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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.

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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.

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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.

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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.

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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!

Uro on MTGO: Lessons from the MOCS

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Continuing on with article types that have been vanishingly rare this year, it's time to look at the lessons from a specific tournament. I haven't done this since February because there just haven't been any Modern tournaments. Wizards has neglected every other format in order to push Arena. Which means that other competitive formats have been neglected. I get why they'd push the new kid heavily (gotta make that investment back somehow), but the viewing numbers for non-League Weekends have not been too inspiring. And the event I'm covering today did as well or better than previous Arena events. Maybe it's time to embrace format diversity and use MTGO for Pro-level play, Wizards.

After being delayed almost an entire year, the 2019 Magic Online Championship Series finally took place last weekend. Wizards normally holds those at their headquarters as a big LAN party, but the pandemic made that impossible. Given that the 2020 MOCS season is coming to a close, Wizards couldn't delay any longer. As with everything else in 2020, it happened remotely. I'll admit I haven't been especially plugged into professional Magic this year (Standard isn't my thing), but I didn't know the MOCS was happening until the broadcast started. Wizards really needs to get better at advertising. Anyway, there were 24 competitors playing Modern, Pioneer, and Vintage Cube so I finally have a Modern event to examine.

The Caveat

Every time I cover an invitational event, I need to start off the same disclaimer: do not read into the deck choices. This is an event with a very limited population, and the players know who's going to be there. If there's ever been a metagame to try and metagame against, it's invitationals. In the past, players have admitted doing this for invitationals. I don't know that this actually happened this time, but it could have successfully, unlike at an open event. Thus, deck choices should be viewed as potential reactions to the small population and anticipated opposing decks, rather than an accurate reflection of the Modern metagame at large.

Assuming, of course, there was any thought put into Modern deck selection. Remember, this was a multi-format event. Which I heard but could not verify that participants were only told about two weeks ago. That's not much time to prepare for one format, let alone three. Players could easily have just grabbed whichever deck seemed most powerful. Or more likely, chosen one they were comfortable with regardless of its place in the metagame. Linked to that, final performance is absolutely not indicative of Modern strength. Players had to win in Modern, Pioneer, and Cube, and a mediocre Modern run can be more than made up for in the other two (which worked for Oliver Tiu). The utility of the MOCS Modern is to see where players' heads were and to look at how games played out, not to make metagame predictions.

MOCS Metagame

With that aside, what did show up to play?

Deck NameTotal # Total %
4c Omnath416.67%
Temur Scapeshift28.33%
Temur Uro28.33%
Oops, All Spells28.33%
Scourge Shadow28.33%
Heliod Company28.33%
Eldrazi Tron14.17%
Jund Shadow14.17%
Humans14.17%
Mono-Red Prowess14.17%
Jund14.17%
Amulet Titan14.17%
Burn14.17%
Mono-Green Tron14.17%
Ad Nauseam14.17%
Bant Spirits14.17%

Uro, apparently. Exactly one third of the decks had Uro, Titan of Nature's Wrath. He was paired with Omnath, Locus of Creation half the time. That is impressive, and two Uro players did make the playoff, but don't forget the caveat, especially since one pilot was the aforementioned Oliver Tiu. I'll be discussing Uro in its own section.

Looking through the rest of the results, it strongly looks to me like a number of players didn't extensively test Modern and brought their pet decks. At least that's the only explanation I have for why Joseph Burket brought Eldrazi Tron. Modern is a format for deck mastery, but that only goes so far. The evidence is pretty clear that Eldrazi Tron is not a good choice in the Uro/Scourge of the Skyclaves meta. Similarly, there is a reason Ad Nauseam has plummeted down the metagame tiers. Jamie Schonveld stuck with the deck anyway and didn't have a good time.

Again, this meta is not indicative of reality, but the deck choices do make me think that Modern was an afterthought for many players. They stuck with decks they were playing last year when they actually qualified for the MOCS. Dance with the one that brung ya, after all.

Consulting the Peanut Gallery

Normally, I wouldn't give much consideration to what the Twitch Chat said (Have you seen what goes on in there? I've seen things. Things that can't be unseen). However, I was very surprised to see that Chat was generally happy with the Modern portion. There were a few general grumbles, but none of the vitriol that I was expecting. The viewership was happy to watch something besides Arena, first of all, and appreciated the variety of decks that were featured. The gameplay was entertaining and more importantly the consensus said that the metagame seemed healthy. Even when the Uro decks were being featured, there wasn't a great deal of banning calls or complaining. I was impressed.

