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Innistrad Resource Center

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Hey QS readers! Ā We've compiled a bunch of our Innistrad resources into one easy-to-use page! Ā Check out our awesomely useful Ref Sheet, which has average presale prices, set data, and a discount coupon for first-time Insider subscribers. Ā We also have a link to all of our Innistrad articles and Josh Rayden's personal Cheat Sheet, which covers the often-ignored topic of foil pricing. Ā Take a stroll through our gallery of Innistrad content and don't forget to support our work by grabbing an Insider subscription! Ā We will be adding new stuff to this page constantly, so keep checking back.

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Our Exclusive Innistrad Preview!

FREE Insider: Thirty-Three Innistrad Calls for your Prerelease Pleasure

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Josh Rayden has enjoyed mild success on the SCG Open series, with Top 8 and 9th place Legacy finishes. He has played Magic since Ice Age and worked for Pastimes, Inc., the Premier Tournament Organizer out of Chicago for three years. A dedicated Eternal fan, Josh recently finished 10th at the 2011 Vintage Championships.

This week he shows us how to be prepared for a prerelease. Find out which thirty-three cards you should pay attention to at your local prerelease and why some cards may not be worth picking up quite yet.

Here are thirty-three cards you should be aware of come the Innistrad prerelease this weekend. More than just being aware of them, you need to make decisions about your opinion and potential uses of them. All these sites produce set reviews and buying guides prior to the prerelease and they seldom seem to touch on an important aspect of this. What are your personal needs?

As an example, I’m headed to Indy for the SCG Open on Oct 1st. This is the release weekend for Innistrad. I need to be sure I have the cards I want to use for that tournament. I’m a control player, so I paid closer attention to the blue, white and black cards. I also went through the other colors looking for cards that might take control decks in a new direction. With factors such as these, I needed to come up with a list of cards that were more important to me in the short term regardless of possible long term ramifications.

I also try to play exclusively with foils, so I can often offer some insight into pricing there as well. Innistrad, as all sets do, already has interesting things going on with its foils. I’ll demonstrate how this can inform some of your decisions about the non-foil versions of the cards and vice versa.

So which cards are worth picking up this weekend? Which ones should you keep an eye on? Which ones should you pick up in two months? Hopefully I can help a bit. I’ll give you my cheat sheet and then touch on some specific cards that are interesting.

Here’s the cheat sheet that I’m printing off and keeping with me this weekend:

This is MY guide, which means it is catered specifically to my desires and may not be of much full use to you. I recommend you create one as well.

A bit of explanation is necessary. The ā€œFutureā€ column is referring to the future price of the card and is based on my perception of percentage increase or decrease in the card’s price. If an uncommon is going to go from $.25 to $.75 then that is an ā€œUPā€. If a rare is going to go from $6.99 to $5.99 then I probably consider that a ā€œSameā€, as is the case with Hinterland Harbor. It really means that I could see Hinterland Harbor being $5-$8 so their $7 price is fine with me.

ā€œSleeperā€ just means that it’s not getting much attention and I think it will likely see play over the course of the block or that I think it’s a legitimate sleeper card along the lines of Spellskite. I made a boatload on that card for myself and fellow QS columnist Mike Hawthorne.

ā€œOverratedā€ is pretty straightforward. That price will go down, I guarantee it. At some point in the next three months there will be an opportunity to pick these up for much less. They might not stay there (hi, Consecrated Sphinx and Abyssal Persecutor), but they will certainly drop.

ā€œFoilā€ cards are the cards I personally want to look for in foil that I think won’t be difficult to pick up or that will simply be worth trying to pick up.

On to the cards! I’ll be stating my opinions here. Please try not to hate me, even if you disagree. Well-reasoned arguments and comments will be read, considered and responded to. I’m not unreasonable and I love talking about Magic cards just like you.

Champion of the Parish, Elite Inquisitor and Mentor of the Meek

Champion of the Parish, Elite Inquisitor and Mentor of the Meek make up this block’s white aggressive cards worth keeping in mind. They may need to be paired up with another color to be playable, but someone is going to try and it might be decent. These cards seem pretty good. If Puresteel Paladin can be a deck then Mentor of the Meek humans likely can be as well. The most likely color pairing is with green to include Avacyn’s Pilgrim and Hamlet Captain. Even if these cards aren’t going to be featured together in a Standard deck, they will likely still be worth picking up. Elite Inquisitor might go into white control decks for their two slot defensive creatures out of the board. Champion of the Parish will be a card that casuals and Johnnies and cubers will want to have.

Midnight Haunting

Midnight Haunting is the first instance where the foil watchers learn something neat. This uncommon is out of stock at triple the non-foil price and one of only two uncommons to meet these criteria. Perhaps some people know something we don’t since this doesn’t really look like it will make a huge splash in Eternal formats, Cube or Commander. Is this the new Squadron Hawk? No, obviously, but it is interesting to keep in mind. With an instant speed card drawer (Think Twice), a new instant Impulse (Forbidden Alchemy), a new flash creature that people are drooling over (Snapcaster Mage) and a potentially slower format this card could be a roleplayer. It can surprise block a Signal Pest and Glint Hawk or pick up a Sword. Perhaps we will see a return to control decks that don’t tap out (Probably not, but think about it). Shove a couple of these in your box and hang on to them. Get foils for cheap.

Nevermore

Nevermore is the second instance of the foil telling the story. People seem to like these effects. This might be a sideboard roleplayer. It could go into Legacy Enchantress sideboards as well.

Purify the Grave

Purify the Grave is Coffin Purge in a world where no one likes Coffin Purge anymore. There’s no graveyard hate in this set, though. This seems odd to me, but the ā€œgraveyard mattersā€ cards all seem terrible so far. It’s possible that R&D just realized you don’t need graveyard hate when your graveyard set is really bad. People may want this card at some point, so I’ll look for them in foil and hopefully at $.25.

Stony Silence

Stony Silence is good. It’s good like Torpor Orb was good, but different. It shuts down Birthing Pod and Swords before they matter. Possibly more importantly, it’s Null Rods five through eight if you’re into that sort of thing. Or Null Rod number two in Commander, if that’s more your speed. This might be a relevant standard sideboard card, if Blade/Crusader/Snapcaster/Stalker Blade, Puresteel Paladin and Birthing Pod start dominating the format. The foil price is likely being driven by Vintage, Commander and weirdoes. I’ll be looking to pick up foils for much less than $10 or regular ones on the cheap ($.50-$1).

Dissipate

People love Dissipate. I’m one of those people. I have oldschool DCI foils already. It will be in my Standard control deck if I’m playing more than four counterspells.

Dream Twist

Dream Twist is terrible. People will still want to play it. People love mill and people want to try to do stupid tricks with Skaab Ruinator and flashback cards.

Forbidden Alchemy

Forbidden Alchemy seems great to me, but it has no home… yet. I think it will and I want my foils now. The foils are $5.99 on Star City right now so some people agree with me. It was $4.99 two days ago, by the way. Tuck yours away for now.

Invisible Stalker

Invisible Stalker isn’t good. Really. I promise. It’s not. 1/1s for 2 aren’t good unless they bring three friends and people didn’t even want to play with those for a very long time. I know what you’re thinking, ā€œBUT JOSH, WHAT HAPPENS WHEN YOU EQUIP A SWORD OF FEAST AND FAMINE TO IT!?ā€ For some reason you think in all caps, but still use proper spelling, grammar and punctuation. Okay, sure. How many Swords are you playing? What happens when you don’t draw one? What deck are you playing this guy in? Caw Blade? Puresteel Paladin? This card is not good in those decks. Invisible Stalker can’t block Signal Pests or Vault Skirges or Hawks or Nexi. It doesn’t draw you a card when you cast it. It’s just a 1/1 for 2. Even with a sword it’s not all that AND a bag of chips, just one or the other. I might be okay with you playing it in your Caw Blade sideboard, but when I saw them I think I’d point at them and ask why they weren’t just Azure Mages. Sell these to suckers for too much money and laugh at them.

Laboratory Maniac and Memory's Journey

Laboratory Maniac is a card that people will love. It’s an alternate victory condition card that wins when you do that stuff that everyone loves to do, draw cards or mill your library. People love that stuff. I want to Hermit Druid or Oath of Druids this guy into play so badly, you have no idea. ā€œHermit Druid?ā€, I hear you asking (for some reason this time you’re not doing it in caps). I mentioned Hermit Druid to someone recently and they had never heard of it before and a small piece of me died. You build a deck with Hermit Druid and no basic lands. Then you mill your whole library. Back in my day you’d Reanimate a Sutured Ghoul with a Dragon’s Breath and two Krosan Cloudscrapers in your yard and win on the spot on turn two or three. Nowadays that card isn’t legal in the same formats it once was, but I’m tempted to try it in Vintage just to upset people.

Turn 1 Hermit Druid. Turn 2 Memory's Journey a Reanimate back into my library, draw it, cast it on the Maniac, cast Brainstorm. Brb, need to build this deck and play it against a goldfish for a few hours. Hi again, where was I? Oh yeah, people will want this card and want it in foil. Memory's Journey is a straight upgrade to Krosan Reclamation in any deck that would have wanted it. Grab a foil or two if you play Eternal formats or have some in your trading community.

Skaab Ruinator

Skaab Ruinator isn’t good…yet. It very well may be after another six months, but I just don’t see it now. If you love this card wait another two months if you can. This card is not Tombstalker. This card isn’t even Myr Superion. It may find a home in Birthing Pod, but I’m skeptical. Just hold off for now.

