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Morality and Ethics, the N00b Quandary

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In my last article (https://www.quietspeculation.com/2011/01/parts-of-a-trade-part-2/#idc-container) I briefly touched on the topic of trading ethics, and the code of conduct that I hold myself to when conducting trades. Interest was expressed by a reader in seeing a full article on the topic, and having decided that it was probably a good idea to expand more fully on my philosophy, the article was written!

The simplest, yet perhaps most important place to start is the “n00b quandary”, i.e. you see a new player about to get ripped off in a trade with another person, or you yourself are the person doing the lopsided trade with a newer player. In these scenarios, do you feel the need to inform the n00b that he’s getting the bad side of the deal, or do you plow ahead, and let the other trader, be it some other random guy or you, make some extra money.

Personally, I have almost no experience with this type of problem. In fact, you could probably say that I had a relatively spoiled Magic n00b phase. At my first FNM, a good Samaritan at the store (Lee Cote) randomly gave me a complete common playset of Champions and Betrayers of Kamigawa, which happened to be the first cards actually legal in an FNM I had ever owned. It goes almost without saying, that without Lee’s help, I would not still be involved in Magic to the level that I am today. And the only way I’ve ever come close to getting ripped off in a trade is swapping 2 Damnations that I had opened just after Planar Chaos’ release for 2 Umezawa’s Jittes, for a total loss of maybe $10 max. And this is low enough an amount that I don’t hold any grudges for this, and am still friends with the guy that I did that trade with, oh so many years ago. But I understand, not everyone is so sheltered


Ah summer camp, the world of waterskiing, tennis, and, of course, Magic. Now normally, Magic is not a very large activity at summer camps, but at mine, it was surprisingly big. My camp director, in his quest to insure that no campers paid money for Magic cards ever, actually gave me money to buy booster boxes of the latest sets to draft with, supporting 8 of the best camp players, with prizes. And let’s be honest, I usually came out on the top of those. I was the only person at camp that had ever been to an FNM, and so when a foil Fauna Shaman came around to me 8th pick, It was a bygone conclusion that I would snatch it up, even though I wasn’t in Green, and then promptly win the draft with my 6 Doom Blade, 3 Corrupt, Liliana Vess, 5 Liliana’s Specter deck. But what amazed me most about Magic at camp was not the play, but instead the trades. Planeswalkers commanded a premium, going for upwards of $20 in trade value OR cash (done secretly of course). Darksteel Colossus reached $25 at one point, with Nicol Bolas, Planeswalker, topping out at an astounding $45. I’ll be honest, there were times that I took advantage of this, and I’m not too proud to admit it. My first year at camp, I was allowed to use my computer to send off articles to the different Magic sites I worked for, but also used this time to order cards from ebay for resale among the camp’s players. I made over $500 in three weeks, not to mention the card stock I acquired. While none of the players had the fabled original duals sitting in their collection because “they’re just lands”, I got Onslaught fetches and Ravnica shock for a pittance, getting multiples for a single Chandra Nalaar. So while I’ve never had the experience of being ripped off, I’ve clearly made more than my fair share of money on the inexperience of other players.

Now to jog back on to the article’s actual topic (yeah, I know you’re disappointed to not hear the rest of my MTG biography, but Kelly doesn’t pay me the big bucks to be a historian, take it up with him yourselves). What has my story taught me about ethics and morals in trading?

Well, let’s start at the very beginning. I’ve learned that a little help can go a long way. Lee’s selfless gift to me at the very beginning of my tournament Magic life kept me in the game. It gave me cards I could actually compete with. And even when the store moved to another location farther away, the game kept enough hooks in me that I migrated with it. My first FNM win, PTQ top 8, and hopefully, first PT appearance, will all be due to the one generous player at my first FNM. And I’ve tried to mirror this experience with other players I’ve met. At the last Extended PTQ in Chicago last year, I was approached by a player I’d never met before, Mehran Latif, looking to borrow 2 Jittes for his Faeries list. I had no idea who he was, but Zach Jesse, another friend, vouched for him, so I lent him the Jittes without any hesitation. Now, Mehran and I are friends, mainly built on that one interaction. On many occasions, I have lent cards to Lee, the guy who gave me the cards all those years ago, without any need for collateral or references. If I had had a less favorable beginning to my Magic life, would I have been willing to do that? Maybe, maybe not, but this does show the benefits of generosity to newer players.

Sidenote:

One of the things I most often use Mehran for is a repository for my stuff during tournaments. It’s a trend of mine that when I lend some of my things to other people, I do extremely well in tournaments:

--Lent Jittes to Mehran, top 8ed PTQ

--Lent headphones to Mehran, top 4ed a GPT, lost when he gave them back

--Lent headphones to Greg Ivey, 9th on breaks at a PTQ after he left.

Out of the 3 tournaments that’s 2.5 top 8s, not bad, so I’ll continue with this trend of lending stuff out for my own self serving interests.

End

Looking back over what I’ve written, I feel most of it has been essential towards setting a backdrop, and explaining why I have most of the opinions that I do, but I haven’t really touched on the issue at hand yet, even over 1000 words later. So I’ll start some discussion of morality when dealing with the n00b quandary here, but then set a max limit of 2000 words for myself so this one article doesn’t balloon out of control, then either go back and cut down on some of the fluff, or split this article up.

But yes, on to the actual topic of this article, ethics and morality in trading. Or, more specifically, the n00b quandary, what do you do?

This is one of the more delicate situations you’ll have to handle as a trader. Let’s take a first scenario in which the n00b is being ripped off by another trader. Do you take action here? There are a lot of factors you must consider. First of all, the other trader may feel you are trying to poach the trade, because more often than not you will often then trade with the n00b after protecting him from the unscrupulous trader. This will not endear you to him. But I feel in this scenario, the only thing you can do that maintains both your desire to profit with your desire to see Magic prosper (which is inherently linked to the first), is to inform the n00b that the trade is not in his favor, and in fact, that he’s being ripped off. If this new player is ripped off, he’s extremely unlikely to return to the competitive Magic scene, and may quit the game altogether. This will cut into your profit, because as this new player develops into a more competitive one, as most do, even if it only means taking FNM more seriously, he will turn to you for help seeking out cards for his decks. And the profit comes knocking at the door. Also, as a trader, you have a vested interest in making sure Magic prospers. If the brand fails, you are suddenly left with a lot of useless pricing information in your head, and cards in your binders. And while one player is unlikely to bring down an international brand supported by Hasbro, even something smaller like the store needing to cut events to make ends meet because they lack the money they would have made from this player will eventually cut into your own bottom line. And so, for the most selfish of reasons as well as the best of them, I feel it’s only right to take the high road in this scenario, and inform the new player that he’s being ripped off.

The same applies if you are the one doing the trade. In the Damnation/Jitte trade I told you about earlier, I was completely enthralled by Jitte. I had heard all about how good it was, and was desperate to own one. If pushed, it’s possible I might have traded both Damnations for just one Jitte, more than tripling the profit on my trading partner’s end. Yet would this have been a good thing for him? I venture to say no, because it would’ve meant that, once I realized how I had been ripped off, my interaction with him would have ceased, and I wouldn’t have been willing to trade with him again. Yet because my trading partner was able and willing to take less profit on that trade, we can now maintain a mutually beneficial relationship between the two of us. The same goes for when you encounter a newer player looking to trade. Though I might be tempting to ravage his trade binder, pace yourself. Don’t only think of profits in the present, think ahead to the future, and the relationships and reputation you try to cultivate for yourself as a trader.

Ok, that’s approaching my word cap, so I’m going to cut this off. Next week I’ll shortly summarize the conclusions I drew about trading with newer players here, and then talk about some of the other ethics of trading.

Regarding the comment contest, last week’s winner was Wade, so if Wade wants to contact me either through the comments section or email, just send me your mailing address and I’ll get your cards out to you.

The comment contest will stay in place for this week, though any ideas provided by readers for future articles won’t necessarily be used right away. I also want to open up this contest to Twitter, so you can now tweet me your comment contest submissions. Remember, one positive comment, one constructive criticism, and one future article idea must be included in your entry, and a hint, if you format your entry as “good:
 Bad:
 idea:
” I probably won’t pick that as the winner. Don’t be formulaic! You can see Wade’s comment from last week for an excellent example of a submission. The prizes for this week’s contest will be an FNM promo Wild Nacatl and 2 Swans of Bryn Argoll, so get your submissions in.

Until next week, flipping cards and taking names,

--Noah Whinston

mtgplayer@sbcglobal.net

nwhinston on Twitter

arcadefire on MTGO

Baldr7mtgstore on ebay

Big Dates for Traders

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Tracking Magic events is one of the surest ways to stay on top of trends. The first requirement is to actually know when they are. Between Pro Tours, Grand Prix, new sets and the banned/restricted announcements, we have a lot of events to track. This article will lay out all of the events, along with helpful tools to track them.

Pro Tours

The Pro Tour is a mix of formats, showcasing both Limited and Constructed. We don't really care financially about the Limited aspect, but Constructed can be very valuable to track. One recent example:  PT Amsterdam last September. The breakout deck in the Extended format at that time was the Doran deck, captained by luminaries like LSV and Brian Kibler. If you followed it, you knew that several cards blew up soon after the deck's success. You could make a profit by knowing that Murmuring Bosk, Treefolk Harbinger and Knight of the Reliquary were hot.

This season promises the following events:

Feb 10: Paris, France. This event has a Standard portion, and we know that Rares and Mythics can really take off after a good showing.  Keep an eye on MTGO results to catch the pulse of the metagame.  I'll be at Pro Tour: Paris as part of the Untapped World Tour.

June 10: Nagoya, Japan. Unfortunately, this event only has Block Constructed to look forward to. Block is a historically-boring format and aside from all-stars like Rishadan Port, few cards see price bumps from Block. This is largely due to the fact that aside from the Tour, few people play Block.  Those playing MTGO might have Block interests, since the format is somewhat popular online.

Sept 2: Philadelphia, USA. This is the real jewel of the PT calendar because it showcases Extended. Even after the format got chopped in half, it is still expensive to play. The Doran deck happened in Extended, and there will surely be another breakout deck from this PT that people underestimate. Above all else, watch this one – read the coverage, but follow Twitter feeds of people at the event too. When it shows up in the coverage, it might be too late to snag the cards from stores or bots on MTGO.  Most importantly, keep an eye on Grand Prix: Atlanta's results this weekend.

Grand Prix

A Grand Prix is  just below the Pro Tour in the hierarchy of events. The downside is that you usually have well over a thousand people, meaning that some decks which show up early in coverage lose steam and miss top 8. Still, there are simply a lot of relevant GP events this year that are worth tracking and profiting from. Here's the schedule:

Jan. 22-23 Atlanta Extended - (I'll be here too, as a warm-up for the Tour.)

March 19-20 Kobe Extended

March 26-27 Barcelona Standard

April 9-10 Dallas Standard

May 28-29 Providence, RI Legacy

June 4-5 Singapore Standard

Aug. 27-28 Pittsburgh Standard

Oct. 15-16 Brisbane Standard

Oct. 29-30 Hiroshima Standard

Nov. 12-13 San Diego Extended

TBD Amsterdam Legacy

As you can see, a great mix of Extended and Standard. There are also two Legacy GPs scheduled this year, though Amsterdam doesn't have a date on the calendar right now. Legacy events are such insane money-makers for anyone who participates. Cards shoot up in value months before events as pundits and players call the decks they think will do well or break out. Dual lands and Force of Wills spike in value, Tarmogoyfs get a temporary price boost and more. If nothing else, track these two events.

Banning Announcements

As you saw recently with Grim Monolith, Time Spiral and Survival of the Fittest, a lot of money rides on the quarterly Legacy banning announcements. Sure, other formats can plausibly be affected, but the one that gets shaken up the most often is Legacy. The announcements happen as close to (and before) the 20th of the month that they are slated for, usually announced on weekdays. The DCI is sort of cagey about announcing actual dates. On these especially, it pays to stay up till midnight and see if anything changes. The four dates are:

March 20

June 20

September 20

December 20

New Set Releases

The final category of important dates is the release of new sets. This is kind of an amorphous time frame though, as spoilers effectively can make for five weeks of intense tracking. Witness those who profited by snagging Dark Depths as soon as Vampire Hexmage was unveiled to see just how tracking these pays off.  Prereleases and release tournaments are great times to pick up new cards and cash out on the hype for ones that don't pay off. Here are the pre-release dates; you can expect to watch for spoilers about four to five weeks previous to the date with the bulk of the information coming within two weeks.

Mirrodin Beseiged Jan 29

Mirrodin Pure/New Phyrexia May 13

Magic 2012 July 10-11

The next set's release dates are not known at the time of writing.

Tracking it All

I suggest that you input these dates into whatever calendar you use. I use Remember The Milk (www.rememberthemilk.com) to track my calendar, especially since it syncs with Gmail and my iPhone. To say that the program has revolutionized my life is an understatement. It might be worthwhile for you to use, and the intuitive format entry system makes plugging all of these dates into a simple task.  Google Calendar is nice too, and can sync with most of your devices.  This is one of the basic requirements for being a good trader, so make it a priority to get these dates into your head.

Zen and the Art of Duel Decks Design

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Balance is the perfect state of still water. Let that be our model. It remains quiet within and is not disturbed on the surface. -Confucius

Balance in all things is an ages-old recipe for fulfillment and happiness in life. "Enjoy all things in moderation," goes a common refrain, "except moderation." It is thought that by finding the centre between the many forces pulling one's self in different directions, one can find tranquility and harmony, that position of perfect equilibrium as refreshing to our spirit as a wooden beam precisely balanced upon our shoulders.

Balance is also critical to the health and longevity of our shared passion, Magic: the Gathering. It speaks well to the balance of the game that we are still here discussing it nearly two decades later, but like our personal balance it is not a static condition. It is instead one that must continuously and deliberately be maintained. Witness the balance between the five colours, predictability and variance, power and toughness, risk and reward, cost and outcome. Balance is no mere window dressing, but rather it speaks to the very heart of any game that deals with forces in opposition. Ask anyone who engages in player-versus-player video games who has the easier time of it: Horde or Alliance? Chaos or Order? You're likely to get some very spirited responses.

Balance is one of many things that must be taken into account when designing a new Magic set, but it comes to the fore much more visibly when looking over those Magic releases which directly pit two decks against one another. While colours can be balanced over time ("Blue was strong last time, now Green gets its turn."), Duel Decks are frozen in time forevermore once released. Indeed, the entire success of the product is predicated upon the degree which each side can be given as close to equal power as is possible. Players might still line up to buy Duel Decks: Planeswalkers vs. Thrulls, but not for the reasons the designers might hope. Today we'll be taking a look at the concept of balance and how it applies to direct-opposition releases and what we might expect from the product line in the future.

A balanced and skillful approach to life, taking care to avoid extremes, becomes a very important factor in conducting one's everyday existence. -Dalai Lama

The first official Duel Decks release was launched on 16 November, 2007, but its spiritual ancestor trundled off the printing press nearly a decade earlier. 1998's Anthologies was created in commemoration of the game's five-year history, and like the later Duel Decks featured cards from all different sets ranging from Limited Edition Alpha to Urza's Saga. There were two decks included, one Green/White and the other Black/Red. Although their colours and cards were completely different, there was one thing that the decks had in common.

They were equally terrible.

