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Sasaya’s Mean Green Machine

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If I had to guess, I'd say that green is the most popular color in Commander. Green may be mostly about ramp and fatties, but it does an incredible job of it -- especially considering how hard Wizards has been pushing gigantic monsters recently. Because Commander is an eternal format, green also has access to all kinds of utility effects that aren't part its color pie and shore up its weaknesses.

So green is fun, flexible, and popular. From a budget perspective, that means there will be fewer cards that we can acquire for a steal from online vendors. It means that a budget green deck will probably be more underpowered than budget decks in other colors. Without access to Woodfall Primus, Avenger of Zendikar and Primeval Titan we'll have to work a little harder to make up the difference in power level.

Picking a Commander is especially important when budget is a real constraint. Frequently it's the best card in your deck so it's important to maximize favorable interactions. When I asked Twitter about green Commanders, I got pretty even responses for Omnath, Locus of Mana, Baru, Fist of Krosa and Kamahl, Fist of Krosa. Each of these is a great Commander in their own right.

The one that I like best for a budget deck is Kamahl, because he's his own mana sink, so after ramping as much as you want you have something to do with the mana. That said, I didn't pick any of these three to build a deck this week. My issue with all of them is that they want you to build a generic ramp deck, which is incredibly difficult to do on a budget because you won't have any good threats at the top of your curve. More importantly though, all of these decks will have about sixty cards in common, and that's not interesting.

What I did do is put together a list of budget ramp spells, fatties and utility spells that are a great foundation for any budget green deck:

  • Rampant Growth ($0.15)
  • Cultivate ($0.49)
  • Dawntreader Elk ($0.25)
  • Deep Reconnaissance ($0.49)
  • Evolution Charm ($0.25)
  • Explore ($0.49)
  • Far Wanderings ($0.49)
  • Hunting Wilds ($0.49)
  • Khalni Heart Expedition ($0.39)
  • Kodama's Reach ($0.75)
  • Krosan Tusker ($0.15)
  • Reap and Sow ($0.39)
  • Untamed Wilds ($0.25)
  • Nature's Lore ($1.00)
  • Hall of Gemstone ($0.49)
  • Woodland Guidance ($0.25)
  • Howl of the Night Pack ($0.25)
  • Reach of Branches ($0.49)
  • Gelatinous Genesis ($0.49)
  • Verdeloth, the Ancient ($0.89)
  • Jade Mage ($0.25)
  • Artisan of Kozilek ($0.49)
  • Pelakka Wurm ($0.25)
  • Panglacial Wurm ($2.75)
  • Indrik Stomphowler ($0.49)
  • Acidic Slime ($0.25)
  • Mold Shambler ($0.25)
  • Spine of Ish Sah ($0.49)
  • Predator, Flagship ($1.75)
  • Terastodon ($0.75)

The thing to notice here is that even the bad ramps spells cost about fifty cents. That's going to be a theme throughout this article. The good common and uncommon green cards get played in non-budget decks, both in Commander and in other formats like Modern. There really aren't any ramp spells that cost a quarter or less, and finding fatties for less than a dollar is near impossible.

To work around this, you'll want to maximize the amount of your budget that you can spend on awesome fatties. You can do that either by making the rest of your deck sub par, or by running a ton of lands and a Commander like Azusa, Lost but Seeking.

The problem is that Azusa herself is expensive. Enter our Commander for this week.

Sasaya Says:

Sasaya solves most of our problems pretty nicely.

She wants a huge portion of your deck to be Forests, which is pretty convenient for our budget. She also wants you to put lands in your hand rather than in play, an effect other decks are less interested in. Since she can easily quintuple the amount of mana you have at any given time, you can avoid expensive ramp spells and focus more on powerful threats.

The issue, of course, is that you have to get to seven lands in your hand, and that's an awful lot.Ā Furthermore, if you have seven lands, what spells are you going to be casting with Sasaya?

We can do a few things to mitigate each of these problems, but let's start with making sure we can get her flipped.

Fetch All the Lands

Our first concern is consistently flipping Sasaya, because otherwise our so-called ramp deck doesn't have any actual ramp. We have two avenues to accomplish this.

The first, and easiest, is simply to run a bunch of lands. If you run about seventy lands you should be able to flip Sasaya by turn five with minimal effort.

This option makes it unlikely that you'll find enough gas to actually win the game. The other approach is to turn some of those seventy lands into tutors for lands and draw spells. This ensures you hit the requisite seven lands, but also thins your deck of lands and digs for threats. Let's take a look at the set up:

The Mana Base

  • Phyrexia's Core ($0.25)
  • Slippery Karst ($0.25)
  • Tranquil Thicket ($0.25)
  • Blasted Landscape ($0.99)
  • 48 Forest

This part is straightforward, though it's also the area that could use the most upgrading. There are five different lands, mostly so that you can still cast Realms Uncharted even in the midgame. It may be worth finding more lands within the budget, for example Petrified Field, to make sure Realms doesn't get blanked as the game goes on.

The real upgrades, though, are pricier. This deck could be supercharged with some combination of Scrying Sheets, [card Snow-Covered Forest]Snow-Covered Forests[/card], Thawing Glaciers and Deserted Temple. These lands fill your hand with lands, filter through your deck for bombs, or put lands directly into play while maintaining the same number of lands in hand for Sasaya. However, even beat-up snow lands are $0.75, enough to exceed our $35 budget on their own.

If we don't get to jam these powerhouse lands, how can we fill up our hand? Fortunately, there are a ton of effective ways:

Hands with Lands

  • Gaea's Bounty ($0.15)
  • Cartographer ($0.15)
  • Cultivate ($0.49)
  • Kodama's Reach ($0.89)
  • Evolution Charm ($0.25)
  • Fa'adiyah Seer ($0.15)
  • Journey of Discovery ($0.25)
  • Krosan Tusker ($0.19)
  • Lair Delve ($0.15)
  • Mulch ($0.15)
  • Rowen ($0.49)
  • Realms Uncharted ($0.49)
  • Seek the Horizon ($0.39)
  • Sprouting Vines ($0.15)
  • Expedition Map ($0.49)
  • Mycosynth Wellspring ($0.15)
  • Ichor Wellspring ($0.25)
  • Tilling Treefolk ($0.25)
  • Yavimaya Elder ($0.89)
  • Armillary Sphere ($0.15)
  • Magus of the Library ($0.49)
  • Scroll of Origins ($0.49)
  • Horizon Spellbomb ($0.15)
  • Harmonize ($1.99)

This is the backbone of the deck. For the most part, each card here nets you two cards, at least one of which is going to be land. If you draw enough cards and thin out enough lands, not only will you be guaranteed to flip Sasaya on turn four or five, it will also become increasingly likely that you draw into gas.

You'll also notice that few of these cards are particularly expensive. Those that are expensive are generally staples that you may already have, and will want to pick up if you continue to play. These are the best spells for digging through your deck and they do a ton of work for you, especially if you can start regrowing them with Revive and Woodland Guidance.

The cheaper effects here are generally better than the expensive ones. For example, Fa'adiyah Seer is much better than Rowen. Even if you have to keep reinvesting mana in something like Scroll of Origins, mana is never a problem once you flip Sasaya.

Let's say you flip Sasaya on turn five. If you untap and play a land, you have access to 36 mana. Realistically, what are you going to spend that much mana on? It doesn't matter if you have to sink some of it into keeping your hand full so you can reflip Sasaya if she gets destroyed.

With the flipping situation taken care of, the only issue left is including enough high-impact creatures to actually kill a table with two or three of them.

We Got the Beats

When we talked about budget green decks, I said that finding guys was a pretty big problem, but it's actually not so bad once you cut out all of the expensive ramp spells. At this point we've spent about $12 of our budget, which means we can afford to splurge a little on the fatties.

The funny thing is that most of the creatures that tend to be insane in Commander aren't even that good in this deck. Avenger of Zendikar, for example, just isn't that good, because you'll never have many lands in play and you'll never put many into play at one time. What you want is a threat that you canĀ continuouslyĀ pump a ton of mana into to generate a board presence, as opposed to a one-time investment that has a fixed effect.

Here's what I could find:

  • Patron of the Orochi ($2.25)
  • Nantuko Cultivator ($0.49)
  • Jade Mage ($0.25)
  • Verdeloth, the Ancient ($0.89
  • Nemata, Grove Guardian ($2.25)
  • Artisan of Kozilek ($0.49)
  • Terastodon ($0.75)
  • Tower of Fortunes ($0.49)
  • Soul of the Harvest ($0.49)
  • Gelatinous Genesis ($0.49)
  • Mold Shambler ($0.25)
  • Fierce Empath ($0.49)
  • Panglacial Wurm ($2.99)
  • Pelakka Wurm ($0.25)
  • Spine of Ish Sah ($0.49)
  • Ant Queen ($0.65)
  • Wolfbriar Elemental ($0.75)
  • Yew Spirit ($0.25)
  • Genesis Wave ($1.39)
  • Centaur Glade ($0.39)
  • Revive ($0.25)
  • Lost in the Woods ($0.49)
  • Woodland Guidance ($0.25)

I'm pretty happy with this suite of fatties. You have a little bit of everything here: ways to generate creatures, draw cards and answer problematic permanents. There's a great combination of stuff, even if there isn't as much flexibility as I might like. You'd obviously love to have cards like Tooth and Nail and Summoner's Pact in order to pick and choose which threats to deploy at any given time.

The best thing that you could do is probably add an Eldrazi Temple, a few ways to tutor it up, and a pile of colorless creatures like Kozilek, Butcher of Truth and Duplicant. In our bare-bones version, you still have Jade Mage and Nemata, Grove Guardian which allow you to continuously invest mana to create a board presence without overextending too much.

At the low cost of $29.11, I present to you Sasaya:

Untitled Deck

Creatures

Instants

Sorceries

Artifacts

Enchantments

Lands

47 Forest

One of the first decks I built for Commander was a Sasaya deck not unlike this one. That deck made me love the kind of huge, epic, swingy things that can only happen in games of Commander. With enough Regrowth effects, you can ritual up with Journey of Discovery and cast absurdly gigantic things every turn for the rest of the game.

I think this deck turned out reasonably well. There's certainly a better balance that could be struck between the amount of fat and mana sources, but that will require playing a ton of games to get right. Playing those games might not be something I mind though, with a deck that goes this far over the top of what other decks are doing. I may just build this one on MTGO and record a few games with it to see if it can hold up!

Now that we're three decks into the series of mono-colored budget decks, I'm starting to run out of steam.Ā I think I have a red Commander picked out, but the blue one is really stumping me. Help me out by suggesting blue Commanders on Twitter or in the comments.

Carlos Gutierrez

cag5383@gmail.com
@cag5383Ā on Twitter

Insider: The $30 tickets in Magic (that aren’t Magic cards)

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There's a lot to Magic that's worth cash beyond just the cards themselves. There are promotional items, oversized cards, optional expansions and more. While you and I don't chase these things down most of the time, there are collectors who want these items and they're willing to pay some serious cash for them. This week, we're going to look at good trade-worthy items in Magic that are not strictly legal things in themselves.

