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Why Prices May Not Be Done Climbing

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With the rampant buyouts and crazy price spikes taking place on a daily basis, I’ve been distracted by the less-than-playable cards. It’s for good reason: these are the cards I’m most inclined to sell / flip for a quick buck.

Despite this focus, I haven’t lost sight of what’s going on in the broader market. I’ve started getting questions on Twitter about the time to sell and how they should sell older cards. As prices continue to climb on Dual Lands and the like, the opportunity to cash out to pay for “real life” necessities becomes all the more tempting to folks.

But I wouldn’t rush to sell out just yet. This week I’m going to touch on a couple factors that highlight why selling now could still be “too early”, and that there still remains a decent amount of upside.

The Buylist Wars

Here’s a challenge for you: what is the highest buy price you can find on the internet for a near mint Revised Underground Sea?

There was an error retrieving a chart for Underground Sea

This is a bit of a loaded question, because it feels like the number changes on a daily basis. As of February 7th at 7:50AM EST (I tend to write these articles pretty early in the morning), here are the buy prices from a few major online vendors:

Card Kingdom: $730
Star City Games: $750
ABUGames: $673.20 ($1045 in store credit though)
Channel Fireball: $730

These are all aggressive buy numbers, and such competitive buylists will likely provide a floor for the card’s price in the coming weeks. If the rise in price on Underground Sea was a short-term, market manipulation type event I don’t know if vendors would be offering such high numbers on the card. This is a bullish sign.

Then there’s the international component, something I haven’t discussed in quite a while. International arbitrage still exists, but it’s much more challenging in a COVID environment. At one point in time, Americans could not order cards from some Japanese vendors due to shipping restrictions. That certainly puts up a major barrier.

Perhaps that’s what’s driving some ludicrous buy prices in Japan. This list was posted three weeks ago, well in advance of some of the price increases within the U.S.

For reference, a USD is worth about 105 Yen. A simple rule of thumb is to cut off two zeroes and round down a little bit to determine prices in US Dollars. Therefore, a buy price of 120,000 Yen for a near mint Revised Underground Sea equates to something in the neighborhood of $1,100! Their Volcanic Island buy price is equally strong, and Tropical Island’s is nothing to sneeze at.

Strong numbers out of Japan could definitely be influencing pricing within the U.S. That, and the fact that vendors appear to be competing somewhat aggressively to buy old cards. Buy prices are being adjusted frequently to try and stay competitive.

Beyond the Dual Lands, stores are also scrambling to buy your high-end, Old School cards. Card Kingdom is now paying $1040 on Moat, $1105 on Chains of Mephistopheles, and a whopping $1625 on Library of Alexandria!!

There was an error retrieving a chart for Library of Alexandria

ABUGames has reacted by upping the store credit numbers they offer on such cards, though selling them anything for cash seems bad. Star City Games lags in some areas (they’re only paying $650 on Moat, for example) but they are ahead of the game in others! For starters, SCG pays an impressive $1750 for a near mint Library of Alexandria! Even their HP buy price of $1250 is attractively strong. Heavily played Libraries sold for $700 - $750 just a month or two ago!

Lastly, let’s touch briefly upon cards from Unlimited. It took a while, but in sudden, drastic moves the buy prices on Unlimited cards have exploded. A Black Lotus can be sold for $12,000—I think this number is still a bit low, though, because I don’t think heavily played copies can be found for under $10,000 anymore. After a temporary period where vendors paid more for Revised Duals than Unlimited Duals, the trend was finally corrected. Now Unlimited Duals are much more expensive; Underground Sea buylist is up to $1380 at Card Kingdom, Volcanic Island at $1100, and Tundra / Tropical Island are at $1200!

Even non-Reserved List, playable Unlimited cards have much higher prices. Card Kingdom is paying $250 for near mint Unlimited Birds of Paradise, for example, and $210 for Shivan Dragon.

There was an error retrieving a chart for Shivan Dragon

These cards are not just climbing in price on MTG Stocks and TCGplayer. Vendors are following suit and this is a very good sign that higher prices will be around for a while.

Other Economic Factors

When vendors pay aggressively for cards, it instills confidence in the market. I don’t expect vendors take losing money lightly, so I suspect they will not be so quick to drop prices should the market soften (though they will eventually drop buy prices once they get some actual inventory!).

But the reality is, there are other economic factors at play here that will likely prop up this market for at least a little while longer.

First of all, we’re entering tax season. I honestly have no clue where my tax refund will stand this year after a wild 2020. However, it’s safe to assume many people, on average, will receive a refund. Every year during tax season, we see a strengthening in demand for Commander/Legacy/RL staples as players spend their refunds on Magic. This year offers no reason to expect an exception.

In fact, since everyone is still stuck at home in the pandemic, there’s less competition for tax refund dollars. Not many people will be choosing between a couple Dual Lands, a vacation, or tickets to a high-level sporting event. For the most part, we are all kind of…stuck.

There was an error retrieving a chart for Journey to Nowhere

Secondly, the U.S. government is actively pursuing another round of fiscal COVID relief, especially targeting working-class families. While fewer people may qualify, the amount of money issued per person is expected to be the highest amount yet. There will certainly be at least some folks who will put that money to use in their hobbies, including Magic.

Lastly, everything the fed is doing regarding monetary policy remains dovish. In other words, they’re doing everything they can to maintain liquidity for companies, leading to a steady flow of cash and a propped-up stock market. This may cause problematic inflation in the long term, but for now, it’s all gravy. Expect asset prices to remain frothy as long as this environment is unperturbed.

Others Chiming In

I’m not the only one who feels these elevated prices are here to stay, for at least a little while longer. I’ve outlined all the factors that are driving this market and will continue to drive prices higher. But don’t just take my word for it.

Paul Feudo is a frequent booth buyer at large Magic events, and he’s intimately familiar with Magic market dynamics. Therefore, I trust his views on all things MTG finance without question. Recently in response to a tweet of mine, Paul replied with the following dialogue:

Paul emphasized each of the points I made above, listing the catalysts that could drive prices even higher. Then Paul posted a fascinating Twitter poll…

Considering the buy price on a NM Revised Underground Sea is $700-$799 today, over 80% of respondents believe the buy price will be higher on June 1st of this year. Liz (@DevotedDruid), another highly respected booth buyer, chimed in with a more specific target:

There’s the other factor I mentioned: the international arbitrage. It has slowed, but has not halted. Long term, prices will equilibrate across region. And it’s more likely that prices in the U.S. increase rather than prices in Japan decreasing.

Don’t just take my word for it. Large vendors are buying aggressively and people who live and breathe Magic transaction week in and week out are also seeing higher prices. There’s a lot to unpack here, but the long of the short of it is, I think prices on the most desirable stuff goes up from here.

Wrapping It Up

If you message me on Twitter and ask when you should sell, don’t expect a direct answer. Especially as prices continue their relentless climb, there are so many personal factors that should go into the decision to sell. What debts do you currently maintain? Do you have robust health insurance? Do you have a 401k? What are your long term goals? Do you use the cards in decks?

All these questions and more are relevant when deciding whether or not to sell, especially as we’re easily talking about 4- or 5-figure collections.

Also, I should mention I have no crystal ball. I can’t time the market any more than anyone can.

What I will say, with all the support mentioned above, that I think we haven’t seen the “top” yet for card prices. As some of the less interesting, less useful cards in my collection spike in price, I will be strategically looking to trim back. I recently sold a Su-chi to a friend on Twitter because I had no use for the card and could offer an attractive price. Likewise, I didn’t mind selling my spare Force of Will, since it appears out of scope for all the rampant buying going on.

But as for my Underground Seas and the like? I have no plans to sell anytime soon. These cards are in decks, and I don’t want to make those decks worse at this point. If there was a sudden major expense in my life, of course I would not hesitate from liquidating. But as long as I don’t need the money, I’m not going to liquidate. Not yet, anyway.

When asked what Underground Sea would have to be before I’d consider selling, my answer is surprisingly direct: $2500-$3000 (for my heavily played, Unlimited copies mind you). That gives you a frame of reference for where I’m at. Do I think we’ll actually get there? Not in 2021. But someday, it seems very possible—now more than ever.

Magic is Going Mainstream in 2021

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2020 was a big year for Magic. It rode the rising popularity of games in general as people were stuck bored at home hiding from COVID-19. The market tagged along with the collectible market and things like sports and Pokémon cards hitting record prices. We also saw The Walking Dead Secret Lair cross Magic into the wider pop culture landscape. But this all pales in comparison to what’s happening this year. 2021 is the year that Magic goes mainstream, and both the playerbase and the market are set to go positively hyperbolic.

In just the final week of January, we saw: a Magic card sell for over half a million dollars, by far the most expensive ever; Elon Musk - the richest person in the world - tweet about Magic, sharing a custom card featuring his dog; an update about the upcoming Magic Legends video game; and Magic Arena hitting the Android operating system, and potentially 2.5 billion devices around the world.

Magic Arena is on Android

For over 20 years, playing digital Magic meant playing on a Windows PC. Now, Magic Arena has finally come to the Android operating system, putting it into the palm of players hands on their phone, anywhere and everywhere they go. Here's the Press Release from WotC.

Free to play, Magic Arena is now accessible to an enormous portion of the world, and the impact that could have on the popularity of the game is hard to truly comprehend. Whether it’s more players, more people buying cards, more consumers of Magic content, or just more people talking about Magic, it’s going to bring the game to the next level.

Hearthstone was available on Android very early on, and it helped Hearthstone quickly dwarf Magic’s digital playerbase. Magic finally being widely accessible evens the playing field, so it’s only a matter of time before Magic surpasses it in popularity on things like Twitch and YouTube. This increase in popularity clearly will have some spillover effect on the market, as new players means new potential buyers. The prices of old cards like Reserved List will reflect this as cards dry up even further.

Magic Legends Video Game

This year will also mark the release of a Magic-themed video game, Magic Legends. It will be available on the PC and all the major game consoles, in the homes of millions. This RPG-style game (akin to Diablo) will help bring Magic into the wider cultural consciousness and will expose the Magic world to more people. Some will use it as a stepping stone into Magic Arena and/or paper Magic. Magic Legends won’t directly increase the price of any cards, but its existence certainly is a good thing for the game and in turn the market. This helps strengthen Magic in 2021 and beyond as its roots spread deeper and wider beyond the cards themselves.

The open Beta test begins 3/23, sign up here.

Elon Musks Tweets About Magic

If exposure is good for Magic, then it’s hard to imagine better marketing than Elon Musk, the richest and perhaps the most divisive person in the world, tweeting about Magic to his over 43 MILLION Twitter followers this week. The Tweet in question was a custom card mockup of his dog, garnering over 45,000 likes and 2,000 retweets.

Make of it what you will, but both the exposure of the game to Elon’s followers, and the fact he knows enough of and likes Magic enough to tweet that image, is simply wild. Maybe he became the proud owner of…

The $500,000 Black Lotus

Magic broke a new record this week, and in a big way, with a perfect 10 graded Alpha Black Lotus selling on eBay for $511,100, smashing the old record of $250,000 for another perfect 10 Alpha Lotus, sold last July. The signature of famed artist Christopher Rush outside the case certainly added some value, but doesn’t account for the price more than doubling over the past 6 months, which reflects the massive growth we’ve seen in overall Magic prices.

I remember when a Black Lotus selling for over $100,000 was incredible, but at this point I didn’t bat an eyelash at the half-a-million-dollar card. At this price, it’s truly in the level of fine artwork and reflects the price of Magic artwork itself also skyrocketing in price.

Magic Goes Moon?

There has never been a better time to be involved in Magic, and especially in the market. Prices have been going wild, and anyone holding any cards has seen their investment increase significantly. I saw someone point out that the price of Revised dual lands, which have seen a big spike, are now about as expensive as the Power 9 was something like 6 years ago. For one comparison, a Near-Mint Revised Underground Sea is now selling for $1,000 on TCGplayer, which is about what I paid for my beat Mox Pearl in 2018.

The Power Nine themselves have been rising steadily as well - at this point the cheapest Timetwister I can find on the internet is nearly $6,000. Related cards like Bazaar of Baghdad and Mishra's Workshop are also seeing tremendous gains, with copies hard to find under $3,000

Reserved list cards of all sorts have been going crazy this month, with buyouts hitting cards that were already expensive and sending their price to the moon, and formerly near-bulk cards selling for massive gains. I don’t know exactly what the future brings for Magic, but it looks brighter than ever.

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Adam Yurchick

Adam started playing Magic in 1999 at age 12, and soon afterwards he was working his trade binder at school, the mall food court, FNM, and the Junior Super Series circuit. He's a long-time Pro Tour gravy-trainer who has competed in 26 Pro Tours, a former US National Team member, Grand Prix champion, and magic.tcgplayer.com columnist. Follow him at: http://twitter.com/adamyurchick

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Challenge Accepted: January ’21 Metagame Update

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Hot on the heels of my practical examination last week, it's time to formally close the books on the old metagame. Or at least that expression of the old metagame. Who knows how Kaldheim will actually affect Modern, but regardless, the old metagame will see turmoil and change. I expect whatever emerges from Kaldheim to be similar to the old one, but there's no way to know. So, the only thing I can do is take one last look at the old meta with the January metagame update.

January's data is a little odd. The total decks are down from December, but not by much: January has 552 decks to December's 558. Statistically, that's probably equivalent, but runs counter to my expectations. January included All-Access week and more Premier events than December, so I thought that would bring in more players. It looks like I was wrong. However, the early Preliminaries were especially small, most likely thanks to holiday hangover. A packed last week could have made up for sparse early results. I didn't check; this article requires more than enough data entry as is.

December Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck “should” produce on MTGO. To be a tiered deck requires being better than “good enough;” in January the average population was 6.90, meaning a deck needed 7 results to beat the average and make Tier 3. I'll note that this is the lowest threshold I've had so far. Then we go one standard deviation above average to set the limit of Tier 3 and cutoff to Tier 2. The STdev was 11.21, so that means Tier 3 runs to 18, and Tier 2 starts with 19 results and runs to 30. Subsequently, to make Tier 1, 31 decks are required.

It's interesting that the lowest threshold is paired with one of the higher STDev's I've had on this project. I'll tip my hand about what's happening in the data by saying that it does make perfect sense. January's data is polarizing, both in terms of its composition and (I predict) how all of you will react. An above-average number of singleton decks placed in January, which dragged down the average. The top placing deck's stats compared to everything else, then pulled the STDev up. And definitely skewed the data.

The Tier List

As mentioned, there were a lot of singletons in the sample, which means that despite the total population being slightly lower than December, January actually recorded more decks. Ten more, to be precise. Of those 80 decks, 22 beat the threshold to make the Tier list. Which is one fewer deck than in December. Which is a little odd, taken together. Again, it makes sense to me since I can see the entire data set and can see all the singletons. That said, it will make more sense to all the readers when I stop stalling and let them read the metagame table already.

Deck NameTotal # Total %
Tier 1
4-C Omnath6912.50
Hammer Time437.79
Izzet Prowess407.25
Scourge Shadow376.70
Tier 2
Heliod Company285.07
Burn264.71
Tier 3
Spirits162.90
Death and Taxes162.90
Amulet Titan162.90
8-Crab152.72
Rakdos Rock152.72
Ad Nauseam132.36
Sultai Uro122.17
Mono-Red Prowess122.17
Reclaimer Titan111.99
Sultai Rec101.81
Oops, All Spells91.63
Mono-Green Tron91.63
Jund Shadow91.63
Infect91.63
Dredge81.45
Humans81.45

So, yeah. 4-Color Omnath was the best deck. Again. And by a lot. It's up four results from even October, but at least then, Rakdos Prowess was keeping up. This is the largest disparity between the top performing deck and runner up since I started doing these regularly. Considering that it's four STDev's over the Tier 1 threshold, it might be fair to consider it Tier 0, but there's an equal chance that this is an outlier result. Remember, there were All-Access Passes available, and 4-C Omnath is an expensive deck. It is probable that a lot of players that couldn't normally play Omnath jumped at the temporary opportunity. The data recorded an uptick in 4-C Omnath results right after the passes were available, though how much of that is attributable to said passes versus there being more big events (where Omnath always shows up in high numbers) is impossible to say.

