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Precon Buyer’s Guide: Classic Era

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Last week, we took a look at the 'Modern Era' of preconstructed decks, covering all expansions from Time Spiral through Mirrodin Besieged. Today we'll be going back in time to the Classic Era, which spanned from 2002's Onslaught through 2006's Coldsnap. This was a tumultuous time in Magic's history. Mirrodin block, with it's abusive affinity-based decks, dominated Standard, and the follow-up Kamigawa Block was widely panned as being too parasitic and, for many, rather underwhelming. Consequently, this was a period of exodus for many Magic players, who hung up their life counters and either shelved or liquidated their collections.

2005's Ravnica: City of Guilds, however, was a bright and triumphant flare shot into the darkening sky: Magic was back, and better than ever! Easily one of the game's most successful expansions, Ravnica began to undo the damage wrought over the previous two years. The Era finally rounded out with the 'lost set' of Coldsnap, a one-of expansion designed to endcap the Ice Age block (replacing Homelands in the process).

Today we take a look at the theme decks of the era. Some details from last week should be included here, namely our list of players in the retail marketplace and disclaimer.

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.

With that out of the way, let's get down to business!

Onslaught

Still relatively easy to find for the most part, Onslaught's theme decks tended to emphasize the set's tribal nature as well as mechanics such as morph. The most difficult one to find at a resonable cost is probably Ivory Doom, a White/Black Cleric-based deck. White/Black decks have tended to be fairly uncommon constructions in recent times, though the 'Vintage Era' has a number of them (such as Stronghold's Call of the Kor and Torment's Sacrilege).

Legions

Here's where Onslaught Block starts to get fun, as the tribal element really came to the forefront with Legions. Morph Mayhem is the set's odd-man out, easily available at a bargain price, but as you can see all three others have held a fairly solid price as a reflection of the fact that they represent some of the game's more popular tribes. Sliver Shivers in particular commands a solid premium, but again can easily be assembled on the cheap if you're not hung up on packaging.

Scourge

Of the four here, only Goblin Mob has clung to value, again, due to its tribal theme. The rest of the lot can be picked up for a relative song.

Mirrodin

Bait & Bludgeon was the original affinity deck, and thus has held some value for the nostalgic and/or masochistic. Little Bashers is a white weenie-and-equipment deck, and highly overvalued. The other two can be had relatively cheaply, with Sacrificial Bam a painful lesson in some of the excesses of the day (see: Disciple of the Vault)

Darksteel

Notice anything missing? You can't buy Transference (the deck centered around the modular keyword) for love or money. Maybe it has something to do with the twin [card Skullclamp]Skullclamps[/card] it contains? If you're hellbent-for-leather to get one, you'll need around $25-30 on eBay. Plus shipping. The others are about what you'd expect for the set, whose decks can be a little scarce.

Fifth Dawn

We have more of the same from the block's final set, hovering around the $10 mark as with Darksteel. There's no accounting for StarCityGames's price hike here, which stands in stark contrast to their competitors. Again, probably marked high once upon a time and never came down.

Champions of Kamigawa

For one reason or another, contrary to expectations this set has some of the scarcer theme decks in the block. Way of the Warrior, a monowhite bushido deck packed with Samurai, tops the chartsfollowed closely by Snake's Path. The other two are very common and easily found for less.

Betrayers of Kamigawa

Rats' Nest contains an Umezawa's Jitte, and carries the pricetag to match. The mono-Blue Ninjutsu is high here, but can be scored for less on eBay. For example,I bought mine for around $7 not long ago.

Saviors of Kamigawa

Don't let Amazon, ABU Games, or Star City fool you- these are amongst the easiest to acquire and cheapest theme decks you'll ever find. Sets of all four routinely go for around $20 on eBay, and paying anything more for them is criminal. These are constantly available, and were the victim of either an excessive print run or a depressing demand.

Ravnica

Like Champions of Kamigawa before it, the theme decks from the first set in the block have tended to hold their value the most. Unlike previous sets, though, each theme deck in this block was given a very specific identify, tied to one of the ten different unique guilds that inhabited the cityscape of Ravnica. This set launched with some very attractive ones, the red-white Boros, blue-black Dimir, and green-black Golgari being the most popular, and they have reflected this by holding their value (as well as by being relatively scarce).

Guildpact

While the black-white Code of the Orzhov has similarly retained value with its popular color combination and mechanics, the Gruul and Izzet decks are staple fodder and can be acquired easily.

Dissension

Finally we arrive at the third set of the block, and to our delight find that none of the three Guilds represented here have ever really caught fire. Whether players were simply tired of the guild concept or the earlier ones just that much sexier it's hard to say, but those on a budget looking to sample the set will find this a very appealing starting point.

Coldsnap

Last but not least, we have the odd-set out, Coldsnap. A one-of special set, these decks had a certain novelty factor in containing reprints of cards, with updated card frames, from Ice Age and Alliances in the new card frame design (including color-coded rarity). Kjeldoran Cunning, a blue-white Soldiers deck, is the standout here though the deck itself is relatively lackluster. Again, those on a budget might look at the very reasonable prices at Channel Fireball... for three of the decks, anyway.

That concludes this week's Magic Beyond the Box and our tour through the retail world of the Classic Era of precons. We'll be back next week with a look at the decks from Judgment all the way back to Tempest, where the theme decks had their genesis. See you then!

________________

Jay Kirkman

@ErtaisLament

www.ErtaisLament.com

Commander Deck Tech: Phelddagrif

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First, a note from Robert:

I'm @ArtosKincaid on Twitter. If you like my articles or just want to ask me a question, feel free to contact me there too! I tweet about Magic almost exclusively, and love a good debate or just sharing ideas. Any format is fair game for discussion.

Today I'm going to talk about one of my more recently built Commander decks, and one I've mentioned previously: my "Group Hug" Phelddagrif deck. If you classify yourself as a Social Gamer Timmy or you enjoy playing the support character in MMOs, you'll probably love playing this archetype at least on occasion.

For those of the more competitive persuasion who want to shoot for the win with a bit of a challenge and an offbeat deck, I've included a section below on how to convert my list into a much-more-likely-to-win-the-game version. I'll also be doing similar deck techs for some of my other, more competitive Commanders soon so keep checking if Bant isn't your color combination of choice (or if the idea of playing Group Hug makes your skin crawl).

I find Group Hug to be an excellent deck to play when introducing multiple new players to the format, as you stand very little chance of winning and it gets you to the fun part of Commander that much faster. If you often find yourself playing new player liaison, I highly recommend adding Group Hug to your box of decks so you can play 'Format Ambassador' like a champ.

Notable Moments Playing Group Hug

  • Timmy Moment: Casting New Frontiers with X=10 on turn 6.
  • Johnny Moment: Giving one opponent 20+ Hippo tokens and casting Congregate, targeting him, to keep him alive through a 30+ attacking creature swarm.
  • Spike Moment: Targeting myself with a Loaming Shaman trigger to shuffle my graveyard back in, activating Jace Beleren's ultimate to mill my last opponent for 20, and casting Prosperity with X=12 to force him to draw exactly the number of his cards left in his library so he would lose on his draw step.

Why Phelddagrif?

For those who are unfamiliar with the idea of Group Hug, the idea is to be able to supply your "opponents" (and I use the term loosely when playing this deck) with additional cards, mana, and life to get to the silly board states that we all love so much in Commander. Phelddagrif is a natural choice for this because he can gift an opponent of your choice with life, cards, or Hippo tokens. I don't often activate or even cast the Giant Purple Hippo, but he's a nice way to try and level the playing field if someone gets off to too much of a head start and looks to make the game miserable for everyone. Other possible choices in Bant colors are Ragnar for the clutch regeneration and really old school feel, or Angus Mackenzie for a Fog machine.

These Guys All Like A Good Hug

For the most part, red and black don't provide a lot of good Group Hug style cards. In fact, they have a lot of anti-Group Hug cards. I've debated making an anti-Group Hug deck several times with Kaervek the Merciless as the commander and playing with a pile of cards like Underworld Dreams, Spiteful Visions, and Grave Pact, (calling it Group Thug) but I haven't gotten there just yet.

Focus #1: Card Draw

Everyone loves drawing extra cards, right? The primary reason to play blue in a Group Hug deck is to get access to all the universal blue card draw spells. Howling Mine effects are great, and you have access to several artifacts just like it, such as the Temple Bell and Font of Mythos. But, as we all know, blue is where it's at for card draw regardless of whether you just want to draw cards yourself or make everyone draw.

There are a number of single shot effects like Vision Skeins and Words of Wisdom that can get you a quick shot of a card or two, but this is Commander. "Draw seven cards" effects are almost always solid, so the budget ones deserve a slot. If you've got a Timetwister taking up space, you can even run that! The X draw spells like Prosperity and Skyscribing, also make the cut because you can easily refill everyone's hands in a single shot or in some cases actually win by having more cards in your library than your opponents.

Focus #2: Cheating Things Onto the Battlefield/Accelerating

With all those extra cards, people are going to need ways to play them faster. There's two different methods to make it simpler, both of which are strongly identified with green: you can either give them ways to put creatures into play for free, or you can give them extra mana. Either way, green is the important component here. Both blue and artifacts have ways to pump things out, but nothing beats the green ways to do it

The first is what I refer to as the 'Wumpus' effect. (Say it with me, "The Wumpus Effect," and feel the power.) You get a guy on the cheap via something like Hunted Wumpus, and each of your opponents also gets a free one too. The nice thing about these is it gives you enters the battlefield triggers, but not cast triggers, so the guy playing a big pile of Eldrazi doesn't get his [card Ulamog the Infinite Gyre]free Vindicate[/card] or [card Kozilek Butcher of Truth]to draw 4 extra cards[/card] if he or she decides to be That Guy.

The different Oaths from Exodus ([card Oath of Druids]Druids[/card], [card Oath of Lieges]Lieges[/card], and [card Oath of Scholars]Scholars[/card]) are also great ways to give people free stuff when they're behind and always makes for hilarious board states. Oath of Druids has created some real shenanigans and very tense moments where people revealed cards off the top hoping for the right flip.

This section is the easiest one to go really big on if you have money to splurge with because Legacy has made Show and Tell a pricey card, and you can go old school and break out that Eureka! you always wanted to play, but neither are strictly necessary. I don't have either right now and I don't feel like the deck is hurting for them.

The other, and perhaps more conventional, way to accelerate the board is to give everyone extra mana. There are a lot of different ways to do this, almost of which are green.

  • Give everyone additional mana every turn with cards like Eladamri's Vineyard
  • Get extra lands onto the battlefield with cards like New Frontiers or Rites of Flourishing
  • Making lands tap for additional mana via Heartbeat of Spring and friends

A big part of the reason I went with a lot of free spell effects was because the number of ways available to accelerate everyone is sadly lacking. Most of the good ones these days are relegated to things that only work for you; Mana Reflection is an excellent example. While those are great for normal decks, it makes the Purple Hippo sad and we have to resort to more drastic measures.

Focus #3: Keeping Yourself From Dying

Despite the fact that you're giving everyone cards and mana, inevitably you'll have a party pooper. Even if you're playing the straight up Group Hug version with no aspirations of actually winning the game, someone will often decide you're cramping their style and try and get the beats in at the worst time. What's a poor Purple Hippo to do? My defense of choice has been playing numerous creatures with defender, a handful of life gain effects, and a few "fair" sweepers.

The nice thing about defenders as opposed to actual removal is defenders can block every turn, and only very rarely will cause people who aren't attacking you to get angry, unlike a board sweeper. Yes, they will die to other people's sweepers, but 99% of the time it won't matter because so many of them are just there to block once or twice after giving you the real value when they hit the battlefield. I started my defender suite by hitting the bases we've already mentioned (mana boosts and free cards), though they only benefit you.

I run pretty much every cantripping defender and most of the ones that provide mana. You can round those out with some solid blockers like Fog Bank and Wall of Reverence to make it hard to actually punch damage through. My list has cut a lot of the bigger toughness defenders I was running because my group has learned I really have no way to realistically win and just enjoy all the free cards and mana, but Wall of Denial and similar blockers can be quite handy to have around. I also run a few silver bullet cards, like Ith, High Arcanist and Empyrial Archangel, to try to prevent some of the possible shenanigans that come up occasionally.

A bit of life gain is often handy as well. Spells like Congregate and Beacon of Immortality are huge chunks of life almost all of the time, so you can get out of hole if someone decided to come out of the gate blazing. It's also a great deterrent for people who might decide you need to be targeted. What sounds like a better idea to you: attacking the guy with 100 life and nothing but defenders, or the guy with 28 life and a bunch of threats who you know is actually trying to win?

Yeah, I thought so.

I purposefully run next to no sweepers, and the ones I do run are aimed to be a complete reset for when things just get too stupid too fast. The nice thing about Group Hug is it's very easy to get the game back to a "fun" state quickly even after a Worldpurge or Balancing Act. Just be careful of playing Restore Balance if you have someone playing an artifact heavy deck, as it can put them way out in front.

Bonus: Going for the Win

As I mentioned in my "Spike Moment" above, I've actually won a game playing the actual deck list I have below using Loaming Shaman. The best way to turn this deck into a potential game winning version would to turn it into a pseudo mill deck by doing the following:

  1. Change the general to Angus Mackenzie. You need free ways to make sure you don't take damage, not ways to give your opponent stuff.
  2. Add more defensive walls instead of just cantripping and mana producers. Wall of Shards can be amazing since you don't care about your opponent's life totals, and it'll give you positive karma. Wall of Frost makes attacking you very unappealing as well.[/card]
  3. Run a few more sweepers at expense of some of the universal mana acceleration. Your opponents will be playing out their hands as fast as possible, and since you're actually a target you'll want to be able to control the board better. Normal creature sweepers like Wrath of God and Day of Judgment are the way to go; you don't want to kill your Howling Mines if you can help it.
  4. Add more ways to recycle your graveyard. A "Legendary Creature - Eldrazi" would probably be excessive, but it would give the deck an alternate win condition and you'll have plenty of ways to discard it just by having more than 7 cards in your hand. Primal Command gets you another useful effect and lets you shuffle your bin in at the same time. Elixir of Immortality and Feldon's Cane effects may seem janky, but they'll save you when you need it. Graveyard hate effects also become more important so you can use your Timetwister variants more aggressively.
  5. Consider playing some defensive enchantments, like Propaganda, Ghostly Prison, and Imperial Mask, to make it extremely unappealing to attack you. A lot of players will go for the attack of opportunity over you. Imperial Mask gives you an important level of protection from spells that could otherwise wreck your day.