The Planechase Planes

Planechase is an optional expansion for Magic. The Planechase 2012 set came out recently, so you probably know a little about it. In short, people make decks of planes that they use alongside their regular deck. It's a fun and casual sort of thing. The whole collection of Planes, minus the one I'm about to talk about, retails for about $120-140. That's a bit of cash, but it's a serious ordeal to actually get those cards assembled. The one that's worth looking out for, especially because it's hard to find in trade binders, is Tazeem:

It's that second line that you really care about. In Planechase, you have the possibility of rolling a die and activating that ability. The more mana you have, the more rolls you can make. Later in the game with enough lands, you're pretty locked on being able to roll a die and get that super-draw. You might see 8+ cards from the ability, which is pretty good for Planechase.

Tazeem was a promotional card and wasn't available in any of the precons. Thus, the price of the card is directly related to the fact that most people forgot about their Tazeems when they got them or lost them. This sort of thing happens more than you'd think. In other games (Fantasy Flight's line comes to mind), they occasionally release little promos with convention goodie bags - those promos, which sometimes are no more than a few extra item cards, can fetch $100+. Tazeem isn't that expensive, but it does go for a cool $35.00 on eBay. I don't think you'll get many Planechase cards in trade, but they're great to look for if you're scouting out collections to buy.

 

The Vanguard Superstars

Vanguard was, like Planechase, another alternate way to play Magic. Instead of making a deck full of cards that you'd randomly planeswalk into, though, you could choose one Vanguard and have them act like an Emblem on the battlefield. It would affect your starting/max hand size and life, and the better ones usually really punished you on those two factors. Several sets of Vanguard came out, and the sets tend to go for $20-30 apiece. Completed sets of all of Vanguard go for over $200. This is all despite the fact that I've never seen someone actually play Vanguard. The superstar of Vanguard, though, is Titania:

So you get to start with Exploration in play AND you get two extra cards! No wonder people want to play with Titania. I can't think of a deck that would rather have any other effect, be it the token-making of Sliver Queen, the recurring monsters from Gix or the No Mercy effect of Ashnod (and all of those are $10 Vanguards). Titania is so insane, who cares if you get 5 less life? Again, this is a card that you're going to see in collections instead of binders, but it's worth keeping an eye out for. Titania readily sells for $45.00 on eBay.

Solid Gold-Bordered Cards

For about a decade, Wizards of the Coast would print the World Championships decks in collectible form. They had gold borders and non-standard Magic backs. To everyone, it's apparent that they aren't legal Magic cards. However, they are playable in a sleeve and a lot of EDH groups and casual circles will allow the gold-bordered cards to creep in. After all, why pay $240 for a set of Force of Wills when you can get a stack of gold-bordered ones for much less? Despite being unplayable in tournaments, these cards command a non-zero value.

Most gold-bordered playable cards tend to be worth about $1-4. There's a threshold where they tend to be worth significantly more, though, and most are valued at about 20% of their real value. So a card like Force of Will still sells for $10 in its golden format. Cards like Gaea's Cradle have been creeping up near $13 or more lately because everyone wants them for EDH and nobody wants to buy the regular version. Since it's on the Reserved List, the gold-frame card is the only discount you're gonna find. People tend to have these kinds of cards in their binders and it's worth seeing what they'll let them go for. Wasteland, Force of Will, Rishadan Port, fetchlands and more can go for $5-$12. These are another literal gold mine in collections if the person had the right promotional sets.

Just don't lose out like this guy and sell 27 Cursed Scrolls for $10.00!

The Duelist Abacus

Duelist was the official Magic magazine and it was a heck of a read. It was around for the first few years of Magic and featured behind-the-scenes interviews, set building articles and the killer decks of the day. It invented terms like "moxen" and "Mr. Suitcase." Duelist folded, like Scrye and Inquest, when the Internet killed slow magazine-format Magic writing.

Duelist also ran promotions, and one of the most interesting ones was for an abacus that you could use to keep track of life totals. Back at the beginning of Magic, people would use d20s, flat marbles, pen and paper and more. There were no spindowns or tracking apps. The abacus was, and still is, a very cool way to track your life total; I'm surprised that nobody has recreated it. Here's what they looked like:

They came in all the colors of the mana; this one is red. Duelist made and sold these for awhile, but when the magazine disappeared, so did the abaci. You could get these for $20 on the secondary market for a long time, but demand has gone up and nothing has risen to meet it. These sell for $65-75 on eBay right now, with fierce bidding. This is a real gem to find in collections; I've seen otherwise-terrible collections with three of these in them sell for 200+. Definitely an item to keep an eye out for.

Squirrels on your Mat

Grand Prix: Lincoln featured a hugely-popular playmat with Magic's favorite tribe prominently featured:

No, not werewolves, squirrels! This is a well-known expensive item, but it's worth mentioning anyway. These had a price high at about $125, but they've settled down to about $70 on eBay. That's still an absurd amount for a playmat, but I think it's a fine reward for someone who had to travel to Nebraska for a weekend to get it...

 

That wraps up my brief tour of the ephemera that surrounds Magic and that you can sell. If you know something that I missed, chime up in the response thread! While misprints are a well-known and mostly-misvalued treasure, so are these sorts of things. They are the marshmallow center that makes a boring collection amazing; they are the gem in the store's junk bin. Happy hunting!

Until next week,

Doug Linn

Douglas Linn

Doug Linn has been playing Magic since 1996 and has had a keen interest in Legacy and Modern. By keeping up closely with emerging trends in the field, Doug is able to predict what cards to buy and when to sell them for a substantial profit. Since the Eternal market follows a routine boom-bust cycle, the time to buy and sell short-term speculative investments is often a narrow window. Because Eternal cards often spike in value once people know why they are good, it is essential for a trader to be connected to the format to get great buys before anyone else. Outside of Magic, Doug is an attorney in the state of Ohio.  Doug is a founding member of Quiet Speculation, and brings with him a tremendous amount of business savvy.

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CommanderCast S6E2 – S6E6: Getting Caught Up!

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S6E2 – Thoughtless Trio

Haters beware: CommanderCast returns with a three-person podcast this week spewing more of the same gibberish, just with one less voice! This week Andy is joined by one of the usual suspects in Brionne and the (possibly most) frequent guest beast Cassidy Silver of TCGPlayer fame. The discussions this week include Commander as a 'side event', elements of deckbuilding to avoid to exploit hosers and Sunforger.

LET'S GET IT!

Hit the button or play, or download the entire episode! The full show notes are here.

 

S6E3 – Falls Count Anywhere

Things get rowdy up in here as CommanderCast's Tactical Podcasting Team returns to a full-strength squad of four! This week Andy and Justin lead the charge as special guest BEASTS Derfington and Angry Graybeard go HAM on a variety of topics! This week's episode is educational, emotional and... uh... erotic?

No, that's not right. Anyway, just listen to it.

Hit the button or play, or download the entire episode! The full show notes are here.

 

S6E4 – Newbs Welcome

CommanderCast has never really covered material for new players, so this week - and probably way too late in the show's life cycle - we're going to do nothing but help out new players. In this very educational episode, Andy, Donovan, Max and Gibson provide tips and tricks for new players on how to play EDH to win and enjoy yourself while finding new players and building a new group.

Hit the button or play, or download the entire episode! The full show notes are here.

 

S6E5 – Too Many Accents?

German, Texan and Canadian accents combine into a horrifying maelstrom of noise in this episode of CommanderCast! It's Andy, Brionne and Carlos joined by Dominik of CompletelyCasual.net this week to discuss everyone's favourite busted format, EDH. On the agenda this week: giving players more authority over the format, mulligans and the style points trade-up.

Hit the button or play, or download the entire episode! The full show notes are here.

 

S6E6 – Super Miyashiro Bros. (SPIN THE WHEEL)

Dub up on Bro Teams this week as Justin's brother Travis joins the casting team! Also joining us as another special guest is Andy's podcasting bro Chrstian from Off-Color Cast, the SERIOUS EDH podcast. Fake and fro-real bros alike form like voltron to bring you another episode of CommanderCast where we discuss the roles of Commanders, SPINNING THE WHEEL and more!

Hit the button or play, or download the entire episode! The full show notes are here.

 

For more Wrexial-Approved stuff, hit up http://www.commandercast.com/

Attacking a Broken Format

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When the best deck gets even more awesome cards, bad things happen to good formats. Recently there has been much talk about the upcoming banned and restricted announcement from Wizards and what impact it will have on Standard. Many are crying that the format is broken.

Wait a minute. This sounds strangely familiar. Are we talking about last year or this year?

Sadly, we are talking about both.

Before last year, it had been nearly ten years since a card was banned in Standard. Before Jace, the Mind Sculptor and Stoneforge Mystic, the previous banning was all the way back in the original Mirrodin block when lots of broken artifacts were banned to stop Ravager Affinity from destroying competitive play.

This year the culprit is less identifiable. Some notable pros think the problem is Delver of Secrets due to how far this creature was pushed. Others think the invitational card Snapcaster Mage is too powerful for Standard to handle. A small number of players think Vapor Snag is a problem, but Unsummon has never been too good in any format.

Finally, some people feel the real offender is Ponder. This cheap tool helps stabilize any deck it's included in. One of the main reasons that I played blue mana in my Wolf Run deck was because Ponder makes every draw smoother.

I don't think banning any one card will be enough. If I had my say, both Snapcaster Mage and Ponder would be removed from the format. If Snapcaster is allowed to remain, we can welcome another year of finding degenerate ways to use the Yawgmoth's Will with legs.

If we did not have Snapcaster Mage and Ponder to constrict the format, I think we would see more diversity. Decks that have been present would see more play and room would be made for new decks to be viable once more.

The Problem with Cheap Cantrips

With all the talk about bannings, I have thought a lot about Ponder. Why do cheap cantrips like Ponder, Preordain and Brainstorm have such a big impact on games, always bordering on the edge of overpowered?

First of they are a one-mana method to search for combo pieces. This effect was too powerful for Modern because it allowed players to easily assemble a winning combination of two or three cards.

Another reason is that they add consistency to tempo-oriented decks. Delver decks include a number of cards that are extremely good in certain matches and horrible in others. Ponder allows them to draw the right cards when they need them and shuffle them away when they are subpar.

Finally, these seemingly innocent spells allow decks to run an unnaturally low number of lands.

This is a problem because it makes room for the aforementioned variety of cards that can make every matchup positive. When was the last time you saw a twenty-two land deck capable of casting a six-drop? Thanks to Ponder, Delver can sideboard into Consecrated Sphinx, a card that's normally off limits to a deck with so few mana sources.

Fighting the Good Fight

The emergence of Angel Delver is causing so much drama right now because of the high density of large tournaments this summer. We are in the middle of a PTQ season dominated by one deck. We also have three World Cup Qualifier tournaments, as well as the independent circuits across the U.S. organized by Star City and TCG Player. Between all of these events, the Delver menace is getting a lot of attention.

My thoughts have been focused primarily on the World Cup Qualifiers. At the moment, I know of no deck that can compete with the Angel Delver deck well enough to justify playing. But that doesn't mean I'm giving up.

Dungrove Green

When trying to beat a specific deck, you need to determine what aspect of the deck you are trying to attack. One possible avenue to beat the current iteration of Delver is to make Vapor Snag as bad as possible.

We can accomplish this goal by playing creatures with shroud or hexproof ourselves. I mentioned a couple weeks ago how good Dungrove Elder is against decks trying to gain tempo with Vapor Snag. Ever since I lost to the Dungrove Elder deck in the win-and-in at the PTQ, I've been thinking about how to build that deck.

