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How Wizards of the Coast Can Save Standard

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Wizards of the Coast recently made radical changes to Standard, extending the lifetime of all sets from a two-year rotation cycle to a three-year rotation cycle. This allows for a larger card pool in the format and could make room for a more diverse Standard. With no Standard rotation happening in 2023, Wizards took the additional step of banning several cards from the format and announcing changes to their banning policy. These changes all came about as a way to "Save Standard."

This raises the immediate question of "Does Standard even need saving?" Let's assume, as Wizards does, that yes the format needs saving. If that's the case, what are the underlying problems with Standard?

What's the Problem With Standard?

Are Bannings The Issue?

I found it humorous when Wizards stated that part of the reason behind making changes to their banning policy was specifically to help Standard. Their argument was that players were never sure if the cards they were playing were going to get banned as they could make an announcement basically any week. Their chosen solution is a single yearly announcement for all formats with a three-week emergency ban announcement window after every set release.

There was an error retrieving a chart for Fable of the Mirror-Breaker // Reflection of Kiki-Jiki

While I have certainly stepped back from the competitive Standard scene, I have rarely heard anyone mention that the uncertainty behind continued legality was one's biggest concern behind the format. In fact, for those unaware, the old B&R announcements were scheduled 4 times a year, and emergency bans were implemented when necessary. It was only a few years ago that Wizards changed the cadence of announcements to be more flexible due to numerous Standard bannings. The most recent change walks back that flexible policy, to something akin to their older system.

The Decline of In-Person Standard

This problem feels like a red herring, but it is undeniable that there has been a significant decline in in-person Standard play. There is not a lot of solid data for us to look at to compare Standard event turnouts over a period of time to prove this, but there is plenty of anecdotal evidence. Just try to find an upcoming Standard event within 10-25 miles of where you live using Wizards' own Event Locator. How many stores are running Standard events? One? Two? None?

While I don't like relying on anecdotal evidence, I ran a loose poll in the Quiet Speculation Discord asking whose local game stores (LGSs) were still running Standard Friday Night Magic (FNM) events. Few people knew of any. I currently have five LGSs within a 25-mile radius of where I live. None of them currently run Standard events for FNM, whereas, pre-Covid all of them did. Standard was arguably in decline even before the pandemic, but the months-long pause in in-person play of any kind only exacerbated the decline.

What is really Killing Standard Demand?

So what actually is the reason for the decline of in-person Standard? I'd say the short answer is Magic: Arena. The long answer is also Arena. I remember back when Magic: the Gathering Online (MTGO) was first announced, people feared it would kill off paper Magic. Obviously, that didn't happen. The reason why it didn't is actually pretty logical. Players still had to pay to play on MTGO. If you enjoyed playing in paper and online you might have to acquire two playsets of your cards, paper versions, and digital versions. This cost was, and still is, very real for MTGO players. While diehard players had the chance to play whenever they wanted more casual players were less likely to jump in. The same cannot be said for Arena.

Why Pay to Play?

Magic: Arena is a great way to play a lot of Magic for free, and therin lies the current problem with Standard. When Standard is free to play on Arena, why would someone want to pay for physical cards and then pay a store to play in an event? This is the critical question Wizards of the Coast needs to resolve in order to get Standard back to its glory days.

Potential Solutions

Incentives

One Potential Solution is to provide players with an incentive to play in a store.

Years ago, There was just such a system, called the Players Rewards Program, wherein players built up points by playing in different events. After accruing a set amount of points, Wizards of the Coast mailed players special promos. One of the most desirable was the foil textless Cryptic Command.

There was an error retrieving a chart for Cryptic Command

While that was arguably one of the poorest choices to make textless, it is a beautiful card and I remember many people wanting copies back in the day. Sadly, Wizards of the Coast ended the Player Rewards program, in part thanks to a few unscrupulous stores finding ways to abuse the system. I don't doubt that the cost of mailing promos to so many players' homes was also a factor in the decision.

Even if Wizards didn't want to go back down the rabbit hole of managing a program like Player Rewards, at the very least they could return to making highly desirable Friday Night Magic (FNM) promos again.

Back when Path to Exile and Fatal Push were FNM promos, they were easily worth more than the typical $5 FNM entry fee, and the chance to win one was a strong incentive to encourage players to turn out. Obviously, the challenge here is identifying good candidates to make promo cards out of. More often than not, the more valuable promo cards are tied to eternal formats rather than to Standard. Winning non-Standard legal cards at a Standard event can sometimes be at odds with the goal of growing Standard attendance, but hey, they can always be good trade fodder.

There was an error retrieving a chart for Path to Exile

Tournament Byes

Another option Wizards has used in the past was allowing players to earn byes for larger regional tournaments by accruing points won at smaller local events. This mainly affects those who enjoy competing in large events, but these competitors are often the customers who also buy more cards from their LGSs and thus keep the gaming economy going. This particular solution has very little cost to Wizards themselves and marginal cost to tournament organizers, though I suspect it would have the least overall benefit to increasing Standard play mentioned so far.

Random Giveaways

While I often consider random giveaways to be a bit gimmicky, Wizards has already started moving in this direction. They've given out serialized Shivan Dragons and Giant Growths at a few large events. While these types of giveaways may cause some people who were on the fence about attending the next big event to go, they don't do anything to encourage small local event growth.

There was an error retrieving a chart for Giant Growth

One way to do this could be to randomly reward participants via the event registration system. For example, if they mailed special promos to one out of every 5,000 FNM participants, I could see more people wanting to play just for a shot at the Golden ticket. Ideally, winners would be notified immediately so that the store itself could celebrate and everyone could get to feed off that excitement.

Make Standard Fun Again!

I understand that "fun" is a subjective term so this solution is a bit more nuanced, but I think today's "perfect mana" Standards are a problem. When players have access to lots of mana-fixing lands, the focus of decks shifts towards "good stuff piles" rather than focused decks built on a specific theme or synergy. These "good stuff piles" tend to meld together into only a few archetypes, resulting in a stale format as players tire of mirror matches or repeat matches. It is also a lot harder to metagame around these types of decks as they inherently have few if any real weaknesses.

I remember Standards of yesteryear where metagames were far more diverse than they are now. In older Standard formats the big weakness of multi-color decks was their mana fixing. The lack of reliability for a multi-color deck to cast all its spells on time allowed more streamlined decks to go under them. I would argue that any format where you can reliably cast three-or-more colored spells on time after the third turn, is a format that will inevitably get stale.

There was an error retrieving a chart for Spara's Headquarters

The problem with this strategy is that people have come to expect nearly perfect mana in Standard. I don't doubt that many would bemoan their inability to play four and five-color good stuff piles, but for the overall health of the format mana restrictions are a necessity.

Final Thoughts

This article began as a conversation over on the QS Discord server. If you're not yet a member, I suggest checking it out. I feel that if Wizards really wants to bring people back to what once was their flagship format changing B&R announcements and increasing the time between rotations is not enough. While I don't doubt that there are some ideas I have missed, the above ideas are all ones I have discussed with fellow QS members, and friends who are all heavily invested in the game. What do you think is needed to save Standard? What do you think of my proposed solutions? Let me know in the comments below.

What Makes Modern and Legacy Special?

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Call Me Mapson

My name is Michael but most people just use my last name, Mapson. Some of you may already know me as the guy who came in second at a 1300-person Modern Grand Prix with Amulet Titan. Some of you may know me for my Legacy success with various Marit Lage decks. Some of you may not know me at all. Perhaps most importantly though, I'm the guy who once drove three hours to go 0-6 in an event.

I've been playing Magic: the Gathering for about 17 years now, which is horrifying to think about. My friend Adam got me into the game so he would have somebody to play with other than his brothers. That summer I went to my summer camp and found out a lot of the boys in my unit played. That's where I got hooked.

In college, My campus was very near a game store. As I spent more time there my love of Magic only grew. During this time I switched from casual formats to competitive play. I started with Modern and later picked up other constructed formats and became a judge. Magic has become a huge part of my life and my biggest hobby. Like everyone else, I've certainly had my highs and lows with the game.

I’m really excited to join the Quiet Speculation crew. My focus here each week is going to be on Modern and Legacy. I might also drop an article or two about Standard or Pioneer before Regional Championships and Pro Tours. With that in mind, I’m going to talk a bit about what makes Modern and Legacy my favorite formats and what I would play this weekend.

What Makes Modern Great

Modern and Legacy are both fairly open formats. I love that they give people the ability to express themselves in their deck and card choices. It’s neat that people get to express themselves so much in this game. This sentiment is a large part of what makes Commander so popular, I just happen to prefer sixty-card formats.

I love that the top decks have fairly even matchups against one another. In a lot of matchups, it feels like your individual card choices and play decisions matter much more than your archetype. Even though every deck has bad matchups, you can often construct your deck to combat them. Modern rewards you for knowing the metagame and how to beat the hate. However, metagame prediction is challenging because the format is usually pretty open and diverse.

It feels like those two are opposing ideas, but in the end, it really just means you get rewarded for following the format. I really appreciate that Modern readers the fans rather than those who only play occasionally. The complaint I hear the most about Modern is the prevalence of Modern Horizons cards. Most commonly, people call out Fury, Solitude, Urza's Saga, Ragavan, Nimble Pilferer and especially, Wrenn and Six.

There was an error retrieving a chart for Wrenn and Six

The manner in which the cards entered the format doesn't matter to me personally. All that matters to me is their effect on the games. Are these cards too strong? Maybe, I don't really think so though. They're also great answers to many complaints people used to have about Modern. I agree that there are a lot of cards in common between the archetypes. However, the decks play out differently enough to be interesting. Jund Saga and 4c are both decks with Wrenn and Six, Fury, and sometimes Ragavan, but they don't feel at all similar. Consider how Wrenn and Six functions in Scapeshift and compare it to Temur Grinding Breach, 4c Omnath, or Creativity. The same card fills different roles in the deck and feels unique in all of them.

The last common complaint I hear is that games of Modern are too short. People say they aren’t able to make meaningful decisions. While you make fewer decisions than in formats such as Legacy or Commander, you are still making them. In many ways, your decisions actually matter more since the games are so compressed. Questions such as, should you play a turn-one Ragavan on the draw against an opponent's possible Wrenn and Six make for exciting points of tension. One wrong choice can end the game! I'll end with this, Modern is the most popular 60-card format for a reason.

What Makes Legacy Great

That’s enough about Modern. Time for Legacy. People say all the time that the format is dead but that's just not true. Yes, I understand that it is no longer very relevant to paper Premier Play and it hurts. Thankfully, Legacy is still contributing to online Premier Play. It made sense to remove it from paper due to the rising financial barrier. Online, prices are much more manageable, especially with rental services. Also, Magic is first and foremost a game. Many of us have Pro Tour aspirations, but Legacy doesn't need to get there to be a fun experience. 

Legacy is one of the most misunderstood formats in the game. People operate under the assumption you have to play blue to be successful and that's simply not true. It can certainly help, but players like John Ryan Hamilton, Newton Hwang, Julian Knab, and Albert Lindblom have made names for themselves among Legacy greats without casting Brainstorm.

Legacy games involve a lot of decisions. This really rewards you for having a good understanding of how games should play out. The decisions on a whole are less impactful than in a lot of other formats but you make many more of them over the course of a single game. You have a lot of agency over how the games play out because of the vast amount of card advantage and tutors in the format. It really feels like you have more opportunities to trap your opponent and craft these elaborate stories. There are definitely matchups that are lopsided such as Naya Depths vs Doomsday Combo, or Elves vs The Epic Storm, but they aren't the norm. It's possible to overcome a lot of bad matchups by understanding what the game is about better than your opponent.

What To Play This Weekend

Legacy

I've got a Legacy 5k and 10k to win this weekend so I thought I'd share where my head is currently at. Legacy has been fairly open since the last round of bannings. The two biggest winners seem to be Tundra decks and Artifact decks.

The Boogeymen

I expect Painter and 8cast to be among the most popular decks this weekend. Especially in paper as 8cast is one of the cheapest competitive decks in the format. I would highly recommend showing up with artifact hate in your sideboard this weekend. Cards like Serenity, Meltdown, Collector Ouphe, and Seeds of Innocence, all do wonders here but even cards such as Wear // Tear or Force of Vigor that aren’t exactly hammers can still be part of the plan.

As I mentioned, the Tundra decks are also looking really nice to me. Marcus Ewaldh aka iwouldliketorespond on Magic the Gathering: Online has been consistently putting up results with his UW Saga Deck, and Cephalid Breakfast also remains a strong choice.

UW Saga by Marcus Ewaldh

Creatures

2 Snapcaster Mage

Planeswalkers

2 Teferi, Time Raveler
2 Narset, Parter of Veils

Spells

4 Brainstorm
4 Ponder
2 March of Otherworldly Light
2 Prismatic Ending
4 Swords to Plowshares
2 Minor Misstep
2 Spell Pierce
2 Force of Negation
4 Force of Will

Artifacts

1 Retrofitter Foundry
1 Soul-Guide Lantern
4 Staff of the Storyteller

Lands

3 Island
2 Plains
2 Tundra
1 Volcanic Island
4 Flooded Strand
1 Karakas
1 Arid Mesa
4 Scalding Tarn
4 Urza's Saga

Sideboard

1 Pithing Needle
1 Mountain
2 Pyroblast
1 Surgical Extraction
2 Red Elemental Blast
3 Terminus
1 Containment Priest
1 Hydroblast
1 Lavinia, Azorius Renegade
2 Deafening Silence

At the end of the day it seems like maybe just having Urza's Saga in your deck is the best thing to be doing. If you don't want to play Saga I would also look at the 4c Zenith decks that have been tearing it up. Three copies in the top 8 of the Showcase Challenge is insane, not to mention Stefan Schutz aka MentalMisstep winning the Legacy Super Qualifier with it two weeks ago. The deck has the tools to out-grind the UW mages while also having some really hard-hitting bullets to tutor up vs artifacts, putting it in a great spot.

To be honest, I'm not sure what I'm playing, I will likely register Naya Depths. The matchup spread is similar to the Zenith decks and it is also just my favorite deck. I think Zenith is a better choice but my proficiency with Depths should make up the last few percentage points.