My Deck

And finally, the deck list in all it's glorious Purple Hippo awesomeness. All of my decks have a movie title name, some of which are ironic, and others just fit well. This one was too funny not to use.

Phelddagrif - "Goodfellas"

General

1 Phelddagrif

Everyone Draws Cards

1 Howling Mine
1 Kami of the Crescent Moon
1 Unifying Theory
1 Horn of Greed
1 Jace Beleren
1 Noble Benefactor
1 Rites of Flourishing
1 Skyscribing
1 Temple Bell
1 Walking Archive
1 Windfall
1 Font of Mythos
1 Prosperity
1 Time Reversal
1 Weird Harvest
1 Time Spiral
1 Temporal Cascade

Free Stuff

1 Oath of Druids
1 Oath of Lieges
1 Tempting Wurm
1 Hypergenesis
1 Braids, Conjurer Adept
1 Hunted Wumpus
1 Oath of Scholars
1 Dream Halls
1 Gate to the Aether

Defenders

1 Fog Bank
1 Ith, High Arcanist
1 Sanctum Plowbeast
1 Sunscape Familiar
1 Wall of Blossoms
1 Wall of Mulch
1 Wall of Omens
1 Bonded Fetch
1 Carven Caryatid
1 Drift of Phantasms
1 Guard Gomazoa
1 Wall of Denial
1 Jungle Barrier
1 Wall of Reverence
1 Mnemonic Wall
1 Empyrial Archangel

Board Control

1 Restore Balance
1 Balancing Act
1 Worldpurge

Acceleration

1 Eladamris Vineyard
1 Magus of the Vineyard
1 Veteran Explorer
1 Overgrown Battlement
1 Vine Trellis
1 Wall of Roots
1 Heartbeat of Spring
1 Shizuko, Caller of Autumn
1 New Frontiers

Graveyard Stuff

1 Relic of Progenitus
1 Loaming Shaman
1 Junktroller

Life Gain

1 Congregate
1 Beacon of Immortality
1 Arbiter of Knollridge
1 Reverse the Sands

Land

1 Azorius Chancery
1 Breeding Pool
1 Flooded Grove
1 Flooded Strand
6 Forest
1 Glacial Fortress
1 Hallowed Fountain
6 Island
1 Krosan Verge
1 Misty Rainforest
1 Mystic Gate
6 Plains
1 Reflecting Pool
1 Savannah
1 Seaside Citadel
1 Selesnya Sanctuary
1 Simic Growth Chamber
1 Sunpetal Grove
1 Temple Garden
1 Tropical Island
1 Tundra
1 Windswept Heath
1 Wooded Bastion

Got a suggestion for a card I missed? Let me know in the comments!

-

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Combat Unnecessary in Charlotte

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A couple of weeks ago, I booked my flight to Pro Tour: Nagoya, by way of Indianapolis, for the StarCityGames Invitational the weekend before. There was only one small problem: I wasn't yet qualified for the Invitational.

I went to Charlotte with the aim of solving that problem. Along for the ride were Corey and Brad Waugh, brothers from tornado-devastated Alabama, who play at The DeeP in Huntsville. Apparently a sizable chunk of Alabama (several hundred thousand people) has been without power or gas for approximately a week, so everyone's been finding places to bail out to. The Magic players went off to Indianapolis for the TCQ or Charlotte for the SCG Open.

We arrived in Charlotte Friday night, got up, found a local Waffle House for breakfast, and went to play some cards.

Standard

Corey took Caw-Blade, Brad took Valakut, and I took along a special brew, with Caw-Blade stashed in case I chickened out. Some last-minute changes resulted in me doing something I've been wanting to do for a few months now: play Leonin Arbiter maindeck. The result? Blue-White Venser tapout!

Untitled Deck

Creatures

4 Leonin Arbiter
4 Wall of Omens
2 Sea Gate Oracle
2 Sun Titan

Planeswalkers

4 Jace, the Mind Sculptor
2 Gideon Jura
2 Venser, the Sojourner

Spells

3 Contagion Clasp
3 Tumble Magnet
3 Day of Judgment
2 Spreading Seas
3 Everflowing Chalice

Lands

4 Seachrome Coast
4 Glacial Fortress
4 Celestial Colonnade
5 Plains
5 Island
3 Tectonic Edge
1 Mystifying Maze

Sideboard

1 Sunblast Angel
2 Volition Reins
2 Spreading Seas
1 Day of Judgment
3 Kor Firewalker
2 Oust
3 Spell Pierce
1 Jace Beleren

386 players led to an announcement of 10 rounds, which was corrected to 9 rounds later on.

Round One: Adrian Nestico, Br Vampires, 14th place
I crushed him game 1, got owned by 3 Bloodghasts in game 2, and got burned out from 7 life after stabilizing in game 3. It was unfortunate to start out with a loss, but 8 rounds of Magic were yet to come. The sideboard plan was something like "cut Leonin Arbiter for Oust, Day of Judgment, and Sunblast Angel". Unfortunately, Spell Pierce might have been a better choice.

Round Two: Steven Hesselbirg, Goblins, 324th place
He got a double Goblin Guide start, with Ember Hauler and Goblin Chieftain to slam down my life total further before I could stabilize. Staggershock knocked me to 2, but Jace, the Mind Sculptor began its job of Fatesealing him while my Celestial Colonnade began taking huge chunks off his life total. I left a Teetering Peaks on top since he didn't have anything relevant, then put Arc Trail on the bottom. His draw? Spikeshot Elder.

Game two, I brought in Kor Firewalker and drew 2 of them. Ratchet Bomb and Perilous Myr are next-level answers to my answers, but Sun Titan is the level beyond that.

Game three, he played Perilous Myr on turn 2, then had to Searing Blaze it just to kill my Firewalker. Gideon Jura crushed any hope of his victory, and I took a 2-1 win.

Round Three: Ryan Pawlik, Bant Caw-Blade, 232nd place
Turn two Leonin Arbiter beats turn two Lotus Cobra plus manascrew. In related news, grass is green.

Game two, we had some back and forth on the board, but Garruk Wildspeaker left unchecked is impossible for the deck to handle. I noticed that, as long as the game went, he didn't play a single Squadron Hawk or Stoneforge Mystic.

I boarded out the Leonin Arbiters while watching him, and he didn't board enough cards for me to think he brought them back in. We had another planeswalker fight, but this time, Venser, the Sojourner went ultimate, drawing the concession in short order.

Round Four: Grayson Freas, UB Control, 229th place
Game one I couldn't get an actual threat or land a Jace since I was short on mana, so his Jace, the Mind Sculptor went ultimate.

Game two he couldn't stick a threat until it was too late, and my Venser went ultimate before his Jace did. I exiled Jace and Creeping Tar Pit while casting Day of Judgment twice to kill his Wurmcoil Engine.

Game three, I beat face with Gideon Jura and Celestial Colonnade.

Round Five: Lawrence Carroll, RUG, 82nd place
Turn 2 Leonin Arbiter on the play basically won the first game single-handedly.

Game two, I got beat by a fast Thrun, the Last Troll.

Game three, a fast Leonin Arbiter came down, but it didn't do quite as much as it did game 1. I won a very long game because of the simple fact that Sunblast Angel wins when Avenger of Zendikar isn't a one-hit kill.

Round Six: Jordan Heatherly, GW Emeria, 46th place
He took the play, mulliganed, and got manascrewed off Green by Spreading Seas and my Jace bouncing his Overgrown Battlement. Venser happened to go ultimate before Jace did, but I could have won that game a half-dozen different ways, as he did next to nothing. I noticed a Green Sun's Zenith during Fatesealing, so I knew he was up to something odd with his deck, just not sure what.

Game two I got one-shot killed by Avenger of Zendikar. Yeah, that explains it.

Game three, he sets up lethal with Avenger of Zendikar, but I have the sweeper. So he set up lethal with Avenger of Zendikar again. I set up blockers and so forth so that I could go to one and hope to draw another sweeper, and don't get there.

Round Seven: Keegan Gallick, Caw-Blade, 20th place
Ah, finally. Public Enemy Number One - and Venser has a good matchup here, which Leonin Arbiter can only make better. Game one, he didn't assemble a meaningful offense at all, and Jace, the Mind Sculptor went ultimate.

Game two, I had to mulligan to 5 just to get mana, and he got a fast Stoneforge Mystic and got a Sword of Feast and Famine on it. I couldn't get much defense going and lost horribly.

Game three, I mulliganed to 5 trying to get mana, and got crushed. Such variance.

Three losses meant I was dead even to the possibility of making top 32, but we didn't know that at the time. X-3 has made top 32 in these Opens before, but not this weekend.

Round Eight: Stefan Eversoll, Br Vampires, 140th place
Early sweepers followed by Walls and Gideon trading with Vampire Hexmage let me go ultimate with Venser and exile things until he scooped.

I don't remember whether Venser or Jace won the second game - I didn't write it down.

Round Nine: Davey Dees, Red Deck Wins, 81st place
Turn one Spikeshot Elder is nowhere near as intimidating as turn one Goblin Guide. He chickened out (playing around Condemn?) on dealing 5 with Geopede on the second turn, and he ended up not doing anything of real relevance for the rest of the game, burning me down to 7 while I smacked him out of the game in two swings.

Game two he mulliganed to 5, but got a turn 2 Perilous Myr, which I dutifully played around. He got me all the way to 2 life with a Staggershock, and on my turn I Ousted my own Wall of Omens to avoid dying to the Rebound. Jace kept him from getting a winning burn spell, and I squeaked out a win.

Final tally: 6-3, 15-9 in games, 55th place. My carmates both got top 32.

Thoughts on the event:

  • "Tap out for Jace, bounce [card Ulamog, the Infinite Gyre]Ulamog[/card]" is not actually a solution to the problem.
  • Casting Mana Leak on Overgrown Battlement is the height of idiocy.
  • Venser is amazing against control, mediocre against aggro. It might be worth going up to 3
  • Sea Gate Oracle is ridiculously underrated. It's a 1/3 Preordain that plays well with Venser. Does nobody remember Court Hussar?
  • Wall of Omens is not as good as I would like.
  • If you can proliferate multiple Everflowing Chalices, the mana advantage is usually game-ending.
  • Contagion Clasp is just absurdly good.
  • Venser outraces Jace. This is a really big deal.
  • The Venser deck really wants Preordain. The problem is finding slots for it. Sea Gate Oracle is a fine card but doesn't help you hit your land drops early.
  • Caw-Blade is still nuts. Obviously.
  • People play around counterspells even if you don't have them. This is a really nice bonus to have.

We got some Arby's since everything else was apparently closed, and headed back to the hotel.

Legacy

We woke up Sunday morning and went to IHOP, where I got pancakes. You know, since it's IHOP and that's sort of the whole point. Not 1100 calories of Chicken & Waffles, because eating that is clearly the first thing a person should do in the morning.

From there, to the tournament site, where I bought the one card I needed for my deck: a fourth Turnabout. Spiral Tide!

Untitled Deck

Cantrips

4 Brainstorm
4 Ponder
2 Preordain

Draw

4 Time Spiral
3 Meditate

Protection

4 Force of Will

Tutors

3 Cunning Wish
4 Merchant Scroll

One-ofs

1 Intuition
1 Blue Suns Zenith
1 Mind over Matter

Lands

12 Island
4 Misty Rainforest
2 Scalding Tarn

Sideboard

3 Repeal
3 Pact of Negation
1 Echoing Truth
1 Wipe Away
1 Brain Freeze
1 Snap
1 Meditate
1 Hurkyls Recall
1 Turnabout
1 Intuition
1 Blue Suns Zenith

This deck is so much fun to play. It has a lot in common with ANT, which I've had some success with, but is a lot more resilient to hate. In exchange, it's a bit slower. Typically you want to win on turn 4 or 5, but you can wait as long as needed if your opponent is giving you time. The main thing to remember is that much like Ad Nauseam, Time Spiral is not the primary path to victory. If you can win without casting it, you should, because it can fizzle. It can win on turn 3, but that is extremely difficult and prone to fizzling.

Merchant Scroll, notable for being the only playable card from Homelands, usually searches up High Tide, Turnabout, or Force of Will/Pact of Negation. It's almost always Tide or Pact before comboing off, Turnabout while comboing, or Blue Sun's Zenith when you're ready to win.

Note that Intuition is in the deck primarily as a tutor for Candelabra of Tawnos or Time Spiral, which can't be tutored via other means. You can chain Merchant Scroll or Cunning Wish into it. This doesn't come up a lot, so it may be better to play something else here. I sided out Intuition a lot.

Mind over Matter is similarly questionable. It's almost a win-more card, but there are games you can't win without it. I didn't get paired against Battle of Wits, so this didn't matter very much. It is a real time-saver, though, to be able to just say "every card I discard gets me 20 (or 30, whatever) mana", toss ten cards in the bin, then cast Blue Sun's Zenith at the opponent. I sided it out a couple of times, and it may be better to play something else.

