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Insider: When to Let Go: The Story of a Man, an Underground Sea and a Nintendo 64

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A little note before this weeks article starts. When I tell you to buy a card I mean it. I don't mean watch the price on this card go up and I don't mean watch me buy this card and make money.

I WANT YOU TO BE MAKING A PROFIT OFF OF THIS MAGIC CARD!

Two weeks ago I told you to buy Tower of the Magistrate. I bought 45 and a good friend of mine (Forrest Ryan) bought 30. This card went from 99 cents to $4.99 in one week.

Read the headline of this website:
Learn, Trade, PROFIT!

Whatever profit means to you, whether that's a bigger collection on the cheap or actually making real money, you should take the things I say seriously.

I will not make a call on risk that I am not willing to take myself.

Story Time

In the past I've made both good and bad decisions on ways to spend a Saturday night. This story is one of the good times.

Minnesota has one of the strongest Magic communities you could ask for. Everyone knows each other well and planning road trips, or even just getting enough to cube, isn't difficult at all.

We do a lot of memorable things.

We cube and get together frequently. And occasionally we like to drink.

OK

Maybe a little more than occasionally.

One wonderful Saturday night not so long ago we decided to play a game called Wisest Wizard.

If you've never heard of it, it's a drinking game involving quests and large staffs made of beer cans. Every beer you finish is taped to the bottom of your new beer. As the night progresses, your staff can be used to help you ward off imaginary demons. Or stand.

The drunker you become the "wiser" you are. And games like Wizard's Chess (beepong) are played with more than just pride on the line. Every 3 or 5 beers, whichever number is chosen, you must battle a boss. A boss is a shot of any kind of hard alcohol chosen by your party. You can't fight a boss alone, though. You must have at least one other person in your "party" who is just as "wise" as you.

The person with the longest staff at the end of the night is the champion.

I was determined to be The Wisest Wizard. I would not let a bunch of amateurs like Star City Games two time open champion and invitational Top 8 competitor Patrick McGregor and good friend Dana Kinsella (who wrote a great article here last week) take the "Wisest Wizard" title.

After winning in a double overtime beer pong game and continuing to drink, I decided a little Nintendo 64 gaming was in order. I only need one game for my 64: NFL BLITZ.

Just a little known fact: I am a master at this game and will take on any challengers for any dollar amount.

I booted up the system and, because I was the Wisest Wizard so far, declared, in my wisest voice:
"WHO DARES CHALLENGE THE WISEST WIZARD?!"

A brave knight robot by the name Martin Lohman took my challenge.

The wager?

If I won he would consume a beer and give me the can to add to my staff. If he won I would help him trade his garbage cards for an Underground Sea. I like taking bets that are completely skewed in the other persons favor. I'm a gambling man that knows when he can win.

As the night progressed, I continued to beat Martin in Blitz. Continued to smash him with 6 beers and 2 shots under the hood. Then 9 beers and 3 shots. I continued to beat him every three beers or so... until one fateful game.

I was very intoxicated by this point. I was leading the Wisest Wizard race.

I WAS the Wisest Wizard.

19 beers and 6 shots under my belt. I told him I would just give him an Underground Sea if he could beat me. He would have to give me nothing in return if he lost. At this point Martin was in a much better state of clarity then I was.

It was a grinding battle. There is video of this event somewhere. We were neck and neck.

[editor's note: Yes. This video does exist, somewhere. It's mostly Mike slurring "maaaarteeen looowwwwmennnnnnn, I'll beeaat you MAAARTEEEN--" and leaning on a giant staff of beer... all while impressively making touchdown after touchdown.]

I couldn't hold my head up and kept having to pause the game when I would drop the controller. I was holding a staff of 19 beers in between my legs and using it as some sort of crutch.

The 4th quarter rolled around and I was leading by 7. Martin got a touchdown. We were tied.

With 15 seconds on the clock and only 2 plays left, I really needed to make it count. I went for the famous "DA BOMB" play.

It was knocked down.

I knew I could just push this game into overtime and strive for a full quarter to take the win.

But, instead, I found myself on the 50 yard line. If I was going to set up a great pass near the 10 yard line and outplay Martin for the last 10 yards.

I went for the pass. It looked great. My guy was in one-on-one coverage. I pressed B to make sure my receiver jumped to catch it. Martin had apparently also pressed B.

INTERCEPTION

The room erupted with cheers. Martin had a chance! His fingers fluttered on the turbo button so he wouldn't waste too much. He started running back...

The screen at this point was just a blur of color. My hands were not working like I wanted them to. I couldn't keep my head up. I dropped the controller as Martin crossed into the endzone...

Touchdown. With 0 seconds on the clock.

He had won.

Defeated and drunk, I stood up and screamed at him how lucky he was and how I was still the Wisest Wizard. I went behind the couch to watch some of the sober people play Catch Phrase.

I decided laying down was a good idea. I couldn't move. I needed to vomit. I called my girlfriend told her she needed to take care of me and she drove over and did. She watched over my helpless body as my friends took my phone, changed my Facebook status, and continued to drink.

From the floor of his house, I watched my Wisest Rival,--Dana Kinsella--elevate to such a level of wiseness that outclassed me.

I had lost. My dreams were shattered. I continued to vomit into a trash can and black out. I woke up the next day on a couch in a completely cleaned up room with my girlfriend in the chair next to me. I felt awful.

After the true Wisest Wizard awoke, we went out for Olive garden.

I guess the lesson of the day is this: It doesn't matter if you're losing a good sum of cards on a bet or getting too drunk to stand, Magic is still a game. A profitable game. But still a game. Have fun while your playing it.

Onto actual financial content.

HEY, LISTEN!

Earlier this week I tweeted that you should buy Angel's Grace. This card seems like a great buy as Hivemind gets more popular. It's a great way to battle against the deck, but it doesn't just straight out beat it all the time. I bought a few of these with some friends and plan on unloading them at Gencon. I don't think this card has the reach to climb insanely high, but I do think it will go up a little while the deck is popular.

You should follow me on Twitter @Gamble4Value
. Throughout the week I'll be making calls as I see fit.

LETTING GO

This week I am going to talk about the proper time to unload cards.

I hate to say this, but getting rid of cards is all about waiting until you feel the time is right. Every person tries to speculate a card's peak. By the time it starts to drop a little, it's already too late.

I tend to get rid of cards I make a profit on at the first sign of a plateau. For example, I will be selling my extra Tower of the Magistrate's this week.

I'm not saying you should sell them right now, however. I buy and sell quickly to make small financial gains and re-invest. This minimizes chance for loss of profit. Sure, I lose a little profit sometimes when a card continues to climb a bit, but I'm still making a profit margin I am happy with.

I have seen other financial strategies work out great as well. Another local player and friend, Forrest Ryan, sits on cards for a long time and always tries to maximize value. If you can afford to sink a lot of money in at once, this strategy works well as a long term investment. The card demographic is different, however, in it relies less on the waves of the current metagame and more on staple investment and potential key cards.

Week in Review

He once beat Chuck Norris in the Cawblade Mirror.

Mr. Gerry Thompson blows all our minds again by winning both portions of the SCG event this weekend. It's rumored he was given magical powers after he beat Chuck Norris in a Tombstone Pizza eating contest.

Decklists can be found here.

Gerry played Team America. Real Team America. Check out Tyler's article, "The Future of America, Team" on this.

The top this weekend was a full 8 different decks. I write the bulk of my articles before the Legacy portion on Sunday is fully wrapped up and fill it out as the day goes on. I was writing about Pattern of Rebirth and how I speculate this card to climb and BAM! A list made Top 8.

While SCG already raised their price, many sites haven't yet. Buy these while you can at under $4.00.

The card that I'm most excited to see is still somewhat cheap is Pernicious Deed. This card has some room to grow. I would buy a few while you can at around the $13.00 mark. This card could easily go up as time goes on.

Riptide Laboratory has been slowly going up in price. If you can find these for around $.50, then I'd suggest you pick them up. Don't pay more than that.

Not a lot of Hive Mind in the Top 8 due to the amount of Fae running around. But this will pass as Zoo works its way back into the format. It's time for the kitties to start taking down tournaments again.

I don't see any other cards jumping in price from this week's Top 8. If you see anything, don't be afraid to email me and we can chat about it.

Modern Warfare

"Modern's extended legacy of rumors will be blocked by it's limited appeal."- Forrest Ryan

Did you catch his use of format names?

Unlike most people, I am not impressed with Modern. I think Wizards "moving forward" with Modern will mean it will get support on MTGO. And that's it. I think the price flux that is happening is actually completely ridiculous.

If Modern becomes real, like an actual paper card format, shock lands will get reprinted. If you bought shock lands cheap and have made a profit on them, that's great. But I wouldn't hold onto them for too long.

The best thing that could happen if Modern becomes real is it becomes the New Extended. It will cause cards to jump in price for three to four months at a time. And then they will fall again.

I am personally not investing in the format and will continue to ignore it. I would rather bet on lesser known gambles then invest my time on something everyone has already become aware of. But I do encourage you to take advantage of the virtual flux in price of Modern-possible cards if you find it's something worth your time. It's obvious that some cards are jumping in price. Just be weary of missing that plateau.

If you disagree send me an email and convince me otherwise: MTG_Mike@live.com

On the road again...

I will be at Gencon with a ton of Modern dual lands from for trade. A friend of mine is selling out and has a full set with extras. Flag me down if you see me, as I should always have them along.

I will be driving out of MN with my crew on Wednesday and will be there all weekend. Don't be shy. I would love to meet you all and would love to trade. I will be playing Vintage Champs, and probably Legacy Champs too, so stop by and watch me do battle.

I would also be more than happy to help evaluate your collection and assist in the grind that is selling cards.

Onto the checklist.

WEEKLY CHECKLIST!

(fireworks, explosions, etc.)

Pernicious Deed - $14.99 on SCG

For a format staple, this card is still very cheap. I would expect this to someday hit the $25+ mark.

Leyline of the Void - $.99 on SCG

With the recent reprints of this card, it has plummeted in value. Pick up some foils of either version. With Innistrad coming up we may see some great new graveyard-based cards make an impact in Legacy.

Pattern of Rebirth - $3.49$5.99 on SCG

As Natural Order continues gets better, this becomes Natty five through six. It's also a sweet combo in a Protean Hulk deck (which was at GP:RI). I like this card and it's not worth a whole lot right now, at least not as much as it could be. NOTE: I initially wrote this Sunday evening. It's jumped up in price as a deck that used it took Top 8. That list wasn't optimal and I feel like this card could still go up even higher. Be cautious though--find them at a non-SCG inflated price.

Adrian Sullivan's Beta Underground Sea

On SCG live coverage of Legacy on Sunday. Eli Kassis fetched for a Beta Underground Sea and Adrian said "If that black-bordered Underground Sea is English, I wouldn't be surprised if it's worth $100-150."

Just think about that.

Until Next Time…

Have fun in this game. Enjoy every moment and keep your mind sharp.

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

Feel free to post question in the comments or email me.

Until next time,


-Mike Hawthorne

Twitter: Gamble4Value

Email: MTG_Mike@live.com

The Price Signal: Understanding the MTGO Marketplace

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The MTGO market is the place where buyers and sellers of digital objects meet and interact. Each market participant, or agent, has their own reason for taking an action in the market. Understanding what they are doing and why they are doing it is critical for getting a better handle on effective investment strategies. The four types of agents that move the markets are players, dealers, the in-game store, and Wizards of The Coast.

Every digital object is created and destroyed (yes, destroyed) at the store. The store creates these objects through sales of boosters, special sets, and event tickets. For those unfamiliar with MTGO, event tickets, or tix, are the de facto currency online. You cannot purchase singles at the store, and so exploring the MTGO market means looking into the secondary market, where people are trading cards, tix, boosters, or anything at all that is tradeable.

Redemption: how digital cards are destroyed and then transmuted into physical copies

The in-game store sells sealed products and tix, but it also handles redemption. This is when full sets of digital cards are redeemed for full sets of physical cards. This is how digital objects are destroyed and provides an important link to real world secondary market prices. If prices online ever get too low in comparison to their real world analog, redemption will act as a valve to reduce supply and support prices. This will happen because agents will examine the discrepancy between real world and digital prices. Thus, they will decide that it's worthwhile to gather a complete digital set by purchasing singles, redeem the digital set for a physical set, and voila, a bit of work yields a profit.

Yes, there are people who finance their hobby simply by maintaining a table of the value of the MTGO sets and paper sets. They turn the former into the latter when the price is right and there are enough of them that this actually affects MTGO prices. It certainly beats gold-farming.

Now, redemption is not recommended for the casual speculator because securing cards cheaply is the most important aspect. Unless you have a bot to do this work for you, it's probably not worth the effort. Sets can only be redeemed for a certain period - so no redeeming Onslaught sets anymore. You can also redeem all-foil sets for truly great complete sets.  However, having said all that, redemption through the store matters to us because it acts to reduce supply of cards online, propping up prices.

Bots and Dealers: the market makers of MTGO

Next, we have the dealers, many of whom operate bots to complete their online transactions. There are various types of dealers to be found in the classifieds offering different services. Some have better prices, but worse selection. Some focus on having fast transactions and others don't seem to care. Some will have every card printed in stock and will charge a premium on harder to find, older cards. Dealers can be found in the classifieds, and this is where market transactions are facilitated.

The best dealers change their prices to match the market and are focused on collecting the spread, which is the difference in price between what the dealer is paying for a card and what the dealer is selling a card for. If you shop around or put up your own ad, you can usually secure what you want at a discount to the dealer prices. You can also sell a card at a slight premium to the dealer’s buy prices.