Snapcaster Mage

Snapcaster Mage is not worth $30. Don’t try to sit there and spout Econ 101 at me about what something is ā€œworthā€. This card will go back down in price. Patrick Chapin clearly hates me personally and wanted me to have to shell out a bunch of money on the off chance that someone actually does come up with an awesome deck with this guy in it in time for Indy. Just look at Stoneforge Mystic in its prime to see what a rare can demand in price over an extended period. This is no Stoneforge Mystic. Do yourself a favor and wait patiently. Alternatively, please break this card in half and ship me a list for Indy. This can apply to Standard, Legacy or both. I’m not picky. Thanks in advance. This card has climbed steadily over the past week and is probably at its all-time peak right now. If you open one this weekend, sell it immediately. If you need one, try not to pay more than $20 right now or pray to all that you hold dear that you can still get rid of them for whatever you paid as soon as you’re done with your tournament on Oct 1st. He’s not good in Standard right now. I don’t think he’s good in Legacy anymore (he was until Monday at midnight, fyi). He’s probably fine in Vintage. Wait on this card.

Army of the Damned

Army of the Damned is a mythic rare that is 2.99 or 5.99 for a foil. I think it will go up on both. Commander players will want this as will casuals. And it’s a mythic.

Bloodline Keeper

Bloodline Keeper is the new Emeria Angel. It can fill a similar role in a control deck and it’s better than the angel when it goes unanswered. It’s definitely worse than Emeria in the deck you want it in, but it’s still a sweet card and underrated. I think it will see play in a control deck in the near future. Try to get them for $2 and hang on to them until Gerry plays it in a UB control deck.

Dead Weight

Dead Weight is Disfigure at sorcery speed. Without Goblin Guide in the format not being an instant isn’t quite as bad anymore. Possible role player and I’d like to find my foils ASAP.

Liliana of the Veil

Liliana of the Veil is Tezzeret, Agent of Bolas, but better. I mean this in terms of pricing. She is pretty high now and while she may spike in the near future she will go down and then stay there. Tezzeret started at $30-40. He jumped up to $60 at Worlds. Now he is $20. I think Liliana might settle higher than that, but you can probably get her for cheaper than the $34.99 she’s at now.

Victim of Night

Victim of Night is great. It kills Grave Titan and Glint Hawk Idol. It also kills Tombstalker, Dark Confidant and Tarmogoyf. This card will likely get worse in Standard over the next year, but for now this is a great removal spell if your deck can support BB. Once again, a card I want in foil ASAP.

Past in Flames

Past in Flames is a card I’ve heard a few people gush about. Stop it. Please. This card is only good in Commander and even then it’s not actually good at all. How this card is worth more than Olivia Voldaren I have no idea.

Reckless Waif

Reckless Waif may very well see play in the coming year. Grab yours now, find foils if you want them.

Bramblecrush

Bramblecrush is a good card. People will want it for Commander and possibly cube. It may see some Standard play. The $2.99 out of stock foil price at Star City is likely driven by Commander so keep it in mind if you have that community in your area.

Olivia Voldaren

Olivia Voldaren is $7.99 on SCG. The foil price was $9.99. It’s sold out. Derp. It probably would have sold out at $15.99. Not really sure what was going on there. This card is sweet and is sure to be a popular Commander. Ps, open this in your sealed pool and play it. That’s a pro tip right there, free of charge. Some of these rares and mythics seem absolutely unbeatable in sealed. This PTQ season makes me very nervous.

Geist of Saint Traft

Geist of Saint Traft makes me angry. People keep talking about how awesome this card is. I disagree strongly. A friend of mine had two words to say about this card, ā€œI’ll blockā€. That about sums it up. In my UW deck I’d rather have any one of three other creatures instead of this guy, namely Blade Splicer, Hero of Bladehold and Mirran Crusader. Even Snapcaster is probably more to my liking and that’s assuming I have no cards in my graveyard. This will be a Commander card and probably nothing more. I see it settling lower than its current prices and probably land somewhere around Olivia.

The Lands

The lands I’ll do in batches, starting with the M10-style enemy duals.

These are probably priced fairly. I can’t begin to tell you how much I’d rather have enemy colored fetchlands, but these will have to do. These will likely see play during their time in Standard. People love UG lands, so that one will be the standout. GB is another popular color combination and WB needs duals desperately when it sees play.

With a certain [card Splinter Twin]RR2 enchantment[/card] rotating out and no Terramorphic Expanse, I don’t see the other color combinations making Standard waves. They are duals though, so having these will likely never be a bad idea. Don’t go over $5 on these if you can help it.

The other rare land cycle varies wildly in terms of playability. The best one is Moorland Haunt, but Kessig Wolf Run and Gavony Township may see some play. People will likely play more of these than they should, but if there’s a Caw Blade deck it should probably be playing one or two. They are priced too high on SCG right now, though. Pick all these up for $2 or preferably much less.

Until Next Time...

If you count all five of each of those land cycles it was actually thirty seven cards, so I really even tossed in some bonus material.

-Josh Rayden
JRDameonHv@hotmail.com
JRDameonHv on Twitter and MTGO

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Insider: Truly Going Infinite – How to run a profitable EBay store

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As promised, I interviewed a local dealer that I work with regularly. He runs most of his sales through EBay, and I sat down with him and picked his brain about what it takes to be a successful dealer. I really want to thank one of our readers, Sven, who came up with some great questions, most of which I wouldn’t have thought up on my own. Sean is a good friend of mine, and I really appreciate him taking the time to sit down and talk about his business with me. I had initially planned to transcribe the interview verbatim, but as we are friends, there were far too many colloquialisms and references to specific people that would likely end up a bit confusing, so there will be some direct quotes, but for the most part I’m going to divide it up into sections, and highlight the main points that were discussed.

Sean is a local Magic player and dealer here in the San Diego, CA area, and he lives off the money he makes through his EBay store (He’s also been known to top 8 every Legacy event I’ve seen him attend, playing NO Elves).

You can find his store here, and it may help to give you an idea of what his listings look like, and what sort of inventory he carries. He may even have some cards you need in stock!


Humble Beginnings:

Sean played Magic in his youth, but around Future Sight, he and an old friend wanted to relive some of the nostalgia of their youth. Sean took the initiative to scour craigslist to find someone selling a collection. Having not looked at cards in over 7 years, he made a blind offer of $50, and took home a huge stack of cards. Curious to find out what he ended up with, he looked at online buylists, and determined he could flip this collection for $110 right away. He thought, that’s exactly what he’d do, and he’d take his $60 profit, to buy another collection that he could then have ā€œfree cardsā€ to use and play with his friends.

It Begins:

After Sean was able to double his money on his first investment, he kept his eyes peeled on craigslist, scoping out collections whenever he could. He still had never really found anyone to play the game with him again, but his interest in Magic was re-invigorated, and he persisted. Early on, he tells me, some were profitable and some were not, but during this time he was really learning card values and sets that were released while he was away from the game. During this time, he had a full time 9-6 customer service job, and thought he could supplement his income with this new venture. He ran into problems at every turn, in the early stages. His first sale on EBay, the buyer filed a claim against him, and after all was said and done, he ended up losing money on the transaction. He shied away from EBay, and used CardShark for a while. Ultimately, he found the fees and structure to make the most sense on EBay, while leaving bulk stuff listed on CardShark.

ā€œI went through about 20-30 different versions of my business model over the first year and a half, until I found a system that worked for me.ā€ Eventually, he stopped the CardShark portion all together, and sells his bulk on EBay in lots of 25 rares for $10, or 50 for $20. His reason for this, is that the rare case when a card price shoots through the roof he would get cleaned out of that card on CardShark, but otherwise, stuff wouldn't move quickly enough. He notes that it is smart to keep the lots of bulk small, as people really don’t want duplicates in these types of lots, and its too hard to scour larger boxes for duplicates. After a year or so of testing out a variety of methods, he tells me he was about to give up on the venture. He wasn’t losing money, but wasn’t really making much either. Every dollar that came in, was going right back out for more cards, and he was spending about 4-6 hours per night after work researching, buying, listing and shipping. He pushed in another chunk of money from his regular paycheck, and bought a sizable collection.

I could tell he remembers this transaction affectionately, as the moment he knew he could do this for a living. He ran through the seller’s stuff, felt confident on all his pricing, and made an offer so that he could get the type of margin he would need for this venture to really start making sense for him. He paid $500 for the collection, expecting to receive $900 in return over the next month or two. That night, he stayed up all night, listing cards, and by the next day he was receiving 5 orders a day (up from the 1-2 every other day). The demands of the EBay store continued to grow as his feedback and inventory increased, and eventually he was able to leave his 9-6 job to focus on cards.

Sounds Awesome! Can I do that?

Sean’s first advice for someone looking to get into dealing cards: ā€œDon’t do this if you don’t love Magic. It would drive you nuts. It’s not bad for me because I enjoy doing it, but that doesn’t mean it’s easy.ā€ Seems obvious enough. I’d wager most people here fit that mold, but there’s much more to it than that. Sven had some specific questions regarding how to make the time to run a business like this, and Sean addressed some of those things specifically. ā€œI would work from 9-6 at my day job, come home and work from 6-10 or later every night. I also didn’t have a weekend at all for 2 years. My entire weekends were dedicated to Magic, either at the shop trading, or on the computer researching, buying or posting listings.ā€ A whole weekend dedicated to Magic? Not so bad.

