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Tempering Expectations Revisited

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Today's article is one that's been brewing in my mind for over a month. Back on May 6th, 2021, Dogecoin hit an all-time high of 0.68 per coin. My two co-workers were both invested in it and were extremely bullish on it. All I would hear is that "it's going to the moon" all during its incredible rise that began on May 2nd. For those four days, it seemed like their willingness to hold onto it made them geniuses, as its meteoric rise continued. They kept saying that if it dropped, they would just buy more "into the dip," and then make even more money when it inevitably rose again.

While it certainly has risen a few times from lows it's currently sitting at $0.29 per coin as of me writing this. The days of my starry-eyed co-workers claiming it would hit $1 are gone. One of them sold it when it dropped down to $0.5, but the other is still holding. His buy-in was $0.29, so he is exactly where he started and has made $0 profit. Of course, I told him to sell when it was near $0.7. Doubling your money in less than two weeks was incredible in and of itself, and he should enjoy his profits. Unfortunately, he didn't. This isn't to say I have some supernatural predictive abilities; it's pure luck that I happened to emphasize how rare doubling up is on the same day that an asset hits its all-time high.

Why bring this up you might ask? All too often, I see the same overly optimistic bullish beliefs in the Magic finance world as well. I may be bursting some bubbles with this article, but in the long run, you will thank me.

Supply and Demand

Pretty much every economist agrees that the concept of supply and demand is what drives any business and the economy overall. If you make something nobody wants, then there is no demand. Thus, it doesn't matter how much supply you create if you don't make any money. If there is no supply of raw materials to make your product, it doesn't matter how badly people want it because you can't produce it. The latter is something we are starting to see a lot in the world today, as many businesses struggle to get the resources necessary to produce goods.

You can think of a card's current price as a reflection of both the supply in the marketplace and the demand for the card. If there were more demand for the card, the cheap copies would be purchased and the price would rise. If WotC reprints the card, then there is an increase in supply. We as MTG financiers are always hoping for the former with our cards and fear the latter.

I can tell you firsthand, thanks to the new Secret Lair Phyrexian Praetors: Compleat Edition that the small stack of Elesh Norn, Grand Cenobite's that I've been sitting on as a speculation target will not be bearing any fruit. There are two additional factors to supply and demand that are relatively new to Magic finance, especially given that its oldest possible existence is only 28 years.

There was an error retrieving a chart for Elesh Norn, Grand Cenobite

Covid-19 Continual Effects

While COVID-19 is starting to get under control and vaccination levels continue to rise; it is still very much affecting demand for physical cardboard. While many local game stores have started hosting events with or without occupancy restrictions, WotC's current policy is not to hold any major events like MagicFests until the 2022-2023 season which is still 6 months away. We are starting to see a lot of movement on Modern staples as players build new decks with all the goodies from Modern Horizons 2. However, part of me strongly believes that without the ability to play those new decks in larger events the excitement will wane.

There was an error retrieving a chart for Scalding Tarn

It's also important to keep in mind that a lot of card price increases over the past 12 months have been tied to stimulus spending. Many people got what they viewed as "free money" and those who were Magic players bought cards they typically might not have. If we get more stimulus money, we may see additional price increases. If we don't, then anyone expecting the overall price trend to keep going up will be sorely disappointed.

Inflation

Another concern that is still flying relatively low under most people's radar, at least here in the US, is general inflation which has reached a high not seen in over a decade. While experts are split on how long it will last, the fact that it's possible to last a while may end up cutting into card demands in the coming months. The price of many goods increases during times of inflation and that includes essential items like food. While Magic is often called "cardboard crack", most would prefer to eat and have a roof over their heads than have a new Modern deck. If tough decisions have to be made, we could easily see staple supply rise and prices drop back down.

Conclusion

For those wondering why I had to title this article "Tempering Expectations Revisited" it's because way back in 2016 I used the same title to go over the same subject. But it's always good to get a refresher every once in a while. A lot has changed since I wrote that article, the woman I went to McAdenville with is now my wife and mother of our child and I've started a new career, but the article still remains true as ever. Were you a very bullish speculator when you began this article? Are you still one now? If so, I'd love to hear your reasoning in the comments below.

The Not-Companions: Examining Dungeons

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This summer is absurd. Modern Horizons 2 has just hit the street, and Wizards is already previewing Adventures in the Forgotten Realms. Or technically, this is Wizards continuing to preview Adventures in the Forgotten Realms because there were initial teasers alongside the first MH2 spoilers. It's way too much, way too fast, and is deeply unfair to my wallet. And that's not to mention how all this coincides with the Steam Summer Sale.

The other annoying part is that many AFR cards are already obsolete and haven't even been released. Several cards from the initial teaser are Modern playable. However, MH2 featured better versions of said cards. While interesting for their Standard implications, it does mean that they're unlikely to make it in Modern except as budget options. Which is odd considering how they did look targeted at Modern, and it makes me wonder how well Wizards actually coordinates their card designs. But the most recently spoiled cards (at time of writing, anyway) make up for AFR being superseded by MH2. The dungeons have interesting play implications and could potentially make it in Modern. The catch is that they'll need help from the rest of the set.

Venturing Into the Dungeon

The dungeons were revealed last Thursday. They are three not-exactly cards, not-exactly tokens representing very famous dungeon crawls from Dungeons and Dragons. Which will mean something for some people and nothing to others. I'm somewhere in between as a general-purpose nerd that doesn't play D&D but knows people who do. What matters to me is that every player has access to the dungeons at all times because dungeons don't go into decks or sideboards. Instead, they're to be treated like tokens in that they just sit alongside your sideboard until needed. When a dungeon is played, it moves from outside the game into the command zone, which to my knowledge has never happened before outside of Commander.

Once there is a dungeon in the command zone, the goal is to venture through that same dungeon until the end. To do that, players have to venture into the dungeon, an action triggered by certain AFR cards. Based on the cards revealed so far, venture into the dungeon appears to be like scry in normal sets: something tacked onto a normal card as an extra effect. Importantly, the player venturing chooses which dungeon to venture into, and which adjacent room of that dungeon to move into if at a crossroads. Once you reach the end, the dungeon is considered complete and exits the command zone.

The Fear

Currently, we know next to nothing about how venture will play out. A few enablers and one non-dungeon payoff are all that's been spoiled as I'm writing this sentence. However, that hasn't stopped players from declaring that the sky is falling. Because nothing ever does. I was prepared to just dismiss these concerns until a player at last week's FNM started arguing that dungeons are the companions all over again. His argument is that dungeons are another set of cards that take up no deck space and are always "in hand" but are actually impossible to interact with and provide constant value. Which requires players to have dungeons or die. Plus, who knows what other dungeons are lurking and how busted they'll be. While said player is prone to trollish outbursts, there have been some expressing similar concerns in a more sane fashion. Thus, it is a concern worth addressing.

The Reality

In my view, though, there is little reason to believe that dungeons will be at all dangerous. They may not even see Modern play. I'll start with the easiest concern to address: there are no more dungeons. Period. The three Wizards revealed are all that were made. Mark Rosewater confirmed this, and added that initially there was only one dungeon. For once, it seems Wizards didn't want to go HAM on their first attempt at a mechanic, and deliberately restrained themselves. Which doesn't preclude more in the future, but it will be a distant one.

Secondly, while it's true that dungeons are available at all times just like pre-nerf companions, the comparison ends there. The fact that every player always has access to the dungeons at all times is irrelevant: they don't do anything on their own. The only way to get anything from them is another card's venture trigger. The companions were useful because they were functionally like an eighth card in every opener. But dungeons are just an incidental payoff for other cards that generate small but increasing effects the further into the dungeon you venture, which may indeed be worse than a scry in many scenarios. It might even prove weaker than learn.

Seeking Treasure in Darkness

That doesn't mean that dungeons are unplayable. Incremental but building advantage is definitely playable; just look at Search for Azcanta or most planeswalkers. The key question is whether there are venture cards that fit into Modern. Just being a decent venture enabler is not enough; the card needs to be Modern playable in a vacuum. Learn is the latest example of this truism, but far from the only one. Only four venture cards have been spoiled so far, and two are clearly meant for Limited only. Of the remaining two, Nadaar, Selfless Paladin is borderline, leaning toward unplayable. A 3/3 for three with vigilance is not Modern playable. One that has an enters the battlefield/attacks trigger might be in the right deck and/or metagame. I can't guess which.

Ellywick Tumblestrum, on the other hand, has potential. And a very silly name. Which D&D bards are legendary for, so at least it's a lore win. More importantly, her -2 loyalty ability is just right for Modern: digging for creatures sees play in plenty of contexts. For four mana, Collected Company finds two (smallish) creatures and puts them into play, which is much better than just finding one. However, Ellywick can find any creature, with a bonus for legendary ones. And will do so twice on her own. The first and third abilities combine nicely, and venturing through the dungeon while getting a new effect each turn is not the worst. So it could happen.

The Key

More importantly, Ellywick and Nadaar say a lot about how venturing is meant to play out. Both of them are only capable of venturing once per turn, meaning on their own they're not really going to get through a single dungeon in a typical game. They're similar to Sagas in that respect. Most games aren't going to last past turn 6, which is within the minimum time for both enablers to run the Lost Mine or Tomb, but not the Dungeon of the Mad Mage. And that also assumes that neither card has died and there was no reason to do something else with Ellywick.

However, that also tracks with the lore. Entering a dungeon on your own is suicide; that's why parties exist. Venture does stack, so if multiple enablers are playable in the same deck, it may be possible to blitz the dungeons. Which begs the question whether it's worthwhile to actually delve any of them.

Since I have no idea how quickly it will be possible to venture through the dungeons, I'll discuss the two extremes. The slowest will be a single room per turn; the fastest is blazing through in one turn. The low end is absolutely plausible while the upper end is pretty unlikely, but not impossible. It's far more likely that a deck that wants to venture as a game plan or even as incidental value will be inconsistent about the speed, but I can't know that while I can know the extreme cases.

Lost Mine of Phandelver

Of the dungeons, the Lost Mine of Phandelver is the best for starting out. Scry 1 is much better more of the time than losing or gaining a single point of life. This indicates that this dungeon is designed with incidental value in mind and that Wizards expects players to stroll rather than barrel through. And for the strolling player, there's some decent value to be had. Scry 1 is decent, though not especially powerful, as shown by Opt. From there the path really depends. The drain in the Dark Pool is a good failsafe condition with the +1/+1 counter option being the most powerful. The main problem is that the big payoff is a cantrip. Not horrible, but it really makes me wonder if this dungeon was worthwhile.

Conversely, speed-running the Lost Mine in a single turn is much better. The main reason is that the first and final ability aggregate into Opt, a very Modern-worthy card. The question is which middle path to take. The best value in a vacuum is to take the left path, which would result in a 2/2 goblin with Opt. That's not a bad outcome assuming that not a lot of mana was spent achieving said outcome. This is definitely what aggro wants to do, though they'd probably put the counter on anything other than the token given a choice. Slower decks could potentially benefit more from the treasure and nerfing an attacker. Outside of a close race, the Pool's drain is unlikely to be relevant except when there aren't creatures on board. All in all, not a bad dungeon, but it's not particularly inspiring either. A nice, functional 5/10 type dungeon.

Tomb of Annihilation

This is the dungeon that I expect most players are going to try and blitz. Which makes perfect sense; it's the Tomb of AnnihilationEntering the dungeon hurts all players and continuing on will also hurt, but the harm may be limited to the one doing the venturing. The left path is a decent taxing system for aggro decks, asking the opponent if their precious life points are worth losing cards for. Getting another threat of decent size at the end is quite good too. It's therefore the route I expect most incidental adventurers to take.

The right path is very high risk, but potentially rewarding. What's up for debate is whether it's rewarding enough. It yields the shortest dungeon path of all, but requires Smallpoxing yourself and only yourself. That's a huge ask when the payoff is just a 4/4 deathtouch. Could be worse; it could be the Tomb of Horrors. However, this is also the kind of ability that can be built around. Flagstones of Trokair is a card, and self discard an enabler, as (okay Ernenwein, steel yourself. Ready? *deep breath*) Asmoranomardicadaistinaculdacar (*gasp, pant*) will attest. In a deck that wants to discard its own cards and/or sacrifice its own permanents, Tomb could be an integral strategic option. The horror would just be a bonus in that case. Of all the dungeons, this strikes me as the most constructed-aimed.

Dungeon of the Mad Mage

I will be stunned beyond words if it is actually possible to blitz Dungeon of the Mad Mage in normal Modern games. It takes seven venture triggers to get to the end! That would require either a huge number of enablers or one that can be activated multiple times a turn. The former would probably win the game on their own while the latter is likely to be targeted at Commander rather than Modern, but we'll see.

Should players make it though, this is by far the most profitable dungeon, which makes perfect sense: higher investment, higher reward. However, until level five, all the rewards are mediocre at best. Gaining a life, making a treasure, and scry 1 then scry 2 aren't terrible, but you'd expect so much more for the effort needed to venture that far into the dungeon. At level 5, getting a Light Up the Stage or Raise the Alarm is pretty good, and should the final room be reached, the Dungeon is just absurd. However, seven rooms is a huge investment and unless the enablers are really good and there are a lot of them, I don't see anyone actually making it to the end in a normal Modern game.