If you don’t have time to work the classifieds, use the reputable dealers to make your investments. They are usually well stocked, and you won't need to spend time scouring the classifieds and bots to save a few tix.

Players: how you and I influence the markets

Players can be described on two scales: casual vs competitive and limited vs constructed. Every player can be described as existing on one point of these two spectra. Some players split their time between limited and constructed, but always play competitively. Players who play exclusively commander would be described as casual constructed players. Drafters trying to go infinite are competitive limited players. Each type and mixture of types matters in different ways, but they all have an impact on the market.

To go infinite, drafters want to win enough packs to cover their next draft (or alternately, sell enough prize cards to cover entries). Drafting is fun and it puts a lot of cards into the market, which are typically gobbled up by dealers and bots. Constructed players, especially casual ones, make sure that obscure casual cards still hold value in Commander and Pauper games, among others.

 

WotC: The only entity that gets to print money on MTGO

Lastly, we come to WOTC. Although we don't interact with them directly in the market, they are the creators and stewards of this great game. Rarely is their impact on the market obvious, but when they are designing good sets and players are enjoying the game, this is a positive thing. Without a vibrant game, there is no market. Occasionally they will make a decision to ban or reprint cards, or sanction new formats, and all these actions matter to us because all of these events drive prices. Cards have been banned before, and there will be future bans announced, and the same is true for reprints.

 

How to Identify Value on MTGO

Identifying value is what Warren Buffet has done for a career - he is recognized as being the most successful investor of all time. His strategy is to take a close look at a company and determine what that company is worth - its underlying value. If the market agrees with his assessment, then there isn't a case to be made for an investment. But, if the market thinks the company is not worth much, then there might be a case to be made for an investment. If Buffet believes there is some value in a company, then over time, he also believes the market will come to recognize this and prices will change accordingly. For example, Buffet bought up McDonald's stock on the basis of how much sheer real estate they own. He felt that Disney was undervalued, since the songs and characters are universally recognized, and secured 6% of the company. In financial markets, this is called value investing or fundamental analysis. This strategy, applied with discipline, has been working in real world markets for a long time, and it also works in the MTGO market. Using our own knowledge of Magic, we can apply fundamental analysis to make investments on MTGO.

Let's take an example of a card that represents good value at the moment, Thrun, the Last Troll. Exposing yourself to different ideas and strategies is important because no single trader ever has it completely figured out. It’s great to listen to the opinion of others when they are speaking to a card’s potential, and often, a careful listener will identify a potential investment. At first glance, the value in Thrun comes from his current lack of attention. No one is talking about the card. That means that this card is overlooked and could have value as an investment going forward.

[Editor's note: all prices below are current as of July 23rd, 2011]

This card sells for around 4.5 tix. It appears to be a very playable card in the abstract. This card has some casual appeal. It's legendary. It's green. It's the Last Troll! Casual appeal has probably kept the price up in comparison to other mythics from the same set. The benefit of casual appeal is that demand is consistent and doesn’t fluctuate much over time. A year from now, all things being equal, Thrun will probably go for around the same price [5.3 tix as of July 2012 - Ed.]. That's a good start in identifying value. If you don't expect an investment to fall in price over the long term, it might be worth buying depending on the upside potential. But let's think about what has come before and try to get a handle on how the price of Thrun might look a year from now.

If we look at some comparable cards from Rise of the Eldrazi or Worldwake, we can get a sense for what the price range of Thrun could be at this time next year. At the low end, I'd consider Omnath, Locus of Mana to be about right - Legendary and Green, and that sells for around 3 tix. At the high end, we have Linvala, Keeper of Silence - flying White Angel Legend with god ability - at around 4 tix. This gives a guideline for potential risk. Over the course of a year, the potential loss might be between 1 and 2 tix per copy. Again, knowing and looking at what has come before is important. It gives you a perspective on what is possible for a given investment. In this case, it implies that the worst case scenario is a loss of 2 tix for each Thrun acquired at the current market price. That sounds a little risky, and Thrun is not a sure bet, but there are ways to mitigate the risk. We still need to assess the potential upside.

Now, what type of demand do we want to see for a card to be a good investment and to turn into a money maker? We want to see potential demand from the constructed crowd, because they drive the biggest volumes in card sales. So, is there going to be a competitive deck that features Thrun? It’s impossible to know for sure, but there will be three additional sets coming out in the next year, starting with Innistrad. Each new release will shake up the constructed environment, and when things are in flux, there is potential for making gains. Cards come in and out of favour, and prices follow. Powerful cards without a home are always worth monitoring when major changes happen.

Secondly, Garruk, Primal Hunter will be around, potentially putting a heavy green deck into focus. Green also features some of the best artifact removal, including the artifact 'wrath' effect of Creeping Corrosion. Finally, Zendikar block rotates out in the fall and then we'll get the first taste of Standard mostly comprised of Scars block cards. Artifacts will almost certainly be played, and therefore any colour that can deal with artifacts will have to be considered, and green fits the bill.

All of this adds up to one thing; it is almost inevitable that Thrun, a green mythic creature with decent stats and a reasonable cost, will see some Standard play in the next year. Going back to our comparison to Omnath and Linvala, this expectation reduces the chance of the worst case scenario. At some point, there will be interest from constructed players, and this will drive demand and push prices higher. At that point, it will be fine to sell a few copies to take modest gains. On the other hand, if something crazy happens and mono green becomes the best deck, selling Thrun for a massive profit would be easy.

This thought experiment describes the process of seeking out value and minimizing risk when making digital investments. Since Thrun looks like a good investment at 4.5, a downward trend represents a good opportunity to add to your position. Nothing about the analysis has changed, and a lower price minimizes risk even further.

The MTGO market is vast, it's lucrative, and it's predictable. I maintain an excellent collection online that pays for itself by shrewd value investing and speculating. You can "freeroll" your MTGO account, too, and all it requires is an understanding of how and when markets move. Take a look at my archives to understand more about investing in MTGO.

-Matthew Lewis

Rerun: Introduction to Painting

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Dear Readers,

I have recently sprained my wrist and am not able to complete the project for this week's article. So what would have been a thrilling story about painting a Solemn Simulacrum has been changed to a repeat of my very first article. I have been meaning to repeat this article for a while now, for those of you who joined in the middle of the series, and now seems as good a time as any. The bad news continues however, when I state that there will be no article next week either as I will be out of town for a significant portion of the coming days. In the mean time, make sure you keep practicing. If you would like a challenge, try painting a Sun Titan, there are some very deceptive colors in the sky. Thank you for your patience and enjoy your summer!

-Mike

The Painters Servant

Introduction to Painting

You probably all know that one guy at your local shop who can alter cards. The guy who painted the Eye of Sauron on the Sol Ring and has a Dark Tutor with Darth Vader on it. His EDH general is border-less and even though you act like you don’t notice, you do. You may have thought about trying it yourself, but you are too afraid to ruin your cards. The more financial minded of you have probably thought about how the alteration would effect the price of the card. If you have thought either of these things then please keep reading.

Before we get into things, I think a quick introduction is in order. My name is Mike, I've been playing Magic for upwards of 6 years now. I've not won any kind of major tournament, there are no PTQ top 8's to my name (though I did take down a GPT once), and as a player, I'm VERY average. My greatest accomplishment so far in Magic was when somebody saw a card that I altered, and liked it so much he paid me to make one for him. He then told his friends, and a couple of them also commissioned me for a couple of cards. I wish I could say that this snowballed into an in-home business, but it hasn't. It has however continued enough to allow me to play for Magic for free. Sound good? Let's get to the good stuff!

What are the Benefits?

Well, as I stated above, if you practice enough you could become the go to guy for commission work in your area. The other benefit being that you have yet another way to “pimp” your decks. Consider that almost every EDH deck runs a Sol Ring but up until recently there had never been a foil version. That left you with either trying to get one from Alpha or having a drab mud-colored white-bordered card sticking out from amongst your otherwise shiny deck.  For those of you who care, this is a big deal. For those who are just happy to have a Sol Ring, hang with me. As for the price, well I have seen an average of 40% percent increase in the cards value when I sell them.

But I'm not an Artist....

Whenever people see my cards the first thing that comes out of their mouths (after they ask “did you do that?') is that they “don't have the talent”. This is false. I have always maintained that if you can write with a pen, you can paint. It does take a bit of practice though, and in some cases a touch of direction, which is where I come in.  Let's jump in shall we?

Tools of the Trade

There are a number of things that can be helpful when painting, but this list will only show you the most basic necessities. I don't want to price you right out of the game before we start.

Paint – I use Liquitex brand acrylic paint. This can be found in a starter set at your local craft store for around $20. The set will include red, green, yellow, blue, black, and white.

Brushes -  This is subject to preference, but for the purposes of this list, I like to use a flat blending brush, Size number 4 or smaller. These can vary in price from $2-$12, I haven't noticed a difference in quality so feel free to go cheap. It helps to have two or three different sizes though.

Canvas – You'll notice that I mount my cards on a 4in x 6in canvas. These aren't necessary but you do want to find something to mount your cards on. Anything from cardboard to scrap wood will do. The goal is to be able to pick up your card without touching it.

Paint Thinner – A small bottle should be like $4. This is a necessity for keeping your brushes clean.

Tooth Picks – Your most dangerous tool. The hope is that you'll only use it to clean up edges. A hundred tooth picks might cost you a dollar.

2 Small Cups – One for tap water, and one for paint thinner. Dixie Cups will work.

Paper Towel – Always handy...

For Starters...

Choose a bulk common to practice on. Something with a simple design, perhaps with a small range of color. Basic lands work perfectly for this. Find yourself a clear surface to work on. Be sure to use newspaper on anything that is not going to be primarily a designated paint area. Make sure also to have good light to work with. Use your white paint to create a primer layer. While that's drying use the paint and your knowledge of the color wheel to try and match the colors on the card. Remember that it wont take very much paint to cover such a small area. The idea is to train your eye to see through the illusions created by the colors at work (such as the one pictured)  Don't be discouraged, this is the most difficult thing about altering any card but it can be mastered with some practice. Experimenting will lead to more learning than reading a guide will ever do. Speaking of guides, join me next week when we “Go for the Throat”.

The Painters Servant

(Pauper) Cast | CommanderCast S3E10

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This week, CommanderCast has completely run out of money and as a result we're talking about Pauper Commander. In a world of only common cards, how does the landscape of Commander games change? Andy has this format variant explained to him by Donovan, Carlos, and guest host Adam Styborski. The rule set variations, acceptable rarities for Commanders, strategies that run on no money, and strictly Pauper tech are all discussed.

If you need more Commander-related content, check out http://commandercast.blogspot.com/ for articles, videos, and more!

This week's full show notes can be found here.

Click the play button to listen, or download the entire episode!

Insider: Figuring Out Fifth Dawn

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Fifth Dawn was the third set in Mirrodin and was inexplicably focused on getting people to play all five colors. In the abstract, this is fine, but this was in a set full of artifacts that gave you advantages for running them. It would be like if Onslaught Block culminated in a set focused on super-powered spells instead of really good Tribal creatures...

Oh, wait.

Well, we got a few worthwhile Sunburst spells and a few really good sorceries in this set. Fifth Dawn brought a serious slew of great artifacts and some of them still clock in at more than a couple bucks. Let's look at the set!

Acquire

The artifact Bribery is a big hit in EDH, getting giants like Blightsteel Colossus and hitting their owners. Woe to the guy who gets hit with Acquire while packing Mindslaver, because that thing is coming right back at 'em. It hasn't hit Bribery's $8 yet, but I wouldn't be surprised to see it move up a little. You can still find them in dollar bins now and then.

$1.50

Auriok Champion

Folks seem to like Soul Warden and this is a pretty good edition. It can block the relevant colors all day long and it's really hard to get rid of. The Champ is a good reminder that you can't underestimate the appeal of lifegain for casual players.

$3.00

Beacon of Creation

Back when Tooth and Nail was rampaging, Jamie Wakefield became a proponent of a deck called Joshie Green. It was a ridiculous and shamefully bad deck that happened to trash everything that people brought to events. It would lead off with an Elvish Pioneer into a turn 2 Blanchwood Armor on it. The third turn might see a Beacon for four tokens. People would gripe all day long when their tuned Tooth decks were losing to Jukai Messenger with Might of Oaks tacked on. Beacon still sees a bit of casual attention because a lot of green decks are good at putting out piles of Forests and then attempting something relevant. Beacon is also understandably crazy with things like Skullclamp and Grave Pact.

$2.25

Beacon of Immortality

For some reason, lifegain is pretty awful in Magic. The mana/life exchange is something like 1/1.5 or ridiculous like that. Martyr of Sands was an anomaly because you could actually gain over ten life for two mana. Beacon is also on the verge of playable lifegain, and it gets a lot of love in Commander with its doubled life totals to begin with. Beacon is also a total kick when combined with False Cure, killing someone on the spot. It's been reprinted in Tenth, but it's still in demand.

$2.50

Beacon of Tomorrows

A lot of Commander players get this bad idea where they want to run all these Time Walks and Beacon is a superb one. If you have all the mana in the world, you can use Planar Portal with this Beacon and get infinite turns. Nobody will play with you again!

$1.25

Beacon of Unrest

The best part of Beacon of Unrest is that, like Rise from the Grave, this targets any graveyard. Casual players can reanimate anything they just killed. This makes it much more versatile than most of the color's reanimation, and it can crucially pull back expended artifacts. That Oblivion Stone or Dreamstone Hedron comes back for more amusement.

$1.75

The Bringers

These cards, collectively, run about the same amount. They are good fun in 5-color EDH decks, but cannot appear in anything that's not rainbow because of their alternate casting cost. The White bringer is great at recurring Mindslaver, while the Black bringer gets you a Vampiric Tutor each turn.