Any advice for people trying to start up a side business, while maintaining a regular 9-5 job?
ā€œIf you have a baby on the way, a job that comes home with you, or any sort of weekly commitments, I wouldn’t recommend doing it the way I did, while still holding down another job. It will just wear you out. If you’re over the partying, and you like hanging out at home, looking at magic cards and watching movies? This might work for you, at least it did for me.ā€

What does it really take to make it as a dealer?
ā€œ80% of what selling Magic cards is, having the capital to buy collections, big BIG collections, and being knowledgeable enough to ensure that you’ll make the profit margin you need to earn a living.ā€

How much time (and money) do you need to invest on a monthly basis to be able to live on it?
ā€œI spend anywhere from $5000 to $9000 per month buying cards. So, I would say, if you wanted to come in fresh and hot with a bunch of stuff to sell like I have (over 2000 listings at a time) you’d want to have $15000-$20000 start up money. Or you can slow-roll it up the way I did, and I think most people start the way I did.

ā€œAs far as time goes, that will be dependent on what you’re trying to do. If you’re starting up with nothing, time needs to be your investment to your business, finding killer collections to buy and staying up to date on pricing. I was able to do just enough to keep me interested spending about 20-30 hours a week. Now I spend the same 20-30 hours per week, but I don’t need my other job.ā€

What resources do you use to come up with prices to list cards?

ā€œI usually just take a look at StarCityGames.com and undercut them by a dollar or two. If they are sold out and the card is hot, I’ll double check completed listings on the auction side of EBay and fall in line with those. Most people use SCG as a price guide, even though its one of the most expensive places on the web to buy cards. Undercutting them by a little bit, while still having a huge inventory in stock, is usually enough to draw customers.ā€

What about buying collections, how do you go about making offers?

ā€œI feel its more professional to make piles for people, breaking their cards into $0.10, $0.25, $0.50, $1, $2 etc. It helps ease them into understanding that I’m not just throwing a low number at them, and that I have set prices in mind for each card. I make sure to chit-chat and joke around with them during this process, and at the end I’ll say, ā€˜Here are the cards that are worth anything and I’ll offer you X for it, and the rest isn’t worth anything. I’d take it, or you can toss it, or you can keep it.’ That usually puts it very matter of factly, in a take-it-or-leave-it way. They’re trying to sell these cards, so normally that’s what they’ll do.

ā€œFor pricing, I do it all by memory now. I don’t bring my iPad, I don’t break out a computer, I go with the prices I know. You have to know your prices, period. You’re going to get burned if you don’t and checking every rare in someone’s collection on your smart phone isn’t getting you anywhere. The difference between what I buy and sell at comes from how quickly I think it will move, and also what I spend on EBay/PayPal fees, and how much margin I need to make on the buy.ā€

Do you have any tips on how to write your EBay listing?

ā€œI only do Buy it Now. Reason being, is I can’t get a good figure on what cards will sell for, if auctions are closing over a wide range of prices. There are dealers bigger than me out there, who have thousands of auctions going, and they run enough volume where they can make some good averages off their sales. You also want something that stands out in the listing title. You know those brackets? The ones that say 2x or x2 like that? ([2x] Oblivion Ring [x2] for example) I started that. At least I think I did. At first it made it easy for people searching to notice the pattern and realize I had tons of stuff in stock. Now everyone does it. It actually makes me happy, it means it’s working. You need to find something to put in your listing to make it stand out, try different things, until one works. Also be sure to include the name of the card, the quantity, the condition and the edition. As far as content within the listing goes, I keep it simple. If you have thousands of postings like I do, I’ll say, ā€˜You're bidding on the card(s) in the title and picture.’ So I’m not spending too much time on each listing, but if you’re starting out small, taking the time to repeat the Name, Quantity, Condition, and Edition is fine. You also always want to be clear about shipping costs. That’s really all the information people want.ā€

ā€œI only use scans of cards that are high ticket, like duals or Power, or things that are signed or unique like crimped cards. Otherwise I use stock images I’ve compiled from slightlymagic.net.ā€

Do you advertise at all?
ā€œNo, not really. I have a facebook page that people I know locally know about, but for the most part I rely on my feedback on EBay and the perks I get from having the basic EBay store. They provide me with spot ads on the front page periodically, and by simply having tons of inventory, anyone searching for Magic cards will find me. For this reason alone I try to have at least one piece of power listed at all times. Marketing is something I know I should spend more time on, but I don’t. I used to use the auto-mailer that EBay offers storeowners to send out promotions or other news, but I never got any response from it after a year, so I stopped using it.ā€

Why have the EBay store then?
ā€œIt only costs me $50/month, and it does grant me exposure I wouldn’t otherwise have. If you’re doing enough volume it makes sense, because Buy it now Listings only cost me $0.05 instead of $0.20, and I run 4-5000 listings at a time.ā€

What about trading at the LGS, does that ever get awkward?
ā€œPeople either expect X or they expect Y. People like you, and {other drafters} know that people need to make money, and that’s what I do for a living. I’m very open that I’m taking value in exchange for my time to sort, list and ship the cards, as well as eating up however much time it takes for the card to move. There’s also people who are hard traders, and they question why I value things low when I’m buying from them, sometimes (but not always or often) lower than SCG buy prices. I have to explain to them, that I can’t sell at the same prices SCG can, and I have EBay and PayPal fees to worry about, and a hole slough of other factors. They’ll either get it or they won’t. The one thing I don’t want, is I don’t want people to see me as that guy who’s trying to snake them for their cards/money. I don’t want people to say, ā€˜Oh, here comes Sean, hide your binders.’ If it doesn’t make sense for them to trade or sell to me, then we just wont. It’s that simple. I need my LGS, I rely on networking with players not only to buy and sell cards, but also to keep sharp on what people are excited about and what cards are moving.ā€

Where do you search for cards to buy?
ā€œI stick to craigslist, EBay and the LGS. EBay is the bulk of it, bidding on huge collections, and just taking the time to cross reference their collection with prices, and offer an amount that Iā€m going to be comfortable with. I just bought an enormous collection for $6000, and sure, making a few thousand dollars sounds like a ton, but I’m going to have to list, track and ship over 30,000 cards. That’s a lot of work. Having cash ready to jump on stuff like this is how I stay in business.ā€

Any legal issues ever arise, or any advice you would give?
ā€œJust pay your taxes. (laughs) PayPal now has to give access to the IRS for any accounts that earn over $20,000 per year, so just be aware of that.ā€

No issues with international shipments, or customs?
ā€œNo, in fact about 70% of my business comes from the UK. I think it’s because the dollar is so depressed right now, that they want in on our currency rather than their own. If I didn’t ship internationally, I’d be losing a lot of business. I’ve never had issues from shipping or customs.ā€

What about condition? How do you evaluate the condition if you don’t use scans, and do you ever get complaints?
ā€œI use my own judgement. I’m picky about condition myself, so I am a pretty tough grader. I use the NM/SP/P/HP model, because I don't like the term Excellent. If i was a new player, I would think Excellent means something like Near Mint does, when it doesnt. I also never call a card Mint. I’ve never seen a Mint card in my life. My ā€˜Item as Described’ rating on EBay is 4.97/5 and my over all rating is right at 5 with well over 22,000 feedback. Sure, there’s issues, but I’ve always been able to resolve them pretty smoothly.ā€

How important is feedback on EBay?
ā€œWell of course its important. When I only had a few hundred, I was checking it daily to see what people thought about my services. Now I don’t even look. I made a list of a bunch of funny feedbacks to leave for my buyers that were related to Magic mechanics. For example, ā€˜Your cards are trampling their way to your door as we speak.’ Something cute and funny that will make people happy you left feedback, and also remember you.ā€

Do you get a lot of repeat business?
ā€œYeah, a ton. There’s buyers who are always very communicative with me, where I’m now on a first name basis with them, where there’s also tons of new people too. I want to start including a business card with my shipments, so that it sits on their desk and hopefully they think of me the next time they need something.ā€

Hopefully this gives you some insight to what it takes to be a dealer, a very special thanks to Sean for helping us out.

Chad Havas
@torerotutor on Twitter

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Chad Havas

Chad has been with Quiet Speculation since January of 2011. He uses price speculation to cover all his costs to keep playing. Follow his journey from format to format and be prepared to make moves at the right times.

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Posted in Finance, Free Insider20 Comments on Insider: Truly Going Infinite – How to run a profitable EBay store

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Building the Gifts Deck

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[Editor's Note: Carlos meant to pass this along to me last week. Pretend this is before the GP and everything will be fine. I promise.]

So I had one weekend off of traveling for magic and playing infinite Commander, and now I'm packing for Grand Prix Montreal. This promises to be an absolutely awesome trip, with the likes of @lansdellicious, @derfington, and @manadeprived all being present! It'll be a really busy weekend with it being a Grand Prix and all, but I'm really looking forward to meeting the people that are there (and getting in some Commander whenever I can)! I'm especially excited because I'm going to be able to get my Child of Alara signed, or perhaps even altered! All in all, I'm really excited about the trip and crushing a GP. Or scrubbing out Day 1 and running Commander games all of Day 2. There's not too much difference between those, right?