It takes a certain generosity of spirit to look kindly upon Anthologies. Yes, they were bad, but they were also Wizards's first foray into a real self-contained preconstructed segment. Sure there was the Rivals set two years before, but that was designed as an introduction to the game and to get new players acquainted with the concepts behind it. You can hardly fault the developers for looking to begin on safer ground, and so they did: both decks are essentially a version of the same deck, but in their respective colours. Each deck gets two artifacts and has 23 creatures. Green/White gets an Order of the White Shield. Red/Black? A Knight of Stromgald. A Serra Angel on one side is offset by a Volcanic Dragon on the other. Green/White gets a White Knight. Red/Black? Take a [card Black Knight]wild guess[/card].

Indeed, the "playing it safe" mentality went beyond key cards into making both adhere to a narrow set of parameters. Because weenies are typically much less swingy tham bombs (and therefore produce more consistent outcomes that are easier to control), Green/White is packed with 1-2 power creatures, a sleep-inducing 78% of them. And Red/Black? Surprise! Also 78%. This was inarguably balance, but it was one imposed from the outside rather than one that found its inner peace and harmony through the offsetting of opposing forces. It would be back to the drawing boards for Wizards. Although the "two versions, one deck" model would never again so blatantly reappear, it would have a resonance that would echo years ahead.

Nature does not hurry, yet everything is accomplished. -Lao Tzu

Two years later, Magic's next two-player preconstructed set was launched. 2000's Beatdown was not all that different from Anthologies in some ways. This time it was White's turn to get the shaft, with the Red/Green Ground Pounder squaring off against the Blue/Black Aerodoom. Despite the obvious differences, there were the same striking similarities: each deck had an identical mana base, right down to the nonbasic lands (each carried on-colour uncommons from Fallen Empires and commons from Urza's Saga), and each packed five pieces of removal. More critically, both followed the same script: screw the weenies, let's drop some of the fattest fat fatties we can find into an arena and let them pound the bejeezus out of one another. "Big creatures," intoned Richard Garfield in the accompanying booklet, "are the soul of the game."

Thanks in part to the design strategy, however, these decks managed to capture enough of a distinctive feel that it avoided the trap Anthologies fell right into- generic duplication. Sure each side had its fatties, but they were well-chosen not only for size but how they mechanically represented their colour. Sengir Vampire? Very Black. Leviathan? Undeniably Blue. Contrast that with the opposing deck's Shivan Dragon (firebreathing) and Force of Nature (massive trampling).

Using the weenie metric employed above, we find that only 14% of Aerodoom's critters have 2 power or less, with a slight uptick for Ground Pounder (20%) due to its need for mana-ramping elves. These may have followed a similar script, but in their execution they felt far more flavourful- cards selected with purpose, not just a set of nearly-identical throwtogethers. Wizards was learning.

But alas, for whatever reason Beatdown was the end of the line. The following year's specialty product, Deckmasters: Garfield vs Finkel, consisted of decks designed by those prominent personalities rather than by Wizards directly, and therefore outside the scope of consideration. It would be another seven years before the idea of the duel-in-a-box would again bear fruit when the Magic world awoke to the announcement that a new product, the Duel Decks, was launching amidst a horde of elves and goblins.

To go beyond is as wrong as to fall short. -Confucius

Duel Decks: Elves vs Goblins was a flavourful home run from the start. Both tribes are ones that not only play well amongst their own kind, but are popular are even occasionally competitive at the highest levels of the game (at the time of writing, mono-Green Elves! has been sighted in Standard, and the Goblin-touting Red Deck Wins hasn't really gone away). Make no mistake, Elves vs Goblins had some analogous card selections.

Flamewave Invoker -- Stonewood Invoker

Gempalm Incinerator -- Gempalm Strider

Skirk Fire Marshal -- Voice of the Woods

Siege-Gang Commander -- Ambush Commander

However, on the whole the decks hewed true to their tribal flavours which, despite both being tribal reboots largely derived from Onslaught block, reinforced very seperate identities. It's a bit like a Camry and a Lexus: their exteriors might be quite different from one another, but under the hood in each case you've got a Toyota. It was an encouraging next step.

The next evolution in the Duel Decks came with the decision to base the decks upon their newest permanent type, which had been introduced just a year earlier in Lorwyn: the Planeswalker. Duel Decks: Jace vs Chandra was tremendously successful from this perspective as it gave the developers an easy theme to wrap a deck around. This "back to basics" thematic approach was one that would be repeated over and over again. [card Chandra Nalaar]Chandra's[/card] a Red pyromancer and her deck will be aggressive Red critters and scads o'burn. Liliana Vess? Black graveyard and discard effects. [card Elspeth, Knight-Errant]Elspeth[/card]? White Soldiers. Without taking anything away from the designers, since this isn't easy work, once you've selected the Planeswalker the deck virtually builds itself. You won't go broke wagering that lifegain will be a solid theme in the White half of this Autumn's Duel Decks: Ajani vs Nicol Bolas.

The follow-up of the tribal Duel Decks with the Planeswalker one in 2008 cemented a release schedule that promises to continue into the future, namely that of the Autumn Planeswalker-based decks, and the Spring-based thematic ones. In April 2009, the second thematic Duel Decks launched, and the Magic world was given Duel Decks: Divine vs Demonic. Consisting of a monowhite deck filled with Angels versus a monoblack one stuffed with Demons and Imps, the deck looked every bit the descendant of the Anthologies-Beatdown-Elves/Goblins lineage. In the case of both of its decks, you had a series of relatively inconsequential bodies filling up space as each deck raced to get out its top-of-curve beaters aided by a smidgen of mana ramp (Dark Ritual, Marble Diamond). Although a novel concoction- neither Angels nor Demons had ever held a richly-defined tribal place in Magic's lore- there was little innovation here. Beatdown could get away with its parallel trajectories a bit more because it was crafted a decade earlier. It would take revisiting a storied and epic period of time in that very lore to finally signal a sea change with the design of the decks.

The Mind and the world are opposites, and vision arises where they meet. When your Mind doesn't stir inside, the world doesn't arise outside. -Bodhidharma

March 2010's Duel Decks: Phyrexia vs. The Coalition was an intriguing choice of subject. Although many players of the game may not have been active during 2000's Invasion block where the story originally concluded, most would recognise the Phyrexians as one of the game's greatest villainous creations. Wizards certainly wanted to create a product worthy of the names, and while in the end they fell a bit short from a playability perspective, what they accomplished in terms of innovation for the Duel Decks series can only be accorded the highest praise. They finally broke free of the curse of trying to run parallel decks, and found true harmony by balancing wildly differing and adversarial forces.

For one thing, the decks could not be any more different. The Coalition is a five-colour deck, while Phyrexia is mono-Black. This was the first time a Duel Decks deck had been anything other than mono-coloured, and to go with all five took some measure of courage. Mono-Black is also very condusive to overwhleming early aggression, so that had to be balanced as well. In the end, the designers went with disparate win conditions in the Phyrexian deck rather than a unified, synergistic whole, which had an overall 'throttling' effect on the deck's speed of deployment. As I wrote in a review of the deck, "it’s almost as if you were privy to a clutch of Phyrexian generals arguing about strategy and tactics in the War Room, then threw in a few cards to support each strategy to keep everyone happy."

Certainly it was more than capable "live-the-dream" explosive starts like Swamp -> Dark Ritual -> Priest of Gix -> Phyrexian Negator, but just as often you'd be sitting around with a Puppet Strings, a Voltaic Key, a Hornet Cannon, and a sour look on your face. Phyrexian removal was also deliberately scaled back, with access to about half as much removal as Liliana's own mono-Black construction. Still, balance was attained, and not the artificial balance based on homogeneity. This was a true and splendid thing: an equilibrium of unrelated forces in opposition.

Signs for the future give good reason to be optimistic that Wizards has made a significant learning advance through their experience with the Duel Decks. They've matured and broken free from their legacy of parallel design, and the curse of the Anthologies can at last be said to have been broken. The next thematic set has already been announced as Duel Decks: Knights vs. Dragons. Cheap White weenies versus big Red beats? Now that would be harmony in opposition!

Cleaning up the Community

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Last weekend at the Star City Games Open in Kansas City, I spent Saturday evening working the trading tables before playing in the Legacy Open on Sunday. Most of my trading partners were a pleasure to work with, and some were even practicing methods we write about here on QS.

But today I want to talk about a trader who didn’t act that way. He was the typical bully trader, even going so far as to hassle a young kid right in front of me. I want to talk about how I handled the situation, other ways to handle it, and what these type of people mean to the trading community and Magic at-large.

Here’s the situation. I’m trading with a player (picking up my first-ever dual land) and a child, maybe 10-12, comes over and asks to trade. I tell him that if he doesn’t mind waiting a few minutes, I would be happy to trade with him. He waits while I complete my current trade.

I look through the kid’s binder and hand him my own. He has a very small collection with nothing worth more than $5. He pulls out a few cards from mine, all in the $12-15 range, and says that’s all he wants. I politely decline to trade with him and he sits at the table and starts talking to another trader.

This is when Damien (our fictional-but-fitting name for an unscrupulous trader) comes over after seeing my binder. He starts talking loudly about the cards he wants from my binder and starts to say things like “Come on, man, you have plenty. Just trade already.” For starters, this type of approach has never worked on me, but I agree to swap binders all the same.

At this point I’ve already decided to take a hard stance with this trader, based on the way he was acting. I like to take a more casual approach to trading, since trading and the Magic scene in general are about much more to me than winning tournaments or making money. With that said, I know how to trade with sharks, and Damien’s discourse placed him firmly in that category.

As I’m flipping through his binder and Damien continued making assertions that I should just trade him all my good cards, I started asking him his values on the cards in his binder. It’s at this point that I started to give up entirely.

Aether Vial?

“$18”

Scalding Tarn?

“$25”

Stoneforge Mystic?

“$20”

Obviously this is ridiculous. I actually started asking him about cards just to see if he priced everything at literally double its highest retail value (Nope, he only had Tarmogoyf at $80.

By this point I’ve already made up my mind about Damien, but to be polite, I informed him that the SCG dealer both was selling these cards at roughly half of what he valued them at. His response, “So?”

I think that’s enough of a description, since you all know the type of trader I’m talking about. At this point, I knew I wasn’t going to be doing any trading with Damien, and I actually took a few minutes to flip through his binder and contemplate my next move. There was a crowd of people around me while this was happening, some of who knew I write for QS, and I felt it was important to handle this situation in a tactful manner.

So I told Damien I was sorry to take up his time, but I couldn’t trade with him. He pressed me for a more definitive answer, and I just put it simply, “I can’t trade with you at those prices.” I turned away and removed myself from the conversation.

Then Damien starts asking the kid if he’ll trade with him. The kid says no, and Damien continued to pressure him. At this point I started to legitimately get upset, because it’s one thing to be a card shark and another to bully a kid. I turned around and said “Look, he really doesn’t want to trade, okay?” Damien’s reply: “Look man, take it easy, why doesn’t he want to trade?”

Of course I wanted to reply with something similar to “Because you’re an asshole,” but after that I considered a few other lines of play.

Tell Damien it’s really not cool to try and rip people off

The problem with this is that Damien doesn’t care. He doesn’t care about the kid he’s ripping off, doesn’t care about what a card’s actual price is, doesn’t care what impression he’s giving off, and he certainly doesn’t care about what I tell him.

I would feel better if I attacked Damien, but in the end it’s not going to make a difference. My brain works on a pretty simple axis – if I could realistically change Damien’s mind or his trading methods, I would work at doing so. Since it’s pretty obvious I can’t, I have no problem writing him off and saving my time and energy. It’s simply not worth the time to argue with a person like this.

One other thing – I say “ripping off,” because this is not an example of someone assigning personal value to cards based on their value to him, it’s someone exploiting others to take their money. I know it’s a very fine line in theory, but trust me; it’s very easy to spot the difference in person.

Explain to Damien that no one is going to trade with him at his inflated prices

I nearly started into this conversation with him. While this is preferable to the previous approach, it’s really not going to do anything to change the situation. It would be more helpful to those watching, but I decided I didn’t want to give Damien any more of my time. So I took the third approach, and the one that is most difficult to do.

I walked away.

Why walking away is hard – and why you have to do it

Traders like Damien are like the typical playground bully or Internet troll, only more dangerous because they are after your money. They don’t operate on a set of moral values, and they are terrible for the Magic community, not to mention the bad name they give the trading community. And like the adage goes, you can’t feed the trolls.

It’s difficult to get away from this situation without railing at Damien. You know the damage he’s causing to himself, to you and to the Magic community. But these people are going to do what they do regardless of what you say to them, and they’re going to do it in arenas outside of Magic as well. It is only by ignoring them and passing the message along to others that we can clean up the community.

So how do we pass the message along? By attacking Damien in front of a crowd? As satisfying as that is, it’s not the best method. Instead, I went back to the group of people I was talking to and simply told them to be very careful if they chose to trade with him. I understand that this is a very small-scale approach to tackling this problem, but it is the first step to removing these people from the game, starting at the ground level.

I know this week is devoid of any specific tips on cards, but I take the issue of the integrity of the trading community very seriously, and I wanted to get it out there that these types of traders must be handled in a professional and mature way.

Next week I’ll begin diving into Mirrodin Besieged spoilers!

Thanks,

Corbin Hosler

@Chosler88 on Twitter

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Corbin Hosler

Corbin Hosler is a journalist living in Norman, Oklahoma (also known as the hotbed of Magic). He started playing in Shadowmoor and chased the Pro Tour dream for a few years, culminating in a Star City Games Legacy Open finals appearance in 2011 before deciding to turn to trading and speculation full-time. He writes weekly at QuietSpeculation.com and biweekly for LegitMTG. He also cohosts Brainstorm Brewery, the only financial podcast on the net. He can best be reached @Chosler88 on Twitter.

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Jund, Jund, Evolution

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Once again, the topic of the day is Jund.

First, a decklist:

Untitled Deck

Creatures

4 Putrid Leech
3 Fauna Shaman
4 Kitchen Finks
1 Anathemancer
4 Bloodbraid Elf
4 Demigod of Revenge
1 Shriekmaw

Instants

4 Lightning Bolt
2 Terminate

Sorceries

3 Thoughtseize
4 Maelstrom Pulse

Lands

4 Savage Lands
3 Blackcleave Cliffs
3 Copperline Gorge
4 Raging Ravine
1 Lavaclaw Reaches
2 Twilight Mire
4 Verdant Catacombs
2 Forest
2 Swamp
1 Mountain

Sideboard

1 Thoughtseize
1 Deathmark
1 Natures Claim
2 Deglamer
3 Volcanic Fallout
1 Anathemancer
3 Great Sable Stag
1 Obstinate Baloth
1 Wurmcoil Engine
1 Cloudthresher

This is the list that I've been testing with, though I feel it's important to note that the lands would be slightly different if I had access to a few extra tickets on Magic Online (-1 Verdant Catacombs, -1 Savage Lands, +1 Twilight Mire, +1 Fire-Lit Thicket). The Green Filter lands are important to turn your Forests into Demigod of Revenge mana. I'm very happy with the rest of the deck, and it is what I would play in Grand Prix: Atlanta if I could make the trek east.

Here, I'll attempt to distill all of my MTGO testing hours into a single piece of writing! I tried to break it down by matchups, but in an effort to avoid repeating the same thing a dozen times, a lot of what applies to one matchup applies to others too. Enjoy 🙂

The Matchups

In no particular order...