$1.25-$1.75

Cranial Plating

As if Affinity was not already too good, along came Cranial Plating. Any Ornithopter or Blinkmoth Nexus could hit harder than a Craw Wurm. If you blocked it and they had BB up, it just went to someone else to kill you anyway. Cranial Plating is still stupidly good in any Affinity application. It's one of the few commons that's actually worth money, so I suggest digging them out of boxes; four-packs are pretty popular on Ebay.

$1.00

Crucible of Worlds

Crucible is noteworthy for being the only “You Make The Card” winner that doesn't totally suck. Crucible is actually incredible, whether it is giving you a Fetchland each turn, making Mishra's Factory come back, or Strip Mining someone into frustration. Crucible was reprinted in Tenth, but it is highly desirable anyway and is the most expensive card in the set. Crucible will always find a willing buyer. I am more than a little surprised that it was not reprinted in M12, because it would drive a lot of people to crack packs.

$15.50

Doubling Cube

There are a lot of accelerators for EDH, and people who tend to run Omanth or Cabal Coffers like the Cube. The numbers on the card are a little too harsh for competitive formats, but you can easily get big piles of mana with it in slower, casual formats.

$1.75

Engineered Explosives

Engineered Explosives are huge because of Trinket Mage and Academy Ruins. One gets the sweeper out, the other brings the sweeps back over and over. EE is a common card in Legacy and it's still valuable, despite dropping from the $15 heights of Extended. With Modern turning into a “thing,” I expect EE to pick up a bit in price. Combined with Ruins, it is seriously punishing against weenie strategies.

$8.75

Eternal Witness

Witness has been huge since it was printed. Maybe its only downside is being a human and not an elf. It recurs with Crystal Shard, it comes back from Profane Command or Primal Command, and it brings value all the time. Eternal Witness is in huge demand, and unfortunately, you're not likely to find this in someone's junk box. Everyone knows how good the card is. Put yours in the binder, already!

$4.00

Joiner Adept

The Adept is great for people who want to be utterly greedy with their manabases. Or for people who want to tap their Oasis for mana. I'm not sure why the Joiner is worth more than bulk, but she's apparently loved enough for her ability to fix bad deckbuilding!

$1.25

Magma Jet

This burn spell is one of the premiere red burn spells, since it sends those useless lands back to the bottom of your deck when you really need to rip that last five points of damage. It doesn't do enough damage on its own to really be worth it, but the card selection means that Jet will often be doing more than it appears to.

$1.00

Mephidross Vampire

While researching this article, I saw what this guy was priced at and thought “ha! That has to be a fluke.” Nope, this card is actually worth more than a few bucks, and I'm not sure why. It was played in Tooth and Nail with Triskelion to wipe the board, but there are better Tooth kills these days. My best guess is that people really like turning their critters into Sengir Vampires. This is definitely one to scout for in junk rare boxes and binders!

$4.50

Mycosynth Golem

Another card that I'm unsure of its real application. Sure, it makes artifact creatures come down, but are there really that many people with golem decks that want to cast their guys for free? Aren't artifact decks more concerned about drawing cards than playing their guys, since they'll never get manascrewed anyway? Fifth Dawn is full of surprises and this is certainly one.

$7.50

Paradise Mantle

You're getting a Bird, he's getting a Bird, everyone gets Birds of Paradise! Color fixing can be hard for nongreen decks to come up with, and Paradise Mantle does a fine enough job of making it happen. It also combines well with the untappers from Lorwyn block. Casual players love free artifacts – did you know that Spellbook was the most-liked card in 7th Edition? Paradise Mantle is also worth digging out, since it has a lot of fans.

$1.50

Silent Arbiter

When it comes to controlling weenie hordes, Silent Arbiter is great. They send in their elf, you send in your Titan. Repeat every turn for effect. Though it's not as definitive as Platinum Angel, it's nearly half the cost in mana and it makes a fine enough blocker on its own.

$1.25

Staff of Domination

Despite being banned in Commander, the Staff is still the engine of choice for casual players who want infinite combos. Toss it in with Rofellos or Metalworker and Staff will draw up your deck, blank the opponent's blockers and net you infinite life.

$6.50

Vedalken Orrery

An Orrery is a diagram of planets in their motion. It's also a way to give all your creatures Flash and sneak artifacts out whenever you get the chance. That makes it popular in Commander, especially because it's relatively inexpensive to cast.

$2.75

Vedalken Shackles

Occasionally, you'll see Shackles come up in Legacy in monoblue decks. They do a great job in taking your opponent's toys, especially when you feed their guys to Miren, the Moaning Well. It's casual crack, too. Anyone nefarious enough to play monoblue control as a casual deck is also sure to want four of these.

$8.50

That's it for Mirrodin Block! We've gone through a lot of cards in this block, and we'll see that Champions of Kamigawa doesn't come quite up to Mirrodin's power level. It's still full of hits like legendary Dragons and time-consuming Tops – we'll look at them all, next week!

Until then,

Doug Linn

Ready to Form Voltron!

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"From days of long ago, from uncharted regions of the universe, comes a legend; the legend of Voltron, Defender of the Universe, a mighty robot, loved by good, feared by evil. As Voltron's legend grew, peace settled across the galaxy. On Planet Earth, a Galaxy Alliance was formed. Together with the good planets of the solar system, they maintained peace throughout the universe, until a new horrible menace threatened the galaxy. Voltron was needed once more. This is the story of the super force of space explorers, specially trained and sent by the Alliance to bring back Voltron, Defender of the Universe!”

In case you didn’t know, Nicktoons brought back the classic 80’s show under the name Voltron Force. The premise of the show is basically the same as Power Rangers. Power Rangers basically stole the entire structure of their show from Voltron. So, there are these five robotic lions that can combine into one giant fighting robot called Voltron. This cartoon has a cult following and the new one will too when it catches on.

Wait, you wanted to hear about Magic? Well, luckily for you Magic relates to other awesome things too! The phrase building or playing “a Voltron deck” is catching on in Commander circles. It basically just means that your commander is going to win the game by using enchantments, equipment or some other way to pump it. You make one guy this unstoppable force and use that to win the game.

The thing is, that is not just a Commander deck, we can do that in Standard too! Last week I mentioned about the new UW Puresteel deck. The goal of this deck is to get a bunch of equipment in play and suit up one of your guys to an unstoppable force. The deck plays all the best equipment and all they need is to do is get it equipped to one creature.

The UW Puresteel deck, now known as Voltron!, is tricky to play and to play against. I have some tips for playing this deck so you can get started. Take a look at my version and then we’ll dig into the deck.

Voltron!

Untitled Deck

Creatures

4 Puresteel Paladin
4 Squadron Hawk
3 Trinket Mage
1 Kemba, Kha Regent

Spells

2 Mox Opal
4 Preordain
4 Dispatch

Equipment

1 Swiftfoot Boots
1 Basilisk Collar
3 Flayer Husk
4 Mortarpod
1 Sword of Body and Mind
2 Sword of Feast and Famine
2 Sword of War and Peace
1 Sylvok Lifestaff

Lands

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

Sideboard

1 Spellskite
4 Kor Firewalker
3 Dismember
4 Flashfreeze
2 Negate
1 Revoke Existence

My version is almost an exact copy of the 10th place deck from the Seattle Starcity 5k. Here are two different versions to look at also: 4th place and 12th place from the Cincy Starcity 5k.

Many players see this deck list and immediately think the goal is to play Puresteel Paladin on turn two every game. If you do not have Puresteel Paladin in your opening hand, use that Preordain to try to dig to it. These two thoughts are flawed and will result in many losses with this deck. Certainly there will be times where it is correct to play Puresteel Paladin on turn two but that is the exception not the rule. To get the most value out of Puresteel Paladin there are two times when you should be playing him. The first is on turn three when you have a Flayer Husk so that you can draw a card immediately. The second is on turn four or five once you have played a bunch of equipment already. Let’s consider this sequence of plays:

Turn one: Play Flayer Husk

Turn two: Play Mortarpod

Turn three: Play Sword of Feast and Famine

Turn four: Play Puresteel Paladin and another equipment to draw a card. Then equip all the equipment in play for free to the Flayer Husk and swing.

Wow, talk about value. You even get to play something else after combat as long as your attack was successful. Puresteel Paladin is the captain of the deck. He comes down to direct the team into an unstoppable force. Basically, play Puresteel Paladin and form Voltron!

This deck is a versatile aggro deck that is quite capable of killing you out of nowhere. The living weapon equipment is deceptively good because they are almost two for ones. Your opponent does not want to kill them but if they don’t, you can just equip them up and kill them. If your opponent does kill the germ token, you can capitalize on that because you just play another guy and you still have that equipment in play. Whichever way your opponent plays is good for you so force them to spend removal on your germ tokens!

With Flayer Husk, Mortarpod, Trinket Mage, and Squadron Hawk in this deck, it has been reminding me of Vampires. The card advantage these creatures give you are similar to cards like Bloodghast, Gatekeeper of Malakir, and Arc Trail. While they are very different cards, their function is the same. Just like in Vampires where you typically do not play Kalastria Highborn on turn two, the same goes for Puresteel Paladin. Certainly there are cases where you do play both of those cards on turn two but they mostly involve hands that do not have another two cost creature.

Speaking of Squadron Hawk, the card is one of the main reasons I like this particular version. It's just amazing card advantage. Not only do you have pesky germ tokens, but a never ending swarm of flyers as well. This deck seems like a nightmare for a control deck with all this built in card advantage. Aggro should have a rough time keeping up with your constant stream of threats as well. Most games you can basically stall for as long as it takes so you can find a sword or Puresteel Paladin. Even if your opponent blows up one of your equipment, it should not be that detrimental because you have lots of other ones to replace them with. Avoid equipping the Puresteel Paladin so he can avoid removal as much as possible. The longer you keep him in play, the better your chance to win the game.

If you decide to play this deck, you should know that sometimes you are just playing a bunch of sub par cards. There will be games where the only thing you draw are Flayer Husks, Mortarpods, and Preordains that show you more lands and more copies of those two cards. This does not happen often because you can dig with Preordain and because you do have Puresteel Paladin and the swords as well. Even those hands with all the living weapons, if you draw any one of the swords, your opponent must shift gears to deal with the creature immediately. The more swords you draw the better but you need creatures to equip them to so make sure you keep that in mind when you are using Preordain.

Another thing about this deck that is quite important is the art of the mulligan. I think any hand with five lands is an auto throw back with this deck and four lands is questionable as well. You always want your focus to be gaining metalcraft, not because you actually need metalcraft all the time but because it means that you have played a bunch of equipment. Then, if you have a Puresteel Paladin or Dispatch, they become amazing.

So, since we want so few lands in our opening hand, how many lands should the deck actually run? That is a tough question and I have been torn about the correct answer. Usually I run more lands in my aggro decks than other players because hitting your first three or four land drops is so important. With this deck however, you really only need to hit three mana at some point in the game. I think that means you want twenty two lands not twenty three. For the moment I still have the twenty three but I may cut one for something like Oblivion Ring. Ideally, I would like to have two Oblivion Rings in the main deck somewhere because it deals with so many problems. The question of the exact number lands necessary won't be apparent until I get to play some more with the deck.

What about matchups?

Aggro:
Against any other aggro deck you want to take the control role, not because you are actually controlling the game but because you are stalling the game. In basically any matchup you want to be playing your living weapons first so that you get in the way of their guys or they use their removal on the germ tokens. If you can stall the game out long enough and win the attrition war, then all you should have to do is equip all of your equipment to one guy (a.k.a. form Voltron) and win the game in a swing or two. Tempered Steel seems like the hardest of the aggro matches because their guys are so big. If Oblivion Ring manages to squeak into the deck somewhere that would help, but I think there should definitely be three Revoke Existences in the sideboard to help out this match. Those revokes do help against Pyromancer Ascension and Birthing Pod as well, but that is just a bonus.

Control:
Against any control deck such as Caw-Blade or Blue Black Control, you want to keep the pressure on as much as possible. Keep getting more guys onto the battlefield and clogging it up with your equipment. One of the most important things about the control matches is not getting blown out by Spell Pierce. That card is quite bad for this deck. I think that if my opponent was showing one blue mana, I just wouldn't risk playing one of my swords. You can always try to bait them with a living weapon first then sneak in a sword, or play your Trinket Mage instead. Spell Pierce can blow you out so play conservatively against a deck that might be packing it. Post board, do not over extend because most decks are running Day of Judgment in the sideboard but not main deck.

Combo:
Combo decks like Valakut and Splinter Twin might pose a problem. Sure you have Dispatch so you save them for only the must kill creatures, but there is not much in the form of disruption. Sword of Feast and Famine is always a good thing to have against someone trying to win the game with a combo so more of those would probably be necessary in the sideboard, but that is still not enough. This is the type of deck where running Mana Leak or Unified Will from the board will really catch your opponent of guard. Most of the things you want to be countering should be taken care of with Flashfreeze but there other options to think about. With these two deck especially, you cannot afford to hold back for fear of something like Pyroclasm or Slagstorm because if you do you will lose to the combo. You can get blown out but it is a risk you must take. Something like Spellskite might even be necessary depending on how hard you feel the matches are.

Based on the matchup analysis, here is a tenative sideboard for the deck. Make sure you adjust it for your expected metagame.

Untitled Deck

Sideboard

2 Revoke Existence
2 Oblivion Ring
4 Flashfreeze
2 Sword of Feast and Famine
2 Kor Firewalker
3 Dismember

Even if you don’t want to form Voltron on your own, make sure you are prepared to play against it at your next tournament.

“Activate interlocks! “

“Dyna-therms connected. “

“Infra-cells up; mega-thrusters are go!”

