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Insider: Breaking Down Summer Secret Lair Drops

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Today's article was inspired by the Secret Lair series. The QS Discord (which if you haven't joined, stop reading this article now and do so) was full of the viewpoint that these cards would be easy money. Numerous people and stores will likely be buying the maximum allowed during the purchase window for this drop. Those buyers then have to wait for their product to arrive before trying to make a profit.

Prior to COVID-19, Wizards of the Coast seemed to be relatively quick with getting the products into the buyer's hands. However, once COVID-19 hit, we saw some massive delays in WotC shipping many of these Secret Lair products. This meant that the capital invested in these products was held up in limbo, some for months and months.

One of our members purchased 15 of the Summer Superdrop bundles on June 1, 2020 for $2727.75 which includes taxing and shipping. They arrived mid August, so that $2728 was in limbo for about two and a half months. He stated they were easy to move and his profit was around 20% + all 15 fetchlands, so depending on which fetches he received we could assume his total if he sold everything was probably somewhere in the neighborhood of $4000-$4100. In all honesty, you'd be hard-pressed to get a return like that in any form of investment outside of a very lucky timing on a major announcement from a company.

However, I think it's critical to point out that this member also happens to have a stake in a physical storefront, which may or may not help a lot.

Selling Them Sealed

If you take the TCGplayer Market value for 15 copies of all the sealed Secret Lairs from June we get:

TCG Low Value (including shipping cost) of Sealed Product: $2,527.2

Now, these values don't include the fetchlands which as we previously mentioned add around $750-$825 in additional value. Which brings our new total up to $3,304.2. Sadly though, we need to subtract fees and shipping costs. To make matters worse, if the Secret Lair Drops are purchased sealed you can expect a shipping cost of at least $8.30. With the current USPS shipping cost of a small flat rate box, you can probably fit one in a flat rate envelope which will still run you $7.75. This means that a $30 sale will cost you almost $12 in shipping and TCGplayer fees.

It goes to show that being able to sell these in person and not get hit with shipping costs can make or break this investment. If you multiply everything out including the shipping and fees, you're looking at a net income of something like $1982 + a fetchland value estimated around $700 (once fees and shipping costs are pulled out of those transactions as well). Eliminating the shipping cost really does make or break selling sealed Secret Lairs as a profitable venture.

Selling Singles

Given how the shipping cost eats into any potential profit, it seems that opening them all up and selling the singles will at least let you bypass the much higher shipping costs associated with sealed product. Unfortunately, a lot of the cards in these drops were relatively cheap already, so adding shipping helped keep some of the prices inflated. If people bought multiple copies from you and you only get to charge shipping once, then this value goes even lower.

TCG Low Value of Singles: $1890.15

That $1890 value doesn't even include your selling fees. So assume an additional loss of around 15% which would bring your expected total to $1606.5. Again, you can add additional value in the stained glass planeswalkers and fetches. For the sealed sales, we couldn't also get the stained-glass planeswalker value as they are included in the sealed product.

Not All Drops Are the Same

Running the numbers so far it would seem that these were some options better than others. The Full Sleeves Drop TCGLow value is 98% of the MSRP, whereas, The Path Not Traveled is only 41% of MSRP. The breakdown is as follows;

  1. Full Sleeves - 98%
  2. Ornithological Studies - 91%
  3. Mountain, Go - 76%
  4. Can you Feel with a Heart of Steel - 75%
  5. The Path Not Traveled - 41%

It's very important to remember that you only got a random fetch if you purchased the full Super Drop, which was all 5 of these Secret Lairs; even if you thought one of them might be a dud, there was no way to around it. Luckily, the value of the fetchlands at worst negated one of the Secret Lairs if you were unable to sell it.

Conclusion

While the QS member who provided me his valuable input may have done extremely well with his Summer Secret Lairs, the current values of either the sealed or the singles implies that anyone who doesn't have access to selling them in person and bypassing shipping and seller fees is likely to have lost money on this product. If you don't think you could sell these types of products locally, I would definitely avoid purchasing them unless it's for your own personal enjoyment.

