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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

There was an error retrieving a chart for Preacher

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

There was an error retrieving a chart for City of Shadows

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

There was an error retrieving a chart for Goblin Wizard

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.

There was an error retrieving a chart for Mana Vortex

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!

There was an error retrieving a chart for Cleansing

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.

There was an error retrieving a chart for Sorrow's Path

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.

Offspring’s Revenge: The Most Fun You’ll Have in Standard?

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Okay, okay, I know that was a clickbait-y title, but I couldn't help myself. Last week during one of my weekly Arena Twitch streams a viewer by the name of lordwillx stopped by and asked if I wanted to test out a Standard deck they'd come up with. Now, I love testing out submitted lists from my chat on stream, but sometimes they're still pretty rough or end up being an archetype I'm not a fan of. It's always a good time either way, but I was definitely not expecting a random new follower's list to become my new Standard obsession.

They sent me a deck featuring both Doom Foretold and Offspring's Revenge, and let me tell you, friends - it's a bonafide masterpiece. Playing this deck has not only been some of the most fun I've had this Standard season, but it's also resulting in some of the most wins I've had in the past few months. So first, a huge shoutout to lordwillx for sending me their list! Thank you, thank you, thank you! Let's take a look at my deck tech video for the deck (and maybe hit that subscribe button if you have the time?) and then I'll break down the list and see if we can't find any potential Standard specs while having a blast jamming games on Arena.

Okay, let's break it down. Here's the list I used in my video (and here's a link to lordwillx's list that they've been updating):

Revenge of the Offspring

Enchantments

3 Offspring's Revenge
3 Doom Foretold
4 Tymaret Calls the Dead
1 Treacherous Blessing

Creatures

4 Skyclave Apparition
4 Mire Triton
4 Acquisitions Expert
2 Charming Prince
1 Rankle, Master of Pranks
1 Drana, the Last Bloodchief
1 Ox of Agonas
1 Harmonious Archon

Instants and Sorceries

1 Bloodchief's Thirst
1 Inscription of Ruin
1 Cling to Dust

The Planeswalker

2 Liliana, Waker of the Dead

Lands

4 Brightclimb Pathway
4 Fabled Passage
2 Mountain
2 Needleverge Pathway
2 Plains
4 Savai Triome
2 Swamp
2 Temple of Malice
4 Temple of Silence

Okay, wow, that's a pile of cards, right? If you want to export it straight into Arena, feel free to grab the list I'm currently using here or use lordwillx's list I linked above. Now, let's start breaking the list down!

The Enchantments

The enchantments are definitely the backbone of this crazy list, so that's where we'll start.

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Offspring's Revenge is the namesake of this deck and having one on the table is when the deck is going to be performing at its nutty best. For five mana, you get an enchantment that, at the beginning of combat, brings back a white, black, or red creature from your graveyard as a 1/1 token that still has all of its effects and such. Basically, everything else in the deck is there to set up awesome Offspring's Revenge turns.

There was an error retrieving a chart for Tymaret Calls the Dead

Tymaret Calls the Dead is one of the big Offspring's Revenge enablers in the deck. It mills cards and makes you blockers, ideally also gaining you life at step three, keeping you in the game long enough to get your Offspring's Revenge out and bringing back the creatures that it dumped in the graveyard for you. I always try to exile an enchantment with it if I can, but sometimes you're going to have to bite the bullet and exile your least useful creature from the bin to gain a blocker.

There was an error retrieving a chart for Doom Foretold

Look, I'm not sure this deck has to run Doom Foretold but it's a fun card to play and I almost never regret having it as an option. It's basically a four mana removal spell at it's worst, which is fine - but it's got several upsides. If you can get it to stick for awhile on a full board it is a huge headache for your opponent, and it can serve to put creatures back into your own graveyard to feed Offspring's Revenge. Plus, it gets rid of your one Treacherous Blessing if you happen to have it on the table. Doom Foretold is good fun.

There was an error retrieving a chart for Treacherous Blessing

We run a one-of Treacherous Blessing as a way to help draw cards or feed Tymaret Calls the Dead. I'm always happy when I draw it, but not happy enough to run more than one.

The Creatures

Okay, so the whole idea behind Offspring's Revenge is to bring back good, value-generating creatures - so what's our creature package look like?

There was an error retrieving a chart for Skyclave Apparition

We are, of course, running a playset of Skyclave Apparation. Anyone who has been reading my articles knows how much I love this card. It is a fantastic way to slow down your opponent or even stop their gameplan in its tracks, and being able to get repeat value out of them with Offspring's Revenge is so much fun. There's a lot of creatures being played in Standard right now where replacing them with a token is a huge advantage for you. Skyclave Apparation is an all-star in this deck.

There was an error retrieving a chart for Ox of Agonas

Ox of Agonas is another card I've written about recently, and even though we're only running it as a one-of right now in the deck it is still one of my favorite pieces. You don't have to feel bad about milling it or discarding it because of it's escape ability and you're actually going to want to escape it several times during a match if you can. Being able to dump creatures from your hand into your graveyard for Offspring's Revenge always feels good, and so does drawing cards when your hand is empty. I'm a huge fan of the Ox.

We have two one-of mythic creatures in Drana, the Last Bloodchief and Harmonious Archon. At the time of writing this, I've been thinking about cutting the one copy of Harmonious Archon for something else (although I notice that lordwillx is running two now...) because I've been a little underwhelmed by its performance. However, when it's good it's very good. Bringing this back with Offspring's Revenge will turn the rest of your 1/1 tokens into 3/3s, which can swing the game in your favor if your opponent doesn't also have a full board of creatures.

Drana, the Last Bloodchief is a card I'm testing at the suggestion of my friend and fellow streamer MrOceanMTG - and I've been liking it a lot. Forcing your opponent to choose a creature for you to bring back is pretty amusing and in most cases where I've had Drana on the board also pretty darn good. I don't think I'd run more than one copy, because Drana is best as a one-of threat you bring back with Offspring's Revenge, but I definitely value that one copy in the deck pretty highly.

We're running two copies of Charming Prince and one copy of Rankle, Master of Pranks, both of which bring interesting value to the table. Charming Prince is fantastic in this deck, with all three of its abilities being useful depending on where we are at in the game. Most of the time in the early game you're going to use the prince to help you dig for an Offspring's Revenge or gain life if you're falling way behind. The exile ability can be super useful for getting double value from creatures you have on the battlefield in the later game. This card is so good, I wouldn't mind running another copy (which it looks like lordwillx decided to do recently, checking their list.)

Rankle, Master of Pranks can be super useful for discarding creatures into your graveyard for your Offspring's Revenge, sacrificing creatures to put into your graveyard for Offspring's Revenge, or drawing a card in a pinch. It's not a card you need to see every game, but I'm rarely disappointed when I dump one into the bin and bring it back.

We round out our creatures with playsets of two fantastic value-packed uncommons in Mire Triton and Acquisitions Expert. Mire Triton is amazing at dumping creatures into the bin for your Offspring's Revenge and then being a fantastic blocker with deathtouch. I love bringing back Mire Tritons to keep the value train going. Acquisitions Expert is great early game for keeping your opponent low on cards and being able to recur them with Offspring's Revenge feels great. You'll only ever get your opponent to reveal one card, but most of the time one is enough!

The Instants and Sorceries

Currently, we're only running three total instants and sorceries.

Bloodchief's Thirst and Inscription of Ruin are both in the deck as decent little one-ofs to help us out if we need to remove a creature, make our opponent discard, or bring back one of our smaller, value creatures. I've been going back and forth on how useful having these as one-ofs really is, but so far they've been decent enough.

Cling to Dust however, is a one-of instant I am always stoked on in the deck. You'll be dumping enough cards in your graveyard to be able to use it frequently to draw cards or gain life in a pinch. I'm a big fan of this card.

A Planeswalker

We've got two copies of a planeswalker to keep all of our zombies company.

There was an error retrieving a chart for Liliana, Waker of the Dead

Liliana, Waker of the Dead really fits the flavor of this deck in a cool way. I wasn't super hyped on her right when she was spoiled, but after using her in this deck I realize I wasn't giving her a fair shake. Most of the time you'll just be using her as removal, but being able to discard creatures to Offspring's Revenge is really good too. I've only gotten the emblem once in my testing, and I doubt many games will last long enough for it to happen again, but I can attest that when it happens it's super fun.

The Lands

The land base is definitely on the slower side, featuring four Savai Triome, four Temple of Silence and two Temple of Malice, but I rarely feel like the tapped lands are keeping us behind. Playing this deck is more like a marathon than a sprint, so you want to be making wise choices with your tapped lands and using your small creatures to keep your opponents at bay until you build up the mana base to get your creatures out.

I'm going to shoutout the Brightclimb Pathways because I think the new Pathways are super neat and I love playing with them.

Final, Financial Thoughts

Okay, let's be honest here: this deck isn't going to revolutionize standard and skyrocket the prices of the cards in the list. If paper Magic were a thing right now (thanks, COVID) I would be pushing this deck as a fun, relatively cheap way to go have a blast at FNM. It clocks in at a little less than $150 for the main deck, which isn't super budget but still on the cheaper side for a fairly competitive Standard build. I've been playing it on Arena, and it will definitely run you a good amount of wild cards if you don't already have the cards as I did.

However, I think this deck does a great job of highlighting some of the cards I've been writing about lately: Skyclave Apparation, Ox of Agonas and the Pathways are all cards I think people should be keeping an eye on right now and have spots in my speculation box.

Well, folks, that's it for me this week! I hope you are all having a great start to your November. What do you think of this list? Would you sleeve it up? Feel free to hit me up on any of the social medias @MTGJoeD, leave a comment on the YouTube video, or come watch me play it live on Twitch and let me know what you think! As always, you can find me in the QS Discord, and I'll see you next week! Take care of yourselves out there.