Naya Depths by Michael Mapson

Creatures

4 Elvish Reclaimer
1 Sylvan Safekeeper
1 Endurance
4 Knight of the Reliquary
1 Ramunap Excavator

Spells

4 Swords to Plowshares
2 Prismatic Ending
3 Crop Rotation
4 Green Sun's Zenith

Artifacts and Enchantments

3 Mox Diamond
2 Sylvan Library

Planeswalkers

2 Minsc & Boo, Timeless Heroes

Lands

1 Bojuka Bog
2 Dark Depths
1 Dryad Arbor
2 Flagstones of Trokair
2 Forest
1 Karakas
1 Plains
1 Plateau
2 Savannah
2 Sejiri Steppe
1 Taiga
3 Thespian's Stage
3 Wasteland
4 Windswept Heath
2 Yavimaya, Cradle of Growth

Sideboard

1 Choke
1 Collector Ouphe
2 Deafening Silence
1 Endurance
2 Surgical Extraction
2 Force of Vigor
1 Outland Liberator // Frenzied Trapbreaker
2 Pyroblast
1 Red Elemental Blast
1 Seeds of Innocence
1 Tower of the Magistrate

Modern

In Modern, Creativity and Rhinos have been everywhere lately. Jeskai Fair Breach has also been putting up some impressive results. It's pretty hard to go wrong with any of those decks. Between the three I would go with Creativity or Breach. Having access to Teferi, TIme Raveler and Spell Pierce seems really good right now. I would also look into playing Living End. Living End historically beats up on Rhinos and Creativity. If those are going to remain popular, it seems like a solid choice. I would make sure my Living End deck had copies of Subtlety to help combat the prominence of Teferi.

Jeskai Fair Breach by Burnt_Taco77

Companion

1 Jegantha, the Wellspring

Creatures

4 Dragon's Rage Channeler
4 Ragavan, Nimble Pilferer
4 Ledger Shredder

Planeswalkers

2 Teferi, Time Raveler

Spells

4 Consider
4 Lightning Bolt
2 Prismatic Ending
2 Spell Pierce
3 Unholy Heat
4 Expressive Iteration

Artifacts & Enchantments

4 Mishra's Bauble
4 Underworld Breach

Lands

1 Arid Mesa
1 Fiery Islet
3 Flooded Strand
1 Hallowed Fountain
1 Island
1 Mountain
1 Sacred Foundry
4 Scalding Tarn
4 Spirebluff Canal
2 Steam Vents

Living End by MeminoNey

Creatures

1 Brazen Borrower // Petty Theft
4 Shardless Agent
4 Architects of Will
4 Curator of Mysteries
4 Grief
4 Street Wraith
1 Colossal Skyturtle
4 Striped Riverwinder
3 Waker of Waves

Spells

4 Living End
4 VIolent Outburst
4 Force of Negation

Lands

1 Boseiju, Who Endures
2 Botanical Sanctum
2 Breeding Pool
1 Forest
1 Island
4 Misty Rainforest
1 Otawara, Soaring City
2 Scalding Tarn
2 Spirebluff Canal
2 Steam Vents
1 Sunken Ruins

Sideboard

2 Endurance
2 Mystical Dispute
2 Force of Vigor
2 Foundation Breaker
3 Leyline of Sanctity
2 Leyline of the Void
2 Subtlety

Outro

Anyway, I think it's time for me to go. Hopefully, you enjoyed this introductory article. Good luck if you're playing any Magic this weekend. I assume a lot of you will be at Prereleases so I hope you pull some sweet The Lord of the Rings: Tales of Middle-earth cards. Maybe you'll even open The One Ring. I'll see you next week to discuss how my events went and the impact Tales of Middle-earth is having on our two favorite formats.

Not “The One:” Assessing Tales of Middle Earth for Modern

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For the first time, one of these Commander-centric special sets will be legal in Modern. Legacy players have enjoyed that perk since Wizards started releasing them, but younger formats had been immune. Companies like money, and Modern is far more popular than Legacy, so Wizards is clearly hoping to drive sales with this legality change. Not that they needed the help thanks to The One Of One Ring promotion. That said, Wizards is hoping that these cards see Modern play. Will they?

Not Modern Horizons 3

The first thing to address is that contrary to some fears, The Lord of the Rings: Tales of Middle Earth is not Modern Horizons 3. It's not even close. There are a lot of interesting cards that aren't powerful enough for Modern, a few that are quite good, and at least one that will have an effect on Legacy. Otherwise, it's an incredibly flavorful set aimed at Commander. It's closer in power to a hypothetical Pioneer Horizons.

The Headline Mechanic

On that note, the headline mechanic is The Ring. This is perfectly on-theme, and I will say that the entire set is a massive flavor win for those like me who've read the books multiple times. The Ring is similar to both "venture into the dungeon" from Adventures in the Forgotten Realms and the initiative mechanic from Battle for Baldur's Gate in that it creates an outside-of-the-game marker to keep track of.

The difference is that the previous mechanics happened independently of anything else, whereas The Ring is tied to creatures. (For the details on the mechanic, check out the Wizards article.) The fact that The Ring does nothing unless players have a Ring-bearer means that it is significantly weaker than initiative, which led to bannings in Legacy and Pauper. The question then becomes how it stands up to venture.

Middle (Earth) Mechanic

I noted in my article on dungeons years ago that incremental advantage is playable, and the rewards for moving through the dungeons are quite solid. The problem was how long it took to move through each dungeon, and that ultimately the enablers were too weak for constructed. Outside of Standard, the only venture card to see play is Acererak the Archlich as a finisher in Legacy Aluren.

There was an error retrieving a chart for Aluren

The Ring is worse than venture in that getting any value out of the mechanic requires either attacking with the Ring-bearer or having a card that cares about temptation. So creature removal shuts down The Ring, unlike venture. However, the bonuses of The Ring are permanent and build over time, so all it takes is one bearer to survive to attack. The abilities are decent, with the third being best since it bypasses protection and indestructible.

I'd put both mechanics as decidedly mid, with The Ring being ahead of venture on useability and behind on flexibility. They're not terrible, but are a little clunky, and require jumping through hoops to pay off. It will come down to whether there are playable enablers. The Ring beats venture on that metric, so it's ahead though still really mid.

Repeatability Key

The biggest plus for The Ring is that there is a dedicated enabler whose only purpose is tempting Ring-bearers. Venture has nothing remotely close to Call of the Ring.

If a deck exists that wants to make sure it always has a bearer, Call will absolutely do the job. If venture had this, it'd be much closer to initiative. The issue is that Call does nothing on its own. Even when it does something, it's only on upkeep. That's a really big ask for Modern, especially for a mid mechanic like The Ring.

There are other ways to repeatedly trigger temptation with one card, but they're aimed at Commander. The only exception is our dear friend, Frodo Baggins, but there's an asterisk there, too.

In a legendaries-matters deck, Frodo would stand out were the intention to make the other legends Ring-bearer. Making Frodo carry the horrible thing is unlikely to end well. I have doubts as to the viability of such a deck, but if it is in fact viable, Frodo would be among friends.

The other cards require considerable hoops being jumped to get additional temptations. That said, I actually think that Sauron, the Dark Lord has a chance in Modern. Here temptation is rather incidental to the overall card, but when it all comes together, there's a big a payoff that never stops rolling. However, that's not the actual reason Sauron might see play.

No, the reason that Grixis decks might play Sauron is that ward condition. There are very few lengendaries that see regular play. Ragavan, Nimble Pilferer is the most common, and then it's Omnath, Locus of Creation and The Ozolith, both versions. Most decks won't be able to kill Sauron at all if it lands, and even then, the legendary sacrifice can be killed in response to the trigger.

The Incidentals

That said, temptation is treated similarly to cantrips and appear on a lot of cards, apparently randomly. Most of them aren't remotely playable, but one that will definitely see some play is Samwise the Stouthearted.

I've heard a lot of chatter about Samwise as a Project X-style combo piece like Saffi Eriksdotter. I don't know how it's going to work, but I'm certain that there will be plenty of players trying this combo and consequently Samwise will tempt plenty of players. Whether they'll actually need it is another matter. A combo deck normally doesn't attack.

Of all the other incidentals, I think that two might see play not on their merits but thanks to Izzet Prowess. Birthday Escape and Ranger's Firebrand could make it in Prowess, with Birthday far more likely than Firebrand.

Being one mana spells is a good start, but Prowess might actually want The Ring. The prowess creatures would like to be harder to block, and the whole deck does nothing but attack. There is the issue that creature removal is already good against Prowess. Escape and Firebrand are only playable if Prowess really wants to be tempted, so this does seem precarious. Escape being a cantrip makes it more likely since it can find better cards, but I'm skeptical.

Do Legends Matter?

The other big theme of LoTR is legendary matters. There are a ton of legendary creatures and even more cards that are improved by having a legendary creature. While this slant is, again, clearly targeted at Commander, there will be players trying to make legendary matters work in Modern. After all, we all tried back when Mox Amber was printed.

There was an error retrieving a chart for Mox Amber

The issue is that Amber has never really facilitated any kind of legends matter deck. Amber's seen plenty of play, but near exclusively as a function of Emry, Lurker of the Loch and Urza, Lord High Artificer. LoTR wants us to play legends in a beatdown role. I'm certain that many players will try to wield all the characters alongside Amber, but I'm skeptical it will work.

The problem is that it is necessary to play multiples to actually see the cards. However, duplicate legends are useless unless the opponent is killing them. Thus, legends matter decks have problems actually casting spells. Rona, Herald of Invasion could be employed to help, but she's not aggressive, which is what the LoTR legends are pushing towards.

The Last Hope

If there is anything to these hypothetical legendary matters decks in Modern, it will be thanks to one card from LoTR, Flowering of the White Tree. The extra point of power for legends is nothing compared to giving all of them ward.

Being legendary itself is surprisingly irrelevant, as all the cards that care about legends are looking for legendary creatures or artifacts in Sauron's case. That's probably a good thing since multiple Trees could quickly overwhelm any opponent. As it is, this will simply give the deck a push toward viability. It is certainly the card that caused the chattering about legends matters in the first place.

The secondary possibility is that legends matter pushes toward a value deck rather than beatdown. If that's the case, then the legends matter lands will be a critical piece.

Rivendell in particular provides desperately needed deck smoothing in what would otherwise be a fairly clunky deck. Great Hall of the Citadel is likely unnecessary in Modern, but I've been surprised by cards like this before.

Build Me a Worthy Army

The final major mechanic in LoTR is amass. This isn't a new mechanic and debuted in War of the Spark. There, it made Zombie armies, but this time it makes Orc armies. The mechanic is otherwise identical. Amass didn't do much in any format last time around, though that could be that it was simply overshadowed by planeswalkers then Throne of Eldraine. That isn't really the case this time.

That said, I wouldn't expect much from amass this time around either. Similarly to tempt, amass is often used like a cantrip add-on to otherwise underpowered spells. That's great for Limited but not usually good enough for constructed. For the most part, each instance of amass only makes a 1/1 Orc, which isn't a supported tribe and so the value is limited.

Shoot to Kill

The exception is Orcish Bowmasters. The actual card itself is quite desirable; amassing orcs is just gravy.

The dream with this card is to land it in response to Brainstorm, decimate the opponent's board, and be left with the Bowmasters and a 4/4 Orc Army. It's such an appealing thought that I suspect Bowmasters will upend Legacy for at least a few weeks. I doubt Legacy players will let this completely redefine the format, though.

Bowmasters faces a tougher road in Modern. Card drawing and cantrips are sparse here. Bowmasters is best against UR Murktide where it can snipe Ragavan, Nimble Pilferer and trigger off Mishra's Bauble, Consider, and Ledger Shredder. No other deck has that kind of card drawing density, so I think Bowmasters is a niche sideboard card. Two 1/1s and a ping for two mana isn't worth a whole slot in most matchups.

An Upgrade

Finally, I'd be remiss to snub the one card in this set I'm definitely going to play. Reprieve is almost a strict upgrade on Remand, a card that still sees play in Modern occasionally.

Unlike Remand, Reprieve doesn't counter, so it gets around all those "can't be countered" clauses. The only reason I can't call it strictly better is that it's in a different color. Remand has been said to be the closest thing in Modern to Time Walk, and I expect Reprieve to be no different. I will be testing this as an anti-control sideboard card in Humans. In the right metagame, it'd be mained.

Outside of that use, it is unclear how much play Reprieve will see. Were this legal in Pioneer, it'd be a maindeck all-star in a lot of decks I play. It's certainly no slouch in Modern, but leaving up mana is much riskier in this metagame than in Pioneer. Modern is and has always been tempo-centric, and falling behind is dangerous. Reprieve might end up being a good card in the wrong format.

Concluding the Tale

The Lord of the Rings: Tales of Middle Earth is an interesting and flavorful set that has a lot of cards that will shine in not-Modern. The actual pickups for Modern are fairly narrow and rely on other cards being played to be relevant. There are a lot of borderline cards in this set, and you never know what might actually make it. But first, there's plenty of metagame inertia to overcome.

Recovering Hope with Lotus Combo in Pioneer

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In today’s video, I’m stepping a bit out of my comfort zone to play an awesome new version of an established powerhouse in Pioneer: Lotus Combo. So far I've played one league with this deck on Magic: Online (finishing 3-2), and a four-round weekly at my local game store (LGS). I lost in the finals in a mirror match where my opponent outplayed me thanks to their better familiarity with the deck.

I'm still learning the deck and working to finish building it in paper, but I'm having a ton of fun playing. If you like heart-pounding games and piloting decks with a ton of decisions and a high ceiling this may be an amazing choice for you at your next RCQ.

Chandra, You're Our Only Hope

Chandra, Hope's Beacon is the new hotness for this deck. She allows you to play as few win conditions as possible, which as an Azorius Control player at heart I really appreciate. You may be looking at the deck and asking yourself "How in the world does this deck actually win?" The answer: looping Chandra, Hope's Beacons with Bala Ged Recoverys over and over until your opponent's life hits zero.

There was an error retrieving a chart for Chandra, Hope's Beacon

How the Combo Works

Let's assume that we already have two Lotus Fields in play. To combo off, we need at least two Bala Ged Recoverys and a Chandra, Hope's Beacon in our hand and/or graveyard.

