menu

On Stoneforge: Precon Preordering

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.


Once the news broke late last week that a pair of [card Stoneforge Mystic]Stoneforge Mystics[/card] will be included in the upcoming New Phyrexia Event Deck War of Attrition, the proverbial cat had been quite firmly set amongst the pigeons. When the previous two Event Decks were released, there was a lot of curiosity and speculation. How well were the decks designed? What was the value of the cards included? What affect would that inclusion have on the prices of the individual cards?

It's one thing when the card in greatest question is a long-time staple of a tier 1.5 deck like the Goblin Guide, but another beast entirely when it's the hot-as-blazes Stoneforge Mystic, the stalwart component of the very top-tier deck (Caw-Blade, and its variants). Languishing for some time as a $5 rare, she shot up to five times that amount in a very short time and has remained there ever since. This has become a situation not unlike the From the Vaults, where the sum of the parts is in obvious excess to the sticker price of the sealed product itself. For the other Event Deck, Rot Within, the only card getting any significant notice is a singleton Inkmoth Nexus.

This means that the following two things will occur once the Event Decks are released on June 10th.

1. Some retailers will honor the sticker price, and this will exert pressure to deflate the price of the Stoneforge Mystic

2. Some retailers will raise their retail price past the $24.95 sticker price, and this will exert pressure to stabilize the price of a Stoneforge Mystic, though the increased availability will still force prices in a downward direction

The amount that the first option happens relative to the second option will give you an idea where Stoneforge Mystic will end up, but that's a topic for the keen financial minds who make up Quiet Speculation's Finance team (and who are already hard at work on the matter). Our interest lies more in what the price of the Event Deck will be.

In my ongoing series The Precon Deck Buyer's Guide, I've collected pricing data from seven of today's leading online retailers. I'll be revisiting those same retailers to get an idea of how the market is playing out in this early stage for the New Phyrexia Event Decks.

ABU Games (Boise, Idaho): Abu Games didn't have the Event Deck decks listed on their website. This being the kind of hard-hitting journalism you've come to expect from Magic Beyond the Box, I wasn't satisfied with leaving it there and instead gave the store a call. The clerk I spoke to, I'll call him 'S', didn't know offhand but kindly offered to go find out for me. After a brief hold, 'S' told me that they will not be doing preorders, but that I could expect to see them available for order once they'd been released.

Channel Fireball (San Jose, California): As one of the top retailers, I was not surprised to see both decks already up for order. At time of writing, Channel Fireball is asking $24.99 for Rot Within, the Green infect deck, which is the sticker price, but they've put up War of Attrition at $34.99. No cheap Stoneforge Mystics for you!

Card Kingdom (Seattle, Washington): No prices listed here, either! Their number isn't listed on their website (that I saw), so I used the massive power of the Internet to find it (See: Yellow Pages). This is a bit of a pet peeve of mine as I work for an insurance company, and I know the inability to get a live person on the line can be a major frustration to customers.

Once I called them, like ABU Games I was answered by a live clerk right away, and we'll call her 'M.' 'M' was extremely friendly, and gave me the best customer service I'd receive all day. Per 'M,' Card Kingdom's current practice is to list new sealed product for preorder a month in advance for large releases, and a fortnight in advance for the smaller ones. I next asked her about their expected pricing, and was told that they don't try to mark the products up "that much" over the MSRP.

In other words, we can reasonably expect to see preorder availability around May 27th, and that the price for War of Attrition will quite possibly exceed $24.99.

MTG Fanatic (Houston, Texas): No preorder information here either, and no phone number. I used the Internet again to source a landline for them, and was greeted by a robo-message. "Hello. We are not available now. Please try again."

StarCityGames (Roanoke, Virginia): The other site (besides CFB) that I most expected to see preorder availability from, and I was not disappointed. Like CFB, SCG had inflated their price for War of Attrition to $29.99. However unpalatable that may be to some, there's a silver lining here in that they actually reduced the cost of Rot Within to $19.99. If that's not enough for you, they also offer a package deal: both decks for $39.98. This means that once you add shipping into the mix, you're getting both decks for about retail price, a fair deal and the best on the day.

Troll and Toad (Corbin, Kentucky): No preorder information, making the day disappointingly scant, but unlike most of the others T&T had their phone number easily found on their website. Naturally, I rang them up and after passing through a phone tree (which I don't mind, I appreciate the efficiency increase) I landed on the line of 'T,' one of their customer service agents.

'T' had some surprising (and mildly alarming) news for me: Troll & Toad won't be offering any new sealed product, but instead be focusing on the singles market. I hadn't heard this anywhere, and I wanted some details. No sooner had I pressed 'T' for additional clarification on this policy, a fire alarm went off in their building and 'T' urgently, if somewhat politely, ended the call. For a brief moment, I wondered if I had asked one of the "forbidden questions" and 'T' had just pressed a button on her computer screen to eject from the call, but in all seriousness I hope things are okay down in Corbin.

Amazon (Everywhere): Amazon acts as a sort of mercantile aggregator, giving virtual floor space to a slew of small-time operators. Rot Within was listed with a price of $24.95, but no such luck with War of Attrition: it simply wasn't there at all.

To be fair, we're a bit early with our inquiries, though Channel Fireball and StarCityGames are poised to have the lion's share of early business as the others scramble to catch up. Quiet Speculation will continue to monitor developments both with Stoneforge Mystics and the decks themselves as we begin to feel out this new format. This being only the second set of Event Decks released, it will make for some interesting discoveries!

______________________________

Jay Kirkman

@ErtaisLament

www.ErtaisLament.com

Riding PTQ Waves

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.


Tournament play causes the greatest fluctuation in card price, over short intervals of time. It should be no secret to you that staying up on the current hot decks and hard to find cards is important to trading. I’ve found far too many people ignore the PTQ season factor, especially if they aren’t a PTQ’er themselves. Riding the easily predicted waves of seasonality, allows you to capitalize on both overvalued and undervalued cards.

Now that the craze for the release has ended, it is time to refocus our trade efforts. There are two key factors to be considering for the upcoming weeks and months. In case anyone forgot, we’re smack in the middle of a Standard PTQ season, and rotation is about 4 months away. This creates a unique tension in what type of cards you want to be trading for and trading away. First we’ll talk about a general gameplan to follow, then we’ll dig in to a few cards specifically.

PTQ’s are a huge opportunity to pick up some value off of your trade binder. There will be players who need to finish off their deck, and the immediate necessity allows you to cash in, often above the already inflated pricing. As for any PTQ, having a longbox with your playable commons and uncommons stocked is going to win you more trades than your binder of rares. Organize a box like this if you don’t already have one ready to go before the next PTQ. Showing up early is important to capitalize on this. If you plan to play in the event, arrive early and register your deck as quickly as possible, so you can walk around the room looking for people who need anything.

Before the event starts, you want to sell any cards that you were unable to trade, before the dealers lower their buy pricing. They want to be stocked up on anything they are short on, and will keep their buy prices higher on certain cards early in the day. Find out what they are over paying on so you can trade for it early, and dump any extras you may have.

I plan to get rid of every copy of Splinter Twin I own at the PTQ this weekend. It certainly doesn’t have much room to shoot any higher, and a PTQ is where there’s a market for this card, more than anywhere else. The Splinter Twin - Deceiver Exarch deck can only get worse due to hate, so the time to cash in on this card is now. It’s price has inflated to absurd levels, so if you’ve managed to load up on any of these, it’s time to get out. It’s likely the dealer booths at the PTQ’s will pay decent prices for these, so any you can’t get great trade value for before the tournament starts, I’d go ahead and sell to a dealer booth. Keep in mind, this card rotates from Standard in 4 months, and even Aaron Forsythe the director of Wizards R&D said that the Pit didn’t think it was a real deck. I only see this card dropping from here.

In general, the time to get out of Zendikar block cards is approaching. Anything that has any amount of Standard demand, but is set to rotate soon, is a good option to consider dumping. PTQ season is keeping prices up a bit, and PTQ players and dealers are the best way to get rid of them at maximum value. Gideon Jura fits in to this category, even though he’s suspected to be reprinted by appearing in the Magic 2012 preview trailer.The fact that he can’t be a 4-of in any deck, keeps his price relatively low compared to what one might expect for such a popular planeswalker, and a reprinting will certainly hurt his value. selling or trading these at a PTQ will give you good value, and you can likely replace them in just a couple months time for half the price. Lotus Cobra is another card I’d look to get rid of. While it has applications outside of Standard, it’s value is just about maximized in the RUG deck and the few remaining Valakut variants.

Primeval Titan is expected to be reprinted because there are promo cards announced for 3 of the 5 Titans. Whether it is reprinted, or not, I’d expect Primeval Titan to continue its steady decline. The rotation of Valakut, The Molten Pinnacle, will make Primeval Titan a less than exciting 6/6 Trampler, and the Eldrazi will rotate too, removing the other fringe application of the Jolly Green Giant. While the best time to get out of this card has passed, it’s certainly not going to get any better, so these are getting a prominent slot in my binder, hoping to off them to a needy gamer.

I’ve heard lots of talk about Mono Black Control being a real deck now, and while I have my doubts, I expect people to still be clamoring for the cards for such a deck. I’ve been actively turning rares from M11 into cash like Phylactery Lich, and Nantuko Shade. It’s likely that neither one of these cards is a factor in any MBC deck that pops up, but while people are tinkering with it, I”m happy to get rid of mine while I can.

Part of the dumping of cards facing rotation, is moving into cards that will be around for a while. Hopefully, most of you are already trading for some of the rares Kelly has been recommending. I have a nice stack of Precursor Golems, Etched Champions, Ezuri, Renegade Leaders, both varieties of Crusader, and Slagstorms. As the upcoming year approaches, these cards have little downside, and their playability has already proven itself. Trading into more and more of these doesn’t seem wrong, especially when you’re trading away overvalued rotating cards.

Per Kelly’s recommendation, I’ve also been trading into Consecrated Sphinx, but also the other Mythics of the block, like Venser, Tezzeret, and Koth. While Koth is in high demand at the moment, the other planeswalkers are not, and after Jace rotates, blue players will need a planeswalker to drive their control decks. Collecting a good number of these now, will likely pay off not too far down the line.

In my experience, being well ahead of the rotation is a huge leg up on cashing in at the peak, and Standard PTQ season is the best time to do it.

On another note, Corbin has proposed the idea of a results tracker, and I know Chris has already begun work on implementing it. I’m excited for this idea, and I know you guys will love it. I’m looking forward to both a friendly competition and an amazing resource that will be added to the content here at QS. It’s a convenient time for me to look at some of the predictions I made coming into NPH and see how they’ve done. While it may be too soon to tell on some of my predictions, I’m extremely happy with the calls I made in my recent article about Mental Misstep. While I think I nailed the long term mark for this card at $3-5, two of the cards that I expected to take a hit, have already begun to reflect it. Aether Vial and Candelabra of Tawnos have both dropped significantly at Star City Games buy pricing, and while Time Spiral hasn’t dropped there yet, it’s started to drop on EBay. Candelabra now sits at a buy price of $175 on SCG, and Aether Vial at $8, these are both down 20% since I made that prediction. I look forward to the results tracker because it gives us writers a good chance to be critical of ourselves, and force us to make calls on cards we would otherwise be reluctant to comment on. I really think it will be a great resource.

Best of luck transitioning your trade binder into cards that will be relevant long term, and cashing in on cards that are set for rotation. Hopefully this weekend will not only bring me some profits, but also a blue envelope.

I’ll now be writing weekly, feel free to leave suggestions or feedback here in the comments or over in the forums. Happy Trading!

Chad Havas
@torerotutor on twitter

New Phyrexia Green & Artifact Design Review

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

Welcome back! This is part 3 of 3 for my exclusive, unique, and especially-special design review of New Phyrexia. Green cards, artifacts, that one gold card, and that one land will be reviewed. Are you ready?

Green


The most notable thing about this card is that it can target creatures. This is a serious green removal spell - an instant speed Vindicate. Should this be considered a change in the color pie? I doubt it. I would guess R&D justified the creature targeting to themselves by saying that it gives back a creature. To me, however, it is a violation of green's weakness to the big crazy creatures of other colors. [Note: I read Rosewater's comments on this card after writing but before editing this article. I don't really understand why he thinks this is okay but hates Leeching Bite. Isn't the card that can deal with much bigger creatures the more egregious transgression?]


In my review of Green Sun's Zenith I said there were too many search effects in standard, and adding another one isn't helping. That said, I like this one the best because of the restriction it has - the +1 casting cost on each successive creature you get. Instead of just enabling a universal toolbox, this provides a more complete build-around experience. The need to plan the whole curve makes it a more interesting card than the usual "best creatures only" plan of Fauna Shaman decks.


Really? Didn't I just get done saying there are too many tutor effects? Well, in case Summoning Trap and Green Sun's Zenith were not enough, here's another way to make sure you can cast Primeval Titan every single game. Once again, putting that aside, the design is a perfectly good one for a green card. Finding creatures and getting rid of non-creatures are two Green abilities. I like the cuteness of one ability putting a card on top of your library, and the other putting a card on the bottom of your opponent's. An adorable little symmetry, don't you think? Looking at the cycle as a whole, it's too bad they couldn't make the red one a 5-mana 3/3 that gave +3/+0 or -0/-3 so that they could have one at each cost from 2 through 6.


