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Ramp Rising: November 2020 Metagame Update

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Alright, no more delays. All the data is finally in, and so it's time to do November's Metagame Update. So far, the metagame has generally been dynamic. The top deck hasn't been consistent between months, though Rakdos Prowess and its descendant Scourge Shadow have been consistently Tier 1 since I started doing these again. Will it continue? Only one way to find out.

November was the largest data set so far, and by quite a large margin. September held the previous record with 611 decks, and November blew that away with 681. There were a few very large Preliminaries, but the increase was mainly due to the Modern Showcase Challenges. So November's data is far more robust and valid than any I've worked with so far, both statistically (more data=more likely to reflect reality) and in terms of accurately measuring competitiveness. For the first time, this data may be an accurate reflection of the metagame.

November 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 November, the average population was 8.51, meaning a deck needed 9 results to beat the average and make Tier 3. Then, we go one standard deviation above average to set the limit of Tier 3 and cutoff to Tier 2. The STdev was 11.95, so that means I add 12 to 9, and Tier 2 starts with 21 results and runs to 32. Subsequently, to make Tier 1, 33 decks are required.

9 has consistently been the starting point for the prevalence tiers. The exact average has been pretty different, but for each full month, the average has been between 8 and 9. I'm not sure why or if it means anything, but it's interesting to note. The standard deviation has been very different each month, which is why the number of decks in each tier, particularly Tier 2, vary so much.

The Tier List

Just as November saw more decks than ever, it had a higher total diversity than ever before. I recorded 80 different decks, and could have had over 90 if I was willing to split hairs over deck types. 4-Color Omnath is the worst offender; there are easily three different versions of midrange and two of control (arguably more), differentiated by their numbers of Hour of Promise, total planeswalkers and the combinations thereof, the number of Omnath, Locus of Creation, and the exact removal composition. I'm not willing to nitpick that hard, nor is any other site. However, I missed there being several versions of Mill and As Foretold running around. Subsequently, their numbers are inflated. While I'm not willing to comb back through the data now to fix this, though I'll keep an eye out in future updates.

22 decks made the tier list, which is one deck more than October but one less than September. That may seem odd, especially given that the starting threshold is the same each month, but it makes sense given my data. There are 19 singletons, and another 14 with only two results. This broadened the data considerably, but that doesn't make it easier to cross the threshold. I also had 6 decks just miss either the prevalence or points thresholds.

Deck NameTotal #Total %
Tier 1
4c Omnath639.25
Scourge Shadow547.93
Reclaimer Titan416.02
Heliod Company405.87
Tier 2
Mono-Red Prowess294.26
Oops, All Spells284.11
Amulet Titan273.96
Jund Scourge263.82
Death and Taxes243.52
Mono-Green Tron243.52
Tier 3
Izzet Prowess172.50
Ad Nauseam172.50
Ponza142.06
Kiki Twin142.06
As Foretold131.91
Eldrazi Tron131.91
Dredge101.47
Crab Mill101.47
Hammer Time101.47
Sultai Uro91.32
Jund91.32
Belcher91.32

The first thing to note is that 4C Omnath and Scourge Shadow are in first and second place again. However, both have declined from October, both percentage-wise and in total numbers. Omnath is only down two decks, which might just be margin of error, but Scourge losing eight decks is definitely not just variance. I suspect this is indicative of the metagame adapting to both.

The second thing is that ramp decks did really well in November. Reclaimer Titan, Amulet Titan, and Tron all jumped up a tier. Amulet Titan has had a pretty volatile year, so its return isn't too notable. However, this happening at the same time as both its fairer variant and Tron made a push is strongly indicative that November was unusually favorable for ramp strategies.

There's an Asterisk at the Top

I know, I've already hedged about Scourge Shadow and especially 4C Omnath twice, but this is something else entirely. Since the tier list is an aggregation, it misses some crucial context about how November played out. Approximately 2/3 of all Shadow and Omnath results came in the first two weeks of November, and Omnath virtually disappeared from the week of November 22. In other words, they both jumped out to enormous early leads, but coasted to the finish. Which suggests they're less dominant than they appear.

I can say with some certainty why this happened. The overall metagame is certainly shifting, and players are getting used to playing against the popular decks, which will cut into win percentage and results. This is has been particularly true for Omanth decks, with Boil coming seemingly from nowhere to take 15th on MTGGoldfish's staples list. Having a big target on one's back means just that.

However, I suspect at least some of that drop off (and rise in the first place) is artificial. Streamers have to keep up with trends and constantly switch decks to maintain interest (and thus their viewership and income). It's logical that there was a mass exodus of influencers from Shadow and Omnath after a few months of interest now that the decks are old hat. Such an event would have shifted results away from both decks and could have dropped the non-influencer user base if players followed suit and stopped playing the decks, regardless of their actual results. I can't prove this happened, but it makes logical sense.

What Happened to Humans?

On that note, where'd all the Humans go? There were 45 results for Humans in October, making it the third-place deck. I think I recorded 3 in November. I can't remember ever seeing so stark a drop-off before, and I have no idea why. It's worse than Ponza's October collapse. There's never been a metagame shift outside of an Eldrazi Winter situation to warrant such cratering. Mono-red Prowess made a comeback, as did ramp, and while they're not great matchups, the overall metagame is not that different from October. Even if it had gotten that hostile, I'd expect a more gradual fall. I mean, Infect didn't just disappear after Gitaxian Probe was banned, and straight Jund is still hanging around. Did the community just agree to stop playing Humans and I missed the memo?

Blood Moon Resurgent

As noted above, the metagame became more hostile towards many colored decks as November wore on. However, Boil was more of an exclamation mark than the reason, as granddaddy Blood Moon came back in a big way. Part of this is the minor resurgence of Ponza, but the primary change was Mono-Red Prowess started maindecking a full set of Moons.

Mono-Red Prowess, Tweedel (1st Place, Modern Challenge 11/29)

Creatures

4 Bomat Courier
4 Monastery Swiftspear
4 Soul-Scar Mage
4 Bonecrusher Giant
4 Seasoned Pyromancer

Enchantments

4 Blood Moon

Sorceries

4 Firebolt
4 Light Up the Stage

Instants

4 Lava Dart
4 Lightning Bolt
1 Burst Lightning

Lands

17 Mountains
1 Fiery Islet
1 Sunbaked Canyon

Sideboard

1 Obosh, the Preypiercer
4 Blast Zone
4 Shattering Spree
4 Surgical Extraction
2 Kozilek's Return

Having argued repeatedly that Blood Moon was highly effective against the top decks and was underplayed, I'm glad that the lesson finally stuck. The question remains whether it is effective enough to stick.

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’ve started using a power ranking system in addition to the prevalence list.

A reminder of how it works: as I go through the Preliminary and Challenge results, I mark each deck’s record or placement respectively. Points are then awarded based on those results. Preliminaries report results based on record, so that’s how the points are distributed. 5-0 is three points, 4-1 is two, and 3-2 is one. Challenges are reported in terms of placing, so being Top 8 is worth three points, Top 16 is two, and being reported at all is one. The system is thus weighted to award more points to decks that perform well in Challenges rather than Preliminaries. The reason is simply that Challenges are larger and more competitive events, and the harder the field, the better a deck needs to be.

The Power Tiers

The 681 decks earned a total of 1110 points in November. Interesting to note, this is the largest gap between population and points so far. The average points were 13.88, so 14 points makes Tier 3. The STdev was 19.69, meaning Tier 2 began at 34 points and Tier 1 is for 54 points or more. There were 22 decks just like the population tiers, but Jund didn't make the cut on points. In its place is Counters Company, which in turn missed the population cutoff.

Deck NameTotal Points% Points
Tier 1
4c Omnath1039.28
Scourge Shadow938.38
Heliod Company676.04
Reclaimer Titan655.86
Tier 2
Amulet Titan504.50
Oops, All Spells464.14
Mono-Red Prowess413.69
Death and Taxes403.60
Jund Shadow393.51
Mono-Green Tron363.24
Tier 3
Izzet Prowess302.70
Ad Nauseam282.52
Kiki Twin252.25
Ponza211.89
Eldrazi Tron211.89
Hammer Time201.80
As Foretold171.53
Dredge161.44
Crab Mill151.35
Belcher 151.35
Sultai Uro141.26
Counters Company141.26

Notable this month is that the tier composition didn't change, and only one deck fell from Tier 3. Previous months saw lots of decks change tier from population to power, but not in November. It doesn't mean anything, but it's an interesting curiosity. The other thing to note that Tier 1's power percentage is overall higher than its population share despite both being down from October. There's clear evidence that the metagame broadened in November. Moreover, it's pretty clear to me that I'm justified in not calling Omnath or Scourge Tier 0 decks despite their stats potentially justifying such a decision.

A General Reshuffling

Despite tier composition being largely unchanged, tier positions are drastically different, reinforcing that popularity doesn't indicate actual power. Heliod Company jumped Reclaimer Titan, though the difference between the two is a single 5-0 result. More significant is Amulet Titan switching places with Mono-Red Prowess and all the shifts that happen in Tier 3. It's clear that Modern is a very dynamic place right now, and that the real best-performing decks aren't always the most played.

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

After months of looking, I think this system may be the best that I can do. I just can't find anyone who's tried to do sports-style stats more Magic, nor is there any reason to suspect that they would be appropriate. So, I'll just have to roll with what I have.

When considering the average points, the key is looking at how far-off a deck is from the Baseline stat. The closer a deck's performance to the Baseline (which is the overall average of points/population), 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.

I'd like to formalize this more, but the usual trick using standard deviations won't work. Given the small numbers involved, the STdev encompasses the whole data range, meaning you just have to eyeball it to see if the deviation is significant.

Deck NameAverage PointsTier
Hammer Time2.003
Amulet Titan1.852
Kiki Twin1.792
Izzet Prowess1.763
Counters Company1.753
Scourge Shadow1.721
Heliod Company1.681
Death and Taxes1.672
Belcher1.673
Baseline1.66
Ad Nauseam1.653
Oops, All Spells1.642
4c Omnath1.631
Eldrazi Tron1.623
Dredge1.602
Reclaimer Titan1.591
Sultai Uro1.563
Ponza1.503
Mono-Green Tron1.502
Crab Mill1.503
Jund Scourge1.502
Mono-Red Prowess1.412
As Foretold1.313
Jund1.223

The only deck to crack the two-point average this month was Hammer Time, the mono-white Sigarda's Aid/Colossus Hammer deck. Granted, Hammer Time had a very low population but managed a number of impressive results. This is the perfect storm for a high rank, but it doesn't necessarily guarantee good placement in the metagame. It doesn't make it a fluke, either; only time can tell that. Hammer Time is similar to Scourge Shadow in that it has a strong aggro-combo plan, but finds itself lacking in the disruption department. Hammer Time makes up for this weakness by being faster, which moves it more into glass-cannon territory. It's going to do very well in the hands of expert enthusiasts, but I'm skeptical of its staying power.

What's Uro's Deal?

All the Uro decks that made November's tier list landed below the point average. 4-Color Omnath wasn't too far below, so it's probably within the margin of error. However, its being on the low end certainly suggests that its position as top deck is more due to population than performance. That the other Uro deck, Sultai Uro, is well below the average all but confirms that Uro decks suffered in November. Given the above identified trends, it would strongly suggest that Modern is adapting to Uro, and the Titan is losing a lot of its bite. December will be critical in confirming or refuting this idea.

Evolution Endures

At the end of the day, despite all the grumbling, Modern appears to still be in a very good spot. Therefore, I'm thinking Modern may be moving away from needing bans in the immediate future. Of course, I don't know overall win percentages, so I may be surprised come January. Still, given that the top decks appear to be losing ground and the overall metagame keeps churning away, I think Modern's perfectly healthy.

Playing the Damaged Lottery

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I’ve seen it many times before. Usually, it’s while I’m shopping for a well-priced Old School card for a deck. Sometimes when I see a card spiked on MTG Stocks, I’ll run to TCGplayer and see it. It’s so risky, but it is difficult to ignore.

What am I talking about? Buying heavily played / damaged cards, of course!

