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Modern Top 5: Overplayed Cards

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There's a reason that stories tend to follow a certain structure. And similarly why studios seem to favor reboots and retreads over actually new movies. Humans are creatures of expectation and habit. We are used to certain things happening a certain way, especially once they've been socially reinforced, and when those expectations aren't met it creates tension and anxiety. Which is a long-winded way of saying that since I implied that this article could exist, I've created an expectation for it to exist. And will now follow through.

What Is Overplayed?

By arguing that certain cards are underplayed in the current metagame, I implied that there are also some being overplayed. Which is true. However, it's a problem for me. Explaining the underplayed cards is relatively easy: there are specific problems in Modern that have solutions which are seeing reduced or nonexistent play. An overplayed card requires more defining. Seeing a lot of play doesn't make a card overplayed. That's just popular. Rather, there needs to be a mismatch between the card's expectations and performance. And that is quite subjective. Everyone has have different expectations and thus how they evaluate a card will be different. Which is my cue to remind everyone that this is myĀ list. These are the cards thatĀ IĀ think are most underwhelming and consequently overplayed.

Definitions

And for me, the key is whether a card does what it's supposed to do. What I mean is whether an answer cardĀ actually answers the thing it's supposed to answer in the needed way. For example, playing Remand in a control strategy would be an inappropriate use, since it kicks the can down the road. Lots of true control running Remand would therefore constitute overplaying. A tempo deck using Remand is appropriate since all it wants is to delay the opponent. Lots of fish style decks with Remand is not overplaying.

With creatures it's a little harder. Most decks need to attack for the win and so a creature is never fully useless. Stats are also a really great way to manage expectations about what a card can actually do. Thus, an overplayed creature needs to be showing up where it doesn't belong. If something seems to be played everywhere because "it's too good not to be," "for value," or is otherwise "a free include" (actual explanations I've received) but doesn't really fit with the strategy. Or it doesn't actually do the thing it's hyped up to do. Or even worse, there are other cards that do its specific job better. If a creature is supposed to be overpowering and has to be played to be competitive, it had better actually be game ending in all contexts rather than just above average or a good rate.

Standards

Now that I've established how I define an overplayed card, I need to set out actual standards for evaluating the cards. This is particularly important given the subjective nature of this topic. However, it's also important to keep everything in context. I'm not evaluating these cards in a vacuum. Were that the case, this list would be quite different. Instead, we'll focus on which cards are currently seeing play in the decks that also see play and don't make sense to me. To make my list, the card needs to be a combination of out of place and ineffective in the metagame as it's developing. My perception is based on what I'm seeing in the metagame data, watching others explore Modern, and my own experiences.

The July metagame update is out next week, and unless something changes dramatically this week, the meta will be split between Hammer Time and UR decks. The largest grouping of said UR decks is UR Thresh, using counterspells, removal, and cantrips to support a small number of cheap threats plus Murktide Regent. BR Stompy decks built around Lurrus of the Dream-Den are another big player, while most of the combo space is cascade decks. There's a few control decks making a case, but for the most part, right now Modern looks like the fairer side of Legacy. This is the reality that I'm establishing and evaluating my standards under.

Inefficacy in Context

How easily does a card do what it's supposed to in the current deck/metagame? Last time I was just looking at how effective a card was at its job. No ifs, ands, or buts; simply, does it do what players want and expect it to do? However, to evaluate an overplayed card requires additional context. Given how the metagame is working and what is seeing play, does the cardĀ actually do what it's supposed to do? Will the card's intended primary function actually come up during games often enough to justify playing the card? And if it does, can the deck playing it make use of the effect to full impact? If the answer isn't yes to all those questions, the card needs to be questioned.

For example, Lightning Bolt has arguably been the defining card of Modern since the format's inception. It is the best there is at what it does for its price, and Modern has always had use for three damage to anything for one red mana. However, its relative stock has risen and fallen over the years as the metagame has changed. For example, in 2016 37% of decks played Bolt, but in 2017 if fell to 27%. That was the year that Eldrazi Tron and Death's Shadow took over Modern and Bolt was no longer effective removal. In 2018 Humans was the top deck; Bolt was effective again, and 35% of decks played Bolt. The inherent power of Bolt never changed, just its contextual power. A card being ineffective in context doesn't make it bad, just not the right call.

Parasitism

Does the card stand on its own or require help? A card that is good by itself in a wide variety of contexts is no parasite. However, if a card absolutely needs others to be good, let alone playable, then it is one. This isn't a problem by itself, as tribal cards are inherently parasitic and there's no issue with their playability. The problem comes when a card is a parasite but the parasitism isn't obvious. Champion of the Parish is highly parasitic but nobody would ever run it without support, meaning it will only see play in the right context. Thus, it wouldn't meet my definition of overplayed.

Conversely, Chalice of the Void doesn't need much support from its own deck to do its thing. However, its only meaningful in the context of the opponent's deck, which is still parasitic in the technical sense. This is where problems can arise. If a card is only good against a certain card or deck and does nothing by itself, it has parasitic qualities.

Another example: Authority of the Consuls is highly parasitic in this regard, since it does absolutely nothing against creatureless decks. Even against decks with creatures, its main ability only really matters against decks with haste creatures. Unless you intended to use Authority to sneak damage through new blockers, it's a negatively parasitic card. These can very easily be overplayed because they need the opponent to play ball to be good. And what if said opponent says no?

Opportunity Cost

What alternative is being sacrificed for this card? Simply put, how is the selected card better than the alternative? No card is ever actually a free include. There's always an alternative that could be played and therefore there is always an opportunity cost to every card. However, a card with a low opportunity cost will either have few alternatives or be significantly better than said alternatives. For a high one, the opposite is true. To wit: the opportunity cost of Lightning Bolt is its alternative, Lightning Strike (same effect, different cost). As Bolt is cheaper, that opportunity cost is very low. However, in the context of removal spells, Bolt may be quite high, as there are a wide range of one-mana kill spells and depending on metagame context, it may prove expensive to include Bolt over something else.

Force of Negation: 9/15

Force of Negation is a good card, and at times it has been a necessary card. It's the most flexible free counterspell in Modern. Disrupting Shoal never saw much play because it's hard to use. So Force is the only means most decks have of protecting themselves against opponent's the turn they tap out. This is very important against control and combo decks. The problem is that Force is only actually free on the opponent's turn. Even then, you only want to counter really important spells, and only if absolutely necessary. There's a reason that Force of Will gets cut in fair matchups in Legacy.

Inefficacy in Context: 3

The ideal Force targets are planeswalkers or combo pieces, preferably ones that cost three or more to offset Force's mana cost or card disadvantage. The most played noncreature spells at the moment are all cheap instants and sorceries. Sometimes Forcing an Expressive Iteration or Prismatic Ending is necessary. Doesn't feel very good, though. Forcing Chalice of the Void is a valid and good use of Force, and Ad Nauseam and Tron are still seeing play. However, Force is fairly mediocre against the cascade combo decks because Violent Outburst lets them combo off on end step when Force isn't free. It does what it does, it just doesn't happen as much as it used to, and Force's limitations are an issue.

Parasitism: 3

Answer cards are naturally parasitic. They're answers, so they need questions to have meaning. Force is a Negate variant, which makes it more parasitic because it's more narrow. It gets worse since casting Force for free (the reason to play the card) requires another blue card in hand. Doing what's necessary is necessary, but that does also create deckbuilding and gameplay requirements.

Opportunity Cost: 3

The fact that Modern has few free counters brings down Force's opportunity cost. Having to hold another blue card in hand raises the cost since that card can't be used for its intended purpose. However, the real problem with Force is the deckspace cost. There are many alternatives if the only goal is to protect against noncreature spells on the opposing turns for cheap, including Veil of Summer and Spell Pierce. That being the main intention raises the cost. Additionally, playing Force means less space for cards that answer creatures in a Modern, where answering creatures is far more important than answering spells.

Sanctifier en-Vec: 10/15

I like Sanctifier en-Vec. However, players have taken to playing it instead of Rest in Peace in decks that formerly ran Rest. The thinking is that all the cards that most decks want to exile are red, because they're thinking of Dragon's Rage Channeler decks. Having a protection from red creature is really good against those decks, so Sanctifier does the job of Rest and Auriok Champion, freeing up sideboard space. The catch is that Sanctifier doesn't actually answer Dragon's Rage Channeler because it can't exile artifacts, lands, or blue cards. And that's not even considering white and green decks.

Inefficacy in Context: 3

Against the decks that most players are thinking about, Sanctifier is quite strong. The problem is that they're not the whole metagame and Sanctifier is worthless against Emry, Lurker in the Loch, Lurrus, and Living End decks. Decks which are as prevalent in aggregate as the DRC decks.

Parasitism: 3

Sanctifier is a color hoser. Those are very parasitic, even when attached to reasonable stats on a good creature type. It's also a graveyard hate card, which is relevant often but not always.

Opportunity Cost: 4

The cost of playing Sanctifier is Rest in Peace. Sanctifier being overplayed is in fact the reason that Rest is being underplayed. In a deck like Humans, the cost is low because Humans never ran Rest. For the Stoneblade and control decks I've seen running Sanctifier, it is a high cost. Particularly because the majority I've seen aren't running any graveyard synergies themselves.

Ragavan, Nimble Pilferer: 10/15

The most hyped red one-drop fromĀ MH2 was Ragavan, Nimble Pilferer. The most played one has proved to be DRC. It may be this hype and the dream of stealing opposing cards which has led many players to run Ragavan in decks that cannot support him. And Ragavan needs a lot of support.

Inefficacy in Context: 2

If the statlines and dash were the only metric, then Ragavan would be worse than Zurgo Bellstriker, because Zurgo doesn't die to Lava Dart, Wrenn and Six, and Gut Shot. Zurgo seeing no play would indicate Ragavan would be very ineffective. However, making treasure is a very useful ability, and is the real reason that Ragavan sees play. Getting to play opposing spells is more of an occasional reward than a point in Rags's favor.

Parasitism: 5

However, dying to everything andĀ needing to successfully deal combat damage is Rags's failing. He's very strong in decks that play lots of removal, disruption, and/or other cheap creatures to clear a lane to actually connect. If that isn't the case, he's just removal bait, and that's the problem: I'm increasingly seeing decks that can't actually protect or clear space for Rags play him. Rags is very bad without a lot of help.

Opportunity Cost: 3

On the one hand, cheap aggressive creatures is very low cost because winning the game is good. However, in the slower decks I see Rags infiltrating, he's taking the place of removal, bigger threats, and/or reliable card advantage, all things these decks absolutely need and must closely monitor their budget for.

Grief: 13/15

I've been skeptical of Grief since it was spoiled. Modern as a whole seems to agree with my skepticism. Where initially Grief saw widespread play, it has drastically narrowed to WB Stoneblade and Living End. The Stoneblade decks are contorting themselves silly to make Grief work and still floundering in the metagame standings.

Inefficacy in Context: 3

In Living End, Grief is a good card because it protects and opens a road for the combo while synergizing with the payoff. Everywhere else, Grief is a free but card disadvantageous Thoughtseize, a card whose own stock has fallen relative to past yearsĀ (and not, I would guess, because it's too expensive to cast).

Parasitism: 5

Grief is only good when its card disadvantage gets made up. This is why it doesn't see play in tribal Elementals very much. This is no problem for Living End. However, every other deck is going to ridiculous lengths to try and live the dream of turn 1 Ephemerate on Grief. The card is making decks warp themselves to better serve it, but doesn't reward them with Challenge or Preliminary results. Making a host serve its interests and not the hosts is textbook parasitism.

Opportunity Cost: 5

Stoneblade has been cutting Thoughtseize and Inquisition of Kozilek to run Grief. Those cards don't put the same pressure on deckbuilding as Grief, have lower mana costs, and don't generate card disadvantage early. That's a max-cost situation there.

Aether Gust: 15/15

It was watching a UW Control deck Aether Gust a Primeval Titan three times and then die once it resolved that got me thinking about overplayed cards in the first place. Gust is a tempo card that somehow mostly sees play in non-tempo decks, primarily control decks. Which want to permanently remove things, not delay them to be answered again. Were Gust seeing play in UR, there'd be no problem. But it's the high control play that earns Gust it's spot.

Inefficacy in Context: 5

Unless the opponent is stupid, they're not Gusting that Titan to the bottom of their library. This is the main way I've seen players use Gust in Modern for the past two years. The best use is Gusting a resolved Dryad of the Ilysian Grove to fizzle Valakut, the Molten Pinnacle triggers. However, that need is at a low ebb, and instead I see a lot of control players Gusting against cantrip-heavy red decks. Control is all about buying time, but it also cares about card economy and having to spend several spells answering one is very suboptimal.

Parasitism: 5

To actually remove something important for good, Gust needs the opponent to put it on the bottom of their library. That's a parasitic line. Alternatively, the card could be removed from immediate concern via Field of Ruin, Thought Scour, or Ashiok, Dream Render. For an answer card to need other cards to actually answer something is highly parasitic.

Opportunity Cost: 5

By running Gust, control is deciding not to run a card that actually answers a red or green spell. The only reason they're doing that is Cavern of Souls naming Giant. Given how rarely the plan works out in my experience, it's as big a cost as possible. Pathing Titan and Dryad is almost always a better line than Gusting and hoping to... what exactly? Suddenly win in one turn?

Value Impact over Effect

The main thrust of these cards is players valuing a card effects or perceived effects over proven impact. We all get distracted by cool things, but that's a trap. Focus on what actually works in context, not just what you think works, or worse, what you want to work.

Are Reserved List Cards Rebounding Already?

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I have an update in the saga that is the alleged clipped Beta card I had sold on eBay. The return was completed safely and without incident and I have the card back in my possession. I quickly sent pictures to a European contact I know who deals heavily in Alpha cards to ask his assessment of the card’s authenticity.

He quickly identified the card as a genuine Alpha. How did he determine this? It had nothing to do with the corners, in which I had put so much stock. Instead, he pointed out a distinguishing feature on the face of the card. Take a look at the pictures below—left is Beta and right is Alpha.

They look identical, right? Besides being slightly lighter, there is one distinct difference I can see and it comes down to the print line that drops down from the black mana symbols in the card’s mana cost. In the Beta version, the lines are dark on the left but white on the right. On Alpha, there’s less of a white component to the lines. Here’s a close up of my card:

The line coming down from the left black mana symbol has no white component. Thus, the card was assessed as true Alpha despite the corners. When I asked about the suspicious corners, my contact replied, ā€œCorners are never a good indicator for legitimate Alpha, if you stack 100 Alphas, basically none will match exactly others.ā€

Clearly I still have more to learn about this space. The bottom line is, if you’re going to deal in Alpha I’d suggest reading up on the differences between Beta and Alpha or else have a reliable contact who can help! Because this deviated some from what I suggested last week, I wanted to confess my error.

In Other MTG Finance News…

Now that I’ve corrected myself, I want to shift gears and comment on some of the very recent activity I’ve observed in Magic finance, particularly related to Reserved List / Old School cards.

Yes, I know, I talk about this subject frequently. Since 99.9% of my collection’s value consists of cards from these categories, you can’t possibly blame me for monitoring their market so closely. And it is that close observation that has led me to this new development.