“Ready to form Voltron!”

Until next time, “Let's go, Voltron Force!”

Mike Lanigan

MtgJedi on Twitter

Jedicouncilman23@gmail.com

Insider: Digging Deep into Modern

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Before we begin, there’s one thing we need to clear up.

ZOMG BUY RAVNICA LANDS

If you read my initial article about Modern (which I’m assuming you did since it was included in the e-mail link), you had to have known that was coming.

Now that we have that out of the way, let’s move on. As I’m sure you all know by now, Modern was confirmed by Aaron Forsythe at Comic Con, and that leaves us in a great position to buy into Modern.

One of the things that makes Modern so attractive to invest in is that it’s more than a (probable) PTQ format that very few people are buying into yet, though that reason alone makes it a solid investment. But more than that, what Modern has going for it is that it’s a new “Eternal” format, one that doesn’t take Tundras to compete in. This means it’s going to carry demand beyond the typical PTQ season level. There are plenty of players who were priced out by the Legacy boom that want to play Eternal, and Modern is likely where they’re going to turn.

I realize I probably haven’t said anything new to you yet, but I intend to change that with this article. This is not meant to be a definitive starting point for Modern (my previous article covered that, as well as other authors on QS this week), nor is this by any means comprehensive. What I’m going to do today is to try to dig deeper into the format and find some gems that haven’t seen any price movement yet that will become major players. You won't find any Mutavaults or Bitterblossoms here, those should be common knowledge at this point.

As such, treat these as much more speculative than other investments. The money QS has made you on all the other Modern staples (or the Dark Confidants I suggested picking up on April 28th) will cover these speculative buys, and even just a few of these working out will cover the rest.

With Sword of the Meek banned, a great starting place for the Modern metagame is to look at the successful decks from Extended two years ago, which was Mirrodin-forward.

With that, let’s dig in.

Flagstones of Trokair

This card peaked at more than $4 on Ebay, and is now around $2, and can be picked up in trades for even less. Along with Plated Geopede and Steppe Lynx, the Boros Landfall deck could kill opponents on Turn 3, and all its best starts involved a Flagstones. Removed another two years from its $4 price tag, $6-7 seems attainable for this card. Pick them up now for cheap.

Meddling Mage

A card that sees fringe play in Legacy and no play in Standard, yet might have a home in Modern. It was heavily played in Extended two seasons ago, shutting down combo decks in Bant shells while helping to apply a clock. I’m not sure how popular this card will be, but it seems like it could be a reasonable sideboard card in UW Mystic decks. Don’t go crazy, but keep Meddling Mage in mind.

Ethersworn Canonist

Another very effective hate bear that shuts down Elves, Living End and Hypergenesis. The perceived value on this card is rather low, despite it’s commanding a $3 pricetag on Ebay. Another card to target in trades.

Boom / Bust

Boom Bust Zoo was a real deck, using Bloodbraid Elf (another card to pick up now) to cascade into this, either Booming your land and one of their own fetchlands (which they then crack in response), or Busting all the lands in play and leaving them with at least an Elf. The Cascade triggers on Boom/Bust due to Boom being 2 mana, but allows you to play either mode, in case you weren’t aware.

Don't be surprised to see these bust out at a Modern tournament near you.

Pick these up for under a dollar and they could see some movement to $3-5 if the deck takes off.

Ranger of Eos

Ranger climbed to $8 on Ebay during its time in Standard, and currently goes for about $2. A solid reload option for Zoo decks (which I expect to be huge in Modern), Ranger could pretty easily climb back up to $5 and beyond.

Engineered Explosives

Another card down nearly 50% since its high of $15. With Zoo decks being so powerful, one of the best options for a control deck to catch back up is going to be Explosives. Watch out for this card in trades, as many people undervalue these powerful artifacts from the original Mirrodin block.

Sunken Ruins (and friends)

Buy in hard on filter lands and Sunken Ruins. Not only is Faeries likely to be a real deck, but the cycle of Filter lands in general is going to be heavily played in Modern alongside the Ravnica Shocklands, in addition to their inclusion in Commander decks.

River of Tears

See above.

Elspeth, Knight Errant

See: Finisher, Zoo, Kibler. Being a planeswalker that I wouldn’t be completely surprised to see a reprint in the next few years, Elspeth 1.0 is a very great option as both a finisher in Zoo decks and a value card in Control decks. Nothing not to like here.

Scapeshift

Find the players who still have these left over from last Extended season and kindly take them off their hands. With both aggro and Blue combo versions of Scapeshift performing well two seasons ago, there’s nothing to suggest they won’t do the same again.

Firespout

Pretty much just the best sweeper available at its mana cost. This power uncommon has topped out at $2 on Ebay in the past, and while it’s printing in Commander hurts the price a little, it’s a great card to be on the lookout for, since you can get it pretty much for free right now.

Aven Mindcensor

This quirky bird from Time Spiral block shuts down Scapeshift decks (and makes Fetchlands really annoying). It’s not ever going to be huge, but it will be great trade fodder if Scapeshift is a major player.

Blood Moon

A huge number of decks are just going to be cold to this card, including Scapeshift and most control decks. It’s seen $5 on Ebay before, and will easily eclipse that if the metagame becomes friendly to Mountains. Also look at Magus of the Moon.

Hypergenesis

I’m only including this because it’s not currently banned, though I still suspect it will be.  This was possibly be the more degenerate deck compared to Dark Depths/Foundry, and with that deck out of the format, Hypergenesis is very well-positioned out of the gate. If Hypergenesis dominates the format early, look for a move to the next card.

Chalice of the Void
This is the best answer to Hypergenesis, as well as Living End. It's easy to play for any deck as sideboard hate, and a number of decks can play it main to lock out opposing decks. Solid prospect.

Cloudstone Curio

This curious Ravnica rare shot up to $4 after seeing play in Combo Elves, allowing you to go infinite with Primal Command, and with it sitting at a dollar currently, this seems like a safe target. On that same note, stock up on Glimpse of Natures.

Doran, the Siege Tower

Doran decks went in and out of style, but it’s still powerful enough to build a deck around (and it makes your Stoneforge Mystics into 2/2s!)

That’s where I’m at with my list of “next-level” investments. All the really insane buys on Shocklands and Bitterblossoms are likely gone now. The fact remains that 80-90% of the Magic community still doesn’t know that Modern has been confirmed (and many don’t even know what it is), so there is still plenty of time to invest in the staples of the format, you’re just looking at a lower profit margin at this point.

Once the good buys on those cards are gone, I’m certain some of the cards on this list are going to experience heavy jumps, and we’ll be ready. I’m planning on picking up all of the above cards on sight in trades, and I expect you’ll do very well for yourself if you do the same.

Did I miss anything, or do you have some hot tips for Modern? Let us know in the comments or forums!

Thanks,

Corbin Hosler

@Chosler88 on Twitter

Prediction Tracker
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Digging Up Innistrad: Part I

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Magic 2012 has been released, which means that if you're like me you've already got your eye on Innistrad. A few cards have already been discovered by the rumor community, and both they and the setting point in one direction: the graveyard. As those of you who are Commander veterans are well aware, recursion is the name of the game in this format, which makes the graveyard an important zone to abuse utilize.

Haters Gonna' Hate

When every deck is using the graveyard as an integral part of it's game plan, graveyard hate gains a lot of power. Because grave-hate is best used in response to recursion, repeatable graveyard exiling, such as Scrabbling Claws, Phyrexian Furnace, Withered Wretch, or the new(ish) Scavenging Ooze are best. The fact that these are so cheap to use makes them great rattlesnake cards. Who wants to be the one to get hosed by making you use them?

Relic of Progenitus at first looks very similar to these cards, but the vast majority of the time you'll also rely on recursion, so while you can play around it better, it's still not exactly what most decks are looking for. Options that can only exile a certain subset of cards, such as Myr Welder or Necrogenesis, are effective if you know what you're up against, but dangerous in an undefined metagame. Still, all of these are purely defensive cards, and the very best hate is incidental. Bojuka Bog fits effortlessly into your mana base; Shred Memory is usually a tutor; The Mimeoplasm is a huge threat with combo potential; and Stonecloaker allows you to reuse creatures' enters-the-battlefield abilities.

Between truly incidental graveyard hosing and cantripping options, you should be able to debilitate your opponents' game-plans without severely crippling your own, but for some reason, people always seem to run too little. It's not that nobody understands its utility; most decks pack a piece or two, but more that these 'do-nothings' are often first on the chopping block when you have trouble cutting enough cards. That's fine. Deck building in the abstract is difficult, but when a spot opens up these utility cards should be the first to go in.

The Window

So that's all well and good, but why bring this up now?

It's about to change.

Innistrad seems to be graveyard-based, and as such should have a larger than normal quotient of strong Commander cards. [card Mystical Teachings]Flashback[/card] spells have extra utility and are inherently stronger in a long game; Lhurgoyf-style effects scale both with game length and number of players; and cards that work from the 'yard are easier to get value out of in multiplayer. In discussing Odyssey's design lessons, Mark Rosewater noted that it was hard for players to keep track of a lot of different aspects at once (such as battlefield, hand, and graveyard). This effect is only multiplied when you have more people to keep track of, and Vengeful Pharaoh is a lot better when somebody doesn't realize it's there.

Beyond that, people usually play a higher percentage of cards from the most recent set than from others because everybody wants to try out their new, shiny toys. Just look at how many Scars of Mirrodin cards we had running around right after its release as opposed to now. With this huge influx of graveyard-centric cards, people will be forced to pack more grave-hate. That means that now, before Innistrad's release, is going to be our last chance for quite a while to build a deck that plays entirely out of the graveyard.

The Skeleton

To make use of our graveyard we need two major classes of cards: cards that get stuff into the 'yard, and cards that make use of what's there. Today we'll cover how we're going to fill the yard with goodies, but make sure to check back next week for more on how to make use of these tools (and who ought to lead the effort). There are a few different options for this role depending on what colors we end up in, but more likely than not a given build will end up running a mixture of them:

Tutoring—Black, Green





The first place to look for graveyard abuse is the tutors. Much like conventional tutors, they'll let you find just the right card for the situation. Because they're either limited to the subset of cards that function from the graveyard, or require additional cards to do anything meaningful, you can get the effect for a much more reasonable price. When you're using another card with the tutor, the opportunity cost is essentially that: a card for a card. Entomb is like Vampiric Tutor, Buried Alive is like Congregation at Dawn, and so forth. The synergy breaks down when you find independently useful cards, at that point you just saved a ton of mana.

Self-Mill—Blue, Black, Green, Colorless








If Entombing is tutoring, then milling is drawing, a fact that the Dredge mechanic from Ravnica: City of Guilds emphasizes. To this end mill falls on the opposite side of the spectrum: it won't get you exactly what you want, but it will give you a whole lot of good stuff to work with. For better or for worse, there aren't enough Dredge cards to make a Commander deck that plays like the Legacy namesake, but more conventional mill cards still make for hyper-efficient draw spells once you can make good use of your 'yard. Compare Traumatize to Tidings for a second. Yeah.

It's also important to note mill's interaction with top-of-library tutors like Worldly Tutor or its [card Mystical Tutor]mystical equivalent[/card]. While building your own Entomb isn't all that exciting, a little bit of extra value never hurt anybody.

Discarding—All Colors






Unlike milling, discarding cards lets you pick and choose what you put into your 'yard, and it's generally the fastest way to bin something. This makes it the method of choice for strategies like fast [card Reanimate]reanimation[/card], but it forgoes one of a graveyard strategy's greatest strengths: card advantage. Discard can be useful to rush out a combo if that's how you roll, or as a mitigated cost for something inherently powerful, but usually it shouldn't be at the top of your list for Commander graveyard strategies.

Looting—Blue, Red, Colorless






"Looting" plays out much the same way as discarding, but trades speed for card advantage. As casual Commander is a very slow format, this is almost always a reasonable trade-off and as such looting is much more powerful in the format. When a card in the bin is as good as one in the hand, you'll be more than happy to turn Merfolk Looter, Thought Courier, and [card Looter il-Kor]Looter il-Kor[/card] into a squad of two mana Archivists. Then again, who needs cards in hand? Why not Dredge something up then pitch it back to make yourself some sort of Tome Scour on a stick?

Sacrifice—All Colors







Finally, we come to sacrifice. While sacrificing your permanents isn't a very effective graveyard filling method (after all, you already had to get the cards onto the battlefield somehow), it can do great things in conjunction with Dawn of the Dead or Corpse Dance, and gets extra value out of [card Sedraxis Specter]unearth creatures[/card]. On top of that, having a few sacrifice outlets is never a bad idea when you're [card Necromancy]necromancing[/card]. It sucks to have an It that Betrays that you just gave the Breath of Life answered, but I'd much rather have it back in the ground where I can bid it “Rise from the Grave” than off converting Swords to Plowshares.

Great, now that we have all of these tools to fill the graveyard we can finally get to the fun stuff! Let's start off with–actually I'm not supposed to deliver a twenty page manifesto for a column that most of you will read in one sitting.

So I guess there's always next week! For now, I hope you've enjoyed this look at graveyard hate and enablers for a graveyard-based Commander strategy. Next time I'll be back with all sorts of fun stuff to bin, and a few Legendary creatures who are just dying to lead an army of the, well, dead. I'll be out of town when this article goes live, so I may not be able to respond to your comments right away, but rest assured that I'll read all of them when I get a chance. Feel free to share your favorite cards or experiences having to do with the graveyard, your thoughts on the article, or anything else!

Happy brewing gravedigging!

Jules Robins
julesdrobins@gmail.com
@JulesRobins on Twitter

Competitive Commander Archetypes: Update Part II

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Following on from Part I yesterday, here are the remaining archetype updates!

