sense last week, but I was really interested in last week’s topic, which distracted me from the fact that we just turned over to 2022!

This week I’m going to focus back on the holiday, and use this time as an opportunity to re-focus my priorities for Magic and Magic finance in 2022. I started going down a couple of different paths in the last quarter of 2021, and I need to get deliberate about where I want to go from here—especially since my Magic account has dwindled significantly of late (i.e. I’ve done a lot of buying but not as much selling).

Without further delay, I’m going to jump in and share my top three priorities for Magic in 2022!

Priority #1: Take a Pause on Low End Beta Rares

This is my top priority because it will take the most discipline for me to uphold. Over the past few months, I’ve noticed that Star City Games has gradually been restocking played and heavily played Beta cards (they were sold out for a long duration). With this restock, I’ve been able to grab some very inexpensive Beta rares. This includes Beta Drain Power, Righteousness, Deathlace, Web, Purelace, etc.

There was an error retrieving a chart for Purelace

In an ideal world, I would keep every single Beta rare that I acquire. But I ran into an issue buying so many budget-friendly Beta rares: I ran out of funds to purchase cards I actually want for my collection! Yes, I find the art of the original Righteousness cool, and the ability always interested me, but I don’t really need the card right now.

Meanwhile, I pursued an upgrade for my deck last month, switching out Unlimited Disrupting Scepters for Beta copies—no inexpensive task!

There was an error retrieving a chart for Disrupting Scepter

I found myself regretting buying these Beta rares, eating up my Magic budget. Sure, any Beta rare is likely to be worth more in 2023 than it is in 2022. So you could argue I’m not making any financial errors here. But the reality is, I would rather be buying one or two more useful, playable Beta cards than a handful of budget stuff just because it’s cheap.

In 2022, I’m going to switch that. If I can flip small stuff for store credit, and use that credit to get an inexpensive Beta rare here or there, I’ll certainly jump on the opportunity. But when it comes to spending my hard-earned dollars, I am going to save that for Beta cards the next tier up. Cards I will play, such as Disrupting Scepter, Granite Gargoyle, or even Royal Assassin.

There was an error retrieving a chart for Royal Assassin

To enable these purchases, I may even have to sell a couple of the low-end Beta rares I picked up in 2021. These are the cheapest rares in the set for a reason, so I anticipate I may get another chance at grabbing them again in the future should I experience any seller’s remorse.

Priority #2: Stay Persistent Shopping for the Small Stuff

I went through a phase in 2021 where I attempted to consolidate some of my collection (the cards not in my decks, that is). I would send my played Arabian Nights, Legends, and Antiquities commons/uncommons to Card Kingdom for some store credit. This was my way of attempting to “trade up”—it’s nice going from 10 or even 50 small cards into one more significant card.

There was an error retrieving a chart for Moorish Cavalry

There are three problems with this strategy, however. First, I quickly ran out of the low-end stuff I was willing to part with. To use a common analogy, the well ran dry. Each time I decided to repeat the process, I’d have fewer and fewer cards of value worth shipping to Card Kingdom and ABUGames, which meant my buylists were becoming uninspired, and therefore not worth it!

Second, I started experiencing seller’s remorse on some of these cards. I was so eager to submit a buylist for “something to do” and “to consolidate”, that I started cutting cards I liked. One example was Season of the Witch, a cool card from The Dark with a unique ability and a really sweet artwork. It was painful to buy this one back (which I did), and I won’t be so eager to let it go anymore.

There was an error retrieving a chart for Season of the Witch

Other examples of smaller cards I regret shipping to Card Kingdom include Titania's Song, Colossus of Sardia, and Blood of the Martyr, the latter I actually bought another copy of to replace.

Finally, I regretted selling these small cards because many of them have been climbing in value lately! When I shipped Blood of the Martyr to Card Kingdom, they were probably paying around $0.40 for near mint copies. Recently, they were paying up to a buck! These are small numbers, but these differences really add up across a stack of cards. I wouldn’t be surprised if I could have gotten double or even triple the store credit for the small cards I shipped in 2021, had I held them until 2022.

For these three reasons, I’m going to spend some time in 2022 browsing inventory across the web to try and find a few cool small cards to put back into my collection, this time to hold! This means I’ll have to maintain some discipline when I do my buy-listing. I’ll ask myself, “Am I OK not owning this card anymore? Are the cards I plan on trading toward more desirable than the cards I’m shipping?” This will force me to stop and think about whether I’m shipping cards for the sake of shipping cards, or if there’s really a favorable trade-in I’m looking to make.

This will help me stop myself from shipping cards for store credit, and then realize after the fact that the very cards I shipped were the ones I would have wanted to spend the store credit on!

Priority #3: Increase Play Time (A Little Bit)

If 2020 was my “year of Magic Arena” (I hit mythic multiple times, and I played in multiple qualifier events), then 2021 was my “year of abstinence from Magic Arena." I probably booted the game up no more than four times from February through November last year.

For paper Magic, I hopped on a webcam to play Old School no more than once, and Vintage the same. Each time I do the webcam games, I have a great time, meet someone really friendly, and become re-inspired to maintain or improve my decks. The last time I played Old School, I decided I wanted to try Diamond Valley in the list. That's a pricey card of course, but the idea motivated me to sell and trade cards with a purpose. It's a good feeling.

I want to try and do this a little bit more this year. And if COVID can finally calm down again, I may even try to stop by my LGS for a draft (no promises, though).

As for Magic Arena, I don’t want to let it eat such a significant amount of my time like it did in 2020. But I would like to re-engage if just to stay more in touch with what’s going on in the hobby. I have almost no cards in my collection now that were released in 2021, so playing Standard right off the bat will be tough. But when the next set is released, I can try to hop onto the drafting bandwagon to enjoy the game once again.

This will help rekindle my interest in the game, which will help me stay focused on my other two priorities for 2022 at the same time.

Wrapping It Up

It has become an annual tradition, for me to establish my priorities for Magic at the beginning of each year. Going through this exercise helps me think critically about where I want to spend my time and resources going forward, and also helps drive some accountability as I share this with the community. Now when you see me selling a few random, low-end Beta rares, and asking to buy some others, you’ll understand where I’m coming from.

How about you, the reader? Do you have some New Years’ priorities for 2022 in Magic (or otherwise)? Feel free to message me on Discord or Twitter with your own goals for the year. We can have a dialogue about our ideas, and help hold each other accountable.

As for my 2022 resolutions outside of Magic, I will share two that I’ve come up with. First, every time I go to a restaurant I’ve been to before, I will order something to eat that I have never ordered before. I have fallen too much into a rut with my dining out, ordering the same things over and over again, that I’ve lost a little bit of my flair for adventure. I wish to reclaim that.

Second, I want to cut down on alcohol for 2022 so I intend on doing this by enforcing a strict, $500 budget for alcohol for the year. Note this includes not just trips to the liquor store, but also ordering drinks at restaurants, bars, etc. To give me a strong start, I’m doing “Dry January” again this year, so that means I’ll only have to manage this budget across 11 months.

There, now I’ve shared my personal resolutions for 2022 as well. Hold me accountable, and wish me luck!

My Three Magic Resolutions for 2022

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New Year's Resolutions

Happy New Year! I've got a lot to look forward to in 2022, both in Magic and in life. I hope you do as well. While I'm not normally one to make New Year's Resolutions, I do have three Magic-related goals I'd like to share with you that I'll be working on for 2022. These goals are a reflection of where I'm at as a player, the current state of Magic, and the state of the world.

Goal One: Play More Commander

The printing of Garth One-Eye in Modern Horizons 2 last year inspired me to do something I hadn't done in nearly a decade: build a new Commander deck. The few games I played with Garth were enjoyable, but most of the time he died before I could activate him. For whatever reason, the threat of his activation was such that most players would kill him on sight, and fixing my mana to make WUBRG every game was quite tedious. I was lucky enough to open this card in a prize pack though, to get the gears in my brain turning:

Prior to Garth, my Commander of choice for nearly ten years was Nin, the Pain Artist. The deck was mostly a value engine/politicking deck, that could occasionally combo kill if it could make infinite mana, and opponents had creatures on board to target. I built it for our Local Game Store's (LGS) Commander league and left it together, mostly unchanged over the years.

Building Eloise, Nephalia Sleuth I'm going for a similar value engine deck as my old Nin deck, minus the politicking aspect, or the combo kill potential. I just want something that's fun to play, has the potential to win, but won't necessarily have a target on its back from the moment it's revealed.

Commander is a huge part of our LGS community. Not everyone I know plays Modern or Legacy, but every player I know, even more Limited-focused ones like myself, have at least one Commander deck ready to go. I'll have this at the ready in my bag for whenever folks want to get a game going.

While I'm interested in playing Commander for fun, it's also important to me to start playing Commander again regularly as a content creator. Commander is now the most popular Magic format of all. I want to embrace that by immersing myself in the format. Who knows, maybe I'll write about my Eloise deck in a future article?

