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Exclusive Innistrad Preview!

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Harkening back to Skarrg, the Rage Pits from the worlds of Ravnica, Kessig Wolf Run can turn any old creature into a game-ender. Though perhaps not the most poweful utility land ever printed, the ability to turn excess mana into damage gives red-green decks a great finishing ability. Granting trample is of the utmost importance, and it bears mentioning that X can equal zero if you're tight on mana and just need the ability bonus. Kessig Wolf Run could represent an allied color cycle of lands similar to those from Ravnica block, but at time of press no others have been previewed. Financially, this is a wait-and-see card that will be wholly dependent on the metagame. It seems unlikely for a deck to need 4, which will keep the price down to earth. You've probably figured out what it does by now, so here's the full card!


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Bouncing Around The Banned List

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Today I wanted to talk a little about the banned list in Commander. I started thinking about it some more after Worldgorger Dragon was unbanned.

Worldgorger Dragon is, basically, a combo piece. Anyone who tells you they've played Woldgorger Dragon as something other than a combo piece is a liar or a fool, and possibly both. There is absolutely no reason to unban it other than to signify that combo, and specifically infinite loop combo, is 100% back on the table as being "fair".

Personally, I have no problem with this. Games have to end, and infinite combos are certainly one way to do that. They also tend to be relatively easy to disrupt, whether it be with a removal spell, counter-spell, or other trick (Split second is your friend, people!).

With the unbanning, now would be an interesting time to look at the rest of the banned list to see if anything else could, or should, come off.

Firstly, a quick reminder of the guiding banning principles in Commander:

For a card to be considered for banning (or kept banned), it should be causing problems in EDH games due to one of three things:

  1. Its power level in multiplayer EDH is signficantly higher than both what's expected for its mana cost AND it's power level in other formats due to different rules or game sizes. (Examples include Panoptic Mirror and Biorythm)
  2. It's dollar cost is prohibitive for most players and the card usually detracts from the playing experience of everyone in the game (The Power 8).
  3. It belogs to a class of cards which can't be consistantly interpreted by all players (Silver bordered cards, dexterity cards).

One thing that's not referenced here is "fun". Even though...

"very irritating" or "ubiquitous" aren't expressly listed there... they can act as red flags or tipping points, but alone aren't sufficient for a card to be voted down.

That something is unfun, irritating, prevents others from playing, etc, is not a reason for banning unto itself.

Ancestral Recall

It's hard to argue against the Power 9 (10?) being on the perma-banned list, especially in a 'casual' format like Commander. Drawing three cards, at instant speed, in a format with infinite ways to recur things makes a card like this even worse. Given the power level, the ease of casting, and the cost, keeping Ancestral Recall on the banned list makes sense, as much as this blue-addict hates to admit it.

Final Verdict: Impossible

Balance

Balance has a very powerful effect in mulitplayer. Generally it doesn't win games by itself, but it can go a long way to doing so. However I've seen many a game of Commander where the Balance player has shot his load... and subsequently lost. Balance is an equally difficult to build around in Commander as it is to play well, and the power of most decks to recover is pretty high. Not to mention that it can be countered, grasped, or otherwise responded to. A Balance deck that never gets to Balance is often pretty cruddy and will be rolled over pretty quickly in response.

In addition, white weenie and other pressure decks are often overwhelmed by the mucho-mana, mucho-durdle decks that run around Commander. Kemba, Kha Regent would be a completely different General if Balance was legal. I think Balance should be given a trial unbanning, especially given the powerlevel of many of today's Commander decks.

Final Verdict: Overrated

Biorhythm

It's basically a 1-card combo, which is never a good thing. It can take out multiple opponents in a single play, and usually the remaining obstacle can then be trampled over. There really is no reason to allow it back into play.

Final Verdict: Obnoxious

Black Lotus

The very definition of a non-Casual card, Black Lotus deserves to stay religated to the sidelines, except... this a format unafraid to play Sol Ring, Mana Vault and Mana Crypt. That said, the price is so staggering prohibitive that unbanning it would just make the expensive, broken decks even more broken, and the rest worse. No need to unban the Lotus.

Final Verdict: Overpowered

Coalition Victory

It looks like it's a 1-Card combo but it's not. Firstly, it requires having a basic land of each land type in play, which requires a fair bit of work. Next it requires a creature of each colour, which is easy if you're running Guild Courier, but a fair bit more difficult otherwise. Then you actually have to cast and resolve the card itself while your fragile combo hangs together. For me, if Worldgorger Dragon can become unbanned, so can Coalition Victory. The prohibitive mana cost, the senstitivity of the combo, and the effort required to protect it, all suggest there would be no trouble in unbanning it. I can't see casting this as any worse than casting Genesis Wave for 40, which has been known to happen a time or two.

Final Verdict: Hilarious

Channel

Speaking of Genesis Wave, here's its best friend, Channel. Too powerful for Legacy and Vintage, you can only imagine what your Green opponent will do with 39 mana on Turn 2 of a Commander game. As much as I love to win a game, I imagine that could get pretty damn boring, fast. As such, it's unlikely to ever make it off the banned list.

Final Verdict: Blackballed

Emrakul, the Aeons Torn

What a storm in a teacup it was when this guy was banned. Listen, the dude is good, especially in a format where 15 mana to hard-cast him isn't that much of an obstacle. However, should he be banned? There are so many answers to this guy, even with the Timewalk ability, that banning him seems a little over the top.

What I'd like to see if Emrakul being tested as a commander-only card; that is, you can't run him unless he's your commander. This would make plopping him onto the battlefield early pretty damn difficult, and give pretty clear visibility to your opponents when he's going to come down the line. I think as commander the brown-mana requirements would be adequately restrictive to temper the power level of an Emrakul deck.

Final Verdict: Possible

Fastbond

Fastbond is a supreme combo enabler. The casual players immediately jump to the infinite-life combo of Crucible of Worlds + Zuran Orb. Those with harder heats immediately jump to Crucible of Worlds + Stripmine. With all the tutors in the world to go get those pieces and the terribly low cost to play it, there's no reason why it should be unbanned in a casual format.

Final Verdict: Odious

Gifts Ungiven

Banned due to the various impossible choices you can give your opponents, Gifts Ungiven is the ultimate combo enabler. If it were at sorcery speed I could see unbanning it, but being able to trap the board during an end-step makes this terribly insulting. With so many two card combos in Commander it's unlikely that this super-tutor can ever be unbanned.

Final Verdict: Delightful, broken.

Kokusho, the Evening Star

I'm going to come out and say it from the start: this card does not need to be banned. Sure, it's a card that gets better and better the more opponents you have. However, there are many things it doesn't do. Firstly, it doesn't work by itself, you generally need to get it going somehow, whether that be an opponent play a second Kokusho, or it's Cloned, or so other trick. Secondly, it needs to hit the graveyard; you can exile it, bounce it, Mind Control it, or phase it out in order to deal with it. Thirdly, it's not an instant kill. Yes, it puts one player way ahead on life, but so what? You can play an early Sorin Markov and drop an opponent straight to ten. You could play a quick Beacon of Immortality. a card that came off the banned list, and leap to an early 80 life. Or you could play False Cure and laugh, and laugh, and laugh. Kokusho is annoying, yes, but I'd rather my opponent land Kokusho than Primeval Titan, most of the time.

Final Verdict: Exaggerated

Karakas

In a format so dependant on one key Legendary card, Karakas is completely overpowered, both as a griefer card (bouncing opponent's commanders) or as a combo card (allowing you to bounce your own commander for benefits). It can be hard to get rid of and easily recurred, and as such makes for a broken effect in the format.

Final Verdict: Understandable

Library of Alexandria

Yes, it's powerful, but the main mark against it is the cost. I agree that the card advantage that Library can provide is pretty damn good, probably better than I give it credit for, but as a 1-of in a 100 card deck, unless your specifically drawing into it Turn 1 it can be pretty underwhelming, especially against anyone playing discard or disruption. If it weren't for the cost I would argue that it's tempramental drawing ability isn't powerful enough; but the $250 paper pricetag means that it should be kept out of the casual format. However, on that basis - cost, not power - there are a number of other cards that should be pushed out of the format, including Xiahou Dun, the One-Eyed (at $150) and Candelabra of Tawnos (at $200). These are certainly being kept around, largely due to the their lack of overpoweredness (it's pretty hard to combo-off the Candelabra). However the inconsitency remains; if you're going to ban cards due to cost (rule 2), then surely cards such as Xiahou Dun and Candelabra should be seen probitively as well.

Final Verdict: Misunderestimated

Limited Resources

Limited Resources should not be banned. No, it is not a fun card; but neither is Winter Orb, or Stasis, or Armageddon. There are so many fast-mana effects in the game, which incidentally make playing Limited Resources that much better. There are plenty of enchantment removal spells you can fire off for one or two mana. What Limited Resources (and Balance) do, however, is give white pressure decks (with a heavy control streak) a chance to shine amongst the big mana decks. Big mana decks, especially those based in green, are well out of control at the moment and could do with some nerfing. Bear in mind that Limited Resources doesn't prevent a GW deck from ramping through other means, such as Rampant Growth or Cultivate. Yes, the deck isn't much fun, but neither is playing Teferi and following up with Knowledge Pool. Or a Turn 2 flipped Erayo. Bring it on, I say (I'm gonna get a lot of heat on this one).

Final Verdict: Cromulent

Lion's Eye Diamond

Lion's Eye Diamond isn't oppressive, price-wise, but it's the closest thing you'll get to Black Lotus without being Black Lotus. The downside is rarely a downside in the right deck, and would allow for some incredibly broken starts in the Commander format. Can't be unbanned, better move on.

Final Verdict: Atrocious

Metalworker

Passes the price test, but is he too broken? It's the line "Add two colorless mana to your mana pool for each card revealed this way." that is the trouble. 1 mana would of been fine, but in a world of Artifact Lands, fast-mana artifacts and broken bombs, 2 mana might be too much. That said, Metalworker is a very, very fragile body that dies to just about everything. It doesn't have haste, so it's difficult to activate it on the turn it comes down without Lightning Greaves or Swiftfoot Boots, etc, and even those can be responded to. Overall I'd like to see Metalworker come off the banned list and see if it starts warping the metagame. Oh wait, Unwinding Clock is a thing? Scratch that. No don't.

Final Verdict: Eager

Mox Sapphire, Ruby, Pearl, Emerald and Jet

I guess if you're determined to eliminate the power 9 (or 8 or 10, whatever, off my back pedants!) you better do it right. I'd argue that in the format these are less powerful than Sol Ring, and Sol Ring is perfectly legal, but the cost-purists would jump down my throat. I'd rather have the Moxes see more play outside of Vintage and fringe casual formats, but it's unlikely to happen. I mean, this is a format where you can go Mana Crypt into Sol Ring into Grim Monolith into Voltaic Key into ... some kind of draw spell? Whatever. Moxes break the casual-cost rules, and so they're out.