Regardless, this is an article about what is, bar none, my favorite card ever printed, which I play with at every opportunity: Gifts Ungiven. Unfortunately, it was (rightly) banned in Commander to protect casual tables from all of the one-card "I win" combos the card sets up. Even more unfortunately, besides Vintage, there isn't another format that the card is terribly playable in right now. Normally, that leaves Commander, right? What I'm hoping to do this week is to build a deck that "feels like" a gifts ungiven deck, even if you can't run the namesake. This means finding functionally similar cards, or new ways to accomplish a similar thing. For example, one of the marquee features of Gifts Ungiven decks is recursion. You cast Gifts, and then get what you want no matter how they split the Gifts pile, and then you do something over and over until you win the game. To that end, here's where I'm choosing to start the deck:

Elementals

  • Horde of NotionsĀ (Commander)
  • Crib Swap
  • Shriekmaw
  • Mulldrifter
  • Ingot Chewer
  • Wispmare

These elementals, along with your general, give you a game plan even if you can't get another, more powerrful engine online. These give you utility, longevity, and protect your other plans to an extent. None of these cards on their own is nearly good enough to warrant graveyard hate or exiling removal, but if they go unchecked, they will give you a significant advantage over the course of a game, and allow you to answer any number of problematic permanents. Crib Swap in particular is an incredibly powerful card to be able to recast again and again, and will be a game-breaking card every time! The next element of the deck will be cards that can function similarly to Gifts Ungiven. Here's what I could find to that end:

Gifts Analogues

  • Intuition
  • Fact or Fiction
  • Thirst for Knowledge
  • Mystical Teachings
  • Jace, the Mind Sculptor
  • Demonic Tutor
  • Enlightened Tutor
  • Muddle the Mixture
  • Vampiric Tutor
  • Merchant Scroll
  • Brainstorm

The Gifts Ungiven analogues are broken into two sections: cards that function similarly to Gifts, and generic tutors and hand-fixers. All of these cards are very flexible, and help set up either recursion engines or tutor chains that end with an Intuition or a Fact or Fiction, the two cards that do the best Gifts Ungiven impression. But now we need ways to break these cards. Ways to take advantage of the ones that end up in your graveyard, or to reuse the best ones over and over again. This is, essentially, a pile of the best recursion in the format:

Recursion

  • Regrowth
  • Recollect
  • Nostalgic Dreams
  • All Suns' Dawn
  • Eternal Witness
  • Life from the Loam
  • Crucible of Worlds
  • Sun Titan
  • Necromancy
  • Recoup
  • Grim Discovery
  • Genesis
  • Dread Return

Now, you'll notice that there are some pretty notable cards missing here, namely Yawgmoth's Will. The problem is that you want to be able to cast cards over and over again, not just once and done. Yawgmoth's Will is very powerful, but not quite as good when you're doing a ton of mana intensive things, most of which involve interacting with your graveyard, not exiling it. Cards like All Suns' Dawn and Nostalgic Dreams are both very powerful because they can recur large quantities of cards at once, which is the reason they're worth running despite exiling themselves. Beyond that, though, you have to start considering the interactions between your recursion engines, so that you have some built in redundancy and resiliency. For example, Sun Titan can rebuy almost any card in your deck given enough time, since it can regrow Eternal Witness, Necromancy, and Crucible of Worlds.

The biggest thing about this style of deck is that it's very slow. You're relying on slow engines that you're assembling with slow tutors, since the good ones are banned. Because of that, you'll need some number of generic answers that buy you time and generate card advantage over the course of the early and midgame, so that you can find an opening to resolve an Intuition or some such and start taking over the game. Because we're already in five colors, we can run some of the best "generic" answers in the format!

Answers

  • Pernicious Deed
  • Oblivion Stone
  • Austere Command
  • Swords to Plowshares
  • Cryptic Command
  • Counterspell
  • Vindicate
  • Mana Drain

There's a ton of room for customization here, and you could certainly make room for more cards like these. Pernicious Deed and Oblivion Stone get the nod over things like Nevinyrral's Disk and Akroma's Vengeance because of Sun Titan. Mana Drain is absolutely insane in this style of deck, since you're looking for opportunities to cast cards like Mystical Teachings and Fact or Fiction without being too vulnerable, and this gives you the chance to do that. Acknowledging that this is out of most people's budget (including mine!), consider things like Hinder and Dissipate. Or, you can do something a little off the wall and try Scattering Stroke. Certainly, this is way worse than Mana Drain, but this is a format where that's easily forgiven. The upside is still incredibly high, and the downside is still perfectly reasonable. If there's a format for cards with marginal downsides and really high variance upsides, this is the format for it! I'm a little surprised that the card sees essentially zero play in a format like Commander. Now let's start taking a look at the engines that give you routes to victory:

Artifact Engines

  • Tezzeret the Seeker
  • Trinket Mage
  • Sensei's Divining Top
  • Sol Ring
  • Thopter Foundry
  • Sword of the Meek
  • Expedition Map

Something that has defined Gifts Ungiven decks in bigger formats like Extended and Legacy is that gifts piles are built to set up two-card combos that tend to put you at a huge advantage. In that vein, I'm running the Thopter Foundry/Sword of the Meek interaction, mostly because it's one of my favorite combos in the game, it doesn't seem "too unfair" for the format, and is reasonably resilient and easy to set up. Beyond that, there are just a few artifact cards that are just generically very good cards. Expedition Map in particular is great in this deck, as there are a number of lands that provide a great deal of flexibility to the deck. Tezzeret the Seeker is also an interesting choice here, since Tezzeret on his one doesn't really do much for the deck. The fact of the matter is that he's actually just a second copy of all of the important artifacts in the deck, and is capable of tutoring up multiple pieces given enough time. While Tezzeret the Seeker is a very slow tutor, he absolutely has to be answered, which makes it easier to resolve your other threats.

Creature Engines

  • Yosei, the Morning Star
  • Iona, Shield of Emeria
  • Sheoldred, Whispering One
  • Jin-Gitaxias, Core Augur
  • Worm Harvest
  • Etched Oracle
  • Bringer of the Blue Dawn
  • Bringer of the Black Dawn

This is probably the most interesting combination of cards in the deck. A huge problem that decks like this tend to have is that they lack the ability to actually close out games. These creatures, in certain combinations, can certainly just end games, but are also capable of just beating down and putting a quick clock on players. [card Jin-Gitaxias, Core-Augur]Jin-Gitaxias[/card] and Iona, Shield of Emeria are there to just end games if they make it into play. Yosei, the Morning Star give you a way to lock out players with either Emeria, the Sky Ruin or Sheoldred, Whispering One. Worm Harvest is mostly here to be another resilient win condition, and a part of Intuition piles with Dread Return. Etched Oracle and the Bringers are mostly there just as efficiently-costed, must-answer threats that have will generate huge advantages over the course of a game if left unchecked. But again, if people waste removal on those creatures, it clears the way for the better ones at the top of your curve.

Other Engines

  • Raven's Crime
  • Prismatic Omen
  • Emeria, the Sky Ruin
  • Last Stand

And these last engines are the ones which are most difficult to answer. One of the most questionable inclusions in the deck is Prismatic Omen and Emeria, since the mana-base is not built in such a way that Emeria can be activated naturally, but I like that Emeria, the Sky Ruin is fairly innocuous and difficult to answer, as a land, and that Prismatic Omen is efficiently costed. Prismatic Omen also has the upside of an incredible interaction with Last Stand; it's like an even better Cruel Ultimatum! You actually have to be incredibly careful not to deck yourself with that combination, and it might be worth including Urborg, Tomb of Yawgmoth[card], just to lessen the card's reliance on [card]Prismatic Omen. Lastly, let's talk about what is probably the weakest card in the deck: Raven's Crime. Raven's Crime is there to fight blue decks, in conjunction with Life from the Loam. You'll frequently have better things to do, though, and it can be hard to find enough black sources to make the card relevant. It's certainly possible that this would be better off as Mindslaver or Myojin of Night's Reach, just as more ways to close out a game. If you are inclined to include Mindslaver, consider Bringer of the White Dawn, so you can 'Slaver lock someone while still interacting with the rest of the table

Manabase

  • Academy Ruins
  • Cephalid Coliseum
  • Bojuka Bog
  • High Market
  • Miren, the Moaning Well
  • Dust Bowl
  • Vesuva
  • Maze of Ith
  • Mouth of Ronom
  • Tolaria West
  • Petrified Field
  • Celestial Colonnade
  • Creeping Tar Pit

Lastly, here are the relevant non-basic lands. These give you a combination of uncounterable removal, card selection, and recursion, which give the deck a lot of resiliency it wouldn't have otherwise. Which non-basic lands make the cut is something that changes depending on how you build and play the deck. I wanted to avoid turning this into another 60-land deck, so I wanted to avoid running too many lands that I couldn't see myself tutoring for on a regular basis. The two weakest cards here are the two manlands, but only testing can show if those are really necessary, or if they would be better served as additional color fixing or utility lands. Adding in the rest of the non-basics, the deck ends up looking like this:

[deckbox did="a127" size="small" width="560"]

Before I run too far over my word limit, I'd like to quickly go over some of the interactions to look for and to set up with your Intuitions and Fact or Fictions. Here's a couple of pretty straightforward piles to get things started. These purpose of the piles is to get you the card you want without using your generic Regrowth, so you can use those on more important cards.

1. Creature Pile
Creature
Worm Harvest/Necromancy
Dread Return

2. Artifact Pile
Artifact
Petrified Field/Life from the Loam/Crucible of Worlds
Academy Ruins

3. Recursion Pile
Sun Titan
Eternal Witness
Necromancy

4. Another Recursion Pile
All Suns' Dawn
Recoup
Nostalgic Dreams/Regrowth

5. Sword of the Meek Pile
Sword of the Meek
Worm Harvest
Card of your Choice

It's also important to remember that you can replace some cards with tutors, or just get all tutors to make sure you get whatever you wanted. A lot of the piles you can make depends largely on what you think you can get people to give to you. As people get more familiar or less familiar with your deck, it's easier to mind-game people into giving you cards that are very good based on their prior experience with the card, or lack thereof. I know I've certainly won a number of games with some weird looking Intuition and Realms Uncharted piles because I'm taking advantage of the perceived value of the cards I'm tutoring for relative to their actual value based on how I see the game playing out.