Caution Is Rewarded

The dungeons are interesting and are potentially Modern playable, the Tomb of Annihilation in particular. However, it will take aggressively-costed or already playable enablers to make it happen. For which we just have to wait and see. Nonetheless, I feel very confidant saying that the odds of another companion situation are basically nil.

The Potential of Portal and Portal II

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I started playing Magic back in 1997—it was a banner year for the game, celebrating brilliant new releases such as the largest core set to date, Fifth Edition, as well as expansion sets Visions, Weatherlight, and Tempest. These are some of my favorite sets for their flavor and storyline.

My friends and I did not celebrate all the set releases in 1997, however. There was one that we frowned upon and even mocked (we were 13, give me a break). That set was the beginner-focused Portal.

My friends and I avoided this set like the plague. First of all, there were no instants or interrupts in the set…all spells were playable at sorcery speed (unless the card indicated otherwise). There were no enchantments or artifacts in the set, either. The set used different vocabulary, which we found unnecessarily odd. Instead of a graveyard, you had a “discard pile”? Unacceptable. Cards included reminder text that felt excessive for us “seasoned players” (I say this with sarcasm).

But the worst problem of all: Portal cards weren’t tournament legal when they were released. Granted, my friends and I never actually played in any tournaments back then so it really didn’t matter. But the decree made the cards feel “lesser” as a result, and they were relegated to our bulk boxes or, worst yet, used for proxies (the picture below are actual proxies from my friend’s Slivers deck, made about 15 years ago).

Fast Forward to 2021

Nowadays, Portal cards still look a little different, but in an era of alternate frames, promotional artwork, and all sorts of card variations, Portal cards look relatively tame. Beyond just the normalization of the aesthetic, Portal cards’ relevancy was cemented on October 20, 2005 when they became tournament legal in Legacy and Vintage events. Their legality in Commander likely bolstered their collectability and legitimized them as collection-worthy cards.

What did this mean from an MTG finance standpoint? Suddenly, these cards had utility beyond just beginner-level kitchen table Magic. Because the set was already fairly old, and didn’t likely sell all that spectacularly, the cards may have suddenly become a bit of a collector’s item. At least, the powerful and unique cards from Portal were.

Now in 2021, the most playable cards from Portal are quite expensive! Sylvan Tutor and Personal Tutor take the number one and number two spots retailing for $109.99 and $94.99, respectively. You see, Portal contained some functional reprints or adjusted reprints (made into sorceries instead of instants), and this led to useful, redundant effects for games of Commander. Sylvan Tutor is a redundant Worldly Tutor and Personal Tutor functions as a duplicate Mystical Tutor, providing more consistency and tutor effects for Commander players.

There was an error retrieving a chart for Sylvan Tutor

The number three card exploded only recently thanks to the printing of Obeka, Brute Chronologist: Last Chance.

There was an error retrieving a chart for Last Chance

This card is modeled off of Mirage favorite, Final Fortune. But Final Fortune was reprinted in Seventh Edition while Last Chance was only reprinted in Starter, another relatively under-opened set. And again, since Portal was relatively unpopular, cards from that set tend to be on the rarer side.

Another tutor takes the number four spot in Portal, Cruel Tutor. This was a toned-down, significantly worse version of Vampiric Tutor. But in the world of Commander and redundancy, a tutor is a tutor!

Lastly, I want to make an honorable mention to Endless Cockroaches, a Portal card that just reached an all-time high according to MTG Stocks. The card’s flavor is spot-on—no matter what you do to kill them, the cockroaches always come back. This ability can be a source of repeated triggers, such as for Endrek Sahr, Master Breeder. But in all honesty, the card has been reprinted in a Commander product so I’m not sure why the Portal version is hitting new highs. It’s worth noting that Card Kingdom has copies in stock at $3.99, so this could be a case of price manipulation on TCGplayer.

This could be a testament to the rarity and novelty of the Portal printing. Something to keep in mind, and could mean other Portal rares may continue to be subject to price manipulation over time.

Portal II

Portal must not have been a complete bust, because Wizards of the Coast released two additional Portal sets.

Portal: Second Age was another non-tournament legal set released in June 1998. Again, there were no artifacts, enchantments, instants, or interrupts in the set. Two upgrades for the second Portal set were a) the use of standard terminology (no more “discard pile” verbiage, thank goodness) and b) the use of creature types. These were welcome updates.

However, there was a controversial aspect to the set in its flavor. The set has multiple cards that depict firearms, something that has been relatively absent from the multiverse of Magic. This was seen as a bit too real-world, and upset the traditional fantasy aficionados who prefer a world of swords, dragons, and magic.

There was an error retrieving a chart for Alaborn Zealot

Regardless of this small controversy, the set likely sold on par with the first Portal. This means these cards are probably quite rare, and again include some unique cards and functional reprints for use in Commander.

For example, the most valuable card from the set is Norwood Priestess, which retails for $109.99.

There was an error retrieving a chart for Norwood Priestess

One read of the card, and you can quickly determine how powerful it can be if it’s allowed to survive on the battlefield for a turn. The second most valuable card from the set is a bit of a head-scratcher, and is a testament to the player base who collects bears, apparently: Razorclaw Bear.

There was an error retrieving a chart for Razorclaw Bear

This card isn’t particularly good, but Card Kingdom is sold out with a $64.99 price tag. I guess it can slot in with Ayula, Queen Among Bears for Commander, so that must be what catalyzed the card’s explosive growth. Rounding out the top five you have Temporal Manipulation (which used to be more expensive before its reprint) for $57.99, Piracy for $22.99, and Deathcoil Wurm for $17.99.

A Brief Note on Portal III

There’s a third set in the series of beginner, Portal sets: Portal: Three Kingdoms. This set is the rarest, most unique, and most financially exciting of the three sets. In fact, it’s so special, that it merits its own, separate article. For that reason, this article is going to be broken down into two parts so that the right amount of space can be dedicated to this one-of-a-kind set.

The Double-Edged Sword of Portal Sets

Because Portal sets are already very old (23-24 years), rare, and contain many unique cards, you may come to the conclusion that they offer up some of the best investment opportunities in the game. To an extent, you’d be right. Anyone who speculated on the tutors, for example, when Commander was ramping up in popularity would have done quite well for themselves.

However, there’s a downside to speculating on these cards as well. Many of them have value and utility in Commander, where players need just a single copy for certain decks. Because these cards are so rare, a lot of their value is derived from their scarcity and this player demand. Any sort of sizable reprint could significantly hamper the card’s price.

For example, Temporal Manipulation is a Time Walk effect, so you know it’ll always have demand. A few years ago, this was a $100 card and was on track to climb even higher. Then it was reprinted in Ultimate Masters, and the card’s price dropped in half, to about $50. Ultimate Masters and Judge Promo copies are even cheaper, and the card also shows up on The List. Today, the Portal: Second Age printing still hasn’t recovered much of its loss and hovers around $60.

There was an error retrieving a chart for Temporal Manipulation

None of these cards are on the Reserved List, and this is an inherent risk to them. Any sizable reprint could absolutely crush their value. Granted, these novel printings from 1997-1998 are likely to maintain their value and carry a premium over the reprinted versions, but their upside potential would be severely stunted. Imagine if Norwood Priestess were to be reprinted in a future masters set—the implications for the card’s price would be dire. I can only imagine how far Razorclaw Bear could fall if it showed up in some future Commander product.

Wrapping It Up

Once unexciting and unallowed, Portal and Portal: Second Age cards are some very interesting investment ideas for MTG finance. The cards are rare, old, and some have unique effects that have not been seen in subsequent sets. Others are toned-down reprints, offering redundancy for Commander players.

While this presents some upside potential—especially if a new Commander card is printed that drives sudden demand (a la Razorclaw Bear)—there’s also some inherent risk. None of these cards are on the Reserved List, and because their value is somewhat tied to their rarity, a sudden surge in new copies entering the market could bode very poorly for their price. For this reason, it’s important not to go too deep with a single card from the set.

If you are interested in speculating on these sets, I’d recommend diversification. Picking up a smattering of interesting rares would limit your downside risk should a card or two get reprinted, while also increasing your chances of scoring a “hit”.

What’s the next hit going to be? I can’t pretend to predict. My advice would be to browse inventory on TCGplayer and Card Kingdom of the rares from the set and make note of any that seem to have low stock. If the card hasn’t been reprinted before, it is an even better idea. One that catches my eye by using this approach is Harsh Justice. It’s sold out on Card Kingdom, there are just a smattering of copies on TCGplayer, and the card has never been reprinted. I like this one so much, in fact, that I grabbed a playset while writing this article!

There was an error retrieving a chart for Harsh Justice

I’m sure there are others that can be found applying a similar approach. Perhaps the most enticing ideas are from Portal: Three Kingdoms. In that case, stay tuned for next week, when I dive deeper into this extremely rare, valuable set!

Forgotten Realms: Spoilers and More!

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Adventures in the Forgotten Realms, Magic‘s 88th expansion, is scheduled to be released on July 23, 2021. Set in the world of Dungeons and Dragons, Adventures in the Forgotten Realms contains 281 cards and will continue to include randomly inserted premium versions of all the cards. Players will be able to purchase regular Draft Boosters, Theme Boosters, Set Boosters, Collector Boosters, an Adventures in the Forgotten Realms Bundle, and four Commander decks.

The Magic team worked with the Dungeons and Dragons team on every aspect of the set, which should prove to be quite an interesting crossover! Check back with us frequently for the latest spoilers and my MTG Finance flavored commentary! I’ll be covering our favorite highlights from spoiler season – if you want to see the entirety of everything that has been spoiled you can check out Wizards’ updated card gallery once it has gone live on their site.

June 24th, 2021

It's officially full-on spoiler season! There's some wild stuff coming out for us, and I am (as I seem to be every set) SO EXCITED.

We were shown a super cool Dragon Knight, Nadaar, Selfless Paladin, who lets you venture into a Dungeon and gives bonuses for completed dungeons! And Shortcut Seeker also lets you have some Dungeon fun, but what is a dungeon you ask? Well, read about them here and then check these out:

I have to admit, I was super intimidated when I saw these, but after looking at them for a bit I've decided I'm super excited for this new element to the game. They're like, pick your own adventure sagas! Pulled directly from Dungeons and Dragons adventures many gamers will be familiar with. Dungeon of the Mad Mage,Lost Mine of Phandelver, and Tomb of Annihilation all look like fantastic fun and I'm excited to see how they play!

We get a bard planeswalker! Ellywick Tumblestrum looks super fun, and I am HERE for this extended art.

Cloister Gargoyle is another classic foe that many roleplayers will be familiar with, and it comes in a sweet alternate art! Speaking of alternate arts, LOOK AT THIS Evolving Wilds! When we started seeing leaks of this style of card, I was certain they were fake but apparently not! These will join the ranks of cards that don't look like traditional cards that irritate a portion of the player base, but I bet they will end up being sought after.

June 9th, 2021

Today on the official Dungeons and Dragons Twitch channel we got a peek at two rares from the upcoming Forgotten Realms spoilers!

Flumph is a hilarious defender that will allow for some excellent political decisions in Commander games when you get to pick from multiple opponents when deciding who gets to draw that extra card, and Tasha's Hideous Laughter could be a sneaky way to help mill your opponents without ever having to send their cards to the graveyard.

May 20th, 2021

Today was mostly overshadowed by Modern Horizons 2 spoilers, but we still got a look at some super cool characters pulled straight from Forgotten Realms lore!

Drizzt Do'Urden is a fan-favorite character from Forgotten Realms novels, and as someone who read a TON of them as a kid I'm super excited to see him on a Magic card! Double Strike makes a lot of sense flavor-wise, and I'm stoked that he can create Guenhwyvar!

Bruenor Battlehammer is another classic character with some neat abilities!

They decided to make Lolth, Spider Queen a planeswalker! I think that's a super cool choice, and I think this is going to be a super fun planeswalker to play with.

May 6th, 2021

Today gave us just a taste of the upcoming crossover set, and I'm already pretty excited! (I know, I know, when am I not excited about new cards?)

THE BASIC LANDS HAVE FLAVOR TEXT! How cool is that?

I'm fairly new to D&D, only having been in a few campaigns in the past year or two, but it's still super exciting to see the world reflected in the cards! Vorpal Sword is super flavorful, and even though the big effect seems pretty unattainable, but I'm going to try to pull it off at some point! Tiamat also looks like a ton of flavorful fun, and I hope I get to see him summon a whole gang of dragons at some point.

Power Word Kill is a sweet, flavorful removal spell that will be great in limited, and Prosperous Innkeeper is a super fun, super flavorful little halfling!

Portable Hole is a sweet call out to a hilarious D&D thing, and also seems like it'll be a decent removal Artifact!

Finding Humanity in Modern Horizons 2

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If one alludes to an article, one needs to follow-through. In literature, the principle is known as Chekov's Gun. Last week, I created expectations for an article about my experiences testing Humans, so this week I have to actually write that article. Which is fortunate; I've tested enough that I'm able to discuss the various variations I've encountered, because I've actually tested them. And the conclusion I've reached is that Humans is in a weird place in this developing metagame.