I love the opening hand ability here. It is an exciting seeming ability that you don't feel too cheated about when the opponent does it to you. What I find savagely disappointing on this card is that the full creature simply has vigilance and reach. Not even trample? Pretty dull. I thought the first abilities were supposed to give you excuses to put cool fatties in your deck, not excuses to put boring fatties into your deck. Pelakka Wurm looks ten-times better than this guy when you hard cast them side-by-side. My guess as to why this happened is that the first ability is so long they couldn't get a good and interesting second ability onto the card. Perhaps the first ability is actually so powerful that they late-game creature has to be unexciting? I mean, if it survives, a 6/7 will win a great many games of magic, so it's not weak by any means, just not exciting.


I would have tried for "put X -1/-1 counters on each creature with flying" on this card. It's Phyrexian, after all, so shouldn't it have a bit more Blackness in the effect? It might have needed two g/p symbols in the mana cost, but that only makes it a more interesting use of Phyrexian mana. I can't help but think of this design as a missed opportunity. Maybe they tried it, and it was too much for what they wanted in this slot.


Some nice cost symmetry on this all-upside Runeclaw Bear. Lots of sets want the two-mana reach deathtouch guy, and this is a fine variation on it - using activations to add decisions for its controller. (When to leave mana up, when to attack even though you want to play another guy - but you're hoping they won't block with their 4/4, for example.)


Getting 3/3s is a pretty good deal on an anti-wrath card. I can imagine quite a few decks and situations where you intentionally walk into a wrath effect because you'll get a better army out of the deal. As I've said before, getting the player to imagine game states is a hallmark of good design. Usually it happens on cards that tell a good build-around-me story, but in this case the card reminds you of all the times when you lost a game due to a wrath effect and you imagine how things would have been different if only you had this. Oh how your enemies would have suffered for their crimes against you! NEVER AGAIN!!! Ahem! Where was I?


Poor Shatter. The "lose 1 life" theme is popping up again here.


This seems like one of the very first infect creatures you would design and which would then be put off by developers in order to manage the slow buildup of power for the infect decks in standard. [Note: Indeed, Mark's article on 5/16 tells exactly this story.]


This is a really cute Green version of Bloodshot Trainee. Makes me want to try and design White, Blue, and Black versions of them. Mini build-around-me cards are very important for limited play. They provide alternate deck types that add a lot of variety for those who do a lot of draft and sealed deck as part of their Magic playing. Of course, even the mini-est of build around me's can have whole decks built around them. If you really want to get your Rube-Goldberg on, you can use a Tormentor Exarch to pump a Greenhilt Trainee, then use that to pump your Bloodshot Trainee to shoot your Phyrexian Obliterator in order to sacrifice all four or your Mortis Dogs (that just attacked) so that you can take 16 life from the guy you just hit for 21 combat damage. You know, if you're into that sort of thing.

Intrepid Trainee, 3W, 2/3. T: Destroy target creature with power 4 or greater. Activate this ability only if... etc.
Gruesome Trainee, 3B, 2/3. T: Return target creature with CMC 4 or less from your graveyard to the battlefield. Activate this ability... etc.
Aether Trainee, 3U, 2/3. T: Put an artifact with CMC 4 or less from your hand onto the battlefield. Activate this... etc.

or perhaps the more obvious:
Healing Trainee, 3W, 2/3. T: Gain 4 life. Activate... etc.
Ritual Trainee, 3B, 2/3. T: Add BBBB to your mana pool. Activate... etc.
Ancestral Trainee, 3U, 2/3. T: Draw 4 cards, Activate... etc.


Green gets an endless stream of pump spells, so when you have the option to Black-ify one a little under the Phyrexia pretense, you grab onto that opportunity and hold on for dear life. Here you can see the result.


More splicers, good, good.


Old timey Magic design would have left off that last line. Old timey Magic design (and I mean really old timey) had a lot of cards like that; "sorry, your deck doesn't do anything anymore, goodbye," but those cards aren't really fun to play with. This card is much more healthy. It still gives you a Phyrexian Unlife effect, it still prevents your guys from being shrunk (and hoses cards like Skinrender and Black Sun's Zenith) but still allows for normal creature combat to take place.


This card gives you 1-for-1 life cost against the opponent's face. Interesting that Green is allowed such a ratio when Red was not. (Or perhaps it's Green that's not getting the good ratio - because all other colors can use this card, and Green doesn't get the out-of-color benefits.) A fine use of Phyrexian mana, both as a combat trick and as a life-breathing effect.


I'm certain this is a card people talk about. What do you do with it? What are the benefits of an undercosted 7/7 in a deck that's got the opponent mostly dead from poison? Giving people a reason to include a poison guy or two in a deck with mostly regular creatures, or vice-versa, is a good thing, because Magic thrives on diversity. I think this card would have been better placed in Mirrodin Besieged, so that in drafting you will have a more clear idea of what it will do for you.


Looks like Phyrexian mana filler to me. Then again, perhaps this is pretty cool when you cast a Titan and the opponent kills it. You pay 2 life during their End Step and simply cast it all over again. Would triple-Phyrexian-Green mana for a to-hand Regrowth be a more exciting card?


Nice take on an infected Verdant Force. Very nice.


Who let the Phyrexians into the teddy bear factory?


Somebody needs to keyword this Lone Wolf ability, just so I can refer to it in a sentence more simply.


Looks like a fine set of numbers for a common Phyrexian mana beater.


Look what we have here, an Overrun for Infect. That's pretty exciting. Let's see, five 1/1s + Overrun = 20. Five 1/1s + Triumph = 10 poison. Three 4/4s + Overrun = 21, Three 3/3s + Triumph = 12 poison. Two 4/4s + Overrun = 14 damage, but two 4/4s + Triumph = 10 poison. I think we have a winner! This should make for some exciting turns.


Very nice text. Whatever your deck needs, this guy provides. The numbers might be weak (or so I've read on other websites), but the text box is excellent design.


Okay, sure. A fine way to tie life-gain to artifacts.


I can't wait for the draft when I get the mono-Golems deck.


This cycle has been pretty awesome, and manaflare for me, anti-flare for you does not disappoint. I like that it's not a full winter-orbing for the opponent. They can cast stuff every other turn, at least.

Coolest / Most Exciting: Birthing Pod
Most Interesting Design: Fresh Meat

Gold


This card would be perfectly at home in Legends. You may interpret that as my saying it's got rather simple text for a Legendary Creature and feels a lot like an unnecessarily-gold stat monster. It would be a pretty accurate interpretation. Ken Nagle was the lead on this set, right? Is it his trademark to put a goofy gold legend into every set he leads? Wrexial, the Risen Deep is a really cool design and an awesome general for a Commander deck. Jor Kadeen, on the other hand, doesn't feel like he can fill the shoes he's trying to wear.

Artifact


I like the variation on the mana myr we're getting here, between this and Palladium Myr. It might have said something about using them all up at once, but Mirrodin died and became New Phyrexia, so better to use the designs while you can. (Well, it's really just Scuttlemutt minus the Prismatic Lace.)


Sigh. Being a ridiculous fatty with "buyback" makes for an annoying card to play against. Also annoying to play against is the combination of Vigilance & Lifelink. Do you know why Baneslayer Angel doesn't have Vigilance? Partly because I made the argument that when you put Vigilance & Lifelink together, aggressive deck players feel they have no outs. Just Lifelink is hard to deal with, it's true, but at least you feel that you can keep them even by continuing to attack, or if they are not attacking you, you can hold back and they won't gain life. When their fatty has both, there's nothing you can do (until you draw removal) and the game feels miserable. I have a great idea! Let's combine the two most annoying types of creatures for aggressive decks to deal with into a single card! The Vigilant Lifelinker plus the "buyback" fatty. Oh hooray! It's the ultimate control creature! I don't think this card makes Magic more fun and I don't like this design at all.


This here is a really excellent use of Phyrexian Mana. Tapping a creature is often worth 2 life, but sometimes isn't, and even if it is, you can't do it forever. Phyrexian activations on colorless creatures are also a great way to make artifacts that every one can use but are better if you have the appropriate color.


Gauntlet of Might was an extremely popular card. It would be a mistake not to make new versions of it every once in a while. Magic sets come and go, as do Magic players. Just because a card existed before doesn't mean you should never do that design again. Reprints are obvious examples of this, but updates and modern wordings are also important to consider.


It took me a second reading to realize this was a 1-for-1 situation; I was expecting a much weaker card. This seems like a second-tier build-around-me sort of card. A few extra 3/3s are nice, but it's not likely to result in a game-ending combo turn. Still, with Throne of Geth you can end up with an infinite supply of blockers (if you have a golem out and a counter on this, block, sac the golem, add a counter, make a golem). Perhaps it will be the battery that charges up a bigger combo. Good card.


Some designs are just double-dog-daring you to find something useful to do with them. Some designs are just cute little "because they could" cards. This one is both of them! Muahahahahahaha!


This is a nice nod to Etched Oracle. If you have enough colors of mana you get to draw 3 cards, same as the first card. Also parallel is that it removes counters from itself... but this time they're -1/-1 counters! This leaves you with an enormous guy, whom you are more than happy to block infect creatures with. This looks like a lot of fun. Cool design.


I think this might be a missed opportunity for Phyrexian Mana. Seems like a Pyrexian Red would go perfectly as the activation cost here. Oh well, that doesn't take anything away from the design that we have here. It seems a little like two cards were jammed together, but the concept of throwing a grenade at a guy or into a machine is pretty fun. The damage and number of counters are, of course, synched up at 4. Every amount of damage in Magic is interesting and crucial to consider when designing cards. It's important to decide precisely what you want the card to be able to kill. Choose wisely.


One of the set's most darling cards. One of the more direct Planeswalker answer cards players have been clamoring for. (I thought Maelstrom Pulse was a pretty savage Planeswalker answer but I guess that's not in current standard.) I want to see someone win a game by activating a Gideon to attack, then sucking 7 counters off it to pump their hex parasite for a 14-damage attack. I guess that's a bit silly. Oh, I suppose I should really be talking about R&D and if they should print answers to Planeswalkers and all that. I like this sort of solution, and cards more like Beast Within, Vampire Hexmage, and Searing Blaze. More than that, I think R&D should put more effort into providing at least one constructed-worthy Planeswalker in each color - and ones that can go into multiple styles of deck. That's a tall order, but if Planeswalkers are going to be the marquee and most powerful kinds of cards, players who like every color need to feel they have cool choices. To that end, Black, Red, and Green could really use some better choices. Koth is a pretty good try. I guess it's close enough for now. Garruk was good for a while, but somehow is not cutting it anymore. Maybe that's just because the other ramping options combined with the ramping goals put Garruk into a useless position. Black however, is getting a really short end of this stick. I hope M12 has a new Sorin or Innistrad has a 4-mana Black Planeswalker that's good in both MBC and MBA decks. (Meanwhile, Blue and especially White seem to have an endless stream of top-tier planeswalkers. Ajani, Ajani V, Elspeth, and Gideon all saw a lot of tournament play! I don't need to remind you about Blue's Planeswalkers, do I?)


Aww, what a sweet little Myr you've got over - Oh my god! It's got a sword! Ruuuuuuun!!!!


Remember last time when I talked about how great Phyrexian mana and firebreathing work together? Still true. Normally, a small firebreathing creature has medium dreams. "I can trade with a 5/5" or "You'll have to spend a removal spell on me if you don't want to go down to 10 life this turn" but when mana is no object (because you can pay life instead) the dreams get much bigger. Exciting design.


In every cycle, one card has to be the least interesting (by definition), and this is it. Not an unreasonable use of Phyrexian mana, but not a particularly interesting one either.


Magic doesn't need a whole lot of punishment cards, and when you make one that punishes playing creatures it's better if you add an escape clause. In related news, if you're an amateur magic designer who hates creatures, you should probably stop trying to design magic cards.


This reminds me of Gargoyle Sentinel. I think because they both are cards that show you don't get a 3-mana 3/3 in all 5 colors. You can get close, but there has to be some trick or drawback to it. This is a very elegant way of getting there.


Another Mirrodin design updated with Phyrexian sauce. I love how the life-payment equip cost comes through in the use of Phyrexian mana. The designer of this card must really have been tickled when they put it all together.


By now we've all realized the combo with Bloodchief Ascension. Was this card designed expressly for that purpose? Maybe, maybe not. Very few cards are designed like that, but development usually has standing orders to ask for any card that might make an interesting deck work out. Probably this is just a shot in the dark "engine" style design that happened to have a nearby "instant win" combo.


Another surprise for me, in that I expected Ichor Wellspring to be the only card like it in the block. This version is equally cool design, and provides very effective mana fixing to this set. It's quite rare for a mana fixer to also be a card you can build around (Lotus Cobra), but this artifact certainly sets the mind's gears in motion.


Ha! I knew those Myr would eventually amount to something. This is a new and interesting form of undercosting a creature. I'm pretty impressed that you can get a 5/6 for 2 under this restriction. This seems like a much better attempt than Nulltread Gargantuan was - more likely to work out and more appealing, as well as being slightly simpler.


This card is all pouncer and not much necro. Haste gives equipment a fear factor, and +3 power doesn't hurt either.