Naya Shaman

The Naya decks right now almost all revolve around three key cards: Bloodbraid Elf, Vengevine, and Fauna Shaman. Honorary mention goes to Knight of the Reliquary. A few minor adjustments to my Jund decklist resulted in the Naya matchup going from a bit of a nightmare to something of a good matchup.

1. Thoughtseize is really good at stopping Bloodbraid Elf. I can't emphasize this enough. Bloodbraid Elf is one of the most difficult cards in the format to stop with either removal or countermagic, as it's always going to Cascade into something else (whether it is of any value or not is context-dependent, but I'm obviously rarely happy to see Bloodbraid Elf hit the stack). However, Thoughtseize solves that problem quite elegantly.

2. Your removal is very effective at stopping their gameplan. Jund's combination of efficient 1-for-1 removal and effective X-for-1s means the Naya deck, even with Vengevine backup, is often just going to run out of gas right as you're hitting your Demigod of Revenge stage to finish them off. The most recent change I made to the deck, +2 Terminate for -2 Anathemancer, really helped to shore up this matchup. Not every Naya build plays Sejiri Steppe to protect their Knight of the Reliquary, but always be aware of that possibility. On occasion I'd find myself throwing a Terminate or Shriekmaw at an active Knight and just hoping, but that's just the way it's going to go sometimes. Eventually, Bloodbraid Elf or Demigod of Revenge will take over the game by the time you've spent your removal.

3. Fauna Shaman keeps you from running out of gas. It might seem strange that a deck with access to Lightning Bolt and Path to Exile is so vulnerable to Fauna Shaman, but that's part of why they're forced to play those removal spells to begin with. An active Fauna Shaman is almost always going to end the game in your favor provided the rest of your draw isn't too clunky. Finding up a Shriekmaw is always nice, but more importantly, she fetches Bloodbraid Elf and bins Demigod of Revenge.

4. Demigod of Revenge closes and sometimes steals wins you don't deserve. Always be aware of Path to Exile, but Naya's reliance on Fauna Shaman means that often they don't run any maindeck removal (to assure that Bloodbraid Elf always Cascades into a creature for Vengevine recurrance). Games end very quickly when you can take out chunks of 5, 10, or more life at a time.

Sideboarding*

*First, a note that will apply to all sideboarding guides here: They're just that, guides. Things may change if you see something about their build that is noteworthy, or if you sideboard for game 2 and realize that something is wrong, or you may find yourself making different sideboarding choices whether you're on the play or the draw, or depending on how much time is left in a round. Never take a sideboarding guide from anyone as more than just a guide!

+3 Volcanic Fallout
+1 Deathmark
+1 Thoughtseize
-1 Anathemancer
-4 Putrid Leech

This is one of the creature matchups where Putrid Leech is pretty, well, putrid. Pumping him is always a liability with either White or Red mana open, and Exalted means that Kitchen Finks or Bloodbraid Elf will almost always be able to trade even with pumping. Anathemancer, too, is quite lackluster and borderline useless as anything more than a 1BR 2/2 that Shocks your opponent.

It may seem odd to bring in Volcanic Fallout while leaving in a 2/2 bear in Fauna Shaman, but the games where Volcanic Fallout is good break down into 2 categories:

1. You draw Volcanic Fallout in your opening hand. This way, you can sculpt your gameplan around getting the maximum value out of your sweeper. In this case it's easy to hold back Fauna Shaman, especially given that she's a lot more useful in the mid-late game than in the early-mid game.

2. You draw Volcanic Fallout with a Fauna Shaman on the board, and you're going to be overrun. Well, Fauna Shaman be damned, if you're going to lose the game without casting Fallout then your choice is easy. Take your loss and move on, but be aware that using Fauna Shaman in a "strange" way (attacking with open Green mana, blocking, etc.) can give away your gameplan.

Deathmark is obvious, and it provides a very elegant answer to every creature they play. Cunning Sparkmage is the only one that might escape.

Thoughtseize is Black's best answer to Great Sable Stag in a Jund deck that actually has quite a few ways of dealing with one. Bloodbraid Elf and Kitchen Finks will both trade without Exalted shenanigans, and Lightning Bolt will always take it out.

Mythic Conscription

Most of what applies to Naya above also applies to Mythic, however there are a few key differences.

1. Bloodbraid Elf is no nowhere to be seen. In fact, there's no Cascade spell anywhere in the Mythic deck. Instead, Terminate and Lightning Bolt become extremely important to keep Sovereigns of Lost Alara from making an Eldrazi monster out of a Birds of Paradise.

2. Maelstrom Pulse and Thoughtseize give you plenty of answers to Jace, the Mind Sculptor or Elspeth, Knight Errant. Even a topdecked Planeswalker in the mid game on an empty board isn't game over when you can Cascade into Maelstrom Pulse or draw it naturally (note: in Game 1, there are 25 spells with a Converted Mana Cost of 3-or-less. That means a Bloodbraid Elf will cascade into a 4-of roughly 16% of the time, a 3-of roughly 12% of the time, a 2-of roughly 8% of the time, and your lonely Anathemancer just 4% of the time).

3. Mythic decks almost always have a Sejiri Steppe. Some have two. Almost all have just a single copy.

Sideboarding

This should look relatively familiar.

+1 Thoughtseize
+1 Deathmark
+3 Volcanic Fallout
-1 Anathemancer
-4 Putrid Leech

Additionally, you can sideboard in your Nature's Claim as needed to deal with Eldrazi Conscription, though I would never default to doing so. I don't like sideboarding in situational reactive cards that don't answer the real threats a deck poses. In this case, Nature's Claim on an Eldrazi Conscription just delays one turn before their next attack searches up Conscription #2.

All of your sideboard cards are just a little more valuable here than against Naya. Thoughtseize can stop their god draw with Sovereigns of Lost Alara, Volcanic Fallout now has Birds of Paradise, Noble Hierarch, and newcomer Lotus Cobra to smash, and Deathmark is a welcome sight when you want to cast a creature and kill a freshly-cast Knight of the Reliquary on the same turn. A note on Knight of the Reliquary: always, always, always kill it when it's summoning sick if you can. Your best backup plan is Bloodbraid Elf into removal. An active Knight of the Reliquary is very difficult to deal with.

Wargate, and other iterations of Valakut, the Molten Pinnacle

First, the distinction between Wargate and RG Valakut/Scapeshift is mostly just important in determining their creature base and how many Scapeshifts they have access to. Bant or Naya Valakut decks often have fewer Scapeshifts and some number of Knight of the Reliquary (or, the worst, Knight and Bloodbraid Elf. Yuck), although fewer copies of Scapeshift. RG Valakut decks will typically max out on Scapeshift, alongside Primeval Titan and sometimes Bloodbraid Elf as well.

To be blunt, Scapeshift is a pain in the ass. You don't have any way of disrupting it except for Thoughtseize. This is one of the times where saving your Thoughtseize for turn 2, 3, or even 4 (provided you're not playing against Bant and their Counterspells), if you can fit it into your curve, might save you from a drawn Scapeshift to end the game.

There are certain keys for being able to win these, or any Combo matchup:

1. Putrid Leech is your most important card. This card is so important that, if you know you're up against Wargate, it's the first thing I look at when determining whether to mulligan or not. A 5-card hand with Putrid Leech is often going to be better than a 7-card hand without. A hand with 2 Putrid Leeches is going to be almost impossible for some iterations of the Valakut deck to win against at all, especially if it has any support. Ask yourself whether you would keep any of these hands if you knew your opponent was on Wargate:

Or what about this?

Or even this?

Those are all pretty rotten against Wargate, even if they're strong against the field. The problem with a hand like the one above, which has access to both Thoughtseize and Maelstrom Pulse, is that after you take their best card, what kind of a clock do you have them on? These decks play Ponder, Preordain, Cryptic Command, and Wargate, and all of them help them dig deeper for a Prismatic Omen. Once an Omen hits the board, you won't always get a chance to respond with a Maelstrom Pulse before it's game over.

Put another way, do you remember the tail end of Jund's reign in Standard? Many people were cutting Putrid Leech in favor of things like Rampant Growth, Nest Invader, and the like! That was because there were few/no reliable Combo decks with a quick enough clock to be worried about. If the format were all creature-based strategies as they were in Shards of Alara/Zendikar Standard, Putrid Leech would be much less important. As it stands though, it's your first line of defense.

2. Thoughtseize is your second most important card. For obvious reasons, I hope. Thoughtseize protects you from Scapeshift, rips up Cryptic Command, hits Wargate, and is your key to putting them in topdeck mode. Decks like these play very few actual threats; they use cards like Prismatic Omen to turn otherwise innocuous cards (Cultivate? Rampant Growth? Who cares?) into game-enders. This is one of the matchups that made me side with Thoughtseize over Blightning. Blightning is fantastic when dug up with Cascade, but on turn 3 or 4 especially, casting Blightning instead of a recurring threat (like, say, any creature?) when your opponent has more than 2 cards in their hand is asking for trouble.

3. Valakut decks are very good at dealing damage in 3s. Not all life points were created equal. Against many Valakut scenarios, 19 life is much safer than 18. 10 is much safer than 9. Etc. Don't pump a Putrid Leech past one of the critical points (3, 6, 9, 12, 15, 18) unless necessary or safe to do so. And "safe" can be deceptively higher than you think it might be. Do the math on what your clock is whether you pump or not and how much damage they can realistically explode for.

Sideboarding

Versus Wargate
+1 Thoughtseize
+3 Great Sable Stag
+2 Deglamer
+1 Nature's Claim
-2 Terminate
-1 Anathemancer
-2 Kitchen Finks

Shriekmaw stays in as a tutorable answer to Knight of the Reliquary and Obstinate Baloth. Kitchen Finks is less important as they typically don't interact with it at all.


Versus RG Scapeshift

+1 Thoughtseize
+2 Deglamer
+1 Nature's Claim
+1 Wurmcoil Engine
-1 Anathemancer
-2 Terminate
-1 Shriekmaw
-1 Fauna Shaman

I may be inclined to cut a Demigod of Revenge before the Shriekmaw to deal with Obstinate Baloth if it shows up in Game 2, but a hasty 5/4 is as swift of a game-ender as almost any in the format. Other creatures of note you may run into would be Bloodbraid Elf or Primeval Titan, so pay close attention to the cards you see to fine-tune your plan. Wurmcoil Engine provides a plan to get out of Valakut range in certain scenarios, and it's an impossible threat for the Valakut deck to kill if you get them on the defensive.

Versus Naya
+1 Thoughtseize
+2 Deglamer
+1 Nature's Claim
-1 Anathemancer
-2 Terminate
-1 Fauna Shaman

This is one of the more difficult matchups to sideboard for. Do they have Knight of the Reliquary? Bloodbraid Elf? Obstinate Baloth? Great Sable Stag? None of your cards, beside Thoughtseize, answers all of those. It's also a very rare deck to find; I've only played against it a handful of times in the wild. How would you sideboard against it? I think I'd rather have the Shriekmaw in my 60 than Wurmcoil Engine here, but I'm not sure about that.

Tempered Steel

As long as you mulligan aggressively enough to not just lose to a turn 3 Tempered Steel, this matchup is not that bad. Midrange decks can typically prey on this style of Aggro with very little reach. Their most important card to watch out for is obviously Tempered Steel, but an untimely Thoughtseize or Tidehollow Sculler could ruin your plans. Before you keep your opening hand, ask yourself: "If my opponent has Thoughtseize, how good is my hand? If my opponent has Tidehollow Sculler, do I have answers?" If you can't answer those sufficiently, ship it back and try again. There's a 46% chance that their opening hand has Thoughtseize and a 46% chance that it has Tidehollow Sculler. Do you really want to run the parlay that they have neither? I didn't think so. Thankfully, the times they have multiples, it may come at the expense of more threatening cards.

Other cards to look out for include Master of Etherium and Steel Overseer. Without removal, either one will end the game or put it out of reach.

Sideboarding

+3 Volcanic Fallout
+2 Deglamer
+1 Nature's Claim
-1 Anathemancer
-4 Putrid Leech
-1 Shriekmaw

This should be relatively obvious, but Volcanic Fallout is really good in this matchup. Postboard, you end up running 7 targeted creature removal spells, 3 targeted artifact & enchantment removal spells, and 3 board sweepers on top of 3 or 4 Thoughtseize. Provided you don't keep a bad hand and/or lose the variance lottery, you should be able to win postboard games at a pretty healthy clip.

A few notes:

1. Tempered Steel changes everything. Who would have thought that giving your whole team +2/+2 would be good? Oh, that's right, everybody. Do everything you can to keep this card off the board.

2. On the play, I would probably board in the 4th Thoughtseize. The two life lost from Thoughtseize can be a liability in any Aggro matchup, but keeping Tempered Steel off the board is just so huge that I would consider taking advantage of going first by boarding in the fourth Thoughtseize for a Fauna Shaman. On the draw, it's just too likely that you'll be on the back foot too much to begin with to afford the extra life too.

3. Shriekmaw is no Doom Blade. Yeah, don't even try casting it. It's not a "may" trigger, and every creature in their deck is an artifact. You'll end up 2-for-1ing yourself and feeling rather silly.

GoblinGuide.dek

Red decks have been vastly underrated in this format, and they've come back with a vengeance over the last two weeks. The heading here is a bit ironic, as the card quality of the Red decks is much higher than anyone was giving them credit for at the beginning of the season. Figure of Destiny isn't much of a problem, but Goblin Guide on Turn 1 can turn into a huge headache with the wrong answers. Here's a hint: Maelstrom Pulse is way too slow.

Kitchen Finks is obviously going to be your all-star, and by extension, so is Fauna Shaman. Fauna Shaman will soak up a removal spell (Lightning Bolt, Burst Lightning, Searing Blaze) no matter what, as the threat of you turning your useless Anathemancers and Putrid Leeches into an endless stream of Ouphes and Bloodbraid Elfs is too dangerous to a Red deck with so little raw card advantage.

A few things to consider about the Red deck's best case scenarios: Hellspark Elemental is worth 6 damage. Hell's Thunder is worth 8 damage. Flame Javelin is worth 4 damage. Plated Geopede can attack for 5 every turn. A Goblin Guide on the play will be worth 2, 4, or 6 damage before you can get an answer in. Searing Blaze will kill of one of your blockers and hit you for 3. God forbid they're playing Bloodbraid Elf too, and you'll need to get really lucky to have a chance. Kitchen Finks often are not enough.

Sideboarding

+1 Obstinate Baloth
+1 Wurmcoil Engine
-1 Anathemancer
-1 Thoughtseize

Some decks play more fleeting threats like Ball Lightning and Hell's Thunder in place of permanents like Boggart Ram-Gang or Plated Geopede. In that case, I'd consider leaving Thoughtseize in (and perhaps even boarding in the 4th - risk aversion is for the weak!), as eating 2 life lost is much better than getting smashed for 6. The versions splashing Green for Bloodbraid Elfare a particular headache; Thoughtseize is the perfect answer to Bloodbraid, but Maelstrom Pulse can sometimes be necessary there too.

This is the one matchup that has me wanting at least one more Obstinate Baloth in the sideboard at the likely expense of Cloudthresher or Wurmcoil Engine.