Practical Example: A League Story

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Alright, now. Everybody exhale. Last week is over. We can all try to grind our way through the rest of the year. We've been through enough already. Now it's time for some lighter fare, especially the kind that used to be my bread and butter. Then, the lockdown rendered then impossible. I am of course talking about practical metagame experience, meaning a tournament report.

Or a League one, anyway. Unfortunately, I've not been able to make a Challenge or Prelim on MTGO in a while. That's how it goes. However, in a lot of ways, this works out for my purposes. Actually playing tournaments is the only way to evaluate the accuracy of metagame predictions, and Leagues show a far greater spread of decks than the premier events. This is at least partially thanks to the League postings being curated, but even those curated results have to be the result of the overall population. And more players participate in Leagues than premier events. So by entering Leagues I may not get hit the most competitive lists, but I will get the most accurate look at what everyone is actually playing.

The Deck

It will probably come as no surprise, but I'm currently playing Death and Taxes on MTGO. I mentioned it back when paper Magic went into quarantine, but I don't like putting money into digital cards. Even with the rental services, it's necessary to have a decent collection to readily switch decks, and I don't want to pay for cards that may disappear one day. So I've just been grinding away with the Humans deck I've had since 2017. However, I also play Legacy on MTGO, meaning I had just about everything for DnT already. I just needed to buy the new cards and I was ready to go.

Death and Taxes, David Ernenwein (League 4-1)

Creatures

4 Giver of Runes
4 Leonin Arbiter
4 Thalia, Guardian of Thraben
4 Stoneforge Mystic
4 Flickerwisp
4 Skyclave Apparition
2 Archon of Emeria

Artifacts

4 Aether Vial
1 Sword of Fire and Ice
1 Maul of the Skyclaves
1 Batterskull

Instants

4 Path to Exile

Lands

11 Plains
4 Horizon Canopy
4 Ghost Quarter
4 Field of Ruin

Sideboard

4 Auriok Champion
2 Winds of Abandon
2 Disenchant
2 Phyrexian Revoker
2 Rest in Peace
2 Gideon, Ally of Zendikar
1 Aven Mindcensor

The maindeck is fairly standard. I know I previously said that I liked Restoration Angel over Archon, but the meta's changed towards more non-basics and less removal. The land tax is more important.

As for the sideboard, I've found playing Humans that Champion does so much in so many matchups that it would take a significant shift towards red sweepers to make me want Burrenton Forge-Tender. Winds of Abandon rounds out the anti-creature package. As I've mentioned, if you're going to run artifact destruction, run spells, not creatures. DnT is already vulnerable to Torpor Orb, so don't play into it with Leonin Relic-Warder. I'm starting to sour on Gideon as my grindy matchup curve-topper since red spells are so prevalent, but I haven't found anything better.

The League

For those unaware, MTGO Leagues aren't tournaments per-se. Rather, you queue up and get matched with another player. MTGO says that matches are made based on record, preferably the same or similar ones. I know from experience that the pairings are closer to random because League composition is pretty random and there isn't always someone else in matchmaking with a record even similar to yours. Each player gets 5 matches and earns prizes based on final record.

I joined this League on Nov. 1 and finished Nov. 3. During that time I never had to queue for more than 20 seconds. I'm curious what other player's queue times are: was this good or bad? I genuinely don't know, but it might help indicate how popular Modern actually is on MTGO. Shorter times should equal more players, just like the tournament practice rooms. The first match launched almost immediately after I hit the button.

Match 1: 5-Color Pile (1-0)

As a reminder since it's been awhile, I indicate starting hands in parentheses for each game as well as whether I was on the play or the draw. My starting total is first, then the opponent's.

Game 1, W (Draw, 7-5)

My opponent's first four turns play out as follows: play Indatha Triome, play Raugrin Triome, play Zagoth Triome, then do nothing twice. I have Vial, Thalia plus Vialed Giver, then Archon. The opponent's only impact on the board is to play a Teferi, Time Raveler to bounce my Vial after drawing a Forest. They then continue to do nothing until death.

Sideboarding:

-2 Path to Exile
-2 Thalia, Guardian of Thraben

+2 Gideon, Ally of Zendikar
+2 Rest in Peace

Despite having seen basically nothing from my opponent game 1, I know that they're on an Uro pile of some description. I also know that it was ridiculously tilted towards beating other piles, because at the end of the game my opponent showed me their hand of 4 Aether Gust, 2 Veil of Summer, and a Remand. They must have really expected a League of midrange matches. All the Triomes means it must also be five-color, so I board for a massive grind-fest.

Game 2, W* (Draw, 7-7)

And game two does not disappoint. My opponent has fetchlands for untapped mana, then curves Wrenn and Six into Liliana of the Veil, Teferi, Time Raveler, and Omnath, Locus of Creation. I grind back with Stoneforge and Apparations, answering every card and playing around removal on my Apparitions during combat as much as possible. Eventually my opponent Supreme Verdicts, clearing the board. At this point, they have ~10 lands and six cards in hand with Wrenn and Six on the board. I also have ~10 lands, two Vials, a Maul of the Skyclaves, Rest, and no cards in hand. I'm pretty unlikely to win this game. But so is my opponent, and that's far more relevant here.

See, at this point, my opponent has ~20 cards left in their deck. Due to attrition from the long, hard grind, they can have at most 2 Cryptic Command and 2 Omnath left in their deck. Two each are already exiled. I've killed three T3feris, two Lilianas, a Teferi, Hero of Dominaria, and two Jace, the Mind Sculptors. I've also destroyed two Field of the Deads. This is important because my opponent is playing like they have multiple Uro in hand and like that's their only way to win now. And that's really important because I have 10 minutes left on my clock, while they have less than three. I'm out of Apparations and Paths, so any threat they have will stick. I'll concede to a win condition, but not to nothing. I never get to stick another threat, but they never found a way to make the Uro's live, and they time out. So that's technically a win for me.

Match 2: Jeskai Control (2-1)

Game 1, W (Play, 6-7)

I lead with Vial. Things are looking bad for me when my opponent goes Steam Vents into Sacred Foundry to Bolt my Stoneforge Mystic and the Giver I Vialed in. Jeskai's wall of cheap removal is very hard for a deck like DnT to beat. However, I get lucky. Either my opponent doesn't know the matchup, has actual nothing, or is on autopilot, because they lose after going for Cleansing Wildfire on their Flagstones of Trokair, with mana for my Vialed in Arbiter. Sword of Fire and Ice cleans up afterwards.

Sideboarding:

-4 Skyclave Apparition
-3 Thalia, Guardian of Thraben
-1 Path to Exile

+4 Auriok Champion
+2 Gideon, Ally of Zendikar
+1 Aven Mindcensor
+1 Rest in Peace

I've learned over the years that most creatures are just going to die against Jeskai and Jund. Thus, it's best to bring in creatures that have protection from most of the removal. Thalia's tax isn't too effective, especially when Jeskai tends to board in Flame Slash. Apparition is actually a liability since Jeskai doesn't have many permanents I want to exile, those that do are big enough that the illusion will kill my creatures in combat, and Jeskai always seems to have the removal at the most devastating moment.

Game 2, L (Draw 7-7)

My opponent curves their removal perfectly, lands Teferi, Hero of Dominaria, and never looks back. I have a decent hand, but it lined up exactly perfectly for my opponent to one-for-one me to death.

Game 3, W (Play 7-7)

This time it's my turn to curve out with Vial into Arbiter with Giver followed by Vialed Stoneforge with Arbiter payment. My opponent goes tapped Hallowed Fountain into two fetchlands. Had I ever seen Ghost Quarter, I think that's game. As is, eventually another Fountain is found, letting my opponent Path both Giver and Arbiter to unlock their mana. However, it's too late, and Sword on a Champion runs away with the game. Gideon was hit the board too late to do anything.

Match 3: Scourge Shadow (2-1)

Game 1, L (Draw 7-5)

My blind keep has no Path. This proves fatal, since my opponent curves a perfect turn three kill with Scourge of the Skyclaves and Temur Battle Rage thanks to their opening hand being Monastery Swiftspear, Blood Crypt, and three Mishra's Bauble, with Bolt on the lethal turn. Them's just the breaks sometimes.

Sideboarding

-4 Thalia
-2 Flickerwisp

+4 Auriok Champion
+2 Winds of Abandon

I always reduce my vulnerability to Lava Dart in this matchup. Flickerwisp is has more utility than Thalia, so I keep some of them.

Game 2, W (Play 7-7)

I open with Vial. My opponent Thoughtseizes, taking Stoneforge. I draw and play Champion. My opponent Inquisitions twice, stripping the rest of my hand. I draw and play Sword of Fire and Ice. My opponent misses a land drop and plays two Swiftspears. I then equip the Champion and play another one and my opponent concedes. They must have had the Kozilek's Return in hand, but couldn't cast it.

Game 3, W (Draw 7-6)

My opponent leads with Swiftspear and Bauble. And then another Swiftspear, but no land drop. I get Stoneforge and then a turn 3 Batterskull plus Giver. My opponent finally gets their second land, an Agadeem, the Undercrypt, but it doesn't matter and 'Skull runs away with the game. I think my opponent had a lot of Scourge and Battle Rages based on their not casting anything.

Match 4: Mardu Shadow (0-2)

Game 1, L (Draw 7-7)

Once again, my opponent has the turn 3 Scourge kill, but with Mutagenic Growth for the Swiftspear instead of many Baubles. I didn't have a Path.

Sideboarding

-4 Thalia
-2 Flickerwisp

+4 Auriok Champion
+2 Winds of Abandon

Basically the same matchup demands basically the same sideboard. I know I'm against Mardu thanks to the lands that got played, which makes me wonder about Rest in Peace. However, I haven't seen decks that are as big on the graveyard synergy recently, so I decide against it.