It's also important to keep in mind that because of a lot of shipping delays many people who purchased Secret Lairs had a lot of capital tied up for a not-insignificant amount of time. If you own a physical store but rely heavily on quick turnaround of inventory purchasing, these products are riskier than having cash on hand to buy singles. The cost of not having said cash on hand is very real.

Flat Curve: September ’20 Metagame Update

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October is upon us, which means that it's time to do another metagame update. Modern continues to chug along in this paperless world. And better for me, Wizards seems to have finally gotten its act together and is regularly reporting results. Ever since I started caring about MTGO, I've had to deal with really inconsistent reporting. Events would just be randomly missing with no explanation. Apparently, that was a bug that's finally been fixed.

As a result, I could log a minimum two Challenges and five Preliminaries per week. With a few extra premium events thrown in. This resulted in the new largest data set I've ever worked on, with 611 decks in total, or almost 100 more than in August.  While still below the thousand that would be ideal, September's data is still more robust than August's and as valid as currently possible.

It's worth noting that September was also a new set release. In case anyone forgot. This means that there was far more churn in the meta than in August as decks absorbed new cards, new decks emerged, and others fundamentally changed. I'll be sure to point out and assess the main differences.

September Metagame

To make the tier list, a given deck has to beat the overall average population for the month. The average is my estimate for how many results a given deck "should" produce on MTGO. To be a tiered deck requires being better than "good enough". For September, the average population was 8.37, 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 9.71, so that means add 10 results and Tier 2 starts with 20 results and runs to 30. Another Stdev above that is Tier 1, meaning 31 decks or more.

The Tier List

I counted 73 distinct decks in the data. Only 23 decks made it into the Tier list, coincidentally the same as in August. Interestingly, the number of singletons was down to 15, which is a small drop in absolute terms but a dramatic decrease in terms of percentage. This might mean that the metagame is getting more rigid, but it's more likely a function of the population. I know that several decks posted multiple results due to the same pilot doing well in several events. Such occurrences are to be expected the larger the data grows, so I wouldn't read anything into fewer singletons. Mono-Green Stompy was not in there though, which means it gets to return to its proper position as my whipping boy.

Deck NameTotal #Total %
Tier 1
Ponza416.71
Humans376.06
Rakdos Prowess355.72
Tier 2
Izzet Prowess304.91
Jund274.42
Amulet Titan264.26
Mono-Green Tron254.09
Mono-Red Prowess223.60
4-Color Omnath223.60
Tier 3
Bant Uro182.95
Burn182.95
Ad Nauseam182.95
Grixis Death's Shadow182.95
Toolbox172.78
Temur Uro162.62
Bogles162.62
Sultai Uro152.45
Dredge142.29
Eldrazi Tron142.29
Rakdos Shadow121.96
Sultai Reclamation101.64
Mill 91.47
Death and Taxes91.47

The first thing of note is that Ponza has jumped to the top slot. It should also be noted that with 41 results, Ponza is only up two decks from August. It's also down four decks compared to August's top deck, Izzet Prowess. I think this is down to a broadening of the metagame in September. With 73 distinct decks (and a lot more if I get nitpicky about classification), the number of decks increased by 14% in September. The total results also increased by 18%. With more decks out there, it was harder for any one deck to gobble up results, and so the top deck is less impressive than before. This broadening is also my explanation for Tier 1 only having three decks make the cut off, the smallest I've had so far.

They're Back

On that note, Humans is second place with 37 results after spending August just barely squeaking over the Tier 3 threshold with 8. That's not an increase, that's an explosion, more akin to the deck's arrival in Modern than the return of an established deck. While I can only guess the reason, I suspect that Zendikar Rising was a factor. As I've noted, Humans is very strong against the landless combo decks the set enabled. This shift coupled with Humans already being decently positioned combined to bring the deck back in a big way. We'll see if it's sustained.