Mana Severance is something I tried in testing. It's awful as a 1-of, but it might be serviceable as a 2-of since it makes Meditate way better and basically puts Time Spiral into God Mode card. It's dead on its own, though, which is awful. If it cantripped, was an Instant, or had Cycling... then we'd be talking.

Personal Tutor is a bit of a miss. It can get Time Spiral, but since you usually don't want to get Time Spiral you don't play this.

Trinket Mage costs 3 like Intuition and can tutor up Candelabra while blocking pretty much anything except Goblin Piledriver. It's worth considering.

Dizzy Spell can Transmute into Candelabra or High Tide. Also worth considering, and it can randomly buy you an extra turn as a normal spell.

I think, given the nature of the deck, I'd be looking most at Personal Tutor and Dizzy Spell as possible replacements, or perhaps just max out on cantrips and run the full 4 Preordain.

The sideboard is pretty much spot on. Some people are running Rebuild over Hurkyl's Recall, but I think the Recall is the better choice there since it's cheaper. You can cut the sideboard Intuition if you want to run both.

Anyway, the Open had 211 players and would run for 9 rounds. Corey and Brad didn't want to play even though I had a deck I could have loaned them, and they ended up deciding not to draft in favor of railbirding all day.

Legacy Report

Round One: Michael Fricks, Stoneforge Bant, 126th place
A poor clock paired with minimal disruption (a single Force of Will) meant I readily crushed him in the first game. He dug up Umezawa's Jitte with Stoneforge Mystic so I think he had put me on Merfolk- but that was probably not reasonable given that I had played 2 turns without dropping a threat or AEther Vial.

The second game required me to search up a bounce spell for Gaddock Teeg and fight through a Force of Will. I got to 30 mana, cast Blue Sun's Zenith on myself to draw 17 cards, and easily won from there.

Round Two: Joseph Greer, Affinity, 156th place
No disruption game one made it quite trivial.

I punted game 2. He played Master of Etherium and I didn't burn my only Force of Will on it for fear of Ethersworn Canonist. The next turn I was dead. I should have countered it and made him have the Canonist since I could have dug for an answer to that.

Game three, I had Cunning Wish into Hurkyl's Recall to cruise to an easy victory past his Pithing Needle on Candelabra of Tawnos.

Round Three: Nicholas Boylan, Merfolk, 64th place
I lost game 1 because of the same mistake - I was keeping Force to protect my combo, but his clock was too fast for me because I let Coralhelm Commander resolve. Buying 2-3 turns probably would have protected my combo just as well.

Game two, I was forced to Time Spiral, and got there through a flurry of Forces. Blue Sun's Zenith for 14, floating 6 mana, got there.

Game three was a race where he didn't have any hard counters, so I claimed victory in the end.

Boylan boarded in Tormod's Crypt for me. How pointless.

Round Four: Joey Page, Aggro Loam?, 85th place
Game one was awkward because he had Chalice of the Void on 1, which led me to Cunning Wish for Echoing Truth. He got Countryside Crusher to go all the way up to 8/8 in one turn before he hit a nonland card, then dropped Chalice on 2 - I responded with Echoing Truth on the 1-counter Chalice, took a hit, then went off on my turn to the tune of over 100 mana without playing a single 2-mana spell.

Game two was a little closer despite his double mulligan - I had to play around the possibility of Time Spiral giving him a ton of lands for his Seismic Assault, so I set up to Repeal it at the end of his turn before going off. I took 6 for my trouble, Forcing a Red Elemental Blast along the way. That put me at 4, and it turned out to be an unnecessary precaution as Spiral was never necessary.

(Note: I don't know exactly what he was playing. All I really saw were Dark Confidants, Countryside Crusher, Seismic Assault, and lands. I never saw Life from the Loam- but he may have boarded them out.)

Continuing the theme of people boarding in useless graveyard hate: Page boarded in Leyline of the Void.

Round Five: Drew Levin, Countertop Thopter Tezz, 6th place

This was in the Feature Match area, and when the video goes up, I'll post a link.

Game 1: I got to Meditate into a Spiral, and Spiraled into 4 lands, a cantrip, Turnabout, and Force. The cantrip found a cantrip, which found another cantrip, which found absolutely nothing and I died to his double turns.

Game 2: I got owned by a bunch of hate cards and I couldn't set up my bounce to do what I needed to do because I couldn't get to 5 lands before he got a second Counterbalance down. I wanted to Wipe Away the Counterbalance and Echoing Truth the Canonist, but had to do both. People watching were probably calling me an idiot for running the Ponder into the Counterbalance, but I had good reasons for that:

1 - I was going to have to discard at the end of my turn anyway, and the Ponder would have been my choice.
2 - Levin had missed a blind flip on the Cunning Wish earlier. What I didn't know (he told me later) was that he had boarded out all his 3's, so he knew he couldn't hit on that flip and didn't bother.

The final turn, I was basically playing to a rather pitifully small out which required him to misplay, but the alternative was to just get slowly ground out with even worse chances of ever getting there.

Round Six, Edgar Flores, Team America, 3rd place
Game 1 I mulligan to 4 just to get a hand that can do anything other than sit around on 1 land doing nothing, and lose as expected.

Game 2, I got hit with a double Hymn to Tourach and lost. I set up my out by Wishing for Echoing Truth for his pair of Tombstalkers, then drew Merchant Scroll into High Tide. I had one turn to draw Time Spiral and didn't.

Round Seven, Chris Ross, Burn, 60th place
He took the play and got me all the way down to 5 before I went off on turn 3. Fireblast got dealt with by Force of Will, and we moved on to game 2.

Game two, he took the play again and led off with Chain Lightning. I played Candelabra of Tawnos and he played Smash to Smithereens. Force of Will dealt with that, and Magma Jet was his next play. A suspended Rift Bolt and another Smash to Smithereens put me down to 8, and a fetchland plus Fireblast dropped me to 3. My opponent suspended a Rift Bolt and passed the turn. I tossed Pact of Negation at a Red Elemental Blast while comboing off, and cast Blue Sun's Zenith for lethal. My opponent picked up his deck and said "okay". I informed him that he was dead, and he told me that he would die in his draw step. He realized his mistake when I pointed out that I didn't Brain Freeze him.

Round Eight, Matt Presnell, White Weenie, 31st place
Phyrexian Revoker was the only disruption he presented. I simply proceeded to bounce it before laying my Candelabra, then winning easily from there.

Game two, Ethersworn Canonist paired with Mother of Runes to make my life miserable. I stupidly decided to fetch out Echoing Truth rather than Hurkyl's Recall, and died to Jotun Grunt speeding up the clock before I could correct my mistake.

Game three, I didn't make that mistake, and won easily, Recalling both a Phyrexian Revoker and Ethersworn Canonist at the same time. Two birds, one stone, and nothing that Mom could do about it.

Round Nine, Hunter Obrikat, 28th place
Game one I made the same mistake I'd made twice earlier of not Forcing a threat, for fear of protecting the combo, and lost as a result.

Game two is a game that I won't be forgetting any time soon. His first play was "Wasteland, go", and he didn't do anything on his second turn. I realize that he kept a hand with lots of countermagic and no action. We get into a counter war over Time Spiral, which he wins by pitching a bunch of random Merfolk to Force of Wills and playing some taxing counters. I cast Meditate in response, hoping to get another land. If I could make my land drop for the turn, I'd know it's worth it to cast Pact of Negation on the last Force, but I missed, and let him counter the Spiral. On his double turn he promptly did... nothing. Awesome. I looked at my hand: no High Tides, no cantrips, and no way to combo off - but my opponent had no action at all. What's a player to do?

Meditate, go.

His double turn once again yielded complete failure on his part, and I was able to set up the win a couple of turns later.

Game three was another wild one. He got Silvergill Adept and Lord of Atlantis pulling beatdown duty.

The stack went crazy with taxing counters when I started to go off with 5 lands:

I cast High Tide. He responded with Spell Pierce. I responded with High Tide. He responded with Spell Pierce. I responded with Pact of Negation.

His response was to Daze the topmost High Tide. I paid the 1 mana for it, leaving 2 lands untapped. The Pact countered his Pierce and my topmost Tide resolved. I tapped the 2 lands for 4 mana and cast Turnabout. I then tapped one land to pay for the Pierce, allowing my original Tide to resolve. I then tapped the remaining 4 Islands for 12 mana and cast Time Spiral.

My Spiral looked a lot like my Spiral against Drew Levin, with only one cantrip to draw cards, but this time the cantrip action actually hit Blue Sun's Zenith. I cast the Zenith for enough to take me down to exactly 6 mana, and he responded with Spell Pierce, which I paid. He responded with Daze, which I paid. Oops. That took me to 3 mana- now I had to get [cardCandelabra of Tawnos]Candelabra[/card] because I wouldn't be able to cast Turnabout. When I drew the cards I was so excited that I had the win that I picked up a Warning from the judge for playing the Candelabra without shuffling in the Zenith. Oops. While shuffling I calmed down a bit, then proceeded to win from there.

Apparently I wasn't quite as calm as I could have been, as I was informed afterwards by Corey the railbird that I should have cast Turnabout to untap my Candelabras instead of my lands to get more mana. A bit sloppy, but irrelevant.

Final tally: 7-2, 14-8 in games, 13th place, taking me to 14 Open Points. Not technically qualified for the Invitational, but when all I have to do is show up for a single tournament, I don't think I have anything to worry about.

The deck could very well have been 16-6, as two of the losses were directly attributable to my punts (the loss versus Affinity and the loss versus White Weenie), and it's possible that playing correctly against Merfolk the first time would have made it 17-5 in games. That's a really good record, and an encouraging sign for the deck.

The Future

Having gained a lot more experience with the deck, I really don't think Mental Misstep is that big of a concern. It's just a random counterspell and people are just going to trade other counterspells for it in deckbuilding. It's on the level of Red Elemental Blast or Mindbreak Trap in that it can come from non-blue decks.
The metagame may be a bit hostile early as I expect that there'll be a spike in Counterbalance-based strategies, but Spiral Tide will be well worth playing in a few months. There's little reason to panic and sell your Candelabras. Just set them aside for now (or buy them from one of the panic sellers), play a different deck for a few months, then go back to playing Spiral Tide once the metagame shifts away from Counterbalance again.

Joshua Justice

@JoshJMTG on Twitter

Working With What You Have

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Most days, I'm able to put together an article that comes together nicely. This week, it was like pulling teeth.

I had originally gone through and attempted to interview a few members of the Magic-league.com site about the now-popular UR PyroTwin deck. You know, the one that made splinter twin go from 0.50 rare to 8.00 rare? The deck that resparked interest in Pyromancer Ascension. Yeah, seems no one really wanted to talk about it. Irritating is putting it lightly.

What people do continue to talk about though is the continued dominance of caw-blade. Luckily the UR PyroTwin deck has a decent match up against it, at least in its current incarnation. What does that all mean? Trade for either card if you can, but trade away both at marked up prices while you're able to get the most out of it.

If you're looking to sell; it looks like e-bay is the way to go. There are a number of listings that have sold for $30 - $37 in the past few days. Most vendors are buying it between $4 and $6. With a card selling this high on unproven results outside of magic-league, this is most likely the high point or very close to it.

Pyromancer Ascension has also doubled in price since last week, and come back down a bit already. Most of them can be had for between $2 and $3, so the opportunities to sell these off is looking grim. Your best bet here is to trade them off to people who still need them.

Deceiver Exarch seems to have stabilized near the $0.50 each mark, up from $0.07 each under a week ago. I would continue to trade for them at the pre-release if they are to be had for under $0.20. The real money for these cards is the foil ones. 4x foil sets of the card have been selling for $14 to $30 on e-bay, putting the price per foil between $4 and $7. Picking them up for $3 each if fair for the time being, but only if you can find someone interested in buying them quickly to avoid taking a potential loss if the deck doesn't live up to expectations.

My foil common to be on the lookout for is Gitaxian Probe. 4x foil copies of the card have been selling for between $26 and $42, putting their average even higher than Deceiver Exarch, near $7 and $10 each. If you're lucky you will be able to find people that only value them at $3 each for foil ones, but I feel just fine offering up to $4.50 each on them.

The final card to be on the watch for this weekend is Tempered Steel. While not yet popular, the Steel Weenie deck has been making some appearances in ML trials and 8-mans, and has a decent investment opportunity if they can be had for $1 - $1.50.

Since people didn't want to talk to me this week about the deck and where it could go from here, I'm going to give you guys a problem to help solve.

Someone you know has been away from the game for some time, say two years. They have $400 to work with and a 4x play set of Lorwyn block. The individual will play standard or legacy, plays usual FNM's, occasional PTQ's, and will attend 2 opens for the remainder of the year. The shop's schedule for four weeks is; standard, standard, draft, legacy.

How do you help your friend?

Leave your thoughts below in the comments, I'm interested in what you think they should do and why.

Until next week,

Stephen Moss

mtgstephenmoss@gmail.com

@MTGstephenmoss on twitter

Stephen Moss

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

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Something Old, Something New

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Something Old

The first time I played Elder Dragon Highlander, EDH (and now called Commander), I was traveling again.

This time I was in Melbourne for work - I travel for work a lot - and had found a fledgling new store run by Isaac Egan and Chris Evans called Metagames. Being away from family and friends I spent far too many nights at the store being taken by the locals drafting.

Metagames has recently elevated the best of Melbourne Magic, but at the time was just getting started and was an amazing place at the time for me, especially being invited in the way I was. They didn't know me from a bar of soap, but once I'd established myself as both a terrible drafter ("If Neale thinks it's good, don't pick it") and terrible constructed player, I finally found my spot in the pecking order (last) and quickly started to improve my game.