1. Always remember Searing Blaze. This card is quite ridiculously good if you give it a chance to be. Usually you won't have a choice to play around it though. But if you have the choice of casting a mostly useless Anathemancer on turn 5 into an empty board or holding it back, definitely consider holding it back. If you have Terminate or Lightning Bolt in hand, don't even think about using your mana to cast a pointless 2/2 bear instead!

2. Putrid Leech can be a sneaky backstabber. Don't be too eager to pump your Putrid Leech, even in the early game. If your opponent attacks into you with a Goblin Guide or a Figure of Destiny and untapped lands, block and trade. The only times I would consider pumping my Putrid Leech when a Lightning Bolt will blow you out is if losing your Putrid Leech will lead to the same blowout. Sometimes you just have to try it, but it's never ideal. As you saw above, the Red deck packs a ton of damage into 60 cards. Plated Geopede and Teetering Peaks help to make it an incredibly threat-dense deck as well.

G/W Summoning Trap

I still don't get why people are playing this deck over Mythic Conscription, but it's been putting up extremely solid results over the beginning portion of the Extended season. It's definitely got a ton of explosive power, and it can lead to some of the most frustrating games you'll play in the format. Sometimes the game will come down to whether or not their Summoning Trap or Hideaway hit an Eldrazi or "just" a Primeval Titan or Baneslayer Angel.

A few things to remember:

1. The Trap deck plays the same core of mana creatures as Mythic Conscription. This is a great way to attack the deck, and you can often simply keep them from having 4GG or from having enough attackers to trigger Windbrisk Heights. The same advice applies here as it does with Mythic, although there may be times where you're better off using Maelstrom Pulse to clear out multiple Birds of Paradise or Noble Hierarchs instead of a Knight of the Reliquary because of Windbrisk Heights. Use your best judgment there, and the race is on!

2. Always be aware of the possibility for an End of Turn Summoning Trap. How embarrassing would it be to have the game all locked up, lethal damage on the board for your next turn, and to lose it all because you didn't hold back a potential blocker? Or because you got too aggressive with a manland, and Summoning Trap turned up a Baneslayer Angel that smacked you before you could untap and Terminate? Don't be too afraid to look silly holding back a blocker, whether it be in this matchup or, more commonly, against RDW or Bloodbraid Elf. Racing is important, but keeping your life total above 0 is just a little more important. 🙂

Sideboarding

+1 Deathmark
+1 Thoughtseize
+3 Volcanic Fallout
-1 Anathemancer
-4 Putrid Leech

I'll be honest, the last cut is a little tough for me. Putrid Leech is a little better as a blocker here (Great Sable Stag exempted, of course) than it is against Naya or Mythic, but on the other hand, G/W Trap is more likely to be running Path to Exile than either. Cutting the 4th Leech instead of the Fauna Shaman is probably better, and at that point, cutting the 4th Leech in favor of Cloudthresher or Wurmcoil Engine might be even better. Fauna Shaman and Volcanic Fallout are not mutually exclusive, but they can still leave you in an awkward spot together.

On Couldthresher: It's a 7/7 body that blocks Primeval Titan and Baneslayer Angel, kills off Birds of Paradise (or even Spectral Procession tokens, I suppose. With Windbrisk Heights it might be possible!). Too greedy? Maybe.

Faeries

This matchup is actually pretty even in my experience. You'll each win some nail-biters, you'll each lose some blowouts, and you'll be cursing Mistbind Clique in your sleep if you play the matchup too many times. Traditional wisdom says to ride Blightning, Volcanic Fallout, and Great Sable Stag until you just bash their face in. Well, Faeries now plays Wall of Tanglecord, this list is lacking Blightning, and there are only 3 Volcanic Fallouts. What then?

1. Sometimes you're in a position to get blown out by either Cryptic Command or Mistbind Clique and you have to choose which one would be worse. It's turn 4, and you have a Putrid Leech and a Kitchen Finks on board. Your opponent has 4 untapped lands, a Bitterblossom, and a Faerie Rogue token. You have a Bloodbraid Elf in hand. What do you do? Consider the possibilities:

A. You play Bloodbraid Elf precombat. Your opponent casts Cryptic Command, countering your Elf and tapping your team. You're left with your Cascade card as a consolation prize; thanks for playing.

B. You play Bloodbraid Elf postcombat. Your opponent casts Mistbind Clique after you declare your attackers, eat your Kitchen Finks, blocks your Putrid Leech with his token, and steals your second mainphase. Oops.

The answer to this question partly depends on whether Great Sable Stag is in your deck yet or not. Your Bloodbraid Elf Cascades are much more valuable when they can hit Great Sable Stag instead of some random Anathemancer or Lightning Bolt.

The Faeries deck is so hard to play against because, aside from its strong core of synergistic threats, most of its cards have Flash.

2. Don't run yourself into Spellstutter Sprite! If you can force them to cast a Spellstutter Sprite for no upside, it's no small victory. If you can bait one out, do it, but don't let it counter something that would have been irrelevant without it being part of a larger plan. Their cards are powerful enough as it is, there's no reason to play into their strengths too. If my opponent has 1U open, I will typically play around Spellstutter Sprite even if it means walking into Mana Leak. Sometimes you have to choose the lesser of two evils, and an onboard Sprite powers up the next.

Remember that Spellstutter Sprite is a must, not a may, and that it checks on resolution. Lightning Bolt, Terminate, or Volcanic Fallout can crush the bad guy's dreams instead of your own.

3. Don't run yourself into Scion of Oona! This means two things: Remember the possibility of Scion of Oona in race situations, and be very wary of casting targeted removal with 2U untapped.

4. Mutavault can block Great Sable Stag. It's a lot easier than it may sound to have your Great Sable Stag race screwed up because of a topdecked or forgotten Mutavault. Mutavault is one of the darkhorse MVPs of the entire Faeries deck, powering up Spellstutter Sprite, sneaking in damage, chump blocking, and serving as a Mistbind Clique target.

5. Mistbind Clique's "Champion a Faerie" trigger gets chosen on resolution. Sometimes you can use this to your advantage, sometimes your opponent can.

6. Fauna Shaman and Bloodbraid Elf are your most important creatures. Kitchen Finks is deceptively weak here, as the only times the lifegain matters is when you're in an extremely tight race situation. Otherwise, it'll just get chump blocked when necessary and their scant removal (most Faeries lists only play 4-6 removal spells main!) will get pointed elsewhere. Bloodbraid Elf though is your all-star. It provides a hasty threat, allowing it to almost always sneaks through at least something relevant. Fauna Shaman, for her part, finds Bloodbraid Elf. Don't forget about Anathemancer, it's a silver bullet in the deck for a reason and Faeries is one of the prime targets in a race situation. Don't forget that Unearth cannot be countered!

7. If you're careful, Grasp of Darkness is all that can kill Putrid Leech alone. Use this to your advantage.

Sideboarding

+1 Thoughtseize
+3 Volcanic Fallout
+1 Cloudthresher
+3 Great Sable Stag
+2 Deglamer
+1 Wurmcoil Engine
-4 Kitchen Finks
-1 Shriekmaw
-2 Maelstrom Pulse
-4 Lightning Bolt/Putrid Leech**

Wow, what a mess. Just like when you're in the actual games and your opponent could cast any of about a dozen spells to wreck you, so it goes with sideboarding. Are they bringing in Wall of Tanglecord? Well, Putrid Leech gets a lot worse and Lightning Bolt gets a lot better. Do they have Scion of Oona? Terminate and Maelstrom Pulse become so much worse! Deglamer comes in as an answer to Wurmcoil Engine, but it doubles as an Instant-speed answer to Bitterblossom too.

**So, a word of warning before you blindly sideboard out your Lightning Bolts: I'm pretty sure this is unconventional. I don't mind that, and I like the deck that I board into here. Leaving in Terminate gives you answers to Mistbind Clique, and leaving a pair of Maelstrom Pulse is relevant too. The way I see it, you have to board out 4 of your removal spells (Shriekmaw is an easy first), and you have to choose which four. Alternatively, you can board out your Putrid Leeches and play a more controlling game. Depending on your opponent's build, that may be preferable, and you can even have different plans for Games 2 and 3 to keep your opponent guessing for once instead of you.

UW Control

This is one of the tougher matchups you might face. Wall of Omens, Kitchen Finks, Sun Titan, and Baneslayer Angel make up their creature base. Plumeveil can always make a surprise appearance. Jace, the Mind Sculptor shows up in full force too. Leyline of Sanctity can ruin your day, especially postboard, though much less than the Jund decks running 3 or 4 Anathemancer and Blightning.

However, you're not without your own answers. Anathemancer can sneak in for 4+ damage relatively easily, Bloodbraid Elf is as difficult as ever to answer for any Control deck, and Demigod of Revenge provides you some degree of inevitability. The UW deck relies on Day of Judgment and Path to Exile to stop the bleeding long enough to land a Titan or Baneslayer. Use this to your advantage and avoid overextending, and remember that Bloodbraid Elf's haste makes it the perfect card to play after a Day of Judgment.

Sideboarding

+1 Thoughtseize
+1 Anathemancer
+1 Wurmcoil Engine
+1 Deathmark
-X Lightning Bolt
-(4-X) Maelstrom Pulse and/or Terminate

The same caveat applies here with the removal you're boarding out. Sometimes, they'll show you Leyline of Sanctity in Game 2 and you may want to bring Maelstrom Pulse back in. Sometimes you'll see Wurmcoil Engine and Deglamer might have to make an appearance. Either way, neither Lightning Bolt nor Maelstrom Pulse is particularly awesome.

These last two matchups exhibit perfectly the importance of paying attention to what threats your opponent is able to provide and coming up with the best mix of answers for their entire range of threats, not just the ones you're most worried about. For example, Great Sable Stag might seem like an ideal threat against a Blue-based Control deck here, but it's actually quite lacking against a deck with so many White blockers (Wall of Omens, Kitchen Finks, etc.) and Path to Exile.

Another thing to keep in mind: If your opponent is making fundamental errors with regard to a certain aspect of the game, punish him for it! Does he always -1 Jace Beleren without regard for Lightning Bolt? Well, then maybe Lightning Bolt is a better card to leave in and Maelstrom Pulse can sit on the bench. Are you certain that Leyline of Sanctityis coming in? Leave at least one Anathemancer on the bench and maybe a Thoughtseize or two to hedge.

4-Color Control

Oh, how the mighty have fallen.

Most of what you'll have to deal with from UW Control applies here, although you're unlikely to run into Wall of Omens in a 4CC build these days. You're also much more likely to have to face down a Wurmcoil Engine.

Sideboarding

+3 Great Sable Stag
+1 Thoughtseize
+2 Deglamer
+1 Anathemancer
-2 Terminate
-1 Shriekmaw
-4 Putrid Leech

Putrid Leech is forced to come out against Lightning Bolt, as it ends up being a resilient Grizzly Bear rather than a BG 4/4 far too often. Great Sable Stag gets a chance to shine, although again, Lightning Bolt puts a damper in how relevant it will be if you can land it. Deglamer is forced to come in against Wurmcoil Engine, since even a single hit from Wurmcoil could be enough to put the game out of reach.

4 Color Control is 4 colors for a reason: Lightning Bolt and Volcanic Fallout. Don't let yourself get wrecked by either, and realize that Day of Judgment is always lurking as a possibility too. Play around Cruel Ultimatum to a point, but it's going to wreck you almost every time it gets cast anyway, so you almost have to take that as a loss. Thoughtseize is your best friend here. Anathemancer is a close second.

To give you an idea of how much 4CC is in the format right now, I've probably played 4-5 times as many matches against UW Control as I have 4CC in the Extended queues, PTQs, and Tournament Practice Room. Take my advice here for what it's worth with that in mind. 🙂

Jund

The mirror match is always going to be a coinflip to some degree, but there are ways to get a subtle edge, even against a good or better opponent. First, I'll be perfectly blunt: This decklist is going to be soft to the mirror match if they've devoted any amount of space to beating it. There's no Bituminous Blast, there's no Chameleon Colossus, there's no Master of the Wild Hunt. A crafty opponent may even catch on that you don't have Blightning in the deck.

1. Thoughtseize is your trump to their trumps. Chameleon Colossus is Protection from Black, but only once it has hit the board (and, in case you were wondering, you'll almost always lose if it hits play). Thoughtseize away! Same goes for every single other problem card in the matchup that they could have maindeck or sideboard.

2. Pay attention to their threat base. Most Jund decks are very similar at this point. But not all of them. Some play Boggart Ram-Gang. Some play Sprouting Thrinax. Some play Cunning Sparkmage. Some play Bitterblossom. Different answers are going to be optimal for all of those.

3. Don't let your Putrid Leech get you into an awkward spot. Play around Lightning Bolt especially, but Terminate too. Please, just let it simply trade with a Bloodbraid Elf or a Putrid Leech before you let yourself get blown out by a Lightning Bolt.

4. Don't forget about Maelstrom Pulse. This goes both ways. With shared card bases, your Maelstrom Pulses might end up hitting some of your own guys sometimes. Obviously, a situation like that should only come up very rarely. Otherwise, you'll be better off using it to 1-for-1 something else of theirs instead. Keep in mind that threat diversity, if given the opportunity, helps protect you from opposing Maelstrom Pulses.

Sideboarding

+1 Deathmark
+1 Thoughtseize
+1 Wurmcoil Engine
+3 Great Sable Stag
+1 Obstinate Baloth
-1 Anathemancer
-2 Maelstrom Pulse
-4 Putrid Leech

This is just a starting point. If you see Wurmcoil Engine, you may need to bring in Deglamer. If they don't board out their Putrid Leeches, you may want to cut Shriekmaw. If they're playing Cunning Sparkmage and Fauna Shaman, Volcanic Fallout gets a little more intriguing.

Miscellaneous Creature Decks (Elves, Soldiers, Allies, Shamans, White Weenie, etc.)

These all have pretty similar game & sideboard plans. Something along the lines of:

+3 Volcanic Fallout
+1 Deathmark where appropriate
+1 Wurmcoil Engine where appropriate
+1 Obstinate Baloth where appropriate
-1 Anathemancer
-X Thoughtseize
-Y Putrid Leech

The games end up being fairly straightforward, and most of what I wrote about the Naya Shaman matchup apply to all of these.

Necrotic Ooze

This deck has been making an appearance every once in a while, and I've found it to be a pretty rough matchup. Fulminator Mage and Acidic Slime work their awful wonders on your lands, and staying above 3 (or better yet, 4) lands is almost impossible to their better draws. However, the matchup is winnable, and Thoughtseize helps a lot. Blightning was one of the weakest cards in the deck against them.

I'd board in Deathmark for their Fauna Shamans and Thoughtseize for sure. I haven't gotten in enough test games against the deck to determine whether or not Volcanic Fallout or Great Sable Stag are useful additions; my intuition would suggest no on Fallout and yes on Stag (replacing Kitchen Finks).

On Manlands

I haven't said a word yet about Raging Ravine or Lavaclaw Reaches yet. That's because they deserve their own section, and there are a few fundamental rules I've found to help deal with them that apply in almost every matchup.

1. Manlands are indispensable. I currently have 5 in the deck, and if Lavaclaw Reaches weren't so mediocre, I'd be trying to cram more. Any opening hand with Raging Ravine is just a little bit better than one without, all else equal, and you should be more inclined to mulligan hands without them if the hand is otherwise "meh."