Sharuum the Hegemon
Without wanting to repeat myself to much, a lot of what was said under Arcum Dagsson applies with Sharuum the Hegemon. However, there are a few cards I do want to touch on.

New Toys

  • Treasure Mage: A great addition to the deck, largely because it can tutor for a tucked Sharuum, if the worst were to occur. Otherwise it's finding win conditions, and you can simply never have too many tutors in Commander.
  • Sword of Body and Mind/Sword of Feast and Famine/Sword of War and Peace: If you're running the Stoneforge Mystic package (and you should be) then these are nice additions to the deck. Feast & Famine has proved itself time and again in competitive play, while War & Peace can turn what seems like card advantage into something very negative indeed.
  • Adaptive Automaton: Included for completeness' sake, I'm not sure what to make of this little guy yet. I really like him, but haven't found a home for him just yet. In time an idea will come; if you have one, stick it in the comments!
  • Phyrexian Metamorph: An absolutely bomb in a Sharuum deck, it's the second artifact after Sculpting Steel to allow you to 'combo-off'. We will absolutely find a home for it.
  • Tezzeret, Agent of Bolas: The perfect home for Tezzeret 2.0. We must run this guy, 100%.
  • Buried Ruin: It's the reason why we're going to include Intuition in this new build. If you intuition for Crucible of Worlds/Academy Ruins/Buried Ruin, you give your opponent no good options. No good options sounds pretty good to me.

Old Hats

  • Thada Adel, Acquisitor: While she's great, especially in multiplayer games, she's more a sideboard card. I'd bring her in if my opponent is playing Islands, but otherwise leave her to the side.
  • Rhystic Study: I've found, as have people I've spoken to, that this card is just too easy to play around. [Editor's Note: I will always pay for it. Always.]
  • Diabolic Edict: I think the deck has enough removal and disruption to afford losing one more card, although it's hard to be happy about it. Sometimes Diabolic Edict just gets you out of corners no other card would. Regardless, we need to make room.
  • Shadowmage Infiltrator: We now have so much tutoring in the deck that straight card draw isn't as necessary. I'll probably live to regret this one go, but the fact that Johnny isn't an artifact himself means he gets cut.

Here's the new decklist.

Sharuum the Hegemon

Commander

1 Sharuum the Hegemon

Creatures

1 Sphinx of the Steel Wind
1 Inkwell Leviathan
1 Scarecrone
1 Wurmcoil Engine
1 Magister Sphinx
1 Sphinx Summoner
1 Memnarch
1 Trinket Mage
1 Sundering Titan
1 Treasure Mage
1 Blightsteel Colossus
1 Stoneforge Mystic
1 Duplicant
1 Master Transmuter
1 Solemn Simulacrum
1 Treasure Mage
1 Phyrexian Metamorph

Artifacts

1 Everflowing Chalice
1 Dimir Signet
1 Chimeric Mass
1 Relic of Progenitus
1 Grim Monolith
1 Orzhov Signet
1 Voltaic Key
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Sword of Feast and Famine
1 Sword of the Meek
1 Mindslaver
1 Lightning Greaves
1 Sculpting Steel
1 Darksteel Forge
1 Mimic Vat
1 Azorius Signet
1 Minds Eye
1 Mana Crypt
1 Sol Ring
1 Mana Vault
1 Pithing Needle
1 Senseis Divining Top
1 Brittle Effigy
1 Expedition Map
1 Thopter Foundry
1 Crucible of Worlds
1 Sculpting Steel

Enchantments

1 Seal of Cleansing
1 Power Artifact
1 Artificer's Intuition

Planeswalkers

1 Jace, The Mindsculptor
1 Tezzeret the Seeker
1 Venser, the Sojourner
1 Tezzeret, Agent of Bolas

Instants

1 Path to Exile
1 Swords to Plowshares
1 Enlightened Tutor
1 Pongify
1 Esper Charm
1 Vampiric Tutor
1 Mystical Teachings
1 Thirst for Knowledge
1 Intuition

Sorceries

1 Demonic Tutor
1 Wrath of God
1 Revoke Existence

Lands

1 Celestial Colonnade
1 Terramorphic Expanse
1 Temple of the False God
1 Vault of Whispers
1 Seat of the Synod
1 Ancient Den
1 Reliquary Tower
1 Tolaria West
1 Arcane Sanctum
1 Evolving Wilds
1 Volraths Stronghold
1 Maze of Ith
1 Academy Ruins
1 Marsh Flats
1 Drowned Catacomb
1 Glacial Fortress
1 Cabal Coffers
1 Boseiju, Who Shelters All
1 Reflecting Pool
1 Mishras Workshop
1 Wasteland
1 Eye of Ugin
1 Urborg, Tomb of Yawgmoth
1 Strip Mine
1 Command Tower
4 Island
3 Plains
3 Swamp

Erayo, Soratami Ascendant
Erayo is a funny one as we largely want cantrips and cards that help us make the Erayo flip as early as possible and protect it. Luckily, there are a few cards in the past few sets that help us manage that.
New Toys

  • Gitaxian Probe: How fanastic is this for Erayo? A manaless cantrip? It's perfect for the deck as it can check (for free) whether it's safe to attempt to flip, draws a card, and adds to the storm count. Bingo.
  • Mental Misstep: Will help us push through the Erayo flip and around removal for no mana. Erayo loves this card.
  • Flusterstorm: Protects Erayo against countermagic for cheap. Amazing.
  • Spell Crumple: Erayo loves counterspells and this is one of the better ones. You really can't underestimate both the literal and psychological advantage that tucking an opponent's commander can give you. It'll make it into the deck for certain.

Old Hats
Taking anything out of Erayo feels like defusing a bomb. What on earth can go? Lets see what we can manage.

  • Rhystic Study: As per Arcum Dagsson.
  • Icy Manipulator: And again, As per Arcum Dagsson.
  • Dream Halls: The asymmetrical effect is a mistake in this deck, so I'm taking it out. I want my opponent's locked down, not free to cast spells, and this is like a massive key for them.
  • Rewind: So tired of this card. Is that a good enough reason? I hope so.

Here's a new decklist. It's a pretty straight swap in-and-out.

Erayo, Soratami Ascendant

Commander

1 Erayo, Soratami Ascendant

Creatures

1 Etherium Sculptor
1 Kira, Great Glass-Spinner
1 Grand Architect
1 Teferi, Mage of Zhalfir
1 Cloud of Faeries
1 Gilded Drake
1 Willbender
1 Guile
1 Trinket Mage
1 Blightsteel Colossus

Artifacts

1 Knowledge Pool
1 Mana Crypt
1 Everflowing Chalice
1 Winter Orb
1 Vedalken Shackles
1 Lotus Petal
1 Relic of Progenitus
1 Grim Monolith
1 Voltaic Key
1 Crystal Shard
1 Meekstone
1 Mox Opal
1 Sapphire Medallion
1 Mishras Bauble
1 Isochron Scepter
1 Chromatic Star
1 Scroll Rack
1 Sol Ring
1 Mana Vault
1 Extraplanar Lens
1 Mox Diamond
1 Claws of Gix
1 Expedition Map
1 Tormods Crypt
1 Pithing Needle
1 Senseis Divining Top
1 Urzas Bauble

Enchantments

1 Land Equilibrium
1 Propaganda
1 Arcane Laboratory
1 Mystic Remora

Instants

1 Muddle the Mixture
1 Mystical Tutor
1 Sunder
1 Hinder
1 Snap
1 Mana Drain
1 Brainstorm
1 Flusterstorm
1 Gitaxian Probe
1 Mental Misstep
1 Spell Crumple
1 Capsize
1 Blue Suns Zenith

Sorceries

1 Personal Tutor
1 Fabricate
1 Bribery
1 Preordain
1 Merchant Scroll
1 Ponder

Planeswalkers

1 Tezzeret the Seeker
1 Jace The Mindsculptor

Lands

1 Svyelunite Temple
1 Seat of the Synod
1 Maze of Ith
1 Remote Isle
1 Tolaria West
1 Mishras Workshop
1 Ancient Tomb
1 Wasteland
1 Crystal Vein
1 Academy Ruins
1 Reliquary Tower
1 Minamo, School at Waters Edge
1 Lonely Sandbar
1 Halimar Depths
1 Strip Mine
22 Snow-Covered Island

Glissa The Traitor
This deck is worth repeating here largely because it is so fast and so consistent. It can win through Glissa the Traitor as a green-black Rock style deck, but largely wins off the Hermit Druid/Necrotic Ooze combo.

Glissa, the Traitor/Druid-Ooze Combo

Commander

1 Glissa, the Traitor

Creatures

1 Fauna Shaman
1 Kuldotha Forgemaster
1 Hermit Druid
1 Rotting Rats
1 Necrotic Ooze
1 Sylvok Replica
1 Masticore
1 Vampire Hexmage
1 Skirge Familiar
1 Thornling
1 Palladium Myr
1 Pili-Pala
1 Myr Propagator
1 Myr Battlesphere
1 Sundering Titan
1 Duplicant
1 Hex Parasite
1 Bloodghast
1 Blightsteel Colossus
1 Dread
1 Vigor
1 Myojin of Nights Reach

Artifacts

1 Mana Crypt
1 Mana Vault
1 Grim Monolith
1 Sol Ring
1 Lotus Petal
1 Thran Dynamo
1 Gilded Lotus
1 Chrome Mox
1 Mox Diamond
1 Mox Opal
1 Expedition Map
1 Senseis Divining Top
1 Skullclamp

Enchantments

1 Oath of Druids
1 Survival of the Fittest
1 Necropotence
1 Voltaic Key
1 Aeolipile
1 Executioners Capsule
1 Mishras Bauble
1 Moonglove Extract
1 Chromatic Star
1 Ratchet Bomb
1 Smokestack
1 Possessed Portal

Instants

1 Vampiric Tutor
1 Worldly Tutor
1 Chord of Calling

Sorceries

1 Imperial Seal
1 Green Suns Zenith
1 Demonic Tutor
1 Sylvan Tutor
1 Grim Tutor
1 Buried Alive
1 Yawgmoths Will
1 Life from the Loam
1 Dread Return
1 Pox
1 Death Cloud

Lands

1 Okina, Temple to the Grandfathers
1 Volraths Stronghold
1 Hall of the Bandit Lord
1 Dryad Arbor
1 Polluted Delta
1 Cabal Pit
1 Centaur Garden
1 Khalni Garden
1 Nihil Spellbomb
1 Tarnished Citadel
1 Vault of Whispers
1 Dark Depths
1 Dakmor Salvage
1 Strip Mine
1 Havenwood Battleground
1 Overgrown Tomb
1 Bayou
1 Undiscovered Paradise
1 Ancient Tomb
1 Verdant Catacombs
1 City of Brass
1 Wasteland
1 Marsh Flats
1 Gilt-Leaf Palace
1 Llanowar Wastes
1 Urborg, Tomb of Yawgmoth
1 Ebon Stronghold
1 Misty Rainforest
1 Tree of Tales
1 Exotic Orchard
1 Reflecting Pool
1 Crystal Vein
1 Shizo, Deaths Storehouse
1 Cabal Coffers
1 Phyrexian Tower
1 Golgari Rot Farm
1 Pendelhaven
1 Tendo Ice Bridge

Azusa, Lost but Seeking

I'm going to put this here as a placeholder so that I can ask you to submit the most competitive Azusa, Lost But Seeking list! I think mono-green now has more than enough power to make it into the top archtype list, and Azusa is likely the most competitive of the green commanders. If you have a list, please feel free to email me at wrongwaygoback@yahoo.com. I'll discuss the various builds next week!

Insider: Modern Day Miracles

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For weeks and months people (including myself) have speculated on whether or not Modern, or Over-Extended will exist, and if so, what cards will be hot. Well, for one, we now know it will at least exist in some form. Time to assess what we know about it, and what we expect to happen to the important cards. The confirmation came from Aaron Forsythe himself at the San Diego Comicon during the Magic Panel. Modern format can be defined here, for those who aren’t familiar. According to Aaron Forsythe they plan to pursue the format very soon. This can mean a variety of things, and depending on what that is, will impact the price of cards very differently.

There is certainly a possibility that Modern starts out as an MTGO format, piggybacking on much of the success Gavin Verhey has garnered through mtgoverextended.com. I will say that I think movement on MTGO may happen sooner, and quicker, and likely to a sharper degree. The pricing I’ll be discussing will be in relation to paper cards, but most of the logic should apply to MTGO as well.

Is Modern the New-New-Extended? I mean this in two ways, one positive, one negative. Is it literally replacing Extended, which would imply a PTQ Season, and regular Grand Prix events as well as Pro Tours? Or is it the new Extended as the format that never really catches steam outside of the competitive circuits and their corresponding seasons. This is why Extended rarely kept prices spiked up too high. I’m speculating it’s the former. As a person who’s primary focus is Limited I was extremely engaged by Over-Extended while preparing for an event (that i ultimately didn’t play in) our LGS held. I also noticed a ton of casual players brewing for it at our store, and the guy who won it was one of the stronger EDH players at the store who doesn’t normally dabble in constructed. People want a new Eternal format. This won’t replace Legacy, it will be a stepping stone into Legacy for a lot of people, likely including myself.

Corbin did a piece on Modern/Over-Extentended speculation here. I assume he’s going to be revisiting this soon, and I’d keep your eye open for it. Also, just this past week Stephen Moss began identifying the potential gainers and breaking them down by color. The best way to make money on this format is to read everything about it you can. I'll be looking at some of the most important cards in the format and some that I think could make you a fair bit of money.