In many cases, Reserved List / Old School card prices have stabilized and even begun a modest climb higher. This is noteworthy because these cards have all seen a retracement in price over the past couple months, and I think many in the MTG finance community expected there was still more room to go. Chris Martin, a former Quiet Speculation writer and well-known member of the community, has been on top of the sell-off and vocal about the momentum.

You can see in his reply that I challenged Chris on his choice of words in the original tweet. I was expecting prices to drop further too, but I felt his rhetoric was a touch too bearish. He responded well to the feedback, and we both agreed that the sell-off was completely healthy for the game and its financial component.

Now I’m looking at some cards on Card Kingdom’s site and I’m seeing increases in buy prices. One example is Gaea's Cradle:

There was an error retrieving a chart for Gaea's Cradle

This card’s buy price was on the decline; Card Kingdom was paying around $600 for near mint copies of the card. Then I noticed the buy price at $660. Right now the card is on Card Kingdom’s hotlist with a $720 buy price. The card’s average price hasn’t really budged on MTG Stocks, but check out the graph for its market price:

Notice how the card had leveled out for a while but is once again climbing higher. This indicates to me that the card is selling for higher prices than before.

Beyond Gaea's Cradle, a number of other noteworthy cards are suddenly showing up on Card Kingdom’s hotlist. Here are a few that are surprisingly robust:

Bazaar of Baghdad - $2470
Volcanic Island - $535
Underground Sea - $505
Tropical Island - $480
Eureka - $480
Mox Diamond - $420
Bayou - $355
Tundra - $325

A couple of the non-blue Dual Lands also show up on the hotlist, as does Gilded Drake, Sliver Queen, and Grim Monolith. While none of these numbers are all-time high buy prices, they are all very respectable. More importantly, the fact that Card Kingdom includes all these Reserved List cards on their hotlist tells me maybe this market isn’t as soft as I believed.

Granted, not all cards are bouncing. Library of Alexandria had a peak buy price north of $2000, and now Card Kingdom’s buy price is down to $1290 with no sign of imminent movement higher. But other Arabian Nights cards have seen recent bumps higher, including Guardian Beast ($780) and Serendib Efreet ($715). I’m not sure if there’s a certain trend that can be identified that explains why some cards are rebounding and others aren’t. It could be locally isolated to Card Kingdom’s individual stock; but their dynamic buylist has made their site pretty reliable when it comes to finding the pulse of the overall market.

And right now, that pulse is starting to strengthen.

What Is Driving This Trend?

As I mentioned earlier, this modest rebound in Reserved List prices is admittedly unexpected. Many of the factors attributed to the climbing prices (e.g. government stimulus checks, elimination of large in-person events, few alternatives for discretionary income) have faded away. As the world opens up, a sense of normalcy is gradually returning, and with it I expected a retracement in Magic prices as people find different ways to spend their money.

But something is happening and I’m trying to decipher why. I can think of a couple possibilities, but none of them are all too convincing.

First, while it’s true the government hasn’t issued a check to the majority of the nation in a while, they have started paying out the child tax credit in the form of monthly checks. This is a few hundred bucks a month directly deposited into the accounts of qualifying families. This could be motivating some purchases recently. But at the same time, I’d hypothesize that a parent with young children is less likely to be spending excess cash on Magic cards.

Though, I suppose it’s possible that they are. And if that’s the case, then it stands to reason that an older generation of Magic players are more likely to spend on Old School cards relative to a younger player new to the game.

There was an error retrieving a chart for Black Lotus

Another hypothesis stems from the rampant speculation in the cryptocurrency market.

Over the winter, crypto prices (Bitcoin’s graph is above as an example) soared to new heights. Prices flattened and then started a healthy decline (much like Magic). But the downward trend may be breaking over the past couple weeks. Could a potential bounce in the crypto market be catalyzing a commensurate bounce in the Reserved List market? I’m not so sure there’s a direct causation, but the speculative nature of both markets could indicate correlation.

I suppose it’s not impossible that the catalyst is simply a modest climb in Magic’s popularity. The new Adventures in the Forgotten Realms set directly ties to Dungeons & Dragons—perhaps older players who appreciate D&D are the same group who prefer the nostalgia of Magic’s earliest sets? It feels like a stretch, but if Magic is growing, then some proportion of the growing player base could hypothetically be buying older cards. Let’s face it: it doesn’t take many new entrants to Old School to move the needle on prices. These cards are quite sparse!

Another possibility is that the ā€œreturn to normalcyā€ feels on hold, or at least less assured, given the recent rebound in COVID cases and the spreading of the delta variant. Does this mean large Magic events will be delayed further? Probably. If people are still nervous about spending money on travel and experiential activities (e.g. concerts, sporting events, shows) then maybe discretionary income is still best funneled towards at-home hobbies, such as Magic.

Lastly, this could be a textbook ā€œdead cat bounceā€. According to Investopedia, this grotesque turn of phrase means a ā€œtemporary, short-lived recovery of asset prices from a prolonged decline or a bear marketā€. That could be an adequate description of what’s happening. There’s a certain psychology to it—after seeing inflated prices for a period of time, a sudden selloff makes prices look like a bargain, triggering a bout of buying.

Such a rally in prices is not sustained. If this is a traditional dead cat bounce, then the recent rebound in prices will be temporary, indicating that this bounce is an opportunity to sell rather than an ā€œall clearā€ signal to buy.

Wrapping It Up

Clearly, something is going on in this market. This is evidenced by reappearances of Reserved List cards on Card Kingdom’s hotlist, something they wouldn’t do if they weren’t looking to restock on these cards. But what does this short-term recovery mean? Is the sell-off over? Are there new catalysts that are driving the return of speculation, lifting prices on collectibles even further?

I’m not sold on this thesis just yet. Personally, I’m considering this recent rebound as a dead cat bounce. Rather than scramble to buy ā€œbefore prices go back to all-time highsā€, I’m more inclined to sell into the recent rally. Of course, I don’t intend to sell everything, nor would I consider selling any sizable percentage of my Magic portfolio. I’m merely thinking of trimming certain cards that are approaching new highs. Many of my Old School cards are nowhere near their previous highs (indicating this rebound isn’t broad and sustainable). Those cards I’ll likely sit on and wait for the next round of rampant Reserved List speculation, which probably won’t happen until next year.

I’ll only look at selling stuff that’s rebounding most significantly.

There was an error retrieving a chart for Acid Rain

An Acid Rain here, a Guardian Beast there. Just a couple cards as they seem to rebound. If the rebound starts to accelerate and less popular Reserved List cards follow suit, I may pause and reconsider my strategy. But until that happens, I’ll stay the course and largely ignore this latest rebound in prices. I just don’t believe we’re at a point where card prices will hit new highs…not yet, at least.

Understanding Metagames for Success and Profit

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The creator of Magic: the Gathering, Richard Garfield, speaking at the 2000 Game Developers Conference, described a metagame as "How a game interfaces with life." This is a beautiful philosophical definition but is much broader than what players generally think of when they think of metagames. For most Magic players, a metagame refers to the cards, decks, and general strategies that define a given format. The Modern metagame for example is comprised of all the viable decks made from cards legal in the Modern format. Let's explore both the more narrow player-understood meaning of metagame and Garfield's more broad definition. In doing so, we will discover how related they are, especially when we approach the secondary market.

Top-Tier Decks And Strategies

When thinking about metagames, one of the first things players think about is the top decks, the most powerful or most played strategies in a given format. While many decks may be viable in a format like Modern, the top ten decks are the decks you are most likely to encounter in a given event. Here's a sampling of the top ten decks in the Modern format from MTGGoldfish from the last seven days, at the time of this writing:

MTGGoldfish Modern Metagame Pic

We choose our deck for a format based on many criteria: format viability, financial constraints, playstyle, and other reasons. You can see more on choosing a deck to play in the article Buying Into Modern. Once we've selected a deck, it is important to understand the deck's strengths & weaknesses against the top decks in the field. This is called metagaming. The act of metagaming is the process of examining the metagame of a given format, and choosing to include cards in your main deck or sideboard which you can use specifically to aid in thwarting the common strategies you expect your opponents to bring to the table. Sometimes this can even determine what deck we choose to play. Assuming we've chosen a deck for some number of the reasons previously discussed, let's look at where metagaming is most relevant: the sideboard.

Sideboards And Silver Bullets

Once you understand your deck and its strengths and weaknesses, the sideboard is the place to have specific cards to fight the strategies of your opponents. The first cards players think about when looking for sideboard options are the so-called "silver bullets," narrow but powerful cards that exist in a given format and can be used specifically to aid in thwarting common strategies you could expect your opponents to bring to the table. Silver bullets have existed in Magic as far back as Limited Edition Alpha, the very first Magic set.

Alpha Silver Bullets

Developing these narrow answers was a conscious decision made during the two years of playtesting done by Garfield and his playtest group. "The original plan was to include cards that thwarted every obvious simple strategy," Garfield wrote in his piece on the creation of Magic in the 1994 Magic: the Gathering Pocket Player's Guide, one of the first major publications written on the strategy of the game. The article was reprinted on the Magic: the Gathering website for the game's 10th anniversary in 2013. The goal over time, Garfield continued was "to add new cards which would defeat the most current ploys and keep the strategic environment dynamic." The power of silver bullets has risen and fallen over the years. In Modern, cards like Surgical Extraction, Relic of Progenitus, and Stony Silence are staples which consistently see play. The first two are answers to graveyard-based strategies, perennially powerful strategies which can otherwise be difficult to interact with, hence the necessity for these powerful answers.

MTG Pocket Player's Guide

"The original plan was to include cards that thwarted every obvious simple strategy" - Richard Garfield, discussing "silver bullet" cards in Limited Edition Alpha, "The Creation of Magic: the Gathering," Magic: the Gathering Pocket Player's Guide

Flexible Answers

Another class of sideboard cards are what can be dubbed "Flexible Answers." These include cards like Abrade, Spell Pierce, and Engineered Explosives. Because of their flexible nature, these cards are often included in the maindeck in one and two-ofs, as well as in the sideboard for their ability to answer multiple kinds of threats. The most open-ended of these cards, like Engineered Explosives, are often called "catch-alls." While not as powerful as the silver bullets, the increased utility of these cards makes them valuable even when not facing the deck they were included primarily to fight against.

There was an error retrieving a chart for Engineered Explosives

Most Played Modern Sideboard Cards

Based on metagame data from MTGTop8.com, these are the top 20 most played sideboard cards in Modern:

MTGTop8 Most Played Sideboard Cards

It's not surprising to see a flexible card like Engineered Explosives in the top slot. Aether Gust and Mystical Dispute in the second and third slots also make sense at the top of the list given that Izzet Blitz, and Izzet Tempo are two of the top decks, wanting Mystical Dispute for the pseudo-mirror matches, and Aether Gust against Amulet Titan, the Crashing Footfalls deck, and anything else playing green/red.

As a player, it's a good idea to have some number of these cards in your collection, if not one or two of every card on the list, regardless of what deck you are currently playing. This is especially true of the colorless artifacts on the list. Doing so will allow you to have tools in your collection for whatever direction the metagame may shift, and be ready to include them in your sideboard or deck as necessary.

As a trader or speculator, these are all fine cards to have in your binder. Their steady demand means they will be relatively easy to move if you're ready to unload, and their prices remain relatively stable but can spike as the metagame shifts in a direction in which they are strongly positioned. Speaking of prices leads us to revisit Richard Garfield's quote describing metagames: "How a game interfaces with life." Nowhere does Magic interface with life so frequently as in the secondary market.

The Metagame Of The Secondary Market

The secondary market is its own kind of metagame of Magic. Whether you are acting in the secondary market looking to acquire cards to play or looking to make a profit when you engage in the secondary market you are a player in the game. The rules of the secondary market vary depending on your goals. Without diving too deep into ECON 101, let's say that there are generally two main goals: to obtain the best price, or to make the most profit. Regardless of which goal we have, an understanding of format metagames like the Modern metagame can allow us to win on the secondary market. Let's look at a recent example in Crime // Punishment.

If you were paying attention to Magic finance news earlier this month, you would have seen the sudden jump in the price of this little-known rare from Dissension. Why did the card spike? Savvy Modern players, looking for additional answers to Urza's Saga, and other artifact-based strategies, identified the card as a possible sideboard inclusion. According to the data, if you bought in between June 22nd, and June 29th, you were still buying in at close to the bulk price the card has been at for years, around $1.00. If you were looking to obtain the best price, anytime before the 29th was a good time to do so.

If your goal was to make the most profit, Crime // Punishment shot up to an all-time high price of $19.84 on July 5th. The card fell to $16.99 on July 6th, before spiking back up just under its all-time high, and has slowly crept down since, settling at its current price of around $13.99. If you bought in before the 29th, between the 5th and 7th of July was the best time to cash out. Even selling now at $13.99 is still a solid return on your investment if you were among those who read the metagame and identified the card early before the price spike.

We can see similar stories playing out with cards like Shattering Spree, and Kataki, War's Wage, both of which also spiked around this time, and for similar reasons.

There was an error retrieving a chart for Shattering Spree
There was an error retrieving a chart for Kataki, War's Wage

Another card with a more recent price spike is Alpine Moon, which has also jumped because of its use in Modern sideboards.

There was an error retrieving a chart for Alpine Moon

In all of these cases, we see how understanding the Modern metagame, and acting on the knowledge can also have an effect on the secondary market, leading to wins at the table, and profits in the wallet. As the Modern format continues to evolve, other tools will need to be identified to maintain that winning record. What sleeper cards will players uncover as they plumb the depths of the format? What cards do you have on your radar? Share your answers in the comments.

Modern Top 5: Underplayed Cards

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It's summer. There's not much happening on theĀ Magic front. And I've got summer things to do. So I'm giving in and doing a list article. At least the algorithm will be satisfied. And I still have my professional pride preventing me from doing it in a nonanalytical way.

The Online Metagame

An explainer/disclaimer before I start: everything I'm going to say about metagame position applies to the MTGO metagame and only the MTGO metagame. This is mainly because MTGO is almost my only source of data right now. MTGMelee generates a usable result or two monthly, and while I know there are paper Modern events happening, the ones I can use don't seem to get posted anywhere. Thus I am only ever really addressing that metagame, and your experiences will vary wildly if you play in paper or in non-MTGO premier events.

MTGO in Crisis

The secondary reason is that it's MTGO with the problem I need to address. If you aren't MTGO itself or a dedicated MTGO player, skip this section, I'm not talking to you. Everyone else gone? Good.

MTGO, you have a problem. You have no demonstrated ability to focus. You just swing wildly and alarmingly between whichever deck strikes your fancy, use it up, and immediately discard it in favor of the Hot New Thing. It's happened three times this year so far, and is happening again. In the beginning, everything looked fine. The metagame was evolving along an understandable trajectory based on what had happened before and the card pool. However, you've simply gone nuts since the February bannings. The top deck of one month suddenly crashes into irrelevance as another deck rises to take its place. In March it was Jund Shadow, which was replaced by Heliod Company, which was completely dethroned by UR Prowess, then Amulet Titan. I don't know what deck will win for July, but at the current rate, Amulet Titan won't even make July's tier list. This isn't metagame shifts, this is harmful behavior.