Imagine this scenario: you’re looking for an English Legends Sylvan Library. You noticed recently that Card Kingdom’s buy price on the card keeps climbing, and then you noticed the card spiked to $223 on MTG Stocks. Despondent, you make a desperation check on TCGplayer and find the following, cheapest listings:

First off, these copies are fairly reasonable considering how high the TCG mid number is. Secondly and more importantly, you’re faced with a tough choice. Do you roll the dice on the $75 damaged copy or do you pay $15 more for the cheapest HP from a seller with far less feedback? Or do you pay yet another $5 to purchase a heavily played copy from a larger seller?

The Damaged Lottery

It can be very tempting to pay far below market price for a copy of a card you intend to play even though it’s listed on TCGplayer as “damaged”. Here’s the description for damaged cards according to TCGplayer’s Grading Guide:

“Cards in Damaged condition can exhibit a tear, bend or crease that may make the card illegal for tournament play, even in a sleeve. If more than 30% of the card is damaged by liquid, it’s considered Damaged. Cards in Damaged condition may have extreme border wear, extreme corner wear, heavy scratching or scuffing, folds, creases or tears or other damages that impact the structural integrity of the card.”

What do you make of this? Well, I’m relieved to see that TCGplayer has updated their grading guide to remove “inking and signatures” from their damaged description—they instead suggest sellers use pictures for such cards. But still, I feel like a damaged card with extreme border wear is a lot more tolerable than a card that exhibits a tear. Shuffle creases are fine if you’re looking for a budget copy to play, but a fold? That may be problematic.

As you can see, purchasing a damaged card can be very risky (hence why I describe it as “the damaged lottery”). I’ve only tried it a couple times from TCGplayer. One seller I like in particular tends to grade their cards one tier lower than I personally would—therefore, I trust their damaged cards to be on par with heavily played condition. But there’s always a chance it doesn’t break that way. Conversely, I once bought a cheap, damaged Legends Spectral Cloak and it looked like someone had dropped a pile of bricks on the card.

There was an error retrieving a chart for Spectral Cloak

With TCGplayer, the large pool of sellers makes it almost impossible to identify trends and predict what you’ll receive. It truly is up to chance, like the lottery. But how about buying heavily played cards from major online vendors like Star City Games, Channel Fireball, and Card Kingdom? What are their HP lotteries like?

Major Vendors

I have a lot more experience purchasing heavily played and damaged cards from major vendors because I’m more inclined to trust they wouldn’t sell a card literally torn up. Here are the “HP” or “Damaged” descriptions from some of the major vendor’s grading guide.

Card Kingdom:

Channel Fireball:

Star City Games:

ABUGames:

There’s a lot to unpack here, and I’m not going to dive into every single characteristic by website. I think the descriptions are largely consistent. Because of all the ways a card can be deemed heavily played, it’s easier to identify that a card is heavily played than it is to define in words what that means. I’m going to take some creative license, and reference the famous quote by United States Supreme Court Justice Potter Stewart:

“I shall not today attempt further to define the kinds of material I understand to be embraced within that shorthand description [HP/Damaged cards], and perhaps I could never succeed in intelligibly doing so. But I know it when I see it…”

(If you don’t know what Justice Potter Stewart was actually referencing for this quote, please look it up and have a laugh!)

Some Personal Examples

As I mentioned before, I have become a bit of an expert in heavily played cards from major vendors because I tend to purchase from that category most often as long it’s a seller I trust. Most often, I’m shopping for the most played copies I can find because I’m looking for a deal—the cheapest sleeve-playable copy I can find. But sometimes I’m also looking to do some credit arbitrage, and some stores pay more aggressively for HP cards than others.

I want to pause here and share a few examples of HP cards in my collection and provide a brief background of where they came from.

First, here’s a heavily played card I bought from Star City Games:


This copy of Tracker is, to me, the ideal outcome when I purchase a heavily played card. Some edge wear, surface wear, and slight deterioration of the corner. I don’t see any creases or inking, which tend to make re-selling a card particularly difficult. All in all, this is the perfect copy for my collection or to sell to another buylist.

Now here’s a different card I received from Star City Games. This one was also sold as heavily played:

When I first examined this card, I was convinced Star City Games had made a mistake! This card is Moderately played at the worst, right? Some edge wear but a very clean surface. But then I noticed it—a weird purple defect on the front face, top left portion of the card. What is that? Inking? Why is it purple? Maybe it’s a misprint or printer defect? That would be cool if it was! But because it’s there, it makes selling this card a bit more complicated. Other vendors may not accept it and I have to highlight the defect to any prospective buyer. This is less than ideal, but I’m happy to include this in my personal collection.

Next, here’s a card I received recently from Card Kingdom, listed in “Good” condition:

This card is rough. Whitening around the edges of the entire card, surface wear, and one edge looks like someone kind of bit down on the card or something! But, because of the broad definition of “Good” on Card Kingdom’s grading guide, this card does indeed fit the category. I’m not too happy with this card’s condition, but the price was right and it’s still an Alpha Blue Elemental Blast—because of this, I don’t think I’ll have any difficulty selling the card.

Next, here’s a heavily played card I recently received from ABUGames:

I deal with heavily played cards from ABUGames a ton. While their near mint prices are astronomically high relative to the market, their played and heavily played copies are sometimes a little closer to reality. This makes such cards prime targets for acquisition when working store credit arbitrage.

This Arabian Nights City of Brass is one of the worst heavily played cards I’ve ever received from ABUGames. Technically it fits their description, but yikes! The card has no folds or inking and is perfectly sleeve playable (in fact it’s in my Old School deck) but it’s not an attractive copy for one’s collection. I would have been more disappointed in this if the card wasn’t priced well (when factoring in the store credit inflation factor).

There was an error retrieving a chart for City Of Brass

Lastly, I want to mention one other recent, relevant experience. I don’t have images of the cards, but a few heavily played cards I received from Star City Games recently had some water damage. It wasn’t major (in fact I didn’t even notice it at first) but it was there. I attempted to flip some of these cards to Card Kingdom’s buylist, hoping they would grade as “Good”. But they ended up rejecting the cards altogether and shipping them back to me. I don’t think Card Kingdom allows for water damage in their “good” category, but it’s good to note Star City Games does. I took the damaged cards and shipped them to ABUGames instead—they accept “minor to moderate water damage” as heavily played.

Wrapping It Up

Buying damaged and heavily played cards can be a great way of saving money. Often times I’ll be browsing TCGplayer for cards and I’ll find damaged copies priced significantly below all other available copies. Every time this happens, I pause and think about the damaged lottery.

Most often I pass on the card and move on. It’s impossible to predict what you’ll get! The card could have some light inking and otherwise be flawless…or the card could be bent in half and run through the laundry. The range is so huge for this condition.

For this reason, I stick to major vendors when I deal in damaged and heavily played cards. But even this experience can be extremely variable. Cards can arrive with some major edge wear and not much more. Or the card could be water damaged and may have been inked. Again, the range is huge, and different vendors seem to have variable definitions around what qualifies.

In the end, it’s really a personal choice around what you’re willing to accept and how much of a discount to market price you’re getting for the damaged card. With few exceptions, I pick up heavily played and damaged cards from major vendors because their pricing is extremely competitive—even below what I could sell the card for myself. In these cases, it’s worth the gamble. And as ugly as that City of Brass is, I am still going to play it in my deck.

Everyone’s tolerance for play is different, making the damaged lottery even more complicated. Something unacceptable to one person may be perfectly fine to another, and vice versa. Either way, I don’t think the damaged lottery is going away anytime soon. As long as people are willing to roll the dice to save money, we’ll continue to see damaged cards of all sorts being sold at major discounts.

QS Insider Cast: Standard Updates, Commander Legends in Legacy, and Secret Lairs

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Welcome back to the QS Insider Podcast! Chris O'Berry and Joe Davidson discuss the new Standard meta, Commander Legends in Legacy, and the new Secret Lair drops! This cast was originally broadcasted live to Insiders in the QS Insider Discord, November 29th, 2020.

Show Notes

  • Standard Updates - Obosh, the Preypiercer, Genesis Ultimatum, Terror of the Peaks
  • Commander Legends - Jeweled Lotus, Legacy Potential
  • New Secret Lair drop analysis

Wanna Chat? Find us in the QS Discord or on Social Media

Chroberry - Twitter / Instagram / Twitch

Joe - Twitch / YouTube / Twitter

Sig’s 2020 MTG Advent Calendar

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The year 2020 has been rough. In an attempt to bring some holiday cheer into my day-to-day life, I decided to do a Magic: The Gathering Advent Calendar for the month of December! For those unfamiliar, every day up until December 25th, I will open a new booster pack. The packs start mundane, but as the month progresses they'll get more and more exciting. Take a look at the spread I have planned!

Of course, with every pack opening, there's an opportunity to share in the thrill by recording a video! Each booster pack opening will be recorded, uploaded to my YouTube channel, and linked here.

And for those who are here strictly for the finance, I'll be tracking the financially relevant pulls from these boosters using a Trader Tools list! This will help us track both the buylist and retail value of each card and will update automatically as prices shift. Follow along if you'd like!

I hope everyone has a safe and happy holiday season.

–Sig

Day 25: Mirage

Day 24: Alliances

Day 23: Visions (Japanese)

Day 22: Weatherlight (Korean)

Day 21: Mystery Booster (Convention Edition)

Day 20: 5th Edition

Day 19: Ice Age

Day 18: Portal

Day 17: 7th Edition

Day 16: Judgment

Day 15: Torment

Day 14: Odyssey

Day 13: Modern Horizons

Day 12: Prophecy

Day 11: Scourge

Day 10: Gatecrash

Day 9: Battle for Zendikar

Day 8: Zendikar Rising Set Booster

Day 7: Shadows Over Innistrad

Day 6: Born of the Gods

Day 5: Core Set 2020

Day 4: Throne of Eldraine

Day 3: Theros: Beyond Death

Day 2: Ikoria

Day 1: Core Set 2021

 

 

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Sigmund Ausfresser

Sigmund first started playing Magic when Visions was the newest set, back in 1997. Things were simpler back then. After playing casual Magic for about ten years, he tried his hand at competitive play. It took about two years before Sigmund starting taking down drafts. Since then, he moved his focus towards Legacy and MTG finance. Now that he's married and works full-time, Sigmund enjoys the game by reading up on trends and using this knowledge in buying/selling cards.

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Early Access: MH2 Speculation, Pt. 1

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Welcome to December! At long last, the year known as 2020 is coming to a close. Huzzah! I had planned to kick this off with the traditional metagame update, but that's not to be: Wizards hasn't posted the last few events at time of writing, so the data's incomplete. Even if that wasn't the case, I don't have enough time to do my usual analysis. So that will have to wait until next week. In the meantime, here's some lighter fare.

In case you missed it, Modern Horizons 2 will be out next year. At this point, the only thing I know for sure is that the enemy fetchlands are included. I can safely assume that structurally, MH2 will be like the original, with a mix of new cards and reprints. Hopefully, Wizards learned from their mistakes and we won't have to endure another Hogaak, Arisen Necropolis, but there's no way of knowing. What I can do is wantonly speculate about what potential reprints could make it in. And while speculating on existing staples that desperately need a reprint (Aether Vial's ticking up again), I'm not a finance guy, and that's what such a piece is most useful for. Instead, I'm going to speculate on potential Modern newcomers that are currently legal in Legacy.

Ground Rules

To keep things interesting, and not totally baseless, I'm imposing some rules on myself. Obviously, I'm not going to mention cards that can't be printed thanks to the Reserved List, but this also goes for anything too strong for Modern. Defining a format and giving it an identity separate from other formats is critical for its success (which is something Pioneer has suffered from). Thus, I don't want anything that's going to make Modern feel too much like Legacy. This is going to preclude a lot of cards from Commander and similar sets, as they make perfect sense in Legacy's context, but not Modern. Looking at you, Leovold, Emissary of Trest.

Secondly, this can't be a list of just hate cards. Players complain about Blood Moon, but that's because they've never seen some of the color and nonbasic land hate lurking in Magic's history. The cards I pick need to be interesting and preferably build-around cards to encourage different gameplay or deck design. I'm looking for cards to make Modern better for brewing and diversity, not to reinforce or completely destroy existing decks. Plus, that'd be too easy.