I'm pretty sure a lot of people fall into the same rut I was in. Playing against similarly skilled players continually simply does not improve your game. Improving mentally requires the same effort as improving physically, you need something hard to push against. Take weight resistance training, for example. If you keep lifting the same weight over and over again you plateau and never improve. You need to keep lifting heavier weights to become physically stronger. The same is true mentally. What Metagames provided were a bunch of much, much better players I could slam by brain up against each night.

It worked. I got better.

One night Isaac said he was going to hold a casual EDH game and asked if I'd like to play. It sounded interesting although I didn't have a deck, just a bunch of random cards I'd dragged to Melbourne with me and collected while playing Limited matches.

This was just towards the end of Llorwyn block. What cards I had on me were all Standard cards (Timespiral/Llorwn blocks). I took what I thought I might play with to the store that night and build a deck on the spot.

My first ever General (Commander) was Merieke Ri Berit. I think, just maybe, who you choose as your first General says a lot about you as a Magic player. Merieke outs you as a control player, but not one who is all about winning the game on turn 2. Of course Esper gives you access to the best tutors, the best removal, and the best Control Magic in the game. Yet at the time I knew none of the theory or brokenness that can be achieved in Commander and a tiny card pool. Making broken plays would come much, much later.

I had decided on a sub-theme of Merfolk basically because I had so many due to Llorwyn drafts. I started building a deck right there on the store's countertop, picking at the bargain bin with relish. I picked up cheap Mirrodin cards - a Mind's Eye, a Gilded Lotus - and slowly pulled together a deck.

As the skeleton grew I suddenly found myself surrounded by people adding their two cents about what would be good the deck. Flesh and muscle were added and the thing started to take shape. Noticing a Wizard theme, Isaac himself found a foil Riptide Laboratory that no one wanted and sold it to me for a buck.

The deck came out looking something like this:

A Fair Approximation Of My First EDH Deck

General

1 Merieke Ri Berit

Merfolk and Wizards

1 Mistmeadow Witch
1 Inkfathom Witch
1 Stonybrook Schoolmaster
1 Merrow Reejerey
1 Sage of Fables
1 Silvergill Adept
1 Sygg River Cutthroat
1 Teferi Mage of Zhalfir
1 Vedalken Aethermage
1 Surgespanner
1 Fallowsage
1 Stonybrook Banneret
1 Hollowsage
1 Sygg River Guide
1 Venser Shaper Savant
1 Sigil Tracer
1 Augury Adept
1 Merrow Harbinger
1 Lord of Atlantis
1 Puppeteer Clique
1 Memnarch
1 Galepowder Mage

Other Critters

1 Benthicore
1 Draining Whelk
1 Mulldrifter
1 Brine Elemental
1 Mirror Entity
1 Cairn Wanderer
1 Vesuvan Shapeshifter
1 Shriekmaw
1 Epochrasite

Fast Spells

1 Pongify
1 Momentary Blink
1 Spell Burst
1 Unmake
1 Ovinize
1 Turn to Mist
1 Crib Swap
1 Mirrorweave
1 Cryptic Command
1 Whispers of the Muse
1 Mystical Teachings
1 Memory Plunder
1 Mortify

Slow Spells

1 Summon the School
1 Damnation
1 Ancestral Vision
1 Beseech the Queen
1 Mind Spring
1 Savor the Moment

Artifacts and Enchantments

1 Trip Noose
1 Umbral Mantle
1 Wanderers Twig
1 Thousand-Year Elixir
1 Dire Undercurrents
1 Muse Vessel
1 Gilded Lotus
1 Oblivion Ring
1 Minds Eye
1 Wanderers Twig
1 Merrow Commerce
1 Ophidian Eye
1 Enslave
1 Spectral Searchlight

Newfangled Things Called Planeswalkers

1 Jace Beleren

Lands

1 Vivid Meadow
1 Vivid Creek
1 Vivid Marsh
1 Godless Shrine
1 Reflecting Pool
1 Watery Grave
1 Dimir Aqueduct
1 Vesuva
1 Frost Marsh
1 Mystic Gate
1 Sunken Ruins
1 Hallowed Fountain
1 Wanderwine Hub
1 Riptide Laboratory
1 Azorius Chancery
1 Secluded Glen
1 Academy Ruins
1 Calciform Pools
1 Boreal Shelf
1 Terramorphic Expanse
1 Orzhov Basilica
1 Dreadship Reef
4 Swamp
4 Plains
5 Island

Ok, so it isn't what you would call an "competitive" deck by any means. It had some nice spot removal and some cute tricks, plus it ran the "Pickles Lock" (Brine Elemental + Vesuvan Shapeshifter) which had recently run around Standard. But it had no ramp, no real way to combo out, and one bad way to lock down the board.

It was a beautiful mess.

And the saving grace of the deck was that everyone else's deck was a mess as well.

We sat down to a six-player game which ended up running a few hours. I don't remember much other than Momentary Blink completely hosing another player's Phage, The Untouchable (Lesson learned!). As just about everyone else played blue as well, Lord of Atlantis was a beast, especially with Inkfathom Witch in play.

It was a very gentle and fun introduction to the format and I was lucky to have it. I've built the Merieke Ri Berit deck many times since, each time growing further and further busted, until I finally retired her as the deck was no-longer fun to play.

But this first deck? It was great fun. There are so many little interactions that make it a blast to play.

Vedalken Aethermage is one of the few creature-tutors Blue has access to and cares about. It's able to fetch most creatures in the deck at instant speed, in an uncounterable manner. It was cute but great.

Merrow Harbinger was equally good, but also able to grab Mirror Entity or Crib Swap in an emergency. Lots of people expect a land or some lifegain out of their creature getting "[card Path to Exile]Path[/card]'d". Few expect a 1/1 creature out of it. The same goes for Pongify, a sweet little card in a blue deck.

Mistmeadow Witch is hilarious and can be activated the minute it hits the battlefield. It blinked Silvergill Adepts and Mulldrifters and Shriekmaws, not to mention opponent's creatures as well. The more mana I had, the more stupid it got until it finally bit the bullet. Nowaday these effects are known as "value engines" but back then it was just a bit of fun.

The blink effects became better and better with Dire Undercurrents on the board. Undercurrents has two things that people forget; (1) it requires them to enter the battlefield, not be "player", and (2) you can have any player draw the card, making it a great political animal. Cards like Brine Elemental become particularly nuttly with Undercurrents under your control.

Likewise, Spectral Searchlight is a highly political card, the only card in the game able to throw another player a mana. You used to be able to ping someone at the end of their turn for one this way, but alas with the removal of mana burn, no more.

Summon the School became amazing with Fallowsage and Hollowsage in play. This isn't going to happen very often, but damn, when it does it's worth it. Especially with Undercurrents in play.

Bouncing your own permanents with Venser, Shaper Savant is a move underrated by many because it's so much fun "countering" peoples spells with him instead. But the utility you can get out of bouncing Oblivion Ring with the exile trigger on the stack, or recovering Enslave to hit the new Big Bad on the field, should not be forgotten.

One important lesson was that, in Commander, no plan survives the first contact with the enemy. When your deck is so lacking in tutors, ramp, or permission, the chance of getting the Pickles Lock  into play. Those thing die faster than you can say Terror. There's a reason why everyone tries to run Lightning Greaves.

Another lesson was in the relativity of power within a playgroup. Nowadays I'm quite prepared to see the most broken openings possible while playing Commander on Magic Online. But a relatively underpowered deck like the one above was completely playable within the context of that group of people. Understanding and adapting to where your particular playgroup (or groups) sit within the power framework is key to getting the most enjoyment of out the Commander format.

That night no-one was running nearly enough sweepers, tutors, or card advantage to keep up and eventually my little blue men ran over my enemies, granting me a surprising win. I think. I hope. I'll say it's true, anyway. It was a long time ago.

Something New

Speaking of the past, a little while ago I mentioned a Glissa, the Traitor build that centered around the Necrotic Ooze/Hermit Druid/Dread Return combo. In that article I noted that the Plan B of the deck centered around Smokestack and general resouce denial.

Since the spoiling of New Phyrexia I've noticed there are a number of cards that would work very well in a Glissa deck that dropped the Necrotic Ooze package and focused on resource denial instead. I took a little time to rebuild the deck from the ground up. Here's a new list primarily focused on multiplayer play.

Glissa Stax

General

1 Glissa, the Traitor

Creatures

1 Oracle of Mul Daya
1 Duplicant
1 Sheoldred Whispering One
1 Primeval Titan
1 Hex Parasite
1 Sylvok Replica
1 Copper Gnomes
1 Sundering Titan
1 Woebringer Demon
1 Karn Silver Golem
1 Solemn Simulacrum
1 Myojin of Nights Reach
1 Myr Battlesphere
1 Creakwood Liege
1 Kuldotha Forgemaster
1 Blightsteel Colossus
1 Genesis
1 Wurmcoil Engine

Artifacts

1 Senseis Divining Top
1 Skullclamp
1 Expedition Map
1 Contagion Clasp
1 Mana Vault
1 Voltaic Key
1 Smokestack
1 Lotus Petal
1 Executioners Capsule
1 Sol Ring
1 Mox Diamond
1 Mana Crypt
1 Culling Scales
1 Possessed Portal
1 Ratchet Bomb
1 Claws of Gix
1 Crucible of Worlds
1 Mox Opal
1 Lightning Greaves
1 Mimic Vat
1 Tormods Crypt
1 Spine of Ish Sah
1 Thran Dynamo
1 Grim Monolith
1 Birthing Pod

Enchantments

1 Burgeoning
1 Pernicious Deed
1 Survival of the Fittest
1 Awakening Zone
1 Oversold Cemetery
1 Exploration
1 The Abyss

Planeswalkers

1 Karn Liberated
1 Garruk Wildspeaker

Instants

1 Vampiric Tutor
1 Sudden Death
1 Worldly Tutor
1 Krosan Grip

Sorceries

1 Pox
1 Reanimate
1 Realms Uncharted
1 Life from the Loam
1 Demonic Tutor
1 Imperial Seal
1 Sylvan Tutor

Land

1 Reliquary Tower
1 Golgari Rot Farm
1 Wasteland
1 Dread Statuary
1 Strip Mine
1 Tranquil Thicket
1 Twilight Mire
1 Volraths Stronghold
1 Treetop Village
1 Maze of Ith
1 Overgrown Tom
1 Vault of Whispers
1 Tectonic Edge
1 Mishras Factory
1 Verdant Catacombs
1 Cabal Coffers
1 Urborg Tomb of Yawgmoth
1 Bayou
1 Temple of the False God
1 Gilt-Leaf Palace
1 Tree of Tales
1 Mutavault
1 Bojuka Bog
1 Mishras Workshop
1 The Tabernacle at Pendrell Vale
1 Boseiju Who Shelters All
1 Ghost Quarter
1 Diamond Valley
1 Marsh Flats
1 Misty Rainforest
3 Swamp
3 Forest

Essentially this is mashup of the Stax, 36 Lands and The Rock archtypes from Legacy play. The deck wants to remain consistently ahead of the competition by putting more resources into play than the opposition while constraining the opposition's options.

The center piece of the deck is Smokestack and this deck in particular abuses it. It does this with a new card from New Phyexia, Hex Parasite.

With Hex Parasite you can stack the Smokestack trigger as follows:

  1. Put the add soot counter trigger on the stack
  2. Put the sacrifice trigger on the track
  3. Remove any soot counters with Hex Parasite (if you didn't remove them at the end of the last opponent's turn)
  4. Sacrifice nothing
  5. Add a soot counter to Smokestack
  6. Proliferate the soot counter using Contagion Clasp

In this way you can force your opponents to sacrifice two permanents every turn while you suffer nothing.

Should your opponents manage to kill Smokestack, well, that's part of the reason why you're playing Glissa. The beauty of the Glissa/Smokestack interaction is that as opponents sacrifice creatures to Smokestack, you can return artifacts from the 'yard to continue to pay the Smokestack costs (until you find that Hex Parasite). The same is true for Possessed Portal, allowing you to take full advantage of that machine of destruction. Remember, if you find Smokestack or Possess Portal get destroyed, it's not hard to find a way to recur them back with Glissa, beginning the awful cycle all over again. I'd love to get a Tanglewire/Contagion Clasp/Hex Parasite combo going, but unfortunately Tanglewire is not yet available on MtGO.

There are also a three other fine additions from New Phyrexia, beyond Hex Parasite.

  • Sheoldred, Whispering One is a slam dunk in this deck. She allows you to increase the resource denial pressure of Smokestack while recurring your own creatures, especially the ones with enters-the-battlefield effects such as Duplicant, to play. Accelerating into Sheoldred using Cabal Coffers and Urborg, Tomb of Yawgmoth is one of the crazier things the deck can do.
  • Birthing Pod allows for a recursive tutor engine alongside Survival of the Fittest. Leaping up the chain from Sylvok Replica, to Oracle of Mul Daya, to Genesis, to Wurmcoil, to Sheoldred, to Sundering Titan (if needed) seems fine, especially as Genesis and Sheoldred allows you to start the chain again, and again, and again.
  • Karn Liberated is one card I can't wait to try out. He can strip out opponents hand with his huge +4 ability, vindicate any permanent with his -3 ability, or win the game with his ultimate. With Contagion Clasp active you can get three -3 activations out of him without ever having to use his +4 ability, which is kinda nuts.

The deck helps fuel Smokestack via a number of cards that help to stay in front.