Goal Two: Organize My Collection

The massive endeavor of organizing my Magic collection has been on my To-Do list for over a year now. With tens of thousands of cards, spread across two rooms of my house, it's not an easy task. There's also the question of how I should sort it. By color? By format? What about by expansion set? There's also the question of how I want to store my collection once it's sorted. For years I've kept the bulk of my collection in 5,000 count cardboard storage boxes. They're not particularly attractive, nor are they utilitarian.

A related concern to organizing the collection is storing all of my decks, and my cubes. My Un-Cube is stored in a Gamegenic Dungeon, but I'd need something at least twice the size to accommodate my Invasion Block Cube. It's currently stored in multiple separate 1,000 count cardboard boxes. In addition, I have about a dozen deckboxes with complete or partially complete decks in them for various formats.

My Un-Cube is stored in a Gamegenic Dungeon like the one pictured.

I've seen collectors use converted library card catalogs to store trading card collections. Ultimately when the collection is organized I'd like some sort of classy furniture piece in which to store it.

Goal Three: Play More Magic Over Spelltable/Webstream

With the infection rate spiking all over the world, I'm staying home from playing in-person Magic for the foreseeable future. While I applaud the safety precautions taken by my LGS and other venues, I just don't want to risk getting myself or my family sick. Playing Magic: Arena sustained me through the shutdown of 2020 when there was no chance for in-person Magic. for 2022, I'll still be playing Arena regularly to get my Limited fix, but I also want to be more social, even if it's from the comfort of home. To that end, I want to get into playing paper Magic via webstream.

I have one decent camera, and a microphone which I use for videoconferencing. It shouldn't be too hard to get my office area set up so that I can stream my end of a Commander game. The bigger issue will be cleaning my desk so the mess doesn't enter the battlefield.

Goals and Resolutions

There are plenty more Magic-related goals I could come up with for the year. These are the three that loom largest in my mind on a personal level. What is your New Year's Resolution this year? What are your Magic-related goals for 2022? Let me know your suggestions for accomplishing my Magic goals 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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Ten (or More!) Commander Cards That Are Under the Radar

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Unplayable, Unknown or Unaffordable?

While everyone is entitled to an opinion on card power, EDHREC does have quantifiable statistics on submitted decks. It is reasonable to conclude that the more times a card appears in decklists the higher the synergy and general power of the said card. Within the Top 100 All, or a Top 100 category, there are underrated cards. Today though, I'm concentrating on cards that fall completely outside ANY Top 100 list.

Sure, there are dozens of underplayed cards that are great in extremely niche decks. The following list of cards though is a lot more general-purpose. These cards can fit into many different Commander decks. While there are some spicy vintage cards that definitely deserve a shout-out, I understand they are not in everyone's price range. For this list, many of the cards included are budget-friendly!

One final caveat up front: I cheated with my idea of "Ten Cards." In some examples, I'm presenting a few cards that more or less do the same thing and am counting that as one card "idea" or "theme." Variety, right? Without further ado, some spicy Commander cards of days long past and even some brand new ones!

Fast Mana and Faster Mana

Dark Ritual, Cabal Ritual and Culling the Weak are all in the Top 100 for black but NOT these cards? Obviously, both Sacrifice and Burnt Offering are exactly the same strength as Culling the Weak if the creature sacrificed is four or more mana. Sacrifice and Burnt Offering both have the advantage of scaling and potentially mana fixing as well. The downside? Decks with lots of tokens and creatures that cost three or less. Do the numbers support the idea that Culling is significantly better and these cards are significantly worse?

Within the Top 48 Black creatures, 25 of them are four mana or higher. More than half of the Rakdos commanders are four mana or higher. 20 out of 48 Top red creatures are four mana or higher. I think, from a numbers standpoint, both of these cards have potential. If you're already playing Culling the Weak, consider adding Sacrifice and/or Burnt Offering as secondary or tertiary copies. If one is good, two is better, right?

There's also the hidden secret mode of these spells which is "one mana, put my creature into the graveyard"; if you don't want your creature to be exiled or otherwise put into a non-graveyard zone these spells do it for effectively free.

Midnight Clock's Older Cousins

Appearing in just two percent and one percent of all decks, respectively, I think that these two artifacts are slowly being forgotten. With both more and more powerful artifacts in print, the value of both of these clocks has only increased. Most Commander decks seem to run at least ten artifacts and, also, newer commander decks all include many artifact tokens.

One thing I have always enjoyed is Clock of Omens turning my non-mana rocks into one half a mana or more. It can also turn your treasure tokens into permanent mana and give artifact creatures the potential for pseudo-vigilance.

More than ever there are always extra artifacts on the board, and, there is always an opportunity to use mana to crack a clue, eat a food, sacrifice a blood or otherwise gain an advantage; these clocks make both happen, virtually for free, multiple times per round.

This is No Mox

This may sound insane but my play experience tells me Jeweled Amulet is close to Lotus Petal and Mox Amber in total power and both of those cards make the Top 100 for Mana Rocks.

It does not matter what kind of deck you are running, it simply gets you one mana further on your next turn. Many times you have extra mana to charge the Amulet and there is no real cost to using it. In decks that are willing to pay a card for one extra mana Amulet is another way to essentially do the same thing. Paying in time is generally looked down upon, but, Search For Tomorrow is in the green Top 100 and that takes an "unplayable" two whole turns and costs a mana.

Both the ceiling and floor for the Amulet are wrong; it is slightly better in any deck than estimated and also way better in decks with significant synergy. Jeweled Amulet is a bad Mox, but, it's a good rock. Try it out!

The First Rule About Symbol

A game-ending card for three mana that generates an insane amount of +1/+1 counters for a paltry amount of life. This card is way underrated at one percent. Just in terms of the current Top Ten Commanders by deck representation, Unspeakable Symbol has tremendous synergy with two of them, Atraxa, Praetors' Voice and Sisay, Weatherlight Captain, and strong synergy with two others, Alela, Artful Provocateur and Lathril, Blade of the Elves, respectively. If your deck seeks to leverage infect, proliferate, lifelink, double strike, commander damage, and of course +1/+1 counters, then this card is a slam dunk.

On top of that, you can put counters on other creatures to control combat, save creatures you want to steal later, or even modulate your life total at will.

I Always Feel Like Somebody Is Watching Me

Imagine if you always had perfect information before making any play. What if I told you that the cost of that would be one blue or even one colorless? That's an unbelievable bargain, right? What if I also said you could add a massively disruptive element into your game by bluffing or by taking away the ability to bluff?

If you're playing blue Telepathy is extremely powerful for just one mana. Once everyone else is busy looking at everyone else's hand you can just quietly play lands, sit back and offer some "helpful" advice. Make sure to announce when you miss a land drop and that you can't make any plays. Quickly pass and move on to the next player; everyone forgets you are even in the game. Think this doesn't happen? Try it.

Glasses of Urza gives you and only you hidden information to do with what you please. Feel free to tell the table exactly what is in someone's hand, or, make stuff up. Definitely tell the blue players that they need to hold up a counterspell for the combo another player has - whether that is true or not.

The Flex Seal of Commander

A long time ago it felt like if you had a counterspell or powerful removal spell up then you were in control of a game. Now? Not so much. Today's cards are incredibly powerful. You need something over the top that assures you are still in control of a game. Sudden Substitution has split second so it's hard to counter which is a huge selling point. Think back to every multiplayer game you have played where someone removed the wrong threat; now YOU can fix it! Is the balance of power in a game shifting drastically the wrong way? Now YOU can fix it!

Flexible and relatively uncounterable; if you have Substitution and mana up YOU are in charge of the game!

Kill All Artifacts

There are six enchantments in the Top 100 cards but there are 24 artifacts. Thus, artifact removal should be prioritized. Green already has Nature's Claim but why not Crumble? As a one-mana removal spell it's just as efficient as Claim and usually gives up less life as well. It can't hit enchantments but so what? Artifacts are six times as numerous, and, green has access to other top cards to deal with the occasional enchantment that gets through. I say in 2022 everyone should get a chicken in every pot and a Crumble for every Sol Ring!

In the same vein, red has tons of artifact removal, sometimes too much. In comes Shenanigans! If you need artifact kill, you have it. If you don't great, you do not have to draw a second, third, or fourth copy of Shatter. Shenanigans gives you all the removal *and* all the choices at the same time.

You're Not Going Anywhere

Darksteel Mutation shows it is better to keep a creature, particularly a commander, in play than remove it and for that reason, it's a Top 100 card for White. Faith's Fetters and Prison Term, however, are reasonable additional copies that force your opponent to answer the aura or kill their own creature. On top of that, unlike Oblivion Ring and Banishing Light opponents will not get another enters the battlefield trigger if they remove these auras.

Humility is in a category all its own for both crazy rules conundrums and raw creature neutralizing power and is vastly underappreciated while also being less expensive monetarily than, say, Jeweled Lotus. The idea of keeping problem cards in play but neutralized is a strong one and Humility does it exceptionally well.

Try Something New in 2022

If you've read my article about the Heart of Commander then I hope you use the New Year as a springboard for trying out new cards, new strategies, and maybe even giving some formerly played cards a second chance.