Finally, no low-hanging fruit. There are plenty of Modern-playable and correctly powered cards in Legacy. But I'm requiring myself to stretch as much as possible. Because the obvious stuff has been done to death. For example, Counterspell was considered for Standard in Dominaria. Thus, Wizards must also think that it's fine for Modern. There's nothing to see there, and nothing new to say. Similarly, Innocent Blood is probably fine, but it's just another removal spell. Ho-hum.

With these restrictions in mind, I came up with an interesting and feasible card for each color. Of course, covering all of them in more than cursory fashion would explode my word count, so today I'll only get to the white and blue cards.

Land Tax

This was actually the card that got me thinking about potential reprints. I don't remember the exact context, but sometime last month it was mentioned as a really weird card, and that got my gears turning. Land Tax has the unusual distinction of having been banned in every relevant format for most of its life, but today doesn't really see play outside Commander. Tax was first banned in Legacy (then Type 1.5) in 1996, and stayed that way until 2012; I could only find one deck in the past year that played any.

The reason for Tax's ban was that it was an absurd card advantage engine alongside Scroll Rack and Brainstorm. Every Tax trigger was three lands to exchange for real cards. Better yet, those new cards were far less likely to just be more lands. However, as Legacy evolved and sped up, the utility of this multi-piece engine degraded to the point of unviability. As Modern lacks cheap or repeatable library manipulation, the main use of Tax would be its intended one: helping decks catch back up on land drops.

Potential Utility

The biggest plus to Land Tax in my book is that it encourages different styles of gameplay. I cannot think of any card that rewards going second as much as Land Tax. Even with help from Fieldmist Borderpost et al, Tax can be triggered turn three at the earliest in Modern when on the play. Without fast mana, there's no way to miss a land drop and have turn one Tax. And even then, the deck that could do that is effectively Belcher, so why bother? On the draw, given normal development, a turn one Tax triggers on turn two. This opens the door to decks that actually want to play from behind. The only constructed deck I can think of that has ever wanted that is Manaless Dredge.

Another is the brewing space. Land Tax fixes mana because it searches for any basic land. This makes it plausible for non-green decks to play in that 4-Color space and compete with Uro, Titan of Nature's Wrath. But after the first activation, that job's done; every trigger after the first is just deck thinning. And it won't be infinite thinning. The opponent will start missing land drops either deliberately or because they're not drawing lands every turn. So what does one do with all the lands from a few Tax activations? That opens up a lot of potential for decks trying to use lands for value, and that's not something Modern really has (much to the disappointment of Assault Loam stalwarts).

The Risk

Mana fixing has been under fire this past year, between Uro and Arcum's Astrolabe. Players are becoming frustrated with goodstuff pile decks, and adding another option to make them possible is not attractive. There is also the general risk of cards that generate a lot of card advantage for no additional input. Does Modern really need more card advantage engines?

On the flip side, Land Tax is limited to finding basic lands, which prevents both runaway card advantage and another land-toolbox deck from emerging. The utility of lands (particularly basics) in hand is low, and Modern doesn't have particularly strong ways of turning them into real cards. Tax's restricted trigger potential also limits its utility and the type of deck that could use it. Uro can go anywhere and do its thing, but a deck actually has to work to benefit from the enchantment. So it's very much a build-around card and likely to see more limited play, mitigating the main drawback and pushing Tax in a much fairer direction than Uro.

Likelihood

Despite this, I'd bet the actual odds of seeing Land Tax in MH2 is very low. The lowest chance on my list, in fact. Rosewater is on record saying that white searching for any land is a color pie break. Searching for Plains like Knight of the White Orchid does is fine, but any basic land is supposed to be green's domain. So a straight reprint is extremely unlikely.

However, Rosewater has also repeatedly said on his blog that white needs more card advantage to keep up with the other colors, and that the Land Tax effect feels very white. Wizards could easily print a variation that changes "land cards" to "Plains". This hypothetical card would be far weaker than Land Tax since it couldn't fix colors. However, it would still invite interesting brewing options in white decks and reward going second, and so could still be Modern playable.

Standstill

Blue bears the burden of being a Legacy color of counters and cantrips. Modern can't have too many blue cantrips (especially not Legacy-level ones), and we don't need Force of Will or Daze. In an older time, I'd have argued for Fact or Fiction, but that point is now moot. So instead, I'm going with one of my favorite spells from my first experiences learning Magic, Standstill.

Standstill is a card that encourages both players to do nothing. Otherwise, their opponent gets cards. However, for that very reason, it is a huge gamble to play Standstill. Playing it when behind on board is self-destructive, and I've watched a Legacy Landstill player die to a single unflipped Delver of Secrets chipping away at their lifetotal because they wouldn't crack their own enchantment. It can also be a risk to play it at parity, since Standstill really says that you want the status quo to endure. I've been surprised by how often the belief that the status quo is either even or truly favors one player turns out to be wrong. And when the Standstill player is wrong, they are maximally punished. Thus, I find it a fascinating card, and I like the mental subgame it entails.

Potential Utility

The first benefit is versatility. Standstill is useful in a wide range of decks, and it's hard to truly break the card. I watched as many players in Odyssey Block start with Nimble Mongoose or Basking Rootwalla into Standstill against Psychatog as I saw 'Tog players use it as a mirror breaker. On the aggro side, it was a way to keep up with the control decks (Compost saw a lot of play for the same reason) and to buy time for the clock to work. Control players loved it in the mirror to ensure they would win a counter war over opposing cards. The longer the game went unchanged, the more it tended to favor the Standstill player.

Except sometimes it didn't. You'd be amazed how often the extra cards don't matter because of the tempo hole Standstill digs. Standstill is a two-mana do-nothing card. Opposing players are free to play through, but it strongly disincentivizes its controller from action. You look really silly breaking your own Standstill, no matter how correct it is. Losing is often psychologically better than looking foolish. So sometimes, players just sit behind Standstill and watch the game slip by. Standstill is then a skill testing card, with better players resolving better Standstills than worse players. Knowing when to break the stalemate is an invaluable skill that Standstill rewards.

Also, to really use Standstill requires a lot of building around the card. In Legacy, Landstill is a UW control deck that utilizes creature-lands and now Shark Typhoon to win without cracking their Standstill. As a tool against control or for more reactive decks to regain some equity in the face of proactive value decks like 4C Omnath, there's considerable potential for Standstill.

The Risk

Standstill encourages the kind of game that Field of the Dead wants to play, and players are already sick of Field. Plus, there are a considerable amount of feels-bad moments associated with Standstill. It's not necessarily great fun to sit around and just stare at the opponent, nor is it to let them draw cards as result of your actions.

I think the first problem is minimal. Getting to seven unique card names is a lot harder without help from accelerators, and playing cards doesn't mesh with hiding behind Standstill. The decks that currently abuse Field will struggle to use Standstill well as a result. As for the second, that becomes less of a problem with experience. Versed competitive players learn that the right play is the right play, regardless of anything else, and will get over it. There's also less standing around than it seems, as it is usually correct to break the Standstill right after it's played. Breaking Standstill early is positive tempo, and often the controller can't use the extra cards. Standstill plays a lot better in practice than it does in theory.

Likelihood

The main problem with Standstill is a gameplay one. Wizards doesn't like cards that encourage doing nothing, though as mentioned this is somewhat illusory. Of course, that applies primarily to Standard. If the goal is to slow Modern down and encourage new types of gameplay, doing nothing is not something any top tier deck has wanted to do for some time. Thus, Standstill is reasonably plausible.

And Now, We Wait

So, that's the first two cards out of the way. Next week, I'll have the metagame update ready, and then I'll be spending the rest of December getting through my list. I've got one card for each color, as well as gold, artifacts, and lands. What's your list, and what do you think of my choices for white and blue? Drop a line in the comments.

Zendikar Rising and the Future of Modern, Part 2

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The world of paper Magic: The Gathering might be on pause as far as sanctioned in-person events are concerned, but that doesn’t mean that formats aren’t continuing to evolve as players around the world test out new cards and innovate on their favorite decks and strategies on platforms like MTGO. The only difference is that all of this innovation is happening online and outside the lens of large-scale tournaments to give a wider audience a view of what’s happening.

If you’ve been following my articles, you know that I spend a lot of time fondly thinking about the future and getting to sit down across from an actual human being at a large event again – it’s something I spend a lot of my time right before falling asleep thinking about in an effort to have good MagicFest related dreams.

However, thinking ahead like this also provides a lot of opportunities for financial speculation, and that’s what we’re going to do here today with a focus on the Modern format. There’s such a diverse meta that I decided to break this article up into two pieces (and recycle the intro - sneaky, sneaky). You can read the first part right here, and read on for Part Two!

Heliod Company

This deck is one I was surprised to see when I was analyzing the Modern metagame. I'm sure it was just me not paying attention to meta developments, but it felt like Heliod Company got super popular out of nowhere! I'm glad I pulled my head out of the sand and started paying attention to Modern though because this Collected Company list is super cool.

There was an error retrieving a chart for Heliod, Sun-Crowned

It's cool to see Heliod, Sun-Crowned having his time in the sun (ha, get it?) here. We've seen Heliod being a frequent all-star in Historic on Arena but (correct me if I'm wrong) we haven't seen this version of the legendary Theros god putting up numbers in any paper-based eternal formats until now. We've talked before about keeping an eye on mythics from Theros: Beyond Death and I definitely think this applies to Heliod as well. Heliod has had one more printing than a lot of the other Theros cards I've talked about in the past couple of weeks with his showcase printing, but if Heliod Company keeps putting up numbers after the Pandemic I think both versions of the card have a lot of room to grow.

There was an error retrieving a chart for Skyclave Apparition

Of course, I'm unable to go another week without talking about Skyclave Apparation! I know I bring up this card all the time, but this is another Modern list that is making good use out of the new Zendikar Rising all-star. Looking at the data, it looks like people haven't settled on the correct number of Apparations to be running - with some running a full playset and others, like the 5-0 list that nazart played in a Modern League on Magic Online on November 27th, running only two.  I've talked about this card at length, so I'll just say I think there's still room for growth and also that it is an awesome card I really enjoy piloting.

There was an error retrieving a chart for Ranger-Captain of Eos

Chroberry and I frequently talk about Modern Horizons cards being good pick-ups on the QS Insider Cast, and I'm stoked to see that Ranger-Captain of Eos gets to be added to the list of cards to bring up. This human soldier saw a decent amount of play in various lists when it released, but I feel like it's been a while since I've seen it pop up in numbers like this. It works really well to find your copy of Giver of Runes or Noble Hierarch, and being able to stop your opponent from casting non-creature spells is a big deal in the current meta. If you can get these under $7, I think it's an easy pickup. I wouldn't feel bad trading into them at $10 or under right now either, especially if it was a card I was looking to play when paper Magic comes back.

As far as other cards I'll be keeping an eye on from these lists I'm looking at Collected Company (what are the chances the recent Secret Lair brings down the price when it gets shipped?), Spike Feeder, Eladamri's Call, and Horizon Canopy.

Amulet Titan

It looks like Amulet Titan has been putting up good results again. It's a great deck that seems to ebb and flow in popularity depending on the meta and has plenty of die-hard pilots. It's been evolving a bit with recent sets as well, which is always fun to see!

There was an error retrieving a chart for Primeval Titan

The Primeval Titan Grand Prix promo has a special place in my heart, being one of the first GP promos I ever got, even if I haven't ever run a deck featuring the famous green giant. The titan has never been a super high priced card and neither has the Amulet of Vigor that makes the name of the deck, but I think they're both solid cards to keep in stock if you're going to be catering to a paper Modern crowd in the future.

Turntimber Symbiosis is another one of those Zendikar Rising cards I've been hyped on since the set debuted, and it's found a natural home in the Amulet Titan decks. MTGO user bigjc00 had a playset in their 5-0 list from a Modern League on MTGO on November 27th, which looks like a pretty common decision (with some decks choosing three instead.) I think grabbing these now at under ten dollars is a very good idea, especially if you're looking to play them in the future.