Prowess Declining

Parallel to Humans's return is a decline in Prowess. The top two decks of August were Izzet and Rakdos Prowess, and Rakdos was the winningest deck by a large margin. The mighty have fallen. Rakdos Prowess lost six decks in September while Izzet lost fifteen and fell out of Tier 1. Mono-Red did improve itself, moving from Tier 3 to 2 with ten additional results. However, that's still a net loss of eleven decks from the top three prowess decks. And unlike in August, I didn't record any other variants that just didn't make the Tierings.

I think I know what happened with Rakdos Prowess, and I'll get to that in a minute. Izzet's dramatic fall is less certain. Some of it is certainly due to the format adjusting. Izzet was new in July and got established in August. Players have had time to familiarize themselves with the new deck and learn how to beat it. Thus, Izzet's not getting free wins from ignorance and poor responses. This consequently takes a lot of shine off a deck and it will get abandoned. Happens all the time on MTGO, which is relatively cheap compared to paper. However, that doesn't go far enough to explain a drop-off this dramatic. I suspect there's some metagame considerations at play too, and relatively bad matchups are on the rise.

Where's Uro?

On that note, the only deck that (consistently) plays Uro in Tier 1 or 2 is newcomer 4-Color Omnath at the bottom of Tier 2. All the rest are in Tier 3. In fairness, Sultai Uro Control and Temur Reclamation (with Uro) were Tier 3 in August too. However, Bant was a solid Tier 1 deck that fell a long way. I think this fall strongly linked to Jund rising up the Tier 2 rankings and Prowess falling off. As I've noted, Prowess preys on decks Uro is weak to and vice versa. The fall in one is abetting the fall of the other.

It's tempting to say that Uro's lost its bite in Modern. Especially given my history of disdaining the card. However, I wouldn't go that far. Given the stats so far, I think that the non-Bant Uro decks are Tier 3 decks. They're solid, but underwhelming compared to Bant versions. As for said Bant Uro, it underwent a transformation, and the ranking is deceptive.

Deceptive Stats

The numbers never tell the full picture. The Mark Twain quote is famous for a reason. There's no context to numbers, and in September, context is key. There was a new set release, and this meant that decks changed and evolved. For some it was more dramatic than others.

Remember Rakdos Prowess? Those numbers are slightly inflated. Sometime during the week after the set was released the deck evolved to be more midrange by adopting Death's Shadow and Scourge of the Skyclaves alongside Monastery Swiftspear and Soul-Scar Mage. I'm not sure when it happened, because Shadow had made it into Prowess lists before, and the lists looked overall similar. So I just marked them as Rakdos Prowess. However, as the week wore on, it became clear that this was the new form of Rakdos Prowess and that it played very differently than before. So I started separating those decks as Rakdos Shadow. Rakdos Prowess should have fallen more, though I'm not going back through the hundreds of decks to figure out by how many.

Similarly, Bant Uro mutated into 4-Color Omnath. It was very stark. Bant hadn't done much up until set release, and it barely had any afterwards. Instead there was a gap, and the Omnath decks started to appear. And these decks were clearly built off the Bant model, with the same planeswalkers and utility spells. The only additions were Omnath, Locus of Creation and a few burn spells. It's incorrect to just lump Bant Uro and Omnath together in the data because I don't know how many Omnath results are absorption vs. new players, but that was definitely a factor.

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 point. 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.

Power Tier List

The 611 decks earned a total of 991 points in September. The average points was 13.57, so 14 points makes Tier 3. The STdev was 15.78, meaning Tier 2 began at 31 points and Tier 1 is for 48 points or more. It was a bit concerning as I started assembling this month's power chart, as it looked like I did a lot of work for no benefit. Fortunately, that quickly changed. Once again, there are 22 decks instead of 23. However, this isn't a clean case of one deck falling out. A number of decks fell out of Tier 3 and several were added in.