There are a large number of cards that are nearly as good as many of the much more commonly played cards. In some cases, these other cards solve problems in a different way. Without trying out different ideas a deck can never ascend to its ultimate, perfect form.

Also, there are so many cards I want to share that this may be the list for the month of January. What are your favorite unsung Commander cards? Let me know in the comments!

Real-world Flavor. Chinese Quotations from Philosophy and War Treatises

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Thorn bushes spring up wherever the army has passed. Lean years follow in the wake of a great war.

Lao Tzu

In the last article, we started dealing with Portal Three Kingdoms. It’s the first Magic expansion conceived with the intention of being published exclusively in the Asian market. It’s full of references to Chinese culture and literature. Of the 52 cards ever printed with a Chinese quotation as flavor text, 50 come from this set.

Last time, we analyzed the flavor text of Greed and Zodiac Dragon and looked at three other cards with Confucius quotes. Now, let’s move to three different authors: Mencius, Lao Tzu, and Sun Tzu. We’ll leave Luo Guanzhong, the most represented author, for an article all to himself.

Mencius

Mencius

Let’s start with the least represented author. Mencius lived in the fourth century BC and left us a philosophical text known as Mencius. Only one Magic card displays a quotation from Mencius, and that is the beautiful Three Visits.

Three Visits

Trying to meet a worthy man in the wrong way is as bad as closing the door on an invited guest.

Three Visits is a common green sorcery. For the cost of two mana, it lets you fetch a forest card out of your library and put it onto the battlefield. It’s not limited to basic Forests, and the land enters the battlefield untapped. I really like the concept and the art: it looks like an episode from an ancient tale, but I’m not sure I get the link with the flavor text. It’s obviously a saying, a proverb, as it gives general advice on how to behave in everyday life. Perhaps, it advises not to show up empty-handed?

Lao Tzu

Lao Tzu is also the author of a philosophical text, from roughly 200 years earlier, in the sixth century BC. his work the Tao Te Ching, is among the most influential pieces in world literature and has been widely translated. Staying within the philosophical realm for our source material has particular implications when it comes to Magic flavor texts. In Magic flavor, “philosophy” normally means “proverbs”. There are three cards featuring quotations from Lao Tzu’s works. We dealt with the first one, Greed, in the last installment. It was the only card with a Chinese quotation printed before Portal Three Kingdoms. Today we will explore the other two.

Lao Tzu

Ravages of War

Thorn bushes spring up wherever the army has passed. Lean years follow in the wake of a great war.

Ravages of War is among the most famous cards from this set, together with Zodiac Dragon and Imperial Seal. It’s a functional reprint of Armageddon, with a funny bit of reminder rules text for new players: “This includes your lands.” The flavor text is great, as it shows what stays behind after a battle: that is, famine and poverty.

Sage’s Knowledge

Those who know do not talk. Those who talk do not know.

This blue sorcery lets you get another sorcery from your graveyard back into your hand. Very blue. And the flavor text is also pretty consistent with the card and with the color. Together with the art, it gives me some sort of Meditate vibes, since that card also mentions silence and calm.

Sun Tzu

Things get a bit different when we move to Sun Tzu. With five cards, he is one of the most quoted authors in Magic. As we saw in the first article of this series, he would deserve fifth place in a hypothetical Top Eight, right after Luo Guanzhong, Shakespeare, Coleridge, and Poe. Sun Tzu was a Chinese general, strategist, and philosopher who lived in the fifth century BC. His most famous work is The Art of War, which is still taught in military schools and studied all around the world. Does a change in the genre of the source material mean a change in the nature of the flavor quotes pulled from it? Let's find out.

Burning Fields

In raiding and plundering, be like fire, in immovability like a mountain.

Burning Fields is a classic Red Sorcery, dealing five damages to your opponent for five mana, just as Lava Axe. As you can see, not much has changed, even if the work this comes from is technically a war treatise. This sentence still sounds like a maxim, a general norm that you should follow. I can see why it mentions fire, but as for the mountain it’s not totally clear.

False Defeat

All warfare is based on deception.

Now, this is an interesting, white Zombify. People must have fallen victim to it many times since it can't be expected. The flavor text is a bit out of focus, for deception in Magic is mostly a quality of the color blue, rather than white. Still, in my opinion, it’s a nice choice with great art.

Slashing Tiger

Unless you enter the tiger’s lair, you cannot get hold of the tiger’s cubs.

A creature, finally, after all those sorceries. Slashing Tiger gets +2/+2 until the end of turn whenever it gets blocked. This is a very common ability for green, but I believe it would have been more spot-on if it got pumped when it blocked. After all, the flavor text talks about a tiger protecting her cubs.

Wei Scout

He will win who, prepared himself, waits to take the enemy unprepared.

Here comes another creature, this time a 1/1 black soldier for two mana with horsemanship. Horsemanship is an evasive ability that acts as a variation of flying, and only appears in Portal Three Kingdoms. The quotation is not very impressive, simply suggesting that the winner of any duel will be the one who is more prepared.

Zephyr Charge

All armies prefer high ground to low and sunny places to dark.

The last card we are analyzing today is a very special one. In fact, we addressed Zephyr Charge in the first installment of this series. Portal Three Kingdoms came out in 1999. It wasn't until 2013, fourteen years later, that this blue enchantment saw print in Magic 2014. Not only was this Sun Tzu's last appearance in flavor text, but this was also the last card ever printed with real-world flavor text.

It’s funny to see how things haven’t changed in almost fifteen years: bad cards are often those getting the most interesting flavor texts. Zephyr Charge is mostly unplayable, even in limited. It allows you to give creatures flying in exchange for two mana, and that’s it. As for the art, it represents a knight charging in mid-air, thanks to what looks like a gentle breeze.

The quotation is dangerously close to obvious, and I believe this was the case even when it was first written. Armies prefer the high ground, and the creative team decided to match this cheap consideration with a knight flying over the enemies. Who are we to complain, though? Perhaps, this really was the time to stop using real-world quotations as Magic flavor text?

Conclusions

We have expanded our overview of Chinese literary sources in Magic flavor text into Portal Three Kingdoms. Now, only flavor text from Luo Guanzhong is missing. What did we learn? First, we now have a better understanding of how different flavor texts are depending on their provenance. The quotations we saw in the past installment came from philosophical texts, as well as the first three we analyzed today. The last five, all from Sun Tuz, come from a war treatise.

Surprisingly, they don’t seem to differ that much. I would go as far as to say that it’s almost impossible to recognize the source genre of a quotation. In the end, they all sound like proverbs or generic maxims.

The most noticeable difference between those coming from The Art of War versus the rest, is they deal a bit more with warfare scenarios and a bit less with everyday life. In the next article, we will dive deep into the work of Luo Guanzhong, and try to answer this question with his contributions added to the mix.

Circling Around: December ’21 Modern Metagame Update

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The calendar may have rolled over to 2022, but 2021 isn't truly over yet. Sorry to crush everyone's souls, but there's business still unfinished from the previous year. And we'll need to move quickly to get it all taken care of before the next set releases. It's not like we can just put off spoiler season. Therefore, let's refocus on the end of last year with the December 2021 metagame update.

December’s metagame is an unfortunate continuation of trends observed back in November. Which is surprising under the circumstances The number of events was slightly lower thanks to reported non-Wizards events on MTGMelee and fewer Wizards Premier events, as usually happens in December; it's the end of the year and the holidays, who wants to run extra events? In the past that reality led to a decline in population for December's metagame. However, 2021 is an exception. The overall population is slightly above November's at 514, with 528. This in spite of the lack of events seems incongruous, but it makes sense on my end. December had a number of very large Preliminaries. School's out so more players were playing more events is my take on why.

An Announcement

With the new year, I'm planning on changing how these updates work. Specifically, I am hoping that this is the last metagame update whose data comes entirely from MTGO.  I wanted to keep my data consistent during 2021 and stuck to just MTGO data despite paper kinda coming back in March. In truth, even if I had included the paper results, it wouldn't have changed anything until recently. There haven't been many paper events over the past year, but the number has been increasing, so I'm going to start tracking those too. And hoping that there are enough to balance the MTGO data.

What this actually means for how the updates and analysis work I don't yet know. I haven't been scrutinizing paper results too closely, so I'm not sure what has been there nor what will be there. I'll figure it out as I see what I have to work with. I may have to go back to the old system, I may be able to make the current one work; I don't know. Right now, the only source I have for said paper events is MTGTop8, but I'm looking for more sources... and am open to suggestions!

December Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck “should” produce on MTGO. Being a tiered deck requires being better than “good enough;” in December the average population was 8.95 setting the Tier 3 cutoff at 9 decks. This is the highest the cutoff has been in months and is a mark we haven't hit since September 2020. The reason this happened will be clear once you're looking at the data.

Tier 3 begins with decks posting 9 results. Then we go one standard deviation above average to set the limit of Tier 3 and cutoff for Tier 2. The STdev was 15.70, which means that means Tier 3 runs to 25 results. Again, it's the starting point to the cutoff, then one above for the next Tier. The STdev was really high this month and so the tier ranges are enormous. Again, it makes sense given the data. Therefore Tier 2 starts with 26 results and runs to 42. Subsequently, to make Tier 1, 43 decks are required. Which is a very high cutoff point, especially in context for this year.