Let's say we have all three in our hand. First, we play Chandra, Hope's Beacon followed by a Bala Ged Recovery. This triggers Chandra, Hope's Beacon's passive ability, which copies the first instant or sorcery we cast with her on the battlefield. It is important to note that it's the first instant or sorcery that we cast with her on the battlefield, not the first of the turn. If it only copied the first of the turn the combo wouldn't work.

There was an error retrieving a chart for Bala Ged Recovery // Bala Ged Sanctuary

With the first Bala Ged Recovery, we want to return something in our graveyard that untaps lands, typically a Hidden Strings or a Pore Over the Pages. That way we can untap our Lotus Field and continue our combo.

There was an error retrieving a chart for Pore Over the Pages

Ok, once we have a card that can untap our Lotus Fields, we can grab literally anything with our second copy. Next, we minus X for five on Chandra, Hope's Beacon's ultimate ability, targeting our opponent. Then we can cast the other Bala Ged Recovery in our hand to return Chandra, Hope's Beacon to hand.

There was an error retrieving a chart for Lotus Field

From there we just repeat the process until our opponent is dead and we win the game. Easy peasy, right? Maybe not, but I promise that once you see it in action you will get the idea quickly. The combo becomes even less convoluted when we get to cast Emergent Ultimatum.

Emergent Piles

The easiest path to victory is by having multiple Lotus Field's in play untapping them and casting Emergent Ultimatum. That's the simple part. The question then becomes what cards do we get after it resolves?

My Favorite Emergent Pile

The answer can be nuanced and contextual, but generally, the best pile is Chandra, Hope's Beacon, Behold the Beyond, and Omniscience. The reason is that no matter what they give us, we can typically win with only one untap effect. Say they give us Chandra, Hope's Beacon and Behold the Beyond—which is typical when you present these three cards, because who wants to make their opponent's spells free? Assuming they give us these two, we can put Behold the Beyond on the stack after Chandra, Hope's Beacon that way Chandra resolves last. Trust me, we don't want to copy Behold the Beyond.

From there we can get Hidden Strings, Pore Over the Pages, and Dark Petition. We Strings the Lotus Fields, cast Pore Over the Pages, and then depending on what we draw off of Pour, go get Bala Ged Recovery. Sometimes we can just grab Omniscience from the Dark Petition because we have so much mana. From there all our spells from hand are free.

There was an error retrieving a chart for Behold the Beyond

Emergent Piles With Lier

Another Pile we can get is Chandra, Hope's Beacon, Behold the Beyond and Lier, Disciple of the Drowned. This is best when we have a graveyard stacked full of untap spells. It allows us to resolve Chandra, Hope's Beacon and Lier, Disciple of the Drowned and from there go off with all the Pore Over the Pages and/or Hidden Strings in our graveyard. Otherwise, we just go get our three best cards with Behold the Beyond and win from there.

Something to keep in mind is that if we play Lier and Omniscience, the cards we cast from the graveyard via Lier aren’t free. We must be mindful of that when making decisions based on Omniscience and Lier.

There was an error retrieving a chart for Lier, Disciple of the Drowned

Other Emergent Piles

The amazing thing about this deck is that there are seemingly countless piles we can grab depending on the situation. The deck is extremely flexible on how it sets up wins. Even if the main board win condition is always looping Chandra, Hope's Beacon over and over again with Bala Ged Recovery.

The Decklist

Lotus Combo, Pioneer

Instants

4 Hidden Strings
4 Impulse

Sorceries

3 Bala Ged Recovery // Bala Ged Sanctuary
1 Behold the Beyond
2 Dark Petition
3 Emergent Ultimatum
4 Pore Over the Pages
2 Shimmer of Possibility
4 Sylvan Scrying

Planeswalkers

1 Chandra, Hope's Beacon

Creatures

4 Arboreal Grazer
4 Vizier of Tumbling Sands
1 Lier, Disciple of the Drowned

Enchantments

1 Omniscience

Lands

3 Boseiju, Who Endures
4 Botanical Sanctum
1 Breeding Pool
1 Forest
1 Lair of the Hydra
4 Lotus Field
2 Otawara, Soaring City
2 Temple of Mystery
4 Thespian's Stage

Sideboard

1 Depopulate
3 Leyline of Sanctity
2 Pithing Needle
1 Ritual of Soot
4 Silence
2 Supreme Verdict
2 Zacama, Primal Calamity

Don't Miss the Video!

Now that you know some of the lines and why I like this version of Lotus Combo it's time to go and watch the video! If you are anticipating a midrange meta full of Rakdos Mid and Fires at your next RCQ this is a great option that has game in many different scenarios! Go check out the gameplay video and don't forget to Like and Subscribe to the Quiet Speculation YouTube Channel!

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LessAlex

LessAlex, AKA Alex Blackard, is a Magic: The Gathering content creator who is passionate about playing Control decks in Constructed, particularly in the Pioneer, Modern, Explorer, and Historic formats. He also enjoys experimenting with combo decks and brewing up new and exciting strategies to stay ahead of the competition. With a focus on in-depth strategy breakdowns and gameplay, LessAlex offers a unique perspective on the game that is both entertaining and informative. His competitive resume includes a Top 4 at an SCG Open in 2014, splitting an NRG Trial in 2017, as well as countless SCG IQ Top 8s and Game Day wins. He hosts The Control Freak Podcast where he discusses playing Control decks in Constructed, and brings on guests including prominent players and creators to share their expertise. You can catch him streaming on Twitch weekdays at 9 am, and on his YouTube Channel for even more content.

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Adding a Personal Touch to Commander Decks

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Last weekend something amazing happened: my son and I met up with a new friend and his brother, and the four of us enjoyed a couple of games of Commander! Not only that, but we also seemed to strike the perfect balance across our four decks in terms of power level—not one of our decks ran away with the game. It was beautiful, and I hope to meet up again soon to play some more.

This is important to me because I enjoy playing the format only when I can sleeve up some older, oddball cards for the kicks without getting run over in early turns. Some competitive Commander players tend to do this, but I was fortunate in that my friends were patient and played for fun as well.

Which oddball cards am I referring to? I thought you’d never ask! I currently have three Commander decks built, and this week I’ll share a few fun, lesser-known pet cards I include in them in order to spice up my games without doubling down on power level. Who knows? You may find something quirky enough to try yourself!

Deck 1: Teferi, Mage of Zhalfir (mono blue)
Deck 2: Judith, the Scourge Diva (black-red)
Deck 3: Saheeli, the Gifted (blue red precon with some modifications)

Pet Commander Cards – Teferi

When I first discovered Commander, sometime around 2008, it was still referred to as Elder Dragon Highlander (EDH). My first build was a goofy one that championed Johan as general—it was more for the sake of having a Commander deck built than anything I took all that seriously.

There was an error retrieving a chart for Johan

The second deck I built was a mono-red deck that I didn’t really enjoy playing. It has since been taken apart, leaving my third Commander deck ever, Teferi, Mage of Zhalfir, as my oldest intact deck.

One-colored decks can lose their luster and replay value at times because they tend to be fairly one-dimensional. In order to keep things interesting, I’ve decided to keep some quirky cards sprinkled throughout the deck to create interesting (or, at least bizarre) in-game situations.

On top of the list is one of my favorites, Psychic Battle. Have you ever seen this card in play before? Before there was a battle card type, there was the OG battle! Personally, I think it’s criminally underplayed.

There was an error retrieving a chart for Psychic Battle

If you really wanted to exploit this card to the fullest, you could play cards like Soothsaying to manipulate the top of your library at instant speed. If you just want to insert a random mini-game into your Commander games, though, I wouldn’t bother. Just slam the card on the table and enjoy reminding your friends repeatedly about the card’s trigger. You’d be surprised how many times something is targeted in a single game!

While I’m on the theme of enchantments, I’ll throw in Precognition, Sunken Hope, and Shimmer as honorable mentions—all three are in my deck. Precognition gives you some control over what your opponents draw, Sunken Hope creates some interesting interactions with creatures that have "enters the battlefield" (ETB) effects, and Shimmer can really slow down one- or two-colored decks. It's also on the Reserved List and is worth a little bit as a result.

There was an error retrieving a chart for Shimmer

None of them help you much with winning, mind you, but I smile each time I cast them.

Shifting gears, I have two fun artifacts worth considering: Portcullis and Booby Trap. I include Portcullis in multiple Commander decks, and I still think it’s criminally underplayed. In multiplayer games especially, the card creates an interesting tension as players debate destroying the gate or leaving it there to earn more time stabilizing their game plan.

Booby Trap has never been a particularly good card, but it’s a card I remember trying to break in my childhood. Including it is a nod to that memory, but it also combos very well with Precognition!

Legerdemain is another worthwhile inclusion that lets you interfere with opponents’ game plans. Lastly, if you want a way of dealing with other players’ generals without obnoxiously countering them over and over again, you could try playing Ixidron, another one of my favorites.

There was an error retrieving a chart for Ixidron

I laugh each time my opponents inevitably ask, “How do I flip them back over?” I will answer sarcastically, “You pay their morph cost.” Until then, enjoy those 2/2 creatures!

Pet Commander Cards – Judith

This is my most recently built deck, and it’s the first and only deck I’ve ever built with a unified, synergistic strategy in mind. This is a sacrifice-themed deck, modeled after my favorite deck to play in Explorer on Arena. Witch's Oven, Cauldron Familiar, and Mayhem Devil all on the battlefield at once creates my “happy place”.

Because it’s more finely tuned, I don’t have as many pet cards within. Rest assured, however, that the couple I do have in the deck are really strange!

First, I’ll mention one of the strangest enchant worlds I’ve ever seen (and arguably one of the strangest accompanying arts to boot): Elkin Lair.

There was an error retrieving a chart for Elkin Lair

Have you ever seen this card before? It’s a red enchant world from Visions, and believe it or not, it is on the Reserved List! That’s right. We’ll never see this card reprinted again. A real tragedy.

I like this card because it forces action. Players have to play a random card from their hand each turn, or else that card is discarded. The card is particularly adept at neutralizing counterspells, and I always find its effect offbeat and interesting.

The other pet card I play in this deck is the sorcery Illicit Auction.

There was an error retrieving a chart for Illicit Auction

This card has exactly two printings: Mirage and Sixth Edition; it remains obscure and underappreciated. In a one-on-one match, I’m less excited about the card. Creating a bidding war amongst a pod of four players, however, can make for a fun subgame.

Pet Commander Cards – Saheeli

I acquired the Exquisite Invention Commander deck from a friend last year and decided to make it my third deck. As built, the list didn’t have any personal touches—this is one of my issues with preconstructed Commander decks. Without throwing in some quirky cards, they just don’t sufficiently reflect me as a player.

To save a few bucks, I ended up selling the most expensive cards from this precon and replaced them with less powerful, but (in my opinion) more interesting cards.

Right off the bat, I added Portcullis—it remains one of my favorites. After that, I went through my anemic trade binder and pulled out red and blue cards that looked at least remotely interesting.

For example, Jhoira, Ageless Innovator seems playable in a deck themed around artifacts, so why not give it a shot? I also had a copy of Chaos Dragon sitting in my binder, seeing no play whatsoever. The requirement to attack combined with the d20 roll to identify who can be attacked strikes a chord with my style. It’s akin to another mini-subgame dynamic within a broader match of Commander.

I opened a copy of Fire // Ice recently from a pack of Modern Horizons 2. Rather than wallow in frustration for opening a bulk rare in my $6 booster pack, I decided to make use of the card—what better place than a blue-red Commander deck? The same goes for Kairi, the Swirling Sky. I opened this mythic rare from a pack of Kamigawa: Neon Dynasty and decided to give it a shuffle in the deck. It’s basically a bulk mythic, so I might as well try playing it!

There was an error retrieving a chart for Kairi, the Swirling Sky

Last, but not least, I have one throwback card from when I was a casual player through and through. I remember reading about this card back in 2007 and getting really excited about it. My two closest friends (at the time) and I each cracked open a booster box of Planar Chaos the weekend the set came out, and when we each opened our copy of this card we considered it a win!

The card I refer to is none other than Torchling.

There was an error retrieving a chart for Torchling

It turned out this card was not in the same galaxy as its predecessor, Morphling, but that didn’t matter to us. The throwback of the card, the familiar artwork, and the iconic nature of the card all contributed to what we loved so much about Planar Chaos.

For the past few years, the card had been sitting in my trade binder—no one wants the card, it has no real value anymore, and it’s not good enough to see competitive play. I’m excited to give it a home again.

Wrapping It Up

If your number one goal is to win a game of Commander when you play, we probably won’t be evenly matched. My decks do things, and they can win, but they aren’t optimized to do so. Instead, I love to leverage Commander as the format that allows me to play quirky, off-the-beaten-path cards that resonate with me as a player. These usually aren’t great cards, but they're the ones I have the most fun playing with.

In all honesty, this is what attracted me to Magic as a game over 25 years ago. The fact that each player can find the style of gameplay that mirrors their personality most, and then build decks tailored to experience that style of gameplay, is one of the best characteristics of this game. It’s what got me excited about playing Magic back in 1997, and it is what continues to excite me about the Commander format in 2023.

Many Commander players take things to the next level and play a finely tuned deck geared to win quickly and definitively. Fortunately, this doesn’t define every Commander player, and I’m blessed to have found a new friend who is willing to play games for fun’s sake. Hopefully, we can battle again soon, because this could inspire me to build new quirky decks, giving me a reason to remain engaged in this hobby for years to come.

The Best of MOM: Lists, Rankings, and Made-up Trophies

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As Draft formats go, March of the Machine (MOM) is considered by some to be the GOAT. Despite being labeled a Prince Format, it offers depth and gameplay. Initially, this format was defined by its bombs, but evolved into a complex and deep environment with plenty of niche decks and new archetypes that seemed to emerge on a weekly basis.

Because of the Multiverse Legend and Battle slots, each pack was loaded with power. The fears about power levels, however, eventually dissipated. With so many build-arounds, drafters tinkered to their heart's content.

This week, we'll put a bow on our MOM coverage in traditional manner, and review the format with rankings and awards.