Sometimes I think Magic designers (my past self included) try too hard and too repeatedly to get to a certain kind of design. This is an example of that. Wild Evocation, Galvanoth, Hellcarver Demon, Maelstrom Achangel, and Mind's Desire are all cards that tell you to load up on expensive stuff in order to cast it for free. Including Omen Machine, 5 of the 6 were printed in the past 3 blocks. I hope they give it a rest for a while.


The concept of paying life to gain infect is so flavorful that I am more than willing to give it a pass as a use of Phyrexian Mana. The ability could be extremely relevant while you are tapped out after casting this guy, so it's actually most of the way there even without flavor.


Phyrexian Reprint!


The original Talisman cycle dealt a damage to you so it's cute that this one - I'm sorry, what? Oh? Oh yes, quite right. Well the original, original [card Lapis Lazuli Talisman]Talismans[/card] lets you untap stuff when you cast spells of a certain color. I meant to say the original Mirrodin [card Talisman of Dominane]Talismans[/card] dealt you damage when you took colored mana out of them. Interesting to turn that around and give life for using this one. More "all upside" wouldn't you say? Also note that this card would be quite frustrating to casual players before the 2010 rules changes. Having to play carefully and not being able to gain life every turn if you didn't have something to do with the mana - what a waste of mental energy. Well, hopefully by now most of you don't even know what I'm talking about because you've totally forgotten there ever was a rule about "mana burn."


Dragon's Claw & friends are perfect for core sets, but when you want to reward playing spells of color in an artifact block you need to power them up a little bit. I know it's going to seem strange of me to mention this, but please note that there's no activation cost other than tap on this shrine. It would be silly to add one because the effect is to give you mana. If you are struggling to balance a card like this you really only have the mana cost to adjust. If the "most fair" version needs mana in the cost, you'll have to settle for a slightly weak version instead. A fairly high percentage of players will have trouble calculating exactly how much mana they'll get out if they lose some in the activation. I have a hard enough time using [card Azorius Signet]Signets[/card], and those are really simple!


A growing reserve of damage makes an excellent card design. It's so exciting for the ticking time bomb to slowly climb up turn after turn. This kind of design is also fine as a creatures-only removal spell, if that's what your set needed.


Players don't mind dying as much as they mind not being able to have fun. For that reason, you want to make sure the cost of activation is high enough on the discard shrine that the opponent will have some opportunities to destroy it while it can't be activated, regardless of actual power level.


The white nature of this card had me thinking it made White Soldiers, but of course in this block it makes artifact Myr.


This Blue effect seems rather dull to a lot of players, so it's used sparingly in Magic sets. It's Blue's "cheap" scaling ability (as opposed to card-drawing, which is the expensive scaling ability).


One of Magic's best Grey Ogres.


I find it hilarious how easy it is to get a clean wording for Mirror Universe. The original has 57 words on it (16 in oracle) but this only needed 6. Very nice update. Bonus that you don't have to sacrifice it, for all those extremely swingy Commander games where you want to use it more than once.


Cool card! Can we decide what color gets re-targeting? Is it Red or is it Blue? It's fine to rebalance the color pie, but doing so 3 times a year on the same ability seems like a bit much. Probably this is an ability that both colors have, but I've never heard it discussed that way. Can't complain about the use of Phyrexian mana here, as you always want to be able to redirect a removal spell away from your "real" creature, and paying life to do so will make you plenty happy most of the time. On a constructed note, I'm disappointed this card isn't Red-activated. That would have forced more color variety into the format.


Cool Power Conduit / Energy Chamber update. It's nice to give players sources of extra counters, though I was satisfied with just proliferate to fill that role this block.


These are so very hard to design. Oh wait, I think I said that about Sword of Feast and Famine. Well, it's still true! I am a little bit sad that this card doesn't affect the board state like all the other ones do, and that its effects are so simple. On the other hand, the way it interacts with enemy Planeswalkers (you can redirect the bonus damage to their Planeswalker even though you didn't attack it), and the fact that it has a pretty huge impact on the bottom line (both life totals), makes it a more exciting design than it might look like on first read.


I love this card. Very few cards make vanilla creatures better (this one does because ETB trigger creatures often pay for the ability with higher mana costs). It's nice that this also blocks triggers on other cards that notice creature entrances, without the need for a second line of text.


This is a cute use of Phyrexian mana, as you pay 2 life to get in with a 2/2.


When making "this thing" matters cards for a block theme, the greater variety in how and why you can make that thing matter, the better. This card presents a relatively unique way to reward playing lots of artifacts. Nice that it works well with artifact creatures and especially well with all the self-charging artifacts like Ratchet Bomb and Lux Cannon.

Coolest / Most Exciting: Batterskull (I don't like it, but I'm not going to lie to you about how exciting it is.)
Most Interesting Design: Torpor Orb

Land


Magic sure has had a lot of simple, useful, colorless lands recently. As a sacrifice outlet, this design has a lot of combo potential, and that's unusual on a land (because they're so hard to destroy).

In Conclusion
Of course it's an awesome set! I don't think we're going to see a bad set design anytime in the near future of Magic. Ken Nagle has continued to impress me with his Magic design skills in the years I've known him. All of R&D is a great team, with great leadership. For me, most of the major pieces in New Phyrexia feel good. The major cycles, the minor mechanics, everything from Chancellors to Splicers seem like fun cards that I expect will play well in multiple formats. The feel of Phyrexians having taken over, and what they are all about comes through fiercely. Phyrexian mana is certainly dangerous, and may turn out to be a problem in the future, but until we know for sure I'm going to give it my approval.

Join me next time for some new Standard decks!

Gregory Marques

Where’s the Oxidize?

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

As I set out on this journey worry set into my bones. There was anxiety about where this path would lead me and what I would find when I got there. It did not take as long as was expected, the road was not as rough as the first impression led me to believe. While the other side was not a utopian paradise, it did have pleasant weather.

My quest led me down past Mirrodin, into the evil depths of Darksteel, and out along the treacherous path of Fifth Dawn. As I pressed onward, I looked back through the Scars of Mirrodin. Looking back from that perspective, it didn’t seem quite as bad. Nightmares of the Ravager long since overcome, only to be replaced over and over again. With the [card Jace, the Mind Sculptor]evil demon[/card] lurking everywhere, sometimes it’s hard to remember clearly what it was like in the past.

This time around, things are different. The story is not the same. We have [card Jace, the Mind Sculptor]the villan[/card] but no clear path to victory. In that regard the present is like the past.

Back then we had the tools.

Many factions had similarly powerful tools to work with.

It was still not enough.

Once the Emperor showed the beast his ban hammer, things got better for a time. A level of peace returned to the land. The people were so grateful that they did not even realize there was a new evil creeping out of sight. There was so much joy that the Emperor had taken action, no one seemed to notice... evil lurking.

No one screamed or cried out. After all, how could the people protest after the Emperor had done so much for them already. Soon, the lurking evil would lie dormant. Soon, the people would be truly safe again.

But the evil did not lay dormant forever. No. This time, it had changed forms, deceiving the people at first. But then, the people started to realize what it was. They realize how similar they were and how intrinsically powerful as well.

It started out looking so innocent.

It's brother was shy at first but then came blazing out of the gates, storming the castle, trying desperately to break free.

And now the youngest brother has strolled into the kingdom.

Unlike last time, their cousin is there to back them up.

Unlike last time, these legendary weapons have someone to carry them.

So why then aren't the new tools working? If one of the new weapons is drawn, why can't you just Crush it, make it a Divine Offering, or give it over to Nature's Claim?

We might be better off trying to use the same old Shattering technique as we used to, rather than trying to unleash the Beast Within.

Here are a list of the new tools we have at our disposal.

Untitled Deck

White

Blue

Red

Green

Choose your weapons carefully soldier and get ready to Unleash the Force!

Mike Lanigan

mtgjedi on Twitter

Jedicouncilman23@gmail.com

P.S. Here is the list of the "old tools" for reference.

Untitled Deck

White

Blue

Black

Red

Green

Artifact

Creating Commanders

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

Welcome back to Ray of Command! This week we’re going to wander a little bit off the beaten path. There are a lot of Commander writers telling you about their latest deck list, exploring the intricacies of multiplayer strategy, or addressing how competitively we ought to play; this week, however, I’m going to talk about how to really personalize the format.

Before we get to that, we need to take a look at one of the many things that makes Commander so great: more so than any other widely played Magic variant, Commander allows you to play obscure and ‘weak’ cards to great effect. The most obvious reason for this capability is the fact that Commander is a singleton format. By virtue of having to play more individual cards you end up with more off-the-wall choices. But the format's singleton nature can’t account for this diversity on its own, and if you look at other highlander variants you’ll see much more similar deck lists. Commander has an added layer of rules which force you to play more different cards: you can only use cards that fall under your Commander’s color identity.

Perhaps more important than the restrictions that Commander enforces are the opportunities it opens up. The fact that the format makes for long, drawn-out games allows cards that would be [card Ulamog the Infinite Gyre]too expensive[/card] to see play in traditional Magic to see widespread usage. But the biggest factor in making Commander decks so unique is the presence of your Commander. Because you always have access to your General you can build around them a lot, and even a ‘terrible’ card becomes worthwhile if it’s highly synergistic with your Legend of choice. Don’t think Mindless Automaton is an all-star? Have you ever seen it in a [card Shirei Shizos Caretaker]Shirei[/card] list? Think Amulet of Vigor is junk? [card Geth Lord of the Vault]Geth[/card] begs to differ. Can’t find a use for Gorgon Flail? [card Jaya Ballard Task Mage]Jaya Ballard[/card] might just be your answer. The wide range of Legendary Creatures allows for a whole lot of cards that would otherwise be unplayable to shine, but many more are still left out in the cold. Eventually Wizards may print a Commander who wants your beloved Healing Salve, but in the mean time you’re going to have to work a little bit harder to get use out of it.

Commander is at its heart a casual format, and most people intend to have fun without worrying too much about winning. For this reason, Commander is the perfect place to exercise your design skills: create your own Commander! Maybe you’ve always loved Mercenaries and wished that [card Lin-Sivvi Defiant Hero]Lin-Sivvi[/card] had a mirror, or maybe you wish that Rise of the Eldrazi’s [card Lighthouse Chronologist]Levelers[/card] had a leader to rally behind. Perhaps you’ve been waiting for a Legendary creature that would let you play [card Stinkweed Imp]Dredge[/card] in Commander, or yearning for a religious leader that your Battletide Alchemist can support. Many love Commander because it lets them revisit their favorite cards of ages past, but Basking Rootwalla isn’t of too much use outside of a blue-green madness shell, and it’s hard to make that deck work in an 100 card singleton format. But your Commander can make up for any lack of consistency! That said, we shouldn’t go too crazy making our own Generals on a whim; there are some important things to keep in mind.

Make it Underpowered

The first time you bring a homemade Commander to a playgroup, you’ll most likely meet with some uneasiness. Some people will just feel out of their element seeing cards that don’t exist, while others may be afraid that your Commander will be overpowered and make things unfun. Assuming you want to continue to play your created Commanders, it is very important that you make a good first impression; the last thing you want to do is turn someone away by making your General too powerful. So while you eventually want to end up with a decent Commander, you should start by making it weaker than you think it needs to be.

Then tack two mana onto its cost.

Then give it -2/-2.

Magic cards are notoriously difficult to balance. It’s why Wizards of the Coast has an entire group (Development) devoted to it. Moreover, your Commander will most likely be harder to balance than the average card seeing as you’ll probably be giving it unique abilities. After all, if there were a lot of cards with the same effect to use as precedence, you probably wouldn’t need to be making the Commander in the first place. You can ratchet up its power after you’ve played some games, but start out very cautiously.

Make it fit the Color Pie

Though you’re only designing this card for Commander, and thus don’t need to worry about it setting a precedent for the game, it’s still important for the abilities to make sense in color. This isn’t Shards of Alara, so there’s no reason that your Commander with the ability “Whenever a player casts an instant or sorcery spell, that player copies that spell. They may choose new targets for the copy.” should be white, not even if you really want to go crazy with Beacon of Immortality. As long as you’re making gold cards rather than hybrid ones, it’s easy to add new aspects that make each of their colors fit, so there’s no reason to leave things feeling wrong. For instance, simply adding vigilance to the above card, or even just giving it significantly higher toughness than power would allow it to feel white.

Make Awesome Plays

Now that your Commander doesn’t stick out like a sore thumb, it’s time to make all of this effort worthwhile: your Commander needs to do awesome things. It’s not worth going to all of this trouble if your shiny new Legend ends up being about as exciting as Kamahl, Pit Fighter. It takes a lot of time and energy to create and balance cards, so make sure they do something memorable and unique. The best way to make your Commander stand out while simultaneously making ‘bad’ cards playable is to make a subset of cards play differently with your Legend on the board. For instance, if your Commander has the ability “Whenever damage that would be dealt to a creature is prevented, put that many +1/+1 counters on that creature.”, Safe Passage is going to play more like a Strength of the Tajuru than a Fog. But wasn’t I just cautioning you to keep your Commander weak to stop people from getting scared off, won’t doing ridiculous things have the same effect?