However, All-Access may go a long way to explaining why Mono-Red Prowess, a very cheap deck, managed to drop from the middle of Tier 1 to mid Tier 3. Regardless of metagame position, players can play the cheap decks anytime. Playing Money Tribal for only $25 won't happen again (maybe)!

A Consistent Narrative

However, there is one thread that I haven't discussed much, and really need to. Only one deck has been Tier 1 in every full-month update: Rakdos Monastery Swiftspear. Initially, it was Rakdos Prowess, but then in October it became Scourge Shadow. However, the central strategy of discard, burn, and Lurrus of the Dream-Den remains unchanged. It was a high performer before the companion nerf came down too. While Uro, Titan of Nature's Wrath has been getting all the press, rage, and general attention, Rakdos decks have performed better over a longer period. To the point that I'm willing to say that they're the real Best Deck in Modern. 4-C Omnath performs better, but it's clearly being helped by broken cards, and will likely see a ban at some point.

What Rakdos' quiet dominance means for Modern is unclear. This is an eminently beatable deck, and it's never been at the top of the population or power tiers. Nor does it consistently overperform on the average power ranking. But it just hangs in there. In my watchlist, I mentioned that Lurrus/Mishra's Bauble was potentially a problem, and should be scrutinized. The combo is very widespread and was the defining aspect of Modern's metagame in 2020. I don't think that Scourge Shadow warrants a ban any more than Grixis Death's Shadow ever did. However, the fact that it really was the defining deck of 2020 and is continuing to hang in Tier 1 despite 4-C Omnath's power is saying something. Is it too much?

Old Friends Return

On that note, January also saw a lot of decks return. And for no perceivable reason. Izzet Prowess had fallen off massively, going from the top deck of August to mid-Tier 3 in December. Now, it's the third-most played deck in Modern. I can't explain any of that variation. The overall format doesn't look more inviting now than December or August, so maybe players just starting remembering it existed?

Which may also explain why Burn came back. Burn's been banging around the bottom of Tier 3 since the companion nerf, before which it was one of the best decks. And most Burn lists look just like their pre-companion configurations, which is more perplexing. Some do have Lurrus, but only as a free-roll companion. No Baubles, only one Seal of Fire that I've seen. So unless Eidolon of the Great Revel and Skullcrack are suddenly better than they were a month ago (unlikely; the metagame composition is too similar), then I have no idea how it shot up to Tier 2.

Power Rankings

Tracking the metagame in terms of population is standard practice. However, how do results actually factor in? Better decks should also have better results. In an effort to measure this, I use a power ranking system in addition to the prevalence list. By doing so I measure the relative strengths of each deck within the metagame. The population method gives a decks that consistently just squeaks into Top 32 the same weight as one that Top 8's. Using a power ranking rewards good results and moves the winningest decks to the top of the pile.

One problem that's been lingering over the power system finally came to a head in January. I've been almost exclusively working with two event types so far, Preliminaries and Challenges. The system of points for preliminary record and placement for challenges worked well for those events. However, I had to confront all the Super Qualifiers and other Premier events in January. Technically, I've had some before in November, but what nobody clued me into was the size disparity between Challenges and Super Qualifiers. A Challenge rarely has more than 200 players, with under 100 being more typical. The Super Qualifiers were all over 300, and the Showcase events were similar. Saying that Challenges are worth the same as a Super Qualifier is facetious, and I had that driven home by participating in one. So, I've revised the power system.

Starting this month, and with an eye to how I'll make it all work once paper comes back, I'm adding more points to larger events. Preliminaries will still award points for record (1 for 3 wins, 2 for 4 wins) and Challenges will be scored 3 points for Top 8, 2 for Top 16, 1 for Top 32. However, Super Qualifiers and similar events get an extra point if they're over 200 players, and another one for over 400. Thus, we had one event this month award five points and several award 4. This system is entirely provisional, so if you have any suggestions, I'm open to feedback!

The Power Tiers

The first result of this change is that the data looks more like it did in November before Wizards (apparently arbitrarily) cut a round from Preliminaries. The average points in January were up thanks more to extra events happening than the new scoring system, from 873 to 1017. The average points were 12.71, so 13 makes Tier 3. The STDev was 22.37, the highest it's ever been, so Tier 3 runs to 25 points. Tier 2 starts with 26 points and runs to 48. Tier 1 requires at least 49 points. The number of decks expanded from 22 to 24, and that was a true expansion because no deck fell off from the population list.

Deck NameTotal # Total %
Tier 1
4-C Omnath14514.26
Hammer Time848.26
Izzet Prowess807.87
Scourge Shadow686.69
Tier 2
Heliod Company464.52
Burn454.42
Spirits353.44
Amulet Titan302.95
8-Crab302.95
DnT292.85
Ad Nauseam272.65
Tier 3
Mono-Red Prowess212.06
Rakdos Rock201.97
Sultai Uro191.87
Reclaimer Titan191.87
Sultai Rec181.77
Oops, All Spells171.67
Mono-Green Tron161.57
Dredge161.57
Humans161.57
Jund151.47
Jund Shadow141.38
Infect131.28
Belcher131.28

So, yeah. 4-C Omnath absolutely crushed January. It earned far more points than in November, which had more total points, decks, and events. And beat its nearest competition by 61 points, an absurdly large margin. That's a really bad sign for 4-C Omnath's Modern longevity because it reflects 4-C Omnath soaking up all high finishes.

On a more positive note, the overall distribution of points is more level. This means that Tier 2 has tripled in size, and thus reflects the overall picture far better than population did. It also tends to demonstrate that Modern is in a fairly decent place except for that big outlier sitting on top.

Average Power Rankings

Finally, we come to the average power rankings. These are found by taking total points earned and dividing it by total decks, which measures points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. Using the power rankings certainly helps, and serves to show how justified a deck’s popularity is.

However, more popular decks will still necessarily earn a lot of points. This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better. A higher average indicates lots of high finishes, where low averages result from mediocre performances and high population. Lower-tier decks typically do very well here, likely due to their pilots being enthusiasts. So be careful about reading too much into the results.

The Real Story

When considering the average points, the key is looking at how far-off a deck is from the Baseline stat (the overall average of points/population). The closer a deck’s performance to the Baseline, the more likely it is to be performing close to its “true” potential. A deck that is exactly average would therefore perform exactly as well as expected. The further away the greater the deviation from average, the more a deck under- or over-performs. On the low end, the deck’s placing was mainly due to population rather than power, which suggests it’s overrated. A high-scoring deck is the opposite.

Deck NameAverage PowerPower Tier
Jund2.503
Spirits2.192
Belcher2.173
4-C Omnath2.101
Ad Nauseam2.082
Izzet Prowess2.001
8-Crab2.002
Dredge2.003
Humans2.003
Hammer Time1.951
Oops, All Spells1.893
Amulet Titan1.882
Scourge Shadow1.841
DnT1.812
Sultai Rec1.803
Mono-Green Tron1.783
Mono-Red Prowess1.753
Burn1.732
Reclaimer Titan1.733
Baseline1.71
Heliod Company1.642
Sultai Uro1.583
Jund Shadow1.563
Infect1.443
Rakdos Rock1.333

Baseline was pretty low this time, but that's again a function of the huge number of singleton decks that only showed up as Prelim 3-1s. The addition of extra points pulled everyone up as well. But on that note, Jund and UW Spirits did better than everyone else! And then there's 4-C Omnath hitting a very high mark, thanks to very good results in the Super Qualifiers. Much higher than Tier 1 decks usually do on this chart. And that's troubling.

I keep meaning to mention, but always forget to, that Heliod Company never does well in terms of average power. It's been popular enough to hang onto Tier 1 until now, but it always underperforms. The best it ever did was its first month in Modern, and even then it was just barely above Baseline. It's a very popular deck, but more than any other deck I've dealt with, that doesn't make it a good deck. I think the popularity is a combination of the allure of its combos and ease of play. Because when I've faced it online, my losses feel like I lost, not that my opponent won. And I've beaten Company far more than I've lost. Its fall to Tier 2 may indicate other players catching onto the deck's secret weakness.

On to the New

And now we wait to see how the metagame will shift with Kaldheim. While the set became legal on MTGO last week, Kaldheim cards only starting appearing in the last two events, and thus was never going to have much of an impact. I'm aware of chatter about Tibalt's Trickery being busted, but I haven't seen it yet. I'll determine that with certainty next month. I will say that Trickery being a thing right now is coincidentally very timely, as you'll all see next week.

What’s the Deal With Zendikar Rising Expeditions?

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I was in a Discord group chat with some of my friends hanging out and playing some Halo (who would have thought I'd be spending time playing Halo again in the year 2021?) when my friend the_astro blurted out something along the lines of, "oh holy cow you guys did you know that the new expedition Creeping Tar Pit is less than four dollars right now?" After getting shot a few more times by our very own Chroberry (a Halo 2 expert, apparently), I started digging through the Zendikar Rising Expeditions to see what was what.

I know that going into the set, there was a lot of complaining on Twitter (what else is new) related to people not being a fan of their art and them bringing prices down in general, but as always I stand by the idea that investing in non-foil "bling" is a good idea. Competitive players in search of fun, unique, cards will gravitate towards cards like these - and while investing in these particular expeditions is likely a long-term investment, I think a lot of these are at a good place to start picking them up.

Okay, enough of the introduction, let's get down to business and take a look at five Zendikar Rising Expeditions I think are good spec targets.

Creeping Tar Pit

Let's start with the one that originally caught the_astro's attention: Creeping Tar Pit. This particular creature land might not be seeing as much play as it used to (I have some very fond memories of being beaten down by tar pits early on in my Magic career) but it still sees play in decks taking down 5-0 results on Magic Online during the Pandemic and I don't see it completely leaving the formats it is legal in any time soon.

There have been several Modern UB lists to make 5-0 with several copies of Creeping Tar Pit in them. VanCrow took a UB control list featuring three Liliana of the Veil, two Jace, the Mind Sculptor, and a pair of Creeping Tar Pit to a 5-0 finish in a Modern league on MTGO on 1/19/21. You have to dig back almost an entire year to find Creeping Tar Pit featuring in Legacy 5-0 lists, but I think Modern alone is reason enough to pick up copies of this creature land and hold them for awhile. It's a great backup in UB control lists if you run out of threats, and I think this art is actually pretty sweet.

You can nab non-foil copies for under $4 a pop right now in most places, and if you decide you want to pick up foils as well $9 isn't a bad buy for these. Just be sure to keep an eye on their price growth once paper play resumes so you can sell at the right time.

Celestial Colonnade

After thinking about Creeping Tar Pit, my mind immediately went to another creature land that has been the bane of my mono-red existence in the past: Celestial Colonnade. Like its counterpart, this creature land is seeing less play than it used to, but it's a powerful addition to control lists and I think it will continue to shine for the same reasons I brought forth for the tar pit.

There have been a few Modern lists claiming 5-0s on MTGO lately featuring Celestial Colonnade, like a sweet WU list piloted by Soondubu that 5-0ed a Modern League on 1/22/21 with a single copy (plus both Teferi, Time Raveler and Teferi, Hero of Dominaria), and another sweet WU list piloted by _Luks in a league on 1/19/21 also featuring a single copy (and a full playset of Stoneforge Mystic.)

Non-foil copies of these are hovering around the $5 mark, which seems like a great price to be trading into them at, and even $12 for foils doesn't seem like a bad place for these if you don't mind being patient while you wait for them to increase in value.

Grove of the Burnwillows

Grove of the Burnwillows is another one of the classic utility lands that got reprinted in this round of expeditions. A staple of Legacy Lands lists, this is a classic that isn't likely to go out of style soon and whose price is hovering around the four dollar mark for non-foils - which I think is a great price to buy and trade into.

The Uro Omnath lists that have been popping up in Modern recently tend to feature a couple copies of the Grove, like the list that Kurusu too to a 5-0 finish in a Modern league on MTGO on 1/26/21. The list looks sweet - running Yorion, Sky Nomad as a companion and featuring the Kiki-Jiki, Mirror Breaker + Restoration Angel[/combo] (and several more awesome combos.) Legacy-wise, Grove recently appeared in a 5c Loam list that Sol-e22558 took to a 5-0 finish in a Legacy league on MTGO on 1/23/21. Like many Legacy decks these days it runs several copies of [card]Oko, Thief of Crowns but also gets to sport full playsets of Chalice of the Void and Mox Diamond, which is neat.

I'm not sure how I feel about picking up a ton of copies of the foils at their current price (though if I were grinding trade tables I'd trade up into them) but like I mentioned earlier I think the four dollar mark for nonfoils is a great place to be picking them up and sitting on them long-term.

Blackcleave Cliffs

Blackcleave Cliffs was one of those lands I lusted over for my Modern decks but could never afford to easily pick up back in the day, but these Zendikar Rising expeditions have made owning cool looking copies of the card more affordable than ever!

Blackcleave Cliffs is seeing more play than ever in Modern right now, appearing in lists like a sick goblins deck that chris 0185 took to a 5-0 finish in a Modern League on MTGO on 1-26-21 and Fuuunk's Jund list that took a 5-0 in a Modern league three days later. Both of these decks are sweet as heck (especially goblins, I LOVE goblins) and rely heavily on Blackcleave Cliffs to help their mana. There are plenty of other lists relying on Blackleave Cliffs too, like the ever-popular Rakdos Death's Shadow lists, and this is one card I really believe will be seeing a dramatic uptick in price once large eternal format tournaments resume.

As always, I'm hot on picking up "bling" non-foil copies of cards for my speculating purposes, and I think the $11-$12 mark is a sweet price to be getting these at, especially if you're trading up in your buylisting adventures. Twenty dollar foils are a little out of my range when it comes to speculating, but I still think that's a decent price to get them at (especially if you want to be playing with foils in the future.)

 

The Fetchlands

Now, I want to briefly touch on the most popular of the reprints that came with these expeditions - the fetchlands. Fetchlands as a whole are in a weird spot right now, with the more popular (blue) ones commanding higher prices as usual and the others all lagging behind. Windswept Heath in particular is in a sweet spot for picking up non-foil copies.

I'm personally not going hard on any of these fetches except the ones that I want to play with, but when the opportunity arises to be picking these up in trades or at my LGS for cheap I always take it. Unless the fetches are reprinted incredibly significantly with the next reprint (we know one is coming) I think every fetch will see decent increases in price long-term, especially if major events start up in force in the next year or so. It's never a bad idea to be holding a stock of fetches.

Well folks, that's it from me this week! I hope you had a great January and are staying well and safe. Feel free to come chat with me on my Twitch stream sometime, or reach out in the QS Discord, on Twitter, or my YouTube channel. I'm always happy to talk shop! I've been playing a lot of Kaldheim since the early access event, so expect to see me touch on the new set for my next couple of articles!

Holy Moly: Kaldheim Spoiler Review

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Kaldheim is finally here and legal, and there's a lot to unpack in this relatively innocuous set. Among the cards I'm most excited for are a set of juicy effect lands, an intriguing foretell spell, some promising hate cards, and a new cycle of Gods more tailored to Modern than any previous incarnation. Let's dive in!

Landing Strip

Let me just say: we've come a long way from the days of Savannah Lions. White weenies are more pushed than ever, with today's marquee example being Usher of the Fallen, a W-costed 2/1 with relevant typing and a token-generating effect that's sure to come up over the course of a tournament.

While that about does it for pushed creatures, Kaldheim does feature a set of lands that greatly reward players for dipping into multiple colors. It seems Wizards seriously weighed the drawbacks of entering the battlefield tapped and running a multi-color manabase when they designed this cycle, as the effects they provide are probably enough to ensure the uncommons see Modern play.

Port of Karfell

First up is Port of Karfell, a tapland which produces blue mana. Later in the game, so long as players have black mana kicking around, it sacrifices itself to reanimate a creature. Reanimate a creature! On a color-producing land!

Since it enters tapped, Port is probably best-suited to combo-control decks that want to interact heavily but end the game with a reanimation effect. At present, few such decks exist in Modern. But we have decks like Ad Nauseam that happily run taplands (Temples) that advance their combo plan (in that case, by finding pieces), so I would bet Port is more of a "when" card than an "if."