Archetype Power Rankings

  1. UB Value - The format's most potent combination held a smorgasbord of value plays. The blue commons are exceptionally deep. Both Halo Forager and Invasion of Amonkhet // Lazotep Convert play like rares. Card draw and removal is a timeless combination, but it gets a leg-up in a slower format dominated by additional rares and uncommons from the Battle and Multiverse Legends slots in each pack. When games go long, players amass lands and find their bombs.
  2. UW Tempo - While UW Knights was probably the best version of this deck, Hopper Aggro was also a force to be reckoned with. These decks leveraged aggressive starts and discounts on convoke cards to out-tempo the slower, multi-colored decks in the format.
  3. RB Sacrifice - MOM offered one of the most interesting versions of this archetype in recent memory. It certainly could play a more aggressive gameplan, but it also lent itself well to a slower, more value-oriented approach. This made drafting the deck a more nuanced experience, but also provided options like splashing a third color off of treasure, or even just leaning into powerful three-color options.
  4. Blighted Burgeoning Green - The impact of extra rares and softened aggro was felt most prominently in the success of this archetype. This format offered a cycle of common dual lands, land cyclers, and both green and colorless fixing. If we are able to collect those pieces and enough powerful payoffs to make it worthwhile, then this deck had the potential to drag opponents through the mud.
  5. GW and RW Aggro - Both of these decks were dependent on their signpost uncommons, but when able to get multiple copies of Botanical Brawler or Mirror-Shield Hoplite, their power was insurmountable. GW had a little more depth in the form of uncommon payoffs, while RW leveraged aggression better.
  6. Brews - This format provided opportunities to brew. Whether combining Raff, Weatherlight Stalwart and Tiller of Flesh to grind out opponents with removal or pairing backup creatures and Trailblazing Historian with Horobi, Death's Wail, players could approach the format with creativity. While these decks didn't come together often, they were plenty powerful.
  7. Abzan Phyrexians - The Abzan colors had powerful cards, but struggled to generate potent engines. Still, with strong one-for-one removal and the right threats, these decks could get there.

Color Rankings

  1. Blue - Blue felt similar to red in Phyrexia: All Will Be One (ONE). It wasn't as aggressive, but it was just as deep. Any deck that was mostly comprised of blue cards was fine. Blue's flexibility was a defining characteristic. It played an aggressive tempo-based game, as well as being a dominant card advantage color.
  2. Black - Removal, removal, removal. This color answered the rares in the format better than any other. Deadly Derision and Final Flourish were two of the formats best answers. Unseal the Necropolis provided a great way to grind out games.
  3. White - There's a steep drop off after black. I have white ranked slightly higher than green on personal preference. It was the most aggressive color, and cards like Aerial Boost and Bola Slinger proved easy-to-get, potent role players in aggressive strategies.
  4. Green - My least favorite color in the format still deserves some credit for being the best splash enabler.
  5. Red - There was a lot of play to red in this format. Volcanic Spite is universally strong, but many of the commons shift in value in different archetypes. Ral's Reinforcements can range from excellent role-player to sub-par two drop in the wrong deck. Beamtown Beatstick and Wrenn's Resolve have a similar tension to them. Either way, red had some cards that truly did flop. Thrashing Frontliner, Searing Barb, and Pyretic Prankster // Glistening Goremonger in particular did not live up to expectations.

The Uncommon Common

This was the most obvious recipient since we debuted this series. We identified it in our preview guide, and while I briefly considered an alternative, my error was short-lived.

There was an error retrieving a chart for Preening Champion

Preening Champion is a silly card. We start off with a Wind Drake, throw in a 1/1 that can actually fix our mana through convoke, and slot it into the most supported creature type: Knights. Because of cards like Artistic Refusal and Halo Hopper, the bird was even better than presumed.

This card was probably the only common in the format I was genuinely happy to first-pick. While many commons performed well, and the overall card quality in the set is high, Preening Champion stood alone at the top of the mountain.

The Gust Walker Trophy

Awarded each set to the format's best common two-drop, I personally consider The Gustwalker Trophy our most prestigious award. Yet MOM had no obvious taker. My first consideration were the three flip creatures. I predicted they would be top commons in their colors, but all three of them fell flat.

Swordsworn Cavalier is the most threatening two-drop in the format. When supported with knights, it can seem unblockable in the early game. Paired with Tetsuko Umezawa, Fugitive, it actually is. And it's the only card in the format that synergizes with Kwende, Pride of Femeref. However, its nomination was denounced, as its credentials are a little too narrow. Similarly, Ral's Reinforcements is very strong in some decks. Again, though, its overall power level was a little too low, and in many decks it felt out of place.

The truth is, gameplay in MOM is not really about the common two-drops. In fact, the best two-drops are cards that trade with more relavant cards. Saiba Cryptomancer boasts the highest GIH WR%, while Nezumi Informant has the format's best IWD. This basically tells us that it's more important that a two-drop trades with a card (via discard or countering a removal spell). Emotionally speaking, I feel as though this fails to live up to the spirit of the award. However, I would not be honoring the legacy of Gust Walker by ignoring the results.

There was an error retrieving a chart for Saiba Cryptomancer

Ultimately, the award goes to Saiba Cryptomancer. While it's a little bit more finicky than Nezumi Informant, its versatility as blue's best combat trick and a counterspell that leaves behind material makes it one of the more frustrating cards to play against.

The Scourge of the Format

Most of the groan-inducing cards in this format are rare. I'm not sure this format had a true scourge. Rares like Boon-Bringer Valkyrie, Chrome Host Seedshark and Sunfall might be more deserving of this award. But complaining about rares? What are we, the internet?

So the winner of the award goes to one of UB's premium uncommons. It's one of the best battles, and it's in the best colors.

There was an error retrieving a chart for Invasion of Amonkhet // Lazotep Convert

Sometimes you get got by the discard. Sometimes the card advantage swing is gamebreaking. And sometimes the feel of searching through both players' graveyards and finding multiple targets you can't beat is what hurts us most. When opponents flip this card, it's either bad or really bad. There are so many targets that get even scarier as 4/4s.

This card doesn't play like a Hazardous Blast which just wrecks games. But this format didn't really have cards like that. In MOM, games played out as slugfests, and this card, which might just be the best uncommon, was one of the strongest punches.

Common Removal Power Rankings

  1. Deadly Derision - Kill anything and make a treasure. Instant-speed Grim Bounty is a great way to deal with the format's biggest threats and the treasure could help ramp or splash. Answers don't usually put you ahead, but this one could.
  2. Volcanic Spite - Basically a better Fire Prophecy. I thought hitting battles would be a bigger deal. Still, it's a great piece of interaction that helps develop our hand.
  3. Final Flourish - Cheap interaction that can scale to hit bigger threats. Sacrificing a real card is a cost, though. We want to build with this card in mind to get full value, but for decks that did, this might be the best card on the list.
  4. Temporal Cleansing - Bounce may not be removal, but Time Ebb certainly is. The convoke cards overperformed, and being able to double spell with this card was exactly how the tempo decks wanted to close out games.
  5. Cosmic Hunger - Instant-speed two-mana fight spell is a good way to leverage a big board.
  6. Realmbreaker's Grasp - While this format had plenty of ways to punish Pacifism effects, this was still the better white removal spell because of how good it is against blockers. White was the format's most aggressive color. Grasp capitalized on that.
  7. Cut Short - White has the flexibility to play defensively. When it does, this is a great option.
  8. Vanquish the Weak - I've won way too many games by casting Zhalfirin Shapecraft in response to Vanquish. This card frequently trades down on mana and can be clunky to hold up. Not a huge fan, but I play it more often than I'd like to admit.
  9. Shatter the Source - I really want to like this card, but at six mana, even with convoke, it was often awkward. It plays well with Aegar, the Freezing Flame, but why bother?
  10. Stasis Field - This card overperformed in the closing weeks of the format. As blue value decks became contested, this was a decent late pick that did most of the job.

The Myron Larabee Award

Named after Jingle All the Way's iconic antagonist, played by the incomparable Sinbad, this award goes to the card that makes us feel smarter than we actually are. Typically this card looks great in good situations, but more often than not ends up disappointing. The winner of this award was a card that demanded way too much work, despite promising an incredible upside.

There was an error retrieving a chart for Invasion of New Capenna // Holy Frazzle-Cannon

I love a good Bone Splinters, and this card promised to be that and more. Putting counters on a team of Phyrexians seems like a worthy pay off as well, and when it works, this card really can dominate a game. But more often than not, this card is a removal spell that's too expensive, and a bull's eye attacks never quite hit. Sacrificing a resource to get value off of it entering the battle, and then sacrificing more resources to attack it down to zero, left very little material to "go wide" with.

However, in games where you can sacrifice Ichor Drinker to destroy a bomb, and then attack it down with an Attentive Skywarden, you will feel like a complete genius. You get the best tan flying a bit too close to the sun.

Final Words and Format Rating

This format was praised from all corners of the internet. It certainly had some great qualities. MOM had a depth of archetypes and a number of powerful build-arounds. It led to some complicated game states and between convoke and flip cards, players often had a ton of options. Building around uncommons properly made them feel like rares.

Power was the calling card of the format. Many decks would boast five or six rares as they stormed the trophy room. For me, however, that was a knock against MOM. Often times our curves would start, in earnest, at three. I found the biggest problem to be the lack of a consistent aggressive presence, primarily in red, which ended up the weakest color. Without aggression, the bomb-ing felt a little out of control. This led to more controlling, card-advantage-based games, which in Limited can be a litmus test of a deck's power level.

Now, by no means do I think these criticisms erase all the excitement. I enjoyed playing the format quite a bit. Personally, I prefer more aggressive gameplay. Trying to calculate lethal over multiple turns was one aspect of the format, but felt relegated to a second-tier strategy.

Overall, I'd give the format a B-. MOM's strengths come in the form of interesting archetypes and unique deck-building. The gameplay was impressive, though I prefer formats that lean a little more aggressive. Still, this is no doubt an excellent format with a ton of replay value. I enjoyed playing it, but am looking forward to switching gears as we enter the Shire in Magic's next set.

The Lord of The Rings: Tales of Middle Earth Early Access

Next week, I'll be previewing the new set, The Lord of The Rings: Tales of Middle Earth (LOTR). For the first time ever, the good people at Wizards of the Coast have granted me entry to the early access event. To get a jump on the competition and an early glimpse of the format, join me on Twitch at merman_munster to see what this new set has in store. The event starts Thursday, 6/15 at 1:00 EST. Thanks for the support from all my readers, who have helped to push me through this exciting milestone. See you then!

May ’23 Metagame Analysis: Trending Concerning

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May's data overall looks fairly similar to April's, continuing the trend from March. There's been no major shakeup in Modern's metagame's composition, though many decks have exchanged places on the list. That is a worrying cherry atop a pile of worrying data. Modern is trending towards concentration, perhaps even stagnation.

The Pattern Repeats

As in April, Murktide has fallen from the top position it occupied for over a year. However, once again, that doesn't tell the full story. Murktide steadily rose up the charts after being down at the end of week one to almost reclaim the top position. I don't know why it fell off, but the past two months have aptly demonstrated the comeback power that propelled Murktide to the top in the first place.

Of course, Murktide didn't actually completely come back in May, though the paper gap is so narrow as to be statistically meaningless. This was entirely thanks to late-month explosions by the top-placed decks. As I mentioned in the data article, Rhinos beat Murktide in paper thanks to a single event. Rakdos Scam winning Magic Online (MTGO) was the result of an entire weekend of Challenge dominance.

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

This kind of fluctuation is very common, so there's nothing to read into here. What it happened to is interesting. Scam is the most volatile (consistently) Tier 1 deck on MTGO, regularly seeing swings of 3% or more each month. There may be nothing to this latest surge, but it could also point to a change of fortune. Rhinos has been on a strong upward trend since January in paper, so this is just a culmination.

Impressive Result

I'd be remiss at this point not to specifically mention Murktide's position on the average power tiers. For most of its run as Modern's top deck, Murktide placed near Baseline. Not usually right on it, but a bit above or below was typical. It helped feed the narrative that Murktide wasn't that impressive of a deck, but was just really popular.

There was an error retrieving a chart for Murktide Regent

However, the drop in popularity coupled with improved average stats undermines that narrative. It suggests that the weaker players have finally moved on from Murktide and are no longer dragging down its stats. Popular decks will necessarily have a worse win/loss record than they "should" have due to weak players picking up the "best deck" for easy wins.

Now that they're gone, the stats will be more reflective of the good Murktide players. Murktide is therefore unlikely to be the top deck by the same margins but should instead have a better win/loss record. The next month's data will prove or disprove this hypothesis.

The Wider Picture

On that note, the overall picture of the metagame is changing. As I noted back in March, Modern's metagame has been getting concentrated around a small number of effects. In April, I noted that Modern is concentrating around a small number of decks in a way that it hadn't done since the early days. This continues to be the case, but the waters are muddier.

Thanks (I suspect) to Living End's huge push on MTGO and Amulet Titan always putting up numbers in paper, the 5-Deck Concentration ratios fell in May. MTGO had a concentration of 49.63% in April which fell to 39.08 in May.

Overall concentration fell, but all the decks a coalescing.

Paper's ratio also fell, but not dramatically. In purely statistical terms, it really didn't fall thanks to error margins. April's ratio was 38.85 and May's was 38.37.

Statistically, with no change in concentration, the losses balance the gains.

On that basis, one might conclude that Modern is moving away from concentration toward a more competitive field. One might be right, but one could also be wrong. There's more to the situation than these numbers indicate.

Uneven Distribution

The way competitive Magic data works, Tier 1 will always represent more of the results percentagewise than the other tiers. The data is always going to be extremely skewed, with most of the results concentrated on the high end. The distribution looks like a smashed raindrop with a long tail. Somewhere between 25%-60% of all the unique decks are singletons every month. The tiers are drawn from only the top quartile of decks.

Thus, when I note how large a percent of the results Tier 1 takes up, that's not really news. It's like that for every format and across time. The concern is whether there's still room for Tiers 2 and 3 to survive, compete and thrive. When the format is less concentrated, results are more evenly distributed and the format is more competitive, which is good and healthy. Highly concentrated formats are solved and stagnated.