Make it Easy to Disrupt

You can consistently make the most powerful and over-the-top plays at the table without your Commander being too strong; the secret it to give yourself a huge blind spot. As long as the enormous advantage you’re incurring can all be kept in check pretty easily, you shouldn’t have too many problems. Nonetheless, not just any blind spot will do: you have to make sure you’re weak to an effect that most people play so that it will consistently come up. The easiest way to do this is to make your deck fold to board sweepers. I’ve written about how overplayed they are, but the truth of the matter is that most people are packing quite a few wraths, so making yourself vulnerable to them by only gaining on-board advantage will let the table keep a handle on you. As a converse example, you probably shouldn’t make your created Commander help you find a ton of lands because the fact that mass land destruction is frowned upon means that doing so will probably give you an unanswerable advantage.

Make your Commander Matter

After all of this work to make a Commander, it would be silly if they weren’t the focus of how your deck functioned. If your Commander isn’t taking center stage, you need to either revisit your building process or come up with a different one which lends themselves better to being built around. Your Commander shouldn’t be providing a necessary function to make the rest of your deck run smoothly; the rest of your deck should work as an extension of your Commander!

Putting it into Practice

So now you’re ready to give making your own Commanders a shot, but before you go I thought I ought to show you one of my more successful creations. Normally I’m not a fan of posting Commander deck lists, but I think here it’s necessary to show how it all comes together. First off, the Commander:

This ability ended up needing some pretty odd templating, but simply put, all of the creatures you steal or reanimate from your opponents’ graveyards share abilities with one another and with Nenzorn. He ended up in blue because the effect felt a lot like Polymorphing, that is, blue’s ability to shape-change, and he ended up in black because in the context of Rise from the Grave, the ability feels almost Necrotic Ooze-esque in grafting the fallen’s limbs (abilities) onto itself. You could make the argument that Nenzorn should be white, like Concerted Effort, but by caring about what isn’t yours he comes off feeling a lot more like ‘everyone’s been brainwashed against you’ than ‘we’re sharing our skills to fight the good fight.’ Color arguments aside, onto the deck list:

Nenzorn, Thief of Talents

From the Battlefield

From the Graveyard

From Library/Hand/Stack/Zone Change

Some Things You Don’t Want on the Board

Draw/Tutors

Ability Granters

Use More Abilities than You Should

Ramp

Lands

11 Island
4 Swamp

A few things to note: depending on what sorts of creatures you’re stealing, Nenzorn should be cast at different times. Cast him early so that he can use Avatar of Woe’s tap ability right away, or late so that you get an Acidic Slime trigger. Either way, this can lead to such epicness as Deathbringer Thoctar and Glissa, the Traitor or Oracle of Mul Daya with Captain Sisay, but though the Control Magic effects gain you card advantage, they still leave you behind after a [card Wrath of God]wrath[/card], thus allowing the rest of the table to get back in the game quickly. I have lot of fun playing this deck, and I hope more people will create their own Commanders.

What do you think? Do you want to hear more about created Commanders? Are you interested in making your own? Or was this article a flop in your eyes? Let me know in the comments!

Jules Robins
julesdrobins@gmail.com
@JulesRobins on Twitter

What Would You Do?

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

I need your help.

Nothing sparks controversy when you’re discussing value trading quite like an ethical quandary.

Very generally speaking, there are two schools of thought on this issue. The first is the “every man is responsible for himself” viewpoint, as propagated here by Jon Medina. The other end of the spectrum is the “Trading up is stealing” argument, most recently made by Peter Jahn (I refuse to link his particular article, but you can see my thoughts on it here).

Of course, most people fall somewhere in the middle, and there are endless shades of gray. It’s within one of these shades that I come to you today.

The situation

The incident occurred about two months ago (we’ll call it March 15). I’m trading with a regular at my local store. We don’t trade often, and I consider him a friend, more than just a trade partner. He lets me borrow decks on occasion, and is not someone I’m looking to make much of a profit on. I think he had some EDH cards I wanted, and he was looking for a few things I had.

The trade goes fine for a while, with both of us pulling out 4-5 cards and lining them up. At this point he’s up a few dollars on the deal, so I ask him if I can look through for another small card. He agrees, and I get to work. I start by asking about some $4-5 (probably Celestial Colonnade or the like). He politely declines a few suggestions like this and I keep looking.

I had just seen Tombstalker pop up in a few lists that had Top 8’ed an SCG Open. I admit I really wasn't a huge Legacy buff, as far as prices go. I just started playing around the release of Eventide, so there were literally hundreds of older cards worth money that I didn’t know about (I’m becoming more educated in this area), and Tombstalker was one of them. I honestly didn’t know if the card was worth $20 or $2, but I asked about it, and he agreed to the trade. We shook hands and it was good.

When I got home and checked out Tombstalker’s price, which at the time was just under $8 on Black Lotus Project, I realized that obviously this worked out in my favor. I chalked it up to good instincts on my part and moved on with my life.

Last week the guy I traded with shows up for the New Phyrexia pre-release. It’s the first time we’ve seen each other since the trade, since we were both very busy with school. We start catching up and a few minutes in he tells me about he’s upset about the trade we made. It took me a few minutes to even remember what he was talking about, since the whole thing was such a non-event to me. Obviously it wasn’t the same for him.

I explained to him my thought process as we were trading, and that I knew Tombstalker was played but had no idea about its price. He didn’t seem to buy it, seemingly convinced I sharked in some illicit manner. The issue is exacerbated when I see he has a Kira, Great Glass-Spinner that one of my friends needs as his EDH general. I’ve been on the hunt for Kira for months, and it’s the first one I’ve seen in my area.

To my dismay, he refused to trade with me. This came as a personal blow for a few reasons. Firstly, I was losing out on a potential Kira, which sucks. Secondly, I take it personally when someone is scared to trade with me. I work hard to maintain an image of easy-going guy who isn’t out to steal your cards, and I don’t make a secret of my views on sharking.

The next week, Kira (and her owner) show up to the New Phyrexia release. The first thing he says to me is, “Hey! you know Kira is worth $15, right?”

“Yeah, I do, that’s what I want to trade for it at, and it’s all my friend still needs for his EDH deck,” I say to him. (Note that telling someone you “need” a card is a bad idea, but helping out a friend by getting something they “need” garners a lot of good will when trading; Most casual traders want to help out.)

“Yeah, okay. I don’t know, maybe we can do something later,” he replies.

“Okay, sounds good. It sounds like I owe you a few dollars, so let me make it up to you.”

Unfortunately we didn’t get a chance to trade that night, so this is where we stand currently.

My question to you is, what do I do now?

Do I trade straight across for Kira? The other trade is long finished, and he hasn’t said that I owe him, nor has there been a specific agreement to do so. On the floor of a GP or other similarly-sized event, I wouldn’t be interested in making up with a jilted trader, especially over something that amounts to like $5 in cardboard. The situation changes at FNM, or does it?

The options I see are:

-       Trade straight across. Don’t acknowledge the past trade directly, but don’t turn the screws on him either. Chances are this will net me a small loss, but it may help mend the situation.

-       Purposely give him increased value. This hurts, and gives him the opportunity to try and guilt me into a worse trade. Chances are this helps the situation, but it could also go the other way if he sees it as weakness on my part and tries to gouge me while playing on my guilt.

-       Trade as usual. As a rule, I don’t like making concessions like this, because if you set a precedent of fixing every trade you’ve ever made where your partner doesn’t know what their own cards are worth, you’re in for some headaches.

-       Pass on the trade entirely. Go elsewhere for my Kira, and hope things return to normal between us. Remember, I’ve borrowed decks from this guy in the past, so I have an increased incentive to repair the situation. Does this make it better, or worse?

Chances are I’m going to see him tomorrow night, and how this situation plays out is going to be important. I would love to hear what you guys think, and what you would do in my situation.

Card calls

Speaking of Kira, Great Glass-Spinner, she’s been going nuts on Ebay, and SCG is sold out at $15. I would pick these up in trades if you can from anyone who has them floating around in their binder. Chances are anyone who doesn’t play Legacy is going to undervalue her, and you can do well for yourself picking them up. With Merfolk seeing even more play due to Mental Misstep, I would also suggest picking up Llawan, Cephalid Empress, which is a huge card in the mirror.

Dump your Splinter Twins and Spellskites. I’ve been suggesting picking up Spellskites for a few weeks, and the card predictably spiked in price after a strong showing at the Star City Games Orlando Open. I would still pick these up, but not for more than $7-8 in trade value. Flip them at $10 now, because its price, having already spiked, is going to head south as more New Phyrexia is opened. As far as Splinter Twin is concerned, the price has started to level out on Ebay around $7.50, and I don’t think it has much higher to go. Again, flip them at $10, preferably for something that will hold long-term value, like Zendikar fetchlands or Ravnica shocklands (preferably Blue ones).

Another card to be on the prowl for is Spell Snare, which appeared in Gerry Thompson’s UW Standstill list that put two players into the Top 4. With Missteps running around everywhere, the format will begin to adjust, which means more two-drops. Spell Snare is near the lowest price its been in years, so now seems like a very good time to pick up the uncommon.

Update on the Prediction Tracker

Last week, I announced the Prediction Tracker, and the response was overwhelmingly positive. There’s been progress made since then, and it looks like we’re going to be able to go live next week.

We also added a section in the forums to discuss it week-to-week, and once a week I’ll be writing a short piece reflecting on the changes and interesting notes from week to week.

Let me know if you have any suggestions for the Prediction Tracker, and don’t forget to let me know how you think I should handle the Kira situation!

Thanks,

Corbin Hosler

@Chosler88 on Twitter

*BONUS*

Sorry to tack this onto the end, but I'm making this update in the wee hours Thursday morning to keep you guys as up-to-date as possible.

Wizards of the Coast announced the New Phyrexia Event Decks today, and there are some things included that demand action. Most importantly, the War of Attrition deck contains two Stoneforge Mystics. Mystic had already plateaued on Ebay (has come down about $.50 in the last three weeks), and this is only going to introduce more into circulation. I suggest moving your extra Mystics now before they began to lose value, but I would be very interesting in picking them up post-rotation (and looking even farther ahead, after their rotation from Extended).

This deck also includes Puresteel Paladin and a copy of Mirran Crusader, so be aware that there will also be more of those floating around. The effect won't be as great because they aren't as in demand in the first place, and there's only one each in the deck.

The other deck announced, a Poison brew, includes a copy of Green Suns Zenith and a copy of Inkmoth Nexus. Same principle as above applies, but I don't have any trouble at all moving Zeniths now, and I don't expect that to change. I also wouldn't expect too much of a change in Nexus' price either. I imagine most people buying these will be doing so for the Mystics, since pretty much everyone who wants to play Infect already has a deck nearly identical to the Event deck.

Rafiq of the Platypus

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

Welcome back! Last week I discussed my rules around building a tuned Commander deck. They were:

1. Serve the General
2. Know your plan
3. Seven by Nine, All the Time
4. Search and Destroy

This week @PlatypusJedi on Twitter asked for help on making his Rafiq of the Many deck more competitive for 1v1 play. We started trading tweets, and I asked if I could use his list for discussion on QS, to which he kindly agreed.

Here's the Platypus's list:

Rafiq of the Platypus

General

1 Rafiq of the Many

Creatures

1 Qasali Pridemage
1 Azorius Guildmage
1 Meddling Mage
1 Ethersworn Canonist
1 Stoneforge Mystic
1 Thada Adel, Acquisitor
1 Trygon Predator
1 Eternal Witness
1 Cold-Eyed Selkie
1 Vendilion Clique
1 Knight of the Reliquary
1 Glen Elendra Archmage
1 Linvala, Keeper of Silence
1 Sower of Temptation
1 Oracle of Mul Daya
1 Mystic Snake
1 Teferi, Mage of Zhalfir
1 Vesuvan Shapeshifter
1 Genesis
1 Sun Titan
1 Consecrated Sphinx
1 Krosan Tusker

Artifacts

1 Sol Ring
1 Pithing Needle
1 Senseis Divining Top
1 Lightning Greaves
1 Umezawas Jitte
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Mimic Vat
1 Mindslaver

Planeswalkers

1 Jace Beleren
1 Jace, the Mind Sculptor
1 Elspeth, Knight-Errant
1 Venser, the Sojourner

Enchantments

1 Survival of the Fittest
1 Story Circle
1 Treachery
1 Future Sight
1 Volition Reins

Instants

1 Path to Exile
1 Swords to Plowshares
1 Enlightened Tutor
1 Mystical Tutor
1 Deprive
1 Counterspell
1 Eladamris Call
1 Hinder
1 Capsize
1 Bant Charm
1 Voidslime
1 Krosan Grip
1 Rewind
1 Fact or Fiction
1 Return to Dust

Sorceries

1 Martial Coup
1 Wrath of God
1 Time Warp
1 Spitting Image

Lands

1 Seaside Citadel
1 Trevas Ruins
1 Reflecting Pool
1 Academy Ruins
1 Strip Mine
1 Kor Haven
1 Treetop Village
1 Mishras Factory
1 Celestial Colonnade
1 Stirring Wildwood
1 Glacial Fortress
1 Sunpetal Grove
1 Wooded Bastion
1 Flooded Grove
1 Mystic Gate
1 Sejiri Steppe
1 Tolaria West
1 Minamo, School at Waters Edge
2 Plains
3 Forest
2 Island
1 Evolving Wilds
1 Breeding Pool
1 Hallowed Fountain
1 Temple Garden
1 Savannah
1 Tropical Island
1 Verdant Catacombs
1 Scalding Tarn
1 Wooded Foothills
1 Polluted Delta
1 Marsh Flats
1 Arid Mesa
1 Windswept Heath
1 Misty Rainforest
1 Flooded Strand

This is a pretty good starting list, with many of the things I'd automatically expect in a Rafiq deck, including a Stoneforge Mystic package, solid point removal, and a moderate counterspell theme. However, lets compare the decklist with the competitive deckbuilding rules above.