Here's where I am so far:

Untitled Deck

Creatures

4 Llanowar Elves
4 Birds of Paradise
4 Strangleroot Geist
4 Dungrove Elder
3 Thrun the Last Troll
1 Huntmaster of the Fells
1 Viridian Corrupter
1 Primeval Titan

Spells

4 Abundant Growth
3 Prey Upon
3 Bonfire of the Damned
4 Green Suns Zenith
2 Garruk, Primal Hunter

Lands

21 Forest
1 Kessig Wolf Run

What does this deck do well? It's very aggressive and its threats are hard to interact with. Green Sun's Zenith is a powerful spell that really shines in this deck. Dungrove Elder is a huge beat stick that also clogs up the board.

Since there are so many creatures that can't be targeted by your opponents, Prey Upon seems like an efficient way to deal with most threats in Standard. You can often kill titans because Dungrove Elder is larger. Prey Upon with Strangleroot Geist is profitable as well.

This deck is able to abuse Abundant Growth to play red cards in a monocolor deck and trim lands since it is a cantrip. Bonfire helps dramatically in almost every match right now and Garruk, Primal Hunter will draw you a ton of cards late in the game so you can finish off your opponents.

Overall Dungrove Green is a decent way to fight Delver. Get it, fight? Because you use Prey Upon to kill their Delver of Secrets?

Bad jokes aside, this angle is a good way to attack Delver decks while not falling flat on your face against the rest of the format.

My main problem is that Thrun the Last Troll goes from all-star to shouldn't-even-be-on-the-team depending on whether or not your opponent runs Phantasmal Image or Phyrexian Metamorph. There is no way to know which decks will play these cards either. Some Delver decks have them maindeck, some have them in the sideboard, and some have zero copies in their seventy-five. Thrun is excellent but he may be too much of a liability.

Pseudo Zombies

With one of that deck's key cards surrounded by uncertainty, I have also been working on another deck. Last year when Caw-Blade was destroying tournament after tournament, my answer was R/B Vampires. Recently I have been wishing for those cards to return to Standard. Since that is not an option, I decided to explore a similar concept with the current card pool available in Standard.

Initially I thought Zombies was the second coming of Vampires but when that turned out to be far from the truth, I abandoned the comparison. For the task of porting Vampires, the logical place to start was with Zombies. Since Gravecrawler came out, I have tried a variety of versions of the Zombie deck. I didn't like any of them.

I started this new project with one central idea. What if Geralf's Messenger isn't actually good enough? We have been operating under the assumption that any deck with Gravecrawler must also include Messenger. My idea was that this logic is flawed.

As deck builders, many times we get stuck running certain cards together that we never stop to consider if it is the correct decision. Geralf's Messenger forces the Zombie deck into heavy black in order to manage the triple-black mana cost. This restriction greatly limits the other cards you can play alongside it. By removing that restriction, we open ourselves up to a world of new possibilities.

The primary interaction I wanted to exploit was Lightning Mauler as a turn two haste creature. Lightning Mauler reminds me of a scaled down version of Fires of Yavimaya. Attacking for four damage on turn two seemed like a fast enough start to look into. I also wanted to try a few other cards that haven't seen a lot of play recently.

My current list:

Untitled Deck

Creatures

4 Diregraf Ghoul
4 Gravecrawler
3 Vexing Devil
4 Lightning Mauler
4 Chandras Phoenix
3 Hellrider
2 Phyrexian Metamorph

Spells

4 Pillar of Flame
3 Bonfire of the Damned
2 Dismember
2 Go for the Throat
2 Incinerate

Lands

4 Blackcleave Cliffs
4 Dragonskull Summit
8 Mountain
7 Swamp

As you can see, this is not your typical Zombies deck. After all, there are only eight actual zombies. This version turned out to be closer to Red Deck Wins with a few black cards.

Classification is less important than concept though. This deck does exactly what I wanted it to do. Number one, it is fast. Often you will play a one-drop creature and then on turn two either kill their creature or play another threat. The removal in this deck is specifically designed to be good against the threats the format presents.

I especially like Vexing Devil, though I would probably never play it on turn one. It's better on turn three because you can follow it up with Lightning Mauler and give them both haste. That trick may only work once per match, but you probably won't draw both pieces more than once anyway.

This deck is equipped with early aggression, a lot of disruption, and tons of burn to finish off opponents quickly. It may not be the best deck you have ever played but it is aimed at defeating a specific metagame.

I hope these two deck ideas start the wheels turning for you. There are options available that can lead to success even in a broken metagame. By exploring underused cards, we can come up with something new that players are not prepared for. These angles of attack force your opponent to answer threats they did not prepare to face.

Have you been attacking this format from a different angle? Post your decks below to continue the conversation.

Until Next time,

Unleash the Rogue Force on Standard!

Mike Lanigan
MtgJedi on Twitter
Jedicouncilman23@gmail.com

Insider: Moving Back into Modern

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This is one of my favorite times of the year. Why? For a few reasons. The first is that I’m coming to you from the paradise of Jamaica, where I’m spending a week for my honeymoon. That in itself goes a long way.

But there’s another reason why I like this time of year, and I’ll tell you it’s not because of the 100+ degrees it is nearly every day back home in Oklahoma. Instead, this is one of my favorite times on the Magic calendar, because I’m able to make more profit at this time of year than nearly any other.

Why is that? Like the miserable hot condition back home, it has to do with seasons. Specifically, the PTQ season, and the fact that it’s not the Modern PTQ season.

It’s Standard time all over, and that means it’s time to get rid of all your Standard cards and start stocking up on Modern again. I ran this strategy last year and ended up making a ton of money off things like Path to Exile and Kitchen Finks before they blew up once Modern season hit.

Of course, it helped that I was out ahead of Modern financially before anyone else in the world, and that allowed me to lock in some early profits. This year won’t be quite as easy as last year was, but there’s still a lot of room to make money working off the seasonality of demand.

If you don’t already know this concept, the idea is that Standard cards are at their peak during PTQ season, and cards from Modern (Or Extended, or Old Extended, whatever the flavor of the week is) dip significantly when they’re out of season. Now that we know Modern is here to stay, there are some really easy targets we can hone in on.

Kitchen Finks is one of them. It’s still $8 everywhere, but it was $10 during the season. While just working off of those prices you stand to make a little, what really helps here is that people will simply undervalue their Modern cards because they are impatient. Part of it is that people will have forgotten the prices of stuff since it’s not in front of them every week, but another part is that many players simply won’t care. If they need that Geist of Saint Traft for this weekend, they’re willing to give you some value on stuff like Paths.

I’ve also had success simply telling people that since its not PTQ season, the cards aren’t worth as much, and many accept that and give you good prices on their stuff. This allows you to get into Modern playables cheaply while moving out of your Standard stock that is as high as it will go.

So what should you be doing, specifically, to make money during this season? The first is to blow out all of your Scars block cards. In about a month you’re going to start drastically losing your chance to get out clean, and every day and week counts at this point. Move out of Scars and put that value into Modern cards or Innistrad block cards (though I would suggest the former).

Cards to stay away from

Obviously, stay away from the Ravnica Shocklands since the chance of a reprint is so high. I’ve been telling everyone to stay away from these since the initial jump, and haven’t touched maybe more than two myself in that time.

I don’t want these at all. Reprints are coming. Stay away.

As far as bannings go, the only things I can see being banned at this point are either Emrakul or Tron pieces. The decks never completely dominated the metagame, but it is possible they created an environment Wizards isn’t comfortable with. Personally, I have no problem with Through the Breach strategies, but the RG Tron deck that pumped out Turn 3 Karns over and over again is probably a little too much.

Do you ban Emrakul or the Tron lands? I would vote the lands, since people will always find ways to abuse them (see Turn 3 Karn). That said, I can certainly see it not being banned as well. Still, the potential for it means that I’m staying away from both pieces, as well as anything else that goes into these decks (like Through the Breach).

I’m also not dying to hold onto Tarmogoyf. With every new set printed this guy looks more and more normal, and he’s actually falling out of favor in Legacy. That and the possibility of a reprint makes me very shy to get into this guy unless you can flip it quick.

Fetchlands

I can’t suggest anything more than this, as I’ve been doing forever. You can still get these at $15 in trade, but that’s the best you’re probably going to be able to do nowadays. Still, pick up every Blue Zendikar Fetchland you can. SCG has moved them up to $20, and they’re only going to get more expensive. My original goal was to buy a car with the proceeds from the stock of these I have, but since I just got a new one we’ll see what I end up doing with them in a few years. I have a lot, but I always want more.

Kitchen Finks/Path to Exile

I’ve been harping on these for a reason. Paths are $6 across the board on SCG, but you can probably find them at $3-4 now that people don’t need them as much as they need that last card for that Standard deck.

Sowing Salt

This is a really nice value play I like. If Tron strategies aren’t banned, this could become one of the go-to answers late in the season. It’s 50 cents a pop right now, but being from Kamigawa it could become very hard to find. Unlike something like Steelshapers Gift, it’s not a maindeck card, but it could become a very potent sideboard one, along the lines of Ethersworn Canonist. As I said, it’s so cheap right now there’s not much risk here.

Inquisition of Kozilek

It’s $4 on SCG, and they have a ton in stock. That said, most people have forgotten that this once commanded a $6 pricetag. You can get them for just a couple dollars or as throw-ins in trade, and sooner or later this is going to be $6 again. Easy play here.

Maelstrom Pulse

This is a good catchall that’s always floating in and out of lists. It’s $13 right now on SCG but most people have a price memory of about $10 for it. Not a ton of upside here, but a fine target nonetheless.

Elspeth, Knight-Errant

Another very safe target. I love this card in Modern and I think it still has some room to grow. The more degenerate things like Tron get banned, the better Elspeth gets. She’s a house in both midrange and Control decks, and having been reprinted not very long ago probably is safe to grab. It’s theoretically possible she shows up in M13, but I’m pretty sure she’s above the power curve of where they want to take Planeswalkers.

Sedraxis Specter

Another pet card of mine, but one that has been great in the few decks running it. It’s always a two-for-one, and countering it is a joke. It’s $1.50 on SCG but people will definitely trade it away as bulk. Another very low-risk, high-reward investment.

Lingering Souls

I know this is a Modern column, but this Standard powerhouse is also very good in Modern, and it’s not going to be cheaper than you get it right now. The best part of this play is that people will still trade it for a dollar, though there’s no way that lasts much longer.

I’m going to stop there for today. There’s some more, farther-out calls, but those are some safe targets for the coming weeks, and ones that as a whole will pay off when Modern season rolls back around. I’ll be back next week as some M13 spoilers begin rolling in!

Thanks for reading,

Corbin Hosler

@Chosler88 on Twitter

Insider: Into the Core, M13

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You may remember Spoiler Season from AVR. It wasn’t long ago.

You probably remember people mentioning, ā€œShortest Limited Season of the Year.ā€

Well, when it hits, it's still hard to imagine.

Core Set, Magic 2013, releases July 13, with prereleases only one month away. A big chunk of spoilers were revealed this past week, but we still have much left to see. What sort of impacts will the core set have on Standard? What about Eternal? While few new Rares and Mythics have been revealed, we do have a bit of a glimpse at the future. The spoilers I'm referencing can be found over at MTGSalvation, linked here.