The Uro Issue

That said, I would be remiss if I didn't address the one consistent complaint among the complainers: Uro is too good. The complaints were lodged in relation to the 4c Omnath decks (as far as I saw, anyway), but weren't actually against the deck. The problem complainers had were always against Uro, specifically. And I think that they're fair.

Uro is an absurd card. This is especially true when compared to its counterpart, Kroxa, Titan of Death's Hunger. Despite a costing a mana more, Uro is unquestionably more powerful because it does far more. Kroxa either takes a card from the opponent or costs them three life, an outcome opponents have some say in. Uro always draws a card and gains three life. Sometimes, it also ramps. Wizards clearly has a handle on resource denial mechanics, but clearly underestimates resource acquisition.

As a result, that lingering question of banning Uro kept coming up. And this is not just something that Twitch Chat periodically thinks. It's always coming up on reddit too, and even makes it to Youtube channels. And, I get it. It's an annoying card and indicative of several years of questionable design from Wizards. Uro is something of a lightning rod, though it is justified. So I'll bite. Let's discuss whether Uro should be banned in Modern.

Banning Uro: The Case For

A lot of criticism focuses on Uro being very boring to play against. It's a durdly card that goes in durdly deck which really slows the game down. The lifegain makes it hard for aggro to compete and all the value makes it hard for midrange that isn't also Uro-based to keep up on cards. Combine it with Field of the Dead (another lightning rod card) and Omnath, and it's a deck that smothers opponents without ever outplaying them or doing anything particularly interesting. I've certainly felt that same boredom, but it's important to remember that fun is subjective. For every player that's bored to death by the Uro value game, there could well be another that's enjoying playing Uro's value game. I think that Uro does a lot of things that a lot of players like to do, which is why it's very popular. Thus, the fun argument is a wash, and not very persuasive to me.

What is, and the case I'd make, is format prevalence. My data has shown 4c Omnath (which other sites call Uro Piles) taking up increasing metagame percentage. And that's just the headliner deck. Other versions have always been seeded throughout the meta. Together, they make up ~16% of Modern's metagame. Which is nothing compared to Twin's overall share before it was banned, but is reminiscent of both Oko, Thief of Crowns and Once Upon a Time. Overall diversity isn't directly impacted and there is considerable diversity within the "Uro deck" category, but again, that was also true for Oko. There's increasing indication that the metagame is becoming saturated by Uro in a way that has previously warranted a ban, which puts Uro firmly in the crosshairs.

And lets be clear, the unifying piece of all these 3+ color goodstuff decks is Uro. Field and Omnath are played in a subset of the category, and even Omnath sees far more play than Field. Any "problem" with these piles is Uro itself, as everything else is just support for that card. And let me further be clear that the spread in the MOCS is not atypical for the data. November's data so far indicates that 4c Omnath will be on top of Tier 1, and not by a small percentage again. Consistently high metagame percentage is a reason to ban a card, which suggests that Uro's time is limited.

Banning Uro: The Case Against

However, I feel like that's unfair. The data may be pointing towards a ban, but I think it's a little deceptive. Uro doesn't behave like Oko did and simply invalidate huge swaths of cards. Uro pushes the UGx value decks in a similar direction, but not to the extent that Oko did, either. There's a lot more variation between Uro decks than there ever was with Oko. And there are still non-Uro value decks having success, which couldn't really be said for Oko. Burn may struggle against Uro the same way it did against Oko, but Prowess has been phenomenal this year. It feels like the situation is different enough that the data doesn't capture what's really happening. And based on my experience and things I saw during the MOCS, I think Uro gets away with a lot not on its own merits, but because of players not appreciating the deck.

Counterplaying Poorly

I think the biggest problem is players don't really understand how to play against the Uro decks, particularly 4c Omnath. This is not as scathing an indictment as may seem; there is a lot going on in those decks, and it can be very hard to know what's important and focus on what matters. I've also been the beneficiary of Omnath players making enough of the same evaluative mistakes to know that it goes both ways. The deck isn't too hard to pilot; it's understanding the game state and where the match actually stands that's the problem. And since Uro is a powerful card surrounded by powerful cards, its pilot can make more mistakes than opponents can, which translates into ignorance-driven wins.