Game 2, L (Play 7-7)

I have a turn 2 Champion. My opponent Thoughtseizes me, taking my only Path. Then I get double-Bolted turn 2. Turn 3 is for another Thoughtseize taking Winds and two Death's Shadows. On turn 4 my opponent plays Agadeem, and attacks with two 6/6 Shadows. I block with my two Champions. My opponent cycles two Street Wraith then double Battle Rages. Just nothing you can do, there.

Match 5: 4-Color Copycat(2-1)

Game 1, W (Play 6-6)

Over the course of this game, my opponent will resolve Oath of Nissa six times. They will hit lands three times, find the first Felidar Guardian, and whiff completely twice. Given the typical composition of that deck, such a result is statistically implausible. Everything just seems to be misfiring for my opponent and I win easily.

Sideboarding

-4 Thalia

+2 Winds of Abandon
+2 Phyrexian Revoker

Being on the draw in this matchup makes Thalia pretty weak thanks to Wrenn and Six. It's also a lot more likely that they'll get Omnath out, so I need the extra removal. Revoker is a necessity in a planeswalker- heavy matchup.

I've thought a lot about bringing in Champion to negate the combo. It has never worked out for me because of T3feri bouncing Champion and Uro value. There's definitely an argument to go for it anyway, but I didn't here.

Game 2, L (Draw 7-6)

My opponent curves out, I assume, ideally: Oath, Wrenn, Uro, Omnath with fetchland into Felidar Guardian flickering Oath and finding Saheeli Rai. I fight back with Vial, Arbiter and Giver, then Path the Guardian when they go to combo and follow up with Apparation on Omnath. The game goes very long as I gain life with Batterskull while my opponent gets every fetchable land from their deck, most of them with a follow-up Omnath out. I have my opponent down to 6 life with lethal several ways next turn thanks to Sword when my opponent draws their last Saheeli Rai to combo for the win.

Sideboarding

-2 Winds

+2 Thalia

I'm on the play, so Thalia can keep Wrenn off the board for a turn. I'm also the aggressor so less sorcery speed removal is better.

Game 3, W (Play 7-6)

For the first time this League, I lock out my opponent. I have Vial turn one, Thalia turn two, and two Arbiters plus Ghost Quarter on a Raugrin Triome to lock my opponent's mana. They die with four fetchlands and a Breeding Pool in play, showing me a hand of Paths and Fiery Justice.

Overall Impressions

If my first match is any indication, there is a perception that Uro piles are dominating the online metagame. However, my experience and the data alike don't back up that conclusion. Players are clearly playing a very wide array of decks and are still brewing around, looking for edges and better options. The format feels very dynamic, which is a good thing.

As for Death and Taxes, the margins have gotten a little smaller over the past month as more players have grown accustomed to the deck. Apparition has also lost some potency as playstyles, though not deck composition, changes. DnT should maintain a place and presence in the metagame, but it will be reduced. And you'll really need to put in the time and effort to make it work. You really can't skimp on practice with a deck that requires extensive format knowledge to play correctly.

The Impact of New Cards on the Old & Obscure

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During my daily MTG Stocks Interests page browsing, I noticed a few obscure cards have recently popped. These are cards that I’m fairly confident the majority of the player base hadn’t heard of before. These cards include Last Chance and Psychic Vortex.

As it turns out, these two cards are not merely obscure and in short supply (the former has only been printed in Portal and Starter 1999, the latter is a Reserved List rare from Weatherlight). They also perform arguably powerful (and breakable) effects. They were just waiting for the right new card to come along to exploit their power.

Then came along Commander Legends.

An Equation for Buyouts

I’ve got a simple equation that describes what happened once Obeka, Brute Chronologist was spoiled:

(Obscure Card + Reserved List Card) x Powerful Effect x New Synergistic Card = Buyout

Let’s use Psychic Vortex as an example.

This is a Reserved List card that has only been printed in a single set: Weatherlight. Thus, the number of copies circulating on the market is going to be significantly lower than most any other cards that came later in Magic’s history (Weatherlight was released in June 1997). So already, this card was worth keeping an eye on. In fact, a couple months ago I grabbed a cheap copy for play in my non-competitive Commander deck simply because I thought the effect was weird.

There was an error retrieving a chart for Psychic Vortex

Not only is Psychic Vortex’s ability weird, it’s also potentially extremely powerful. Normally, cumulative upkeep on a card indicates a drastic drawback. The only other cumulative upkeep cards I’ve seen make waves are Braid of Fire, a $12 rare from Coldsnap, and Jötun Grunt, which used to be played as a sideboard card against graveyard decks. Typically, other cumulating costs have been too steep.

Psychic Vortex was the opposite. Its cumulative upkeep cost was the card’s strength: drawing cards! It’s that second line of text—the one that makes you discard your hand at the end of each turn—that was problematic. Still, an enchantment that lets you draw one card on a turn, then two cards, then three, etc. is asking to be exploited.

Then came the “new synergistic card”—a legendary creature in Grixis colors with the simple text, “The player whose turn it is may end the turn.”

This effect combines with Psychic Vortex in a very favorable way. Now you can draw a cumulative number of cards each turn and, before you have to discard your hand, you can activate Obeka. The end of turn effect never takes place, and you get to keep your hand! The result: Psychic Vortex went from being a $1 bulk Reserved List rare to $8 and climbing.

Obeka also synergizes well with Final Fortune. The red sorcery lets you take an extra turn, but then at the end of that turn, you lose the game. Not if you have Obeka out! Now you can take a free turn and then simply activate Obeka to stop from losing.

Now Final Fortune hasn’t been printed in a minute—it appears only in Mirage, Sixth Edition, and Seventh Edition. It’s no wonder copies spiked from a couple bucks to over $10. But that jump is nothing compared to its functional reprint Last Chance.

There was an error retrieving a chart for Last Chance

Last Chance was printed in two sets: Portal (which no one wanted because it wasn’t tournament legal for years) and Starter 1999 (which I don’t ever recall seeing on store shelves). Two old, obscure sets with very limited supply. The result: this Final Fortune variant spiked from roughly $8 to $50ish in little time. That’s why the obscurity of the card is a multiplying factor (compounded with whether it's on the Reserved List or not)—the effect on price is enormous when the right synergistic card is printed.

Keep an Eye on…

Of course, hindsight is 20/20. It is easy to read Obeka and immediately piece together its impact on cards like Last Chance and Psychic Vortex. The real challenge is identifying other cards that are obscure, possibly reserved list, and have unique and powerful effects…effects that could yield powerful combinations should the right synergistic card be printed.

Now keep in mind, with these speculative pickups the time horizon is indefinite. These cards could be broken in the next set or in ten sets from now. The key is finding cards that won’t likely be reprinted and offer unique enough effects so that they maintain at least some modest price growth on their own. Let’s take a look at a couple possibilities.

Illusions of Grandeur is one that comes to mind, since this card once was a viable Extended strategy, a deck called Trix.

The Reserved List card from Ice Age is already worth nearly $10. But this card immediately gains you 20 life and has the possible effect of causing its controller (maybe you, maybe not) to lose 20 life. This is certainly a noteworthy ability! Perhaps the right synergistic card could be printed in a Commander set to bring Illusions of Grandeur back! And if not, I don’t see this card dropping in price any time soon.

There was an error retrieving a chart for Illusions of Grandeur

Another card I like from Ice Age is Jester's Mask.

There was an error retrieving a chart for Jester's Mask

This artifact lets you hand-craft a new hand of cards for your opponent! I don’t think there are many other cards in Magic’s history with such an effect. Really the biggest issue with this card is its steep casting cost of five mana and the fact it enters play tapped. But in Commander, the casting cost is hardly an issue. Perhaps the right commander—one that says cards that would enter played tapped enter untapped instead?—would make this artifact more playable.

Shifting focus to Alliances, Phyrexian Devourer catches my eye.

There was an error retrieving a chart for Phyrexian Devourer

This card has also been a speculative target in the past. It has a powerful ability in being able to remove every card in your library from the game at instant speed. Once the creature hits the battlefield, it’s virtually impossible to stop from removing your entire library from the game given that its activated ability is zero mana and doesn’t require tapping. Why would you want to remove your entire library from the game? There are many cards that say you win the game if you have no cards left in your deck!

Perhaps the right version of such a card hasn’t been printed yet. But if this becomes a more popular strategy in Commander, perhaps due to a future synergistic card, Phyrexian Devourer could once again spike. As a side note, Thought Lash is a blue enchantment from Alliances that has the same powerful, potentially exploitable effect.

The last card I’ll mention (there are plenty more I’m sure) is Frenetic Efreet. Why is a three-mana, 2/1 flyer so special? Its rules text is written in such a way that it allows you to do something that not many other cards do: flip as many coins as you’d like!

There was an error retrieving a chart for Frenetic Efreet

Frenetic Sliver explicitly states the coin flip only takes place if the creature is in play. But with the Efreet, you can put 10,000,000 coin flips on the stack and all of them will resolve even though the Efreet will be long gone after the first flip. Why would you want to flip a coin so many times? Chance Encounter comes to mind, but Wizards is always printing new coin-flip cards (most recently, Krark, the Thumbless and one of them could bring interest back to Frenetic Efreet. The efreet is already worth a few bucks and is on the Reserved List, so again your downside is minimal here.

There was an error retrieving a chart for Chance Encounter

Wrapping It Up

Magic has been around for 27 years now. The history of the game is so immense that it’s inevitable that a newly printed card will eventually synergize well with something from the past 27 years. That happened recently when Obeka, Brute Chronologist was spoiled, causing cards like Last Chance and Psychic Vortex to spike. Suddenly, these obscure cards that most players likely never heard of are making waves on MTG Stocks and spiking on buylists.