That's not much of a revelation. It's a new metagame filled with new decks; of course a deck will be in a weird place. The whole format is weird, how could it not be? And that is true. However, what I mean is that Humans has a ton of options available, and the correct decision is entirely based on how everything else shakes out.  Some options are better in a slower Modern, others fast, and many could be good in either depending on what decks are seeing play. So it is obviously impossible for me to cover everything in one article. However, I can give a general overview of post-Modern Horizons 2 Humans and provide some guidance for tuning the deck once the metagame starts to make sense.

The Key is the Core

The key to tuning any deck is remembering what the deck wants to do and the cards that make that happen. I realize that this seems obvious, but I've made the mistake of over-tuning my deck before, just like everyone else, so it bears repeating. Every deck has some core of cards that define that deck and are critical to its identity, strategy, and metagame position. Any changes made to that core are risky, though potentially rewarding, as Jund Rock learned when it adopted Death's Shadow and Lurrus of the Dream-Den. The Humans core is rather small, which makes brewing and tuning around it relatively easily. Players also seem to agree on that core, based on decklists I've seen anyway, though I don't think it's ever been outright stated anywhere. Which is odd, because it's only four cards:

  • Champion of the Parish
  • Thalia's Lieutenant
  • Meddling Mage
  • Mantis Rider

I process a lot of decklists to make the metagame updates, and when Humans make the standing, these four cards are (almost) always four-ofs. Every other card varies wildly in number and even whether it's included. These four cards are always in a Humans list, and are never less than a three-of. In those rare cases, it's almost always Meddling Mage getting trimmed. The reason these are the core cards is that Humans is an aggro deck first and foremost, and uses creature-based disruption to seal games. Champion is the best beater available. Lieutenant is both another beater and a way to make the team an actual threat. Mantis is another solid body but also has haste and evasion, making it a burn spell too. Meddling Mage is the best disruptive creature at its mana cost, but it also requires a lot of format knowledge, which is why it's often cut.

This list does not include Aether Vial. Vial is a card I'd never cut from Humans or even trim maindeck, but that is not a universally held position. I've run across a number of decks that didn't run Vial. I find that mystifying, but it happens. However, even if Vial was universal, I still wouldn't place it in the same category as the core creatures. Vial facilitates the disruptive aggro plan, but is not a part of it. Vial is also doing a lot of mana fixing and smoothing, making it the key enabler for the deck, but not part of the core strategy. Semantics aside, I'd still never cut Vial from Humans.

Don't Forget Your Roots

The other key to remember with Humans is that there is a reason that 5-Color Humans has been the standard for the deck since 2017 (although there have been numerous other versions over the years). A not-insignificant aspect is that the prismatic mana base allows Humans to play the best humans available while any less colorful deck will have to make compromises if not sacrifices. It also means that the Humans sideboard is among the most flexible available. It's not necessarily more powerful than any other sideboard, but if there's an effect that's needed (and it's on a creature), Humans can run it.

However, the biggest reason for 5-Color's displacement of other variations is that it has the best game 1 against the field. Every Humans deck must ask itself if it has a better opening sequence than Noble Hierarch into Mantis Rider, attack for 4. In certain contexts and matchups, that is absolutely possible. For example, Esper Sentinel into Thalia is stronger against many control lists. However, in a vacuum, the answer is no: there is no more aggressive Humans opening. And remember, killing the opponent is the ultimate form of disruption. I've tested plenty of Jeskai and Esper variants recently, and while they have advantages over 5-Color, it's only in very specific instances. Thus, I'd stick with 5-Color unless something drastically changes in the metagame where said specific instances are more common.

Being Basic

Thus, the first question when dealing with Humans post-Modern Horizons 2 is whether it's even worthwhile to change the deck. The template from 2017 is still quite solid, which is probably why it's the most common version I've seen so far. Humans has received a lot of Modern playable cards over the past year. I've tested and/or actually played Charming Prince, Containment Priest, General Kudro of Drannith, Drannith Magistrate, Elite Spellbinder, Luminarch Aspirant, Sanctum Prelate, Sanctifier en-Vec, and Silverquill Silencer. There's no way to integrate all those cards, so maybe don't bother. Humans has always played 1-3 flex slots, so rather than try to reinvent the wheel, just slot in the right card for the job given the expected metagame. I ran this fairly standard list to 3-1 at my last FNM, beating Amulet Titan, Grixis Death's Shadow, and a 4-Color pile, losing to Burn when I drew poorly.

Basic MH2 Humans

Creatures

4 Noble Hierarch
4 Champion of the Parish
4 Kitesail Freebooter
4 Meddling Mage
4 Phantasmal Image
4 Thalia's Lieutenant
3 Thalia, Guardian of Thraben
4 Reflector Mage
4 Mantis Rider
2 Sanctum Prelate

Artifacts

4 Aether Vial

Lands

4 Ancient Ziggurat
4 Cavern of Souls
4 Horizon Canopy
4 Unclaimed Territory
1 Island
1 Plains
1 Seachrome Coast

Sideboard

2 Chalice of the Void
2 Grafdigger's Cage
2 Auriok Champion
2 Collector Ouphe
3 Deputy of Detention
2 Plague Engineer
2 Magus of the Moon

The deck runs as well today as it ever has, so why change everything? I was running Prelate anticipating lots of Prowess, control, and cascade. There was a lot of control present, but I didn't hit any. In fact, I only drew Prelate once against Burn where I was mana screwed. Had I cast Prelate, I probably win that game, but I couldn't and don't. The deck was still solid in the open meta, my sideboard was broad enough to cover the field, and a blistering Humans attack was still very strong. There's no compelling reason for me to change up the formula.

I did test Sanctifier en-Vec over the Grafigger's Cages. Sanctifier is much better against Prowess and Dredge, but significantly worse everywhere else. I didn't expect much Dredge, but I did expect lots of Collected Company decks, so Cage was the choice.

The Big Weakness

The biggest problem with this list is that it's so well known at this point, every competitive player should have a plan against it. Humans is just as weak to Torpor Orb, Blood Moon, and sweepers as it ever was. And as soon as your first tribal land hits the field, your opponent will be drawing on their years of experience against Humans to plan their counter. And it will work because, again, this is Humans 2017 style.

The Big Strength

That's not the end of the world, because 2017 Humans is still very strong. Plus, it's not exactly a metagame force online anymore. Any player that is basing their deck and sideboard decisions on MTGO will overlook Humans to your advantage.

Cascade Competitively

However, there are players trying to actually innovate with Humans. The first place I saw them go was incorporating Shardless Agent for basically the same reasons that Jund ran Bloodbraid Elf. And it works.

Shardless Humans, ichi-roku (Modern Challenge, 2nd Place)

Creatures

4 Shardless Agent
4 Noble Hierarch
4 Champion of the Parish
3 Kitesail Freebooter
4 Meddling Mage
3 Phantasmal Image
4 Thalia's Lieutenant
3 Thalia, Guardian of Thraben
4 Reflector Mage
4 Mantis Rider

Artifacts

4 Aether Vial

Lands

4 Ancient Ziggurat
4 Cavern of Souls
4 Horizon Canopy
4 Unclaimed Territory
1 Island
1 Plains
1 Seachrome Coast

Sideboard

2 Chalice of the Void
3 Grafdigger's Cage
3 Kor Firewalker
2 Blightbeetle
3 Deputy of Detention
2 Damping Sphere

When I tested this deck, I thought it was a bit top-heavy, and ended up cutting a Reflector Mage to add back Kitesail Freebooter. The curve felt better, but Freebooter wasn't the most inspiring cascade hit. Which was something of a problem for Humans. Agent does its job very well, but all it finds are 2/2's for 2. The best hit is Lieutenant, but it's very annoying that Agent isn't on the battlefield when Lieutenant resolves. Still, the deck was still very solid and a reasonable option.

The Big Weakness

That said, I feel that a lot more work needs to be done to make Shardless Humans a real contender. A lot of the aforementioned problems are more my unreasonable expectations in comparing Agent in Humans to Bloodbraid in Jund. The former will always be weaker than the latter, and it's unreasonable to expect anything else. Shardless is being played because it's a human that can find another human and immediately cast it, netting a huge swing in card advantage and tempo.

The problem is that sometimes that doesn't happen. Hitting a Hierarch in general isn't great and Phantasmal Image on an empty board is heartbreaking, but both are manageable. The worst is hitting Aether Vial, and in fact that card is Agent's biggest stumbling block. Drawing lots of Vials is a great way to lose with Humans generally, but cascading into a card which will be effectively blank at that point in the game really hurts. The bigger problem is that Agent is only valuable when it is cast. Vialing in Agent is a huge waste, and that is frequently the only way to hit three drops in a 19-land deck. My testing indicated that Humans would be better off dropping the Vials and running extra lands and some more hits to maximize the Agent. However, that deck had its own problems.

The Big Strength

That said, it is definitely worth trying to make Agent work because Humans has forever longed for a card advantage creature in grindy matchups. Militia Bugler tried but couldn't really fill that slot, and Dark Confidant was just too fragile. Shardless has some of Bugler's problems in that it can't hit Mantis Rider, but it always hits a card right away and pays for it, which is miles better than Bugler or Confidant can manage. If the format were more Jund and control oriented, Shardless would be the way to go. The question is how to make the cascades better.

Recruiter Rebuild

The other option that players (including myself) have tried is Imperial Recruiter. Again, Humans wants card advantage creatures, and Recruiter is a tutor and a body. An amazingly anemic body that still doesn't tutor for Mantis Rider, but it does hit every other commonly played human. I ran two in my flex slots and thought they were pretty meh. Finding a Lieutenant to break through was great, and so was finding Meddling Mage right before a combo turn. However, Recruiter was such a weak threat on its own that unless I'd set up everything with Vial already, its impact was mediocre. Still, other players are finding success using Recruiter in a toolbox fashion.

Recruiter Humans, madaa (Modern League 5-0)

Creatures

2 Esper Sentinel
4 Noble Hierarch
4 Champion of the Parish
3 Kitesail Freebooter
4 Meddling Mage
2 Phantasmal Image
4 Thalia's Lieutenant
2 Thalia, Guardian of Thraben
3 Reflector Mage
3 Imperial Recruiter
4 Mantis Rider
1 Sanctum Prelate
1 Deputy of Detention

Artifacts

4 Aether Vial

Lands

4 Ancient Ziggurat
4 Cavern of Souls
3 Horizon Canopy
4 Unclaimed Territory
1 Island
1 Plains
1 Sunbaked Canyon
1 Fiery Islet

Sideboard

2 Kataki, War's Wage
2 Blightbeetle
2 Auriok Champion
2 Lavinia, Azorius Renegade
2 Deputy of Detention
2 Dismember
2 Sanctifier en-Vec
1 Sanctum Prelate

Madaa really went all-in on the toolbox with a sideboard filled with tutorable bullets. And if you want to go this route, I would advise fully committing, perhaps even more than madaa did. However, there is a problem with the deck.

The Big Weakness

Or rather it's a problem with toolboxes in general. If you fill the maindeck with bullets but aren't in the right matchup for that bullet, you're drawing a blank. Plus, toolbox decks necessarily lean heavily on said their tutors. This deck is playing fewer disruptive creatures than the other decks with the expectation that Recruiter will make up the difference. And that is a huge weight to place on a three-of 3-drop. In my testing, Recruiter struggled to carry that load, which consequently meant the deck really struggled and felt clunky.

The Big Strength

The same strength that every toolbox deck has: when it works, it really works. For all Recruiter's struggles in game 1's, it shone in sideboard games. Casting Recruiter on turn three and Vialing in the right piece of sideboard hate is utterly devastating in many matchups. To the point that I feel like the Recruiter deck wants to maximize that aspect. This means a full set of maindeck Recruiters and possibly another land to make casting Recruiter easier. This might mean trimming the other three drops more.

Humanity Prevails

The thing with Humans is that it is always a strong deck and infinitely adaptable. I'm sure that more and wilder lists will make waves before too long. As for me, I'm going to stick with what I know and the standard Humans list because I don't think I need to fix what isn't broken. And also because my attempts to go a bit wild haven't worked out well, but that's a topic for next week!

Commander Legends Speculation Revisited

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I want to preface this article by emphasizing that I think there is more risk than I typically find acceptable in my normal speculation. However, I also know that there are plenty of less risk-averse speculators who are more willing to gamble with their money than myself. After all, I am the type who when they go to Las Vegas for a MagicFest prefers to watch the people playing $10 blackjack hands and only plays the $1 hands.

The basis for this opportunity is the fact that WotC's printers seem to be very backed up at this time. With the new slate of products already in the pipeline, it already seems unlikely that some recent products will get additional print runs, even if WotC originally intended to produce them. Commander Legends is the big one that comes to mind currently.

While we have been told that it isn't a limited print run, the backlog at the printers may actually turn it into one. If this holds true, then there are definitely some Commander all-stars from the set which should continue to go up in value as long as they remain scarce. Looking at TCGplayer, there are plenty of boxes of Commander Legends available, though I'm not seeing any packs or boxes on shelves at any of my local game stores.

