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The Problem With Lands, or What’s Cooler Than Being Cool?

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"Jason Schousboe reacquaints himself with an old friend by taking Lands for a spin around the block, with the value-added Scapeshift and Valakut. See how he fared in this quixotic quest below.

My Falling Out with Lands

Well here I am, about to bring you fine gentlemen and ladies a tournament report of Legacy Lands in my first article for a major strategy site. The only snafu? My record for the event in question, an accomplished (ahem)... 2-4. No, I’m afraid those are not match-wins, they’re byes. Two of the finest...

Wowie wa woo. How did I get here exactly?

Rambling Aside with Too Many Metaphors

(Feel free to skip this section if you hate this sort of thing. You’ve been warned.)

It was a fateful Thursday, Legacy night down at the local store. I had come to durdle or, if the stars so-aligned, borrow a deck last-minute to battle for the evening. It became rapidly apparent that the latter was not to be, as not only Stoneforge & Jace, LLC., but also all manner of its less-traded, more modest cousins, had shuttered their doors for the evening. As I did not feel like deigning to shop at the Bolt and Blast Bargain Basement, durdle it was.

So there I was, relishing my peaceful disposition, when I ran across none other than QS’s own Mike Hawthorne in a suspiciously ebullient attitude . He was testing before round one, and as I looked down to see his board I knew trouble was brewing. I can still see him there, an irresponsible grin plastered across his face, gleefully porting lands, callously wasting his opponent off colors, recklessly making multiple land drops each turn, and... wait, what is this now? [card Burning Wish]Wishing[/card] for Scapeshift to [card Valakut, the Molten Pinnacle]Valakut[/card] them out?

Its not as if that particular version of Lands were unfamiliar, to me or the community at large. But its like running into an ex at a party after ingesting a modicum of alcohol, when you just can’t help but notice how spectacular she looks in that new summer dress. There’s obviously no way whatsoever that anything could go wrong were you to saunter over and say hello.

Lands and I have something of a history. We vacationed together in Madrid, where I scrubbed out to miss day two after having drawn every round in existence, including the ones other people were playing. I can still recall that sunny day in Minneapolis that we top-eighted the Star City 5K and lost to a flurry of nasty goblins in the quarter-finals. Various acquaintances like to proclaim that its my ā€œfavorite deckā€ because I played it for an eternity.

And the unintentional draws... Yeah, there were a lot of those.

But there she was, those [card Mox Diamond]diamond eyes[/card] gleaming up at me, that [card Life from the Loam]loam-tousled[/card] hair so inviting, and a shiny [card Valakut, the Molten Pinnacle]valakut broach[/card] clasped to her blouse. These cards are freaking awesome; how can I say no?

Mike and I talk for a bit about his build, which he is very excited about. He lets me borrow it for the Big 1.5 that Saturday, which offers fantastic prizes (duals, goyfs, and the like.)

Fast-forward a few days to see me nursing a broken heart all over again and pleading with my would-be audience to overlook such a dreadful showing. Why exactly didn’t I just play Brainstorm and Force of Will like a sane individual?

Let me tell you: this stupid deck sure has my number.

Some Depressing Games of Magic

It is my belief that Lands has been poorly positioned in the Legacy metagame for some time. In fact, over the course of a year-plus playing the deck extensively, I am increasingly of the opinion that the deck has a fundamentally weak game plan.

I would like to examine why I think this, as well as the reasons that led me to pilot a tier-two deck for so long under the belief that it was a contender. Before delving into the theoretical questions, however, I’ll walk through a brief recap of my matches from last weekend.

First, the build:

Untitled Deck

Artifacts

3 Mox Diamond
1 Engineered Explosives
1 Crucible of Worlds

Enchantments

4 Exploration
2 Manabond

Sorceries

3 Life from the Loam
4 Burning Wish

Instants

3 Intuition

Lands

4 Maze of Ith
4 Rishadan Port
4 Wasteland
3 Wooded Foothills
4 Volcanic Island
4 Taiga
2 Tropical Island
1 Badlands
1 Plateau
1 Forest
2 Forgotten Cave
2 Valakut, the Molten Pinnacle
1 The Tabernacle at Pendrell Vale
1 Glacial Chasm
1 Boseiju, Who Shelters All
1 Creeping Tar Pit
1 Academy Ruins

Sideboard

1 Life from the Loam
1 Scapeshift
1 Summer Bloom
1 Devastation Dreams
1 Pulverize
1 Reverent Silence
1 Perish
1 Maelstrom Pulse
1 Tormod's Crypt
1 Chalice of the Void
1 Zuran Orb
1 Ensnaring Bridge
1 Sundial of the Infinite
1 Smokestack
1 Karakas

This list has a few things going for it.

A reasonable clock in Lands shores up one of its historic problems by preventing draws and reducing the number of turns you need to survive. Since your clock consists of one resolved spell, you care less about demolishing your opponent’s board. Any non-Blue opponent has to race you reaching seven lands, which, in theory, should be an easy task (more on the soul-crushing inadequacy of said theory below.)

The Wishboard has advantages over Intuition, costing less mana and ignoring graveyard hate. Devastating Dreams was the MVP here as an out to utility creatures like [card Dark Confidant]Bob[/card], as well as a way to blow up basic lands faster than Ghost Quarter or Smokestack. You have maindeck answers to Progenitus, Leyline of the Void, and other annoying permanents. Summer Bloom allows [card Burning Wish]Wish[/card] to double as a mana accelerant when you can’t find one of the enchantments.

Overall, however, I think the Wishboard is inferior to the Enlightened Tutor package, although there are some aspects of it worth salvaging.

Round 1 – Joe Kauffman with Elves!

G1: He combos off and ā€œwhiffsā€ with about 17 billion Elves in play and me dead to one swing. I’m drawing live to Intuition or Burning Wish, either of which will let me Dreams his board and murder him with pact triggers. Cue draw step: Tolaria West. Does this $200 [card The Tabernacle at Pendrell Vale]Tabernacle[/card] do anything against Priest of Titania?

G2: I Intuition for three [card Exploration]Explorations[/card] with [card Burning Wish]Wish[/card] in hand. In two turns he will die to angry [card Valakut, the Molten Pinnacle]Valakuts[/card], or next turn I can Dreams away his board. Alas, there is no next turn as I die to a hasty [card Emrakul, the Aeons Torn]Emmy[/card], thanks to Concordant Crossroads.

How fitting: The Eldrazi destroy Zendikar yet again.

I’m feeling okay, as combo matchups are supposed to be bad, and I was one turn away from an (effective) win both games. The next round was to remind me more conclusively why I stopped playing Lands in the first place.

0-1, Jovial

Round 2 – Harrison Hite with BUG Control

G1: Harrison kindly loaned me some cards for the tournament and we share a little banter before the match. Both games he lands a turn two [card Dark Confidant]Bob[/card], which I simply can’t deal with. Without the luxury of time to tutor up [card Boseiju, Who Shelters All]Boseiju[/card], his [card Force of Will]Forces[/card] and [card Spell Snare]Spell Snares[/card] get me pretty hard.

G2: Leyline of the Void and [card Jace, the Mind Sculptor]Jace[/card] aren’t even necessary to dispatch me summarily, but they sure decide to show up anyway.

0-2 Melancholy

Round 3 – Scott with Reanimator

G1: My opponent unearths a silly little [card Empyrial Archangel]shroud angel[/card] early on, and when my wished-for Perish resolves after little consideration, I notice with chagrin that she has ended up back in the graveyard... Man, these damn zombie angels sure are hard to kill, aren’t they?

He tempos me by countering [card Life from the Loam]Loam[/card] each turn until I’m dead. I realize afterwards that I misplayed by neglecting to tutor for [card Boseiju, Who Shelters All]Boseiju[/card] when given the chance.

G2: Terrastodon kills Ensnaring Bridge like he’s supposed to, but I’m still in it until he gets [card Jin-Gitaxias, Core Augur]Jin-Gitaxias[/card] online, followed up by [card Iona, Shield of Emeria]Iona[/card]. I only needed a few more turns with [card Boseiju, Who Shelters All]Boseiju[/card] to force through the right Loam targets so I can [card The Tabernacle at Pendrell Vale]Tabernacle[/card]/Wasteland away his board.

0-3 Kvetching

Round 4 – The Bye

OMG a win!

1-3 Optimistic

Round 5 – Ian Ellis with The Rock

G1 & G2: This is actually the deck I tested against most with the Scapeshift build, so I’m feeling optimistic. Games one and two are one-sided affairs: Knight of the Reliquary wrecks me in one and I obliterate his mana base in the other.

Game three comes down to a bunch of idiots on his side representing lethal, among them an untapped [card Knight of the Reliquary]Knight[/card]. I have Burning Wish and exactly seven lands. So if I Scapeshift, he can simply tutor up a Wasteland to "counter" all the Valakut triggers. I decide to go for the value Scapeshift, tutoring up the perfect storm of [card Maze of Ith]Mazes[/card], [card The Tabernacle at Pendrell Vale]Tabernacles[/card] and [card Wasteland]Wastelands[/card] that will allow me to stabilize and begin picking off his permanents.

For sheer rub-ins, Harrison is standing behind me and dutifully points out that Scapeshifted lands enter tapped.

Hmm, good thing I knew what my cards did before casting them.

[card Knight of the Reliquary]Stupid Bant knights[/card] proceed to bash my face in.

1-4 Ranting

Round 5 – The Bye

2-4 Pillarfield Ox (enchanted with Despondency)

A master, apparently, I am not.

The Role of Lands in Legacy

Besides degenerate combos, the cards that tended to wreck me were:

Notice what these cards have in common?

They are heavily-played staples in myriad tier-one decks, often four-ofs in the main. Once you factor in an abysmal combo match-up, just what exactly is Lands supposed to be preying on? What is its supposed strength in the metagame?

Herein lies the crux of the issue regarding Lands.

There isn’t much that it does better than other decks in the format. Resource denial is significantly more powerful when backed up by a robust clock, as in Team America or Merfolk. [card Life from the Loam]Loam[/card] as a card advantage engine pales in comparison to decks like BUGStill and U/W Stoneforge that generate incremental advantage with the majority of their spells.

[card Intuition]Intuitioning[/card] for a cute little triplet of recursion pieces seems silly when you could just tutor up the missing piece of the Hive Mind combo. Even the acceleration provided by Exploration and Manabond can be rivaled by Noble Hierarch, Green Sun's Zenith and Knight of the Reliquary.

What remains squarely in Lands’ domain is the full-on prison lock, which it certainly accomplishes better than any other deck. Its late game is capable of preventing the opponent entirely from playing Magic.

But in a format where Bitterblossom and Arcbound Ravager see little play because they are eclipsed by more broken strategies, is this really where you want to be?

The truth is that once you’ve stabilized, a Vendilion Clique or a Batterskull get the job done as well as a prison lock. Those game plans don’t even have to offer up sacrifices to the combo gods nor struggle through egregious graveyard hatred.

Ultimately, Lands’ basic game plan is a weak response to the Legacy metagame. It attempts to control a whole host of broken strategies without using the generically applicable Force of Wills and Brainstorms. It is utterly reliant on its mana acceleration to maintain mere parity in board development, let alone pull ahead.

Threats in Legacy tend to be absolute monsters that can win games by themselves if left unmolested for even a few turns. It is incumbent upon the Legacy deck designer to justify not playing any of these broken strategies themselves. Even Blue ā€œcontrolā€ decks avail themselves of [card Stoneforge Mystic]Stoneforge[/card] and Natural Order, in comparison to traditional Landstill builds, which have seen little success for some time.

The ā€œCoolā€ Play

At some point in the future, I may write more about the specific vulnerabilities of Lands as a strategy and how to potentially mitigate them. For now, however, I want to address the issue of deck selection and the trap that I fell into by overvaluing the ā€œcoolā€ play, or, in this case, deck choice.

There are a couple of excellent articles on this matter, one by Geordie Tait about Tempest block draft (which, I might add, is hilarious) and another, more recent article on the mothership by Steve Sadin. The basic idea is that we are often seduced by the prospect of a flashy or tricky play that may be inferior to another more obvious, less-exciting play.

Lands is wicked cool. In addition to the prospect of locking somebody out entirely, it has the panache of a deck that’s notoriously difficult to pilot.