The Tier Data

While the total population is slightly up from November, the number of unique decks fell significantly. Where 67 unique decks were recorded in November, I only have 59 for October. The number of decks actually making the tier list also fell significantly, from 19 in November to 13 for December.

Now, some of that is thanks to me accounting for outliers in November, which lowered the threshold.  I didn't remove Hammer Time as an outlier from the data in December, though it's really borderline. Several tests showed it clearly being an outlier, while several said it was right on the line. The decision came down to whether removing Hammer Time from the data changed anything, and the answer was no. Accounting for outliers would have added one deck to the population tier and slightly altered placement, which tells me that the data is fundamentally skewed and therefore the outlier isn't really meaningful.

Deck NameTotal # Total %
Tier 1
Hammer Time7814.77
4-Color Blink6412.12
Grixis Death's Shadow5710.80
UR Murktide468.71
Tier 2
UW Control264.92
Cascade Crashers264.92
Tier 3
Burn193.60
Yawgmoth193.60
Amulet Titan183.41
Jund Saga152.84
Rakdos Rock112.08
Blue Living End91.70
Grixis Control91.70

And that's because of how incredibly top-heavy the data is. There have been big gaps in the data before, but they've never been as big as this. 20 results separate the bottom of Tier 1 and all of Tier 2, a tier that just barely has any decks at all, since UW Control and Cascade Crashers are right on the cutoff. That's absurd and unprecedented. And again, accounting for outliers wouldn't have helped. since the Tier 2 cutoff without Hammer Time in the analysis was 20, meaning the tier composition wouldn't change. Another reason not to bother removing Hammer Time from the data analysis.

The Trend Continues

Back in November, I expressed concern over Hammer Time's continued dominance of the tier list and the rise of 4-Color Blink piles. The former is bad since one deck sitting atop the metagame has a chilling effect, especially when it happens by such a wide margin. The latter is bad because if forces out alternatives. A pile of the best cards just overpowers more distinct decks and homogonizes the format. I hoped that something would happen in December to stall or reverse this trend, but as the data shows, it didn't happen. Which was the concern hanging over my mind when I was making the Banning Watchlist.

It's always tempting throw everything back to the situation with Uro, Titan of Nature's Wrath. Certainly, the data from December 2020 and January 2021showed a similar trend toward 4-Color decks pushing out other midrange decks. However, there was more internal homogenization with Uro: the decks started looking the same. Right now, there is considerable diversity within the Omnath blink decks, which possibly means that there is no single build that is best (an oppressive situation) but rather the deck can be built to win in any metagame. That's still not great because there'd be no way to beat Omnath consistently, but it does mean that deckbuilding and player agency matter, and might delay any bannings for a while. Still, I'm quite worried.

Power Rankings

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

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

The Power Tiers

Unlike with population, the total points were down slightly in November. There are 889 total points in November compared to October's 927. There being fewer events overall and fewer premier events specifically, the lower total makes sense. It also means that the data is even more skewed towards Tier 1 than it was for population.

The average points were 15.07. Since that's so close to 15 rather than 16, I'm rounding down to have 15 points be the starting point. Therefore 15 points makes Tier 3. The STDev was 28.21, which is enormous just like with population. And again, given the skew it makes statistical sense. Thus add 29 to the starting point and Tier 3 runs to 44 points. Tier 2 starts with 45 points and runs to 74. Tier 1 requires at least 75 points. Had I removed Hammer Time as an outlier, there would have been more five more decks on the power tier. As is, the number fell from 13 to 11.

Deck NameTotal Points Total %
Tier 1
Hammer Time13715.41
4-Color Blink11312.71
Grixis Death's Shadow11012.37
UR Murktide788.77
Tier 2
UW Control485.40
Tier 3
Cascade Crashers394.39
Yawgmoth394.39
Jund Saga303.37
Burn293.26
Amulet Titan252.81
Rakdos Rock182.02

I've never had a power update featuring three decks over 100 points. Again, it reinforces what I said earlier that this metagame is significantly top-heavy. Hammer Time, 4-Color Omnath, and Grixis Death's Shadow account for a staggering 40% of the total points earned in December. And there's a 32-point gap from GDS to UR Murktide. No wonder the number of decks were down, the month appears to be a three-horse race! How is anything else going to compete?

Removing Hammer Time as an outlier would have improved the data's look as mentioned. However, I don't think that it changes the feel. UW Control would have been joined by Cascade Crashers and Yawgmoth in Tier 2 and a few more decks would have snuck onto the bottom of Tier 3. But it doesn't change the fact that the data was heavily skewed. And that's the real story of December.

What Happened?

Obviously, I can't say with certainty "This is what happened" to cause this warp. It is a continuation of trends from December, but it's also very extreme. And would seem to fly in the face of expectation given the higher population. What I can do is propose plausible scenarios and discuss what they suggest about the metagame:

  1. It's happening: No mistakes, no warps: the metagame is naturally pushing in this direction and players are picking up on it. I'd consider this a worst-case scenario, as it implies that Modern is solved.
  2. Sampling bias: This is just one data point. That data point came from a month where outside pressures created odd wrinkles in player behavior. It was the holidays, so presumably, players had more time to play and just chose what they thought were the best decks. If this is the case, the warp should disappear in January.
  3. Player Bias: The warp isn't a fluke, but it doesn't mean anything. Grixis Death's Shadow is a deck lots of players bought into in 2017. Now that it appears to be viable again, those players are flocking back. The pressure from that deck is pushing out alternatives. Once the shine wears off, there will be an exodus from GDS and the format will open up more.

Average Power Rankings

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

This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better. A higher average indicates lots of high finishes, where low averages result from mediocre performances and high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. So be careful about reading too much into the results. However, as a general rule decks which place above the baseline average are overperforming and vice versa. How far above or below that average determines how "justified" a decks position on the power tiers are. Decks well above baseline are therefore undervalued while decks well below baseline are very popular but necessarily especially good.

The Real Story

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

Deck NameTotal Points Power Tier
Yawgmoth2.053
Jund Saga2.003
Grixis Death's Shadow1.931
UW Control1.852
4-Color Blink1.761
Hammer Time1.751
UR Murktide1.701
Rakdos Rock1.643
Burn1.533
Cascade Crashers1.503
Baseline1.50
Amulet Titan1.393

I've never had the baseline be this low before. 1.50 is extremely low and really highlights just how poorly positioned Amulet Titan was to be the only deck below the baseline. However, given again how high the STdev's were thanks to the huge number of singletons versus the Big Three, it does make sense. It's just unfortunate. In any case, here's your headline: as the Tier 1 deck with the highest average points, Grixis Death's Shadow was the top deck of December 2021!

The End Is... Not Yet

And that's the metagame update for December 2021. But don't rejoice yet! Next week I will actually conclude 2021 with the overall data for the entire year. And it wasn't quite what I expected, so perhaps you'll share my surprise.

My Top 10 Modern Cards of 2021

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This week, I’m feeling nostalgic for all the wonderful additions that Modern Horizons 2 2021 brought to the Modern format. I made a list of 20 or so of my favorites, then painstakingly narrowed it down to my top 10. You can look forward to the cards that didn’t quite make the cut in next week’s article, including new-to-Modern reprints which I’ve intentionally kept off this list, so stay tuned.

10. Esper Sentinel

Coming in 10th place is Esper Sentinel, a creature that players quickly identified as a Modern staple. Sentinel is a one-drop that threatens to snowball card advantage while boasting the human creature type. This made it an auto-include in Thalia, Guardian of Thraben-based white decks like Death and Taxes and Humans, both archetypes that have fallen off the radar in recent years.

While not enough to push these decks back into prominence, it remains a four-of in the Hammer Time combo deck. As a cheap creature that trades favorably with removal and holds equipment well, Sentinel’s artifact supertype provides synergy to the Urza's Saga and Puresteel Paladin deck adding to its critical mass of low-cost artifacts. While Esper Sentinel has quite a lot of positives going for it, it’s not necessarily a critical component to the decks that feature it, thus earning a lower spot on my list.

9. Murktide Regent

What a difference a color shift and 14 years of power creep can make! Murktide Regent is ostensibly a blue Tombstalker in that they are both flying delve creatures castable for two colored pips. However, unlike Tombstalker, Murktide pitches to Force of Negation and comes with a larger stat block. Its special combination of Delve, +1/+1 counters and sheer size allows it to dodge several common removal spells in the format. Cards like Fatal Push, Prismatic Ending, Heartless Act, Lightning Bolt, and Unholy Heat cannot kill this massive dragon.

At the time of Murktide’s printing, Heartless Act saw significant play as Modern’s least conditional black removal spell. However, the dragon pushed it entirely out of playability. In the early weeks of Modern Horizons 2 Modern, deck builders struggled to identify unilateral ways of dealing with large threats like Murktide, while also having low-cost answers to Ragavan, Nimble Pilferer and Dragon's Rage Channeler. The combination of threats needing disparate removal meant the UR decks could steal games they had no business winning.