Shockland Synergy

While no strict confirmation of Shockland reprints, we have tons of cards that have synergy with them. There are cards that care about Basic Land Types, yet not specifically Basic Lands. Either we have cross-set synergy with the future Return to Ravnica Block or we’ll see them in the Core. Or perhaps a split between the sets.

Not as if we needed more confirmation to know they were coming, but now the deal is sealed. If you’ve been holding out on selling your Shocklands, the time has already passed. But you are still likely better getting out now rather than holding.

Exalted Reprints

We’ve seen a bunch of cards with the Exalted ability, including some reprints form Alara Block. If a big chunk of the new cards weren’t Black, I’d say a Mythic style deck might return and what creature better to give the bonus to? Geist of St. Traft. Still there is a possibility we will see a Noble Hierarch reprint, but no Exalted spoiled yet in Green.

Blue Tribal

We have seen at least one Illusion (a potential 5/5 flier for 1 mana) and a few Merfolk, so time will tell what type of Tribal Lord we might see.

I do like the prospects of the new Legendary Talrand, the Sky Summoner. I could see him being a fan favorite, even if not a huge constructed card. Possibly an EDH general option, and I wouldn’t be surprised if he did sneak his way into Standard. I expect foils of this guy to be disproportionally high.

If we do get a Blue lord, I’ll be interested to see which tribe they choose to support as neither Merfolk nor Illusions were supported at all in Innistrad Block. If there is Tribal support here, we’ll need additional tools in the Ravnica Block to make a splash in constructed.

Planeswalkers


We’ve seen reprints spoiled in Chandra, the Firemind, Jace, Memory Adept, Garruk, Primal Hunter and [card]Nicol Bolas, Planeswalker[card].

Rumors abound that we’ll see a 2BB incarnation of Liliana and a 1WW incarnation of Ajani, bringing all the original five up to version 3.0. The Liliana rumors have meat now that we’ve seen Liliana themed cards like Liliana’s Shade, and a reprint of Serra Avatar certainly falls in line with Ajani’s typical roles.

To me, the speculation target here is Liliana of the Veil. If we get a solid planeswalker at 4, despite the legendary rule, I expect both Lilianas to combine to make a serious deck. While it’s clearly too soon to tell what the planeswalker will look like, we’ve seen some solid support in Black (including reprints of Duress, Vampire Nighthawk and Vampire Nocturnus) where I’m expecting Liliana of the Veil to climb upwards towards $30, whether combined with her new version or not.

The huge risk, however, is that instead of a new Liliana, we get a reprinted Liliana. I doubt they’ll do this so close to her original printing, but it's still possible.

Vampires

Tied in with my predicted success of Liliana of the Veil is the strong Vampire support thus far. Between Nocturnus and Nighthawk, we see the two main pieces that glued the Zendikar block Vampires deck together. The criticisms I hear of this speculation are that because many of the vampires in Innistrad Block are red, Nocturnus will not be as effective.

My contention is that most of the good Vampires are actually black and the only mono-red vampire that is desirable is Stromkirk Noble. While jamming a red one-drop into a mostly black deck may be too hard to fit, I expect a real Vampires deck to make a hit this summer one way or another. If you can still get your hands on Nocturnus around 10, it’s a solid pick up. Better yet, digging up any old Nighthawks you may still have is a wise plan.

Utility

Two utility cards stand out to me.

Smelt is a better version of Shatter that simply costs R. I’m not sure if there’s room for this in Vintage, but I do know that cheap artifact removal like this is typically played. I’m keeping my eyes out for foils early on.

The other is a new Green creature with an interesting ability: Mwonvuli Beast Tracker. He allows you to tutor for a creature with Hexproof, Deathtouch, Reach or Trample and place it on top of your library. A strong effect indeed. An instant EDH staple for Green decks and will likely see some play in Standard as it tutors for Thrun, Acidic Slime, Vampire Nighthawk, Wurmcoil Engine and Primeval Titan, among many others.

Again, as an uncommon, not likely to shoot too high, but foils may be a thing, especially in the EDH crowd.

~

I admit, I’m excited about Core this year. I’m hopeful to see a changing of the guard in Standard and am looking forward to new spoilers as we see them in the coming weeks. As crazy as it sounds, I'm even more excited to change Limited formats and I'm glad this was the set that got the least limited attention.

Are there any spoilers that are going to have a big impact that I didn’t mention?

Separate from all of this, I’m about 80% done organizing my sale list for this summer. I’ve prioritized items I feel are most at risk, including core set Duals and Rotating Planeswalkers. I’m going to get the bigger ticket items listed on eBay within the week and then give my local dealer a chance to quote on the rest to see if it is worth my time to list them myself.

Until next time!

Show Me Something New: Why Hypergenesis Isn’t Worth Writing Home About

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As it turns out, spells with Cascade are pretty good.

With SCG Columbus in the books, it looks like Hypergensis is the hot new technology. In the Gerry Thompson/Kaitlin Lindburg decktech it was cited that the deck gained a lot from Shardless Agent, as it allowed the deck to have a workable manabase where it didn’t really have one before.

I would like to address why this doesn’t actually have any relevant impact on Legacy.

If you’re not the type of person that is interested in wasting time on the particulars of why things are the way they are, then I’m going to save you a bit of time and tell you the conclusion of this article:

Hypergenesis is just a worse version of Sneak and Show.

Now that I’ve gotten rid of those guys, let’s get down to the nitty-gritty of the situation.

Last week Adam Barnello wrote an article about various Legacy decks that he loves and why they are bad. Among this analysis he cited Cephalid Breakfast as being a worse version of Dredge. In his breakdown, Barnello observed that Breakfast loses to everything that Dredge loses to and a whole lot more.

Sneak and Show and Hypergenesis have a similar dynamic.

Very Similar Game Plans

First, let’s dispel any illusions that anybody might have about these decks being very different in the first place. Both are just trying to cheat in some outrageous fatty which they are both capable of doing on turn one. Both accomplish this by resolving a non-creature spell. Both back this plan up with countermagic.

While the decks are quite similar in their overarching plan, where they differ is in the actual execution of this plan. It’s not just enough to say that these things are different, though. At every place where the two decks differ, Hypergenesis is actually just doing something worse.

The Manabase

For starters, Sneak and Show plays a few more lands than Hypergenesis. Some of Sneak and Show’s lands even tap for two mana. This difference can be huge in a world of Dazes and Spell Pierces.

This is also relevant when you consider Hypergenesis’ fast mana in the form of Spirit Guides. Sometimes the deck will have to rely on casting a Cascade spell or a Show and Tell off of this type of fast mana effect and will be unable to generate three mana again for some time if its efforts are countered.

I would consider it a red flag when it feels like getting to three mana is actually a part of my combo.

The Early Game

If you tried to analyze the Hypergenesis deck for any level of play, you wouldn’t come up with very many different lines for a particular game.

It is, in essence, a Belcher deck. You’re at the mercy of the spells that you draw and you have zero way to manipulate this. The only thing you can really do is play draw-go until the last possible turn before you would die to see if you can draw the fatty, counterspell or blue spell to pitch to your counterspell that you need to go off.

Sneak and Show, on the other hand, has access to the best library manipulation in the format in the form of Brainstorm and another fine draw spell in the form of Ponder. Hypergensis simply cannot play these cards as they would be miserable to Cascade into.

I don’t think that I’d have to think very hard about playing a deck that has to raw-dog its combo versus playing a deck with the most powerful draw spell in the format.

The Counter Suite

This is where things get really miserable for Hypergenesis.

Every counterspell that they play is a pitch spell. This means that even if the Hypergenesis player is able to play three lands and cast a Cascade spell or Show and Tell, the most counters they could possibly back it with is three. This is only possible if they started the turn with all three of these mana sources in play, drew their eighth card at the start of their turn, three of their pitch spells, three more blue cards to pitch to them and a fatty to boot. More generally, the deck is lucky to have even double counter backup.

Alternatively, Sneak and Show has access to Spell Pierce maindeck and Red Elemental Blast out of its sideboard. Having one-for-ones in a counterwar is, quite literally, twice as good as only having Force of Wills. These are cards that Hypergenesis simply cannot play as, again, they muck up Cascading.

Hypergensis (the card) vs. Sneak Attack

While both decks feature four copies of Show and Tell, Hypergenesis has twice as many Cascade spells as Sneak and Show has Sneak Attacks. This sounds pretty good at first, but this isn’t strictly an advantage to Hypergenesis.

There is a very real possibility, however slim, that the Hypergenesis player draws both copies of its namesake sorcery. This functionally turns off eight other slots in the deck while stranding you with at least those two dead cards in hand.

The number of times you can go off with Hypergenesis in your deck is 2 - (the number of Hypergenesis you've drawn) - (the number of Hypergenesis that have already been countered). The number of times you can cast Sneak Attack is most commonly four.

Sneak and Show is not only better at not drawing redundant spells because of Ponder, but it can actually get rid of extra Sneak Attacks with Brainstorm.

This particular comparison might not necessarily leave Hypergenesis disadvantaged, but taken in the bigger picture and reiterating the cantrip point makes it pretty clear which of these decks I’d rather be playing.

Of course, all of these disadvantages would be fine if there was something about Hypergenesis that made it better in the larger context of the metagame, but the deck fails this test as well.

Thalia

The favored weapon of fair decks.

Maverick hasn’t been hugely present lately, but Thalia, Guardian of Thraben is still a very real card. Is she insane against Hypergenesis or what?

Sure, the deck can go off on turn one sometimes or it has until turn two to beat a Thalia deck on the play, but how does it ever actually beat this card? Thalia requires you to spend four on your Cascade spell only to spend another one on your actual Hypergenesis. With your sixteen land deck. Good. Luck.

This explains the necessity of having the four Dismember on the sideboard, but, again, your only play is to naturally draw one in your combo deck with zero library manipulation.

This is not to say that Thalia isn’t a problem for Sneak and Show. I’ve definitely seen Maverick savage that matchup from time to time, but at least Sneak and Show has more play to try and work itself out of tight situations.

Stifle

Don't leave home without it.

I’m still pretty confident in saying that RUG Delver is the best deck in Legacy, and anytime you see me playing Legacy you can bet that I’m playing this deck with the full four Stifle.

Stifle can range from worthless to phenomenal in the Sneak and Show matchup. Sometimes they just play basics into a City of Traitors into a Show and Tell and you don’t even have a Force of Will to pitch it to. Others you can stop them from ever developing the manabase to have a chance in the counterwar.

Against Hypergenesis, Stifle is essentially a hard-counter against Violent Outburst and the 2/2 body on Shardless Agent is hardly relevant. It also has the potential to really punish Hypergenesis’ very light manabase.

Show and Tell Mirrors

Have you ever noticed how bad Show and Tell gets when your opponent is doing things that are just as busted as the things that you're doing?

Guess which deck can board out its Show and Tells.

In games two and three, the Sneak and Show player is going to be much better at countering the Hypergenesis player (if their hand even dictates that they care about your Show and Tell) and actually has a non-symmetrical win condition.

All these things considered, I would never think of playing Hypergenesis in Legacy. The only real benefit is that it’s a lot easier to play than Sneak and Show due to the deck’s complete lack of flexibility.

I don’t like to be the bad guy who rails on people for doing cool things, but somebody has to step in when those cool things are done just for the sake of being cool. If you want to play with Griselbrand then play to win with him. Play Sneak and Show.