This will happen again and again, and it’ll follow a general formula. The more obscure the card (even better if it's on the Reserved List), multiplied by its power level, multiplied by a synergistic reprint will equal a spike in price.

Browsing the Reserved List, I found a few cards from Ice Age, Alliances, and Mirage with abilities that could be breakable with a future card. I’m sure there are other possibilities in Weatherlight, Visions, etc. as well.

My watch list included cards that allow you to exile your entire library at instant speed and flip an infinite number of coins—normally such effects are undesirable or harmless, but they can be extremely powerful in the right context. These are the kinds of obscure cards with powerful effects that I have my eye on.

They may not spike tomorrow. They may not spike five years from now. But they have the potential to do so, and in the meantime, they’re above-bulk cards with potential, gradual upside regardless. That’s often the kind of investment I like to make. Low risk with the potential for high upside!

Outside the Box With Scourge of the Skyclaves

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Shortly after the card became legal, I ran a piece on Scourge of the Skyclaves that illustrated the many homes it was sure to find (and had already tried out) in Modern. Of those, Rakdos Prowess has risen head-and-shoulders above the rest of the competition, that build now rebranded as Scourge Shadow. Still, as a staunch believer in brewing that which the heart desires, I was left wondering what a Scourge deck might look like that was maybe worse, but certainly more in line with my preferences than the all-out assault of the top performer. Today, I'll unveil what I managed to come up with.

Picking Colors

My first order of business was to decide which colors I wanted to be in, as the best cards in each are fairly obvious; then, it's a matter of picking spells in those colors that plug whichever holes are left in the strategy.

Back in Black

It made sense to start by looking at what was already in-color, and black certainly offers some exciting options to the Scourge shell.

Inquisition of Kozilek/Thoughtseize: Clearing the way for a fatty with one of these spells is Modern at its most classic. That line of play shoves us towards midrange on the archetype spectrum, but when the spells are this versatile, who cares? Thoughtseize does deal us damage for Scourge, but to be fair, it's die-more considering we'll always be fetching. Still, that damage becomse relevant when we look at another possibility....

Death's Shadow: By now, Shadow and Scourge have proven to be the best of buds. After all, they're both undercosted beaters that benefit from similar gamestates, not to mention come with similar strings attached. I wasn't sure I wanted Shadow, because of the kind of playstyle it can force pilots into, but I did want a certain amount of threats.

Cling to Dust: Modern's latest superb cantrip, Cling offers a late-game grinding engine, incidental lifegain, and incidental graveyard hate in Game 1, all on a one-mana draw spell that triggers prowess and fills the graveyard. Talk about versatile.

Fatal Push: Great removal. What's not to like!

Looking over my options, I figured pushing deeper into black than just a splash for Scourge meant adopting a slower, grindier gameplan.

Red the Runes

The next color I looked at was red. Level 0 reasoning when reading Scourge of the Skyclaves says that the card's better when opponents are getting domed, and nothing domes like a burn spell.

Lightning Bolt: Magic's premier burn spell was all but guaranteed inclusion if I opted to dip into this color, but I didn't think it was reason enough to commit on its own. Modern decks these days are well-oiled machines built from synergistic components, and Bolt is... well, just a great card. Splashing the instant was once more commonplace, although often decks that couldn't play it were simply outclassed, but that was before Fatal Push, Aether Gust, and other such compact answers were printed in other colors.

Monastery Swiftspear: Now we're baking! If I do indeed know my way around a Swiftspear, there's no way I'd miss its delicious synergy with Scourge. Since the newcomer relies as much on an opposing life total as on one's own, Swiftspear essentially clears the way for Scourge to come down, no-questions-asked: because of haste, opponents don't even get a chance to draw their first card of the game, play their first land of the game, and kill the Human before they're in range of Scourge being live. Swift also provides bursts of damage down the road, which grows Scourge in the medium-term. For that reason, opponents should kill it right away if they can. The thing is, their doing that means one less removal spell pointed at Scourge, or a Push wasted.

Swiftspear's one-mana-haste-beater-with-upside-later blueprint is so good with Scourge that we've seen Bomat Courier creep into Rakdos Prowess decks this month as four additional copies. Bomat Courier! Remember that guy?

Temur Battle Rage: One of the most alluring aspects of Scourge of the Skyclaves is its combo potential with Temur Battle Rage, which in case you've been quarantining under a rock lets the creature kill from 10 life with opponents at 15. Fitting a couple of these into the shell for a Splinter Twin effect of sorts would increase our aggressiveness quotient, perhaps improving reversibility if the build was trending a little too reactive.

Crash Through: Far from the most exciting card in a deck all but sure to eschew Soul-Scar Mage, Crash is nonetheless a cantrip that does things, and one that plays great with Scourge and other fatties like Tarmogoyf. Its effect proves a tad redundant with Rage, often a better spell for that purpose, but I like that it filters into a new card.

U Blues, U Lose

Or do ya? I was determined to find out!

Stormwing Entity: I've had good fun with this creature since its printing, and wanted to try it alongside Scourge in a 12-Goyf type of shell. Try it I did, and because of Entity's strict conditions—mostly, running a bunch of Manamorphose—I remained unconvinced. I soon came around on Manamorphose the card, but requiring the instant to be around just to slam the bird made the bird far from worth it. The point of Scourge is we don't have to step so far out of the way to run a ganga great two-drops.

Stubborn Denial: Rather, the most obvious candidate in blue was Denial—after all, blue cantrips ain't what they used to be, and permission interacts with certain spells a lot better than targeted discard does, yielding tempo as well as disruption. Alas, without Entity, I just didn't have enough Ferocious enablers to want to dip into the spell, which made blue mostly unappealing.

Aether Gust: One last-ditch note in blue's favor was Aether Gust, a card that's been showing up in sideboard and even mainboards galore. Not only is super-bouncing a Swiftspear or other prowess creature great in the combat step, fading damage while often costing opponents a card or two in the process, Gust is great at dealing with lots of Modern's premier threats at the moment: Uro, Titan of Nature's Wrath, Primeval Titan, and Omnath, Locus of Creation among them. Naturally, though, it wasn't a reason on its own to splash a color.

Mean 'n' Green

Well, we all knew it would come to this...

Tarmogoyf: Ah yes, the reason not just to splash green, but to play Modern, nay, Magic at all. As soon as I saw Scourge, I thought Goyf; here was a creature that similarly rewards pilots for just playing the game, capable of growing freakishly huge very quickly even without much support. And as a longtime champion of Temur decks, I'm also a longtime clamorer for "more Goyfs" to throw into my decks, so naturally I was excited by the prospect of slinging these coupla two-drops together.

By "more Goyfs," I mean strategic redundancy; with eight of the things, it's simpler to build a whole deck that assumes it can drop such a beast on turn two in most games, rather than having to flip a coin between two patently different creatures (as Jund did forever with Dark Confidant). As such, the deck should run smoother. But it's also curious that Goyf and Scourge don't utilize the same resource. While Goyf can be blanked by Rest in Peace, and Scourge dismantled by... uh... random lifegain cards, dealing with a creature suite that employs both of them strains opponents for hate, multiplying the pressure both threats already put on the life total. In other words, they seemed like a match made in heaven, so long as I could figure out what else green had to offer.

Veil of Summer: 2020 was truly a year of superb cantrips, though not all of them remain in the format. Veil of Summer is one that has managed to evade Modern's banhammer, if it wasn't so lucky elsewhere. The hate card Goyf and Scourge both crumble before is Fatal Push, one of Veil's favorite meals. And stopping permission, discard, and other random removal never hurts, either. Sold!

Traverse the Ulvenwald: A Traverse package could be splashed, and I messed around with one a bit. But to what end? If we already have our great threats, I don't think additional graveyard reliance and mana taxing is what our deck wants.

Don't White a Check...

...that your ass can't cash! We've got the honorable Fred Durst to thank for that one. But seriously, that check would bounce. With pretty much just Path to show for itself, white is freaking bad.

Building the Deck

Green was a lock. (Who are we kidding?) And so was red; my tries without it proved too anemic. White was out for sure. I messed around with some four-color variants before realizing blue wasn't adding much and cut it, which gave us Jund.

Here's where I ended up:

Jund Scourge, Jordan Boisvert

Creatures

4 Monastery Swiftspear
4 Death's Shadow
4 Tarmogoyf
4 Scouge of the Skyclaves

Artifacts

4 Mishra's Bauble

Instants

4 Lightning Bolt
3 Cling to Dust
4 Manamorphose
3 Temur Battle Rage

Sorceries

4 Thoughtseize
4 Inquisition of Kozilek
2 Crash Through

Lands

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

Sideboard

1 Lurrus of the Dream-Den
1 Klothys, God of Destiny
3 Veil of Summer
1 Ancient Grudge
3 Fatal Push
2 Searing Blood
3 Collective Brutality
1 Unearth

A few general thoughts:

I ended up going with Shadow to add some bulk to the threat suite, which was missing once I gave up on Stormwing Entity (the other option was trying for a Traverse package, which struck me as kind of frail). We do deal ourselves plenty of damage between the fetchlands and Thoughtseize anyway, and Shadow is something of a trump in the many aggro mirrors. With Shadow in the picture as well as Scourge, I felt comfortable moving to 3 Temur Battle Rage.

Manamorphose stacks with Bauble to give the deck plenty of 0-mana velocity, which is great for Goyf, Swiftspear, and Cling alike. I think it's worthwhile even without Entity, though I could see trimming its numbers a bit if we needed to include something else, such as mainboard Fatal Push (perhaps alluring with Scourge Shadow so high in the Tier rankings).