There was an error retrieving a chart for Dryad of the Ilysian Grove

Dryad of the Ilysian Grove is another new-ish card that slotted right into these decks when it was printed and one of the Theros: Beyond Death rares that we've seen slowly trending upwards in price lately. This dryad is a natural fit in lists like these and also great in Commander. If you were waiting to get in on these, I wouldn't wait too much longer.

As far as other cards I'm keeping an eye on from the list, I'm interested in seeing where the new printing of Azusa, Lost but Seeking goes and I'm always keeping an eye on Summoner's Pact.

Oops! All Spells

Speaking of decks that have gotten a shot in the arm from recent cards, I've been seeing a ton of Oops! All Spells lists popping up in the meta recently.

There was an error retrieving a chart for Vengevine

Oops! All Spells is a deck variant that has been around for a long time in various forms in several different formats, but the Modern version really didn't seem to rise to glory until the printing of the new lands in Zendikar Rising. A recent 5-0 list piloted by gyyby297 in a Modern League on MTGO on November 27th ran a total of twenty-one of the new double-sided spell lands, enabling the Ballustrade Spy-initiated combo to go off perfectly since the new lands don't count as spells. The deck even sideboards into a Goblin Charbelcher combo deck depending on the matchup.

Honestly, I would keep an eye on all of the dual-faced lands from Zendikar Rising, because that's what enables this deck to really shine. Other cards to keep in mind are things that help the combo win like Narcomoeba, Vengevine, Salvage Titan, Creeping Chill, and Goblin Charbelcher

There was an error retrieving a chart for Goblin Charbelcher

Well, friends, that's it for me on this one! What do you think? What cards am I overlooking from these lists that deserve a shoutout? Have you been playing a deck I didn't bring up in Modern that you're particularly hyped on? Hit me up and let me know! You can find me on Twitch, Twitter, YouTube, or hanging out in the QS Discord. I hope you have a great rest of your week - and hopefully, I'll get to see you at a big paper Modern tournament someday!

Looking Ahead to When the Pandemic Ends

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COVID-19 has surely made its impact on all people across the globe—there’s no way to refute this fact. On a personal level, I can think of a few changes I’ve made to adapt to this new universe.

First and foremost, I’ve been fortunate enough to be able to work from home since the pandemic started. My family doesn’t eat at restaurants at all, and we have significantly reduced the amount of take out we order (mostly food for delivery or drive-thru). My sleep schedule has shifted about 30 minutes later since I don’t have a commute anymore.

And, of course, my engagement with Magic has evolved. For one, I play more games of Magic than I ever have before thanks to my adoption of the Arena platform. This has resulted in my intimate understanding of the Standard and Limited metagames, something I hadn’t paid close attention to since original Innistrad (right before my son was born) (Consecrated Sphinx in Standard was fun).

There was an error retrieving a chart for Consecrated Sphinx

Magic finance has also been impacted, and it’s really interesting to study how price trends unfolded over the last 8 months. Some very in-demand cards have weak pricing, while other virtually unplayable cards have shot up in price. It’s this shift, in particular, that will be the focus on my article for this week.

The Standard Dichotomy

Online pricing data doesn’t quite go back far enough, but I seem to recall ten years ago the powerhouse mythics of Standard started at $20 and went up from there. Once upon a time, Bonfire of the Damned, Baneslayer Angel, and Primeval Titan were each north of $30 with the first two more in the $50 range.

Despite being the newest cards in Magic, the ubiquitous nature of Standard play made these cards valuable and worth trading in and out to grind value. In the COVID-19 world, Standard looks drastically different. Thanks to the success of Arena, Standard is as strong as ever and people are playing tons of games in the format (especially thanks to the recent bannings). Yet all this digital play does little for paper prices.

For starters, take a look at this snapshot from MTG Stocks of the top 20 most played cards in Standard:

“Wait a second, Sig. The Great Henge is a $30 Standard card. Doesn’t that count?”

There was an error retrieving a chart for The Great Henge

Yes and no. It’s true the 16th most played Standard card is a mythic rare worth $30, reminiscent of Standard playable mythics in the past. But I strongly suspect the card’s price has less to do with its Standard play and more to do with its utility in Commander. EDHREC’s data is skewed, but directionally speaking the 15000+ lists that include The Great Henge far outshines Embercleave’s 5000 lists.

I don’t think the $18 difference in price is the result of being the 16th most vs. 18th most played card in Standard. It’s because The Great Henge is included in triple the lists on EDHREC.

To further this argument, take a look at the number one most played mythic rare in Standard: Shatterskull Smashing.

This card is all over the place—being both a land that can enter the battlefield untapped on early turns as well as a spell that kills two creatures on late turns makes this quite versatile. There is little downside to including at least a couple copies of this card in any list playing red as a hedge against mana flood in the late-game.

Despite all this, and despite being in the newest set, the card is a pitiful $8. I would have never imagined a world where you can open a pack of the newest set, open the most-played mythic rare in Standard, and just barely recoup your booster pack cost after fees and shipping. Yet here we are.

Moving into the rares, the same trend largely holds true. Bonecrusher Giant is everywhere. It’s the second most played card in Standard, yet it can’t even be traded for a $1 cheeseburger from McDonald’s. The most played rare, mana-fixing land is similarly anemic: Cragcrown Pathway is just $3!

Shark Typhoon is the only rare that bucks this trend of depressed prices. This is the only one that seems to have a robust price in this world of no large paper Magic tournaments. I don’t think this card is as played in Commander. Perhaps it’s seeing play in older formats as well? In any event, this is one of very few Standard cards to get excited opening from a physical booster pack of a Standard set.

There was an error retrieving a chart for Shark Typhoon

Older Cards Skyrocket

It’s difficult to find an exact parallel to compare Standard’s anemic prices with Old School / Reserved List’s strength. A quick look at the most played cards in Vintage, according to MTG Stocks, is useful in this comparison.

Reprints make for poor data in this analysis, so I’m dropping my attention to the 8th and 11th most played cards in Vintage first: Volcanic Island and Underground Sea. Those prices are near record highs!

There was an error retrieving a chart for Volcanic Island

A little further down, and things really get silly. Granted these prices reflect a thinning inventory on TCGplayer, but The Tabernacle at Pendrell Vale, alongside Power 9, are all way up versus 8 months ago when things started to shut down in the U.S.

For example, check out the price chart on Tabernacle.

There was an error retrieving a chart for The Tabernacle at Pendrell Vale

The top buy price now is about $2145, a level this card hasn’t seen since November of 2018—roughly two years ago! This isn’t happening because there are more paper Vintage events happening. It’s because there are no large-scale paper events!

Think about it: these cards have much thinner inventory relative to anything in the Modern era of Magic. So as vendors continue to sell cards online (especially cards from the red hot Commander format), they have a harder time restocking inventory. I suspect the relative number of players who mail cards to buylists is smaller than the number of players who sell these cards to vendors at their local events for immediate cash in hand.

As this trend continued throughout 2020, the squeeze on market inventory took its toll. Prices climbed and remain at elevated levels.

It’s not even the most desirable Reserved List cards that are at record highs. Anything collectible and somewhat unique from the earliest sets of Magic now command a low-inventory premium. Take a look at something like Acid Rain for example.

There was an error retrieving a chart for Acid Rain

You can’t possibly tell me this card is suddenly seeing more play. But it does something different and is a Reserved List rare from Legends. That’s all it takes nowadays!

The same can be said for Golgothian Sylex, Livonya Silone, and Hellfire. Given the age of these cards and their limited print run, it’s especially difficult for vendors to restock these cards. One could argue they should not be chasing prices higher in order to restock as it’s perpetuating the price inflation; I suspect vendors aren’t concerned with this as much as they are with having inventory. As long as they sell out, they will keep increasing buy prices.

What Will Happen When the Pandemic Ends?

This is the one million dollar question! We’ve seen depressing in Standard paper prices and inflation in Reserved List cards because of the lack of large in-person events. Will this trend hold when these events resume, or will we see a reversal of trends?

I don’t have a crystal ball, but I’m going to make my best guess. Please take this with a grain of salt and know this is just one possible outcome based on my own hypotheses.

I expect Standard prices to rebound once in-person paper events start happening again. The most-played rares and mythic rares should see some price appreciation. What’s more, it’s possible that Standard sets that came out during the pandemic (Ikoria, Core Set 2021, Zendikar Rising) will have slightly inflated prices if fewer boosters of the sets were opened during the time of their launch.

If there’s less demand for cards from these sets now, there’s less motivation for vendors to crack more product to sell the singles. But if demand sees a rebound when in-paper events return, some vendors may be caught offsides with less inventory than needed. If Wizards is still printing these sets to demand, the trend may be temporary and undetectable. But if the sets aren’t being printed because newer sets are the primary focus, then we could see the trend become more permanent.

There was an error retrieving a chart for Zagoth Triome

Reserved List cards, on the other hand, may not trend so favorably. I think we’ll see a retrace in the unplayable stuff. Random 4/6’s that cost 7 mana from Legends won’t hold up. North Star, card I love for its art, can’t maintain an $80 price point. Maybe one day it’ll gradually climb there, but this was a $15 card at the beginning of this pandemic. I suspect it’ll retrace to something in the $30-$40 range once supply can flow through the market again.

There was an error retrieving a chart for North Star

More playable stuff will fare better, keeping a larger percentage of their 2020 gains. But the best performers will likely be the Power 9. As prices on Dual Lands and other Reserved List cards soar, it has been easier and easier for players to trade into Power. This has buoyed prices on this group of cards—specifically Unlimited and Collectors’ Edition copies. These are viewed as the “crème of the crop” when it comes to price stability. They are not only extremely powerful in games of Vintage and Old School, but they also double as some of the safest investments one can make in the game.

While speculators will be quick to unload random, unplayable cards from Legends once large-scale events resume, I don’t think the number of players rushing to sell their Power is nearly as high. Thus, any increase in the price of Power 9 will likely be stickiest of all.

Then there’s the fact that Bitcoin is approaching all-time highs…but that’s a subject for a different day.

Wrapping It Up

COVID-19 has been a major disruption in just about everyone’s lives across the globe. So many markets have been profoundly impacted, and Magic is certainly no exception.

This has manifested itself in two ways. First, despite being as popular as ever thanks to the Arena platform, Standard card prices are depressed relative to past years. There’s just not a lot of paper demand for Standard staples since events are mostly virtual nowadays. When that changes, the trend may reverse and some paper Standard prices will rebound.

Second, Reserved List cards are through the roof on short supply. It’s important to keep in mind that this segment of the market is up because of a supply squeeze more than actual newfound demand (outside of FOMO and speculation). To me, this means large in-person events will once again allow vendors to restock on these cards. As they do, we will start to see what kind of new prices the market can bear. I suspect the unplayable stuff will falter, and vendors will be forced to gradually reduce prices to trim down on their suddenly supply glut.

Whatever happens, 2021 will definitely be a fascinating year for Magic finance and I look forward to monitoring market trends and highlighting my observations here weekly! Stay tuned for plenty of opportunities in the months to come…once we get passed this crummy pandemic!

Insider: Taking a Second Look at Commander Legends

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My previous article regarding Commander Legends called out a few speculation opportunities for two of the new commanders. Sadly, none of those targets has really shown any gains, though none have lost any real ground either. Admittedly, my excitement for this set as a whole has also waned; it could be from the pretty lousy box I cracked, but it could also be because a lot of the cards that looked broken when spoiled haven't been so in all actuality.

Once a set's hype has died down, we can get a better picture of its overall financial impact on the game. Players were able to acquire their boxes on 11/12 and a lot of product has hit the market.  We have already seen the most hyped card Jeweled Lotus tumble from around $100 to under $70 and I expect it will continue to fall, though I am not as pessimistic as others and see it likely sitting around $40 when all is said and done.