  • Crucible of Worlds + Life From The Loam + Burgeoning / Exploration are the traditional Smokestack advantage engine, and with Strip Mine and Wasteland you can make sure your opponents never have any land-based mana to operate with. Oracle of Mul Daya is an absolute blessing, so much so it's worth considering running Azusa, Lost But Seeking as well.
  • Mimic Vat, Awakening Zone, Genesis, Garruk Wildspeaker, Myr Battlesphere and Creakwood Liege all help stay ahead of Smokestack by providing a constant stream of sacrifice fodder. One option I looked at was Ant Queen and I'm sure it could happily find a home in the deck.
  • Glissa herself is somewhat of a machine gun. Using Executioner's Capsule, Contagion Clasp, Ratchet Bomb, Sundering Titan, and Sylvok Replica you can generate a large amount of continual pressure and permanent destruction. Glissa also returns the Spine of Ish Sah, should it ever somehow manage to end up in your yard.
  • Sheoldred, Whispering One, The Abyss, the The Tabernacle of Pendral Vale, and Woebringer Demon all act as mini-Smokestacks, and as long as you have one of your token producers up and running you'll barely feel the effects. All of these interact very nicely with both Glissa, who will trigger every time an opponent sacs a creature, and Mimic Vat, as you'll have an endless variety of creatures to imprint and abuse.
  • Karn Liberated, Pox, and Sundering Titan help round out the resource denial package, each from a different direction. Karn and Pox both attack hands and resources in play. Both are going to paint a giant target on your forehead when you cast them.

If nothing else, these two decks have shown me just how corrupting to a casual format a competitive focus has been. The Merfolk deck was light and airy, fun to play, basic, unbroken, and performed as well as the politicking of it's pilot could managed. The Glissa deck, however, is balls-to-the-wall bastard, multiplayer competitive. A lot of EDH decks love their 'big spells' and this deck is very aggressive at denying those archetypes the possibility of casting them. Yes, it's light on a number of things - spot removal, card draw, mass removal are the main offenders - but when your opponents can't do anything anyway, being behind on cards in hand is not such a terrible thing (at least until your recursion engine is established, and then you go nuts).

The other factor is I don't even thing about building decks the Merfolk way anymore. Back then it was about what looked fun, interesting, and fit the theme. For competitive play I focus on consistency, power-level, tutoring, and achieving a plan, generally building around the "Rule of 7". Inevitably the two have mashed together in my head, and try as a might, keeping the competitive tendencies from the casual table is becoming increasingly difficult.

When I played the Merfolk deck everyone had fun, even if expressed as a groan of despair when Phage was blinked. But I can guarantee that very, very few people will have any fun sitting at a table across from the Glissa Stax deck. Just as I wouldn't play the Merfolk deck in a competitive setting, I wouldn't touch Glissa Stax in a casual format unless the power-level of my playgroup demanded it.

Or I wanted to win. You know, that old story.

The Nutt Draw: Thoughts on the New Phyrexia Leaks

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Disclaimer: The following is part speculation, and part theory. I have collected a lot of prerelease eBay sales data over the last few years, but not enough to be conclusive. I changed the amount of data I was collecting between Zendikar and Worldwake, so I have not included the Zendikar information. Also, I have M11 data, but not M10, so I can’t really point to speculative trends on core sets. Please also note that the charts and graphs below may need to be viewed in Chrome or Firefox to be formatted correctly on your screen.

I don’t remember what first got me interested in tracking the prerelease sales data of new sets. I might have been just trying to get a good price sheet together for some friends to aid in trading, or some other curiosity might have struck me. As more sets came out my data collection and analysis bloomed into other and deeper areas. Eventually I started to see some trends and develop some ideas about how card prices work and what affects and constrains values. This article deals with one of those specific ideas.

I see card prices not on an individual basis, but instead on the whole. If a single card price is a drop of water, I’m looking at the ocean. No magic card price stands alone. As one value rises (like an ocean wave, to continue the metaphor) cards near it, in the same set, or an adjoining playable pairing, rise with it. The Swords are a great example of this. Sword of Body and Mind raised the price of the playably nearby Stoneforge Mystic. Sword of Feast and Famine raised it further. Sword of Fire and Ice got caught up in the same wave as the synergistic card combination was adopted into older formats and as a result the price on Darksteel rose a bit. Though hard to track, cards in in-print sets that go up actually drive down the price of other cards in the same set. There is a flexible but hard ceiling as to the total maximum value a given set can obtain and one card taking up a lot of that value (Jace, the Mind Sculptor) automatically drives down the cost of other playables (the Worldwake manlands). I’m sure there are rules to all this, but all I have worked out so far are the guidelines, and Worldwake makes a particularly interesting study of the whole thing. I could go on and on, but I’ll switch back over to the main point of this article, and that is the symbiotic affects catalyzed by New Phyrexia-gate.

There has been a lot of commentary on the subject, and a lot of it is either wrong or short sited. It’s absurd to think that pro players are given heads up on sets like this. Certainly not systematically or by policy. Given the nature and timelines of physical publications, it’s easy to see how a legacy policy of releasing set details to a magazine for review far in advance makes sense. Anyone claiming a larger conspiracy is very simply an idiot. (For what it’s worth I have to say that I think the publically known punishment was calculated very well and will do what it was intended to. Less would seem trivial, more could cause large scale backlash and law suits. WotC could probably kill that publication all together if they were to refuse future assistance, and they may still. Can you imagine though, as a US company, trying to legally enforce a non-disclosure agreement with a business or individuals in a foreign country? The millions of dollars it would take couldn’t possibly be worth it. At best, a French division of Hasbro suing a small magazine and private citizens? What kind of damages could they possibly collect? But I digress…)

Several months ago I started thinking about how the spoiler season affects the secondary market. Large sets have an official time frame of about three weeks prior to the prerelease, and small sets have about two weeks. I started to wonder how the secondary market could benefit from earlier spoilers. WotC absolutely requires the secondary market in order to move product, and the secondary market thrives on the sales of singles. They are typically higher margin and critical to the survival of most shops, small and large. The more shops Wizards can put its product in the better its sales are, and the more singles are sold… it’s very symbiotic, and I think fairly delicate. The early leak of the Japanese cards followed by the full set leak can serve as an unintentional test of some of these ideas, and may affect a change in the timing used going forward.

So far the numbers have been trending in the exact direction I had imagines they would. Below you can see that there has been a distinct difference between the money spent on large and small sets.

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The figures in that graph are averages taken on a daily basis from Worldwake, Mirrodin Besieged, Rise of the Eldrazi, and Scars of Mirrodin. You may also notice that though there are some sales before the major seasons begin, there are very distinct inclines at the times the official spoilers start to go out. Now let’s look at the same chart, but with New Phyrexia accounted for.

You can see that the total money spent on New Phyrexia so far doesn’t quite equal the sales that go into the larger sets, and that makes a lot of sense since there are less cards in the set and less total set value. It does however far exceed the historical presales of the small sets. This leak represents a lot of extra money going into the pockets of the shops we all need in order to survive. It’s interesting to note that the NPH leak came about one day after what would normally be the start of the large set spoiler season and the sales trail the large set average by about a day.

The following chart shows the sales by volume of cards (with NPH).

Obviously there are a lot more of the inexpensive cards being sold since the volumes are significantly higher than in either the large or small sets. You can also see the effects of the early spoiled Japanese cards very clearly in both of the above charts.

Below are some more specific graphs detailing the trends I’m examining…

Here is a link to all the graphs in a larger but somewhat disorganized form.

So what does this all mean? I can say that any retailer in a position to collect prerelease sales is in a pretty good spot due to New Phyrexia. It would be reactionary to then conclude that this boon to the secondary market, and increased stability in the prepared shops is a clear sign that the spoilers should come out earlier. It’s probably where a lot of thought on the subject would end. However, as the NPH wave rises, we have to consider the consequences.

The booster box and case allocations aren’t likely to be larger than previously planned. Even if WotC wanted to increase allocations due to the increased sales and demand we are probably far too close to release for them to do so, and it would be an unnecessary gamble anyway. All those extra cards sold means that even more product is going to have to be cracked to fill the preorders. More product of a set that’s place in the block traditionally means that there is a lower production amount anyway. Drafts will only be a single pack, the life of these packs in drafts is only a few months. Even with Mirrodin Besieged being a single pack, it’s shelf life is twice as long. If for some reason the produced amounts are identical, the drain on the first printing run due to more and more packs needing to be cracked will probably bleed into the second and third distribution rounds. It may be difficult to find NPH on the shelves. We might even see packs being sold above retail relatively soon due to the shortages. As the pack prices increase so will the cards values. If you are the betting type, and can see where this is going, you might want to rush to complete those playsets. It could very well be harder than normal, and if lots of people react the same way it will be all the more difficult and possibly skyrocket the values of anything that sees even a little tournament play. We’ll just have to wait see how this one pans out in the real world, but the possible damages will be nearly impossible to calculate.

How does this affect the sales of Mirrodin Besieged (or even Scars of Mirrodin)? Does the early hype mean that less of MBS was sold then planned? If so, that could result in more MBS packs in surplus for longer than expected. That being the case it’s easy to see how the boosters might end up being discounted in order to free up the working capital of large and small shops. If that happens then the value of the cards in the set will fall right in line with those discounts. This ill timed NPH leak could cause the MBS card values to plummet for years to come.

There are some other possible ripples in this pond as well. Some of them I’m just now thinking of and others can’t yet be predicted. Consider this possibility. The increased presales of singles increases demand for packs, both to be sold intact and cracked for the sales of singles. As a result the product sells out in record breaking time. These sales figures then go on to reinforce the themes and validate the chances that the Dev teams took with the set (color breaking zero mana spells for example). This then leads to even more revolutionary ideas being given the go ahead and the game changes for us all even more. I doubt it would ever become unplayable, but to anyone who is upset about the color pie bending, the NPH leak could be very bad news indeed.

That’s about all I have for this article, but feel free to speculate more below in the comments. Just try to keep in mind the consequences if your theories and ideas come to pass.

Magic Analyist
Chris McNutt
Level 1 Judge
@fatecreatr on Twitter

Chris McNutt

Born in Seattle, Washington, Chris McNutt has been playing and collecting Magic: The Gathering since Unlimited Edition. As an active player, tournament organizer and judge he regularly scrubs out of Pro Tour Qualifiers but inexplicably cleans up at the local draft tables. When not net decking Chris is either busy working as an Information Technology Sales Rep or spending time with his family. Other non-magical pastimes include playing guitar and an unhealthy number of video games. Cursed with an undying love of generating spreadsheets purely for “fun”, he’ll be crunching the numbers each week in order to serve up delicious data burritos to the salivating, hungry readers of Quiet Speculation.

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The FNM/PTQ Trader

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This week I will be traveling back to where these articles started, the individual trader.  Now that we have covered how to acquire a good collection and where to move it we can get back to how to maximize your value.  The FNM or PTQ player is one of the most common individuals at a card shop and is the one most people interact with on a regular basis.  Unlike the casual player or the niche Commander crowd, the FNM player is here to do business.  With aspirations of thrusting that Pro Tour trophy to the sky one day, very little will deter these dreams.  What does this mean for you in trades?  How can you profit?  Well that’s what I am here today to cover.

These players are easy to pick out given the nature of how they look at the game.  If you see a group playtesting their latest brew versus the field of tier one competitors you have probably found the right place.  Many reading this article probably fall into this category themselves, whether looking for the latest tech or grinding through rounds at a PTQ this game is serious business.  When engaging in a trade with said players it is key to remember that they know what they want typically so asking ahead of time can conserve a lot of time and wasted energy.  If they have no interest in Legacy or don’t play Commander leave those binders in the bag.  Their time at the local shop is valuable to them and many times your trade length may be hindered by the current round’s remaining time at an FNM.  Having a binder or box that is well organized can help these trades move much smoother and allow you plenty of time to haggle over values.  They may be seeking a particular card in many cases and knowing the exact location in your collection can make trades streamline and create future business based on ease.  If you are known as the go to man for cards at your local shop or PTQ and people know you are quick and will not waste their time you may find yourself sought out by people you have never even traded with before.   As I said last week a reputation among your local players and shops can be used to your advantage when seeking trades.  Its far easier to make value over the day if you have non-stop trade partners seeking you out, saving you time and hassle.

The Trade

These trades can be handled a number of ways depending on the player you are trading with and how they prefer to do their pricing.  One thing that you will find with the competitive FNM crowd is they usually have a good idea of the value of the cards they are seeking.  This is not always true, but as a generalized rule assume your trade partner has some idea of what they are doing.  Does this mean you cannot profit from such a trade?  Of course not, there is always ways to profit in nearly every trade and this is no different.  Though they may have a good idea of the current Standard formats pricing they will usually have a good number of cards from past seasons that have lingered in their trade binder, failed attempts to unload before rotation can mean great things for you.  These are usually the cards I will target when trading with the competitive FNM player. Not only is there a good chance their values might be lower, they also have very little attachment to cards they can’t play.  This makes their end of the trade look great for them as well, as they are able to unload their old cards for new Standard legal stock which in their eyes usually carries more value.  This style of trading also opens up great opportunities for futures trades knowing they can unload their old cards for what they need.

A great example of this was a trade I conducted about a month ago at a local 1k event.  As expected the turnout was fairly good (60-70 players) and with many of them not being locals I saw it as a great opportunity to get a hold of some new binders.  One of the first trades I conducted was a great value trade for a Sword of Body and Mind that a gentleman needed (there goes that N word again).  I was flipping through his binder which contained mostly Standard Legal rares all of which he seemed to value at Starcity’s prices.  I thought there was a solid chance that no deal would be able to be found until I stumbled across a playset of Maelstrom Pulse which he informed me was something he was unable to unload because no one at his shop played Extended.  This was great news for me as he decided that the entire playset was worth the Sword or Body and Mind to him and was on his way certainly happy with the trade.  Now as everyone knows Maelstrom Pulse’s price has certainly taken a downward spiral, however that does not mean the card does not have value.  At that point in time Pulse was around eight dollars each, making this trade a homerun.  Any time you can get double value when picking up older cards for newer ones it is usually a safe bet.  I know I can regularly move these for at least five a piece to vendors at major events so even at twenty dollars cash I made more than the retail cost of the Sword of Body and Mind I parted with.

