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Forking Temporal Trespass in Pioneer

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Copying Time Walk has taken over Standard, and it seems to have emerged as a possibility in Pioneer as well.

I’ve written a couple of articles on here about Izzet Phoenix. Since then I've been slowly tuning the deck, and Temporal Trespass has really caught my eye. One issue the deck had was an inability to convert cards into winning the game. You could easily draw your entire deck, but turning the cards into something meaningful was a difficulty. 

Converting Card Advantage Into a Win

There are a few ways to convert those cards into an advantage. Jace, Wielder of Mysteries can give you a combo-esque finish. Some enjoy combining Crackling Drake with a Kazuul's Fury // Kazuul's Cliffs or Maximize Velocity. However, these permanent-based win conditions are easier to interact with via a counter or removal spell and can't be found off Pieces of the Puzzle.

The beauty of the Fork is in its compactness and elusive nature. The Fork finish exists more on the stack than the other two, requiring the opponent to have a counterspell for each Time Walk presented.

Potential Drawbacks

This sounds great, but there’s no such thing as a free lunch. “You can easily draw plenty of cards,” I said to myself... Well, this was true in part thanks to Treasure Cruise. Trimming some Cruises to fit Temporal Trespass means you might lose games you would otherwise win if you don’t have enough mana to get to the Trespass. A nice Cruise, on the other hand, could fill up your hand and help power out your Arclight Phoenix or Thing in the Ice // Awoken Horror. Thankfully, you are so good at filtering through your deck, so you can go to as low as even one Temporal Trespass and still be able to consistently use it as a finisher.

Despite the doom and gloom above, I think adding the Time Walk to the deck should improve the deck a lot. The ability to end the game has been a serious issue that this neatly solves. The question then will be how to split the number of Cruises/Time Walks/Forks in the list. Intuitively, two Cruises to one Temporal Trespass makes sense to me as a starting point. The Time Walk will be better later in the game but can cause you to stumble if you draw it in the early stages.

Additional Notes

The idea here is to have more ways to take advantage of taking extra turns/not have control decks run you out of threats as easily. Den of the Bugbear is a lot cheaper to activate, but I am gonna start by trying the blue land as Spikefield Hazard // Spikefield Cave already gives so many red sources. I am very unsure if this will end up causing more harm than good, especially as many control decks have access to Field of Ruin, but it definitely seems worth trying.

The copies this makes won’t count as “cast” triggers towards your Thing in the Ice/Arclight Phoenix, but copying a cheap cantrip will help you keep chaining spells.

I wanted to try this over Entrancing Melody as a way to deal with creatures that the burn spells can’t deal with. It seemed particularly interesting to side in against the mirror as an extra way to interact with their creatures. Melody can steal a Thing in the Ice but it’s a bit more vulnerable to Mystical Dispute and doesn’t work as well VS Arclight Phoenix.

Closing Thoughts

All in all, I am very excited to try this out. While I expect some awkwardness from time to time with the forks and time walks potentially causing you to stumble in the early game, I definitely think it's worth trying. I haven't seen such a compact win condition in the Phoenix deck that can be activated in the mid-game à la Splinter Twin style, as opposed to having to draw your entire deck to win via a Thassa's Oracle type.

Uncommon Report #8 – Odyssey Block

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Odyssey block is one I can look back very fondly on. It came out the year after my parents had moved us down to South Carolina from our home state of Ohio. My brother and I had joined a small playgroup who had started playing before school started in the school's orchestra room, which thankfully, one of our players' moms taught in. Thus we were safe from the persecution that typically followed the nerdy crowd of the early 2000s. I mentioned in my last article how Invasion block was the first sanctioned release event I ever played in. Odyssey block was the first block that I actually began to try to build competitive decks to play in our local Friday Night Magic (FNM) and Saturday tournaments. While the internet was definitely around back then; Magic Online (MTGO) did not yet exist, buying cards online was virtually non-existent, and prices were defined in the latest copy of Scrye or InQuest magazines. Odyssey was the set that brought us the Psychatog decks that dominated standard. It was my first taste of control, and thanks in large part to the fact that most versions of the deck ran 10 rares main, it was very cheap to build. Imagine playing a World Champion caliber deck nowadays with only 10 rares total main deck and two in the board. As I was a Freshman/Sophomore in high school during this decks heyday, I had very little spending money so this deck was truly a godsend to anyone in my predicament. I was able to have a good bit of success at my local FNMs and those prize packs allowed me to build up my Magic collection when I had no other means of doing so. At this time, I started to really get into trading cards and got a few lucky breaks. Unfortunately, we had a thief in our community and my trade binder was stolen twice, once from behind the counter. So I rebuilt my binder twice and learned to be very cautious when dealing with people.

Value Targets When Picking Bulk

As I've mentioned in previous installments of this series, I go through a lot of bulk and it is very important when doing so to know which cards are worth picking out and setting aside.  I set my target on uncommons whose TCG Market price exceeds $1.49. Knowing that I'm not the only one in this position, this series allows me the opportunity to inform QS readers and refresh my own knowledge. So what does Odyssey block have to offer?

Odyssey

There are 9 uncommons in the set that meet my $1.49 requirements.

There was an error retrieving a chart for Buried Alive

This reprint from Weatherlight allowed one to play a Reanimator build in Standard during its heyday, as we got both this card and Entomb at rare in Odyssey. Its current value is entirely thanks to Commander play and the plethora of graveyard-based decks. The fact that there are six printings (one as recent as Ultimate Masters), and the fact this card still sits around $5, shows just how essential it is in any graveyard-based Commander deck.

There was an error retrieving a chart for Price of Glory

This is a pet favorite of mine. Way back in 2013, I built a Kaervek the Merciless punisher-based Commander deck and this card surprised a lot of people with how powerful it is. Thanks to having no reprints, and a mechanic (land destruction) that Wizards tends to shy away from, the chance of a reprint is somewhat lower than other single print older uncommons. That being said, any reprint would halve the value of this card at a minimum.

There was an error retrieving a chart for Cephalid Coliseum

While this card does see play in some cEDH decks, it was also a requirement for older Legacy Dredge decks, acting as one of the few lands in the deck, and a powerful (if not uncounterable) card draw dredge 18.

There was an error retrieving a chart for Dwarven Recruiter

Here we have a nice bulk uncommon that spiked hard thanks to the return of Dwarves in Kaldheim. I can happily say that I managed to sell 10x copies back when they hit $7+ each. I always sell into this type of hype and the majority of the time I make far more selling early than on waiting.

There was an error retrieving a chart for Diabolic Tutor

I'm honestly surprised this card meets my requirements; not because it isn't good, but because it's been reprinted into oblivion and numerous other versions are below the $1.49 threshold. It has 12 total printings, though to be fair, the Odyssey printing is the original. It just proves how powerful and important tutor effects are in the Commander format.

There was an error retrieving a chart for Standstill

Sadly, our Trader Tools price graphs don't go back past Return to Ravnica (2013), because this card is back to the price it used to be when Legacy Standstill decks were all the rage. For almost six years it languished at under $3 and has finally returned to near $10. This is another card like Price of Glory that would get crushed should it get reprinted.

There was an error retrieving a chart for Druid's Call

Casual players love them some Squirrel. Even I didn't realize this card was a $1 card for years before it spiked to its current $13 price tag. Its current price is heavily influenced by the return of the squirrel creature type with Modern Horizons 2. This is one of those cards where I would list every copy I could find that I owned, as its price is heavily influenced by scarcity.

There was an error retrieving a chart for Sadistic Hypnotist

Another Commander all-star. It serves as both a mana-free sacrifice outlet and a way to gain massive card advantage. It has only two other printings, Mystery Boosters, and Duel Decks: Izzet vs Golgari.

There was an error retrieving a chart for Squirrel Nest

One of the original "combos" with Earthcraft and a standard powerhouse when combined with Opposition. It has the benefit of creating Squirrels, which as we know is a casual fan favorite.

Odyssey- Watchlist

There was an error retrieving a chart for Beloved Chaplain

While this card might seem unassuming, it was actually a powerful card during it's time in Standard. It could be an unblockable threat OR hold off any creature without trample or evasion. It happens to have been updated to be both a human and a cleric, two creature types that have a lot of relevance throughout Magic's history. This is also its only printing.

There was an error retrieving a chart for Malevolent Awakening

While the ability on this card seems a bit over-priced to break out in most formats, Commander is a format where one's graveyard often acts as a second hand, and the ability to sacrifice creatures is often desired.

Torment

There was an error retrieving a chart for Cabal Coffers

A Commander staple in any deck that plays black. It combos with Urborg, Tomb of Yawgmoth to make large amounts of mana in a color that is often mana hungry. Since its original printing in Torment, it was reprinted as an uncommon in Planechase and upgraded to a mythic rare in Modern Horizons 2. It also has an FNM promo printing which is currently the most valuable.

There was an error retrieving a chart for Chainer's Edict

Powerful in Standard, this card fell by the wayside for the longest time. Its price resurgence is solely due to Wizard's claim to start including Pauper options at major events, and while this card has always been printed as an uncommon, it was printed as a common on MTGO, which is where Pauper's card legality comes from.

There was an error retrieving a chart for Cleansing Meditation

One reason that enchantments tend to be so desirable in commander games is that both red and black are tricky to get rid of, thus you have the potential of having something untouchable. Because of this reason, it can often be important to play mass enchantment removal to serve as a check against decks that play too many enchantments. Cleansing Meditation is a way to do that AND not hurt yourself, sometimes actually helping yourself in the process thanks to so many cards that have ETBs that trigger with enchantments.

There was an error retrieving a chart for Tainted Wood

There was an error retrieving a chart for Tainted Peak

There was an error retrieving a chart for Tainted Isle

The whole Tainted cycle of lands from Torment was included to help the black decks splash additional colors during their time in Standard. However, the fact that these often act as dual lands that enter untapped means that they are a good fit in any B/x Commander deck, and can even be slotted into tri-color decks that include black. These three are the ones most often paired with black in Commander.

Torment -Watchlist

Unfortunately, there aren't any cards I would consider "keeping an eye on" in this set.

Judgment

There was an error retrieving a chart for Filth

Thanks to the previously mentioned love for Cabal Coffers + Urborg, Tomb of Yawgmoth, this card in your graveyard often makes your creatures unblockable.

There was an error retrieving a chart for Stitch Together

A powerful reanimator spell that doesn't cost life, I actually don't see a lot of non-pre-built commander decks run this card, but it provides redundancy for reanimator-style Commander decks.

There was an error retrieving a chart for Planar Chaos

This card always jumps up whenever a new "coin flip" card is spoiled. It does admittedly add some "spice" to any given Commander game and certainly satiates anyone who likes randomness.

There was an error retrieving a chart for Cabal Therapy

Back in Legacy's heyday, this was a $15+ uncommon, serving as a sacrifice outlet that could be utilized from the graveyard in Dredge decks. It was often critical to wait until you could cast one or more copies of this card and then go off safely against blue-based decks; given that many Dredge builds ran only one or two Dread Returns. Thanks to Legacy's fading into obscurity and a few more recent reprints, this card's value has tanked to about 10% of that former value.

There was an error retrieving a chart for Anger

Haste is often an undervalued mechanic and tends to be found mainly in aggressive decks. However, the fact that this ability is granted from the graveyard and not by any permanent that can be destroyed by an opponent means it is a more reliable haste source than most others.

There was an error retrieving a chart for Dwarven Driller

This card went from obscure to over $1.49 thanks almost solely to the revival of the "dwarf" creature type in Kaldheim. I expect it will drift back down in price as that excitement continues to fade.

Judgment -Watchlist

There was an error retrieving a chart for Web of Inertia

I'll be the first to admit this is a pet card of mine. I actually ran a copy in my Legacy RIP Miracles build back in the day. My local metagame had a lot of aggro decks and the Rest in Peace + Energy Field lock ended a lot of games, however, it did nothing against the Sneak and Show decks running Emrakul, the Aeons Torn which would annihilate most if not all of my board. The only way to beat Sneak and Show was to prevent them from actually letting them resolve either of their namesake cards; given that the rest of their deck was based on finding those cards and counterspells, to help force them through was often difficult. Web of Inertia served as a powerful answer that you could put into play off of a Show and Tell. It helped because most Sneak and Show pilots knew that Rest in Peace did nothing to their deck if they never stopped it from resolving.