Final Verdict: Unfortunate

Painter's Servant

Here's the problem with Painter's Servant: he's colorless, and he cost just two mana. If he cost five most people probably wouldn't have a problem with him. But the fact you can just "get" people with Grindstone on turn 2 (or turn 1 with a great draw) means he's just too good as a combo enabler. His interaction with [card Iona, Shield of Emeria]Iona[/card], for me, is bye-the-bye; any format that allows you to Tooth and Nail for any number of combo enablers (Kiki-Jiki, Mirror Breaker/Pestermite, Eldrazi/Urabrask the Hidden, Iona, Shielf of Emeria/Llawan, Cephalid Empress, etc) means his, as a combo piece, he's no more or less offensive than, say, Worldgorger Dragon. If it weren't for the ease of his casting.

Final Verdict: Pesky

Panoptic Mirror

Panoptic Mirror is broken for one reason: infinite turns that are just too easy to pull off. But then again, is this any worse than dropping an end of turn Teferi, Mage Of Zhalfir and following it up with Knowledge Pool? Again, the problem is with mana-cost: You set up the combo for five effective mana, and then recur it for 5 mana forever more. And that's ignoring all the other, terrible, broken things you can do with this, such as putting Armageddon, or Sunder, or Pox, or any other terrible card under it. Yet... is this really any more offensive than any other two-card combo in Commander? You can spend more mana to endlessly search up Beacon of Tomorrows with Planar Portal for a few more mana, and both are perfectly legal. The imprint also seems terribly fragile in a format with plenty of good removal, counterspells, etc. I guess it's the ease of combo-establishment that will keep Panoptic Mirror from ever getting to shine again.

Final Verdict: Querulous

Protean Hulk

You know, if you're going to unban Worldgorger Dragon, you have no reason not to unban Protean Hulk. They are effectively the same creature: a high-mana cost creature with double-color committments that only serve to enable a game-winning combo. Both can be cheated out for effect, both can have their ability stifled or disrupted, both can be stolen for amusement, both can have a deck built around them. Is Protean Hulk that much worse because you have to go through so many interactions to set up the combo? On MTGO, maybe, but playing live I'm pretty sure everyone can just concede and move on with their lives. The Hulk is the prime example of the capricious and fickle nature of the Commander banlist. Where Worldgorger Dragon goes, there so should go The Hulk. Unban the beast!

Final Verdict: Incongruent

Recurring Nightmare

And then you get a monster of a card like Recurring Nightmare. There is simply no better recursion engine/combo enabler than Recurring Nightmare. Believe me when I say it is terribly, terribly broken. Ok, don't believe me. Play test it in my Death & Gitaxias list. It's bust-ed. *snaps fingers*

Final Verdict: Horror

Staff of Domination

Oh look, another combo piece that's on the ban-list because one of the rules committee lost to it once. Is that too harsh? I guess it is a bit of a one-stop shop of comboliciousness, comboing with tap-creatures, card-draw engines, untap creatures, infinite lifegain. It is, to be fair, the poster-child of mulitple combo-based strategies. Did it have to go? As much as I hate to admit it, yes. It's just stupid-good when built around, and having access to it means building around it.

Final Verdict: Greedy

Sway of the Stars

Apparently no one likes having to restart the game, so no Sway of the Stars. However in a nice Red/Blue pressure deck (they do exist!) this could be awesome as a finisher. Everyone on 7, and you're the guy with the burn? Who doesn't want to be in that position? Oh wait, you're facing down the guy with Skullbriar, The Walking Grave? Ha! Now it sucks to be you. To be frank, I just don't have a problem with this card. Reset everything! It's a casual format. Let as many strategies as possible blossom. If you really think you can reset the game and still win, go for it.

Final Verdict: Allowable

Time Vault

Time Vault hits all the negative points: in cost, in power level, in ease of use, in effect, and in 'fun'. If the Staff of Domination is the swiss-army-knife of combo strategies, Time Vault is like the hollow-pointed uranium-depleted bullet of combo, getting right to the point for next to nothing. With Time Vault in the format, the game warps into who can tutor for it first. That's not a lot of fun. I'll supress the screaming of my inner Johnny and declare it too good to be unbanned.

Final Verdict: Heinous

Time Walk

If drawing three cards for 1 mana is broken, then I guess taking an extra turn for 1U is also broken. In fact I don't need to guess, it is actually broken. Great card, totally overpowered. There's a reason why so many of the cards on this list lead down the path of cheap, infinite turns. I'm sorry your desire to stick Time Walk under a Panoptic Mirror is not to come to pass.

Final Verdict: Infinite(ly bad)

Tinker

Tinker is a supreme tutor that's banned because it allows you to do this: T1, Seat of the Synod, Mana Crypt, Tinker (sacrifing either of your first plays)... whatever. At this point it's hardly relevant. You're going to win that game. Now, in the perfect world, you'd be tutoring for Time Vault with a Voltaic Key in hand. Or maybe Panoptic Mirror with Time Walk in hand.

Final Verdict: Abominable

Tolarian Academy

Tolarian Academy gets booted due to it's power level - it's cost at $40 is hardly prohibitive. It's problem is that it produces the most powerful of all the coloured mana - blue. And that is a sin worse than death. Personally, I believe that if you're going to ban Tolarian Academy, you ought to be banning Cabal Coffers and the far more expensive (at $70) Gaea's Cradle. They're all on a relatively even keel and used to do the same thing. Unfortunately the Commander banned list isn't about consistency.

Final Verdict: Offensive, but no more so than others

Upheaval

I have a hard time getting my head around the banning of Upheaval. [card]Sunder, to my mind, is far more offensive when played properly: I'd much rather have Upheaval suspended by Jhoira of the Ghitu against me than Sunder, although either way I know I'm getting boned. It's that same consistency problem as Protean Hulk and [card]Tolarian Academy. Upheaval is a powerful effect, but sure, whatever, that's what Commander is all about. Other powerful six-mana soceries float around without too much problem. I'd rather have to start from scratch than never play another spell thanks to Knowledge Pool. The similar cards aren't banned, and Upheaval deserves a trial off the ban list.

Final Verdict: Overvalued

Yawgmoth's Bargain

It's Necropotence without the Leyline of the Void effect, making it far more combolicious than Necropotence - draw 39, discard the appropriate cards, combo off. If it's being used to combo-off then it's pretty much just another 6-mana combo piece and that's no bigger deal than the many others I've already discussed, banner and unbanned. If it's being used as a draw engine, then surely Necropotence is the better card, and Necropotence is not banned. So Yawgmoth's Bargain is probably un-bannable. Or Necropotence is bannable. Not sure. My preference, however, is to unban over ban, and so I'd suggest we give Yawgmoth's Bargain back in the format.

Final Verdict: Grandiloquent

So there you have it. Let's admit the banned list is midly inconsistent, fix those inconsistencies, and let the social contract keep the depravity under control, rather than the banned list.

What do you think?

Car(d) Talk: Innistrad’s Spoilers

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I spent a recent weekend bravely running away from the irate Irene, and while sleeping on the floor at the airport wasn't my idea of a good time it did give me some time to think. When a new set is released, we as the Commander community usually have two interests. We want new cards that will enhance the decks we already have built, and we want cool new Legends to build around.

But every once in a while, something that a set brings really strikes our fancy and we create a deck based upon one of its mechanics. Go over and take a look at the MtG Salvation forums and see how many infect-based Glissa, the Traitor lists there are. Is Glissa a good commander for such a deck? Not particularly, but she's new and available, and mechanic based decks are usually the purview of new Commander players. That doesn't mean that more experienced players shouldn't build them. Sure, Commander is a place where you can play strategies you never could in regular Magic, but ultimately you're playing to have a good time, so if you really enjoy something you should go for it. Everyone has different preferences, so today I'm going to cover some of the best ways to build around our new mechanics and what I think of their design both in general and in the context of the Commander format.

Robots in Disguise

I guess we might as well start with the most controversial of topics: Double-Faced Cards. For those unaware, Innistrad will contain twenty cards that have no Magic card back. The front of the card is its day side, and under certain conditions you'll turn it over to the night side, a little something like this.

These play very similarly to Kamigawa's [card Nezumi Graverobber]flip cards[/card], but for those of us who aren't hard-core Melvins, feel is more important to game-play than function, and according to our friends over at Wizards, these feel different. I'm not sure if the benefits here are worth the confusion and logistical costs, but I'll reserve judgment until I've actually played with them.

Anyway, the more important question for this article is how to use these in Commander. They don't interact the way you'd want the to with Ixidron or Break Open, so until we see some more cards like Moonmist, there isn't much to be done with the card layout. That doesn't mean we should just ignore double-faced cards, after all, all of the red and green ones share a Human-to-Werewolf transformation. Our friends go hulk when an upkeep comes around after a spell-less turn, and change back when an upkeep comes after a turn where a single player cast two or more spells.

The immediately obvious route to go here is to make sure your opponents aren't casting any spells, but while [card Teferi, Mage of Zhalfir]Teferi[/card] with Omen Machine might keep everyone Wolfish, it's not going to be much fun for your opponents. Arcane Laboratory, Rule of Law, and Ethersworn Canonist aren't quite as mean and still help your Werewolf cause, though again there's a distinct lack of overlap in colors. Finally, there are some more subtle ways to help your shirtless actors.

Innistrad's Werewolves don't want you casting multiple spells most of the time, and at the start don't want you casting any, so you should pack a Werewolf deck full of expensive spells. More expensive spells are stronger in a game where you'll cast all of your spells anyway, but playing too many can put you so far behind on the board that you can't come back. Luckily Werewolves are undercosted creatures once you transform them, so they should be able to hold the fort while you're unable to cast your splashy spells, and then stay in form for the late game. Of course, there may be some that you want to change back. I'm not sure how much R&D has done with the concept, but in principle we could see Werewolves that punish you for a lack of spell-casting by turning into inferior creatures. If there were enough such designs, we'd instead want to fill a deck with cheap instants so as to get the benefits of a day side that wasn't meant to get an attack.

Screaming Metal Deathtrap
Next we come to Morbid, an ability word that gives you extra benefits if anything died on the turn in question.

Morbid makes a cool mirror to Magic 2012's Bloodthirst; against a deck featuring both you never know whether or not to block. That said, the mechanic's open-endedness makes it a lot better in Commander because with so many [card Wrath of God]Wrath[/card]s running around, you don't want to over-invest in your board position. Because creatures die pretty regularly, I doubt we'll see many Morbid triggers that are powerful enough to build around, but the strong cards should always be active in decks filled with [card Putrefy]removal[/card], [card Oblivion Stone]sweepers[/card], [card High Market]sacrifice outlets[/card], or [card Mulldrifter]suicidal creatures[/card]. Then again, you can always attack with Gigapedes until somebody blocks. From a design perspective I'm a bit concerned about a lack of splash, but then again you can do [card Sheoldred, Whispering One]just about anything[/card] for seven mana, so I suspect we'll see more cool mythics as the block progresses.