MTGO, you need help. Your behavior is akin to ADHD or bipolar disorder. I'm not qualified to provide the help you need, but it is available. Go and find it so that I don't have to comment on your violent swings and inconsistencies every. Single. Month. Some stability and discipline will be good for you and better for all your players. Get help!

Standards

Alright, with that off my chest, it's time to actually focus on the title topic. The metagame has shifted a lot recently and subsequently some cards are seeing more or less play than at the start of the year. This is perfectly natural and to be expected. Especially when a set as consequential asĀ Modern Horizons 2 is released. And in normal circumstances, established staples being replaced by new cards or older ones that are better in context isn't worth discussing.

However, these aren't normal circumstances. A new and very Legacy-lite deck is all the rage, which in turn has the community in a bit of a rage. Calls for a ban right after a metagame shift are nothing new and generally worth ignoring. However, this time around, I'm a bit triggered because a lot of what's being complained about is perfectly answerable by existing cards that for some reason aren't seeing play. And a few that have actually dropped off concurrent with the spike in decks said cards are primed to answer. And therefore today's list is those underplayed cards that are strong answers against the top decks in Modern, but for whatever reason don't get the love they deserve.

Of course, to do this properly I need a rating system. Jordan's done a lot of these articles over the years, and his template is solid. Take three criteria, rate each card out of five, order the list based on their score. I'm going to use differentĀ  criteria than him to more accurately make my point. Do note that all this is fairly subjective and I'm always open to debating the points.

Efficacy

How easily does the card achieve a desired end? Not every card is equally effective at all tasks. If there's ever a card that actually does everything at a good price it will hopefully be banned. What I'm looking at is how well the card does whatever it's meant to do. For example, Counterspell rates very high as a general-purpose answer (the point of Counterspell), but very low as a win condition (it's just not a win condition).

Mana cost is an amplifying consideration for this category. Being cheap doesn't automatically make a card effective, but a cheap and effective card will rate higher than an equally effective one that's more expensive. Thoughtseize would score higher than Grief for that reason.

Meta Versatility

How useful is this answer card in the current metagame? Maindeck and sideboard space are valuable commodities. Running narrow answers is a calculated risk when specific decks are highly represented, but in general it's better to run cards that are useful against a wide range of decks. The more decks a card would be useful against (for maindeck cards) or brought in (for sideboard cards) the more versatile it is given what is actually seeing play right now.

Splashability

How easily can decks run this card? Jordan's used this one a lot, and I'll let him speak for it himself:

Splashability will be rated by considering how many existing Modern decks can accommodate the card and whether they’ll want it. For example, despite its lack of a color identity,Ā Ghost QuarterĀ doesn’t fit into BGx midrange decks. These decks can easily runĀ Fulminator MageĀ as mana disruption instead, and prefer not to miss a land drop if they don’t have to.

#5: Shatterstorm: 9/15

First up is the earliest and most definitive Go-Away-Artifacts card inĀ Magic, Shatterstorm. Both Affinity and Urza, Lord High Artificer decks are making a resurgence, with the latter associated with the various Underworld Cookbook Food synergy decks. These decks and to a lesser extent Hammer Time are flooding boards with random artifacts and Affinity and Food have Welding Jar, so a card that kills every artifact and foils Jar is essential to keep from being swamped.

Efficacy: 5

The only artifact that actually sees regular play in Modern which Shatterstorm doesn't kill is Darksteel Citadel. Nothing will save an artifact board from the storm. More importantly, four mana is a great rate for sweeping a board. A lot of decks are running Shattering Spree instead because it can be cast for less and many red decks are very low to the ground. The catch is that in exchange for that cost reduction, Spree kill far fewer artifacts and potentially be answered by Welding Jar. There is no way to immediately and completely ruin an artifact deck's day than slamming Shatterstorm.

Meta Versatility: 2

Shatterstorm does exactly one thing: sweep the board of artifacts. This is only relevant against decks that flood the board with artifacts. There are quite a few of them right now, but it's not universal. Against many deck with few artifacts, such as Eldrazi Tron, decks are better off with Spree since it's far cheaper.

Splashability: 2

Decks need to be less committed to red for Shatterstorm than Spree, which is a huge bonus. However, only slower decks can afford to cast a four mana answer. The former makes Shatterstorm more splashable, the latter makes it less, and cost is a much bigger concern than color dependency.

#4: Alpine Moon: 11/15

There are a lot of decks running Urza's Saga. There are a lot of decks running Valakut, the Molten Pinnacle. And also Tron's always hanging around. These are all decks that Blood Moon is very strong against. The problem is that a lot of decks that want to answer Valakut, Saga, and Tron are also very badly hurt by Blood Moon. The solution that is not seeing enough play is Alpine Moon. It's a one-sided effect that surgically removes the problem land from consideration.

Efficacy: 3

Moon straight-up kills Urza's Saga upon resolution. It merely nerfs any other land it targets. This is usually worthwhile since preventing fast Valakut kills or Tron is critical for many decks. The problem is that Moon is quite vulnerable to removal. I'd rate Pithing Needle similarly: It's very good at what it does for it's price, but should not be the sole solution to a problem because it can't remove the problem from play.

Meta Versatility: 5

The cards a specifically mentioned see play in many decks. However, almost every deck has some land that's worth naming with Moon: Inkmoth Nexus, Fiery Islet, manlands, and utility lands are everywhere. It's not always necessary to Moon every deck to win, but the fact that Moon has value against the vast majority of decks gives it huge versatility points.

Splashability: 3

Being one mana is a huge plus. Being red is another huge plus, especially when a very large part of the metagame is running red. The problem is that there is also a significant part of the metagame running the targeted lands. Those decks that want Moon can pack it readily, but it shakes out such that there aren't too many that do. More should, but not every deck.

#3: Rest in Peace: 11/15

This is Modern. The graveyard is an essential resource. Has been for years, and continues to be so right now. The difference: at the moment, the main use is Dragon Rage Channeler's delirium and delve for Murktide Regent, with Cookbook/Ovalchase Daredevil synergy thrown in for good measure. Which makes it so weird to me that decks are running one-shot disruption rather than continuous hate. Even those without any graveyard cards themselves. I suspect that desire to play with Endurance is driving the decision, but the ease with which Food decks in particular play around such hate makes me seriously question the decision.

Efficacy: 5

There is no better piece of graveyard hate inĀ Magic than Rest in Peace. For a paltry two mana, there are no more graveyards for as long as Rest stays on the battlefield. No additional mana required. What sets Rest apart from Leyline of the Void is that it also removes the cards already in the graveyard, which ensures that any value stops immediately upon resolution. No. More. Graveyard value. Nothing else says it better.

Meta Versatility: 3

There are a lot of decks which Rest is very important against. However, there are plenty of others against which Rest has no utility. Not every deck has graveyard synergy, and some that do have so little that Rest is overkill and Soul-Guide Lantern is more appropriate.

Splashability: 3

Rest is cheap in absolute and color-requirement terms, meaning that any deck that can make white mana can play it. However, many decks want to use their own graveyards, too. Rest is a blunt tool while many decks might prefer a surgical one. Just like Alpine Moon, every deck that wants Rest can easily splash it, but not every deck that can wants to.

#2: Chalice of the Void: 13/15

For a very long time, the only real use of Chalice of the Void was to lock out one-drops. Thus, it was only useful in very specific matchups by very specific decks, by which I mainly mean Eldrazi Tron. This is no longer the case. The proliferation of cascade decks has changed everything, and far more decks should be running Chalice.

Efficacy: 5

In terms of cheaply answering cascade decks, nothing is better than Chalice. It literally costs nothing to lock all the cascade decks out of their signature spells. Against Living End or Glimpse of Tomorrow, Chalice is a death sentence and must be removed. The Crashing Footfalls deck is severely hampered, but can win without free rhinos. Chalice is also legendary against Prowess and similar decks in Modern, just as it is against Delver in Legacy, and this is more relevant now than ever before.

Meta Versatility: 4

As mentioned, it is very strong against the cascade decks. They see a lot of play and there are a wide variety of them. It is also very effective against the numerous UR Channeler decks that have been the everywhere. It's even strong in multiples, as a Chalice on zero stops cascade spells and Mishra's Bauble and another Chalice on two stops all the maindeck answers to Chalice in those decks.

Splashability: 4

Besides cascade decks themselves and Affinity, every deck can cast Chalice for 0. That part is eminently splashable, and even for those decks with Bauble it's better to shut down your long-game value engine than lose to Living End. However, outside that use, Chalice gets trickier. Few decks won't be hit by their own Chalice on one or higher. Also, as a practical matter, Chalice is quite expensive to acquire. I don't begrudge Modern players for not running Chalice, even if it is underplayed.

#1: Path to Exile: 14/15

Why is it that Path is seeing less play now than it did a month ago when the number of targets it has is increasing? Especially targets thatĀ only it can answer for one mana? Prismatic Ending and Solitude are the answer. Which I find infuriating when so many players are complaining about Murktide Regent or getting killed at instant speed by Hammer Time. Ending is a very versatile card and answers a lot of the same things Path does, but at sorcery speed. And it can't hit the costly threats that are starting to pop up everywhere. Solitude doesn't ramp opponents, but this is balanced by it costing another white card. Players seem to prefer playing the more contextual answers and complaining about unkillable threats than just running more Paths right now.

Efficacy: 5

One mana, exile target creature. It doesn't get more efficient or permanent than that. And considering that removing large creatures at instant speed is especially important right now, Path is particularly potent.

Meta Versatility: 4

The only decks that don't have creatures that you want to Path are some control lists and Ad Nauseam. That's not enough to worry about, but the bigger concern is that Path does ramp opponents. This is a large part of its drop off since one mana creatures are seeing more play now than before. However, this is balanced for me by instant speed, equivocality, and price.

Splashability: 5

Any deck that's white that wants to kill creatures can run Path. The fact that more don't is mystifying to me, given delve creatures, construct tokens, and Primeval Titan being very popular.

Right Card for the Job

There are reasons that all of these cards aren't seeing much play at the moment. However, I don't think they outweigh the positives of running them, and that's why they are underplayed. Before players complain about broken cards, I wished they'd reexamine and adjust their own card choices.

Clipped Beta vs. Alpha: A Cautionary Tale

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Last weekend I received some unfortunate news. I had sold a moderately played Alpha Nether Shadow on eBay, and the card arrived safely at the buyer’s home. But upon close inspection, the buyer observed something ā€œoffā€ about the card.

It turns out the corners appear clipped and uneven, and the buyer deemed the card a clipped Beta copy rather than a genuine Alpha copy. Now I’m not only out the sale price, but the card I bought is likely worth well below what I paid rather than well above. At least I’ll get the card back via return—maybe I just need to play it in a deck. Though, every time I see it I’ll have a sour taste in my mouth so I will probably just fire sell it as damaged Beta and see if I can get a taker.

There was an error retrieving a chart for Nether Shadow

In an attempt to make lemonade from the lemons this situation just brought me, I’m going to touch upon a few watch-outs when dealing in Alpha cards, along with the necessary measures one should follow when dealing in these rare, high-end, and sometimes-counterfeited cards.

Two Cautionary Tales

Learn from my painful experiences--they can be helpful cautionary tales with valuable insights to reapply. Clipped Beta cards exist and they’re more common than you may believe. In fact, this is now the second time I have ever been told a card I sold is clipped Beta and not Alpha. I’ve probably sold / buylisted a couple hundred Alpha cards, but even a counterfeit rate of 1 out of 200 feels extremely high. I’m not saying that 0.5% of every Alpha card that exists is clipped Beta—rather, I’m describing the frequency with which these show up.

What’s more, the two experiences I’ve had with clipped Beta were both purchases I made from major online sellers—not random individuals or TCGplayer. These are large-scale sellers who sent me the cards that were later identified (unfortunately not by me, but by prospective buyers) as clipped Beta. It’s not just the novice who falls for the trap.

The first time was a card I tried buylisting to ABUGames, and the store's buyer informed me of the questionable nature of the card. The second time was an eBay sale I made (the Nether Shadow). The buyer had a couple hundred feedback and appeared to deal in cards quite a bit, so I felt comfortable shipping them the card. But they immediately flagged the fact that the card was likely clipped Beta and not truly Alpha.

Detecting Clipped Beta

I’m not claiming to be an expert in this field. There are others who are die-hard Alpha collectors and have dedicated many hours of their life towards detecting fake Alpha cards from a field of real ones. I’m not here to educate you on every detail that differentiates Beta and Alpha nor do I have all the pictures (or cards) necessary to showcase all the differences.

But after my personal experiences dealing in these counterfeits, I have some ideas to share.

In some cases it’s easy to decipher the difference between Alpha and clipped Beta because the Alpha card is printed with different wording vs. the Beta counterpart. For example, Alpha Unsummon had a weird typo in the card’s text box that was corrected in Beta. So if you have an ā€œAlphaā€ copy that doesn’t contain the typo, you can be absolutely sure it’s a fake.

There was an error retrieving a chart for Unsummon
There was an error retrieving a chart for Unsummon

Another example (my favorite) is Cyclopean Tomb. The Alpha version contains a notorious misprint: no casting cost! This was of course fixed in time for the Beta printing.

There was an error retrieving a chart for Cyclopean Tomb
There was an error retrieving a chart for Cyclopean Tomb

Unfortunately, a lot of the cards in Alpha and Beta have identical text. This means an alternative method needs to be identified in order to detect if a card is Alpha or clipped Beta.

At this point, it really comes down to scrutinizing the corners and looking for one of two distinct features. A genuine Alpha card’s corners will have a very tiny ā€œlipā€ to them. Of course, it can be tricky to detect these corner features when a card has significant play wear on it. I did my best to capture the feature on an Alpha Gloom, below. You don’t need a loupe to see the feature I’m describing—the right reflection of light is sufficient.

Notice how the corners come out of the plane just a tiny bit? This is one indication that a card is genuinely Alpha and not clipped Beta. One of the times I was bit by a clipped Beta was when I buylisted some Alpha cards to ABUGames, and the buyer there pointed out that one of the cards I sent them didn’t have these distinguishing features. That wasn’t enough to definitely claim the card as fake, but it was enough of a yellow flag that the buyer at ABUGames sent me the card back. That’s how I learned about this feature.

Now take a look at the corners of the Nether Shadow that is being returned to me. Observe how the corner looks jagged/damaged, and there is no lip feature.

I would have liked a picture of the corner with reflected light as I took of my Gloom above. But I can understand why the buyer is asking to return this card. The corner is indeed suspicious—this is the first time someone returned a card to me for appearing to have clipped corners, and it likely means I’m going to be out $100’s on the failed sale. Not only that, but now I’ll have to sell the card as damaged Beta, plummeting its value dramatically. I’ll still probably sell it because I’d rather have whatever I can get for the than the card itself.

Other Detection Ideas

When it comes to identifying clipped Beta cards, the corners are really the easiest method for detection. But if the clipping is done professionally, that may not be enough to provide definitive proof that a card is genuinely Alpha or clipped Beta.