There was an error retrieving a chart for Valor

Easily the most ignored and obscure of the Incarnation block from this set, first strike is a powerful ability to grant all creatures. It has only the Judgment and a Timeshifted printing, so there is potential should we get any Commander players that really want first strike.

Previous Uncommon Reports

  1. Kaladesh Block
  2. Return to Ravnica Block
  3. Innistrad Block
  4. Shards of Alara Block
  5. Zendikar Block
  6. Theros Block
  7. Invasion Block

Hammer It In: October ’21 Metagame Update

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It's metagame time again! And yet again, it's going up in the middle of yet another spoiler season. Which has happened a lot this year, Fortunately, the release schedule is going to be more reasonable next year. Supposedly, anyway. In any case, it's not particularly burdensome this time, as there isn't much to talk about from Innistrad: Crimson Vow. So far, anyway. It's always possible that there are Modern playables lurking in the later half of the spoilers, but that would be a huge change from the norm. They're usually out in the first wave to generate the most interest. Not that I'm complaining; it's nice these days when Modern gets a break and time to breathe before new cards arrive. After all, the format is already home to much upheaval.

October represented a huge change from September. The overall population was up significantly from 426 to 545. January is still the largest data set this year, but October is a close second. This is largely down to more events in October than September, however there were more large Preliminaries in October than September. I have no idea why, but I do often hear that players like this metagame. Such an affinity may be translating into more players logging into MTGO. That would be a little surprising since paper is returning, but I don't have a better explanation. Also, October's data includes a number of Preliminaries and one Challenge-like event from MTGMelee.

October 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 September the average population was 6.99, meaning a deck needed 7 results to beat the average and make Tier 3. This is the fourth month in a row that's been the case. There's nothing forcing this to be the case, it's just how it works out. Sometimes it's been down to the low population and sometimes it's happened due to a very open metagame producing lots of unique decks. September and July were the former, August and October are the latter. And if it weren't for some late rogue decks making the list, October would have broken the streak. We'll see what November brings.

Therefore, Tier 3 begins with decks posting 7 results. Then we go one standard deviation above average to set the limit of Tier 3 and cutoff for Tier 2. The STdev was 13.67, which means that means Tier 3 runs to 21. Again, it's the starting point to the cutoff, then one above for the next Tier. Therefore Tier 2 starts with 22 results and runs to 36. Subsequently, to make Tier 1, 37 decks are required. Which is high for recent months. The very high STdev is down to the sheer number of different decks making the tier list. This adds some additional separation to the data that it really didn't need, a statement that will be clarified shortly.

The Tier Data

As I've been alluding to, the total numbers of decks is considerably up from September. 78 decks placed in October compared to 65 in September. It's not quite August's mark of 80 but a very respectable collection nonetheless. A lot of this seems to be that there's a clear metagame established now and players are looking for edges and in some cases finding it. However, it looks to be more of a case-by-case sort of success because the top tiers are quite clearly pulling away from Tier 3. See, despite having one of the higher overall populations, October still has a low number of decks making the list with 15. It makes sense when you see the data.

Deck NameTotal #Total %
Tier 1
Hammer Time7413.58
UW Control6311.56
Cascade Crashers488.81
Burn397.15
Tier 2
UR Thresh346.24
Jund Saga336.05
4-Color Blink336.05
Tier 3
Blue Living End183.30
Yawgmoth183.30
Amulet Titan122.20
Mill122.20
Tribal Elementals91.65
Mono-Green Tron91.65
4-Color Bring to Light91.65
Belcher71.28

The bottom of Tier 2 and top of Tier 3 are separated by 15 results. That is an enormous gap, and something like that cannot be coincidence. I think that the regularly competitive MTGO crowd, which is a fairly small number of grinders and streamers, have decided on the best decks and are just playing them in the Premier events. This means that if you're intending to play online there are very clear decks to target. However, I must again stress that competitive MTGO is a fairly inbred metagame thanks to the low population, and it may have little bearing on what to expect for Not-GP Las Vegas.

It's Still Hammer Time

I'm a bit incredulous, but for the fourth month in a row, Hammer Time is the top deck. I understand the appeal of the deck, but I don't understand how it manages to hold onto the top slot so decisively month after month. Its main strategy is just Infect with new skin. The same things that beat Infect should work against Hammer Time. And in fairness, up until Lurrus of the Dream-Den came along, it did. I'd seen variants on the deck since 2019 but they weren't very good. Lurrus changed that by giving Hammer Time the long game Infect never had because it can buy back threats, and since the pump effects are permanent, the opponent is never truly out of danger.

And that's worked well for the past year. However, there's been a shift in deck composition. A new Hammer Time variant has started cropping up that's dropping Lurrus so it can run Nettlecyst and Sword of Fire and Ice maindeck, with more Swords sideboarded. The intention seems to be to move towards a Stoneforge Mystic value plan. This does make sense in light of UW Control's rise, making it hard to resolve Lurrus, which also loses value in the face of exile removal. However, I thought that was why Hammer Time was running Urza's Saga? It's a potent plan on its own and attacks UW's typical do-nothing plan. I suppose that Spreading Seas necessitates the change, but again I wonder if it's really a big enough threat to warrant the rebuild. I'll be watching this development.

Also, just for the record, yes, Hammer Time has a huge metagame share. It's not an outlier, I checked. It also isn't Tier 0. That doesn't mean it isn't potentially too good given its metagame position, either. It is what it is.

UW Rises

On that note, UW (frequently UW splashing Fire // Ice, but that's not a different archetype) is holding strong in the second position. And it's not merely acting as an also-ran but was a genuine threat to Hammer Time's position for most of October. As I mentioned last month, a number of metagame forces have come together to allow UW to potentially answer any deck in Modern. Coupled with its predators (namely Tron) being kept out by Burn and Hammer Time, it's been free to roam Modern. The only thing keeping it from the top slot is Hammer Time's curious stranglehold on the slot.

But then something weird happened. Towards the end of the month, UW began falling off, and Hammer Time was able to pull away. Given UW's performance up until that point it didn't make much sense. This was coupled with a resurgence of UR Thresh, but I think that UW's drop off led to Thresh's comeback, not resulted from it. I've been looking for some explanation to why this happened on MTGO and I got nothing. It may be that pilots got bored or there was a subtle sideboard tweak that changed everything.

This fall-off directly coincided with a shift in the paper market. October saw a rise in prices for certain Modern staples. Not all of them, nor was the increase consistent. However, on October 23 the prices of a number of UW staples suddenly spiked. Solitude was the biggest change, increasing by between $15-$30 over three days (the exact increase depends on where you looked). Spreading Seas's price doubled from around $2.20 to $4.50, and a lot of other UW specific cards saw additional price increases over the next few days. There's no reason that this paper change would have affected the online meta, but the timing is too close for me to dismiss it as a coincidence. More digging is needed, but it's a very odd occurrence.

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 decks 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 if they’re over 200 players, and a fifth for over 400 players. There were three MTGO PTQ's in October, though Wizards is just reporting them as Premier events. These all award 4 points, but oddly only reported the Top 16. This has skewed the point totals upwards slightly though it is at least somewhat balanced by the lower number of decks.

The Power Tiers

Just like with population, the total points were up in October. September had 707 total points while October soared to 955, which again is the highest since January. This is on the higher end for the returned metagame updates, but still more in line with what I was seeing last year. I'm beginning to suspect that 2020 was simply a very good year for MTGO and the number's I'm getting this year are more in line with what MTGO data "should" look like. Pandemic lockdowns will do that.

The average points were 12.24, which means that 13 points makes Tier 3. Just like with the population, the numbers are up but not by much. The STDev was 24.25, which is pretty high. That makes sense as the data is so broad but it is atypical for recent months. Thus add 25 to the starting point and Tier 3 runs to 38 points. Tier 2 starts with 39 points and runs to 64. Tier 1 requires at least 65 points.

Deck NameTotal PointsTotal %
Tier 1
Hammer Time12613.19
UW Control10711.20
Cascade Crashers838.69
Burn707.33
4-Color Blink677.01
UR Thresh666.91
Tier 2
Jund Saga606.28
Tier 3
Blue Living End353.66
Yawgmoth353.66
Amulet Titan252.62
Mill242.51
Tribal Elementals151.57
4-Color Bring to Light151.57
Belcher141.47

Poor Jund Saga, all alone in Tier 2. Every other Tier 2 deck had the points to jump into Tier 1. Which some might see as an indictment of Saga's metagame position, but they're missing the why all the other decks escaped Tier 2. It comes down to a quirk in the points system. The PTQ's are to blame for this weird jump into Tier 1. Each one was dominated by a different deck, and with the boost of points those decks received they were able to make the jump. Jund Saga didn't really show up in the PTQ results, but it was a very consistent performer in Challenges and Preliminaries. Thus it stayed in Tier 2, alone and neglected. But it still outperformed Tier 3 by a very wide margin. As I said, the Top Tiers have been decided by the online crowd.

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 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.

The Real Story

Remember how I mentioned the PTQ's distorted the power tiers? That's also happening with the average power. Everything on the tier list beat the baseline this time. However, Hammer Time would have been just below baseline but for it's very impressive showing in the last PTQ. All the 4 point placings it got in that event saved it from the gutter it spend most of the month inhabiting. That's the power of individual events.

Deck NameAverage PointsPower Tier Ranking
Amulet Titan2.083
4-Color Blink2.031
Mill2.003
Belcher2.003
UR Thresh1.941
Blue Living End1.943
Yawgmoth1.943
Jund Saga1.822
Burn1.801
Cascade Crashers1.731
Hammer Time1.701
UW Control1.701
Tribal Elementals1.673
4-Color Bring to Light1.673
Baseline1.65

The highest placing high tier deck is 4-Color Blink, making it the actual deck of the month. And it's notably a deck I haven't mentioned before, because it really isn't new. The deck apparently grew from Tribal Elementals because that deck was too dependent on Risen Reef. Players then started cutting the tribal cards for independently good ones and ended with this Yorion, Sky Nomad pile of value. Which did very well, but a lot of that has been from kanister's results. I should note that Cascade Crashers has seen a number of players also going the Yorion route, and the two decks are starting to look very similar, although as of yet they remain distinct.

All For Now

And with that, I close the books on October. The online metagame has clearly stabilized, and now everyone's looking for a way to exploit the deck. We'll see next time if they were successful and if Crimson Vow has any impact on Modern. Until then!

Anticipating a December Selloff

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I’ve been following @prfeudo (aka Ashiok Enthusiast) on Twitter for a long time now—they’re probably one of the MTG finance folks I started to follow shortly after I signed up for a Twitter account. Over the years, I’ve learned to trust their judgment and to listen when they make commentary on the MTG market. Ashiok Enthusiast is a mainstay at large Magic events, often buying for vendors. This experience has made them very well-versed in the dynamics of the Magic market.

Back on October 29th, @prfeudo made a very brief but profound statement regarding the market and a prediction for the holiday season:

I’m surprised this tweet didn’t receive more attention. Perhaps it did, but people chose not to “like” it because they didn’t like the prediction. Whatever the reason, this week I’m going to explore this prediction a little further, provide some commentary around it, and share my own thoughts on the matter.

The Catalyst: Las Vegas Weekend

Last month, Channel Fireball announced a “$50,000 MTG Las Vegas Weekend”. As I read the description for this event, it’s clear to me this is akin to what used to be Grand Prixs and, more recently, Magic Fests. Two “main events” are the centerpieces of the event. Then there are the continuous drafts and side events that will inevitably happen throughout the weekend. There’s even a prize wall!