My favorites are:

There was an error retrieving a chart for Triumphant Reckoning

I am a huge fan of this card as a speculation target. Looking at this cycle of big mana mythic sorceries from CLG, Triumphant Reckoning comes off as the one most likely to outright win the game should it resolve. It has similar predecessors in Replenish and Open the Vaults, however, though both of those cards also returned an opponent's cards, which depending on opposing decks could make casting them a poor decision. Triumphant Reckoning on the other hand only returns from your graveyard, and even tacks on planeswalkers, which is a nice addition. Honestly, it blows my mind that I was able to buy a fair number of copies at near bulk mythic prices, around $0.6-$0.7 per copy.

I have previously written about my belief that people underestimate the rarity of the extended art cards from recent sets. The actual extended art, not the borderless, cards are only available in collector boosters and only in 1 (if rare or mythic) or 3 slots per pack if they are uncommon or common. Given that info, while I have picked up the regular versions, I am an even bigger fan of the extended art versions and foil extended art. Caveat: with any modern-day foils from WotC, the fear of "pringling" may be enough to keep some people away from these, though they do look gorgeous.

There was an error retrieving a chart for Port Razer

I honestly feel bad recommending this card yet again, just as I've already recommended Triumphant Reckoning, however, my previous points still remain valid and this card seems very under-appreciated at the moment. This card simply needs something like a Bedlam in play to allow an aggressive deck to go ham on the entire table. Many players may not remember the days when Hellkite Charger was a Commander staple and Port Razer gives you multiple combats without having to sink mana into it, though admittedly Port Razer can't go infinite without some additional help.

There was an error retrieving a chart for Keeper of the Accord

While this card can't be purchased online for anywhere near bulk pricing, cards that trigger multiple times per turn cycle are always something to keep an eye on. The second ability is the one that most people likely focus on as white typically has few ways to really ramp, so this type of card is crucial for white decks that don't include green. It's important to note that the extended art version of this card is already double the regular price and the foils are double that.

There was an error retrieving a chart for Horizon Stone

I honestly think this is one of the cards in the set that has flown mostly under the radar. Omnath, Locus of Mana was a powerful commander once upon a time thanks to providing the player with a unique way to ramp on future turns. Horizon Stone allows any color combination to use this type of ramp. The catch is that the mana becomes colorless. This is another one of those cards I like as an extended art or extended art foil thanks to the low buy-in price and limited quantity in existence.

There was an error retrieving a chart for Rakshasa Debaser

Admittedly, I haven't gotten a chance to really break this card yet, though it feels like it is the type of card that is either very good or very bad in many situations. Perhaps it is the optimist in me, but given how many Commander decks play out of the graveyard, this seems like a card I am likely to slot into most decks that play black simply for the amazing utility.

Conclusion

I'm a fan of all the cards on this list, enough that I've purchased multiple copies of all save Keeper of the Accord and that's only because it's the most expensive card on this list. I'll be the first to admit that I have been rather bearing on any and all MTG speculation the past year or two thanks in large part to the fact that my game stores have either been shut down or more recently have limited seating capacity which keeps players from playing in person.

Without that, I see no reason why there would be a strong desire to purchase actual cardboard when you can't play with it, however, as vaccination numbers continue to rise and game stores begin to open up, I wouldn't be surprised to see all the pent up demand push Commander staples upward.

A Look at Set-Themed Commander Decks

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My four-year-old daughter knows I like “Magic cards” and that’s about the extent of her involvement in the hobby. So when my birthday came and went this past weekend, it’s no surprise that she insisted on picking out some cards for me as a gift.

As I opened the box, I was met with a Kaldheim Commander deck: Elven Empire.

I’ve seen these Commander decks in my local store before, themed around a given set. But I really didn’t know much about them until I received this gift. I know that they’re less expensive than the annual Commander decks, and they probably have a narrower card pool since they are themed around a set. But other than that, my experience with sealed Commander decks never involved such a product.

A Brief (Personal) History

I remember when Wizards of the Coast started producing preconstructed Commander decks back in 2011. Back then Commander was still a newer concept, but the products were a major hit and WOTC has continued to produce different Commander products annually ever since. But from day one I never looked at these products as a way to build/play Commander out of the box.

Instead, my personal experience with Commander back in 2011 revolved around one card: Scavenging Ooze.

There was an error retrieving a chart for Scavenging Ooze

You see, each of the 2011 Commander decks had an MSRP of $29.95. Because of its power in Legacy, Scavenging Ooze’s price upon release was north of $30. If you could find these decks at your local Walmart, Target, etc. at MSRP, you could crack them open, sell the Scavenging Ooze and a couple other cards, and have yourself a nice profit and a bunch of “free” leftovers.

The result: you could find lots of the other decks at your big-box retailers, but finding Counterpunch (the deck with Scavenging Ooze became very difficult. People would drive around from store to store buying any copies of Counterpunch they could, leaving the rest behind to rot on shelves.

As an aside, the same problem occurred in 2012 when Wizards released their cycle of Planechase decks. One deck in particular, Chaos Reigns, contained two copies of Shardless Agent—these could be sold, along with a couple other cards, to cover the cost of the entire deck. The same issue occurred then with deck availability as well. More recently, it seems Wizards has tried to do a better job of splitting power across decks equally so there is less of an availability issue.

I have not known any of the new set-themed Commander decks to experience such an imbalance; when I browse my local Meijer, I have seen a full representation of decks.

Does that mean there’s nothing particularly exciting in them? Is WotC simply printing more sets to meet demand? What’s the value of these set-themed Commander decks?

Examining Set-Themed Commander Deck Prices

When I browse Kaldheim Commander singles on Card Kingdom and sort by price, highest to lowest, I am surprised to see an uncommon in the number one and two slot: Sol Ring ($2.49) and Swiftfoot Boots ($2.29), respectively. With all the rares in the set and some unique cards (including the generals), I can’t believe none of them are more desirable than these ubiquitous artifacts. In fact, the commander I received as a gift, Lathril, Blade of the Elves, retails for just $1.99.

There was an error retrieving a chart for Lathril, Blade of the Elves

This begs the question: are these absolutely horrible to purchase? Can their value be so abysmal that the decks make for poor financial decisions?

First of all, there is some value to buying a playable Commander deck in a single purchase, right out-of-the-box. While the cards are mostly newer and there are surely opportunities to fine-tune the list, I wouldn’t be surprised if some of these decks were functional enough to survive in a kitchen-table game of Commander. I won’t discount this fact. Add in the fact that the decks are relatively inexpensive ($25 for Elven Empire and $16 for Phantom Premonition on TCGplayer) is another positive. These are cheap ways to get a playable Commander deck!

But I am wondering if there’s long-term potential for some of these unique Commander cards. Sol Ring and Swiftfoot Boots will always be in demand and carry a little value, but are there other singles that could be worth more over the long haul, especially if they dodge reprint?

There was an error retrieving a chart for Swiftfoot Boots

It’s hard to say with certainty since these set-themed Commander decks are a recent phenomenon. They started with Zendikar Rising, and those two decks can be purchased for $32 total, so they haven’t shown any appreciation just yet. None of the individual singles really stand out, either. So clearly the timeline for any sort of potential financial gain is longer than a year.

The Case for Elven Empire

Bear with me here—I am admittedly biased because I received the Elven Empire deck as my gift. But I think my daughter made the right choice; among the two Kaldheim Commander decks and two Zendikar Rising Commander decks, Elven Empire has the highest sealed price on the secondary market. Even though the most valuable card in the deck is still just Sol Ring, I think this deck in particular has the most upside potential.

Why? The answer is simple: Elves! Elves are a popular tribe, and as I leaf through the cards in this deck I’m seeing some pretty solid Elf cards. The commander, Lathril, Blade of the Elves, surely has some upside potential as a Commander. Beyond her, there are numerous cards themed around Elves, which may have utility in all sorts of casual Elf builds: Elderfang Venom, Crown of Skemfar, Serpent's Soul-Jar, Ruthless Winnower, and Dwynen, Gilt-Leaf Daen to name a few.

There was an error retrieving a chart for Dwynen, Gilt-Leaf Daen

Then there are the elf-themed reprints that previously were worth some decent coin. Rhys the Exiled comes to mind, a rare from Morningtide that spiked to over $15 as recently as this year! Imperious Perfect is another powerful Elf reprint—before all its reprints, this uncommon from Lorwyn used to be worth over $5. Let’s not forget about Elvish Archdruid and Wood Elves, which have always been worth a buck or two.

There was an error retrieving a chart for Rhys the Exiled
There was an error retrieving a chart for Imperious Perfect

The fact that this Elf-themed deck contains so many solid Elf reprints, new Elf cards, and a new Elf commander explains why this deck in particular sells for more than the other set-themed Commander decks. Out of the few decks that fall in this category, Elven Empire has the most upside potential so far. I wouldn’t advocate going out and buying up 100’s of these decks, of course. But if you have any interest in Elves as a tribe, this is a nice product to get you started. For this reason, I see some upside potential.

Wrapping It Up

Of course my four-year-old did not have an eye towards Magic finance when she picked out this particular product for my birthday. She just liked the girl on the box! But by a twist of fate, I believe she picked out the most interesting set-themed Commander deck with the most financial potential.

Granted, I try not to sell my birthday gifts on principle—I’ve already opened the box and I look forward to shuffling up the cards and playing with the deck. It’s probably going to be more powerful than the Commander decks I made myself, which tend to be casual in nature and filled with cards I find silly and entertaining. But since MTG finance is in my blood, I couldn’t help but do some research on the product and learn more about it.

The result of my research is summarized in this article. If you’re unfamiliar with these set-themed Commander decks and were curious about them (as I was), hopefully this article sheds some light on what they’re about. I doubt we’ll see Wizards but a Scavenging Ooze or Shardless Agent type card in these sets, so they won’t lead to immediate profit. But the Elf-themed deck, in particular, may offer some possible long-term growth given the popularity of the tribe. It’ll be interesting to see how this deck (and the others) perform on the secondary market given enough time.

It wouldn’t surprise me if a few years from now, some of these Elf cards eclipse Sol Ring and become some of the more expensive cards in the set. And sealed decks, in particular, could appreciate nicely over time (though keep in mind shipping costs on these could really eat into profits). Now that I own the deck, I’ll probably keep an eye on prices to see if the trend plays out.

Buying Into Modern

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With all the hype from Modern Horizons 2 spoilers, you’re excited to dive into the Modern format for the first time. So where do you begin? Understanding what makes Modern tick as a format, apart from the obvious of what cards are legal, is the best place to start.

Modern has been a hugely popular format since its introduction. The large non-rotating card pool allows a diversity of competitive decks suitable to a variety of play styles, and the format is typically more stable and less prone to shake-ups with the release of each new Standard set. The small card pool and frequent fluctuations of Standard – both through frequent additions and yearly subtractions to the format via set rotation – limit deck choices to only a handful of competitive decks and reduce opportunities for long-term investment in the format.

With upwards of twenty-plus viable competitive decks to choose from, Modern does not suffer from these limits. The format’s metagame diversity, coupled with relative stability means it is possible to invest in a deck that suits my playstyle and have confidence that it will remain viable long-term with only slight changes or adaptations needed as new sets are released or as the metagame shifts. So where does this leave a new player looking to get into Modern?

Know The Decks In The Format

To determine what we want to play, it helps to understand the viable decks in the format. While this will evolve over time, looking at the top decks can point us in the right direction. These are the top ten decks in the format according to MTGGoldfish as of this writing:

Modern Metagame

Only looking at results over the last week or so since Modern Horizons 2 debuted on Magic: the Gathering Online, we can see the impact the set is having on Modern. Cards like Urza's Saga, Shardless Agent, Counterspell and new tier-one removal spell Prismatic Ending are all making their presence felt.

There was an error retrieving a chart for Prismatic Ending

The biggest takeaway when looking at the top ten decks in the format is that being proactive wins games. While Temur Cascade and Mill both have some reactive elements, Esper Control is the only dedicated control deck cracking the top ten.

Choosing A Proactive Deck

If you’re new to Modern, a proactive deck is a great place to start. It gives you a focused game plan to execute, regardless of what other deck you might be up against. There’s a learning curve to piloting any deck well and learning to pilot a proactive deck not only gives you a leg into the format, but also positions you to see how other decks play against yours, and how they execute their game plans. Of the proactive decks in our top ten, my favorite is Blitz.

Blitz has a proactive game-plan of getting your opponent dead as quickly as possible, often as soon as turn four on the play. It also includes two – four Scalding Tarns, which thanks to the reprint in MH2 are down in price, making release weekend or shortly after release a great time to invest in these, and all the enemy-colored fetch lands. Coupled with the relatively low overall buy-in of Blitz compared to the other top decks in the format, it’s a great first deck to buy into for Modern.

There was an error retrieving a chart for Scalding Tarn

Long-Term Prospects for Blitz

I anticipate Blitz remaining a top contender in the format moving forward. While most of the goodies in Modern Horizons 2 feel tailored to boost existing archetypes and to attempt to add more viable archetypes into the mix, I don’t see anything in the set that renders the deck unviable. While it remains to be seen if cards like Flame Rift, Harmonic Prodigy, or Ragavan, Nimble Pilferer will slot into the deck, they are all cards I’ll have on my radar to pick up cheaply if the list is modified to include them.