You could try weighing the card, but I don’t think the removal of the very tips of each corner would be easy to detect on a scale. The signal may be too small relative to the variation in card weights. The difference is likely going to be too small to really provide useful data.

Another strategy I’ve read about in the past is looking at the registration of the mana symbols in the card’s casting cost. Apparently where the symbol appears within its circle could be an indicator of the card’s true set. I’ve seen this strategy applied when trying to decipher whether a card is truly Alpha/Beta or if it’s a rebacked Collectors’ Edition card. But I remember reading somewhere that there may be differences between Alpha and Beta registrations as well. Granted, I’m more likely to drive myself crazy scrutinizing the mana costs than I am actually detecting definitive differences. Talk about subtle!

You could also try placing the questionable card within a stack of genuine Alpha cards, to see if it stands out. Try rubbing your finger along the corners, up and down the stack, and see if you can feel any card being ā€œdifferentā€. If you can stare at a bunch of Alpha card corners/backs, and pick the questionable card out of the bunch every time for looking slightly off, then you may have cause for suspicion. This gets harder when cards are heavily played, but it could be a valuable approach when dealing in lightly played or near mint Alpha cards.

Of course, to do this you actually need to be lucky enough to own a stack of Alpha cards—this isn’t an inexpensive strategy to say the least.

There may be other ideas, but those are the only ones I’m aware of. I tried running a Google search for ā€œAlpha vs. Betaā€ but all the top hits talk about the rounded corners of Alpha. Well, duh! Finding the difference between a legitimate Alpha card and a legitimate Beta card is trivial. Determining if a Beta card is clipped to look like Alpha is much harder.

Wrapping It Up

With two negative experiences now dealing in Alpha cards that may be clipped Beta, I’m left wondering if it’s ā€œworth itā€. What I mean to say is, is it worth my dealing in Alpha cards if 1% of the time I receive a clipped Beta instead. What can be done to avoid losing money by purchasing an Alpha card only to find out months or years later that the card is in fact clipped Beta?

Well, first and foremost you could purchase your Alpha cards only from large-scale vendors. But even this strategy isn’t fool-proof, as both times I’ve gotten burned were cards I purchased from seasoned sellers. This may help reduce rate of receiving bogus Alpha cards, but it won’t bring the failure rate down to absolute zero.

As a second step, you really need to scrutinize the card’s corners very closely immediately upon receipt. It’s not enough to simply trust that the seller would have caught a questionable Alpha card before shipping it to you. You need to look closely at the corners for signs of damage/clipping yourself—a jeweler’s loupe could help, but it’s probably not required. You can see the distinctive ā€œlipā€ of a genuine Alpha card with the naked eye as long as you reflect the light upon it just right. I am going to start doing this from now on—it’s a practice I should have started years ago.

Lastly, if there’s any doubt and you’re purchasing the cards from a major retailer, you should return the card for a refund. It can be annoying to deal with returns, I get it. Also, some Alpha cards are so rare that you may not be able to find another copy at a reasonable price for some time. But given how prevalent clipped Beta can be, it’s just not worth the risk. The price differential between Alpha and Beta is huge, and it is not fun being the one holding the bag finding out a card you thought was Alpha was in fact Beta.

As Alpha cards become rarer and more valuable, they remain one of the best investments one can make in MTG finance. But they also bring some unique risk due to the popularity of clipping Beta cards ā€œback in the dayā€. Proceeding with caution, scrutinizing corners closely, and not taking for granted a large seller is shipping you a genuine Alpha card is the best bit of advice I can provide—this is advice I will be following from now on to avoid getting burned again!

Worldwide Shortages and You

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It isn't often that my real-world job and MTG finance side job share anything in common, however, they do occasionally cross paths. My current role is that of a Value Engineer, which is quite different from my previous role(s) as that of a Design Engineer. In my current role, I work in the purchasing realm and deal with cost reductions of parts and assemblies.

The relevant takeaway from this information is that I work closely with our purchasing team and listen to the issues they are facing currently. One of these issues is a worldwide shortage in shipping containers. I know you are probably thinking, what possible relevance does that have to MTG finance? After all, most of the items we ship are very small and likely never go into a shipping container.

However, this shortage is definitely affecting anyone with an online business. A large number of raw materials used to make most products are at some point shipped via container, as air freighting heavy goods is extremely cost-prohibitive. The lack of available shipping containers means that shipping costs go up and shipments get delayed waiting for containers to become available.

Top Loaders

The most obvious effect is the shortage of top loaders that we are seeing. For a reference point, in early March of 2020, I was able to purchase 1000 top loaders for $45 which is $0.045 each, by September I had to pay $50 for just 600 which is $0.0833 each. Now, the going rate for used top loaders on eBay is around $100 for 500 or $0.20 each. This particular shortage actually has at least two root causes that I can think of.

  1. Most top loaders are manufactured in China, and most Chinese goods travel by large shipping vessels which, as you might guess, are filled with shipping containers. Thus, when shipping containers are in short supply, the cost of shipping goes up and that cost increase tends to travel through the system until it eventually lands on the customer. This is especially apparent on cheaper items that take up a fair amount of space. While individual top loaders are small, they are typically purchased in bulk amounts which can take up a fair amount of space.
  2. The plastic top loaders are made of is acrylic, which also happens to be the same material used in face shields and one that many businesses purchased sheets of to make clear dividers. Thus the price of acrylic itself has gone up considerably over the past 16 months.

If we look at the BCW website, we can see that the cheapest new top loaders can be bought for is around $0.0974 each, but they won't be available for a year.

This shortage has led to a shift to cardboard sleeves by many stores, mine included, that are actually cheaper than the top loaders though they look to provide less overall protection for the cards being shipped. I also had to raise my overall shipping rates to account for the cost increase of shipping each order. Even these cardboard sleeves are considerably more expensive than top loaders used to be, with a cost of around $0.136 each.

But these aren't the only shortages affecting MTG finance.

There are numerous stories here in the US of big-box retailers like Target and Walmart suspending or greatly limiting sales of Magic, PokƩmon, and sports cards. This has gotten big enough that it has made the news and I still see many people posting in various MTG groups when they actually find products available at one of these stores. I do not doubt that some of these shortages are at least in part due to the aforementioned shipping container shortage given that Carta Mundi, the main company that prints Magic, is based in Belgium.

It is important to note that when shortages are only a short-term problem, many larger companies absorb any cost increases as opposed to alienating consumers by raising prices. However, that can't last forever, and eventually, it cascades down through the system and causes retail prices to rise.

What can I do in the meantime?

While it seems shortages for various goods may remain for the foreseeable future, there are steps we can take to alleviate some of the pain caused by them.

I actually ran out of top loaders back at the end of April and have been making my own cardboard sleeves using boxes I have from my normal everyday purchases. I have found I can make 8 sleeves from each cereal box and, depending on what my wife orders from Amazon, some number of sleeves from those boxes. One additional benefit is fewer trips to our local recycling center. I have shipped over 100 orders with these homemade sleeves and have had 0 complaints. I make them by making cardboard strips that are 3" by 8" and folding them down the middle and then taping up the sides. This creates a decent cardboard envelope for me to put the cards in and then tape up the top. I put my cards in a penny sleeve and have it face downward, towards the fold so that there is no chance the card slips out and touches any tape.

Another strategy for avoiding the pain of shortages is planning ahead far enough in advance to eliminate any "convenience" costs. A good example is bubble mailers, which I buy in bulk off of Amazon where a pack of 50 is $5.99 as opposed to buying a pack of 12 from Walmart is $4.97. I have to keep stock of my inventory and reorder when I get down to my last 5, but it means $0.12 per mailer instead of $0.41.

An Adventure to Remember: AFR Spoilers

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I'm in an unusual position this spoiler season. Two weeks ago, barely anything had been spoiled; today, the whole set is not only spoiled, but available online. Such are the breaks when spoiler season happens over the first week of a new month. As such, this will be a different kind of spoiler article. I won't just be baselessly speculating on cards after consulting my crystal ball and past experience. No, I can add in the miniscule amounts of data now available! So much more accurate.

Dungeons & Dragons: Adventures in the Forgotten RealmsĀ is a strange set. It has a unique mechanical feel and is the first set to use flavor from an entirely different IP. Though considering how many elements of D&D have permeated everything fantasy, it's almost surprising Wizards hasn't been more blatant sooner. They do own both games, and create D&D modules for Magic sets. All that is probably why the set has an uncanny valley feel to me: at once very familiar and deeply strange.

However, it's also a weird set power-wise. There are some potentially very strong cards and interactions, but nothing on Throne of Eldraine's level. Which also makes sense; Wizards did get burned badly on that one, and has been consciously nerfing sets since then. Also, AFR was initially designed as a D&D flavored Core Set, and those aren't so great. Usually.Ā AFR is also following onĀ MH2's heels, so even if it had been on the higher end for a Standard set, it would look weak by comparison. Not that I'm complaining. It's nice to see Wizards demonstrating some discipline after years of just going for broke every set.

Downgrading the Dungeons

When I first looked atĀ AFRĀ two weeks ago, it was pure speculation on whether the Dungeons could be Modern playable. With the set now fully spoiled, I can confidently say that they aren't. There simply are no Modern-caliber cards that venture into the dungeon. I'd go so far to say that Dungeons may not see Standard play. It turns out that Ellywick Tumblestrum is the only easily repeatable venturer in the set. Meanwhile, Nadaar, Selfless Paladin was indicative of how venturing creatures would work, meaning they're tied to combat and meant to trigger once a turn. That's... okay-ish for Standard if multiple creatures attack in a turn, but won't fly in Modern. It looks like Wizards was afraid of Dungeons and intends for them to be a limited-only mechanic.

What Could Have Been

Before getting to the actual Modern-playable cards, I'd be remiss not to mention the card that is good enough for Modern, but will never see play. Portable Hole was one of the first AFR cards spoiled in the announcement of this whole extended summer spoiler-a-thon. And it is totally Modern-worthy. In fact, all three non-Tiamat cards in that announcement are potentially playable. Hole fills a huge, um, hole in white's removal options, and dealing with 1-drop creatures has never been more important. It also deals with Wrenn and Six, which has become critical for all the 4-color piles hanging around. Power Word Kill hits every commonly-played Modern creature for a decent price and Prosperous Innkeeper is a Soul Sister that accelerates. All at cheap enough costs to be Modern staples.

However, they were spoiled before MH2 was. And that set killed their playability. There is no reason for 99% of decks to run Hole over Prismatic Ending. Ending is forever, but a hole is escapable. It's just a cheap Banishing Light in a format where Assassin's Trophy and Abrade saw considerable play and now Ending is everywhere. Ending also scales to hit more things than Hole. Hole will see play in artifact synergy decks, but nowhere else. Urza has a way of making artifacts playable. Similarly, Power Word was superseded by Damn. The latter is more flexible and more importantly a wrath too. Innkeeper wasn't actual made obsolete before it was released, but I can't see why a deck would actually run it, especially right now. What might have been....

Speaking of Artifacts

The biggest potential winner formĀ AFR are artifact decks. I'm sure exactlyĀ which artifact decks, but the highest concentration of playable cards are all artifact synergies. I've already mentioned Portable Hole, but the card that I think will see more adoption is Treasure Vault. Between the ETB tapped artifact lands inĀ MH2 and now the untapped Vault, I'm suspicious of Wizards testing the waters ahead of unbanning the original artifact lands. I've never been clear why they needed to stay banned once Krark-Clan Ironworks was banned, but we'll see. Vault is an upgrade on theĀ MH2 artifact duals only because it enters play untapped. Power Depot is seeing play in the new Hardened ScalesĀ  Affinity decks as another modular card to feed Arcbound Ravager. Vault doesn't provide fixing or extra value, but being untapped allows for more explosive turns. That should be worth at least a slot or two.

Outside of Affinity, I'm not certain of Vault's fate. The Urza decks need colored mana, already play Urza's Saga, and can't really make use of a random artifact land. However, they often have lots of extra mana and like having lots of artifacts to fuel their engines/synergies. This suggests using Vault for its treasure generation rather than as an actual land. Which begs the further question: how is that better than Thopter Foundry? And I'm not sure. The only reason to turn a lot of mana into half as many treasures is to save it for later and... why not use it to win on the spot? Treasure Vault has a lot of potential, but I'm struggling to see why any deck would bother except that it wants an untapped artifact land.

Artifice for Value

However, Wizards didn't just print artifacts. They also printed some new artifact-finding white creatures which are potentially playable if the right deck emerges. The first, Ingenious Smith, is not really a new effect. Glint-Nest Crane has seen scattered play for years, and a 1/3 with flying is better than a 1/1 without flying. However, Crane being blue is actually a strike against it since Urza, Lord High Artificer is also blue and competing for space. Also, Smith grows. It only grows by +1/+1 per turn, but artifact decks tend to be on the patient side and might be willing to dig for an artifact then sit back and build massive creatures. Wizards actually included the "triggers only once per turn" on a lot of AFRĀ cards, so it looks like they've finally started taking the potential for abuse seriously.

There's also Oswald Fiddlebender. Birthing Pod on legs is nothing new and has proved to be too vulnerable for Modern, as Prime Speaker Vannifar can attest to. However, we've never had one for artifacts before, and Oswald costs half as much as Vannifar. I have no idea how, but cheap engines are abusable and with the affinity mechanic being played again, there's huge potential for Oswald getting absurd in a hurry. Turn three Myr Enforcer into Sundering Titan into Inkwell Leviathan or The Great Henge the next turn seems pretty nuts. Whether this is a combo play or simply for value, it sounds like a Modern-worthy strategy.

The Stumbling Block

The only question is why to bother with these white value creatures when Urza's still legal. He does everything artifact decks could ever want and more. And honestly, I don't think there is any reason. The Whirza decks rarely bother with non-Urza creatures anymore, and I don't see that changing. However, I also don't see Urza sticking around forever. Should something new be printed that benefits Oswald and Smith but not Urza (which isĀ very unlikely), then they'd both headline a new deck. Alternatively, if Urza gets banned (which it looks like Wizards wants to avoid, based on their nerfing of artifacts recently) I'd expect Oswald to headline a new Whirza variant. However, until this happens, their use will be pretty niche.

Demilich

This card actually worries me. On face, a four mana 4/3 that has to attack to mimic Snapcaster Mage is not Modern-playable. However, the same could be said of a 3/2 flyer with haste for four, and Arclight Phoenix was the It card of 2019 until Faithless Looting was banned. The main draw in both cases is that they jump back from the graveyard for free. Well, not exactly free: Arclight needed specific conditions to be met to trigger its return. Demilich has escape (functionally) and needs four instants and sorceries in the graveyard to exile. And while that is more flexible, it's also not free.

It's the first clause of text that makes Demilich Modern playable. In a typical Prowess or Storm turn, Demilich is actually free to cast, even from the hand. Casting Arclight always costs 3R. And free is always dangerous. The question is whether this danger is theoretical or real. Best-case scenario: a turn 2 'lich off two Manamorphoses. That's harder and less aggressive than casting Stormwing Entity, which tells me that Demilich isn't a Prowess card. Storm is a possibility, but attacking really isn't Storm's thing except in emergencies. Which suggests that Demilich could be a sideboard card for when the combo fails.