1. Serve the General & 2. Know your Plan

The strongest advantage of a Rafiq deck is it's ability to win the game through fast amounts of General damage. This makes it a certain type of aggro deck, with the desire to let through exactly one particular creature - Rafiq. Although Rafiq is great, essentially attacking as an 8/4, he can need a little help ensuring he connects, which is why support cards such as Whispersilk Cloak, Steel of the Godhead, and pinpoint removal is so important to the archtype. This is backed-up by cards to protect him, generally counterspells and other forms of disruption.

This deck serves the general with a Stoneforge Mystic package of some of the best equipment in Commander, has a decent number of counterspells, and a fine set of removal. However, the rest of the deck is all over the show: some tutors, some general disruption, some command effects, a drop of mass removal, some copy effects, and a smattering of finishers. The deck's plan doesn't seem to be to play the aggro role, but remain more of a control deck, looking for the right time to drop Rafiq. This reduced focus, however, means that it's path to maintaining control will be inconsistent, and therefore unreliable.

The deck includes some cards that seem to either have no place in the deck, or fight actively against it. Ethersworn Canonist is the type of card that could easily blow up in its face when paired against Sharuum the Hegemon or Arcum Dagsson. Vesuvan Shapeshifter seems slow, especially without the Pickles lock package. Venser, the Sojourner has very few enters-the0battlefield cards to abuse and could actively slow down a number of cards.

The deck is also slow. With almost no acceleration or mana fixing the deck will have an exteremely difficult time dropping a turn 4 Rafiq (let alone a turn 2 or 3). Most competitive decks - [card Azami Lady of Scrolls]Azami[/card], [card Erayo Soratami Ascendant]Erayo[/card], [card Arcum Dagsson]Arcum[/card], [card Jhoira of the Ghitu]Jhoira[/card] - will be off and running by the time this deck sees its first significant play. The deck also needs consistent ways to disrupt those decks and push the damage through.

So what functionality does the deck want to keep, and what does it want to lose? Here's my thoughts, trying to stay in line with the original intent of the deck as much as possible.

1. Tutors
2. Fast Mana/Fixing
3. Counterspells
4. Removal
5. Card Draw/Advantage
6. Disruption
7. Recursion
8. General Support - Stoneforge Mystic Package
9. Support Cards

To begin to drop it into the "Seven by Nine, All the Time" template, we end up with the following functionalities.

1. Tutors

Keep

1 Enlightened Tutor
1 Mystical Tutor
1 Eladamris Call
1 Survival of the Fittest
1 Senseis Divining Top

Cut

Nothing

Add

1 Wargate
1 Expedition Map

The Enlightened Tutor is critical to the running of the deck. Survival of the Fittest isn't great in this deck, but it's ability to drop critters in the yard for reanimation with either Genesis or Sun Titan is critical. I really like Eladamri's Call. Wargate is a must for any Bant deck, a card that's great in the early game and brilliant in the late game. The last tutor, Expeidtion Map, is necessary to grab necessary cards such as Wasteland or Academy Ruins. Seven tutors is a minimum for any competitive deck. Fourteen would be perfect, but this deck can get away with the extra utility of Stoneforge Mystic and Knight of the Reliquary.

2. Mana Ramps

Keep

1 Sol Ring
1 Oracle of Mul Daya

Cut

Nothing

Add

1 Azorius Signet
1 Selesnya Signet
1 Simic Signet
1 Lotus Cobra
1 Noble Hierarch

The difficulty this deck will have is playing a fast Rafiq, especially considering his awkward Bant mana cost. The signets go a long way towards fixing this mess. The Noble Hierarch and Lotus Cobra can help get ahead of blue decks that don't have a Mana Crypt or Mana Vault in their starting hand. The Oracle of Mul Daya is slow, but in a long game, paired with Future Sight, it becomes entirely broken. The creatures also provide bodies for the various equipment in the deck, should Rafiq himself be neutralized somehow. The Sol Ring is a must.

3. Counterspells

Keep

1 Hinder
1 Mystic Snake
1 Voidslime
1 Glen Elendra Archmage

Cut

1 Deprive
1 Counterspell

Add

1 Mana Drain
1 Last Word
1 Cryptic Command

The Mana Drain over the counterspell is obvious, but only if Platypus can afford it - otherwise Counterspell goes straight back in. Hinder is a 'tuck' effect (ie. it 'tucks' your opponents General into their library) that can be brutal against [card Zur the Enchanter]Zur[/card] or Jhoira decks. I've kept in Glen Alendra and Mystic Snake as sometimes all you want is body to carry a Sword, which is fine in a deck like this. The Last Word comes in as it can insta-win the Counterspell war, and Voidslime stays in for it's singular ability to stop spells or abilities. Cryptic Command provides the ability to either counter a spell or push through Rafiq damage; it's the perfect aggro-control card.

4. Instant-Speed Removal

Keep

1 Bant Charm
1 Capsize
1 Krosan Grip
1 Swords to Plowshares
1 Path to Exile

Cut

1 Return to Dust

Add

1 Wipe Away
1 Beast Within

The variety of colors helps us sort out colour-protected creatures. Wipe Away and Krosan Grip have split second, which are brilliant for putting the kybosh on Erayo and Ooze Combo decks. With enough mana Capsize can help clear the path indefinitely. Path to Exile and Swords to Plowshares are the best removal in the format and secret modal spells; but that's a discussion for next week. I cut the Return to Dust as though it is indisputably great, if this deck is trying to play catch-up to artifact-based decks it's probably going to lose. In a monowhite control deck, yes. In an aggro bant deck, even one with a control slant, not so much.

5. Card Draw/Advantage

Keep

1 Jace Beleren
1 Jace, the Mind Sculptor
1 Consecrated Sphinx
1 Fact or Fiction
1 Future Sight
1 Cold-Eyed Selkie

Cut

Nothing

Add

1 Mulldrifter

I'm not sure about the Cold-Eyed Selkie, but I'd like to see how it played out. I'm sure there's a "Magical Christmasland" to be had with equiping it with a Sword and drawing a zillion cards. I feel like the deck wants more straight draw, such as Thirst for Knowledge, or even a smoother like Brainstorm, but this list is a great start. The Mulldrifter adds another body for the equipment, can be evoked repeatedly for value with Genesis in the yard, and is just a great spell overall.

6. Disruption

Keep

1 Vendilion Clique
1 Pithing Needle
1 Meddling Mage
1 Linvala, Keeper of Silence
1 Teferi, Mage of Zhalfir

Cut

1 Story Circle
1 Ethersworn Canonist
1 Azorius Guildmage

Add

1 Knowledge Pool
1 Venser, Shaper Savant

I admit it; I'm a sucker for an instant win, which is exactly what Teferi + Knowledge Pool allows. The deck has enough tutors to easily assemble the lock, so it's a viable alternate win strategy. In fact, this deck has an easier time assembling this lock than most monoblue decks. Meddling Mage is for keeping an opponent's General off the table. The rest? Well, it's no surprise that most of these are Generals in their own right, and can play havok amongst unsuspecting opponents.

7. Recursion

Keep

1 Eternal Witness
1 Genesis
1 Sun Titan

Cut

1 Mimic Vat

Add

1 Crucible of Worlds
1 Riftsweeper
1 Karmic Guide
1 Relic of Progenitus

The Mimic Vat comes out as it fails to work with almost all the removal in this deck, and as such there's little chance to choose how and what goes under it. The Crucible of Worlds is a must, especially against someone playing a lot of land destruction. Sun Titan is great as it acts like a finisher, and Genesis is perfect with the Survival of the Fittest. Witness is great recursion and aother body. Riftsweeper is secret tech at returning exiled creatures back to play while also frustrating Jhoira players. That Relic of Progenitus isn't recursion (no really?), it's actually anti-recursion, but I needed a bucket to put it in. Knowing when to bend (or break) your own rules is part of the fun.

8. General Support - Stoneforge Mystic Package

Keep

1 Stoneforge Mystic
1 Lightning Greaves
1 Umezawas Jitte
1 Sword of Fire and Ice
1 Sword of Light and Shadow

Cut

Nothing

Add

1 Sword of Feast and Famine
1 Whispersilk Cloak

That's a lot of equipment. I still like to fit in either Behemoth Sledge or Loxodon Warhammer instead of one of the Swords, but I'm not sure what I'd cut. Skullclamp would also be great, but perhaps unnecessary in this deck. The double-duty shroud effects from Lightning Greaves and Whispersilk Cloak are a necessary evil in competitive EDH, even if the equip cost is a little slow. I also think Rancor deserves a spot and it helps pumps Rafiq into a very very fast clock and is hard to get rid of. [Editor's Note: What about Batterskull? Seems hot-to-trot here too!]

9. Support Cards

Keep

1 Trygon Predator
1 Knight of the Reliquary
1 Thada Adel, Acquisitor

Cut

1 Treachery
1 Sower of Temptation
1 Volition Reins
1 Vesuvan Shapeshifter
1 Spitting Image
1 Qasali Pridemage
1 Martial Coup
1 Wrath of God
1 Mindslaver
1 Elspeth, Knight Errant
1 Venser, The Sojourner
1 Time Warp

Add

1 Finest Hour
1 Brooding Saurian
1 Dueling Grounds
1 Hallowed Burial

As much as I like the various theft/control elements in general, I don't think this deck is best served by them. The deck never really wants to enter an attrition war, but would rather deal the 21 requisite General damage and move onto the next game. Mindslaver, Elspeth, Time Warp - all these cards point towards a longer game plan rather than the aggro plant Rafiq desires.

10. Lands

Keep

1 Strip Mine
1 Seaside Citadel
1 Treva's Ruins
1 Reflecting Pool
1 Academy Ruins
1 Treetop Village
1 Celestial Colonnade
1 Stirring Wildwood
1 Glacial Fortress
1 Sunpetal Grove
1 Wooded Bastion
1 Mystic Gate
1 Flooded Grove
1 Sejiri Steppe
1 Minamo, School at Water's Edge
2 Plains
2 Forest
2 Island
1 Breeding Pool
1 Hallowed Fountain
1 Temple Garden
1 Savannah
1 Tropical Island
1 Verdant Catacombs
1 Scalding Tarn
1 Wooded Foothills
1 Marsh Flats
1 Arid Mesa
1 Windswept Heath
1 Misty Rainforest
1 Flooded Strand

Cut

1 Kor Haven
1 Tolaria West
1 Mishra's Factory
1 Evolving Wilds
1 Forest
1 Polluted Delta

Add

1 Wasteland
1 Maze of Ith

PlatypusJedi originally had 40 lands. I've dropped it to 36, but this adequately made up for with the fast-mana effects and lower mana curve of the deck overall. I've dumped two of the fetches and a manland, but put in Wasteland for some futher land destruction and Maze of Ith to give some extra game against the occasional turn 2 Blightsteel Colossus.

Here's the final decklist.

Rafiq of the Many

General

1 Rafiq of the Many

Tutors

1 Enlightened Tutor
1 Mystical Tutor
1 Eladamris Call
1 Survival of the Fittest
1 Oath of Druids
1 Wargate
1 Expedition Map

Mana Ramps

1 Sol Ring
1 Oracle of Mul Daya
1 Azorius Signet
1 Selesnya Signet
1 Simic Signet
1 Lotus Cobra
1 Noble Hierarch

Counterspells

1 Hinder
1 Mystic Snake
1 Voidslime
1 Glen Elendra Archmage
1 Mana Drain
1 Last Word
1 Cryptic Command

Instant-Speed Removal

1 Bant Charm
1 Capsize
1 Krosan Grip
1 Swords to Plowshares
1 Path to Exile
1 Wipe Away
1 Beast Within

Card Draw/Advantage

1 Senseis Divining Top
1 Jace Beleren
1 Jace, the Mind Sculptor
1 Consecrated Sphinx
1 Fact or Fiction
1 Future Sight
1 Cold-Eyed Selkie

Recursion

1 Eternal Witness
1 Genesis
1 Sun Titan
1 Crucible of Worlds
1 Riftsweeper
1 Karmic Guide
1 Relic of Progenitus

Stoneforge Mystic Package

1 Stoneforge Mystic
1 Lightning Greaves
1 Umezawas Jitte
1 Sword of Fire and Ice
1 Sword of Light and Shadow
1 Sword of Feast and Famine
1 Whispersilk Cloak

Support Cards

1 Trygon Predator
1 Knight of the Reliquary
1 Thada Adel, Acquisitor
1 Finest Hour
1 Brooding Saurian
1 Dueling Grounds
1 Hallowed Burial

Lands

1 Strip Mine
1 Seaside Citadel
1 Trevas Ruins
1 Reflecting Pool
1 Academy Ruins
1 Treetop Village
1 Celestial Colonnade
1 Stirring Wildwood
1 Glacial Fortress
1 Sunpetal Grove
1 Wooded Bastion
1 Mystic Gate
1 Flooded Grove
1 Sejiri Steppe
1 Minamo, School at Waters Edge
2 Plains
2 Forest
2 Island
1 Breeding Pool
1 Hallowed Fountain
1 Temple Garden
1 Savannah
1 Tropical Island
1 Verdant Catacombs
1 Scalding Tarn
1 Wooded Foothills
1 Marsh Flats
1 Arid Mesa
1 Windswept Heath
1 Misty Rainforest
1 Flooded Strand
1 Wasteland
1 Maze of Ith

That's a pretty powerful list for hard-on 1v1 play. Heavy on the equipment-based aggro, but with a excellent counterspell + disruption suite. The control/theft elements have largely been dropped (Thada Adel snuck through), but the deck gains an accelleration package and a far better tutor ability. Ultimately, many of the suggestions I've made - especially those around split-second and uncounterable cards - have been based on the Commander Metagame and what you're likely to see in competitive play.