Deck NameTotal PointsTotal %
Tier 1
Ponza727.27
Humans585.85
Rakdos Prowess515.15
Tier 2
Izzet Prowess464.64
Amulet Titan444.44
Jund434.34
Ad Nauseam383.83
4-Color Omnath383.83
Mono-Green Tron363.63
Mono-Red Prowess363.63
Grixis Death's Shadow333.33
Toolbox313.13
Tier 3
Temur Uro303.02
Sultai Uro282.83
Bant Uro262.62
Bogles222.22
Burn222.22
Dredge202.02
Eldrazi Tron191.91
Rakdos Shadow171.72
Valakut151.52
UW Spirits141.41

The main deck I want to mention as making the list is UW Spirits. It was just under the cut for the population tiers, but just over for power. This indicates few pilots, but considerable success. I knew that my deck was well positioned, and it's my article, so I'll crow about it if I want too. Valakut was in the same boat. This is my catchall for Primeval Titan decks that clearly aren't Amulet Titan, nor the Toolboxy Vial Titan that showed up last month. Mill, Death and Taxes, and Sultai Reclamation all fell out of Tier 3. They were okay at sneaking into Prelim results, but that's about it.

The other thing to note is that Tier 1 was in the same order as population, and Ponza won by a considerable margin. Turns out that when 3-4 color decks and red aggro are in vogue, a Blood Moon deck with maindeck lifegain is a really good call. After the gap to Humans, there's also a pretty gentle progression through the lower tiers, which indicates a fair overall power distribution.

Tier 2 'Splosion

If Tier 1 was small and static, then it's Tier 2 where everything is happening. The power Tier 2 is larger than the population one, and is very different in rankings, too. This again indicates that power was more evenly distributed in September compared to August, and decks had a harder time outshining each other. I'd also like to draw attention to Ad Nauseam moving up from Tier 3 to being fourth place in Tier 2. The deck was clearly being underestimated in September and was able to rack up the points despite not being popular. Which may help to explain Humans's rise as an anti-combo deck.

The Uro Cluster

An interesting development is the Uro cluster at the top of Tier 3. Given Bant's mutation, its position is not entirely surprising, but Temur and Sultai were lower in population. This indicates to me that all the decks are of similar power, and that Sultai was better positioned than the alternatives given that it was the least popular. In turn, I'd say that all the non-Omnath Uro decks are fairly interchangeable. What matters is not each deck's individual power but personal preference and how well positioned the support cards are at a given tournament.

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.

Power Over Population

It's not perfect, and ultimately I'm looking for something closer to baseball's Wins Above Replacement, but I haven't found anything that would work as well. If anyone has an idea, do let me know. As for the averages, the closer a deck's average is to 1, the more that it earned its spot purely through population. The closer it is to 3, the more that it was wins which determined the result. I've only done this for two months, so I'm unsure how to evaluate the numbers beyond that. The average rating so far has been 1.6, but I don't have the data to tell if that should actually be my cutoff or not, so I'll keep reevaluating the stats as I go.

It's unfair to do this for all 73 decks in the sample, as singletons that spike an event will beat everyone else, so I stick to just the power-tiered decks.

Deck NameAverage PointsPower Tier Placement
Valakut2.1421
Ad Nauseam2.117
UW Spirits2.0022
Temur Uro1.8713
Sultai Uro1.8714
Grixis Death's Shadow1.8311
Toolbox1.8312
Ponza1.761
4 Color Omnath1.738
Amulet Titan1.695
Mono-Red Prowess1.6410
Jund1.596
Humans1.572
Izzet Prowess1.534
Rakdos Prowess1.463
Mono-Green Tron1.449
Bant Uro1.4415
Dredge1.4318
Rakdos Shadow1.4220
Bogles1.3716
Eldrazi Tron1.3619
Burn1.2217

It's not too surprising that low-tier decks do best in this ranking. With fewer overall results, there are fewer low results to drag down their averages. That Ad Nauseam has the second best average is surprising. And it's well above 2 thanks to a higher-than-average number of Top 8's. This was a severely under-appreciated deck, and it's clear the meta wasn't ready. Correct that mistake in October. It's also worth noting how bad all the Rakdos Prowess suffered compared to August. It looks like the deck's time in the sun is over.