2. Often, you'll have the opportunity to cast another threat or attack with a manland. The correct play obviously depends on the specifics of the scenario, but I've found it almost always correct to play the extra threat first. If they answer it, you still have your manland next turn. If they don't answer it, you now have two (or more!) threats to deal with rather than just one.

3. Raging Ravine is going to eat a Lightning Bolt or a Path to Exile every once in a while. Suck it up and deal with it. Sometimes you'll be able to play around it, but especially if you have two in play, just go ahead and run it in there.

4. Don't forget that they can block, too! Lavaclaw Reaches especially provides a nice surprise blocker in rare circumstances, and Raging Ravine can eat a Great Sable Stag.

Miscellaneous

1. Always fetch a Swamp with your Verdant Catacombs if you can. Even if you have a Filter land, Tectonic Edge can end that dream before you can jump from 4 sources to 5 for Demigod of Revenge.

2. On Turns 2 and 3, should you be casting removal or creatures? Usually, you'll want to be casting removal. When playing other creature decks, Jund typically plays the role of a Control deck in the early turns, and then switches roles to Aggro once board supremacy is achieved. Bloodbraid Elf plays an integral role in that.

3. Don't forget Shriekmaw can be cast for 4B. Getting it into play the old-fashioned way is a sure bet to 2-for-1 in some way.

4. For a 3-color deck, Jund mulligans very well. Make use of that! I'm going to load up a few random hands on MTGO. Ask yourself whether you would keep any of the following hands against an unknown opponent:

This is the kind of hand that I was keeping when learning the deck and getting frustrated when I kept losing close games. The reason? Aside from Lightning Bolt, there's nothing going on until Turn 3 at best, and no creature to hit the board until Turn 5 (or even 6, as there are so many lands that enter the battlefield tapped). So, a mulligan, and I'm looking at:

This hand is better than it looks, but not by much. On the draw it's keepable, on the play I would probably ship it back. Note how every one of the spells in the hand can be cast with any second land that gets offered up, except for a Forest (stranding Terminate).

Okay, now compare this 5-card hand to the 7-card hand. For losing two cards, it's not that much worse. It's definitely keepable, though obviously you'd be at a huge disadvantage.

*note: a few sample hands here had to be removed for technical reasons.

And so on. The first thing you should think of when you open up your hand is not just how your turns are going to go, but also how they're going to interact with your opponent's turns as well.

I won't be able to make the trip to Atlanta this weekend, but best of luck to all of you that will! And here's hoping someone takes it down with Jund. 😉

Dylan Lerch
@dtlerch on Twitter
Kinarus on MTGO
The Brewery

Cube SWOT: White

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One of the keys to having a successful cube is to approach it from a holistic view. Looking at the individual colors is useful since it allows you to understand the strengths and weaknesses of the colors themselves and the color's archetypes. In cube, playing to a color's available strengths helps it perform optimally; for example, building a red section with little aggressive support will lead to weak red decks since red's many aggressive archetypes won't be adequately supported.

In this article, I'll be discussing the strengths, weaknesses and archetypes within white.

Strengths:

One of white's strengths is its extremely efficient creature base at the 1-2 mana slot. These creatures are among the most efficient sources of damage in the game. White's 2-power, 1-mana creatures are no exception and unlike the 2-power 1-mana creatures in red, blue and green, white's come with virtually no drawbacks.

  • Savannah Lions
  • Isamaru, Hound of Konda
  • Elite Vanguard

Its 2-mana aggressive creatures are also extremely efficient, combining already solid power/toughness with evasion, protection, or other useful abilities.

  • Kor Skyfisher
  • Soltari Priest
  • White Knight
  • Knight of Meadowgrain

White is able to create token armies from several cards, which combine wonderfully with cards like Tangle Wire and Smokestack. These token generators are also better against spot removal and are able to provide many chump blockers against non-trampling attackers.

  • Cloudgoat Ranger
  • Spectral Procession
  • Elspeth Tirel
  • Decree of Justice

Another powerful strength that white has is in its “anthem” effects, cards that increase the power of threats deployed in the earlier stages of the game. Anthem effects that are built into creatures are especially powerful since they allow aggressive decks to keep their crucial creature counts high.

  • Soltari Champion
  • Pianna, Nomad Captain
  • Hero of Bladehold
  • Accorder Paladin

White's spot creature removal suite is amongst the most efficient in the game, with targeted spells able to deal anything that doesn't have protection from white.

  • Swords to Plowshares
  • Path to Exile
  • Temporal Isolation
  • Journey to Nowhere

Additionally, white's suite of powerful mass-removal allow control and midrange decks to stabilize in the later stages of the game, allowing those decks to capitalize on card advantage when blowing out an unprepared opponent.

  • Wrath of God
  • Day of Judgment
  • Akroma's Vengeance
  • Catastrophe

White is also able to deal with artifacts and enchantments, allowing decks to deal with just about everything else.

  • Kor Sanctifiers
  • Seal of Cleansing
  • Disenchant
  • Oblivion Ring
  • Faith's Fetters

Planeswalkers are a present strength of white as all 4 white planeswalkers are excellent cards in cube. This strength may wane over time as more powerful planeswalkers are printed for other colors, but presently one of white's major strengths is in the quantity and quality of its planeswalkers.

Weaknesses:

Many of white's most powerful cards have restrictive mana costs, with at least WW in their mana cost. Looking at my cube, out of the 61 cards in each color, blue had 25 cards with double colored mana in its cost, black had 25 cards, red had 19 cards, and green had 24 cards, all in stark contrast to 30 cards in white with WW in the mana cost.

This is problematic in decks like BW since it can be difficult to have a deck with cards like White Knight and Vampire Nighthawk since the mana may not work in games. Tom LaPille's cube had many 2-mana creatures to help enable aggressive strategies, but he was careful to include many creatures with a mana cost of 1W such as Mistral Charger.

Another weakness that must be considered for white decks, especially white-based control, is that many of its most powerful cards cost 4 mana.

  • Wrath of God
  • Day of Judgment
  • Armageddon
  • Ravages of War
  • Moat
  • Ajani Goldmane
  • Elspeth, Knight-Errant
  • Hero of Bladehold
  • Calciderm
  • Kor Sanctifiers

Opportunities and Threats – Archetypes:

Now that I have discussed what white's strengths and weaknesses are I'll now go into what white brings to the decks that use its cards. Since many decks are two-colored I'll discuss what white gives to the guild-aligned decks, whether the decks are best utilized as aggressive, midrange, or control, and how mono-white decks are represented as well.

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White-Blue (Azorius) – Control

One of the main tools that white brings to WU control is the ability to deal with permanents that slipped through countermagic, and cards like Great Sable Stag and Thrun, the Last Troll which can't be countered at all. Blue has few ways of dealing with these types of threats, often relying on artifact-based mass-removal effects like Oblivion Stone and Nevinyrral's Disk, which are very slow, and steal effects like Control Magic, which are useless against cards like Blastoderm and Braids, Cabal Minion.

Due to the fact that removal like Swords to Plowshares and Disenchant can destroy opposing creatures and artifacts very cheaply, it is very important to ensure that these tools are available for blue-white control decks so they can protect themselves in the early stages of the game. Cards like Knight of Meadowgrain and token generators like Spectral Procession also perform a similar role, giving a blue-white player time to stabilize and to think.

White also brings powerful mass-removal effects to white-blue decks. Since many of these decks do not use many creatures, typically a card like Rout is at its best in white-blue since it penalizes these kinds of decks the least when cast. Artifact-based mass-removal typically costs more mana and time than the white options, which can be the difference between a win from stabilizing at 4 life or death.

White's plethora of planeswalkers are exceptional in white-blue control since the deck is able to protect the planeswalkers very easily. While a more aggressive-leaning planeswalker like Ajani Goldmane supports aggressive decks, blue-white's ability to protect allows planeswalkers like Elspeth, Knight Errant and Elspeth Tirel to survive for many turns.

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White-Black (Orzhov) – Aggro

White provides upgrades for black's 1-mana creatures, with creatures like Savannah Lions being better than creatures like Carnophage. Black already has many good 2-mana creatures like Dark Confidant and Nezumi Graverobber, so white's excellent 2-drops aren't as necessary for the deck, but the excellent creatures still provide white-black decks with a critical mass of early bodies.

Black's creature removal options are mostly upgraded through cards like Swords to Plowshares and Path to Exile, but those cards aren't as important since black already has cards like Terror and creatures like Bone Shredder and Skinrender, which combine creature kill with a body. White can continue with this theme with its creatures like Pianna, Nomad Captain, increasing the power of the attacking team without lowering the number of creatures in the deck.

However, white's artifact and enchantment removal cards are very important for WB decks, since one of black's weakness is its inability to deal with troublesome artifacts or enchantments, like Mimic Vat.

Black's suite of hand disruption through cards like Thoughtseize and Hypnotic Specter is supported extremely well by white's mass-land removal cards. It's an excellent strategy, similar to the one that Suicide Black and Necropotence decks both employed: disrupt the opponent with cards like Strip Mine and Hypnotic Specter then win through efficient creature damage before the opponent can recover.

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White-Red (Boros) –Aggro

Similarly to WB aggro, WR aggro gets a boost from white's amazing 1-mana creatures. White's 2-mana creatures are especially important as well since the 2-mana creature slot has always been an important spot in the curve of red decks, with cards like Blood Knight, Keldon Marauders, and Hellspark Elemental filling red's mana curve; white's 2-drop creatures are excellent at supporting these aggressive red creatures.

White's efficient creature removal suite helps red decks deal with creatures with higher toughness, a difficult threshold for red decks to cross. Something like Wurmcoil Engine easily circumvents red removal but doesn't dodge a Journey to Nowhere as easily.

Cards like Seal of Cleansing bring the ability to destroy enchantments, since red cannot destroy enchantments on its own. Since red is able to destroy artifacts with cards like Smash to Smithereens, white artifact destruction effects aren't as necessary as they are in WB.

White mass-land removal is useful in white-red decks since Boros decks typically use cards like Molten Rain and Goblin Ruinblaster to disrupt an opponent and a card like Ravages of War can supplement this strategy, stopping an opponent from being able to deal with your threats at all.

WR aggro decks are able to utilize anthem effects similarly to WB aggro decks by providing power boosts to creatures already cast in the early stages of the game.

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White-Green (Selesnya) – Aggro and Midrange

Since WG is adept at both aggressive and midrange strategies both will be covered in this section.

Selesnya decks mostly benefit from the addition of white removal. All of the other colors are able to deal with opposing creatures: red can burn them, blue can steal them, and black can destroy them, but green cannot, making cards like Path to Exile and Temporal Isolation extremely important for all WG decks.

In aggressive WG decks, white performs similarly to its role in WB aggro, upgrading 1-drops and providing redundancy to 2-mana creatures. This powerful aggressive creature base supplements green and white's powerful 3 and 4-mana creatures, enabling the deck to end games quickly.

White offers more for midrange decks through its mass removal. A card like Catastrophe is very strong in midrange since it is easy to have stronger creatures than the opponent when Catastrophe resolves, especially with green's excellent 4 and 5-mana creatures. The importance that WU control decks places on mass-removal decks is similar to Selesnya midrange as cards like Rout allow both decks to deal with creatures en masse, which both green and blue can't do.

Monowhite – Aggro

Monowhite aggro represents the classic “white weenie” strategy, using many cheap creatures like Savannah Lions and White Knight to deal lots of damage in the early parts of the game and ending the game through either sheer numbers or a source of artifact damage like Cursed Scroll or Molten-Tail Masticore. Monowhite is able to ignore the drawback of the WW mana costs, in creatures like White Knight and Soltari Priest for example, since the manabase in monowhite decks will be mostly basic Plains.

Monowhite is also the best way to leverage mass land destruction (this is, Armageddon and friends) as weenie decks will have the best creatures in play the quickest, overrunning whatever the opposing deck has set up.

Analysis:

Looking at the overall archetypes that white supports, we can see that white supports 3 aggressive archetypes, 1 midrange archetype and 1 control archetype. While mass-removal effects are very important for decks like blue-white and some white-green decks to have, it is important to ensure that they are not overly represented. Similarly, it is very important to have a high number of 1- and 2-drop aggressive creatures, since the color supports many aggressive archetypes and you want them to be well supported. Having Isamaru, Hound of Konda as the only white aggressive 1-mana creature won't help to support one aggressive deck, let alone potentially three different ones.

I hope that this holistic and deep analysis has helped you to take a look at the cards in your white section to ensure that each archetype gets the tools available to help it to thrive. Understanding a color's strengths and weaknesses is one of the most powerful tools that a cube designer can have and this analysis has aimed to give you such tools.

Thank you very much for reading!

Blog: http://idratherbecubing.wordpress.com
Twitter: @UsmanTheRad

I left my Jaces in San Jose

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That's right, I dumped all of my Jace, the mind sculptor while at the SCG Open San Jose this weekend. I also met quite a few readers of Quiet Speculation while there, and it was great to see all of you that I did, about 15 people talked with me for a while about cards and the site which was awesome.

So why did I get rid of my Jaces? First, I don't play much standard right now. Frankly I don't like the format much, and I'm playing Jund in extended. Secondly, Jace has an expiration date, which is roughly 6 months from now. While that may be his "price drop" time, dealers will begin buying him for less and less the closer we get to that date. I only see him gaining roughly $10 in dealer value before he starts to take a hit in buy list prices.  If you aren't using your Jaces, now is a great time to sell them off, letting reason win out over greed, and then if you really need them for extended next season, buy them back when they take their big hit in 6 months, and you'll probably secure at least a $20 profit on them. We've seen this before with the "big ticket" items in standard. As soon as they rotate, they lose between 30-50% value, and then climb back up as extended rolls around. For this weeks example, we'll use Thoughtseize.

Graph from Findmagiccards.com

While the graph isn't fully up to date, it does show its pre-extended lows of 12.55 as the average price. Currently it would cost you more then double that price to buy them from most vendors, and I know that SCG was buying them for $15 each this past weekend. If you were able to secure a few in trades as they rotated either from standard, or at the end of last years extended season, then you stand to make quite a profit selling them or trading them away now.

The price on cards like that won't last though, and every year we see the biggest items fall, sometimes hard, as they rotate. Noble Hierarch, Knight of the Reliquary, and other cards that once commanded a $10 price tag each now have to be sold in pairs to get $10 in cash from a vendor, and don't trade for much over $8 in trade value to most players.

Now that we've examined the past a bit, lets look to the future. We've seen a slew of new cards come out just last night as the official previews began. Thrun, the Last Troll seems like an interesting green creature, but his price will be held back by the fact that he is legendary, has troll shroud  and regenerates so hes hard to kill, conflicting with his status as a legend which makes it unnecessary to run him as a 4 of in decks. He also competes with the other hard to kill green 4 drop, Vengevine, at least for the time being. Being in a smaller set also won't do any favors for his price, since he will be opened more often than if he was a big set mythic. Star City currently has him available for pre order at $19.99, a price which I think is almost twice what it should be, but we all know how the preorders on mythics go. The other cards that caught my eye were the green creature tutor, Green Sun's Zenith and the reshuffling incinerate, Red Sun's Zenith.

What do these cards have going for them? The single colored mana cost on them makes them easily played in multi colored decks. The fact that they reshuffle after use means they will provide value again later on.