For example, during the Top 4 match between Oliver Tiu and Logan Nettles, there's a point where Logan attacks Oliver's lands with Fulminator Mages. The fact that Logan is running Fulminators rather than Pillage suggests that he hasn't tested the matchup extensively. Otherwise, he would have known about Veil of Summer protecting against Fulminator, a huge setback. This further suggests that Logan was relying on Jund muscle memory to pull him through, compounded the following turn where the second Fulminator went after Oliver's Triome rather than Field of the Dead. Logan managed to stay in the game despite multiple Uros and Omnath, but could never overcome the Zombies and lost.

I don't know if Logan could have won if he played differently. Jund is a huge underdog to 4c Omnath. However, I know from experience with DnT that after the first few turns, it's better to save land destruction for utility lands (Field, primarily) than to attack Omnath's mana in general. Uro has too many fetchlands for a color screw plan to work. Logan obviously didn't know that, and so went for the color screw rather than Field. He ultimately lost after the Zombies Fogged a number of attacks, so I think that was the critical mistake. None of which may have mattered had he simply had Pillage over Fulminator in the first place. Misunderstanding the dynamics of the match definitely cost Logan.

Forgetting the Deck's Weaknesses

The other thing is that players seriously underestimate Uro's weaknesses. My examples for this come from the Pioneer matches, but they apply equally to Modern. Michael Jacob won in large part thanks to Karn, the Great Creator wishing for Grafdigger's Cage. Logan's entire gameplan at that point hinged on Uro at that point. Sultai Uro couldn't really deal with a constant stream of monsters and 'walkers any other way. Logan had played the game as if he would escape Uro and ride it, but with Cage out, couldn't find his footing again. He didn't have the lands to get Shark Typhoon big enough to overcome Michael's monsters until it was too late. Most Uro decks need Uro to be good because that's their main engine. Graveyard hate remains crippling against the deck.

The other thing is players don't appreciate how fragile the whole deck really is. According to a thread in the chat, Michael had tested Logan's exact Sultai Uro list for Pioneer. Despite being 15-0 in League play, he rejected the deck. It fell behind too easily on the draw, was too vulnerable to graveyard hate, and required too much skill to just pick up in the time he had. This is a key point, because Logan spent a considerable amount of time playing from behind. And despite some very good play, it wasn't enough to overcome the tempo lost from Uro decks just durdling around. And this wasn't unique to Logan's situation; it cost Tiu a game, too. The ideal Uro value curve is overwhelming on the play, but very bad on the draw. I don't think players appreciate how critical it is to keep Uro off it's game in the early turns. Specifically, taking the Uro with discard or countering it. That first Uro trigger is essential to its gameplan the same way that a spark is necessary to make fire. Uro is far from unbeatable, but players don't try to exploit that weakness enough.

Hoping for More

I'm not saying that Uro is safe in Modern. If Wizards sees something they don't like in their far more extensive data, I could definitely see a banning coming down in January. I just don't know that it's as deserved as previous bans. I'm not necessarily any better about it, but it feels like too many players let Uro decks get away with being durdly piles due to misunderstanding the matchup. Hopefully I'm right and improved gameplay fixes the issue, but we'll have to wait and see.

The Quiet Rise of The Dark Prices

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When Magic investors and speculators talk about the “Four Horsemen” sets, they’re referring to Arabian Nights, Antiquities, Legends, and, in a distant fourth place, The Dark. The reality is the expensive headliner cards from this era are mostly from the first three expansions. Cards like Bazaar of Baghdad, The Tabernacle at Pendrell Vale, and Candelabra of Tawnos readily come to mind.

But what The Dark cards readily come to mind? For me, it’s usually Blood Moon, Maze of Ith, and Ball Lightning—these were the most valuable cards from the set, once upon a time.

The Rise of The Dark

Now it’s time for a pop quiz! Can you name the three most valuable cards from The Dark (according to Card Kingdom) without looking it up? Here’s a hint: they’re all on the Reserved List.

Number 3: Preacher

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The third most valuable card is one of my favorites from the set. Totally breaking the color pie, Preacher steals an opponent’s creature, but only one of their choice. Sometimes they’ll only have one or two creatures to pick from and Preacher will shine. Other times, they’ll have some incidental 1/1 token that you’ll end up getting. Despite the variance, this seems like a useful card in multiplayer Commander games.