I fell hook, line and sinker for these ephemeral qualities and ended up handicapping myself for a series of events in which, had I played an ā€œeasierā€ deck, I most likely would have enjoyed more success. And, ultimately, a bit more fun.

Perhaps the most egregious aspect of my misguided thinking was the way I regarded my losses. Instead of asking critical questions about deck selection, I justified these poor showings with the assumption that I merely needed more practice to become a ā€œmaster.ā€

Perhaps a true sentiment, but one that does not explain why said practice can’t be attained with a more traditional deck.

Until Next Time...

As people in a competitive setting, it is natural to want to show off, but it is absolutely necessary to reign in this inclination if we are to succeed. Among other things, I think that I am a stronger Constructed player for having gone through this process of self recognition.

While I may certainly sleeve up a sub-par deck in the future (and perhaps even Lands itself for some sheets and giggles), I like to think that I will be more capable of soberly evaluating my chances with the ā€œit girlā€ when she shows up again.

Please comment if you have any thoughts or questions!

-Jason Schousboe

Double Double Trouble Trouble | MNM 274

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This Week in Magic

Wow, we have a BUTT LOAD of Innistrad news, including the verification of what everyone thought was a schizophrenic rumor about theĀ Double-Faced Cards and the other mechanics to be seen in the set. Ā A run down of the new "Phantom" events on Magic Online. Ā Ā Modern Format is now on MTGO, release events 8/24 - 9/7. Ā A complete flame bait article on Gizmodo about some harpy women ragging on an OkCupid date with a Magic player, but make that Magic Jon "World Champion and Hall of Fame Member" Finkel.

Listener Emails

As promised, a bunch of awesome emails. Ā Including a listener seeing his boss pull a real life Don't Google This! Ā Link to theĀ Starcrash trailer. Ā Link toĀ Staying Power. Ā Link toĀ Maro's article from 2006 going over Un-cards that had made it into mainstream sets. Ā Check out theĀ Seraphim MTGO clan.

MTGCast News

Not much. Ā Except Tom got suspended from MTGSalvation for a questionable link a few weeks ago.

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Innsider Innsights to Innistrad

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In what will probably be another of many Innistrad articles going up on this site for the next week, I want to look at what we've got so far and possibly what else we can expect to see, starting with:

Dearly Departed (That's a link to its picture)

I'll be the first to say that at the current time, this card looks like bulk. Unless they bring back Buried Alive and make it cost less, or even a reprint of Entomb, this card probably won't see much play. It's rather underwhelming even if you had ways to put them straight into the yard, since most of the humans you would want to play come down early.

Next card up is one that I can see being worth some cash even if it's a promo, much like Mirran Crusader, because it's just that awesome.

Elite Inquisitor

If it's not a promo, it'll be worth more. If there ends up being widespread use of Vampires, Werewolves, and Zombies, then I expect the Inquisition will also see some use. I hope that people undervalue this card, because currently it has my vote for "Card you should pick up while it's low", and SCG is selling them for $1.99.

Next up is Mentor of the Meek

At this point, I need to point out that I loved having Lightning Bolt around to deal with the highly annoying "3-toughness-everywhere" theme of recent times. I'm very happy to see things back down to 2 for the most part.

Mentor seems solid. I want to see more of the set, but it's looking like white aggro may be possible. You know what else is awesome? Squadron Hawk with this guy. A turn 4 hawk gives you 3 other hawks, an addition card drawn, and a shuffle, and every other hawk is another card as well. Already at $3.99, you're looking at paying market value if you buy them, so trade for them if possible. On to the next card!

Mikaeus, the Lunarch

I'm reminded of Ajani Goldmane when I look at this card, only more vulnerable. He has cool abilities, and there is the possibility of him being used, but he's more novelty concept than tournament staple. Great for limited, much as Ajani was, and given the correct circumstances he could be very good, I'm just not sold on him.

Moving into blue, I have to say myĀ obligatoryĀ piece about the double sided cards. It's an awesome idea, that pushes the boundaries of design and changes a fundamental constant (the card backs) that we've seen for a long time now. On that end, I think it's a great idea. On the end of "how many game losses will this cause", drafting with the set, and other small issues I think this might be horrible, but we'll see how things pan out when the set is here.

Ludvic's Test Subject // Ludvic's Abomination

Awesome flavored card is awesome? It's a twelve mana investment total in a 0/3 to get a 13/13 trampler. Perhaps with proliferation effects this could see some use, but even that may be stretching it a bit. Timmy card for sure, and will hold casual value if nothing else. It's also the only rare blue card spoiled so far, so moving on.

Bloodgift Demon

A flying 5/4 for 3BB that lets you draw more cards, or deal damage to your opponent? I kinda like it. At rare, I actually really like it. Sure, it's no Phyrexian Arena, but that's ok. I'll be looking for a few of these in the future, but at prices lower than the $2.99 that SCG wants.

Reaper of the Abyss

Personally, I think the "6/6 for 6 mythic rares" thing is getting old. He's pretty awesome, a targeted Grave Pact that hits anything non-demon, so he doesn't kill himself, all he wants is for you to kill things. He's at $4.99 right now on SCG, but I'm not sold on that being a good price yet, and black still has Grave Titan in that slot to use as a finisher.

Red also only has a single rare to look at so far, and following in the tradition of Red rare X spells, this one probably won't see use either.

Devil's Play

Granted, it has flashback and that's rather cool, but does that push it into constructed playability? For that matter, does it warrant SCG selling them for $2.49? No, I don't think it does.

Green is looking fairly brutal so far, and I like where it's going. Lot's of transformation cards, and cards like Moonmist make them even better.

Daybreak Ranger // Nightfall Predator

Keeping with the theme from white of fairly costed 2/2's for 3 with cool abilities comes this guy. I like the transform mechanic quite a bit, and having a 4/4 to pick off other annoying creatures early on could be really amazing. It's another card with tons of flavor, and SCG has them at $1.49. For that price, I bought a set since if all else fails, I should be able to get at least $2 in trade value to players looking to build their awesome Werewolf decks.

Mayor of Avabruck // Howlpack Alpha

This guy might make the deck a reality. I'm sure Moonmist isn't the only card that will force a transformation, so keeping him as a 3/3 lord creature that produces more 2/2 wolves (3/3's when he transformed) every turn shouldn't be hard. At $2.99, I'm willing to gamble a bit on him, so I've also picked up a set of these as well.

Olivia Voldaren

Not bad at all, a 3/3 flyer for 4 that can shoot something twice and become a 5/5 the turn after it comes down. She also steals other creatures to boot? Yeah, she's pretty awesome, and looks constructed playable at this point, but with so much of the set still missing, it's really hard to say. I'm also not willing to gamble $7.99 each on her, at least not yet.

The new enemy land set is also awesome, and fills a demand void we've had for a while. Sure, the fetchlands helped that a bit, but it justĀ wasn'tĀ the same as always having the option. SCG wants $5.99 each for them, and while it's a (currently)Ā justifiableĀ price, it will die down once players have their initial set. They will most likely follow the M10/M11 land pattern, where the highly used ones maintain this price, and the other 2-3 that are rarely/never used calm down to $1.99 or lower.

I wanted to end this article touching back on something I said earlier, about Entomb possibly being reprinted. It is a possibility, one that would drive down it's price quite rapidly. If I had any and wasn't using them, I would probably sell them now, just to avoid the possibility of being stung by a reprint.

Thanks for reading,

Stephen Moss

Insider: Natty, PT, & Missin the Step; or He Yoda Lotta Money

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I'm baaacckk.

A Long Time Ago, In a Galaxy Far, Far Away...

After a long week in the great area of Orange Beach, Alabama, I am happy to be home. I had a great vacation filled with sun and great sleep and some great relaxation time. Now that I'm home I'm back on the Magic grind.

While I was gone, my good friend Forrest "Wisest Wizard" Ryan wrote a great article for QS. That article can be seen here. Forrest is a great friend and his word is as good as gold when it comes to speculation.

A New Hope

While I was gone not a whole lot happened in Legacy. NO RUG continues to dominate SCG events, with four copies in the Top 8 at SCG Boston.

The one interesting thing I saw was in Bobby Sulivan's NO RUG list. It was secretly sitting in his sideboard. It honestly caught me a little off guard.

Let me explain why this card is so good in this deck.

A few months back I was playing AJ Sacher's NO Show list that a friend of both mine and AJ's (Josh Rayden) had updated. The sideboard was packing 4 Tarmogoyfs in the sideboard to deal with Merfolk, Goblins, and Zoo a little bit easier.

Playing a Blue-centric deck with a not-so-favorable Merfolk, Zoo, and Goblins matchup can be tough. Another pretty bad matchup for the deck was Burn, where even sometimes Progenitus wasn't fast enough. I had plenty of turn two Natural Orders for the big 10/10 and still couldn't kill them before they put in the lethal 20 on me.

Empyrial Archangel solves this problem. Against Merfolk, Zoo and Burn it comes in. If it resolves it buys you a ton of time. It allows you to bash for 5 and still take a big hit from the Fishies. It takes Burn almost 3 spells to kill it, which allows you to get enough time to set up and can help in racing them.

I really think Empyrial Archangel could see some serious play in Natural Order decks in the coming future.

The Empire Strikes Back

Innistrad spoilers are starting to flow nicely now. I really like when new spoilers come out for any set, as it gives me a great opportunity to speculate on new cards and consider which cards may make an impact in the format.

Today, while I shoving my face full of wonderful deep fried food at the Minnesota State Fair, I saw a tweet from Maro with a picture of Ghost Quarter.

Ghost Quarter is a great card in the "Prison" decks in Legacy. Lands and Stax love it and it has held a decent price tag due to its play in Extended, not to mention the casual/EDH appeal.

With a reprint coming soon, if you can still manage to get off of these, then do.

I think Ghost Quarter could see some Standard play, but I think the value of it as a whole will go down.

I have recently been acquiring some Legacy Dredge staples in hope of receiving some new Dread Return targets, or even some new enablers being printed. I haven't seen anything yet, but picking up some staples isn't a terrible decision.

Here are some of the cards I have been buying.

Cephalid Coliseum -$4.99 on SCG

I found these online as low as $1.50 and I still see some around the $2.00 mark. Cephalid Coliseum has proven to be one of the most fundamental cards in Dredge and will continue to be played for a long time to come.

Golgari Grave-Troll -$3.49 on SCG

I found these ugly skeleton trolls online for as low as $1.10. I bought quite a few of these because, as one of the best cards in Dredge, Golgari Grave-Troll will not be excluded from any Dredge list anytime soon.

Dread Return -$1.99 on SCG

As the backbone of the Dredge decks, Dread Return will definitely become harder to find as time passes. I found these as cheap as $0.65 online and bought a few to hoard for awhile. I also bought some foils as low as $2.50. Dread Return has the possibility of a reprint, but that's a risk I am willing to take.

Return of the Jedi

Shock lands are due for a reprint. With the next block being staged in Ravnica, I confidently believe we will have a reprint of these highly inflated Shock lands. I know a lot of people will be keeping these to play at the Pro Tour, or with hope that the next Extended season will shift to Modern. That is fine if you want them to use and play with them.

The people that are hoarding these lands in order to simply make more profit are just being greedy and would be best off getting off of them ASAP.

Wizards doesn't like it when a card climbs in value too much. Price tags scare away new players. I know that when I started playing, I would walk into my local shop and look through their "singles" racks. I would see cards that were a whopping $20 and think of how I would never spend that much on a piece of cardboard.

40 dual lands and a set of power later...

I realize I was taking for granted the (actually) low price of this (amazing) game I play. I still have empty card sleeves that say "Dual Land $8.00".

The times have changed and Magic has proven that some pieces of cardboard can be worth a small fortune.

If Modern is nothing more than a PTQ and PT format, the value on Shock lands will drop. The demand is lower than the supply.

If Modern tries to replace Legacy, Wizards will reprint the lands to try and give everyone a fair shot at playing it.

I guess the general message I'm trying to convey is...

SELL YOUR SHOCK LANDS!

The Phantom Menace

I've been playing Legacy consistently for quite some time now. The biggest and, personally, the worst change I have seen in a long time happened only recently.

I think that Mental Misstep's printing was a either a huge mistake by Wizards, or a diabolical plan to kill off Legacy.

I've heard arguments for Mental Misstep being a great card for the format because it promotes growth and makes the format more diverse.