However, I ultimately think that Demilich needs to be in an Arclight Phoenix deck. Those haven't existed since Looting was banned because it's too hard to get multiple early Phoenixes into the graveyard. That's still the case, but instead of being all-in on dumping Arclight off Chart a Course or similar, Phoenix decks could drop free Demilichs. Thus, they'd present reasonable threats earlier and more often, increasing their viability.

Positive Evidence

I'm not the only one thinking this, and it's already starting to happen. Aspiring Spike has been working on the list and has inspired others to take up the mantel. It is far too early to tell, but in a meta filled with grindy UR decks, the one with recurring threats seems well positioned. I doubt that Phoenix will reclaim its old glory, but it may be viable once again. Keep a close eye on this one.

Tasha's Hideous Laughter

On the subject ofĀ AFRĀ cards already seeing play, Tasha's Hideous Laughter has replaced Mesmeric Orb in Mill. It makes sense as exiling defeats the main counter to mill strategies (namely Eldrazi Titans and Gaea's Blessing) and withĀ MH2 pushing down mana costs, the potential to mill a lot of cards is real. With the average mana cost of Tier 1 decks being around 1.5, a single Laughter will exile 13 cards plus or minus a few to reflect variance. That's on par with existing staples Archieve Trap and Fractured Sanity. The only worry is that it's another three-mana spell. Mill's biggest problem has always been clunky hands, and Laughter doesn't help. Plus, if counters become more common, it will prove harder to slip a three mana spell past counters than a two mana spell. I suspect this is a metagame call, but we'll see.

Wish

The last card is also the most speculative. There's never been a wish this broad before. Appropriate really, since Wish is as definitively and broadly named as possible. Which again makes sense since it's from D&D and predates theĀ Magic wishes. While normally this would open a wide range of possibilities for almost every deck to exploit, Wizards seems to have considered that and Wish works differently from other wishes. All the other options place the wished-for card into the hand to be used whenever. With Wish, the card must be cast in the same turn. No sandbagging, no stockpiling value; just get a sideboard card and cast it the same turn. This is balanced somewhat by Wish never specifying the card that must be played, so the caster can revaluate their choice if something happens after Wish resolves.

However, the requirement of casting the card in the same turn puts a lot of strain on the manabase for most decks. Especially since Wish costs three. That's a huge burden for aggressive decks and is no small problem for control. Combo, particularly Storm, is the only strategy that may want to Wish and will have the mana left over to cast the card and likely follow up to win. Wish also has an advantage since it costs less than current staple Gifts Ungiven. Still, I'm not a combo player, so we'll have to wait and see how this plays out.

Wandering Near to Home

After the banquet that was MH2,Ā Adventures in the Forgotten Realms is positively a famine. However, that's no bad thing. Modern is already going to be settling for some time and dumping more cards into the mix will only increase the churn. All that's left is to wait and see how MTGO shifts beforeĀ AFRĀ is available in paper.

My 500th (ish) MTG Finance Article: A Self-Reflection

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I’ve been writing about Magic finance for quite a while now—it’ll be ten years this fall. Throughout that time, I’ve been saving the vast majority of my articles on my local hard drive. My typical approach each weekend is to write up the article in Microsoft Word, then copy/paste the text into WordPress. From there, I add the pictures and card graphs as needed.

Throughout this entire time, I’ve been numbering my articles every time I save a new one. As it turns out, last week’s article was number 500. Of course, I had promised an article on Portal: Three Kingdoms for last week so I had to deliver on that promise. But for this week, I decided to do something a little different in honor of article number 500.

I’m going to touch upon the evolution of my engagement with the hobby. MTG finance ten years ago did not mean the same thing to me as it does now, and I think there’s value in explaining why I made the shifts I have over the past years. Not surprisingly, some of my decisions paid off nicely while others were terrible decisions. But they all had motivations, and it’s these driving forces that I would like to reflect upon this week.

I think some of this information will be new to readers; despite having done this for so long, I haven’t really revealed all the big-picture decisions I made and their motivations over the years.

Phase 0 and Phase 1: Early Days (2011 and earlier)

When I first started engaging in Magic finance, I was focused on the local scene, leveraging the trade as much as possible. From 1997, when I started playing Magic, to about 2009 I really didn’t pay attention to the fluctuations in card values. I liked that some of my cards were worth a little bit, of course, but I never had a self-assigned objective of making money from the hobby.

Under the influence of local player Jonathan Medina, I started observing the benefits of following the financial aspect of the game. This manifested itself in two ways.

First, I was following Standard card prices very closely. I remember one of the first speculative bets I made that paid off was the jump between Frost Titan and Grave Titan. The former was a $20 card for a hot minute, and then the latter became the hotter creature in Standard (after Primeval Titan, of course).

There was an error retrieving a chart for Grave Titan
There was an error retrieving a chart for Frost Titan

These profits were converted into other cards, and I slowly ground out a modest collection from well-timed trades (this was before I spent a lot of money on singles).

The second decision I made when it came to Magic was to buy into Legacy—not for financial reasons, mind you, but because I loved the format. I remember reading the card Ad Nauseam and I made a mental brew of lots of zero mana artifacts so I could draw nearly my entire deck. After doing some light research, I quickly realized a deck already existed that utilized this card. I was sold. I promptly dropped a couple hundred bucks to buy the Dual Lands I needed, Lion's Eye Diamonds, Mox Diamonds, etc.

There was an error retrieving a chart for Lion's Eye Diamond

From here, I decided to gradually purchase as many Legacy playsets as possible so that I could try other decks in the format as well. This may sound crazy now, but keep in mind this was a time when Underground Seas were $30-$40 and other Duals were less. It wasn’t so crazy to gradually trade and buy into Legacy. And I remember at one point acquiring a couple heavily played pieces of Power—a Timetwister on eBay for $125, an inked Mox Emerald from my LGS for around $300, and a couple others in the same price range. I ended up trading all the Power to Jonathan Medina himself in one of the most epic trades of my lifetime.

Thanks to the internet, I still have the trade saved in my inbox. This email dates back to April 27, 2011:

Medina's:

4 Mutavault
2 Noble Hierarch
4 Thoughtseize
1 Tropical Island
1 Bayou
2 Taiga
1 Scrubland
1 Volcanic Island
4 Mox Diamond
4 Metalworker
1 Sword of Feast and Famine
2 Underground Sea
4 Badlands
2 Tundra
1 Plateau
2 Force of Will
2 Mana Drain
1 Karakas (Italian)
1 Mox Opal
1 Windswept Heath
2 Flooded Strand
1 Shahrazad
1 Nether Void

My:

1 Mox Ruby
1 Mox Emerald
1 Mox Sapphire
1 Time Walk
1 Timetwister
1 Library of Alexandria

It’s readily apparent that I was doing my best to leverage the Power I had purchased in order to round out my Legacy collection (plus add a couple other fun goodies to my collection). I haven’t bothered tracking whether or not this trade would stand up as well in 2021—I suspect I would have been better off holding the Power—but this really launched me into the next phase of my MTG finance career.

Phase 2: Starting the College Fund (2011-2013)

Over the next couple years, I leaned heavily on the Magic Online Trading League (MOTL) to execute trades and attempt to grind value out of Magic. In 2011 I moved from Cincinnati to Boston for work, so I didn’t really have the local scene to rely upon anymore. It was nice that I could continue my endeavors seamlessly by using online trading platforms like MOTL.

Then in 2012 a major life event happened: my son was born. Suddenly the prospect of spending hours every weekend at the local game shop was second in priority. I still went to FNM’s when I could, but I was always eager to get home—both to be with my family and also to catch up on sleep! What’s more, the Legacy scene at the local game shop I found in Boston was nonexistent, and I found myself using my cards less and less.

Then one day I made the momentous decision: it was time to sell out of Legacy. Buy prices on Dual Lands, Rishadan Port, and Jace, the Mind Sculptor were hitting all-time highs.

There was an error retrieving a chart for Jace, the Mind Sculptor

I started weighing the value of my collection against a different idea: saving money for my son’s college education. By 2013, my Legacy collection had accumulated enough value to be the seed for such a fund. I did the math, looked up buy prices across the internet, and decided it was time to sell out of Legacy. Just like with the Jonathan Medina trade, I still have the cards and their values documented from when I made the big sale—GP Providence in June 2013 was the date and place.

The spreadsheet printout became quite messy as I went from vendor to vendor, adjusting my expectations and tailoring prices accordingly (the sheet of paper also sat in the bottom of my backpack for years). But at the end of the day I accomplished my goal—my Legacy collection was gone and in its place, I had the start of a college fund.

Of course, fast-forwarding eight years it’s obvious this was not the right call from a financial standpoint. While the stocks I purchased in the college account have performed exceptionally well (mainly Visa and PayPal), even those 200%-300% gains pale in comparison to the gains I would have seen on all the Reserved List Legacy cards sold. I try to make myself feel better by looking at the non-Reserved List cards, which in many cases have dropped in price from 2013 to 2021. But at the end of the day, keeping all the cards would have been the better play.

I don’t have regrets, though, because this represented the next major shift in my mindset: focus on playing only for fun (no more major competitions/tournaments) and leveraging MTG finance to fund the college account.

Phase 3: Building Upon the College Fund & Old School (2014-2017)

While I’m disappointed that my Legacy collection is gone after seeing how prices climbed over the years, I can readily look at the bright side: the decision to leave Legacy inspired me to focus on casual play and finance, solely. At Grand Prix Las Vegas in 2015, I made the decision to shift focus to a strictly casual format: ā€˜93/’94 (aka ā€œOld School MTGā€).

The more I researched this format, the more I realized it was the perfect fit for me. Instead of constantly refreshing my collection to keep up with Standard and Modern, I could build a couple decks and confidently know they would remain relevant indefinitely. What’s more, the cards in the format are all old and rare—many of them are on the Reserved List—so I wouldn’t be at risk to fluctuating prices and reprints. In my mind, it was akin to having my cake and eating it too. It was a format I could play and enjoy and know that at the end, if I wanted to cash out, I’d get my money back and then some.

So at GP Vegas I started shopping for Old School cards. Unfortunately, most vendors didn’t bother bringing their fringe Arabian Nights and Legends cards to the event. I asked every vendor I spoke to if they had a Juzam Djinn for sale, and I was only able to find one heavily played copy—sold to me by Tales of Adventure for $70. I couldn’t track down any of the Beta cards I wanted, and I also only managed to track down a single Unlimited Chaos Orb. The event wasn’t a huge success from this standpoint, but it did motivate me to shop around more.

There was an error retrieving a chart for Chaos Orb

So over the next couple years, I focused almost exclusively on filling out my Old School collection. It was reminiscent of when I dove into Legacy. I wanted the flexibility of playing multiple decks, so I picked up cards strategically to enable this. Over these couple years, I wasn’t the only one exploring Old School—the format was going through a period of growth, as evidenced by the explosion in prices. As much as I regret selling my Dual Lands, I am thankful that I pursued Old School when I did. Getting into the format early has been one of the largest boons of my MTG career.

As card prices grew, I optimized my collection, selling extras that I wasn’t using so that I could continuously fund the college account..

Phase 4: The Reserved List Explosion (2018-Present)

Nowadays I don’t really tweak my Old School decks much; I like them the way they are. My buying and selling came to a peak while Reserved List cards were exploding, but once they settled down a couple months ago my transaction volume dropped to near-zero.

Nowadays I enjoy browsing my Old School collection and decks, but I don’t really aspire to purchase much for the collection. I’m rather content sitting on what I have as I wait for prices to settle a bit further. After the crazy explosion in Reserved List prices, my motivation to acquire cards dropped simply because I couldn’t justify paying the new prices.

There was an error retrieving a chart for Library of Alexandria

While I don’t think the bottom will fall out from under these highly collectible cards, I do think we’re going to go through a 12 month period of consolidation. When large-scale events resume, it could lead to another small infusion of supply into the market, putting even greater downward pressure on prices. The softness in prices won’t last forever, of course, and I wouldn’t be surprised if there was another round of Reserved List speculation/buying at some point in 2022.

In the meantime, however, I’m content to sit on the sidelines and wait. I’ll take advantage of the deals that cross my path, and I’ll look to sell a card here or there. But for the most part, the past couple months have been some of the quietest I have had over the past decade.

Wrapping It Up

Hopefully, this walk down memory lane was insightful, or at least entertaining. I enjoyed re-living these memories and digging up the deals I made years ago. It can be baffling to see what prices were like years ago. The returns on Reserved List cards in particular have been stronger than almost any other investment I could have made. For this reason, selling out of Legacy was probably a mistake, but at least I converted some of the proceeds into Old School, which was one of the greatest financial decisions I made in Magic.

Since I started MTG finance in 2011, there are a couple common themes. First, as I get older and raise my children (two kids now), I have gradually moved from active involvement to a more passive one. This manifests itself in my moving away from Standard and Modern speculation and toward Reserved List and Old School investment. Second, I am consistently moving funds out of Magic and into the college fund as prices continue to climb. In this way, I moderate my exposure to MTG and keep risk at a level I’m comfortable with.

Lastly, and most importantly, no matter what stage of life I’ve been in, I have found ways to engage with my favorite game: Magic: the Gathering. I could have easily decided to abandon the hobby altogether when my son was born. Then when the Legacy scene died down and I lost interest in Standard, I could have cashed out and jumped to a different hobby. When my daughter was born in 2017, I had yet another reason to ignore Magic. But as my personal needs evolved, so has my engagement with Magic. The game is so versatile that it fits any lifestyle no matter how much time and energy you’re able to dedicate to it.

It is this last factor that keeps me engaged and writing about Magic finance. Even though my involvement with the pastime looks very different now than it did when I started writing almost ten years ago, I have always found things to get energized about with this hobby. As long as that remains the case, I hope to be writing about Magic finance for years to come.

Un-Covering the History of Silver-Border Cards and Their Value

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Silver-bordered cards have been a part of Magic for nearly twenty-five years. In this deep dive into these non-tournament-legal cards, we'll explore their origins, some of the most valuable cards from the Un- sets, as well as some cost-effective pick-ups for Cube, Commander, and speculation.

The Un-Usual History Of Silver-Bordered Cards

In August 1998 Wizards of the Coast released Unglued, the first Magic: the Gathering set meant strictly for casual play. To distinguish these cards from otherwise tournament-legal black and white border cards, Wizards came up with a silver border to identify them. The set was designed and developed entirely by Magic's head designer, Mark Rosewater. Rosewater, a former television comedy writer for shows like Roseanne, used the opportunity to pour as many puns, one-liners, and in-jokes at the time as he could into every card in the set, as well as introducing new ideas into Magic that are now a frequent part of the game's design toolbox like full-art basic lands, and token cards.

There was an error retrieving a chart for B.F.M. (Big Furry Monster)

Excluding the five full-art basic lands and six tokens, Unglued contained 83 cards. Some cards like Look at Me, I'm the DCI, Infernal Spawn of Evil, and B.F.M. (Big Furry Monster), became fan favorites. Cards like The Cheese Stands Alone and Spatula of the Ages would go on to inspire black-border equivalents like Barren Glory and Quicksilver Amulet. For all the good, there were a few cards that fell flat, like Bronze Calendar whose joke involves a matter of pronunciation, Sex Appeal a card in poor taste, and Ghazban Ogress, a card which called back to Ghazban Ogre from Arabian Nights the very first Magic expansion, but was offensive when you understood the context behind it.