It's not exactly Tier 1, but I do believe the Gyruda, Doom of Depths combo deck full of Clone effects will want this land, since it already misses turns by nature of its companion restriction. Gyruda is an "enters" trigger, and not a "cast" trigger, so even if opponents counter or strip the Kraken, Port offers players another way to access it.

Surtland Frostpyre

Like Port of Karfell, Surtland Frostpyre seems most at home in combo-control decks, but it has a much more forgiving color requirement. 2 damage to each creature is often enough to dismantle a board out of creature combo decks, so once Frostpyre hits the battlefield, opponents are likely to be wary of how they deploy threats. In this way, the land generates a tempo advantage without necessarily being sacrificed, which can compensate for entering tapped.

Then there's scry 2, a useful clause for digging up the right cards. I feel like some decks that might want this are the URx combo-control piles that replaced Splinter Twin, including Through the Breach and Kiki-Exarch. More dedicated combo strategies which lack a control bent, such as Storm, won't be interested.

Gates of Istfell

Next up is Gates of Istfell, more of a mid-game speed boost for control decks than anything. Control decks considered running Blighted Cataract in the past, and Gates gives that land a new spin: it enters tapped, sure, but then produces colored mana, and costs one less to sacrifice (sort of offsetting its primary drawback). Of course, players need to be in UW to wield it, unlike Cataract, but for decks that are, that's no problem. Celestial Colonnade: just how much worse is Gates? And would you run 5+?

Skemfar Elderhall

Skemfar Elderhall has got to be a consideration for Elves going forward. A tapland in Elves? You betcha! The deck certainly floods if its lords are removed, so having lands around to channel into board presence will be greatly appreciated. And it also mulligans into dorks, making Skemfar a good way to claw back into the game.

Most importantly, Elves will benefit greatly from both effects on this card. When it's sacrificed, they make a couple of tokens, which can be potent beaters alongside Lords or an army of buddies. And Skemfar doesn't stop there, giving an opponent's threat -2/-2. Since Elves is something of a combo deck, having the ability to remove annoying hatebears like Aven Mindcensor (which prevents searching) or Phyrexian Revoker (who can hold off an Eladamri alpha-strike) should give the deck a boost in playability.

Foretell Ur Information

The flagship new mechanic in Kaldheim, and mostly serves as a layaway-plan service for pricey spells. At least, given Dream Devourer and the large amount of unexciting three- and four-drops, it seems like that's how Wizards intended it: players can pay 2 mana when they have it, and then "complete" casting the spell at a later date. In some cases, the process leads to landing your four-drop a turn early, but it was still overpaid for in terms of mana (none of these cards have a very impressive rate). The main exception is Behold the Multiverse, a flexible instant sure to surface in the control builds that already run four-mana draw spells.

Right Back Atcha

In terms of missed opportunities, Wizards didn't get too creative with funky casting costs. But they did print a decisively funky foretell spell in Mystic Reflection, which content outlets have compared to being a counterspell, a removal spell, and a combo component all in one, joining Tibalt's Trickery as an oddball instant. Indeed, it can function as all of these things! But getting it to do everything for a deck requires some building around. Any ideas, Nexites?

Hi Hater

There's no Grafdigger's Cage or Ancient Grudge in Kaldheim! But there are a couple of interesting hate cards, and it's great to see Wizards is still exploring new design space with these.

Weathered Runestone

Weathered Runestone does come off as a Cage retrain; it costs an extra mana, which given Damping Sphere seems like the price point Wizards is comfortable with for colorless lock pieces. Still, it's not necessarily strictly worse than grandaddy Cage. While Cage only prevents creature permanents from entering the battlefield from graveyards and libraries, Runestone prevents all nonland permanents, which extends to planeswalkers, artifacts, and enchantments.

Still, I don't think that increase in reach is enough to guarantee much play for Runestone. If it prevented lands it would be a hot commodity, shutting off fetchlands (!!!) as well as utility such as Crucible of Worlds. As things stand, I can't think of many decks that cheat planeswalkers into play from the library, although Lurrus has recurred Wrenn and Six under my watch, and Whir of Invention certainly hates facing down this artifact.

Masked Vandal

Up next is Masked Vandal, a standard two-drop that pops an artifact or enchantment when it enters the fray. Also worth noting is that Vandal exiles the target, which in this day and age is a big upgrade over destroy.

What's truly unique about Vandal is its changeling ability, which lets it potentially fit into any tribal creature strategy. Changeling on a useful bear can be make-or-break, as we saw with the Humans, Merfolk, and Spirits-approved Unsettled Mariner. The only of those decks capable of producing green reliably is Humans, although we've seen the other two splash the color for Collected Company or other random tribesmen. Vandal probably won't have the same impact as Mariner, but it's definitely a card to watch out for, and one that will make its way into a few tribal lists. (Including Elves!)

Gods Forbid

Kaldheim's big selling point is the return of Gods, now in a two-sided package that gives players extra bang for their buck. While Gods have traditionally been expensive haymakers like Keranos, God of Storms, the Kaldheim ones are priced like regular Standard powerhouses, mostly sitting around the 3-4 mana mark. And they've got the added utility of being another spell should players lack even that kind of mana, a trait that makes them much more attractive to Modern decks.

Halvar, God of Battle / Sword of the Realms

Halvar is a four-mana 4/4 that grants double strike to the pilot's equipped or enchanted creatures. As a bonus, it attaches one of those already-attached cards to another creature at the beginning of combat, should players want. While that second ability's nothing to write home about, the first one definitely is, especially considering the equipment that's currently played in Modern.

Stoneforge Mystic's main objective in this format is to search up and cheat out Batterskull, a 4/4 vigilance lifelinker. With double strike, that germ turns a favorable board position into an insurmountable lead.But it's not like players even have to run a random 4/4 to assemble the combo, thanks to Halvar's other side: Sword of the Realms.

Sword is a sort-of playable equipment in its on rite, costing two mana to play or equip, and giving +2/+0 and vigilance to its holder. Even better, it returns the holder to the hand when it dies. That means Sword can be found with Stoneforge, so players only need run a single copy, and it stands to generate quite a bit of value on its own; slap one on your Stoneforge and opponents will be terrified of killing the 3/2, which now returns to the hand so it can search up a Batterskull and then loop itself all over again. In a deck with more creatures, the possibilities expand, as there are surely even better targets to grace with immortality.

Egon, God of Death / Throne of Death

Egon is a three-mana 6/6 with the drawback of taxing players to self-exiles from the grave each upkeep. By itself, Egon would be severely outclassed by Rotting Regisaur, which sees play in Unearth decks for its massive bulk. But if players can't or won't pay the upkeep cost, Egon trades into a new card, potentially even acting as a slow-trip for something more useful in tight situations. These many modes give the card added utility.

If that wasn't enough, though, Egon has a whole second side with Throne of Death, a one-mana artifact that mills pilots 1 on each upkeep. Besides generating velocity, Throne is also a draw engine, as players can pay 2B, tap it, and exile a creature from their graveyards to draw a card. As a one-mana artifact, I wonder if Throne itself doesn't have enough flexibility to make the cut in Urza-powered shells, which would have to go black to accommodate it. The milling fuels Uro and Emry, and Throne can be tapped for mana with Urza in play. Plus, there's the option of just dropping a 6/6 on dudes!

Birgi, God of Storytelling / Harnfel, Horn of Bounty

Birgi, God of Storytelling is the most combo-slanted of the Gods, and both sides seem tailor-made for a deck Wizards is supposedly allergic to: Storm. Birgi is a three-drop that adds R whenever players cast a spell, tying it in with Storm's other ritual creatures, Goblin Electromancer and Baral, Chief of Compliance. While those guys cost two and not three, they only give players an extra mana when a spell costing two or more is cast; conversely, Birgi adds a mana even when cantrips are cast, meaning the third mana spent to resolve it will probably pay for itself pretty fast on a combo turn. Still, players will have to wait an extra turn before going off, which could be a dealbreaker.

On the literal flip side, the five-mana Harnfel, Horn of Bounty gives the card some extra utility where a mana creature would be redundant or less useful. The Horn lets players discard a card to essentially draw 2 on a combo turn; in other words, it greatly reduces chances of fizzling. Having this kind of haymaking back-end may well make Birgi an attractive option over Electromancer and Baral.

Heaven on Earth

Yes, it's true: Kaldheim lacks alarm-raising brokenness, at least at first look. But there's plenty of toys here for Modern players, and it will be fun to watch the set shake itself into the Leagues over the coming weeks!

Bad Reserved List Cards Are Still Bad

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How’s everyone faring these wild Reserved List buyouts these days? Frankly, I’m baffled that the trend has extended to include unplayable cards from sets like Mirage, Alliances, and Ice Age. There were many odd, rarely-used Reserved List cards in those sets that are now being targeted on a daily basis.

I mean…Winter's Chill…really?!

There was an error retrieving a chart for Winter's Chill

Unless someone is trying to create an amusing meme, given last week was a cold one in much of the Northern Hemisphere, I can’t honestly justify ever purchasing this card. Halls of Mist at least does something easily understood (though it’s still awful). Unless you’re telling me the return of snow in Kaldheim was enough to finally make this card noteworthy? I highly doubt it.

Just as the Reddit group Wall Street Bets is swarming around stocks of companies that are really suffering, it appears the MTG equivalent has circled around many awful cards.

I can’t predict how the stock market antics will end; part of me wants to see the trend push further to see how Wall Street and Washington, D.C. handles this (seemingly) legal activity. But I do feel equipped to predict what will happen with these Magic cards.

The List

Before I dust off the crystal ball, first I want to make sure we distinguish between oddball cards with unique effects and cards that are far too complex or narrow to see legitimate play…ever. There’s a big difference.

If you want to speculate on a Reserved List card with a unique effect, I would never fault you. Especially if the copies you’re purchasing are near bulk. Hindsight is 20-20, and this card has already spiked, but I’ve mentioned Jabari's Influence in past articles. The card does something fairly unique in white: it steals creatures. It even does so at instant speed, no less! That’s one that is not interchangeable and merits a little speculation.

There was an error retrieving a chart for Jabari's Influence

But I am far less impressed with a card like Aku Djinn. The downside on this card is sizable and requires a bunch of extra work for you to negate it. What’s more, five mana for a 5/6 trample isn’t an impressive set of stats anymore.

There was an error retrieving a chart for Aku Djinn

Bloodgift Demon, Shadowborn Demon, and even Abyssal Persecutor seem like far superior options nowadays. The only thing Aku Djinn has going for it is that it’s on the Reserved List.

Other cards I am rolling my eyes at include the aforementioned Winter's Chill, Pygmy Hippo, Weakstone and Mightstone, Prismatic Lace, Gustha's Scepter (at least this artifact costs 0…that counts for something), and Unfulfilled Desires. The list truly goes on and on, but these give you a feel for the kind of chaff I’m ignoring.

Every time we see a terrible card like this spike, we need to overcome the initial gut reaction of FOMO. I’ll admit a couple of these have made me frown—oh well, I’d rationalize, I guess I won’t be owning that card anytime soon. It’s important to acknowledge that we weren’t in the loop on a given buyout, but then quick remind ourselves that we will never need the given card to begin with. Especially not these horrendously bad cards from Magic’s distant past.

What and When to Buy

Let’s all hold hands and agree upfront that chasing any buyout of a bad Reserved List card does not require action. There’s no need to panic and purchase up overpriced copies of Aku Djinn just because the cheapest near mint copy on TCGplayer suddenly costs 300% more than it did the day before. This is the kind of reaction the speculators want you to have. The emotions must be overcome.

To offset this, I have two suggestions on how to react proactively and productively to these buyouts.

First, if you truly can’t shake the FOMO feeling, you could spend some energy researching the internet to see a) how thorough the buyout was, and b) if there are any lingering copies at their previous, near-bulk price.

Often times when a card initially pops on MTG Stocks, it’s because lightly played and near mint copies were bought out from TCGplayer. Moderately played and heavily played copies are usually left behind because buying them doesn’t impact the displayed price. If you truly won’t be able to sleep at night because you don’t own a Phyrexian Portal and it is bought out, you could settle for a played copy for your collection. Just be careful: doing this will feed right into the speculators’ plan. They expect other people to clean up HP/MP copies of the card in a panic, truly completing the buyout without having to spend money on the less collectible copies of the card.

There was an error retrieving a chart for Phyrexian Portal

If you’re unsure about buying the card, you could also research how many copies are still in stock on other sites. I’ve found many times TCGplayer will be cleaned out, but dozens of copies of a card will remain posted on eBay, Star City Games, Card Kingdom, ABUGames, etc. TCGplayer is usually hit first, but you can rest assured it doesn’t mean the card is suddenly unobtainable.

I remember recently when Vesuvan Doppelganger spiked and I started experiencing some regret for now picking up more copies “when I had the chance.”

There was an error retrieving a chart for Vesuvan Doppelganger

Then I noticed there were still plenty of copies for sale, especially if I was willing to accept heavily played condition. ABUGames literally has over 100 copies in stock; granted, they doubled their price since the initial spike, but it’s still reassuring to see.

Does it hurt to suddenly have to pay twice as much as before? Of course. But I don’t have to actually pull the trigger on buying any. Sometimes it’s just reassuring to see that the buyout wasn’t complete and that there will be no difficulty obtaining a copy in the future should I want one. That’s often enough to calm my anxiety.

The second productive response is to think of other cards in a similar category that hasn’t spiked yet, that you may want for your collection. Once again I have the gift of hindsight, but if I saw Vesuvan Doppelganger spike, I could have considered other Revised Reserved List rares and picked a couple up just in case. Or maybe I could have bought Morphling, another five mana blue creature from Magic’s past, and bought a few of those.

There was an error retrieving a chart for Morphling

Spending money on cards that haven’t spiked (yet) seems like a far better value for my dollar versus chasing something on the rise. You could always browse TCGplayer for rares from a given set, sort by “best selling”, and look for Reserved List cards towards the top. Chances are these are the ones being targeted or prime candidates to be targeted, and you could grab your copies before the FOMO sets in.

For example, here are search results for Visions:

Natural Order and Desertion aren’t on the Reserved List, but they sure are playable. Perhaps those are worth keeping an eye on. Retribution of the Meek is already pricy, but it has a unique effect that has merit. If you want to go for true bulk, you could browse listings for Suleiman's Legacy and Elkin Lair, which appear to be selling reasonably well and still near bulk.

There was an error retrieving a chart for Elkin Lair

Everything you buy with this strategy may not suddenly spike to $10. But the practice will help you avoid the FOMO of purchasing overpriced cards that already spiked.

Oh, and this strategy may also help you uncover newly listed copies of a bad Reserved List card that already spiked. Diamond Kaleidoscope already saw some targeted buying. But that was a few days ago—maybe some stores will post their copies near the “old price” and you’ll be able to get that copy for your collection after all. (I checked: that $0.55 listing is for a damaged copy…I’ll leave it up to you whether or not you want to play the damaged lottery on this one.)

Wrapping It Up

The dominoes continue to fall as new Reserved List cards spike on MTG Stocks each and every. Yesterday (Sunday) the list included Jabari's Influence, Nova Pentacle, and Unfulfilled Desires. Tomorrow it can be a smattering of other cards most players have never heard of.

The key to avoiding FOMO here is to think more productively about how you want to react to these movements. Most of them are forced, and many target cards you’d not likely ever put in a deck. In these cases, it’s critical to remind yourself of the silliness of these buyouts and to remain focused on cards you do want to play. That will help a great deal.

If you feel the urge to buy something in response to recent activity, I’d suggest looking for played copies and browsing other sites outside of TCGplayer for copies at the “old price”. Or, better yet, search for cards with unique effects that haven’t spiked yet and pick up a copy or two just in case. This could be a great way of spending some store credit at sites like Star City Games, Channel Fireball, Card Kingdom, and ABUGames.

Whatever you don’t, don’t panic and chase after these unplayable cards. Just like Gamestop and AMC stocks, most of these cards will drop back down in price again given enough time. They’re all the rage today, and serve a psychological purpose, but their fundamentals remain the same as before: awful. (Note: this isn’t stock advice. Please consult your financial advisors on how to invest in stocks.)

The terrible Reserved List cards dropped after their buyouts in 2018; I have no reason to believe they won’t do so again in 2021. The cards may climb a little higher this time, and their retracement may take a little longer. But in no universe do I believe Winter's Chill will be an $8 (or higher) card forever. These will come back down, and not just due to the Spring thaw either.