But There's a Catch

When Platypus email me, he also sent me a list of possible inclusion that he had access to. Most of the cards I selected are not on that list.

PlatypusJedi's possible card list:

Weathered Wayfarer
Mother of Runes
Spellskite
Trinket Mage
Seat of the Synod
Ancient Den
Tree of Tales
Relic of Progenitus
Tormod's Crypt
Aven Mindcensor
Cephalid Constable
Dauntless Escort
Great Sable Stag
Phyrexian Metamorph
Thrun, the Last Troll
Chameleon Colossus
Mulldrifter
Glory
Meloku the Clouded Mirror
Rhystic Study
Krosan Verge
Oblivion Ring
Muddle the Mixture
Rule of Law
Beast Within
Sword of Feast and Famine
Engineered Explosives
Isochron Scepter
Austere Command
Karn Liberated
Ajani Goldmane
Garruk Wildspeaker
Elspeth Tirel
Gideon Jura
The Tabernacle at Pendrell Vale
Mirari's Wake
Humility

So my question for my readers is, based on the list above, plus the original list, how would you advise PlatypusJedi to build Rafiq? Perhaps there are cards not mentioned in this article you would include. Let me (And him!) know in the comments.

[card]

The Precon Buyer’s Guide to the Vintage Era

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.


Welcome back to the Precon Buyer's Guide! We took a short diversion last week to discuss the latest entries in the intro deck community (the New Phyrexia five) and are back on track to discuss the Vintage Era of the precons.

The Vintage Era begins at the darn of the format, with 1997's Tempest. Along with the usual booster packs and starter boxes, Wizards put together a quartet of decks using only Tempest cards, each wrapped around a specific theme. They were enough of a success to continue on with Stronghold, and they would have a run that would only end once the "Intro Pack" concept of 41-cards-and-a-booster replaced them beginning in 2008 (with Shards of Alara). Not a bad run!

Today we'll be looking at those Tempest decks, as well as every other theme deck up through and including 2002's Judgment. We'll continue to use the format we've employed in the Modern and Classic Era writeups, but some of the following bears repeating:

ABU Games (ABU): Boise, Idaho’s “Alpha Beta Unlimited”

Channel Fireball (CFB): Well-established game store and top-tier article site in San Jose, California

Card Kingdom (CK): Game store in Seattle, Washinton looking to expand its brand. Recently became sponsor of Limited Resources podcast.

MTG Fanatic (Fanatic): A game store and article site/forum community in Houston, Texas

StarCityGames (SCG): One of the leading presences in the game right now, from store to articles to the SCG Open Series of cash tournaments. Located in Roanoke, Virginia

Troll and Toad (TT): Located in Corbin, Kentucky, they claim to be the largest retailer of Magic cards in the world (in both stock and sales)

Amazon (Amazon): Amazon acts essentially as a brokerage, putting the consumer in touch with the inventory of a large number of smaller, independent retailers for precon decks. Rather than identify any specific retailer (since they vary from deck to deck), I’ll be using the best price available for that item, but as you’ll see these often act as something of an outlier and don’t reflect a serious cost.

DISCLAIMER: The following data tables reflect a good-faith effort to collect retailer pricing from the retailers’ websites directly. These figures are a snapshot taken no earlier than April 5th, 2011 and may not reflect current pricing and stock with completeness or accuracy. Many sites list their price for an item even if they do not carry it in stock. I will not be reporting these, not least because they can often be inaccurate; the retailer will update a price if there is demand, but often wait until they update their inventory.

Now, let's open the vault, and explore the treasures within!

Tempest

The first of many, here we have the Tempest decks. Quite solidly constructed, you might be surprised at how well they were made considering the modern intro pack draws on more sets than Tempest had recourse to; no Core Set filler here! As always, you can wait for a deal on eBay, or hold your nose and pay retail. MTG Fanatic seems to be the moost competitive here, and their stock level for most of the decks we'll be discussing today are rather impressive (alternately: they're sitting on a ton of very slow-moving inventory). Unless you're an absolute perfectionist (and wealthy to boot) don't even consider buying The Slivers here. You can buy the singles and make the deck yourself for a fraction of the cost.

Stronghold

Nothing surprising here. Obviously Spikes never took off in the same way that Slivers did. How many of you knew that the Kor had roots this far back?

Exodus

When Troll and Toad has things in stock, they tend to be one of the best vendors in terms of pricing, and that's little different here. There weren't any theme decks from Tempest block that stood head and shoulders above the others, with the obvious exception of the Slivers. As we've discussed when covering later iterations of the deck (Sliver Shivers, Sliver Evolution), casual players have kept the collectibility of the Sliver decks high. Wizards is far from oblivious from this, but missed the mark in 2009 when they chose the Sliver tribe to man the maiden voyage of the Premium Deck Series. The deck- 60 cards, all foil- was a commercial disappointment, as Wizards misjudged the attachment many kitchen table players feel towards foil cards (nice to get, but not worth massively overpaying for). The occasional bargain you can stumble across is represented here in the Amazon price.

Urza's Saga

Even within the Vintage Era, you could further subdivide out Tempest and Urza blocks into the "Golden Age." They're harder to find, and hold their value exceedingly well. As we'll see in Mercadian Masques, the decks begin to drop in price and become much more content-dependent in establishing value, but for the first two blocks, the cachet of the name is frequently enough.

Urza's Legacy

In contrast to the Amazon bargain above, this is a bit more illustrative of what we tend to see on their marketplace: prices higher than the norm, and occasionally absurd. The Blue/White Radiant's Revenge is no doubt a fine deck, but hardly worth $35. Crusher trends a bit higher than its companions due to the inclusion of Defense of the Heart, itself priced at around $10 alone.

Urza's Destiny

The third set of the block, Urza's Destiny decks are quite a bit harder to come by. StarCityGames has underwhelmed me with their precon pricing in general, but sometimes you're forced to settle. The good news is that their prices here are fairly reasonable relative to the block.

Mercadian Masques

Rebel's Call is the easy all-star out of Mercadian Masques. The set introduced a pair of opposing creature mechanics in the Rebels (White) and Mercenaries (Black). In each case, the creature could go into your library to 'recruit' another of its brethren onto the battlefield. The Rebels could tutor for creatures more expensive than they were, while the Mercenaries were restricted to tutor for ones cheaper than they. Wonder which one saw more tournament play?

Nemesis

Aaaand here come our Mercenary friends, at about half the cost as the Rebels. The concept still resonated with players due to its inherent card advantage and toolbox-style fixing (letting you get what you needed when you needed it), so it does see a small premium over the other Nemesis decks.

Prophecy

What happened here? The prices spiked right back up to the Urza block level after a very pleasant depression over the previous two sets. For one, Prophecy was affected by "third-set syndrome," meaning that, of the three sets in a block, it's the one that's on sale the least amount of time. But there's more to it than just that to account for such a jump.

For one thing, look at Distress, which has the Avatar of Woe as one of its rares. As we mentioned in our introductory post for the Buyer's Guide, one of the three reasons for high precon prices is inertia. The Avatar was very popular when Prophecy was released, and precon decks tend to decline very slowly in pricing. You can grab an Avatar for no more than five bucks these days, but her precon hasn't reflected that inconvenient truth.

Invasion

Channel Fireball and Troll and Toad have the right of it here: these decks should be sub-$10. The rares tend toward the pedestrian side, and it was the first set in the block. Even still, the block overall is fairly cheap to acquire, as we'll see next...

Planeshift

Planeshift's decks are even less than Invasion's, and finding a set for four for around $30 on eBay is not uncommon. We saw this with Saviors of Kamigawa in our last article, where a glut on the market helps keep prices depressed. Skip right past ABU and Star City Games on this one, and you'll save yourself quite a bit of money.

Apocalypse

The last set in Invasion Block, Apocalypse's enemy-colors-matter theme decks tend to be a bit harder to find, and naturally more expensive. Burial had Phyrexian Arena as one of its rares, itself commanding a couple of dollars, but there's little cause for the others. Pandemonium is particularly disturbing: the great majority of the cards there can be had for twenty cents or less, and many for around a nickel. It's rares (Last Stand and Penumbra Wurm) together cost less than a buck. Why the inflated cost? Five-color decks have tended to have something of a novelty factor, but those who have played Duel Decks: Phyrexia vs The Coalition will have something of a deja vu experience playing Panedmonium.

Odyssey

With Apocalypse, the great saga of the Weatherlight Saga came to an end, and it was time for a new story and a fresh start. It was important to Wizards for Odyssey to feel fundamentally different from previous sets in order to establish that clean break, and to a large degree they succeeded. Fortunately for us, the somewhat goofily-named theme decks are quite easy to acquire should we wish to revisit Otaria.

Torment

As it happens, if you're pining for Otaria, Odyssey is the way to go. Torment's novel gimmick was to give a heavy focus to black in the set. There were many more black cards than any color, and even the theme decks were all black paired with another color. These decks are hard to find, and they don't come cheap. Notably, Sacrilege carries an Ichorid, which retails for around $5.

Judgment

Judgment, naturally, has four different decks - none of which feature the color black. If you're a Commander player you might consider ponying up for Spectral Slam, which has a copy of the format staple Mirari's Wake. As ever, there's little accounting for such discrepancies as the prices asked for by Troll and Toad versus StarCityGames here.

We hope that you've found some information of value with this segment of the Precon Buyer's Guide. We'll be back next week with what should be the final installment in the series, with the miscellaneous products and Core Set decks, as well as some final thoughts on the vendors. See you then!

___________________________________________

Announcing our giveaway winner!

Last week we had a giveaway contest for a copy of Devouring Skies, one of the five new New Phyrexia intro decks. Our thanks to all who participated, but alas there can be only one. Our winner is Varo. Congratulations, Varo! We'll be in touch!

___________________________________________

Jay Kirkman
@ErtaisLament on Twitter
www.ertaislament.com

Return of Prosperity

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

Welcome back everyone, no Prosperity didn't make any major news this past week, however after a refreshing week away I have returned to help inform the elite and privileged with financial news, and help put some more cash in all our wallets.

The first piece I wanted to talk about this week is Melira, Sylvok Outcast . Originally priced around $1.30 on most sites, she has since moved upwards on some sites to as high as $3.98 for an unplayed non foil version. There are a few sites that still have her listed at $0.95-$0.99 (Untapped Games and Hotsauce Games) at the time of this writing, and I would say it's worth picking up a set or two. In case you missed it, she powered out an extended persist combo deck to a first place finish on a Magic-league.com trial. While extended season is over, and the Lorwyn creatures will be rotating out, I still feel she will be a casual favorite with her ability to stop poison decks, another kitchen table warrior favorite. In the event that she finds use in another way for standard, her price will easily double, and shes still got 18 months to do something interesting.

Spellskite is another rare that has shot up in the past few days, and is beyond its point of buying mass numbers for cheap prices. Our own Kelly Reid sent out an e-mail earlier today, detailing how Spellskite has risen to high average prices, with $8.99 on CFB, $9.99 at SCG, $7.93 lowest on TCG player stores, and Ebay for $30 per set average. If it makes a legacy impact it may remain at its current prices, however unless it does, I would expect its price to drop off in the coming months. If you already have your set, trading or selling them off is a decent option. I wouldn't let them go for under $8 cash or $12 in trade value, as they are currently a massively in demand card. These prices shouldn't be hard to obtain from many players who missed out on their chance to get them early on.

Speaking of decent options to sell off, that leads me to the next card, Splinter Twin. Its price is still extremely high, and bound to push up a bit more over the next week. The combo deck made a finals appearance this past weekend in Orlando, with 4 showings in the top 16. Splinter Twin Is selling for $9.99 on SCG (sold out), $14.99 on CFB, a lot of $7.72 (single copy left) on TCG player, and an average of $29 for a set on Ebay. I would cash in on splinter twins while the demand continues to be high, though look for SCG to raise its buylist price by a small amount in the next week if they don't get a decent stock in soon.