The Attitude

Unlike most of the traders I have discussed up until this point, the competitive FNM/PTQ player means business.  These trades usually involve much less small talk than the Commander or casual trader and therefore it can be much harder to gauge the person you are trading with.  Instead of creating small talk about their latest Commander deck, veer the conversation in a more competitive direction.  Knowing the current metagame and keeping up on the latest tech can be a huge boon when conducting these trades.  Talking about the current tier one decks and possible additions or weak points can create not only conversation but ideas.  And with ideas on deck design comes cards that will be needed for that tech fix, cards you may just happen to have in your binders.  Same goes for players working on rogue concoctions, learning what they have been testing well against and perhaps the less favorable matchups can give you ideas for suggestions.  Any time you can create a larger trade and strike an idea into someone’s mind you will find yourself drawing greater profits.  The key is to know what you are talking about as well, just because you know what Caw-Blade is does not mean you know anything about how it performs and what its favorable and less desirable match-ups may be.  Keeping up with deck tech videos and live coverage can give you an edge when trading with the serious player, one that may be just as beneficial as your binder itself.

This doesn’t mean you have to suggest something for every trade however; some people just want to acquire the cards they need and move on.  This is also fine as quick deals can be just as profitable if you have a keen eye for value.  When a player is in a rush they may take slightly less stock in values than if they had days to pick up cards and you can use this to your advantage.  One of my favorite times to trade is about an hour before any FNM or PTQ. You will acquire so many value trades just based on necessity.  The key again here is to make sure you know the location of cards and are able to access them quickly, this will be greatly appreciated from the recipient.  Quickly running through your trade partners binder asking them to shoot you values is a great way to gauge where they stand and after the initial peer you can quickly come up with a combination of cards that may have perhaps been slightly higher in value than the cards they sought out.  Usually the player will take the deal just to have what they need in hand but if not you can slowly work your way down until an agreement can be reached.

Well that concludes another week of trading for me, I haven’t decided on a topic for next week’s article so any ideas or suggestions are welcome.  I am currently debating between writing an article outlining call shots and how to approach the idea of collecting a card you see being great in the future or how to trade with a slightly more competitive player such as the PTQ grinder or GP regular.  Let me know what you guys think in the comments and on Twitter, as always I write for you so input is always welcome.  If you have another idea that you feel is more pressing than either of these topics feel free to suggest away.

Until next week, keep on grindin’

Ryan Bushard

@CryppleCommand on Twitter

The People’s Episode | Commander S2E12

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The long-promised CommanderCast call-in episode is here! Following a super Free-For-All-Roundtable format, Andy and Carlos host eight CommanderCast listeners, each bringing their own topic and thoughts to the show. Each subject runs ten minutes. You'll hear a gauntlet of discussion running from pinpoint land destruction to white-border only decks. Be advised, this isn't a typical CommanderCast episode; the format and structure are different.

It's a Commander discussion, it's a community forum, and it's totally awesome. Next time hopefully you can join us!

If you want to see the expanded show notes, articles, videos, or a really badly-designed website, check out commandercast.blogspot.com for more!

Can't see the Flash player above? Download and listen to the cast here!

NPH Guide to Mythic Rares

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New Phyrexia is almost here.  It's been three months of Birds and Blades, and with the third set of Scars of Mirrodin block merely days away, it's time to gather what we know and wage war against bad trading decisions.  With a new set, there are always potential sleepers and it's our job on Quiet Speculation to show you the way.   While I won't go into a review of every application for every new card, I'll be sure that you have a complete understanding of what to do when you get to your prerelease.  I'll be quoting prices based on online presale numbers, which are the best metric we have as of now.  In general, Ebay tends to be lower by a few percent, but as long as we're comparing apples to apples, the numbers will all line up.  Let's start with the Mythic Rares.

Bear in mind that Magic's prices are dominated by Standard competitive play, and that my analysis comes with exactly that bias.  Commander / EDH can also drive prices, but not to the extent that Standard can.  Legacy, Vintage and Extended are all healthy, enjoyable formats and all that good stuff, but Standard is the format that makes the trading game work.  These cards all have their merits, and not every card was designed to be good in competitive Magic.  Bearing that in mind, my only goal is to tell you where to put your money, not how to play around the kitchen table.

I was told there were pancakes?

Batterskull - $25

The good folks at Wizards of the Coast decided that Stoneforge Mystic didn't have enough friends, so they printed Batterskull.  I have absolutely no hope of ever defeating this card in a Stoneforge Mystic deck, as the ability to flash in a 4/4 lifelinker with Vigilance at the end of the turn is absurd.  In case you had fantasies of actually killing the damned thing, keep dreaming.  It bounces for a meager 3 mana, and when you replay it (with Mystic), guess what?  You get another free dude.  Bear in mind that, even though the Germ token is 0/0, equipping it with a Sword and then bouncing the Batterskull is even more card advantage! This card is pretty absurd, and its only saving grace is that Stoneforge Mystic is leaving Standard in the fall.  I don't plan on touching Standard until then.  I'm loathe to say it, but it's high price tag seems justified.  Even decks like the Grand Architect deck can abuse it.  Hope you don't play red.

Elesh Norn, Grand Cenobite - $6

By the time he hits the board, you're dead.  He's irrelevant to most formats, including Commander, since -2/-2 shouldn't really scare any EDH player on turn 7.  Get what you can from this bulk Mythic, since there's no way it'll live up to its modest presale price.

Etched Monstrosity - $3

There's good Mythics, there's bad Mythics, and then there's value bets.  Etched Monstrosity falls into the third category.  A $3 Mythic is hard to pass up, especially when the payoff for correct usage is a handful of cards and a 10/10.  Yes, it fails the Doom Blade test, but everyone's running Go For The Throat anyway.  It'll likely not see play in Standard or any other competitive format, but this will find a home in Commander.  If your local players are all Spikes and these are virtually free, buy in as a value bet and hope to get paid off by EDHers.

Jin-Gitaxias, Core Augur - $5

I may eat my words, but Jin-Gitaxias is almost Emrakul-level good.  He doesn't ruin your opponent's board in the same way Emrakul does, but considering he has Flash and costs considerably less than Flying Spaghetti Old God, I'll make another value bet here.  Everything I've said about Etched Monstrosity is true here, and then some.  It will be tough to make him work in competitive formats, and Legacy decks have better Reanimator targets, but the prospect of keeping your opponent in topdeck mode for the rest of the game is one well worth mentioning.  It's not a sure bet by a long shot, but cheap Mythic Rares with unique effects always make my watch list.

Let me liberate you of that heavy wallet.

Karn, Liberated - $50

If you preorder this card, you are not allowed to read Quiet Speculation anymore.  Considering that Despise was printed in the same set, which can strip the 7-drop out of your hand at any point in the game, I would be more than a little surprised if he saw widespread constructed play.  Because I know I'm going to get some serious guff for calling this card "awful", here's my take.  Let's assume he hits play unmolested, which is far from a sure thing.  Suspending disbelief for a moment, we get a few options.

A)  Double Vindicate for 7 mana. -3, -3.  I love me some Vindicate, even when it's called Maelstrom Pulse and doesn't hit lands, but the appeal is that you can, you know, cast the spell.  7 mana to blow up 2 permanents over 2 turns does not set my heart aflutter.

B)  Mix n' Match:  +4, -3, +4, -3, etc.  This is probably the "right" way to play Karn, since you'll be net positive on loyalty counters and doing something relevant each turn.  Getting Karn up to 10 loyalty on the first turn is the only correct play in my mind, so alternating between ruining their hand and their board seems fine for 7 mana.  When compared to other 7-drops, I remain underwhelmed.

C) Go For The Gold:  +4, +4, -14.  If you hit his ultimate, you will almost assuredly win the game after you reboot.  That is good, because if you can manage to stick a 7 drop and protect him for a few turns, you had jolly well better win.  Gideon Jura shines in protecting his fellow Planeswalkers, as does Jace, the Mind Sculptor.  If your game plan is to overload your opponent's Planeswalker-killing ability with Birds and Swords and MOAR PLANESWALKERS, then, best of luck to you.  There seem to be better top-end options in control decks than Karn, and the printing of Despise really does hurt his playability.

Even if Karn breaks camp with the team, he won't be getting a lot of play time.  No deck will run a full playset, which will keep the price down.  Don't expect his price to drop any time soon, as most dealers have no incentive to price him reasonably.  I can't fault them for this, but I can advise traders to wait on acquiring their copies if they feel they need to do so in the first place.   Every Commander player will need one, so expect foil copies to sell for more than your automobile and first-born combined.  Japanese Foils will require blood sacrifice.  Have fun, kids.  If you'd like to be liberated of your money, go ahead and buy some today, but if you want to, you know, not waste money, I'd wait a while.

Phyrexian Obliterator - $25

A $25, 4-drop, 5/5 that fails the Go For The Throat test?  Where do I sign up?  Actually, instead of signing anything, just give me the pen so I can slowly disembowel myself instead of ever buying into this awful card.  Yes, it makes for a lovely blocker and it's rather difficult to handle him in combat, but considering how much removal exists in competitive Magic right now, there's no way this will see play.  I love the flavor, and I love that my boy Phyrexian Negator got a big upgrade, but this card is a Timmy card all the way.  Buying in at $25, the only thing that will be obliterated is your bankroll.

Sheoldred, Whispering One - $5

I liked this card better when it was two cards, not a creature, and didn't cost 7 mana.  It's the prerelease promo and that should keep it squarely as a bulk Mythic rare.  Not a whole lot to say here.  Just worthless.

Sword of War and Peace - $25

Enough already with the swords.  I've already given up trying to fathom how a damn bird can hold a sword (let alone two), and now you're giving me more swords to worry about?  Enough is enough.  This card is nowhere near powerful enough to see play over the absurdly good Sword of Feast and Famine.  I've watched players windmill slam down the new SOWP in playtesting, and the slam is often followed  by the comment, "I wish this was Sword of Feast and Famine."  Apparently, a variable Lightning Helix isn't as good as doubling your mana every turn.  In other news, the sky is still blue, water is still (debatably) wet, and the sun rose again this morning.  Stay tuned to Quiet Speculation for more news as it breaks.

I have so many of these. Will someone break it already?

Urabrask, the Hidden - $8

This is one of the few Mythics I feel is totally underpriced.  A 4/4 Haste for 5 isn't all that world-beating, and 5 mana is a lot to ask out of a red deck, but this card is not for the Red Decks you're used to.  Big Red, which has been making a showing here and there, can use Urabrask to dramatically turn the tide of any game.  Granting speed to your whole starting lineup is a new effect in this format, and a myriad of decks will find a use for it.  Kismet'ing your opponent's guys is also new to this Standard format, and with a bit of mana acceleration, Urabrask stops looking so hard-to-cast in red decks.   Red suddenly has a midrange game, and alongside beatsticks like Koth of the Hammer and Kuldotha Phoenix*, red decks can move away from the all-in, Boros/Goblins style, beatdown decks and into a slower and more powerful role.  It's hard to say that Urabrask, the Hidden will go up tremendously in price, but I'm really, really long on this card and will be putting a very high buy price on him once the set is out.

Vorinclex, Voice of Hunger - $4

Another potentially underpriced Mythic, I can see this Praetor as a 2-of in Primeval Titan decks.  It's very difficult to dig out from underneath the lockdown effect, and the amount of mana that Vorinclex can generate is truly absurd.  The Praetor cycle creates a beautiful asymmetry in the game, making it one of the most ridiculous and flavorful cycles the game has ever seen.  I see why Phyrexia won the war.  I don't know how to beat this card once it's on the board alongside Titans, so hope that the RUG-type decks can't hold up in the metagame.   I'd call this another value bet, but I'm not sure he'll see more than a little bit of play so don't get too excited and overpay.

Altogether, the Mythic Rares are dominated by the Praetor cycle, which will have a minimal impact on Standard.  The star of the set is Batterskull, not Karn Liberated, and a few of the aforementioned Praetors will have a shot at effecting competitive play, but the real power in this set lies outside the Mythic Rares.  The prerelease is the best time to dump overhyped cards, but don't expect people to come off of their NPH stuff for a few weeks.  Instead, be the disciplined investor who trades away a Karn Liberated for a bunch of Fetch Lands, which are literally never going to be bad.

*Regarding Kuldotha Phoenix, I feel obliged to mention that I bought like 250 of these on Magic Online a few weeks ago because I thought they'd be good some day.  I'm not trying to pull a pump and dump here, hence the disclosure, but I honestly believe that the card will be integral in a Big Red deck of some sort, hence the large-scale purchase.

Observing Odyssey, Part Two

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Welcome back! We're finishing up Odyssey this week, leading into exploring the rest of the block for hidden gems. There's nothing like finding a dollar hiding in your junk rare box! Let's take a look at the remaining half of Odyssey!

Lieutenant Kirtar

Odyssey had a lot of bird themes to it that are still popular. The idea was that sentient birds, organized militaristically, formed a strong white tribe with some interesting legends. Kirtar was one of the first that we met; he's got a lot of cool things going for him. First, he's a cheap flier. He's also a legend, which is pretty neat in itself and relevant in EDH. Finally, he has a really good multiplayer ability that says “bother someone else!” He doesn't even have to hold back to block to make it work. He's moderately in-demand for EDH purposes.

$1.25

If you're gonna do something right, you gotta do it twice!

Mirari

Fun fact: Mirari was the first card to reference The Stack by name. Mirari is really, really cool. It sounds trite to write it, but it's true – for casual play, Mirari makes things way fun. Small, early spells get a big upgrade with the orb on the table. A Lightning Bolt knocks out two creatures, a Rampant Growth gets another land, and even bigger spells like Reap and Sow or Fact or Fiction get more intense.