Speaking of Griselbrand…

STOP CYRING FOR BANS OF THIS MAN!

Does he look like he would harm anyone?

ā€œHypergenesis is just another busted Griselbrand deck.ā€

ā€œSneak and Show is only viable because of Griselbrand.ā€

ā€œBlah blah walking Necropotence blah blah.ā€

Just cut it out. Hypergenesis is only ā€œviableā€ now because of the addition of Shardless Agent. Griselbrand was hardly the major change there.

More importantly - how much does it actually matter what your opponent cheats in with Show and Tell?

Think about your opponent resolving a Show and Tell when you’re not playing a big cheaty monster deck. How often are you winning from this position anyway? If you’re a deck with Karakas, Swords to Plowshares and Knight of the Reliquarys, then you would probably rather face a Griselbrand than a Progenitus to be entirely honest.

Granted, Griselbrand gives them the ability to draw into more action, but with all of the deck’s monsters being legendary and each activation of Griselbrand costing seven life, I can’t imagine Sneak and Show has a lot of time to set up between the first activation and the turn that the Knight kills them.

I know that when I’m playing RUG I have to treat every Show and Tell, Sneak Attack and Hypergenesis exactly the same, and the reason is not that I’m afraid of Griselbrand. I’m losing to any fat-fat-fatty-boom-baladdy that they cheat in and that’s that.

I’m not saying that Griselbrand isn’t the total monster that he is. Clearly the card adds some number of wins to Show and Tell decks that they wouldn’t have without him. But the difference isn’t as dramatic as people make it out to be.

~

When it comes to picking up and modifying Legacy decks, a working knowledge of decks that are currently played and have been played historically is invaluable. It’s pretty rare that something completely new happens in Legacy, and the ability to identify which decks a particular list is similar to can allow a player to make considerably better judgment calls than players lacking such sight.

Trying new things is great, but it’s not something that’s inherently good. Sometimes you end up with a busted Survival of the Fittest engine and others you end up with a worse version of something somebody else has already tried.

Innovate with caution.

-Ryan Overturf

Jason’s Archives: Lessons from Origins, Arts and Charts & SCG Columbus Deck Tech

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Greetings, speculators!

I'd love to greet you this week and regale you with tales of how well the trading and selling was at Origins, but those of you who follow me on Twitter know how dire my assessment of the event was in those terms.

Don't get me wrong, the event was fun on its own merits, but the area where the Magic events were going on was a letdown. We expected a Gen-Con analogue, but instead we encountered an event hall that became a ghost town once 0-3 drop o'clock rolled around.

It's hard to be compelled to stay and trade when, after you drop, there is the allure of an exciting gaming convention on the other side of a partition so flimsy you can hear muffled children's laughter and jubilant music, contrasted with the bitter taste of one's own failure as a player coupled with a bleak, empty hall and tables that didn't even have tablecloths (The Yu Gi Oh guys got them, though).

Our thought process was sound, I thought:

  • Gen Con is amazing, Origins is like Gen Con, Jr.
  • Star City events are amazing trade opportunities, superior even to GPs some weekends.
  • Star City Games is the only vendor in the "free" area, so people are likely to trade if the line to sell is too long and they don't want to pay $10 cover to get in to the exhibitor hall to sell to other dealers.

It was not to be, however, as we opted to wait until Sunday to buy the exhibitor hall wristband, and by that time everyone was out of money and their buylists were pretty anemic.

Next time I go to Origins, I'm leaving my binder at home and spending way more time playing Puerto Rico or the gigantic Settlers of Catan game they had set up outside of the hall where the Magic events were, complete with gigantic foam dice and huge cards.

Origins is an amazing time, though, and I recommend it to everyone who loves gaming.

Enough babbling, monkey, just dance for me

I have a lot of good stuff for you this week, so let's get down to it already.

This will make little sense to the colorblind
I almost mistook this for a chart of how a bill becomes a law

Redditor "tastyclown" starts us off this week with a handy chart of the color alignments of recent 2 and 3 color guilds/shards. If this were 3 dimensional, the Z axis could conceivably show the 3 color guilds (ana, raka, dega, etc.) from Apocalypse.

As it is, this is very handy to newer players, especially with the return to Ravnica on the horizon.

Note, 3D life counters are less OP since they can't be pitched to pay for Force of Will
Behold, the second best blue card from Alliances

Redditor "Dagshelagr" made this 3D counter of everyone's favorite Magic meme. I imagine he does commissions.

Attacking with him will cause a lot of unhappy little accidents

Alterist extraordinaire Eric Klug with the reddit tag "Klug_alters" shared his newest piece which he titled "Blob Ross." He is an active redditor and that site is a good place to see all of his newest work.

Some painters take the card names a bit more literally than others

Next up, we have someone who isn't Eric Klug but could be well on his way. Redditor "rjb4200" shares this with us. Hop on reddit and give him a few words of encouragement. This one can be found on the bay.

Something that made me chuckle a few weeks ago when I saw it and didn't have a chance until now to post was this assessment of the rigamarole over Cavern of Souls

A typical outline constructed by "Rules JD" students in their 1L Priority Procedure class

Redditor "extraheretical" brings us this scathing criticism. I couldn't agree more.

Who's got future sight?

In the latest episode of Brainstorm Brewery, posted right here earlier this week, Quiet Speculation's own Corbin Hosler and I got together with Ryan Bushard and our friend Marcel to discuss what M13 might bring us in the future. Like Mad Prophets, we predict the casting costs of Lilliana and Ajani in the new set. We also throw out a bunch of other numbers, including when Ryan says he's rather Lilliana cost 1 and have 0 loyalty than cost 5.

Imagine our surprise when a few days after we recorded the cast, someone took sketchy camera-phone pictures of what is rumored to be the M13 planeswalkers; 4 that we knew and 2 not announced yet.

Picture taken using a Nikon 3900C potato

Redditor "dunchen22" found this picture and shared it with the interwebs. Nice find! It looks like our prediction of 4 mana for Lilliana and 3 for Ajani were oddly prescient. Maybe that will distract from all the things we were wrong about.

Some Original Tech for Origins

If you're going to reanimate a deck everyone assumed was dead, why not reanimate Reanimator? UW Delver was half of the money-winning decks, but there is still something to be gleaned from the field.

Michael Belfatto decided that Solar Flare was the way to go and he battled through an ugly gauntlet where Wild Nacatl has flying and Serra Angel has flash and Momentary Blink and Forbid's buyback is 2 mana and 1 card and can be paid whenever. Slotting Terminus into the existing shell, this deck is all business all the time and shows that a deck with that many Unburial Rites is never truly dead.

Gruul/Naya are no slouches, either. The top 32 contained Naya Pod, RG Wolf Run and in 6th place Evan Wagstaff came loaded for bear with a beastly Naya Aggro list that packed Wolfir Silverheart, Zealous Conscripts and the correct number of Huntmaster of the Fells, Cavern of Souls and Blade Splicer (that number is 4).

And lookit alla dose Zomboes! Not only did a deck that was not Delver win the event, and deck that was not Delver got second, Michael Marlow's B/U Zombies list. If you thought Killing Wave wasn't a card, think again! It's even more efficient than Falkenrath Aristocrat and it can hose your opponent's mana dorks if they can't cough up the life points.

Great job, everyone!

Legacy on Sunday started with a big smile on my face. In between rounds, Todd Anderson came over to where I was trading and managed to pick up some last minute cards he needed for his Legacy deck, one of them being Misdirection.

He laid a pile of cards on the table and on top of the pile was the card Hypergenesis. I knew we were in for an entertaining top 8 announcement. And Todd did not disappoint, taking 4th place with a Hypergenesis list that took full advantage of the fact that the new Planechase cards are playable in Eternal formats. Running 4 Shardless Agent and 2 Maelstrom Wanderer, this deck is cutting edge. I am a big fan and hope this deck takes off. This certainly won't help the already ridiculous price of Shardless Agent.

Winning the event was Eric Rill with a stock-looking RUG Delver list that won my heart by including Mind Harness in the board, which is my preferred method for borrowing Tarmogoyf and Knight of the Reliquary. Cumulative upkeep matters little when there is a 2 point creature swing in your favor and you have a 3 turn clock.

Also notable was a Mono Blue Control deck that took advantage of greedy manabases and punished their players with three maindeck copies of Back to Basics. Pilot Dan Musser also jammed three copies of Devastation Tide, obviously to good effect.

Taking second in the event was Eric Fry with a MUD deck that was true MUD: no Goblin Welder, just an artifact party that brought the pain. Nothing is more satisfying than wiping a board full of Mongeese for 1 colorless off of Steel Hellkite. Nice Shroud, dude.

Way to go, Erics Rill and Fry!

The most unkindest cut of all

Now I must leave you all. Have a great week and join me next week where I'll regale you with tales about road trips and pictures of cats for another exciting installment.

Insiders, check out the QS forums for the Shop Crawl 2012 "bonus material" where I'll run through actual numbers and how you can maximize the potential of your own shop crawl.

Have a great week, everyone!

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Jason Alt

Jason Alt is a value trader and writer. He is Quiet Speculation's self-appointed web content archivist and co-captain of the interdepartmental dodgeball team. He enjoys craft microbrews and doing things ironically. You may have seen him at magic events; he wears black t-shirts and has a beard and a backpack so he's pretty easy to spot. You can hear him as co-host on the Brainstorm Brewery podcast or catch his articles on Gatheringmagic.com. He is also the Community Manager at BrainstormBrewery.com and writes the odd article there, too. Follow him on Twitter @JasonEAlt unless you don't like having your mind blown.

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Insider: The Best Bets for Long Term Investments

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This past week, an interesting conversation on Twitter caught my eye. Chas Andres (@chasandres) was participating in the discussion, and since he’s a highly regarded finance writer in the realm of MTG, I paid close attention.

The topic: Magic: the Gathering cards as an investment. I am not talking about buying cards which may see an increase in play during the next PTQ season or the next biggest Tier 1 strategy. I’m referring to investing in Magic Cards as an alternative to, say, a 401(k).

Here is a snippet of the conversation, which I eventually had to chime into since I am avidly interested in this topic.

A couple interesting tidbits and deductions leap out at me from this conversation. What are they? I’m glad you [maybe] asked!

Players Are Fickle, Collectors Are Dependable

Chas Andres agreed with my interjected comment – we both feel that one avenue for long term investing in Magic are highly graded Power 9. The reason is fairly obvious. These cards are exceptionally rare and collectors with lots of money are willing to through thousands of dollars at these rarities. Because supply is so low, only a few well-off collectors need to ā€œdemandā€ the card in order for the price to fly high.

One may suggest that Dual Lands are likewise stable for investing. The return on Dual Lands has been remarkable these few couple years, especially relative to the stock market.

Underground Sea chart courtesy of blacklotusproject.com – note the chart only goes back to 2008, but I assure you the card’s value was growing steadily for a year or so before then as well. Compare this chart to the subsequent one, which is the performance of the S&P over the last five years, courtesy of Yahoo Finance.

But I hesitate to embrace an investment in Dual Lands for the long term. My one reason for caution lies in the unpredictable nature of the player. The game of Magic, Legacy in particular, is very popular right now. An increase in player base has driven up these cards in value multiple times. But they are still driven up mostly by their playability and NOT their collectability.