A Worrying Trend

My April article on Murktide noted that Modern's concentration looks more like pre-2016 Modern than recent years. This was done on the basis of concentration ratios because I don't have a way to compare the tier composition over the years. I wasn't doing the data for most of those years and therefore can't assign tier-rankings. The statistical method I'm using doesn't work for just percentage numbers.

However, when we look at what's happening in the data I have collected about Tier 1's concentration, a worrying trend is emerging.

The black line is the most important one.

Since Yorion, Sky Nomad was banned and our current metagame was initialized, there's been a steady and strong upward trend for Tier 1's metagame percentage. I'm focusing on population because it's the important one in this discussion, but power's metagame has the same trend. This overall increase in Tier 1's representation is primarily at the expense of Tier 2.

The metagame is zero-sum; as Tier 1 takes up more space, there's necessarily less room for anything else. This indicates that the ability of other decks to win is decreasing. Decreasing diversity means the metagame is solved, and players generally hate solved metagames and stop playing. Modern isn't there yet, but the trend is worrying.

Confounding Variable

One thing to note about the fall off from March is that the size of the data set is a factor. March was the largest dataset I've ever worked with, and was also when concentration was highest. The fall off in April's population was accompanied by the fall in concentration. The two events may or may not be linked. That May was smaller than April and more concentrated is a point for not, but there's no way to be certain. There's too much that goes into tournament participation and event reporting to be definitive.

Elsewhere in Modern

In other news, after spending most of the past few years in Modern's basement, Tron has made it back to Tier 1 on MTGO and Tier 2 in paper. It's been through some tweaks to help its competitiveness, but overall Tron remains Tron. Arguably the least-changed deck in Modern's history is still alive and kicking. Time to remember this and be prepared.

There was an error retrieving a chart for Karn Liberated

Tron is back this month largely thanks to 4-Color Creativity. While it has all the trappings of a Tinker-style combo deck, Creativity mostly plays like a midrange deck. Tron has always been the deck for eating midrange, and Creativity is no exception. Creativity doesn't play many counters and fewer still that Tron cares about, and can't reliably disrupt Tron's lands. That's a great way to lose.

Whether this will continue remains to be seen. There's plenty of Tron hate available to all decks these days, so there's no excuse for just losing to Tron anymore. The question is whether or not players will adjust and plan for this problem.

The Classic Foil

This also might explain why Counter-Cat has seen a resurgence in May after falling in April. Big, chunky threats backed up by counters has always been a great strategy against Tinker decks and also Tron. The fact that Territorial Kavu resists the most common removal and can ensure Unholy Heat can't kill it is gravy. Again, this might be a blip or an actual metagame shift. Time will tell.

Financial Corner

As per tradition, it's time to gaze into the crystal ball to see if any of these shifts will impact the card sale market. As the metagame is remaining relatively stable and the competitive focus is on Pioneer, I would expect the Modern market to be in a downward trend. Non-Pioneer staples are in less demand right now and show slight price decreases. Pioneer staples have some upward pressure, but it doesn't seem strong.

There was an error retrieving a chart for Sheoldred, the Apocalypse

Thus, I continue to forecast a buyers' market. Players are looking for the best deals in a colder market and stocking up ahead of the Modern RCQ season later this year. I'd look to Pioneer for making a quick buck and investing in Modern for the longer haul.

New Set Bounce

The Lord of the Rings: Tales of Middle-Earth will be releasing in the next few weeks, which will be the first time a set like this is coming to Modern as well as Legacy. While there is potential for some cards to find homes in Modern, I'm not convinced that there's anything metagame-shaking. I'll be going into this more next week, but the set's power level is more appropriate for Pioneer than Modern.

For those looking to sell sealed product, there should be huge demand initially. If the allure of finding the one The One Ring isn't enough to drive sales, the flavor and art of the set will. Never mind how powerful the pull of The Lord of the Rings is in general. The new cards should sell well initially, but I wouldn't expect them to drive sales of existing cards.

Stability Reigns

There's nothing wrong with a more stable metagame. Modern spent years constantly and violently churning, so it's nice to have a breather. However, the concern I have is that Modern is moving towards high concentration, and that sounds suspiciously like it's been solved. That's a poor omen, and we'll be watching.

Could Upper Deck’s Lorcana Lawsuit Disrupt the Whole TCG Market?

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The hobby gaming industry, and the greater collectibles world at large, have been eagerly awaiting the release of Ravensburger's Disney Lorcana, the first TCG making extensive use of Disney's characters and IP. But now, a surprise lawsuit threatens to hold up the game's release, carrying potential ramifications for the entire hobby gaming industry.

The Lawsuit

Attorneys for The Upper Deck Company (UDC) filed suit on Wednesday against Ravensburger North America, Inc. and designer Ryan Miller over the design of their forthcoming TCG, Disney Lorcana. In the suit, UDC alleges multiple charges, among them premeditated theft of the game's design on Miller's part—they claim Lorcana bears "uncanny similarities" to work Miller did as a freelance game designer on Upper Deck's previously unannounced game Rush of Ikorr. UDC also alleges that:

"Miller’s acts in pilfering the game design Upper Deck paid him to create and using those designs to develop a competing trading card game for a competitor were aided and encouraged by Ravensburger, who now seeks to profit from the stolen intellectual property."

What Is Lorcana?

Revealed at Disney's D23 fan convention in 2022 and slated for a September 1st, 2023 release, Disney Lorcana is one of the most anticipated game releases of 2023. The use of Disney characters and other brand IP gives Disney Lorcana broad, mass appeal, with the potential to disrupt the status quo of the trading card game market. Limited edition six-card collectors sets of Disney Lorcana cards sold out on release at D23 and now have secondary market prices on sites like eBay in the tens of thousands of dollars.

What Upper Deck Wants

In its prayer for relief, the lawsuit by UDC seeks general, special, and punitive damages, legal fees, and other relief including those as seen fit by the courts. The most important among these requests for relief, from a market perspective, is the request for "injunctive relief enjoining Ravensburger from publicly releasing Lorcana."

Why It Matters

Such an injunction, if granted, could cause disruptions up and down the market supply chain, especially for any retailers or distributors who may have already submitted preorders for product in anticipation of an August 18th soft release in hobby stores. Tying up money that could be spent on other products is not what any retailer on a narrow budget wants to find themselves doing.

It's also important to consider the potential business lost not just by Ravensburger, but by the gaming hobby industry as a whole. Disney Lorcana has the potential to draw swaths of new collectors and players into the hobby gaming market on the strength of their connection to the Disney IP alone: the recognizability of Disney names and characters could provide the kind of pull Magic, Pokémon, and Yu-Gi-Oh! can't even dream of having. That's potentially thousands of new customers who might not have ever set foot in a hobby gaming store before.

A Developing Story

This is a developing story, and we will update it as new info becomes available in the coming days. Quiet Speculation has reached out to Ravensburger for comment but has yet to hear a reply.

In the meantime, what are your thoughts on the lawsuit? Are you excited about Disney Lorcana? Let us know in the comments or on Twitter.

Updates

On June 9th Ravensburger North America's Twitter account had the following responses:

A full PDF of the Upper Deck court filing is below.

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Paul Comeau

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

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No Further Nuisance: Blue Just Got Its Fatal Push

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Stern Scolding, from the upcoming expansion The Lord of the Rings: Tales of Middle-Earth, is primed to become Modern's next Fatal Push. No, it won't outright replace one-mana removal spells, but it may have a lasting effect on which creatures are favored by deckbuilders. That's what Push did, for the reason that when it was printed, the card lined up so well against most of the format's top threats (then hitting 86% of the format's top 50 creatures according to MTGGoldfish, compared with the gold standard Lightning Bolt's 78%).

Scolding boasts a similarly impressive "matchup" against the current top 50, a list that has by now long since warped around Push. Going forward, either the top 50 list will adjust around Scolding as players prioritize creatures that skirt its condition, or Scolding will immediately become and then remain a very solid pick in the format for the decks that want it.

We're likely to see a combination of these outcomes, but things will definitely lean in the latter direction. Modern is just too efficient for players to swear off "creature spells with power or toughness 2 or less," just as it couldn't up and start favoring five-drops when Push was announced.

Today, we'll consider the removal-counterspell conundrum, weigh the question of tempo, and assess the top 50 to measure just how good Stern Scolding looks to be in Modern.

Wherever, Whenever: The Joy of Removal

We can't really compare Push and Scolding without first unpacking the differences between removal and counterspells. While the two can fill similar roles in Limited decks, they tend to perform distinct functions in Constructed, where players can pick the best cards for each task. That's why Push isn't at risk of being replaced by Scolding.

There was an error retrieving a chart for Fatal Push

Removal's chief benefit is that it enjoys a wide casting window. You can tap out for a threat, and opponents can tap out for theirs, and you can untap and Push whatever they've cast. Or you can topdeck Push for that nefarious, growing Ledger Shredder and claw your way right back into a game. That's many situations, and turns, where removal can be cast to deal with a given threat. By contrast, any blue mage can tell you how useless Counterspell feels while behind on the board; it does nothing to a resolved permanent.

But the most devastating use for this wide window is disrupting on-board combinations of game pieces. Pushing at the right time yields a two-for-one, as opponents lose both their creature and the pump spell that targets it. It can also blow out double blocks. The prevalence of removal in competitive Magic is the reason "auras are bad."

No Means No: Don't Count Out Counters

While black was imagined as the color that "kills" creatures, blue prefers to stop them from materializing altogether. Indeed, while red can damage creatures to death, green fights them, and white also gets destroy in addition to exile effects, only blue consistently "counters" threats. Doing so has its pros and cons.

There was an error retrieving a chart for Counterspell

Compared with removal, counterspells suffer from a narrow casting window. Players must cast their counterspell while the target spell is being cast. Once it's left the stack, the window has closed. This strike against permission is the main reason removal will always have a place in Magic.

It's mostly upside from there. Preventing a creature from resolving means the entire spell is undone. The creature in question doesn't get a chance to activate its abilities before priority is passed, nor does it trigger any enters-the-battlefield abilities.

Involving Tempo

Black wasn't doomed from the get-go to toil and moan in the face of enters-the-battlefield triggers. Targeted discard like Thoughtseize lets the color snipe threats before they resolve and "cast their spells." But discard has its own problem: it comes with a baked-in tempo loss.

There was an error retrieving a chart for Stoneforge Mystic

You spend one mana to trade your Thoughtseize for their Stoneforge Mystic. A totally reasonable trade, and one you're likely happy about. But the exchange still cost you something, and your opponent nothing. Or you could Counterspell the Mystic instead. Now it's a tempo wash; your two mana for theirs.

Believe it or not, there used to be a popular way to come out ahead on tempo in this sort of exchange:

There was an error retrieving a chart for Spell Snare

All my old heads remember the great feeling of Snaring the Mystic, or an Arcbound Ravager (once upon a time), or of course Tarmogoyf. Now imagine Snaring the Grief, or a Risen Reef, or Yawgmoth, Thran Physician. Imagine Super-Snare. I've long fantasized about a "Spell Pierce for creatures" to experience just that.

Snare fell out of favor pretty much the moment Push was printed. The black spell offers the same tempo-positive trade without the strict window or stringent requirement. We'll see now that Scolding is much more flexible, interacting with a huge swath of Modern's top creatures. Like Snare, it does so in a decisive way removal spells cannot hope to. But the tempo gains possible often trump Snare's +1, leaning more in the direction of Pierce's +2-3.

Push vs. Scolding in Modern

Comparing Push to Bolt six years ago was straightforward enough, as both removed resolved creatures. We had only to assess which creatures were hit and which weren't, a contest that Push won handily. But thinking back to our removal-versus-counterspell discussion, how are we supposed to compare the value of a wide casting window with that of preventing creature resolution?

There was an error retrieving a chart for Grief

Well, since Fatal Push redefined Modern, the format's top creatures have warped to account for every part of the card: its restrictions, but also its limitations as a piece of removal. To wit, today's best creatures are expecting removal, but not permission.

We'll start the list by omitting a few special cases.

Weirdos (7): The six Living End creatures, which are not to be cast nor interacted with through conventional means, are Street Wraith, Foundation Breaker, Curator of Mysteries, Striped Riverwinder, Architects of Will, and Waker of Waves. And then there's Orvar, the All-Form, which is not meant to be cast or put onto the battlefield.

Immunity (9): Here are the nine exceptional creatures who completely sidestep both Push and Scolding: cost-reducers Fury and Murktide Regent; Indomitable Creativity combo payoffs Emrakul, the Aeons Torn and Archon of Cruelty; Tron payoffs Sundering Titan, Ulamog, the Ceaseless Hunger, and Kozilek, Butcher of Truths; five-drop fatties Jegantha, the Wellspring, a freebie companion, and Elesh Norn, Mother of Machines, which as far as I can tell is largely played because it's a floodgate immune to pretty much every played removal spell.

That's 16 creatures more or less disqualified from our exercise, leaving 34. Why so many out? My take is that in the wake of efficient removal spells like Push, Prismatic Ending, and Leyline Binding, the format has become more spell-centric in general. (Spell Pierce, a card barely playable back when Push was printed, is now the 5th-most popular card in the format, with the creature-inclusive Counterspell scraping by at number 50 on the days it even makes the list; big bro was notably absent when I checked yesterday).

Creatures, too, have become more like spells, a shift that allows them to beat all that great removal by leaving value behind when they're sniped. This transition makes Scolding uniquely positioned to exploit the Push-aware environment it's arriving in. Let's assess how today's top creatures line up against Fatal Push and other removal spells.

Clean trades (7/34): Of the remaining 34 creatures, only seven of them trade cleanly with Fatal Push (or any other removal spell).

They are Giver of Runes, Ragavan, Nimble Pilferer, Dauthi Voidwalker, Soulless Jailer, Drannith Magistrate, Ornithopter, and Memnite. Giver, Ragavan, and Dauthi are must-answers for most interactive decks; the other two-drops are sideboard bullets, and not part of any specific strategy. The artifacts are throwaway bodies you'd hope to never Push, in part because they cost less than one mana and thus render the instant a parity loss. All seven can be Scolded.

Semi-clean trades (7/34): These more or less trade cleanly with Push, but extracting a bit of value from each before opponents get priority is possible. It's therefore better to counter them, but not necessarily by much.