Eventually, deckbuilding converged on bounce spells like Dead // Gone, pre-emptive answers like Endurance, and unconditional removal such as Terminate. Because of this, Murktide was downgraded from a near-unanswerable threat to simply a strong one. Even still, its effects on Modern are apparent and it’s a key component to blue-based tempo decks, placing it in a respectable ninth place.

8. Tasha's Hideous Laughter

The first non-Modern Horizons 2 card on my list, Tasha's Hideous Laughter, is a new staple in the Mill archetype. Laughter was underestimated at first as players didn't quite do the math on how many cards 20 mana actually translated into or how low the curve in Modern has become.

For example, decks featuring Lurrus of the Dream-Den as a companion account for 35% of the metagame and have a low curve by definition. Hammer Time in particular is wildly susceptible to the spell, with a total pip count of roughly 40 depending on the build. Tasha’s Hideous Laughter will exile a median of 35 cards out of Hammer Time. That's the mill equivalent of a three-mana burn spell dealing 13 damage! Similarly, Death’s Shadow decks feature roughly 50 pips which translates to a median of 23 cards. This is the burn equivalent of roughly eight damage from a single spell.

Laughter is also potent against the fan-favorite Amulet Titan. Amulet has 35 cards with a mana value of zero, and an additional nine cards have a mana value of one. This almost ensures Laughter exiles multiple key cards needed to assemble your win.

While potent against several popular archetypes, Laughter suffers against decks with high average mana values like Cascade, Tron, Belcher, and Yorion Pile. While not perfect in all matchups, Tasha’s Hideous Laughter has earned its spot and can be sideboarded out when needed.

7. Reanimator

Ok, I know this is cheating, but it’s my list and I make the rules. Coming in seventh place is the Modern Horizons 2 reanimator package. This includes Persist and Unmarked Grave, as well as the newly introduced creatures they cheat in, Archon of Cruelty and Serra's Emissary. Unmarked Grave and Persist are fixed versions of Entomb and Reanimate and are unable to hit legendary creatures. This drawback naturally precludes traditional reanimator targets like Griselbrand, Iona, Shield of Emeria, and Elesh Norn, Grand Cenobite. Archon of Cruelty and Serra’s Emissary are powerful, yet reasonable alternatives for these legendary powerhouses.

While powerful enough to close a game out in short order, these new threats still allow your opponents the chance to answer them and have a potential path to victory rather than the immediate lights-out nature of those pushed legends. At two mana value per spell, the combo can only be initiated by turn three at the earliest. This gives your opponents the time to find disruption and creates an engaging back and forth. This incentivizes novel combo-control builds over the type of all-in combo style typically found in Legacy Reanimator.

6. Expressive Iteration

Expressive Iteration is the standout addition from Strixhaven and one of the strongest card draw spells of the past several years. At two mana, Iteration compares favorably to Chart a Course and Night's Whisper, offering both card advantage and card selection. Iteration incentivizes playing with low curves, which makes it a perfect compliment to cards like Dragon's Rage Channeler. The combination of these cards sifts through your deck with unparalleled velocity, helping you to always find the right card at the right time.

5. Prismatic Ending/Unholy Heat

Revolutionizing the Modern removal suite are Prismatic Ending and Unholy Heat. Ending acts as a mainboardable Engineered Explosives, providing an on-curve answer to early threats and killing hard-to-remove permanent types like artifacts and enchantments. It pushed Aether Vial decks out of the format altogether, and offers decks a rebuttal to permanent-based hate pieces like Chalice of the Void. Ending was further bolstered by the Triome lands, which bring Converge up to three or four at almost no deckbuilding cost.

Unholy Heat on the other hand requires minimal setup to be a near-unconditional one-mana removal spell. Red previously struggled to answer threats that beat the “bolt test”, killing creatures with more than three toughness. Primeval Titan and Eldrazi decks could exploit red-based matchups with overstatted creatures as Magmatic Sinkhole and Flame Slash were the primary non-Lightning Bolt alternatives. With Unholy Heat, these other cards are no longer necessary and big creatures lose their inherent advantage against red.

4. Modern Horizons 2 Elementals

Another group entry, but this time out of necessity. Nearly all of the Modern Horizons 2 elementals would be deserving of a spot on this list individually. Endurance, Fury, and Solitude are the fourth, fifth, and sixth most played creature spells in Modern and it’s clear to see why.

Fury and Solitude are free removal spells that can also become Flametongue Kavus. Endurance is a well-statted threat that lines up nicely against some of the most played cards of the format. It has the added benefit of an “in case of emergency, break glass” option against graveyard decks. Grief is a free, unconditional discard spell that punishes mulligans and can force resource-light games. Even the weakest of the cycle, Subtlety, sees some sideboard play in blue-based Living End and Murktide sideboards.

Perhaps most notable with this cycle is how well these cards synergize with blink effects like Ephemerate. By casting the creatures for free, you can resolve their powerful enters-the-battlefield triggers twice, then keep the body for free. You then have the potential to get a third use of the card on your next upkeep. This can influence your opponent's plays as well knowing another discard or removal spell is coming up next turn. These free disruptive spells push you into the late game, allowing future copies to be “hard cast” and open up opportunities to play midrange powerhouses like Omnath, Locus of Creation. Incidentally, Omnath is also a wild card to pitch to the non-Grief elementals.

3. Urza's Saga

One of the most unique additions to Modern is Urza's Saga, the enchantment land that does it all. On its own, Saga creates two uncounterable 3/3s, and tutors almost anything you need. Saga can find hate pieces likePithing Needle or removal like Pyrite Spellbomb. You can grab combo pieces like Amulet of Vigor or acceleration via Springleaf Drum. Saga even offers lifegain from Shadowspear, and additional Urza's Sagas via Expedition Map. It’s a Swiss Army knife that can do nearly anything you need for relatively little deckbuilding cost. As if that were not enough, its power scales up the more you lean into its other synergies.

2. Ragavan, Nimble Pilferer/Dragon's Rage Channeler

Edging out Saga is everyone’s favorite money monkey, Ragavan, Nimble Pilferer and its partner in crime, Dragon's Rage Channeler. These aggressive red creatures have redefined the Modern threat suite. At one mana, they will always trade equally or favorably with removal and if left alone, will quickly snowball. Ragavan has the potential to accelerate your mana and draw cards. Meanwhile, Channeler provides unparalleled card selection while also being an evasive threat. At one mana, these tempo threats can be paired with discard, removal, or countermagic ensuring efficient use of mana each turn.

1. Valki God of Lies

Taking the top spot is the handsome devil himself, Tibalt. For those unfamiliar, Valki, God of Lies // Tibalt, Cosmic Impostor is a modal double-faced card. On the front side is a two-mana creature and on the back, a powerful seven-mana planeswalker. The cascade spells Violent Outburst and Ardent Plea exile cards from the top of your deck until you find one that costs less than (in this case) three mana, then casts that spell. Thanks to a handful of split cards and Adventure creatures rounding out your deck, that leaves just Valki as the only cascadable hit, which can then be cast for free on either side.

This three-mana, one-card combo let players cast their game-winning planeswalker by turn three, and potentially as early as turn one. The interaction was so powerful that Wizards of the Coast had to change the 11-year-old cascade mechanic to stop the nonsense. The updated rules text meant players could cast the backside of modal double-faced cards only if the mana value was less than that of the cascade spell. This was an elegant fix that would have otherwise necessitated a ban.

As the errata only affected cascade, Valki continues to see Modern play in Bring to Light decks which still offers a discounted Tibalt, albeit at five mana rather than three. The fact that a card was so format-warping that it required Wizards to change a mechanic solely to stop it earns Valki, God of Lies my number one spot.

End Step

What are your thoughts on my top 10, and how does it stack up to yours? If you think I missed anything, feel free to leave a comment or tweet at me at @AdamECohen. Be on the lookout for my honorable mentions next week. Your favorites just might be there.

Finding Value in the Commons & Uncommons

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First and foremost, I’d like to wish all my readers a very Happy New Year! In a paradoxical way, 2021 was both gruelingly long and terribly short. Either way you cut it, the year was filled with challenges as we attempt to adjust to a “new normal”, co-existing with the COVID-19 virus.

But you’ve heard enough about that from other news outlets and social media. No need to dwell on what everybody already experiences day in and day out.

Instead, I want to talk this week about something most people probably don’t know. Or at least, they may have an inkling but not the full picture. Because over the past few months, as people embraced the holiday season and 2021 winded down, a handful of particular cards were quietly bought in volume, driving price spikes that may have been overlooked if not paid close attention.

The kicker: not a single one of the cards I’m about to mention is on the Reserved List!

You Don’t Have to Be Rare to Spike

For a few years now, the headlines in my writing have been about increasing prices across Magic’s earliest sets. Alpha, Beta, Arabian Nights, Antiquities, Legends, and The Dark are of particular interest. Not a day has passed since I got into Old School back in 2015 where I have regretted this decision. The nostalgic cards have both kept me interested in a game that has otherwise escaped my fancy, and have doubled as spectacular investments for the college fund.