It still offers an aggressive dimension, but Swiftspear is not a standalone threat in this build: it's more an enabler Ă  la Noble Hierarch, almost hoping to lock in a point of damage and then eat a kill spell right away to clear the way for a superior threat. Of course, if opponents choose to ignore it without developing their own battlefield, Swiftspear will end up piling on a good 3-6 damage in the first few turns, which is fine for the mana investment, but far from the havoc we know it's capable of.

Feeling Nostalgic?

Because of Swift's borderline enabler status here, this deck feels familiar to me, playing somewhat like the Six Shadow deck I trotted out only for Arcum's Astrolabe and Oko, Thief of Crowns to be banned. And building it reminded me of Counter-Cat, a deck whose founding principle is "splash the cards you want." Something of a jog down memory lane, and good lockdown fun, although natch, I couldn't sleeve it up for Friday!

All that to say that maybe our world is deeply altered, but Modern is still Modern—sure, Blood Moons and Swiftspears and Omnaths and Scourges lurk around many corners, but if you find something that takes your breath away, by golly, play it. Life is too short. Until next time, may you swing 15!

Commander Legends: Spoilers and More!

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Commander Legends is the first Commander set that has ever been designed to be drafted and will be released on November 20, 2020. Featuring 71 new legends, in-demand reprints, and new mechanics, this is sure to be an exciting new set for Commander players. The set contains 361 regular cards (165 of which are brand new) and includes randomly inserted premium versions of all of the cards. The prerelease promo is a sweet alternate art Sengir, the Dark Baron with art by Pete Venters, and the Buy-a-Box foil is an alternate art Mana Confluence. Players will be able to purchase Draft Booster Boxes, Collector Booster Boxes, and two new reconstructed Commander Decks featuring cards from the new set.

Spoilers are slated to start Monday, October 26th, and are slated to follow this schedule. Check back with us frequently for the latest spoilers and our MTG Finance flavored commentary! We'll be covering our favorite highlights from spoiler season - if you want to see the entirety of everything that has been spoiled you can check out Wizards' updated card gallery here.

November 5th

All right friends, here we are - the final day of previews! The whole set has been revealed, and you can see everything over on Wizards' site here. What are you most excited for from this set? What cards did I miss talking about that you think will be super relevant? Let us know in the comments, or feel free to reach out in the QS Discord. I'll cover a few of the new things we saw today below.

Kwain, Itinerant Meddler might be my favorite card from this whole set, based purely on the art. This seems like a decent, fun card, and will fit in well in any deck that really enjoys playing the political side of Commander.

I'm a little underwhelmed by our last white mythic of the set, Triumphant Reckoning. Nine mana is a big investment even if being able to return all of your artifacts, enchantments, and planeswalker cards from the graveyard to the battlefield could be a huge game-changer. Would have including creatures made the card way too insane? This is a fine card if you're going to be playing at a table with no graveyard hate though, I guess.

November 4th

We're getting close to the end of this spoiler season, but there's still plenty of cool cards to be had!

Akroma is in the house! Akroma, Vision of Ixidor is a super cool iteration of a fan-favorite angel. Lore-wise, Akroma is a sentient illusion created by Ixidor, which is where I imagine this card gets its name. There is a lot of text here, but it's a powerful card in a much-collected tribe that also has partner, so I imagine plenty of people will be wanting to pick up copies of this Akroma. Akroma's Will fits with Akroma nicely flavor-wise, and does pretty typical things for white.

What's more classic than angels and dragons? Along with Akroma, we got a cool dragon spoiled today in Hellkite Courser. This seems like a pretty powerful card in red, allowing you to gain access to your commander for a turn without paying their mana cost. This will be extra good later in the game if you've already cast one of your commanders several times in a game. Court of Ire is a fun monarch card that I can see getting in a ton of damage over a game if you manage to keep your title. Not the most competitive card at first glance, but it should fit in well in more casual commander games and be a pretty decent blow out in draft!

Bell Borca, Spectral Sergeant is a really interesting design and has the potential to be pretty powerful in an aggressive Boros deck. I'm not a fan of exiling cards that I might not be able to cast, but Bell Borca makes good use of them and can potentially help you filter your deck too. Jared Carthalion, True Heir is a fun monarch card in Naya colors that has potential to be a powerful beater if you can manage to become the monarch again after gifting it to an opponent.

Dawnglade Regent has some of the craziest antlers I've ever seen on an Elk, but is a pretty cool addition to big green decks! I really like the ability to give all of your permanents hexproof if you manage to hold onto the title of monarch.

November 3rd

Today is a tense day for those of us in the US, with it being election day and all, but at least we have cool spoilers to distract us.

Speaking of cool spoilers, we're getting a Mana Drain reprint! I wasn't expecting to see such a hype reprint this late in the spoiler season, but it was a nice thing to wake up to. This was definitely a card that needed a reprint, and I imagine it's going to be one of the most chased mythics of the set. The last Mana Drain reprint we got in Iconic Masters didn't do much to bring the price down, but maybe this one will?

There was an error retrieving a chart for Mana Drain

Hullbreacher is a fun merfolk that will slot nicely into pirate tribal decks that are running blue and will help you ramp against opponents who spend a lot of time drawing cards. This isn't going to blow up Legacy or anything, but it's a fun card! I think the art for Sakashima of a Thousand Faces is super cool, as is its ability to negate the "legend rule" for permanents you control. There's a lot of possibilities for this card, and it's one I'd recommend keeping an eye on.

Along with Sakashima comes a pair of related cards. Sakashima's Protege has Flash, Cascade, and a clone effect, which is pretty decent but not amazing at six mana. Sakashima's Will is really neat and I think will see a decent amount of play. The potential to steal a creature (even one your opponent picks) and potentially buff all of your other creatures is super powerful in blue. Pair it with Sakashima as one of your commanders and you could potentially have a whole board of a powerful legendary creature.

I love the pirate flavor of Coercive Recruiter and think it will be a fun addition to pirate tribal decks. This will be a pretty powerful pick in draft I think, and seems good enough to be a part of your 99 if you're in a dedicated casual pirates build.

November 2nd

Nightshade Harvester is a fun way to punish people getting too greedy with land ramp, which I love, plus it's another great addition to BG elf tribal. I like Necrotic Hex a lot. In some cases, it will be able to act as a board wipe that nets you some zombies which is neat, and even if it won't wipe the whole board it will be a good way to come back from an empty board for you.

I think Falthis, Shadowcat Familiar will be much more of a limited Commander card, but the art is adorable and I love it. Elvish Dreadlord seems a bit expensive mana-wise for what it does, but the encore ability might actually make this a decent addition to the GB elves archetype.

In my opinion, every set can be made better by including a cool unicorn to it, and Lathiel, the Bounteous Dawn looks to be this set's cool unicorn! Lathiel will make a good addition to many GW lifegain decks, and the art is super cool! More good news for our Vorthos friends, Nevinyrral finally gets his own card! Nevinyrral, Urborg Tyrant marks the first time we've seen the owner of fan-favorite [card]Nevinyrral's Disk[card] on an actual card, and this zombie wizard comes with a ton of text! I think this is a super fun design, and I'm sure people will be clamoring to get their hands on copies.

Commander's Plate is a fun piece of equipment that really rewards you for running a mono-colored commander, and Flamekin Herald is a fun piece of cascade tech!

I'm a huge fan of playing Abzan colors, so seeing Reyhan, Last of the Abzan spoiled was super exciting for me. I think it's weird that there's no white in Reyhan's casting cost, but that's likely what the partner is for. I think Reyhan is a great card and will work really well with +1/+1 counter strategies. Speaking of Nevinyrral's Disk, we're getting a cool reprint! I'm sure the extended border versions of this card will be in high demand.

November 1st

I can't believe it's November already! 2020 has been quite the year. Today was a lighter day spoiler-wise, full of mostly solid uncommon reprints.

Reshape the Earth is another big, crazy green card! It may cost nine mana, but the effect is incredibly powerful especially if you're pairing it with things like landfall or maybe Field of the Dead. Imoti, Celebrant of Bounty is a cool druid for your cascade deck, helping you get extra value from any of your spells that cost six or more mana. I think this will fit well in plenty of the cascade decks that run these colors.

Rakshasa Debaser is a super cool graveyard-based card that looks like a lot of fun to play with. I want to steal my opponents' creatures right out of their graveyards! Abomination of Llanowar's art is super cool and creepy, and I think the Golgari flavor here is on point. I think this will go great in any green and black elf tribal deck.

More Vorthos voices rang out in jubilation today - we finally get to see Tormod on a card! Tormod, the Desecrator is likely the Tormod referenced in Tormod's Crypt, and it's super cool that this zombie wizard is finally getting a card! This is a cool partner commander for all the zombie fans out there. We're getting a Victimize reprint as part of the many cool uncommon reprints for this set, and I'm excited to grab some of the extended border printings for my decks!

Speaking of cool reprints that I'm excited about being able to have "premium" versions of - check out the sweet Swiftfoot Boots and Thought Vessel extended borders we'll be able to get when this set drops!

October 31st

Happy Halloween everyone! Spoiler season continues, and we've been seeing a ton of fun cards being spoiled today!

Continuing the theme of delighting all of the Vorthos players out there, we were treated to the spoiler of Hans Eriksson today. Hans was first referenced in Lhurgoyf's flavor text, with his sister Saffi Eriksdotter warning him about the danger of the Lhurgoyf, and it's really neat to see a fan-favorite character finally get his own card! What are the chances we get to see Erik himself in a future set?