Mirari was a critical card in Monoblack Control (MBC), which first seriously made an appearance with Odyssey. It was powered by Cabal Coffers and the deck ran a single Mirari to get with Diabolic Tutor. The Legendary artifact let a player double-up their Corrupt or Duress, and it effectively negated counterspells from the opponent. Mirari hasn't seen much play outside of that deck, but it did get played in the Mirari's Wake deck from ODY/ONS Standard. That deck used Mirari very creatively – it would cast Cunning Wish and then double it. The first copy would get Elephant Ambush and the second copy would get a used Cunning Wish (this was back when Wishes were much better). You'd cast that Ambush, then flash it back, copying all the time. You could Cunning Wish for it back again if you needed it, which let you access the Ambush infinitely (by looping Wishes into each other). Wake became the just-before-it-all-rotates best deck of the format, but more about Wake when we get to Judgement!

Mirari has been reprinted in FTV: Relics and it's been Timeshifted. That dropped its price from about $5 to where it is right now. With how fun Mirari is, and how iconic the card is, I'm surprised that Wizards hasn't made more of the intellectual property.

$1.25

Mortivore

Mort is a ridiculous monster when it comes down later in the game. It counts all graveyards, which should hint to you how good it is in multiplayer. It can even escape a lot of removal, thanks to its regeneraton. It's not uncommon for this to hit as a 9/9 or bigger. It seems giant, undercosted monsters are par for the Lhurgoyf tribe!

$1.50
Nimble Mongoose

There was a time when Nimble Mongoose was a true power uncommon. It could come down and evade any removal the opponent had. It could easily grow to 3/3 or larger and then get aggressive. The Goose saw a bit of play in Legacy, but since Threshold decks transformed into Counterbalance decks, they didn't have room for this animal. You see it pop up now and then, but its power has waned.

$1.00

Nut Collector

HAHAHA, you mean this guy makes a token every turn for me? A squirrel token? I don't care how much it costs, I don't care if it's a 1/1, I want this guy. When I hit threshold, he even pumps my army!Nut Collector, another champion in the squirrel craze.$2.50Patron WizardFor a long time, Patron Wizard was barely above bulk. These days, its stock is rising, even though it isn't played in Legacy. The reason is that Wizards are getting actively better as a tribe. You've got Cursecatcher, Sage of Epityr, Dark Confidant and more. With that, people look for good wizards for thematic decks. Patron Wizard was briefly part of an Extended deck a long time ago, but those days are over. Nonetheless, I am surprised to see it rising, bit by bit, month by month.$4.00Petrified FieldI think people have dreams of using this to buy back their one Strip Mine. It's a colorless utility land, which means it goes in any EDH deck with other sufficiently annoying lands. It also saw a little play in Vintage Dredge, since it protected your Bazaar of Baghdad and could bring back copies dredged away. It's not a great land, but it's relevant enough in EDH that people want one in their box to pull out.$1.25Dr. Teeth, Dentist.
Psychatog

There may be better creatures, but none is more notorious than Psychatog. Some of our readers have never had to deal with Tog, so let me explain a little of it. A card in your hand is worth 1.5 damage, since you can remove the card that you pitched. If that card is a Deep Analysis, you even get some value. The raw conversion of cards to damage meant that all you had to do was cast spells and draw more cards. Fact or Fiction turns into a direct-damage spell. Against aggro decks, Tog was The Abyss, since you could consistently pump Tog to be bigger than the other guy's monsters.

In Standard, Tog comboed with Upheaval to devastating effect, and here's how it worked. Tog would do its draw cards, kill dudes plan. When it started the turn with nine mana, it would float all of it, then cast Upheaval and replay a land. Tog could then play its Psychatog and hold up a Force Spike to stop any opposing creatures. With seven cards in hand and a packed graveyard, Tog would typically kill the turn after. Upheaval-Tog decks were mechanical in how consistent they were. You had to win before they made those nine land drops or else you would be unable to stop The Heave.

In Vintage, Psychatog was the basis for one of my favorite decks, Hulk Smash (or, you know, Tog...). It was the first truly modern Vintage deck. You'd Mana Drain whatever the opponent did on the second or third turn, then Intuition for Accumulated Knowledge (which is convenient, because the other copy may already be in hand). You'd draw three or seven cards, then drop Tog. Cunning Wish for Berserk could get your Tog over anything in its path.

Psychatog has failed to make any impact on Legacy and it's been outclassed by Tarmogoyf, but for years on end, it was a terrifying deck to play against. Never before or since have we seen a card that so directly connects drawing cards with a straight-up kill. Since it's unplayed, Tog's price has dropped a lot since its height. It's still worth fishing out of bins, though.

$1.00

Shadowmage Infiltrator

Jon Finkel won the Invitational and designed this card. All the pros designed over-the-top card advantage monsters, and I'm surprised that Finkel made it to print like this. He'd often get paired with Tog in Standard and he fueled a lot of control decks. It's not seen a lot of play since Standard, but the Ophidian upgrade is beloved among players.

$1.75

Squirrel Mob

Though Deranged Hermit did a lot for squirrel-mania, Odyssey fed into it like nothing before. Squirrel Mob isn't exactly a spectacular creature – it doesn't even have trample. It needs another Squirrel to be a Trained Armodon. However, for the more-is-more crowd who love the little fuzzy mammals, having a 9/9 squirrel is superb.

$3.75 (can you believe that? I know!)

Squirrel Nest

Thank goodness that this is an uncommon, otherwise it would be super-expensive, all because of the creature type it makes. Squirrel Nest saw legit play alongside Opposition, which is a pretty easy combo to figure out. If there were ever a card to dig out of your boxes, this is the one to check for. Players love to trade for this card and it's even pretty sharp in EDH, turning a land into a pseudo- Maze of Ith.

$2.50

Standstill

This is the unlikely power-uncommon in Odyssey, driven this high because of how good Merfolk is in Legacy. Here's my one-minute play tip: the best way to deal with Standstill if the opponent isn't pressuring you is to wait until they have a full hand and break it during their endstep. That way, the opponent only filters through cards, instead of getting an Ancestral Recall.

Pick through boxes for Standstill; look in friends' collections, scour stores, check for your extras. This thing is pricey indeed.

$9.25

Tainted Pact

It's no Demonic Tutor, but Tainted Pact is an Instant. I like to view it as an Impulse, unless you play Highlander formats – then it's an incredible Demonic Consultation. If you play it, I suggest splitting basic lands half-and-half with Snow-Covered copies to diminish the chances of whiffing on Pact.

$1.25

Tarnished Citadel

Citadel gets a little bit of play in Dredge, since it makes rainbow mana and doesn't go away like Gemstone Mine. Tapping it twice is a total bummer, but at least it makes colorless mana if you need it to.

$2.00

Terravore

Again with the giant Lhurgoyfs! Terravore tramples and munches everyone's land. It was part of a truly goofy Extended deck named CAL, which used Life from the Loam and Seismic Assault, along with the 'Vore, to make big monsters with a perpetuating card engine. It's moderately popular in Legacy, too. At one point, it hit $20, but now it's settled down... a little.

$9.00

Time Stretch

Ever had one of these Misdirected?

When it comes to big EDH spells, there's no bigger abuser than The Stretch. Twincast, Mirari, and Echo Mage love the card, but beware: Time Stretch targets. Punish that player with Shunt or Wild Ricochet!

$1.50

Upheaval

Though I spoke at length about Upheaval above with 'Tog, it's worth looking at a little more. 4UU is not a lot to pay for a universal Boomerang. Upheaval has a lot in common with Balance because it looks fair, but you can build around it by floating mana, running artifact Signets, and more.

$1.00

Vampiric Dragon

What a great combination of two great tribes! This card has a really simple design to it. Unlike most “growing” Vampire cards like Baron Sengir or Sengir Vampire, you might actually get to put more counters on this Dragon. Good design, for sure. I'll put it out there that pumping this guy up is probably irrelevant to actually winning, but it's too much fun to machine-gun your opponent's Saprolings and swing over with a huge beater.

$2.50

Zombie Infestation

This card typically sees play alongside something that gives you a little extra when you activate it. For example, it saw play in Benzo, a Reanimator deck that could also use Buried Alive to put three Squee, Goblin Nabob into the graveyard. Two free 2/2s per turn and a discard outlet for big beasties, to boot! The Enchantment also saw play in Standard with Upheaval in a deck called UZI. You would Upheaval and then discard the bounced cards to the Infestation, making a good attacking army. It was never as powerful as Tog, but it was often good enough on the back of Upheaval. Zombie Infestation is casually popular for Zombie tribal decks, turning spare drawn lands into more undead shamblers.

$1.25

Though Odyssey lacks many strong tournament cards, it has a lot of casual hits, including Squirrels. Next week, we'll get into Torment, a purposely designed set to be full of Black cards. I look forward to talking about Torment with you and what it means for set design, next week!

Until then,

Doug Linn

Uncommons in New Phyrexia

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"And the masses did cry; All hail the Godbook!" At least that what I'm saying, hooray easy financial news!

This week, I figured it's time to cover some of the uncommons and notable commons in the set. I'm still looking through for any previous card interactions such as the one we saw with Vampire Hexmage and Dark Depths, and I believe that I've found an uncommon to go for.

Name: Deceiver Exarch
Cost: 2{U}
Type: Creature - Cleric
Pow/Tgh: 1/4
Rules Text: Flash
When Deceiver Exarch enters the battlefield, choose one - Untap target permanent you control; or tap target permanent an opponent controls.
Illus. Izzy
Rarity: Uncommon

Whats so special about this? Splinter Twin and Pyromancer Ascension. If you're a subscriber to my twitter feed, Deceiver Exarch was the card I was buying in large quantities last night between 0.07 and 0.10. Good friend of mine @MTGVeteran, pointed me to some lists from a recent tournament on Magic-League where Pyromancer decks using splinter twin and the Exarch were doing very well. Splinter Twin has already shot up from hype, and Pyromancer Ascension was $1.20 each when I checked. Try to get some this weekend if possible, before the deck gets any more popular. Many people will still basically give you splinter twins, and pyromancers shouldn't be hard at all to get either.

Lets jump into the other uncommons that might make a scene though.

I already covered Mental Misstep and my thoughts on it last week, so I don't think I need to do it again. Besides, everyone else will cover it as well, so lets find new blood.I'll be using the Printable New Phyrexia Spoiler, found here on MTGsalvation.com

Name: Cathedral Membrane
Cost: 1{PW}
Type: Artifact Creature - Wall
Pow/Tgh: 0/3
Rules Text: Defender
When Cathedral Membrane is put into a graveyard from the battlefield during combat, it deals 6 damage to each creature it blocked this combat.
Illus. Richard Whitters
Rarity: Uncommon

A decent card, though I doubt it'll see widespread play. Still, it kills black and green titans, but only after they've made an impact. I wouldn't go out of  my way to get any of these.

Price: Worthless - 0.25

Name: Dispatch
Cost: {W}
Type: Instant
Rules Text: Tap target creature.
Metalcraft - If you control three or more artifacts, exile that creature.
Flavor Text: Venser wondered if it could still be called a teleportation spell if the destination was oblivion.
Illus. Erica Yang
Rarity: Uncommon

I actually really like this card. If metalcraft gets moving with the new additions this could be a card to watch. White removal for the Myr deck possibly? I'd try to get a set early, but don't pay more than 0.50-0.75 each for them.

Price projection: $1 in the long run, up to $5 each if a metalcraft based deck comes up which is a possibility.

Name: Marrow Shards
Cost: {PW}
Type: Instant
Rules Text: Marrow Shards deals 1 damage to each attacking creature.
Flavor Text: "We are a single entity. Dissenters must be sutured into the Orthodoxy."
-Elesh Norn, Grand Cenobite
Illus. Raymond Swanland
Rarity: Uncommon

Hooray! Another card that's probably going to see legacy play. Empty the warrens? Not anymore! Low toughness elves/goblins/merfolk giving you trouble? A thing of the past. I really like this card.

Price projection: $1.50 stable.

The golem spawner cycle:I like all of them for limited, though they will most likely have a much smaller impact on constructed. Trade them off to people who want them, pick them up for 0.25-0.50.

Name: Corrupted Resolve
Cost: 1{U}
Type: Instant
Rules Text: Counter target spell if its controller is poisoned.
Flavor Text: "Flesh is a sickness that infects Phyrexia."
-Avaricta, Gitaxian sective
Illus. Greg Staples
Rarity: Uncommon

Awesome card to help the poison deck continue to gain ground. It probably won't be a 4-of inclusion, but its an easy 3-of.

Price projection: 0.50 - $2.00, depending on popularity of infect after this set.

Name: Despise
Cost: {B}
Type: Sorcery
Rules Text: Target opponent reveals his or her hand. You choose a creature or planeswalker card from it. That player discards that card.
Flavor Text: "Truth is always a weapon in your enemies' hands."
-Geth, Lord of the Vault
Illus. Terese Nielsen
Rarity: Uncommon

An easy dollar uncommon through and through, though I can see it acting much like Inquisition of Kozilik. Get em early if possible, I see them going up to about $2.00 at the height of demand.

Name: Whipflare
Cost: 1{R}
Type: Sorcery
Rules Text: Whipflare deals 2 damage to each nonartifact creature.
Flavor Text: The slag-workers wasted no time in creating their own flare pulses to cleanse the area of the incompleat.
Illus. Johann Bodin
Rarity: Uncommon

I'm a fan of this card as well for the possible Myr deck. Not much in profits to be made here, but a card you should be aware of.

Price projection: 0.25

Name: Beast Within
Cost: 2{G}
Type: Instant
Rules Text: Destroy target permanent. Its controller puts a 3/3 green Best creature token onto the battlefield.
Flavor Text: "Kill the weak so they can't drag the strong down to their level. This is true compassion."
-Benzir, archdruid of Temple Might
Illus. Dave Allsop
Rarity: Uncommon

I really like this card as well. Destroying anything is nice, considering the last time we got this effect it was 1WB and rare. Sure, they get a 3/3, but are you really worried about that if you're playing green? Get these.