I completely disagree.

Since the printing of Mental Misstep, the format has started to become truly stale. The same 5 or so decks are consistently crowding the Top 8's at nearly every big ticket Legacy event.

Decks like Add Nauseam Tendrils and Goblins are being shoved aside because they have trouble competing against 4x Mental Misstep.

I've heard arguments such as "to defend against Mental Misstep you should just be playing your own". I don't think that is healthy at all. Players need to be able to play both combo decks and super aggressive decks in order to keep any format in check.

Goblins cant afford to be playing four main deck Mental Misstep because they need all their creatures to play their roles.

Life has proven to be a resource that is completely abused in Legacy. Cards like Swords to Plowshares are prime examples of how people would rather have an opponent gain life than have a useful creature on the field.

My problem with Mental Misstep is that instead of being a "Blue" card, it is a colorless-0-casting-cost-lose-2-life counter spell. Non-Blue-centric decks are playing it, and that's why it is such a problem.

Either Mental Misstep should get banned, or cards like Mystical Tutor, and other effective one drops, should be un-banned in order to help streamline combo decks and make them more viable.

Attack of the Clones

From the Vault: Legends is a joke.

I cannot believe sites like Channel Fireball were buying these as high as they were. The cards in this Premium release are either cheap or nearly unplayable.

The only card I've seen that in the collection that is worth anything over $10 is Progenitus, even though the artwork doesn’t match up against the original.

I can't imagine these being worth as much as any of the previous From the Vaults releases.
I don't think these are worth even buying unless you know for sure you can get rid of yours right away.

Revenge of the Sith

As you can tell by now, I watched Star Wars recently.

When I got home from Alabama we had a Wisest Wizard party planned with a ton of local Magic players.

Sadly, I did not take the title of Wisest Wizard. After flying all day and having little to no sleep, I simply didn't have it in me to drink heavily.

Instead I drank a few beers, relaxed, played NFL Blitz 64, and shot my friends with Airsoft guns. Overall, it was a great time.

As I continually say in my articles, building great friendships and strong play groups is the best part about this game.

A great way to maximize value on your cards is to talk about them and the game with your friends.

In Minnesota we have a lot of local grinders as well as some players that are on their way to being the next big thing. As a buyer, I always ask them what decks they have been brewing for the next PT or which cards they have been considering putting some testing into.

When buying and selling, knowledge is power. Pay attention to what trends are coming up in your local area and buy accordingly. At the very least you’ll earn some good trade material.

Check 1, 2, What Is This...

This week on the checklist I want to focus on some cards that will go up in value if/when Mental Misstep gets the banhammer.

Aether Vial -$13.99 on SCG

Vial has been a staple in Legacy for sometime now and will continue to see play. Goblins hasn't been seeing much play recently, but the little red men will someday show their faces again.

Mystical Tutor -$3.99 on SCG

I know it’s banned. I seriously think Wizards will consider unbanning this card if Misstep sticks around. It makes combo decks more powerful, but would now be held in check by Mental Misstep.

Brainstorm -$1.99 on SCG

I don't think Mental Misstep is really making an impact on Brainstorm, but, as the best card in Legacy, its price will not being going down anytime soon.

Untill Next Time...

There’re a lot of Modern cards to sell before the PT. Keep up on the prices and make sure you don't get burned.

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

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

May the force be with you.

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

Insider: Sifting through Saviors of Kamigawa

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We finish up a tour of the plane of Kamigawa this week with Saviors. The set's mechanics focused on ā€œwisdom,ā€ as measured by the amount of cards in your hand versus another player's hand. In theory, this sounds pretty cool; however, in practice, it meant that a player had to keep in mind both hand sizes at all times. The mechanic was unfortunate in that it rewarded players for holding onto their creatures and spells instead of playing them out. What could have been an interesting source of in-game tension wasn't developed well enough to make it worthwhile to play with the wisdom cards. Although it was a small, poorly-received third set, Saviors has a good selection of money cards for traders to profit from. Let's take a look at them!

Choice of Damnations

Often, the correct number to call is 7.

Magic has some pretty good ā€œSolomonā€ cards, which ask the opponent to choose the lesser of two evils. Fact or Fiction is the best, but there are also Browbeat, Misfortune and more. Choice of Damnations is a splendidly-designed card and is a fun one to play in Commander. I like that when you cast it, you have the ultimate decision on what you'd like to do. If the opponent selects a low number, you punish them on permanents. If they select a high one, you can ding them for their life. Remember that it tasks an opponent to sacrifice all but the nominated number of permanents – even token-spamming decks cannot get around this card.

$1.00

Enduring Ideal

As soon as people saw this card, they got to trying to break it. A lot of players attempted it in Eternal formats with cards like Pandemonium and Saproling Burst. It fell short there, but Ideal picked up a lot of steam in Extended. It could set up a lock with Solitary Confinement and Honden of Seeing Winds, and it could kill an opponent with Form of the Dragon. Ideal could ramp up to the necessary mana with Irrigation Ditch and Pentad Prism, forcing its spell through with Boseiju, Who Shelters All. It is a fun deck that I am sure people are returning to for Modern.

$1.00

Erayo, Soratami Ascendant

Erayo is one of the most frustrating Commander generals around. He comes down cheaply and along with free spells like Gush, the little wizard flips early in the game. Even in other formats, people attempt the Erayo deck with cards like Ethersworn Canonist to strengthen the lock. Erayo is not exactly a powerhouse card in constructed formats, but casual people really like to lock out their friends. It is one of the most valuable cards from Saviors.

$5.25

Kataki, War's Wage

Kataki was printed as an Affinity hoser, but it was too little, too late. The card is a solid beating in Vintage, where it eats Moxes and smashes Stax apart. Kataki sees a bit of play in Commander because he unwinds accelerated board positions by taxing those Signets. Kataki has seen a little bit of a price bump because of Modern fears of an Affinity/Tempered Steel deck, but it remains to be seen whether he's actually good enough to hamper that deck.

$2.00

Mikokoro, Center of the Sea

I love Mikokoro. The card has an incredible amount of utility in Commander, which seems unintuitive because it draws ā€œthe opponentā€ 3-4 cards every time you draw one. It's like Howling Mine, obviously, but you only need to activate it when you want to, and you can use it at instant speed. You can draw in the opponent's end-step, so you get first access to the cards. If the opponent has a full grip, all you give them is a Looter effect in their end-step. It's a colorless land, so it can go in any deck that needs a little more draw power. I like to put Mikokoro into nonblue Commander decks, where we have to work a little harder to get extra cards.

$2.25

Miren, the Moaning Well

Miren is another Commander powerhouse, and for some unlikely reasons. Of course, it lets you get a few extra life from something going to the graveyard, but the card has two other important uses. First, it lets you kill off any creature of yours that is about to be stolen. This means people will point their Control Magic at another person instead. Second, it lets you eat anything you have taken. If you play with cards like Rubinia Soulsinger, Seasinger or Vedalken Shackles, Miren turns each of those into a Royal Assassin. This frees up repeatable theft and generates card advantage in blue decks. This was put to great effect in the old Extended CounterTop decks that ran Shackles and needed ways to solve multiple Tarmogoyfs hitting the board.

$3.50

Pithing Needle

One of the most mispronounced cards of all time (Necropotence wins). It's Pith-ing, not Pie-thing!

Do you remember when this was a $20 card? It was, and it was that expensive because nobody opened Saviors unless they were drafting it. Needle was a highly effective sideboard card, since you could name relevant targets in just about every format where it was legal. Survival decks in Legacy had to contend with an opponent spending a mana to shut off their main engine, while Gifts decks needed an out if they were going to grind their Tops efficiently. Needle cause a lot of griping about cost; it was strictly a sideboard card, but many people needed four of them and were very annoyed at having to shell out so much for them. Needle was reprinted in both Tenth Edition and M10, which made its price plummet. Needle is still valuable, but it is a good example of what happens when a necessary card is printed in a lackluster third set. Low availability combined with high desirability to make Needle cost more than many players were happy with.

$2.50

Sakashima, The Imposter

The coolest effect of Sakashima, the Best Clone Ever, is that she can copy a Legend and not die. That means two Oonas, two Yoseis, or two of just about any insane Legend that hits the field in Commander. People really love this card and the foil versions are very expensive. Sakashima is a perfect example of a card that would be worthless, save for its value in Commander.

$2.00

Twincast

Fork was a big deal, and the correctly-colored Fork was even better. Twincast saw a lot of experimental play in Vintage, but it never caught on because if you copied a Fact or Fiction, they still got to resolve theirs unless you had a backup counterspell. It formed part of a combo-breaker in Standard, copying Tooth and Nail to get Uyo, Silent Prophet and a host of other Toothed-up killer cards to blow away the T&N player when they attempted to win. The card is dramatic and fun, so it sees a lot of casual play and holds some value, despite being reprinted twice. Twincast was also significant because it was one of the first functionally-similar reprints of a card on the Reserved List, which caused no small amount of controversy at the time.

$2.25

That's it for Saviors of Kamigawa! Join me next week as we go into Ravnica, a set influenced by the myths and legends of Eastern Europe. Ravnica brought in a pile of expensive cards and power uncommons, so I am especially excited to show you the kind of value awaits.

Until next week,

Doug Linn

Vintage Metagame Primer, Part Two: Workshop and Blue

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Dragon*Con is a convention in Atlanta over Labor Day weekend. This year's Gaming Guest of Honor is Magic's very own Richard Garfield, Ph.D.

This year, for the first time that I know of, there will be a proxy Vintage event at Dragon*Con, one of the few Vintage events in the South. We're all hoping this will kick-start a Vintage scene in the south, since there hasn't been one for a long time. One of my friends has put together this map to help people out. Gaming is in the Hilton, which should be familiar to those of you who attended Grand Prix: Atlanta.

The event is at 6 PM on Saturday, September 3rd, and it will allow up to 15 proxies.

Because of this, continuing the Vintage Metagame series is the order of the day. Having covered combo, our next step is to examine the second pillar of the metagame: Mishra's Workshop.

The sheer mana-producing power of Workshop has been used to fuel a great many strategies throughout Vintage's history, ranging from fast Duplicants and Triskelions to Smokestack-fueled prison decks to Mindslaver+Goblin Welder lockdown decks. Workshop is responsible for Trinisphere's banning.
Naturally, Slaver-Welder is obsolete when compared to Time Vault and Voltaic Key, so that's not a part of the metagame any more, and the changes to the format have rendered the other decks obsolete. With Jace, the Mind Sculptor's takeover in Vintage, the new hotness is...

Slash Panther.

No, that's not a joke. This is a real thing. Observe!

Cat Stax Fever


This is Ryan Glackin's top-4 deck from the GenCon Vintage Championships:

Untitled Deck

creatures

4 Lodestone Golem
4 Slash Panther
4 Phyrexian Revoker
3 Phyrexian Metamorph

artifacts

4 Chalice of the Void
4 Thorn of Amethyst
4 Sphere of Resistance
2 Null Rod
4 Tangle Wire
1 Trinisphere

artimana

1 Black Lotus
1 Mox Emerald
1 Mox Ruby
1 Mox Jet
1 Mox Sapphire
1 Mox Pearl
1 Mana Crypt
1 Sol Ring

land

2 City of Traitors
4 Mishras Workshop
1 Strip Mine
2 Mishras Factory
4 Wasteland
4 Ancient Tomb
1 Tolarian Academy

sideboard

3 Crucible of Worlds
3 Jesters Cap
4 Relic of Progenitus
4 Precursor Golem
1 Phyrexian Metamorph

With Sphere of Resistance, Thorn of Amethyst, Chalice of the Void, the full set of Wasteland and Strip Mine, and even Null Rod, this deck gets to hate on its opponent quite strongly. Lodestone Golem is a 4-turn clock and a sphere effect in one, while Phyrexian Metamorph gets to double up on whatever the best thing on the table is. Null Rod in particular is quite daring for a player with 8 artifact sources of mana, but a Null Rod after establishing a clock and slamming down some Sphere/Thorn effects can seal the game up in a hurry. Some variants of MUD have used Karn, Silver Golem to kill Moxen in the past, and that remains an option today, if you're not daring enough to run Null Rod. Just remember not to Phyrexian Metamorph your own Karn...