Obeka, Brute Chronologist really typifies what I love about casual Commander games - the politics with other players. When you tap Obeka, the player whose turn it is may end the turn - with an emphasis on may. This is a super neat ability, and I imagine it will lead to lots of hilarious situations at the table. Combine this with other Time Stop effects and you've got quite the deck. I wouldn't be surprised if the other cards like this that go well with Obeka start seeing more action soon. Ghen, Arcanum Weaver is a cool enchantment-based Mardu commander that allows you to sacrifice an enchantment to return target enchantment from your graveyard to the battlefield. I'm excited to see the enchantment lists that end up playing this wizard as their commander!

Apex Devastator is so hilarious I didn't believe it was real when it was first spoiled. Cascading four times with a ten cost, massive green creature is quite a powerful effect, and I guarantee there are going to be plenty of green mages out there wanting to run this hilarious hydra. Rootweaver Druid is an interesting take on mana ramp. I didn't initially see that it's a may ability, which will definitely make for some interesting situations at large Commander tables in the future.

We're getting a Ravos, Soultender reprint, which is good news for BW players looking to get him in the cool new etched foil printing. Plague Reaver looks like a ton of fun to play with, and I look forward to passing around this beast when we're allowed to play paper Magic safely in the states again.

October 30th

Honestly, I wasn't sure how excited about this set I was going to be. Commander isn't usually my go-to format, and I've been feeling a bit overloaded with all the new, cool products coming out for Magic, but holy cow this spoiler season has me incredibly hyped for the set! Anyone else getting tons of new ideas for Commander builds?

Woah, we're getting a Scroll Rack reprint, featuring a much brighter version of the original Tempest art!

There was an error retrieving a chart for Scroll Rack

This will likely bring the price down a bit for the other printings of this card, and I imagine fans will appreciate them using the Tempest art again. I really like how it pops in the new frame! Plus, the extended art looks absolutely amazing in my opinion.

I love the art direction for Jeska, Thrice Reborn, and the card itself seems like it will be a lot of fun to play with! I could see Jeska being in pretty high demand, especially in more casual-focused Commander playgroups. Jeska's Will is a cool entry in the Will cycle we're seeing in these spoilers and has a neat, very red feeling set of choices.

We're also getting two reprints of popular artifacts Rings of Brighthearth and Staff of Domination. For both of these, only having their original printings plus a Masterpiece version was starting to make their prices climb, so these reprints will be nice for newer players who will want to pick them up at more affordable positions.

Archelos, Lagoon Mystic not only has super cool art, I think the abilities are super fun as well. I'm sure there is a lot of fun shenanigans players can get up to as far as trying to keep it tapped down during opponents' turns, and this could make for some interesting politics games around the table! We're also getting a Command Beacon reprint, which is sure to please many Commander players.

October 29th

Well, Twitter is losing its collective mind again. Check this card out:

Yeah, Jeweled Lotus is a Black Lotus just for your commander. This one is causing a lot of commotion on the internet and is already pre-ordering for hundreds of dollars in many of the major online retailers. I really don't think it will hold that kind of price. Sure, it's pretty good, but only being able to cast your commander is a pretty big drawback compared to the glory that is its predecessor Black Lotus. I see this settling down between thirty and fifty dollars when all is said and done and plenty of these packs have been opened, but I've been wrong before.

Look, I love Rograkh, Son of Rohgahh SO much. It's a legendary Kobold! That costs zero mana! I think this is a super interesting Partner commander, and obviously, as a 0/1 Rograkh won't be doing much damage on its own, but with first strike, menace, and trample if you pair it with things that buff our brave little warrior I think there's potential for some powerful, fun plays. We also got a Treefolk today! Colfenor, the Last Yew has some excellent art and allows you to bring back creatures from your graveyard to replace creatures that are dying, which I think is very flavorful and cool.

Holy moly, Belbe is finally getting an actual card! Belbe, Corrupted Observer was a main character in the Nemesis novel and until now had not gotten a chance to have her own card. We've seen Belbe's Armor, Belbe's Percher, and Belbe's Portal, and she's been depicted in or referred to in a few cards, but Vorthoses can rejoice because now our favorite zombie elf can be our commander. We also got a chance to look at a cool green spider in Sweet-Gum Recluse that will work well in cascade-based creature decks!

We got some cool, classic-feeling blue cards today too! Laboratory Drudge is a zombie that allows for some fun graveyard shenanigans, and Eligeth, Crossroads Augur is a partner commander that lets you draw instead of scry, which feels very on-point for a cool, blue Sphinx.

Court of Ambition is another cool monarch card that can really put the pressure on your opponents and will fit in with a lot of fun black, discard-based decks. Slash the Ranks is an interesting take on a board-wipe, leaving only commanders behind. I'm not sure how competitive this is, but I'm sure it will find a slot in a lot of casual commander decks!

Woah, a mythic orc! I think orcs don't really get enough love in Magic lore, so it's cool to see Port Razer coming out in this set. It also has a really cool ability that allows for an additional combat phase, which I think will fit in a lot of pirate tribal decks. Archon of Coronation may cost six mana, but it has a powerful monarch related effect that I think could definitely swing some games, especially in limited.

Court of Grace is a really cool token producer made better by being the monarch, which I could see being pretty powerful in token-based decks. I really like Livio, Oathsworn Sentinel's abilities and would be really interested in seeing a list that takes advantage of them. Who would you pair Livio with if you were going to run it in a partner commander scenario?

October 28th

Day three is here, and wow this set is looking insane!

Mana burn and salamanders? What? These are probably the two cards I'm most excited about from today. Yurlok of Scorch Thrash has a mana burn effect! Back in the day, if you didn't spend the mana you used, you would have to take damage for it. That rule hasn't existed in a very long time, but they found a way to make it a card effect here, and I think it's super sweet! Plus, this angry Jund Viashino can make your opponents add mana that they might not be able to use, thus burning them. This is such a cool card and I'm going to try to find a way to play with it for sure!

Gor Muldrak, Amphinologist is bringing some big ol' salamanders to the table. This is a creature type we haven't seen in a long time. The only salamanders I was able to find are Flowstone Salamander, Pyric Salamander, and Scalding Salamander. This super rad Amphinologist gives you and permanents you control protection from Salamanders and at your end step gifts the player who controls the least amount of creatures a 4/3 blue Salamander Warrior creature token. This card is packed full of flavor, and one I know a lot of the Vorthoses on my Twitter feed are hyped about.

Look at how cute Kediss, Emberclaw Familiar is! This is a super fun uncommon Partner commander and I think it will be super good in draft. I think it could also work really well in more aggressive red-based Commander games if you Partner it with a commander that's good at pushing damage through. Zara, Renegade Recruiter is a super rad addition to the Pirate tribe, and I think her ability to temporarily steal other players' creatures right out of their hands is a ton of fun!

Amareth, the Lustrous is quite a lustrous dragon indeed, which has a cool ability that allows you to gain some shared permanent style card advantage! I know I said I couldn't find any other Salamanders except the three I mentioned earlier, but that was just because I hadn't looked through all the spoilers yet. Amphin Mutineer is both a Salamander and a Pirate! It allows you to exile a non-Salamander creature when it enters the battlefield and gives that creature's controller a 4/3 blue Salamander Warrior creature token. It also features the Encore ability!

Kamahl is in the house! Kamahl, Heart of Krosa is a rad commander for any green creature-based deck, giving creatures you control +3/+3 and Trample at the beginning of combat on your turn and also allowing you to turn your lands into 1/1 Elemental creatures with vigilance, indestructible, and haste which allows you to make use of the +3/+3 action even if all of your other creatures have been removed. Kamahl's Will is a super favorable instant that will fit right in a green creature-based deck with its namesake commander (or any other big green deck you might be running!)

Immaculate Magistrate is a super rad creature for anyone who likes Elf tribal and could provide a pretty powerful upgrade for one of your elves, and Horizon Stone lets you hold onto your mana in a fun, unique way.

Court of Cunning makes fun use of the monarch mechanic and mills your opponent! This looks like it would be a pain to play against at the table, and I love it and want to build a trolly mill Commander deck now...

October 27th

It's day two of official spoiler season and there are plenty more fun cards to see!

Here's the spoiler that's been blowing up my Twitter feed the most today. People are pretty split on Opposition Agent, some thinking that it looks like good fun, and others are proclaiming that this will ruin Legacy. Personally, I think this is a really interesting effect I'd like to test out, but I can for sure see why people are worried.

Profane Transfusion is a super sweet black, mythic sorcery. I love the idea of exchanging life totals like this, and the bonus of a Horror artifact token is very cool! This, like many of the cards from this set, is unlikely to see much, if any CEDH play, but it's got some seriously awesome casual appeal. Phyrexian Triniform is a cool example of the new Encore mechanic, where you can exile a card for the Encore cost and for each opponent, create a token copy that attacks that opponent this turn if able, and they gain haste. I'm not sure how much play this particular card will see, but it's definitely neat!

We also got some cool red rares spoiled today! Aurora Phoenix is a rad Cascade-based card that has Cascade but also comes back to your hand from your graveyard whenever you cast a spell with cascade. It has a large mana cost, but I think it will slot into a lot of fun cascade-heavy Commander decks. Emberwilde Captain is a very cool Monarch-based card, Monarch being a big returning mechanic from the set, that is looking to punish other players at the table who are holding a large hand of cards! Plus, it's a pirate, which is a tribe that is getting a lot of really cool support with this set.

I think Kodama of the East Tree is super neat! It's a Partner commander and lets you put a permanent of equal or lesser converted mana cost from your hand onto the battlefield. I don't have any fun green Commander decks put together right now, but this legendary spirit makes me want to put one together for webcam games with the crew. Magus of the Order might make it into that theoretical deck too because tutors are super useful. I'm not sure how great this particular Wizard will be in the long run, but I think the ability is super cool.

Averna, the Chaos Bloom has a super neat cascade-related ability that lets you ramp which is always useful in a game of Commander! I'm still not sure how I feel about Blim, Comedic Genius in a playability sense, but this imp is definitely a hilarious example of Rakdos awesomeness. I'm sure it'll lead to some hilarious gameplay though!