Data

One of the biggest factors in card values for this set is the fact that there are so many rares and mythics; 77 rares and 22 mythic rares. In each pack, you get a non-legendary rare or mythic; 2 legendary cards that can be uncommon, rare or mythic; and a foil which can be any rarity. Each box contains 20 packs. So let's break this all down:

  • 52 Non-Legendary Rares
  • 17 Non-Legendary Mythics
  • 25 Legendary Rares
  • 5 Legendary Mythics

It's also important to point out that Magic cards are typically printed 11 cards across and 11 cards down or 121 cards per sheet, however, we don't have enough information to know what kind of sheet layout the Commander Legends is printed in. Thankfully, Mr. Thomas Vanek (a store owner in Europe and member of our Discord) opens a lot of boxes and collects the data from his openings. He opened 460 regular boxes and the pull rates were as follows:

Regular Booster Box

  • 9606 Non-Legendary Rares which equates to 20.88 per box
  • 1560 Non-Legendary Mythics which equates to 3.39 per box
  • 5048 Legendary Rares which equates to 10.97 per box
  • 428 Legendary Mythics which equates to 0.93 per box

Value

Now that we've looked at the drop rates for various cards in the set we should also look at the values. These have been tanking hard since boxes first started getting opened and singles started entering the market. While this is nothing new, in fact, it happens with every set, the fact that the chase card Jeweled Lotus has plummeted by over 60% says a lot about the value in this set, especially since as we discussed in the data set you honestly need to open multiple boxes to have a decent shot at getting a single copy of it.

Interestingly enough, it seems that the rare dual land cycle has actually rebounded some, with almost all versions sitting in the $5-$6 range before release weekend and now sitting in the $6-$8 range. The price on these boxes was also elevated with the going rate being $125-$135 at release, whereas, most Standard legal sets you can typically buy boxes under $100. This is important because as single prices fall any stores with remaining boxes lose incentive to crack them for singles and we may be quickly approaching that line if we haven't already passed it.

Currently, there are only 4 cards in the set, excluding etched foils, sitting above $20 market price and all 4 are mythics. There are only 2 rares sitting above $10 market price. There was also a lot of talk of stores not receiving the full allotment of product requested so there may even be a shortage at the moment, which doesn't bode well for these prices. I can honestly say I really regret purchasing a box myself, I pulled poorly which didn't help, but I stopped buying boxes and cracking packs because as is almost always the case you come out ahead if you just buy the singles of the cards you want. This set is no exception to that rule, so if you were thinking of buying a box, unless you plan on drafting with it, I wouldn't.

Analysis

Interestingly enough, we have a conflicting way to view this set for speculative purposes. It seems that supply has flooded the market which decimated singles prices and unless box prices deflate dramatically it's not worth opening more product because of this low value. However, due to the large set size and reduced number of packs in a box there is potential opportunity regarding any breakout stars, especially any breakout mythics because the probability of opening one in a box is lower than usual.

It's also important to remember that like all sets since Throne of Eldraine the extended art variants are only available from Collector Booster packs which are a more limited print run, though I honestly wonder exactly how "limited" it is. So in this instance, I like to look for the extended art variants either in foil or non foil that are currently pretty cheap compared to what I think future demand may hold. Here are a few of the cards from the set I'm actually interested in acquiring, though I may continue to wait another week or two to see if prices continue to drop. I will be looking for any inflection points on these cards' prices before buying in.

There was an error retrieving a chart for Mnemonic Deluge

While this is no Expropriate, it feels almost like a toned-down "fairer" version. It seems WotC realized the potential for abuse and made sure that like Expropriate it exiles itself upon resolution. So far the most broken card I can see abusing Mnemonic Deluge with is Time Stretch, though I am sure there are others including the previously mentioned Expropriate if you can get it into your graveyard.

There was an error retrieving a chart for Triumphant Reckoning

Here's another of the near bulk mythics you can pull from your box currently that has a lot of potential upside. Similar to Mnemonic Deluge it's really high casting cost likely keeps it out of any cEDH decks, but this type of ability is usually symmetric when you look at cards like Replenish and Open the Vaults, so a one-sided version is obviously going to cost more. This seems like an auto-include in any of the U/W/x artifact or enchantment based decks and the ability to get planeswalkers back is icing on the cake.

There was an error retrieving a chart for Port Razer

Port Razer is a bit of a toss-up, we've previously seen creatures that take extra attack phases to be either very powerful or very forgetful and it's a bit hard to tell where Port Razer falls right now. The reason I've included it on this list is mainly that it untaps all creatures you control regardless of whether they participated in combat and it doesn't require mana to use its ability. Obviously, the trick to this card is to build a deck that can make Port Razer unblockable.

Alternative Medicine: Modern’s Land Problem

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It's important to consider alternative solutions to any problem. No matter how clear the solution to a given problem may be to you, never discount the possibility of other perspectives offering insight. Or that biases can blind to us to potential solutions. Either way, entertaining alternatives can get the creative juices flowing. Which is why today, we'll consider a relatively unpopular narrative: that the issue with Uro is less about Uro, and more about the lands it tends to accompany.

Last week, I examined the MOCS results and noted that a lot of players keep complaining about Uro. And that the complaints weren't unjustified, even if the much of the problem stems from player mistakes and misreading the matchup. However, at roughly the same time there was a reddit thread arguing that the real problem was Mystic Sanctuary and Field of the Dead. If anything was to be banned, it should be the lands first. Ignoring the lengthy thread about printing Wasteland into Modern (just... no), there were some decent points to address. These two lands are very good, and may be overpowered. However, there's a lot of context that goes into that consideration.

Is there Merit?

It's always important to separate out the wheat from the chaff when answering arguments. I only have so much time and so much space to answer things, after all. The most common complaint I saw in the thread was that Sanctuary and Field aren't fun to play against, and the format would be better off without them. This is personal preference, not an argument, and so can't be evaluated or considered. Fun is inherently subjective. For every player that finds a given gameplay aspect boring, there's someone else who enjoys it. Which is a plausible explanation for why there are still Lantern Control players in the world.

The other argument I'm ignoring is power. I've heard players argue about whether the lands are too powerful and compare them to other cards, both legal and banned. However, power isn't something that can be objectively measured. Looking at Necropotence vs. Goblin Guide, for instance, how does one actually measure their power in a vacuum? I don't think that many competitive players would object to me saying Necropotence is the stronger card, but to reach that conclusion requires considerable knowledge about the card's history. Necro was derided as the worst card in Ice Age back in the day, so power clearly isn't objective. Indeed, attempting to quantify power strikes me as an infinitely regressive and space-consuming ordeal.

For that reason, I'll concentrate on the two arguments that can actually be evaluated: 1) Sanctuary and Field are becoming too saturated, and 2) their deckbuilding restrictions are too low, putting unfair pressure on the opponent's card choices.

Key Figures

There are two ways to look at saturation: by deck, and by individual card. Sanctuary is only found in slower blue decks, of which the Uro Pile is the most common, in all its associated forms. UWx Control also has at least a few. Field is also played in Uro decks, but it started out as a key card in Primeval Titan decks, and that hasn't changed. So, I'll add up the decks playing one card or the other. Last month, the 4c Omnath version of Uro Pile was the top deck in Modern with 11.11%, and Sultai Uro had 2.05%. That's 13.16% of decks that (typically) ran both Sanctuary and Field. Field gets an additional 7.69% from Reclaimer and Amulet Titan for a total of 20.85%. Sanctuary gets 3.42% from Jeskai and UW Control for 16.58%. That's a chunk of the format, certainly, but remember, much of that is coming from a single deck.

The individual card statistics back up my metagame conclusions. As of the day I looked them up, MTGGoldfish puts Field and Sanctuary at the 19th and 20th most played lands in Modern. Both show up in 19% of decks. It's worth noting that Field of Ruin is the highest-placing utility land, at 16th place and 20%. Uro is the 16th most played non-land and appears in 18% of decks. MTGTop8 has Field of the Dead at 16 with 18.3% over the past two months while Sanctuary is at 27th with 16.8%. Uro is 22nd with 18.0% and Field of Ruin is 24th with 17.6%. These are certainly high figures, but is that really format saturation? Oko, Thief of Crowns was pushing 40% before being banned, and Once Upon a Time was at least as prevalent. There's perhaps room for concern, but when Cleansing Wildfire is (currently) in 21% of decks, I'm not too worried.

Deckbuilding Restrictions

The other good argument is about the lands severely taxing the opponent's interaction. Field and Sanctuary are lands, and Wizards doesn't like land destruction. They've had a habit for years of just not making playable land destruction effects, and that really came back to bite them with Field. Wizards had to ban Field first in Standard and then Pioneer because it generated too much value too easily, and there was little viable counterplay. Even with Field of Ruin around, there was little hope of hanging with the Field decks in either format, and they had to go.

Modern has better answers to lands (Blood Moon chief among them), but it also has far better enablers. Hour of Promise, Primeval Titan, and Elvish Reclaimer are legal, and there is an even wider array of lands to fulfil Field's conditions. Standard decks had to get creative to always have seven different names on their lands. Modern features redundancy (i.e. Hallowed Fountain and Prairie Stream) and, more importantly, fetchlands. Thus, it's far easier to actually get Field active, and then keep it active via pals like Wrenn and Six or Life from the Loam. Such engines also negate land destruction, making Field even more robust and limiting Modern's options as badly as Standard's.

Sanctuary has never really done anything in Standard, as far as I know. It's not too hard to get hit four islands, but there aren't many spells worth recouping over and over. The former is even more true of Modern, but Modern also has Cryptic Command, letting players soft-lock opponents. Whether it's fogging combat steps or countering spells, a Cryptic bouncing Sanctuary over and over is a huge burden for the opponent to climb, and is very annoying. This can only happen every other turn without help, but it still buys an inordinate amount of time and value off a fetchable land. These are legitimate criticisms. However, I'm not persuaded.

The Context

Both Sanctuary and Field are late-game cards. I would expect them to gain increasing amounts of value as the game progresses. They're like planeswalkers in that regard. Accumulating absurd value is the entire point! If they didn't generate more and more value as the game went on until it became overwhelming, they'd serve no purpose. The question is whether or not that is being done too easily or quickly. And the follow-up is whether that unacceptable accumulation will always follow Field and Sanctuary around, or if another card is to blame. And I'll argue that Uro is more at fault for Field and Sanctuary's sins than they are.

Convergent Evolution

The first thing to remember is that the current situation has been building for some time, and for the vast majority of that, there was little problem with either Field or Sanctuary in Modern. Field was released July 12, 2019. And it didn't do much initially, mostly just showing up as a one-of in Amulet Titan. The other ramp decks were Tron and Valakut variants; the former couldn't trigger Field, and the latter didn't need to. Field really didn't start seeing much play until February after Theros Beyond Death brought Dryad of the Illysian Grove, letting Amulet Titan run more utility lands than previously possible. At that point, all the non-Tron ramp decks started to merge together. As the year progressed, they increasingly blended into the value decks to create the current version of Uro.

Meanwhile, Mystic Sanctuary arrived with Throne of Eldraine in October, and lived a life separate to Field until Uro arrived in Theros. Sanctuary was widely played in blue midrange and control decks thanks to the Cryptic interaction, but didn't have much impact on the metagame. That changed when Uro arrived, and it's no accident that of the 100 pages of results for Mystic Sanctuary, 83 are for dates after January 24, 2020. The vast majority of results are Uro decks, and a somewhat smaller majority have Field as well.

The Gameplay Reality

The gameplay of both lands, and Field particularly, is very repetitive. They require specific shells to function, and tend to push their decks in certain ways that will produce similar games. These tend to involve lots of non-interactive lands and durdling, which can be boring (if tense) to play against. I get that, but that can also be said for Valakut, the Molten Pinnacle, and (until Dryad of the Illysian Grove, anyway) nobody seemed to have any problem with that card. Once Valakut hits its threshold, the game is likely lost for any fair and/or slow deck. It may even actually be over if it happens via Scapeshift and Valakut combos off.

Once Field is active, the game is often just as over. However, it doesn't feel as over. Field is a far slower grind-out than Valakut, and it always looks like there are ways out. Because there are. Aggro decks can trample over tokens, fly over them, or protection on through. Control can use Cryptic to force attacks to connect or stall to win via Jace, the Mind Sculptor. However, for non-blue, non-evasive, and non-combo decks, there are few good ways to push through the tokens. Which is a fairly narrow set of decks, all things considered, but not so narrow that it isn't worth considering. And it's natural to feel frustrated, but I can't imagine those decks had decent matchups against old-model Valakut either.