Trauma

Flashback is back, and as we've yet to see any innovations on the mechanic it's hard to make any recommendations other than sticking some in a graveyard deck.

Road Rage

Curses, like the [card Stone Idol Trap]Traps[/card] of Zendikar, are nothing special on their own, and I doubt you've seen any Trap decks running around your local Commander table. What'll be different here? Wizards is much more tuned-in to the Commander community now than they were two years ago, and I would bet that if Worldwake were released today it would have a legendary Ally. We can't be sure, but I wouldn't be surprised if we got a legendary Curse caster in this block. Even if we don't, Curses will at least let griefers who don't want to play [card Zur the Enchanter]Zur[/card] play enchantment based decks, and really, is there anything more you could ask for?

My bigger concern is the precedent that Wizards is setting here. Tribal is considered a failure by most of R&D, and Mark Rosewater has lamented bringing it back in Rise of the Eldrazi because it makes it look evergreen. Once tribal exists, people want every Goblin Assault to have the type, but if those were used every set, lots of cards would have a bunch of meaningless subtypes and might have to be costed higher for interactions in older formats, thus denying them Standard playability. Of course, making Zendikar's traps actual Traps made them cooler, but is it worth people wanting Pit Trap to be the same? For the two cards we got, I'd argue no. The Curse subtype could prove its worth, but until I see some compelling reasons for it, I'm not lending any support.

Drag Racers

Our next mechanic is not limited to Innistrad block, but rather a new evergreen keyword action: Fight.

Rivals' Duel now reads “Choose two target creatures that share no creature types. Those creatures fight.” I've always liked Arena effects, but more often than not they feel clunky, so I love the 'no frills' version. The only problem is that looking at it makes me wonder why [card Regenerate]Regeneration[/card] hasn't been changed into a simpler form.

As for Commander applications, the most important piece is that the creatures deal the damage, so [card Blight Sickle]Wither[/card], [card Phyresis]Infect[/card], Lifelink, and [card Gorgon Flail]Deathtouch[/card] all work superbly. Even better, if you can send Greatbow Doyen, Soul Collector, some one wearing Neko-Te, or anything [card Charisma]charismatic[/card] into a fight, you're likely to come out ahead. Of course, everything that works well with Fight is similarly good when blocking or being blocked (a major success for the mechanic), so I imagine any deck running Magus of the Arena and friends would be similarly happy to [card Krosan Vorine]Provoke[/card] the enemy. On that note, while similar abilities tend to be red, I could definitely see green using fight for removal more often and at lower rarities; it certainly feels better than Arachnus Web or Beast Within.

Honor Roll Bumper Stickers

And finally we come to some unknown mechanics: the tribes. Earlier I talked about a possible Werewolf deck, but we don't know as much about the mechanical ties that the rest of the tribes will have. Of course, a safe place to start when picking a tribe is to search for every card that references the subtype in its rules text, and some of Innistrad's tribes have a lot of backward compatibility. Zendikar block and the new line of Core Sets have given us a number of Vampires matter cards, and Ghosts have the entirety of Kamigawa block to draw upon. Zombies were well represented in Onslaught, and actually have helpers going back to Zombie Master in Alpha! Werewolves have it tougher, with only three members of the tribe and no tribal component, and Humanity is just now getting tribal effects, but we already have almost thirteen-hundred members. Then again, from the looks of things so far, it shouldn't be too hard to build a Human/Wolf/Werewolf tribal deck, so maybe Master of the Hunt and his [card Master of the Wild Hunt]wild side[/card] can step up to the plate. Besides, we always have Adaptive Automaton, Brass Herald, Door of Destinies, and Coat of Arms.

Parking It

While none of Innistrad's mechanics look quite as enticing as [card Throne of Geth]Proliferate[/card], it still brings some interesting options to the table. I, for one, am considering some type of Fighting based deck, and I certainly expect to be using Morbid spells all over the place. Others will, I'm sure, build some sweet tribal decks around the legendary monsters, and maybe one of you will dig up a brilliant idea I missed here. If so, give me a call at 1-888-CAR-TALK

This is NPR.

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

Insider: Modern recaps

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So the pro tour has come and gone, leaving some of us a little better off than others, and it's time to see how some of the cards I pointed out did. I suggested a ton of possible cards, 66 in fact. and that's not counting lands which I left out due to already skyrocketing prices. Everything about the prices in this article hinges on the format becoming a GP, PTQ, or SCG hosted format. Without one of those things happening, this bubble will pop, and very quickly. If you don't feel safe relying on one of those things to happen, then now is the time to get out. I'm going to risk getting burned, and not only stay invested, but continue to invest.

At this time I have roughly 60% Legacy, 10% Standard, and 30% Modern (cards in neither of the other two sections) in my investment spread. Legacy is rather stable and highly liquid, Standard is less so on both, and Modern is my gamble region. I wouldn't suggest tying up more than 35% of your assets into Modern only cards.

I started the series looking at Blue. I completely missed Disrupting Shoal, considering it nigh unusable in this format. Yeah, I was wrong there. Lets see where some value was gained though.

Remand: At the time I covered this card, you could find it for $0.95 - $1.03. Now it's selling for $1.16 - $2.13. Marginal gain at most.

Cryptic Command Went up an average of $4, from $7.19-$8.07 to it's current of $10.49 - $13.50. Another "safe" blue investment, as far as safe can go for now.

Trickbind It was $0.80-$1.00 and is now.... $0.96 - $1.42. I'm confused, I really am. I know that the combo decks usually have spell pierce or something to help protect them, but this has split second, and only costs 2. Activate inkmoth nexus? Trickbind. Start making pestermite copies? Trickbind. Huge stormcount? Trickbind the storm card. This is my current "Please buy me now!" card, it has almost no downside at a dollar to $1.50 each.

Nix In the same boat as Trickbind, but more situational. Mox Opal? Pacts? Shoals? This card hates on them all. you can still buy them for $0.14 each at the time of this writing.

Black was up next, and didn't do a whole lot in the way of price movements, and by a "whole lot" I really mean nothing. Death cloud went up about $0.10, Nezumi shortfang's top end price went up about a quarter, but other than that black did poorly.

Artifacts saw some gain, but not as much as I had hoped. The affinity decks did well, but using mostly commons and rares that were already hard to buy in on the fly with, there wasn't much to be made.

Chalice of the Void saw $1.50 in average overall value, currently sitting at $8.50-$9.50.

Cloudstone Curio also gained an average of a dollar, which is a 100% growth. It was $0.75 - $1.00, and is now $1.45 - $2.00

Sadly, those are the only two that I mentioned that moved at all from this event. The big winner was Amulet of Vigor which is currently topping at $2.55 after being bulk status for so long.

Green and White followed in the next article, and the green section was a large letdown overall. A couple of the cards mentioned gained some insignificant gains; a dime or so, but nothing worth noting. Overall green was a bust for any of the older rare cards, though elves saw a decent gain in most of it's cards, but even a nickel was a 30% gain for some of them.

White saw gains, Angel's Grace has its top end almost double, from $2.37 to $4.48, and it's bottom end near-mint price went from $1.44 to $3.34. With so many combos running the field, it's easy to see a deck like Counter-cat, or catfish as some have taken to calling it, running it in the board, as well as any other deck willing to pay one white mana to not lose to a combo.

Finally we come to red and gold. This was the "wrap up" piece for the series, and it's where the highest profits were found.

Sadly, when I reviewed the prospect of Through the Breach, I suggested not to go too deep on them. I messed that up and only told you to get "a set or two", what I should have said is "buy them all" but hindsight is 20-20.

Through the Breach was between $0.39-$0.50, and is now $11.79-$13.99. If you bought 4 of these, you've covered your costs from almost all the combined white, black, blue, and green cards you may have also picked up. If you bought more, look at every single Through the Breach as another month of insider already paid for.

Pyromancer's Swath was your other payday. They were between $0.25 and $0.47 each when the article went up, and are now $4.10 - $8.00. Another call I was apprehensive to go deep on, but I still managed to buy and trade my way up to 9 of them.

That about wraps up any of the cards I called correctly, a sad 7/66, but about what I expected for covering such a large spread of,at the time, cheap cards. It was essentially buying into junk bonds and seeing which of them could cover costs and offer profits.

Cards I'm currently getting:

Trickbind

Nix

Angels Grace

Currently selling off all Through the Breach, Vendilion Clique, Summoner's Pact, Blazing Shoal, Disruptive Shoal and Pyromancers Swath, as well as anything that will yield me a 20% return on investment from the time I bought it. Remember to calculate in shipping costs into its "bought for" price, and divide that between the number of cards both when you bought them and when sending them. Realistically, you want the buy price to be 40% higher than what you bought them for to cover those costs and still make 20%.

Next week we should know a marge majority or all of the Innistrad set, so I'll be doing my overview of it and seeing where the value is at. So far, the only thing I'm excited for is Skaab Ruinator, but that may well change when we know more of the set.

Till next week,

Stephen Moss

It’s Like a Steel Cage Match! | MNM 275

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This Week in Magic

Tom, Chris (from World at War, Horde of Notions, and pretty much every other podcast we have) and Trevor from the Manasculpting podcast bring an Innistrad, and wrestling, filled podcast this week.

We break right in to the most current Innistrad previews, including flavor picks, standard picks, legacy picks and Tom's biggest let-down ever in Creepy Doll.  We also run down PT Philly, talk about the first real appearance of the Modern format (Top 8 deck lists, and all Modern decks with >= 18 points), some break out decks and the pure joy of seeing a mono-blue infect deck pitching Dragonstorm to Blazing Shoal!  And don't miss the Wizards of the Cats from the weekend as well.  Check out this tasty Doubling Season judge promo from PT Philly.  IDW Publishing is launching a MTG comic book.  Jeremy Jarvis with a great article on the Innistrad art.  We are sad to hear the Peter Szigeti passed away and has some colorful history in the MTG tourney scene (Searing Blaze anyone?).

Contact info for:

Chris: @lansdellicious - lansdellicious@gmail.com

Trevor: @trevorisham - trevor.manasculpting@gmail.com - www.manasculpting.com

Listener Emails

As promised, a bunch of awesome emails.  Get your own copy of the Ecto Cooler recipe and just the plain weirdness of a Chicago branch of Ghostbusters.  Check out Isaac's blog and thoughts about the magic card back.   And the sweet, sweet altered art Dismember.

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Insider: The News & Safe LANDing Zones

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Earlier, before the announcement...

I’ve been sitting here, patiently waiting for the big SCG announcement regarding the changes to the Open Series next year.

The one thing I've been fearing is that SCG will change the Legacy Open to Modern Open.

As Legacy doesn't have the same turn out as Standard, SCG may attempt to create larger turnouts by switching this portion of the series to Modern.

If SCG changes the format, we will surely see some major changes to the price of Legacy cards.

All I know is this: I play Magic to have fun and make some money in the market of cards. If Legacy disappears from the Open Series, the format will begin to die.