Pick A Deck That Suits Your Playstyle

What if aggressive decks like Blitz are not your playstyle? Perhaps you want to play control or combo? I would say do so. Part of the fun of Modern is being able to play the kind of deck you enjoy. As a control player at heart, I’m stoked to be sleeving up a set of Counterspells for use in Modern for the first time, and trying to figure out which art I want to use.

Counterspell

The buy-in for Esper Control, just as one example, is more than double that of Blitz, making price a real consideration for many players. I started with Modern when it first became a constructed format years ago, and the first Modern deck I built was Burn for just that reason. Over time I was able to acquire the pieces I needed for Control through a combination of drafting, buying, and savvy trading. It was a long road to playing my preferred deck type, but it allowed me to have a deck to play in Modern and be competitive while working towards my ideal deck choice. If you are going to buy into a control deck as your way into Modern, be cautioned that the learning curve I described with proactive decks may be harsher, as you will be forced not only to quickly learn the decks in the metagame but also how to react to each of those decks to have hope of victory.

Playing Combo for The Win

There are several combo decks to consider in Modern. Amulet Titan is the one on most people's radar, but the deck I’d personally choose if buying into Modern is either Ad Nauseam or Gifts Storm. Ad Nauseam is comparably priced to Blitz, with its second-most expensive card being Thoughtseize, a format staple which pretty much every deck with black mana will run some number.

There was an error retrieving a chart for Thoughtseize

Gifts Storm, taking its name from the powerful tutor Gifts Ungiven and the notorious storm mechanic, is one of the cheapest decks in the format in which to invest, with most lists not running a single fetch land unless they have a sideboard strategy involving Blood Moon. Both decks can be difficult for an unprepared opponent to interact with, making them powerful and cost-effective ways to get into Modern.

Exploring the Horizons of Modern

With dozens of decks in the format, and more sure to pop up thanks to Modern Horizons 2, the options presented here are just a small sampling of the possibilities that await you in Modern. For deeper dives into the format, check out the podcast Turn One Thoughtseize. Ahren Gauthier and Ari Lax do a great job analyzing not only the top decks but also plumbing the depths of the format for new ideas and forgotten gems.

What cards from Modern Horizons 2 have you excited to play Modern? What deck did I miss that you think a player getting into the format should invest in? Share your answers in the comments.

Modern Horizons 2 and Summer Regressions

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While Summer Solstice isn’t until June 20th, 2021, it sure feels like summer is in full swing. The heat is rearing its ugly head, my allergies are in full force, and in my neck of the woods, the largest brood of Cicadas numbering up to 1.4 million per acre are out and about. I also went on the obligatory “summer family vacation” and we haven’t even hit the middle of the month yet.

In the world of Magic finance, the summer is a time of consolidation—prices drift lower as people find alternate activities out-of-doors for entertainment. This is magnified this year by the re-opening of the world as we (hopefully) look at the pandemic in the rearview mirror and start to look ahead to a semblance of normalcy.

I have already seen some signs of weakness, but it isn’t widespread. This week I’ll highlight some areas of interest, including a two-week look-back at the Modern Horizons 2 article I wrote to start.

Modern Horizons 2

Two weeks ago Modern Horizons 2 preorder prices appeared far too elevated to be realistic. I wrote a strong piece detailing the lofty values of the cards and compared them to the first Modern Horizons (which remains a better investment for now, by the way). Since that article’s publishing, prices on MH2 singles have tanked very hard!

Just check out the bottom portion of MTG Stocks’ Interests Page for the biggest decliners over the past week. I zoomed out on my internet browser and I still can’t get all the MH2 decliners on one screen!

Note that these are drops in market pricing, meaning that cards have been selling at these reduced prices relative to a week ago. It was inevitable to see Inevitable Betrayal and most the other MH2 card prices to tank, but even I could not have predicted an 80% decline in a week!

Dozens of rares, mythic rares, and others have seen their prices slashed by over 50%. Only one Modern Horizons 2 card shows up in the weekly gainers section of the Interests page: Svyelun of Sea and Sky, which climbed a modest 7%. Needless to say, the set’s EV has been tanking as prices equilibrate and find a more balanced level.

A time will come when these will bottom, and much like the first Modern Horizons, there will be a buying opportunity. But there’s no need to rush. Not this early into the set’s release and not at the start of summer. Let these prices come to your levels and not the other way around.

Declines in Other New Cards

Modern Horizons 2 cards aren’t the only ones exhibiting signs of weakness. While not nearly as drastic, Strixhaven cards are still drifting lower as they seek out their relative bottom.

Over the past two weeks, the market price Expected Value of Strixhaven according to MTG Stocks has dropped from $1.75 to $1.62, a decrease of about 7.5%. While this seems like a small number, consider that a) this was over the course of just two weeks and b) this reflects the entire set. If you ask me, this kind of 2 week move is meaningful.

Ikoria has been out a good bit longer than Strixhaven, so perhaps this is a better set to consider when looking for seasonal effects. After all, Strixhaven is still relatively recent, so we could still be burning off some preorder hype prices even now. With Ikoria, we are sufficiently passed release so trends will be more organic.

You can see that the set’s expected value had bottomed and was on the rise, but I note an inflection point throughout the month of May. The set’s value had been steadily climbing until April. From April through today, however, the expected value of Ikoria has declined a hair: from a peak of $3.38 to about $3.11, an 8% decline. It’s subtle on the chart above, but it is visible.

By no means is this a Chicken Little cry, stating that Magic is ruined and the sky is falling. This is normal for this time of year, and I’m highlighting the trend for awareness and as a way of supporting the notion that things are somewhat normal in the world if Magic finance.

Older Cards

It’s harder to track older cards because their prices move in disjointed steps rather than subtle curves. A card will hold a constant price on MTG Stocks for days and then suddenly move by 30% when a single copy sells at a “new price”. Expected Value calculations also don’t carry much meaning when you’re talking about a set like Arabian Nights or Legends.

Therefore, my data source is going to be more anecdotal in nature as a result. First and foremost, there are Card Kingdom’s buy prices, which have declined off their highs lately. As recently as a couple weeks ago, most of the Revised Dual Lands were showing up on Card Kingdom’s hotlist with reasonable, though not-quite-at-their-peak buy prices. Now all duals are off the hotlist, with many offers significantly off their highs.

There was an error retrieving a chart for Underground Sea

The same trend has occurred with cards from the Four Horsemen sets with few exceptions (more on those later). I remember when Card Kingdom offered over $2,200 for a near mint Library of Alexandria. Then the offer dropped to something like $1,980, then $1,800, and now it’s at $1,680. They used to pay over $400 for near mint Erhnam Djinns and now their buy price is $340. For Moat they were paying around $1,140 as recently as a week or two ago and now they offer $940.

There was an error retrieving a chart for Moat

The list goes on and on. This isn’t a danger sign or any indication that Magic is suddenly unhealthy. This is a natural price regression after the aggressive buying we had been seeing over the past year. It’s not only healthy, but a positive sign of normalcy in seeing prices soften over the summer, as they usually do. I’m not viewing this weakness as a warning; instead, I see it as an “all clear”.

The normalcy is reflected in a return of supply to the market, another indicator that prices are softening. Card Kingdom has restocked much of the Four Horsemen sets after being out of stock for what felt like months.

I’m also noticing that ABUGames is once again listing cards from Alpha, Beta, and Arabian Nights on eBay, and auctions are ending without bids yet again. This became the norm months ago, but then it seemed like they ran out of cards to sell. Anything they listed received multiple bids the first time around. Now we’re back to the Dutch Auction style they typically implement—they list a bunch of older cards with high starting bids, no one bids, so they re-list again with a slightly lower starting bid. Rinse, repeat.

Staying Positive

Since the COVID-19 pandemic began, there was a great deal of uncertainty around what would happen to various markets. Would there still be demand for Magic cards in a world where there were no in-person events? How would Wizards maintain a cycle of new releases without the hype of prereleases? What would happen to Modern staples with no Modern tournaments taking place?

These doubts were in the back of my mind, especially when it was yet unclear what kind of reach the pandemic would have into our lives. But my concerns quickly shifted from card demand being too soft to card demand being too strong! Prices, especially on the older stuff that I follow most closely, were going through the roof and there was no supply to replenish the market.

I watched closely as Card Kingdom upped their buy prices again and again to new highs; other vendors, such as Star City Games and ABUGames also moved their buy prices up in step. In some cases, Star City Games leapfrogged over Card Kingdom, paying even more aggressively on certain singles. I was left wondering if the madness would ever end!

There was an error retrieving a chart for City in a Bottle

Well, it appears the madness will indeed end, and that end is happening now. Don’t get me wrong—prices are going to settle much higher than they were two years ago. But they aren’t near the astronomical peaks they once saw. Such explosive growth is unsustainable, and we were destined to overshoot to the upside. Now that we have, it’s natural to see prices retreat back toward a more sensible level.

What helps me feel especially optimistic, despite the fact that my Magic portfolio’s value has been on the decline these last couple months, is seeing the pocket of strength that lingers in the market. On the whole, prices aren’t cratering; I suspect we’ll see some softness for a couple months at least, but at least they aren’t retreating in a threateningly fast manner.

And on an individual basis, some cards are still training near their highs, perhaps reflecting a true shift in demand for the cards. For example, Card Kingdom is still paying $325—near highs—for Rasputin Dreamweaver. Also from Legends, Dakkon Blackblade and Acid Rain continue to trend favorably on buylists.

There was an error retrieving a chart for Acid Rain

From Antiquities, Candelabra of Tawnos has held up reasonably well and Argivian Archaeologist is still at (or at least near) its all-time high buy price of $180. The Dark buy prices have weakened somewhat, but isn’t that a good thing? The cards from that set are nowhere near as powerful or rare as those from Arabian Nights and Legends.

There was an error retrieving a chart for Argivian Archaeologist

I view these pockets of strength as reassuring—a reflection that prices are correcting as needed, but also the market’s acknowledgment that some cards should be trading at higher prices due to their utility, collectability, and rarity.

Wrapping It Up

I took a rare week off last week from writing to enjoy my family’s summer vacation. Despite experiencing the lingering effects of COVID-19, I must say the experience of “getting away” helped life feel more normal than it has any other time these past 15 months.

As I review the current state of Magic’s secondary market, I’m seeing equivalent signs of normal activity. Just like we saw with the Reserved List buyouts from a couple years ago, we’re seeing a gradual, deliberate retrace in prices after things became far too lofty.

When we saw the pullback a couple years ago, it led to a lengthy period of consolidation. Prices stabilized and then didn’t do a whole lot for a while. This was a resting period before the market could heat up again, and prices could climb to the next level. Now we’re seeing history repeat itself, and it gives me confidence that the same trend will again take place: prices will calm down, stabilize and move sideways or slightly lower for the rest of 2021 (and possibly most of 2022) before once again catching a bid.

If that happens, I remain as confident as ever that holding my collection through the coming summer slow-down is a perfectly fine strategy. I may not be using my cards as much as I try to enjoy the warmer weather and the time off with family, but I’m confident interest in Magic will be rekindled once again and prices will react accordingly. History will repeat itself again as it has done multiple times in the past.

Improving Aether Vial: MH2 Testing

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As the paper release date for Modern Horizons 2 approaches, brewing and testing new decks is kicking into high gear. Players are eager to display their creations and figure out what Modern actually looks like after a year with paper play and numerous new sets. The online metagame is as always suggestive, but provably inbred and likes to chase its own tail; that which is currently happening there doesn't necessarily mean anything for everyone else. In other words, I would expect there to be plenty of jank turning up at FNM very soon.

Meanwhile, I have a specialty: Aether Vial. It's what I like to do; it's what I'm best at. And so I build with and play it in every format possible. My focus since MH2 was fully spoiled has been working on Vial decks. So today I'm going to share my results for two of my bread-and-butter fish decks: Merfolk and Death and Taxes. I've also been working on Humans, but that deck requires more time in the oven. There are a ton of new options and opportunities for Humans to move in different directions, only a few of which I've tested. And even then, which one I'd recommend will depend on how the metagame develops. This is also true for Mefolk and DnT, but I've tested those options and can actually make recommendations. It's time to stop rambling and actually do that!

Exploring the Seas

Naturally, I started with Merfolk. It's my oldest deck and it was being boosted, so why wouldn't I? I also expected it to be relatively straightforward testing. I got started right after Rishadan Dockhand was spoiled, and given Wizards's recent history, I didn't think that I'd get any other cards to test. I can admit when I'm wrong. Shortly after my article went up, Tide Shaper and Svyelun of Sea and Sky were also spoiled, leading to doing a lot more testing than I expected.

Dockhand ended up being exactly as I had anticipated. The body, islandwalk, and cost are exactly what Merfolk has been looking for in a one-drop. However, Merfolk cannot afford to spend mana denying opposing mana turn after turn. The fish simply aren't that impressive except in numbers, and failing to deploy threats every turn is deadly in most matchups. And I was fine with just playing Dockhand as a 1/2 for 1.