Hypergenesis- Cascading into this card is just silly, and although not banned in Modern’s first birth, I don’t see it surviving long. It’s either going to be too good and quickly banned, or unplayable. The card might move, but I’m not confident enough in it to make a call.

Shocklands- Obviously, these will be a huge part of the format. If so, it’s almost no doubt they’ll be reprinted at some point down the line, but we should find out in Innistrad pretty soon. As a 10-card cycle they’d be spread over a block, and unlikely to eat up 10 rare slots in a modern-day coreset. This means even upon reprinting, you’ll have an opportunity to get rid of them before all 10 see print. I think these are a very safe buy.

Bloodbraid Elf- This card can be found as low as $1, as high as $1.50. If there’s a PTQ season, these will fetch $3, no question. Unlike the other Cascade spells, this does not need to hit a Hypergenesis to be good. Giving Jund two drop options like Tarmogoyf and Dark Confidant (which are already too expensive to move on en masse) makes it a pretty resilient Mid-Range deck.

Thoughtseize- Speaking of Jund (and Faerie’s) the sweetest hand-disruption spell since Hymn is going to see a ton of play. This will hit high 20’s easily. In its Standard PTQ season in Faeries, it brought up to $25 retail.

Dark Confidant- Not a lot to say here, going to be a huge player, and will likely be hitting Tarmogoyf range pretty soon. Not prepared to pick a number on this, but I don’t really think its too late to try to buy a ticket on this train. I just want 4 so I don’t have to buy them later, but I might be upset at myself for not trying to get more.

Mutavault- I put this up on the Prediction Tracker a day before the Modern Format was confirmed at the Comicon. This was purely on speculation in Legacy as the development of both Merfolk and Stoneforge Control has the best tools (see: Stifle, also on Prediction Tracker) to deal with Hive Mind. Mutavault is also going to be an auto-include in a Stoneforge Deck, as well as any other ‘Fish’ deck. There is some risk that Inkmoth Nexus proves to be a better option, as the creature type bit is not relevant in non-Merfolk decks. Although I don’t expect that to happen, I at least want to present the counterpoint.

Stoneforge Mystic- We all know what she can do. Tutoring is such a silly ability, as is putting power permanents into play without vulnerability to counterspells. I’m not saying anything new here, this card is damn good. If you didn’t buy in on these when they came down, you need to hurry, even without Modern as a format, these will see play in Legacy for-eh-ver.

Mental Misstep- When Misstep was printed I made some of my most notable calls about price adjustments. Did you know this? Mental Misstep will never be reprinted. Yup. Are you surprised to hear that? Yeah, I know. It’s never going in a coreset with Phyrexian mana in its cost, and unless the Phyrexians are just travelling plane-to-plane bringing Phyrexian mana with them elsewhere, it likely wont appear in a regluar printed set ever again. While we may see it in Event Decks or Multiplayer product, this Uncommon is going to hold an appreciation by the existence of a new format. It will be played in any control deck that hopes to exist. This will see $5 or more at the right moment.

Muddle the Mixture- This is my cute-speculative play. These can be found on Ebay well under $1, but much higher than your bulk common. Tutors are hard to come by, and this is a tutor a Blue deck can get behind. It will be a tutor for Prismatic Omen in a Scapeshift deck, but can also grab Jitte, Stoneforge Mystic, Dark Confidant, and Tarmogoyf.

Jace, The Mind Sculptor- If you’ve been following the cycles almost everyone on this site has been screaming, you’re making money on this guy all the time. He’s going to come back up, and not just due to this format, but also his extreme importance in Legacy, and evergrowing relevance in Vintage. Also, another card that we can safely say will never be reprinted.

What does Modern mean to you? Anything I left off? The main strategy is to focus on cards that have protected downsides by their inclusion as Legacy Staples. If you want to put some eggs in a higher-reward investment, pick a smaller card and go for volume, like Muddle the Mixture, It's not going down, and that's for sure. Just make sure to keep your transaction costs down for something like this. But a lot in bulk from a dealer, and see if they will cut you a price break. Good luck racing for the best deals!

Chad Havas
@torerotutor on Twittera

Competitive Commander Archetypes: Update Part I

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A while ago I wrote about the Top 6 Competitive Archetypes in Commander. Since then we've had several sets come out, including Mirrodin Besieged, New Phyrexia, Magic 2012, and the new Magic: The Gathering Commander decks. So, it's time to update the old lists with new cards. For each decklist I'll itemize "New Toys", Old Hats, and post up fresh decklist to try. Remember, these are one-on-one decklists, and as such may not work as well in multiplayer play (though they should do alright).

Zur, The Enchanter
Zur, The Enchanter has been a pretty finely tuned deck for a while. The deck is simply so good at what it does, and does it so fast, that any changes can compromise the deck more than improve it. However there are some options.
New Toys

  • Phyresis: Poison kills are seen as pretty cheap by a lot of Commander players, but a win is a win. This takes the damage you need to inflict with Zur down to just 10, which is pretty quick however you look at it. The difficulty is that is just so fast that do you really need to use it?
  • Glistening Oil: Again, grants infect, but is also a pseudo-removal spell. However the speed is so slow that you'll rarely make an impact with it.
  • Personal Sanctuary: One-sided effects are generally interesting in Commander. This works nicely with Earthquake effects, but the main thing Zur would want is for it to negate the downside of Necropotence, which it doesn't. As such it doesn't do much for this archtype.
  • Phyrexian Unlife: I can see a lot of blowouts coming for people who try to run this card. Drawing 40 cards with Necropotence, then having Phyrexian Unlife killed with a Krosan Grip. 0 life? Good Game. Zur doesn't need to take these kinds of risks.
  • Psychic Surgery: Now here is a card I can get behind. It neutralises the 1-mana tutor spells that form the core of every competitive Commander deck, and it does so for 2 mana. It brings a downside to every fetchland activation your opponents try, and the best thing is that it exiles the cards so they're rarely coming back (no Eldrazi for you!). I think it deserves a place.
  • Spirit Mantle: Protection from creatures is an interesting effect and well worth considering, especially if we can give Zur vigilance, as he becomes an unblockable, impassable killing machine. We might try to find a spot.
  • Swiftfoot Boots: The new Lightning Greaves, they cost an extra mana to wear but mean we can cast our auras directly onto Zur without fearing removal. They definitely make it into the deck.
  • Command Tower: The perfect Commander mana fixing card, this land will make it into every deck that isn't mono-coloured.
  • Vow of Duty: If your opponents are playing a great deal of Control Magic effects, this might be a tempting option, as it prevents you from being attacked by your own Zur, or can be used to semi-lock down an opponent’s creature. However, in one-on-one I don't think it's strong enough to knock out anything we already have in-deck.

Old Hats

  • Voltaic Key: Although it's cute with Mana Crypt and Mana Vault, it's just not doing enough in this deck. It has synergy with two cards out of 100 in the deck and that's simply not enough. Out it goes.
  • Luminarch Ascension: Primarily for multiplayer play, in all other cases it's just too slow. This deck is tuned for one-on-one play, so lets keep it that way (and make it better).
  • Dismiss: I love the card advantage this brings, but the idea of tucking an opponent's commander with Spell Crumple as our second Hinder is just too tempting. As such this is the counterspell to go. It's a touch choice as well.

New List
My old list had a terrible mana base, basically because I didn't have all the right lands on MtGO, and I tend to post the lists I play. Here's a better manabase. It might be one or two lands short, but what to cut?

Note that the Flickerform is in the deck due to Diplomatic Immunity not being available on MtGO. If you can play Diplomatic Immunity instead, I'd recommend that over Flickerform.

Zur the Enchanter

Commander

1 Zur the Enchanter

Creatures

1 Auramancer
1 Trinket Mage

Artifacts

1 Mana Crypt
1 Sol Ring
1 Seal of Doom
1 Mox Diamond
1 Fellwar Stone
1 Brittle Effigy
1 Senseis Divining Top
1 Scroll Rack
1 Chrome Mox
1 Mana Vault
1 Crucible of Worlds
1 Isochron Scepter
1 Swiftfoot Boots
1 Mox Opal
1 Pithing Needle
1 Lightning Greaves
1 Lotus Petal

Enchantments

1 Arcane Laboratory
1 Solitary Confinement
1 Daybreak Coronet
1 Stasis
1 Empyrial Armor
1 Angelic Renewal
1 Vanishing
1 Ghostly Prison
1 Phyrexian Arena
1 Journey to Nowhere
1 Psychic Surgery
1 Seal of Cleansing
1 Standstill
1 Aura of Silence
1 Greater Auramancy
1 Steel of the Godhead
1 Land Tax
1 Prison Term
1 Flickerform
1 Copy Artifact
1 Necropotence
1 Mystic Remora
1 Oblivion Ring
1 Spreading Seas
1 Steal Enchantment

Instants

1 Disenchant
1 Cryptic Command
1 Vampiric Tutor
1 Exclude
1 Mortify
1 Swords to Plowshares
1 Hinder
1 Dismiss
1 Muddle the Mixture
1 Mystical Tutor
1 Force of Will
1 Counterspell
1 Brainstorm
1 Mana Drain
1 Enlightened Tutor
1 Go for the Throat

Sorceries

1 Winds of Rath
1 Ravages of War
1 Replenish
1 Retether
1 Armageddon

Lands

1 Flooded Strand
1 Polluted Delta
1 Marsh Flats
1 Scrubland
1 Tundra
1 Underground Sea
1 Drowned Catacomb
1 Glacial Fortress
1 Arcane Sanctum
1 Celestial Colonnade
1 Creeping Tarpits
1 Command Tower
1 Minamo, School at Waters Edge
1 The Tabernacle at Pendrell Vale
1 Maze of Ith
1 Riptide Laboratory
1 Boseiju, Who Shelters All
1 Hall of the Bandit Lord
1 Reflecting Pool
1 Temple of the False God
1 Ancient Tomb
1 Strip Mine
1 Tectonic Edge
1 Ghost Quarter
1 Wasteland
1 Ancient Den
1 Seat of the Synod
1 Vault of Whispers
1 Lonely Sandbar
1 Secluded Steppe
1 Bojuka Bog
1 Plains
1 Island
1 Swamp

Azami, Lady of Scrolls
There are a lot of different Azami, Lady of Scroll builds. Some win by stroking an opponent out, some win by finding the right Combo package efficiently and quickly, some win by milling opponents. Either way, you're looking for Wizards to fill out Blue's third-favourite tribe and new counterspells. Here are some options.
New Toys

  • Azure Mage: I like the repeated utility of Azure Mage, and it combos nicely with Training Grounds (1U: Draw a card? Sure!), however in a competitive format it feels very, very slow. Worth considering.
  • Jace's Archivist: Jace's Archivist will definitely make the deck. He's just so strong, and so broken, with Mind Over Matter in play, where you can effectively draw a new hand for every blue you have open. He truly enables the mill strategy, if you're unafraid of those nasty Eldrazi.
  • Lord of the Unreal: Kira, Great Glass-Spinner is a Spirit, not an Illusion, which is unfortunate as Azami doesn't play much other than Wizards. If a mono-blue beatdown deck ever becomes viable in Commander, this little Lord should happily make it in.
  • Merfolk Mesmerist: Far, far worse than Jace's Archivist, this guy simply doesn't do enough in the deck. Jace's Archivist provides card advantage, hand disruption, and a viable win condition. Merfolk Mesmerist provides ugly men services for cash on city corners after dark.
  • Mental Misstep: The zero-mana counterspell of choice for one-mana spells, in seriously competitive play this could well be worthwhile as it takes out so many Turn 1 plays, including the most important of all, Sol Ring. Misstepping a Sol Ring must feel like something unbelievable. If that's what you're into.
  • Stoic Rebuttal: Strictly better than Cancel (but let's not argue over that), Commander has so many counterspells that this one's not likely to make it into the deck.
  • Flusterstorm: Note that it only counters instants and sorceries, making it probably worse than Spell Pierce. It does a nice job of protecting you from storm shennanigans for a single mana, and can win the counter-war as well. It'll definitely make it into Erayo, but here I'm not so sure.
  • Riddlekeeper: A nice add for a mill strategy, but it suffers as it's not a Wizard. Unlikely to make it into the deck.
  • Spell Crumple: 'Tuck' effects are brilliant in Commander, and this one is no different. A second Hinder will always be accepted in any competitive deck.
  • Jace, Memory Adept: If you're going to go the mill route, there are worse options than Jace 3.0. At the worst you play him out then start drawing cards. The ultimate is ridiculous with Consecrated Sphinx in play.
  • Consecrated Sphinx: One of the best - if not the best - card drawers in Commander, Sphinx deserves a spot in the deck however it turns out. Left unmolested for a single turn usually means winning the game.
  • Knowledge Pool/Omen Machine: These two cards solidify the Teferi plan by locking your opponents out of the game forever. I think I'd prefer to play Knowledge Pool over Omen Machine, but if your main plan is to slam Teferi then win, you'd probably want both.
  • Sphinx of Uthuun: I'd be all on the double-sphinx plan except for the fact that 7 mana is a lot, no matter how you look at it. The effect is so sweet, however, that it's hard to pass up. And yet, I will...
  • Grindclock: Another card that works nicely with Mind Over Matter, it's hard to see how to build around it without a decent amount of proliferation in the deck. Maybe a build will eventual in the future.

Old Hats
I feel the last Azami list I posted was a little untuned and under-powered, and I'll be adding some stock power into the mix as well (ie Mana Drain, Force of Will and Ertai, Wizard Adept). Here are some of the cards I'd extract.