It really worries me that this may someday happen.

Legacy is really the only reason I still play Magic. If it dies, I’m afraid I'll slowly stop playing. I will continue to go to events to hangout with friends, all while still selling cards, but the general appeal to the game will drip away.

I know I'm not alone in feeling this way. I've met people all over the US who feel the same...

ANNOUNCED!

SCG Announcement Found Here

The announcement didn't affect Legacy at all. Except for the fact that SCG will still continue to take advantage of their high level players.

The SCG levels have been nerfed to an almost unplayable level.

Who cares about $50 vendor voucher?

Now WOTC is doing the same. Pulling the rug up from under everyone’s feet with this new rating system is odd, as I personally feel that the Planeswalker Points system is pretty sketchy.

I can probably qualify for Honolulu this season by simply playing MTG three times a week in addition to the SCG Opens and GPs I travel to.

I wonder how many FNMers will be on the Pro Tour this year. How do you feel about it?

The Fallout

PT Philly is done. The Modern bubble, for the most part, has popped. Prices will go back down.

The Shocklands have fallen a bit and the random staples are starting to level out.

I sold all of my Modern cards, made my money, and have begun to drift away from constantly watching prices.

Left Behind

So let’s say you you missed the high point of selling your Modern cards. What should you do?

I look at it one of two ways:

1. You can sell them now. You should do this if:

  • a. You need to sell them to remake your money to make your next investment.
  • b. You are satisfied with the amount of money you made.
  • c. You don't have the patience for the other option.

2. You can hold on to them longer. I don't recommend doing this with Shocklands because I'd be willing to put money that Wizards will reprint them within a year.
This is an option because:

  • a. There will probably be another Modern PT or GP in the future. Just like any other format, the cards will rise in value when it is in season and fall when the season is over.
  • b. You bought your Modern cards at too high of a price and are looking at a financial loss if you sell now. I like to gamble, so I'm willing to bet the demand will go back up over time. When it does, you need to be ready to capitalize.

The Best of the Worst

Nothing has been happening in the past week with Legacy.

Modern has been the only thing on anyone minds. With the PT and GP being in the US, SCG hasn't had an Open for two weeks.

So today we'll be talking about a deck I've been tooling around with the last few weeks.

LANDS!

No one likes to play against Lands. It controls the game and makes playing against it almost unbearable.

A good friend and local MN grinder, Jason Schousboe, wrote an article last week about a list of mine he made some changes to: The Problem With Lands, or What’s Cooler Than Being Cool?. He had an interesting run and his article makes for a good read.

My version of the list, however, is:

Valakut Lands by Mike Hawthorne

Creatures

1 Eternal Witness

Artifacts

1 Engineered Explosives
3 Mox Diamond
1 Crucible of worlds

Enchantments

4 Exploration
1 Manabond

Planeswalkers

1 Jace, The Mind Sculptor

Instants

4 Intuition

Sorceries

3 Burning Wish
2 Life from the Loam

Lands

3 Maze of Ith
3 Rishadan Port
4 Wasteland
4 Wooded Foothills
4 Volcanic Island
4 Taiga
2 Tropical Island
1 Badlands
2 Valkut, the Molten Pinnacle
2 Vesuva
1 Plateau
1 Forest
2 Forgotten Cave
2 Tolaria West
1 The Tabernacle at Penrell Vale
1 Boseiju, Who Shelters All
1 Creeping Tar Pit
1 Academy Ruins
1 Volrath's Stronghold

Sideboard

1 Life from the Loam
1 Scapeshift
1 Devastating Dreams
1 Pulverize
1 Reverent Silence
1 Perish
1 Maelstrom Pulse
1 Tormod's Crypt
1 Chalice of the Void
2 Ethersworn Cannonist
1 Null Rod
2 Enlightened Tutor
1 Wurmcoil Engine

This is the Scapeshift list I've been tooling around with.

While Lands has gotten weaker because of Mental Misstep, it still can be a very powerful force without the need to resolve a turn one Exploration or Manabond. I put the Eternal Witness, Volrath's Stronghold package into this deck so you may have a midgame opportunity to recur a countered Exploration.

If you read over Jason Schousboe's article you will learn a little bit on how this deck plays. It combines the speed of a combo deck with the control of a prison deck.

The [card Burning Wish]Wish[/card] board gives the deck a little reach in the game ones where it normally wouldn't have a chance. Game one with Lands is more important than nearly any other deck.

Lands doesn't have a great track record with winning fast.

There are a lot of decisions to be made with only a limited time to make them. Winning game one can be the difference between a win and a draw.

The Valakut version of Lands allows for a very quick win against the non-Blue decks by winning as fast as possible alongside a ton of disruption.

I’ve had kills as fast as turn four. With Lands.

I never thought I would enjoy a deck like this. If you have never tried it before, I highly recommend giving it a whirl. It can be a ton of fun, but it can also be a painful grind if you pilot it cold. Remember: practice makes perfect.

Oldies but Goodies

When Mental Misstep was spoiled, I picked up a few Mox Diamonds. I still think this card has a lot of potential for growth. You can find them as low as $29.99 online and I don’t doubt they will go up over the next couple of years.

Exploration is a great card with a low cost and a very powerful effect. Playing an extra land every turn can be a huge advantage. You can find Exploration as low as $19.99 online. Wizards won’t be reprinting a card with anywhere close to as much power any time soon.

As far as short term gain is concerned, I’m expecting a ton of Natural Order decks returning next week. The card still holds a relatively low value, considering how powerful the effect of it is. Putting a big, [card Progenitus]protection from everything, fatty[/card] into play is... well, I wouldn't be surprised to see multiple copies in the Top 8 again.

Time for a Check Up.

This week on the checklist I will be focusing on three very powerful cards currently sliding under the radar.

Intuition- $29.99 on SCG

You can find Intuition as low as $24.99 on other sites across the internet. It has a super powerful effect that basically acts as an instant speed Demonic Tutor. Decks have been abusing it for a long time and will continue to use it in the future. Get them while they are cheap. They are also absurdly fun to design decks around.

Goblin Lackey- $14.99 on SCG

I think it’s about time Goblins made a comeback. Ignore the price on SCG, as you can find these for as low as $8.99 on other sites. I bought a few of these for when Goblins shows its ugly face again. It will shoot up in value significantly then. People love the little red men and reselling and trading these is always easy.

Arena of the Ancients- $1.99 (Chronicles) on SCG

Most of you will have to read what this card does. It’s really good against Emrakul and Progenitus and is a great answer to all the Natural Order decks running around. This card is obscure enough to not see a reprint and is still under the radar, seeing as most people don't even know it exists. I bought a few playsets and am simply waiting for it to make the sideboard in a SCG Top 8 deck.

Until Next Time…

Keep an eye out for a new article discussing the changes to the SCG Opens next year.

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

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

And have fun this week.

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

Insider: Researching Ravnica

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We begin this week with a first look at Ravnica, a set highlighting color relationships. Ravnica was an ambitious block; it made personalities out of every two-color combination, setting them to a guild and a backstory, a host of creatures and a portfolio of effects. Ravnica was a big fan favorite, since it introduced a lot of interesting and powerful cards, including a bunch of really good uncommons. Ravnica was a cure for the power-light Kamigawa block; it was easy for someone opening a pack to understand.

While Ravnica is notable for the shock duals, it's also packed with lots of neat two-color cards and casual roleplayers. Let's take a look at the first half of the set with an eye on the money cards!

Blazing Archon

Don't confuse this with Blazed Archon, which cannot attack and has Cumulative Upkeep: Doritos.

For nine mana, a flying Moat is pretty slick. Nobody actually pays retail on this guy; he comes out with Oath of Druids, or maybe with a zombie-fueled Dread Return. I had assumed that this was just a bad, goofy rare with a little niche use. After all, Cruel Ultimatum is less than a dollar. However, Archon commands some cash above a narrow rare. I suppose some people just hate getting attacked.

$2.25

Chord of Calling

Chord has been recently eclipsed by Green Sun's Zenith, but it has been showing up in both Legacy and Modern. It can instantly grab bullets like Aven Mindcensor and Gaddock Teeg, making it a little more flexible than the Zenith. I have seen plenty of decks running the two fetching spells next to each other. Chord is also significantly cheaper than the Zenith right now, so it makes an attractive option for people making budget Elf decks. I expect Chord to go up a bit in price as it picks up in Modern.

$1.75

Circu, Dimir Lobotomist

All the guilds in Ravnica had affiliated Legends. Each had a big boss and a faithful lackey, and Circu worked for Dimir. Circu is a terrible, unplayable card that isn't even going to see play in Commander. Shockingly, he's also worth a few bucks. For people who do the milling thing, what could be better than mising an extra two cards from that Glimpse the Unthinkable or Mind Funeral? I would assume that Circu can really screw up a deck with lots of four-ofs, but I also suspect that those are hard to find in awful-casual-deck land.

$2.50

Cloudstone Curio

Cloudstone Curio is strictly a combination card, although I'm sure you could work it into a deck that abuses ETB effects. Common targets in the past have been elves of all sorts, as well as Kobolds and things that trigger when they come into play. Curio has gotten a bit of attention for Modern because it can power up storm combo kills. I think it's worth getting a set in case a new combo comes out that's better than the dominant ones currently ruling Modern; Curio is one of those cards that gets better with each set.

$1.50

Copy Enchantment

Some people like to put decks together that focus on one or two enchantments, and they want to get double duty out of them. A great example is Paradox Haze. If you're building around that card with something like Smokestack, you want as many copies of the Haze as you can get. Enough people want to double up on their enchantments to pull Copy Enchantment out of the junk bin.

$1.25

Dark Confidant

We know why Bobby is good, so let's focus on his price lately. He went from $30 to $50 on hype from Modern, but he's been absent from the best Modern decks. The bubble on him burst a few weeks ago, as people realized that Bob wasn't as good as people originally thought; he dies very quickly. Sites were buying Bob at $35, but I think those prices are chilling a little. The best time to get rid of Confidant has passed, but he's still worth a bit of money. I expect him to drop down to about $25-30 in due time.

$38.50

Doubling Season

Letting a Planeswalker trigger its ultimate the turn it enters play is a little too good...

This card is the banner card for casual money cards. It was relatively unnoticed when it first came out, but people quickly picked up on it and the casual market has driven it even higher. I find it interesting that Doubling Season has remained roughly the same price for about two years, even after Commander drove some more demand. It's a long-term stable bet, since Wizards will never reprint it in appreciable quantities, due to its overpowered effects with Planeswalkers.

$17.50

Firemane Angel

I really like Firemane and I sort of wish we had more of this kind of effect. She popped up in Standard decks, being discarded early to Compulsive Research and gaining impressive piles of life. If you had two of these in your graveyard, you would realize just how strong Ivory Tower used to be. Eventually, Firemane would start coming back, causing all sorts of trouble. It's a stellar card and it's disappointing that she's so unloved so as to be worth only a buck.