Number 2: City of Shadows

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I have to be completely honest here: I didn’t remember what this card did until I re-read it. After reading it a second time, I have to say I’m scratching my head a bit. I guess if you’re generating a ton of creature tokens, you can exile them one at a time to ramp colorless mana. I looked this up on EDH REC for kicks, but it’s not really a thing in Commander unless you’re playing the Old School commander variant with Hazezon Tamar. Very interesting.

Number 1: Goblin Wizard

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This card certainly seems more useful than City of Shadows, but at four mana is this really that great? I guess it lets you flash in Muxus, Goblin Grandee at instant speed and in uncounterable fashion. But it’s only going to enable the card to come down one turn earlier. And being just a 1/1 creature, Goblin Wizard seems awfully vulnerable for that turn he has summoning sickness.

Clearly, something has happened to The Dark’s Reserved List cards lately. Even a year or two ago, these would not have topped the most valuable list from this set. They’re no Chains of Mephistopheles or Library of Alexandria, sure, but they are certainly meriting closer attention given these price movements.

Other Noteworthy Cards from The Dark

The recent surge in The Dark prices doesn’t stop with these three cards. In fact, many of the Reserved List cards from this set have rallied significantly on a percentage basis. I want to highlight a few to drive awareness because it’s possible not all Magic shops (especially smaller ones) may not have adjusted pricing yet. It’s probably not every day someone walks into their LGS and asks for Season of the Witch, right?

There was an error retrieving a chart for Season of the Witch

Yet this black enchantment has exploded in value lately! Five months ago this was a $9 card at retail. Today, Card Kingdom sells near mint copies for $37.99! That’s more than triple the price (never mind that in 2017 this was a $1 card).

Why is there a black enchantment that forces creatures to attack? Beats me. This seems like a red ability (e.g. Curse of the Nightly Hunt or Grand Melee). The only thing that feels “black” about this spell is its upkeep cost. At least the card has some utility, and breaking the color pie makes it interesting. Is it $38 interesting though? I’m not so sure about that.

Speaking of breaking the color pie, how would you like to play land destruction in blue? You could jam Acid Rain from Legends (another Reserved List rare that spiked recently). But if you’re looking at The Dark cards, then you’d be entertaining Mana Vortex, a blue enchantment that forces players to sacrifice a land during their upkeep.

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Is this really a playable card? Its symmetry could be broken, I suppose, with something like Crucible of Worlds. But it’s a lot of work to slowly bleed your opponent’s lands dry.

This isn’t the first time that Mana Vortex spiked. Back in May 2018, when all the Reserved List cards jumped, this one went from $12 to $35. But then the card’s price slowly drifted back down to $15 over the subsequent two years, only spiking again very recently. Card Kingdom sells near mint copies for $32.99 and they pay $16.50 on their buylist, giving legitimacy to the recent jump in price.

The next one I want to mention is a card with actual utility in both Old School and Commander. The card is an uncommon, and not on the Reserved List. Any guesses? It’s Fellwar Stone!

That’s right, this mana rock from The Dark, retails for a whopping $17.99 nowadays. It’s interesting to note that other printings have also been on the rise and now top $5, despite appearing over and over again in Commander sets. Expect this card to be reprinted again and again and still maintain some value; the original printing in The Dark will likely be unimpacted by reprints.

Smaller Cards to Watch

I’ve mentioned most the seriously noteworthy cards from The Dark already. But there are still a bunch of seemingly unplayable Reserved List cards that are suddenly demanding a higher price that I want to mention. When I see the prices on some of these, I am left scratching my head. But I guess if a Four Horsemen card like Pyramids can buylist for $110, some of these other cards can also be bought out and driven higher in price.

First, there’s Cleansing, a white sorcery from The Dark that tries to be like Armageddon but falls far short. This card is sold out at Card Kingdom right now with a price tag of $14.99. Why is this? Other than the fact that it’s on the Reserved List, I really can’t say!

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Then there’s Eater of the Dead, an uncommon that’s not even on the Reserved List! Yet this card still retails for $13.99. Elves of Deep Shadow also isn’t on the Reserved List and has been reprinted a few times. Yet the original The Dark printing retails for $12.99 and is sold out on Card Kingdom’s site!

Some other noteworthy Reserved List cards from The Dark that are suddenly worth your attention include Exorcist, Martyr's Cry, Frankenstein's Monster, and Nameless Race. I couldn’t even tell you what these cards all do without looking them up. I suspect their presence on the Reserved List is the sole reason these are drying up right now.