But up until recently, I’ve solely been focusing on the Reserved List cards—rares and uncommons from these early sets that will never be reprinted. Recently, I’ve noticed a trend I had not anticipated: some commons and uncommons that aren’t on the Reserved List have also appreciated significantly in price!

I suppose even a Legends C1 common has a relatively low print run compared to modern-day cards: about 212,000 printed. The U2 uncommon has a print run of about 116,000, which is on par with Arabian Nights C4 commons, at 124,000. While these numbers dwarf the quantities of cards printed at rare from these same sets, I suspect the relative print run to any modern-day rare and mythic rare is relatively small. On top of that, add in the fact that these cards are pushing 30 years old, and you have the recipe for some value growth!

But it’s not all natural growth, so we need to approach these cards cautiously. Allow me to provide a few examples to illustrate my point.

Desert Nomads

There was an error retrieving a chart for Desert Nomads

This common from Arabian Nights has never seen a reprint, and perhaps never will, given the card's unique ability “Desertwalk.” In fact, if we were ever to see a reprint of Desert Nomads, it would have been the last time Deserts were printed. There was a big desert theme in the Amonkhet block, yet no Desert Nomads. Then in Commander 2020, Hostile Desert was reprinted and this could have been another opportunity to bring Desert Nomads back. No such luck.

Even as recently as 2021, we had a Desert reprint in Commander: Adventures of the Forgotten Realms. Yet despite all these chances, we have yet to see the 2/2 creature with Desertwalk and immunity to damage done by Deserts resurface. At this stage, you have to wonder if they’re destined never to be reprinted.

Back in September, someone must have believed just that—or else they were speculating on the desert Commander theme taking off. Either way, this card spiked hard before settling back down in the $15 to $20 range. You can find played copies for less than $10, but this is a far cry from the $3 card this was back at the beginning of 2021.

Adventurers' Guildhouse (and company)

There was an error retrieving a chart for Adventurers' Guildhouse

This land is part of a cycle of five uncommon lands in Legends. The others include:

Impressive lands, eh? Hardly.

These lands are extremely narrow in their utility. Add on top of that the fact that they don’t tap for mana, and you have lands that have almost never seen any play. Even in Old School, I’m not sure anyone’s found much use for these lands. They don’t grant your legendary creatures (aka “Legends”) banding…they gain “bands with other legends”. There’s a difference, that’s all I know.

Despite their complete unplayability, these lands have a couple of things going for them from a financial perspective. They’ve never been reprinted. Given their antiquated reference to banding and their low power level, they never will be reprinted. They have nice artwork. As they are uncommons from Legends their print run is relatively small.

Someone caught onto these lands in the early stages of 2021, and these cards spiked from a few bucks up towards $20-$30. While they didn’t maintain their peak pricing, it’s interesting to see how sticky the higher price has been. These now sell for $10-$20.

I honestly wouldn’t recommend picking these particular lands up, unless you’re planning to flip them to an aggressive buylist. These lands saw their spike, and I don’t see another one on the horizon. But you should be aware of how expensive these are now.

Raging Bull

There was an error retrieving a chart for Raging Bull

Even Legends commons are worth a closer look. If they haven’t been reprinted, chances are low they will see a reprint anytime soon. This makes them prime targets for buyouts. The most recent one which may have experienced such buyout treatment is Raging Bull.

Raging Bull is literally a functional reprint of Gray Ogre, a three mana vanilla 2/2 creature, from Limited Edition Alpha. Gray Ogre was reprinted up through Fourth Edition. Raging Bull, on the other hand, was only printed in Legends. They're both terrible cards. Despite how bad they are, someone decided to buy up copies of Raging Bull recently, sending its price north of $10.

This spike is so fresh, there may still be arbitrage opportunities out there for profit. I found a TCGplayer seller with 12 lightly played copies listed in the $5.25 range. Card Kingdom was paying $8 on their buylist (it was $7.50 as of this article’s writing). I purchased the 12 copies and immediately submitted a buylist to Card Kingdom for a modest profit. It's likely there are more copies of this card at the “old price” floating around at local card shops.

I could go on and on. The bottom line is Magic speculators and investors have looked past the rares in the game’s oldest expansions and have moved into commons and uncommons. I highlighted a few cards that caught my attention lately, but the list of random commons and uncommons from Legends, Arabian Nights, The Dark, and Antiquities that are worth a surprising amount of money gets longer every month.

Commons and Uncommons of Value

Here’s a more extensive list of commons and uncommons with values that may surprise you, for quick reference. It's worth noting that some of these cards have been reprinted multiple times. Despite that, the original printings are still worth over $10!

Legends: Winds of Change, Spirit Link, Darkness, Kismet, Presence of the Master, Arboria, Storm Seeker, Blood Lust, Fallen Angel, Azure Drake, Relic Barrier, Whirling Dervish

Arabian Nights: Jeweled Bird, Desert Twister, Oasis, Eye for an Eye, Rukh Egg, Ali Baba, Flying Carpet, Army of Allah, Magnetic Mountain, Flying Men

Antiquities: The Rack, Ivory Tower, Tron Lands (all artworks), Energy Flux, Millstone, Armageddon Clock

The Dark: Elves of Deep Shadow, Fellwar Stone, Tormod's Crypt, Dark Sphere, Dust to Dust, Gaea's Touch

Wrapping it Up

Of course, the list gets larger depending on where you draw the line. More cards join it all the time. At this point, any common or uncommon from these four sets that stand out are worth holding onto. Next time you’re rounding out a shopping order, perhaps in search of a few small cards to earn free shipping, browse through some of these cards for possibilities. The ones I listed above have already seen a good bit of price appreciation. There will likely be more.

Remember, these cards are turning 28 or 29 this year—they’re not getting any easier to find, and they won’t get much cheaper as a result. Cards that recently spiked (e.g. Raging Bull) will see a pullback, so avoid these until that happens. If you’re looking at a particular card and see that it hasn’t spiked in the past year, you may have something worth grabbing.

You almost can’t go wrong at this point.

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Sigmund Ausfresser

Sigmund first started playing Magic when Visions was the newest set, back in 1997. Things were simpler back then. After playing casual Magic for about ten years, he tried his hand at competitive play. It took about two years before Sigmund starting taking down drafts. Since then, he moved his focus towards Legacy and MTG finance. Now that he's married and works full-time, Sigmund enjoys the game by reading up on trends and using this knowledge in buying/selling cards.

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Posted in Arbitrage, Buying, Buylist, Buyout, Commons, Finance, Old School Magic, UncommonsLeave a Comment on Finding Value in the Commons & Uncommons

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Five Old Kamigawa Things I’d Like To See in Neon Dynasty

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Revisiting the Past

Kamigawa: Neon Dynasty previews are just on the horizon. Before we jump into Kamigawa's cyberized future, I'd like to look back at some things from the original Kamigawa Block that I'd like to see either reprinted or have modern takes on. Straight reprints of these things may not be possible due to the passage of time in the storyline or modern design sensibilities, but they are all things that made the original Kamigawa great in my mind. I'd love to see them get another chance to shine.

Sakura-Tribe Elder aka "Steve"

I love a lot of the cards from Kamigawa block. There are so many powerful cards still making waves in multiple formats. No card has quite the special place in my heart as Sakura-Tribe Elder, aka "Steve." Steve does almost everything you'd want a two-mana green creature to do. He attacks on an open board, he blocks, and he ramps. Other than Sensi's Divining Top, I don't think there is any card from all of Kamigawa Block that I've played with as much as Steve. He was a Standard all-star back in his day and an auto-include in almost every green deck I play in Commander. If reprinted, he'd easily find a home in Standard, Historic, and Pioneer.

There's only one problem. Two-mana ramp spells are rarely printed these days due to current Magic design sensibilities. Not counting extra land play spells like Growth Spiral, the only true two-mana ramp spell we've seen in about the last decade is Emergent Sequence. As much as I'd like to see Steve getting some fresh life, I'll have to be content with him in Commander for now.

Shrines

Kamigawa is the original home of the enchantment subtype shrine. The original shrine cycle, the Hondens, was so much fun in Champions of Kamigawa Limited, they were reprinted in Eternal Masters. A new cycle of Shrines was printed in Core Set 2021 and was again well-received. Shrines are not only fun in Limited. By design, they scream "build around me." This inspires deck builders to harness their power in multiple formats.

Enchantment-based decks are interesting because they work on a different axis from typical Magic. In typical Magic, creatures, and occasionally Planeswalkers, are the powerful offensive and defensive weapons of choice. The reprinting of Solitary Confinement in Modern Horizons 2, demonstrates that Wizards is okay with enchantment decks in Modern. Whether they're okay with them in Standard, Historic, or Pioneer, is another question. Either way though, a new cycle of shrine-type enchantments could go a long way in making enchantments viable in multiple formats.