$1.00

Followed Footsteps

People love this kind of effect. See the non-broken usage of Splinter Twin and the appeal of cards like Mimic Vat and Soul Foundry. Casual players dream of tagging this thing on their Primeval Titan or Broodmate Dragon and just going nuts. It can even copy an opponent's creature, making it a game-leveler and legend-killer.

$2.00

Glimpse the Unthinkable

Glimpse is absolutely the card to have for a milling deck, which people have been attempting to make since Millstone was printed. Two mana makes ten cards, which is about the best ratio you'll see printed. I am surprised that even though Glimpse has a huge amount of appeal, it has not been reprinted again. Because it is gold, it won't see play in a base set, either. It's a bummer. It's also worth noting here that Glimpse, although expensive, has held steady at this price for a long time. It seems that the casual market is satisfied with the volume it has and isn't driving up the price any more.

$11.75

Golgari Grave-Troll

The relevant text on this guy is Dredge 6. He's been banned in Modern because he's a core enabler of the Dredge deck, but he still gets plenty of attention in Legacy and Vintage Dredge decks. The Troll is not only a good combo piece early in the game, but he fulfills a win condition by being Dread Returned; he'll often come back with over a dozen counters tagged on, and wins the game in a few short swings.

$2.50

Hunted Horror

Since it was printed, people have looked for ways to avoid giving their opponent two dudes. Whether it was Stifle or the now-useless Brand, the appeal of a 7/7 for BB is too appealing to ignore. I think Hunted Horror can see new light in a dedicated Torpor Orb deck, but it will never be a competitive card. That doesn't stop it from getting a bit of casual love, though!

$1.50

Life from the Loam

Brutal with Strip Mine!

When this card was spoiled, I regarded it as the green Ancestral Recall. Sure, that's a bit of hyperbole, but it was, and is, an incredible card. Loam has powered up Extended decks with cycling lands and Death Cloud. It has spawned its own archetype, the Lands deck, in Legacy. Loam is solid with four copies and still backbreaking when a singleton copy is included in an Intuition or Gifts Ungiven pile. Being able to drop more lands means that players can use symmetrical effects like Devastating Dreams to wipe the board, knowing they can rebuild quickly.

Life from the Loam is sure to see play in Modern, which will drive its price up a few dollars. Though the format lacks the cycling lands to really make Loam into an engine, the potential to rebuy Ghost Quarters, manlands and lands pitched to retrace Raven's Crime is compelling.

$5.50

Lightning Helix

This card blew my mind when I first saw it. This was exactly what aggro wanted! It allowed you to be more aggressive in your attacks because it blunted counter-attacks. It was also what a control deck wanted, especially because it could remove a problematic dude and blank a Lightning Bolt. Everyone else loved Helix as much as I did, which makes it one of the perennial power uncommons from Ravnica. I feel that Helix was nothing short of groundbreaking design, even though it just tacked two Alpha commons together. Lightning Helix was an admission by R&D that we could have powerful, simple gold cards that would be easy staples. It wasn't a rare like Absorb was, and it wasn't marred by adding another colorless mana to its cost. Lightning Helix is a Platonic ideal of Magic design, and it shows that the development team had a lot of guts. Helix was like nothing printed before, and would look like a ridiculous fan-made card if anyone other than R&D conjured it up.

$1.75

Loxodon Hierarch

We first had Ravenous Baloth, who would throw himself away if you needed extra life against aggro. The Elephant was even better, since he could sit around and block after making you resilient to Char. In Standard at the time, there was a deck called Ghazi-Glare. It used Vitu-Ghazi, the City Tree and Glare of Subdual in a G/W elfy shell to take control of the board and pound in. It ran Congregation at Dawn to make sure it could get its big monsters online, and one of the deck's most crushing plays was just going for three of this Dumbo. If you were playing an aggressive deck, you had to have a solution to a third-turn Congregation, followed by a Hierarch on the next three turns. Could you beat a trio of 4/4s and 12 more life? How did that change your combat math? Char gets a lot worse and your 3-damage burn spells can't even dig into one of these.

Obstinate Baloth has since overshadowed Hierarch, which is good – nobody used the activated ability on this guy, and Baloth giving a perk when Blightninged away is nice. Still, the G/W fans like their lifegaining beaters, keeping this card afloat.

$1.50

That's it for the first half of Ravnica; join me again next week as we close up the first set in one of Magic's most beloved blocks!

Until then,

Doug Linn

Insider: I called that! (Revisiting Innistrad Predictions)

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We’re finally getting a good flow of Innistrad spoilers, and we’ve covered them all pretty extensively here on QS. Rather than go over the same cards you’ve seen a dozen times, I’m going to do something a little more fun this week – look back at some fearless predictions I made a while back.

After Innistrad was first announced, all we knew was that it was horror-themed and to expect Vampires. A little early speculation on sets never hurts, and it ‘s always enjoyable to look back and brag about being right (or failing miserably, one of the two).

Here’s the original article I wrote. I will forewarn you that certain parts of this article make me look like an absolute genius (or maybe I got a little lucky). Let’s see how I did.

What I said then:

Of course we know nothing about this set yet, other than the announcement and tagline Wizards announced. But from that tiny sample, I can tell you I’m very excited about the set. I love horror movies and the flavor of the set seems sweet. As Kelly suggested, I think it’s likely we’ll see plenty of Vamps and I’m hoping to see some Werewolves, or at least some Zombies.

If you’re scoring at home, that’s 3-for-3. Of course, making predictions like this are actually completely useless (though fun) unless there’s financial incentives to act on said predictions.

There’s been a lot of discussion on Twitter about the price and possible reprinting of Vampire Nocturnus. I really don’t have any idea if it’s going to be reprinted or not, but I don’t think it’s a bad investment right now if you can get it under $10. I think it’s probable that it will show up in M12 in June, and it was a $20 Mythic during its time in Standard, despite seeing almost no play at all. I’m not sure if it will be viable next season, since his buddies from Zendikar will be gone, but by the end of the Innistrad block he may have found a home. And if more good Vamps are printed (something I think we can count on), then Nocturnus will still have two years in Extended with his pals from Zendikar and Innistrad.

So many things are wrong with this paragraph that it’s kind of depressing. While the Nocturnus call was fine, as it’s gone up a few dollars since then, the fact is it hasn’t been reprinted, and is probably destined to forever be a casual card. There’s still some time for a reprint, but with the new Vampire lord in M12 it doesn’t look good.

The takeaway here is that making educated speculation about upcoming sets can net you solid profits, and yet you’d be surprised how many just fail to do so. They wait until a card is spoiled to look back at the old cards it interacts with. This is reactionary thinking that leads to huge run-ups on things like Splinter Twin.

It’s very difficult to get completely ahead of the curve on these things, but by identifying the speculative cards before spoilers actually come out you can get ahead in the market. This is basically the concept I explored last week, and taking a chance and investing in these cards before their enabling pieces come out is the best way to profit.

While I’m on the subject, what kind of mechanics would we expect from a horror-themed set? Surprises and scares around every corner, and certainly a strong theme of death. As such, I’m going to make some fearless predictions on the upcoming mechanics.

What’s a fan-favorite mechanic that perfectly embodies something jumping out at you? Morph. I hope we can see some face-down cards flipping up to scare you in the future.

Another possibility? Something along the lines of Demon of Deaths Gate. The sacrifice mechanic (or something else to allow “Free” casting of spells) plays right into the theme of scary monsters jumping out at you from nowhere.

Wow. I’m so wrong, and yet so right at the same time. The “death matters” thing was just too easy to give myself much credit for the keyword Morbid, but I’m pretty sure I’ll be quoting the sentence “I hope we can see some face-down cards flipping up to scare you in the future” for the rest of my life and claiming I called the Day/Night mechanic.

What is the most important thing about this Sword? To me, it’s clearly the name. I’ve seen a ton of suggestions, ranging from Sword of Chaos and Order to Sword of Flame and Air. I have my money in on Sword of War and Peace. There will be plenty of people on this site trying to sell you speculation on the new set, but remember the most important piece of speculation is #NameThatSword (That’s the Twitter hashtag for the topic).

This is pretty much the definition of win. Just had to throw that out there.

Buying into Innistrad

For some meatier stuff, we’re presented with an interesting dichotomy with the “flip,” or more properly termed, “double-face cards” from Innistrad. Namely, the Werewolves, and now Garruk as well.

For the first time (to my knowledge) we have cards that players will love to play, but hate to play with. The logistical problems the cards present are not insurmountable, but neither are they negligible. This has been covered in great detail already, so I’m here to talk about a more pertinent issue – What impact will this have on card prices?

As of right now, my answer is this – None whatsoever. And it all comes down the Magic psychographic map. It’s the Spike/Timmy/Johnny mentality, a concept created by Mark Rosewater and something I explored in relation to trading here.

Look at it this way. What group of players has been the most vocal in pointing out the problems with these cards? The hardcore Spike group. Which is also known (colloquially) by Wizards as the “they’ll buy whatever the hell we print” group. Let’s be honest. If Werewolves.dec becomes the spice of the new format, 98 percent of self-respecting tournament players are going to buy the cards, logistics be damned. And since I expect them to push tournament-playable cards in their new mechanic, it’s safe to say we’re going to see a few of these cards push decent prices.

So we can safely eliminate the Spike group from dragging down the prices of these cards due to a real or perceived logistics issue.

Looking at the other two groups, sometimes referred to (derisively by many) as “the casuals.” How will these cards score with this group?

Well, we’ve seen what happens there and it’s called Vampire Nocturnus, as established in this article. In short, I fully expect casual players to go nuts over this set, and I wouldn’t be surprised to see it break the record for best-selling set of all-time from Zendikar (or whatever set holds that distinction, I’ve seen multiple claims).

#FinkelDate probably doesn’t hurt as far as introducing the game to a new group of people either. If you don’t know what I’m talking about, you must not know what a Google is. (Or you don’t read Twitter. Or CFB. Or SCG. Or the Mothership. Anyway).

Add it all up, and I think we’re going to be looking a higher average price for casual staple rares than we’ve seen in a while. Captivating Vampire and Vampire Nocturnus will likely see a re-surge in tradability, if not price.

I’ll have my usual prerelease guide in a few weeks, and I imagine there are going to be plenty of casual cards worth picking up on Prerelease Day.

Thanks for reading,

Corbin Hosler

@Chosler88 on Twitter

GP Stories!

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Near record breaking attendance for a Grand Prix.

Destined encounters with late night sealed.

Lots of sweet Standard decks.

And great experiences with old and new friends.

Grand Prix Pittsburgh had it all.

grand prix pitt logo

This summer has been amazing for magic. Not only did I get a Star City 5k in my hometown but we also got a Grand Prix! If you have never been to a GP before, make it a priority to get to one this year. With the expanded number of GP's they are going to be much more accessible than ever before. I know personally I will at least be making it to Baltimore and Indianapolis. GP Pittsburgh had 1430 energy filled magic players in attendance, which is close to the record. That many players combined with over ten dealers and a never ending stream of interesting side events, made for a crazy fun weekend of magic.