  • Dragon's Rage Channeler and Ledger Shredder (who can lock in surveils or loots before being targeted)
  • Puresteel Paladin (whose momentary presence nonetheless enables a free Colossus Hammer equip)
  • Monastery Swiftspear, Gingerbrute, and Sheoldred, the Apocalypse (who lock in damage unless opponents have Push up when they resolve)
  • Wall of Roots (which can produce G after resolving)

Bad trades (18/34): Here's where things get interesting. Most remaining creatures will die to Fatal Push, but leave something behind in their wake. Often, the body is just a formality; most of the card's value lies in its "front half."

  • Endurance (revolt needed)
  • Seasoned Pyromancer (revolt needed)
  • Brazen Borrower (revolt needed)
  • Subtlety (revolt needed)
  • Grief (revolt needed)
  • Haywire Mite
  • Shardless Agent (revolt needed)
  • Walking Ballista
  • Stoneforge Mystic
  • Esper Sentinel
  • Tourach, Dread Cantor
  • Arboreal Grazer
  • Kroxa, Titan of Death's Hunger
  • Omnath, Locus of Creation (revolt needed)
  • Magus of the Moon (revolt needed)
  • Yawgmoth, Thran Physician (revolt needed)
  • Young Wolf
  • Strangleroot Geist

While coughing up Doom Blade money to murder Sentinel is worlds less painful than being Hymned by Tourach, a bad trade is just that all the same. Scolding shares bad trades with Push for two creatures, Borrower (which casts its front half through either interactive spell) and Agent (who gets the cascade regardless what happens to its 2/2 body). Any Modern dabbler will be quick to assert that the rest are best countered.

However, Scolding trades cleanly with all but five of the 32 creatures mentioned so far: Endurance, Subtlety, Sheoldred, Kroxa, and Omnath. Its "2 or less" condition is thus not much more limiting than Push's "4 or less." Nor is it strictly worse in terms of coverage, as Scolding itself trades cleanly with a couple of staples who boast total immunity to Fatal Push (numbers 33 and 34): Solitude and Sanctifier en-Vec.

There was an error retrieving a chart for Solitude

Again, though, coverage is but one of two questions, the other being effectiveness. The bulk of Modern's playable creatures owe that status to the value they provide through removal. The one-mana Scolding, being a counter and not removal, ignores this consideration and stops them in their tracks.

Coverage

  • Push (revolt) hits 64% of the top 50
  • Scolding hits 56% of the top 50
  • Takeaway: Scolding's range among the top 50 is 88% that of Push's (56/64)

Effectiveness

  • Push (revolt) trades cleanly with 14% of the top 50 (14/64 = 22% of its range)
  • Scolding trades cleanly with 52% of the top 50 (52/56 = 93% of its range)
  • Takeaway: Scolding is fully effective over four times as often as Push (trading cleanly with 93% vs. 22%)

Naturally, both spells have their pros and cons. But establishing effectiveness within the range of a removal spell, or how completely it answers what it hits, is key to understanding Scolding's power relative to that of existing interactive options. To reiterate each above takeaway, Push interacts in some capacity with 12% more of the top 50, while Scolding provides a fully effective answer over four times as often.

Bonus: Unholy Heat

I chose Push for this comparison for two reasons. First, I'd call Push's arrival to Modern the biggest-ever upheaval in terms of benchmark creature playability, and feel the card represents the format's shift towards normalized efficient kill spells and creatures that somewhat withstand them. It's exactly this shift that positions Scolding so well against today's top creatures.

Second, I felt Push was the least conditional one-mana removal spell in the format; it can be cast as of the first turn, and revolt remains easily accessible throughout the game thanks to fetch lands. In this way, it's similar to Scolding, which asks nothing of the caster and costs just one mana. The same cannot be said of other one-mana options like Binding, which requires domain, and Unholy Heat, which needs delirium; both conditions demand additional setup.

There was an error retrieving a chart for Unholy Heat

I'll still grant that Heat would also be a fine contender for the comparison. It too asks one mana to conditionally interact with many Modern creatures, all while promising tempo swings under the right circumstances. The difference? Assuming delirium, Heat removes four more creatures than Push at the "bad trade" rate: Fury, Jegantha, the Wellspring, Archon of Cruelty, and Solitude. Do keep in mind that its higher hit rate is tied to delirium, which is a good deal harder to achieve than revolt.

  • Heat (delirium) hits 72% of the top 50
  • Heat (delirium) trades cleanly with 14% of the top 50 (14/72 = 19% of its range)

These minor differences don't diffuse the reality that Modern's creatures possess a built-in resilience to removal that Scolding happily ignores.

Return of the King

We've lived with that understanding of premier creatures for long enough that it's become second nature; we are used to an opponent's kicked Tourach, Dread Cantor having a huge effect we can't stop for one mana, and taking a minor L in Pushing its 4/3 frame after it rips our cards. This isn't Legacy, where reigning king blue has access to tempo-positive powerhouses like Daze. Until now, breaking even on cards and going up on tempo against creatures like Tourach has always been a lot less achievable in Modern.

I pity the fools...

As such, while I expect Scolding to make a splash results-wise, I bet it will also wow players anecdotally. We take the card for granted now, but Fatal Push wowed us, too: I still remember that sinking feeling I got the first time my 3/4 was executed for a single black mana. Back then, Goyf was public enemy #1. Which filthy hobbitses are you most excited to Scold?

May ’23 Metagame Update: Continued Continuity

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As regular as the inexorable advance of time, the Modern Metagame Update is here. Modern is on a bit of a downswing in May, thanks to the RCQ season being Pioneer. Again. Hopefully this fall's Modern RCQ season will see more interest and with that more data.

Here We Are Again

As has become normal in these Updates, we have statistical outliers in both datasets. However, as April established, they've changed in both scale and form from the previous normal. It used to be that UR Murktide outstripped everything else by such a wide margin that outliers were obvious, but the metagame has coalesced, and more decks are in the running.

Magic Online (MTGO) has three outliers in May: Rakdos Scam, 4-Color Creativity, and UR Murktide. As in April, the tests didn't agree with each other, but it wasn't as bad as last time. All the tests agreed that Scam was an outlier and Creativity and Murktide were right at the line. Some put only Creativity over, some had both. I have both as outliers so I can put more decks on the tier list, which is now my policy.

There was an error retrieving a chart for Fury

As for the paper results, Temur Rhinos and Murktide are the outliers this time. Both were firmly placed as oultiers by the Interquartile Range (IQR) tests, but the z-Score tests only had Rhinos, and not by much. Again, as long as one test puts a deck as an outlier, I'll count it, but even if they had to agree, the difference between the decks is so small I'd have included Murktide anyway.

As always, outliers are removed from the tier calculations, resulting in adjusted averages and standard deviations (STDevs). The decks remain in their correct place on the tier list.

May Population 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 in a given month. Being a tiered deck requires being better than “good enough.” Every deck that posts at least the average number of results is "good enough" and makes the tier list.

There was an error retrieving a chart for Murktide Regent

Then we go one standard deviation (STdev) above average to set the limit of Tier 3 and the cutoff for Tier 2. This mathematically defines Tier 3 as those decks clustered near the average. Tier 2 goes from the cutoff to the next standard deviation. These are decks that perform well above average. Tier 1 consists of those decks at least two standard deviations above the mean result, encompassing the truly exceptional performing decks. 

The MTGO data nearly exclusively comes from official Preliminary and Challenge results. Leagues are excluded, as they are curated lists and thus invalid. The paper data comes from any source I can find, with all reported events being counted.

The MTGO Population Data

In May, the adjusted average population for MTGO was 7.19, setting the Tier 3 cutoff at seven decks. I always round down if the decimal is less than .20. Tier 3, therefore, begins with decks posting seven results. The adjusted STdev was 11.20, so add 12 and that means Tier 3 runs to 19 results. Again, it's the starting point to the cutoff, then the next whole number for the next Tier. Therefore Tier 2 starts with 20 results and runs to 32. Subsequently, to make Tier 1, 33 decks are required.

There was an error retrieving a chart for Indomitable Creativity

May continues the population trend from April, and was in fact far worse. January 2023 had 840 decks, February had 876, and March had a staggering 1,003 decks, April fell to 949 decks and May has plummeted to 770 decks, the lowest point of 2023. There weren't many big Preliminaries and no extra events in May thanks to the competitive focus being on Pioneer.

That said, diversity hasn't suffered. January had 74 unique decks, February had 84, and March mustered 88. April hit 82, and so did May. When the focus is away, the rogue decks come out to play, it would seem. They couldn't sustain that diversity into the tier list, though. Of the 82 decks, only 22 made the population tier, down from April's 29 and even March's 25.

Deck NameTotal #Total %
Tier 1
Rakdos Scam719.22
4-Color Creativity698.96
UR Murktide628.05
Hammer Time506.49
Temur Rhinos496.36
Living End455.84
Mono-Green Tron354.54
Burn334.29
Tier 2
Yawgmoth314.03
Hardened Scales273.51
Jeskai Value Breach263.38
Counter Cat202.60
Tier 3
Jund Creativity172.21
Amulet Titan162.08
4-Color Control131.69
UW Control121.56
Temur Creativity111.43
Coffers111.43
Izzet Prowess111.43
Affinity91.17
Mill70.91
4-Color Elementals70.91

Scam sits atop the list for I think the first time ever. Creativity was leading for most of the month, but Scam enjoyed a strong push at the end of the May, sending it over the top. Murktide again had to make up a lot of ground after the first week, and almost did it again, but Scam's push apparently derailed it.

Living End being the 6th-place deck is slightly misleading. It achieved that position thanks primarily to an incredible first week of May, and then steadily lost ground as the month wore on. I suspect that it took advantage of players forgetting their graveyard hate one weekend, and once everyone remembered, it lost its moment.

The Paper Population Data

The paper tiers are calculated the same way as the MTGO tiers, just with different data. In most months there are far more reported paper events than online, but paper also tends to report fewer results per event. It's quite annoying, but paper events rarely report more than the Top 8, and far too often for my purposes, only the Top 4. This makes the paper data far more variable than MTGO.

January saw 667 decks, February is up to 807, March hit 962, April plunged to 551, and May was slightly up to 581. There were about the same number of events as April, but they reported more complete data and it was also uploaded in a timelier manner. Kudos, tournament organizers!

There was an error retrieving a chart for Stoneforge Mystic

Paper events often report the actual records alongside decklists. Thus, I've decided to change how I record decks when win rates are available. For smaller events, I take any winning record which sometimes means I don't include the full Top 8. For larger events, I'm taking the Top 32 and all the decks with the same record as 32nd place. Tiebreakers are a strange and mysterious alchemy, after all, and may benefit or screw players on a whim.

With more results came a more diverse data set. January had 101 decks, February 108, March just 103, April down to 89, and May was up to 102. 29 decks made the tier list, which is what I expect from paper. The adjusted average population was 4.92, so five decks make Tier 3. The adjusted STDev was 8.22, so the increment is 9. Therefore, Tier 3 runs from 5 to 14, Tier 2 is 15 to 24, and Tier 1 is 25 and over.

Deck Name Total #Total %
Tier 1
Temur Rhinos539.12
UR Murktide518.78
4-Color Creativity478.09
Hammer Time417.06
Amulet Titan325.51
Rakdos Scam315.34
Living End254.30
Tier 2
Burn213.61
Mono-Green Tron162.76
Tier 3
Merfolk132.24
Yawgmoth132.24
4-Color Elementals132.24
Hardened Scales122.06
UW Control101.72
Counter Cat101.72
Mill81.38
Jeskai Value Breach81.38
Izzet Prowess71.20
Mono-Blue Tron71.20
Goryo's Kitchen71.20
Affinity71.20
4-Color Blink71.20
Jeskai Combo Breach61.03
Goblins61.03
Coffers50.86
Jund Saga50.86
Tameshi Bloom50.86
4-Color Control50.86
Jeskai Storm Breach50.86

Temur Rhinos is on top thanks to a single event. Rhinos was ridiculously overrepresented at the NRG 5K Trial, with roughly a quarter of the total decks I collected being Rhinos. That shot it up from the middle of the pack to the top where it just barely held off Murktide's consistency to win.

Note: the lack of an appreciable Tier 2 is a bad sign for the metagame's health.

March Power Metagame

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.

There was an error retrieving a chart for Crashing Footfalls

The population method gives a deck that consistently just squeaks into the 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 their metagame potential.

The MTGO Power Tiers

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

Total points fell just like the population, from 1477 to 1189. The adjusted average points were 10.97, therefore 11 points made Tier 3. The adjusted STDev was 17.79. Add 18 to the starting point and Tier 3 runs to 29 points. Tier 2 starts with 30 points and runs to 48. Tier 1 requires at least 49 points.

Mill fell off the tier list and was not replaced. The MTGO metagame is a narrow and unforgiving place.

Deck NameTotal PointsTotal %
Tier 1
Rakdos Scam1099.17
4-Color Creativity1099.17
UR Murktide1048.75
Temur Rhinos806.73
Hammer Time726.06
Living End726.06
Mono-Green Tron554.63
Burn514.29
Tier 2
Hardened Scales484.04
Yawgmoth463.87
Jeskai Value Breach433.62
Counter Cat332.77
Tier 3
Jund Creativity282.35
Amulet Titan252.10
4-Color Control242.02
Coffers201.68
Temur Creativity191.60
UW Control151.26
Izzet Prowess151.26
Affinity121.01
4-Color Elementals110.92

There's some minor reshuffling within the tiers, but other than that no movement. That's just how MTGO does it.

The Paper Power Tiers

Due to paper reporting being inconsistent compared to MTGO, I have to adapt how the points work. Applying the MTGO point system just doesn't work when I don't know how many points to award and there are data gaps. Thus, I award points based on the size of the tournament rather than placement. That way, I'm being internally consistent with the paper results.

For events with no reported starting population and those up to 32 players, one point is awarded. Events with 33 players up to 128 players gets two points. From 129 players up to 512 players gets three. Above 512 is four points, and five points will be reserved for Modern Pro Tours if they ever happen again.