Splice

This might be my most controversial callback to the old Kamigawa block, but I enjoyed the splice mechanic, particularly in Limited. Dampen Thought was an interesting card that made Limited at the time more than just slugging it out with creatures. Glacial Ray was another interesting card that in the right deck could act as a powerful removal spell, or as a way to kill the opponent after repeated use.

Limiting splice to only working on arcane subtype cards was the major downfall of this mechanic in the original Kamigawa block. It made the mechanic parasitic and only playable within the block. Modern Horizons 1 introduced an updated splice ability on two cards. The MH1 splice ability is open-ended allowing it to be tacked onto any instant or sorcery.

Neither Everdream nor Splicer's Skill were particularly exciting. They both saw some play in Limited but didn't really shake things up in any way. If there's a premier set to introduce this updated version of the splice mechanic in a big way, that set is Kamigawa: Neon Dynasty. Who knows, a Dampen Thought variant not dependant on arcane cards could even be constructed playable.

Kitsune

The Kitsune, a race of fox-humanoids were an interesting change from the typical high fantasy elves and etc. which Magic usually leans on for sentient non-human beings. Adapted from the kitsune of Japanese folklore, The Kitsune are supernatural creatures, stand-ins for Magic's usual angels, and often sages or guardians. In the folklore, the more tails a kitsune had, the more powerful they were. This is reflected in cards like Eight-and-a-Half-Tails.

While entirely in the color white in original Kamigawa, some Japanese folklore speaks of kitsune as tricksters, which could be represented by them appearing in other colors in Neon Dynasty. I'd like to see them possibly show up in black or red to reflect this aspect of their folklore origins.

Zubera Spirits

Champions of Kamigawa introduced a cycle of spirits with a unique subtype: Zubera. The Zubera all had an effect when they and any number of other spirits died. This played well with a pair of commons in the set, Devouring Greed and Devouring Rage. The Devouring cards allowed you to sacrifice any number of spirits to achieve a larger effect for each spirit sacrificed.

Devouring Greed in particular made it possible to draft a sort of spirits tribal deck with a potential combo-kill finish. Play lots of spirit cards, especially Zubera which all have effects upon dying, battle with creatures until you draw your combo piece to sacrifice your board and kill the opponent. I don't remember how powerful the deck was, but it was my favorite thing to do in Champions limited.

Neon Future

The original Kamigawa block is beloved by many, but it was not without its faults. I've focused here on the things I enjoyed most about the block and would like to see more of. While I'm not sure if any of these old Kamigawa cards, mechanics, or creature types have a place in the futuristic world of Kamigawa: Neon Dynasty, they are the things I think of most when I look back on old Kamigawa.

What did you like about the original Kamigawa block? What would you like to see return in Neon Dynasty? Let me know in the comments or on Twitter.

Directly Proving That Life Is A Resource In Commander

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Welcome to Phyrexia

Mental Misstep. Gitaxian Probe. These cards were mistakes and, while a powerful mechanic, Phyrexian Mana was definitely not tuned properly. The question then, is, should you bring Phyrexian Mana into your Commander pool? Answer these questions:

Like going to one life? Enjoy risking the entire game on some sequencing ability with a healthy twist of RNG? Love Phyrexian mana? Well, have I got a commander for you!

My local venue is going to have a Two-Headed Giant (2HG) Commander event and I believe this will be the right time to try my K'rrik, Son of Yawgmoth deck.

A Blast From the Commander 2019 Past

K'rrik is definitely not a remotely fair card. He turns your life total quite directly into roughly 16 black mana. K'rrik asks a very direct question: Can you win the game with 16 plus mana on turn four? Yes, it's entirely possible. The trick is to go from possible to probable and I've slowly improved the deck to get much of the way there. I think you'll find my version of K'rrik a little different than most other versions. This is partly because of the Two-Headed Giant twist for this event. The other part is how all-in this version of the deck is compared to most others I have seen.

Best Cards in the Deck

The Gameplan

Part of the allure of K'rrik is having huge turns and figuring out how to win, on the spot, from any board state or mana count. The amount of plays possible is mindboggling if we don't have our go-to win: Doomsday.

I usually get Dark Ritual, Cabal Ritual, Aetherflux Reservoir, Leshrac's Sigil as four of the five with the last card being either some form of insurance like Conjurer's Bauble or a draw spell like Infernal Contract or Cruel Bargain. Once you Doomsday then draw, you mana ramp with your rituals, cast Aetherflux, and finally Leshrac's Sigil. Your "storm count" at this time is at least five and now you can activate Leshrac's Sigil to bounce it back to your hand and cast it - now you are gaining at least six life. With K'rrik in play, you can pay four life to recast the Sigil, gain life, pay life to bounce the sigil, re-cast it to gain life… Once you are gaining eight or more life you have effectively gone infinite. With infinite life, you can kill an arbitrary amount of opponents with Aetherflux. Casting infinite black spells also puts infinite +1/+1 tokens on K'rrik so you can attack someone for lethal commander damage. Sometimes it's important to do as much as you can first *and then* attack with K'rrik; his Lifelink can be just enough to power a win on that turn!

It's not Blackmail It's Extortion

My version of this deck has some tech for Two-Headed Giant. If Doomsday is not possible, the deck has a surprisingly strong backup win condition: Extort creatures. The beauty of Extort with two or more opponents is that you can pay to Extort for two life with K'rrik - you get that life right back while your opponents get drained for free! Chaining off several spells per turn is very easy with the amount of draw in the deck. In a multiplayer game with three opponents, you actually net one extra life every time you Extort using K'rrik mana! You can also sometimes "Oops" into Relentless Dead or Gravecrawler, a sacrifice outlet, an Extort creature, and another Zombie to turn every black mana and life point into more drain damage.

Some Unexpected Cards

With K'rrik, Blood Celebrant allows you to pay three total life for one mana you can use for anything; this card is extremely good here! This bad Channel generates some mana or becomes an Extort body with a Pontiff of Blight in play.

It's not Much of a Sacrifice

I love playing cards that literally defined a mechanic in Magic. Sacrifice is exactly that. Much of the time it's another Dark Ritual or better. An interesting trick is to just Sacrifice K'rrik straight up. As long as this is the first time he has died, bringing him back costs six colorless and three black Phyrexian mana, aka six life. Sacrifice on K'rrik generates seven black mana - but with K'rrik out, it's only another two life - thus this generates one extra black mana and K'rrik for the price of K'rrik and 8 life - a bargain! Sometimes that extra "storm" count and single bonus black mana are exactly what you need. If you're not willing to potentially pay eight life for one mana K'rrik is not the kind of deck you will enjoy playing.

Lurching Rotbeast, AKA Streetwraith

There's a story here, one I am happy to tell. During the "Magic Arena" beta I played a particularly grueling game versus a Dimir control deck and it came down to me with Lurching Rotbeast (I just started playing and had a limited collection) versus my opponent who finally was out of resources. On that day that I made a bold promise, "Lurching Rotbeast," I said "If you win me this game, I will forever include you in every black deck I ever play." With the oath made, Lurching Rotbeast smashed in turn after turn bringing my opponent to near death. Just one more combat step would immortalize the Rotbeast but it was not meant to be. My zombie was brought down by removal.

While I did eventually grind out that win, I never forgot about the Rotbeast that almost was. Additionally, K'rrik allows you to pay for Cycling costs that contain black mana by just paying life thus I have a huge number of cards that turn into Street Wraith. If Streetwraith is Modern and Legacy playable, then Lurching Rotbeast under the command of K'rrik becomes just as powerful. It is also a zombie for Gravecrawler shenanigans.

Turn One Win?

Is it possible to win with this deck on turn one? The answer is yes! Here's what you need:

Turn One Win Hand

  • Jeweled Lotus
  • Bolas's Citadel
  • Blood Celebrant
  • Dark Ritual
  • Cabal Ritual
  • Doomsday
  • Swamp

Get mana, cast K'rrik, cast Bolas' Citadel, cast Doomsday, Citadel the cards into play to win. Is this a reliable turn one win? No, definitely not. However, it is important to familiarize yourself with the sequence of cards because you can win from surprising angles and many different board states. Simply casting Peer Into the Abyss at virtually any time results in a pile that wins 99.99% of the time (I've clearly done the math, trust me!)

Aren't You Afraid of Big Blue?

Never live in fear of Counterspell. Force your opponents to have the answer or lose, right now. Additionally, if you're absolutely sure the table is packing counterspells switch gears to the Extort plan and just drain the table slowly; no one will think you are the primary threat if you slow down. Furthermore, this version of K'rrik is one I am going to bring to a Two-Headed Giant Commander event - I'm going to have a teammate with counterspells!

A Combo Deck But So Much More

K'rrik does not begin and end at Aetherflux+Sigil or Gravecrawler, Phrexian Altar, and Ayara, First of Locthwain. It's about thinking on your feet, seeing the correct line, and knowing when to go all in. Unfortunately, no plan survives first contact with the enemy. That's why the deck has an Extort backup plan.