The key to this deck's success is that 12 sphere effects means it should have a cost increaser every game, usually on the first turn of the game. On the play, it's entirely possible to render an opponent unable to play a spell for the remainder of the game, and this deck is the reason all those combo decks you saw in the last article ran Hurkyl's Recall.

As for the sideboard, Precursor Golem is a serious threat - in a format with very little in the way of creatures or removal for them, he's essentially a 2-turn clock by himself. Naturally, he's brutal in the mirror match. Crucible of Worlds is for the knock-down, drag-out fights over mana, allowing you to recover from opposing Wastelands or recurring your own. Jester's Cap is an excellent answer to combo decks, and can win the game on the spot - if you Cap off Time Vault, Blightsteel Colossus, and Tendrils of Agony that can leave the opponent without a single win condition. Relic of Progenitus (or Tormod's Crypt) is the hate card for Dredge and Worldgorger Dragon.

You're looking at roughly $6000 to put Cat Stax Fever together without proxies, though of course most of that comes from the Power and the Workshops. Taking out Lotus, the 5 Moxen, and Mishra's Workshop drops the cost to under $600, with proxies to spare for cards such as Tolarian Academy and Mana Crypt.

Is Slash Panther a bit too far off the deep end for you?

Aggro MUD


Edu Castro's winning deck from the Spanish Vintage Championships didn't play the Panther, opting to focus even more on attacking his opponent's mana with Rishadan Port on top of the usual LD lands.

Untitled Deck

creatures

1 Steel Hellkite
4 Lodestone Golem
4 Juggernaut
1 Darksteel Juggernaut
1 Duplicant
4 Phyrexian Metamorph
1 Karn, Silver Golem

artifacts

4 Thorn of Amethyst
4 Tangle Wire
3 Sphere of Resistance
4 Chalice of the Void
1 Trinisphere

artimana

1 Mox Sapphire
1 Mox Jet
1 Mox Emerald
1 Mana Vault
1 Mox Ruby
1 Mox Pearl
1 Mana Crypt
1 Sol Ring

lands

2 City of Traitors
4 Wasteland
4 Rishadan Port
4 Ancient Tomb
4 Mishras Workshop
1 Strip Mine
1 Tolarian Academy

sideboard

4 Tormods Crypt
3 Jesters Cap
3 Null Rod
2 Relic of Progenitus
2 Pithing Needle
1 Duplicant

Then again, people probably weren't expecting Darksteel Juggernaut to see Vintage play...

This deck is obviously a great deal weaker to a resolved Jace, the Mind Sculptor due to not having a hasty creature that can knock out Jace in a single hit; but the additional mana disruption helps the deck keep Jace from ever being cast in the first place. The strategies are obviously very similar otherwise, and I'd expect that this version of the deck is better against non-Jace decks, so it's probably a metagame call.

As a result of not having Black Lotus, this particular deck is a bit cheaper, weighing in at around $5000 without proxies. That isn't really unique to the no-Cat variant, as you could put a Lotus in here if you wanted, or cut it from the other list. Proxying the 5 Moxen and the 4 Workshops takes the cost of this deck to $650, with plenty of proxies left over.

Jace, the Mind Sculptor

The best 4-mana blue card in existence, Jace has redefined Vintage as much as he has every other format. Not many cards can see more play in a deck than its namesake card, yet that's the fate which Jace has laid upon Tezzerator.

Josh Butker, top 8 of The Council Open:

Untitled Deck

creatures

1 Blightsteel Colossus

spells

4 Preordain
4 Force of Will
2 Ancient Grudge
3 Mana Drain
1 Gifts Ungiven
1 Brainstorm
1 Demonic Tutor
1 Merchant Scroll
1 Time Walk
1 Imperial Seal
1 Yawgmoths Will
1 Tinker
1 Ancestral Recall
1 Vampiric Tutor
1 Echoing Truth
1 Mystical Tutor

artifacts

1 Time Vault
2 Senseis Divining Top
2 Voltaic Key

artimana

2 Grim Monolith
1 Black Lotus
1 Sol Ring
1 Mox Ruby
1 Mox Jet
1 Mox Emerald
1 Mox Pearl
1 Mox Sapphire
1 Mana Crypt
1 Mana Vault

planeswalkers

2 Jace, the Mind Sculptor
1 Tezzeret the Seeker

lands

3 Island
1 Scalding Tarn
3 City of Brass
1 Flooded Strand
2 Misty Rainforest
1 Polluted Delta
1 Tropical Island
1 Volcanic Island
1 Underground Sea
1 Tolarian Academy

sideboard

1 Pithing Needle
3 Mental Misstep
1 Dismember
1 Echoing Truth
1 Doom Blade
1 Rebuild
3 Natures Claim
3 Ravenous Trap
1 Pyroclasm

This deck runs a bit over $6500 in a world without proxies, but with proxies for Power, Mana Drain, Time Vault, and Imperial Seal, the cost comes down to a much more manageable $930, with one proxy to spare. This is fairly expensive, but since a lot of the pricey cards here are staples in other formats, people who play Legacy won't have much of a hurdle to cross. Either Tolarian Academy or Mana Crypt will be the card that pushes them past 15, so it can't be fully proxied by a Legacy player - you're going to have to bite the bullet for one card at least.

Anyway, this list lets us put into perspective just how good Jace is: Tezzeret the Seeker can use his ability to search for Time Vault the turn you play him, then untap it to take infinite turns from the next turn forward.
In short, Tezzeret is effectively a 1-card win condition for a mere 5 mana...
and despite how absurdly powerful this is, people have greatly cut his presence down in decks to play more copies of Jace, the Mind Sculptor instead!

With the power of the recently-unrestricted Gush, some players have decided to eliminate planeswalkers entirely, eliminating their draw engine's vulnerability to Slash Panther.

Gush

This is Paul Mastriano's second-place deck from the GenCon Vintage Championships.

Untitled Deck

creatures

1 Blightsteel Colossus
3 Trygon Predator
4 Dark Confidant

spells

4 Preordain
4 Gush
4 Spell Pierce
4 Force of Will
1 Ancestral Recall
1 Mystical Tutor
1 Brainstorm
1 Vampiric Tutor
1 Hurkyls Recall
1 Time Walk
1 Merchant Scroll
1 Tinker
1 Ponder
1 Yawgmoths Will
1 Demonic Tutor

permanents

2 Senseis Divining Top
1 Voltaic Key
1 Fastbond
1 Time Vault

artimana

1 Sol Ring
1 Black Lotus
1 Mox Emerald
1 Mox Ruby
1 Mox Jet
1 Mox Sapphire
1 Mox Pearl

lands

1 Island
2 Misty Rainforest
4 Scalding Tarn
2 Tropical Island
1 Volcanic Island
3 Underground Sea

sideboard

1 Pithing Needle
1 Mountain
3 Ingot Chewer
4 Leyline of the Void
2 Red Elemental Blast
1 Ancient Grudge
1 Lightning Bolt
1 Pyroblast
1 Pyroclasm

Stephen Menendian played a very similar list to the top 4, with the maindeck missing Time Vault, Voltaic Key, and Sol Ring in favor of an additional fetchland and a pair of Vendilion Clique. At over $6500, Mastriano's build is quite expensive for a person who can't use proxies, but in a world where proxies are legal, the cost approaches a much more reasonable $1000 while using only 9 proxies for Power and Time Vault. Those who need to, have room to proxy dual lands, Dark Confidant, or Force of Will.

Menendian wrote a report on how the deck got created and how it played in the Vintage Championship, which can be seen on TMD here. Since this is a relatively new deck to Vintage, it's not yet certain how much this deck will take off in popularity, but its power level is clearly pretty high.

Conclusion

Vintage is far more than the fabled land of turn-one kills that many people wrongly consider it to be. The metagame is deep, if a bit inbred, and shows surprising innovations based on cards both new and old, rather than being a stale and abysmal format in which decks stay around forever. There's a lot of excitement among the people I've talked to about the upcoming proxy event at Dragon*Con, and there's a very real possibility it could start a Vintage revival in an area that's been without Vintage for a long time. I hope these articles have helped people discover the variety of decks available to them even on relatively modest budgets thanks to proxy rules, and in areas with different proxy schemes these can be used as a starting point.

Joshua Justice

@JoshJMTG on Twitter

Insider: Digging up the Plants

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Knight of the Reliquary.

Stoneforge Mystic.

One turned out to be one of the best three-drops ever printed, and the other turned out to be so good it had to be banned in two formats and is still warping another.

What did both have in common?

Besides both having been great investment opportunities, they share another thing in common – both were plants for their respective ā€œnaturalā€ blocks. In Knight’s case that was Zendikar, with its Landfall and fetchlands. For Mystic, it was obviously Swords and Batterskull, and we all know how that one turned out.

With Innistrad previews starting next week (and I am seriously psyched for this block), now seems like the perfect time to look at the ā€œplantsā€ from Scars block that will find a home among Innistrad’s denizens, and will hopefully present us with a good investment opportunity.

Let’s get right into it.

*Spoiler Alert*

For reference, here’s what we know about Innistrad. There will be a heavy graveyard theme, with Flashback confirmed as a returning mechanic. The set will have tribal components, and there’s some sort of Day/Night mechanic going on that was spoiled on Thursday (but not fully so).

So here’s what we’re looking for while searching through Mirrodin and M12. I’m going to focus on Rares and Mythics, unless there’s a particular Common or Uncommon that seems worth mentioning.

-Ā Ā Ā Ā Ā Ā  Graveyard-based cards

-Ā Ā Ā Ā Ā Ā  Tribal-based cards

-Ā Ā Ā Ā Ā Ā  Cards that interact favorably with a full graveyard

-Ā Ā Ā Ā Ā Ā  Discard outlets

-Ā Ā Ā Ā Ā Ā  Sacrifice outlets

With that established, let’s dig in.

Scars of Mirrodin

Geth, Lord of the Vault

Being 6 mana, the main question is whether or not Geth competes with Grave Titan. Instinct says no, since it’s too small to tangle with Titans and requires additional mana to activate, meaning you can’t do so the turn it comes out.

That said, once it gets going, Geth is the real deal. I don’t think there’s much competitive potential here, but if he did take off, he would move quickly, being a Mythic. At near-bulk Mythic status at this point, there’s no harm in picking some up as throw-ins in trades.

Verdict: Watch, pick up as throw-in

Memoricide

The fact that this handles problematic cards in graveyards as well as the hand and library adds a level of usefulness in the presumed Innistrad environment that this card doesn’t normally carry. That said, it’s never going to be more than a sideboard card, so I wouldn’t go out of your way to pick these up other than as throw-ins.

Verdict: Watch, pick up as throw-ins

Necrotic Ooze

Having three toughness is going to mean a lot more once Lightning Bolt rotates, so Ooze could actually see some play if the pieces are there for him. He’s more likely to show up in a combo deck or a Conley Woods deck than he is a ā€œtypicalā€ deck. Not a ton to love here, as four mana really is a lot, but there’s no reason not to pick some up at current super-cheap prices.

I’m not telling you to trade down for a pile of Oozes, but we all have those trades where we’re looking for something cheap to even it out. These are the types of trades I like to pick up speculative or casual cards like Archive Trap, and these are the trades I suggest getting Oozes in.

Verdict: Watch, target in trades

Kuldotha Forgemaster

Once the decks that naturally prey on Tezzeret/Forgemaster builds (Valakut, Blade) rotate along with Into the Roil, I think Forgemaster into One Shot the Robot has a chance to regain some viability, and Forgemaster already interacts favorably with cards like Ichor Wellspring. As both a sac outlet and a combo finisher, Forgemaster will likely see an uptick in play.

Nothing insane likely to happen here pricewise, as he still dies to Dismember, but a safe card to move on.

Verdict: Watch, target in trades

Mimic Vat

Yup, this seems pretty insane both in and against sacrifice-based decks. Vat has already seen Standard play, and when the format becomes less powerful with the loss of four sets, slower card-advantage engines like Vat get a chance to shine. I don’t know if Birthing Pod decks have room for Vat post-rotation (snap-guess is no), but the card provides enough advantage to merit testing, and that gets it onto our watch list.