Price projection: $1.00-$2.00

Name: Darksteel Relic
Cost: 0
Type: Artifact
Rules Text: Darksteel Relic is indestructible.
Flavor Text: "It's the last thing we can call our own."
-Minhu, Mirran Resistance
Illus. Daniel Ljunggren
Rarity: Uncommon

Whats it for? Hell if I know at this point, but its a zero cost indestructible artifact. Animate it with tezz and get a free 5/5 dude. Either way, I'd grab some, just on the off chance that this turns out to be important.

Price projection: 0.25

Name: Shrine of Boundless Growth
Cost: 3
Type: Artifact
Rules Text: At the beginning of your upkeep or whenever you cast a green spell, put a charge counter on Shrine of Boundless Growth.
{T}, Sacrifice Shrine of Boundless Growth: Add {1} to your mana pool for each charge counter on Shrine of Boundless Growth.
Illus. Karl Kopinski
Rarity: Uncommon

This and the other shrines may be worth taking a look at. I like the green one as a backup to Elf combo decks, even just as a 1 of. I wouldn't go out and get a bunch, but its another cycle of cards on my watch list.They all have decent abilities.

Price projection: 0.25

That's about all for the Uncommons, and commons aren't really worth looking over as there will be so many in circulation it won't matter.

Also, the Game day promos have been announced, they are Priest of Urabrask and Myr Superion. This means the overall value of Myr Superion will be reduced for normal ones, but the game day promos will be rather valuable if it ever sees use. I would plan ahead in trying to get a set of those.

That's all for this week, thanks for reading!

Stephen Moss

@MTGstephenmoss on twitter

MTGstephenmoss@gmail.com

Prerelease Trading and Future Works

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I am keeping this week's article short for two reasons. First is that not a lot of exciting things have happened, and secondly I am mostly just going to tell you about what my plan is going forward. I thought of something really exciting to do for the next 4 weeks and I think it will be well received. So, the first part of the article will be a "prerelease primer" that is the exact opposite of what the majority of people will tell you and the second will outline the next month.

Prerelease Trading

Everyone loves trading at the prerelease, being the first to get the new cards, wowing all of their friends with the hottest foil they got a hold of. Sounds like a good time right? Well, not for the informed trader, and that is what you all are, right? Right?! A lot of writers have told you how to trade at prereleases and what to look for with the new cards, however I am going to tell you to not even bother trading for the new cards for at least a month after the sets come out.

Prices are far too fickle for the first few weeks. The typical grinder wants to rarely lose on a trade and the biggest way to lose is to trade for cards whose prices have not settled. Why take the risk? Why not just wait a bit, the money will always be there to made. I would focus on picking up cards that are going to be needed for the upcoming PTQ season. Try to find a stack of Inquisitions or other hot cards.....(me thinking).....

Actually, don't get any type 2 cards unless you can move them quickly. As I was typing that I started to think that type 2 prices are going to be really interesting soon. A lot of the cards have prices based around the Caw-Blade deck. The Sword and Mystic are worth so much because they are good in that deck together, but Mystic is rotating at the end of the summer, so Sword might take a dip due to that or other insane equipment being better. And then there is all of the Zendikar block cards rotating soon; Scars of Mirrodin isn't much better with a lot of value being nowhere in the block so far. Titans are dropping save for Inferno Titan, but odds are they are being reprinted to go along with the promos being given out this year.

I would focus on Legacy or Vintage honestly. Get things like Brainstorms, Fetchlands, etc. Stuff that will hold value through the Summer. I have yet to see another person mention this yet and people are saying "get this from the new set" or "dump those Jaces now." I say dump all Type 2 till the Fall.

Why Brian Demars should never write about Magic Finances.

Seriously, his article on SCG just gave me headaches (like one, and while that was happening, another one occurred). He literally just copied everything that every financial writer ever has said and added some math and thought it was quality writing and information. Of course stores buy at numbers lower than they sell. Of course the eBay number is different than the retail number. Ugh, in my opinion it was just full of awfulness and I wish I could get those minutes of my life back, but I never will.

Going Forward

So recently, a few people have asked me what it would cost to buy an "Instant Collection." Something that will build them every deck in a certain format. So each week, I am going to cover Vintage, Legacy and Standard. I am not doing Extended due to my feeling that that format is dead. I will do Commander and potentially Cube if people are interested (maybe even a pimper's guide to Vintage too). I will list cards by colors and their price per card. I will then include the appropriate multiplier and add the totals and that will be about what you will have to pay to build every Tier 1-Tier 3ish deck in a format. Let me know what you all think of this idea.

Contact
E-mail: tennis_stu_3001@hotmail.com
MOTL: stu55
AIM: stoopskoo15
Store: The Vault- Greensburg, PA

The Last Great Deck Before New Phyrexia

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Last time I brought you a B/R deck that gave you an option for defeating Jace, The Mind Sculptor without playing Blue. This week I've got another spicy deck for you, one that eats Caw-Blade for lunch and has strong matchups against a most of the rest of the current field. I have to admit up front that I'm only partially responsible for this deck's design. After I showed my B/R deck to my friend and deck construction advisor Jay Schneider (of Sligh deck fame) he decided to try White in place of Black, and since then has been tearing up the MTGO queues with what he calls "Caw-Burn."

He started out with this list (not ideal, we're getting to it... hold your pants on!):

Untitled Deck

Maindeck

4 Lightning Bolt
4 Burst Lightning
4 Koth of the Hammer
4 Cunning Sparkmage
4 Goblin Ruinblaster
4 Student of Warfare
4 Squadron Hawk
4 Stoneforge Mystic
1 Sword of Feast and Famine
1 Basilisk Collar
1 Mortarpod
4 Tectonic Edge
2 Terramorphic Expanse
4 Evolving Wilds
4 Arid Mesa
8 Mountain
4 Plains

Sideboard

3 Into the Core
4 Kor Firewalker
4 Oust
2 Staggershock
2 Manic Vandal

He immediately found it was quite strong, but not yet perfect. The Student of Warfare was okay, but not quite what he needed. He changed them to Kargan Dragonlords, but these too were troublesome, as they demanded too much of his mana on subsequent turns. When we started discussing it, I suggested he move the Manic Vandals to the main because just about every deck has artifacts these days, and they could sort of serve in that "early creature that is at least somewhat of a threat" slot.

-4 Student of Warfare
-1 Plains
+1 Mountain
+2 Manic Vandal
+2 Kargan Dragonlord

Jay also reported that between the eight burn spells and the Cunning Sparkmages (and their little [card Basilisk Collar]doggie collar[/card]) his opponents couldn't keep a creature on the board. He adored the Ousts in the sideboard, bringing them in in a whole lot of matchups. Mortapod & Basalisk Collar also turned out to be a devastating combination, one that a supply of Squadron Hawks makes into yet another highly efficient killing engine.

The deck has nothing above CMC four, because it often wants to use Tectonic Edge aggressively to compliment its Goblin Ruinblasters. If you recall, last week I mentioned that I lost a match with the B/R deck by using an Edge right before drawing five and six cost spells. Not really a problem in this deck.

While I'm a huge fan of Staggershock, when Jay mentioned sometimes having trouble with Elves decks I recommended he use Slagstorm. 457,239 pros all said it would be one of the best Besieged cards in the articles the published right after the prerelease, and they can't all have been wrong. It's a little slower than Pyroclasm, but the other eight burn spells all cost one mana. Also, the three damage it provides is much better against Boros and sword-carrying birds. The additional ability to finish the opponent or one of their Planeswalkers doesn't hurt either.

Still trying to fill in the Kargan Dragonlord / Student of Warfare slot, Jay tried Luminarch Ascension, Ember Hauler, Transcendent Master, and a few other cards, but ultimately settled on "wait until New Phyrexia provides better." They were eventually cut entirely, though Ascension remains in the sideboard.

The hardest matchup is ramp decks, as Inferno Titan & Primeval Titan are quite problematic. I suggested Brittle Effigy or Journey to Nowhere as a replacement for Into the Core, as both of these cards can handle all those fatties, including the indestructible Ulamog, the Infinite Gyre.

Final, highly recommended list, Caw-Burn:

Untitled Deck

Instants

4 Lightning Bolt
4 Burst Lightning

Creatures

3 Manic Vandal
4 Cunning Sparkmage
4 Squadron Hawk
4 Stoneforge Mystic
4 Goblin Ruinblaster

Planeswalkers

3 Koth of the Hammer

Artifacts

1 Sword of Feast and Famine
1 Mortarpod
1 Basilisk Collar
1 Bonehoard

Lands

9 Mountain
3 Plains
4 Tectonic Edge
4 Evolving Wilds
4 Arid Mesa
2 Terramorphic Expanse

Sideboard

2 Luminarch Ascension
1 Blazing Torch
1 Manic Vandal
2 Slagstorm
2 Journey to Nowhere
3 Oust
4 Kor Firewalker

I asked Jay about the sideboard:

1 Blazing Torch: 1 copy just so decks that have Phyrexian Crusader (or board it in) aren't an issue.
2 Luminarch Ascension: Crushing against classic control decks.
1 Manic Vandal: It's important to be able to go up to 4 of these where they're a 2 for 1. Leave them out otherwise.
2 Slagstorm: Is it a weenie rush deck? If so, bring these in. If not, don't.
2 Journey to Nowhere: These help a little against Titans. If you can find a better solution to them, let us know!
3 Oust: Brought in vs. decks that will bring in Kor Firewalkers or Superfatties. It might be right to have 3/2 or even 4/1 split here in favor or more Journeys.
4 Kor Firewalker: Are they playing Red? Bring these in. If not, then don't.

How do the matchups go?

Eldrazi or Titan Ramp decks: you are unfavored.
Everything else: you are favored or heavily favored.

Wow, that's a big claim I'm making! The evidence so far has backed it up. Both Jay and a friend of his who hasn't played competitive magic since Ravnica have been winning queues left and right with it.

What? You also want to know how it works? Well okay, I guess I can tell you. Better yet, let's have Jay tell you:

The first high level strategy point for this deck is to remember it's an aggro-control deck with a strong emphasis on control. If they have a permanent (land/creature/Planeswalker whatever) and you have the choice to race or destroy their permanent, always destroy the permanent. Probably the most common example of this is whether to cast Koth or Goblin Ruinblaster. The LD Goblin is almost always the right choice. Surprisingly, often just using a Tectonic Edge to suppress land can be a better choice than starting the Koth beat down. Speaking of Koth, instead of continuing the beats he often sacrifices himself to provide a range of mountain Tims.

The second high level concept is to constantly test the other deck. Dave Price's maxim, "There are no wrong threats, just wrong answers," applies to Caw-Burn. Keep pressure on the opponent. Destroy their land to see if they have another. Attempt to Sparkmage/Collar to see if they have an answer, try to force out a Sword and get it on a Hawk (or whatever). See if they can keep you from using Koth's ultimate. Constantly test the opponent.

On a tactical level, the mana/color base is solid but requires precise play. First turn, almost always play an Evolving Wilds. That is, unless you need to Bolt their turn 1/turn 2 drop. The goal is to have R&W available on turn 2. On turn 3 you also have another "spare" mana for a ETBT land as you'll usually be playing another two-mana threat or using Stoneforge Mystic's ability.

Also on the tactical level, deciding which to spell to cast can be challenging. You don't have the ability to swing with a Sword-equipped threat on turn three so don't try to force it. Aim for a turn four swing and use the excess mana to suppress their board. Generally, if there are no counters visible, Stoneforge fetching Sword on turn two is almost always correct. If they are showing counterspells testing with a Hawk is usually the correct play, especially if you've drawn a second. Even if you haven't, they won't know if you're bluffing with the 2nd Hawk in hand. In sideboarded games, always go with the boarded 2-drop; either the Ascension or the Firewalker.

Vs Control decks, like UB Control

Black control decks will probably get a Stoneforge or a Squadron Hawk out of your hand early, but you generally wind up with a 2 for since your deck is all cheap stuff it's not like they can leave you with only 6-drops. This also makes it pretty easy for you to avoid getting Mana Leaked, and due to the number of threats you have one of them will sneak out. This will put them on the defensive and they'll be forced to tap out and you'll punish them pretty severely, with multiple threats or a savage turn-around (usually named Goblin Ruinblaster or Koth of the Hammer).

Be sure to board in Luminarch Ascension vs. U/B. It ranges from very strong, against the standard U/B, to a near immediate scoop if they are playing the poison variant (because poison doesn't prevent Luminarch Ascension from gaining quest counters).

Vs Control-ish decks like Caw-blade

You both have the well-known birds with swords plan, but with 8 burn spells to clear the way, you'll be having the last laugh. Similar to pure control matches, you keep the opponent from getting ahead of you with Goblin Ruinblaster and Manic Vandal, taking out their mana sources, creature-lands, and equipment. Just like the matches against more pure Control decks, Koth of the Hammer is quite a hammer, putting nails into the nice coffin you've made for them.

Vs Aggro decks, such as Boros and Elves, Vampires and Vengevines

These matches are like the start of a bird-heavy Caw-blade match, where you both throw out a lot of dudes and trade them off to see who has one left at the end. Caw-Burn is almost always that deck. Obviously, Slagstorm is a big help in doing this. Aggro decks game plan is to race you, as such an early Kor Firewalker will put the nail in their coffin.

Vs Ramp decks (Green Eldrazi and Valakut)
These fights are really hard. You can usually handle one or two fatties with your equipment but you've got to get lucky to win. The more non-basics they have the better, as you can at times stall them at 5 lands when they need 6 to go off.

Well, there you have it. The format is never really over till it's over. Quick, go out and win some matches with this before NPH is legal!

Gregory Marques

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