October 26th

It's the first day of official spoilers and holy cow is this set looking like a ton of fun already. This is definitely looking to be a set full of weird, fun cards that will be right at home in the Commander format.

One of the most hype spoilers we've seen today is Vampiric Tutor. Vampiric Tutor is one of the best, and most expensive price-wise, tutors available in the format. The mythic printing it received in Eternal Masters didn't do much to bring down its price point, with most printings of the card still hovering around the hundred dollar mark, but hopefully, this new printing of the card helps lower the price a bit so that more Commander players can slot it into their decks. If you have copies of the Visions printing or either of the judge promos I don't think there's any need to rush out and sell them because they're likely to hold onto their value. If you're in need of this tutor for your decks, this Commander Legends printing will be a great time to get into them!

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We were treated to a whole slew of fun looking mythics today! Sphinx of the Second Sun's ability seems like a ton of fun and will probably slot into all sorts of blue-based Commander decks on the more casual side of the format. Getting an extra beginning phase seems super sweet, allowing you to untap your creatures for blockers and also draw another card! Tevesh Szat, Doom of Fools is a planeswalker that can be your commander and also has the partner mechanic, which they are bringing back for this set. All three of his abilities seem super powerful and I'm sure this will be an in-demand planeswalker for many Commander players.

Mnemonic Deluge has quite an expensive casting cost but allows you to copy an instant or sorcery card from your graveyard three times without paying the mana cost! I could see this card seeing a lot of play in certain blue-based builds. Seraphic Greatsword is a neat equipment that will slot into many casual Angel tribal decks, especially if they skew towards an aggro build.

As a Goblin Fanatic, I about lost my mind when Krark, the Thumbless was spoiled. Krark's Thumb has always been a fan-favorite card since it's printing in Mirrodin, but this is the first time we get to really see the rest of Krark! Coin flipping mechanics have always been a silly staple at casual Commander tables and it looks like people have already started buying out copies of the thumb in anticipation of playing it alongside its owner. It's probably too late to snap up a copy if you didn't already have one, but I imagine once the hype dies down you'll be able to get affordable copies again.

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Szat's Will is a cool commander-matters instant with creepy art, and while it has kind of an expensive casting cost, the abilities are powerful and I imagine it will see plenty of play. I would love to open one of these in a draft!

Bladegriff Prototype is a super neat flyer that could really feed into the whole political side of Commander (which I enjoy very much). Allowing the player you attacked to pick another one of your opponent's nonland permanents to be destroyed sounds hilarious to me and I'm definitely going to want to pilot this against my friends in a casual game at some point. Liesa, Shroud of Dusk is super interesting as a commander because you have to pay two life instead of two extra mana for each previous time you've cast it from the command zone. I imagine you could brew a really cool list to take advantage of this and I'll for sure be keeping an eye on this card in the future.

Nymris, Oona's Trickster is chock full of faerie flavor and seems like a ton of fun to play. It rewards you for playing instants and allows you filter through your deck in an interesting way, and I'm sure there's plenty of mischievous faerie players out there already scheming away at how they'll be using this new legendary faerie knight.

 

Multicolor Monolith: October 2020 Metagame Update

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Happy Election Day, America! May your vote be counted and the voting process as stress-free as mine. Living in a state that's been all mail-in ballots for years has considerable advantages in a pandemic year. And if not, take heart. At minimum, you won't be bombarded by annoying, omnipresent, and pleading political advertising for at least another two years.

October's data came in like clockwork. Not only exactly on time, but also in predictable quantity. Every week there were exactly two Challenges and five Preliminaries. This appears to be the standard for Wizards and what I'll expect going forward. If there are additional premier events, that's just gravy. I've considered adding in non-Wizards MTGO events. MTGGoldfish and MTGTop8 often have other events from international groups and Hareruya, but there are problems. Primarily, I don't know the competitiveness of the events. For all I know, they could be small playgroups with really inbred metagames, not at all comparable to MTGO events. Also, a lot of them report weird quantities of decks, like Top 11's or Top 4's, or 27 total decks. I'm not sure what to do score-wise, so I'm not going to bother. Let's worry about that when paper starts again.

October Metagame

There were 585 total decks this month. Which is down a bit from September, but that's largely thanks to no Modern Championship events this month, meaning fewer Premier events to draw from. Preliminary attendance appeared to be up overall to compensate for the lower event total, and so the data is only down by 26 decks.

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck "should" produce on MTGO. To be a tiered deck requires being better than "good enough". For October, the average population was 8.47, meaning that a deck needed 9 results to beat the average and make Tier 3. Then, we go one standard deviation above average to set the limit of Tier 3 and cutoff to Tier 2. The STdev was 12.71, so that means add 13 results and Tier 2 starts with 22 results and runs to 34. Thus, to make Tier 1, 35 decks are required.

The Tier List

Deck diversity is down a bit this month, from 73 to 69, which is still a nice amount of variety. Of those, 21 cleared the threshold and made the tier list. The lower numbers are almost certainly a function of the smaller data set, which was caused by there being fewer premier events in October. However, population differences cannot explain how skewed the data is.

Deck NameTotal #Total %
Tier 1
4c Omnath6511.11
Scourge Shadow6210.60
Humans457.70
Death and Taxes355.98
Tier 2
Reclaimer Titan264.44
Tier 3
4c Copycat213.59
Izzet Prowess203.42
Heliod Company203.42
Amulet Titan193.25
Oops, All Spells183.08
Jund183.08
Burn142.39
Dredge132.22
Sultai Uro122.05
Mono-Red Prowess111.88
UW Control101.71
Eldrazi Tron101.71
Jeskai Control101.71
Ponza91.54
Niv 2 Light91.54
Mono-Green Tron91.54

4-Color Omnath piles and Scourge Shadow technically qualified for Tier 0 status (three STdev's above average) in October. That is an absurdly high population. Ponza was just under the cut last month. I'm not going to actually call either deck Tier 0, temptingly click-baity as it may be. Both decks lack the decisive bustedness of a Hogaak or Eye of Ugin Eldrazi, and it's also only the first month this has happened. This could easily be, and I suspect it actually is, a function of variance and popularity rather than a problem.

See, 4-Color Omanth covers a huge variety of decks. Some are Bant Uro decks with a single Omnath, Locus of Creation thrown in. Many are completely retooled to be Omnath first, planeswalkers second, Uro third decks. And everything in between. If I wanted to, I could have broken Omnath into at least three decks. I'm not going to because I hate splitting hairs. But I could have, so don't freak out over the numbers. Meanwhile, Rakdos Prowess has been a popular deck every month so far, and its evolution Scourge Shadow got a lot of attention in October. That boosted its numbers a lot. As the rest of the data showed, this is nothing to worry about.

Where's Tier 2?

There's only one deck in Tier 2: Reclaimer Titan. That's just how the math worked out. For those that don't know, it's basically Amulet-less Titan using Elvish Reclaimer and Flagstones of Trokair for mana fixing, toolboxing, and value. It's the evolution of the toolbox Vial Titan decks that showed up in August, then disappeared. I've never played against them and so have no further commentary, but they did better than typical Amulet Titan, so there's that.

As for its loneliness, I think that's just a quirk. With so much population wrapped up in the top two decks, it's natural and expected that the rest of the standings would be a bit thin. Death and Taxes is literally just over the line for Tier 1, and a number of decks are just under getting out of Tier 3. I don't think there's anything to be worried about metagame-wise as a result.

It does bring up some methodology questions. In the old system, this would never have happened, thanks to the paper data outweighing the MTGO data coupled with the statistical "smoothing" of the weighting system. I strongly believe that 4-Color Copycat, Izzet Prowess, Heliod Company, and Amulet Titan are actually Tier 2 decks in October's metagame, but the high STdev kept them out. I'm not sure there's an acceptable solution to this, as without another data source to serve as a counterweight any smoothing I do would be illegitimate. Weird-looking Tiers may just be something to live with until paper resumes.

What Happened to Ponza?

Meanwhile, I don't think I've seen a crash quite like Ponza's. It went from the best-performing deck in Modern to just barely making Tier 3. Insert tasteless airline joke here. Honestly, I'm perplexed. The metagame overall doesn't look too different from what it was in previous months, and given Omnath's percentage, you'd think that a Blood Moon deck would be ready to pounce. Instead, the deck died. I understand that Ponza has a poor Scourge Shadow matchup, but is it so bad to completely eliminate the deck?

Tron also crashed, but that is far more understandable. Eldrazi Tron has always been a meta deck, specifically a Chalice of the Void meta deck. When Chalice loses power, like when prowess continues to decline (as happened in October) Eldrazi Tron dies off. Mono-Green Tron also collapsed, but this was foreseeable. Cleansing Wildfire is a tailor-made maindeckable anti-Tron card. Not that it's being maindecked as an anti-Tron card, mind you. There are a lot of decks throwing Wildfire at Flagstones of Trokair to make their own, better version of Rampant Growth. They're just incidentally getting to use it for its intended purpose.

Power Rankings

Tracking the metagame in terms of population is standard practice. However, how do results actually factor in? Better decks should also have better results. In an effort to measure this, I've started using a power ranking system in addition to the prevalence list.

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

The Power Tier

The 585 decks earned a total of 918 points in September. Total decks were down, so it makes sense that points are also down. The average points were 13.30, so 14 points makes Tier 3. The STdev was 20.71, meaning Tier 2 began at 35 points and Tier 1 is for 56 points or more. There were 20 decks in the power tier, down Ponza from the population list. It was not only abandoned, it performed poorly.