January ’21 Brew Report, Pt. 1: Drink Challenge

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It's a new year for Modern, and brewers haven't wasted a moment's time. Early January's biggest novel developments were among attacking decks, ranging from basement-low Swiftspear decks to grindier Uro piles while featuring a rare twist that's been murmured about since the format's creation!

Sligh Fox

Let's start from the bottom. Mono-Red Prowess and its offshoots are old news by now, but some newcomers to the Modern card pool and the metagame shifts they bring along seem to be shaking up the hit-'em-fast hierarchy quite a bit.

Mono-Red Pest, XORIAN (5-0)

Creatures

4 Wayward Guide-Beast
4 Goblin Guide
3 Legion Loyalist
4 Monastery Swiftspear
3 Signal Pest
4 Soul-Scar Mage

Artifacts

4 Mishra's Bauble

Sorceries

4 Lava Spike

Instants

3 Burst Lightning
3 Lava Dart
4 Lightning Bolt
4 Mutagenic Growth

Lands

2 Bloodstained Mire
7 Mountain
3 Sunbaked Canyon
4 Wooded Foothills

Sideboard

1 Sunbaked Canyon
4 Light Up the Stage
3 Searing Blaze
1 Searing Blood
4 Smash to Smithereens
2 Soul-Guide Lantern

First up is Mono-Red Pest, a deck that dilutes the Prowess core with more creatures, among them Modern's latest Goblin Guide: Wayward Guide-Beast. But I do mean "dilute," and not "refute"—pure aggro aspirants would still be silly not to include reigning poke champ Monastery Swiftspear, even if it's unlikely to be a hasty Tarmogoyf from turn to turn. Between Swift, Guide, and Guide-Beast, the deck has boasts of hasty pressure just begging for a pump effect.

Here, that role is entrusted to Signal Pest, which grows all attacking creatures on the turn it swings. (Yes, with Mox Opal banned, I really feel like I need to explain what Signal Pest does.) Pest has its own drawbacks, of course; the artifact lacks haste itself, and is extremely frail. But at just a single mana investment for a pump effect that provides around 2-4 extra damage per turn and stacks, it does seem like a bargain, even if XORIAN found themselves running the less-than-optimal Legion Loyalist as an extra pump-able body. Then again, who knows? With Lingering Souls on the rise (don't touch that dial), perhaps token evasion is at last valuable enough to justify this pick by itself!

Gruul Sligh, BOLDY44 (5-0)

Creatures

2 Bloodbraid Elf
2 Bomat Courier
3 Eidolon of the Great Revel
4 Goblin Guide
3 Klothys, God of Destiny
4 Monastery Swiftspear

Sorceries

4 Lava Spike
3 Rift Bolt
3 Skewer the Critics

Instants

4 Atarka's Command
4 Lightning Bolt
2 Searing Blaze
2 Skullcrack

Lands

2 Bloodstained Mire
4 Copperline Gorge
1 Forest
4 Mountain
2 Stomping Ground
3 Sunbaked Canyon
4 Wooded Foothills

Sideboard

1 Searing Blaze
1 Skullcrack
2 Blood Moon
1 Boil
2 Cindervines
1 Damping Sphere
4 Relic of Progenitus
1 Roiling Vortex
2 Smash to Smithereens

Gruul Sligh ditches the disruptive power of Blood Moon and extends into green, gaining a higher-impact creature suite finely tuned to take full advantage of Atarka's Command. Rather than focus on pump effects like the Pest deck, this strategy combines recurring damage sources such as Klothys and Eidolon with bursts of damage from the instant and sorcery suite.

The shift to Klothys and Bloodbraid Elf specifically signal readiness for a metagame raising its count of one-mana removal spells, as one might expect it to with glass-cannon, Infect-style decks such as Hammer Time performing well for the first time ever. Path, Bolt, and Push are great against that deck, but also happen to be great against 4/5 Swiftspears. Dipping into value creatures punishes opponents for leaning too hard on removal spells in their crusade against aggro.

Between the Pest deck, this new Gruul construction, and Burn decks now trying out 2 Roiling Vortex in the mainboard, it seems red-based aggro is again getting a significant this month!

Stuck in the Middle with You

Midrange has always been Modern's calling card as much as aggro, although it rarely takes the heat—indeed, when Splinter Twin was banned, you'd have thought the Library of Alexandria itself had been burned down. Here are some new spins on Mardu and, yes, Temur for the new year.

Mardu Stoneblade, BODINGLE (5-0)

Creatures

2 Rankle, Master of Pranks
4 Bonecrusher Giant
4 Seasoned Pyromancer
4 Stoneforge Mystic

Planeswalkers

1 Chandra, Torch of Defiance

Artifacts

1 Batterskull
1 Embercleave
1 Sword of Feast and Famine

Sorceries

1 Dreadbore
3 Inquisition of Kozilek
2 Lingering Souls
1 Smiting Helix
4 Thoughtseize

Instants

2 Fatal Push
4 Lightning Bolt
2 Terminate

Lands

1 Arid Mesa
3 Blood Crypt
4 Bloodstained Mire
1 Castle Embereth
1 Godless Shrine
1 Graven Cairns
4 Marsh Flats
1 Mountain
1 Needleverge Pathway
1 Plains
1 Sacred Foundry
1 Savai Triome
1 Silent Clearing
2 Swamp

Sideboard

1 Angrath, the Flame-Chained
2 Cleansing Wildfire
1 Feed the Swarm
2 Kaya's Guile
2 Magus of the Moon
2 Pithing Needle
3 Remorseful Cleric
2 Wear // Tear

Jund never really goes away, even though we've heard about the tried-and-true Rock strategy recently converting to Rakdos. But there are proving to be even more viable ways to run Rock this month, including Mardu Stoneblade. Seasoned Pyromancer, Bonecrusher Giant, and Lingering Souls all provide bursts of value as well as prime bodies to hold equipment. But the flashiest tech here is Embercleave.

When it was spoiled, I remember the six-mana equipment being mostly assessed in terms of how easy it would be to reduce its cost with its own ability, and then more or less abandoned. But Stoneforge cheats it out by itself, not to mention tutors it up to begin with. And it turns out double strike and trample is pretty sick on a 4-power creature that already killed an opposing critter with its front half! Even better: attaching Embercleave to Rankle, Master of Pranks. Double strike lets the Faerie draw blood twice, which means stacking its effects for some real fun.

Nightpack Uro, YASHIMORO (3-1, Preliminary #12242654)

Creatures

2 Nightpack Ambusher
3 Snapcaster Mage
3 Uro, Titan of Nature's Wrath

Planeswalkers

1 Jace, the Mind Sculptor
1 Tamiyo, Collector of Tales
3 Wrenn and Six

Sorceries

1 Hour of Promise

Instants

2 Aether Gust
3 Cryptic Command
4 Growth Spiral
3 Lightning Bolt
4 Mana Leak
3 Opt

Lands

1 Breeding Pool
1 Castle Vantress
2 Field of the Dead
1 Forest
2 Island
1 Ketria Triome
1 Lonely Sandbar
4 Misty Rainforest
1 Mountain
2 Mystic Sanctuary
1 Reflecting Pool
3 Scalding Tarn
1 Snow-Covered Forest
2 Snow-Covered Island
1 Steam Vents
1 Stomping Ground
1 Tectonic Edge
1 Wooded Foothills

Sideboard

1 Aether Gust
3 Anger of the Gods
1 Ashiok, Dream Render
4 Cleansing Wildfire
4 Madcap Experiment
1 Platinum Emperion
1 Veil of Summer

It wouldn't be a brew report without some new way to wield the terrifying Uro, Titan of Nature's Wrath. This week, that honor goes to  Nightpack Uro, a typical Temur pile with an unconventional alternate win condition. Nightpack Ambusher is M20's answer to Huntmaster of the Fells, a four-mana Wolf with plenty of applications in reactive blue decks. Among them:

  • Deploying at instant speed so players can keep up mana for countermagic
  • Rewarding players for playing reactively by pumping out tokens, as would Bitterblossom or a planeswalker
  • Providing a sizeable body for both attacking and blocking
  • Flashing in during combat to eat a creature on defense

At its best, Ambusher goes where many Restoration Angels have gone before, "ambushing" an attacker and then providing value. 4/4 are pretty impressive stats to have on a flash creature, and getting the Wolf token every turn on top of that actually gives this creature what it might need to beat out the planeswalkers it competes with.

In metagames where 4/4 isn't likely to feast on much, it's surely worse, just as Huntmaster would be better if players needed to gun down armies of utility creatures that weren't doing much crashing in. In fact, I did notice a similar Temur Uro list running a pair of Huntmasters to fulfil such a modified role. But right now, them swinging Swiftspears sure is looking like a snack!

Like Liquid Gold

Way back when, before Modern was even announced, I was just dabbling in Magic and aimlessly picking up cards I thought looked cool. Among them was a brand-new playset of Liquimetal Coating. There are tons of efficient artifact removal cards, after all, and what a trip it would be to gun down enemy lands with them!

I did try the deck in Modern, as others have, and to decidedly middling results. The card itself did leave a small imprint when Karn, the Great Creator was released and Mycosynth Lattice banned, as Karn's +1 combo'd with Coating to destroy one land per turn. But now, suddenly, Liquimetal Ponza the deck is putting up finishes. And it owes this newfound success to Thieving Skydiver.

Temur Liquimetal, 603LEB (5-0)

Creatures

4 Thieving Skydiver
4 Arbor Elf
1 Birds of Paradise
4 Bloodbraid Elf
4 Seasoned Pyromancer
2 Uro, Titan of Nature's Wrath

Planeswalkers

4 Karn, the Great Creator
1 Wrenn and Six

Artifacts

3 Liquimetal Coating

Enchantments

4 Blood Moon
4 Utopia Sprawl

Instants

3 Abrade
2 Ancient Grudge

Lands

2 Breeding Pool
5 Forest
4 Misty Rainforest
1 Mountain
2 Stomping Ground
2 Windswept Heath
4 Wooded Foothills

Sideboard

1 Liquimetal Coating
2 Boil
1 Engineered Explosives
1 Ensnaring Bridge
1 Grafdigger's Cage
2 Lightning Bolt
1 Pithing Needle
1 Relic of Progenitus
1 Tormod's Crypt
2 Veil of Summer
1 Walking Ballista
1 Wurmcoil Engine

Temur Liquimetal is a turn-two Moon deck with a twist: it turns your permanents into artifacts and then blows them up. Among said permanents are your basic lands, which Thieving Skydiver will happily swipe for a single mana. Destroying a land is nice, but ramping at the same time can quickly spiral out of control, especially with high-impact mana sinks in the picture. With Liquimetal present, this creature can steal any permanent. And even without the Coating, Skydiver can come down and take Colossus Hammer all for itself, equipping it for free to boot.

As for mana sinks, Uro's one, sure, but there's also Karn, the Great Creator, which adds redundancy to Liquimetal Coating... and even tutors it, giving this deck a whopping seven pseudo-copies! This deck isn't even necessarily a fluke, as beyond league finishes, it placed in a Preliminary.

Now, I did say Liquimetal Ponza owed its success to Skydiver. But I wouldn't fault the skeptical for taking one look and attributing its high finishes to the presence of Uro, Titan of Nature's Wrath. That's why we've got one more deck to check out:

Grixis Liquimetal, DAIBLOXSC (5-0)

Creatures

4 Jace, Vryn's Prodigy
3 Thieving Skydiver
2 Lurrus of the Dream-Den

Planeswalkers

4 Karn, the Great Creator

Sorceries

3 Inquisition of Kozilek
2 Thoughtseize

Instants

4 Abrade
1 Cling to Dust
3 Fatal Push
4 Kolaghan's Command
4 Thought Scour

Artifacts

3 Liquimetal Coating
4 Mishra's Bauble

Lands

1 Blood Crypt
2 Bloodstained Mire
2 Darkslick Shores
4 Polluted Delta
2 Scalding Tarn
2 Snow-Covered Island
1 Snow-Covered Mountain
2 Snow-Covered Swamp
1 Steam Vents
2 Watery Grave

Sideboard

1 Liquimetal Coating
1 Thoughtseize
2 Aether Gust
2 Ashiok, Dream Render
1 Batterskull
2 Collective Brutality
1 Damping Sphere
1 Ensnaring Bridge
1 Narset, Parter of Veils
1 Pithing Needle
1 Soul-Guide Lantern
1 Tormod's Crypt

Look, Ma! No Uro! And no Ancient Grudge, either. Grixis Liquimetal instead maxes out both the flexible Abrade and the now-gamebreaking Kolaghan's Command, also running Lurrus of the Dream-Den to recur lost Liquimetals or whatever else, including Skydivers. Then Jace, Vryn's Prodigy sifts through the deck to de-clunk triple-Command hands, while targeted discard buys time for the engines to come online.

Drink Up

It would seem Modern's staying hydrated. Are you? Keep healthy readers, and we'll see you soon for the January wrap-up... and some final thoughts on the new expansion!

Insider: Other Side of the Coin

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Way back in 2016, I wrote a piece called Strike While the Iron is Hot. At the time, I was hearing from a lot of people that their collection's value had gone up and then prices started to dip back down and people wanted to sell what they had to lock in profits. The Warren Buffet quote I used at the time was “We simply attempt to be fearful when others are greedy, and to be greedy only when others are fearful.” 

At the time, many MTG financiers were on the fearful side. Looking at all the Reserved List buyouts happening now, I am now firmly in the opposite camp. I am a seller rather than a buyer right now. It seems that those buying out RL cards aren't even that selective in their choices. Cards that see no play in any format are doubling or tripling in price, simply because they are on the Reserved List and people are suffering from Fear of Missing Out (FOMO).

I have put up more of my personal collection in the past 2 months than I had in the previous 2 years. I should be honest though, as my willingness to part with cards I never thought I'd part with is only partly driven by the potential to make massive profits on my purchases, but mostly because as I have gotten older. My family has grown and I have less time to devote to Magic as a whole.

There was a time in my life when I was at a store playing some format of Magic for 6 out of 7 days of the week, now I am lucky to make it once every other week (pandemic withstanding). I can't justify holding onto thousands of dollars of cards that just sit in my safe doing nothing when I could put that money into other more pressing concerns. Many of my friends are in the same boat; our "no proxies allowed" mentality when it came to Commander has become far more lax, and we currently allow proxies if you own any copies of the card.

There was an error retrieving a chart for Underground Sea

Perhaps we are passing the torch to the next generation of Magic players, younger people who can devote the amount of time we used to; or perhaps we simply understand that given the state of the world having access to the liquidity of cash far outweighs the pride of playing a real Underground Sea.

So far, most of the Reserved List cards whose prices have jumped significantly were not bulk to begin with, and are all cards that are likely to be seen in competitive Commander or cEDH decks. That isn't to say that many don't see play in casual Commander decks, just simply that the cards jumping in price tend to be far more on the competitive side. It's also very important to note that the US government recently gave most of the adult population $600 in stimulus, with many people spending it on investments. If you are a gainfully employed Magic player with disposable income, it makes sense to splurge on some of the higher-end cards you've been missing in your decks, especially when the money was "free." With all this being said, there are some cards I'm surprised have not jumped yet, so my suggestion is if you want a personal copy you'd best buy them now.

*Please don't try to corner the market on any of these, as that's not what we promote here at Quiet Speculation.

There was an error retrieving a chart for Survival of the Fittest

The buy-in for this card is already very high sitting at around $200, but the power level on this card is just absurd. It was one of the key pieces in the old RecSur deck of old type 2, which was a deck that utilized Survival of the Fittest and Recurring Nightmare to create powerful loops of creatures. With Recurring Nightmare banned in Commander and almost certainly never coming off that list, I wouldn't waste capital buying up copies.

Survival however is not only legal in Commander, it tends to find a home in many of the powerful green/x decks in the format. We all know how in-demand tutoring is in the format, so repeatable tutoring that happens to fill your graveyard is very easy to abuse. Survival is also part of the "Blood Pod" cEDH deck, which is one of the most powerful decks on the cEDH tier list. The one thing holding this card back is that WotC has printed a fair number of cards that while not as powerful serve as cheaper options for similar effects; namely Fauna Shaman and Birthing Pod.