Change Is Coming

The meta is still adjusting to the new cards, but I expect that next time I run the data, that process will be complete. And then we'll know for certain whether Omnath is a diversifying or homogenizing force in Modern. Or whether Prowess can survive close inspection. Until then, pack combo answers, unlike was done last month!

The Eternal Impact of Zendikar Rising

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I’ve spent a lot of my Pandemic time jamming standard games in Magic Arena while daydreaming about the day I can sit down at an actual tournament with my paper Modern and Legacy decks (or the day I finally bite the bullet and rebuild my decks on MTGO). Even though I’ve played a lot of it throughout my Magic career, Standard has never been my favorite format. With every new set that comes out, I find myself evaluating new cards on the basis of whether or not they’ll be good enough to make it in Modern or Legacy.

It feels like we normally only get a few cards with eternal potential with each new set, but I’ve been pleasantly surprised with Zendikar Rising! I’ve been pretty stoked on this set as a whole, but as I was looking through some Modern and Legacy MTGO results, I was even more stoked to realize there’s actually a bunch of cards from the set being tested in eternal formats! So this week I decided we should take a look at five of these eternal contenders, the decks they're being tested in, and the likelihood of them sticking around.

Sea Gate Stormcaller

Sea Gate Stormcaller was one of the first Zendikar Rising cards I saw being talked about in regards to being played in eternal formats. It's a mythic blue two-drop that allows you to copy the next instant or sorcery spell with converted mana cost 2 or less that you cast that turn, and you can kick it to copy the spell twice. There was a good amount of hype for this card when it was spoiled, and I saw people talking about it slotting into all kinds of eternal format decks with blue in them - but after release, is it being played in anything?

Well, yes, but not in as many lists as I was expecting to see when I did my searches. MTGO user joohyun piloted a super sweet WUR deck that took a 5-0 finish in a Modern League on MTGO on October 2nd that featured three copies of it alongside three copies of long-time favorite Snapcaster Mage. As far as Legacy is concerned, there doesn't seem to be as much action for the card as I assumed there would be. AnziD took a Snowko variant running four copies of the new human wizard to a 4-3 finish in a Legacy Champs event on MTGO on September 20th, and kingregal took an Uro Piles type deck featuring four copies of the Stormcaller to a 4-3 finish in a Legacy Challenge on MTGO on the same day.

So, what are the chances this new blue mythic continues to see play in eternal formats? Honestly, based on what I'm seeing right now I'm not sure. I think the card is super cool, and I believe it has a lot of potential to take off if the right list is found for it. There are still tons of copies out there for under $5, so I wouldn't mind picking these up and gambling that they find their place in a sweet eternal deck in the future.

Agadeem's Awakening and Turntimber Symbiosis

Okay, I know I've already talked a lot about the new lands from Zendikar Rising (and that talking about two in one section technically makes this list six cards instead of five) but I think they're awesome cards that have the potential to slot into a lot of existing decks in eternal formats.

The most obvious choice for these lands seemed to be in a Charbelcher strategy, and we've been seeing playsets of both Agadeem's Awakening and Turntimber Symbiosis showing up in hilariously awesome no land Goblin Charbelcher lists in Legacy like the one vincentadu1tman took to a 5-0 finish in a Legacy League on MTGO on October 3rd. It turns out playing lands that don't count as lands to Charbelcher is pretty darn good in that strategy.