Thanks to the aforementioned reporting improvement, May's points are up. January had 1178 points, February hit 1316, and March shot to 1890, April fell to 964, and May is up to 1098. The adjusted average points were 9.03, setting the cutoff at 9 decks. The STDev was 16.01, thus adding 16 to the starting point and Tier 3 runs to 25 points. Tier 2 starts with 26 points and runs to 42. Tier 1 requires at least 43 points. The total decks fell to 26, though a number of decks fell off while Jund Creativity and Humans made it in.

Deck Name Total PointsTotal %
Tier 1
Temur Rhinos1089.84
UR Murktide1089.84
4-Color Creativity948.56
Hammer Time766.92
Amulet Titan595.37
Rakdos Scam575.19
Living End565.10
Tier 2
Burn383.46
Mono-Green Tron312.82
Yawgmoth262.37
4-Color Elementals262.37
Tier 3
Counter Cat232.09
Merfolk211.91
Hardened Scales211.91
UW Control201.82
4-Color Blink171.55
Jeskai Value Breach161.46
Mill151.37
Izzet Prowess131.18
Goryo's Kitchen111.00
Affinity111.00
Tameshi Bloom111.00
Mono-Blue Tron100.91
Jund Creativity100.91
4-Color Control90.82
Humans90.82

Tier 2 looks a bit better here, but it's still not a great distribution. Murktide and Rhinos are tied for first. I left them in the same position so that I can say that Tier 1 is completely unchanged.

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking the total points earned and dividing them by total decks, to measure points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. There is no Wins-Above-Replacement metric for Magic, and I'm not certain that one could be credibly devised. The game is too complex, and even then, power is very contextual.

Using the power rankings certainly helps and serves to show how justified a deck’s popularity is. However, more popular decks will still necessarily earn a lot of points. Therefore, the top tier doesn't move much between population and power, and obscures whether its decks really earned their position. 

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

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, whereas low averages result from mediocre performances and a high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. Bear this in mind and be careful about reading too much into these results. However, as a general rule, decks which place above the baseline average are over-performing, and vice versa.

How far above or below that average a deck sits justifies its position on the power tiers. Decks well above baseline are undervalued, while decks well below baseline are very popular, but aren't necessarily good.

The Real Story

When considering the average points, the key is looking at how far off a deck is from the Baseline stat (the overall average of points/population). The closer a deck’s performance to the Baseline, the more likely it is to be performing close to its “true” potential.

A deck that is exactly average would therefore perform exactly as well as expected. The greater the deviation from the average, the more a deck under or over-performs. On the low end, a deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite of this.

I'll begin with the averages for MTGO

Deck NameAverage PointsPower Tier
4-Color Control1.843
Coffers1.823
Hardened Scales1.782
Temur Creativity1.723
UR Murktide1.681
Jeskai Value Breach1.652
Counter Cat1.652
Jund Creativity1.653
Temur Rhinos1.631
Living End1.601
4-Color Creativity1.581
Mono-Green Tron1.571
4-Color Elementals1.573
Amulet Titan1.563
Burn1.551
Rakdos Scam1.531
Yawgmoth1.482
Hammer Time1.441
Baseline1.42
Izzet Prowess1.363
Affinity1.333
UW Control1.253

Congratulation to Murktide. As the highest placing Tier 1 deck, you're May's MTGO Deck of the Month! Apparently, you being an outlier really is correct.

Now the paper averages:

Deck Name Average PointsPower Tier
Jund Creativity2.503
4-Color Blink2.433
Counter Cat2.303
Humans2.253
Living End2.241
Tameshi Bloom2.203
UR Murktide2.111
Temur Rhinos2.041
4-Color Creativity2.001
Yawgmoth2.002
4-Color Elementals2.002
UW Control2.003
Jeskai Value Breach2.003
Mono-Green Tron1.942
Mill1.883
Izzet Prowess1.863
Hammer Time1.851
Amulet Titan1.841
Rakdos Scam1.841
Burn1.812
4-Color Control1.803
Hardened Scales1.753
Baseline1.74
Merfolk1.613
Goryo's Kitchen1.573
Affinity1.573
Mono-Blue Tron1.433

Alright, Living End. You seem to be Deck of the Month every time you make Tier 1. Players need to be better about consistently answering you.

Composite Metagame

That's a lot of data, but what does it all mean? When Modern Nexus was first started, we had a statistical method to combine the MTGO and paper data, but the math of that system doesn't work without big paper events. I tried. Instead, I'm using an averaging system to combine the data. I take the MTGO results and average the tier, then separately average the paper results, then average the paper and MTGO results together for final tier placement.

This generates a lot of partial Tiers. That's not a bug, but a feature. The nuance separates the solidly Tiered decks from the more flexible ones and shows the true relative power differences between the decks. Every deck in the paper and MTGO results is on the table, and when they don't appear in a given category, they're marked N/A. This is treated as a 4 for averaging purposes.

Deck NameMTGO Pop TierMTGO Power TierMTGO AverageTierPaper Pop TierPaper Power TierPaper Average TierComposite Tier
Rakdos Scam1111111.00
4-Color Creativity1111111.00
UR Murktide1111111.00
Hammer Time1111111.00
Temur Rhinos1111111.00
Living End1111111.00
Mono-Green Tron1112221.50
Burn1112221.50
Amulet Titan3331112.00
Yawgmoth222322.52.25
Hardened Scales2223332.50/strong>
Counter Cat2223332.50/strong>
Jeskai Value Breach2223332.50
4-Color Elementals333322.52.75
4-Color Control3333333.00
UW Control3333333.00
Izzet Prowess3333333.00
Affinity3333333.00
Jund Creativity333N/A33.53.25
Coffers3333N/A3.53.25
Mill3N/A3.53333.25
Temur Creativity333N/AN/AN/A3.50
MerfolkN/AN/AN/A3333.50
Mono-Blue TronN/AN/AN/A3333.50
Goryo's KitchenN/AN/AN/A3333.50
4-Color BlinkN/AN/AN/A3333.50
Tameshi BloomN/AN/AN/A3333.50
Jeskai Storm BreachN/AN/AN/A3N/A3.53.75/strong>
Jeskai Combo BreachN/AN/AN/A3N/A3.53.75
GoblinsN/AN/AN/A3N/A3.53.75
Jund SagaN/AN/AN/A3N/A3.53.75
HumansN/AN/AN/AN/A33.53.75

Overall concentration in Tier 1 is up by almost 4%. I'll have a lot to say about this situation in the analysis article Friday.

Keeping On, Keeping On

As the Lord of the Rings set looks to have a minimal impact on Modern, the status quo will almost certainly sustain itself in June. It's looking like the only chance for a major shakeup will be the August 7 potential ban(s). However, there's always a chance for surprises.

Mastering the Meta: Azorius Control in Pioneer/Explorer

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Locking Down the Competition

In today's video, I'm playing my favorite deck in the game: Azorius Control in Explorer/Pioneer. This is a deck that I'm currently 13-4 with. That includes this video, a weekly tournament, playing on Arena, and going 4-2 in a 66-player RCQ (good enough for tenth place). Let's get go through the deck and break down the card selections.

Spot Removal and Sweepers

The hallmark of any good control deck is its removal suite. Our only spot removal spell other than Teferi, Hero of Dominaria is March of Otherworldly Light an excellent way to deal with Tokens as well as a way to get Fable of the Mirror Breaker's that slip through the cracks.

There was an error retrieving a chart for March of Otherworldly Light

Supreme Verdict is the gold standard of sweepers in any Pioneer/Explorer Azorius Control deck. It is the best Wrath of God in the format. Honestly, this is one of those kinds of cards that doesn't need much explanation.

There was an error retrieving a chart for Supreme Verdict

Farewell is an amazing sweeper because it can exile all Creatures, Artifacts, Enchantments, and Graveyards. It's Excellent against Rakdos Midrange and Mono-Green Devotion—the two most popular decks in the format. It's the kind of card you want to top deck to slam the door and win the game.

There was an error retrieving a chart for Farewell

On Temporary Lockdown

The newest inclusion in this deck is Temporary Lockdown. It's a sweeper that allows for so much flexibility. Against Rakdos Midrange, it hits a ton of permanents including Reckoner Bankbuster, Bloodtithe Harvester, Blood Tokens, Treasure Tokens, and Goblin Shaman Tokens created off of Fable of the Mirror Breaker. Needless to say, it's sensational against Rakdos but it's good in other matchups as well.

Against Rona Combo it hits almost every relevant permanent including Mox Amber, Rona, Herald of Invasion, Jace, Vryn's Prodigy, and Kinnan, Bonder Prodigy. In fact, in my RCQ I absolutely demolished my buddy Ben who was on Rona Combo. I cast Temporary Lockdown against him five times. Sorry, Ben... Additionally, it's incredible against Mono-White Humans. It hits nearly all of their creatures. It only misses Adeline, Resplendent Cathar and Brutal Cathar.

Lastly, and possibly most importantly right now, it is a slam dunk against the newest hot deck in Pioneer, Boros Convoke. It legitimately gets rid of every permanent other than their two big payoffs, Knight-Errant of Eos and Venerated Loxodon. This is the whole reason I switched to this version of Azorius Control.

There was an error retrieving a chart for Temporary Lockdown

The Counterspells

Next up let's talk about the permission.

Absorb is a card frequently mocked and ridiculed by Pioneer players. Yes, it's a Cancel but gaining three life isn't nothing. Not to mention it's an actual hard counter, which late game is invaluable.

There was an error retrieving a chart for Absorb

Dovin's Veto is great against all the blue decks including the mirror and Izzet Creativity. It also has game against the most popular decks hitting Fable of the Mirror Breaker // Reflection of Kiki-Jiki in Rakdos Midrange and the Storm the Festivals and Planeswalkers of Mono-Green Devotion.

There was an error retrieving a chart for Dovin's Veto

Lastly, Make Disappear is a card that is excellent early game and has some great synergies with Shark Typhoon and The Wandering Emperor. Being able to use the Casualty ability can make this a 'better' Mana Leak, and give it more use in the late game. You trim these on the draw but they certainly serve their purpose.

There was an error retrieving a chart for Make Disappear

The Draw Spells

Every Azorius Control Deck needs to have draw spells and typically card advantage spells. In this deck, we have four Memory Deluges this card is one of the best four mana 'draw' two cards we've seen in quite some time. It can catch us up when we're behind and it can slam the door if we're ahead. If you ever get to use the Flashback on it you get to look at the top seven cards. At that point, it almost always finds you what you need to stabilize or end the game. This is in my opinion the best option in the card advantage slot in the format.

There was an error retrieving a chart for Memory Deluge

Shark Typhoon is as good as it looks. Ever since this card was printed it has been a staple in not only Pioneer but also in Modern so you know this card is pushed. If you get to resolve it against a Rakdos Midrange opponent you are so far ahead...assuming you can cast a few non-creature spells that is. Typically though, this is a card that bridges you from the early to late game. Ultimately, it's a powerhouse and I could see the argument for adding another one to the main deck.

There was an error retrieving a chart for Shark Typhoon

The Planeswalkers

The Wandering Emporer is a card that from the day it was previewed I was excited to play in Azorius Control. Turns out I was right because this card does everything you want a white planeswalker to do in Control. It pressures opposing Planeswalkers, protects our life total while gaining us life, and does it all at instant speed. Absolute perfection!

There was an error retrieving a chart for The Wandering Emperor

Last, but certainly not least, is the face that runs the place—the best five-mana planeswalker ever printed: Teferi, Hero of Dominaria! Simply put this card is the reason to play the deck. It is the one card that opponents don't want to see resolve more than any other. Pairing this with a two-mana counterspell on turn five is exactly where you want to be in most cases. If you ever get to untap with it on the Battlefield you feel as if the hypothetical advantage bar slams in your favor. It's great in every match-up and one of my favorite cards of all time.

There was an error retrieving a chart for Teferi, Hero of Dominaria

The Decklist

Azorius Control, Explorer/Pioneer

Companion

Instants

2 March of Otherworldly Light
4 Absorb
3 Dovin's Veto
4 Memory Deluge
4 Make Disappear

Enchantments

2 Shark Typhoon
4 Temporary Lockdown

Sorceries

2 Supreme Verdict
1 Farewell

Planeswalkers

3 Teferi, Hero of Dominaria
4 The Wandering Emperor

Lands

2 Plains
2 Hall of Storm Giants
1 Castle Ardenvale
1 Otawara, Soaring City
1 Castle Vantress
2 Glacial Fortress
4 Hallowed Fountain
4 Irrigated Farmland
3 Field of Ruin
2 Island
1 Eiganjo, Seat of the Empire
4 Deserted Beach

Sideboard

2 Mystical Dispute
1 Rest in Peace
1 Dovin's Veto
1 Kaheera, the Orphanguard
1 Settle the Wreckage
2 Divine Smite
1 Hullbreaker Horror
1 The Eternal Wanderer
1 Farewell
3 Regal Caracal
1 Shark Typhoon

Go Watch the Companion Video

If you're looking to play a deck that rewards tight gameplay, knowledge of the format, and has amazing upside if you practice and learn your deck I couldn't recommend this Azorius Control deck in Pioneer or Explorer more. If you tune your sideboard for the anticipated meta I think this deck is a contender for the best deck in the format! Check out the gameplay video and don't forget to Like and Subscribe to the Quiet Speculation YouTube Channel!

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LessAlex

LessAlex, AKA Alex Blackard, is a Magic: The Gathering content creator who is passionate about playing Control decks in Constructed, particularly in the Pioneer, Modern, Explorer, and Historic formats. He also enjoys experimenting with combo decks and brewing up new and exciting strategies to stay ahead of the competition. With a focus on in-depth strategy breakdowns and gameplay, LessAlex offers a unique perspective on the game that is both entertaining and informative. His competitive resume includes a Top 4 at an SCG Open in 2014, splitting an NRG Trial in 2017, as well as countless SCG IQ Top 8s and Game Day wins. He hosts The Control Freak Podcast where he discusses playing Control decks in Constructed, and brings on guests including prominent players and creators to share their expertise. You can catch him streaming on Twitch weekdays at 9 am, and on his YouTube Channel for even more content.

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Ripple Effects of the Recent Bannings

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The hammer has dropped, and Standard will never again be the same. Good riddance, I say.