Again, the data shows much higher variance than before. Given that the data is linked, it would be far weirder if that wasn't the case. Interestingly, the difference between the average and STdev for points has consistently been double that of the prevalence rankings. That the STdev would be higher makes sense, there's more variation options for ranking power than population. That the relationship has been so consistent is intriguing.

Deck NameTotal PointsTotal %
Tier 1
4c Omnath11612.64
Scourge Shadow899.69
Humans687.41
Death and Taxes566.10
Tier 2
Reclaimer Titan454.90
4c Copycat363.92
Jund363.92
Tier 3
Heliod Company333.59
Izzet Prowess303.27
Amulet Titan303.27
Oops, All Spells283.05
Sultai Uro232.51
Burn202.18
Dredge192.07
Mono-Red Prowess181.96
UW Control151.63
Niv 2 Light151.63
Jeskai Control151.63
Mono-Green Tron151.63
Eldrazi Tron141.53

The top performing decks earned an absurd amount of points this week. To be expected, perhaps, given the population data. However, the Omnath decks really took the cake. They won a lot of events, but that may not be cause for concern. Pilots matter, and if the best players all gravitate to the same deck it will always do better than anything else. I can't prove this is the cause, but it is a plausible explanation. Don't go losing your mind until more data comes in.

More Normal

The advantage of doing power rankings is that some of the population weirdness disappears on its own. Tier 2 has naturally expanded to three decks, though not the ones I expected. Jund shot up from Tier 3 while Heliod, Izzet, and Amulet languished. At very least, it confirms the relative power indicated by the population listings. As does Eldrazi Tron being the lowest scoring deck in the listings.

Average Power Ranking

Finally, we come to the average power rankings. These are found by taking total points earned and dividing it by total decks, which measures points per deck. I use this to measure strength vs. popularity. Measuring deck strength is hard. Using the power rankings certainly helps, and serves to show how justified a deck's popularity is. However, more popular decks will still necessarily earn a lot of points. This is where the averaging comes in. Decks that earn a lot of points because they get a lot of results will do worse than decks that win more events, indicating which deck actually performs better. A higher average indicates lots of high finishes where low averages result from mediocre performances and high population. Lower tier decks typically do very well here, likely due to their pilots being enthusiasts. So be careful about reading too much into the results.

The Real Story

I'm still searching for a more statistical way to quantify how "good" decks are. All the tools from sports statistics deal with individual players on a team, which might work for individual cards, but not deck-to-deck. If anyone has ideas, I'm open to suggestions. Until I find something better, the averaging system is still very instructive. The average average was 1.61 this month. Therefore, any deck that is above that baseline average overperformed while those under it underperformed. Interestingly, 1.6 with some change has been the baseline for every month I've done this so far. No idea what it means, but it is an interesting discovery.

Deck NameAverage PointsPower Tier Placement
Jund2.007
Sultai Uro1.9212
4c Omnath1.781
Reclaimer Titan1.735
4c Copycat1.716
Niv 2 Light1.6717
Mono-Green Tron1.6719
Heliod Company1.658
Mono-Red Prowess1.6415
Baseline1.61
Death and Taxes1.604
Amulet Titan1.5810
Oops, All Spells1.5611
Humans1.513
UW Control1.5016
Izzet Prowess1.509
Jeskai Control1.5018
Dredge1.4614
Scourge Shadow1.442
Burn1.4313
Eldrazi Tron1.4020

There really is no substitute for experience. Jund was the best-performing deck by a solid margin. Supposedly dead thanks to the Uro/Omnath decks, Jund players defied October's long odds to pull a solid 2.00 point average. Jund's gameplan is just too solid and adaptable to really keep down, and it will be interesting to see how November goes for the stalwart.

Developments to Watch

Uro decks account for 4/9 of the overperforming decks, and that's concerning. A popular deck being popular is one thing, but if it wins a disproportionate amount then we're getting into a ban watch. There's enough variation between individual decks that diversity isn't being affected, both between the decks and inside them. It's also weird that it's working so well, given my experience with these decks. It makes me wonder if there's an actual problem in the meta or there's groupthink and self-fulfilling prophecies going on.

Meanwhile, this month's runner up Scourge Shadow decidedly underperformed. The deck is solid, but it very clearly only made Tier 1 due to popularity. This indicates some combination of high variance, poor metagame positioning, and a flawed attack plan. Changes need to be made. Finally, and mostly because I like crowing when a deck I think is bad does poorly, not only was Eldrazi Tron on the bottom of the power rankings, it had the worst average. The deck is badly positioned and clunky now that prowess has fallen off and Chalice of the Void's poorly positioned. Time to put the spaghetti monsters down.

Keep on Keeping on

The metagame has begun stabilizing, which is appropriate as we move into the period that is traditionally the least dynamic for Magic. Competitive play has always wound down November to January in the past. This time will be a bit different I suspect, as the draw-down was for paper, not MTGO. I expect the metagame to just keep plugging along in November, but we'll see what happens.

Insider: My Take on Commander Legends

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I'll be upfront and honest, I haven’t cracked an actual pack of Magic cards since I got my Ravnica Allegiance: Mythic Edition in the mail. I’ve seen too many times how opening packs is bad ROI; I’ve been getting my fix by cracking virtual packs on Arena, that I didn’t have to pay actual dollars for. I only mention all of this because I’ve been more bearish than most on a lot of the paper Magic products Wizards of the Coast has released recently. So many reprints and a glut of products have me questioning if anything outside of the Reserved List can ever really retain any value over the long term.

Why bring that up? Well, after all of these incredible Commander Legends spoilers, my faith has been semi-restored. It looks like WotC dug deep for this set and there is just a lot to be excited about, regardless of whether you’re a cutthroat cEDH player or a casual kitchen table player. While I accept that WotC can reprint any card in this set at pretty much anytime, I’m looking at it not from a longer-term speculator viewpoint but for short term opportunities. We seem to have another perfect storm brewing for Commander Legends.

Eligeth, Crossroads Augur

This is actually the card I am most excited about from the entire set. Sure, we have some larger splashy spells and a pseudo Black Lotus in Jeweled Lotus, but we have had the scry mechanic for a long time. It’s become evergreen, which means we’re likely to see lots of cards featuring it in the future. Some of the obvious big winners are:

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Being able to buyback Ancestral Recall seems pretty ridiculous.

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4 mana for a 1/4 that draws 6 cards also seems insane.

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There was an error retrieving a chart for Preordain

These cards all become absurdly powerful with Eligeth in play. Eligeth is a "build around me" commander rather than just an absurdly powerful one, which are the commanders I personally enjoy the most, and are also the type that cause a lot of cards to jump in value. We have already seen the foil versions of the first two spike. Given that they were Future Sight uncommons, a set from 2007, it isn't that surprising. Preordain is in Commander Legends itself and at common, I don't expect that we'll see any significant gains on other versions, outside of potentially the M11 foil version.

Prognostic Sphinx is the spec I'm most on the fence about; it's incredibly powerful in a deck built around Eligeth and its mana-free, repeatable scry. The biggest problem with Prognostic Sphinx is its Theros foil promo printing, meaning the price ceiling on this card is very low. It may be an auto-include in the Eligeth deck, but you likely won't make much money buying a stack of these.

While my main focus has been on Eligeth's main ability, the fact that they also have partner is actually pretty important. Many of the other powerful multicolored legends spoiled thus far have not had partner. It seems WotC may have learned their lesson from the first partner go-around, as recent spoilers indicate a focus on mono-colored legendaries. I think the obvious partner for Eligeth decks is Kydele, Chosen of Kruphix, so for other speculation targets I'd focus on the Simic color pairing.

Archelos, Lagoon Mystic

The Sultai color combination is arguably one of the most powerful ones for commander. What's especially interesting about Archelos, Lagoon Mystic is that it acts as a Amulet of Vigor on steroids. Building a deck around Archelos, you'll always want to remember to cast your spells before finding a way to tap Archelos, but the ability turns cards like Boundless Realms into insanely powerful spells.

What I love most about Archelos is the first ability. Ideally, you'll find a way to punish all your opponents initially tapped permanents. Given all the crazy, spammable, green land search spells available in EDH, I think the bigger focus of these builds will be finding the best ways to tap Archelos outside of combat, and preferably at instant speed.

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With only two printings, neither of which had a large supply compared to print runs these days, this uncommon could easily be a $10 card should Archelos become a popular commander. The only trick is that once you tap Archelos for mana using Paradise Mantle whatever you resolve afterwards will come into play tapped, so save it for your last spell or an instant or sorcery. Paradise Mantle did receive a small reprint in Modern Masters, but likely not enough to meet the possible demand I'm describing.

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The days of Springleaf Drum having a home in Modern Affinity builds have long since past, but it's still a great way generate mana while also tapping a creature. As well, you avoid having to worry about summoning sickness like you do with Paradise Mantle. Unfortuntely, a recent reprinting in Double Masters means that the price ceiling on this card is pretty limited, though it is interesting to note that the Double Masters versions go for about half of either the Lorwyn or Born of the Gods versions.

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This common already shot up thanks to Zaxara, the Exemplary, so you aren't likely to find them in bulk as often, but it's down about 33% from it's high so there is potential room to grow with its current price.

Wrapping Up

During this pandemic, we've seen that the printing companies WotC contracts have not been able to keep up with the demand for new products. Stores have been getting allocations reduced, shipments delayed, and demand for Commander cards has remained strong. Talking with my LGS owner the other day, he mentioned that when he was initially allowed to put in his allocation request, he requested the maximum amount he could only to be later informed the week of 10/31 that he would be receiving only half of his request.

That's money left on the table by WotC, which they wouldn’t do unless they have to ration the initial supply. This implies that similar to Jumpstart, any cards that have high demand will skyrocket in price. Thanks to the recent spoilers, expect quite a few cards to be on that list. Keep this in mind as we move closer to the release of Commander Legends.

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