Verdict: Watch, target in trades

Molten-tail Masticore

The Masticore has been such a trap so far, as he seems so good in a vacuum, but underperforms in real games. The Discard and Exile clauses work against each other here, which makes the card an awkward choice in decks trying to use him as a discard outlet. I think he’ll tick up in playability immediately post-rotation due to sheer power level, but I don’t think he’ll stay there. Have to make the note that he’s a Mythic, which can do crazy things to prices in a hurry.

Verdict: Watch, pick up as throw-ins.

Sword of Body and Mind

There’s a few things happening here. Obviously milling your opponent is bad if they have a graveyard-based deck, but making Wolves could actually be relevant since Werewolves are being pushed in Innistrad. It’s criminally low-priced for a Sword, so I’m pretty sure it’s time to buy in here. Even if it doesn’t make waves in Standard, it’s price is only going to increase over time, since it actually sees more play in Legacy than either of the other two new Swords.

Verdict: Buy

Mirrodin Besieged

Gruesome Encore

Might actually have an application, since getting rid of something like a Vengeful Pharaoh for three mana plus value might actually become relevant.

Glissa, the Traitor

I don’t know what to think about Glissa. Elves doesn’t lose much after rotation, and if there’s a way to reliably splash Black into the deck, she certainly does some powerful things. I don’t think there’s much here, and being the prerelease promo hurts her cause, but she’s still a Mythic so it’s worth mentioning.

Verdict: Watch

Bonehoard

As the format presumably slows down a little after rotation, a graveyard-based deck gets a lot of work out of Bonehoard. Pretty cheap to pick up, and not much to lose here.

Verdict: Watch, pick up as throw-ins

Gruesome Encore

Joking.

New Phyrexia

Chancellor of the Spires

There will have to be some serious degeneracy for this to be a card, but it’s a third-set rare, so any effect on its price will be more pronounced.

Verdict: Watch

Surgical Extraction

Like Memoricide, this functions primary as a sideboard card, and usually a fairly mediocre one at that. With a shifting focus to the graveyard, this could actually become a fairly important sideboard card. On another note, I never have any trouble trading these off at a high price, casual players seem to love this effect.

Verdict: Watch, target in trades

Birthing Pod

Not exactly a surprise here, as the price on Pod has slowly been creeping up for a while (and it’s been on the Prediction Tracker for longer!). While Pod decks lose some bullets with Zendikar rotating, they stand to gain more from Innistrad by sacking creatures that enjoy being in the graveyard. On a related note, I expect Bant Pod to take over as the premiere Pod strategy post-rotation, and I think it’s a real player. This means pick up the third-set Mythic in every Bant Pod deck – Elesh Norn, Grand Cenobite.

Verdict: Buy

Phyrexia's Core

Easy call here with no downside. Pick them up for free or from draft leftovers, and it’s possible you can move these to a dealer at $.50 to a dollar at the right event next year.

Verdict: Watch, pick up as throw-ins

Magic 2012

Jace, Memory Adept

Planeswalker from what I gather has been an unopened core set (compared to M10 and M11), and figures to be playable post-rotation. Also, check out the price of Glimpse the Unthinkable, then check Jace’s second ability. His price is too high to make me want to buy in, but there’s no reason not to trade for these as the price continues to come down.

Verdict: Watch, target in trades

Jace's Archivist

Another powerful effect that is likely too slow for Standard but could see play in a combo deck of some nature. There are lots of possibilities with this card, and people seem to love the effect regardless of its playability, so there’s not a ton of risk here.

Verdict: Watch, pick up as throw-ins

Lord of the Unreal

Don’t know how relevant this will be to Innistrad, but what currently under-the-radar deck loses basically nothing after rotation? Illusions. As I talked about when the card was first spoiled, you won’t have trouble moving these even if they don’t see a huge jump in price.

Verdict: Buy

Phantasmal Image

This guy is also insane, and fits into basically anything, but especially tribal decks where he’s copying Lords. The price is a bit high for me to suggest buying in hard, but certainly trade heavily for this guy.

Verdict: Target in trades

Visions of Beyond

This card started out high on speculation, and has since come back down to Earth. To me, that means it’s time to move on it. To me, this is the closest thing we have to the ā€œobvious plantā€ of Knight and Mystic. I picked up Knights before the price jump, but didn’t do the same with Mystics. I don’t think this will be as good as Mystic, but I’m not making the same mistake twice. Get these in trade now and I don’t see you losing money on this later.

Verdict: Target in trades

Cemetary Reaper

Kelly’s been suggesting this card for a while, but I’m not sure I’m on board. It’s a reprint, the casting cost isn’t ideal, and it’s really expensive to activate and everything it does is negated by a Wrath. If enough playable Zombies are printed I’ll reconsider, but for now I’m not on board. I’m not going to suggest actually selling them, since they aren’t worth anything right now, but I’m definitely selling the card in the metaphorical sense regarding its Constructed applications.

Verdict: Watch

Smallpox

I’m not sure what it takes to make this card good enough if Bloodghast and Grim Discovery didn’t get the job done. The rotation of Squadron Hawk will probably help, though.

Verdict: Watch

Vengeful Pharaoh

A very close second to Visions for ā€œmost obvious plant.ā€ I think the dead mummy is going to find a home somewhere, due to how powerful his effect is. It also trades with Titans and comes back to talk about it again. It’s a good EDH card to boot, and casual players eat these up. I’ve been picking these up aggressively.

Verdict: Buy

Adaptive Automaton

A very popular casual card, as we said at the beginning of M12. With the addition of tribal synergies to Innistrad, he might even turn out to be more than that. Due to the ease of moving this guy, I’m looking to pick him up in trades and hold onto a few.

Verdict: Target in trades

Buried Ruin

Another easy call. Not only will this play nice with Graveyard themes, it also fills the ā€œColorless Landā€ void left by the rotation of Tectonic Edge. You’ll see this as a 1 or 2-of popping up alongside Inkmoth Nexus in the future.

Verdict: Watch, pick up as throw-ins

Top 5 ā€œplantā€ cards to target:

5. Lord of the Unreal

4. Surgical Extraction

3. Phantasmal Image

2. Vengeful Pharaoh

1. Visions of Beyond

That’s all I’ve got for this week. Make sure to let me know if I missed anything you think should be on this list. I’m fairly confident that there is a breakout card or two somewhere on this list, and as we get more information on Innistrad we’ll find out more about what it might be. Moving fast on this is going to net you a profit, so stay on top of prices as spoilers begin rolling out.

Thanks,

Corbin Hosler

@Chosler88 on Twitter

Going in Blind: The Conclave’s Chorus

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It's that time again: I was stretching to find a topic for last week's article. I guess it's unfortunate that new installments of this series will usually come when I've temporarily run dry; it'll give them a more negative bent. So I'll try to stay positive. This is a hobby, nobody should be reading articles that are any less entertaining than I can make them. And sure, this sort goes on inside my head. I'm not going to lie about what I'm thinking, I'm just going to decide not to get so dejected in the first place. After all, building new Commander decks is fun, and there's no reason that starting with a random Legend should change that.

Alright, enough stalling. What do you have for me today random button?

Click.

Click.

Click.

Click.

Well, that's better than [card Myojin of Cleansing Fire]Myojin[/card] was, at least it doesn't have a much better commander trying to fill the same role in the same colors. I could do cool things with Mindless Automaton and friends, and it would work wonders with [card Glistener Elf]Infect creatures[/card]. It's good with evasion abilities and small creatures with abilities that belong on larger ones. In fact, this sounds like the sort of deck I might enjoy playing!

Oh.

Right.

That's exactly the same set of attributes my [card The Mimeoplasm]Mimeoplasm[/card] deck has.

At least this has a new color.

The point here is to find some reason you would actually want to play said commander, and if I'm going to delve into [card the Mimeoplasm]Mimeoplasm[/card] territory, white had better offer some interesting things.

I mean, I guess [card Chorus of the Conclave]Chorus[/card] makes for a less intimidating commander, even though it still functions pretty well as long as you're not trying to kill the table with Triskelion. Also, while my [card The Mimeoplasm]'Plasm[/card] build didn't include a whole lot of graveyard interaction, it still used a lot of deck slots on fatties which we should be able to free up for [card chorus of the conclave]Chorus[/card]. The question is what to fill them with.

I'm not as concerned about this deck being overpowered as I was with the Ooze, so tutoring effects are probably okay in this build. Good thing too, as to make [card chorus of the conclave]Chorus[/card] effective we need a lot of mana. I guess some more token making cards could make their way in here as well seeing as I mostly avoided those in 'Plasm.

Time to boot up magiccards.info (ever since they added the color identity search option I've preferred this to Gatherer purely based on loading speed). This process could use some music; Stan Rogers' Barett's Privateers Pandora station away!

Removing Counters

Well, the [card Phantom Tiger]Phantom creatures[/card] want a static boost, not more counters; I'm not even sure Sekki, Seasons' Guide is worthwhile. Lunar Avenger will always be worse than [card Akroma, Angel of Wrath]Akroma[/card]. Some of these Pentavus impersonators are completely unplayable. At least Suncrusher might finally have a chance here with no [card Visara the Dreadful]Visara[/card] or [card Avatar of Woe]Avatar[/card] to compete with. Still, build your own Visara isn't all that exciting, even less so when it costs you eleven mana.

Nonetheless, I've got some sick stuff going on here. Workhorse is exactly that, imagine casting it 'kicked' three times, then dropping Triskelion with fourteen counters the following turn! Fertilid, while less explosive, is even better; who doesn't want an engine of ā€œ1: Draw a Rampant Growth?ā€

But none of these do anything The Mimeoplasm wouldn't do better...

Power. It Matters.

Maybe white will offer up some more 'stats matter' cards, though red would really be ideal for that role. Besides, The Mimeoplasm can only be one creature at a time, so [card Chorus of the Conclave]our choral arrangement[/card] should actually work better with Viridian Joiner and friends.

So, Auriok Bladewarden and a bunch of life gain. I guess I really shouldn't have expected anything better. It's also unfortunate that Chorus of the Conclave doesn't interact very well with Persist.

Something Old and Something New, Something White and Nothing Blue

White must offer something old [card The Mimeoplasm]Dino-Ooze[/card] doesn't have access to. What's in white's slice of the color pie that interacts favorably with big creatures? Vigilance? Sure, but that's not going to do enough. Lifelink? Yeah, maybe with Vigilance, but neither really stands on its own. What about [card Battle Mastery]Double Strike[/card]?

Some of these seem fine, but more importantly, this is finally a deck that wants Bushi Tenderfoot! Back before I started playing in tournaments I had a mono-white deck in which I played all of my 'best' cards. Yes, that does mean I used Celestial Dawn and False Dawn to cast Phage the Untouchable and B.F.M. (Big Furry Monster) in #theworldbefore[card Urborg, Tomb of Yawgmoth]urborg[/card]. Among my favorites was Raksha Golden Cub, so naturally I included Shield of Kaldra (and the [card Sword of Kaldra]other[/card] [card Helm of Kaldra]pieces[/card]) to improve him. [card Bushi Tenderfoot]Kenzo, the Hardhearted[/card] was simply too good to pass up. Of course, I never did manage to flip him.

Critial Hit

But back to the deck at hand, there's one more category of creatures to look through. You know what they say about massive creatures: they deal massive damage.

Hey, most of these are actually pretty cool! Kusari-Gama is the only one really left out (it's just a worse Whispersilk Cloak 95% of the time). Still, [card Sakiko, Mother of Summer]Sakiko[/card] and [card Mark of Sakiko]Mark[/card] (what a cute couple) are pretty cool. I've espoused Summer's Mother's value in a token deck, and while we might have some of those, she's almost as good with enormous creatures as with little ones.

Moving On

Alright, that sums up our interactions with [card Chorus of the Conclave]Chorus[/card], it's time to move on... what's this? I'm being informed that +1/+1 counters can interact with cards without being removed. Whoops!

Glad I didn't miss those, but now I can get to formulating a de-

The creatures want to attack? Fine, fine, I'll find some evasion and protection for them.

I'm Sorry Ms. Jackson

Finally, time to figure out what's actually going in the deck. Usually I stick everything I want to play in one long document, and then painstakingly cut cards away until I have few enough to run. That usually takes more than a week, and I don't have that kind of time right now. I'm leaving for New York, and I doubt I'll find enough pairs of fresh eyes in time to weed out all of the bad ideas. This time I'm going to try starting with only the cards I'm absolutely sure of, then adding cards until I reach the right number. Of course, knowing me it'll still be too many at the start.