While subtle, this difference separates the safe long term investments from the short term bubble. All it would take would be a major migration for Star City Games from Legacy to Modern and Dual Land prices could collapse. Alternatively, even if Legacy continues to receive the same support, but players lose interest or become flustered with a hypothetical banning/unbanning, the prices still could drop further.

If I am moving significant quantities of cash into Magic Cards and not into other retirement plans, I want to make sure a card’s playability will not negatively impact my portfolio. This leads me to my second observation from the Twitter conversation.

Charizard Transcends Pokemon

How many people do you know who still play Pokemon? For me, the number is virtually zero, and I would wager this is not an uncommon trend. But if few people are still playing this game, then why in the world does a first edition Charizard still sell for hundreds of dollars???

The answer is consistent with my previous point – the card is highly collectible and rare. The card needs no player base to maintain value because it is rare enough such that even a few collectors will drive the price up substantially. Don’t believe me? Check out this eBay ended auction:

If you think nearly $700 is ridiculous for a Pokemon card, then you will be completely awe-struck to hear that a PSA 10 copy of this card sold for $1,826.00! All this despite the fact the game’s player support has dwindled significantly since its peak.

The main takeaway here is that a card can lose popularity amongst players, but if that same card is very rare and collectible, it will maintain value. Hence why I support highly graded Power 9 as dependable avenues for investing.

This Is Getting Costly

I don’t know about you, but if I were to purchase a PSA 8 Alpha Black Lotus, which retails for nearly $5,000, I would need to sell the vast majority of my collection. This is the opposite of diversification and I would not condone this strategy.

There must be a happy medium. There must be a way one can invest in highly collectible cards which should increase in value while not having to shell out five grand on a single card.

I see a couple alternatives here, but they each have their drawbacks.

First, we could purchase lesser cards, such as a graded Bazaar of Baghdad or the like. At a few hundred dollars instead of a few thousand dollars, this option is much more affordable and, as long as the card’s condition is high enough, collectors should still keep this card’s value high.

But let’s face it – there are fewer people interested in a PSA 8 Bazaar of Baghdad than a PSA 8 Alpha Black Lotus. So it will be more difficult to find sellers in the long term and the card may not appreciate as much.

Second, we could consider purchasing highly graded Unlimited Power. High quality Unlimited Black Lotuses sell in the $1500 range and other Power should be even cheaper. This is an affordable way to still have a chunk of cash invested in high quality Power.

The drawback here is related to the supply. There are far greater quantities of Unlimited Black Lotuses than Alpha ones. Even though the demand may still be very high on this poster-child card of Magic, the supply keeps the value in check. Of course you could find one of the few PSA 10 Unlimited Black Lotuses, as these are likely very rare. But these will again cost thousands of dollars, so the cost of entry barrier is still there.

Lastly, we could try to brainstorm other Magic products which are highly collectible, rare, and should maintain value even should the game of Magic lose popularity. Many of you already know I have a sizable investment in sealed Magic Booster Boxes. I feel these should not drop in value because they will assuredly decrease in supply while a sufficient casual market will maintain a sizable demand. There is no need for a Star City Games tournament circuit for a sealed Unhigned Booster Box to grow in value.

If Booster Boxes aren’t your thing, perhaps there are other options. Off the top of my head, there are misprinted cards, high quality altered cards, or even sealed booster packs of older sets. I’m sure there are many other options and I would love to hear what other considerations you have come up with for a long term Magic investment.

Collectability And Rarity Are Key

The goal is to find a Magic product or card that is highly popular amongst collectors and somewhat difficult to find. These are the gaming assets which should maintain and build value in the long term. They rely little on the game’s popularity and even less on individual playability. Like a rare baseball card, they merely grow in value because they are very hard to obtain for the well-off collectors.

While Dual Lands, Force of Wills and the like have all returned terrifically in the past few years, I’m wondering how much room these cards have to run. Don’t get me wrong – I have no intention of selling my 40 Dual Lands and 40 Fetch Lands any time soon. I still like to play the game and I see the utility in these cards. But in terms of longer term holdings, I see some significant advantage to something much rarer.

-Sigmund Ausfresser
@sigfig8

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Sigmund Ausfresser

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

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Dear Darien…

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A few weeks ago I did a piece on a budget Balthor deckĀ that was pretty well received. A ton of people are looking for ways to get into Commander on the cheap. Even if you're not one of the players making their first foray into Commander, it's important to remember that everyone had to start somewhere.

I look at the decks I have together now, and each one is easily worth $200-- it's not reasonable to assume people will invest that much into a format they may or may not enjoy. Wizards did a great job of providing an entry point into the format with the preconstructed Commander decks, but there have been a number of problems with that recently. Two of the decks feature cards that are Legacy and Vintage staples (Scavenging Ooze and Flusterstorm) and demand for those cards has significantly impacted the availability of the precons.

For these reasons I decided to write a series of articles on budget options for different colors and archetypes. Hopefully it will serve as a resource for people who are new to the format.

I've already covered mono-black, and I plan to finish the mono-colored cycle first, but be sure to let me know of any particular Commanders you'd like to see budgetized!

My Kingdom for a Commander

The deck for this week is exactly the kind of deck I love to play, and one that I've built in the past, though not with a budget restriction. Darien, King of Kjeldor is the deck that taught me to love mono-white attrition decks, eventually evolving into my Kemba list.

For a number of reasons, he's an awesome place for new players to start.

First, he deters people from attacking you, which is important for a player's first few games.

I've seen plenty of people who sat down for their first game with Sharuum the Hegemon or something similar. It doesn't matter what cards they're actually playing, people have been trained to hate on that kind of deck, and they got smashed before they could accomplish anything. That's one more player turned off of the format forever. A general that discourages people from attacking you and generates chump blockers means, if nothing else, you'll have longevity.

Second, there are a ton of directions to take with a deck like this, and the budget build can touch on all of them. We get a token theme with anthems and Skullclamp. We get a tribal theme, since Darien gives you plenty of soldiers to play with. We get the sweet attrition engines that win you the long game. We also get the basis of an equipment deck, though the best equipment and enablers are well outside of our budget.

The point is that anyone who picks up this deck will have a ton of room to customize it however they want.Ā There's also plenty of space for people to upgrade the deck with stuff they have lying around in their collection. Any number of $1-2 artifacts and white cards could be used to upgrade something in this list.

So we have a budget deck that's reasonably competitive, infinitely customizeable and easy to upgrade. Let's dive in!

Developing Darien

The deck we're building is largely based on making soldier tokens and converting them into other resources like cards, removal and direct damage.

There are two things we want to be aware of to begin. The first is that sometimes people won't deal damage to us. For these cases we want to build some mechanisms into the deck to deal ourselves damage when we need to generate soldier tokens.

The second issue is Darien's cost of six mana. Six is a ton, and unlike [card Bruna, Light of Alabaster]Bruna[/card] this deck can't afford to run temporary mana sources like Remote Farm as acceleration.

As per usual, the mana base determines our ability to execute the deck's plan. Let's start with that before covering the token shenanigans.

The Mana Base

Unfortunately, lands like Ancient Tomb and [card Urza's Tower]Urza Lands[/card] are well outside of the budget of this deck. This means that we have to make a slow, stable mana base rather than a more explosive one. This means a high land count backed by mana rocks that jump us from three or four mana to six on the following turn.

  • Grand Coliseum ($1.25)
  • Nomad Stadium ($0.39)
  • 34 Plains

This is the part of the deck that could use the most work. It's shocking how expensive some of the lands this deck wants are.

City of Brass and Tarnished Citadel are actually insane, and would make great inclusions if they weren't $3-5 a piece. Just imagine tapping Tarnished Citadel for white, untapping with with Deserted Temple and then tapping it again! There's probably also a way to go infinite with some combination of these cards and Rings of Brighthearth, if you were the kind of person who wanted to.

The deck would also benefit from a [card Snow-Covered Plains]snow[/card] mana base with Mouth of Ronom and Scrying Sheets to increase the land count while making sure you find enough spells. Similarly, you could add colorless lands that double as acceleration. Something like Temple of the False God would go an awfully long way towards improving this deck.

Because we can't run the more powerful lands in this deck, we have to focus a little more on the artifact mana than I'd normally prefer. While some of the classics like Sol Ring and Worn Powerstone aren't within our budget, there are a decent number of options that we can look to.

  • Marble Diamond ($0.25)
  • Tooth of Ramos ($0.75)
  • Pristine Talisman ($0.25)
  • Paradise Plume ($0.25)
  • Kor Cartographer ($0.15)
  • Honor-Worn Shaku ($0.25)
  • Ur-Golem's Eye ($0.15)
  • Expedition Map ($0.50)
  • Wayfarer's Bauble ($0.50)

While we may not be able to consistently cast Darien on turn three or turn four, we should be able to cast him on turn five. Tooth of Ramos is the best accelerent here since it lets you cast a turn four Darien on its own, which none of these others can boast.

This is another area of the deck that can be easily supercharged with staples like Mind Stone and Everflowing Chalice. Even Mana Vault is insane for this deck, casting Darien as early as turn three on its own and doubling as a build-you-own-Bitterblossom!

The Troops

Darien has to have some generals to take charge of the soldiers he's generating, right? While we may not be able to squeeze gems like Daru Warchief and Field Marshal into our budget, there are still some stellar budget options that are more than serviceable.

  • Knight-Captain of Eos ($0.75)
  • Veteran Armorsmith ($0.25)
  • Veteran Armorer ($0.25)
  • Catapult Master ($0.50)
  • Catapult Squad ($0.50)
  • Gempalm Avenger ($0.15)
  • Brass Herald ($0.50)
  • Ballyrush Banneret ($0.50)
  • Mentor of the Meek ($1.00)
  • Goldnight Commander ($0.25)
  • Angel of Glory's Rise ($1.00)
  • Hand of Justice ($0.75)
  • Marble Titan ($0.50)
  • Suture Priest ($0.25)
  • Soul's Attendant ($0.50)
  • Soul Warden ($0.25)

The first group of cards here interact favorably with Darien and tokens. Of these, the most exciting ones are Catapult Master and Knight-Captain of Eos. These cards give "real decks" fits, because they either can't kill you or you can exile at will key pieces of their recursion engine or combo. I'm not sure how difficult it is to get five soldiers without access to Tarnished Citadel, but I imagine it isn't too hard.

Mentor of the Meek is also worth mentioning, since he lets you turn damage into cards. Generally I try to hold this guy until I can draw one or two cards immediately after he resolves, so you get some value out of him before he's invariably [card Swords to Plowshares]sent farming[/card] or some such.

The second set of cards make every token net you life. People will feel ridiculous wasting removal on these guys, but if they don't you can grind them out without too much trouble.

Ranger of Eos would make this suite of cards much better because you could tutor up both soul sisters and hold one back until the first dies. As it stands the second one we draw is a blank unless our first one is dead.

Gearing Up

So we have a bunch of soldiers laying around. What exactly do we do with them? We've can already turn soldiers into more tangible resources, but what else can we put them to work doing?