It started Friday night.

One of my friends noticed on the schedule of events that there was a casual sealed event Friday night with cool promo prizes. Originally we thought it was going to start 6:30. When we found out that time was incorrect, I did not even think about the implications of starting at 8:30. So on top of finishing the even at 1 am, the promos they had were lame also. We did not even get the new FNM promo Cultivate, we had to settle for Jace's Ingenuity. My sealed pool was pretty horrible so maybe I should feel lucky that I went 2-2 but I always feel like I can win no matter my deck. It was fun but we didn't get back to my apartment until after 2am.

So why were we at the event site until one in the morning? Fate. That was the real reason we were there on Friday night. Between rounds of the sealed event I was trading as usual and got to talking with the player I was trading with and his friends. One of them was particularly excited because he had won a grinder. Out of curiosity I asked what deck he played to win the three byes with. He said, it's easier if I just show you and hands me the deck. As I am flipping through his sweet almost foiled deck, my jaw drops because of the cards I am seeing...

Rewind to Monday before the Grand Prix.

Monday while I was at work I got a text from my friend Thomas Albin, the creator of the Beef Blade deck that I helped tweak and test for Regionals, he wanted to let me know how his testing was going with the list I sent him. The original list we created was basically Caw-Blade with the red mana again, for Cunning Sparkmage, Grim Lavamancer, and also Azure Mage for more card draw. The deck basically was Fish. I was still set on Voltron but he needed a deck for the GP. After testing caw with red and not being satisfied with the results, he switched to a variety of RUG builds and even a couple that were straight blue green. He and I were frustrated because we just couldn't seem to get the list right. He would test a list and then we would talk about it and make some changes but we never could settle on a final version. It was close but it still needed something. Friday he came up with a great idea, let's put in the Splinter Twin combo and then post board turn into Value RUG. I thought this was a brilliant idea but we left it at that, an idea, because we had to head off to the GP site for our sealed event.

...So, I was looking through the guy's deck who won a grinder and what deck was it? A sweet version of Value RUG. I immediately went over and got Thomas to take a look at the deck. It was exactly what we had been looking for. It was only a couple cards off from one of our working lists but that was huge.

Let's take a look at the list created by Josh Horton

Untitled Deck

Creatures

4 Birds of Paradise
3 Fauna Shaman
4 Lotus Cobra
3 Sea Gate Oracle
3 Vengevine
1 Memnite
1 Llanowar Elves
1 Grim Lavamancer
1 Viridian Emissary
1 Phantasmal Image
1 Tuktuk the Explorer
1 Cunning Sparkmage
1 Trinket Mage
1 Hero of Oxid Ridge
1 Urabrask the Hidden
1 Sphinx of Lost Truths
2 Inferno Titan

Spells

1 Ponder
3 Preordain
3 Birthing Pod
1 Basilisk Collar

Lands

3 Raging Ravine
4 Copperline Gorge
3 Island
2 Mountain
3 Forest
4 Misty Rainforest
4 Scalding Tarn

Sideboard

3 Obstinate Baloth
1 Vengevine
1 Tuktuk Scrapper
1 Sylvok Replica
1 Natures Claim
1 Phyrexian Revoker
1 Spellskite
1 Beast Within
2 Act of Aggression
1 Frost Titan
1 Acidic Slime.
1 Magma Phoenix

I know that the deck just seems like normal rug pod but if you look closely you can see some of the interesting card choices. Josh was a really nice guy and it was pretty awesome of him to share his list with us. His list helped us arrive at the list Thomas played at the event. Here's what he ended up running.

Untitled Deck

Creatures

4 Birds of Paradise
4 Fauna Shaman
4 Lotus Cobra
3 Sea Gate Oracle
4 Deceiver Exarch
3 Vengevine
1 Urabrask the Hidden
1 Acidic Slime
1 Sphinx of Lost Truths
1 Consecrated Sphinx

Spells

4 Ponder
3 Birthing Pod
4 Splinter Twin

Lands

3 Raging Ravine
4 Copperline Gorge
3 Island
2 Mountain
3 Forest
4 Misty Rainforest
4 Scalding Tarn

Sideboard

4 Creeping Corrosion
3 Obstinate Baloth
1 Cunning Sparkmage
1 Basilisk Collar
1 Trinket Mage
2 Inferno Titan
2 Phantasmal Image
1 Sylvok Replica

Basically it is the same deck minus a few cards, except eight of those cards are in the sideboard. The deck was pretty amazing and except for having to play against a Hedron Crab Phantasmal Image deck all the other matches were very winnable. The mill deck made easy work of RUG Pod Combo so he started the day off a little rough. The rest of the RUG Pod Combo experience is as follows:

Round 1 - bye
Round 2 - Crab Mill LOSS
Round 3 - Blue Black Control WIN
Round 4 - Blue Red Splinter Twin LOSS
Round 5 - Caw-Blade WIN
Round 6 - Mono Black Aggro Control WIN
Round 7 - RUG No Combo WIN
Round 8 - Mirror LOSS

We decided that the deck was very good and probably the right choice for the tournament just not the best set of opponents play against. Doing it over again there is a strong chance that just playing a no combo version would have been the more consistent and better option. That being said, if you want to beat the decks he won against they are great matches, and he won all of them 2-0. All the matches he lost were 2-1 so that tells you he was in every match.

What about me you say? Well of course I was rocking Voltron! I love the deck so much and it is a ton of fun to play. If you want a good deck that is fun to play, get on board with Voltron!

I did make some changes to my list if you have been following it so take a look at the list and then we'll go from there.

Untitled Deck

Creatures

2 Etched Champion
4 Puresteel Paladin
4 Squadron Hawk
2 Trinket Mage

Equipment

3 Flayer Husk
4 Mortarpod
1 Basilisk Collar
1 Sylvok Lifestaff
1 Accorders Shield
2 Sword of Feast and Famine
3 Sword of War and Peace

Spells

1 Mox Opal
4 Preordain
4 Dispatch
2 Oblivion Ring

Lands

2 Celestial Colonnade
4 Glacial Fortress
3 Inkmoth Nexus
1 Island
8 Plains
4 Seachrome Coast

Sideboard

1 Elspeth Tirel
1 Gideon Jura
3 Timely Reinforcements
1 Oblivion Ring
2 Dismember
4 Flashfreeze
2 Torpor Orb
1 Sword of Feast and Famine

You might be saying to yourself, but I thought he has been advocating no Accorder's Shield from the beginning? Why would he change and run that card? Well there is one main reason that I chose to put it in for this event. What I discovered is that I was missing out on the most broken draws that this deck can achieve by not playing the card. If you play turn one Flayer Husk, turn two Puresteel Paladin and Accorder's shield, and turn three Sword of Feast and Famine not only can you attack with a sworded creature but untap your lands and draw more cards since you should have other equipment to play. I thought that playing at a Grand Prix with tons of rounds, that I would need to have this option to steal a few games. The other reason that I wanted it in the list was against Caw-Blade because a shielded Etched Champion blocks Gideon all day. Both of those things were appealing to me when I was considering my options for this tournament.

The main changes came in the sideboard. I knew there would be a lot of aggro at this Grand Prix so I made sure to keep the anti aggro cards like the planeswalkers and Timely Reinforcements, which I added a third copy of, in the board. Also, seeing the recent success of Valakut and Splinter Twin, I made sure I could board a significant amount of cards against them.

What did I play against? AGGRO!

Round 1 - Mono Red (without Shrine) WIN
Round 2 - Vampires WIN
Round 3 - Vampires WIN

At this point all my friends were like, what metagame are you playing in? I was ecstatic because those are all great match-ups and I was 3-0.

Round 4 - Caw-Blade (with Heroes) WIN

My friends were glad I had to play against a real tier one deck but then...

Round 5 - Vampires LOSS

I was so excited when I saw what one of my fellow grinders was playing. Vampires is the match that I know more than any other because I have been on both sides of it. Somehow, I figured out a strategy that loses to them though. It was pitiful. Basically losing to Vampires either means you have no experience with this match-up or you mulligan every game and then game three mulligan to six, keep a double Squadron Hawk hand and draw the third hawk then a pile of lands. That's what I did anyway. After that round I was so frustrated because I was given the easy opportunity to be 5-0 and then almost all the variance in the tournament happened in one round.

Round 6 - Mono Red WIN

At this point it was basically a joke among my friends that I was just going to have to play against all of the good aggro decks that were doing well. But then it happened...

Fate.

Round 7 - Josh Horton with RUG Pod LOSS

Who would have guessed that I even would have had to play against Josh, a guy who I knew his exact seventy five card deck, at the tournament. Also, who would have guessed that I would lose to it? I have an excellent record against any type of Birthing Pod deck. Basically they don't have removal so you are free to play whatever you want and just beat them. Also, you have Oblivion Ring, and the Mortarpod Basilisk Collar combo to kill any crazy threats that they manage to pull from their pile of one ofs. Unfortunately one game I lost to being mana screwed even though I put up a valiant fight and played extremely well to keep me in the game. Game two, I was mana flooded and could not draw gas or Mortarpod to finish him off and once he randomly drew Inferno Titan that ended my game.

Overall I love Voltron and the deck is capable of taking down events. If you are playing the deck and made any changes please post them below in the comments. Once the full set of Innistrad is spoiled I am going to begin testing a new version of the deck for the new metagame. I think it will continue to be viable even with losing Basilisk Collar.

RUG Pod is amazing and complex. The deck is quite good but make sure you have experience with it or it might overwhelm you with the intricacies of the deck. Birthing Pod has so much potential in the new format and I think we will continue to find new uses for it in the coming year.

Unleash the Force!

Mike Lanigan

MtgJedi on Twitter

Jedicouncilman23@gmail.com

Modern Twelvepost: Not Even Once

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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 brings us a slew of videos and a Twelvepost brew for this weekend's Modern Pro Tour in Philadelphia. Convinced of the deck's nimble brute strength, he believes it's the deck to beat.

http://www.youtube.com/watch?v=F9Od9DdoKYE&feature=related

Hi there!

Word on the street is there’s a Pro Tour this weekend in Philadelphia. Some people have been a bit uppity about the Hail Mary emergency banning format change. I can understand their frustration.

See this?

I own a set of them. I guess I can play these...

...on Thursdays at my local store’s Legacy tournaments.

At least until they turn them into Modern tournaments instead.

Modern is a new and exciting format, though!

It has brand new, never-before-seen decks like Deceiver Twin, Zoo, Burn, Elves, Pyromancer’s Ascension and Mono-Green Eldrazi!

While I was dubious about what this new format meant for my next year of doing battle on a magical plane, I decided to exercise due diligence and test the format online. After reading Sam Stoddard’s Take It To The (Cloud)post article, I knew what I wanted to try.

After begging, borrowing and stealing cards from my friends, all I had to do was drop $96 on Vesuvas...