An Unexpected Windfall

However, Tide Shaper means that I don't have to settle. Shaper is actually the answer to a problem Merfolk's long had, but I never expected would be answered. The problem is that Spreading Seas is necessary, but undesirable. It's very good mana disruption, and more importantly it turns on islandwalk, which is critical against any creature deck. However, Seas doesn't swing, and unless played late is just a huge tempo hole. I usually cut it against any aggro deck as a result. Shaper is just a 1/1 for one, and Merfolk of the Pearl Trident is not playable. However, the option to kick Shaper into a 2/2 Spreading Seas makes that humble creature extremely playable. As such, I've decided against running Dockhand in Merfolk and instead have fitted Shaper as the new one-drop.

Svyelun has proven to be difficult. Her stats are above average and Curiosity is a powerful effect. However, giving other Merfolk ward and them in turn making Svyelun indestructible has proven inconsistent. It's hard to keep other creatures in play and she comes down late enough that several creatures would have died to removal by that point. If that doesn't happen, it's probably a matchup where removal and card advantage don't matter too much. In aggro matchups she's mostly a big body to block with, and can be a liability by clogging up your hand. In the more midrange matchups, she's the best Merfolk for a topdeck contest. So she's absolutely playable, but not in every situation or matchup.

For Swift Water

Which led me to testing a number of different configurations based on what kind of metagame might be coming. For a meta where Prowess continues to dominate, I prefer to go as low to the ground as possible and plan on fighting over tempo. Which led me to testing this list and being very satisfied.

Aggro Meta Merfolk, Test Deck

Creatures

4 Cursecatcher
4 Tide Shaper
4 Harbinger of the Tides
4 Lord of Atlantis
4 Master of the Pearl Trident
4 Merfolk Trickster
4 Silvergill Adept
4 Unsettled Mariner

Artifacts

4 Aether Vial
2 Chalice of the Void

Instants

2 Force of Negation

Lands

4 Wanderwine Hub
4 Seachrome Coast
4 Mutavault
2 Cavern of Souls
6 Island

Sideboard

1 Lurrus of the Dream-Den
2 Chalice of the Void
2 Blossoming Calm
3 Counterspell
2 Rest in Peace
2 Hurkyl's Recall
3 Hibernation

In a fast metagame, Harbinger of the Tides and Merfolk Trickster are critical as tempo -positive threats, so I maxed out both. Being a cheap deck means that Lurrus is available as a companion, though most of the time I've used it more as a lifegain speedbump than an actual card advantage engine. Unsettled Mariner and the maindeck Chalice of the Void are both targeting Prowess but are quite solid against the control decks I tested.

My sideboard is entirely speculative and based on some of the early MTGO results. Hibernation is a devastating card against Ponza and Amulet Titan in some circumstances, but I was initially running it because I was expecting Elves to be big with the printing of Quirion Ranger. Which (TW: shameless gloat) I was right about. Hibernation has subsequently gotten me out of jams against the Crashing Footfalls decks running around. It turns out one-sided Wraths are very powerful against decks gunning to land a bunch of 4/4s.

Flood Them Out

However, if the meta moves more towards control or combo, the tempo cards start looking pretty mediocre. In that meta, size and card advantage are critical. I won a PTQ for PT Khans of Tarkir playing Merfolk in a Jund and Jeskai control dominated metagame in 2014. I did so by designing my Merfolk deck to grind as hard as possible; rebuying Silvergill Adepts and Spreading Seas with Echoing Truth while using Kira, Great Glass-Spinner to frustrate removal and frequently sneak through the last few points of damage in the air. I was also playing the maximum number of lords because they were almost guaranteed to die and require replacements. Modern has change a lot in the intervening years, but the premise would still work in a theoretical Esper Control-leaning meta.

Slow Meta Merfolk, Test Deck

Creatures

4 Merrow Reejerey
4 Cursecatcher
4 Tide Shaper
4 Lord of Atlantis
4 Master of the Pearl Trident
4 Silvergill Adept
4 Svyelun of Sea and Sky

Artifacts

4 Aether Vial

Enchantments

4 Spreading Seas

Instants

4 Force of Negation

Lands

4 Wanderwine Hub
4 Seachrome Coast
4 Mutavault
2 Cavern of Souls
6 Island

Sideboard

4 Path to Exile
4 Tidebinder Mage
4 Counterspell
3 Rest in Peace

Svylen and Merrow Reejerey replace the tempo creatures. The Chalices become Forces because I expect Esper to have a higher curve. Mariner is now Spreading Seas to maximize the cantrips I'm playing and because attacking Esper's mana is a very strong strategy. The sideboard is slanted against creatures and combo decks because the main is where I want it against control.

The Tax Man Cometh

Satisfied with my Merfolk musings, I next began working on Death and Taxes. Taxes received a surprising number of cards from MH2, starting with Sanctum Prelate. However, the most significant is Imperial Recruiter, which promises to turn Taxes into a toolbox-type deck akin to the Legacy version. Which I am absolutely here for and went there immediately.

Before we get to the lists, allow me to first state that I did test Esper Sentinel in all my Taxes lists. It did not make the cut in most of them. The problem is that, which the taxing effect is decent against a lot of decks, Taxes struggles to pump Sentinel, which means the tax remains minor as the rest of the board develops over it. More importantly, Sentinel is just a 1/1 and therefore doesn't provide enough of a clock in enough matches for the tax to be crippling. In Humans, on the other hand, Sentinel is very strong, and the difficulty of finding the best way to integrate it is one reason I'm not ready to talk about Humans today.

Classic Approach

The first thing I did once Recruiter was spoiled was take my Legacy DnT list, import it to Modern, and start adjusting numbers based on three factors: Modern's cardpool, how Modern Taxes works, and the composition swaps that come with adding red for Imperial Recruiter. This is the result.

Legacy-Style DnT, Test Deck

Creatures

4 Giver of Runes
3 Thalia, Guardian of Thraben
3 Leonin Arbiter
4 Stoneforge Mystic
1 Remorseful Cleric
4 Flickerwisp
2 Imperial Recruiter
1 Magus of the Moon
1 Sanctum Prelate
3 Skyclave Apparition

Artifacts

4 Aether Vial
1 Sword of Fire and Ice
1 Batterskull
1 Maul of the Skyclaves

Instants

4 Path to Exile

Lands

4 Inspiring Vantage
4 Sacred Foundry
4 Ghost Quarter
4 Field of Ruin
6 Plains
1 Mountain

Sideboard

2 Wear // Tear
2 Kor Firewalker
2 Winds of Abandon
2 Aven Mindcensor
2 Gideon, Ally of Zendikar
2 Prismatic Ending
2 Rest in Peace
1 Phyrexian Revoker

I really liked the deck. Tutoring for Magus of the Moon was relevant a surprising amount of the time, far more than the other maindeck bullets. Prelate is quite good in certain matchups, but this being Modern, she lacks the hard-lock edge she frequently offers in the more one-drop-centric Legacy. The biggest downside is that I can't chain Flickerwisps by flickering Recruiter, a line that is frequently backbreaking for opponents in Legacy with Recruiter of the Guard. It made me want to go lower to the ground with Charming Prince, but Flickerwisp is better enough outside of chaining Recruiter (hits harder and has evasion, mainly) that I didn't go that route.

I had a lot of fun testing this deck and appreciate what it's doing. I wouldn't actually take it to a tournament, however. Partially, I don't know what to expect from the metagame, and thus can't design the toolbox very well. Mostly it's because Modern isn't Legacy and tooling around with Recruiter didn't work quite as well. Legacy is a durdly format, and so taking time to play with bullets is acceptable. This deck fell behind other creature decks and struggled mightily to catch back up, and so I can't actually recommend it.

The Stoneforge Question

Could that have changed if I'd been running Kaldra Compleat? Short answer: no. Kaldra is an amazing card if it hits play turn 2. It loses to nothing in combat, has haste, and kills in four turns. However, it has two problems. The main one is cost. Kaldra costs seven to cast or equip. That might as well be infinite for anything but Tron. Kaldra's playability is almost entirely tied to untapping with Stoneforge Mystic, and in my experience that doesn't happen often unless Mystic is Vialed in on the end step. This is less true in Stoneblade decks, but for Taxes, Kaldra kept getting stuck uselessly in hand.

The second is stabilizing. Kaldra is an amazing offensive threat, but is much worse than Batterskull against aggro, and that's what I struggled against. Vigilance and lifelink are far more relevant there than first strike and +1/+1. It was also worse than the evasion granted by Maul of the Skyclaves.

I also want to address the next two decks not playing the Mystic package at all. In both decks there wasn't room, and I found that Stoneforge neither helped nor hurt the matchups they were targeting, so Mystic was cut for space. If I were playing a Yorion, Sky Nomad pile, that wouldn't be a problem. However, Yorion dilutes a deck and makes it less consistent and when testing cards for impact, that's the last thing you want.

Really Using the Screws

After noticing the power of Magus of the Moon in the Legacy-lite deck, I decided to lean into that and play a more focused land destruction deck. This also gave me an excuse to run Cleansing Wildfire alongside Leonin Arbiter for maximum stompage of control and big mana. I ran this maindeck at FNM last week, and it did in fact utterly cripple Esper Control and Tron, so the theory works. The problem is that it can't reliably beat Prowess or Wrenn and Six.

Slow Meta DnT, Test Deck

Creatures

4 Giver of Runes
4 Thalia, Guardian of Thraben
4 Leonin Arbiter
2 Charming Prince
4 Flickerwisp
2 Archon of Emeria
2 Magus of the Moon
3 Skyclave Apparition

Artifacts

4 Aether Vial

Sorceries

4 Cleansing Wildfire

Instants

4 Path to Exile

Lands

4 Inspiring Vantage
4 Sacred Foundry
4 Ghost Quarter
4 Field of Ruin
6 Plains
1 Mountain

Sideboard

2 Wear // Tear
2 Kor Firewalker
2 Winds of Abandon
2 Aven Mindcensor
2 Gideon, Ally of Zendikar
3 Prismatic Ending
2 Rest in Peace

Adding Prismatic Ending has improved things against Wrenn, but Prowess remains a huge problem since Magus and Wildfire are pretty weak in game 1. I also found that getting Magus was important enough when I really needed it that I'm planning on switching a Flickerwisp for a third Magus. In a slow metagame, the twelve land destruction spells are crippling. Just remember to use Field to hit the nonbasics and to follow up with Quarter or Wildfire on the basics. There's a lot of promise here once I fix the aggro matchup. Which might require moving the Wildfires to the sideboard and running Bolt main.

Enforcing Fairness

It's equally possible that Modern moves in a more unfair direction. All the new suspend spells alongside Shardless Agent have got players thinking of February's madness and 4-Color Cascade is seeing play again. Living End is also seeing play, and Profane Tutor promises to enable more combo decks. Should free spells start to take over, I'd instead go for UW Lavinia taxes.

Combo Meta DnT, Test Deck

Creatures

3 Archon of Emeria
4 Esper Sentinel
4 Rishadan Dockhand
4 Lavinia, Azorius Renegade
4 Leonin Arbiter
3 Flickerwisp
4 Spell Queller
3 Skyclave Apparition
2 Solitude

Artifacts

4 Aether Vial

Instants

2 Force of Negation

Lands

4 Seachrome Coast
4 Hallowed Fountain
3 Ghost Quarter
4 Field of Ruin
6 Plains
2 Island

Sideboard

2 Blossoming Calm
2 Counterspell
1 Test of Talents
3 Teferi, Time Raveler
2 Aven Mindcensor
3 Prismatic Ending
2 Rest in Peace

Lavinia doesn't synergize with Thalia; here, the latter was cut so Lavinia could actually counter cascaded spells. Sentinel is still very good here because I'm targeting combo decks that like to cantrip and tap out. It's also good because it digs for counterspells. Dockhand is in a similar position, where it does an excellent job slowing down combo decks and makes it harder for them to pay Sentinel's tax. The current sideboard is meant to hit the cascade decks, but can easily be tuned.

All As Expected

All this is purely speculative, as the metagame is still forming. Everyone has to wait and see how the next month is going to shake out. I'll probably be running my slower Merfolk deck for the foreseeable future, not out of any particular metagame read, but because it's what I want to be doing with Merfolk. And I advise everyone else to take this approach as well. Until the next metagame update is ready, anyway.

Judge Promos: Judge for Yourself.

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Judges are an important part of the infrastructure that keeps Magic thriving and well. With every store, event, FNM, or another tournament, there are bound to be rules issues, as Magic is a vastly complex game with cryptic and sometimes counter-intuitive rulings. You all are probably well aware of the distinct shout of "JUDGE!" in the middle of a tournament as a complex (or sometimes not all so complex) rule sparks a question. With over 230 pages in the Comprehensive Rules and many more in other documents related to judging, being a Judge takes time, effort, and dedication.

To show appreciation for the judging community, Wizards of The Coast started giving out Promo cards to Judges for judging tournaments and other events. These Judge promos were highly sought after as they tended to be very rare, and a sign of achievement.  Over the years as more and more Judges are trained, and more and more players join the game, more and more Judge Promos are printed. These tended to be iconic cards, or cards that see play. The promos were also able to circumvent the Reserved List, so it is one of the few ways to get foil reserved list cards. Today we will observe, analyze, and speculate on the investability of Judge Promos long term.

Good Cards

Highly played cards are going to be the most stable, and most in-demand cards. That isn't much of a surprise, nor is it a surprise that scarce Judge foils of those cards are going to be expensive, and sought after on a higher scale. Let's take a look at some examples and see what the trends are.