Looking at the Lock

As for Sanctuary, and as someone who's played the lock (and even ran Deprive to maximize the utility), I understand how it can be frustrating to play against. It's not fun to get locked. The problem is that if you're actually locked by Sanctuary and Cryptic, the game was already over. The lock is a formality, because the pilot is too far ahead for opponents to come back. If they had to rely on the loop, they were likely struggling to survive.

Speaking from experience, the loop is a massive tempo drain, and very expensive. I first cast Cryptic, bounce Sanctuary, then replay Sanctuary. Thus, every turn I initiate the loop, I lose a land drop. Every time I use Sanctuary, I lose a draw step. If I wasn't already far ahead, I'm about to rapidly fall behind. Then there's the problem that the loop cannot be done every turn without help. Whether it's two Cryptics in hand at the start, fetching up another Sanctuary, or accessing another source of card draw, performing the lock every turn requires other cards in the picture. And if that has come together, control decks probably aren't losing anyway. And finally, constantly running the loop means never advancing the board. Cryptic is expensive; I'm replaying the same land, and every turn, redrawing a Cryptic. That's a really slow gameplan that gives the opponent plenty of time to find an out.

And there are a plethora of outs. I'm going to draw attention to my favorite drum to bang, but that's hardly it. Field of Ruin is highly played, and prevents the lock. Green decks can get through the counter-lock with Veil of Summer. Black has discard. And any deck can just overwhelm a counter wall with patience. Constantly fogging combat is annoying, but Humans can Meddling Mage or Gaddock Teeg to break it up. And Death and Taxes doesn't worry about the loop at all. In addition to land destruction, there's Vialed-in Flickerwisp. Archon of Emeria also breaks it, because the Sanctuary won't enter untapped, and thus won't trigger at all.

The Uro Connection

And that bring me back to my most pressing point: neither Field nor Sanctuary would be real players in the metagame without Uro. Consider my earlier stats, and then also consider that MTGGoldfish says the average number of Uros per deck is 3.3, while Field is 1.9 and Sanctuary is 2.2. MTGTop8 concurs, with Uro at 3.3, Field at 1.8, and Sanctuary at 2.0. The lands are minor parts of their decks compared to Uro. Again, this is to be expected of late-game cards, but clearly the gameplan doesn't revolve around them.

More to the point, players have to survive long enough to get those lands online, and that's what Uro does best. The Titan gets decks to the later stages of the game with less investment or opportunity cost than any other option. Uro draws a card (more likely to find the critical cards), it gains life (more likely to survive into the late game), and grants an extra land drop (progression to the late game), in addition to letting decks that wouldn't otherwise be interested in ramp or lifegain have it all. There is a reason that both Field and Sanctuary were relatively minor players until Uro arrived.

It's Good to Have Land

I get that Field of the Dead and Mystic Sanctuary frustrate some players. However, they're only becoming major players in Modern thanks to Uro. Uro makes it far easier to activate those lands, and its prevalence is pulling up that of these lands. I'd argue that without Uro in the picture, Field, and particularly Sanctuary, would see far less play than they currently do. Plus, Uro is an enabler; the lands are payoffs. Blame-the-enabler is the moral of the Modern ban list.

A Black Friday Shopping Guide

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Running through my neighborhood, I’m not all too surprised to see holiday decorations (mostly Christmas) being assembled this early in the season. With the pandemic looming over everyone’s heads, spreading some holiday cheer—even if earlier than usual—is a welcome break from the malaise and mundanity COVID-19 instills.

But we must remember that the U.S. holiday of Thanksgiving hasn’t passed yet! It’s this Thursday, November 26th. While the day of thanks isn’t much related to Magic, there is one component to this particular week that is relevant. I’m talking, of course, about Black Friday and Cyber Monday.

Judging by some emails I’ve been receiving, it doesn’t look like COVID-19 is going to be a wet blanket on this commercial holiday of sorts!

Cash Back Galore

It appears that this year, multiple websites are opting for a “store credit back on cash purchases” option when it comes to Black Friday incentives. This is a sneaky way of earning your repeat business by offering something that looks like a “discount”, but in reality isn’t quite so attractive.

Card Kingdom sent out an email stating they would be offering a 10% kickback in store credit on all purchases made between November 27th and November 30th. At first glance, it’s easy to confuse this promotion with a “10% off” discount, but the two are significantly different.

For one, the kickback of store credit only applies if you are paying cash—you can’t get kickback credit on purchases made with store credit! Sales tax and shipping also aren’t included in the 10% calculation. There is a cap on order size: orders over $1,000 will only net you 10% of $1,000, or $100, in-store credit. If you were hoping to get $780 back in store credit after purchasing their VG Beta Time Walk, that won’t work I’m afraid. Lastly, you may not get the store credit applied to your account until December 7th—not receiving the credit immediately is a small disappointment.

The best way to use this credit, therefore, is to purchase cards and products you were planning on buying anyway. Getting the kickback credit on sealed product is nice (not all stores are offering this), but I don’t see the 10% kickback as sufficient incentive to drive me to make additional Magic purchases from Card Kingdom. Best case scenario is I find some arbitrage opportunity and snatch up a Good (HP) Alpha or Beta card that can be flipped to ABUGames for store credit while also netting 10% back in credit at Card Kingdom.

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Channel Fireball is doing a similar store credit promotion, but with some key differences. Can you find them all?

What leaps out at first is of course the larger store credit bonus: 20% is twice as good as 10%! What’s more, you can start making purchases now and receive the credit kickback—no need to wait until Black Friday for this one. It’s also neat that you receive store credit back if you buy Pokemon and Flesh and Blood singles in addition to Magic.

So far it sounds like 100% upside versus Card Kingdom’s promotion, but that isn’t strictly true. Like Card Kingdom, the store credit kickback only applies to cash purchases. What’s different is that Channel Fireball’s promotion only applies to singles purchases—no credit kickback on sealed product or gaming supplies.

You also may not see your store credit until the middle of December! So if you were hoping to get some store credit to purchase additional Christmas gifts with, you may not receive the second purchase in time for the holiday.

Now I did do some digging and I couldn’t find a cap on the promotion like Card Kingdom has. I believe that if you purchase their Damaged Beta Mox Sapphire for $5,000, you will legitimately receive $1,000 back in store credit. I don’t see any fine print that suggests otherwise, and that’s a significant kickback! So if you’ve been on the fence about purchasing a high-end card from Channel Fireball, now is definitely the time to pull the trigger.

There was an error retrieving a chart for Mox Sapphire

With a full 20% back, I’m more motivated to dig for deals at Channel Fireball than I am at Card Kingdom. My initial search didn’t yield anything too exciting, but I’ll likely try again later today. While I don’t love paying retail prices for singles, then getting store credit with which to pay retail prices for cards a second time, I do view the 20% kickback as sufficiently incentivizing. I’d encourage you to hunt for deals as well.

Select Product Discounts

A couple other vendors have begun providing discounts on select products as an alternate way of driving traffic this holiday season. I haven’t seen any inspiring deals yet, but I suspect the best is yet to come.

Cool Stuff Inc has been cycling through specific discounts on various product. Today there’s a nice discount on some sealed Commander product, but not much else in the Magic space.

I originally thought they were offering a blanket 15% off all singles, but I tried adding a card to my cart and checking out and I didn’t see that 15% discount applied. Maybe I’m not clicking through the correct steps, but it was disappointing. Usually, there’s a loyalty discount for frequent shoppers, though, so if that 15% doesn’t stack then the discount is really quite tiny. I’m hoping to see some more exciting deals as Black Friday approaches.

Star City Games has been offering various discounts on specific products over the past couple weeks. Here’s the deal available today (Sunday):

I suspect if you’re in the market for some sleeves, binders, and playmats, this is a fairly attractive discount. I’m personally not in the market for supplies, so I’m hoping by the time you’re reading this article, the new deal of the week is live and is more relevant to me. I’m hoping Star City Games is also saving their best deals for last as Black Friday approaches.

Two other sites I’ll be watching closely as Black Friday approaches are ABUGames and Troll and Toad. Both have offered some form of Black Friday promotion in the past, but it’s not clear what that’ll be this year. ABUGames has no indication of a Black Friday deal on their site, so hopefully we see an update soon.

Troll and Toad is offering small deals as part of a “Black Friday” countdown.

I’m hoping to see some significantly discounted singles and sealed product this year. I seem to recall buying singles at buylist pricing during their Black Friday promotions in years past. Those are my favorite kinds of deals: rather than try to find something well-priced, receiving store credit, and then having to find another card at a great price, just give me a steal of a price to begin with and save me the hassle! Of course, this retailer strategy doesn’t drive the repeat traffic that store credit kickbacks incentivize, but odds are higher that a store will get my holiday cash if they offer discounts upfront.

Wrapping It Up

Without additional information, it’s difficult to write up more heading into this Black Friday and Cyber Monday season. I’ll leave you with a couple bits of advice, reflecting how I approach this season.

First, be picky with your cash. I have limited Magic funds in my PayPal account. While it’s tempting to jump on the first deal I see (that 20% Channel Fireball kickback is extremely tempting), keep in mind that actual Black Friday hasn’t even arrived yet! A better deal from a different website could be in the works. And if you don’t find anything on Black Friday, it’s still not too late as many retailers offer separate Cyber Monday deals as well.

Second, be decisive. If Troll and Toad or another vendor lists various singles at buylist pricing this week, you won’t have a ton of time to hem and haw over the purchase. If it’s a great deal, chances are it’ll sell out quickly. Therefore I encourage you to have some principles in advance about how much you want to spend, what in particular you want to shop for, and what you’re willing to pass. The more prepared you are, the more quickly you can act when you see the deals pour in.

Lastly, make sure you do treat yourself if you have the funds to do so. The year 2020 has been one of the toughest in the history of the world, given this pandemic. Money doesn’t buy happiness, but purchasing a few special cards at a great price is a nice way to reward yourself for making it through this horrendous year. Magic mail is always exciting, but it only comes if you put up the money necessary. If you can stretch your dollar a little further this holiday season by leveraging some Black Friday promotions, I say go for it!

Maybe that’s one upside to the store credit kickback option? It’s awkward to receive the credit two weeks after you make a purchase, but then you get to shop again and received yet another piece of MTG mail! If one Magic package is good, then two is surely better, right? Yet another reason to partake in this season’s Black Friday deals. Happy shopping and good luck to everyone!

Spell Spotlight: Uro, Titan of Nature’s Wrath

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My last article was about Scourge of the Skyclaves... and it still opened by acknowledging that Modern's general narrative currently revolves around Uro, Titan of Nature's Wrath. Yes, Uro is everywhere, and Modern players seem up on the fact that it's incredibly strong—if they aren't playing it, they're finding ways to beat it, or more often just losing to it. But how come? Is Uro so broken that Modern can't adapt? Or are players simply skimping on options that will restrain it effectively? In this Spell Spotlight, we'll discuss the elements that make Uro a Modern staple, look into which decks run it, and assess our counterplay options.

Understanding Uro

Just what the heck is Uro, Titan of Nature's Wrath? And what makes it special enough to deserve a Spell Spotlight? To make sense of who's playing Uro, and to figure out how to beat the card, we need to understand the three dimensions that make it so darn good.

Value

Stapled all over Uro are Magic's three magic words: "Draw a card." When players cast Uro from the hand, they draw a card. When they escape Uro from the graveyard, they draw a card. When they turn Uro sideways, they draw a card. (YOU get a fur! YOU get a fur!) If Uro manages to attack a couple of times, we're talking about a pretty insurmountable heap of cards.

But wait, there's more! For each "draw a card" trigger Uro resolves, the Titan also gains pilots 3 life. (YOU get a jet!) This kind of value is less exciting on paper, and perhaps harder to quantify than card advantage, but in some matchups is even preferable to drawing. Take Burn, for instance. That deck wants as many of its cards as possible to deal 3 damage. Against Burn, gaining 3 life is like drawing a card—a great card: a free Counterspell! All that lifegain makes it very difficult for aggro decks, the very strategies generally poised to punish durdly value strategies, to overcome Uro. Additionally, it can be tough to justify fitting lifegain into the mainboard, for the simple reason that there aren't many lifegain cards that are great when the lifegain isn't relevant. Uro is one of them, making life much harder on damage-minded players while it's legal in the format.