So what's the advantage to playing a deck that's endlessly complicated and utilizes pretty much every slot for some amount of additional value? Decks like this are incredibly challenging, and give you opportunities to grow as a player every time you sit down with them. Decks like this certainly aren't for everyone, and certainly aren't for every play group. If other players aren't prepared to deal with Five-Color-Blue-Answer-Everything, the deck, then something like this is just going to brutalize a table, and that's not going to be fun for anyone. But if you've got a group of reasonably competitive players, something like this gives you an opportunity to test your metagaming, deckbuilding, and play skills every week (since you need to adapt your suite of answers and lines of play to fit the decks you anticipate playing against) while giving you endless opportunities for customization to make it suit your style of play, this is your deck.

So there you have it. A deck built around my favorite banned card, with a number of the interactions found in my favorite Gifts Ungiven decks over the years since it's been printed. I'm curious to hear what other people's favorite cards to build around are, in this format or in others. On Twitter, some popular answers were: Warp World, Birthing Pod, and Gaea's Cradle, all of which tend to do pretty hilarious shenanigans when they hit the table. As always, if you've got comments, questions, or decklists you want to talk about, feel free to get in touch. I've had a surge in mail recently, so it may take a little longer to get back, but I do read everything!

Carlos Gutierrez
cag5383@gmail.com
@cag5383 on Twitter

Insider: Pants are Overrated & (Miss)Stepping Down to My Level

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Man Your Battle Stations!

This week's article is being sent to my editor, the great Tyler Tyssedal, at around 1 or 2 a.m. on the day it is supposed to be released.

How could I possibly talk about Eternal financials with a banned and restricted announcement scheduled the same night!?

First, however, let's talk about setting yourself up for these announcements in order to be in the best possible buying opportunity.

Step One.

  • Set a budget.
  • How much money are you looking to spend?
  • Will it cripple you if the cards you buy do not go up in value?
  • How long can you have your money invested?
  • Most people forget that you still have to sell these cards at a profit. You can't spend Magic cards to buy gas or food.

Step Two.

  • Get all the sites you know you want to buy from open in tabs (or separate windows, I guess).
  • I usually have SCG, Channel Fireball, and Ebay open. You can use which ever ones you'd like but I've had the best luck with these sites not canceling orders.
  • Make sure you know the checkout process of the site you are going to. Walk through it and just have it down. Make sure your payment method is also ready.

Step Three.

Step Four.

Arguably the most important step:

  • Pants.
  • Yes I said it.
  • No pants.
  • One of my great friends Julain Booher is a master of this step.

    "I am too excited for tomorrow afternoon. Cloudy, chilly with a 0% chance of pants."- Julian Booher

  • Many men have done great things while not wearing pants. Fire and the wheel are two that were invented before pants ever existed.
  • Pants can make you think too much. When you are on a buying spree, you should be comfortable. One of the most comfortable things you can do is not wear pants.

The Announcement.

The banned and restriction changes came out on Monday night (found here). They were as follows.

Extended

Who am I kidding?
No one cares....

Modern




  • Blazing Shoal is banned.
  • 
Cloudpost is banned.

  • Green Sun's Zenith is banned.
  • 
Ponder is banned.

  • Preordain is banned.
  • 
Rite of Flame is banned.

I like what they did with Modern. Wizards doesn't want any turn 2-3 combo decks running around so they fixed it. They also don't want it to be overwhelmed with Zoo, so GSZ was also a good ban.

Vintage

  • 
Fact or Fiction is no longer restricted.

Fact or Fiction not being restricted is AWESOME. If you have never played with FOF before, you are missing out. That card is one of the hardest cards to play against. It makes your opponent make impossible choices and that's why I love it.

LEGACY!!!




  • Mental Misstep is banned.

Read it again....

MENTAL MISSTEP IS BANNED!!!!1!

I love this decision by Wizards. It allows the format to flourish with different decks again. I really like that Counterbalance will return and Goblins gets another shot.

When I heard the great news, I snap bought a few cards that were good pre-Misstep and will continue to be good now that it is gone. Those cards were:

Goblin Lackey

Goblins is an all time favorite. Now that Misstep is gone it will become very good again. I used to have a soft spot for the little red men, but after I played with Force of Will, everything changed.

Aether Vial

With a little help from Modern, Vial will be worth close to $20 in no time. I found these for around $11 online and bought a few more than I already have.

ManaBond

I picked this sucker up because I think I might try to play it in Indianapolis next week. Who knows if it will work out or not, I just love this one drop beast.

Keeping 'em in Check.

We’ll look at some obvious ones for this week.

Aether Vial - $13.99 on SCG

This one is obvious and I already talked about it above. Vial is worth buying if you can find them cheap.

Green Sun’s Zenith - $5.99 on SCG

I know it got banned in Modern, which means it will go down a bit. Look for these as low as $2-3 and pick them up. Green Sun's Zenith will be good for years to come.

Stifle - $11.99 on SCG

A MN favorite and one of my top 5 favorite cards. Stifle is good again with Misstep being gone. Not only is this card great against Goblins and Storm Combo decks, it punishes people for trying to be cute. [editor’s note: Don’t forget Stoneforge Mystic and Hive Mind’s Pact triggers!]

Get on My Level

Leveler is a joke…

This card isn't worth the cardboard it’s printed on.

People who speculated on them should sell them now before everyone realizes it doesn't have a shot.

I agree with Doug's Insider email. The real speculation is in Divining Witch.

  1. EOT, use the Witch’s ability looking for Lab Maniac.
  2. Untap, cast Lab Maniac or Vial him in.
  3. Use Diving Witch naming any card not in your deck and win.

I guarantee you someone will play it somewhere and the Witch will take a price hike.

Until Next Time…

I'm so happy Misstep is gone. I've been working on a FREE Legacy article for later this week showing off the format sans-Misstep. Keep an eye out for that.

I hope the banning made you all as happy as it made me.

If you’re not having fun, you’re not risking anything.

Please feel free to post question in the comments or email me.

-Mike Hawthorne
Twitter: Gamble4Value
Email: MTG_Mike@live.com

Inside the Immersturm or Clashing Over Where to Begin

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Hello to all you fine QS folks out there. I bet you're all wondering who this guy putting up a post is. I'm not here to talk about myself, but I wanted to do an actual introduction. David Conrad, editor of financial content here on QS. I'm the man behind the scenes who keeps the articles up and running. Or not running as the case may be lately.

My first order of business is actually to get a message out to everyone that I'm looking for a new writer to fill the Tuesday slot here at QS. Stephen, Corbin and Chad are all putting in great work, and Doug gets a set review out once a week, but that only leaves me with something to run 4 of the 5 business days each week. So what I'm looking for now is someone to fill that gap in all our lives that is the Tuesday update. Interested? Contact me at conraddave29@gmail.com. You can reach me there with complaints, compliments or ideas, and I would love to hear from you if you are interested in a weekly column at QS.

With that out of the way, I still have only just started this blog. So spoilers are out and up, and everyone's abuzz with discussion. What will be the next big deck? How much is a U/W Blade deck going to dominate and what will it look like? Are we going to see a resurgence of midrange now that the oppressive monster that is Valakut is out of town? These are just a few solid questions. And honestly I can't answer any of them. I'm not a pro, heck, I can't even play as often as I'd like to. But I do watch and listen and brew.

I had all but quit playing Standard for the past few months. While I found Cawblade to be annoying, it wasn't the reason I didn't want to play. The true problem for me was Valakut. Why Valakut? Because more than anything I love to play Midrange. I played Jund to death, and before that Doran, and before that I was throwing together spells and big guys as far back as I've been playing. With the ability to simply decimate the midrange player before he can establish a rhythm now leaving with Valakut, I'm looking forward to playing with birds into 3 drops on the two again.

But the card in Innistrad I'm most excited about? A little guy known as Splinterfright. He plays into the idea of the graveyard as a resource beyond animation as good if not better than anything else that's come before it. My current favorite Commander deck is a Damia deck that utilizes dredge to fill up the grave then count how much is in there with cards like Sewer Nemesis and Bonehoard. I'm excited about playing a similar strategy in Standard. A shell may look a bit like:

4x Mindshrieker
4x Boneyard Wurm
4x Splinterfright

4x Forbidden Alchemy
4x Mulch

And that's only a small portion of the deck. I feel like the deck is still missing another strong way to get cards into the grave to actually be strong, but everything seems to be pulled back a bit in terms of power, so I'm not terribly worried. Kelly also pointed out in his article over at TCG player that the human tribe may revive the long missing White Weenie archetype. Tempered Steel may be a bunch of little guys and white, but its far from what we're used to in terms of a white weenie deck. Interesting Humans to think about for this deck outside of Innistrad could include:

Accorder Paladin
Elite Vanguard
Grand Abolisher
Hero of Bladehold
Mirran Crusader

You can pour over some of the guys in the Visual spoiler, but the big one to look out for is Champion of the Parish. A line of playing starting with this guy and finishing on four with Hero Of Bladehold could spell doom for your opponents. And lets not forget that Honor of the Pure was reprinted in this core set.

So that's two decks I've been looking at for the upcoming Standard, and nowhere near the end of possibilities that getting rid of the Zendikar block will bring. I'm excited to be free of the power that it brought and hope that we can keep this power down a little bit longer.

Also, the Banned and Restricted list just went up, but as far as I can tell, there isn't anything that should create a spending spree. Another 6 cards banned for Modern, and I wouldn't have expected most of them. Hopefully you already sold your copies of Vesuva as aside from legacy and Commander they don't really have a home anymore. Green Sun was the one that caught me the most of guard, as it didn't seem to be hurting anyone, but losing Ponder, Preordain and Rite of Flame will probably hurt storm and pyromancer decks to the point of at least less playability.