But the part that really stands out to me is this part of the event:

Since COVID-19 shut down major MTG events across the globe, many vendors have not been able to restock on cards in their traditional fashion—only a percentage of the player base is willing to package up buylist orders and ship them off to a vendor. But the temptation to sit down across from a vendor, hand over some cards, and walk away with a stack of cash is always tempting at these large events (and I would know since it’s the primary reason why I would still want to attend them).

You may think this opportunity to restock will be healthy for the market, and in a way, it is. Much of the pent-up demand vendors have will be fulfilled coming out of this event. They’ll likely be staffing their booths well, equipped with stacks of cash eager to buy.

What follows this weekend that will impact the market. After spending all their cash buying up collections from the endless rows of players itching to cash out, these vendors will have to list all their cards and then actually sell through their new inventory. If they are stuck sitting on their newly acquired cards, it will be bad for business. A backlog of players eager to sell cards means a potential overstocking of cards by vendors—especially if some vendors come in a little too hot on buy prices.

This will inevitably lead to a flood of supply on sites like TCGplayer after the event, leading to more competition and lower prices as vendors seek to recoup their investments from the event.

Added Complexity: Holiday Season and Timing

I have to give full credit to Ashiok Enthusiast here. When asked for more details in reply to this tweet, they summarized their rationale quite eloquently:

MoxKitty asked if the reason for this prediction was related to a large influx of players eager to cash out of their collections now that prices are elevated relative to 1-2 years ago. While this was not the primary factor in Ashiok Enthusiast’s opinion, I do suspect there will be more players than average looking to raise cash from their collection.

However, their subsequent explanation should not be ignored: the timing is very awkward. MTG: Las Vegas is scheduled for November 19th through the 21st, less than a week before Black Friday. What normally happens on Black Friday and Cyber Monday? Just as they mentioned, that’s often a time for bonus bucks promos from eBay and TCGplayer, as well as Black Friday specials at vendor sites in the form of discounts and store credit promotions, etc.

How likely is it that the vendors purchasing cards in Las Vegas the weekend before will have time to fly home with their product (likely Monday), organize and grade their purchases, and get that inventory onto eBay or TCGplayer before Thursday? Honestly, I don’t run an online shop so I can’t estimate what this timeline normally looks like, but @prfeudo can estimate the timeline because of their continuous involvement with major MTG sellers.

There was an error retrieving a chart for Stone Calendar

If they say cards purchased during MTG: Las Vegas won’t be fully listed in time for the Black Friday and Cyber Monday promotions, I would tend to believe them.

Why is this such a big deal? This ladders back to what I mentioned in the previous section: a spike of inventory can be expected coming out of this event. If vendors can’t capitalize on the bonus bucks deals of the holiday sale season, they’ll miss out on a spike in purchases made by players. This means their newly acquired inventory may be a little slower to sell, leading to a drop-off in prices.

Of course, prices sometimes cool off over the holiday season anyway as players shift focus towards family gatherings, holiday celebrations, etc. This could compound an already-weak demand for new cards.

How I’m Approaching The Holidays

With an anticipated cooling of the market and dropping of prices, I feel the need to pause and consider my strategy for the holiday season. Rather than purchasing in an ad hoc manner, I'm thinking in advance about which cards I’m willing to reach for if prices come in, and which ones I should resist the temptation to buy. After all, I’m primarily an Old School collector nowadays, so my buying power is somewhat limited and hinges upon what I can sell.

Speaking of which, that’s precisely what I’ve been doing over the past month or so—gradually letting go of a card here and a card there to build up my PayPal account and prepare for potential deals in November and a potential drop of prices come December and into January. I’ve seen a little bit of softening in the market already, and I couldn’t resist making this purchase from Star City Games recently:

Don’t forget that SCG Premium qualified me for 10% off each of these prices. While I try to stick to more playable cards, I just couldn’t say no to an Alpha rare—even a Purelace—for $225. I just don’t think Alpha rares sell for that cheaply anymore.

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The same goes for most Beta rares selling for $54. Drain Power may not be all that powerful, but the artwork is pretty neat, and the price was right. The Blaze of Glory and Righteousness are somewhat playable and have iconic artworks.

There was an error retrieving a chart for Blaze of Glory

These are the kinds of cards I’ll be watching out for during a late fall / early winter cool-down. I’ve grown my appreciation for the collectability and rarity of Alpha and Beta cards recently, and it always seems like one vendor or another is increasing their buy prices to restock these cards. These are also the kinds of cards you can sit on for three years and basically guarantee they’ll maintain or increase in value.

Of course, I’ll also be looking out for any arbitrage opportunities—sometimes one vendor or sale makes a card cheap enough to immediately flip to another vendor for profit. It isn’t a sure thing, but the more sales compound and store credit kickbacks grow, the more likely these opportunities will surface. My bias will be towards Old School cards, but this could also apply to any cards of value.

The bottom line is I am trying to raise cash now before Magic: Las Vegas, where vendors will most likely restock on cards and then have to drop prices in order to reduce their newfound inventory. Then I can try and buy cards as they cool off in December and January.

Wrapping It Up

When a popular, experienced buyer for major vendors speaks up about MTG finance, I listen. In this case, that person was @prfeudo (aka Ashiok Enthusiast). They made a bold prediction regarding prices in December, and I’m inclined to think they’re correct. Between vendors’ pent-up demand to restock inventories at the Channel Fireball Las Vegas event and the awkward timing around the holiday season, there could be an incoming set of price corrections downward.

I believe it’s worth planning for this potential (likely?) outcome. Personally, I’ve begun selling an extra card here and a card I’m less attached to there to raise funds. Then I will have some powder dry and ready to buy when sales and dropping prices begin (first the former, then the latter).

This had been proceeding smoothly until I got tempted by some well-priced Alpha and Beta cards. That’s OK though since those are precisely the kinds of cards I’m interested in picking up at lower prices. Maybe they’ll drop even further come December or January, but in general pricing on Alpha and Beta are stickier. So I’m not too worried. These are some of the cards I’m most confident in holding as Magic continues to evolve with each new set. It’s just hard to beat the rarity and collectability of Magic’s very first and second sets. If these go on sale this winter, you’d best believe I’ll be jumping in and buying hand over fist.

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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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Seven Burning Thoughts About the State of Modern

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After several months without playing Magic Online, I logged onto my account last Thursday to see what was going on there. To my surprise, I found I had 39 Qualifier Points (QP), and to my delight, the Vintage Cube is back. I thought it was the perfect opportunity to earn the missing point while enjoying one of my favorite formats and qualify for the next big tournament with a QP entry available.

Events unfolded quickly. There was a Modern Qualifier on Sunday. After earning the missing QP, I unpaused my rental account, set the limit to $250, and borrowed my pet deck: Burn. I went straight for the Leagues, as I wanted to scout the digital meta before the big contest.

After several years playing Burn, I feel like I have mastered it. Sure, you can always learn something new, but I pretty much know the deck inside and out. My only contact with Modern these last months though was playing FNMs in paper, and my local meta has far fewer new cards (and hence, fewer new decks) than Magic Online, so picking up Modern was like starting all over again.

Here's a quick rundown of some of the things that struck me about the state of the format.

1) It Is Not Uncommon To Face an 80-Card Deck

I faced a Yorion, Sky Nomad deck in three of the eight rounds of the tournament including two different Crashing Footfalls configurations and one pure UW Control deck. When Ikoria was released, I thought: "what a joke!" whenever I faced an 80-card deck. I do not feel that way anymore. Clearly, more players are finding this appealing. Personally I prefer not to dilute my deck like that, but the strategy seems to hold some promise.

2) Elementals Everywhere… Except for You, Subtlety

The power level of cards like Urza's Saga, Ragavan, Nimble Pilferer, Murktide Regent, and Dragon's Rage Channeler is well renowned, so I knew about these cards beforehand. However, what I did not expect is that nearly every deck I faced featured at least one Elemental from the Modern Horizons 2 mythic cycle, either in the main deck in the sideboard.

The combination of Grief and Ephemerate is formidable. Fury and Solitude have proven to be great removal, and Endurance is a fantastic sideboard play against certain decks. Blinking a 3/4 with reach on turn one can be pretty solid, as my poor Goblin Guide and I quickly found out. The only Elemental that does not see play is Subtlety. I played several Leagues, two Modern Challenges, and the Qualifier and have not seen the card once. Clearly, it's the loser of the lot, at least in Modern!

3) Hammer Time Is the King of Modern

I think this is the strongest deck in the format right now. The addition of Urza's Saga added a lot of consistency, and the deck feels much less like a glass cannon now. Also, Esper Sentinel is a really strong Magic card. There was a game where I punted: I had to burn to the face to potentially win the next turn. Instead, I opted to kill his Puresteel Paladin in response to a Springleaf Drum that would have turned on Metalcraft. My opponent then proceeded to play a second Paladin and attach one Colossus Hammer to him and another to an Ornithopter. I lost that match, which pretty hurt badly considering I was 3-1 at the time.

4) BG Aristocrats Is a Thing!

This deck features Young Wolf, Strangleroot Geist, Chord of Calling, and Eldritch Evolution all tied together by the great Yawgmoth, Thran Physician. I faced this in the last round of my tournament. We were both 5-2, so finishing 6-2 would mean having a fair shot at making top 16. After I won the first game, my opponent ground me out with their legendary creature and multiple Geralf's Messengers in game two. Game three was much the same story, but with the addition of Blood Artist, a card that makes Burn players very miserable.

5) Sunset Revelry Is a Ridiculously Strong Magic Card

This new card, courtesy of Innistrad: Midnight Hunt, hits aggressive players where it hurts. It's like Timely Reinforcements on steroids. It even draws an extra card if, say, you as the aggro player are holding your spells to avoid countermagic. In multiples, it is truly lights out. In the second game of a match against 4-Color Omnath, my opponent played Sunset Revelry turns two and three. He even created two humans both times, as my opening hand involved Monastery Swiftspear, Goblin Guide, and Eidolon of the Great Revel. I lost that game, of course.

6) Burn Can Still Win Games, Thank God

After the addition of MH2, I was afraid that Burn could no longer compete in the Wild West that is Magic: Online. Fortunately, this is not the case. I managed to post a 5-3 record and felt like I could have won at least two of my three losses had I played better Magic. I took the Boros Ferrari for a spin in a League yesterday and posted a nice 5-0, showing that the deck still has legs.

7) Modern Is in a Sweet Spot!

I like the current state of the format. It is fun, several strategies are viable, and my pet deck can still compete. Some of the new cards are clearly pushed, but Modern feels healthy nevertheless. The same thing can't be said for Legacy, where UR Tempo decks dominate the format. There's no such dominance happening in Modern, by any deck. While I must say that Urza's Saga sometimes feels like too much to handle, I do not see any reason for bannings. It is not extremely oppressive. One great story: I got to fuse a Wear / Tear to destroy a tapped Saga and a Shadowspear and it felt so nice!

Conclusion

Overall, I am enjoying my return to Modern! How do you feel about the format? Are you enjoying it as it is now, or do you feel like some bans are needed? Let me know in the comments. I am really excited to follow how the format evolves, and I shall continue burning 'em out!

Don’t Level Yourself: Metagame Limitations

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Every so often, it's important to reexamine previously learned ideas. Information changes over time and sometimes what was right at one point is now wrong. More often, however, it's simply been so long since the idea was first learned that it's no longer remembered correctly. It hasn't been forgotten, but the details are foggy. Sufficiently so that there's little practical difference between remembering and forgetting. Such that when you try to actually discuss the thing you fumble around like you made it up and are consequently ridiculed and dismissed. And then being incredibly frustrated because you know that you used to know the definitive answer but you just. Can't. Articulate it anymore. *This intro does in no way, shape, or form come from humiliating personal experience.

Anyway, it's time for me to remind all my readers not to read too far into the metagame data I'll be posting next week. While it is generally true, it's particularly important because next month is ChannelFireball's Not-GP Las Vegas, the first paper event of such a size in a year and a half. It will be the first chance to see what the "real" paper metagame is after not actually having one. And there will temptation to assume that the MTGO metagame will accurately reflect what's going to show up to Vegas. Worse, they may start down an assumption hole that will harm their chances of success. Today we'll discuss how to get the most out of the data that we have.