...and I was ready to rock.

The first thing I tried was Sam’s Mono Green list:

Untitled Deck

Artifacts

2 Expedition Map
1 Wurmcoil Engine

Creatures

1 Eternal Witness
1 Magus of the Candelabra
4 Overgrown Battlement
4 Primeval Titan
4 Wall of Roots
1 Emrakul, the Aeons Torn
1 Kozilek, Butcher of Truth
1 Ulamog, the Infinite Gyre

Sorceries

4 Ancient Stirrings
4 Explore
4 Green Suns Zenith
2 Reap and Sow

Lands

4 Forest
4 Cloudpost
4 Glimmerpost
2 Horizon Canopy
4 Vesuva
1 Dryad Arbor
1 Eye of Ugin

Sideboard

4 Trinisphere
1 Wurmcoil Engine
3 Natures Claim
2 Life from the Loam
4 Plow Under
1 Bojuka Bog

I played in a Daily Event straight away. After a few short games I discovered a few things that weren’t quite pulling their weight in the online metagame.

Namely:

During the event, I began watching replays of other players that were winning and noticed Star City Games’ own Todd Anderson at 2-0. His replays were the bomb.

He was playing a Cloudpost list, but his was rather different from mine. He had two very spicy meatballs I was lacking:

Now that’s a killer combo.

http://www.youtube.com/watch?v=7I7Ue2wX6iQ&feature=related

When I watched him play a second Cloudpost with two Amulets in play, I was hooked. I quickly snatched up a set of Amulets, as they were $.25 each, finished my tournament at 3-1, and went to sleep.

All night long I dreamt of ridiculous Amulet of Vigor combos.

The next day at work was a struggle. I wanted to get home to try out these new cards. Over my lunch hour I looked at the Modern DE results from the previous couple of days and found some other lists with Scapeshifts or Amulets, or even Tooth and Nails.

Tooth and Nail is one of my favorite decks of all time. Now I had to find room for even more cards. I messed around in the deck editor for a bit and wound up with the following list:

Untitled Deck

Maindeck

4 Green Suns Zenith
2 Ancient Stirrings
3 Tooth and Nail
4 Explore
4 Amulet of Vigor
1 Rampant Growth
2 Expedition Map
2 Scapeshift
1 Eternal Witness
4 Primeval Titan
1 Ulamog, the Infinite Gyre
1 Emrakul, the Aeons Torn
1 Urabrask the Hidden
4 Sakura-Tribe Elder
4 Glimmerpost
10 Forest
2 Horizon Canopy
1 Eye of Ugin
4 Cloudpost
4 Vesuva
1 Dryad Arbor

Sideboard

3 Trinisphere
1 Bojuka Bog
2 Natures Claim
3 Chalice of the Void
2 Life from the Loam
2 Oblivion Stone
2 Plow Under

I played this seventy-five, or something very similar to it, all weekend.

The sideboard is complete garbage, with a few notable exceptions: Nature's Claim, Chalice of the Void, and Trinisphere.

The Plows, O Stones, Bojuka Bog, and Life from the Loams should probably become Beast Withins and whatever else strikes your particular fancy.

Options include:

Boseiju, Who Shelters All
Brooding Saurian (for Bribery and Vedalken Plotter)
Iona, Shield of Emeria + Painter's Servant
Terastodon
and many many more!

Some of those probably don’t fit in the Amulet of Vigor version of the deck. Speed seems to be the key and you don’t want to dilute the deck too much. Here are ten important things I discovered while playing:

  1. Amulet of Vigor is sweet. It speeds up the deck by at least a turn and often just lets you completely combo off. It’s amazing in the mirror, allowing you to do some degenerate things.

  2. On a scale from “1” to “Awesome” Scapeshift is “Super Great” with an Amulet and ranges from “Meh” to “Completely Worthless” without one. With two Amulets it actually breaks the scale and you pass out from ecstasy.
  3. Eternal Witness can probably go. I tutored for her once out of convenience and having her in your hand is normally cute at best. She’d likely be better as another Ancient Stirrings.
  4. Sakura-Tribe Elder and Rampant Growth get the nod over the walls due to their interactions with Amulets and Scapeshifts and because the walls kept having to block and die.
  5. Casting Tooth and Nail for Emrakul, the Flying Spaghetti Monster and Urabrask produces an emotion akin to seeing your newborn baby for the first time, or so I assume that’s what seeing your newborn child feels like.
  6. The deck packs a ton of threats. In the six to nine mana spot, you have eleven spells that can break the game wide open. On top of that you have Eye of Ugin and two Eldrazi. Discard isn’t sufficient to take this deck down.
  7. The deck is surprisingly resilient to land destruction and doesn’t really care about Blood Moon much. If your opponent is spending an entire turn to try to slow you down by a turn, it’s a wash. Your land destruction and Blood Moons need to be backed up by a significant clock to make a difference.
  8. Never keep a hand without a green source. Ever.
  9. Chalice of the Void and Trinisphere turn Elves and Pyromancer’s Ascension from bad to totally manageable.
  10. The deck is fun, wins a lot and tends to make your opponents very unhappy.

The things that Amulet of Vigor allows you to do are certainly the most impressive.

Turn four double Primeval Titan? Sure, no problem.

Turn five double Primeval Titan and Emrakul, the Aeons Torn? Easy.

How about casting Scapeshift on turn four off of four Forests and then casting Primeval Titan and Tooth and Nail with entwine on that very same turn? Not only is it possible, you can do with with 6 mana left over!

Here’s a little puzzle for you:

How do you cast a turn three Tooth and Nail with my exact seventy-five when you’re not playing the mirror?

Better yet, how do you cast a turn three Primeval Titan, Scapeshift and Emrakul with 83 mana left over? Find the answers at the bottom of the article.

Twelvepost: Not Even Once

The deck has been an absolute blast and people seem to be having a rough time figuring out how to beat it. Take a look at this post, for example.

For the first seventeen Daily Events, Twelve Post has consistently had the greatest number of 3-1 or better finishes at 66.

The next highest is Affinity with 36, and Zoo in third with 35.

Without knowing exactly how many people participated in each event and what percentage of the field was actually playing Twelve Post, we do know that it seems to be the boogeyman online.

If you’re heading to the Pro Tour this weekend, this is public enemy #1.

The deck is obvious, but it’s powerful and should not be underestimated. I’m sure there is a potential version out there that is better than mine, tuned properly for the expected PT metagame, so test different builds.

It’s very customizable and has the tools to beat agro, combo and control. If you’re just looking for a good time in a new format, try this deck.

You may feel dirty at first, but I promise it passes.

One more video for the road:

Thanks for reading!

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

Answer to the puzzles:
Puzzle 1:
Turn 1: Forest, Amulet of Vigor.
Turn 2: Forest, Amulet of Vigor.
Turn 3: Cloudpost, Scapeshift for a Forest and 2 Cloudposts, cast Tooth and Nail with entwine with 1 floating.

Puzzle 2:
On the draw, turn 1 Forest, Amulet of Vigor.
Turn 2: Cloudpost, Explore, Vesuva copying Cloudpost, Amulet of Vigor x2.
Turn 3: Forest, Primeval Titan getting forest and Vesuva copying Cloudpost. Scapeshift with 8 floating, sacrificing all lands except one Cloudpost to get the remaining Vesuvas and Cloudposts. Tap your five fresh Cloudposts for 6 mana, 3 times each (90 mana + the 8 floating from before you cast Scapeshift). Cast Emrakul, the Aeons Torn with 83 mana floating. Stand up and do a lap around the table*.

*Victory lap optional**.

**NO IT’S NOT.

Insider: For the Win(nistrad)

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Innistrad Pre-Release is less than a month away, and so the cycle continues. About 1/5 of the spoiler has been released as of this writing, and we've all got our strong opinions about Dual-Faced Cards and what they'll mean to gameplay, especially drafting. To drafters, card evaulation is one of the most important tools, and the analytical process is valuable whether looking at a card from a limited-play perspective, or a financial one. As usual, we're going to discuss what it means to break down a card based on a partial spoiler alone, and give ourselves tools to evaluate any new card that comes our way. Upon the spoiling of Karn Liberated, I discussed card evaluation, and used the colorless 'walker as an example. He's dipped very slightly outside the range I predicted, but the analysis and conclusion were all solid.

The First card I want to look at is the new Liliana of the Veil that was just revealed this week. Always start with the easy stuff; She's a Mythic, as all Planeswalkers are. This tells us that if she's a 3-4x copy in a tier 1 deck, she can see prices shoot up pretty high. We do want to keep in mind, that Innistrad is of course a large set, being the first set of the block, and over the course of the next year boosters will be opened in draft continuously. The first set gets the most exposure, so availability of these cards continues to rise as the block develops. The real question with this one: Is she playable, and what type of deck wants her? She's a 3 CMC 'walker, only the 2nd to fit this mold, and we all know how playable Jace Beleren has been. He remains approximately $10, very close to rotation, after a handful of printings, including one pre-dating the existence of Mythic Rarity. While this may not seem like a huge number, keep in mind it's been printed in 3 sets, as well as in a Duel Deck and other Promos. The low mana cost almost assures she has a slot in some deck, and we haven't even discussed her abilities.

+1: Each Player Discards a Card
-2: Target Player Sacrifices a Creature
-6: Separate all permanents target player controls into two piles. That player sacrifices one of them.
[Loyalty 3]

This is certainly no 'pretend' walker, like Nissa. The forum buzz seems to be kind of Low on her, feeling like the +1 isn't strong enough to want to use it, while the -2 ability depletes too much of her loyalty. I think both of these abilities are extremely strong against control and combo decks, but fairly weak against aggro. Most aggro decks will be able to kill her the turn after she hits play, where the use of activating her once is simply not enough value. If it is a maindeckable card, it will likely just be an edict against aggro, that will also absorb one attacker. Against control, it will continuously pressure their hand until they drop their fatty that you can edict. Alternatively, if the game goes long, she'll deplete all of your opponents development in a snap. Her ability to decimate a control deck seems very strong, and any way to mitigate the discard effect is only going to make her stronger. Her home is likely in a Mono-Black or a U/B Control. If the Flashback cards are strong enough, perhaps she'll be used as an enabler to get things to the bin, but nothing revealed so far is exciting. She'll likely be a 1x or 2x in a control deck, that potentially has more available in the board for control mirrors. This moves her range down to approximately Koth status. $15-$25. Koth is extremely powerful, but there's not many types of decks that can run him. Liliana seems the same in that way to me.

Lastly, is casual appeal. Not only is the art on this card amazing, but Liliana has a bit of a following already, and fans are going to gobble this card up. I can see her being a combo enabler in EDH, this leans a little bit higher than the minimum on the range, and I'm putting her Standard life price between $18-$23. Starcitygames.com currently has the lady listed at $35, which is a bit too high. It will probably be a while before they underprice any walker before we can see what it can do. If people aren't ordering it, however, the price will come down. They count on recovering a chunk of money on Pre-Sales, and they'll want to get the numbers they need.