As though all that wasn't enough, Uro also dumps lands into play from the hand. This effect is Uro's smallest, and many shells using the creature consider it icing on the cake; perhaps they've opened a land-heavy hand, in which case the incidental ramp gets them closer to making additional plays (which likely include escaping Uro). But ramp is also central to certain play styles, which have gotten a massive boost with Uro in the picture. When the ramp part of the effect is the one that's most desired, you know the card is an utter bomb in your deck.

Bulk

Uro, Titan of Nature's Wrath certainly lives up to its name on the power/toughness side of things: it's massive. 6/6 is bigger than any reasonable creature in Modern, as those tend to cap at 5/5, with larger sizes reserved for six-mana haymakers such as Wurmcoil Engine or the original Titan cycle. And stats are as important in Modern as ever (read: more than in most nonrotating formats). Gurmag Angler? Tarmogoyf? Reality Smasher? We used to fear these big-bodied behemoths, but Uro makes them look like a bunch of chumps. And act like a bunch of chumps, when it comes to blocking. To beat Uro in the red zone, players often have to throw multiple creatures in front of it, compounding its multitude of card advantage dimensions.

Recursion

So you've double-blocked Uro and gotten it off the table. Now what? Elementary, my dear Watson: it just freaking comes back! Escape lets Uro return again and again for more red-zone fun, be that walling all your swingers or punching holes in your defenses. And every time it comes back, it triggers, burying its resistance in cards, life, and maybe lands (and therefore, maybe Zombies—no small quotient of Uro decks pack Field of the Dead). Uro simply cannot be dealt with by regular means; peeling it from an opener with Thoughtseize or Inquisition of Kozilek only accelerates its battlefield terror, while burning removal spells on the 6/6 merely buys a tiny bit of time.

Hella Homes

All that high praise does indeed translate into numbers. At the time of writing, Uro is one of Modern's most-played cards according to MTGGoldfish, and its second-most-played creature, losing out by just 1% to Skyclave Apparition (we said Death and Taxes was coming back—and we meant it!). But the card isn't dominating because a single deck featuring the card is dominating. Rather, Uro finds itself in a plethora of strategies hungry for the raw power it provides.

Wrath Worshippers

By now, Modern boasts its fair share of decks built around Uro, Titan of Nature's Wrath:

These are the big Uro decks, meaning they play very heavily into the Uro plan. When David mentioned going after Uro specifically, these are the decks he had in mind; effectively attacking that angle should cripple each of the above strategies. Leading the pack is Omnath Ramp and its offshoot Omnath Copy-Cat, the latter of which packs a combo to improve its linear matchups. But otherwise, these are straight-up value shells, aiming to two-for-one as much as possible en route to a flashy finish turns after games have been functionally put away.

Package Players

Many other decks simply splash Uro as a package or plan:

In terms of archetypes, the decks that can or want to splash Uro are wildly diverse: we've got midrange, tempo, combo-control, aggro-combo, pure combo, and prison all vying for the Titan's favor. My favorites in this list are Infect, which once ran a set of sideboard Tarmogoyfs as a fair Plan B, and Jund, whose pilot gave in to that old adage, "If you can't beat 'em...." But also note the host of power-crept combo strategies centered around Aetherworks Marvel or Through the Breach, which leverage Uro's sheer strength to win themselves games of Modern in a format that's otherwise outgrown them.

While the above decks fail to make full use of an Uro-centric gameplan, they also do better in the face of hate targeting the creature, as they've got plenty else to do with their time. As such, Uro can often serve as a potent diversion, attacking opponents from a unique angle while the primary gameplan is assembled.

Counterplay

Strategically speaking, it's difficult to hate out Uro with just a gameplan. The aggro-combo strats that have historically kept Modern's durdly decks in check can't quite manage to get under Uro's lifegain and board presence, which buys opponents enough time to stabilize. And there's little hope of out-grinding the Titan, which lets pilots draw multiple cards each turn cycle, in turn filling the graveyard back up via interaction so it can be escaped again and again. If there's no going under it, and no going over it, the best way to deal with Uro is to hate it out with... well, dedicated hate.

Grave Hate

The most effective way to deal with Uro is to hit 'im where it hurts: the graveyard. That crucial zone is a required limbo for Uro to pass from the hand to the battlefield, and while opponents may well break even on cards along the way, doing so still costs them 3 mana. Uro's a lot less menacing if it never gets the chance to act as an engine.

Cling to Dust: The one card here that didn't make "Modern Top 5: Graveyard Hate," on account of it not having been printed yet. While Cling only hits one card in the graveyard, it's a maindeckable option for all its utility; it can gain life or cantrip, and pilots often have the choice. At one mana, that's a bargain for a spell that also grants incidental graveyard hate to multiple decks in Game 1. Hitting Uro with Cling takes it out of the picture for good, forcing opponents to locate another copy of the Legend if they want to bring it out.

Surgical Extraction: What if you want to remove the possibility of encountering Uro from the game entirely? Modern's got a card that makes that happen for the low, low cost of 2 life. Surgical won't work until opponents have gotten Uro into the graveyard, making it somewhat situational; even Cling can be cycled into something more immediately useful should they fail to find the Titan. But Extraction provides a significantly permanent effect, rendering decks built around Uro unable to function close to their usual level.

Grafdigger's Cage: My personal favorite of the three for dealing with Uro, Cage is narrow enough in its effect that it won't necessarily impact players who run their own grave-based effects. That happens to be most of them, as more definite answers to the graveyard like Rest in Peace are becoming increasingly uncommon. Cage still packs a punch against Uro, and also hoses cheat-from-the-deck spells such as Collected Company; with the artifact in play, opponents literally have no hope for escape unless they draw into some very specific removal cards. And with their draw engine hampered, the odds of that happening are even less likely. Cage's best feature, though, is how low-maintenance it is: whenever players have a generic mana to throw around, they can just slam the permanent and watch opponents squirm under its effects.

Non-Binning Removal

Simply removing Uro is all fine and dandy until it's escaped again the next turn. And it still nets pilots a draw, some life, and perhaps one more land drop each time it pops up. That's why players have been turning to removal spells that deal with specifically Uro better than the rest.

Path to Exile: Modern's most no-questions-asked removal spell again gets its time in the sun with Uro around. Players can Path Uro in response to its sacrifice trigger when opponents deploy it on from the hand, giving it no chance to draw a second card or escape from the grave. But hitting Uro once it's escaped can also be preferable in some game states, as now the Titan has cost pilots a whopping seven mana as well as 5 cards in the grave. And for what? Two lousy draws and six life? The key with Path is how flexible it is, as the instant also deals with most recursive/enormous creatures and only costs a single mana. Of course, that mana happens to be in the format's worst color....

Aether Gust: Another popular option is Aether Gust, an unassuming two-drop that frankly deserves its own Spell Spotlight. Gust is superb against Uro because it takes it off the battlefield without plopping it right back into the graveyard, meaning opponents need to invest another 3 mana to prep the Titan for escape, and ensuing battlefield presence. Gust can also hit Uro either pre- or post-escape depending on the game state. While it's less useful than Path in other matchups, it does rock the house against Prowess (often costing them multiple cards' worth of damage) and hold down the fort against Rock (where it tops Tarmogoyf). The ability to hits spells gives it incidental utility in some combo matchups, forcing decks using the likes of Scapeshift, Past in Flames, and Through the Breach to wait one more turn before going off.

Uronly Human

Unlike Oko, which was axed relatively soon after its introduction to Modern, Uro has had time to warp the metagame in subtle and obvious ways alike. Hate it or love it, Uro has now cemented itself as a pillar of the Modern format. Do you run Uro, or play to beat it? Or just sit on the format's sidelines awaiting a ban? Drop your experience in the comments, and don't leave home without your hate!

Zendikar Rising and the Future of Modern, Part 1

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The world of paper Magic: The Gathering might be on pause as far as sanctioned in-person events are concerned, but that doesn't mean that formats aren't continuing to evolve as players around the world test out new cards and innovate on their favorite decks and strategies on platforms like MTGO. The only difference is that all of this innovation is happening online and outside the lens of large-scale tournaments to give a wider audience a view of what's happening.

If you've been following my articles, you know that I spend a lot of time fondly thinking about the future and getting to sit down across from an actual human being at a large event again - it's something I spend a lot of my time right before falling asleep thinking about in an effort to have good MagicFest related dreams.

However, thinking ahead like this also provides a lot of opportunities for financial speculation, and that's what we're going to do here today with a focus on the Modern format. There's such a diverse meta that I'm actually going to break this article up into two parts, with part one dropping this week and part two hitting next week!

What does the meta look like these days?

While we've all been taking time off from competitive paper Magic, the best Magic Online players in the world have been continuing to jam games digitally and the meta is actually looking pretty darn diverse compared to Modern metas we've seen in the past. Let's take a look at the decks that have been popping up the most in the Magic Online Modern world.

Uro Omnath Abominations

Let's start with the deck I'm by far the least excited to see holding a large share of the meta: Uro Omnath.

There was an error retrieving a chart for Uro, Titan of Nature's Wrath

If you've ever stopped by my Twitch stream while I was playing Magic you've probably heard me complain at length about Uro, Titan of Nature's Wrath. It was great in Standard and is unsurprisingly putting up numbers in Modern, too. Lately, we've been seeing it paired with recently banned in Standard Omnath, Locus of Creation to great success.

There was an error retrieving a chart for Omnath, Locus of Creation

As many people predicted (including Chroberry and me in our QS: Insider Casts), big bad Omnath is taking a huge hold on the Modern format. The lists themselves seem to vary a bit on their style of play, which is nice, with some of the lists running heavier on blue with counterspell packages including Force of Negation and others like oosunq's recent Modern League 5-0 list focus on ramp strategies with Oath of Nissa and Utopia Sprawl. MTGO user oosunq's list also features a Saheeli Rai/Felidar Guardian package and playsets of fan-favorite planeswalkers Wrenn and Six and Teferi, Time Raveler.

There was an error retrieving a chart for Wrenn and Six

As far as cards I'd keep an eye on from this deck: Omnath, Locus of Creation, Jegantha, the Wellspring, Uro, Titan of Nature's Wrath, Force of Negation, and of course Teferi, Time Raveler. Wrenn and Six is also worth keeping an eye on.  Omnath and Jegantha are decent speculation picks due to their lower prices (especially since Omnath's banning) and I think the others are likely to see significant rises if the meta stays similar to this long enough for us to get back to paper play.

Taxes Variants

Okay, now we can talk about the deck that I'm most excited to see putting up numbers in Modern: Death and Taxes variants.

There was an error retrieving a chart for Skyclave Apparition

I know I've talked Skyclave Apparition to death here at Quiet Speculation already, but I can't help it. I'm super excited about this card as a player - and anyone who took the advice to get in on this card early is probably pretty excited about it from a financial perspective as well. It feels like this card is seeing play in just about any deck that runs enough white sources, but I'd wager that the most successful slot it's found in Modern so far is Mono White Death and Taxes.

These lists are all pretty similar, relying on classic standbys like Thalia, Guardian of Thraben, Leonin Arbiter, Flickerwisp, the now unbanned Stoneforge Mystic, and Modern Horizons all-star Giver of Runes. Another new addition to the deck I'm personally pretty excited about is Archon of Emeria, which is starting to see more play in recent weeks in decks such as MTGO user Parrit's list that they recently took to a 5-0 finish in a Modern League on the 17th.

There was an error retrieving a chart for Archon of Emeria

Modern Death and Taxes never really seemed to be able to take a good hold in the Modern format until recently even with a handful of dedicated players piloting lists for years. The recent additions from Zendikar Rising seem to have really given the deck a large boost, and I feel like it will be a big player in the meta when we get to return to big paper events.

Two cards I think are still ripe for speculation from this deck are the newcomers of Archon of Emeria and Maul of the Skyclaves (with full disclosure that I have pretty large stakes in both in my spec box) due to their current low prices and their increase in online play. Other cards to keep an eye on for big rises when paper play returns are Giver of Runes, Leonin Arbiter, Skyclave Apparation (I really do think this card will continue to rise), and even Stoneforge Mystic.