From a cash value perspective, the fact that they aren't mythic is going to work against them. I see them suffering the same problem that Fauna Shaman did, a huge initial demand for them, which drops off as more and more of the set is opened.

So what can we expect? Depending on what the other three look like we could see a cycle of cards that start in high demand for the first few weeks as Spike style players try to complete their set. If no other chase style rares are spoiled, pick these up at pre-releases and release events for as low as possible, and trade them to people that want them to complete their set fast. Beyond the first few weeks of the sets release I expect these to see their price start to fall, and settle between $3 and $6 depending on their usability in the current meta. Green Sun's Zenith is pre-selling for $4.99 (an increase of a full dollar more in the past 12 hours), and Red Sun's Zenith is at 0.99. Both of them seem usable to me, though RSZ seems far more situational since it only hits one creature, but both Banefire and Demonfire saw play when they were in standard. Browsing through twitter I found this comment from @torerotutor

"No, Red Sun's Zenith will not be played in constructed. We do still have Comet Storm. Why does everyone forget that card?"

I partially agree with this. Comet Storm is quite an amazing card, but I could see Red Sun's Zenith seeing some play based on the fact that its repeatable burn, is usable against early game Lotus Cobra's and other early drops, and you will still be able to draw it again later. There are pros and cons to each card, but I think I like RSZ a bit more than comet storm in a ramp deck, or a control style role.

Wrapping it up, we have the newest, and only, planeswalker in the set. Tezzeret, Agent of Bolas. Personally I'm excited about this card and to state the obvious I can see it finding a home in an artifact heavy deck. Such a deck might feature Lux Cannon, Voltaic Key, Everflowing Chalice, Trinket Mage, and other useful/staple UB cards and other artifacts. With Tezzeret preselling at 34.99 at the time of writing, I would say its a bit high for a situational planeswalker.  Trade for them at the prerelease if possible, but I wouldn't pick them up for more than $20 in value, $15 in cash in order to protect yourself against a price drop after the initial hype dies down, and the market finds some kind of stabilization. These planeswalkers are a tricky thing to judge, and I would rather err on the side of caution after seeing what happened to the walkers released in Scars of Mirrodin.

Until next time,

Stephen Moss

@MTGstephenmoss on twitter

Inbox is always open, MTGstephenmoss@gmail.com

Just Like Mama Made… (Exclusive Spoiler)

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Looks like Juzam Djinn is back, baby!

Phyrexian Vatmother has the classic Suicide Black profile - big monster, big downside, ability to end the game quickly, and that 2BB casting cost that we are so endeared to. Phyrexian Vatmother is sure to have a big appeal with the casual players who drive the game, and I expect these will trade very well. That, coupled with the possibility of having a poison deck in Standard, makes the Vatmother a pretty hot card. The downside of poison counters from the Vatmother is negligible - although poison will kill you twice as fast as Juzam's pinging will, it can also scramble up the opponent twice as fast.

Mirrodin Besieged is the second set in the block, meaning that even if this doesn't deliver the goods for a tourney-caliber poison deck, we might get it in the third pack, so to speak. Quiet Speculation's Stephen Moss discussed the possibility of a poison deck in this Insider-exclusive, A Helping Hand. The Poison deck is perilously close to happening, and I suggest paying attention to cards like Phyrexian Vatmother and other helpers like Septic Rats; another spoiler here or there with the "infect" keyword could make poison-bearing monsters very popular.

Judging Extended: PTQ Part 1

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Tournament reports, from a player’s perspective, usually start at round 1 and go over their matches round by round. Originally that was my plan, to do a round by round breakdown of rulings that happened throughout the day, but I noticed something by the end of the day. As a player things tend to get more interesting as the day goes on, as matches become more important, as one gets closer and closer to a top 8 spot. From my perspective however, it works a little differently.

The first few rounds always have the most questions, and sometimes the most interesting questions. This is because there are the most players at this point (209 for us in Seattle this week). This is also the rounds where everyone is even. People playing decks that are tested and proven against other top decks can end up randomly paired against the rogue deck of someone who thinks they have broken the format. So you can see more varied and different interactions during the first couple rounds.

So all that being said, I decided to take my tournament report and work backwards, starting at the end of the event and working my way towards round one. We played 8 rounds of Swiss with a cut to the top eight. At round 8 however, the Judge calls pretty much stopped as most of the players were so focused on winning or knew they were out so were letting more things slide. Plus at that point we had about 90 players remaining; there just wasn’t a lot of action. The top eight was fairly uneventful from a judging standpoint as well. So my report starts at round 7.

Round 7

I got called over by a spectator that thought he saw something fishy going on.

“Judge! I see this guy playing, and a bunch of his sleeves are upside down. I know that he was told when he was playing against me that he was asked to fix it, but it looks like its messed up again.”

So this isn’t a rules question but is still something I thought was worth mentioning. First, I am always happy to get calls like this from spectators. I can’t have my eyes on everyone and if something strange is happening I want to be able to investigate if I need to do anything about it. But why is this a problem?

If there was some pattern to the upside down sleeves, all the lands or all the combo pieces for example, a player could potentially look at his deck to see which sleeves were facing him and which were facing away. He could potentially know what his next draw was going to be.

So I observed him for a little bit without telling him. I stood behind him and watched his shuffling patterns, looking to see if he was taking any time to make sure certain cards were a certain way. I was fairly sure that he was just being careless about the way he put his deck back together after a game and that there was no pattern. So I approached him after his game and asked him to correct the deck so all the cards were facing the same way. No penalty needed.

Then, another cry.

“Judge! My opponent cast a Bloodbraid Elf and cascaded into a Fauna Shaman. Now he wants to bring back his Vengevine from his Graveyard. Can he do that?”

Cascade’s ability allows you to cast a spell that you reveal off the top of your deck. In this case it was a creature, and happened to be the second creature that the cascading player cast this turn. Our friendly neighborhood 4/3 gets to come back into play.

Yes, he can do that.

Round 6

“Judge! My opponent has 2 Emrakul, the Aeons Torn in his Graveyard! He played them both over the course of a few turns and they ended dying to the Legend Rule. But they have been there now for a few turns. He has cast spells like Summoning Trap to fish through his deck, but those Emrakuls should be in there. What do we do about this?”

When a mistake like this happens, if it is caught right away, can be fixed: we can just shuffle them back in, issue a warning, and all is right again. In this cause though the mistake had happened a few turns ago and many things have happened since. It would be too damaging to the game to try and go back and fix the problem. The giant Eldrazi get to stay in the Graveyard, at least until another one joins them. I don’t think they will miss that one again.

The ruling here was a Warning for Missed Trigger (to the Emrakul player)  and Warning for Failure to Maintain Game State (to the non-Emrakul player).

“Judge! I cast Mistbind Clique to tap down my opponents lands, but he used a Lightning Bolt to kill my Spellstutter Sprite before I could champion him. I don’t have any other fairies in play so what happens now? Do I still get to tap all my opponents lands?”

Unfortunately, if the Mistbind Clique doesn’t champion a creature its triggered ability that triggers “when you champion a creature” never goes off.

And your opponent is free to cast their spells for the turn.

Round 5

“Judge! I used Jace, the Mind Sculptor’s +0 loyalty ability to draw three cards, and then I put three cards back on top of my deck.”

So this is a tricky situation. I pulled the player aside and he was able to identify the 3 cards on top of his deck, including the set that his forest was from. After taking a moment to make sure there was no other way he could have known this information, I allowed him to redo his Brainstorm and put the correct number of cards on top of his Library.

The ruling was a Warning for Game Rule Violation for improperly resolving Jace's ability

“Judge! I have a Renegade Doppelganger in play and I just cast a Kitchen Finks, so my Doppelganger is a copy of that. I then attacked with it and he blocked. Does my Doppelganger get to Persist back?”

This player asked a very specific question. Even though he is going to get the answer he wanted, the outcome is still not exactly what he was hoping for. The Doppelganger will get to Persist back into play. Persist triggers when the creature dies, so it is still a Kitchen Finks at that point.

However, when it comes back into play it will be its original 0/1 self. Persist will put a -1/-1 counter on it and it will die, again.

“Judge! My opponent Cascaded with Bloodbraid Elf but forgot to shuffle the cascaded cards and put them under her Library. The two cards are just sitting there next to her library.”

This was a pretty easy fix. Shuffle the 2 cards, and put them on the bottom of her library. This was caught right away so we could go ahead a correct the issue, unlike the Emrkul call earlier (or, well, later).

The ruling was a Warning for Game Rules Violation for not properly resolving a cascade.

So that’s the first half of my report. Check back next week for rounds 1 through 4 where, as I said earlier, there were a lot more questions that came up.

As always, Keeping it Fun,

Kyle Knudson

Level 2 Judge

Allon3word at gmail.com

Insider: Standard and Extended Buy Lists

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Now that we are the full swing of Extended I thought it was time to add it to the Buy List data mix. I would like think that eventually we’ll be able to use some of the data from the Buy Lists as predictors of what cards and decks are going to be hot and I am continuing to work toward that goal. (I’ll need some programming muscle and better computers to pull that off but that’s another topic).

In an effort to make sure that my underpowered notebook can process the new spreadsheets I have segregated the Standard calculations from the Extended ones. This means a little bit more work for presentation, but it also means that I can maintain them separately. There should be no overlap in cards between the two formats and there are separate master lists for each. I've recombined many of them to display the results, but some of them have remained separate.

I would like to thank TCGPlayer for their retail price coalition, Magic Traders for their eBay data, as well as Cool Stuff Inc, Troll and Toad, Starcity Games, Channel Fireball, Card Haus Games, Altereality Games, Strike Zone, MTG Mint Card, ABU Games and of course Kelly Reid’s Dragons Den Online for their online buy lists.

First up, we have our Top 30 lists. I have combined this one into a single Top 60 covering both Standard and Extended. I can however move them back into separate lists if it is preferred.

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdDdKVDhyNmZOX182dTNFQ0FNYXdHT1E&hl=en&single=true&gid=9&output=html&widget=false 567px 600px]

Jace, the Mid Sculptor is still sculpting the minds of players it seems. Until it rotates, Jace TMS can’t really mathematically hit more than about $140 or so for a mid-level sell price but I wouldn’t be surprised to see him average above $100 for the next 3 years. Holding an average buy price of almost $70 is a really good indication and justification of his sell price. If stores are willing to sell at less than 30% margin on such an expensive card then the demand isn’t dropping. The Standard cards Primeval Titan and Vengevine round out the top three with Thoughtseize and Mutavault from Extended completing the top five. With buy prices of up to $25 and $20 for each of those Extended cards it might be time to dust off the playsets and sell them off to fund your other decks. There are quite a few decks that they fit into though so hanging on to them until later in the season also might make sense.

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdGREaGlyaHhfOWU0OXBRWmVhUDItbWc&hl=en&single=true&gid=3&output=html&widget=false 567px 600px]

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdDdKVDhyNmZOX182dTNFQ0FNYXdHT1E&hl=en&single=true&gid=3&output=html&widget=false 567px 600px]

Our Standard Mythic list is pretty well populated. It seems that almost all of them are sought by some if not all the online stores being tracked. The notable exception to this being that at the time of writing MTG Mint Card isn’t interested in Scars of Mirrodin. Some of the sets in Extended don’t have Mythics so we are left with a list of the sets that rotated back in October. The slimmest margin for retailers seems to be that of Nicol Bolas Planeswalker. To look at these magins I’m bringing back the Womby List except this time I'm running the numbers against not only eBay prices, but also a cross section of online stores as well.

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdDdKVDhyNmZOX182dTNFQ0FNYXdHT1E&hl=en&single=true&gid=11&output=html&widget=false 567px 600px]

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdDdKVDhyNmZOX182dTNFQ0FNYXdHT1E&hl=en&single=true&gid=13&output=html&widget=false 567px 600px]

The First list gives us a ranking by percentage delta of those cards which are on Buy Lists for a price that is higher than the average eBay price and the second is the same but based on Store pricing. I’m not suggesting that you could necessarily go out on eBay and buy up all these cards and send them off to stores for a profit. In some cases you certainly could, especially if you get a good enough deal on eBay, but it might not be possible since you have to take shipping into account as well. This list should however be a good guide for cards to either trade for or have thrown in on trades that can make you a quick buck or two. Be smart about it, but there is a lot of usable information here. There are quite a few cards selling on eBay for prices lower than some of the buy lists. Liege of the Tangle tops out the list with a 71% delta, though at the time or writing there are a total of 25 cards that are cheaper on eBay then the high buy prices within this Mythic list alone. On the store side Jenara, Asura of War is the only card of note meets this criteria. In fact the Stores lists plays out like a listing of dead cards in a trade binder to me. We might as well cash them in!

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdGREaGlyaHhfOWU0OXBRWmVhUDItbWc&hl=en&single=true&gid=5&output=html&widget=false 567px 600px]

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdDdKVDhyNmZOX182dTNFQ0FNYXdHT1E&hl=en&single=true&gid=5&output=html&widget=false 567px 600px]

Here we have the full list of Standard and Extended Rares in alpha order by set. If you want to look something up, this is the place.

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdDdKVDhyNmZOX182dTNFQ0FNYXdHT1E&hl=en&single=true&gid=14&output=html&widget=false 567px 600px]

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdDdKVDhyNmZOX182dTNFQ0FNYXdHT1E&hl=en&single=true&gid=15&output=html&widget=false 567px 600px]

Once more we have some Womby Lists, eBay and Stores. These Womby lists are a bit more useful though. There are a ton of rares that can be picked up cheaply and sold off to online retailers, even from the Stores lists. Cards like Blood Tribute and Cruel Ultimatum can be purchased low enough from some stores that selling to others might be profitable. There are in fact 23 cards at the time of writing that were less at some stores then other stores Buy Lists. There are a lot more Rares to calculate then there are Mythics so I’m not pulling them all in, but there are certainly enough on this list to be useful.

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdGREaGlyaHhfOWU0OXBRWmVhUDItbWc&hl=en&single=true&gid=7&output=html&widget=false 567px 600px]

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdDdKVDhyNmZOX182dTNFQ0FNYXdHT1E&hl=en&single=true&gid=7&output=html&widget=false 567px 600px]

Above are the complete Uncommon lists.

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdDdKVDhyNmZOX182dTNFQ0FNYXdHT1E&hl=en&single=true&gid=17&output=html&widget=false 567px 600px]

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdDdKVDhyNmZOX182dTNFQ0FNYXdHT1E&hl=en&single=true&gid=18&output=html&widget=false 567px 600px]

I’m pretty surprised that there aren’t more Uncommons than Rares that are above the threshold, but we’ll be able to watch and see how that might change over time.

Just for the sake of being thorough here are the commons in alphabetical order by set.

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdGREaGlyaHhfOWU0OXBRWmVhUDItbWc&hl=en&single=true&gid=8&output=html&widget=false 567px 600px]

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdDdKVDhyNmZOX182dTNFQ0FNYXdHT1E&hl=en&single=true&gid=8&output=html&widget=false 567px 600px]

And here are the Common Womby Lists.

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdDdKVDhyNmZOX182dTNFQ0FNYXdHT1E&hl=en&single=true&gid=24&output=html&widget=false 567px 600px]

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdDdKVDhyNmZOX182dTNFQ0FNYXdHT1E&hl=en&single=true&gid=25&output=html&widget=false 567px 600px]

Preordain seems like a really god card to sell of if you have some extras, but the same is true with quite a few of the commons that are being picked up right now since three of them are being acquired for over $0.50.