We have a few things to make the soldiers into a more cohesive and formidable squadron. The first thing to note is that equipment are very powerful. If you want to take a small guy and turn him into a legitmate threat, the easiest way is to slap a ton of equipment onto him. Unfortunately, most of the sweet equipment like the Swords cycle are outside our budget, but there are still some strong options available:

  • Nim Deathmantle ($0.50)
  • Heavy Arbalest ($0.25)
  • Gorgon Flail ($0.25)
  • Mortarpod ($0.75)
  • Darksteel Plate ($1.50)
  • Leonin Bola ($0.15)
  • Skullclamp ($2.00)
  • Taj-Nar Swordsmith ($0.50)
  • Steelshaper Apprentice ($0.75)
  • Quest for the Holy Relic ($0.50)

For the most part these equipment all serve the same role. They give you ways to band together your small soldiers and take on the bigger creatures on the table. Whether you assemble a deathtouch-Mortarpod or merely pass around the Heavy Arbalest, you should be able to use some combination of these to contain most scary creatures.

The biggest issue is the lack of consistent ways to find the equipment you need. The good enablers, like Stoneforge Mystic and Steelshaper's Gift, are relatively pricey and out of reach of this particular endeavor. That said, I don't think they're essential. Each of the equipment we've included is okay on its own, if not stellar. The deck could certainly use a little more tutoring power, but we'll do fine without.

One other set of cards helps your soldiers interact profitably with the table. At this point, most of the following are just redundant copies of effects we've already seen, like Diversionary Tactics as a second Leonin Bola and Martyr's Cause as another Knight-Captain of Eos. There are a number of interesting choices here though:

  • Bullwhip ($0.25)
  • Slate of Ancestry ($0.75)
  • Martyr's Cause ($0.25)
  • Divine Sacrament ($1.50)
  • Jinxed Idol ($0.65)
  • Torture Chamber ($0.50)
  • Jade Monolith ($0.50)
  • Diversionary Tactics ($0.25)
  • Carnage Altar ($0.25)

There are a few ideas here that I'm trying out. First of all there are some additional ways to generate tokens. Bullwhip, Jade Monolith and Torture Chamber all generate soldier tokens while having marginal utility effects that, while not insane, will have an effect on the way a game plays out.

The best of these is undoubtedly Slate of Ancestry. This card is incredibly swingy, but it's your most mana-efficient source of card draw, something that white decks (and budget decks in general) are sorely in need of. Similary, though this is probably the worst card in this deck, Carnage Altar pulls its weight as a pseudo-Skullclamp that doesn't care about anthems.

The find that excites me most is the aforementioned Torture Chamber. This card does everything. I wish that it dealt the damage to your opponents as well, but that may be asking for too much. It acts as a removal spell for a deck sorely lacking for ways to interact with creatures besides chumping; it generate soldier tokens; and its an efficient effect.

What more could you want? This card is a real gem and it fits perfectly in a Darien deck.

Utility Effects and Card Advantage

Every deck needs some pieces to tie everything together. The effects this deck needs most are recursion for key pieces and answers to artifacts, enchantments and the graveyard. I think we can do a good job of supplying some of those.

  • Razor Hippogriff ($0.25)
  • Treasure Hunter ($0.25)
  • Stonecloaker ($1.00)
  • Stormfront Riders ($0.25)
  • Kor Sanctifiers ($0.15)
  • Dust Elemental ($0.50)
  • Scout's Warning ($0.50)
  • Austere Command ($3.00)
  • Mass Calcify ($1.00)
  • Solemn Offering ($0.15)
  • Disenchant ($0.15)
  • Saltblast ($0.25)
  • Gaze of Justice ($0.15)
  • Coordinated Barrage ($0.15)
  • Unified Strike ($0.15)
  • Guardians' Pledge ($0.15)
  • Fortify ($0.15)
  • Death or Glory ($0.50)

Not a ton of shocking choices here. The most interesting are the creatures with "Enters the Battlefield" effects that you can abuse with the "gating" creatures that return a creature to your hand. Using these you have a resilient recursion engine to make use of well into the late game.

The cost for all this is about $34, which is pretty reasonable as far as Commander decks go. That leaves you a few dollars to upgrade where you see fit.

Here's the finalized list:

Untitled Deck

Creatures

Instants

Sorceries

Artifacts

Enchantments

Lands

34 Plains

This is the deck that got me to love mono-white, allegedly the single worst color in Commander. I definitely won games on the back of swarms of soldiers teaming up to break people's expectations, and I'm sure you can too.

The deck is a ton of fun to play because of the number of angles you can attack from. You can decide early on whether you'd be better served playing a more aggressive or controlling role, and plan your game around that. Better yet, you can change roles quickly and easily.

Like I said, I'm hoping to do a full series of mono-colored budget decks of different flavors. Then maybe we'll move on to two-color combinations. Be sure to let me know what you'd like to see from the Blue, Green, and Red decks!

Carlos Gutierrez

cag5383@gmail.com
@cag5383Ā on Twitter

Insider: What’s the Ceiling?

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We’ve seen some big movement in Standard cards in the last few weeks, and luckily we’ve been ahead of most of them here. So hopefully you’re in to a few of these movers. Now, of course, comes the next question. When to sell?

The answer to that question depends on a few things, which I covered extensively here. The usual considerations of rotation, reprints and the like apply, but there’s another important thing to think about, and that is what the price ceiling on a particular card is and how close that card is to that ceiling.

As far as selling is concerned, a lot of times it doesn’t matter if something like Snapcaster Mage is going to be in demand for a while to come. Since the card is in Standard and can’t really cost more than it is now, it means the price won’t be significantly higher until farther down the road when demand could actually outpace supply. That means that, while you may not necessarily need to be in a hurry to sell them, it’s also hard to argue with the decision to do so.

Of course, to know how close a card is to its ceiling, we need to know what similar cards have done in the past. For instance, something like Stoneforge Mystic or Snapcaster have shown us that Rares in the post-Mythic era can’t really consistently top $25. Mythics on the other hand are different. We’ve seen them range all over the place, from the $90-100 Jace to the bulk Mythic price of $1-2.

And there’s a ton of other factors that affect a card’s price, such as event decks, promos, reprints, etc.

With all of that in mind, let’s look at some of the more recent movers and see if we can determine what the sustainable ceiling for some of these cards are, and where they sit in relation to that. We’ll be using Star City Games prices, as usual. For instance, Avacyn Restored still has plenty of drafting time left, so more and more cards will be put into circulation. The rest of Innistrad, though, won’t be flooding the market much.

Restoration Angel

After a few good weekends, the Angel is up to $10 and sold out on SCG. That raises the question of whether or not they’re going to relist it higher when more come in. I’ve been a big fan of this card since it was spoiled, and I called it out specifically when Jon Medina, Ryan Bushard, Marcel and I talked about it on our set review episode of Brainstorm Brewery, which you can find here.

The biggest problem with the Angel is that it was a promo during release weekend. That hurts its ceiling quite a bit. Wurmcoil Engine topped out around $20-22, as did Hero of Bladehold, though those were Mythics.

With that factor in mind, along with the fact that Angel is only seeing play in one format (Standard), I have to say the ceiling for this card likely isn’t above $12. That means if you have some now, it’s probably time to move out of them, preferably for more stable cards, since the price on Angel probably has nothing to do but go down as more of the set is opened.

Entreat the Angels

As much as it pains me to say this, this card (and Miracles in general) are shaping up to be Legacy-playable. As far as Entreat, it’s sitting at $25 in stock on SCG. Does that mean it’s hit its ceiling?

I don’t think so, though it’s not far off. The other playable Mythics around that price point are Liliana and at some point or another, Thrun, Hero and Wurmcoil. Outside of Liliana, the others haven’t sustained that price, though Thrun is the only one in a comparable position to Entreat due to a lack of promos available.

We’ve seen in Block the power of Entreat, although it hasn’t quite translated into Standard yet. Entreat is still high from its post Pro Tour bump, and I think it will fall to $20 in a few weeks. That said, after the set stops being opened and we move into next year’s Standard, I can see $30-35 becoming a reality if some form of a Miracle deck crops back up and runs four Entreats; however, I think $20-25 is going to be more accurate.

Bonfire of the Damned

So what’s the difference between this and Entreat? For starters, Bonfire has gone crazy in the last few weeks and is sold out at $25.

More importantly, though, is that Bonfire fits into a lot of different decks. Whereas Entreat pretty much only goes into the Control deck or the Miracles deck, Bonfire slots into a bunch of different builds, and is pretty crazy in those. Unlike Entreat, though, it doesn’t see as much cross-format play yet and isn’t necessarily a 4-of.

But while those things count against Bonfire, the fact it goes into so many more decks means $35 isn’t out of the question, especially considering it was trading at $40ish on the floor last weekend. I think you should get in on these if you can still find them at around $20 in trade.

Zealous Conscripts

I’m glad to be talking about this card on here, since I called it when it was 50 cents. It’s not up to $5, and I’m not sure it can really go much higher. The biggest thing holding it back was that it was printed in the ā€œFiery Dawnā€ intro deck, otherwise this would’ve been a solid move from a buck to eight or 10. As it stands, it’s netted us some nice profits already, but probably can’t top $7-8 at its absolute peak.

Wolfir Avenger

I bring up this card because there’s a lot to like here, and it allows us to evaluate Uncommons.

We know Uncommons from older sets can go crazy. Not even mentioning stuff like Wastelands, we can look at Sensei's Divining Tops at $15 or Kitchen Finks at $8 to see that. But looking at just Standard-legal sets, the bar seems to be $5, reached by both Inquisition of Kozilek last year and briefly Dismember.

That gives us a solid ceiling, and both those cards are more ubiquitous than I expect the Avenger to be. That said, even if Avenger can’t cross a $4 mark, that’s still looking good since it’s sitting at 50 cents, with two in stock on SCG.

The Wolf has already started to see play, and is a card with a high enough power level to definitely make an impact after rotation. That means getting these thrown into trades right now will likely yield big profits down the road.

The other big Uncommon is Lingering Souls, which sits at $3 with infinite copies in stock at SCG. I’m still getting these at a dollar in trade, and that’s not going to last long. Lingering Souls could potentially be the definition of a power uncommon in the next format, and it’s one that got no love at the last Pro Tour due to being banned in Block. I don’t think you can go in too hard on Souls right now if you get them at $2 or less in trade. This card is going to move ridiculously well a year from now.

That’s it for this week. Next week I’ll be writing to you from the sandy shores of Jamaica, where I’ll be honeymooning after my wedding on Saturday!

 

Thanks for reading,

Corbin Hosler

Adventures in Qualifying — PTQ #2

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Over the last couple weeks, I have detailed the process of preparing for a PTQ and written about my performance at the first PTQ I attended this season. Today I bring you another chapter in the annals of my PTQ experiences.

The world of competitive Magic is immensely different from casual Magic. A room filled with a couple hundred players all hoping to qualify for the upcoming Pro Tour is an inspiring and electrifying scene. It can also be intimidating if you let it overcome you. But ultimately you have to remember that it's just another Magic tournament, albeit against a more competitive field.

For my second PTQ this season I played a tier one deck, Esper Spirits, which recently top-eighted Grand Prix Minneapolis. I based this decision on testing results from the night before when I was working on a new Delver list. I made a few changes but nothing dramatic. I arrived at the convention center with more than enough time to write down my deck list and double-check it. I made sure to be well nourished for the event so that I would be able to play at a high level.

Sometimes even all of that is not enough. Sometimes, when you do everything in your power to prepare for an event, you don't draw a third land to play the awesome spells you had in your opening hand. This was the unfortunate outcome of my first round in the PTQ.