The Danger of Misapplication

It is generally true that an informed decision is superior to an uninformed one. However, that informed decision is only as good as the information that informs the decision. Information that is somehow lacking is very unlikely to produce a good final decision. That doesn't mean that poor information is useless or if data is thin guessing will produce better results. It does mean the less there is to go on, the more likely it is that an unknown variable will ruin everything. Less complete data provides a worse basis for decision-making than more complete data. And sometimes thin information is all that's available. In those cases it's better to use the data than not. However, it's critical to acknowledge the weakness and plan accordingly.

This is where the great danger of data analysis lies. Obviously, using false or misleading data is bad and can only lead to bad outcomes. Put bad in, get bad out, only yourself to blame for not doing the legwork. However, a far more subtle mistake is misapplying the data. Data has a source and the data only speaks to that source. Thus, any analysis done with that data will describe and interpret the data for that source. And only that source. To apply it to anything else requires more work and usually involves turning that data into a model or test case. Immediately applying one study to everything (which is what most people want to do because it's so much easier) is bad science but a great way to come to wrong conclusions and subsequently poor ends.

The Metagame Data Trap

Which is my long-winded way of cautioning against reading too much into my metagame updates, however thorough they may be. They are a very valuable resource, and I'm not just saying that because I make them. But I also know better than anyone their limitations. Taking my data and assuming that it accurately reflects the metagame of anything other than an MTGO Premier event is asking for heartbreak. The data I have to work with comes primarily, though not exclusively, from those events and so everything I do with that data reflects the Premier event metagame. If that's all you want then by all means use my data as a comprehensive guide to your advantage. However, everyone else needs to be careful. The MTGO metagame does not and has never reflected the paper metagame. And this is especially true as events get more local.

For example, my FNM metagame looks nothing like MTGO's. There's almost never any Hammer Time, UW Control does mediocrely, and nobody's playing Burn. Instead, it's very much anything goes. Last week there was a lot of 4-Color piles, Scourge Shadow, and off-meta rogue decks. The week before it was Amulet Titan and Mill. Going into that metagame with a deck or sideboard optimized against the MTGO metagame is guaranteed to end poorly. I know because I've been doing it. The Denver area has has a number of Modern $1-2K events recently and the metagame for those tends to be more similar to MTGO's metagame. I can't be bothered to rebuild my deck for FNM, so I just run the same UW Humans list I use at the bigger events. And I do average at best, but I expected that going in. I'm lazy and want to play my deck even if it's bad. Presumably, so do lots of other paper players.

Escaping the Trap

If the metagame data is only accurate to MTGO, then it would seem like it's fairly useless. But it holds that an informed decision is better than an uninformed one. When the data is lacking, you have to put additional work in to make it useful. In the case of the metagame data, it's critical to remember that while it doesn't directly apply to paper events, the MTGO metagame does inform paper's metagame. As I've said, the MTGO data is the only data anyone has to work with. Thus it's everyone's starting point. Everything else is based on how they react to that metagame. If they do at all.

The key for players heading to Las Vegas is to recognize that the actual paper metagame is currently unknown. The only paper data (so far) comes from local events that usually only report the Top 8 (if anything). There's no sense of what to expect. On the other hand, everyone does know what's good online. That doesn't mean that it will be the same in paper, but it is good online. Thus everyone will be reacting to that metagame to the extent they're able. And that last part is critical, because the rental services make it far easier to adopt the best decks online than in paper. Subsequently, many players will end up playing whatever they have available. The savvy players will therefore look at next week's metagame update, remember the card availability and population differences between paper and online Magic, and make their decisions accordingly.

Leveling Yourself

Of course, there's a different danger to beware in being said savvy player. Be sure not to level yourself. The concept of leveled thinking originally came from poker, but it also applies to Magic. Which players noticed and started doing years ago. The basic idea is very simple: there's what you can see, what you can extrapolate, and then what you interpret based on those observations. From there you get into mind games based on what you think is going on and what your opponent thinks is going on. To put it another way, all thinking can be put onto a given level originally articulated thus:

Level 0: What Do I Have? This is the most basic level where you're only thinking in terms of what you actually observe. In other words, what do you know based on the things you can control?

Level 1: What Could My Opponent Have? Given what you can observe of your opponent, what do you think they have? This is where you're interpreting information that you don't actually control.

Level 2: What Does My Opponent Think I Have? What have I done to influence my opponent's thinking? How are they reacting to me and how can I use this? Why or do they believe something about me?

Level 3: What does my opponent think I think he has? The meta level. What does my opponent want me to think and why? Otherwise known as getting into the opponent's head.

Level 4: What does my opponent think that I think that he thinks that I have?-My opponent knows I'm in level 3 and is reacting, so how do I react to that reaction and stay one step ahead?

This can technically go on forever, but every discussion usually stops at level 4. The whole deal is to identify which level your and your opponent are thinking on and then try to be the level above your opponent. And only that level, because to be on the wrong level is to ensure disaster.

How to Wreck Yourself

The danger of leveled thinking is first and foremost being on the wrong level. If you were operating on level 3, but your opponent was only on level 1, you were thinking about things they weren't even considering and putting thoughts into their head that weren't there at all. Consequently, you drew conclusions based on incorrect assumptions and ended up playing a game that only existed in your own head. As a result, you're highly likely to play around cards that aren't even in the opponent's deck. And they didn't have to do anything; you just out-thought yourself. Therein lies the great danger in leveled thinking.

However, it's arguably worse to get lost in a leveling loop. Which it is far easier for Vizzini to demonstrate than for me to explain. In the clip, Vizzini just keeps going on and on without really considering the implications of each level he's thinking on. Had he done so, he might have realized that Westley was playing a different game entirely. Consequently he lost the game. The same thing will happen in Magic, though with less permanent consequences. Getting too far into thinking about what the opponent is doing just tangles you up in knots and will go on forever... cue the Star Trek clip again.

Check Yourself

From personal experience, I hypothesize that every competitive Magic player has leveled themselves at least once. The competitive crowd enjoys an intellectual card game to win, and subsequently show that they're intelligent and skilled. Thus all of us have wanted to demonstrate this to our opponents and went for some kind of non-obvious/flashy play that wins the game based on the read we have on our opponent. Only to fail when that read was wrong. And often lose because the flashy play required giving up a board state that was otherwise winning. We've all leveled ourselves because at some point we weren't as smart as we thought. I'm not excluded.

The catch is that each level of thinking requires additional information to reach a valid conclusion. And that information increase is not linear. I would posit that moving from level 0 to 1 is close to linear, but after that it gets increasingly exponential. And if the information requirements increase then the price for lacking that information also increases exponentially. Thus even minor mistakes are going to be amplified massively and will lead to disaster.

How to React

Given all that, how should players utilize the metagame data? As far as I'm concerned, players need to put the available data in the correct level and then recognize which levels other players are likely to be working on. I'll argue that, given that Not-GP Las Vegas is an open tournament and how actual Grand Prix used to be, the population will consist of an even mix of experienced, enfranchised, competitive players and casual players on Day One. The casuals are likely to be thinking about their deck selection on Level 0, which is what decks they actually have. The competitive players will be operating on at least Level 1, which is the known metagame. In other words, the more competitive players will be aware of the metagame data and making decisions from it. Whether they'll be operating on Level 2 or higher is impossible to say.

Therefore, there is an even chance of hitting Level 0 or Level 1 (or higher) players on Day One, with the odds of hitting Level 1 or higher increasing as the day goes on (assuming better players stay around and perform better). In that scenario, Level 2 decks would be favored if and only if they can still beat the Level 0 decks. Otherwise, they're putting all their hopes for success in the hands of the Pairings God. If the God is merciful, then it could be an easy day against matchups that have been metagamed against. If it isn't, you're going to be heading for the side events very quickly. As a result, I'd advise players who want to make Day Two to focus their thinking around Level 1. Use the metagame data to tell you what is good, but not what will actually show up.

Don't Overthink It

The main advice I have is simply don't overthink your deck for Vegas. It's really easy to get trapped in leveled thinking. Recognize the limitations of your knowledge and that everyone that's enfranchised will be operating from a similar level of uncertainty. It's great to outsmart the opponent, but don't let yourself be outsmarted.

The Return of Modern: How Competitive Play Is Good for All

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A couple of months ago I wrote an article about the shift in interest of the market due to the incoming resurgence of in-store play. I wrote about the profound impact that the reappearance of in-person Modern formats would have, the new interests that might pop up, and the possible impact of the upcoming Modern Horizons 2 set that was about to be released. I made some predictions about certain Modern staples and some of the possible effects of Modern Horizons 2 on the format. Let's talk about the past few months, and examine the effects of these past few months on the Modern metagame.

The Metagame

The current Modern metagame is a very interesting phenomenon. The aggro decks are fast, the midrange is efficient, and the control is brutal. Some of the strongest aggressive decks include “Hammer Time”, which utilizes the once useless card Colossus Hammer, or "Rhinos", which is a cascade deck that uses the card Crashing Footfalls to go in for a quick win. There are the usual control lists, ramped up by a splattering of new value cards like Hall of Storm Giants, Shark Typhoon, and Memory Deluge. With these new additions, control decks are able to grind out value much more efficiently than previously possible. The midrange decks are efficient and powerful, packing just as much punch with high power, efficient creatures like Dragon's Rage Channeler, Ragavan, Nimble Pilferer, and powerful curve toppers with Murktide Regent. The overall power level of the format is very high, and the metagame changes constantly. A responsive player base adapts to new brews, and room for improvement is ever abundant.

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There was an error retrieving a chart for Murktide Regent
There was an error retrieving a chart for Shark Typhoon
There was an error retrieving a chart for Memory Deluge

Some New Things

Some new cards have just been absolute home run hits. The ones everyone expected is easy, Ragavan, Nimble Pilferer, Murktide Regent, Urza's Saga, and the Evoke Elemental cycle from MH2 just to name a few. The less hyped ones are really exciting as well. Consider, Prismatic Ending, and Expressive Iteration are all cards that aren’t crazy out of the park value but are overall very powerful cards in the common and uncommon slot. It’s honestly great to see the value of these newer sets shift slightly to the common and uncommon slot, as it generally raises consistency on the expected value of sealed product, and tends to make sealed prospects quite better.

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There was an error retrieving a chart for Prismatic Ending

Some Old Things

There are some old cards that seem to have resurfaced or found a new home in a new deck, and it’s great seeing all of these old cards find homes in the format. The cards I’ve selected to take a look at are Sigarda's Aid, Crashing Footfalls, Flusterstorm, Torpor Orb, and Violent Outburst. These cards have all drastically climbed in price and demand recently, as they have discovered a place in some of the format’s most popular and powerful decks. Violent Outburst had seen play in the Living End combo deck but hadn’t seen any real financial value until the new Crashing Footfalls deck made waves. I remember picking up a few copies for my Greater Gargadon Restore Balance deck I had made a while back pennies on the dollar, and the next thing I knew they were sitting at almost $5 apiece. Same thing with Crashing Footfalls, which was a secondary threat in my Greater Gargadon brew, which is around $3-$5. Just goes to show that neither the payoff nor the enabler is always the most expensive one. Sigarda's Aid is the combo enabler for the popular Hammer Time deck. It allows you to cheat the equip cost for Colossus Hammer, while also allowing it to be cast at instant speed, making it perfect as a combat trick. Flusterstorm has always been a very powerful piece of countermagic, making it perfect for both mainboard and sideboard plans depending on the deck. Torpor Orb is a very effective sideboard card against some of the main plans of some of the best decks in the format like Yorion Control, Elementals, any deck using the Evoke Elementals from MH2, and some of the older decks in the format like one of the Primeval Titan. All of these cards are performing well in tournaments, and the price reflects that. There likely was lots of time for all these to be speculated on, as they all are pretty no-brainer moves when you looked at the developing meta just a couple of months ago.