While much of the bad of Unglued is only really identifiable in hindsight, the set was popular at its debut, and Rosewater immediately started work on a follow-up. The only bad move on Wizard's part according to Rosewater from a 2017 article "The Un-ending Saga, Part 1," was that Wizards had little experience at that point with printing supplemental sets and massively overprinted the product. The glut on the market forced Wizards to destroy large quantities of the product that went unsold, and as a result, they shelved Rosewater's plans for Unglued 2: The Obligatory Sequel.

Flash forward six years, and Wizards had finally come around again to the idea of doing another silver-border set. This time, the set was larger, more in line with the size of small sets under the Block design model of the time. The set featured 136 silver-border cards, including Super Secret Tech, a card which only existed in foil, and a new cycle of five full-art basic lands, this time with art so big there was no text box on the cards. Unhinged debuted in November 2004, and again the set was immediately popular at release.

There was an error retrieving a chart for Super Secret Tech

Players loved the continuation of jokes from the previous Un-set, like Infernal Spawn of Infernal Spawn of Evil, and Johnny, Combo Player, as well as new jokes like Who // What // When // Where // Why, a super-split card, Blast From The Past, and Magic creator Richard Garfield being immortalized in cardboard form in Richard Garfield, Ph.D.. Despite arguably even more interest than the first Un- set, a similar pattern played out. There was "High interest out of the gate, but we didn't end up selling all the product we'd printed, and in the end, we had to again destroy product," Rosewater wrote. "The prevailing wisdom at the company was that the sets were failures and there was no reason to ever print another."

"The prevailing wisdom at the company was that the sets were failures and there was no reason to ever print another." - Mark Rosewater "The Un-ending Saga Part 1"

Years went by, and slowly things began to change, both at Wizards, and with the Magic player base at large. Wizards began to produce short runs of supplemental products. Duel Decks, Masters sets, and other short print run products and boxed sets like Archenemy and Planechase became a regular part of the Magic product line. The interests of the player base also shifted, as many players embraced the player-driven format Elder Dragon Highlander, with its emphasis on social and casual play over competitive play. The company took note of the explosive growth of EDH into the most popular constructed format in Magic and worked with the EDH rules committee to launch the format as an official format in 2011, rebranded for commercial purposes as Commander. With casual play now at the forefront of the interests of the player base, and continued interest in silver border cards, both from influential folks inside Wizards and from the community, the stage was set for a new limited printing silver-border set, which after years in development became 2017's Unstable.

Aimed at a casual audience, and with an emphasis on draft, Unstable was a home run both for players and Wizards, with Gavin Verhey from Wizards in an article "Know Your Audience" calling it "one of the smash hits of the year." The set again included full-art lands, this time making them entirely borderless, and full-art and foil tokens. In a first for the game, Unstable also featured a series of same-named, but functionally different cards, like Very Cryptic Command, of which there were six versions.

The set also featured numerous legendary creatures and other cards designed specifically with Commander and Cube aficionados in mind. These included Spike, Tournament Grinder, Rules Lawyer, Urza, Academy Headmaster, and two-color legendary creatures for four of the five guilds of mad scientists represented in the set (the fifth is represented by a legendary artifact The Grand Calcutron).

In 2020, Wizards returned to the world of silver-border cards with the Unsanctioned box set. Unsanctioned featured reprints of popular cards from the previous Un-sets (and one HASCON promo), as well as 16 brand new cards, divided up into five 30-card decks. Unsanctioned righted a perceived wrong by the community, printing the third card for the Infernal Spawn cycle, Infernius Spawnington III, Esq., left out of Unstable. It also updated wording on the older cards reprinted, giving them modern templating, and satisfied the needs of an established segment of the market looking for something a little more off-beat than the seriousness of Magic's black-bordered offerings.

The Value of Un- Cards

The value of Un- cards is top-heavy and located primarily in foils. This makes sense as the cards only hold casual appeal, and thus players who want them are going to want the most blinged-out versions of them where possible. If we're buying silver-bordered cards, why not have those silver borders shine? Here's the five most expensive Un- cards and their pricing:

  1. Richard Garfield, Ph.D., Unhinged (Foil), $850.00 TCG Mid
  2. Mox Lotus, Unhinged (Foil), $394.92 TCG Market
  3. City of Ass, Unhinged (Foil), $119.46 TCG Market
  4. Blast From The Past, Unhinged (Foil), $78.28 TCG Market
  5. Aesthetic Consultation, Unhinged (Foil), $62.34 TCG Mid

Prices from this list are for Near Mint cards using our QS Insider tools, cross-checked with TCG sales results, and citing TCG Market Price where there have been any sales of the card since the beginning of the year. Where no sales were present, TCG Mid was used to show the current asking prices of cards. We can see sharp drops in price between these cards, and the price differences between these and their non-foil counterparts are even greater. Note that this list is exclusively Unhinged foils. The highest-priced Unstable foil is Steamflogger Boss, whose market price is $49.99. There were no foils in Unglued because the set predated the appearance of foil cards, which began with the Urza's Legacy expansion. The most expensive Unglued card is Blacker Lotus, which at a market price of around $30 feels high for a card you're required to tear into pieces as part of its activation cost, but the forced scarcity this created has undoubtedly affected the price over the last 20-something years. With art by the original Black Lotus artist, Christopher Rush, it's an interesting showpiece as part of any collection.

If looking to pick these cards up for personal use, to bling out a cube, or play some wacky Commander, these are cards to certainly have on your radar. But what if you're looking for some silver-bordered bling, but don't want to break the bank? What about a possible investment spec?

Cost-Effective Un- Cards For Cube and Commander

Adding fun silver-border foils to Commander and Cube doesn't need to break the bank. Here are five to have on your radar to spice up your next game night, all under $20.

As Luck Would Have It, Unstable, $1.02


Some players just love to roll dice. This card not only rewards you for rolling dice, potentially winning the game, but hexproof protects it from being nuked by most things your opponents can throw at it. With a new Standard set looming that's all about rolling d20s, winning the game with this gets even easier. At only $1 for the foil, it feels worth picking up a few of these on the off chance dice fever gets rolling. Combine it with the next card on this list for even better odds.

Krarks Other Thumb, Unstable, $13.96


This one seems to already be picking up speed, so there's not as good a chance to profit, but if you're looking to roll some dice, take the initiative now before this gets to $20 later this summer.

Enter The Dungeon, Unhinged, $16.99


While not as direct as Demonic Tutor, the stories you'll tell about playing this card will be epic, and it gets you twice as many cards when you win the subgame! Add in Once More With Feeling, and The Countdown Is At One for more wackiness.

Animate Library, Unstable, $1.03


Another card sure to create some epic game night stories, there are few things more satisfying than turning your entire library sideways and shoving it into the red zone. While this isn't likely to generate you a bunch of profit, picking up the foil for a buck is sure to be worth it for the fun factor alone.

Spike, Tournament Grinder, Unstable, $3.85


For the Cube filled with all of the most broken things in Magic, Spike, Tournament Grinder feels like a necessary inclusion among a shortlist of silver-border Cube favorites. While the power level and potential swinginess may be offputting to some, if your Cube is already running haymakers like Jace, The Mind Sculptor, and Umezawa's Jitte, this card will be right at home. For ultimate style points not on a budget, tutor up Shahrazad for more subgame fun.

So far, most of the cards we've been discussing have been foil. If you're not looking for your cards to shine, the vast majority of Un- cards, regardless of the set can be picked up for less than a dollar. Shiny or not, these cards are sure to put a smile on your face the moment you slam them on the table.

A Quick Note On Holiday Cards, Specialty Promos, and Playtest Cards

The first holiday thank you card, Fruitcake Elemental was given to Wizards' employees and business partners in 2006 and started an ongoing annual tradition. Due to their scarcity and unique nature, many of these cards have climbed in price considerably over the years, so they were deliberately excluded from this discussion. Stay tuned for future article(s) exploring holiday cards, specialty promos, and Mystery Booster Playtest Cards, the honorary silver-border cards.

What are some of your favorite Un- cards? Do you have a good Enter The Dungeon story? What Un- card do you think is criminally underpriced that should have made the cost-effective list? Share your answers in the comments.

A Format Reborn: June ’21 Metagame Update

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It's the first Tuesday of the month, so it's time for the metagame update. Yes, even in the middle of spoiler season. Because, serious question, whenĀ aren't we in spoiler season? This year's release schedule is ridiculous; I could spend all my time just discussing cards and never run out of gas. I've got to draw a line and set some standards. And, more importantly, Adventures in the Forgotten Realms is so overshadowed by Modern Horizons 2 that it makes more sense to hold off on talking about that until the whole set is revealed.

Every metagame update has its own weirdness. June's is high volatility. Again, Modern Horizons 2 released and with it came a flood of cards that are shaking up existing decks and making new ones. Players really likeĀ MH2 and brewed up a storm. As a result, the total number of distinct decks was up. Way up. The most decks ever since I restarted the monthly metagame updates. May saw 65 distinct decks place on MTGO. I recorded 87 individual decks in June. And that was with a fair amount of aggregation as decks evolved and new ones emerged. Plenty of decks changed dramatically from their first emergence to their final forms this month, but I kept them together because the central premise and strategy stayed the same despite numerous card changes. Had I not done so, the total decks would be close to 100.

And this is despite the total decks being a fairly modest 457. Limited release events precluded any special or extra constructed events. In fact, I included several non-Wizards events just to fill out the data. These were two Preliminary-like and one Challenge-like event I found on MTGMelee. They had similar populations and record reporting as the official MTGO events which is good enough for me. Hopefully there are more non-Wizards events soon, the metagames these events suggested looked very different to MTGO's.

June Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck ā€œshouldā€ produce on MTGO. Being a tiered deck requires being better than ā€œgood enough;ā€ in June the average population was 5.25, meaning a deck needed 6 results to beat the average and make Tier 3. This lower than any other month as these go. Which makes sense, given the breadth of the data. Then we go one standard deviation above average to set the limit of Tier 3 and cutoff for Tier 2. The STdev was 6.78, so that means Tier 3 runs to 13, and Tier 2 starts with 14 results and runs to 21. Subsequently, to make Tier 1, 22 decks are required. This is aĀ veryĀ low threshold compared to previous months and a low STdev.

The Tier Data

All of which, again, makes sense when June produced 87 unique decks, the highest number ever. This is despite being on the low end of total decks, just 457 to May's 488. A very active brewing period will do that, and the months with set releases tend to have higher deck counts. Just not this high. The explosion of placing decks, low threshold, and narrow STdev means that more decks made the tier list than Ever. 20 decks total has been the average so far. June has 28 tiered decks. I'd like this to continue. Most months the same names are in every Challenge, which means I'm measuring the same players constantly, which tends to lead to an inbred metagame. This time there were players I'd never heard of before, and that's really important for format health. It will get better once paper events are back.

Deck NameTotal PopulationTotal %
Tier 1
Amulet Titan408.75
Izzet Prowess275.91
Blue Living End224.81
Tier 2
Izzet Tempo214.59
Rakdos Midrange204.38
Urza's Kitchen194.16
Cascade Crashers163.50
Yawgmoth163.50
Tier 3
Humans132.84
Burn132.84
Crab Mill112.41
Hammer Time112.41
Jeskai Stoneblade112.41
Hell's Kitchen102.19
Niv 2 Light91.97
Ponza91.97
Eldrazi Tron91.97
Enchantress91.97
Esper Control81.75
UW Control71.53
4-C Omnath71.53
Jund71.53
Death and Taxes71.53
Heliod Company61.31
Lantern Control61.31
Ad Nauseam61.31
Hardened Scales61.31
Lorehold Turn61.31

Amulet Titan was the top deck this month by a lot. I told you UR Prowess's performance last month was an outlier. Amulet has been a solid Tier 2 deck for months, so to see it as the top of Tier 1 might be surprising. However, context is important. Amulet Titan earned roughly two-thirds of its slots in the first two weeks after MH2 released. The main reason was that it was easier to incorporate Urza's Saga, the card most players speculated would be broken, in that deck than anywhere else. It took a while to work out the Food and Ragavan decks that would dominate the later weeks. Thus, Amulet got a pass as a known good deck until the rest of the format caught up.

June also highlights a minor problem with how I do the statistics. If I used the 95% confidence interval as my starting point instead of the average, more decks would be included and the tier threshold's lowered which would have grown Tier 1 by two, possibly three decks and two would have grown on net by up to three. UR Tempo, the blanket term for the non-Prowess UR aggro-control decks which sometimes feature Delver of Secrets, Dreadhorde Arcanist, or Murktide Regent was right at the cutoff to Tier 1, with Humans and Burn just missing Tier 2. However, the order still wouldn't have changed, so everyone is free to make up their own minds on the "real" tiers, and I think that including the decks below the current cutoff is giving them credit they don't deserve. Especially when they wouldn't make the power tiers regardless.

New Decks Rise

There a ton of totally new decks in this update. There are also a number of decks that have been substantially changed as the result ofĀ MH2. Trying to go into all the changes would take the entire article (and is Jordan's thing anyway) so I'm just going to do a quick rundown of the big ones:

  • Blue Living End: Shardless Agent pushes Living End away from Jund into UB splashing red and green for Violent Outburst. Also allows more interaction than old lists
  • UR Tempo: As mentioned, a blanket term for non-Prowess Izzet decks. Their unifying theme is cantrips, Dragon's Rage Channeler, and Ragavan, Nimble Pilferer
  • BR Midrange: Essentially, Jund Rock without Tarmogoyf. Has become more aggressive to include Ragavan
  • Jeskai Stoneblade:Ā Take Jeskai Tempo from years ago, and remove Geist of Saint Traft and Spell Queller for Stoneforge Mystic and Ragavan
  • Urza's Kitchen: Urza, Lord High Artificer partners with Asmoranomardicadaistinaculdacar and his Saga to produce lots of gigantic constructs that are buffed by making lots of food tokens
  • Cascade Crashers: Take the cascade decks from February, add Shardless Agent, and replace Valki, God of Lies with Crashing Footfalls.
  • Hell's Kitchen: Instead of Urza, Witch's Oven and Cauldron Familiar combine with Asmor to make food for early Feasting Troll Kings.
  • Enchantress: Play lots of enchantments. Use Enchantress's Presence to draw all the cards to hide behind Solitary Confinement

That's not all that's changed, but these are the most dramatic additions to the tier list.

Old Decks Fall

Meanwhile, a lot of previously established decks have fallen off. UR Prowess fell dramatically, but that's probably just a normal adjustment. It was severely overplayed last month. Similarly, previous boogeyman Heliod Company fell all the way into tier 3. Control decks are just hanging on, too. More shocking is Mono-Green Tron disappearing from the tier charts. Some of this is certainly a change in viability as the metagame shifts. Tron isn't great against fast aggro, Company doesn't like lots of removal, control doesn't work well in unpredictable metagames. However, some of this is also the allure of new cards. Players want to play with new things and since it's cheap to switch decks online, they're moving away from old standbys to try the new sauce. Don't write the old decks off yet. Let the meta settle for a few months.