In Modern, there have been some sweet "Oops! All Spells" lists also running a playset of both of these cards, like the list that Gautcho took to a 5-0 finish in a Modern League on MTGO on October 2nd (which also featured two Shatterskull Smashing). Agadeem's Awakening also features as a singleton in Modern Rakdos Death's Shadow, which we'll talk about more later in the article. I think all of these modal lands have a ton of potential to be played in any format they're legal in and are definitely worth trading into and holding onto for a while.

Omnath, Locus of Creation

I suppose it's unsurprising that the current boogeyman of Standard, Omnath, Locus of creation, is already starting to pop up in eternal formats. Personally, I think this card is insanely good (and not fun to get beat by in Arena) and possibly even too powerful for Standard right now.

Unsurprisingly, Omnath is being played alongside Uro, Titan of Nature's Wrath in Modern - the pairing that was so good they had to ban Uro in Standard! MTGO user moyashi0904 took a super sweet looking Uro Piles list that featured two copies of the new Omnath to a 5-0 finish in a Modern League on MTGO on September 29th. This list in particular appeals to me because it also plays Wrenn and Six, which I didn't get to play nearly enough of before it got banned in Legacy. Omnath is also seeing play in Niv to Light lists like the one Mordeka1ser took to a 5-0 finish in a Modern League on MTGO on October 2nd, featuring three copies of Omnath's latest iteration.

Omnath has also been deemed good enough to play in Legacy, with themightywizbit taking a Snowko list featuring two copies of Omnath to a 5-0 finish in a Legacy League on MTGO on September 26th! I'm not sold on the idea that people should be rushing out to pick up their copies of Omnath right this second, especially if there's still a chance it becomes deemed too oppressive for the current Standard environment, but if you can find a good deal or trade into some copies at a good price, I think it would be wise to hold onto them for a bit and see if this legendary elemental keeps seeing play.

Scourge of the Skyclaves

Scourge of the Skyclaves was definitely a mythic from Zendikar Rising that I undervalued when it was first spoiled. People were hyped on it though, and after looking at recent tournament results I can see why!

This new demon has already cemented itself as a four-of in Modern Death's Shadow decks like the one ilsecco14 took to a 4-1 finish in a Modern Preliminary on MTGO on October 2nd (which also features a copy of Agadeem's Awakening). It's also a four-of in several other aggressive Modern strategies like the Jund list Ozymandias17 took to a 5-0 finish in a Modern League on MTGO on October 2nd, and the Rakdos Lurrus Aggro list that Borjillamtg10 took to a 5-0 finish in the same league.

Interestingly enough, all three of those decks feature Lurrus of the Dream-Den as a companion - which I think is a card worth keeping an eye on now due to the popularity of these decks.

Scourge of the Skyclave even showed up as a singleton in the Legacy version of Death's Shadow, hanging out with format all-star Delver of Secrets in a Dimir Shadow list that MM_17 took to a 5-0 finish in a Legacy League on MTGO on September 26th! Scourge is proving to be one of the more expensive cards from Zendikar Rising at the moment, and I'm honestly not sure when the best time to buy in would be. Usually, we'd see a dip in price when it rotated out of Standard, but it's not seeing a ton of play in Standard at the moment so that might not hold true. It's a sweet card though, and if you can find a good deal on it I'd say pick it up, especially if you want to play them in the future!

Skyclave Apparation

Skyclave Apparation is another card from Zendikar Rising I definitely misjudged when it was spoiled. It may not have flying, and the downside of potentially leaving your opponent with an elemental is worth taking into consideration, but this Kor Spirit is already proving itself to be a powerful addition to several decks in eternal formats.

It appears to have been a powerful boost to Taxes strategies in Modern, showing up as a four-of in lists like the Eldrazi & Taxes list that AJRubenstein took to a 5-0 finish in a Modern League on MTGO on October 2nd. I love playing Taxes strategies, and this list has me super excited to sleeve up my Thalia, Guardian of Thrabens again when I get a chance to play paper Modern after the Pandemic!