I guess Wizards is also still sold on making extended work with this ban list, but it sure does seem like a waste of time. No one I know is interested in the format, and I don't see it being swayed just because these bannings have taken place. The unbanning of Fact or Fiction in Vintage also intrigues me. To the Stephen Menedians of the world, is this thing going to see play?

I suppose I've gone on enough, but I just wanted to get this first post out here. I'll try to get a new post up once a week. What kind of things are you interested in hearing?

Conrad

Unleash Your Hateful Spirit | CC S4E1

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Commander's most real talk returns for round four! Andy, Donovan, and Byron are on deck with Conor, our sound man, to spray that blazing-hot fire into the EDH cipher. In a near two-hour podcast we cover bases ranging from From the Vaults: Legends to a hands-on review of New Phyrexia. Broadcasting from the newly-opened CommanderCast World Headquarters at CommanderCast.com, we're bringing back Community, Strategy and Technology as only we can! LETS GET IT!

Hit the button to play, or download the entire episode!

You can find the full show notes for this week here.

And for even more Wrexial-approved Commander stuff (like videos, articles, and podcasts) head over to the all-newĀ http://www.commandercast.com/!

Insider: Gleaning Guildpact

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Guildpact is the second set in Ravnica block, bringing us The Orzhov, Izzet and Gruul guilds. Or, if you prefer, the B/W, U/R and R/G color combinations. It was a fine set, especially because it deeply explored B/W. I feel that the color combination is poorly understood and rarely represented in Magic, so it's nice to see that they really set the flavor of the guild as a mobster-run church. The Izzet guild was mainly focused on copying spells, and their cards certainly represent it. U/R is a really bad color combination in practice; it's hard to make decks supporting those colors work, because Red's most powerful spells are usually one-shot sorceries and instants. Combined with Blue's card draw and counters, it can be strong, but the creatures lack the power of Black or Green. Izzet cards are mainly a curiosity; they're great in Commander, but not much else. Gruul was what really set the stage for the tournament scene, especially with RG Beats. While some pros were whiling away with complicated control decks, Mark Herberholtz combined cheap burn with mashers like Scab-Clan Mauler and Char to win a Pro Tour in Honolulu. Gruul was the essence of fast, cheap, heavy monsters. What it lacks in depth, it made up for with cards like Rumbling Slum and Giant Solifuge. Guildpact brought the guilds' shocklands, along with a few other money cards. Let's take a look at Guildpact this week!

$4.50

A plain and simple card: Vindicate with an Angel attached to it. Angel of Despair was hugely popular; it's easy to understand, and even though you might want to be doing better things by the time you have the mana to cast it, the Angel never disappoints. You can recur it with Recurring Nightmare or use reanimation to pull it out on the cheap. Angel plays well with casual cards like Astral Slide, too. Its price has fluctuated a lot, but it's always been worth a few dollars.

$5.25

For seven mana, this is the kind of enchantment effect that you should get. Debtors' Knell is a fine Commander card and the threat of retrieving it with an Academy Rector is usually enough to get an opponent to look elsewhere when he attacks. It's also a prime example of a card constrained by the weird Commander rules when it comes to hybrid mana. Debtors' Knell can be played in monowhite decks, but the rules prevent us from using it that way in Commander.

Knell can pull up dudes from every graveyard, which means that it is just as damaging in control decks as in aggressive, recursive strategies. It's also unfortunate that we haven't seen this come back again; it's a casual fan favorite, as the price reflects.

$17.00

B/W has some great lands for color fixing. We've got the usual filters, but there's also Tainted Field. Godless Shrine is fetchable, but it doesn't see a lot of Extended play because the color combination is pretty weak in a vacuum. I've also noticed that, since Zoo is a real thing, Extended decks are careful to manage life totals from shocklands, meaning a lot are running some mix of shocklands and filter-lands. That means there is less demand for cards like the Shrine. That said, it is a powerful land, but the market isn't exactly clamoring for them.

$1.75

Gone are the days of this being an $8 card, since the Magic 2011 set reprinted it. That was wise, since this is a premiere graveyard hoser, and it wasn't right having it sit in a second set, picking up value over time as people became more desperate to have access to it. Leyline is a repeatable, sometimes-free, dominating piece of graveyard hate. It sees a lot of play in Vintage and gets some Legacy attention as well.

$6.25

If you're going to bother with a UR Commander deck, it's probably either playing Jhoira or this guy. Niv is like Psychatog in that he turns drawn cards into a kill mechanism, and there's no shortage of draw spells in Commander. People also like to combine it with Curiosity for a kill, though this is limited by the amount of cards you have in your library; starting at 40 life means that people have to get banged up before you attempt to kill everyone else around! Some people haven't realized that this has picked up some value and will trade this away for much less than it is worth.

$19.00

Steam Vents has picked up a bit of value lately because it is used in two combination decks in Modern. I don't know if it will continue to rise, since I suspect that one or more of the elements of those decks will be banned in a few days. Outside of combo, U/R is a bad color combo, so I don't see it getting expanding Modern play. What was once an unloved shockland has picked up about $5 or more in value since the Pro Tour on the back of the two combo decks.

$16.00

Stomping Ground is the basis of Zoo; get it and Temple Garden in the first two turns and you can cast all your spells and power up Wild Nacatls. It's probably the most-played shockland, from its time in Standard through its current position in Modern. Who knew that Taiga was so strong?

One of the things I noticed while going over Guildpact is that it lacks any real ā€œpower uncommonsā€ and it also trades in very low volumes. The shocklands have dropped a few dollars from their highs only a week ago! Next week, we'll look at Dissension and the other blue guilds, a set with a few more high-dollar cards than this one!

Until then,

Doug Linn

Introducing QS Blogs!

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Hey all,

We are rolling out a new test feature today called QS Blogs. Ā I got this idea from Forbes Magazine, where I am now a contributor. Ā It's been really successful for them, so we're co-opting the model. Ā I'll be using it from time to time, but as you all probably know, the majority of my work on the site revolves around back-end work.

If you're interested in being a blogger, Ā just email us and we'll talk. Ā Approved bloggers won't have any deadlines or schedules, so it's a great way to get started as a writer without the pressure. Ā  We will routinely review the blogs to look for new columnists, so if you're aspiring to be a writer for our site, this is a great place to start.

Hope you all enjoy the new feature, and be sure to give lots of feedback so we can keep improving.

Kelly Reid

Founder & Product Manager

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Insider: To Close a Trade

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Welcome back! We’re a week away from the Prerelease, and Innistrad spoilers are here in spades. And they are awesome. With Modern dying down and Innistrad not here yet, we’re in a bit of a dead period. With that in mind, I wanted to visit an aspect of trading that is sometimes overlooked – how to actually close a deal once the cards are on the table.

I originally planned to do my regular Prerelease Primer this week, but I’m going to have to put that off for a week, mostly because I’m an idiot. I’m not sure if this is a change from how things are normally done, but for Innistrad the prerelease is happening a week after the Preview Weeks end.

As such, I think it’s best until the entire set is spoiled next week for me to work on the Prerelease Primer. I noted a few cards last week I had strong opinions on, and there’s certainly more to go around. I’ll have it out for you next Friday in time for you to rock the trading scene at your local prerelease.

The Closer

There are many ways to go about closing a trade, just as there ways to set trades up in the first place. As I’ve talked about many times, trading profitably is about so much more than knowing card prices. You are playing a game of mental Magic more intense than most matches you’ll play in your life. There are countless traders who know their prices perfectly and yet fail to close good trades or come off looking bad when they do so.

I’m going to start this with a story of a recent trade. As I’m wont to do, I’m going to name my trade partner. See Underground Sea Guy and Kira Guy.

Though the card he wanted was a foilPreordain, I’m going to name him ā€œEDHā€ guy, because that’s what he said he was most interested in. We valued the Preordain at $18 (it’s $15 and sold out on SCG), and he also wanted my FNM promo Sakura-Tribe Elder, which he valued at $4.

Quick semi-related aside: I recently accepted a full-time job as a sports reporter at a large newspaper in Oklahoma (Norman, specifically), and I’m in the process of moving to Norman, which is about half an hour away from Oklahoma City, where I used to live.

With the move comes the move to a new card shop. I don’t like it as much as my old store (where they offered full store credit and the owner knew me personally and let me sell cards in his shop), but it’s a pretty good place and run by a good guy (@WizardsNorman). The importance of this to our story (besides sneakily updating you about my life, as if you care), is that I know very few of the people at the new shop, including EDH Guy.

Back to our trade. From his binder I pulled an Arid Mesa and an Ancient Tomb. With the prices we had set on the cards, this trade was about even ($12 on Mesa, $10 on Tomb).

This guy clearly knew his prices well, including that his Deathbringer Lieges were $6. With the way he was aggressively quoting prices, I was a little worried I was getting taken somewhere in the deal. Someone near me even made a comment about EDH Guy being a shark.

Now, I have a confession to make. Being that I know how to trade and am rarely taken in deals by those who like to think they’re sharks, I generally just troll people when I’m put into this situation, and I did the same here. It was nothing major and certainly nothing malicious, just me having a little fun with the trade (asking him what he valued random cards at I wasn’t interested in, telling him how much he was killing me in the trade, etc). It’s possible this put him off a bit, which is why I’m letting you know what happened.

Now onto the part of the trade that affects our subject today. Even though I felt pretty comfortable with what we had set up, I was interested in picking up something small, as I wasn’t positive on the Tomb or the Elder. Asking him for some throw-ins actually set him off, and he began to get very loud and complaining about how difficult I was to trade with because I was taking so long (I rarely, if ever, receive complaints about my trading style).