  • Etherium Sculptor: It's nice to power out faster artifacts, but I think the little artificer is misplaced in this deck. Certainly we can use his slot more effectively.
  • Descendant of Soramaro: To be frank, I'd rather have Scroll Rack. One mana compared to four is huge in a competitive environment, and Scroll Rack is a little less likely to be Wrathed away.
  • Inspired Sprite: The effect is a little too cute, considering the actual number of Wizards we're playing. Even a Merfolk Looter would be better than this guy.
  • Cursecatcher: I like the idea of this guy, but in execution he's never as good as you want. 1 mana is just too easy to play around in Commander.
  • Last Word: It's okay, but we're powering up our counterspells in this build and Last Word can't compete with Mana Drain or Force of Will.
  • Lotus Petal: We simply don't need it.

New List
Here's a new build.

Azami, Lady of Scrolls

Commander

1 Azami, Lady of Scrolls

Creatures

1 Jaces Archivist
1 Consecrated Sphinx
1 Riptide Director
1 Sower of Temptation
1 Magus of the Future
1 Willbender
1 Patron Wizard
1 Teferi, Mage of Zhalfir
1 Venser, Shaper Savant
1 Tidespout Tyrant
1 Myojin of Seeing Winds
1 Sigil Tracer
1 Palinchron
1 Glen Elendra Archmage
1 Arcanis the Omnipotent
1 Fatestitcher
1 Memnarch
1 Ertai, Wizard Adept

Artifacts

1 Scroll Rack
1 Crystal Shard
1 Gilded Lotus
1 Extraplanar Lens
1 Sol Ring
1 Memory Jar
1 Planar Portal
1 Mox Diamond
1 Knowledge Pool
1 Candelabra of Tawnos
1 Voltaic Key
1 Grim Monolith
1 Mana Crypt
1 Sapphire Medallion
1 Mirari
1 Senseis Divining Top
1 Coalition Relic
1 Mana Vault
1 Scroll Rack

Enchantments

1 Power Artifact
1 Mind Over Matter
1 Future Sight

Planeswalkers

1 Jace, the Mind Sculptor

Instants

1 Mental Misstep
1 Force of Will
1 Mystical Tutor
1 Snap
1 Brain Freeze
1 Counterspell
1 High Tide
1 Cryptic Command
1 Pact of Negation
1 Blue Suns Zenith
1 Rewind
1 Mana Drain
1 Capsize
1 Turnabout
1 Hinder
1 Brainstorm
1 Forbid
1 Fact or Fiction

Sorceries

1 Merchant Scroll
1 Relearn
1 Ponder
1 Beacon of Tomorrows
1 Personal Tutor

Lands

1 Lonely Sandbar
1 Riptide Laboratory
1 Reliquary Tower
1 Tolaria West
1 Seat of the Synod
1 Minamo, School at Waters Edge
1 Maze of Ith
1 Strip Mine
1 Wasteland
26 Snow-Covered Island

Arcum Dagsson
Arcum Dagsson had a swift kick to the baby-makers in the last round of Oracle updates. Essentially, the "turn-off" clause of the Winter Orb text was removed, and now Winter Orb simply reads "Players can't untap more than one land during their untap steps.". As the willful manipulation of Winter Orb was a the heart of the deck, this means Mr. Dagsson has suffered a rather large drop in power level.
However, that is not to say he can't still kick arse. Arcum still relies on artifact mana rather than land mana, and there are few cards that help push the old man over the edge thanks to the latest artifact block. In fact, the main problem with Arcum is now what to include! There are so many options for the old man that we need to seriously unpack them. I've tried to split the discussion of what to include in Arcum vs Sharuum up a little, otherwise it was getting a little repetitive. The main difference is that Arcum wants (a) to lock up the board, and (b) to tutor for non-creature spells. That means that living weapons rise in stock value.

  • Unwinding Clock: Any deck running Winter Orb and relying on artifact mana to get out of a jam will want Unwinding Clock. It seems to have a bad reputation as "not doing enough", but believe me that when it is doing something, it's winning the game, which makes it more than worthwhile.
  • Batterskull: This lad seems like a total bad-ass in a Arcum Dagsson build, to the point of wondering how you could not be running this. Arcum just loves living weapon, and although he can't sac the Germ tokens (a shame), the rest is all gas.
  • Bonehoard: Bonehoard runs a slight second place to Batterskull, but as Arcum will generally see at least one creature hit the graveyard (with more to follow), Bonehoard seems a natural choice. I wouldn't be surprised, in fact, to see a living-weapon based Arcum deck with one of each of the living weapon cards.
  • Caged Sun: Yes another form of the Mirari, Caged Sun is one of those cards that helps send mono-colored decks into overdrive. I love the idea of tutoring this into play on Turn 2 or 3.
  • Crown of Empires/Throne of Empires/Scepter of Empires: A really interesting set of cards. They seem totally underpowered, but Arcum's ability to tutor all three into play seems worthwhile. I can only image what having an active Crown and a Vedalken Shackles in play at the same time feels like.
  • Darksteel Relic: Is there any more broken play in Commander than saccing your Turn 2 Blightsteel Colossus to tutor Darksteel Relic into play? I think not.
  • Druidic Satchel: Druidic Satchel is a strange one, and I keep wondering if it's Constructed worthy. Maybe a home for it can be found in a Commander deck, but I think it adds more value to a Green deck than a Blue one. Something to bear in mind for the future.
  • Ichor Wellspring/Mycosynth Wellspring: It's a pity Arcum has to sacrifice creatures, because otherwise these guys would be perfect. Alas, they are not. Great on Bosh, not so much here.
  • Liquimetal Coating: With this in play Arcum can force any non-shrouded/hexproof creature on the board to be sacrificed, which is a pretty frightening ability. Not sure it's worthy of a slot, however.
  • Mimic Vat: Sacrificing a creature, only to slip it under a Mimic Vat, is just the type of play we want to make, as it provides future gas for Arcum Daggson with zero downside.
  • Myr Welder: It's an interesting and unique ability that also helps us shut down opposing Arcum decks and Sharuum decks. More likely to be a sideboard card, for those that run them.
  • Phyrexian Revoker: In a format where cards are run in the multiples, Phyrexian Revoker is gas. However in a singleton format, much like Meddling Mage, he (she? has anyone asked the Revoker its gender?) loses a lot of power.
  • Precursor Golem: Three dudes for Arcum to sacrifice for the price of one seems... unfair? Unfortunately he's one of these high-risk / high-reward type spells I can't seem to want to play. I just want high reward.
  • Spellskite: I can really get into Spellskite in a prison deck, even though the number of combat tricks and other spells it could get in the way of is limited. It does a nice job of protecting a General from spot removal and costs very little to get out there.
  • Sundial of the Infinite: Dagsum runs Tangle Wire and Smokestack in deck, so Sundial is not completely out of the question.
  • Swiftfoot Boots: We really want Arcum both protect and tapping as early and possible and these little boots certainly help us out. Highly considered, but space is tight and we already have Lightning Greaves.
  • Thopter Assembly: Now here's a lot of Arcum fodder I can get behind. A very real win condition and permanent making machine. A worthy addition to the build.
  • Kuldotha Forgemaster: A second tutor effect in the deck is worthwhile, especially as the Forgemaster can fetch out creatures.
  • Torpor Orb: Torpor Orb is probably a worthwhile addition to the deck, largely because we don't run too many "enters the battlefield" effects.
  • Steel Hellkite: I've included this because it allows blue to remove various difficult permanents it might otherwise had problems dealing with.
  • Hex Parasite: The perfect card for Smokestack builds as it has a very unfair interaction with it. Depending on how your friends play, they might not let you use a card with black phyrexian costs in its activated ability in a mono-coloured deck, so check with your friends first.

Old Hats

  • Icy Manipulator: With the interaction with Winter Orb dead, Icy Manipulator is good, but not great. We're already running the much cheaper Voltaic Key, so we don't particular need this any more.
  • Mind's Desire: The original list I posted included Mind's Desire, but it's on the banned list, so it's going to have to come out.
  • Ornithopter: We have Memnite, and once we start chaining together tutors cards like this become worthless, so I think having only one in the deck is just fine.
  • Time Spiral: We're already running Timetwister, so the heavier mana Time Spiral can come out. The land untapping ability is nice, but not crucial.
  • Contagion Engine: We'll keep in Contagion Clasp but leave out the engine, largely because the deck has very little counter interaction. Tangle Wire and Smokestack are the two most important, but by the time we get the Engine fired up, we're probably already winning. Time might prove me wrong on this one.
  • Silver Myr: We have better ramp than this, and he's so sensitive to removal, that he can go.

New List
Here's a list. Sundial of the Infinite it tempting, but I'd more cards that work well around it to want to play it (eg. Hive Mind/Pact of Negation combo).

Arcum Dagsson

Commander

1 Arcum Dagsson

Creatures

1 Master Transmuter
1 Thopter Assembly
1 Memnite
1 Etherium Sculptor
1 Karn, Silver Golem
1 Copper Gnomes
1 Spellskite
1 Sundering Titan
1 Myr Sire
1 Scarecrone
1 Trinket Mage
1 Hex Parasite
1 Duplicant
1 Filigree Sages
1 Memnarch
1 Solemn Simulacrum
1 Myr Retriever

Artifacts

1 Spine of Ish Sah
1 Planar Portal
1 Vedalken Shackles
1 Possessed Portal
1 Darksteel Forge
1 Grim Monolith
1 Caged Sun
1 Voltaic Key
1 Contagion Clasp
1 Crucible of Worlds
1 Meekstone
1 Claws of Gix
1 Mana Vault
1 Expedition Map
1 Gilded Lotus
1 Tangle Wire
1 Nevinyrrals Disk
1 Smokestack
1 Mana Crypt
1 Sol Ring
1 Pithing Needle
1 Winter Orb
1 Senseis Divining Top
1 Candelabra of Tawnos
1 Mindslaver
1 Nuisance Engine
1 Lightning Greaves
1 Batterskull
1 Memory Jar
1 Bonehoard
1 Torpor Orb
1 Everflowing Chalice

Enchantments

1 Mind Over Matter
1 Power Artifact
1 Future Sight

Planeswalkers

1 Tezzeret the Seeker

Instants

1 Mystical Tutor
1 Mana Drain
1 Intuition
1 Thirst for Knowledge
1 Capsize
1 Fact or Fiction
1 Hinder
1 Force of Will

Sorceries

1 Time Stretch
1 Fabricate
1 Timetwister
1 Transmute Artifact

Jhoira of the Ghitu
Jhoira of the Ghitu has a number of new bombs to power out fast, including some of the most ridiculous creatures to see play (such as Jin-Gitaxias, Core Auger). As long as giant creatures that do unfair things are being printed, Jhoira will keep on improving.
New Toys

  • Jin-Gitaxias, Core Auger: One of the most over-the-top creatures ever printed, Jin-Gitaxias is the lovechild of Timetwister and Mind Twist. Getting this out fast means winning, full stop. And that's what Jhoira is best at.
  • Urabrask the Hidden: I kinda like the big lunk in a Jhoira deck, especially hardcast the turn before cards start to come out of suspend. Yes, your cards already have haste, but locking down an opponent's board so your cards can hit is equally important.
  • Blightsteel Colossus: Other than Eldrazi, this is the go-to aggro card for Jhoira. Few cards can deal with it and it can bring the pain very, very fast.
  • Deceiver Exarch: Many blue-red decks like to run the Pestermite/Kiki-Jiki, Mirror Breaker/Splinter Twin combo. This is another piece of the same puzzle, thereby providing even more consistency to a powerful deck.
  • Avatar of Slaughter: It's interesting in multiplayer commander, but I'm not a big fan of effects that are as bad for your as they are for your opponents. I'm afraid I'll be giving it a skip.
  • Chancellor of the Forge: A good end-game card for any token strategy, he just doesn't quite fit the bill for Jhoira.
  • Chancellor of the Spires: I would never, ever, ever use its ability to mill your opponent, because in Commander that's basically giving them free cards. However the enter-the-battlefield effect is pretty sweet, especially when hitting an opponent's Sunder, Time Stretch or Blatant Thievery.
  • Furyborn Hellkite: If we could rely on getting damage through early, we'd be happy playing this. Unfortunately we can't, so the Furborn Hellkite gets a miss.
  • Karn Liberated: Dropping a quick Karn seems like a fine way to end (or restart) a game. Also fits neatly with Jhoira's theme of Exiling cards for effect, if you're into that kind of Vorthosing.
  • Phyrexian Ingester: A second Duplicant is never a problem,
  • Sphinx of Uthuun: Wow, now this is a card Jhoira can get behind. Drop into play, draw 3 or more cards? Fantastic. Quite an efficient beater as well.
  • Homeward Path: The last thing Jhoira needs is to have her fast fat stolen away, and Homeward path is an excellent card to ensure that doesn't happen.
  • Nin, the Pain Artist: An interesting General, included here simply because of the colour combination. Unfortunately she doesn't work all that well with Jhoira, but certainly something to keep in mind.
  • Chaos Warp: This is definitely a card we want to play as we can generally get something of high value when targeting ourselves, or use as instant removal in a pinch.
  • Quicksilver Amulet: As we're playing so many high-mana creature cards, having a another way to power them out fast is extremely useful.

Old Hats

  • Mindwrack Liege: Not as fast as Jhoira herself, even if Jhoira's been killed once already, I think this can be dropped.
  • Deep-Sea Kraken: It's a little slow unless playing multiplayer, and as we're tuning for 1v1 play, we can drop it like a dead dog.
  • Brand: Overtaken by the re-usable Homeward Path.
  • Smoke: It's a nice effect but I think it can go.
  • Akroma, Angel of Fury: She's been taken over by other fatties, and as the only Morph in the deck people will see it coming a mile away. Out.