Four versions of the Caw-blade style decks made up half of the top 8, with Sword of War and Peace and Batterskull making new additions to the deck from the newest set. Emeria Angel made a few showings in deck lists from two of the top 8 lists, and currently is selling for $1.99 on SCG (sold out), $2.99 on CFB (sold out), $0.49 (low price) on TCG player, and a $2.50 per set average on Ebay. While this may be a decent card to pick up, remember that it will be rotating soon. I would only be looking to buy or trade for these if you have a decent chance of moving them within the next 3 weeks. If able, the full art promotional Emeria Angel is worth $20.00-$30.00 each at the current moment, though you may be able to find them from foil collectors or in trade binders at bargain prices if done soon.

Finally, Vampires made another return in Orlando, playing 2 Hero of Oxid Ridge in the main board. The hero's time for a good buy has come and gone, and with his recent top 8 appearance, I wouldn't count on his price going down in the foreseeable future.

On the legacy side of things, a deck that I mentioned a few months back, Painted stone, did very well by putting up a 4th and 11th place finish. Painters Servant and Grindstone have both held steady in price since writing that article, and both show signs of holding value over the long term. The real story of the Legacy event was the U/W Landstill deck that propelled Gerry Thompson and Drew Levin to second and third place finished, respectively. Mental Misstep was featured as a 4-of inclusion in both lists, and long time favorite Vedalken Shackles made a Legacy appearance, driving up a short price spike. Currently, the are priced at $14.99 on SCG (sold out), $10.99 on CFB, a low of $7.59 on TCG player, and an average of $9.50 each on Ebay. Its very possible to find these in trade binders, still undervalued by people who don't pay attention to legacy trends and prices.

The Metalworker deck saw two top 16 performances, with one making the top 8. Staff of domination also made a return, and is another card to be on the lookout for, and a good buy at under $7.00, a number of which can be found at the TCG player site for people looking for a long term investment in them. Also in the deck was a single copy of Karn Liberated in the top 8 list, with two of the colorless planeswalker in the top 16 list. Will this help to keep his price above $30? Hard to say, but at this time I would bet against a long term tag above $20 until he begins to make more regular appearances in one of the two formats.

Finally, the card Sylvan Library was featured as a single copy in the winning legacy list, and is another card that can often be found undervalued in many trade binders that contain it. If able to get them for under $4, I would do so.

Legacy is a format that sees changes every new set, and identifying the new or odd cards that show up in the first few weeks following a new sets release is a good way to identify what might be heating up for the next few months.

Thats all for this week, I hope you enjoyed reading!

Stephen Moss

@MTGstephenmoss on twitter

MTGstephenmoss@gmail.com

Are You The Threat?

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

Have you ever sat down at a multiplayer table with a janky pile of cards and a terrible vanilla general from Legends thinking there’s no way you’ll be the target, but still got eliminated first? How about doing nothing for the first 4 turns except playing basic lands and missing a color, and yet you were the first target? You, my friend, have gotten yourself labeled as The Threat at your table.

What does it mean to be The Threat?

Being The Threat means you’re the first target when you sit down at the table, regardless of the deck you bring. It could be your turn 4 combo kill deck, or something as terrible as a Lady Orca deck full of vanilla creatures. The contents of your decks don’t matter – you get pounded every time regardless. Sometimes you win, and sometimes you lose. If this is a situation you have to deal with on a regular basis, you might just be The Threat with your group.

Being identified as The Threat can be caused by any number of things. You might have won too many games in a row one night, and it stuck with everyone. Maybe your preferred type of deck doesn’t mesh with your playgroup’s style. You might be doing an exceptionally bad job with managing table politics (aside – always tell the truth and follow through on anything you promise, or you’ll regret it later when no one ever believes you). Maybe your average deck is just better than what most people play with and the group decided they can’t take a chance on letting you get ahead. Regardless, you’ve been marked and everyone knows it.

How to Deal with Being The Threat

If you’ve been identified as The Threat, you have a couple options on how you can deal with it, some of which will be more effective than others. Here’s a list.

Ignore It

The most obvious answer is that you can just ignore the situation. If you don’t mind being targeted first and you’re there primarily for the social experience and the chance to sling cardboard with friends rather than winning every game, your best bet is to just not worry about it and continuing playing the game. Sometimes discretion is the better part of valor. If the situation isn't bad enough to ruin your fun, then the right answer might just be to just not change anything.

The obvious negative of going with this approach is delaying the inevitable. If you don't bring it up, it still could potentially grow out of control to the point that your group doesn't want to play with you anymore. Not talking about a problem doesn't actually solve the issue. I can't really recommend this approach, but it's up to you to decide what you want to do.

Talk It Out

If you take a few minutes and talk to your group about the problem, you'll be doing both yourself and them a great favor. The group has either decided you're a problem individually or collectively. If they aren't having fun because you're there, there's the definite possibility they'll just stop including you and you'll be out of the playgroup.

I realize most Magic players are socially awkward individuals, but it's not that difficult to just ask the group if you're making their play experience unenjoyable. I'd recommend broaching the topic casually. Don't make a scene or anything silly. Ask when you're shuffling up for a game, "Hey guys, I get targeted a lot – am I making it unfun for all of you?" and see what they say. If you get a lot of yes responses from around the table, you'll have to decide if the group's giving you a hard time or if they're serious and you need to consider changing something.

Change It Up

Sometimes the best solution is to just keep playing (or building) that terrible deck where it's basically impossible to win. Sometimes the right solution is to build group hug. Whatever you decide to do, it's important to present yourself as most definitely not The Threat for a while. It will do wonders for your ability to avoid being The Threat when you actually should be, and make it easier for everyone else to relax at the table every once in a while.

My own personal experience has found that just changing it up doesn't always cut it. I built a Jaya Ballard, Task Mage deck that was, shall we say, far from my most powerful deck ever. I played nothing but that for a night, and got eliminated first every game with the except of one where I Reiterated someone's Vampiric Tutor to find a Loxodon Warhammer to equip Jaya and blow up the board, gaining a silly amount of life. Granted, that play was kind of game breaking, but I still lost, and continued to get knocked out of the game first all night. I even played that deck again for an entire night's worth of games, and got it out again a few times after that. I still got targeted. Eventually I just gave up and took it apart. I tried explaining that the power level was nowhere near what I normally played after actually playing it a few times, but it didn't matter – I was still the threat because I was still trying to win.

Break the Rules

Before you get too excited, I don't literally mean breaking the rules. I mean the unspoken rule that you need to play the same way all the time. Have you considered Archenemy? How about Planechase? Both provide a very different play experience and are designed for multiplayer, just like Commander. Sometimes changing up your play experience a bit is enough to get people out of a rut and make things more interesting for everyone again.

A great way to get someone else flagged as The Threat for a game or two is to get someone else play as the Archenemy. Our testing has found that if you add 10 life to the Archenemy's starting total per opponent, Archenemy generally works out even with a base of 40 starting life. The Archenemy still might try to kill you first (and probably should if you have the best deck), but you have a whole team who should be helping to defend you so you can beat the bad guy as a team. I highly recommend doing a few Archenemy games and passing it around the table for a night or two if you feel like you're being unfairly singled out. It might not hurt to pick a worse deck when you're the Archenemy though, so if you do win, you can emphasis the impact the schemes had on the game.

Planechase is another animal altogether, though one with much potential for wackiness. I highly recommend playing with a unified Plane deck rather than each player having a single version. The Eternities Map variant is a good time, and provides a little more control than just having a random pile of planes that can sometimes totally destroy a good game randomly. I also like the draft method, where each player drafts 3 planes to include in a communal deck that is randomly selected from. Whatever variant you might try, leave Otaria out. I don't know who thought Time Walks were okay in a multiplayer format, but they aren't going to make you any friends.

Battle Through It

Maybe you don’t care if your group singles you out as The Threat. Maybe you enjoy the challenge. Maybe your group is really cutthroat and everyone brings their A game, and yours is just better. While I doubt this is the case for most people and you should really talk to your group if you think it might be, it could happen. Regardless, fighting back and making the best deck you can possibly make is an option. When you sit down to build your deck, you have to remember a few things if you know you're going to be playing against multiple people.

If you want to fight through hate from multiple opponents at once from turn 1, you're going to need spells that give you a significant advantage. There's no room for cute or pet cards. Pretty much every spell you play needs to have the potential to win you the game on its own with very few exceptions. You'll probably end up with a goodstuff.dec build, which if that's what you really want to play is probably fine, though a synergistic deck is probably a better way to win normal games.

Doing the Right Thing

I hope that this article gave you some ideas on what to do when you discover you've become The Threat in your playgroup. There's a strong possibility that you already are The Threat and don't realize it. Many casual players out there don't take the time to read articles on the main Magic website, let alone read additional sites like this one. While you've chosen to get more into the game, make sure your friends are on board and want to play the game at that level too.

Rob Davis
@ArtosKincaid on Twitter
artoskincaid AT gmail

Sleeper Cell NPH Part 2

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

Welcome back to the conclusion of last week's article. This week we will be covering Red, Green, and Artifacts, combing the rares for any sleepers and straying away from the flops. We have seen the first major event with these cards and as expected it seems the Splinter Twin combo is legit and I would expect it to have some staying power thanks to some cards we will discuss today..

~Red

Bludgeon Brawl: This card has a flavorful nature to it which I really find interesting and if it was a single sided effect I could see this potentially seeing some EDH or casual play but as is paying four mana to successfully help your opponent in some cases seems like bad value all around.

Verdict: Bulk

Chancellor of the Forge: This, like the blue Chancellor, is likely to be a hit among the casual crowds. Goblins have always been one of the most popular tribes among kitchen table players and getting one for free plus more when you actually drop this fatty may be enough incentive for some to adopt it. I don’t expect much from the card but it may stay out of the bulk bin.

Verdict: 2-3

Invader Parasite: This card doesn’t seem constructed playable and since Wizards announced the death of land destruction for the most part as a viable deck archetype it is unlikely it will see much, if any, support. Casual players often frown upon land destruction as well and in some cases won’t allow it in games at all so I don’t see this guy taking off there either.

Verdict: Bulk

Moltensteel Dragon: This seems like a powerful card, possibly playable in standard, but I fear it may suffer the same fate as it’s molten friend Masticore. The format is just not set up to play these cards on any viable level; however, that could possibly change down the line. As for casual players I expect a decent amount of play as the effect is flashy (and scary). Some red mages will happily add this to their decks.

Verdict: 2-3

Slag Fiend: This is my long shot call for the set. What I mean is I don’t expect to see this card in a top 8 anytime soon but given the right tools and the power of this card in the right deck I feel like it will have its time to shine. I have already heard rumbles of Legacy Affinity wanting this as a possible answer to some of the board hate but I expect more than that in this guy's future. As for now he's just a cute concept, keeping him slightly above bulk.

Verdict 3-5 (Again we are talking a possible year away here)

Urabrask , The Hidden: This guy seems extremely rough in EDH as an aggro general and may possibly even see some Standard play somewhere down the line. With all the eyes on the other mythics in this set expect this guy's price to go down slightly and, given the right deck, make an extreme comeback.

Verdict: 7-10

~Green

Birthing Pod: I have already seen some brews with this card and even if it doesn’t hit this season expect it to make some waves down the road. Beyond Standard this card will see a lot of EDH play and casual player are sure to love this. The current price tag seems extremely cheap and although the rise may not be immediate I would be picking them up as soon as possible.

Verdict: 5-7

Chancellor of the Tangle: This card out of all the Chancellors seems most likely to see any real play. Though it seems like a long shot, playing Fauna Shaman turn one and having fodder feels like it deserves a look. Casual players may like this card in swarm decks with the added fact that it can be a huge beater. I expect it to stay out of the bulk.

Verdict: 2-4

Fresh Meat: Elves should be looking at this card as a potential Board option versus board clearing effects that typically would have left them reeling before. That Day of Judgment or Pyroclasm no longer forces you to play conservatively once you have the mana to spare. Casual and EDH players will use this as another Caller of the Claw variant giving it the added boost of both those markets.

Verdict: 3-4

Melira, Sylvok Outcast: While this card is very strong, the price depends solely on the playability of Infect in Standard. As of now the card is pretty well worthless but if the format shifts toward infect aggro after rotation expect a small spike. Sadly she is very fragile leaving infect with a multitude of answers and therefore keeping her price from jumping anything significant.

Verdict: 1-5 (depending on the format)

Phyrexian Swarmlord: While this card is very flashy it will not see any Standard play due solely to the availability of better options. If Infect is to become a deck this will just be too far above the curve with too little of an effect to really matter. I would expect some fringe casual play from the infector’s out there but otherwise this card is likely to remain in bulk.

Verdict: Bulk-2

Vorinclex, Voice of Hunger: This card seems amazing in the right EDH deck. The Azami decks will gladly add this beater to their arsenal of mana producers. I don’t foresee any competitive play in this guys future but kitchen tables and EDH games alike will keep his price comfortably above bulk.

Verdict: 4-6

~Multi and Colorless

Karn Liberated: This card seems like a solid finisher in control and has even broken into Legacy this past weekend which will surely help its price. Unlike Nicol Bolas I expect Karn to see more than the kitchen table and rightfully so. The current price tag has settled between 25-35 and I don’t see that dropping any time soon. If he finds a solid tier one home he could even reach as high as fifty.