Mycoloth offers unparalleled token production; Soul's Might should be almost as awesome in here as it has been in The Mimeoplasm; Hydra Omnivore dishes out too much damage to pass up; and Garruk's Packleader should draw for every creature I cast.

…

And just like that, only forty-two of my sixty-two slots are filled! Oh wait, I still need to add more ramp, I'll focus on bigger ramp spells to get to ridiculous levels of mana, but the doublers get wrathed away. I guess I'll need some land ramp too. Wait, Cultivate and friends should be replaced with some creatures to work with Chorus when I'm flooded. And there are still seven free spots!

I guess some more removal's in order, and Woodfall Primus has trample. Twilight Drover should have enough tokens to work with, but how about Congregation at Dawn just to make sure. Chorus really wants to be casting one spell per turn anyway. This deck needs a lot of basics for all of the fetching. Just like in Standard you want at least one basic per fetch in slow decks, we have ways to find approximately seventeen basic lands, so in they go. The list is still a bit light on removal, so with this many basics why not go for a Mouth of Ronom? A little more tweaking, and:

Ach Hans-pella

Chorus

Beats

Accompaniment

Solos

Harmony

Cadence

Bass

10 Snow-Covered Forest
7 Snow-Covered Plains

Well, I'm not sure if this new deck building approach panned out. It was a lot faster, and it resulted in a less staple-heavy list, but at the same time it came out with a less balanced list because categories where I had too many good cards ate up more slots than they should have.

What do you think? Want to see more of these, or would you like different subject matter/tone? Any thoughts on the deck or the process?

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

Insider: Bubbling Muck… Don’t Get Stuck…

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My adventures into MTGO have been a bit delayed with AT&T refusing to set up internet at my new apartment until the end of the month, but in the mean time, some serious business needs to be addressed. It wasn't long ago, that financial minded writers across the community lambasted Sean Morgan for stating the Legacy card price spike was the result of an economic bubble that was bound to burst. Ā I will note, that he did ultimately realize his misstep and owned his error. My personal disagreements with him were academic ones more than anything else, but now I'm going to be the guy putting my own neck on the line saying something very similar. Modern staples pricing are on a bubble so inflated, that the bursting point could not be far off.

Why is this different than Legacy?

Legacy price increases were gradual at first, and only the most scarce cards showed signs of rapid price increases at first, namely Dual Lands and Force of Will. They fall into the greater number of decks, and are therefore in high demand. When something is scarce, there's a inflection point in the Supply/Demand curve so sharp, that the curve looks almost L-Shaped. When there is a huge increase in quantity demanded by players, it's possible for this inflection point to intersect, and ultimately surpass the fixed supply. This causes prices to skyrocket, as there literally is not enough cards printed for everyone to have what they want, and they just keep exchanging hands until they arrive in the hands of those who are willing to pay the most. More cards followed suit, as the SCG opens gained in popularity, metagames were perfected, and certain staples became even harder to find. Modern does not have this problem. The cards from Modern, are... well... Modern. Meaning, we're not seeing cards from the rarest, and most underprinted sets of all time. We're also not seeing cards that are from a time period where people didn't know how collectible the game would be, while collections were lost or damaged. Scarcity is not an issue in Modern. Modern prices spiked, because people speculated on the existence of the format for months, and further when the format was confirmed, and even further once it was announced as the format for PT Philadelphia. Hopefully, you took advantage of all the winners the QS team slammed on the tracker during this season. Now, however, it is time to cash out, before the bottom falls out. We're not talking about a price depression, just a correction. So cash out any pure investments, and hang on to any playsets you'll need, so we can see where this format will shake out. Keep in mind, that people's valuations of these Modern cards are way out of whack. At my LGS, many people are quoting SCG sell prices as "the going rate" when EBay and buy lists reflect nothing of the sort. Use this information to your advantage.

SCG is using price descrimination, wisely, to get the people who are willing to pay more to do so, and as that volume decreases to slowly lower the price so more people jump in the game and still maximize the people paying at the higher rate.

So if Legacy wasn't on a bubble, why has some of the staples of that format started to come back to Earth? Will Modern follow the same pattern?

Legacy pricing adjusted, because demand adjusted. I'm sure there were very brief moments of over priced cards, as retailers were trying to find the right price to sell at in a quickly changing market, but for the most part, Legacy cards sitting in stock don't do much, its the active buying and selling of them that makes money. Players and investors, excited about modern, are taking gains out of their Legacy cards, and putting them into investments for Modern. Some are probalby also people who started trying to get into Legacy, but jumped on the opportunity for a lowered price variety. This retraction in demand has a clear cause associated, and did not result from speculators taking money out alone. They had to have reason to put their money else where, as did players. Modern will not follow this pattern. Modern prices are going to quickly tumble back down to an appropriate equilibrium price for their demand. What that price is? Too early to tell, but the quality and quantity of Modern events next year is still 'To Be Determined'. Ā People have hoarded multiple playsets of shocklands and relevant staples (including YT, and hopefully some of you), as soon as the price starts to dip at all, they will start moving their stocks. It will be a race to the post office to send stuff off, before buy lists change, or auctions go ignored. Remember, this format is exactly what Extended would have been, had it not been changed not long ago. No one liked it then. I'm glad people are excited about this format, as I like it myself, but ultimately, it will never be more popular than Standard, and it's nearly guaranteed that if price does continue to prohibit access to cards, we will see reprints.

TL;DR.... Or, why does this matter?

Don't get caught in the trap. If you were one of the lucky (see: smart) ones who was able to get in on some staples early, GET OUT. You've likely scored a sizeable profit, and if you thought the price increases shot up quickly, you'll be surprised to watch them fall again. The actual demand for these cards DOES NOT EXIST yet. There will of course be local events, and likely future major events, but people do not need these cards to play in events, with the exception of those participating in PT Philadelphia.

Sure, you might be saying, "If I cared about the economics behind all of this, I'd study economics!" And that's certainly fair. But to identify the difference between a bubble and a reaction to scarcity, can save you from being burned. I've taken this opportunity to jump on the slight dip in Legacy pricing. I've picked up Tundras from people who wanted my Modern cards at extremely low valuations, and have been sniping on EBay. Take advantage of the knowledge of what everyone else is doing, and be in the right place at the right time ON PURPOSE. Legacy is not going anywhere. People want to play with cards like Brainstorm, Force of Will and Jace the Mindsculptor. There might be some non-blue ones that people care about too.

Hopefully this insight into what drives the card markets in unique situations prepares you for the coming weeks and months, and also gives you insights to make judgements on your own in the future.

I want to make a final note. A few weeks ago I talked about one of my common practices is searching for misspelled listings. I found two key misspelled auctions on EBay this week, that end about 4 days after this article goes live. I really hope the lack of bids on these auctions is due to people waiting to snipe on it, and not the laziness of being unwilling to try a few new search terms once a week. I would just put the link here, but come on, try a little? If I end up as the only bidder, screenshots and such will be posted either next week, or in the forums. But honestly, I hope someone else snakes a good deal by spotting these.
I come up with new search terms by looking at listings I'm already searching for, and finding words mixed in there. I recently added "Deckmaster" to my weekly search list. Inspired by an article by Chas Andres (@chasandres on Twitter) where he discussed buying full collections on EBay, and he found one that refrenced the cards as Deckmaster cards (due to the blue box indicating such on the card backs). I decided to pop it in EBay and see what showed up, and I haven't found any gold mine's yet, but certainly some auctions that are getting less attention than others, which is how you can sneak killer deals. Ā Be creative, try some things, it's such a minimal time investment, with such upside available.

Chad Havas
@torerotutor on Twitter

Cubing 101: White Creatures in Standard

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Over the past few weeks, we've taken leave from the usual preconstructed coverage to begin work on our newest project, the Standard Cube. Our objective is simple: making cube construction easy and accessible for those new to the format. To do so, we're using the current Standard environment as our framework. Complicated variables like spell-to-creature ratio and mana curves will be left to Wizards R&D, who have already answered these questions when they released the eight Magic sets that comprise today's Standard (Magic 2011, Magic 2012, Zendikar block, and Scars of Mirrodin block).Ā Previous columns have coveredĀ laying the foundation, White enchantments, and White instants and sorceries. Today we round out the colour by tackling the lion's share of White's cards: creatures.

In a 450-card cube we have 42 slots available for White creatures (last week's graphic showed 43, and my apologies for the confusion). With the noncreature spells, we weren't as concerned with casting costs, but we will for the creatures in order to preserve the flavor of the color. There might be 33 different creatures in White that cost more than four mana (not counting Jor Kadeen, the Prevailer), but including all of them would not only distort what a White creature should look like to the players, it would also be tactically unsound. The White creature curve has been refined over 18 years by the best minds in the game- who am I to argue?

So if the question is how we distribute 42 cards over five converted mana cost categories, the obvious answer is to use the sameĀ methodologyĀ we employed at the outset and derive our ratios from Standard itself. Doing so presents us with the following:

In many ways, this part of the cube brings us to our most subjective element of all. When you have a small list of sorceries, for instance, many players will tend to congregate around the same effects. The smaller the pool, the less variance you'll see in different people's lists of choices. Naturally, a larger pool invites you to greater feats of diversity. While staying true to the design of the Standard Cube, there is certainly leeway to include every Griffin, for example, giving someone the dream of drafting a Griffin Rider deck. Soldiers and Knights... flyers... lifegainers... each colour has its own subthemes, and you're welcome to explore to your delight. Today I'll be announcing my own picks, along with some notes on why I chose those. I'll also pull out the occasional card I didn't choose and explain why.

The One-Drops

We begin with a fairly small pool, a mere 18 cards of which we are to choose only five. Rather than list the entire card pool as we have for the other card types, you may instead wish to pull up this Gatherer search to see what the slot has to offer.

Elite Vanguard- A preconstructed deck mainstay, it's hard to argue with one of the beefiest bodies in the slot that you don't need to use shenanigans to employ. He is our first choice, and will be our only uncommon card here.

Gideon's Lawkeeper- A tapper is a potent tool in White's arsenal, and gives it some versatile utility. It can lock down the opponent's worst threat, or take their best defender out of the mix on the attack. With White on the whole populated by smaller bodies, anything that gives them a little more staying power goes a long way.

Glint Hawk- Although I don't want to go with a heavy metalcraft theme, I certainly don't want to ignore the fact that artifacts play a prominent role in this cube. I'd considered the Ardent Recruit here, but decided that the payoff of having a one-mana 3/3 wasn't always worth the work to get three artifacts into play. The Hawk has a built-in interaction, but it's not necessarily negative- any artifact that has expended all of its charge counters can get a free refill here, which makes the Hawk potentially just as useful even in situations where a 2/2 flyer isn't worth much.

Goldenglow Moth- Although Wizards has started pushing lifegain in White a bit more in recent sets, there's still not enough to make devoting cards to it worth it. There will be some incidentals here and there, but things that exist primarily for lifegain aren't going to cut it.

Loam Lion- Cards like this- which compel you to play another specific colour for maximum benefit- are right out. I'd like to remain as colour-neutral as I can.

Salvage Scout- Like the Glint Hawk, this card is more than just a body, it's a way to interact with your artifacts too. 1/1's don't hold relevance very long on the battlefield, but this one will be useful deep into the game if the White player has some artifacts they've lost and would like to retrieve.

Steppe Lynx- An iconic landfall ambassador, this one's a no-brainer.

Student of Warfare- White gets one rare creature, and it was hard not to opt for the powerful Student. She's very strong, and a great representative of the level up mechanic. Still, it's not often you'll draft a strong mono-colour deck in the cube environment, and she really demands heavy Plains to be most effective.

The Two-Drops

We have our greatest abundance here- forty-five different creatures, of which we must select thirteen. We'll limit ourselves to two uncommons here.

Accorder Paladin- Tempting. I want to make sure battle cry sees some representation, but I'm not sure the Paladin is the card to do it. His 1-toughness means he's often good for only one swing- Signal Pest he's not. Pass.

Alabaster Mage- I've mentioned before how I'd like to get cycles in as much as possible from a flavour perspective, making this a very tough choice. I'm not taking him, but he was on the cusp.

Armored Warhorse- A strong vanilla, White gets an Elvish Warrior. There won't be a lot of vanilla creatures in the cube, limited in openings as we are, so this one we'll take.