That about does it for this week. If you guys have anything in mind that you'd like to see or a different way to arrange the data, let me know.

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 ñ€Ɠfunñ€, heñ€ℱll be crunching the numbers each week in order to serve up delicious data burritos to the salivating, hungry readers of Quiet Speculation.

View More By Chris McNutt

Posted in Finance, Free, Free FinanceTagged , , , , , , , , , , 4 Comments on Insider: Standard and Extended Buy Lists

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Free: Standard and Extended Buy Lists

Are you a Quiet Speculation member?

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

Now that we are the full swing of Extended I thought it was time to add it to the Buy List data mix. I would like think that eventually we’ll be able to use some of the data from the Buy Lists as predictors of what cards and decks are going to be hot and I am continuing to work toward that goal. (I’ll need some programming muscle and better computers to pull that off but that’s another topic).

In an effort to make sure that my underpowered notebook can process the new spreadsheets I have segregated the Standard calculations from the Extended ones. This means a little bit more work for presentation, but it also means that I can maintain them separately. There should be no overlap in cards between the two formats and there are separate master lists for each. I've recombined many of them to display the results, but some of them have remained separate.

I would like to thank TCGPlayer for their retail price coalition, Magic Traders for their eBay data, as well as Cool Stuff Inc, Troll and Toad, Starcity Games, Channel Fireball, Card Haus Games, Altereality Games, Strike Zone, MTG Mint Card, ABU Games and of course Kelly Reid’s Dragons Den Online for their online buy lists.

First up, we have our Top 30 lists. I have combined this one into a single Top 60 covering both Standard and Extended. I can however move them back into separate lists if it is preferred.

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdHlrdUpHbnZYeWZFb1NReXo1ODROa0E&single=true&gid=9&output=html&widget=false 567px 600px]

Jace, the Mid Sculptor is still sculpting the minds of players it seems. Until it rotates, Jace TMS can’t really mathematically hit more than about $140 or so for a mid-level sell price but I wouldn’t be surprised to see him average above $100 for the next 3 years. Holding an average buy price of almost $70 is a really good indication and justification of his sell price. If stores are willing to sell at less than 30% margin on such an expensive card then the demand isn’t dropping. The Standard cards Primeval Titan and Vengevine round out the top three with Thoughtseize and Mutavault from Extended completing the top five. With buy prices of up to $25 and $20 for each of those Extended cards it might be time to dust off the playsets and sell them off to fund your other decks. There are quite a few decks that they fit into though so hanging on to them until later in the season also might make sense.

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdHBQUVVmRUdEbFpuaE14Zk5rYmhGUkE&single=true&gid=3&output=html&widget=false 567px 600px]

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdHlrdUpHbnZYeWZFb1NReXo1ODROa0E&single=true&gid=3&output=html&widget=false 567px 600px]

Our Standard Mythic list is pretty well populated. It seems that almost all of them are sought by some if not all the online stores being tracked. The notable exception to this being that at the time of writing MTG Mint Card isn’t interested in Scars of Mirrodin. Some of the sets in Extended don’t have Mythics so we are left with a list of the sets that rotated back in October. The slimmest margin for retailers seems to be that of Nicol Bolas Planeswalker. To look at these magins I’m bringing back the Womby List except this time I'm running the numbers against not only eBay prices, but also a cross section of online stores as well.

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdHlrdUpHbnZYeWZFb1NReXo1ODROa0E&single=true&gid=11&output=html&widget=false 567px 600px]

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdHlrdUpHbnZYeWZFb1NReXo1ODROa0E&single=true&gid=13&output=html&widget=false 567px 600px]

The First list gives us a ranking by percentage delta of those cards which are on Buy Lists for a price that is higher than the average eBay price and the second is the same but based on Store pricing. I’m not suggesting that you could necessarily go out on eBay and buy up all these cards and send them off to stores for a profit. In some cases you certainly could, especially if you get a good enough deal on eBay, but it might not be possible since you have to take shipping into account as well. This list should however be a good guide for cards to either trade for or have thrown in on trades that can make you a quick buck or two. Be smart about it, but there is a lot of usable information here. There are quite a few cards selling on eBay for prices lower than some of the buy lists. Liege of the Tangle tops out the list with a 71% delta, though at the time or writing there are a total of 25 cards that are cheaper on eBay then the high buy prices within this Mythic list alone. On the store side Jenara, Asura of War is the only card of note meets this criteria. In fact the Stores lists plays out like a listing of dead cards in a trade binder to me. We might as well cash them in!

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdHBQUVVmRUdEbFpuaE14Zk5rYmhGUkE&single=true&gid=5&output=html&widget=false 567px 600px]

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdHlrdUpHbnZYeWZFb1NReXo1ODROa0E&single=true&gid=5&output=html&widget=false 567px 600px]

Here we have the full list of Standard and Extended Rares in alpha order by set. If you want to look something up, this is the place.

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdHlrdUpHbnZYeWZFb1NReXo1ODROa0E&single=true&gid=14&output=html&widget=false 567px 600px]

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdHlrdUpHbnZYeWZFb1NReXo1ODROa0E&single=true&gid=15&output=html&widget=false 567px 600px]

Once more we have some Womby Lists, eBay and Stores. These Womby lists are a bit more useful though. There are a ton of rares that can be picked up cheaply and sold off to online retailers, even from the Stores lists. Cards like Blood Tribute and Cruel Ultimatum can be purchased low enough from some stores that selling to others might be profitable. There are in fact 23 cards at the time of writing that were less at some stores then other stores Buy Lists. There are a lot more Rares to calculate then there are Mythics so I’m not pulling them all in, but there are certainly enough on this list to be useful.

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdHBQUVVmRUdEbFpuaE14Zk5rYmhGUkE&single=true&gid=7&output=html&widget=false 567px 600px]

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdHlrdUpHbnZYeWZFb1NReXo1ODROa0E&single=true&gid=7&output=html&widget=false 567px 600px]

Above are the complete Uncommon lists.

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdHlrdUpHbnZYeWZFb1NReXo1ODROa0E&single=true&gid=17&output=html&widget=false 567px 600px]

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdHlrdUpHbnZYeWZFb1NReXo1ODROa0E&single=true&gid=18&output=html&widget=false 567px 600px]

I’m pretty surprised that there aren’t more Uncommons than Rares that are above the threshold, but we’ll be able to watch and see how that might change over time.

Just for the sake of being thorough here are the commons in alphabetical order by set.

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdHBQUVVmRUdEbFpuaE14Zk5rYmhGUkE&single=true&gid=8&output=html&widget=false 567px 600px]

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdHlrdUpHbnZYeWZFb1NReXo1ODROa0E&single=true&gid=8&output=html&widget=false 567px 600px]

And here are the Common Womby Lists.

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdHlrdUpHbnZYeWZFb1NReXo1ODROa0E&single=true&gid=24&output=html&widget=false 567px 600px]

[iframe https://spreadsheets.google.com/pub?key=0AukC5EWiTvOpdHlrdUpHbnZYeWZFb1NReXo1ODROa0E&single=true&gid=25&output=html&widget=false 567px 600px]

Preordain seems like a really god card to sell of if you have some extras, but the same is true with quite a few of the commons that are being picked up right now since three of them are being acquired for over $0.50.

That about does it for this week. If you guys have anything in mind that you'd like to see or a different way to arrange the data, let me know.

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 ñ€Ɠfunñ€, heñ€ℱll be crunching the numbers each week in order to serve up delicious data burritos to the salivating, hungry readers of Quiet Speculation.

View More By Chris McNutt

Posted in Finance, Free, Free FinanceTagged , , , , , , , , , , 2 Comments on Free: Standard and Extended Buy Lists

Have you joined the Quiet Speculation Discord?

If you haven't, you're leaving value on the table! Join our community of experts, enthusiasts, entertainers, and educators and enjoy exclusive podcasts, questions asked and answered, trades, sales, and everything else Discord has to offer.

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Punting All the Way to the Finals – SCG Legacy Open: KC, 2nd

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Other possible titles of this article included “How to Top 8 Without Testing,” “Judge, Can I Get an Oracle text?” or my favorite, “What Dual Land is That?”

My name is Corbin Hosler, and I split the finals of the Star City Games Legacy Open in Kansas City last weekend. If you’re not a Premium subscriber (you should be), you don’t see my weekly financial column, The Revenue Review. I’m a finance mind, not a game guru, and this is my first tournament report.

A little background about my playing history. Prior to Kansas City, I had played in exactly four non-FNM tournaments. I had one PTQ second-place finish, and two others in the Top 16. I also went 6-3 at GP: Houston to miss Day 2 on a punt. I entered Kansas City with a 1600 Eternal rating, having literally never played a Legacy game outside of a few Magic Workstation matches.

I’ve never considered traveling to a 5k before, since I live in Oklahoma City and 99 percent of tournaments are more than five hours away. Occasionally a tournament stops in Dallas (which is three hours) and some people make the trip. Having just started playing Constructed matches a little over a year ago, I never had.

Will Hooten, a friend of mine who was back in town for the holidays, invited me to KC a week before the tournament. I told him I didn’t think I could afford the trip and was sorry to pass. I changed my mind after he generously offered to cover most of the expenses of the trip and loan me a deck. After roping Tim Burke into going with us (with some 5 a.m. texts the night before we left) we had a plan. We didn’t have Standard decks to play, so we left around noon on Saturday and made the six-hour drive.

Once we got on-site, I divided my time between trading (picking up my first-ever dual land) and watching OKC native Darin Minard Top 8 the Standard tournament. When his match finally ended around 1 a.m., I had picked up seven copies of Genesis Wave to flip after Conley’s deck put two copies in the Top 8. We headed back to the hotel and I picked up Will Hooten's U/B Merfolk deck for the first time. We played some test games against the Zoo deck Will and Tim were running, and I soundly got crushed in most of the games.

After four hours of sleep and not waking up to my alarm, Tim yelled at me at 9:15 and we rushed out of the hotel to register with about 10 minutes to spare. With that, pairings were up and I was off to my first round.

Round One: Bobby Oleski (Counterbalance)

I didn’t take the greatest notes as I was playing (I didn’t expect to be writing this report), but I remember some of the interesting game states pretty well.

Game one I did what Merfolk does, flooding the board while countering his Counterbalance twice with Force of Will and then a Daze. With him on three lands and having a few creatures on board I Wastelanded his only White source, stranding two Swords to Plowshares in his hand.

Game two was one of many lucky breaks on the day for me. Having no idea how to board, I don’t think I even boarded anything in. Which, of course, left me incredibly dead to the Peacekeeper he played on Turn 3. Because I had ripped Aether Vial on Turn 1 like a champ, I had plenty of creatures, but couldn’t find an attack step to kill him.

The board state was his Sensei's Divining Top, Plains and two non-basic lands to my Vial, 3-4 random guys (lethal if I can swing), two Islands and a Wasteland. I Wasteland one of his lands on my turn and pass. He pays to keep his Peacekeeper in play and draws. Then I go, and pass. Then he pays Peacekeeper, and passes. For six turns. After a few Silvergill Adept, I find one of the three Wastelands left in my deck.

“That guy is buried.”

1-0

Round Two: Steve Perigo (Stax w/ Blue for Jace)

Obviously a matchup I had never played, so this didn’t seem like it was going to be fun. Game 1 I had a one- and two-drop while countering a Crucible of Worlds and Ghostly Prison, and got there soon afterward.

Game two he blew me out with double Oblivion Ring into Elspeth, Knight Errant into Armageddon.

Game three is where it got interesting, and I continued to run well. I had a Vial and got a few dudes onto the board, and he countered with Magus of the Tabernacle, which caused me to lose a guy and get in a for a few damage with a Coralhelm Commander. I had a line of play where I could protect my Commander and probably get there flying, but then he drops The Tabernacle at Pendrell Vale.

“That’s an expensive card.”

I had a Wasteland, but he had Crucible out, so I was trying to devise a plan where I Vial in a Commander at his EOT, draw enough land to pay upkeep costs and level it, and ping away at him. I passed the turn back, he payed one mana for his Magus and drew.

“Your Magus is dead.”

Talk about running well. He binned the Magus and passed the turn. I misplayed on my upkeep, forgetting to put a third counter on my Vial to kill him with the Merrow Reejerey in my hand, and knocked him down to 1. This gave him a turn to peel Armageddon, but he blanked and I was on to Round three.

2-0

Round Three: Brian Baker (Dredge)

Game one he mulled to five and I countered his Putrid Imp, Careful Study, and another discard outlet, stranding his Dredgers in hand and pulling out the win.

In Game 2 I mulled to six, but found a Tormod's Crypt in it. He had an Imp but only a Darkblast to Dredge. I held the Crypt in my hand for a few turns as he Dredged. He eventually swung at me with a Narcomoeba and the Imp with 5 cards in his graveyard. He discarded both his Dredge cards to pump the Imp, and I played and popped the Crypt on my turn, stranding him without any Dredgers. I won a few turns later.

3-0

Round Four: Mike Hawthorne (New Horizons)

Game one he kept a two-land hand, and I played a Vial on Turn 1 and Wastelanded his land on Turn 2. He bricked for 2-3 turns and scooped, with me having seen only a Force of Will, Brainstorm, Island, and Tropical Island.

After some thought, I put him on Countertop, and boarded in an Engineered Plague so I did’t auto-lose to Peacekeeper. In retrospect, this was a mistake, because even if he was Countertop, the Tropical means he had Tarmogoyfs.

So of course in Game 2 he played Turn 2 ‘Goyf and I drew the only Plague in my deck.

“Engineered Plague. Naming ‘Lhurgoyf.’”

I didn’t win that game.

In Game 3 I boarded in Umezawa's Jittes and Perish and won through that route.

As a sidenote, congrats to Mike on his 12th-place finish!

4-0.

Round Five: Ben Wienburg (Countertop)

Game one I kept Counterbalance off the board, but his use of Top and ‘Goyf eventually killed me while I had him on one life.

I don’t remember much about game two, but I know I ended up racing his ‘Goyfs by Islandwalking.

“What colors does that dual land make?”

In game three I assembled a pretty good board, but he eventually got a Counterbalance on the board. I had him at two life, and I elected to send in my team, allowing him to eat a guy with ‘Goyf, but putting him at one life while I have another Cursecatcher in my hand. My reasoning was that resolving the 'Catcher and drawing a Mutavault or slipping a guy past his Counterbalance would win me the game, and I needed to end the game as quickly as possible since he has a Top going. In addition, by putting him at one I was able to turn off his free Force of Will plays and fetchlands, creating more blanks in his draw step. I tried the Cursecatcher, and he revealed a Top blind on top of his deck, putting me into the lock on the next turn.

We played draw-go for a few turns, and I drew into a Force of my own, as well as two Lord of Atlantis. I elected to run the Lord out there and tried to get lucky, as it was my only play to win. We were at Table One, and almost to time, so the judge call that ensued from this sequence of plays delayed the round for a good 15 minutes.

I put the Lord onto the board, he tapped 5 lands and played Force, picking up my Lord and throwing it into my graveyard. I picked the Lord back up, set it back down, and responded with my own Force. I’m already annoyed he was messing with my cards, since he wasn’t exactly congenial about doing ‘Goyf checks and so forth. Then he said “So I have two Counterbalance triggers on the stack.” Obviously I disagreed with this, as he didn’t announce anything, and a judge was called.