Did I miss any key aspects on Liliana? Anyone have a contrarian call? Post it here, or in the forums, and claim your glory when it comes out true. Over the next couple weeks we'll pick out some more Innistrad cards to analyze, as more of the set is spoiled to us, and discuss which cards from Scars Block and M12 have the best synergy with the new Block.

Before I go, I want to scold each and every one of you. I told you guys about this weeks ago, when I talked about potential activities to add to your business plan, and one of them was seeking out misspelled listings. I even gave you the single search term ("duel") that has brought me the most success. (I actually regretted doing this for some time, as I figured I'd now be competeting with my readers on the same auctions) I also reminded everyone about this last week, and Corbin mentioned in the comments he was going to try and figure it out. I found a seller that had 2 different Dual lands listed as "Duel Lands". Luckily for him, he at least kept a minimum bid on them high enough where he couldn't get screwed too hard, but I watched the auctions all week, and they never moved a bit. One was a Scrubland, which ultimately, another person found and outbid me on (hopefully it was one of you!). The second was a Bayou. The auction ended earlier this week. I was the first bidder with an opening bid of $40, i set my max bid at $45, knowing I could resell to ChannelFireball.com for $55, and likely trade it much higher around $70+. With only 11 minutes to go, another person also bid $45, putting me in the lead at $45. Either this person happened upon the auction last minute, or was waiting to snipe it, they didn't move their bid after that, and I won. I realize that by informing everyone about my secret search terms, that I'd have competition on these auctions as a result. But seriously, this is a good activity to add to your plan. My Ebay style is one of volume. I bid extremely low on tons of auctions, and I just let them sit. I don't wait to snipe, I don't revisit it daily, I just enter my price and keep searching. Looking for anomolies in listing titles and irregular postings. If I find an auction I like with higher shipping costs, I'll hunt that sellers inventory for more listings to bid on to attempt to combine shipping once I'm close to winnning. There is a ton of inventory on Ebay, and if you're patient, and persistent, you'll get what you're looking for.

Best of luck this week, and happy hunting!

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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 InsiderTagged , 7 Comments on Insider: For the Win(nistrad)

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The Precons of Innistrad

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With this past weekend at PAX, the Innistrad spoilers had begun their inexorable march towards the release date. As with any release, their is no shortage of buzz surrounding the new set. Constructed players want to know how their metagame is affected, be it Legacy, Modern, or Standard. Limited players are looking at the set with a drafter's eye, hoping to tease out some indication of the set's draftable themes. And, surprise of surprises, those of us in the preconstructed community are eagerly awaiting the seven new precon decks that we'll be tearing into shortly- first the five Intro Packs, followed by the twin Event Decks.

In the absence of solid information as yet, all we can do is speculate. Although an uncertain sport, we do have the benefit of hindsight to guide us and provide indications of what we might expect. In the modern era of Shards of Alara and up, where the Theme Deck was retired and the Intro Deck arise to take its place- these decks typically fall into one of three groups: tribal, mechanical, or thematic.

Tribal decks will be familiar to many players already. These are decks that are crafted around a particular group of creatures. Zendikar's Kor Armory made little mystery about what tribe it was crafted from, nor did Rise of the Vampires and Worldwake's Fangs of the Bloodchief. Rise of the Eldrazi gave us not one, but two decks dedicated to their namesake nemeses, Invading Spawn and Eldrazi Arisen. Even Scars of Mirrodin got in on the action with Myr of Mirrodin. Ever popular with players, tribal finds purchase everywhere from the humble Intro Pack up through the premium offerings like the Duel Decks and Premium Deck Series.

Mechanical decks are thsoe decks that are constructed around a mechanic or mechanics from a particular set. You saw some of this in Zendikar block with Pumped Up (kicker), Brute Force (multikicker), and Rapid Fire and Mysterious Realms (landfall). Scars of Mirrodin took this to an even more formalized level, giving each mechanic its own deck. Infect took center stage for Phyrexian Poison, proliferate was given the rather poor Deadspread, and metalcraft had the imaginitively-named Metalcraft. Imprint was far too niche to support its own deck. Mirrodin Besieged's mechanics of living weapon and battle cry were then cobbled together with proliferate and metalcraft respectively for Doom Inevitable and, yes, Battle Cries.

Thematic decks are those who have a greater narrative structure. The decks of Shards of Alara block fall heavily within this category. Bant Exalted and Bant on the March were undeniably themed around a particular shard, and that was the guiding principle behind their construction. That's not to say there wasn't some overlap. You could argue that Bant's exalted mechanic was also a theme (making these decks mechanical), but overall it was a more top-down design.

To be certain, there is an occasional exception that comes along, such as Mirrodin Besieged's Mirromancy which was based upon a spell-heavy interaction with Galvanoth, and other decks might straddle the line between two categories. For instance, was Zendikar's The Adventurers tribal because of the Allies, or mechanical because of the mechanical interaction and advantage of packing in a gaggle of them? In the end it matters naught as these divisions are guideposts, not boundaries. The important thing is that we have a framework in mind which takes into account the purpose behind a given precon's construction.

The Horror, the Horror

With a foundation firmly established, let's look at the possibilities for Innistrad. We begin with the mechanical options. As announced by Wizards, we have the following mechanics to look forward to:

  • Curses
  • Double-faced cards
  • 'Fight'
  • Morbid
  • Flashback

Curses are a group of auras that enchant a specific player. Based on the one that's been spoiled thus far, Curse of the Bloody Tome, these are likely to carry color-centric repeatable effects, in this case a mill engine. You likely won't have more than a couple for each color, and thus while we might see an appearance in a precon or two (like Feast of Flesh's pair of Shrine of Burning Rage from New Phyrexia), it's not enough to build a deck around.

Double-faced cards (DFC's) are the signature mechanic of Innistrad, and as such are almost certainly going to have a deck build around them. The most recent analgue we might have for DFC's are the level up creatures from Rise of the Eldrazi. As you'll recall, they were given two full decks devoted to showcasing them, Leveler's Scorn and Leveler's Glory. Could something similar happen here? Not likely, for reasons that will soon become clear. It's worth noting that Wizards prefers to limit the number of mechanics throughout its intro decks, so you're unlikely to find DFC's sprinkled throughout other decks.

'Fight' is more of a rebranding of an already-existing ability often found in creatures like the Cyclops Gladiator from M11's Breath of Fire. Although I suppose it's possible, it's probably not enough to sustain its own deck, though it certainly might pop up on its own.

Morbid is Innistrad's other significant innovation along with the double-faced cards. This keyword operates much like bloodthirst in Magic 2012- it rewards you for playing particular creatures when a battlefield condition has been met. In morbid's case, something needs to have died this turn. This is easily a contender for a mechanic-based deck, as Magic 2012 showcased bloodthirst with Blood and Fire.

Flashback is the returning mechanic for the set. A callback from 2001's Odyssey, it too is a mechanical contender for carrying its own deck. Spell enhancements like this have made for somewhat underwhelming theme decks- look at Zendikar's Pumped Up for such an example, which leaned on the kicker mechanic. On the other hand, New Phyrexia had no trouble crafting such a deck from Phyrexian mana, Life for Death. Such abilities will sometimes carry an 'enabler' card which takes fuller advantage of the mechanic: Worldwake's Brute Force tried to optimise multikicker with Rumbling Aftershocks, while Life For Death carried a pair of [card Rage Extractor]Rage Extractors[/card]. If Innistrad has such a card that interacts with flashback, the chances for a mechanical deck focusing on this mechanic likely increase.

Of course, this is only one set of possible scenarios.

Horror and Mortal Terror

Another intriguing possibility is that the set takes full advantage of its heavily tribal theme, and releases decks for each tribe. As of this writing, the tribes we know of are as follows:

  • Ghosts (White/Blue)
  • Humans (White/Green)
  • Vampires (Black/Red)
  • Werewolves (Green/Red)
  • Zombies (Blue/Black)

Given that each tribe is comprised of a unique two-color combination, and each colour is equally represented, it's fair to conclude that this is a bottom-up design not dissimilar to that of the ten guilds of Ravnica. As such, it's certainly possible that we'll be seeing one deck per tribe. So what, then, becomes of the mechanics?

For starters, a Werewolves deck is the most likely deck that will be emerging from Innistrad, as there are two factors working in their favor. First, they're a full-fledged tribe. Second- and this is the crucual overlap- they've cornered the market on double-face cards. A look at the DFC checklist card makes this strikingly clear: a full 13 of the 20 double-faced cards fall in either Green or Red. How many of these are actually Werewolves is impossible to know at present, but the mechanic seems almost purpose-built for them.

Given that the complexity level- ratcheted down for Shards of Alara's new Intro Packs- has come creeping back up in recent releases, I think it's a fair guess that each tribe will see a deck it can call its own. Morbid and flashback will act as supplemental mechanics, and probably not overlap (decks will have one or the other, not both). The Werewolves deck may not see either, given the radical departure Wizards is gambling on with double-faced cards. It might well be adjudged that the DFC's are tricky enough, though 'fight' is certainly possible as a splash with the Daybreak Ranger / Nightfall Predator.

Fear is the Mind Killer

Concluding out thoughts on the Intro Pack decks, we next turn briefly to the Event Decks. These are far harder to predict, because they rely upon a much larger card pool and don't look to 'showcase' a particular set. This latter fact was well in evidence with the Magic 2012 Event Deck Vampire Onslaught, which maindecked only three cards from Magic 2012 (a trio of Vampire Outcasts). It's important to note this distinction, however, as Event Decks have little concern about the set they're being released under. All they care about is making a reasonably competitive deck given the Standard card pool of that time.

Although it might not feel like new territory, since we've now seen a total of six Event Decks released to date, it actually is. Innistrad will mark the first time that Event Decks have been constructed at the start of a new block, and thus will draw upon the smallest card pool to date. The inaugural release, consisting of Into the Breach and Infect & Defile were let loose during the second set of a block, Mirrodin Besieged. And while we've traced the quick embrace of the decks to a mono-colored aggro framework, each colour has now had its day in the sun.

The sixth (Infect & Defile) was an ill-fated Blue/Black amalgamation. What this means, though, is that having given each color a champion, Wizards is free to go whichever way it wants with Innistrad's decks. It will be exciting to see what we end up with as I have no predictions here (outside of aggro or possibly aggro-combo).

Over the past few years, the quality of the Intro Packs has been on the rise. The decks are becoming more consistent rather than being the hodge-podge builds we endured during Alara and Zendikar blocks, and Wizards is now even giving us a real treat with decks that contain viable subthemes, giving us different options to build from (for those of us that like to use the precons as a starting block for deckbuilding). Magic 2012's decks as well as some from New Phyrexia were particularly noted for this, and all signs are pointing to Innistrad to continue to quality we've been seeing.

Oh, and stock up on garlic.

______________________________________

Jay Kirkman

@JayKirkman

www.ErtaisLament.com

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