Here's an updated list. All those high-mana cards make me plotz.
New List

Jhoira of the Ghitu

Commander

1 Jhoira of the Ghitu

Creatures

1 Pestermite
1 Kozilek, Butcher of Truth
1 Ulamog, the Infinite Gyre
1 Kiki-Jiki, Mirror Breaker
1 Deceiver Exarch
1 Magus of the Moon
1 Sundering Titan
1 Greater Gargadon
1 Artisan of Kozilek
1 Ulamogs Crusher
1 Jin-Gitaxias, Core Auger
1 Niv-Mizzet, the Firemind
1 Inkwell Leviathan
1 Teferi, Mage of Zhalfir
1 Pathrazer of Ulamog
1 Blightsteel Colossus
1 Sphinx of Uthuun
1 Consecrated Sphinx

Artifacts

1 Mana Vault
1 Mana Crypt
1 Senseis Divining Top
1 Sol Ring
1 Mindlock Orb
1 Everflowing Chalice
1 Lightning Greaves
1 Quicksilver Amulet
1 Winter Orb
1 Izzet Signet
1 Thran Turbine
1 Memory Jar

Enchantments

1 Splinter Twin
1 Blood Moon
1 Back to Basics
1 Curiosity
1 Mystic Remora
1 Future Sight
1 Stasis

Planeswalkers

1 Jace, The Mind Sculptor
1 Karn Liberated

Instants

1 Mystical Tutor
1 Evacuation
1 Sunder
1 Rewind
1 Mana Drain
1 Hinder
1 Chaos Warp
1 Cryptic Command
1 Capsize
1 Reiterate

Sorceries

1 Savor the Moment
1 Time Warp
1 Temporal Manipulation
1 Capture of Jingzhou
1 Walk the Aeons
1 Beacon of Tomorrows
1 Devastation
1 Ancestral Vision
1 Decree of Annihilation
1 Blatant Thievery
1 Recurring Insight
1 Time Stretch
1 Insurrection
1 Deep Analysis
1 Exclude
1 Obliterate

Lands

1 Scalding Tarn
1 Forgotten Cave
1 Lonely Sandbar
1 Evolving Wilds
1 Remote Isle
1 Homeward Path
13 Mountain
15 Island

Join us tomorrow for Part 2!

Grand Prix: Pittsburgh City Primer

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From August 26th to the 28th, Pittsburgh and Professional Event Service (PES) will be hosting the first Grand Prix in the city since 2002. That year, the team of Justin Gary, Zvi Mowshowitz, and Alex Shvartsman won the Onslaught Team Limited event. This year features the Standard Format, and it's shaping up to be one of the largest Grand Prix in history! It will also be the last stop before Pro Tour: Philadelphia, making it the perfect place to stop through on the way to the Pro Tour. Since the Grand Prix only lasts 3 days, you will need to find ways to distract yourself that don't include slinging cards all day. Pittsburgh is a vibrant city with many attractions to see and visit while staying in the Steel City.

Downtown and Strip District

The David L. Lawrence Convention Center is located right in downtown, with the wonderful Westin Hotel attached to the Convention Center. PES has been kind enough to block off a section of rooms for gamers in town for the Grand Prix, so call quickly before the cheap rates are gone! Get there early so you have time to familiarize yourself with the Convention Center and see all the wonderful dealers that will be at the Grand Prix such as EmpireCards.com, Troll and Toad, and StarCity Games. There are many fine restaurants in the vicinity, as well as several classy bars and attractions to see in the downtown area. One of the better restaurants to visit is the Original Fish Market which serves the city's freshest seafood as well as a wrap-around sushi bar that features some of the best sushi in the city. After dinner, I would recommend Bossa Nova Bar to relax and let off some steam before the next day of the Grand Prix. One of the nicest bars in the city, Bossa Nova is a bit pricey, but the service and atmosphere are unique enough to offset the price.

If you are quick enough in the mornings, I suggest taking a short cab ride down to the Strip District and trying to find a seat at DeLuca's. This famous eatery was featured on Travel Channel's Man vs Food as being one of the highlighted places to eat in the entire city. DeLuca's is home to massive portions for a very fair price. Their pancakes are about the size of your average Magic player, so make sure you have room when you visit. Get there early: lines start to form before they even open at 6am! Another featured place to eat from that very same episode is the renowned Primanti Bros. Restaurant and Bar. The sandwiches served there are huge, and the French fries and coleslaw are thrown right into the sandwiches.

Rivers Casino

The biggest draw of the downtown area is the Rivers Casino. Opened in August 2009, it features 3,000 slot machines and over 100 table games. The ranges for their poker games go from 1/3 and 2/4 (and higher, as long as there is interest), and there will almost always be a game going at some level or another. There are also daily tournaments held at Noon, 3pm, and 6pm. There are also many fine dining options at the casino. The Grand View Buffet and Wheelhouse Bar & Grille are two of the most popular restaurants in all of Pittsburgh. There are also several nightlife options at the casino: Drum Bar, Levels, and Spiral Bar are all unique clubs, each with their own theme and atmosphere.

Southside and Station Square

Arguably the two liveliest of places in Pittsburgh are Station Square and East Carson Street in Southside. Station Square is home to the world-famous Gateway Clipper fleet and many nightlife attractions. The Grand Concourse is one of Pittsburgh's most famous landmarks. Around this area are nearly 20 restaurants, with everything from the well-known Hard Rock Cafe and Buca di Beppo to local flavors like Pittsburgh Rare and Steelhouse Saloon. If you are looking for a bit of nightlife, Station Square will be the place to go. The trifecta of Steelhouse, Saddle Ridge, and Bar Room are all connected and all offer something different, so no matter who you are, you can find a location to your liking. Possibly the most popular of Pittsburgh's nightlife locations, Zen and 5ive Lounge are THE locations to find an invigorating atmosphere. Zen is an upscale multi-level nightclub with an Asian-inspired theme; bottle service and VIP treatment at Zen are something I would strongly recommend while you are staying here in Pittsburgh. Directly next to Zen, 5ive Lounge is a more laidback lounge setting, with a dance floor and several VIP booths.

Heading up East Carson Street from Station Square, you come to the shops on East Carson along with all of the dining and nightlife options you could ever want. Some of the more well-known restaurants in the area are Nakama and Fat Heads. Nakama is arguably the best sushi bar in all of Pittsburgh. The seafood is fresh and the happy hour is one of the most popular in the city. Get there early, as it starts to get packed around 7pm and stays that way till closing time! Fat Heads is home to a large selection of massive burgers and sandwiches and the biggest selection of beers in the city. They serve every burger with their home made fries, and every other meal comes with their potato chips that they make right in the kitchen. If you choose to visit Fat Heads, I would recommend coming hungry!

Down at the far end of East Carson Street is the Southside Works, home to the world famous Hofbrahaus. This local brewery is home to some of the best brews in town. The atmosphere is one of a kind, with everyone singing and jumping on tables while enjoying their favorite seasonal flavors. Also in the area is Claddaugh's Irish Pub and the Wine Loft. Each with their own unique atmosphere, they offer some of the best happy hours in the city.

Other Attractions

There are several other attractions that Pittsburgh has to offer. The Carnegie Science Center is right downtown by PNC Park and Heinz Field and is a great place to spend the day. The Carnegie Museum of Natural History and Art is another attraction that some might find more relaxing than the normal affairs. Ross Park Mall has every store you can imagine, and is conveniently located between the city and the Pittsburgh International Airport.

As for places to get your Magic on, I can recommend a few places around the city. In Oakland there is the famous Carnegie Mellon University, otherwise known as CMU. This is the birthplace of one of the greatest magic teams ever, at one point being home to Randy Buehler, Mike Turian, Nate Heiss and many other famous players and WoTC employees. Every Tuesday at 5pm at the student union building, otherwise known as the "O," players gather to draft (with several boasting Pro Tour experience). If you are looking for the best gaming in the city outside of the Grand Prix, this would be the place to go. A bit outside of Pittsburgh is Legions Games. They have some of the biggest turnouts for FNM in the city. If you are coming up from 79, I can recommend the Gaming Dungeon in Washington, PA. The owner Anthony is one of the nicest people you will meet, and they have a great selection of singles as well as a weekly FNM. Another store in the area is called The Vault. Located in Greensburg, PA, it hosts some of the area's larger FNM turnouts in addition to as much booster drafting as you can possibly handle.

I hope this has been very informative for you about Pittsburgh, and what the highlights of the city have to offer. Hope to see you all at the Grand Prix, and good luck!

-Stu Somers
@ssomers55 on Twitter

Insider: Sleepers in Seattle

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This past weekend, SCG Open Seattle took place, won by the toned down but still powerful "birds with swords" strategy. Taking both first and second place, the deck continued to show that it can be a strong contender even without Stoneforge and Jace, the Mind Sculptor. the nice thing about the decks popularity is it will continue to keep the price on Gideon Jura up, since at least two copies were played in each of the lists in the top 8. The biggest news of the week however came from the halls of the San Siego Comic Con, where it was said that they would be moving ahead with the modern format at some point soon.

With that in mind, some of the best blue cards for you to be looking into for modern are included this week, and I'll be keeping an eye out for others as well in the following weeks. The emergence of a new format gives us an excellent opportunity to invest in it before prices get out of hand. As usual, I use TCG player for pricing when buying cards from vendors, since they have an excellent spread of stores you might otherwise overlook. I'll also be including a trade price this week, or the price I would be trying to get them at in trade.

Blue: The color with the highest profit possibilities, just as with Legacy, we'll see the prices on most blue cards be the highest overall, because blue traditionally has the strongest effects. I'm covering it first because I feel that this is the color that will go up in price the fastest, so it's the most important to get moving on.

Remand

Highest price: $1.03 @ Manawerx

Lowest Price: $ $0.95 @ Top Deck Hobbies

Trade Price:$0.50-$0.75

Remand saw tons of play in both standard and extended, and I don't think this format is going to be any different. There is a FNM promo copy of it as well, which you can get for a low of $2.84 from EmpireGamesOnline if you're looking to appeal to the foil market in your area.

Repeal

Highest price: $0.15 @ Manawerx

Lowest Price: $0.10 @ adventuresON

Trade Price: $0.5

While only a common, repeal still finds a lot of demand in a format where there are 1 and 2 drops that are worth bouncing. Don't expect to pull in high profit numbers with this card, but its still easy to trade away a set for $1 or more when people are looking for them.

Rune Snag

Highest price: $0.64 @ Alter Reality Games

Lowest Price: $0.49 @ Anthem Games

Trade Price: $0.25

Another counter that saw a good amount of play, even when it had to compete with mana leak for a spot. Again, not a card that's going to line your pockets, but a set can get you a few dollars, and it will probably see demand as soon as the format is "officially" announced.

Cryptic Command

Highest price: $8.07 @ TJ Collectibles

Lowest Price: $7.19 @ Pastimes

Trade Price: $6.00

Every time this card is able to be played in a format, it sees enough play to warrant a $10 or higher price tag through the entire season. With no word on rotation of sets from Modern, it's looking like this may be one of the "go to" counters for a long time to come. even in the event that sets will rotate, Lorwyn has a long time to go from rotation.$7.19 is an excellent price if you don't already have some.

Trickbind

Highest price: $0.99 @ CCG Unlimited

Lowest Price: $0.80 @ Tabletop Arena

Trade Price: $0.50

Trickbind stops a lot of effects that are going to be very powerful in a format like Modern, and therefore is one of my highest rated "Pick this up now" cards, as I can see its going up in value another 5 times over.

Teferi, Mage of Zhalfir

Highest price: $3.75 @ The end zone

Lowest Price: $2.61 @ Game cafe

Trade Price: $2.00

Teferi saw a decent amount of play, because of his rather powerful abilities. If the format has a large number of control decks, expect this to be one of the cards used in the mirror. I would say they are a safe call to buy a few of if you don't have any on hand, since I doubt very much that they will be going down at any point soon.

Lord of Atlantis (note, these prices are for the Time Spiral Timeshifted copy)

Highest price: $5.65 @ Cape Fear Games

Lowest Price: $2.69 @ TH Collectibles

Trade Price: $4.00

Almost every card used in the current legacy Merfolk deck will be around for modern. I expect them to see some play, and LoA along with them. Another card I would be looking to pick up a few of, you really can't go wrong with them.

Magus of the Bazaar

Highest price: $0.27 @ The Card Nexus

Lowest Price: $0.21 @ Hobby Goblins

Trade Price: $0.10

This is a speculative call, based on the number of cards that already do well in the graveyard, and the bit that the next set has a lot of graveyard mechanics in it as well. The Magus could prove to be a very powerful engine in this format, and I've already bought two sets for my own trade folder.

Nix

Highest price: $0.25 @ Top Deck Hobbies

Lowest Price: $0.18 @ Gamers' Inn

Trade Price: $0.10

In the event that Hypergenesis isn't banned, this could be a very strong answer to the deck, and to cascade strategies in general. At a quarter or less each,  having a few of them can easily net you more profit than that quite quickly.

Venser, Shaper Savant

Highest price: $3.79 @ Untapped Games

Lowest Price: $2.40 @ Gamers Sanctuary

Trade Price: $2.00

Another card that saw play when he was legal in formats, though usually only as a 1 or 2 of. I would expect this to continue, and I would be looking to trade for these rather than buy them. If your area doesn't have any for you to get, it would be worth picking up two or three just to have them on hand.

Mistbind Clique

Highest price: $1.87 @ Gaming Etc.

Lowest Price: $1.59 @ Channel Fireball

Trade Price: $1.00

Faeries will see some play, and Mistbind will see some demand. Keep them and other Faerie staples on hand, because players will find demand for them as soon as the format heats up.

That's about where I'll leave it, since any of the newer cards have fairly stable prices currently. Next week we'll cover Black!

Thanks for reading,

Stephen Moss

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