There was an error retrieving a chart for Cadaverous Bloom

Another powerful card that was the backbone of the most powerful deck in standard at the time, ProsBloom. Cadaverous Bloom has already doubled up in 2020, but it went from $3 to $6. That being said, it is nowhere near as ubiquitous as Survival of the Fittest, but it is still very powerful. It is a powerful mana engine that doesn't have any close non-Reserved List options. It is limited to decks that run green and black so it isn't as easy to fit into decks, but it is extremely powerful and it is the type of card that could easily skyrocket with the right commander being printed. This is a card that I've picked up a fair number of copies over the years and just stashed away.

There was an error retrieving a chart for Lifeline

This is one of my pet cards, but also one I'm amazed hasn't been hit with the buyouts yet. Currently, it is sitting around $15-$22 range depending on condition and it is an artifact that is great in any deck that plays creatures that replace themselves. Its current price has been relatively stable since 2018 which tells me that there is plenty of demand for the card at its current price.

Conclusion

In all honesty, it was actually difficult to find even three cards that are on the reserved list, see some Commander play, and haven't already jumped significantly in the past year. I have put all 3 of the cards in various Commander decks I have built through the years and all three earned their right to be in each respective deck. Are there any that you think I missed? Please feel free to comment below.

Practical Experience: MTGO All-Access Week

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As January comes to a close, it's time to start looking forward to the new Modern. Kaldheim hits shelves next Friday, and while its impact on Modern will be muted, there will be new brews and deck adjustments which will cause some turbulence. The only question is whether there will be a major change, either from a major deck retool or something new emerging. I'm skeptical of the latter, but Modern's cardpool is far too deep to be certain. At least there's no Oko or Uro this time!

Thus we're in that weird period between the death of the old normal and the birth of the new. Next week's update will close the book on that metagame, but until then, we might as well explore the current one. Fortunately, Wizards gave me the perfect opportunity to do exactly that.

Last week was Super Qualifier week on MTGO. These are PTQ level tournaments that award two invites to... whatever they call the Arena version of... Players Tours? (Is that what they're called now? I've lost track.) Anyway, normally this would only mean that my data is going to get a huge boost from a very competitive event. However, for unknown reasons, this round included All-Access passes. Normally associated with Eternal Weekend, the passes are exactly what they sound like, granting access to every non-promo card on MTGO. Meaning you can play whatever deck you actually want for the duration of the pass. Naturally, I scooped one up and went on an MTGO bender. And today I'm sharing what I learned.

Getting a League Up

My All-Access play was centered on Leagues, as my schedule doesn't sync with the rather odd scheduling of preliminaries and challenges. Early morning or late night I understand; it's a global game, and all world citizens should get a chance. Starting in the middle of the afternoon, though? That's just weird! With Leagues, I can squeeze in matches throughout my work day, which is perfect for my odd downtimes. It also gave me the flexibility to explore multiple decks and formats. Understandably, I played more competitive Magic the past week than over the entirety of the pandemic. It's been a long 11 months and 11 days since my last big tournament (local Modern $1K), and I really needed to shake off the rust. And Leagues are great for that.

Naturally, All-Access meant that I also played a wide variety of decks. That's just getting your money's worth. I didn't test every deck, obviously, and in Modern particularly I was looking to test towards the Friday Super Qualifier, the only one I could attend. And I did learn a lot about the decks I tried. However, testing also left me with a lot more questions about the MTGO metagame than before. Here's a rundown on the decks I tested, in order of testing.

Hammer Time

Hammer Time is basically Infect: they have the exact same gameplan. Sometimes, it's literally Infect thanks to Inkmoth Nexus. Unlike Infect, it's actually having metagame impact right now. Also unlike Infect, I'm skeptical that it will maintain much of a presence in Modern. I was underwhelmed by Hammer Time and moved on pretty quickly.

On the one hand, I get why it's getting play. The deck has insane explosive potential. I got my only turn 2 win in competitive Magic ever by dropping Ornithopter and Sigarda's Aid turn one, then two Colossus Hammers against Tron. There's also a very convoluted way to win via Inkmoth on that turn, but it's so unlikely I discount it. There are a lot of ways for Hammer to win turn 3, and in a format where the best deck wants to spend the first few turns establishing its mana, that ridiculous speed is a huge advantage.

However, the longer the deck takes to kill, the worse it gets. Hammer Time's cards are all very weak on their own. Colossus Hammer is unequipable without either Aid or Puresteel Paladin, and Hammer is the main kill condition. If the cheating equip-cost plan fails to materialize, there's nothing left. The threat of a win materializing from nowhere is very powerful, but if the opponent calls that bluff, Hammer Time is sunk. Worse, any non-toughness based removal kills everything. It's more all-in than Infect ever was, because Infect has more actual threats and ways to protect that threat. As a result, Infect can hang in any metagame while I don't think Hammer Time can. Infect has proven ability to fight through removal, but I haven't seen that from Hammer Time.

I genuinely think that Hammer is being propped up by 4-Color Omnath decks being Tier 1 and Lurrus of the Dream-Den as a companion. The first half is crucial because black removal is on the low ebb while red is riding high. As of writing, MTGTop8 says 39% of decks play Lightning Bolt and only 17.4% Fatal Push. Aid lets Hammer play around Bolt, but not Push, and Omnath is keeping black midrange down. It's also a very slow deck, so Hammer has the chance to get those fast wins.

The second is because if anything goes wrong, Lurrus is the only saving grace. And it is Lurrus specifically, not Lurrus plus Mishra's Bauble. It's the only option to push through removal since there are so few real cards in Hammer Time. Smart opponents, given the option, will ignore every card but Hammer and Paladin. Lurrus is a plausible backup plan and is keeping Hammer Time viable. If anything happens to Lurrus or the metagame changes, I don't think Hammer Time can survive.

Death and Taxes

I know Death and Taxes well and felt that it was still a strong deck in the metagame despite losing ground. My testing confirmed that against the non-combo decks it was still a very strong choice. Most of the combo decks can push through Thalia, Guardian of Thraben pretty easily. Archon of Emeria is very strong, but Belcher can beat that too. DnT is fully capable of beating combo decks (that's exactly what my Legacy version was doing all week), but to be good against the overall Modern metagame, I can't play all the anti-combo cards. They take too many sideboard slots and are too narrow in Modern's context. I was debating just pushing forward and hope to dodge combo after a few 4-1 results.

However, I also figured out why DnT had dropped off so much despite being a strong deck. DnT can grind through anything in the current meta (combo aside), but it's not easy. You have to maximize every mana, sequence properly, and know what to play around. This is especially true against Omnath, and while I think DnT is actually favored, it's not favored by much and can still lose easily. Which is how it goes with Legacy DnT, but right now Modern has so many decks with complete free-roll plays that I don't blame anyone trying for easier decks. With my eye back in on DnT, I took the opportunity to try something I actually wanted to play.

UW Spirits

I haven't played Spirits in over a year. Not because I thought it was bad, but because I don't have ~80% of the cards online. And like I've said many times, I don't want to put money into digital cards. However, I've theorized that it would be a very strong deck in the Uro-centric metagame before. From experience, I know that Spirits is very strong against slow decks. Spell Queller is superb against big spells, and Rattlechains lets you play around everything. Remorseful Cleric even gives Spirits maindeckable graveyard hate. With cost no longer being an issue, of course I was going to play Spirits. I didn't know how to build Spirits for the current metagame, so I just copied MTGO Trophy grinder and Spirits specialist DoctorQueller's list. I opted for Auriok Champion over the Burrenton Forge-Tender but made no other changes all week.

And I was rewarded with the only 5-0 of the week. Hooray me. I hold that Spirits is very well-positioned, and anyone looking for disruptive creatures would be amiss not to give it a try. However, I was wrong about why Spirits was good. Queller is too slow in a lot of matchups these days. Rather, the best card in the current metagame is Shacklegeist. Most of the top decks win with a single threat, often heavily boosted. Shacklegeist efficiently neutralizes those threats, and can be used offensively too. I hit a lot of Hammer Time and Scourge Shadow prior to the Super Qualifier and didn't drop a match thanks to Shacklegeist.

Bant Stoneblade

I have a soft spot for Bant decks. I love them and have all the cards. However, I never do well with them. They just don't work when I try them out. So when I saw that Bant Stoneblade was putting up numbers in early January, I was surprised. And when given the chance, I had to try it out. And it didn't go well. Worst results of any tested deck. It might have been my inexperience, or my matchups, but I struggled to win with Bant Stoneblade. The non-Uro threats were too underpowered relative to the meta, and there weren't enough hard answers for the control plan. At the same time, it felt like Uro wasn't supported enough, as though the deck was trying to be too many things. I was significantly disappointed.

Lessons of the Qualifier

Given that my best results was with Spirits, it was natural that I'd run it in the Super Qualifier. I've been dying for some real competitive Modern but again, won't shell out for cards online, so that wasn't an option until the All-Access passes. Humans had not been winning enough for me to try before then. And the tournament was massive: 431 players signed up for 10 rounds. Plus Top 8. For an event starting at 4 PM Mountain. That was up from the previoius Modern Super Qualifier's 375. This has actually led me to rethink how I allocate points for the metagame breakdown, but more on that next week.

The Tournament

My tournament did not go well, and I dropped at 3-3. I knew that 7-3 could make prizes, but was out of Top 16 contention, which was not a deal-breaker. However, I also knew that my tiebreakers had to be terrible, because only the opponent from last round was still playing; assuming tiebreakers work on MTGO as they do in paper, I had to be at the very bottom of the 3-3's. This meant I would most likely be playing off-meta decks I wasn't prepared for, and since that's what I'd lost to, I didn't want to prolong my suffering.

My rust definitely showed and I made a fair number of mistakes, though the play mistakes weren't enough to actually cost me games. What cost me were incorrect keeps in my last two losses. They were okay hands, but didn't work given what my opponent was doing in sideboard games, and I feel that I should have known that. However, again I am too rusty to make a definitive call there. However, despite doing poorly, I was so elated to be playing competitive Modern again that I really didn't care.

First round was a loss to 8-Crab Mill. In game 1, my opponent has three crabs on turn three, and that's not really raceable. Game 2 I'm 1 damage short, and I feel like I missed it somewhere. Alternatively, one more counterspell wins the game. Also, I was very annoyed because I'd been playing a single Gaea's Blessing in DnT for this very deck, but hadn't seen Mill in the Leagues and didn't bother with Spirits. Huge tilt there.

I then got three quick wins against Amulet Titan, the UW Spirits mirror, and Izzet Prowess thanks to Shacklegeist buying lots of turns in the races. The second loss was against Fires of Invention Taking Turns, which won thanks to drawing several Fires to get around my answers games 2 and 3. Then I lost to Grishoalbrand when game 1 saw two combo attempts stopped before Lightning Ax on Queller won the game. Game 2, an accelerated Through the Breach into Emrakul, the Aeons Torn wrapped things up. Spirits is very strong against the metagame decks, but struggles against anything off meta.

Updating Spirits

After the qualifier, I would not run back the same list I played. There were problems with casting my spells and the sideboard needs adjustment.

UW Spirits, Test Deck

Creatures

4 Mausoleum Wanderer
3 Spectral Sailor
4 Rattlechains
4 Shacklegeist
4 Supreme Phantom
3 Selfless Spirit
4 Skyclave Apparation
4 Spell Queller
4 Drogskol Captain
2 Glasspool Mimic

Artifacts

4 Aether Vial

Lands

4 Flooded Strand
4 Seachrome Coast
3 Cavern of Souls
2 Hallowed Fountain
2 Plains
2 Island
1 Moorland Haunt

Sideboard

3 Path to Exile
2 Pithing Needle
3 Auriok Champion
2 Rest in Peace
1 Damping Sphere
1 Remorseful Cleric
1 Selfless Spirit
2 Force of Negation

Spirits always felt like it wanted 20.5 lands, not 20 or 21. Glasspool Mimic makes that a reality. I cut a Selfless Spirit and a Moorland Haunt to fit in two Mimics. Selfless was relevant the least, and the second Haunt is fairly superfluous. It also choked me on colored mana several times and nearly cost me games. I put the Selfless into the sideboard in place of an unneeded Cleric. Damping Sphere isn't so effective against the combo decks that actually see play right now, and big mana is also down, while Pithing Needle was a clean win against Belcher in Leagues will also being effective against a huge number of decks. I'd be much happier running this version of Spirits.

And So It Ends

It was nice getting the freedom to really explore the metagame we currently have right before it changes with Kaldheim incoming. Again, I think the shift will be small, but there's no way to know this earyl. We'll all see in a few weeks.

Stop and Sell Something Already

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Another week has passed by, and another round of Reserved List buyouts occurred.

When the 17th largest weekly increase is still a rise of 283.44%, you know there is rampant speculation going on. Many of the playable cards had already risen to new heights; now, some purely collectible, yet largely unpayable cards are rising in turn.

For example, have you read Ice Cauldron, the top Reserved List mover this week? I mean, look at the thing! It’s basically War and Peace squeezed onto a card. No one is buying this thing to play.

There was an error retrieving a chart for Ice Cauldron

You may counter that TCGplayer’s market price is inflated and manipulatable. These numbers don’t accurately reflect what you could sell these cards at. That would be a fair pushback. But look at some of the market price increases from last week!

There it is again, Ice Cauldron at the top. Of course $4.39 (market price) is a far cry away from $14.50 (TCG mid price). But the trend is the same: dozens of Reserved List cards are climbing in price and selling at higher prices than before.

That’s where I come in. This week I’m going to remind you to follow the old mantra, “Be fearful when others are greedy and greedy when others are fearful.” In my nine years of writing about MTG finance, I’ve never seen a market as greedy as this one.

It’s time to act.

The Case to Sell

It’s clear speculators are scooping any and all Reserved List cards they can get their hand on. Of this I have no doubt. So with the likely decline in the U.S. Dollar and a period of rampant buying, why would I advocate selling?

First off, I want to clarify that I’m not advocating you sell out of Magic completely here. I’m still maintaining the bulk of my collection with the end goal of paying for my kids’ college costs. While I’m much closer to that goal now than I was three months ago, I don’t think we’ve seen peak prices in the long term.

But in the short term, it’s hard to argue that prices aren’t stratospheric. Even beyond silly buyouts on cards like Ice Cauldron and Diamond Kaleidoscope, the playable cards are also at or near all-time highs.

Over the weekend, Revised Underground Sea hit a peak buy price of $650 on Card Kingdom’s site. According to Trader Tools, this surpassed the previous high that happened in 2018.

There was an error retrieving a chart for Underground Sea

When Dual Lands peaked in 2018, there was a rapid cool-down period after. On July 19th, the best buy price for Underground Sea was $575. In mid-December, just five months later, the best buy priced dropped 25%, to $432.87. Then the card bottomed out throughout 2019 and into 2020 before finally climbing last summer.

Gaea's Cradle followed a similar trend during that time period. The buy price peaked at $419.93 on June 2nd, 2018 and then dropped in half to around $200 by the New Year. Granted the card’s price remained higher than it was before the 2018 buyouts, but nowhere near its peak.

There was an error retrieving a chart for Gaea's Cradle

Well, here we are again making a new peak with a buy price of $650. It wouldn’t surprise me if this card’s top buy price was $400 six to twelve months from now. Especially if the world opens up and large Magic events resume.

Finally, it’s worth noting that many of the spiking cards are straight unplayable. If you have random Ice Cauldrons lying around from collection buying, you were just given a gift. That gift is the ability to liquidate these cards for real money rather than having them take up space in your boxes. If you were savvy enough to speculate on some of these garbage Reserved List cards before the spike, why not cash out and put those funds into cards you can really use?

Don’t Sell Indiscriminately!

Assuming I’ve convinced you to take advantage of this seller’s market, you may ask what cards make the most sense to liquidate and which to hold onto.

For starters, I wouldn’t sell any Reserved List or Old School cards you’re actively using in decks. Unless you’re planning to dismantle the decks, you’re better off holding these cards and continuing to enjoy them. You may see their value peak and then retreat some, but the long-term trajectory for these cards will still be upwards and to the right. In other words, I’d remain “long” on Old School and Reserved List cards if your time horizon is at least 3-5 years.