Let’s face it: it’s very unlikely random players have many of these lying around that they can now ship to buylists for cash. Without large in-person events, it’s difficult to shake loose these cards to provide new inventory to the market.

Lastly, I want to make honorable mentions to two alternate "paths" that may give you a chuckle. First, arguably the worst card in Magic, Sorrow's Path.

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This card now retails for $7.99 simply because it’s a Reserved List rare. No one is going to convince me of otherwise. I personally have a copy I keep around simply because the card and its artwork are comical.

The second honorable mention is the cheapest Reserved List card from The Dark (as of now): Hidden Path. The card retails for $4.49 despite being virtually unplayable. This goes to show the power of being a Reserved List card from one of the Four Horsemen sets, and it wouldn’t shock me at all to see this card worth twice as much two years from now.

Wrapping It Up

I enjoyed paying homage to the least loved Four Horsemen set this week, and I hope you equally enjoyed learning about this nontraditional set. The Dark is riddled with underpowered cards, some of which seem to break the color pie in odd ways. While you’ll probably never run into someone jamming Cleansing in their decks, it’s hard to argue with the Reserved List-driven demand for these 26-year-old cards.

If you’re looking through these and asking whether or not they’re worth buying, my advice to you is simple. I’d look for copies of these cards at the “old price” and pick them up with the plan to flip them to buylists while retailers are paying aggressively. But I wouldn’t be a buyer of these cards at their new prices in the hopes of selling them for more in a year’s time.

Instead, I’d recommend holding. These cards tend to follow an ebb and flow pattern. A time will come when these will cool off yet again and prices will calm back down. That’s the point where it’s best to pick up some of these whacky cards for your personal collection. From there, patience is going to be key—don’t expect these to grow 300% in five months reliably. But given enough time, and the sustained health of Magic as a game, these should continue to appreciate given enough time, despite being largely unplayable!

Zendikar Rising Cards You’re Still Sleeping On

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The bar is set high for any new card that hopes to see play beyond Standard, where it must compete with the best cards printed over nearly three decades. In the old days, a card reaching this next level seemed special, because only a handful of cards from each set would be important outside of Standard. With the past two years bringing us some of the most powerful sets ever, nowadays it seems assured that each release will provide many cards to Modern, Commander, and beyond.

So there were high expectations for Zendikar Rising, and it was no surprise when it started making a big impact on Modern and Legacy. It provided immediate staples like Skyclave Apparition and Scourge of the Skyclaves. It even rewrote the rules of the game with its modal double-faced cards, which created a whole new class of combo decks abusing them with cards like Goblin Charbelcher and Balustrade Spy. With their success, these cards have seen massive price gains. Skyclave Apparition was pre-selling for less than $2, but grew all the way to $10 before settling around its $7 price now. Scourge of the Skyclaves almost doubled from its $10 price to $18, although it has fallen back completely.

For anyone who bought in early, these cards brought the opportunity for significant profits. But Zendikar Rising prices are still being shaken out, and there’s opportuning remaining as players and the market begin to discover the true value of the set’s underappreciated gems.

Digging Deep into Modal Double-Faced Cards

The legacy of Zendikar Rising is its modal double-faced cards. We’re seeing them slowly become adopted in Modern as time goes on and their power is further understood and appreciated.

Glasspool Mimic stands out as one of the best double-faced cards in the set, and it’s being used in many decks. Recently it emerged as part of a blue splash in an 80-card Yorion, Sky Nomad Death and Taxes build, which reached the top 8 of the competitive Modern Showcase event on MTGO last weekend.

Glasspool Mimic is showing up a lot in decks with Aether Vial, so it was not surprising when another great home was revealed with its inclusion as 4-of in a Modern Merfolk deck. Merfolk has often used Phantasmal Image as a cheap Clone that can copy Silvergill Adept for extra value or just substitute for another Lord of Altantis effect. Glasspool Mimic provides that effect but in the land slot, where it helps pack the deck full of action.

Glasspool Mimic is showing up in just about any blue deck with Aether Vial, but also with Collected Company. It adds a high-impact 3-drop that works well with the enter-the-battlefield trigger creatures these decks tend to play.

Glasspool Mimic will also be a welcome addition to a ton of potential Commander decks. At around $2 it feels like a total steal given its uniqueness and long-term appeal.