Blinding Mage- A second tapper. I don't want to overload on these effects (so I'm passing on Kor Line-Slinger, but two feels right.

Fledgling Griffin- A reliable body that gets evasion on landfall? An easy pick.

Griffin Rider- A little too cute for consideration, taking him I fear would predispose me to include as many Griffins as I could, and that's not a position I want to be in. Without that optimisation, he's a poor card.

Inquisitor Exarch- In. This will be one of the cycles I'd like to see represented. The bi-modal enters-the-battlefield abilities give some options and variety to gameplay.

Knight of Cliffhaven- Thanks to LimitedĀ Resources, I'm permanently unable to see this card as anything other than "Knight of Cliff Claven," but it's a solid, evasive leveler that has no difficult winning a spot in the starting lineup.

Kor Skyfisher- With its cheap cost and useful drawback, the Skyfisher gives you a lot of decisions for such a seemingly simple card. In.

Leonin Skyhunter- An efficient aerial beater. Wanting to give White some options in the sky (second only to Blue), cards like this virtually include themselves.

Lone Missionary- Although I'm looking to avoid heavy lifegain, I feel that a little is needed just to stay true to White's flavour. The Missionary is a good value for his cost, so he makes the cut.

Myrsmith- Aaaand here is our other uncommon, also kicking off a cycle. Since we'll have a lot of artifacts in the cube by the time we finish it, it behooves each colour to have ways to take advantage of the fact.

Stormfront Pegasus- Neither sexy nor glamourous, but it's two power for two mana in the sky. In.

Sunspear Shikari- I like creatures that 'come alive' when they're equipped, but didn't have room for the Kor Duelist or Kitesail Apprentice. The Shikari makes up for that, and is a solid body for the cost even played plainly.

Suture Priest- One of New Phyrexia's more iconic cards, she's a slam dunk as a two-drop common. With lifegain and life loss built in, she gives a little bit of reach to the White player even when the red zone is congested.

The Three-Drops

Twenty-nine critters fall into this casting cost, but we'll only be needing eight.

Apex Hawks- Not only a great example of multikicker, but a very useful mana dump when drawn later in the game.

Dawnglare Invoker- A third tapper? Not exactly. Given the almost prohibitive cost of the Invoker's ability, this is more of a finisher should the game go too long. That makes it something of a safety valve, so we'll be taking the cycle.

Kemba's Skyguard- A Leonin Skyhunter with a drop of life attached, these are another solidly efficient evasive creature for White.

Kor Hookmaster- Surprise effects like this often provide breakthrough moments for a carefully-planned attack, or even a brief respite from attack.

Kor Sanctifiers- A strong kicker card, this gives White another answer to artifacts or enchantments.

Porcelain Legionnaire- Not only strong, but the Phyrexian mana gives other players a shot at drafting this even if they're not in White. Bad news for the White player, but fun for the table.

Priests of Norn- Infect was a difficult decision, but like allies I determined that there simply wouldn't be enough space available to give either strategy their due. It's hard enough drafting a solid deck of either archetype when you have the possibility of seeing multiples. In our singleton format, no such luxury is afforded. The Priests are in, however, because they are exceptional blockers, and with enough power-pump an occasional poison counter victory isn't out of the question (Armored Ascension, anyone?).

Roc Egg- Every so often you'll want to be sure to include a card more for its fun factor than for its power. The Egg is here for precisely that reason- it's a cutely callback for those of us that remember the Rukh Egg, and a solid blocker besides.

The Four-Drops

Another small pool, we get to take six cards here out of the nineteen available to us.

Assault Griffin- Three power in the sky gives it some formidable teeth. I took this over the Cloud Crusader because its casting cost was a little less colour-dependant.

Glimmerpoint Stag- The enters-the-battlefield effect of the Stag is one of the strongest appeals of the card, though its 3/3 body is welcome as well. There are a lot of applications here, including recharging an exhausted artifact or clearing out a difficult defender.

Kabira Vindicator- A solid card like this salves the pain of passing over the Student of Warfare. Although the level up cost also needs White mana, the Vindicator is a later-game card and better positioned than the Student, who loses some of her power if she's not a 3/3 first-striker on turn 2.

Kor Cartographer- The mana-fixing the CartographerĀ providesĀ comes a touch late to be as useful as some others, but it's still a solid effect worthy of a slot here.

Makindi Griffin- The Griffin's 4-toughness makes this card appealing, and 2-power in the air fits right in.

Stonehorn Dignitary- This is an unusual ability. While the loss of an opponent's next attack phase can essentially buy you a turn, remember that that also means that your next attack will find most if not all of their creatures standing by ready to defend. Like the Roc Egg, this is here for novelty.

The Five-Plus-Drops

As we look over the thirty-four creatures that cost five or more mana, we encounter an unusual problem: common is somewhat scarce! A large proportion of White's rares and mythics wind up here, meaning we have a rather shallow pool from which to draw most of our selections here. Still, there are just enough to allow us to be picky and avoid taking cards like Caravan Hurda. We'll also be taking our rare here in addition to a pair of uncommons. We get to select ten cards from this pool overall.

Battle Hurda- A 3/3 first striker is far more palatable than its 1/5 lifelinking cousin.

Chancellor of the Annex- Another cycle I love, but chasing this one will demand too much space from the very limited amount of rares I can select. I'll be content with the Exarchs to fulfill my Phyrexian-cycle fantasy and veto her in the name of diversity.

Loxodon Partisan- A beefy 3/4 body is fine, but the real prize here is the battle cry we missed out on with the Accorder Paladin.

Peregrine Griffin- Another aerial option, this is a Makindi Griffin with first strike.

Sensor Splicer- Not the worst card of the set, but taking this fellow compels me to ensure there are a few other GolemĀ optionsĀ in the cube to give some options for the strategy here.

Serra Angel- She might have long ago lost her lustre from age and familiarity, but she's still sexy when you open her in a draft.

Shepherd of the Lost- Another strong Angel at uncommon, we'll take her as well.

Siege Mastodon- Not a lot of folks love this guy, but he's rather hard to kill which makes him somewhat worth the cost on the battlefield.

Sunblast Angel- There were a lot of options to choose from in rare, but I decided to go with this one for a couple reasons. First, as an Angel she's iconic to White and very flavourful. Second, she can be absolutely decimating to an unprepared opponent, and that makes her a worthy bomb.

Tireless Missionaries- As pure an act of desperation as you'll find on this page, there wasn't much at common here.

Totem-Guide Hartebeest- Not the best card, but a useful tutor in a format where we're not going to see a lot of them.

We'll wrap it up here for now, having selected our arsenal of forty-two White creatures. As mentioned at the outset, these choices are amongst the most subjective you're going to see in your cube-building experience. Let me know what creatures you'd have chosen differently, and what rare card really caught your eye over the Angel! Until next time...

_______________________________

Jay Kirkman

@ErtaisLament

www.ErtaisLament.com

Insider: Anchors Away!

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It's been a very long time since I've written a business related piece, but this week seems like the right time to do one. Currently Magic is seeing another huge inflation in certain areas of the game, namely (as usual) in the property management area (lands). So why is it that people still buy in on the bubble? Surely by now you've looked at the prices, read the twitter feeds, the articles, looked at the current situation yourself and said "This can't possibly last", but why are some people still buying shocklands for hundreds of dollars per set? Grove of the Burnwillows being sold for $18-$21 on TCGplayer is an astronomical price! Yet, people buy them.

Why?

More importantly, how can we get people to do the same for the cards in our binder? That's what today's article is about.

How many of you do this when going to trade?

You: What do you value X card at?

Other dude: Oh, I was thinking $XX.XX

If you've been in that situation, I'm sorry to say you've already lost profits. There is a time and a place for it, but it is one of many tools to use in your trading work.Ā Ā Lets take a different approach to a similar situation, using a tactic normally known as Price Anchoring.

You: [card]Grove of the Burnwollows[/car]d is up to $20 with some vendors right now, but that price can't last. I'll sell it for $15, and we both get a good deal.

I can guarantee that this will net you more sales on cards than almost any other tactic. The key is to anchor in an honest, but higher, price first. Some people might see a $20 Grove and instantly buy it from most vendors, but a $15 one, that's a steal. At least, that's the image we're going for. Setting your anchor point puts an average price for the consumer in their minds, your offer must be lower than the anchor point, but still above the line you could sell it to the vendor for. Don't undersell yourself, it's just bad business.

Anchoring works in odd ways, and it is a double edged sword. Jace, the Mindsculptor is a good example. His price is tumbling, we all know that, but lets say you STILL have more to get rid of. Anchor the price, get more than you normally would (or should).

You: "Jace has been left to Legacy, but hes a staple there. Most of the shops still want $50 or more for him, but I'll let it go for $40."

You can of course use your own prices, those seen here are just an example.

There are a few anchor points in that statement; Legacy, staple, the shop price, and your price. Those are the four things that people are going to see.

Legacy is automatically related to a format that most people have been price locked out of due to rising costs.

Staple is also related by the brain to a card that will hold its value and go up in the long run.

The shops price sets the number that they figure will be what you want, but wait! You've shown you're better than most shops by offering it for $10 less, and the addedĀ convenienceĀ of instant delivery, right here and now.

There are times when you should ask them to name a price first, such as:

- When you don't have accurate knowledge of an items price. Of course, you shouldn't be making this mistake anyways, since you can check prices on your phone.

- When you want to judge the knowledge or accuracy of your trading partner. Some may say this is underhanded, but knowing the "competition" is half the game. Don't blindly rip people off, but get a good feeling for where they may under or over value cards.

MSRP and why you should really hate it

MSRP, or Manufacturer Suggested Retail Price is the first point of anchoring for a product. The company (in this case Wizards) sells their product for a set price. The store then sells boxes or individual packs for another price, usually at or above MSRP. The store has been anchored in at the point that Wizards sold them the product at and in turn, the store then sells the product at a higher rate in order to cover day to day expenses. This is all well and good, except it's not. We see this often in online shopping. I know that the headphones I just bought don't normally cost $119, but that's what the "original MSRP" was set at, and my favorite online store had them marked down to $89, and I instantly thought I was getting a great deal at 25% off. Yeah, I bought straight into the anchoring.

The same thing happens when it comes to specialty products that Wizards puts out. Duel decks, all foil decks, foil boosters, From the Vault sets, whatever, they all have some form of anchoring already attached to them. Once you can identify these price anchors and how they are used, you can avoid it, and then turn it to your advantage.

This weekend is Pro Tour Philly, and I'm interested to see where it goes for the Modern format. A lot of calls have been made on almost any site dealing with Magic, be it trading or strategy, and it will be interesting to see where the cards fall at the end of the week. I'll be examining some of the calls that I made over the past month, and seeing where things ended up.

Till next week,

Stephen Moss

Stephen Moss

Stephen Moss currently lives in Lancaster, CA, is a usual PTQ grinder in the southwest region and working on his Masters in Business Administration. He has an obsession with playing League of Legends when not working on articles or school work. His articles often take on a business minded tone, and usually contain information applicable to magic trading as well as real world business.

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The Devil’s Advocate and Modern

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If you haven't heard, Wizards of the Coast recently announced a new format - Modern.Ā  The oldest cards allowed will be 8th Edition (for core sets) and Mirrodin (for expansions).Ā  The idea for the format, as I understand it, is to be a non-rotating (cards will never become too old and not legal anymore, meaning new cards will only be added) format like Legacy or Vintage, but it will allow Wizards to reprint any cards they want to at any time to get around the Reserved List*.Ā  Modern would also pave the way for Pro Tour Qualifiers that used an older format, which could provide a pleasant change of pace from Standard and Limited.Ā  Modern also serves, according to its proponents, as a middle ground between Standard and Legacy.

Modern has generated quite a bit of discussion and excitement since it was first announced as a format for the Community Cup (Wizards' replacement for the Invitational, but without the part where people cared) and even more since it was brought to the world at large in Tom LaPille's article.

Everybody needs to calm down and take a breath.Ā  Slow down, cool their engines, and relax.Ā  I have some bad news: Modern is not going to accomplish many, if any, of its goals.