Power Rankings

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

Points are awarded based on the population of the event. Preliminaries award points for record (1 for 3 wins, 2 for 4 wins) and Challenges are scored 3 points for Top 8, 2 for Top 16, 1 for Top 32. If I can find them, non-Wizards events will be awarded points according to how similar they are to Challenges or Preliminaries. Super Qualifiers and similar level events get an extra point if they’re over 200 players, and a fifth for over 400 players. No events awarded more than 3 points in June. There weren't any Super Qualifiers or higher events. Partially this was because of the new set release and partially this was for the MOCS final, which isn't counted because it consisted of 8 players.

The Power Tiers

The total points in June were down from May. This tracks with the smaller and fewer events. May had 790 total points while June has 706. It's the lowest point total this year for a full month, and one of the lowest ever. That's what happens with fewer Premier events. And remember, I found some non-Wizards events to include. The average points were 8.11, so 9 makes Tier 3. The STDev was 11.31, again down considerably from usual, so add 12 and Tier 3 runs to 21 points. Tier 2 starts with 22 points and runs to 34. Tier 1 requires at least 35 points.

There are only 26 decks in the power tiers, and for once it wasn't just the lowest placing decks from the population tier falling off. 4-Color Omnath had 7 decks, but only 8 points to miss the cut. Lantern Control made Tier 3 with 6 decks, but misses on power with 7 points. Both had decks with similar populations do much better on power, but Lantern and Omnath clearly only made Tier 3 because players will not give up on these decks. They're not performing anymore, but that doesn't seem to bother their pilots.

Deck NameTotal PointsTotal %
Tier 1
Amulet Titan689.63
Izzet Prowess395.52
Blue Living End375.24
Rakdos Midrange365.10
Tier 2
Izzet Tempo344.81
Urza's Kitchen324.53
Cascade Crashers263.68
Yawgmoth243.40
Tier 3
Hammer Time212.97
Jeskai Stoneblade202.83
Eldrazi Tron192.69
Humans182.55
Crab Mill182.55
Hell's Kitchen182.55
Burn152.12
Enchantress141.98
Death and Taxes141.98
Niv 2 Light131.84
Esper Control131.84
Ponza121.70
Hardened Scales111.56
Lorehold Turns111.56
UW Control101.42
Ad Nauseam101.42
Jund91.27
Heliod Company91.27

When one deck is far more popular than other options, it earns far more points. Amulet Titan is no exception and continues the trend of the past few months. Nothing else to see here.

Meanwhile, the movement in the rest of the tiers is substantial. BR Midrange jumped UR Tempo to make Tier 1 while Hammer Time and Jeskai Stoneblade shoot from the middle of the pack to just miss Tier 2. As previously mentioned, a lot of the decks that only had 6 results in the population did very well on points. The value of metagaming and brewing was well demonstrated this month.

Average Power Rankings

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

This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better. A higher average indicates lots of high finishes, where low averages result from mediocre performances and high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. So be careful about reading too much into the results.

The Real Story

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

Deck NameAverage PointsPower Tier
Eldrazi Tron2.113
Death and Taxes2.003
Hammer Time1.913
Hardened Scales1.833
Lorehold Turns1.833
Jeskai Stoneblade1.823
Rakdos Midrange1.801
Hell's Kitchen1.803
Amulet Titan1.701
Blue Living End1.681
Urza's Kitchen1.682
Ad Nauseam1.673
Crab Mill1.643
Cascade Crashers1.632
Esper Control1.633
Izzet Tempo1.622
Enchantress1.563
Yawgmoth1.502
Heliod Company1.503
Izzet Prowess1.441
Niv 2 Light1.443
Baseline1.43
UW Control1.433
Humans1.383
Ponza1.333
Jund1.293
Burn1.153

This is one of the lowest baselines ever at 1.43. Which makes sense given how many decks were in the overall sample. When most decks only earn one point, the average will be very low. Keep that in mind when considering how many decks are above the baseline this month.

On the subject of the most popular deck, Amulet Titan has a very favorable average point total. However, it's a little deceptive. Amulet Titan has always been above baseline since I introduced this stat. And it's usually in the upper third, exactly where it is this month. This reads as a good deck that just keeps on keeping on while the format is moving around it. Eldrazi Tron being the highest average earner was surprising until I reminded myself that maindeck Chalice of the Void is really good when lots of decks are running mostly 1-mana cantrips and/or 0-mana artifacts.

A Transitory Phenomenon

And that is the June metagame. It will be very different come July's update. The impact ofĀ AFR'sĀ arrival will certainly be a factor, but a bigger one will be refinement. The new decks and everyone's sideboards are still quite rough. Another month of refinement and testing will tease out the better deck configurations and therefore I expect a huge shift over the next month. And now to wait and see if I'm right.

A Deep Dive into Portal: Three Kingdoms

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If you missed last week’s article, I covered the prizes and pitfalls of two Magic sets from the late 1990’s: Portal and Portal: Second Age. Both were designed with beginners in mind, leaving out instants, enchantments, and artifacts and used different verbiage in an attempt to make the game more approachable to newcomers. Because the set wasn’t tournament legal when it was printed, it put a damper on demand.

When Portal sets were made legal, it opened up opportunities. These Portal sets contained functional reprints or near-reprints, meaning increased redundancy for certain effects (e.g. tutoring) in games of Commander. The set suddenly went from being useless with little value, to containing various gems with rising value.

But there’s another Portal set I didn’t cover last week, which I intend to cover this week. It’s the most exciting of the three Portal sets, containing some extremely rare and valuable cards. Of course, I’m talking about none other than Portal: Three Kingdoms.

A Little Background

Before diving into the financial component, I want to touch on a bit of history. According to MTG Wiki, Portal: Three Kingdoms was designed for the Asian market and was not sold in North America and released in May 1999. The set was mostly printed in Japanese, Simplified Chinese, and Traditional Chinese; only a tiny amount of product was printed in English, to be sold in Australia and New Zealand. This makes the English printings of these cards some of the rarest in the entire game!

To make things even more interesting, the set was based in flavor from the Three Kingdoms time period in Chinese history. The real-life references made the set very special, as it was the first one to reference real-life people and places since Legends (and it’s something Wizards hasn’t really done much of since). The artwork for the entire set was produced by Chinese artists to provide a more authentic feel, and the idea really worked well. I personally love the art and flavor of the set.

There was an error retrieving a chart for Warrior's Oath

Taking everything together, you have an older set, initially not legal for tournaments, never released in North America, with unique flavor and feel—this makes for one of the rarest, most collectible, and most valuable sets in the history of Magic!

So Much Value

I don’t think it’s far-fetched to assume that most players in North America prefer English cards, especially in casual circles. Portal: Three Kingdoms would be no exception. Given the fact that the English printing was the smallest, it makes for some very hard-to-find and valuable cards in the set.

Let’s touch on a few examples.

The most valuable card in the set is Imperial Seal, which retails for $1599.99.

There was an error retrieving a chart for Imperial Seal

This near-functional reprint of Vampiric Tutor has only been reprinted once, as a judge promo, and is extremely hard to find in English. Cheaper copies exist in Chinese and Japanese, but acquiring a playset of English copies of this card years ago would have yielded jaw-dropping returns.

The next most valuable card is far less powerful: Zodiac Dragon.

There was an error retrieving a chart for Zodiac Dragon

A nine mana 8/8 is a fairly unimpressive stat, and the card’s rules text isn’t all that impressive. I don’t think being able to play this card again and again after it dies is enough to make it a strong contender. The only thing going for this card is its creature type: it’s a dragon. Any dragon collectors looking to buy one copy of every dragon ever printed will have to pay up for this never-before-reprinted card. As a result, it retails for $999.99!

Rounding out the top five most valuable cards in the set, you have Warrior's Oath (a functional reprint of Final Fortune) for $599.99, Ravages of War (functional reprint of Armageddon) for $549.99, and Capture of Jingzhou (functional reprint of Time Warp for $499.99. Warrior's Oath has never been reprinted and the other two have both been judge promos.

Did you notice how many of the valuable cards in the set are functional reprints or near-reprints of other cards? This is a major theme in Portal: Three Kingdoms—there are dozens of functional reprints, ranging from Ambition's Cost (Ancient Craving) to Zodiac Tiger (Heartwood Treefolk).

There was an error retrieving a chart for Ambition's Cost

As I discussed last week, functional reprints of Commander-playable cards can be extremely useful as they offer redundancy in a deck. When you can only play one copy of any card in a deck, having multiple cards with different names that do the same thing can add much-needed consistency. What’s better than playing one Time Warp in a commander deck? Playing two Time Warps! (or, thanks to Portal’s Temporal Manipulation, three!)

A functional reprint doesn’t have to be all-powerful to be valuable, either. Three Visits is a functional reprint of Nature's Lore. The card is useful, for sure, especially because it lets you search up a Dual Land with multiple basic land types. But players want to play a second copy of this card in their deck enough to bolster the functional reprint’s price up to about $40! Did I mention this is a common?! The card would be even more valuable if it wasn’t recently reprinted in Commander Legends, by the way.

All Those Legends

Another value-driving component of Portal: Three Kingdoms is the long list of legendary creatures in the set. I don’t necessarily think many of these are commander all-stars, mind you, but it only takes a handful of players demanding the cards to drive up their prices.

The most valuable legendary creature in the set is Yuan Shao, the Indecisive, which retails for $279.99

There was an error retrieving a chart for Yuan Shao, the Indecisive

I’m not sure how powerful its ability is, but it seems like a commander that comes with a free Familiar Ground is pretty solid. As a bonus, the creature is red so you can play Goblin War Drums in your 99 and make all your creatures unblockable! Not that you need that anyways…Yuan Shao, the Indecisive has horsemanship, which virtually means its unblockable anyway.

While we’re on the subject, let’s talk briefly about horsemanship. The ability is the set’s parallel to flying, in that a creature with horsemanship can only be blocked by other creatures with horsemanship. Flavor-wise, it’s a really cool bit of flavor for this set, when considered in a vacuum. When taken as an ability in the broader game of Magic, however, it virtually means your creature is unblockable. Unless you have a certain local metagame focused around Portal: Three Kingdoms, you won’t be running into many opponents with creatures that have horsemanship.

Many of the legendary creatures in this set have the ability, and it could be an additional factor driving up their prices.

Zhang Fei, Fierce Warrior is a six mana 4/4 with vigilance and horsemanship, for example, and it retails for $229.99 (and Card Kingdom is sold out at that price!). Other examples of expensive legendary creatures with horsemanship include Cao Ren, Wei Commander and Xiahou Dun, the One-Eyed. The list is quite lengthy, and any legendary creature from the set will be worth a pretty decent amount. The cheapest rare of the set is Lu Bu, Master-At-Arms and even that card still retails for $16.99, and I suspect this is the cheapest because it was the set’s prerelease card.

The next cheapest rare, by the way, is Ambition's Cost, a card that has been reprinted a half dozen times, including in Eighth Edition as an uncommon, and the Portal: Three Kingdoms printing still retails for $29.99.

Weighing Upside and Downside Risk

I could go on and on listing the valuable cards of this set. But the reality is, you really need to browse through it yourself to find all the gems—there are just so many! I liken this set to Legends in a way, because they both contain so many unique legendary creatures with a surprising amount of value. But I would be remiss if I didn’t touch upon the upside and downside potential of the set before wrapping up the article.

The upside is pretty obvious. English printings of any and all of the cards in the set have some value, including the basic lands. Any rare is going to be especially valuable, especially if the card hasn’t been reprinted and has utility in a game of commander. As I browse some of the more popular cards in the set on TCGplayer, I’m seeing an extremely small amount of copies in stock—it kind of reminds me of Alpha in how sparse the inventory is.

You can see the drastic difference between the lowest listing and the market price—sellers are already anticipating a much higher price on these cards. Either that, or they have no desire to sell until the price is significantly higher.

Card Kingdom prides itself on its large inventory, but even they are out of stock or low in stock of many of the set’s cards. To me, this indicates potential for upside—they will keep increasing their buy prices until they restock the card. But since these cards are so rare, it may take a while before anyone comes forward with copies they’re willing to sell. English copies in particular have very high ceilings because of this.

But there is a trap with these cards that any prospective investor/speculator needs to consider before diving in. None of this set’s cards are on the Reserved List. They are all vulnerable to reprint in a big way. I have a personal experience with this.

About a decade ago, I picked up a nice English copy of Diaochan, Artful Beauty.

There was an error retrieving a chart for Diaochan, Artful Beauty

Beyond the beautiful artwork, I also thought the card would make an interesting commander from a political standpoint. I don’t remember precisely what the card cost me, but I want to say it was in the $30’s or $40’s. It had a steady, upward trajectory as the card aged, and I liked its upside potential; its buylist price was rapidly climbing, and I remember the temptation of cashing out at around $60 or $70.

Then in 2012 it was reprinted in Commander’s Arsenal. Suddenly there were copies that could be bought for less than $10, and it used the exact same artwork as the original (with updated, easier-to-understand rules text to boot)!

ā€œBut Sig, the original printing of the card still maintains its value despite the reprint. We see this all the time.ā€

That’s a valid point, but misses an important detail: the potential price of the card if it wasn’t reprinted. This is impossible to determine absolutely, but it’s very safe to say that original Portal: Three Kingdoms copies of Diaochan, Artful Beauty would be much more valuable if it hadn’t been reprinted.

Because cards from Portal: Three Kingdoms are so rare, their value is buoyed significantly by their rarity. As a result, they are very vulnerable to significant price declines should they be reprinted. While Wizards of the Coast has been careful with how they reprint cards from this set (often as judge promos with limited distribution), there’s always that risk lingering in the background. As a result, while I think these are brilliant long-term investments, I advocate diversifying and buying only one or two copies of multiple cards rather than going deep on a single one.

Wrapping It Up

I could have gone on for another two thousand words, this set is so fascinating from a flavor and a value standpoint. But I think you get the point. English Portal: Three Kingdoms is one of the rarest sets in the game, contains unique cards with unique abilities, and can offer redundancy in the form of many functional reprints.

This is a recipe for an extremely valuable set.

As such, I highly recommend including a few cards from the set in your Magic collection / investment. Even if money isn’t your primary motivator, the response on your opponents’ faces when you slam a creature with horsemanship on the table is well worth it. Better yet, playing Riding the Dilu Horse on your commander, granting it horsemanship, would be an even greater surprise. Be prepared to ask, ā€œHow much commander damage do you have?ā€ over and over again.

There was an error retrieving a chart for Riding the Dilu Horse

Just be careful when buying cards from this set, as they are highly vulnerable to reprints from a value standpoint. These cards derive much of their value from their rarity, and a reprint could have a profound, negative impact on their price. Of course, over the long haul, the original Portal: Three Kingdoms printing will maintain value even in the face of a reprint. But the upside potential can be severely capped should a reprint be too large. Despite this, I am going to do some shopping for a couple Portal: Three Kingdoms cards myself so I can appreciate this rare gem from Magic’s history.