Lightning Bolt

Lightning Bolt, one of Alpha's original "3 for one mana" cycles. Ignoring Ancestral Recall, it is easily the best of the cycle, and its introduction to Modern in 2009 was explosive. As it still sees play today in a variety of decks due to its incredible versatility, it's no surprise this one is near the top of the price range. It's seen stable growth across the years, with its current position well earned. I see no reason that this growth should not continue. There are currently 15 listings for this card on TCGplayer, and eBay shows a trend of around 2-5 copies sold per month. The supply seems to be low enough to sustain price, and high enough to sustain growth. With dozens of decks across most formats using this card in some form or fashion, I see no reason for anything but continued growth. It's a simply good card, and collectible as anything.

Rhystic Study

Rhystic Study is a Commander all-star. There is little to no reason why any Commander running blue should not be running Rhystic Study. The value generated by this card is overpowering, cheap, and fits well regardless of power level. A casual deck and a CEDH deck alike can run this card and benefit all the same.

You can see that it has seen consistent growth throughout its existence. You see a period of decreased interest and consolidation in the period leading up to 2020, followed by a tad bit of turmoil around prices, a period of stagnation, and as the new year rang in, a renewed interest as markets shifted. For most of its life cycle, the money was focused on other sectors. More people were looking for Wheel of Fortune's and Timetwister's than a fancy foil for their Commander deck. I see this having a decent amount of to grow, especially with in-store play opening up across the country.

2020 Judge Promos

2020 Judge promos are an interesting case.  Due to being printed and distributed in a time where there weren't many events to judge in the first place, makes odd circumstances for these cards development. A number of cards started at astronomical prices and dropped to very low prices very quickly, and others have simply experienced stagnant or negative horizontal movement. Some heavier played cards like Demonic Tutor has seen some uptick, but overall very slow growth and not much interest. Personally, I believe that these are way too low, especially considering some of these are the cheapest printing, or not too far off from being the cheapest printing.

Gamble

Gamble is just barely above its non-foil, non-promo counterparts, and it has no reason to be. It's played a lot in Commander, and in CEDH as well. Only a 50% price increase doesn't make much sense to me.

Birthing Pod

Oh, the ol' pod; what an iconic card. Sadly, this one makes a bit of sense. This card has a home in many decks, but its lack of total ubiquity makes it a bit harder to have a higher sticking price. If it returns to Modern, this is easily much more, but I don't see too drastic growth at this point.

Demonic Tutor

Demonic Tutor is an insanely powerful card. It lacks the low mana requirements of Vampiric Tutor, but what it loses in cheapness, it gains in the efficiency of not requiring a draw. It ends up being perfect for a mid to late game when the extra cost of 1 generic mana tends to be less of an issue. There is an easy reason why this card showed movement when others didn't, it simply is the best card of the year's promos.

Reserved List Foils

In the days of yore, Wizards found an unbelievable loophole in the age-old agreement known as the Reserved List. If they simply printed those cards in foil, then technically it wouldn't count as a violation of the Reserved List. This culminated in many From The Vaults, and many Judge Promos that have reserved list cards, often in the only available foil printings. This combined with the explosion of Reserved List cards, and the fact that these promos are all highly-played cards, it's no surprise most of these promos are at the top of the list for the price. Among many notable are Gaea's Cradle, Wheel of Fortune, and Survival of the Fittest are all at the top of the list.

Gaea's Cradle

An incredibly powerful inclusion in most green decks, it's no surprise that as the normal Gaea's Cradle went up, that the promo would increase at an increasingly higher rate. Being that this is the only way to get a foil version of this card, and it being the centerpiece of many already expensive decks, players are willing to shell out the big bucks for this one. I don't see too much room for growth here as the market consolidates these higher-end pieces and moves towards different interests. I personally would wait a bit before looking to pick up a copy. I do believe that long term this card has not reached its peak, but now will not be that time.

Wheel of Fortune

For fans of the modern card frame, black border, foil, and spending slightly less than the next highest option, the Judge Promo of Wheel of Fortune is a great pick! Fans of anything but that rejoice, as you now saved a very large amount of money. As with Gaea's Cradle, I firmly believe we have seen the most we will get for a little while. There will be a large increase at some point, but for now, there won't be too much movement.

Survival of the Fittest

I feel that while the previous two have universal ubiquity in decks that would benefit from them, Survival of the Fittest sees ever so slightly less play. This is seemingly offset for the most part by the fact that the decks that do run Survival of the Fittest, tend to be able to sling some more cash anyways, which while true with both of the previously mentioned cards, this fact is a great preventative measure in any major downturn, but gives this card slightly more instability, however so small.

What's the Point of a Foil if People Can't See the Shine?

With stores opening doors for the first time in over a year, foils are starting to matter more and more every day. With most play happening online over webcam, where foils are harder to read, impossible to notice, or simply not worth it for most, the shift to in-person makes aesthetics matter even more. As we've seen, over the past year, some foil cards from newer sets are cheaper than the non-foil versions.

While this is in part due to a large decrease in the quality of foils, foil quality has been decreasing steadily over the past couple of years (Commander Legends being the big, heavy, and cumbersome nail in the coffin). With both increasing foil quality of some of the last few sets, and the increasing importance of foils, we likely will see general growth across the board with foils, Judge Promos simply being near the tippy top of that ladder.

Judges Judge, Why Shouldn't You?

I like to end each of my articles with a reminder. A reminder to follow your gut, be smart and make decisions for yourself. The smartest analysts in this field get specs wrong all the time, and sometimes a contrarian viewpoint ends up being the correct one. Your call may be right, it may wrong, and it might just be crazy, but it might just be absolute lunacy that leads you to salvation. Remember, be smart, be calm, and invest in cardboard. Have a great rest of your week.

 

 

The Losers from Modern Horizons 2

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All decks aren't created equal: some are Splinter Twin, others are Mono-Green Aura Stompy. The same goes for every set: some are Dominaria, others Legions. Thus, the impact of every new set will be felt unequally both by Modern as a whole and by individual decks. Not every set can have Modern-playable cards, and not every deck can get something new. When the new set is named Modern Horizons 2, the effect is far more profound. However, every writer and their hamster is currently gushing over which cards are busted and the decks that they allegedly bust. So I'm going to take a different approach and discuss the top decks that are hurt by MH2.

I should note at this point that "hurt" is a relative term. Every deck's relative power rises and falls over time. It's not fair to say that Heliod Company is harmed by MH2 just because it received no cards or because its position within the metagame worsened. The metagame raises and lowers decks all the time and power is always relative. Rather, I'm going to look at the decks that have new cards aimed directly at them. Hateful cards. Cards meant to disrupt or even completely defeat certain decks. But it's not all negative. All these decks have options for overcoming the hate and enduring, which I will also cover.

It's Over, Tron!

There's really no hiding it: MH2 was clearly designed to mark the end of Modern's Tron era. Brad "Jund Guy" Nelson worked on the set, so lots of Tron hate is hardly surprising. As always, though, there's more to it than just that.

Wizards printed three blunt-force anti-Tron cards and three more which interact favorably with Tron. And by blunt, I mean that Break the Ice, Obsidian Charmaw, and Void Mirror might as well have explicit rules text saying "use this against Tron." Void Mirror is the most obvious, as it counters any spell that was cast without any colored mana. Tron is a deck famous for casting colorless threats. You do the math. Mirror is also effective against all the suspend cards in MH2, almost as if Wizards was providing extra incentive for players to play the card. It is also quite potent against normal Tron's cousin, Eldrazi Tron, as if it wasn't obvious enough.

I Have the Hate Now

Break and Charmaw are similar in that both are intended to destroy Tron lands. Technically, Charmaw destroys any nonbasic land, which means it is likely a shoo-in for Ponza. However, the cost reduction of Charmaw is targeted at colorless lands, and again, what deck besides Tron uses lots of colorless lands? The fact that it can hit Tron turn three on the play cannot be an accident. Meanwhile, Break costs two specifically to prevent turn three Karn Liberated. Again, it specifically targets lands that make colorless mana. It also hits snow lands, but that hasn't been too relevant since Arcum's Astrolabe was banned. Though it is worth noting that snow-covered basics are not always strictly better than regular basics anymore.

Finally, there are Rishadan Dockhand, Tide Shaper, and Vindicate. Vindicate destroys any permanent, which means against Tron it will usually be Stone Rain. However, it also destroys Karn and Ugin, the Spirit Dragon. Vindicate isn't specifically targeting Tron, it's just very good there. The Merfolk both disrupt mana, Tron's whole deal, but aren't specifically targeted against Tron. Shaper in particular is very good since taking a turn off to Spreading Seas was often necessary but not desirable for Merfolk since Seas isn't a threat. Now they can do both! If you'd ask me, it's obvious that MH2 was meant to put some pressure on Tron.

Except It's Not Enough

Shame it's going to fail at that, then. I hate to burst any bubbles, but there is very little chance of Tron being uniquely hated out by anything in MH2. It might lose some popularity initially, but Tron will easily recover and continue to fun-police all over midrange and prison. Mainly because the dedicated hate is easier to avoid than it appears. Mirror doesn't counter colorless spells (which actually would be devastating), just spells that weren't cast with colored mana. Thus it's easily defeated so long as Tron has out a Chromatic Star or a forest. It wouldn't surprise me if Tron started running Yavimaya, Cradle of Growth for this very purpose, giving them a way to tap even their colorless lands for G and empty their hand of said Stars for multiple big-mana plays. Break the Ice is black and can be beaten with Veil of Summer. Overloading Break is a win, but at that point, Tron was unlikely to win anyway. And Charmaw is only good disruption on the play.

Ironically, it's the non-targeted hate that will be hardest for Tron. Merfolk has always had a good Tron matchup thanks to its clock and Seas, and now it has a Seas that is a clock. Dockhand is also annoying but far less effective. Vindicate is great because it is still effective once Tron has established Tron. In other words, the new cards really haven't changed the matchups very much. Which is to be expected: there's been plenty of Tron hate for years now and yet Tron keeps being Tron (remember Assassin's Trophy and Damping Sphere?). And it probably will until Wizards just outright bans the Tron lands.

All Thanks to You

However, that's not entirely the cards' fault. The answer lies in the mirror. How many players have seen all the new hate, will assume that Tron's going to be hated out and/or dropped, and will cut their Tron hate? Be honest, you've at least thought about it. That's the main reason that Tron continues to thrive in Modern: players don't respect it. The addition of new hate, especially beatable hate, won't change the reluctance of players to try and hate out Tron. Despite Break's potential to Sinkhole Tron, I doubt that it will see much play because there aren't snow decks anymore, so Break only hits Tron. Yes, it does hit any land that produces colorless mana, but lands that do that are few and far between outside Tron. The new hate won't see enough play to actually impact Tron as a result. Except for Merfolk.

Dredge Is Dead... Again

Not so unlike Tron, every time there's a shift in the metagame or a new piece of graveyard hate, Dredge is declared a dead deck. And for a while anyway, it is. MH2 perpetuates this cycle with the addition of more graveyard hate. Green got two cards that shuffle graveyards into libraries in Blessed Respite and Endurance, which do hurt Dredge to an extent. Respite also having Fog attached could also be potent against Dredge's alpha strikes, making the card quite desirable in a race against the deck.

However, the card that most screams DIE DREDGE, DIE! is Sanctifier en-Vec. The only threat in typical Dredge that Sanctifier doesn't exile is Narcomoeba. And the only answer that Dredge might run is Blast Zone. There's also Dauthi Voidwalker, which reads like a maindeckable Leyline of the Void. The only problem is finding a deck that wants to pay double black for a 3/2.

However, the bigger problem for Dredge is splash damage. Wizards wanted to make Reanimator a thing in Modern, and they might have succeeded with Persist and Priest of Fell Rites. Dredge gets by thanks to players underestimating it and skimping on graveyard hate. Which in fairness has been a decent strategy for the past few months. With Uro out of the picture, there weren't many graveyard decks to worry about, so players cut their Leyline of the Voids and Rest in Peaces. The potential of Reanimator may get players to start running hate again, and Dredge will suffer as a result.

...But Will Rise Anew

However, Dredge shouldn't suffer too much. I've been over this countless times, but the best hate against Dredge removes the entire graveyard. Picking off one or two cards just isn't effective. However, that's exactly the sort of hate that players will gravitate towards against Reanimator. Surgical Extraction is quite good against a deck all-in on one card, which is why it sees so much play in Legacy where there are several forms of Reanimator. I suspect players will take a page out of Legacy's book and run Extractions or possibly Faerie Macabre, which will marginally affect Dredge but again, it's Dredge; so long as it has a graveyard, it's dangerous.

Even if Sanctifier and general hate remain prevalent, that won't be the end for Dredge. The deck could just keep going and hope to dodge the hate. Sanctifier is a relatively narrow card, after all. There are also options to move in the Millvine direction. That deck has a far better backup plan should the graveyard be shut off and features payoffs that aren't black or red. Both Dredge and Millvine can theoretically win by casting creatures, but hate doing so. However, rather than use them for the intended purpose of self-mill, Millvine can use its crabs and Glimpse the Unthinkable against their opponents. Don't count Dredge out.