The initial judge ruling was that since he didn’t announce his trigger before playing Force, it was not put on the stack. Ben appealed to the head judge, and after 10 minutes of talking to me privately, talking to Ben privately, looking at the top three cards of Ben’s Library, then talking to us both again, the Head Judge gave us both a warning for Failure to Communicate and backed the game up.

This situation was very upsetting. If the trigger had to be put on the stack and that’s how the Judge rules, that’s fine (though I would disagree with it). But I absolutely had a problem with being given a warning for player communication for not reminding my opponent of his “may” triggers.

I asked, point blank “In the future, if I want to avoid a warning for player communication, I have to remind my opponent of their 'may' abilities?” The response, verbatim, “If those abilities are important to you, yes.”

In this instance, I’d love to hear the opinion of a better judge than I.

Obviously, I was very tilted after this call, but in a colossal waste of time, Ben bricked on the top 3 cards of his library, and I won the game.

5-0

Round Six: Drew Idoux (Canadian Thresh)

Game one he kept most of my permanents off the board and beat me down with a Nimble Mongoose.

Game two I got there with a Perish and bashed through for the win.

In game three he played a Turn 1 Grim Lavamancer, which had me pretty worried as he killed my first two creatures with it, while I have a Vial with two counters. After countering a few of his plays and Wastelanding away two of his lands, he tapped out to play something, and I was able to Vial in a Coralhelm Commander and pump it out of Lavamancer range. This allowed me to equip my Jitte to it and bash, getting a counter to kill the Lavamancer. I played out a few more creatures and tried to figure out if I can race the ‘Goyf that already had me down to five life. He played out another Lavamancer, forcing me to spend my last Jitte counter to kill it. When he swung back with ‘Goyf, I took the damage to go to one life. I Vialed in a Reejerey at the end of his turn and the board looked like this:

Him: Tapped Tarmogoyf, two tapped lands, untapped Wasteland. 8 Life.

Me: Coralhelm Commander (level 4), Umezawa's Jitte (2 counters), Merrow Reejerey, lands and Mutavault. 1 Life.

I activated the Mutavault and moved into declaring attackers, with a “Swing for lethal?” He responded by attempting to tap down my Commander with Fire/Ice. I Dazed his play, and he opted not to play for it, dying to my attack. His reasoning was that he needed to Wasteland my Mutavault to survive. I think the pressure may have gotten to him a bit here on our win-and-in match (it certainly did to me all day), because the math shows that if he payed for the Daze, he can only lose to another Daze, because my Merrow Reejerey and Mutavault get in for just 7 to put him at one life. His crack back with the ‘Goyf would have killed me, even if I spent my two Jitte counters to go up to 5 life. Luckily, he didn’t see the play, and I locked up the Top 8 at my first-ever Legacy tournament.

6-0

Round Seven and Eight: I.D. with AJ Sacher and Chris Osinski

6-0-2

Top 8: AJ Sacher (CounterTop)

This match is covered here, so I’ll just hit on the high notes. I won game one handily, and game two is where it got interesting.

To me, the pivotal play of the match came on Turn 3 or 4 when AJ cast a Tarmogoyf. I had Force and Daze in hand to his two open mana. I could try to Force the ‘Goyf, but it was only going to be a 3/4, which I decided I could race with my Cursecatcher, Silvergill Adept, and Lord of Atlantis in hand. If I Force his Goyf, I’m leaving myself open to getting blown out by a Force back, which I was pretty confident he had. Instead, I let it resolve, hoping he would tap down for something else, and I could fight over my Lord of Atlantis.

Unfortunately, he didn’t tap for anything else, and just shipped the turn back. I drew a second Daze and attempted to play my Lord. He responded by Forcing it, and I Forced back. He Forced my Force, leaving me in a precarious position. He had two open mana, so he could pay for my Dazes, but not my Cursecatcher. This is effectively a three-for-two, as I have to trade two Dazes and a Cursecatcher to try and resolve my Lord, and I would still lose to another Counterspell effect in his hand. But with the race solidly in my favor if I resolve the Lord, I Dazed twice, which he payed for. When I used Cursecatcher to stop his Force, he cursed, which led some spectators to believe that he forgot about it, which I’m not sure I buy. He had to counter my Lord, as he couldn't stop my Islandwalking, and there was no reason for him to play around two Dazes by not engaging in a Counterspell fight. Once he was committed, he had to continue the fight, even though he was just paying mana to pay for Dazes. He had to go through the motions there to make me lose my Cursecatcher.

Needless to say, I took this good play on my part and punted it by misremembering Oracle text on Lord of Atlantis and running it into ‘Goyf (going on four hours of sleep and 13 hours of Magic with no lunch or dinner at this point). [Note: The original Lord of Atlantis was a "Summon Lord" and pumped "all Merfolk." The current Oracle text instead makes him a "Creature - Merfolk" and boosts "all other Merfolk" -Dylan] This gave him some turns, but I drew another Lord 3-4 turns later and eventually Forced a Ponder to keep him from finding answers.

7-0-2

Top 4: Lewis Laskin (Green and Taxes)

From what I understand, Lewis had been crushing Merfolk all day. I played tight, drew enough Silvergill Adepts to pull ahead in cards, and was able to take the match 2-0. Full coverage is here.

8-0-2

Finals: Chris Osinski (Goblins)

The match is covered here, and finally one of my punts caught up to me. I failed at using Reejerey triggers right in game one, which would have allowed me to beat his turn 1 Goblin Lackey-into-Siege-Gang Commander play, even through his triple Goblin Piledriver. It’s a pretty inexcusable misplay on my part, but I hadn’t had much experience with Merrow Reejerey all day and didn’t play when they were legal in Standard, so I failed to get multiple uses out of my one Island, stranding a Lord of Atlantis in my hand that would have won me the game.

Chris ended up taking it down in 3 games, and I’m excited for him. He hadn’t played Magic in two years until that weekend, and since we split the Finals beforehand and neither of us cared about the Open points (not able to travel for more tournaments) the Finals felt like a kitchen-table game of Magic.

8-1-2

All in all, it was a great weekend and I’ll do my best to be at the Invitational in June.

I know this was extremely long, but there’s one other thing I wanted to address. I’ve taken some heat for being a “bad player who got lucky,” as has Chris, but the truth is both of us are decent players. I’m not the next great Magic player, but I do know how to play the game and was more familiar with the games and decks than I let on during the day. If my opponents make even one misplay because they think I’m bad or go on tilt that they’re losing to me, then that’s another thing working in my favor. Also, it’s incredibly fun to act like you don’t know how to play the game when you’re winning.

The first PTQ I ever played in, I took second place using dice to keep track of life totals the entire day. It really does throw people off their game if they think they “should” win. I didn’t have to mention to every opponent that it was my first Legacy tournament, nor did I have to ask them what their dual lands did or read every card they played, but there’s no reason not to, either. Chris and I both entered the tournament with Total ratings of over 1900, which, like I said, isn’t great, but it’s not the rating of a scrub either.

If you’ve lasted with me this long, thanks for reading! I hope you enjoyed my first tournament report, and hopefully I’ll have another one for you to read someday.

Thanks,

Corbin Hosler

@Chosler88 on Twitter

Hidden Gems: Invasion

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They’re back! In just a couple short weeks Magic’s favourite villains will return in full force to wreak havoc upon the poor inhabitants of Mirrodin. Those crazy Phyrexians can’t leave well enough alone: they’re always up in other people’s business! And when they throw around words like "compleation" you know they’re only out to mess with your head.

In typical Derfingtonian fashion, I thought it would be a good idea to take a few steps back in time to the last time the Phyrexians took it to the frail, squishy meatbags. Most of us Commander players derive a quaint sense of excitement from exploring old sets and finding hidden gems for their decks and considering we haven't seen the Phyrexians in so very long I thought it would serve as a nice segue into this week's article.

So, when was the last time Yawgmoth almost won all the marbles? Yes folks, it was during the aptly named Invasion block! Take it away, Inception foghorn!

[BRRAWWMMM]

Phyrexians bring out the best in Magic. In their last invasion attempt all it took to stop them was the Legacy Weapon, the Weatherlight and her crew, and a Super Friends Planeswalker squad led by Urza himself - and it was still a rough ride for the Dominarians. While there doesn't seem to be any plans of freaky-deaky planar interpositioning in Mirrodin Besieged, e all know Phyrexians are some of the baddest muthas around. As such, we can expect some nice Commander toys to play with - from both the Mirran and Phyrexian sides - when Mirrodin Besieged is released.

From a gameplay standpoint, Invasion broke a lot of new ground. It gave us kicker, domain, and a whole slew of multicolor cards; so many that decks built around tri-color combinations were not only viable, but encouraged. Before Shards of Alara, there was Invasion.

If you have read any of my past articles you may have picked up the hint that Invasion is one of my favorite sets. I have a lot of fond memories playing with this block. When I was in high school, Invasion was the Constructed format du jour and many of the top decks were built around awesome cards like Blazing Specter and Kavu Titan. Invasion also introduced many cool legendary creatures for the Timmy crowd, like Captain Sisay (my favourite commander) and Tsabo Tavoc. Invasion also gave birth to Fact or Fiction, one of the most ridiculous card advantage spells ever printed. Invasion had something for everyone.

As years passed, Invasion rotated out of the newer formats and many cards in the set have gathered dust, long forgotten...until now! In preparation for the besieging of Mirrodin I took a look through the entire set and picked out a select few cards that you should consider playing in Commander. Because there are more than a few cards in the set that are well-played in the format (ie. Aura Shards, Elvish Champion, Obliterate), I’m going to focus on the cards that I consider hidden gems.

Believe me, there are a lot of them!

Agonizing Demise

What a giant middle finger to all the players who love the fatties! Dark Banishing was always a nice removal spell, and for one more mana you can get a lot more value. The card also fits well with black and red mass damage cards like Spiteful Visions, Furnace of Rath and Wound Reflection.

Armored Guardian

It’s a giant cat-man wearing a little hat! Look how tiny that hat is, it’s hilarious. What? Five mana for a 2/5? What is this, Legends? Okay, aside from the picture, I bring Armored Guardian to your attention because of its first ability. Repeatable protection is a great ability in Commander, making it similar in function to Eight-And-A-Half-Tails, which as we all know is awesome. While it's a bit ludicrous to compare this clunky cat to ol' 8.5 Tails it just might be worth a shot!

P.S. Cat in tiny hat!

Artifact Mutation

Can we say “best Shatter ever?” Really, not close? Just for using one green mana in addition to red, the targeted artifact can’t regenerate, AND you get a bunch of Saproling dudes. At instant speed!

Cauldron Dance

I remember playing funky casual decks with this spell and Devouring Strossus. What is a "strossus" anyway? Reminds me of beef stroganoff. So good.

You can abuse this spell with other enters-battlefield dependent cards like Pandemonium, set up a nasty Dance with Sneak Attack, or just use it to dump a large creature into your graveyard to recur later.

Collective Restraint

This card is like Propaganda or Ghostly Prison on steroids for 5-color decks. Combos nicely with Prismatic Omen, which gives you all basic land types in one shot.

Crusading Knight/Marauding Knight

Before Mirran Crusader and Phyrexian Crusader, we had these two fellas. While probably not the best options for Constructed, in Commander you can expect some fairly sizable Knights. Even if you get a Knight to 4/4 or 5/5, it’s still a decent deal for your mana. If you’re feeling frisky, you can also pair Crusading Knight with Urborg, Tomb of Yawgmoth.

It’s over 9,000!

Crypt Angel

I talked about Crypt Angel in my article about Commander boxes, but to reiterate: everything about this card is so cool. If you’re playing Grixis, you MUST be playing her. And check out that artwork, it’s badass.

Do or Die

Again, this is one of those cards that wouldn’t be the greatest in Constructed, but in Commander, there’s a very good chance you’ll whack a ton of guys with this spell. It’s not exactly on the level of Browbeat because in the mid-late game, you’ll always be hurting a player’s board. I’d definitely give this one a try.

Elfhame Sanctuary

I think there’s a deceptive amount of power in this card. For two mana, you’ll never be mana-screwed again! If you need lands, you’re essentially choosing your ideal draw each turn. The Sanctuary also has a repeatable shuffle effect, which is great with Sensei's Divining Top, Crystal Ball or Jace, the Mind Sculptor.

Fires of Yavimaya

I cannot love this card enough. Haste is such a powerful mechanic in Commander, and a Fervor with an added bonus is just great.

Kavu Lair

Any green card that offers card advantage is worth a second look, even if it offers that bonus to every other player at the table. Green decks typically pack a decent amount of fatties anyway, but when you start factoring in reanimation cards like Karmic Guide, or copying spells like Rite of Replication, that’s when things get a little nutty.

Spite//Malice

If you're playing black and blue, Spite//Malice is one of the most flexible spells you have. Between a creature removal spell and a non-creature counterspell, it covers most of your bases for just four mana.

Metathran Aerostat

Instant speed creatures are great to have, and I also like this card for the mind games you can play on your opponents. They'll keep second-guessing whether or not they should attack you. Another neat trick is that if you have the mana, you can stack the Aerostat's activation triggers to put multiple creatures into play.

Phyrexian Delver

A less powerful Reanimate on a stick is still a pretty cool thing to have, especially since you can reanimate the Delver for more value. Black has plenty of ways to gain life back anyway so delve to your heart's content!

Pulse of Llanowar

Sweet, it’s a hot Elven bongo drum band! Seriously though, Pulse of Llanowar functions like a second Prismatic Omen for 5-color decks, and even in tri-color decks it’s not bad.

Shivan Harvest

How abusable is this card? Given a suitable way to pump out lots of expendable creatures (like, say, Goblins), you can pay two mana to Wasteland someone. I’d say that’s pretty sweet.

Sunscape Master

This card has one of the most hilarious illustrations ever, especially when you consider the very real possibility that the artist got a couple of his friends to pose for it. “Oh mah gawd, I’m turnin’ into ice!” “Oh mah gawd, I’m turnin’ into a tree!”

Tangent aside, a repeatable pseudo-Overrun and a repeatable Unsummon are rather nice abilities to have. Bant especially has a lot of enter-battlefield creatures to abuse so it's in an entirely fitting color combination.

Teferi's Response

This card has "Greedy" stamped all over it. There are probably people out there who play this card just for the chance to land the absolute Magical Christmas Land blow-out scenario: “Dust Bowl my Academy Ruins? Okay, I get to keep it instead, AND your Dust Bowl is destroyed, AND I draw two cards!”

And you can put it on an Isochron Scepter, too! Mad beats.

Thornscape Master

There are lots of little critters in Commander that you want to kill but don’t want to waste a card doing it. Thornscape Master fits here nicely. He can also protect your creatures or let one swing in unblocked. Nice utility.

Trench Wurm

A 3/3 with a repeatable Wasteland effect is not a bad deal at all. I'm surprised I don't see it more often because it's quite an efficient little guy ("little" being relative).

Twilight's Call

Twilight's Call is like a more balanced version of Living Death, but anything that has the potential to drop a lot of creatures into play at instant speed is just asking to be abused - even if it would cost eight mana to do so.

Hope you enjoyed this little sojourn into the past. I'd love to revisit Planeshift and Apocalypse the same way so if you have any suggestions or feedback let me know!

David Lee
@derfington on Twitter

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