Here's the Decklist

2HG Commander Deck

Commander

1 K'rrik, Son of Yawgmoth

Extort and Similar Effects

1 Cauldron Familiar
1 Crypt Ghast
1 Basilica Screecher
1 Pontiff of Blight
1 Syndicate Enforcer
1 Thrull Parasite
1 Ayara, First of Locthwain

Fast Mana

1 Blood Celebrant
1 Dark Ritual
1 Cabal Ritual
1 Lotus Petal
1 Ashnod's Altar
1 Sol Ring
1 Mana Crypt
1 Jeweled Lotus
1 Sacrifice
1 Blood Pet
1 Phyrexian Altar
1 Bog Witch
1 Culling the Weak
1 Mana Vault
1 Rain of Filth
1 Bubbling Muck

Card Draw

1 Dredge
1 Sign in Blood
1 Sensei's Divining Top
1 Bolas's Citadel
1 Cling to Dust
1 Cremate
1 Cryptbreaker
1 Nighthaze
1 Fade from Memory
1 Scarab Feast
1 Horror of the Broken Lands
1 Street Wraith
1 Razaketh's Rite
1 Barren Moor
1 Lurching Rotbeast
1 Dark Deal
1 Necropotence
1 Cruel Bargain
1 Infernal Contract
1 Peer into the Abyss
1 Greed
1 Deadly Dispute
1 Night's Whisper
1 Mind Stone
1 Ichor Wellspring
1 Nihil Spellbomb
1 Conjurer's Bauble
1 Chromatic Star
1 Chromatic Sphere

Life Gain

1 Witch's Oven
1 Diamond Mare
1 Prism Ring

Tutors

1 Scheming Symmetry
1 Doomsday
1 Demonic Tutor
1 Dimir Machinations

Misc

1 Aetherflux Reservoir
1 Leshrac's Sigil
1 Gravecrawler
1 Carrion Feeder
1 Relentless Dead
1 Viscera Seer
1 Malakir Rebirth // Malakir Mire
1 Zombie Infestation
1 Yawgmoth's Will

Land

31 Snow-Covered Swamp

Why Are You NOT Playing X Card?

The most likely reason is that I'm trying this deck out for 2HG and I know the venue fairly well. While there will be competitive decks, I do think that I stand a fair chance with my partner deck stalling the opponents and/or protecting my combo. I am strongly confident that even without an ideal hand, K'rrik can "go off" without very much warning and I do not want my opponents to see what is coming. Convincing my opponents that I am about to combo off and that they need to keep mana open for counters and removal every turn while I just play a bunch of creatures with Extort and one mana artifacts feels like a sneaky way to throw them off. The second they tap out I can go for the win.

Additionally, many cards are just too slow for what I am doing - this is why Basic Swamp is the only land in the deck (alright I run 1Barren Moor because it cycles for two life) - I cannot afford an enters play tapped land or something that is not doubled by Bubbling Muck and Rain of Filth. Another card I really want to play is Triskaidekaphobia but I cannot make room for it.

Adapting This Deck for Multiplayer

If I were retooling K'rrik for a regular multiplayer experience I would add a little more disruption, a few more permanents, and a bit more recursion at the cost of speed. For example, Ashnod's Altar and Phyrexian Altar are close enough to the same card to where I do not care which card I get. I run two to improve the chances of drawing one. In a multiplayer version, I'd probably cut Ashnod's to free room for other cards. It's unlikely I would run both Cruel Bargain and Infernal Contract for multiplayer; I might add in Temporal Extortion, one of my favorites, instead.

Additionally, there are cards like Scheming Symmetry that are an absolute slam dunk for Two-Headed Giant. They would turn into a variety of other tutors outside of 2HG. Another card I should be playing is Font of Agonies because of the incredible synergy but it is not part of my combo kill or my backup plan.

What Does EDHREC Say?

K'rrik has gotten really popular lately on EDHREC and has more decklists than any other mono-black commander.

The top combo listed for the deck is the classic Sanguine Bond+Exquisite Blood. This is a solid combo and is definitely a game-ender, but, I feel like it's really slow at ten total mana and telegraphs what is going on, and, either piece can be removed to stop it. My biggest gripe with this combo is that it barely utilizes your commander - these are five mana enchantments with only one or two black mana in the casting cost!

With K'rrik, I'm either playing 15 cards in a turn, ending the game, or just playing a mana rock and passing. It's an extremely unpredictable deck, and, it has multiple different ways to win that have nothing to do with one another; a single Basilica Screecher can get there and that does not fold to a single Disenchant.

Win, Lose, It Doesn't Matter

I've wanted to play my version of K'rrik ever since I saw the card and now is my chance. I know for a fact that players are going to reach across the table and look at Fade From Memory or Dredge or Lurching Rotbeastand they are going to let their guard down. I'm going to smile; then I'm probably going to combo off.

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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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Posted in Commander, FreeTagged , , , , , , 2 Comments on Directly Proving That Life Is A Resource In Commander

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2021 Yearly Review

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Meticulous Record Keeping

Since starting my TCGPlayer store back in 2019, I have been pretty meticulous with my record keeping. I believe there is a lot of value in my sales data and by tracking every sale I can get a good picture of how to move forward with my operation. One of the big challenges with larger amounts of data is how one utilizes it. This is one reason I like to do these articles. It forces me to comb through my data and learn from it. You can learn a good bit about your customer base by taking a 10,000-foot view of your overall yearly sales. However, I will be the first to admit that some data can be subject to one's own confirmation bias, which I will discuss in due time.

There was an error retrieving a chart for Brine Comber // Brinebound Gift

Year by Year Comparison

2020 was a banner year for sales. It isn't all that surprising given the fact that here in the US, many people were stuck at home for a good part of it. In addition, there was a period of time in which all the major retailers were closed, thus people who wanted cards flocked to TCGPlayer and orders poured in. This isn't to say I nor anyone else was glad about a pandemic, definitely the opposite, but circumstances still brought card sales to a new high for many of us. That being said, I did not expect 2021 to even come close in overall sales, and yet, as of me writing this, I am within 1% of matching 2020. Both years are a good 40% above 2019. I think overall sales can be misleading though. If one also had a lot of expenditures, the overall profits could be worse. For that reason, I divided my expenditures by sales to get an idea of what sort of inventory costs I had in the past three years.

2019- 56.8%
2020- 21.1%
2021- 13.2%

This is a great trend as it implies my overall Magic expenses are heavily trending downward while sales have trended up. It is important to note that in early 2019 I was buying up a lot of Ultimate Masters reprints that were Commander and Modern staples as speculation targets. The Commander ones like Phyrexian Altar were big winners, but the modern ones like Noble Hierarch, Through the Breach, and Goryo's Vengeance have all lost value. I believe some of that loss is heavily influenced by a lack of in-person modern events, and once those start up again demand will likely drive prices up somewhat.

There was an error retrieving a chart for Noble Hierarch

2021 Itself

Whenever I sell a card I include the format it is most likely being purchased for. This allows me to gauge what formats have been most successful to me sales-wise. That said, there is a danger of confirmation bias as I do tend to shift purchases towards the formats that are proving to be bigger sellers, thus potentially skewing the future sales data towards those formats. I have also had to step back from playing the more competitive formats so I shifted my inventory towards Commander, as it is the format I play the most now. My sales percentage by formats were:

Commander -71%
Modern - 20%
Standard - 2%
Legacy -4%
Pioneer -1%
Old School -2%

If I compare those percentages to 2020

Commander - -4%
Modern - + 10%
Standard - -1%
Legacy - + 1%
Pioneer - -7%
Old School -  +1%

I was quite surprised to see that Commander sales percentage was down and Modern was actually up significantly. Stores opening up and offering tournaments again could explain the Modern growth. The collapse of Pioneer sales is likely due to waning interest. Many of my sales from 2020 were prior to the lockdowns, while the format itself was still in its infancy, thus interest was high and people were buying lots of staples to establish a card pool.

Looking at the data trends themselves, I will likely avoid buying any more Legacy or Pioneer staples in the near future. They just haven't been selling for me. I only have so much money to sink into inventory. One can only afford a small percentage of "stagnant" inventory, which I define as both cards that aren't selling, and cards I do not want to sell at this time, such as speculation targets.

There was an error retrieving a chart for Legacy Weapon

Older Inventory

Another important note is that much of my sales in 2021 were of cards purchased in other years. Normally when I buy a collection, I list the majority of it near TCGPlayer Low to try to recoup my investment. I know the typical profit margin I will make on any given card so I can comfortably say that a lot of this year's sales were of cards purchased in previous years since I only had four collection buys this year.

Future Outlook and Conclusion

Sales for the year were good, though I have burned through a lot of older inventory and have not been able to acquire as much this year. This implies that unless I can get a more steady stream of new inventory, sales may be down for 2022.

Overall, 2021 has been a good year for me. I finally found a job I love, am enjoying a much shorter commute, and get to spend more time with my family. I hope that all of you get to enjoy your holidays and get to relax a bit after what is often a very stressful season in all of our lives. As of my submission of this article, I am $5 shy of matching last year's total sales and I expect I will make and exceed that in the last remaining days of 2021. I look forward to 2022 and the new opportunities it will bring.

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