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There was an error retrieving a chart for Violent Outburst
There was an error retrieving a chart for Torpor Orb
There was an error retrieving a chart for Crashing Footfalls

Better Luck Next Time

My evergreen advice for finding new specs is simply to play more. Seeing more cards, understanding the metagames, and experiencing more card interactions is the best way to find cards with potential in a format. Analysis is no substitute for experience. Being ahead of the curve usually means you have to be the first one on the road. No amount of web surfing, charts, or forum exploration will yield quite the same results.

When Can Dropping Prices Be Worthwhile

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Prices climb and prices fall. It’s a fact of economics—supply and demand 101. Everyone knows what to do when buyouts ensue, prices are spiking, and cards are flying off the shelves. No one is too upset about having to raise prices on cardboard, increasing sales (and, often, profit margins) in step.

But what happens during a momentary bout of weakness in the Magic market? Dropping prices on cards feels so much worse than raising prices, especially if it means potential losses could be incurred. Because of this aversion to dropping prices, sales volume instead decreases and inventory sits around for longer than anticipated.

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I believe this is suboptimal. While no one likes dropping their prices, there are many significant benefits to doing so to encourage sales.

A Quick Caveat

Before I dive into why I am a proponent of price decreases, I need to clarify my perspective. I am not a store owner. I do not pay rent to sell Magic cards. I do not rely on this hobby to pay for anything other than the hobby itself and my kids’ college fund. Because of my casual engagement with the hobby, I can be much more agile when making decisions to slash prices.

I understand such a decision cannot always be taken as lightly when profits from Magic sales are required to keep one’s lights on. Dropping prices on a significant percentage of one’s inventory could mean the difference between a profit and a loss for the month. Too many months like that, and a business won’t stay in business for very long.

Despite this complexity, I’d still maintain that the practice of dropping prices can be positive. If nothing else, the considerations I’ll outline below should be relevant whether you sell ten cards a month or ten cards an hour.

Sometimes the Price Just Isn’t Right

No matter your motivation—whether to maintain liquidity, to make a profit, or to raise cash to purchase other cards—a decision to sell cards should be relatively fixed. You may decide that you’re willing to sell a card if it rises above a given price. This is akin to setting a limit sell order on the stock market. However at the end of the day, if you’re comfortable letting a card go, it’s probably because you don’t feel you need it any longer.

This is precisely the thought process I navigate when deciding what card to sell next. I’ll browse through my collection and identify the card I’m least attached to—preferably one that has appreciated since I purchased it, but not always. Once I find the card(s), I research prices and post them up for sale.

Sometimes I am lucky. I’ll post the card at a price point I’m happy with, usually around 10% below TCG low, and it’ll sell within minutes. This is exactly what happened when I posted a damaged Arabian Nights City of Brass and a Legends Hellfire for sale last week. They both sold right away without any need for negotiation.

There was an error retrieving a chart for City of Brass
There was an error retrieving a chart for Hellfire

Sometimes this doesn’t go exactly as planned, especially on a more obscure, less playable card. For example, a couple of weeks ago I decided I wanted to sell my BGS 8.5 Alpha[ Weakness. I forgot precisely what I paid for the card, but the bottom line was that I already had an ungraded copy in my collection and I had no need for this more expensive version. What’s more, 8.5 wasn’t high enough of a grade to really get me excited about its collectability.

After doing some research, I created an eBay listing for the card and set a price just shy of $100. This was still significantly cheaper than other graded copies on eBay (even copies with poorer grades were posted at prices north of $120 and beyond). After a day or two at that price, however, I quickly realized I was too high. No sold copies had gone for that much, and while the graded nature of the card added some value, I doubt it added more than $10-$20 of premium over a near-mint price point.

Because I had already decided I would sell the card, I began dropping its price. Every day or two I’d cut another $5 to $10 off the eBay price. I even submitted an offer to a watcher of my eBay listing for a lower price. Still, no one bought the card.

This is where things get interesting—I was committed to selling this card. It didn’t matter what I had paid for it because what is in the past is in the past. The only thing I could control is what I sell the card for. Of course, I wouldn’t drop my price so low that it wouldn’t make any sense—for example, to sell for less than a near mint copy sells for on Card Kingdom’s site would have been crazy. Likewise, ABUGames’ buy price for “mint” copies could have also acted as a price floor.

There was an error retrieving a chart for Weakness

Because I wanted the sale, I took the difficult decision to cut prices further. Eventually, a fellow Quiet Speculation member expressed interest in the card and I cut them a fair deal. Was it the amount I had hoped to get when I made the decision to sell the card? Not quite. But I wanted to make the sale to raise cash, and I adjusted the price in order to meet this objective.

Why I Forced the Sale

Why didn’t I just put the card back on my shelf and hold onto it for some more time? Won’t a BGS 8.5 Alpha card be worth more years from now than it’s worth today?

These are fair questions that I briefly considered while I was making this sale. But there are a couple of reasons I decided to move forward with selling.

First, I wanted liquidity. Whether you’re a small-time, casual player like me, a backpack grinder, or a major vendor, you’ll recognize the value of liquidity. I’d rather sell things quickly for a small profit than sell things slowly for a large profit. Having constant turnover in one’s inventory (or collection) keeps things fresh and ensures agility in a rapidly changing market environment. In my case, the sale gave me some more cash with which to buy other cards I wanted for the collection.

Second, there’s the opportunity cost of sitting on a card. If I am trying to sell the card for $100 and no one buys it, it effectively means I am continuing to “buy” the card myself at that price. Think about it. A decision not to sell an asset is akin to a decision to buy that asset at the end of each day. As long as I kept my price point so high, I was declaring that if the price was any less, I’d rather keep the card. This just wasn’t the case. I was motivated to sell, so I dropped the price…eventually, if it still hadn’t sold, I would have been OK with keeping it, but that price point would have been a good bit lower. By selling the card, I generate cash that can be used to buy something with better growth prospects, or at least something I’m more excited to own.

There was an error retrieving a chart for Illicit Auction

Lastly, and most psychologically, I had already made the decision to sell the card. Therefore, in my mind, it was already as good as sold. Once I accepted the fact the card would no longer be in my collection, I was eager to move it. This is a bit illogical, I’ll admit, and can lead to some suboptimal transactions. But the excitement of making a sale, followed by the thrill of hunting for another fun card and the MTG mail day that ensues, is enough to really push me. If I sit on the same cards endlessly, it makes it easy for me to lose interest in the hobby. Ensuring turnover in my collection keeps things fresh, helps me remain relevant as a writer, and helps me stay abreast of pricing trends. All are reasonable considerations to a somewhat unreasonable motivation.

Wrapping It Up

No one wants to lose money on their Magic cards. Sometimes, it’s an unnecessary evil of the hobby. To fully avoid this, you could just keep your prices elevated and wait for prices to come up to you. I wouldn’t recommend this plan though.

Instead, if you’re committed to selling cards, I’m a big fan of following market forces and selling them at prices where they’ll sell. It’s a lot of fun when these prices keep climbing. But sometimes prices move in the opposite direction and we are stuck with a difficult choice. Do we keep our prices stagnant and see a significant drop-off in sales? Or do we drop prices to make the sales and maintain sales volume?

Understanding I’m not running a business, I’m of the camp that prices should be dropped. It can be done gradually, and on just a few cards at a time. But any card that isn’t bulk can be sold if the price is right—sometimes it’s just a matter of finding that price point. I've done this multiple times throughout my career, most recently with my graded Alpha Weakness. In nearly every instance, I have not regretted the sale. The benefits of raising cash, improving liquidity, and avoiding unnecessary opportunity costs far outweigh the cost of a stagnant inventory and slowing of sales.

So as you examine your inventory and wonder at the recent slow-down in sales, ask yourself if perhaps a few small price adjustments lower would be helpful. If you’re not motivated to sell, you could wait and see if the holiday season brings a round of sales and a spike in buying. But if you’re like me and you want the cash now (perhaps to do buying during the holiday sales), there are some benefits to dropping prices. At least consider it.

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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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The Problems With Project Booster Fun, and How It Could Be Better

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Project Booster Fun

It sounds exciting. Dramatic even. Project Booster Fun. Making booster packs better. The reality of Project Booster Fun (PBF) is somewhat murkier when we break it down. According to Mark Rosewater in his article introducing Project Booster Fun (PBF), the inspiration for PBF came from a brainstorming session following the reorganization of Magic R&D into a studio model. The newly-organized studio for tabletop Magic sought to reinvigorate the tabletop Magic experience. Their goal, as Rosewater describes it, was to "improve the experience of opening a Magic booster pack." But what did this mean, and why did it need improving, to begin with?

The Problem With Booster Packs

Project Booster Fun attacked the same problem the FIRE Philosophy attempted to solve. Reduce the number of cards players opening packs not intended for Limited play deemed worthless. The FIRE Philosophy approach was to make common cards more powerful. PBF approached the problem from a different angle. "How do we make opening booster packs more exciting? Put more cool and beautiful versions of cards in them," Rosewater said in his article on Project Booster Fun.

PBF's solution was twofold. The first was to put more shiny things in packs in the form of foils and new treatments for cards not typically seen in premiere sets. The second was to introduce new types of booster packs that contained less common cards and more of these foils and special treatments. We'll get to those in a moment.

More Frequent Foils and New Card Treatments

As part of PBF, starting with Core Set 2020, Wizards increased the drop rate of foils from 1 in 67 cards to 1 in 45 cards. This increased the chance of getting a foil in booster packs from less than one in four booster packs to one in three booster packs. With Throne of Eldraine, they introduced new treatments of cards not usually done in premiere products, including Borderless Planeswalkers, Extended Art Frames, and Showcase Frames.

Showcase frames are treatments unique to the set in which they appear, and capture some of the aesthetic or vibe of the given set. These Showcase treatments can appear in regular booster packs, now called Draft Boosters, but appear at greater frequency and in greater numbers in Set Boosters and Collector Boosters. The more unique card treatments only appear in Set Boosters and Collector Boosters.

Collector and Set Boosters

Wizards introduced Collector Boosters with Throne of Eldraine, and Set Boosters starting with Zendikar Rising. With the stated goals of putting more of the cards players wanted in their hands, these products served as vehicles to sell the new card treatments Wizards was introducing and sounded like a win-win for all. But what exactly was inside the wrapper, and how much would it cost?

Collector Boosters come in 15-card packs with an elaborate breakdown of contents, which Rosewater goes into in his article, and a retail price around $20-$25 per booster pack, with 12 packs per Collector Booster Box. Set Boosters come in 12-card packs and 30 packs per Set Booster Box, and have their own elaborate breakdown of contents, outlined in this article, also by Rosewater.

The List

One of the selling points of Set Boosters, in addition to all the special card treatments, is the chance of opening cards from The List. Rosewater describes The List as "300 interesting cards from Magic's past." Not only did Wizards tout the list as a place where cards from throughout Magic's history would receive much-needed reprints, but The List would also serve as the only source for in-Magic versions of cards from Secret Lair Universes Beyond products, they wrote in this update.

The Takeaway

The first big takeaway from looking at these products is they are clearly more expensive than the normal Draft Booster Box, and with much fewer contents per box. Here are TCGPlayer listings of boxes from the most recent expansion Innistrad: Midnight Hunt:

The Collector Booster box is twice the price, for a third of the cards of a Draft Booster box. The Set Booster Box is about the same price as a Draft Booster box but has six fewer packs, 30 instead of 36, and three fewer cards per pack. This raises a few questions: Do the contents of these products justify the price? What does it mean when the more exciting product is more expensive? If these products are more expensive, does that mean their contents will in turn be more valuable? Does exciting equal valuable?

The Failure of Project Booster Fun

When everything is special, nothing is special. That is the essence of the issue with Project Booster Fun and with Collector and Set Boosters. Cramming more and more shiny, extended, alternate-whatever treatments of cards into packs only serves to devalue all but the rarest and most hard to come by versions of the cards. As for making opening packs more exciting, let's be real for a moment, anytime Wizards describes a product as exciting, that's really code for valuable. Are PBF foils more valuable?