Taxes strategies have always been more powerful and more prevalent in Legacy than in Modern, and Skyclave Apparation is making quite a splash there as well. MTGO user accen-man played three copies in a Death and Taxes list that went 5-0 in a Legacy League on October 3rd, SaitoSan played two copies in a sweet Maverik list that went 5-1 in a Legacy Challenge on MTGO on September 26th, and three copies appeared in cftsoc3's Esper Vial list that went 5-0 in a Legacy Preliminary on MTGO on October 1st.

This is a card I would definitely say is a smart pick-up right now. Regular printings are under $3 apiece right now, and you can get the extended arts for not much more. That's a great buy-in for a card that is seeing plenty of play already in Modern and Legacy, and if we ever see a Legacy Death and Taxes deck take down a big tournament again someday in the future, it would be awesome having extra copies of this card on hand to sell into the hype.

Eternally Yours

Well, friends, that's it from me today! What do you think about these eternal picks from Zendikar Rising? What cards did I not talk about today that you think will carve out a home for themselves in your favorite eternal format? Feel free to hit me up on the QS Discord any time, say hello on my Twitch stream every Wednesday, Friday, and Sunday, or hit me up on my YouTube channel! I hope you all are staying safe out there, take care and I'll see you next week!

Arena: ZNR – How Often Do You Need to Play to Complete a Playset?

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Hello, everyone, and welcome to another Magic Arena article! Now that Zendikar Rising (ZNR) has been released, have you tried playing some Sealed or Draft to collect cards? In this week's article, we are going to go through a few things regarding ZNR:

  1. How much time does it take to fully unlock the Zendikar Rising Mastery Pass?
  2. How many drafts do you need to play to collect all the rares and mythics?

As always, keep in mind that the following is written with the goal of playing Arena as budget-friendly possible.

Zendikar Rising Mastery Pass

First, let's evaluate the Mastery Pass, which can be unlocked for 3400 Gems.

This time, the maximum level for Mastery Pass is 130, which is way higher than the one in Core Set 2021. Let me give you a quick breakdown of all Mastery Pass rewards if you reach level 130:

  • 1 Player Draft Token
  • 1200 Gems
  • 4000 Gold
  • 20 Standard-legal packs
  • 10 Mythic Card Individual Card Rewards (ICR) - Zendikar Rising Mythic
  • 35 Card Styles
  • 15 Emotes
  • 2 types of Card Sleeves
  • 1 Nahiri, Heir of the Ancients avatar
  • 5 Elemental pets

Let's go ahead and calculate the values of these rewards.

  • A Player Draft Token is worth 1500 Gems. 4000 Gold is equivalent to 2/5 premier draft, which is around 600 Gems. If you use gems instead to buy packs, you can get 4 packs for 800 Gems.
  • 20 Standard-legal packs, assuming you already have all cards available in Standard-legal sets before ZNR, you get at least 400 Gems.
  • 10 guaranteed ZNR mythics! The value here is tough to pinpoint, given that the chance of opening a mythic from a pack is approximately 12.5 percent. If I were to rate this reward, it's probably worth around 3000 - 4000 Gems.
  • Cosmetics - it depends on your interest in these items, but it usually costs several thousand gold or gems to purchase cosmetics.
  • That's a total of about 7000 Gems to more than 10,000 Gems, depending on how you value these contents! Worth the money, I would say.

Now, you'll probably ask: is there enough time for me to unlock all the levels? Let me do the maths for you -
The next set will be released around January 15th, 2021. If we count the release weekends of ZNR, there are 18 weeks worth of XP to be earned. The daily quest is also renewed when ZNR update hits, which means there are roughly 120 daily quests before the next release.