Instead, I’d consider trimming your position on some of the cards you’re not actively using that have risen dramatically these past couple months. I can’t rattle off every card, but it should be pretty apparent which cards fit the bill. Cards you’d never play like Griffin Canyon have no business being $20. These will retrace hard when the rampant buying settles down. Non-Reserved List cards that no one plays are especially juicy to sell to buylists now, such as Whim of Volrath.

There was an error retrieving a chart for Whim of Volrath

Marginally playable cards that recently soared are also worth bailing on. A card like Time Spiral, for example, is very niche and has limited demand. Now it is nearing $300 and buylisting for $130 to Card Kingdom.

There was an error retrieving a chart for Time Spiral

If players (read: not speculators) weren’t willing to pay up for these before, they certainly won’t be interested now. Michael Caffrey of Tales of Adventure put it eloquently on Twitter the other day:

I believe Michael is spot on in his observation. If you had trouble selling some of these slow-movers before, you’ve been given a gift: the gift of liquidity (and some extra cash). You won’t be able to sell Time Spiral to a player at the “new price”, but you may be able to sell them to a speculator experiencing FOMO. Cards in this category definitely warrant selling.

Most generically, I’d recommend selling any overheated cards if you’re looking to buy Reserved List cards that haven’t spiked (as much) yet. What I mean to say here is, bringing new cash into Magic could leave you with a sour taste if you end up overpaying for something only to watch its value drop over the next six months. Instead, trading is the way to acquire new cards in this environment. This way when you are punished by having to offer more value in trade to acquire cards, it’s balanced out by the fact that you’re getting more for your cards.

Since trading is severely reduced in COVID times, this manifests itself either in trading cards into stores or selling cards to immediately buy others. It’s not exactly the same, but it’s a close enough approximation that the actions are justifiable in this environment.

Here’s an example: I wanted a Diamond Valley for an Old School deck recently. With the help of someone sitting on Card Kingdom store credit, I managed to acquire a heavily played copy for $365.

There was an error retrieving a chart for Diamond Valley

This was somewhat painful because just a few months ago, mint copies sold for that price. However, I justified the purchase for two reasons. First, Diamond Valley hasn’t reached its all-time high yet—in September 2018 this card buylisted for $450 and today its top buy price is $418. Therefore, I think it can climb even higher. Second, I sold other cards to fund this purchase. It’s no coincidence that the cards I sold (e.g. an HP Old Man of the Sea and an LP Collectors’ Edition Forcefield) had also risen in price lately.

There was an error retrieving a chart for Old Man of the Sea

What’s more, the cards I sold netted me a healthy profit; so while on paper I paid $365 for the Diamond Valley, I justified the purchase by considering the cards I sold cost me a fair amount less. Of course, this is sketchy logic as I could have taken that $365 and used it however I wanted. But the idea is, if you’re looking to acquire something and the steep price tag is bothersome, it’s wise to sell other stuff to help fund that purchase and reduce the pain of having to pay a “new price”.

Wrapping It Up

It’s 2018 all over again. Only this time, there are no large events to encourage players to sell their cards to vendors, the U.S. Dollar is dropping, and the government continues to pump out money to those in need (and some who don’t need as much). These factors are likely to re-create the 2018 buyouts and then some.

However, I don’t think this is a permanent fixture in MTG finance. Card prices will once again settle down, just like they did two years ago. Because of this, I’m advocating that everyone sell something they’re not using. Right here, right now. Take advantage of the market’s temporary dynamic and take some money off the table.

But before you rush out to do so, make sure you’re selling wisely. Yes, some prices will be lower six months from now than they are now. But many cards will find a “new floor” and never be as cheap as they were pre-2021. So I’m advocating that you trim the fat—sell cards you’re not using that have recently spiked. Don’t sell everything unless you absolutely have to.

While I do predict prices will cool off later in 2021, I also predict that we’ll have another cycle of buyouts again at some point in the future (2-5 years out). So if you don’t need the money and you aren’t looking to fund other purchases, don’t feel obligated to sell aggressively. I’m merely suggesting you consider taking advantage of this seller’s market and make a little extra bank for yourself. If you’ve been holding some of these Reserved List cards and are now watching your collection’s value balloon, you deserve to recognize some gains.

I’m largely attached to my collection as it currently sits, yet I’m taking advantage to sell a little myself. It’s only the logical thing to do in this market environment: be fearful as others are clearly greedy.

Speculating on Aegar, the Freezing Flame

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Warning: this article features spoilers for the upcoming Kaldheim set.

 

Kaldheim shifts away from previous iterations of Giants by shifting them from a Boros creature type to an Izzet creature type. There are both good sides and bad sides to this shift. Blue is a significantly stronger color in Commander than white so this change allows players to include stronger overall cards. The downside is that if you want to use Aegar, The Freezing Flame as your commander, you lose out on all the white or Boros giants from Magic's past. That being said, there is still a lot of room to build around this commander and I'm excited to dig into it.

There are a few key requirements for a good Aegar, the Freezing Flame deck.

  1. Your opponents must have creatures or planeswalkers to make the deck work.
  2. You need to be able to keep Aegar, the Freezing Flame on the battlefield consistently.
  3. You need to be able to do a lot of damage with either spells, Giants, or Wizards.

Point #3

We will work backward on our list and start with point 3 as it's the one with the most options. There are a lot of red mass damage spells in Magic's history, though few typically find a home in Commander decks. The reason is that most aren't really mana efficient with regards to how much damage they do and often in order to kill large creatures you have to pump a lot of damage into them to do so. However, there are two that are strong enough that they do find a home in many commander decks and would be auto includes in any Aegar deck.

There was an error retrieving a chart for Star of Extinction

Star of Extinction was a bulk mythic when it originally came out. It had a lot of flavor behind it, but seemed like overkill. This coincidentally is a term one of our QS Insiders used to describe Aegar, the Freezing Flame and Flame Spill's "excess damage" statement, and I hope that this term sticks.

Looking at the price graph, we can see there was a slight uptick in price after Aegar, the Freezing Flame was spoiled, as 20 damage will almost always be "excess" and tacking on a draw 6+ to Star of Extinction makes it extremely good in Commander. This card has only 2 printings, Ixalan and in the Mystery Boosters. I wouldn't consider the Mystery Boosters a truly mass reprint though given just how large the set was as a whole, so there is a lot of upside potential for this card.

There was an error retrieving a chart for Blasphemous Act

Another card that started out its life as basically a bulk rare, Blasphemous Act is the number 2 most played red card on EDHRec. It's a mass board wipe that often costs 1 red mana. In a similar vein to the previously mentioned Star of Extinction, it's 13 damage is typically enough to kill everything and more often kill it by a lot. This was a $5+ card up until it was spoiled in Commander Legends and it has since dropped considerably.

Blasphemous Act has been reprinted repeatedly, in fact, two of its reprints occurred in 2020 as it is in Double Masters and Commander Legends. Unfortunately, I don't see a lot of potential for any of the regular printings as both those sets are expected to have additional print runs. However, the extended art option from Commander Legends is around $3 as of me writing this and there aren't likely to be more of those being printed anytime soon.

There was an error retrieving a chart for Flame Wave

Finally, we have a potential speculation target that hasn't been printed in the past 15 years. There are currently two printings of this card, Stronghold and 9th Edition both at uncommon. While there is some upside potential for older uncommons, the price ceiling is likely somewhat limited on this one as it only does 4 damage, so it's really only a mass removal spell against a board of small creatures controlled by one player. The benefits are that it doesn't hit your creatures so it won't kill Aegar, the Freezing Flame like the other two spells mentioned already. For this as a spec, I like the foil 9th Edition versions which I'm seeing in the sub $2 range, with very little supply.

Point #2

There was an error retrieving a chart for Hammer of Nazahn

Unfortunately, the buy-in on most of our options for point #2 is high as there aren't a lot of ways to give your creature indestructibility or protection from red in the Izzet color pie, so we typically have to rely on artifacts. The good news is that this card is good with a lot of commanders so that universality means that its value will likely remain. It is important to remember that we are expecting more Double Masters boxes to enter the supply once WotC's printers get caught up, so the price may drop a bit once that happens.

There was an error retrieving a chart for Sword of War and Peace

Arguably one of the weakest of the Sword cycle, this once standard all-star has simply not proven itself as a staple in the Commander format. That being said, it's life gain ability plays very well with Aegar, the Freezing Flame's draw ability and protection from white helps with a lot of targeted removal.

Point #1

There was an error retrieving a chart for Forbidden Orchard

I'll be honest I was blown away at this card's current price. Admittedly, it hasn't really had a mass reprint and it seems to find a home in a fair number of Commander decks. The buy-in here is pretty high and the risk of a reprint seems relatively high as well, however, it's unlikely to be reprinted in Standard as most spirit tokens are now white, so it would seem out of place. I do think there is some potential upside as a spec for Aegar, the Freezing Flame, but this isn't one I'd go deep in.

There was an error retrieving a chart for Acorn Catapult

Acorn Catapult is another one whose price really surprised me. The ability is relatively weak to give your opponent a creature; however, the squirrel creature type is one with a devout following and its printings are limited to the original Commander product and The List. This is also one of those cards that can be used politically to gain favor at the table against specific players.

Conclusion

I hope everyone is excited about Kaldheim as I am. I really like the flavor of this set and there are a lot of new cards I can't wait to add to my Commander decks. I am also very excited to build my own Aegar, the Freezing Flame deck, using the cards I mentioned in this article as well as plenty of other mass damage spells like my beloved Inferno, which is the very first rare I ever opened way back in 1997.

Kaldheim: Spoilers and More!

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Kaldheim, Magic's 86th expansion, will be released on February 5, 2021. Set on a new, Norse mythology-inspired plane of the same name, Kaldheim contains 285 cards and will continue to include randomly inserted premium versions of all the cards. Players will be able to purchase regular Draft Boosters, Theme Boosters, Set Boosters, Collector Boosters, a Kaldheim Bundle, and two Commander decks.

Marketing-wise, Wizards is leaning into the "metal" stylings and iconographies often associated with fans of Norse mythology. Check out the collector booster and awesome WPN poster sporting some of their new metal stylings that were revealed in an article titled, "Welcome to the Face-Melting World of Kaldheim" posted on the mothership on December 14th.

Spoilers are slated to start Tuesday, December 15th, and are slated to follow this schedule. Check back with us frequently for the latest spoilers and our MTG Finance flavored commentary! We’ll be covering our favorite highlights from spoiler season – if you want to see the entirety of everything that has been spoiled you can check out Wizards’ updated card gallery here.

January 20th

Finally, we have reached the day of the full set reveal! There wasn't much more to see as far as rares go for the main Kaldheim set, but we do get to see a whole slew of new Commander cards! You can see the whole set over at Wizards' card gallery. What do you think about the set? Are you as excited as I am? What cards did I leave out of coverage that you think are going to be important? Let's take a look at two impactful blue cards from today's spoilers, and I'll leave the commander rares below them for you to look at and evaluate!

Bind the Monster is rad and I think it will definitely see lots of play in Pauper. It's not quite Swords to Plowshares, but this is excellent removal in its own right, and besides Pauper I think this will see play in Standard and Historic as well. Binding a Questing Beast will hurt, but it will only hurt you once as opposed to getting hit by it repeatedly. Icebreaker Kraken has the potential to be a fantastic top end for the snow control deck (plus, the art is fantastic.) As a primarily aggro player, I'm not looking forward to having to race against the clock that this thing will represent.

Below, you'll find a bunch of the spoiled rares from the upcoming Commander decks! I'm going to leave them without commentary because I am a very inexperienced Commander player and do not trust myself to evaluate them fairly. However, I can say that this latest batch of Commander action looks like a ton of fun and I'm looking forward to playing the precons against each other!

January 19th

Today we got some runes, some Commander cards, and some more cool rares and mythics!

With Resplendent Marshal we get our 3/3 flyer for three mana, but with a powerful upside. I think this warrior will see a lot of play in aggressive white decks, and I'm looking forward to testing it out myself. Orvar, the All-Form is a super interesting blue mythic. I'm not sure exactly where this changeling will fit, but I do know that being able to make copies of your permanents is a powerful ability - and I'm excited to see where this shapeshifter gets played!

Runeforge Champion was, unfortunately, one of the early leaks from this season, but it's been officially spoiled now! This dwarf warrior makes the runes spoiled today a whole lot better for constructed, and I wouldn't be surprised if an enterprising brewer out there comes up with a sweet rune-based list centered around this champion. King Narfi's Betrayal seems like a sweet addition to the UB control lists out there, and I imagine it fits in with any of the builds out there running Ashiok, Nightmare Muse.

We got a peek at some of the upcoming Commander cards today! Wolverine Riders is a fun addition to casual elf decks, guaranteeing you at least one life a turn as long as it stays on the table (and realistically plenty more in this style of deck), and Inspired Sphinx seems like a decent blue creature for many of the fan-favorite casual blue Commander decks out there.

The runes are here! Each of these runes has an on-color effect and allows you to enchant a permanent, though you will want to be enchanting either a creature or an equipment to get the full value out of them. These are all going to be limited all stars, and I wouldn't be surprised to see a few of them played in constructed as well. I know I want to enchant an Embercleave with Rune of Mortality at some point!

January 17th and 18th

Just a few more days before we get the whole set reveal! Let's take a look at some of the cool cards we got over the weekend.

Doomskar has the potential to be a better Wrath of God and Wrath of God seems like it would be darn good in standard right now. You have to take turn three off to really profit off of this board wipe, but I think the decks that run this are totally fine with that. There are going to be a lot of angels and clerics in standard come Kaldheim, and I think Righteous Valkyrie is primed to take advantage of that - this is going to be a three drop to keep your eyes on!

Graven Lore seems like a cool addition (heh, "cool", get it?) to the snow control deck that will likely be played after Kaldheim releases. That's a potential scry 5 in the late game, which could  be super useful if you're behind and need to stack your deck. Dream Devourer might just be a gimmick, but I could actually see this demon being a cool part of a foretell deck. The cynic in me makes me think it won't be that impactful, but I'm hoping I'm wrong!

Birgi, God of Storytelling, piques my interest something fierce. I think there's the potential for this being super powerful in the right shell, though I'm not certain what that shell is going to be. The ability to boast twice seems pretty powerful, and lategame having Harnfel, Horn of Bounty seems like a great way to filter through your deck and get some card advantage going.

Daaang, The Bloodsky Massacre is metal as all get out. If there's a berserker tribal deck that gets played this next season, I expect this saga to be in it. It makes a berserker, draws you cards, and ramps you - what more could you want? Similarly, The Raven's Warning seems like a pretty good addition to the UW flyers deck. You can gain life and get a bird, take a peek at your opponent's hand and draw a card, and grab something from your sideboard! I wouldn't be surprised to see this played.

I'm not sure how good Cosmos Elixir is going to be in a competitive setting, but it looks like a fun lifegain tool to play around with! Is Tyrite Sanctum too slow to be much good? I like the idea of making the Kaldheim gods indestructible like their Theros counterparts, but I'm not sure if the sanctum will cut it in standard.

January 16th

Arni Brokenbrow's flavor text, "I headbutted a troll. And won." made me laugh out loud, and he seems like an awesome addition to the standard mono-red list! On its own, a 3/3 with haste for three mana is fine, but the boast ability could make this berserker a key piece of the new aggressive red build. Immerstrum Predator is a vampire and a dragon! I think this will be an awesome addition to RB sacrifice strategies and expect to face down a ton of copies of this dragon on the Arena ladder.

I could see Blessing of Frost seeing play in a snow-based big green creature deck as a one or two of, possibly? If you can find a way to make sure that you're drawing cards for each creature you control this could be pretty powerful, but that seems like magical Christmas land. Doomskar Titan seems like a fun addition to the limited giant/berserker deck, but I'm not sure if we'll see it in standard. (Also, I was broken-hearted when I looked closer at the little green beings and realized they weren't goblins.)

Ascent of the Worthy continues the tradition of sagas having fantastic art, but I'm not sold on its constructed potential. In an aggressive BW deck, taking turn three off to play this seems like it would be a bit too slow, but perhaps there is a more control-oriented BW deck that would want to play this? Maja, Bretagard Protector seems like it has potential in an aggressive GW creature deck, but the five mana cost seems a bit steep.