Foils Are The New Draft Chaff

While the sample size of both of these polls is a bit small to make concrete declarations, the answers to each are overwhelmingly polarized. This tells us that the community sentiment regarding Project Booster Fun is the opposite of its intended goal. Are Project Booster Fun foils really worth less than older foils? Let's look at some QS Insider Price data of foil rares and mythics from four recent Magic sets and attempt to unpack it.

BFZEldraineAFRMidnight
Total Value of Foil Rares/Mythics$281.83$542.10$480.40$640.12
Average Value Per Card$4.14$3.76$3.10$3.72
Total Number of Cards68144155172

Looking at the data, community sentiment is correct that Project Booster Fun foils are worth less on average than sets before them. What has greatly increased though, is the volume of foils, including special treatments, from 68 with Battle For Zendikar, to 172 with Innistrad: Midnight Hunt. The special treatment foils are where most of the value of the set lies, accounting for $410.50 of the value of Midnight Hunt's $640.12 worth of rares and mythics. When you separate out the Showcase cards from the rest of the set, the average value of a Midnight Hunt foil rare or mythic is about $2.70.

Low Prices Can Be a Good Thing

Low prices for single cards are not all bad. The depressed prices of foils have also pushed down the prices of non-foils, making it easier than ever for players to acquire most of the cards they need for Standard short of the chasest of mythic rares. Even then though, cards like Alrund's Epiphany and Goldspan Dragon, two of the most played mythics in current Standard, are both under $40. This is something relatively unheard of in the era before Project Booster Fun.

There was an error retrieving a chart for Alrund's Epiphany
There was an error retrieving a chart for Goldspan Dragon

At the end of the day, it is important to remember that the end goal of Project Booster Fun is getting players to buy more packs. Despite the problems of PBF, Hasbro's 2021 earnings reports clearly indicate Wizards has succeeded in their goal. If improvements were made to PBF, what is the best way to approach them?

The Path Forward

Recognizing that the goals of Wizards are to sell packs and make a profit, but wanting to see players get the most of their experience and the best bang for their buck at the same time, these are the changes I'd propose to satisfy all concerned. Note, that I'm not a professional game designer, nor a Wizards employee, just a life-long Magic fan who spends a lot of time thinking about the craft of designing and marketing Magic, and wanting to see it continue to thrive. If any Wizards employees happen to be reading this, feel free to use these ideas as you see fit.

Merge Set Boosters and Draft Boosters

Collector Boosters, containing only the choicest and most blinged-out of foils and special card treatments, are an ideal product for collectors seeking just those things. Set Boosters and Draft Boosters, on the other hand, have so much in common that it makes little sense to maintain them as separate products. It would not be difficult to take the gameplay-oriented structure of draft boosters and increase the drop rates of blinged-out showcase cards, replacing either commons, like-rarities, or some combination of both. Not only would this make the pack opening experience more exciting, but it would make the draft experience exciting in a way akin to how the Mystical Archive in Strixhaven draft made that format thrilling every playthrough.

Have The List Appear in Draft Boosters, and Eliminate the Chaff From Its Rotation

With Set Boosters and Draft Boosters merged into Deluxe Draft Boosters, cards from The List would now appear in the draft. While the 25% drop-rate at which they appeared in Set boosters would be a little too frequent for draft, a rate somewhere in the middle between there, and the one-per-case or so drop-rate of the Inventions of Kaladesh would be ideal. If these cards are going to appear at a rate enough to make opening them something special, it also makes sense that the contents of The List feel better curated than 300 presses of the Scryfall Random button. Tolarian Community College did an excellent video on fixing The List, and his ideas could easily be incorporated into this change.

Raise the Price of Draft Boosters

While this might be the least popular of these suggestions, the price of Draft Booster boxes for premiere sets has been about the same for nearly 15 years, if not longer. If Draft Boosters are going to be juiced into Deluxe Draft Boosters, it makes sense that the price per booster should be about in line with the current prices of Set Boosters to reflect this premium, especially if they maintain the 36-packs per box quantity we've come to associate with Draft Booster boxes.

Convert Theme Boosters Into Jump-In Products.

One result of Project Booster fun which we've yet to discuss until now is Theme Boosters. Theme Boosters are oversized boosters of 35 cards, built around a specific theme from their respective set. This could be color, as was the case with Throne of Eldraine and Innistrad: Midnight Hunt, or some other theme entirely. These boosters are very close in kin to the Jumpstart mini-decks from 2020, and it doesn't seem too much of a stretch to convert Theme Boosters into Standard-only Jumpstart, or Jump-In products, as they referred to them in a recent Magic Arena event.

Continuous Improvement

Magic: the Gathering is one of the greatest games ever made, made by some of the smartest people in the world. Much of the history of Magic design is a history of iteration, with designers learning lessons from the failures and building on the successes that have come before. It's my hope that addressing the shortcomings of Project Booster Fun will help ensure that we continue experiencing the joys of cracking open fresh packs for years to come.

Some Thoughts On Standard After Playing for One Week

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Lately, I've been enjoying the new Standard format, playing the popular deck built around forking Alrund's Epiphany with Galvanic Iteration. Currently, the lists are all over the place — I tried many, however, the following list was the first one that really started to hum for me.

This list is in essence what Seth Manfield tweeted during the arena open.

The archetype is still in its nascent stages, leading some to ask the following questions:

  • What should my interaction suite look like? (How many boardwipes and which ones, which spot removal spells to play and how many, what counters etc.)
  • What card draw should I run?
  • What should my sideboard plans be, which alternate threats should I use? (Smoldering Egg // Ashmouth Dragon etc.)

Among other questions.

When I say this list was humming, I don’t mean it's perfect, but all the previous lists felt rough around the edges by comparison. With this deck, I was finally starting to get good turns consistently, as the ratios are pretty well balanced.

So, let's discuss some of the cards in this list, and how it might evolve in the future.

Card Draw

Memory Deluge was consistently underperforming for me. Even in the mirror where it should theoretically shine, it still felt like too much mana for too little.

The foretell ability on Behold the Multiverse lets you split up your mana, helping smooth out your draws, especially when your deck has four Unexpected Windfall in it. The ability to fork it with Galvanic Iteration is huge.

Many times you cast Deluge your opponent either has a Malevolent Hermit // Benevolent Geist up or Test of Talents / Divide by Zero leaving you behind on mana technically.

Being two mana means you can fight over Behold on your opponent's end step. These small things add up a ton, so I am pretty happy with it now. I plan to explore lists running even higher numbers, potentially by trimming down on Expressive Iteration.

Cftsoc3 came second in the Standard Challenge with an interesting list running four Behold and zero Iteration, and I like the idea somewhat. So, let's compare Iteration to Behold.

cftsoc3 list

On the one hand, Iteration costs half as much mana. On the other hand, Behold is an instant (and therefore better to fork) and it's better for finding spells early game if your hand happens to be land heavy.

If you are purely drawing two, it’s a better deal to get it for two mana. Iteration is such a strong card it’s hard to shave any. However, by trimming some from the list, you may be able to spend your mana more smoothly each turn.

Also, it can feel kind of awkward to cast Iteration in the early game, as the deck also has plenty of instants. Therefore, you may find yourself in an awkward situation with Iteration: when you don’t want to tap out, but you also might fall behind if your opponent doesn’t play into your Instant.

Alternatively, you may end up with a land-heavy hand, where you can only pick one spell off of it. For now, the jury is out on the ideal Iteration/Behold split. Personally, I'm going to try two Iteration four Behold next, and time will tell what is best.

Removal spells

Thundering Rebuke is a sorcery, which is awful, but it's only two mana. This might make it useful in lists that lack things to do on the second turn.

In a heavier Behold list, I will try going up to four as Ctfsoc3 did.

I’ve been playing more Battle of Frost and Fire in my lists, though I still haven't determined which one is better. It will depend on how relevant the scry is of course — and in a four Behold list, having spells that are better at stabilizing might end up being the better play.

I like this in lists like Seth’s, as it's a good card for buying time against aggressive decks. Also, it lets you sculpt your plan in the mirror, which is appealing.

Counterspells

Divde by Zero has felt great for me and I wouldn’t go below 4 yet without good reason, due to the Remand / Cryptic Command vibes.

Between these three options, just play Disdainful Stroke or Negate, as hitting Esika's Chariot is huge. Many are still fans of Goldspan Dragon as well. 

Manabase

I play four Spikefield Hazard and four Jwari Disruption because I feel like I always want to draw them. Spikefield is a bit more volatile, but I would really love to have it, as it's brilliant against mono-white — and I like killing Malevolent Hermits, too.

While I don’t have Field of Ruin in the lists I’ve been playing, most people do. I might be off base here, but I didn’t feel like I would activate it enough to make it worthwhile.

Sideboard

Iymrith, Desert Doom seemed like a fun card to try. Compared to the red dragons, it protects itself from removal quite nicely.

Working that in, here's what I'll be trying next:

Something like this should be nicely balanced. However, the fatal flaw might be the lack of any creature plan sideboard, as this list won’t be able to punish opponents for tapping out as much or fight through Test of Talents. I mostly wanted to fit in a couple Demon Bolt so I had more answers to Smoldering Egg in the 75. With all this in mind, I will try to fit in some creature plan soon!

One card I have not mentioned yet, which is worth being aware of Lier, Disciple of the Drowned

Grixis Lier

Shota Yasooka posted this list last week, the black spells in the sideboard are Go Blank and Duress.

Image

I don't find it instinctually appealing, but I do think Lier is a very strong card that is worth considering.

Reality Check: The Real Metagame Driver

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The more I dig into the metagame, the more article topics I find. This is by design, because that's how research is supposed work. Every article is just the preface to the next, as I heard in graduate school. It's usually the case that the problem that you began looking into is only part of the overall problem, specifically the most visible part. It's during the digging that the extent of what needs to be found becomes apparent. Assuming that you can notice it yourself. Becomes sometimes it takes other eyes to find them because you were too focused on your main question. Or it just never occurred to you. In academics, this is what the review process is for. In content creation, this is why we seek feedback and reader comments.

While I was working on last week's article, something was tickling the back of my mind. There was a general feeling that something unfair was going on, but I couldn't articulate anything. There was just a general sense that I was missing something. It wasn't until publication and subsequent discussion happened that I finally realized that we're all focusing on the wrong thing. The trend of Modern decks aggressively lowering their curves, upping their card flow, and also seeing a general price increase didn't start with Modern Horizons 2. It started when Lurrus of the Dream-Den was printed. MH2 just left no doubt or place to hide.

Lessons from History

Modern has always been about maximum efficiency. It's a competitive Constructed Magic format. They're all like that. It's just a matter of degree. Standard can never hope to match Vintage's mana efficiency and velocity, but it can be as efficient as its cardpool allows. Modern was no exception, but it wasn't until recently that velocity was really possible. Ponder and Preordain were banned early on and Wizards just didn't print good one-mana cantrips. Thus, Modern players had to focus more on individual card impact than quantity of spells played to win the game. The cardpool also meant that more power was tied up in higher mana costs. Storm was always partially an exception (played more cantrips than anyone else, relied on four mana cards), but for the most part Modern was defined by Jund-style gameplay.

The first good non-Storm deck to bring the Legacy-style of gameplay to Modern was Death's Shadow. Both Traverse Shadow and its successor Grixis Shadow were built around cantrips and minimized mana costs. I'm fairly certain that Shadow decks were the first top-tier, non-aggro decks that intended to never pay more than two mana for a spell (Liliana was far from a universal inclusion). Shadow fell off into 2018, and for a time it looked like Modern was returning to pre-Shadow equilibrium. However, that fall, Izzet Phoenix arose. Since then, Modern has never been without some velocity-centric, low-mana-cost deck. Throughout 2019 we had Phoenix decks, and after Faithless Looting was banned, they became Izzet Prowess.