I try not to dwell on things that are out of my control. One thing that distinguishes the great players from the average is that they have developed coping skills for situations like this. I did my best to function on two lands, but at some point I ran out of cards to play and I died. I did make a come back by destroying him in game two with Hero of Bladehold. But game three was similar to the first in that I was steamrolled.

Even with a first round loss, I picked myself back up to prepare for the second round. Unfortunately it was to no avail as my opponent's Grixis Control deck with maindeck Curse of Deaths Hold seemed specifically built to beat my version of Delver. I almost beat him game one but I could not get in those last few points of damage before his Grave Titan took over. Game two it took seven turns for me to draw my third land. I managed to make it a close game, but in the end his army of late-game bombs was too much to overcome.

You cannot win every event you play in.

If you play competitive Magic, I’m sure you've been confronted by this fact at some point. Every player 0-2-drops once in a while. The important thing is not to let it wreck you. There is only so much about this game we can control. There's nothing to do but get back up and play again.

Moving Forward

After two PTQs, countless hours of watching and reading about the format, and a number of discussions about various decks and matchups, I feel like I finally have a grasp on Standard. Lately I've been applying that information to work on Wolf Run Blue. The deck seemed well received last week and I tried many of your suggestions from the comments.

One major idea was to ratchet up the red splash with Huntmaster of the Fells. This proved problematic. Adding the admittedly amazing creature to the deck made the mana base so horrid that I scrapped the idea immediately. I love Huntmaster more than most, but he does not belong in this deck.

Another four-mana creature, Solemn Simulacrum, was also suggested as a possible inclusion. After much consideration, I think it's the best solution. He ramps you to titan mana of course, but his key feature is ā€˜blocks well.’ Being able to block any ground creature with a sword is a relevant attribute. Netting you a card is a huge benefit as well.

The other card I settled on has seen plenty of play, but not typically in ramp decks.

Phantasmal Image is one of the best creatures in Standard right now. Killing Geist of Saint Traft is no easy feat and Image takes care of that problem neatly. Another cause for concern is Strangleroot Geist and Image pairs up well against him too.

Phantasmal Image gears Wolf Run Blue to beat the major decks in the format and it's never a dead draw. If your opponent doesn't give you anything relevant to copy, you can always defer to the old standby of cloning your own titan.

Making room for these cards was not hard, as parts of the deck were underperforming. I was most unhappy with Trackers Instinct. Initially I loved this card because it found more titans, but I hadn't realized how often it would whiff. This occurred far too frequently to justify continuing to play Instincts. I also cut Dungeon Geists and Garruk Relentless, which were acceptable but not amazing.

Take a look at the updated list:

Untitled Deck

Creatures

3 Snapcaster Mage
3 Phantasmal Image
3 Solemn Simulacrum
3 Frost Titan
3 Primeval Titan

Spells

4 Ponder
4 Vapor Snag
4 Rampant Growth
4 Sphere of the Suns
3 Mana Leak
1 Amass the Components

Lands

4 Hinterland Harbor
1 Rootbound Crag
2 Evolving Wilds
2 Inkmoth Nexus
1 Kessig Wolf Run
1 Alchemists Refuge
4 Glimmerpost
4 Island
6 Forest

Sideboard

3 Ratchet Bomb
3 Naturalize
2 Batterskull
3 Cavern of Souls
1 Desolate Lighthouse
2 Surgical Extraction
1 Karn Liberated

I came back to this deck after testing so many others because it pairs up well against the major decks. It's still fundamentally a titan ramp deck, already proven as a tier one strategy.

One difference is that in the Delver matchup Wolf Run Blue has more tools against Restoration Angel, the current bane of Wolf Run decks. Use Vapor Snag to delay some damage, copy it with Phantasmal Image or keep it tapped with Frost Titan. If all that fails, you can always gain life with Primeval Titan plus Glimmerpost.

Post board Delver basically turns into U/W Control. I think Wolf Run Blue has an advantage there as well. Keeping Mana Leak in post board prevents them from blowing you out with spells like Consecrated Sphinx. I even added a main deck Alchemist's Refuge as my twenty-fifth land as extra frustration for control opponents.

Aside on the Dominance of Delver

If you look at the top decks from the Star City 5k in Nashville, Delver is the main concern as it took the top six spots at the event. This led me to question whether or not Delver needs to be banned. The short answer is probably, but I don't think it will because of the impending release of Magic 2013 in July.

Sooner or later though, I think we'll have to consider what another year with the flying Wild Nacatl will look like. When a creature breaks the barrier of entry to eternal formats, it's a good idea to ask whether it belongs in Standard. It does seem like Standard would be a better format without Delver of Secrets, but that discussion will have to wait for another day.

Challenging Matchups

The bad matchups for Wolf Run Blue are mostly decks that see little to no play. Both Mono-Green and B/W Tokens can be quite difficult for this deck to deal with. Mono-Green has Dungrove Elder, which this deck can't interact with and the B/W Tokens matchup is hurt by our utter lack of a sweeper. Both strategies attack from an angle this deck is ill-prepared to defend against.

We do have a few sideboard options to mitigate this problem.

Ratchet Bomb helps dramatically with the tokens matchup as well as in other areas. I also board in Surgical Extraction to deal with Lingering Souls post-board.

As for Mono-Green, I added a second Batterskull to combat the aggressive matchups. Naturalize usually comes in as well.

I have not played against any reanimator decks but they are one reason I continue to include Surgical Extraction in my sideboard. Decks like Frites and Solar Flare pose a problem because they can make game-breaking plays before you are prepared to handle them. Vapor Snag also helps here by slowing down their fastest draws.

I like this deck a lot because every matchup is winnable. This is one of those decks that seems like it has 50-50 matchups across the board but they are actually favorable because your opponent doesn’t know what to expect.

If you like Wolf Run but haven't had much success recently because of its place in the metagame, I would recommend trying the blue version.

This weekend is the Star City 5K at Origins. I will be there, most likely with Wolf Run Blue. If you are at the event, feel free to stop over and say hi. I always have trade binders and I would love to meet some readers and see the sweet decks you've cooked up.

Wish me luck and tune in next week to hear how it went.

Until Next Time,

Unleash the 5K Winning Force!

Mike Lanigan
MtgJedi on Twitter
Jedicouncilman23@gmail.com

Insider: Sneak-N-Show and the Future of Legacy

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This past weekend I had the pleasure of attending Grand Prix Anaheim, and I had a blast. After failing Day 1, I entered the Legacy event day two with my friends Maverick deck. The deck did what it was supposed to for me. It beat the other creature decks and it lost to the combo decks. I’m sure with some more experience with the deck I could have made the combo matchups look a little better, but it was a really fun weekend overall.

While chatting it up with some of Southern California’s Legacy guru’s there was one common thing I heard amongst the top notch players. ā€œThey’re going to have to ban Show and Tell.ā€ After returning home from the Grand Prix, I stopped by my LGS to return some cards I had borrowed from the gang at the shop, and the Legacy players around the shop were all muttering the same business about Sneak-n-Show. While our local Legacy events are small, the Sneak-n-Show player hasn’t lost a match since Griselbrand was printed. At our small metagame, things shift much slower, as not everyone has access to a secondary deck option. Now, don’t get me wrong, I’ve heard banning rumors like this before, and it doesn’t always materialize. Bannings, however, are big in the world of speculation, so let’s try to find some ways to hedge against either outcome, without risking any losses.

Suppose they ban it?

Well, if they drop the hammer, we can assume the price of Show and Tell will plummet. If I owned any i wasn’t playing with I’d be looking to get out of these. The counter argument to this, is there’s still time before a banning announcement, and it could see a brief spike before then due to it’s strength. If it was me, I would be moving them out immediately. Sneak Attack as well. Without Show and Tell this card just isn’t good enough to see play.

Other than saving potential losses, what else will change in Legacy? Show and Tell decks (Both the Sneak Attack and Hive Mind varieties) prey on decks like Maverick. Maverick is a grindy mid-range deck that gained huge popularity as a way to combat Delver in Legacy. Maverick can grind out almost any creature based deck, and has a variety of tools to protect their team of utility and hate bears. Maverick would undoubtedly shoot back up in popularity as the predator disappears. I like investing in Maverick pieces now.

Here’s the rub. If there’s a banning, they’ll likely pick up some value and popularity which is an easy win. If there isn’t a banning, Maverick doesn’t run much of a risk of declining. Even if the best deck is Sneak-n-Show or Hive Mind, the fact is, lots of people like playing creature decks, and Maverick will still crush most of them. I don’t think we’ll see a decrease in cards like Knight of the Reliquary or Mother of Runes, but they don’t stand to gain too much either.

The card I like investing in is Scavenging Ooze. While there’s a risk we see a reprint in another commander set, this card is a house in Legacy, and even with a 2nd run of Commander prints, there simply isn’t enough of these to go around. It’s currently a $40 card, but I would not be surprised in the least to see this hit $60 or higher by the end of the year. I’d also like to see a move on cards like Enlightened Tutor. It supports the sideboard of Maverick decks as well as Counterbalance, which are key decks in what this format would look like without Show and Tell.

Suppose they don’t....

Well, without the banning, Show and Tell will be a deck forever. Just like every combo deck. There will be times when it’s right for a given tournament, and there will be times when it isn’t. There will be people who champion the deck and run it whenever they can, and there will be people who detest it for some arbitrary reason and won’t play it. But what we will see is a serious shift in the Legacy metagame.

Because bannings aren’t immediate, I expect some of these shifts to start happening right away. After talking at length with some Sneak-n-Show players, the best answers to their plan are hand disruption. Specific cards mentioned are Hymn to Tourach, Thoughtseize and Vendilion Clique. While Hymn isn’t a great speculation target, it might mean Eva Green or Team America are decks that may have some strength against Show and Tell, and are worth looking into.

Eva Green

The key pieces of Eva Green that make it good against Show and Tell are the ones mentioned above. Thoughtseize is already nearly a $30 card, and I’m personally not willing to gamble that it will see a rise. On the other hand, the deck has access to two cards that do have room for growth. Pernicious Deed is about $4 below its highest value, and while not the card that specifically answers Show and Tell, gives the deck a way to deal with early threats like Delver of Secrets and Nimble Mongoose, among others.

Another card in Eva Green that has potential to jump a significant amount is Sinkhole. Playsets can be found around $80 of the Unlimited variety, and closed auctions on EBay seem to be somewhat scattered. As a card that never made it out of the Unlimited set, this card has potential to see much higher prices than it does now, the question is, will Eva Green be a deck again? I see little risk in moving in on Sinkholes, as they don’t stand to lose much value in either case.Sinkhole

Team America

While many of the most recent versions of Team America haven’t been using Vendilion Clique, it’s ability to respond to a Show and Tell and hose the Sneak-N-Show player is big game. Clique has already drooped back down from its Modern speculation spike, but it still sits relatively high compared to its historical pricing. I still think it has room to climb, as people are hanging on to Modern stock for next year. Stifle is another card from this deck I’d like to look at. It’s mana denial, it’s tempo, it’s versatile. It not only appears in Team America as a cornerstone of the strategy, but also in the other tempo deck in the room, RUG Delver. I’m actually kind of surprised Stifle isn’t already at $20 the way things have been going in Legacy.

Next week I’ll have updated news on my rotation sale. What other cards stand to lose or gain from a banning of Show and Tell? How else could the format shift if there’s not a banning?

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