It would appear Kamigawa: Neon Dynasty was a touch too powerful, resulting in a clean sweep—all three newly banned cards are from this beloved set. Obviously, the announcement will have far-reaching effects on the Standard metagame. There will be a measurable impact on card prices as well. In fact, some of these moves have already begun…

Early Data Suggests You Should Sell the News

Before the banning, these three cards were dominant (and/or unfun to play against) in Standard. Reckoner Bankbuster was the most played card in Standard according to MTGStocks. Fable of the Mirror-Breaker // Reflection of Kiki-Jiki and Invoke Despair were number three and number eleven, respectively, on the list. Clearly, these cards were everywhere in Standard.

Just like that (*snaps fingers*), demand for these cards has dropped considerably. While Fable of the Mirror-Breaker // Reflection of Kiki-Jiki and Reckoner Bankbuster still see play in other formats like Pioneer and Modern, I still suspect there will be a measurable price decline for these three cards.

In fact, that decline has already started.

There was an error retrieving a chart for Fable of the Mirror-Breaker // Reflection of Kiki-Jiki
There was an error retrieving a chart for Reckoner Bankbuster
There was an error retrieving a chart for Invoke Despair

The decline in the price of Invoke Despair won’t be that significant, because its price was already low. The same cannot be said for the other two cards. Their price decline, especially Fable's will be more substantial.

Had you owned these cards on the day of the banning, the best course of action in the short term would have been to sell them immediately. Granted, that’s not easy to do right after a banning announcement because it's what everyone is trying to do. Card Kingdom still doesn’t have Fable on their buylist, and ABUGames dropped their buy price all the way to just a few bucks.

There’s little that can be done in this case. Unless you want to gamble and sell cards the day before a B&R announcement, at the risk of having to buy cards back that aren’t banned, you’re kind of stuck holding the bag. Even still, I suspect the price on these three cards will be even lower in another couple of weeks. At that point, we’ll see how much Pioneer and Modern demand hold up the prices of these competitive cards.

Neon Dynasty Ripple Effects

Fable of the Mirror Breaker // Reflection of Kiki-Jiki was one of the best cards to pull out of a booster pack of Neon Dynasty. I suspect it’ll remain one of the more popular pulls, but the EV will take a small hit from this banning. Reckoner Bankbuster’s decline will have a smaller impact, but it will also bring down the set’s EV a tad.

According to the EV calculations over at Dawnglare, the EV for Neon Dynasty was already dropping before the announcement.

The set’s expected value peaked around $111 back in mid-May and then started to decline. Could this decline reflect people selling cards in anticipation of them getting banned in Standard? It’s possible. Now the EV is down around $103, a 7.2% decline. $8 may not seem like a lot, but a 7% decline in EV over the course of just a few weeks is a noteworthy move.

Speaking of noteworthy moves, sealed booster boxes of Neon Dynasty have also retreated in price. These peaked at over $100 for a moment before dropping back down into the $90s. Beginning May 31st, however, booster boxes became available on TCGplayer for under $90. I don’t remember them ever being this cheap.

As a major fan of the Neon Dynasty Draft format, I welcome the chance to acquire another box or two at this discounted price. However, I am admittedly a little nervous that the sell-off isn’t over yet. I’ll be watching these listings closely to see what direction the price goes from here.

B&R Announcement Winners

The price moves above come as no surprise to the seasoned Magic player. Cards have been banned in sixty-card formats many times over the years. Every time it happens we see a short-term shock to the market as players react. Bannings spawn a boatload of selling as players race to unload their now-unplayable cards (in the given format they were banned in), leading to price declines (as seen above).

However, not every card is a loser when a banning announcement is made. Opportunity lies in the ability to anticipate which direction the Standard metagame will go next and to speculate on the staples of those decks accordingly.

I’m not going to boast any expertise in this area—once upon a time I was a mythic player on Arena and battled with the best of them, but this hasn’t been the case for a couple of years now.

One obvious winner is Sheoldred, the Apocalypse. At $65, however, it’s hard to see much upside for the card.

There was an error retrieving a chart for Sheoldred, the Apocalypse

It doesn’t help that, while she dodged the ban hammer, Sheoldred lost a couple of good friends in Invoke Despair and Fable of the Mirror-Breaker // Reflection of Kiki-Jiki. I don’t know if Rakdos, or black-based strategies in general, will be as dominant going forward. It’s hard to recommend buying copies of the most expensive card in Standard.

Scrolling through the lower portion of the most played cards list, you eventually get past the Rakdos cards and see some other possible contenders.

Atraxa, Grand Unifier was a popular choice at the last Pro Tour. The strategy paled in comparison to Rakdos, but perhaps the deck will become more popular going forward.

There was an error retrieving a chart for Atraxa, Grand Unifier

Leyline Binding may see more play if players eschew Rakdos for other colors, including white. If ramp strategies become more popular, Topiary Stomper could see more play. At just over a buck, these have little downside, to say the least. With the new, slower rotation schedule, the card will have more chances to impact Standard and climb in price.

Perhaps the best strategy would be to trade out of Blackcleave Cliffs and pick up other reprinted fast lands, such as Darkslick Shores or Seachrome Coast. These will all be playable in Standard for a couple of years now and may get harder to find when Phyrexia: All Will Be One packs aren’t opened as much.

There was an error retrieving a chart for Seachrome Coast

Lands are often a safe play—their upside may be capped, but so is their downside. While we’re at it, all the tri-lands (e.g. Spara's Headquarters et al.) are also worth keeping an eye on.

My Feelings On Bannings

People have conflicting feelings about Standard bannings. On the one hand, it’s a reflection of some oversights made by Wizards of the Coast. It also likely represents an imbalance in the format. I for one believe we've been in a rather stale Standard environment for a while.

On the other hand, a shakeup of Standard leads to hope and excitement that things will be better going forward. We can all hope for greater diversity in the metagame, leading to a more enjoyable play experience overall.

Since I do play Standard on Arena on occasion, I would be lying if I said I didn’t care about these impacts. What I can say, however, is that the financial implications of a banning often excites me even more than the gameplay implications. With such a significant shakeup as the recent banning—three cards being banned simultaneously—the door has been opened for a shift in the metagame. This shift in the metagame will naturally lead to a shift in prices.

Shifting prices means an opportunity for financial gain.

While those who were holding the three banned cards into the announcement may have seen some depreciation, hopefully, that can be balanced by an increase in prices for other cards. For those who are intimately familiar with the Standard format, I suspect they’re the best people to follow for speculation suggestions.

Wrapping It Up

Transparently, the best I can do is review the most played cards list on MTGStocks and identify those that aren’t in Rakdos colors for their potential to climb in popularity. The tri-lands and the fast lands are probably the easiest targets for their low-risk / moderate reward potential. If I were to speculate on Standard (which I do very little these days), I’d start with those lands and then closely watch the metagame unfold for other potential ideas.

Things are about to get really dynamic for the next couple of weeks—no matter what happens, at least Standard will be interesting again!

UB Trippin’: Knowing When to Abandon the Best Archetype

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Blue and UB can be a great place to navigate our draft. When we start there, however, it is tempting to ignore other paths. A first pick is often hard to cast away, when it's a first pick in the best color, we're not just worried about losing the early rare, but the powerful commons we might see later.

While March of the Machine (MOM) has generally been kind to me, I have not been immune to one of Limited's most insidious traps: clinging to the best color.

Because there are so many good blue cards, we can tell ourselves that blue is open when really we're just seeing the debris breaking off from a good color. Pivoting is an essential skill for navigating draft, and pivoting off of the format's best color or archetype intensifies that struggle.

Best Red Deck vs. Decent Blue Deck

There's a case to be made that it's better to be one of the many blue decks than the open red (or non-blue) deck. The top commons seem to support this idea.

However, this doesn't take into account the context for this data. These cards contribute to winning decks. These numbers are averages, not promises of performance. This means that when players are picking these cards, there's a good chance they're playing them side by side with powerful rares and uncommons that help boost the overall win rates of the decks. If the color is overcrowded, we won't have access to those higher powered cards. So no, we shouldn't take Saiba Cryptomancer over Volcanic Spite and Final Flourish simply on the merits of GIH WR%.

Conversely, there might be good reasons to fight for a color. Say we're having success with a given archetype, particularly in the opening weeks of a format. If we know something they don't know, we'd be wise to leverage that advantage. Still, formats evolve because players learn, either from experience or other resources.

In the early days of MOM, we could collect Ephara's Dispersal and Invasion of Amonkhet // Lazotep Convert in multiples. Those days have mostly come and gone. If I'm drafting blue in MOM today, I'm expecting to fight over the color. So how do we know whether the fight is worth it?

The Reach and the Pull

In my most recent draft, I first-picked Hidetsugu and Kairi. It's a powerful card in the best color combination. What could go wrong? Second pick I took a Meeting of Minds. Third pick I took Eyes of Gitaxias. I wanted to stay in UB, so I tried to corner the market.

While both of these cards have a suitable win rate, they're not really cards I want to draft this early. I wasn't being pulled into blue; I was reaching. I wasn't responding to the signals of the draft. This was an attempt to protect my rare. Because blue is so deep, there's plenty to hold onto, but I wasn't building a strong deck. I was taking pieces and hoping things would open up later on.

The pieces I ended up takng weren't ideal. Had I seen strong uncommons or premium commons like Preening Champion, Ephara's Dispersal, or Deadly Derision, then staying in UB would make sense. Instead, I took second-tier commons. While all these cards have good win rates, the drop off between them is real. Meeting of Minds and Temporal Cleansing are a far cry from the actual best commons in the set.

Early Game and Synergy

It's hard to develop a clear plan when we're scrounging for scraps. When we look at a pack and see an abundance of options, we have the privilege of identifying the one that best fits our needs. Contested colors don't provide those options. You get what you get, and you (hopefully) don't get upset.

I drafted a lot of convoke early on. I hoped to see Ichor Drinker, Omen Hawker, and Captive Weird // Compleated Conjurer. But hope is hardly a plan. I ended up playing a reasonable, but clunky, UB deck with a middling power level.

UB "Mid"-range (5-3)

Creatures

1 Omen Hawker
1 Saiba Cryptomancer
2 Aetherblade Agent // Gitaxian Mindstinger
1 Tymaret, Chosen from Death
1 Halo Hopper
1 Rona, Sheoldred's Faithful
2 Hidetsugu and Kairi
1 Phyrexian Gargantua
1 Tidal Terror

Instants

1 Vanquish the Weak
2 Meeting of Minds
1 Deadly Derision
1 Merciless Repurposing

Sorceries

2 Traumatic Revelation
3 Eyes of Gitaxias
2 Temporal Cleansing

Lands

8 Island
9 Swamp

Because of the inherent strength of the color pair, and because I opened an on-color bomb in pack three, I was able to build a competent deck. Still, it was clear that the colors weren't open. I needed to make adjustments based on some of the early data seen, and didn't because I was too eager to be UB.

Ambition the Angel?

When it comes to draft, we always have three options. We can stay the course, we can pivot, or we can absorb. The first major decision point I saw in the draft was an unconventional one. It came in pack three.

Phyrexian Awakening is a card that has played very well for me. A 4/4 vigilance is an extremely powerful body, and spreading that vigilance lets us pressure our opponents while still looking to play a long game. Instead of snapping up the enchantment,, I stayed the course with a good but not great blue card, Eyes of Gitaxias.

Even after that pick, I felt challenged by an even less conventional choice.

Alabaster Host Intercessor is a fine card. It's not as good as the card I selected, Eyes of Gitaxias, but it represents something much greater. While black had yet to yield a realistic option, white had shown multiple reasonable selections in picks three and four. Had I taken the Alabaster Host Intercessor, I would have given myself a chance to remain blue, but with more flexibility to incorporate the seemingly open white cards later on. While UW is primarily seen as a tempo archetype in this format, it can certainly play a more controlling strategy with counterspells, Cut Short, answers, and bigger threats.

While the white cards wouldn't have been committal it would have given me more flexibility. Hopefully I could still splash the bomb, but if not I'd at least be in an open color.

Sight Beyond Sight

Part of navigating drafts late in a format involves knowing the possibilities. The slower UW deck is not a common off-road, but UR Convoke is. Pack two offered us something I missed in the moment.

I was overjoyed to see my first premium black card, Deadly Derision, here in pack two. This would give me the support I needed to continue my dream of building a functional UB deck. Good ol' four-drops. Nothing beats four-drops.

But what else do we see? (Hint: It's another four-drop... sort of). In retrospect, I wish I'd considered Stoke the Flames. It's an off-color card, but it's not off-plan.

At this point, we already have three convoke cards. We haven't seen any premium blue cards, so it's unlikely we'll get Captive Weird; Ichor Drinker has been, thus far, MIA. Pivoting into UR opens up the possibility of leveraging Ral's Reinforcements as a high-value card available late in packs two and three. While we currently have little to support these convoke cards, red gives us the best option to do so. We can still try to splash our rare, but we don't have any real reason to be black besides the first pick.

Conclusions

Hindsight is 20/20. While I think staying blue in my seat may have been justifiable, staying black was clearly wrong. While I potentially could have splashed the rare, which I was lucky enough to open a second copy of, I should have been more ambitious and open-minded when it comes to navigating this draft. However, that can be a big ask when the winds of fate blow you towards the best archetype.

I could have supplemented the deck with a third color or pivoted into a different archetype had I not failed to read the signs. As my mediocre deck got to five wins, I think this represents an above-average outcome based on the controllable factors. I don't think it's a disaster to be UB. It's a powerful archetype for a reason. Both colors are deep, and though neither seemed particularly open, this pair offers a puncher's chance. Still, I wish I had been more ambitious. I think I could have done better.

I wanted to end with a note on the following graph. Noted MTG data analyst Sierkovitz tracked the changes in win percentages over each week. While UB has been the boogeyman of the format, in recent weeks it has experienced a severe drop-off.

The color has not gotten less powerful. The format has just evolved. The word is out on UB, and while the color is deep, it's a known quantity. People want these cards. The archetype has fallen closer to the rest of the pack as players fight over its pieces. So, make sure to read the draft, and not just assume that the deep colors will provide. The format is still evolving. Are you?

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Robert Genuario

Rob Genuario has been playing Magic: the Gathering off and on since Tempest. He primarily plays limited. In addition to playing Magic he is an English teacher. You can find his thoughts on teaching through his newsletter at Teachwithmrg.substack.com

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