Remembering Companion Spring

This rewriting of Modern's rules was hard to see because it only applied to one deck at a time. Whenever Phoenix or Prowess was good, Shadow wasn't, and vice versa. 2020's Companion Spring changed that. Having an extra card in hand was so good that every deck contorted themselves to play one. And Lurrus of the Dream-Den was the winner by far. For the first time, every deck had access to a cheap velocity engine that doubled as straight card advantage in Lurrus plus Mishra's Bauble. Even decks that didn't really need it (namely Burn) still ran the cat and curio combo because if they didn't, they'd get buried by those that did. It was a huge break from earlier Modern eras since every deck needed to be as low to the ground as possible and run cantrips, making Modern feel more like Legacy than ever.

Lurrus was by far the biggest problem for those few months, but it wasn't alone. Yorion, Sky Nomad allowed slower decks to put up a fight against all the Lurrus decks. And it did so by playing every cantrip permanent it could find. Rather than focusing on maximizing individual card impact, the Yorion decks looked to resolve as many permanent spells as possible in order to build into a single massive turn and then overwhelm the opponent, which is in fact quite similar to how the Lurrus decks played. This was necessary because it was Lurrus driving the format, not Yorion. Otherwise, the Yorion decks would probably have taken on their current form of pure goodstuff piles with fewer cantrips.

The Natural Progression

Nerfing the companions and banning Arcum's Astrolabe were supposed to bring Modern back to its old ways. That didn't happen. After a brief attempt to turn back the clock in July, the rest of 2020 was defined by the same gameplay patterns as before. The format was polarized between the 4-Color Omnath piles and prowess decks, out of which Rakdos performed best. The Omnath decks were all about spending the first few turns durdling into a big turn with Omnath, Locus of Creation, which was only possible thanks to all the cantrips it had access to, the most important being Uro, Titan of Nature's Wrath. Rakdos Prowess became Scourge Shadow to match 4-Color's power, but it could not have hung with 4-Color's card advantage and velocity without Lurrus and Bauble. Despite everything, the best non-control deck was still Lurrus.dec.

A Turning Point

In January 2021, there was a twist. Hammer Time emerged and while it hasn't always been high tiered this year, it has managed to remain a contender. This is despite this deck being around for a while (I played against several versions back in 2019) it had never done well enough to earn any notice. It was the adoption of Lurrus as its companion that changed things. In fact, it set the tone for all the aggro decks that have seen play in 2021, particularly since the Uro ban. The best aggro deck has either been the best velocity deck (Izzet Prowess, namely) or the best Lurrus deck. Sometimes it was Hammer Time; sometimes it was Jund Shadow.

Where We Are Now

Which brings me to the current metagame. Unless there is an enormous shift starting right now, the October metagame update will look very similar to September's. There's no interruption in this trend of velocity and/or Lurrus deck domination. In fact, it's looking like the Lurrus decks will extend their lead over velocity. Modern Horizons 2 did not change or even substantially contribute to this overall trend, but it is helping Lurrus pull ahead.

Of course, this is just one part of the metagame. There's a lot more going on throughout Modern than just Lurrus vs Expressive Iteration. However, this conflict is definitely at the forefront of most player's thinking and discussions. UW Control is performing very well on the basis of it being reworked to better deal with the Lurrus and Iteration decks. Burn is also making a resurgence thanks to the drop-off in rival Prowess decks driven by MH2 changes and the meta's evolution. It is telling that the latter still sometimes runs Lurrus even though Bauble is long gone.

While all the MH2 additions have seen their share of player dissatisfaction, none have done so as visibly as Ragavan. And there are certain elements of the card that are troubling and potentially dangerous. However, there evidence that it actually is dangerous is lacking. In fact, Ragavan is an excellent stand in for all of MH2 as to why it isn't the metagame driver that players think.

Ragavan Is an Illusion

Ragavan, Nimble Pilferer is a very powerful card, arguably riding the line of what is acceptable. If it didn't make treasure, or didn't steal cards, or didn't have dash, it would be perfectly fine and maybe just barely playable. However, it does all of those things, and as such can run away with games. It certainly does in Legacy. As a result, Ragavan has become a premier threat for a lot of decks and is the focus of many player complaints.

However, the metagame has absorbed Ragavan and made it largely a non-issue. Yes, Ragavan can still run away with games in a way Modern hasn't seen since Deathrite Shaman. However, because that can only happen when Ragavan attacks and connects, it's far easier to manage. Every deck these days can block Ragavan on turn 2 and/or has multiple ways to remove it. As a result, Ragavan is quickly becoming just another threat in Modern. For proof of this, when Deathrite was legal in Modern and Legacy, it went into every deck, becoming basically ubiquitous. That isn't happening with Ragavan. Yes, the monkey does show up in weird and unexpected places. But not consistently. If Ragavan was powerful enough to warrant inclusion in every deck, then it would be showing up in even more unexpected places more than it does.

And that's the key. Ragavan only works in a shell that will specifically support it. You can certainly get some value running it anywhere, but not enough to stand out. The best Ragavan lists are built to clear the way for the monkey while still being fine without ever connecting. Which worked great for UR Thresh for a while, but not anymore. The format has caught on and both in September and so far in October its numbers and win rate are down substantially.

Lurrus Is the Real Deal

Meanwhile, all the Lurrus decks are seeing an increase in win rate. Unless something changes dramatically, Hammer Time will the top deck for the fourth month in a row. The Lurrus standard bearer continues to perform. However, the best performing high-tier deck is Jund Saga. Its average points and overall win rate are better than for any other Tier 2+ deck despite being on track for mid-Tier 2. And the reason is that the deck is at once the best Ragavan deck and the best Urza's Saga deck because it is also the best Lurrus deck.

Part of Jund being the best Saga deck hands down is because it gets to recycle its Sagas with Wrenn and Six. However, it also makes great use of the tutoring abilities to add to its disruption package and beef up Tarmogoyf. All the removal and targeted discard clear the road for Ragavan far better than the counterspells of other versions. But most importantly, Lurrus is there to restart whichever engine fails and/or to close out a stalled game. Simply put, Lurrus is the key card gluing together Modern's best-performing deck. A deck that existed before MH2 in slightly different form.

Who Needs Who?

And this is my final point: how many decks require MH2-versus-Lurrus to exist? Or at least to take a form recognizable to their current iteration? The only deck that is consistently devoid of additions from the past two years is Burn, but there are plenty of decks like UW Control that could exist with MH2 or even 2020 cards. Meanwhile, UR Thresh and Cascade Crashers could not exist in their competitive form without MH2. All of Thresh's threats are from that set. Without MH2, the spell core would still be used but for the very different UR Prowess. Cascade Crashers needs Fury and Shardless Agent. Without Fury, Crashers is very soft to creature decks, and without Agent it lacks on color enablers.

Meanwhile, Jund Saga would revert to Jund shadow, a Lurrus deck without MH2. Without Lurrus, Jund would have an entirely different character, looking more like 2019 builds. Similarly, Hammer Time would straight up no longer be viable. It was around pre-Lurrus in almost the same form; there's no indication that it would survive without Lurrus. That's two of the best decks taken out.

But more importantly, how many Tier 3 or lower decks can only exist thanks to Lurrus? I'm currently playing a UW Humans list that is absolute garbage except for it having Lurrus as a companion. And similar stories can be found around Modern's fringes. Conversely, there are no fringe decks I'm aware of that would not survive without MH2. Domain Zoo has even dropped most of its MH2 cards just to run Lurrus, and that's the best argument available. Lurrus has more impact and power in Modern than MH2.

Was It Meant to Be?

Last December, I put both Lurrus and Bauble on the banning watchlist because the combination felt overpowered, but I didn't know which card was the correct target if one needed to be targeted at all. I can now say with confidence that Lurrus appears in more decks without Bauble than vice versa, meaning that Lurrus is the bigger threat. Given Wizards' design decisions around MH2 and other sets, I'm thinking that they did intend for Modern to be more driven by Lurrus than anything else. The format was tested with un-errated companions, after all. Which, given everything we've seen about the card since it was designed, makes me wonder how long that card has.

Sealed Away but Not Forgotten: Magic Boxed Sets

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Players who started their journey in the realm of Magic: The Gathering in the past five years or so are used to Wizards releasing all kinds of new products throughout the year. Many of us Old Fogeys though, grew up with just four releases a year (once per quarter), and we liked it!

There was an error retrieving a chart for Old Fogey

Nowadays we have new Commander decks with every set release, Secret Lair Drops, Masters sets, Horizons sets, Collector Boosters, Set Boosters, Pioneer Challenger Decks, Standard Challenger Decks; basically if you can come up with a product idea, Wizards will probably release one within the year.

It wasn't always like this. For much of Magic's history, these kinds of specialty products were few and far between. The very first specialty product Wizards produced though, was actually in the very first year of Magic's existence.

Collector's Edition/International Edition

Collector's Edition was a full-set reprint of the original Limited Edition Beta Core Set, but with square corners and gold borders on the back. 9,000 of these sets were printed and released, and the demand was extremely high. So high in fact that Wizards ordered an additional print run of  5,000 sets for non-US distributors and called it International Edition. Unfortunately, one of the big issues with these cards was that some unscrupulous people would buy the boxes, "peel" the card images of the rares and glue them onto Beta common cards and try to pass them off as Beta's. This was especially true of the Power 9 copies from these sets. The sets had an MSRP of $49.99 when they were released in 1993. Currently, the only sealed copy I can find online has an asking price of $34,999.99. For more information on the set check out the MTG Wiki page.

Pro Tour Collector's Set

The 1996 Pro Tour Collector's Set, commemorated the very first Magic Pro Tour.  20,000 copies of the set were printed, with an original MSRP of $125.  By the time 1996 rolled around, many of Magic's most broken cards were no longer legal in Type 2 (what we now call Standard), which was the format of the first Pro Tour, so no Moxes or Lotuses here. Looking over all the decklists though, there are many cards like Balance and Strip Mine that are too powerful even in the current Standard. This reprint set again featured gold borders, this time on the front of the cards, eliminating the risk of rebacking. Finding prices for these decks is difficult, but a current listing on eBay has an asking price of $988.24.

The cards of note from this collection, separated by deck are:

Michael Loconto

  • 2x Land Tax ($20.11)
  • 1x Strip Mine ($13.99)

Eric Tam

  • 1x Land Tax ($20.11)

Bertrand Lestree

  • 4x Strip Mine ($13.99)
  • 2x Land Tax ($20.11)
  • 2x Sylvan Library ($47.54)

Shawn "Hammer" Regnier

  • 3x Land Tax ($20.11)

Leon Lindback

  • 4x Strip Mine ($13.99)
  • 4x Necropotence ($39.98)

Preston Poulter

  • 2x Strip Mine ($13.99)
  • 4x Land Tax ($20.11)
  • 1x Sylvan Library ($47.54)

Battle Royale

Released in late 1999, Battle Royale was the first specialty set that had tournament-legal borders. Because it was a set of reprints, the borders were white, which was Unfortunately a policy at the time for all reprints.   Battle Royale's notable cards include Reanimate, Land Tax, and Wrath of God. It looks like you can currently buy a completely sealed box for around $250. This product was meant to encourage more multiplayer games, which at the time were not all that common outside of very casual circles, such as the one I played in.