Verdict: 30-50

Jor Kadeen, the Prevailer: This card, like most in this set, is looking to be too slow for constructed playability. Casual players are likely to love the ability and solid body for such an efficient cost. The fact that it can be a solid General to build around doesn't hurt the price either.

Verdict: 2-4

~Artifacts

Batterskull: This is probably the card that you want to get rid of the most in the coming months. As rotation approaches it is unlikely the price will hold. Once Mystic is gone this card becomes significantly worse and if Baneslayer is reprinted most control decks will opt back to that if needed. For now, and until rotation, I expect the 20-25 to hold. Once we lose Zendikar block it seems like it may drop as low as ten.

Verdict: 25-40 for now, 10-15 post rotation

Caged Sun: This effect is one of the most popular among the EDH and Casual crowds and I don’t expect this card to change. With a steady increase in EDH players the price on staples also increases and I feel this may be a solid addition to the other Mana Flare abilities in existence.

Verdict: 7-8

Etched Monstrosity: This is the flop mythic of the set and as I don’t foresee five color making waves I would imagine that opinion will remain. I expect this to hold slight value just based on the Casual decks but otherwise a very low appeal.

Verdict: 1-2

Hex Parasite: This is one of my favorite cards from the set and not just because it kills Benjamin, the Wallet sculptor while gaining extra value. I can only see this card in standard as the ability seems to awkward for any EDH or causal appeal. The versatility to be useful in any deck leaves this guy's potential wide open. Expect him to pop up in a multitude of lists over the next year.

Verdict: 4-6

Lashwrithe: This card is one of the backbones of mono black currently and seems to have a lot of potential. The current tier 2 deck has a lot of potential and I assume after rotation if not before the meta may allow for mono black to shine. Beyond the competitive aspect this card will see A LOT of EDH and casual play. As an improved nightmare lash this card fixes all the problems that lash seemed to have. Not only do you not have to pay life you also get a guy right away as a potential blocker if needed. I expect the price tag on this card to double from its current value over the course of the next few months.

Verdict: 5-6

Myr Superion: Out of all the sleepers in the set this one excites me the most. This card looks to be Tarmogoyf for standard if he can find a suitable home. Currently it seems Joraga Treespeaker and Grand Architect are the best ways to cheat this guy into play but if anything else pops up I could certainly see this guy getting a price boost. As with any competitively costed fattie expect this to see heavy casual play and some sporadic EDH play keeping the price out of bulk for now with a potential to go up if the format finds this guy a home.

Verdict: 2-3 for now potentially 5-6

Omen Machine: The Knowledge Pool of this set will be unlikely to see the competitive tables but expect this to be a hit in EDH and Casual formats. Unfortunately the effect is to narrow to fit in most decks effectively meaning what little play it does see won’t keep it out of the bulk binder.

Verdict: Bulk

Soul Conduit: Like Omen Machine I expect this card to see a lot of EDH and Casual play however the effect may be more useful than Omen Machine's as it suddenly makes you the diplomat. I don’t see this card being complete bulk but I don’t expect it to be worth much of anything either. I would keep one in my binder just for the casual crowd but don’t expect much in the way of value.

Verdict: Bulk-1

Spellskite: This guy has hit it big in the current standard format and I don’t expect that to change anytime soon. Currently this guy has a whopping ten dollar price tag surpassing Surgical Extraction as the most expensive rare currently. I don’t foresee this dropping any time soon and may even have the potential to go up if it sees any Legacy play in the coming months. As time goes on and more packs are opened the value may decline slightly but I would expect that to take a bit given the demand for the card currently.

Verdict: 8-12

Sword of War and Peace: With some Caw Blade decks desiring the lifegain in the mirror it seems Batterskull is getting the nod over this currently. I don’t expect the Sword to stop seeing play as it is still very efficient in the mirror. I do expect a decrease in the current price tag as time passes before rotation. After rotation, I would expect another rise as Swords stop being one of’s due to everyone's favorite Mystic leaving the format and start becoming 2-4 of’s in decks.

Verdict: 12-18 Pre Rotation 15-25 Post Rotation

Torpor Orb: This card appropriately seems to be labeled as a trap by most Pro’s in the current format. I would like to see a Legacy deck pop up with this and Dreadnaught in it which would also help the price tag but as people come around to realizing the card just doesn’t do enough I expect the price to tank. As for casual and EDH play I expect Fringe play in certain groups to keep Generals and other bothersome cards from activating but certainly will not be a staple.

Verdict: 1-3

Unwinding Clock: What an appropriate card to unwind on, though unplayable in nearly every aspect. We may see some Karn EDH decks adopting the idea but beyond that this card is a total waste of time.

Verdict: Bulk

Well that concludes the set review for me. I hope the insight into the casual market has allowed me to shed some light for some of you on what to profit off of for this set. As always thank you for reading and join me next week as I explore deeper into the deep expanses of the trade universe. If anyone has any article suggestions or ideas post them in the comments or message me on twitter as always.

Until Next week, keep the margins up and the losses down!

Ryan Bushard

@CryppleCommand on Twitter

Tender Blooms

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

With the release of New Phyrexia this past weekend, I wanted to do something with the new cards. So naturally my attention was grabbed by a card that was printed three blocks ago. I always forget about Bloom Tender. It has a very powerful effect, and it's an elf, which makes it a popular card to begin with, but these go great in any commander deck with green in it, which explains why I never see them in binders.

Let's be Frank...

Before we begin today’s' project, I wanted to send a shout out to a reader. His name is Frank and he's been using the techniques he learned here to great effect. Aside from the the Untamed Might shown here, he also has altered a couple of Brainstorms which he has traded at $15 each. Let's break that down for a second. Frank took a $3 card, put an hour of work into it, and traded it for $15. That's $12 per hour, or a Scalding Tarn. Well done Frank!

Tending to the project...

I was initially fooled by the color palette of this card. The overall effect is a dark purple sky, when in reality the background is a fairly light shade of lavender. This caused me to use a black base coat, whereas I will suggest to you a white or purple base coat for your project. I also chose to extend the branch over the text box, so it was necessary to sketch that area out as well with the base coat as well. You may wish to leave this out of yours of course, but I think it draws the viewer in to the artwork very well.

After some difficulty with the color matching (see above) I found that the mixture was rather a simple one. Use Naphthol Red, Ultramarine Blue, with a Touch of Titanium White to create the darker purple above and around the name box, and work your way lighter by adding white. I found that by adding just the smallest amount of water to the mixture, the colors blended smoothly to help match the subtle gradients in the sky. This gave me a very well matched first layer to work with. I also brought the color farther down the border of the card than usual to allow the branch to show along the right side.

The branch itself is actually a very dark shade of purple. I used the same mixture that I used for the sky, and added some Mars Black, little by little until I reached that grayish dark purple hue. Once again with a slightly damp mixture, brush the color on as if the branch were receiving another base coat. From there, add the lavender color from the lightest parts of the sky to help match the highlights and bare spots in the bark. Be careful, even though this is a highlight, the color is still somewhat dark. I dry-brushed this color on to the base of the branch to add some texture.

At this point I let the project sit overnight, having been somewhat frustrated by the color matching debacle earlier. As I have said before, it's acceptable and sometimes beneficial to walk away from a project. This time away not only allows you to clear your head, but also may give you a fresh view of the project when you return. My fresh view the next day helped me notice that I could have blended the sky better in places, and that parts of the branch were not tended to properly.

With this new lease on the project, I mixed up that lavender color again, and repainted the whole sky. This time using a touch more water than last time to allow the old color to blend and show through a little. Doing this created a near perfect blending of colors with the original artwork (If I may say so). I added a little love to the branch by highlighting certain parts of it. With a very light lavender I began the process as if I were going to dry-brush the color on, but instead I just dabbed the brush along the contours of the wood to create the small patterns you see in the finished product. For a last finishing touch I took a small line brush (the smallest I have) and added the very small white dots which, while I don’t know exactly what they are intended to be, bring the whole piece together.

Spoilers...

So far we have worked around the text box, and over the text box by varying degrees. Next week, we will be working without it! I haven't decided on a particular card yet, but I always love suggestions. Also keep sending me your work and ideas!

-The Painters Servant

Twitter: PaintersServant

Email: Mbajorek02@gmail.com

The White Bordered Legends of From the Vaults: Legends

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

Neil Pritchard has reason to believe he knows which white bordered Legends will be included in From the Vaults: Legends. Join in on the speculation and voice your opinion.

On the 7th of February, Wizards officially announced the speculated From the Vaults ( FTV): Legends, supplementing their soon to be released MtG Commander decks. This shocked few as it had been not so subtly hinted at a month prior by MtGSalvation’s Captain Black. Most attention was drawn to the final bullet point in the announcement:

All cards are black bordered and tournament legal. This means that these cards are legal for use in any tournaments where the original printings are still legal. For some cards, it is their first time with a black border.

Only two white-bordered sets that have been printed with Legendary creatures: Chronicle, and Portal: Three Kingdoms. Every core set up until Tenth Edition has had white borders, and Tenth Edition was also the first—and to date only—core set to feature Legendary creatures.

Those in Chronicles, however, were later reprinted in Legends, leaving us only with Portal: Three Kingdoms for the source of these new black bordered reprints.

Portal: Three Kingdoms was never released in North America, limited to releases in Asia and Australia. As most of you are aware, the cards from this set are some of the most expensive on the secondary market for this very reason.

As yet there has been nothing officially spoiled, perhaps as a result of the New Phyrexia leaks grabbing most of the public’s attention. There appear to have been subtle hints as to what might be featured, though, showing Wizards, and indeed Mark Rosewater’s, love of games and puzzles.

The first is April Fools Day’s Deck Registration Simulator. The joke was that no matter what you wrote, you were guaranteed to pass each one aside from the final card: the Chinese version of Lu Bu, Master-at-Arms.

He is a Legend and has only been printed with a white border.

For those of you who don’t read Chinese, here’s the card:

Were [card Lu Bu, Master-at-Arms]Lu Bu[/card] to have flying instead of horsemanship, he’d be a pretty average card and likely not one you’d consider building your deck around. He does, however, have the P:3K-only ability Horsemanship, making him essentially an unblockable 4/3 with haste.

While not the perfect Voltron general—requiring you to swing in six times—you can combine him with cheap equipment, red’s power pumping instants and enchantments, and its ability to make multiple attack steps, becoming quite formidable.

As such, his inclusion within From the Vault: Legends would make perfect sense.

This brings me to the second card I believe Wizards is hinting at including. I have a feeling that many of you already know what card I am on about, and that half of you are you are going to tell me to stop dreaming while the other half are scarily psyched. Don’t scroll down to see if you’re correct just yet, but first hear me out.

Recently, with the upcoming release of New Phyrexia almost upon us, the latest changes to the Comprehensive Rulebook were announced. Most of these are obvious—Phyrexian mana, restarting the game, and so on—but it was the clarification of Rule 506.6e that caught my attention.

506.6e
Some spells and abilities, like that of Xiahou Dun, the One-Eyed, state that they may only be cast or activated during your turn, before attackers are declared. If this never happens because the combat phase is skipped, you must cast these spells or activate these abilities before the precombat main phase ends.

506.6e refers to a grand total of twenty six creatures, all of them from Portal, Portal Second Age, or P: 3K. Realistically, you’d only encounter these cards in one of two places:

  1. Portal Draft/Sealed Deck
  2. Commander

At this moment in time, a box of Portal or Portal Second Age costs $660 on eBay and a box of P:3K costs $4000. It’s not likely that the this rule change was mentioned due to a sudden interest in Portal Draft. Combine this with the fact that most of these cards are, in fact, bad cards—an [card Wu Longbowman]inferior version[/card] of Prodigal Sorcerer for the same casting cost anyone?—leads us to cut the wheat from the chaff and assume that this rules tweak is more in preparation for Commander Summer. This leaves us with the Legends:

Wizards has stated that the From the Vault sets are a way of thanking retailers for their roles within the WPN and, recently at PAX, that the sets are designed with Commander in mind.

Ask yourself seriously as a player: out of those nine, which can you see fitting in a set as prestigious as From the Vaults: Legends?

Xiahou Dun, the One-Eyed is the answer.

He is a combo enabler, a recurrence engine, and, when you play him, your opponents know you mean business because he requires a finely tuned deck.

Now ask yourself as a retailer: of those nine, which can I realistically sell on the secondary market for a reasonable profit?

Again, the answer is [card Xiahou Dun, the One-Eyed]Xiahou Dun[/card].

[card Xiahou Dun, the One-Eyed]Xiahou Dun[/card] is currently going for anywhere between $115 and $207 on eBay. I have yet to find one in stock on any online stores.

So why did Wizards use Xiahou Dun, the One-Eyed as the example for a largely irrelevant ruling tweak when there are 25 other perfectly viable cards they could have used as an example?

Because Wizards like tricks.
Wizards like hints.
And Wizards like games.

If there is a legend from P:3K worthy of From the Vault: Legends—for both buyer and seller—it would be Xiahou Dun, the One-Eyed.

And, for me, this circumstantial evidence proves it.

-Neil Pritchard

Want Prices?

Browse thousands of prices with the first and most comprehensive MTG Finance tool around.


Trader Tools lists both buylist and retail prices for every MTG card, going back a decade.

Quiet Speculation