It’s still being used very modestly, but I have very high hopes for Agadeem's Awakening. Compared to the other double-faced cards, especially the Mythics that can enter play untapped, it feels the most like a real build-around card, and one that might see play even without the land side. Agadeem's Awakening reminds me a lot of cards like Return to the Ranks or Rally the Ancestors that creature sacrifice decks are built to abuse, but in a better color for graveyard shenanigans and creature sacrifice. At some point, a deck like this will come along to really make the most of it as a four-of and show just how broken it is.

Beyond being a key mana source in the no-lands combo decks, as of now, Agadeem's Awakening is mostly being used as a bit of flavor and extra value in more normal decks. Even in that minor role, it’s having a huge impact with its ability to break open a game with massive value. It’s being used in various Death's Shadow decks as well as more traditional midrange, but an appearance in a couple different tribal decks has me hopeful. A one-of in a Zombie deck is notable, but a real step in the right direction is a two-of in a Rakdos Goblin deck, which includes sacrifice outlets like Skirk Prospector, which can fuel both the graveyard and the mana to cast it.

Pre-selling around $9, Agadeem's Awakening has already seen major growth towards its current price around $15, but I see plenty more to come as it starts seeing additional play.

Lately, I have been seeing a lot of love for Valakut Awakening, a powerful card selection tool. It’s much like a super-Thrill of Possibility that can replace a big chunk of cards and dig deep into the deck, but with the flexibility of being a land to help cast your good cards when you already have them.

One application of Valakut Awakening is in non-blue control decks, which lack the same quality card draw as blue. It’s a welcome addition to the Boros Prison strategy, which wants certain lock pieces against certain opponents that might be useless against others.

While Valakut Awakening might seem best for non-blue decks without good card selection, it’s actually showing up most often in blue combo decks, which welcome its instant speed. It’s now being used in the successor to Splinter Twin, the Kiki, Jiki-Mirror Breaker version, which has never quite been a top contender but could get there with the help of enough new support cards like this.

Valakut Awakening is a good step. In the past week, one player used the deck to earn a MTGO League 5-0 and a Preliminary 4-1, and made it all the way to the finals of the Modern Challenge, all helping put Valakut Awakening on the map.

I was a bit surprised to see Valakut Awakening showing up in bonafide Storm combo, but it too can benefit from the potential of Valakut Awakening to smooth its draws. Currently available for less than $3, I see a strong future for the card in a variety of Modern and Commander decks.

Storm has also picked up Silundi Vision, which grants the ability to dig deep for a spell, much like copies of Peer through Depths the deck has played in the past. Silundi Vision digs a card deeper and comes with the whole other mode of being a land. In a deck almost entirely of spells, Silundi Vision offers great utility for finding what the deck needs, whether it be mana or action, and above all helps dig towards Gifts Ungiven.

Silundi Vision is great in strategies based around one specific spell, so it’s also being used in the Izzet Through the Breach-Emrakul, the Aeons Torn combo deck.  This is a card that will be useful for years, whether it’s being slowly incorporated into decks like Takin’ Turns or Blue Scapeshift, helping find broken spells printed down the line.

As a card with applications in so many different blue decks, I expect Silundi Vision will slowly appreciate with time. Not a card I’m running to invest in, but definitely not one I’m leaving in the bulk pile. Under $1, foils are especially attractive because there are no alternate versions of the card like there are with so many others in the set.

It’s a similar story with Kazuul's Fury, another uncommon of note.

The double-faced cards play a big role in Zendikar Rising limited, and my favorite to play might be Kazuul's Fury. Its ability is a great finisher that often reads “You win the game”. Being so close to another card, Fling, which has seen its fair share of constructed play, I’ve felt like Kazuul's Fury is destined for some of its own. I was happy to see it being used in a red Hardened Scales deck in Modern, where beyond being a great finisher in a deck that can build large creatures, it can also unlock tokens from Hangarback Walker, counters from its Modular creatures, and plays great with The Ozolith, which the deck use a full set of.

It’s also simply a new  Fling effect, which is a help to any Commander deck already playing Fling. A Commander staple with Modern applications adds up to an appealing card that’s definitely better than bulk.

Frankly, I am bullish on just about any double-faced card given their long-term potential and unlikelihood of reprint. Really none of them should be considered bulk, whether it’s uncommons pulled from true bulk or rares saved from the bulk rare bin. These cards are going to find themselves in all sorts of places in the future, whether as some added flavor or a major component.

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