World Championship Decks (1997-2004)

For eight years Wizards made a supplemental gold-bordered product of the top 4 decks from the World Championships for each year. As such, there were a total of 32 different decks. These decks serve as a fun way to look back at what were the best decks of the time and compare them to what we see nowadays. More critically though, similar to how many of the high dollar Reserved List cards from the previously mentioned Collector's Edition and International Edition sets are worth a considerable amount, there are desirable Commander staples included in many of these decks that are worth a good bit. These decks range in price considerably depending on their contents, from a few hundred, up to $1,000 or more. Take note that in addition to the gold borders on the fronts, the cards in these decks do not have normal Magic backs, and are not tournament-legal. Here are some highlights of the contents of these decks, with cards that have a TCGPlayer Market price of $10 or above:

1997 - Janosch Kuhn (Red/White/Blue Speed Control)

  • 4x Force of Will ($35)
  • 4x Thawing Glaciers ($14.44)

1997- Paul McCabe (Red/Blue Aggro Control)

  • 4x Force of Will ($35)

1998- Brian Selden (Cali Nightmare)

  • 4x Survival of the Fittest ($25)
  • 2x Scroll Rack ($13.81)
  • 1x Volrath's Stronghold ($33.53)

1999-Kai Budde (Red/Artifact Wildfire)

  • 4x Grim Monolith ($47.5)
  • 4x City of Traitors ($33.53)
  • 3x Ancient Tomb ($26.75)
  • 1x Karn, Silver Golem ($15)

1999-Mark Le Pine (Sped Red)

  • 2x Ancient Tomb ($26.75)

1999-Matt Linde (Mono-Green Stompy)

  • 4x Gaea's Cradle ($199.88)

1999-Jakub Slemr (Mono-Black Control)

  • 1x Volrath's Stronghold ($33.53)
  • 1x Hatred ($32.33)
  • 1x Sphere of Resistance ($14.99)
  • 1x Vampiric Tutor ($59.99)
  • 3x Yawgmoth's Will ($98)

2000-Jon Finkel (Mono-Blue Tinker)

  • 4x Metalworker ($41.33)
  • 4x Grim Monolith ($36.1)

2000-Tom van de Logt (Replenish)

  • 4x Replenish ($33.11)
  • 3x Enlightened Tutor ($23.28)
  • 1x Mystical Tutor ($17.24)

2000-Nicolas Labarre (Chimera)

  • 4x Enlightened Tutor ($23.28)
  • 1x Yawgmoth's Will ($98)

2001- Tom van de Logt (Machine Head)

  • 3x Phyrexian Arena ($16.66)

2001-Alex Borteh (Merfolk Opposition)

  • 4x Static Orb ($15.26)

2003-Daniel Zink (White/Blue/Green Wake)

  • 3x Mirari's Wake ($12.02)
  • 2x Flooded Strand ($18.28)

2003-Wolfgang Eder (Goblin Bidding)

  • 4x Bloodstained Mire ($18.24)

2003-Peer Kroger (Reanimator)

  • 4x Bloodstained Mire ($18.24)
  • 3x Entomb ($15.25)

2004-Aeo Paguette (Affinity)

  • 4xChrome Mox ($18.25)

2004-Manuel Bevand (Myr Incubator Combo)

  • 4x Chrome Mox ($18.25)
  • 4x Krark-Clan Ironworks ($13.16)

2004-Gabriel Nassif (Blue/White Anti-Affinity Control)

  • 4x Flooded Strand ($18.28)

 

Deckmasters Garfield vs Finkel

This was a very interesting product as it was created in 2001 and was dubbed "The Creator" vs "The Champion" where both Richard Garfield and Jon Finkel crafted a deck. Based on some of the cards, it seems that they were limited in their choices. That said, a sealed copy of this boxed set goes for about $550, and there are three cards of note from this specialty product:

  • Necropotence ($126.05) - The only foil version with the original art (currently)
  • Sulfurous Springs ($13.30)
  • Underground River ($12.75)

There was an error retrieving a chart for Necropotence

Conclusion

Throughout Magic's history, Wizards has made some interesting supplemental products. It's pretty clear their original idea was to reprint valuable and powerful cards but do so in a way that wouldn't make them tournament legal, thus protecting the value of the originals. When I started this article I didn't realize that Collector's and International Edition were printed the same year as Alpha and Beta. It was surprising to see Wizards jump on the specialty set bandwagon so quickly. Obviously, there are plenty of other supplemental products that Wizards has released over the years like the From the Vault series, Duel Decks, and so on. My focus today was on the earliest ones, some that you may have never known existed.

It surprised me how many of the World Championship cards had a TCGPlayer Market price above $10. I knew about the copies of Reserved List cards that are highly desirably in Commander, but there are a surprising number of these cards not on the Reserved List over that mark. There are quite a few others that are close enough that in another year the list might grow by a good bit.

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David Schumann

David started playing Magic in the days of Fifth Edition, with a hiatus between Judgment to Shards. He's been playing Commander since 2009 and Legacy since 2010.

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Historical Pricing Trends of the Power Nine

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The decision to sell a piece of Power can be difficult, and should not be taken lightly. I remember back before I got into Vintage, I flipped a few pieces of Power in my day. Most of this was arbitrage—I would purchase a few heavily played copies from a European seller to sell in the U.S. for a slight markup (my margins were always razor thin).

Back in 2015, I made the decision to actually collect a set of Power Nine (under @MissouriMTG’s tutelage). Since then, I never even considered the prospect of selling a piece of Power.

Until 2021.

What changed after six years? Firstly, I picked up a couple Collectors’ Edition copies of Power through trade with ABUGames; I didn’t really intend to keep those over the long term. I considered the non-tournament legal cards exceptions to my self-imposed rule. It didn’t feel so bad selling those, especially if I could help out a couple Old School players obtain copies they could feel comfortable shuffling up in a game. I rationalized the decision to sell, convincing myself it would be my Unlimited Power that I would hold for years and years.

Another Exception to the Rule

Last week I began pondering yet another exception to my rule. I currently own a spare Unlimited Mox Sapphire.

There was an error retrieving a chart for Mox Sapphire

I picked up this heavily played copy after making a few consecutive sales a while back (before the most recent jump in price). I had intended to add the card to one of my Old School decks, but I never followed up. Instead, the card sits in my binder in all its glory.

When I made a passing comment in the Quiet Speculation Discord about pondering a sale, a friend of mine contacted me through Discord and asked me about a price.

That’s where I faltered.

I struggled to come up with a definitive price—one that would be fair relative to its market value, but also modestly discounted in acknowledgement of our friendship. But even putting the friendship factor aside for a second, how many people (who aren’t vendors / don’t work for vendors) could accurately declare the value of a heavily played Mox Sapphire? I check on Card Kingdom’s buylist for Power now and again, but that doesn’t exactly reflect true market value.

My first stop was eBay—looking at eBay completed listings, I figured I’d get a good feel for what the card has been selling for recently.

This exercise was moderately helpful. While a couple of the numbers seemed consistent, such as the two completed listings above, other values were useless at best and suspect at worst. Consider these two completed listings (note there were only 8, so these two represent 25% of them).

The top listing is extremely suspicious. Who would sell a near mint Mox Sapphire for $2100 in 2021? The seller had some feedback, but I still wouldn’t trust this data point. The bottom listing is probably perfectly reflective of the market…the market for PSA 10 copies, that is! Seeing this copy sell for $18,000 doesn’t really help me price my heavily played copy much.

Still, I can guesstimate that a heavily played copy should sell for somewhere in the high $3,000’s range based on the complete data set.

Recently, TCGplayer started sharing recent sales to all shoppers—not just those with a seller account. Checking there, I see a single data point: an LP copy sold back in August for $5899.99. Not all that helpful, but consistent with eBay for the most part. The lowest price for a heavily played copy on TCGplayer is about $4100. Knocking off 10% for fees, you end up in the $3600-$3700 range.

It’s worth noting, however, that the heavily played copy listed is in considerably worse condition than my own. But in terms of identifying a ballpark number to work with, it seems like anywhere between $3600 and $3900 would be fairly priced, with some wiggle room within the range.

A Surprising Side Note

The purpose for this week’s article is twofold. First, I wanted to share a brief overview of how one could go about pricing a high-end piece of cardboard, highlighting the pitfalls of outlier data. But my research inspired a second, tangential topic related to Power.

While researching Card Kingdom’s prices for Unlimited Power, I discovered a trend I hadn’t seen before:

As of right now, Card Kingdom sells Mox Jet for a higher price than Mox Sapphire! The blue Mox has been dethroned as the most valuable color, at least according to Card Kingdom. I’m not sure if that has ever happened in the history of the game. Sapphire used to be the second most valuable piece of Power, after Black Lotus. Now, at least according to Card Kingdom, it’s number four (also behind Timetwister.

For the record, there are cheaper damaged and heavily played copies of Mox Jet than there are of Mox Sapphire on TCGplayer. Though it’s worth noting that the last sold LP copy of Mox Jet apparently went for $7,175. I’m not sure I fully embrace that data point as an indication of the card’s value relative to Sapphire, but the directional trend is consistent with Card Kingdom.

Either way, it’s safe to say the two are valued closer together than in the past.

A Brief History Lesson

Now for the fun part of the article. When I saw this trend on Card Kingdom’s website, I decided to do a quick check through some historical data to see if Mox Sapphire was ever worth the same as Mox Jet. According to InQuest Magazine, this was the case…back in 1995! Here’s a comparison of prices for the Power Nine between InQuest’s first issue from May 1995 and their final (150th) issue from October 2007.

Warning: Be prepared to be depressed at how “cheap” these used to be!

Card | Value in InQuest #1 | Value in InQuest #150
Black Lotus  | $150 | $800
Timetwister | $52.50 | $200
Mox Sapphire | $80 | $450
Mox Jet | $80 | $400
Mox Ruby | $80 | $350
Mox Emerald | $80 | $350
Mox Pearl | $80 | $350
Ancestral Recall | $60 | $500
Time Walk | $75 | $400

Back in the early days of Magic, the five Moxes were all considered relatively equivalent in value. However as the years progressed, it became clear that Blue was the best color in Magic, creating separation between Mox Sapphire, Time Walk, and Ancestral Recall and the non-blue Moxes. Note that even as late as 2007, you could still find beat copies of Timetwister for $125-$150 (in fact I once purchased an HP copy on eBay for $125 around 2009).

Of course, thanks to its legality in Commander, Timetwister has soared to new heights becoming the second most valuable piece of Power. Nowadays it’s not even close. In fact, Card Kingdom has a VG copy in stock so it makes for an easy price comparison. VG Timetwister: $7799.99. VG Mox Jet (third most valuable): $5399.99. That’s a delta of $2400!

It’s also interesting to see how Ancestral Recall and Time Walk have dropped in relative price since 2007. Back then, these two blue cards were worth more than the non-blue Moxes. Nowadays, according to Card Kingdom, Ancestral Recall lags behind Mox Jet (but still ahead of Emerald, Ruby, and Pearl) and Time Walk is only ahead of Ruby and Pearl.

Apparently, Mox Emerald has also shown a slight bump in popularity relative to Ruby and Pearl. And Mox Pearl is in a distant last, with near mint copies listed at $800 less than the next cheapest piece of Power, Mox Ruby.

Wrapping It Up

If I had the time, I would look at all the InQuest magazine issues in between 1 and 150 to track the evolution of Power Nine pricing. But that’s not something I can prioritize at the moment, so for now we’ll have to settle for the first and last. (Side note: if anyone wants to embark on a long endeavor, it would be amazing to digitize InQuest Magazine’s pricing data over the years of its existence…I think some folks would pay for access to that!).

Luckily, the two issues of InQuest are spaced far enough apart that we can get a great snapshot of how Power pricing has evolved over the years. We have a data point from 1995, a data point from 2007, and of course a data point from 2021. Over the years, we can see how the five Moxes started to differentiate from one another. At first, only Mox Sapphire outpaced the rest. Then, over the last decade, we’ve seen all five Moxes become slightly different in price from one another.

And, most recently, Mox Jet has demonstrated competition with Mox Sapphire to become the most valuable Mox. I’m not exactly sure what catalyzed this change—likely it’s part of Card Kingdom’s pricing algorithm. But even if that’s all it is, that’s still a reflection of actual sales data from Card Kingdom, so I don’t take the data point lightly. This could be a real trend, and it’ll be interesting to see if it continues over the next decade.

As for my Mox Sapphire for sale, I now have a good idea what my asking price should be. At this point, it really comes down to my motivation (or lack thereof) to take quality pictures of the card and post it for sale somewhere. I’m not eager to sell the card; as I said at the beginning, I don’t like selling my Power. I’ll have to let it go eventually, since my end goal is still to fund my kids’ college costs with Magic. I just don’t need to rush out today and sell it.

I’ll get to it eventually. I have time.

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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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