Modern will serve as "Budget Legacy"

First, the claim that this format will allow Wizards to reprint any cards they want to in order to keep the price down is operating on a false assumption - that Wizards would ever do so.Ā  Sure, they can, but they won't.Ā  Wizards is never going to reprint a card to lower its price and make and older format more accessible to budget players.Ā  WotC has said they will not interfere in the secondary market, and their track record reflects this.Ā  If WotC wanted to print cards to drop the price and make older formats more accessible they could have made From the Vault: Legacy and given anyone that wanted it 4 Tarmogoyf, 4 Dark Confidant, etc for $50 and made a bajillion dollars in the short run without violating their Reserved List, yet they haven't.

One reason they haven't made a box set like this is that no store would actually sell it for the MSRP of $50, or whatever WotC said.Ā  A single Tarmogoyf will run you more than that these days, and a box set with a playset of them and some other goodies on top would either be marked up until it was close to the individual market price for all the cards in it added together or else the stores would just open it and stick the singles in their case.Ā  Either way it would fail in its goal of getting players on a budget the more expensive cards they needed to compete in older formats, and Wizards knows this.

The best way that Wizards could lower the price of older, expensive tournament staples to enable budget players to compete is the now-gone Magic Player Rewards program.Ā  Having textless copies of tournament staples mailed right to your door would be pretty sweet, but that program was axed and will not return.Ā  Even if it still existed, however, it could not be used for this purpose because the overwhelming majority of cards that are expensive tournament staples are complicated, which means they would be poor choices for textless cards.Ā  Lightning Bolt, Mana Leak, Rampant Growth, and others are good choices for textless cards because they are widely played and relatively simple.Ā  The majority of money rares, however, are too complicated to make good textless cards because it would be too difficult to remember what they did.Ā  Dark Confidant and Vendillion Clique would be extraordinarily poor choices for cards to be given the textless treatment (not that a textless Bob/Clique wouldn't be the coolest thing ever, mind you).

Wizards could just stick any cards they desired in a standard set, of course.Ā  Surely reprinting a card in another set would lower its price, right?Ā  Well, yes and no.Ā  The Ravnica Shocklands, if they were reprinted in Innistrad or the next core set, would certainly fall in value some.Ā  Maybe Wizards would get really crazy and reprint a few other money cards in the same set.Ā  If we suppose that every time a card is reprinted its price drops by half (which seems a stretch, but I'm exaggerating to prove a point), and every core set from now forward has several chase rares reprinted in a conscious effort to lower their price, it will still take years and years for Modern to enter the realm of budget players.

Gavin Verhey recently wrote an article in which he gave a number of decklists for possible Modern decks.Ā  Until the Pro Tour is finished, this will be the primary source of decklists available, so I took one at random.Ā  His first Zoo deck has 4 Knight of the Reliquary ($10), 4 Noble Hierarch (sold out at $15), 4 Tarmogoyf (sold out at $100), 1 Gaddock Teeg ($4), 1 Elspeth, Knight Errant ($12), 2 Green Sun's Zenith ($6), 4 Grove of the Burnwillows (sold out at $8), 1 Horizon Canopy (sold out at $10), 4 Arid Mesa ($13), 2 Misty Rainforest ($13), 1 Sacred Foundry (sold out at $20), 2 Stomping Ground ($25), and 1 Temple Garden ($25) for rares (I'm using all prices from SCG because they are one of the most frequented and prominent sites.Ā  I frequently disagree with their exact prices, but they have a listing for everything and are a reasonable ballpark for the purposes of this article).Ā  That's a grand total of $743 for just the rares, not counting any expensive commons or uncommons.Ā  Supposing that Innistrad reprinted the Ravnica Shocklands and halved the value of the originals, that would only cut the cost of the deck by about $50.Ā  If 2013 reprinted Noble Hierarch and Tarmogoyf the deck's value would drop another $260.Ā  $310 is a significant amount of money, to be sure, but the deck would still cost $433 to buy new.Ā  This means if we take a trip to Magical Christmas Land and deliberately overestimate the impact of reprints on prices, imagine that Wizards will embark on a campaign to attempt to devalue the prices of older cards to make Modern more accessible to budget players (something they have said they will never do), *and* imagine we see the reintroduction to standard of a number of cards that could easily be called broken, the deck would still cost more than $400, well out of range of most players that would consider themselves "budget".

Magic is an expensive hobby.Ā  There are just no two ways around it.Ā  The expense can be kept in check by tournament winnings, successful speculation, good trading, or a number of other ways, but at the end of the day it is always going to be expensive to start from nothing and buy a tournament quality deck.Ā  Anyone that is claiming that a new format, other than Pauper, will allow budget players to truly compete on the same level as the real grinders that have all the cards they could ever want is either wrong or lying.

The imaginary $400 price tag is still significantly lower than the price for many tier one Legacy decks, but, because it is still outside the reach of budget players, Modern will not become a haven for people who have been priced out of Legacy.Ā  If the goal is to appeal to players that can not afford Legacy but the price is not significantly lower than this then a relatively small percentage of players will be positively impacted - only those that can not afford a tier one Legacy deck filled with dual lands, Force of Wills, and so on, but can afford to spend $400 or more for Modern.Ā  I would postulate that this is a very small number of players.Ā  Most players are either willing and able to spend whatever it takes to build the deck they want to play or they are not, and I don't see the price tag of entry being $400 instead of $1,000 as particularly relevant in that regard.Ā  Of course everyone is going to be happier if they can buy deck A for less than half the price of deck B if they have already decided to buy a new deck, but how many players are going to look at a $400 price tag and think "I can afford that" that would think "I guess I can't afford that format" if they saw a $1,000 price tag?

Modern will usher new players into Legacy

Some of the Legacy players I know have been excited about Modern, believing that it will encourage Standard-only players to give it a try, and once they have a Modern deck, to give Legacy a try.Ā  The belief is that many Standard-only players look at the size of the cardpool available in Legacy and become paralyzed.Ā  There are so many options, so many decks and strategies to become familiar with that they don't know where to begin, and so they just never start.Ā  This is a feeling I am quite familiar with (first "weekly" column in a month, high five!), but slimming the cardpool by a decade isn't going to help with that.Ā  Mirrodin and 8th Edition were both released in 2003.Ā  Since then, Magic has seen creatures pushed to the forefront, the first bannings in years, entirely new strategies and ways of thinking about the game come into existence, be forgotten, and then revived, and dozens of important decks come and go.Ā  "Modern" is the perfect name for the format as it is truly all-encompassing of the modern era.Ā  For someone starting Magic within the last few years that is an incredible amount of history to catch up on.Ā  In fact, I would argue that it would be easier for someone that was familiar with Modern to get into Legacy than for someone only familiar with Standard to become well versed in Modern.Ā  1993-2003 has more years than 2003-2011, but most Legacy decks have more cards printed after 2003 than before.

Similar to my budget argument above, I don't believe there are many players that would be willing to do the work needed to become familiar with Modern that would not be willing to become involved in Legacy, despite the fact it would be more work to catch up on Legacy.Ā  Most players are either willing to put in work to learn a new format, in which case they have already entered Legacy, or they are not, in which case they will not bother with Modern.

Modern will allow Wizards to have an Eternal PTQ format

Possible, but unlikely.Ā  I would like very much to hear that Modern was going to be the format for a cycle of PTQs every year but I would bet against it happening.Ā  Wizards is a business, and they don't make any money by having a Modern PTQ cycle.Ā  They have to have Standard PTQs to help fuel the Standard fires and encourage people to open more boxes and so on, and they make money on every pack sold for Limited PTQs.Ā  How is it in Wizards' interest to have PTQs that are Modern?Ā  If it was in their interest to do Modern PTQs, wouldn't we have seen Legacy PTQs sometime in the past?

Another strike against the Modern-as-PTQ theory, at least for the foreseeable future, is that it is almost identical at the moment to the last iteration of Extended, right before it was shortened to "double Standard".Ā  There was not a lot of love for that format, as I recall.Ā  You couldn't walk into a random store and play a pickup game with anyone in Extended when it wasn't the middle of the PTQ season because no one had a deck built, and virtually no one cared about the format.Ā  PTQ attendance always fell when it was Extended season compared to Standard or Limited seasons.

Modern may become a PTQ format sometime in the future but I would be quite surprised to see it happen anytime soon due to the lack of profit for WotC and the similarity to the unpopular Extended.

There should be a new format added every so often as the game ages

Another frequently given reason for the need for Modern is that new formats should come into existence every now and then as the game ages.Ā  The thinking is that Wizards should introduce a new format every five years (or some other arbitrary span of time) to allow people to play the timeframe they want.

There are several problems with this.Ā  First, every format conceivable can not be played every weekend, because there are simply not enough weekends in a year.Ā  There is a large tournament worth paying attention to nearly every weekend as it is, and Wizards is planning on significantly increasing the number of GPs happening next year.Ā  TCG Player recently started a tournament series to directly compete with the Star City Games Open circuit, and more are sure to follow if they succeed.Ā  The current formats are exploding in popularity and are covering nearly every weekend in the year.Ā  With the year as saturated as it is, adding another format is unlikely to increase the number of tournaments being played, it will simply cut from the same pie and lower the number of tournaments being played in every other format.Ā  Between Legacy, Standard, Vintage, and Limited, there are plenty of formats to be worked on today.Ā  Unless they are one of a very small number of people in the world (I'd guess under ten, certainly under one hundred), chances are most people have not become truly proficientĀ  these formats.Ā  Most players would be significantly better served by another tournament in a format they already know than a new format.

A second hole in this theory is it has a ridiculous end state, if followed to infinity.Ā  If Magic remains successful and thrives for years and years, as we all hope and dream, and Wizards makes a new format every five years, think about how hard it will be to find someone with the same favorite format as you in fifty years.

"Anybody have a Most Recent 20 Years deck?"Ā  asks our Hero, walking into the local card shop.

"No, but I have a Most Recent 15 Years deck.Ā  Want to game?" comes the reply.

"No real point, because I have to worry about three combo decks you don't, so you'll roll me.Ā  I have to play a bunch of maindeck hate cards to fight them that would just be mulligans against you," returns the Hero.

Someone else chimes in:Ā  "I have a Most Recent 25 Years deck...we're pretty close.Ā  I'm up for a game."

So our Hero start playing, and all seems well.Ā  They begin by playing a few dorks and bashing, but Hero has a sweeper and is able to counter their backup play.Ā  Hero counters a few more things, then plays a fatty to clean things up.Ā  When Hero is tapped out, however, the other player uses the window to take Hero's fatty and attack them with it, then use a surprise Tainted Strike.

"...OK...I take 9 poison?" Hero say.

"Good game.Ā  Again?"

Hero and the opponent look at each other for a second, both confused, until they remember that poison was changed to make eight lethal instead of ten around twenty years ago to make the poison decks a bit more competitive, and the game has provided neither of them with any useful testing information because they were playing around different things.

Hero tries playing again but runs into a dispute over Hexproof/Shroud.

Unable to find anyone with a Most Recent 20 Years deck, our Hero leaves without any real playtesting accomplished for their tournament.

Its OK though...because our Hero's tournament doesn't fire.Ā  Our Hero's tournament is stuck at seven players and has to be canceled, while the same thing happens at the Most Recent Ten Years tournament across town.

I'm sure that Modern will have some interesting decks to look at and brew with.Ā  It will be fun to try to crack a new format, an occasional change of pace from Standard-Legacy-Limited could be nice (I haven't cracked my way into Vintage yet), and I've made some cash speculating on a few cards and look forward to continuing to do so--a new format being announced always helps with that (I'll leave the details to some of the other writers on this site).Ā  That said, Modern has a number of glaring problems that many people seem to be ignorant of/ignoring, and that is going to burn them if they continue paying $40 for every Ravnica Shockland in sight and spending days brewing for Modern instead of working on their sideboard for Standard, or better learning how to play their Legacy deck, only to find out that no one wants to play.

Thanks for reading,

Brook Gardner-Durbin

@TheBG_D on Twitter

*The Reserved List is a list of cards Wizards promised to never reprint after they angered many collectors by making an entire set that was nothing but reprints, Chronicles, greatly devaluing the originals.Ā  The overwhelming majority of cards that are actually played from the earliest sets are on the Reserved List, which means that if Wizards wants to reprint some old cards to make the older formats such as Legacy and Vintage more accessible, they can't.Ā  Everyone, Wizards included, thinks that the Reserved List is terrible and should go away, but they made a promise as a corporation a decade ago and have to stick to it.

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