January 15th

BIG GREEN MYTHIC TIME! Battle Mammoth fulfills a lot of checkboxes that make it good for a big green creature deck. It has a big body with trample, it draws you cards, and it has a foretell cost that could allow for playing it early. However, taking turn four off could be a big stumbling block for a lot of decks, so the foretell might not be the best way to play this. At first glance, I'm a fan of Glorious Protector. A flyer with flash and a 3/4 body seems like a decent card on it's own - and being able to temporarily exile creatures of your own at instant speed could definitely come in handy.

Is it just me, or does In Search of Greatness seem kind of bonkers in a big mana creature deck? I can see this going great in mono green creature lists, gruul lists, and probably also the UG lists that are high on permanents. I might be overvaluing it, but I think the ability to put out progressively larger permanents or at the very least scry is going to be very powerful in standard. The goblin lover in my heart hates Crippling Fear. You could see the conditional part of this boardwipe as a downside or an upside, depending on what kind of deck you stick it in, but I think the ability to leave your creatures on the battlefield will be an upside with most lists (unless you end up in a mirror match.)

Reidane, God of the Worthy seems like a super cool hate card to fight against both snow decks and big mana control decks. Flying and vigilance might make Reidane more than just a super good sideboard card as well. Valkmira, Protector's Shield also seems like a super fun hate card. Preventing one damage is fairly negligible, but I like the counter ability paired with it. I know I'm interested in playing both sides of this god in standard!

I love the art for Niko Defies Destiny, but I'm not sure how competitive it is going to be. Foretold decks might end up being a big deal, in which case this could see some play, but based on what we've seen so far I doubt this will see a ton of constructed play. Arni Slays the Troll looks like it will see a lot more play. Gruul decks already run some number of fight cards, and I think this saga's next chapters give it a pretty good upside.

January 14th

I think Cosima, God of the Voyage is a really neat design. I'm not much of a blue player, so I'm sure I'm missing the true potential of the card, but it seems sweet. Drawing cards and getting counters is always good, and The Omenkeel seems like it could be really advantageous in a vehicle heavy deck.

I have the same opinion of Gates of Istfell that I do the rest of the cycle - gorgeous art and decent limited potential. Now, Tundra Fumarole is a burn spell I can really get behind! It may be sorcery speed, but the fact that it can also help you ramp seems really good.

I love the art on both Skemfar Elderhall and Gnottvold Slumbermound, but like Axeguard Armory, I'm unsure of how good they'll actually be outside of limited.

Cyclone Summoner seems like it could be decent as the top end of a giant or wizard control deck, though I'm a little worried that it's seven mana cost might make it a bit prohibitive if standard speeds up even more with the release of the new set. I think Mystic Reflection seems super cool and like pretty decent pseudo-removal. As my friend Skinner pointed out, this is a pretty fun answer to Ugin, and the foretell cost means it can be waiting there for you to use just in time to stop the annoying planeswalker.

Again, we've already seen Aegar, the Freezing Flame and Narfi, Betrayer King, but I couldn't help but bring up these amazing showcase versions. I don't think I've seen a showcase version of a card from Kaldheim I didn't immediately love, and I know I'm definitely going to be trying to add plenty of these to my personal collection.

Runed Crown seems like a really interesting design, and depending on how good runes end up being this could end up being a decent piece of equipment. I think Axegard Armory's cost to actually search for an equipment or aura is too high to be very useful, but I could be wrong!

Skemfar Avenger seems like a sweet aggressive two drop for the GB elf deck. The art is super rad, it looks like it will be great in draft, and I'm sure it will find its way into an aggressive elf/berserker standard deck at some point during its time in standard. I really like Ascendant Spirit, though I'm not sure how much play it will actually see. The potential with the different levels is definitely there, and I'll be excited to see it on the battlefield if it catches on!

January 13th

It's Wednesday, my dudes! The spoilers keep coming, and we're getting closer and closer to having the full set revealed!

At first glance, Firja's Retribution looks like it is going to be incredibly powerful in Standard. It's powerful enough alone, but pair it with something like Doom Foretold and this is going to be even more of a force to be reckoned with. I'm seeing a lot of people on Twitter worrying about the power level of this card, and I'm not going to jump the gun on worrying, but this does seem like it is going to be one of the premier cards of the new standard.

I believe Burning-Rune Demon was already spoiled, but today was the first time I saw the English translation, and with the cool borderless version too! A 6/6 flyer for six mana seems fine, especially in draft, but the rest of the text makes this seem like a pretty fun card to play around with. Being able to tutor up a card is powerful, but I'm not sure about letting your opponent choose which one of the two you get.

Snow zombies! Narfi, Betrayer King seems like a super powerful uncommon to me. Narfi can be returned from the graveyard at instant speed, and I doubt you'll be paying the full mana cost to play this wizard. Pitch it to your bin with something like Rotting Regisaur or something similar, and then return it with your snow lands.

Aegar, the Freezing Flame is another powerful uncommon, and I imagine it will slot in nicely with the rest of the giant cards we've been seeing.

We get to see two new rare sagas today! Battle for Bretagard looks like some good old fashioned GW token fun. This will be right at home in all of the casual Trostani, Selesnya's Voice Commander decks out there, and I wouldn't be surprised if it saw some standard play as well.

With Battle of Frost and Fire, I'm becoming convinced there are going to be several different versions of the giant deck being played in Standard. This will fit right in with the Izzet control variant (maybe with another color?) I think. It does a lot of what control decks want to do - wipe the board (in non-giant matches), scry, and draw cards.

January 12th

Tuesday brings us the god of death, more giants, and some fantastic showcase arts!

We've already seen both of these cards, but I just had to take a second to mention how fantastic I think both of these showcase arts are. Look at how metal they are!

Stranheim Unleashed basically gives you a Serra Angel token! Using the foretell cost can net you several Serra Angel stand-ins, but that seems unlikely unless you're playing a deck that lets you get to the long game.

My friend Tom showed me Weathered Runestone, saying, "So, this is a slightly better Grafdigger's Cage that costs one more mana?" I think in a lot of cases I would prefer to be playing the cage since it hits the battlefield sooner, but I'm sure this runestone will be a super useful sideboard card in the right metas.

Jorn, God of Winter seems like a fantastic card in a snow-based deck if you can consistently attack with them. Being able to untap lands is always good, and Jorn lets you untap your lands and snow creatures to act as blockers. Kaldring, the Rimestaff seems like more of a late-game component for a snow deck, but nonetheless, I can imagine it being powerful in the right build.

We got two giant wizards today! I can see the potential for Basalt Ravager to fit into the giant tribal deck we've seen developing, or even just as a powerful finisher in any tribal deck that has access to red. Frostpyre Arcanist will likely almost always cost one less in the decks it slots into, and is an interesting way to tutor for instants and sorceries.

I'm having a hard time evaluating Egon, God of Death. A 6/6 for three mana is nothing to scoff at, but with the need to exile two cards from your graveyard without losing it, the likelihood of you playing it as early as you would want to seems slim. If you pair Egon with their backside, Throne of Death, you'll have a lot more cards in your graveyard to work with. Maybe Egon will be in a stand out self mill style deck?

January 11th

The spoilers keep coming, and today we got a look at a new god, a red counterspell, and tons of gorgeous showcase versions of new and previously spoiled cards!

I think Harald, King of Skemfar is a really cool addition to the elf tribal strategy we're starting to see develop. He's a decent body and allows you to dig for more creatures or Tyvar Kell which seems like things the deck will want to be doing. Harald Unites the Elves does similar things in saga form, and it might actually end up being better than Harald the creature? Do you think they'll be played in the same deck? Either way, I dig the flavor on these and look forward to seeing them played.

Holy moly, as someone who has been piloting a ton of Doom Foretold decks in Standard recently, I am incredibly hyped to try out Tergrid, God of Fright in that style of deck. There are a ton of available sacrifice effects to experiment with, and my gut feeling says this is going to be one powerful god. Tergrid's Lantern also seems like a decent way to make your opponent sacrifice things and paired with Tergrid will be a force to be reckoned with!

Red gets a counterspell, and it is certainly befitting of its namesake! Tibalt's Trickery is kind of goofy, and definitely has a bit of a downside, but it looks like good silly fun and might actually prove to be pretty decent in the right deck. Reflections of Littjara seems like it could be super powerful in the right creature deck (Muxus, Goblin Grandee jank maybe?) and I'm excited to see what people come up with this one!

Today we got to see Kaldheim's version of Thor - Toralf, God of Fury and Toralf's Hammer! Toralf looks like a ton of fun to play with, and I'm sure there will be red burn decks created just to take advantage of his ability to deal excess damage to other permanents. I'm less sold on his hammer though. It's a super cool design, and I'm sure it will see some good standard use, but it's not my favorite new equipment by any means.

January 9th & 10th

Saturday and Sunday brought us some more awesome looking Kaldheim action!

I was super hyped on Eradicator Valkyrie when I first saw it, but then I saw someone on Twitter mention that it was basically a worse Rankle, Master of Pranks and now I'm not so sure how much I like it. I think the Valkyrie being a 4/3 is a big improvement, and sometimes lifelink matters more than Rankle's haste. I know I'll play the Valkyrie for sure - but only time will tell if I end up liking this Angel Berserker more than our old rogue friend Rankle.

Draugr Necromancer is giving me Skyrim flashbacks and I love it! This seems like a super fun card. I love the idea of stealing my opponent's creatures after they die, and the snow mana tie-in makes this even more appealing to me.

There was a whole slew of commons and uncommons spoiled this weekend, but I wanted to highlight these two legendary creatures that caught my eye. Vega, the Watcher seems like a super fun draw engine in UW and I imagine that it will see plenty of Standard, Historic, and possibly even the paper non-rotating formats. I could see Firja, Judge of Valor seeing play in the BW control list I imagine we'll be seeing in Kaldheim standard, and this angel seems like it will be right at home in casual EDH Angel tribal lists. Flying, lifelink, draws cards, and allows you to fill your graveyard - these are all great abilities for a creature to have!

Maskwood Nexus is blowing up Twitter right now with a  lot of users speculating on its combo potential. I think this is a card we'll see a lot of in the early access Arena event for the set and one many players will be building with in the early Kaldheim standard. Faceless Haven is a snow man land! I love the art, but I'm not sure how useful this card will actually be competitively. I imagine that it will find a spot as a one or two of in Historic colorless control style decks, but I'm unsure where else it fits right now.

I'm super excited about Quakebringer being added to the Giant tribal cards we've been seeing. This giant seems super powerful already at five mana, and if you can use Foretell it gets even better - this is a card I'll definitely be playing with on the Arena ladder.

Vehicles are back with Esika's Chariot! Based on Freya's chariot of myth, this cat powered vehicle seems like a powerful addition to Standard green decks (with adorable art to boot!) The crew cost is a little high, but I don't think many of the aggressive green decks we'll be seeing will have a problem paying for it.

January 8th

Kaldheim spoilers continued their awesome, metal fury today! We're starting to get a much better idea of what the set is going to look like, and in my opinion, it's shaping up to be a fantastic, flavorful hit.

I love the flavor of Esika, God of the Tree and The Prismatic Bridge! The nod to the Rainbow Bridge of myth is fantastic for Norse mythology fans, and I can definitely see this card being a powerful addition to the Temur Ramp [card]Genesis Ultimatum[/cards] decks that are currently popular in Standard.

I'd be lying to you if I said I didn't roll my eyes a little when Koma, Cosmos Serpent was spoiled. Uro and Oko have left a bad taste in many players' mouths when it comes to powerful UG creatures, and this serpent seems like it is aiming to add its name to the list. Cosmos Charger seems like it could be pretty powerful in a Foretell based deck and I'm excited to see if one develops and makes good use of this new horse spirit.

I think Kolvori, God of Kinship and The Ringheart Crest are an interesting design. I'm sure with all of the gods floating around there will be a deck that makes good use of the legendary creature requirement to buff Kolvori, and the crest seems like a decent mana rock.

Cassius Marsh spoiled The World Tree on Twitter today - and the internet immediately started complaining about how the world tree isn't a legendary land (and honestly, I'm a little confused about it too from a Vorthos perspective.) This seems like a powerful land in the ramp strategies we have available to us right now, and I'm sure you'll hear me complaining about it's prevalence in a future podcast episode.

We also got a look at Tyvar Kell, which seems like a huge hit for elf tribal fans. This seems like a pretty fantastic planeswalker for elf tribal EDH, and if we get enough elves in this set there's no way we won't see an elf tribal deck featuring Tyvar. I'm excited to give him a shot!

We got to see two new Sagas today! Forging the Tyrite Sword seems a little underwhelming, but outside of being decent in draft I'm sure it will find a place in some sort of equipment deck. I'm debating how good The Trickster-God's Heist actually is in constructed, but it looks like a hilarious flavor win to me. This is going to lead to a ton of goofy, exciting games against UB and I'm pumped for the fun!

Calamity Bearer was, unfortunately, one of the early leaks, but Jess Estephan's official pie-filled preview hit Twitter this morning (the berry pie she made to tie in with the card looks amazing, by the way.) Calamity Bearer looks like another decent piece of the giant tribal deck we're anticipating and I think it has potential to be a hit in Kaldheim standard.

The band In Hearts Wake previewed Goldspan Dragon on Twitter this morning as well, and I think there's a good chance it will fit in with a future big red styled standard deck, possibly going hand in hand with Magda, Brazen Outlaw.

January 7th

Spoilers kicked off with a bang today! Jimmy Wong was joined by metal band Immersturm to ham it up and show us some awesome cards on the Magic Twitch channel and I'm more hyped than ever for the set.

Okay, so one of the big leaks that was floating around the internet was also confirmed today. I didn't believe it could be true (all right Casey - you win this one), but Vorinclex is back in Vorinclex, Monstrous Raider. We still don't know how or why the Praetor is devouring people on Kaldheim, but this is sure to be a sought after card. There are three versions of the art, one being in actual Phyrexian, it has trample and haste, and buffs your counters while hampering your opponent's counters. At first glance, I think this has a lot of action with sagas in standard, but I'm sure I'm only scratching the surface at this Phyrexian's potential.

TALK ABOUT METAL! Varragoth, Bloodsky Sire is our first look at the boast mechanic (and also has one of the gnarliest showcase arts we've seen yet) and at first glance, I think this card will see a good amount of play. You can only activate the boast once per turn, and only if the creature attacked, but at least in this case I imagine you'll be fine attacking with your creature because it's a 2/3 with deathtouch. Being able to tutor a card to the top of your deck is awesome (maybe less awesome with all the mill in standard right now) and I think this is one of the big flashy black cards people will be doing a lot of experimenting with early on with Kaldheim's release.

Apparently, Kaldheim is composed of ten realms, with each realm being populated by a particular creature type, and Old-Growth Troll is our first glimpse at Kaldheim trolls! This troll seems like a great addition to mono-green strategies and I'm sure will see standard play. Sigrid, God-Favored seems like it will fit in great with the mono-white strategies we've been seeing in standard, especially with protection from God creatures, Flash, and being able to exile a creature. This is the kind of value that white, taxes-ish strategies will be looking for in Standard for sure, though I'm not sure Sigrid will see much eternal play. I guess it depends on how good the gods are!

Snow duals and snow instants! People have speculated about these coming into existence someday - and that day is now! Alpine Meadow is the RW version of this cycle (each pairing is in the set but I didn't think we needed to have them all here.) I'm not entirely sure how I feel about these yet other than I think they're cool (heh, get it?) and will probably see some pauper play. Frost Bite however, is guaranteed to see pauper play, and maybe in other formats too! Snow basics are also coming to Kaldheim, as was expected.

Binding the Old Gods is another new saga that I think will actually see a good amount of play. The removal might be sorcery speed, which can be a downside, but it also helps you ramp with the second chapter and then finishes with deathtouch. I think a lot of the Golgari control style decks we've been seeing in standard could slot this in even if nothing else synergistic comes out in the set, but I'm sure we'll see more cards that play well with it down the line. Elvish Warmaster seems like a pretty typical elf lord. I doubt this elf warrior will see much play in eternal formats, but I could see it being good in standard.