Death's Shadow Variants

Death's Shadow is an archetype I've also found myself writing about a lot recently with the printing of Scourge of the Skyclaves.

There was an error retrieving a chart for Scourge of the Skyclaves

Both Rakdos and Jund variations of the deck have been putting up great results in leagues, with Rakdos seeming to be the favorite. Both versions of the deck usually run the same core of the titular Death's Shadow, Scourge of the Skyclaves, and Monastery Swiftspear - all helmed with the companion Lurrus of the Dream-Den. MTGO user fl0urish recently took a Rakdos list featuring a playset of Bomat Courier to a 5-0 finish in a Modern League on MTGO on the 17th, which I thought was fitting due to the release of Kaladesh Remastered on Magic Arena recently. Bomat Courier seems pretty good in the list, but is it just a flash in the pan?

There was an error retrieving a chart for Bomat Courier

Other than the Kaladesh underdog construct, what else is worth keeping an eye on from these lists for potential big rises once big paper tournaments return? I'm personally keeping an eye on Mishra's Bauble, Tidehollow Sculler, Lurrus of the Dream-Den, and the titular Death's Shadow itself. Scourge of the Skyclaves has already skyrocketed pretty hard, but I wouldn't be surprised if it sees even more growth once big paper tournaments return. If you're into penny stocks, I could also see a world where [card]Seal of Fire[/cards] sees a small uptick due to its slot as a repeatable damage spell with Lurrus (though this is an admittedly unlikely scenario).

There was an error retrieving a chart for Seal of Fire

Well, that's it for this week, friends! Next week I'm going to take a closer look at Heliod Company, Oops! All Spells, and the classic Amulet Titan to see if we can't find some more cards primed to explode when paper play comes back. What do you think? What cards am I overlooking from these lists that deserve a shoutout? Let me know, and I'll include them in an update next week! You can find me on Twitch, Twitter, YouTube, or hanging out in the QS Discord - feel free to hit me up any time! I hope you have a great rest of your week, and I'll see you next time!

November ’20 Brew Report, Pt. 1: Saving Scourge

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Uro, Uro, Uro—that's all many Modern players are likely to hear these days, in a certain echo of the Oko, Oko, Oko from around this time last year. But there's plenty more happening under the surface, Modern's saving grace being a wave of innovation triggered by Scourge of the Skyclaves.

The Scourge of Midrange

In fact, Scourge of the Skyclaves is a tremendous boon to midrange strategies, or at least those in black. At a time when value-based Uro decks, most of which eschew black entirely, are dominating the archetype, Scourge's presence as a "second Goyf" for discard decks is something of a saving grace.

No Traverse Shadow, THAHOPPA (5-0)

Creatures

4 Hexdrinker
4 Death's Shadow
4 Scourge of the Skyclaves
4 Tarmogoyf

Planeswalkers

2 Wrenn and Six

Artifacts

4 Mishra's Bauble
1 Nihil Spellbomb

Instants

2 Abrupt Decay
1 Dismember
4 Fatal Push
4 Lightning Bolt

Sorceries

2 Inquisition of Kozilek
4 Thoughtseize

Enchantments

1 Seal of Fire

Lands

2 Blood Crypt
4 Bloodstained Mire
1 Forest
3 Nurturing Peatland
2 Overgrown Tomb
1 Stomping Ground
1 Swamp
4 Verdant Catacombs
1 Wooded Foothills

Sideboard

1 Lurrus of the Dream-Den
1 Abrade
1 Assassin's Trophy
3 Cleansing Wildfire
1 Engineered Explosives
1 Kolaghan's Command
2 Kozilek's Return
3 Soul-Guide Lantern
2 Veil of Summer

No Traverse Shadow takes that Jund Shadow blueprint and dumps its pivotal card, Traverse the Ulvenwald. With Scourge of the Skyclaves in the mix, Traverse's role as additional copies of Shadow and Goyf is less critical; between always charging pilots a mana to use and increasing the deck's reliance on the graveyard, it's good riddance for the cantrip.

While we're adding threats, why not mini-Progenitus Hexdrinker? Boasting an aggressive one-drop lets the deck be less reactive if it needs to be, putting opponents on the backfoot right away. And of course, if it dies, there are few better ways to respond than by slamming a Tarmogoyf.

At this point, though, the deck is starting to look a lot less like Traverse Shadow and a lot more than Golgari Rock, which also popped up in some leagues this month:

Golgari Rock, IBAITOR (5-0)

Creatures

3 Lurrus of the Dream-Den
4 Dark Confidant
2 Scavenging Ooze
3 Hexdrinker
4 Tarmogoyf

Planeswalkers

3 Liliana of the Veil

Artifacts

4 Mishra's Bauble
2 Nihil Spellbomb

Instants

1 Abrupt Decay
3 Assassin's Trophy
3 Fatal Push

Sorceries

4 Inquisition of Kozilek
2 Thoughtseize

Lands

4 Blooming Marsh
2 Forest
3 Ghost Quarter
2 Hissing Quagmire
2 Nurturing Peatland
2 Overgrown Tomb
3 Swamp
4 Verdant Catacombs

Sideboard

1 Ghost Quarter
3 Ashiok, Dream Render
1 Collective Brutality
2 Duress
4 Fulminator Mage
3 Plague Engineer
1 Veil of Summer

Golgari Rock is more focused on maintaining and generating card advantage, trading in the more aggressive Death's Shadow for Dark Confidant and mainboard copies of Lurrus of the Dream-Den. Lightning Bolt, seemingly the main reason to even run red in the Shadow shell, also gets the axe so Golgari can run a more painless manabase and be prepared for longer games.

In "Outside the Box With Scourge of the Skyclaves," I unveiled my personal experiments with Scourge, which also paired it with Tarmogoyf in a shell less linear than the Prowess decks that splash it. That tinkering eventually led me to Jund Scourge, which harnessed the synergy between Scourge and Monastery Swiftspear in a shell nonetheless packed with interaction. One MODO user landed on something similar.

Jund Scourge, _STREAM (3rd, Modern Champs #12223552)

Creatures

2 Brushfire Elemental
4 Death's Shadow
4 Monastery Swiftspear
4 Scourge of the Skyclaves
4 Tarmogoyf

Planeswalkers

2 Wrenn and Six

Sorceries

4 Thoughtseize
2 Inquisition of Kozilek

Instants

1 Dismember
2 Fatal Push
4 Lightning Bolt
2 Temur Battle Rage

Artifacts

4 Mishra's Bauble

Enchantments

2 Seal of Fire

Lands

3 Blood Crypt
4 Bloodstained Mire
1 Mountain
2 Nurturing Peatland
1 Overgrown Tomb
1 Stomping Ground
1 Swamp
4 Verdant Catacombs
2 Wooded Foothills

Sideboard

1 Lurrus of the Dream-Den
1 Fatal Push
3 Boil
2 Kozilek's Return
1 Kroxa, Titan of Death's Hunger
3 Nihil Spellbomb
2 Seal of Primordium
2 Veil of Summer

This build of Jund Scourge skips out on Death's Shadow, which I settled on as my final heavy threat. Instead, _STREAM runs Brushfire Elemental, a Modern newcomer I messed around with when it was spoiled alongside Akoum Hellhound and other landfall beaters. While Elemental possesses 2 toughness a good chunk of the time, meaning opponents will have little trouble picking it off with Lightning Bolt, it swings for 4 most of the time in this deck, making it another hefty threat should opponents lack the removal for it. By sandbagging fetchlands in play, it can even grow to 6/6 to take on an Uro.

Fighting Faster

That does it for our Inquisition of Kozilek segment. Some players are less interested in grinding value as they turn dudes sideways and more into... just the turning dudes sideways. So what's new with aggro in November?

Tribal Zoo, KEYAN926 (5-0)

Creatures

4 Wild Nacatl
4 Kird Ape
4 Steppe Lynx
4 Tarmogoyf
4 Scourge of the Skyclaves
2 Snapcaster Mage

Planeswalkers

1 Wrenn and Six

Instants

4 Lightning Bolt
4 Lightning Helix
4 Path to Exile

Sorceries

4 Tribal Flames

Lands

4 Arid Mesa
4 Wooded Foothills
1 Windswept Heath
1 Marsh Flats
1 Blood Crypt
1 Godless Shrine
1 Hallowed Fountain
1 Overgrown Tomb
1 Sacred Foundry
1 Scalding Tarn
1 Steam Vents
1 Stomping Ground
1 Temple Garden
1 Plains
1 Forest

Sideboard

1 Lurrus of the Dream-Den
3 Cleansing Wildfire
2 Kroxa, Titan of Death's Hunger
3 Lingering Souls
2 Mana Leak
2 Negate
2 Relic of Progenitus

The last time I even mentioned Tribal Zoo on ModernNexus, I was introducing Counter-Cat... a whopping 4 years ago! Yet here it is, an ancient Modern deck (the card tags in that CFB article don't even work anymore) given new life by none other than Scourge of the Skyclaves. Other than Scourge's introduction, the deck's not so different: Bolt/Path/Helix at 4 apiece, the same efficient one-drops, Goyf to back them up, and a couple Snapcasters for extra Tribal Flames resolutions. Since this deck deals itself a ton of damage with its lands and puts a ton of pressure on opponents, both in the red zone and via reach, Scourge seems like a great fit, and something of a Goyf-plus; while the green staple still beats out everything as a turn two play after a creature dies, Scourge becomes better with each passing turn, quickly surpassing its older brother in worth.

In my Spell Spotlight on Monastery Swiftspear, I remarked that Swiftspear was "good enough in its role to be run in every pure aggro deck." But here's a pure aggro deck without it. It's to Scourge's credit that such aggressive strategies can be built without Swiftspear so long as they embrace this new overlord.

Red Eldrazi Stompy, IGORBARBOSA (5-0)

Creatures

4 Eldrazi Obligator
4 Eldrazi Mimic
4 Eternal Scourge
4 Reality Smasher
4 Simian Spirit Guide
4 Thought-Knot Seer

Planeswalkers

2 Chandra, Torch of Defiance

Artifacts

4 Chalice of the Void
4 Serum Powder

Instants

3 Dismember

Lands

2 Blast Zone
4 Eldrazi Temple
2 Gemstone Caverns
1 Ghost Quarter
3 Mountain
4 Prismatic Vista
4 Ramunap Ruins
1 Scavenger Grounds
2 Wastes

Sideboard

1 Chandra, Torch of Defiance
2 Abrade
2 Anger of the Gods
3 Blood Moon
1 Damping Sphere
4 Relic of Progenitus
2 Sorcerous Spyglass

The one deck we'll look at today that doesn't feature Scourge of the Skyclaves is chock full of other huge creatures. Red Eldrazi Stompy is a take on Colorless Eldrazi Stompy that's not exactly new, but may have a niche in this metagame. In the build I've seen before, Eldrazi Obligator usually replaces Eternal Scourge, with more red cards being run over Serum Powder. But this version keeps both, running Obligator instead of the flex spots in my Colorless builds while leaving the core totally intact. Okay, so one Dismember is trimmed, but it's perhaps made up for with all the extra removal: a pair of Chandras, which are pretty mean when Simian Spirit Guide accelerates into them, and of course the pseudo-removal of 4 Obligator.

There's also Blood Moon in the sideboard (why wouldn't there be?), but Obligator is indeed the real reason to go red. While I've never much been sold on the splash in the past, I'll concede that muscling past Uros and Scourges with nothing but a grip of 4/4s and 5/5s is pretty challenging. Obligator's here to take advantage of Modern's huge monsters, of which there are no shortage in the current metagame. And for everything else, there's the Colorless Eldrazi Stompy core—Scourge for control, Mimic and Knot for combo, Smasher for midrange, Chalice for one-drop decks, and the like.

Less Is More...

...at least when it comes to life points. Scourge is incentivizing swaths of Modern players to lower everyone's life total, and the format is more alive than ever as a result. There's more to this format than escaping Uro, and for that, we've got Scourge to thank!

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