Somebody getting loud certainly doesn’t bother me, and it doesn’t really increase the pressure of a trade for me. I just let him know I was just looking over his binder again just in case I missed something. Then the thought crossed my mind – is this guy really just a shark trying to close a deal by getting forceful? It’s certainly not an unheard-of tactic, and it can be very effective (if distasteful, in my opinion).

After a little while considering this option, I went ahead and closed the deal with the intent of double-checking my trade when I got home. That’s me basically doing the trade equivalent of ā€œif you have it, you have it.ā€ If we look at the trade in buylist prices (the only price that matters), we see I did well for myself in the trade. The two cards I traded him are being bought by SCG for $6.25 while what I got is being bought for $11.

The reason I tell this story is this – For many inexperienced traders, a shark using this closing tactic would have pressured them into closing a deal that wasn’t beneficial to them.

With that in mind, I’m going to look at some common closing techniques and my thoughts on both when to use this yourself, and how to handle it if someone uses these methods against you. Note that this is different than just how to conduct a trade where methods like laying cards on the table, price setting, etc… all come into play.

The importance of throw-ins

If I have to explain how to use throw-ins to your advantage, I would direct you to ask about it on our forums or read some of the back articles here on QS. I’m going to assume that most of my readership understand the concept of working throw-ins to your benefit and will give you the four-word version in case you don’t – Throw-ins are good.

One other quick note on throw-ins – if you’re the one giving away a throw-in, make sure it is actually a throw-in and not a $2-3 card.

The Loud and Aggressive Closer

Picture the scenario with EDH guy above. Though I don’t think EDH guy was actually trying to shark (he just really wanted to get his cards), many traders trying to profit from you go to this method.

It’s not necessarily the aggression that’s a problem with this style – it’s the rudeness. There is nothing wrong with adopting a ā€œtake it or leave itā€ approach. At some point you have to realize that you’ve spent too long on a trade and it either needs to happen or end. No, it’s the fact that someone doing this to you in a trade is simply trying to force you into something you don’t want to do that’s the problem. Remember, there’s always a pressure to finish a trade once you start one, and EDH guy is preying upon that fact.

In short, don’t ever do this to someone or your reputation will suffer. On the other hand, if you’re a victim of this method, you have a few options. You can either stop the deal and walk away (and there is nothing at all wrong with this), or you can turn it to your advantage.

Someone trying to push over a trade on you like this wants you to get flustered. If you can control your emotions and wait him out and be firm in what you want in the trade (whether that’s a value issue, or a throw-in, etc), he’s eventually either going to capitulate or walk away, since he’s working himself up by berating you. Either way, you win. If he gives in, you get a good deal, and he looks bad. Or he packs up and walks away, and looks bad. I have no mercy for bully traders like this, so do not feel bad about wasting these jerks’ time.

The under-offer

This is one I use fairly often, and it’s one of the most effective. What you do is this –Once the cards are laid out on the table and you both know what you want, you suggest a particular trade using what’s available. Note that I actually prefer to let my trade partner make the initial suggestion before I moved in, but this is a viable technique.

Make an offer that comes out with you being far ahead. Occasionally your trade partner will go for this – if so, nice work, must be nice, blah blah blah. What’s more likely is that they will counteroffer. The thing is, if you position the cards available in such a way that the only thing available to them is end up either a little short of your side of the trade or way over, they’re going to go short and you’re going to end up with a good trade. Very rarely do people pull out cards they’ve said are for trade and that you’ve indicated you want. This works because people feel a little rush of success if they get you to add a card to a trade – even if they wouldn’t have been happy if that card had been in the proposed trade in the first place. The mind plays funny tricks.

If someone does this to you – don’t be afraid to tell them straight up what you can and cannot do, and if being totally even on a trade is important to you, get a throw-in or move the cards on the table around until you find something you’re comfortable with. Don’t get content just because you got the other guy to agree to your condition on the deal – push for what you want, in a polite manner.

Rush Hour

Another common one is rushing someone to complete a trade for whatever reason – the pairings are going up, the store is closing, ā€œg2g mom on fireā€ (actually said to me once as a reason for AFK in a game of DOTA). Rushing people to complete a deal is effective and common.

The important thing here – Rushing someone can be used for good or evil. As I’ve talked about extensively in the past, trading is about more than matching dollar signs, you should enjoy the process and get to know your trading partner. I enjoy doing this, but there is nothing wrong with gently nudging your partner to make a decision. Depending on the magnitude of the trade and the nature of the event you’re at, your time trading is literally worth money and killing too much time on one deal is bad for business. Asking your partner politely to make a decision is fine.

On the other hand, some people will do this constantly just to close a deal, using the increased pressure to force you into a bad decision. I’m a pretty particular trader, I have a hard time making deals on the fly because I like to think through all the lines and buylist prices in my head. Knowing this about myself, I often won’t engage in a trade unless I know I have time to finish it.

Don’t let the clock get to you when you’re trading. If someone else has to leave or the round is about to start and they’re using it against you, just back away from the trade or tell them you’ll set the cards aside and you can try again before the next round.

Walking away

This was suggested to me on Twitter as a way to close a deal, and it’s a method that has some very unique and interesting applications.

Personally, I hate when people walk away from deals because they want to shark you, especially when I’ve invested time into the trade. There’s nothing wrong with walking away if you aren’t comfortable with a trade, but don’t decide at the end that something isn’t for trade or that you aren’t getting enough.

My reaction to this occurrence illustrates its effectiveness. I consider it a big underhanded and don’t do it often myself, but I don’t hold any particular grudges against legitimate traders (read: not sharks), doing this.

How to handle it if someone does this to you? If you call them back to the table, you are giving up all the power in the relationship. This doesn’t necessarily mean you’re going to get a bad trade, but it’s pretty bad for your cause. My advice is this – if someone wants to walk away, let them. You don’t have to give them a full-on good riddance speech as they go, but don’t be afraid to let them.

Thirsty much?

Ryan Abcede (@Ryeabc) suggested this approach – ā€œI’ll buy you a pop.ā€ While I’ve certainly traded my share of weird things for Magic cards, I can’t say I’ve ever actually bought someone a soda to complete a trade.

While what you actually buy them is fairly irrelevant, the psychology behind this maneuver is pretty solid. If someone is willing to buy you something, not only are you getting additional value in the trade, surely someone willing to purchase sustenance for you can’t be pulling one over on you, right?

And, chances are, they aren’t. The hardcore sharks there to abuse you really aren’t interested in buying you a soda, they’ll often use bully or rush tactics as we’ve talked about above. I approve of this pop-buying tactic, and it’s pretty close to a win-win for both parties. One person gets the cards and another gets a delicious Coke. Not to mention that a dollar spent on a soda is often worth a hell of a lot more than a Magic card that retails for a dollar.

I’m super out of room for this week, so that’s all I’ve got. Hopefully this helps you when you need to close a big trade, or at the very least makes you more aware of the subtle things going on when you’re trading. I’ll be back next week with a full Innistrad breakdown, which I’m pretty excited to do after the success I’ve had with these in the last year.

Thanks,

Corbin Hosler

@Chosler88

Insider: Expected Value and Rare Drafting

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Expected Value is a term that is thrown around the MtG community frequently. ā€œ+EVā€ has become synonymous with ā€œprofitableā€ and grinding has an air of pride attached to it, and that’s whether you’re grinding events or trade tables. While the short-cut term is certainly good enough for communication between people who speak the same language, using its actual meaning and underlying calculations, we can find some interesting things.

Rare drafting is a Science, not an Art. The reason being, there are actually correct times to take a rare for its monetary value, and times when there isn’t. For years, at a standard LGS draft, $5 was the minimum monetary value a card would need to have for me to pick it over another playable. I figured, for a $15 draft, with 3 packs, if I get a $5 card, that pays for that pack, and recoups some investment.

I felt this way until Aaron Forsythe posted some very interesting information about M10 limited using extensive data from MTGO. You can find the data here:
A quick recap for those to lazy to click the hyperlink: He lists the top 25 cards in M10 limited, based on win% of the decks they were included in, during round 1 of sealed events.
In this particular set, 17 of the 25 listed are Rares and Mythics, 5 are Uncommons, and 2 are commons! Also of note, the entire range of the top 25 leads to win% >51%.

Here’s where things get interesting, with regards to Expected Value. In short, Expected Value is simply a weighted average, where we calculate the average outcome of a decision, based on the likelihood of each outcome. The problem with Magic (or reason for its success) is the probabilities of such outcomes are not known. But now we have an idea of the range of how good some of the best uncommons can really be in a limited environment.

Keep in mind, these probabilities aren’t precise for a couple reasons:
1) The data comes from M10 not M12.
2) Your individual win% is going to vary from the population of MTGO players as a whole.
However, it does give us an idea of how much better some cards can really be, and how much of an impact they can have on your chances of victory.

I’ll start with the LGS I play at, as an example. Suppose we open a pack that has a junk rare (Sundial of the Infinite, perhaps), a Foil Timely Reinforcements, and a Mind Control. If this was Pack-1-Pick-1, using my previous rule, the $5-6 foil would be the pick. But with this new information, let’s see how correct that is. At least in M10, and I think most would agree M12 wouldn’t be much different, Mind Control owners won 54.07% of their matches. How can we use this information to determine if the foil is worth the pick or not? It will depend on prize structure.
At my LGS, an 8-man pod gives 1 pack to a player who loses in the semi-finals, and $15 store credit to 2nd place, and $25 store credit to the winner. It is not uncommon for first and second to split at $20/$20. Supposing the rest of my draft is fairly average, just the presence of Mind Control alone, means I’ve got a 54+% chance of making it to the Semi’s alone, and a 27.61% chance of making the finals, and a 14.93% chance of winning it all.
The possible outcomes are:
1st Round elimination: No Prize, 45.9% likely
2nd Round elimination: 1 booster prize ($3 for simplicity), 24.8% likely
Loss in the finals: $15 prize, 14.4% likely.
Win the 8-man: $25 prize, 14.9% likely.