We also got another one of the modal gods today! Alrund, God of the Cosmos (this set's nod to Odin from Norse mythology) may be a 1/1, but he gets +1/+1 for each card in your hand and each foretold card you own in exile, which paired with his effect could make for a pretty large and in charge god. I really love his other side, Hakka, Whispering Raven, which is a flyer that lets you scry and also returns to your hand so you can play Alrund later! I think this one will see a lot of play.

We got to see the full Niko Aris planeswalker card today, which seems like a great addition to standard control lists. This is our first look at shard tokens, which will be decent card draw advantage (and will be interesting with enchantment matters cards), and all of Niko's abilities seem like they do things that you want to be doing as a control player. Returning your own creatures will be pretty great with the modal cards we're getting this set, doing damage is always good, and shard tokens seem like a decent thing to be making when the game slows down! We also got to see Alrund's Epiphany today, which shows off the Foretell mechanic (and seems like a huge headache for a mono-red player like myself.) Players will always find ways to abuse taking extra turns - I think this is a card to keep an eye on.

Tibalt is back, baby! I think this is such a cool way to bring the fan-favorite planeswalker back. He's impersonating a god from Kaldheim known as Valki, God of Lies - which has an interesting mechanic that lets you copy creatures that you exiled from your opponent's hand, but the backside of the card is a fairly expensive Tibalt, Cosmic Impostor. Coming in with the emblem makes him seem pretty powerful, even though seven mana can be rather steep. My first impression of this card is that it is going to be a powerful addition to standard Rakdos control style builds, and I'm sure he'll be seeing play.

January 6th

We weren't expecting any more official spoilers until tomorrow, but Amy the Amazonian got to share a preview early on Twitter today!

Invasion of the Giants is a new saga (with amazing art, which seems typical of sagas), this time for Izzet players. This seems pretty cool with the apparent giant tribal we'll be getting and seems like it will at least play well with all-star Bonecrusher Giant! I for one am incredibly excited about the idea of giant tribal and can't wait to see how this archetype develops.

December 24th

We've been on the edge of our seats since the 17th waiting for more spoilers (not counting the potential weird leaks floating around) and today brings something super flavorful!

Look, a standard-legal squirrel! Toski, Bearer of Secrets is obviously based on Ratatoskr from Norse mythology, which I think is a super cool reference. The jury is still out on how competitive this card will end up being, but I think we can all agree that it is an incredible flavor win. I think it being uncounterable and also indestructible is pretty relevant - but being a 1/1 for four mana doesn't' seem super impactful in today's standard meta.

December 17th

During the Weekly MTG: Metal Week Recap today, we got a glimpse at two new legendary creatures from the new Kaldheim Commander decks! Both Lathril, Blade of the Elves and Ranar the Ever-Watchful look like a ton of fun to play with and I'm excited to see what the rest of the pre-cons look like!

It looks like someone let a wolf out of the bag! Sarulf, Realm Eater is another super cool flavor win for Kaldheim. At first glance, a 3/3 for three mana doesn't seem great, as the Spikes of Reddit are already yelling about, but I could see the +1/+1 counter interactions being useful in the right shell, and being able to exile multiple permanents at once is something that has been proven to be incredibly useful this Standard season.

December 16th

We're onto Day 2 of a very Metal week of spoilers!

Metal legends Amon Amarth spoiled a really rad Kaldheim card today in Halvar, God of Battle and flip side Sword of the Realms. Halvar is a fantastic creature for an equipment matters style aggressive deck. I could see him working well alongside Maul of the Skyclaves, Archon of Emeria, and my favorite Zendikar Rising card Skyclave Apparition.

Sword of the Realms is a sword that any brave creature would be honored to wield in battle, with the awesome-for-aggro upside of returning the equipped creature to its owner's hand.

Continuing the previews from metal bands, Oceans of Slumber previewed the newest Kaya planeswalker card, Kaya the Inexorable! Kaya's mana cost seems a bit high for my tastes, but the minus three is an awesome ability that fits with Kaya's flavor really well, and I think the plus one ability will probably be useful in several different shells come the new standard season.

Changelings in the house, baby! Realmwalker looks like a fantastic addition to all kinds of tribal strategies and being able to look at the top card of your library and cast it if it's a creature of the chosen type is an awesome ability I'm excited to play with. This card was spoiled today by the band Rhapsody of Fire.

Heavy metal band Smoulder revealed this sweet new aggressive red dwarf today. Magda, Brazen Outlaw looks like a super fun indicator that we might be able to play an aggressive dwarf tribal deck in the upcoming standard season! Being able to buff your dwarves, create treasures, and also search up artifacts or dragons seems super impressive for this new two-drop.

Wizards also dropped an article today going over the additional set and theme booster cards that will be legal in any format Kaldheim is legal in. There's a neat assortment of super flavorful cards listed in the article (I'll share the rares below) and we also learn that the names for the upcoming Kaldheim commander decks are Canopy Tactician, Elderfang Ritualist, Elven Ambush, and Surtland Elementalist.

I also included Rampage of the Valkyries here because the art is incredible. At first glance, none of these cards seem super relevant for competitive play, but I think Wizards did a great job of including fun, flavorful cards in their set and theme booster product for the newer players that gravitate towards them.

December 15th

Today is kicking off with some reveals from popular Metal bands. Mastodon kicked off spoiler season with previews of the new Kaldheim pathways:

We found out from Brazil-based metal band Angra's preview that sagas are coming back, with Showdown of the Skalds:

This seems like a pretty rad re-introduction to Sagas, and one that will fit well with aggressive creature-based strategies. Speaking creatures:

Pyre of Heroes is a neat artifact that supports creature strategies. I could see this being useful in a tribal type deck or possibly an updated standard Winota list.

 

No Middle Ground: Kaldheim Spoiler Week 2

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It's an odd set where there doesn't appear to be anything amiss. As I'm writing this sentence, there is nothing that even vaguely resembles anything dangerous. Which is not a bad thing. It's just weird, given that we've had the companions, Astrolabe, Uro, Oko, and Hogaak in the past two years busting everything. And that's not even counting shakeups from cards like the MDFC's. A non-Core expansion being fairly meh for Modern is a breath of fresh air. Hopefully, that means Wizards has corrected itself.

Not a lot has changed since last week. There are a number of interesting cards that might find the right niche and see Modern play. And then there are the cards I'm focusing on today, which are either busted in half or unplayable. I don't see a middle ground. The problem is that they're either combo pieces or build-around cards, and those are always extremely hit or miss. As such, I'll be laying out the opportunities and problems for each. However, first I need to update something from last week.

'Snow More To See Here

I previously mentioned that while snow was back, it didn't really mean anything. There was no payoff to having snow lands besides Ice-Fang Coatl, but there was still no harm to playing snow basics. And that continues to be the case. There have been a number of cards that care about having three or more snow permanents spoiled, but none of them are Modern playable. Double whammy of too expensive and too small an effect. There are also a few cards that benefit snow permanents, in particular Jorn, God of Winter. Problem is that Jorn is slow; Modern can already mass-untap permanents, and those effects don't see play. Which makes snow seem like a bust.

At least, the Kaldheim snow permanents seem a bust. One preexisting snow permanent stands to benefit from Kaldheim: Scrying Sheets. For years, Sheets's only purpose was to draw more Snow-Covered Mountains for fringe Skred Red decks. Even at the height of snow's saturation pre-Astrolabe ban, Sheets wasn't seeing play because it missed most of the time. However, that might be changing thanks to Kaldheim adding snow instants and sorceries. There aren't many, and most of them aren't remotely playable, but some are close enough that turning Sheets from... well, Sheets, into a worse Library of Alexandria that may in fact be playable, is becoming a possibility.

Tundra Fumarole

The only snow spell that I'm absolutely certain will see play is Tundra Fumarole. This is not because it is uniquely good for Modern, although it being (technically) a free spell is nothing to sneeze at. No, I know that I will see it because (assuming he comes back when paper comes back) there was a Skred Red Prison player at my LGS and I always played him at FNM. No other tournaments, just FNM. And he will, absolutely will, be playing Fumarole so he can kill something and drop Ensnaring Bridge or Karn, the Great Creator in the same turn. He will do so several times a match because that was just how those matches went. I can already feel my blood boiling with frustration and barely restrained rage.

However, Fumarole might be decent for Red Prison decks just in general, rather than just to torment me. It kills a decent chunk of Modern-playable creatures and planeswalkers without help, and planeswalkers in particular can be a problem for Skred decks. Prison decks also tend to be clunky thanks to relying on 4+ mana planeswalkers and Stormbreath Dragon to do all the heavy lifting, and a free-ish kill spell might act as much-needed wheel grease. For a deck that can't really double-spell under normal circumstances, Fumarole may be a huge boost. It also dodges Chalice of the Void, which is common to those decks. And again, at the bare minimum, Skred decks run Sheets already and Fumarole increases the snow density. I'm interested to see if I'm the only one to have Fumarole pointed at my stuff for that reason.

Graven Lore

Under normal circumstances, a five-mana instant draw spell would not be a consideration. Fact or Fiction is cheaper and in many ways better and sees very little play these days. Which would normally disqualify Graven Lore. However, it has enough upside that it could make the cut. It's a snow card and can be found with Sheets, which granted isn't a huge boost to playability. However, it also synergizes with Sheets. Lore will scry a max of five cards in a snow deck, meaning it can be used to draw the three cards you want/need on the opponent's end step and then set up a Sheets activation. Which is a bit niche but a huge card advantage swing.

However, even without Sheets, Lore is potentially a powerful top-end card. It's scry first then draw, which is extremely powerful (see also: Preordain vs Serum Visions). This suggests that Lore can be used to close the door for a control deck. Either what they need is in the top five cards or they dig eight cards deep, which makes it statistically likely that a key spell is actually found. The issue in Modern is that Lore is competing with Teferi, Hero of Dominaria for that slot, and it isn't easy to beat out a planeswalker. Teferi does more and will keep accruing value for several turns. However, not every control deck has access to white, and many lean heavily on Jace, the Mind Sculptor. In that context, Lore could fulfil the same role of Jace support that Teferi does.

Snow Moon

I'd planned to end it there, but as I was typing the thought occurred: Would Fumarole and Lore see play together? A lot of their playability is being snow and synergizing with Sheets coupled with benefits for slower decks. And there exists a slower UR deck that could use some help. Blue Moon has been hanging around for years and plays primarily basic lands. Is there benefit to going for a hard snow basic manabase with Sheets as a payoff? Previous incarnations of Blue Moon were tempo decks, and they've largely fallen out of Modern. Too low-power, too reliant on counterspells. Perhaps going deeper on Blood Moon and snow would invigorate the archetype. At very least, the removal improves thanks to Skred.

Either Busted or Worthless

There's a minor theme of really swingy combo pieces in Kaldheim. It's not like they're tied to the set themes or mechanics, and to my knowledge, neither Rosewater or Wizards has acknowledged it, but there are a higher than normal number of cards that are either busted combo pieces or bulk rares. It seems like they wanted to print combo pieces for Commander and really went out of their way to limit their potential in constructed. And it worked; the power of these cards will be very hard to access consistently.

These types of cards are very hard to evaluate because it all comes down to the reliability of the shell and the opportunity costs in said deck. There's always potential in these cards, but realizing it is very hard. Or impossible if the opponent interacts at all. So take it under advisement: The three cards I'm going to discuss here might be worthless, but they could be absurd. There's not much middle ground, and I'll be evaluating them as such.

In Search of Greatness

First up, I'm certain that In Search of Greatness will see in play in Modern. Again, it's because I know a very specific player will play it against me assuming I ever see him again. He's tried to make Pioneer-style Green Devotion work in Modern, and I'm certain that he'd try Greatness there, because I see it as fitting that deck: ifyou open with a Leyline (preferably Leyline of Abundance, but any will do) and have Greatness on turn 2, turn three Nissa, Who Shakes the World comes down and the ramp goes quickly out of control. Which he would certainly use for a Genesis Wave but a more sane person would probably just Ugin, the Spirit Dragon. Either way, it'd be very hard for anyone to come back from that start.

That is assuming that everything comes together in the right order. Such a start is not really as Magical Christmasland as one would imagine (I've seen those devotion decks do very nutty things surprisingly often). However, is Greatness an effect that such a deck needs? It's surprisingly easy to ramp into turn three Nissa as is, though doing so precludes also dropping Ugin the same turn. However, all of this is assuming that Greatness would actually ramp the deck. Greatness doesn't count itself, so there's no playing Greatness in a vacuum and getting a three drop. The only way to jump the curve is to have additional permanents besides Greatness, and the opponent will probably have something to say about that. And without permanents in hand at the start of upkeep that qualify, all Greatness does is scry 1. Which isn't nothing, but it's not good enough.

There are so many qualifiers about Greatness being good, that the name becomes very appropriate. There's huge potential when everything goes right, but there are a ton of opportunities for it all to go wrong. And when it isn't just being absurd, it's pretty terrible. It's not reliably a ramp spell, it's something else, and I feel like treating it as ramp won't pan out.

However, maybe it should be seen in a different light. A lot of Greatness's problems (bad without the right spells in hand at the right time, needs a lot of setup) can also be said of Show and Tell, and that's been a Legacy Staple for years. That deck has to cantrip a lot to position itself to make Show good, similar to the effort and investment necessary to make Greatness work. I have no idea how to set it up nor can I figure out it would ever be better than existing options for cheating in big things. But it does seem like this is the way to go.

Pyre of Heroes

Pyre of Heroes was the first non-land card I saw spoiled from Kaldheim. And it looked promising. For half the cost to cast but twice the cost to activate it was a tribal Birthing Pod. And immediately I saw a ton of speculation to exactly that effect. And then nothing. I haven't seen chatter or updates on any brews in over a month. I'm not sure if brewers went silent to hide their tech, everyone gave up, or something else. I don't know. However, I do know why the straightforward approaches fell off.

Why bother with Pyre in a tribal deck? It's a tutor that is neutral on both card advantage and board position. All it does is find a different card up the chain. Humans wouldn't bother. Turning Noble Hierarch into Meddling Mage against a combo deck is decent, but that's as good as it gets. Goblins doesn't need Pyre, they have Goblin Matron. Elementals has Flamekin Harbinger and Risen Reef to burn through their deck. Playing Pyre as a tribal tutor is unnecessary.

However, what about playing it as Pod was in either value or combo form? Combo Pod was capable of turn-three wins, and Value Pod is why the card is banned. And there is potential in either approach. However, the problem is that tribal component. The old Pod chains don't work, and the solution (as far as I could find, anyway) isn't very good. The only way to bridge the gaps in either the value or combo chains is to use changelings. This is a problem because on their own, they're not very good. Which is a huge problem for the value chain and prevents the combo chain from going off in one turn. The extra mana is less prohibitive than I thought, but still a problem too.

If someone figures out how to make the chain work fluidly, there's real promise here. Otherwise, Pyre will join Prime Speaker Vannifar on the pyre of false Pods.

Tibalt's Trickery

And finally, we have the combo piece that Wizards took inordinate lengths to keep as inconsistent and weak as possible. What Tibalt's Trickery's wall of text actually means is that it's a Polymorph for spells, but it's hard to set up. And definitely isn't a break, and it's weird that you think it as, which is why Rosewater seems rather worried about its implications. Trickery counters a spell, mills between 1-3 cards, and then casts the next spell with a different name in the target's library. Any spell. Which could be a better one than was countered, so it will never be used defensively without massive amounts of help. At which point, why not run a normal counterspell?

However, its potential as a Polymorph effect is tantalizing. And it's been suggested, that it can be exploited. The level 0 suggestion is a deck of lands, Trickery, Emrakul, the Aeons Torn, and Shadowborn Apostle. Which is the best way to drop a turn 3 Emrakul I've heard in a while. However, such a deck could only guarentee a 4/7 chance to hit Emrakul, and would 100% lose to Meddling Mage. So I've seen others working on diversifying the threats, which makes the deck have a very Hypergenesis feel. Much like a theoretical Modern Hypergenesis deck, such a Trickery deck would be absurd when it comes together, but easily disrupted and prone to failure. I'd keep my eye on Trickery, but not really worry.

Silent as Snow

It looks like we escaped Kaldheim without another Uro. Or even Mystic Sanctuary. All that's left to do is start working on these cards and find out how well the crystal ball's working.

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