Forget About Mill

On that note, what about the dedicated Mill decks? As with Dredge, they're hurt by the green shuffle cards, in many ways more than Dredge. Shuffling back your graveyard against Mill is the equivalent of gaining 20 life against Burn. I have doubts that either shuffle effect will see much play, but Mill will definitely be hit by some splash damage. Blossoming Calm is a powerful hate card against Burn, enough that I expect it to overtake Timely Reinforcements as the sideboard card of choice. Thanks to it granting hexproof without restriction, it's less powerful but more versatile than Veil of Summer, and therefore counters Mill's Glimpses, Hedron Crab triggers, and Archive Traps. Otherwise known as their most damaging spells.

More importantly, it looks to me like MH2 is going to keep Modern at too quick a pace for Mill to be viable. Mill's been decent a few times in the past year, times which coincided with either 4-C Omnath or Heliod Company being the top decks. The former was easy prey for Mill, as it was a slow deck that drew a lot of cards, making Mill's job easier. The latter was a slower deck that usually "won" by gaining infinite life, about which Mill could care less. More importantly than individual good matchups, those periods were relatively slow periods for Modern where aggro was suppressed. It's easier to get to 0 from 20 than 53, so aggro is perfectly capable of racing Mill, and it often isn't close. Despite control getting more toys, aggro is also getting cards. And Reanimator also potentially outspeeds Mill.

At Your Peril

However, don't get complacent. When Mill gets the right draw of Crabs and Orbs, it is shockingly powerful. That just doesn't happen all that often. Additionally, it is entirely possible that the boost to control outweighs the help the various aggro decks are getting with MH2. If that's the case, then there would be a net slowdown in Modern, which is exactly what Mill is looking for. At that point, the control decks will need to be wary, because they're exactly what Mill is looking to beat. It's also worth noting that thanks to Wizards mainly printing non-targeting mill cards recently (presumably to cut down on the more dangerous self-mill), it may be built to overcome Calm should the meta demand it.

A Change in the Winds

I'd also like to note that all combo decks that don't win via Thassa's Oracle will be hit by Blossoming Calm, Storm being the hardest hit: Gifts Ungiven targets opponents, so Calm both counters the Gifts and protects against Grapeshot for a turn. If Calm is adopted as widely as I think it should be, then Storm and similar decks will have to rebuild. MH2 has provided a number of options for Storm to move into green, though I have no idea if that's ideal. Is Caleb Scherer still around? Somebody ask him.

Let the Hate Flow

Modern Horizons 2 stands to help out many decks. MH2 also stands to hurt certain decks. However, that will only be the case if players take the new hate seriously and actually play it. For this reason, I think that Tron will come through relatively unscathed. However, this is still the early stages of brewing, and we'll all just have to wait and see.

MH2 Overview, Pt. 4: Horizons Top 5, Places #2-1

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Welcome back to Modern Top 5: Modern Horizons 2 edition! Yesterday, we touched on the Incarnations (ranked from best to worst here) and dove deep on Sudden Edict, Urza's Saga, and Prismatic Ending. Now, it's time for the final chapter in our comprehensive Modern Horizons 2 spoiler overview: heaps of text on my picks for the best card in the set, and its runner-up.

Disclaimer first: "best" will always be subjective, which is part of the qualifier's appeal; if there was one right answer to this question, you wouldn't be here reading this, and I wouldn't be back here typing it up. And I doubt it's much of a coincidence that the cards ranked in this Modern Top 5 happen to be the ones I've spent the most time testing (there are many I've tried and given up on). Part of the fun of spoiler season and of a game as dense and complex as Magic is that every player is bound to have a unique opinion. So if you happen to disagree with my picks, however obvious or controversial, please bring it to the comments for some good ol' fashioned debating!

For more information on the grading metric used in this article, check out yesterday's piece, which kicked it off. Oh, you've already read it? Then all aboard, mateys!

#2: Abundant Harvest

Overall: 12/15

Power: 4

As a general rule, when cantrips increase in power, they become notoriously more difficult to extract maximum value from. Opt is pretty easy: does this card have more value to me than the average card left in my deck, or no? Serum Visions, a little tougher: are either of these two cards better than the average card left in my deck, and will I want them next turn or the turn after, and has my situation changed now that I've drawn one more card? Ponder, hard mode: are any or multiple of these three cards better than the average card left in my deck, which order do I want to draw them in, do I have a way to shuffle away the less good ones and how should I sequence that option, and do I want to try to shuffle them all away right now for a chance at the best possible draw in my deck? As for the infamous Brainstorm, well, here's AJ Sacher quoting Josh Rayden in the most comprehensive look at the instant I've seen thus far: "You're just never supposed to cast it."

That's a far cry from Abundant Harvest. A fair bit of the card's power lies in just how easy it is to navigate, a factor that ensures most players will resolve it correctly without spending energy deliberating. Harvest always asks players the same (very easy) question: would you rather this card be a land or a spell? Having 100% control over getting one or the other is so strong that I'd situate this card's impact level somewhere between that of Preordain and Ponder.

Harvest can prove tough to evaluate at first glance because it doesn't provide an impact in the same way as these blue cantrips, whose strength lies in finding specific cards in the deck. Rather, its strength lies in smoothing out the current game, making sure a good balance of lands and spells is hit, and giving players the option of dramatically shaving their land counts... or ramping them up with the goal of making Harvest closer to Demonic Tutor (more of a corner case, to be sure, but nonetheless a part of the the card's utility I wouldn't put it past Modern brewers not to take advantage of eventually). In the coming weeks, I'll be publishing some of my own experiments that demonstrate just how far Harvest allows deckbuilding extremes to be pushed.

Flexibility: 5

I'm sorry, did I break your concentration? I didn't mean to do that. Please, continue. You were saying something about... best intentions? What's the matter? Oh, you were finished! In that case, I'll ask again.

Would you rather this card be a land or a spell?

HELLO?!?!! This is so good!! You have 100% control over getting one or the other. Harvest is always the better of the two.

Splashability: 3

If Abundant Harvest is so good, why wouldn't every deck, or at least every green deck, play four? Truth be told, I don't even expect the majority of green decks to play this card. Part of that boils down to risk aversion in deckbuilding. Many players simply aren't comfortable going to the lengths Harvest demands to maximize the card. But certain will, yours truly included, and it will yield some impossible-looking (and great feeling) decks.

Another part of it comes down to format speed. Modern is blazing-fast, and decks put a high premium on curving out. Most decks have an ideal one-mana play, an ideal two-mana play, and an ideal three-mana play, even if that three-mana play is just playing another one-drop and another two-drop. To its demerit, Harvest does not slot into any high-impact curve. That means that depending on the deck, it's worse than a mana dork, or an attacker, or a removal spell, or a discard spell, or a planeswalker—the thing decks do on turn one. But decks that are content to cantrip on turn one, e.g. thresh, will eat this card up.

One archetype that doesn't have its early game curve tied up and is known to have tons of mana to throw around during the game is control. Currently, these decks are built with flooding in mind, and pack insurance like Celestial Colonnade. But I can envision a world where control decks want green, and in that world, Harvest presents an alluring alternative to running mana sinks. These control decks will seek to put the game away a bit faster than what we now see out of UW or Esper, bringing them closer to midrange, but I expect they will remain low-aggression enough to qualify. Combined with Teferi, Time Raveler's ability to grant sorceries flash, Harvest has the potential to be one scary package out of draw-go decks.

#1: Ragavan, Nimble Pilferer

Overall: 14/15

Power: 5

Here's a #1 pick as obvious as I imagine Abundant Harvest in #2 will prove controversial. But I've got some controversy up my sleeve yet. Best Monkey spell? Best card in Modern Horizons 2? Best red one-drop? Forget all that.

Ragavan is the best creature ever printed.

Clickbait, you protest? Let's take a look at the competition.

  • Tarmogoyf: Not what he used to be since Fatal Push provided an elegant, tempo-positive way to remove it.
  • Lurrus of the Dream-Den: Pre-companion errata, sure. But that ain't no card and never should have been.
  • Deathrite Shaman: This one is actually close, putting aside the fact that it's banned in Modern and Legacy. It's a mana dork that's also reach that's also life gain that's also graveyard removal. In fact, my scores for Shaman and Ragavan would be the same (among Modern Top 5s, a record-breaking 14/15). But I'd nonetheless argue that between dash and its 2/1 stats, Ragavan gives players a lot more leeway re: how to use it. Deathrite won't reliably trade for a creature in aggro mirrors, for example. And it's certainly not a gameplan on its own; more an extremely powerful form of support for whatever actual gameplan. Ragavan is an entire gameplan, in the same way that Dark Confidant was once enough of a gameplan to have entire Vintage decks built around it, or Goyf in Extended with Next Level Blue. Don't believe me? Watch your opponents not kill it and see what happens.

True, Ragavan doesn't draw a card every turn. Even in the mirror, it will sometimes flip a land. But it draws a card sometimes, and by drawing once, it has already paid for itself in terms of card economy. I'll also argue that in many instances, it has already paid for itself just by generating a treasure. That extra mana means it also ramps into the opponent's payoffs; I've played one game where I was able to cast, from my opponent's library, turn two Teferi, Time Raveler (which met Force of Negation) and then turn four Jace, the Mind Sculptor (which resolved and won me the game).

These are plays so tempo-positive that not even the deck built around those planeswalkers has access to them; most colors lack ramping, so Ragavan basically breaks the color pie by providing a unique mana-collection aspect previously foreign to a lot of red strategies. Let's not forget that Simian Spirit Guide was banned just a few months ago, and that Ragavan locks in one of these bad boys every hit.

Finally, we come to the legend clause. You can't have out two Ragavans. That's fine. You run four, and if they kill your Ragavan, you cast another. And if they don't kill your Ragavan, you win.

So Ragavan is the best creature ever printed. Will it be banned in Modern? Obviously, it's far too early to tell. It's not like we lack answers to a 2/1. Hexdrinker, too, is a massively pushed aggressive one-drop that was received with all the bells and whistles but ended up being perfectly fine once the dust settled. Personally, though, I'm much higher on Ragavan than I was on the Snake: when a card rewards players for casting it this much, I can't imagine it won't find its way into way too many decks, and that's been it for Modern cards in the past.

Flexibility: 5

Aggressive Stage 1 combat creature? Check; only Wild Nacatl is bigger. Mana dork? Check; and in red, to boot, and with color fixing, that's two big ol' Pirate boots! Card advantage engine? Check, please. Ragavan is everything you could ever want in a one-drop.

Something that might have hit this card down to 4 is its limitation as an early-game attacker. But Wizards has us covered with dash. If we so desire, Ragavan has haste, letting it revenge-kill minused planeswalkers or swiftly turn the tide of a close race. Let's not forget that haste is Time Walk. Would you pay one mana for Time Walk?. Dash also grants "it's returned from the battlefield to its owner's hand at the beginning of the next end step," letting it dodge sorcery-speed removal like Prismatic Ending. Some writers who fully grasp the strength of Ragavan might be content to (jokingly, I get it, he was joking) write off dash as "Uhh…it’s good? And flavorful?" But there's no denying the high utility this mechanic adds to the card.

Splashability: 4

Decks will splash for this card. They will splash for this card like crazy. By which I mean they will be rebuilt to accommodate Ragavan alongside the best red spells that play to its bottom line (AKA Lightning Bolt). Imagine it out of control sideboards when all your Pushes are in the board. Scaaa-ry! But not every deck, or even every red deck, will want Ragavan.

  • Burn: This deck favors raw damage output over any kind of utility Ragavan provides, including the tempo boost of having free mana to throw around. It's already a sleek machine designed to exhaust its resources at exactly the same time opponents will be brought to 0. Some builds will experiment with Ragavan, but for many, Burn's core should rightfully remain unchanged. Taking this prediction a step further, the day all Burn decks start packing 4 Ragavan is the day Wizards resolves to ban it in the next announcement.
  • UR Prowess: Prepare for the splitting of camps. Some builds will run Ragavan, and others won't, and not just for cost reasons. This deck is similar to Burn in that it's fast enough that MTGGoldfish calls it "Blitz." Ragavan does not necessarily provide enough aggression to fit in with that strategy. What it does provide is a ton of value and and alternate gameplan, meaning Prowess-style decks may emerge that are more interactive along the spectrum, i.e. Delver.
  • Jund Rock: Hexdrinker was good enough for BGx players to splinter off into BG Rock, but most Jund players decided against running the 2/1, reasoning being they'd rather play to their primary midrange gameplan of disrupt-then-commit than try to out-aggress their diverse opponents. Again, we'll come to a crossroads here, with some Jund Rock players embracing Ragavan as a one-mana Dark Confidant (I'll grant that it's not too far off) while others shrug their shoulders and keep on Jundin'.

"A Whole New World"

You know, your favorite Monkey's favorite Disney song? Real talk: Jund Rock isn't going anywhere, and neither is Tron, and neither is Prowess. Modern is still Modern. But with cards this enticing entering the fold, the little things will add up fast, as they did with Wrenn and Six and Force of Negation. Playing Modern will feel very different as of June 18th. And catch me next week for a sweet deck featuring four of each of these cards!

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