So, if we can accept these figures are a decent starting ground of comparison, we can calculate the value of this proposition.
$0*(0.459) + $3*(0.248) + $15*(0.144) + $25*(0.149)= $6.629 which, depending on who you are talking to, may or may not be more than a Foil Timely Reinforcements. In this case, I think it is correct to go with the Mind Control, but the prize structure will of course affect the decision. Other things to consider, is there’s an opportunity cost in picking Mind Control. I /didn’t/ get to add the Timely Reinforcements to my deck. So would the $5-6 foil, plus the value it adds to my deck make up the difference? It might, but I’m inclined to think that cards like Mind Control, gain so much edge, that it is tough to reject their strength. That being said, there are only a handful of Uncommons that this applies to. Namely, Mind Control, Fireball, Oblivion Ring, Serra Angel, Acidic Slime (although I’d argue its not as strong in M12 as it was in M11 or M10), Overrun, and I would guess Sengir Vampire belongs on the list too. (Note: if you play Swiss-Pack-Per-Win, the numbers resoundingly favor the $6 card).

I fear that some of this article will be ignored, because the numbers aren’t going to fit your exact scenario. That’s likely true, we have to pick somewhere to start, and the data that’s available is about all we can do. FWIW, my limited match win% is in the 54-56% range as it is, so likely adding a Mind Control to my pool skews my win% up a bit farther (making it even more valuable than a Timely Reinforcements, although making the chances of winning without the Mind Control also reasonable). Finding your win% is easy, and work with it. Obviously, winning in later rounds should be tougher, but again, we have to work with averages here, because it’s all that’s available.

Where does that leave us? Well, my $5 gut-check rule, seems to be a fine ā€˜rule of thumb’ for the types of prize structures I’m used to, but it isn’t an Art, it’s a Science. It either IS correct to take the Foil Timely, or it isn’t. If you plan on keeping drafting as inexpensive as possible, making the correct choice more often than not, is going to be crucial. The most amazing statistic in Aaron’s post is: ā€œOnly 70 of the 229 cards in M10 have win % over 50%.ā€ We don’t know how many of those are Rares, but if the ratio is similar to the top 25 cards, we could expect there to be only 20 non-Rares in that group of 70, meaning that most cards hurt your chances of winning (statistically speaking).

Next week I’m going to interview a local Dealer who moves most of his product on EBay, and does most of his buying through networking at the LGS. He’s able to live completely off this work, and we’re going to pick his brain for how he was able to build such a successful business plan. If there is any questions you want answered in that interview, with respect to networking, buying cards/collections, using EBay/Paypal or anything else, let me know in the comments and I’ll bring them up in the interview.

Thanks for reading, and happy drafting!
Chad Havas (@torerotutor on twitter)

Innistrad in the Shuffle

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Two weeks ago I wrote about how to build Commander decks around a new set's mechanics, and I mentioned that tribal themes in a block act like extra mechanics. What I didn't mention is that while most mechanics would be lucky to get one commander who fits the deck well, Tribal decks often have a multitude of options. To really evaluate each one we need to delve a little bit deeper into what makes these decks tick.

Back to the 60's

The first thing that probably came to mind when I mentioned Tribal Commander decks was the same thing that would come to mind if I mentioned Tribal 60-card decks: the lords. And while [card Balthor the Stout]conventional lords[/card] may be a bit underpowered, some [card Kangee, Aerie Keeper]slight variations[/card] make those decks pretty easy to port over to Commander. If you look at Legacy Merfolk decks or your friend's "Kitchen Table Elf" deck, you'll quickly see that their main game plan is to stack up as many bonuses as possible, so starting with one always available is a major boon.

Here the astute reader might notice that their friend's Elf deck is also full of Wellwishers. [card Elvish Champion]Lords[/card] are generally favored in constructed formats because Tribal decks are pushed into an aggressive role due to their high creature density, but we needn't limit our commander search that way. Options like Thelon of Havenwood are just a subset of the Legends who encourage you to run more creatures of a given type. Kaalia of the Vast, [card Rhys the Exiled]Rhys[/card], and Anowon, the Ruin Sage similarly get better and better the more Dragons, Elves, and Vampires you pack into your deck.

When building a deck this way you can either pick out a game plan and choose your commander to suit it, or you can pick the commander that looks most fun to you and develop a deck around them, but either way the deck will end up playing a lot more like sixty-card concoction than your average Commander deck. If you love your Tribal decks but have been playing Commander because your friends are, this is probably the route for you.

An Army Without a Purpose

Of course, our wonderful Commander format offers a lot more options than just replicating our sixty-card experiences. While a deck full of four-ofs should have no trouble filling out a roster of even the most sparsely populated tribes, making a hundred-card singleton deck can be more of a challenge. Luckily, some kindly legendary creatures are more than happy to bring you a full complement of some creature type or other along for the ride. Your job then is to make use of them. Take for instance Ghave, Guru of Spores: Ghave doesn't care that the tokens he makes are Saporlings, but if you include Nemata, Grove Guardian and Thelonite Hermit you're well on your way to building a Saporling Tribal deck.

Then again, tokens aren't your only option:

I anticipate that Olivia is going to make some waves in Commander. After all, a red-black Memnarch does sound pretty appealing, and the fact that she's so much weaker probably just means you won't get hated out of the game as quickly. Where Memnarch gives you artifacts, Olivia gives you Vampires. How would you like to tap the creatures you steal to use Captivating Vampire in order to keep them permanently, or make a larger army. Oh yeah, they get bigger too. And don't get me started on Malakir Bloodwitch. Can you say '[card Kokusho, the Evening Star]Kokusho[/card]?' [Editor's Note: This week's preview in Serious Fun adds to the mix too!]

BRAAAAAIINS

But sometimes things don't work out perfectly. Zombies were running well with Lim-Dƻl the Necromancer to increase their numbers, but suddenly Innistrad hits and they're thrust into blue. Lim-Dƻl doesn't do blue. That's why he built Lim-Dƻl's Vault. Does that mean I'm going to give up on playing this beauty?

Of course not! When life gives you Zombies, kill people.

Magic is a game with a lot of Zombies, but with a commander who doesn't really care for his subjects we need to look for some mechanical overlap to build a deck around. Grimgrin here wants somebody to sacrifice every turn, so if I were building a deck around him without Zombies on the brain, Bloodghast and Nether Traitor would be easy inclusions. There are a fair number of Zombies who can claw their way back to the surface once you bury them, but the shamblers have a more widespread solution to Grimgrin's riddle: [card Gravedigger]dig a grave[/card]. Some of the best in the business, Lord of the Undead and Woebearer, can guarantee a fresh corpse every turn which is nice, especially if it gives you something for your effort, but we could do all of that pre-Innistrad. Grimgrin demands that we embrace his blue side.

On Innistrad, blue's Zombies are Frankenstein's Monsters requiring corpses to summon. At first glance this cost appears to interact pretty unfavorably with a deck full of recursion, but actually, together they give us a critical mass of cards that want things to be milled. Innistrad is certainly living up to expectations!

In order to find our new friend and find lots of spare limbs to stitch onto him we'll need some serious Sanity Grinding.

With all of these group milling cards, maybe we can deck someone! It's too bad our Zombies aren't contributing.

Throw in some other ways to win and a pile of fresh Zombies and you've got yourself a deck!

What are You so Happy About?

The Clown

Rise My Minions

Early Risers

Timeshare Graves

Shovelers

Coffin Salesmen

Beethoven is Decomposing

Fund-raising Shamble for Kids without Brains to Eat

Gardeners

Dirt Movers

Cemetery Property

2 Island
7 Swamp

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Magic's history shows through here; the deck isn't exactly chock-full of blue cards, and while Mind Unbound might improve the deck's win percentage, it's not what we're looking to do. Mark Rosewater has been talking a lot about how to make Zombie decks play like Zombies, and here I'm looking to do the same. This deck won't run away with the game; it has practically no ramp, and the lack of any search effects should stop an especially powerful card from coming up too often. Moreover, this deck will make games a grind, but without ever really becoming the control deck. Eventually the door breaks down and an Army of the Damned bursts through to consume the remains of your party.

The Big Picture

More important than the ways in which this deck mimics Zombie behavior is its representation of a Tribal deck built around a commander who just happens to be part of the club. While Grimgrin has a lot of added utility with all of the deck's recursion, the rest of the horde won't suffer too badly without him. The vast majority of the time, building a deck around a tribe will be at odds with building around your commander who doesn't care about them. That means that this type of deck will be a little bit more difficult to build than your average Commander deck because you'll have a lot more cards that seem to fit than if you were just building in one direction. So if you enjoy the heartbreaking process of cutting cards from Commander decks, try making a Lady Evangela Cleric deck, or a Sek'Kuar, Deathkeeper Shaman deck. Then again, the more straightforward approaches offered by commanders like Ezuri, Renegade Leader and Sensei Golden-Tail are a lot of fun as well for those of you less intent on torturing yourselves.

Tell me about your cool Tribal decks or ideas for the new Innistrad Legends in the comments, by email, or in a tweet. I'm looking forward to seeing what you brew up!

Jules Robins
julesdrobins@gmail.com/Google+
@JulesRobins on twitter

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