June ’21 Brew Report, Pt. 1: Rags to Riches

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Modern Horizons 2 has been around for a month, and the format has adjusted thoroughly. That's not to say the dust has settled; just that the world is very different now. Today, we'll take a look at the directions fair decks are headed, featuring a pair of red one-drops that have already begun to redefine nonrotating formats.

Fair aggro-controlĀ decks seem to be coalescing around two poles, both wielding and maximizing Ragavan, Nimble Pilferer. On the tempo side of things, we've got UR Thresh; on the midrange end, BR Rock. Let's delve into both as we explore archetype homogenization, alternatives, and tech.

Fast & Furious

UR Thresh, MZBLAZER (4-0, Preliminary #12312060)

Creatures

4 Murktide Regent
4 Dragon's Rage Channeler
4 Ragavan, Nimble Pilferer
2 Dreadhorde Arcanist

Sorceries

4 Expressive Iteration
4 Serum Visions
2 Sleight of Hand

Instants

2 Counterspell
4 Lightning Bolt
4 Thought Scour
4 Unholy Heat

Artifacts

4 Mishra's Bauble

Lands

2 Fiery Islet
1 Flooded Strand
2 Island
1 Misty Rainforest
1 Mountain
4 Scalding Tarn
4 Spirebluff Canal
3 Steam Vents

Sideboard

2 Abrade
2 Aether Gust
2 Blood Moon
1 Chalice of the Void
2 Engineered Explosives
1 Force of Negation
1 Mystical Dispute
1 Spell Pierce
3 Spreading Seas

UR Thresh is Modern's answer to UR Delver, the top Legacy deck that's become downright scary (yet again) with Ragavan in the picture. The titular threat, Delver of Secrets, isn't quite where players want to be in Modern; this removal-heavy format dictates extra removal, making the Insect more of a liability here than creatures which provide some sort of value failsafe. The related need for more creatures overall makes the 1/1 worse at blind-flipping, and the lack of Ponder and Brainstorm means no great tools for setting up a flip. So instead, UR Thresh packs extra copies of Murktide Regent alongside a full set of Thought Scour, as well as up to a couple copies of the banned-in-Legacy value engine Dreadhorde Arcanist.

The rest is par for the course: there's the cheapest, most flexible removal available, including newcomer Unholy Heat, a low land count, and a set of Expressive Iteration. (That funky-looking Chalice of the Void in the sideboard is more for locking out 0-drops like suspend spells than trolling the mirror.)

I did say that UR Thresh was a premier interactive strategy fronting Ragavan, but I don't mean to say it's the best deck in Modern, or even the best UR deck. From here, it looks like that honor goes to UR Prowess, which is alive and well post-MH2 (similarly benefitting from Dragon's Rage Channeler) and doesn't even play Ragavan, preferring threats that front-load as much damage as able. Take this recent preliminary, where UR Prowess made up four of the seven decks scoring 3-1 or better (the four best-ranked, too). The two decks share many cards, but UR Prowess is decidedly more aggressive on the spectrum, and therefore gets less use out of the 2/1 Monkey.

UR Prowess, S063 (4-0, Preliminary #12312060)

Creatures

4 Stormwing Entity
4 Dragon's Rage Channeler
4 Monastery Swiftspear
4 Soul-Scar Mage

Sorceries

4 Expressive Iteration

Instants

4 Lava Dart
4 Lightning Bolt
4 Manamorphose
3 Mutagenic Growth
2 Unholy Heat

Artifacts

4 Mishra's Bauble

Lands

2 Bloodstained Mire
4 Fiery Islet
4 Mountain
3 Scalding Tarn
4 Spirebluff Canal
2 Steam Vents

Sideboard

2 Abrade
2 Blood Moon
2 Kozilek's Return
1 Seasoned Pyromancer
3 Spell Pierce
2 Threads of Disloyalty
3 Tormod's Crypt

Then there's Mono-Red Prowess, certainly an underdog but absolutely not out of the picture. Mono-Red uses Light Up the Stage to recoup on card advantage rather than Expressive Iteration, and was known pre-MH2 to go a bit bigger than UR, packing three-drops like Bonecrusher Giant and Blood Moon. In other words, it's more interactive, making it a better fit for Ragavan than its two-color cousin.

Mono-Red Prowess, JESSY_SAMEK (3-1, Preliminary #12309201)

Creatures

4 Soul-Scar Mage
4 Monastery Swiftspear
4 Dragon's Rage Channeler
4 Ragavan, Nimble Pilferer

Sorceries

3 Light Up the Stage

Instants

1 Gut Shot
4 Lava Dart
4 Lightning Bolt
4 Manamorphose
3 Mutagenic Growth
2 Unholy Heat

Artifacts

4 Mishra's Bauble

Lands

4 Arid Mesa
1 Bloodstained Mire
4 Inspiring Vantage
4 Mountain
2 Sacred Foundry
4 Sunbaked Canyon

Sideboard

2 Unholy Heat
3 Kor Firewalker
1 Kozilek's Return
1 Lurrus of the Dream-Den
3 Prismatic Ending
2 Rip Apart
3 Tormod's Crypt

Mono-Red is very handsome on paper if just for its bare-bones creature suite, which now comprises precisely the four most aggressively-costed red one-drops of all time. The above build splashes white for Rip Apart, Kor Firewalker, and of course Lurrus of the Dream-Den, giving it a big boost in mid-game power that aims to make up for the lack of Iteration for the mostly-free price of running some fast and Horizon lands.

Joining the Dark Side

As mentioned, leaning blue is but one of the paths available to would-be Ragavan casters. Modern's premier interactive color has always been that shared by Thoughtseize, so it's no big surprise to see the Monkey make headway in rock strategies, which protect it proactively.

BR Rock, MORENOTHINGS (3-1, Preliminary #12312060)

Creatures

4 Dauthi Voidwalker
4 Dragon's Rage Channeler
4 Ragavan, Nimble Pilferer
3 Kroxa, Titan of Death's Hunger
2 Dark Confidant

Sorceries

4 Inquisition of Kozilek
1 Prismatic Ending
3 Thoughtseize

Instants

2 Kolaghan's Command
4 Lightning Bolt
1 Terminate
3 Unholy Heat

Artifacts

4 Mishra's Bauble

Lands

4 Blackcleave Cliffs
2 Blood Crypt
4 Bloodstained Mire
1 Castle Locthwain
1 Godless Shrine
2 Graven Cairns
1 Mountain
1 Sacred Foundry
1 Scalding Tarn
2 Swamp
2 Verdant Catacombs

Sideboard

2 Prismatic Ending
1 Terminate
1 Thoughtseize
2 Alpine Moon
1 Collective Brutality
2 Engineered Explosives
1 Lurrus of the Dream-Den
3 Shattering Spree
2 Void Mirror

BR Rock (featuring a baby white splash for Prismatic Ending, Modern's latest premier removal spell) has all but subsumed Jund and other rock decks of late—it seems we may well have reached critical mass for powerful cards that play to rock's strip-em-n-beat-em bottom line. And as with Mono-Red Prowess, the Dream-Den's allure is a bit much to ignore, especially given that rock as an archetype lives and dies on value, incremental card advantage, and sticking a game-winning threat once opponents have run out of resources. Previously, Lurrus's companion condition was enough to keep it out of most rock decks (Shadow being the exception), but the fact is there's little need for three-drops like Liliana of the Veil or Bloodbraid Elf when the cheaper cards are this good (as of MH2, they are).

Here's Ragavan, of course, but also Dragon's Rage Channeler, which essentially just pressures the opponent while sifting through the deck and setting up delirium. That's a big difference from Tarmogoyf, Death's Shadow, and Scourge of the Skyclaves, the threats this kind of deck has traditionally favored; those creatures have to their benefit that they win combat on defense, too, meaning they apply pressure but also lend reversibility to midrange decks by stalling aggro. Channeler can pretty much never block profitably; not only is 3/3 a good deal smaller than 5/6 or however big Goyf happened to be at a given time, the creature attacks each turn if able when delirium is active. How much blocking did you want to be doing with your Goyf, anyway? The deck has plenty of removal for aggro opponents, as well as a secret weapon in Dauthi Voidwalker.

Voidwalker fundamentally alters the way rock plays by giving it access to a dimension previously claimed only by fish decks like Death and Taxes. It's an evasive threat that also functions as a one-sided hoser, in this case Leyline of the Void. While Leyline itself wasn't sided that often because of its strictness—there were better or less-risky alternatives against all but the fastest decks, and in most colors, and requiring sideboard slots was a big ask—having incidental copies stapled to a fast clock in the mainboard does indeed seem bonkers, especially considering that rock is so good at attacking opponents from the remaining game angles already. It's got targeted discard, creature kill, planeswalker kill, permanent removal, and now blue-chip grave interaction. It's also worth remembering that some of the decks that used to hassle rock the most, such as Dredge, see their recursive engines neutered by the Voidwalker.

Seeing Red

Okay, okay, so the red one-drops are fantastic. But there's more to Modern Horizons 2 than just that one story! Join me next time for the scoop on some of the brand-new archetypes emerging with the set... and on some Modern stalwarts excited to have found a few new toys.

Collecting Magic: the Gathering Novels

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With the printing of Garth One-Eye and Asmoranomardicadaistinaculdacar in Modern Horizons 2, there has been a surge of interest in the early Magic licensed novels and stories. The character Garth made his appearance back in 1994 in William R. Forstchen's Arena, the first licensed novel for Magic: the Gathering. Asmoranomardicadaistinaculdacar, or Asmor for short, appeared originally in flavor text for the Alpha card Granite Gargoyle, and later in the Magic story "Chef's Surprise," by Sonia Orin Lyris, as part of the anthology Distant Planes. Further appearances in the flavor text of cards over the years have made her a popular figure in Magic lore, and along with Garth, their appearance in card form has driven interest in the source materials of their origins. With many of these source materials out of print for decades, collecting early Magic novels and stories like these on a budget is an interesting but not insurmountable challenge.

The Early Magic Novels

Both Arena and the Distant Planes anthology were part of the first batch of licensed Magic books, published by Harper Prism, an imprint of Harper Collins. The first book, Arena, hit shelves in the Fall of 1994, launching readers into the multiverse. A trilogy written by Clayton Emery followed, introducing readers to the wizard Greensleeves who appears in the flavor of the MH2 card Blessed Respite, and her brother Gull.

Greensleeves Trilogy

The early Magic novels bore little direct connection to the stories and characters depicted in the flavor text of the cards themselves, partly because the earliest novels were commissioned before the game itself had even released. Though the books did reference certain cards, tying in the books and the flavor text of the cards directly for regular Magic sets would not happen for a few years. But Wizards had a plan to bridge the gap, and drive book sales.

Book Promo Cards

To drive interest in purchasing the early books, Wizards collaborated with Harper Prism on a series of mail-in promotional cards. Book purchasers could mail in a coupon from the back of the book, and receive free promo cards in return. Wizards created a small run of functionally unique cards, with art, names, and flavor tied to the books. While most of these cards today aren't worth more than about $10, one of them, Mana Crypt goes for several hundred dollars, despite multiple reprints over the years.

There was an error retrieving a chart for Mana Crypt

The promos succeeded in driving early sales, and HarperPrism ultimately released 12 books between 1994-1996 when Wizards ended their license and began publishing books in-house.

Revising Magic Canon

The last Harper Prism Magic novel, Dark Legacy appeared in December 1996. For nearly two years no new books appeared until Wizards began publishing their own fiction, with direct tie-ins to the stories depicted in cards beginning with the Tempest block, and the story anthology Rath and Storm in July 1998. This caused a continuity split in the Magic canon, with Wizards declaring that the previous HarperPrism released works were only canon so long as they didn't contradict with new material moving forward. With Modern Horizons 2 bringing some of these characters into the cards for the first time, we can see Wizards making an effort to tie these older novels back into Magic canon.

Where To Start Collecting

Let's assume at this point that we're collecting Magic novels with an interest in reading them, not purely from a collecting standpoint. Let's also assume that we want to start with the origin of everyone's favorite five-color mage, Garth One-Eye, in Arena. We can begin by using eBay completed listings to see the going prices for copies of the book. Prior to Garth's preview on the Wizards site, we can see prices for Arena ranging from about $8-$25 depending on condition, with most in the $20 range. The first sale on eBay after the preview was of a new copy on June 5th for $49.99. The listing shows having two left, and 48 previously sold. A used copy of the book sold on June 14th for $21.08 with shipping, putting it towards the top end of previous prices. Amazon pricing is wilder, with a check on June 13th showing used copies starting at $39.86, and one new copy listed at $381.66.

Arena by William R. Forstchen

eBay sold listings for the Distant Planes anthology featuring Asmor's story show similar trends, with a new copy selling on June 11th for $53.99, and an active listing asking $89.99 or best offer. eBay and Amazon don't appear to be sources for deals, so where to turn?

Check Out Your Friendly Local Used Book Store

Much the same way your Friendly Local Game Store is a great place to get deals and personalized service while shopping, your Friendly Local Used Bookstore is a great spot to find hidden gems at a great value, especially for mass-market paperback fiction for which we're looking. My go-to used bookstore is Book Barn in Niantic, CT, which sells most of their mass-market-sized paperbacks for only $1 each, and has a massive series of rooms for fantasy and science fiction. A quick Google search for "used bookstore near me" should turn up some good options if you don't have one in mind already. I actually discovered two new ones in the process of researching this article which I'll be exploring soon.

Collecting Magic Novels For Value

If you're collecting Magic: the Gathering novels strictly for value or flipping, a word of caution: While asking prices on Amazon and eBay might sound high enough to cause dollar signs to flash before your eyes, with only a few exceptions most of the prices appear artificially inflated and not entirely tied to demand. That said, if you are collecting with the goal of flipping, here are a couple of targets to have your sights set on when hunting shelves and online listings beyond the two we've already discussed:

The Artifacts Cycle

The Brothers' War between Urza and Mishra is one of the most well-known and followed story arcs in the Magic universe. The four books in the Artifacts Cycle (The Brothers' War by Jeff Grubb, Planeswalker by Lynn Abbey, Time Streams by J. Robert King, and Bloodlines by Loren L. Coleman,) and their pseudo-prequel The Thran, also by J. Robert King, are among the most sought-after of the Magic novels, and the easiest to flip, especially if you can find the complete series in first edition, or the two omnibus editions.

Artifacts Cycle

Beyond the Artifacts Cycle, most of the books by Jeff Grubb and J. Robert King appear to be more in-demand than ones by other authors, regardless of what characters or story arc they depict. When collecting for value, bear in mind that most of the novels and story collections published by Wizards appear to be readily available on Kindle and Nook, and they could also be reprinted at any time, making long-term gains uncertain. If you are going to pick up any of the novels purely on spec, The Harper Prism novels haven't been reprinted since the '90s, and likely won't ever be again, making them better options than Wizards-published material, especially if they surprise us with new character cards in Modern Horizons 3 or a similar product.

The Last Page

As with collecting the cards themselves, collecting Magic novels is largely a matter of individual interest and taste. Has Modern Horizons 2 gotten you interested in collecting Magic novels, or dusting off your favorite from your bookshelf? What character from the Magic storyline would you most love to see in card form? Let me know in the comments.

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Paul Comeau

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

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