120 x 500 XP = 60,000 XP (60 Levels) (this also gets you 120 x 500 = 60000 Gold at the very minimum)

Next, we have the weekly wins rewards:  250 XP per win, for the first 15 wins weekly. That, multiplied by 18 weeks:

18 x 250 XP x 15 = 67,500 XP (67.5 Levels)

If you did not miss any of the above, that's only 2.5 Levels away from completion! 2500 XP can be obtained through winning 100 games across the 18 weeks. If you do complete your weekly wins, you will get XP from the daily wins anyways, so assuming all 15 weekly wins come together with 25 XP from the daily rewards:

18 x 25 XP x 15 = 6,750 (6.75 Levels)

As Arena players know, we can have a maximum of three daily quests at a time, so we could play as few as three days each week, just to clear daily quests and get some wins along the way. If you play Arena almost every day, completing the Mastery Pass is definitely not a problem for you!

Number of Drafts to Complete the Rares Collection?

For most players, drafting is the ideal way to complete any set simply because opening pack using gems is way too expensive. There are various templates found online to calculate the number of drafts needed to complete sets, but rather than getting into complex formulas, let me share a method I used previously in M21. I maintained a spreadsheet on my draft records as shown below:

The numbers highlighted in yellow means I paid gold for that particular draft - no gem spending while "Net Gems" means the amount I earned after a given draft. These are all records from premier drafts. The reason why I choose Premier Draft instead of Quick Draft is that there's a high chance I will win more than two packs, and it only takes five wins to earn enough entry fee for the next draft, instead of six wins for Quick Draft. Of course, if you are not confident to get more than four wins per draft, Quick Draft is slightly cheaper and you'll lose fewer gems if the draft does not go well.

In summary, for about 5500 Gems, I got to complete 26 drafts and earned 81 packs. I did not record the number of rares picked in each draft, but let's assume I picked three rares or mythics on average. For 26 drafts, I get 78 cards so basically for these drafts, I earn about 159 rare and mythic cards (adding the 81 from packs to the 78 from drafting).

This is an easy way that you can use to track your progress and estimate the number of drafts you'll need to complete a set collection. There are 63 rares in Zendikar Rising, so assuming you keep all your wildcards, you will need roughly 300 packs, minus the number of rares you obtained through drafts.

In summary, for M21, I picked up 159 rares over the course of 26 drafts, spending a total of 5,500 gems (after accounting for prizes). If I'm able to maintain for ZNR the same win rate as I did for M21, which is about 3.8 wins per draft, in order to obtain the 285 packs I'll need to complete the much larger set that is ZNR, I'll need to do roughly 50 drafts, which should cost me approximately 11,000 gems.

So from here, I can break down those 50 drafts over the 17-week period that ZNR will be the latest Standard-legal set, which is just about three drafts per week. As per the evaluation from the previous section, we need to play three days a week minimum to complete the Mastery Pass – we can totally join a draft each of these days along with clearing our daily quests.

Alright, you're probably asking: how about the mythics? The truth is that it is extremely hard to complete a mythic playset without spending mythic wildcards. In general, I suggest picking up a mythic card during a draft if you haven't completed its playset – whether the card will help your draft deck or not! ZNR has 20 mythics, which is double that of M21, so in order to collect the majority of the orange-rarity cards, I suggest mythic-picking whenever possible.

Don't forget, though, there are 10 Mythic ICRs from the Mastery Pass which will help to reduce your grind by 12.5 percent. And for every 30 packs opened, you will be getting a guaranteed mythic wildcard.

I understand that this is a long grind – totally feel you – but as long as you plan nicely through the methods mentioned, you will eventually complete at least 95 percent of Zendikar Rising set, if not 100!


That's all for this week, next week I'll do another article for "Building on Budget" with Zendikar Rising cards. Stay tuned, and if you have any thoughts, let me know in the comment section below.

Thanks for reading, and I’ll see you again next week!

–Adrian, signing out.

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Adrian Tan

Adrian started playing Magic relatively recently, during Return to Ravnica block. He used to play a lot of paper Magic, but family and work commitments starting at the end of 2016 led to him selling off a large portion of his paper collection to focus on MTGO. He's found speculating on MTGO singles to be a great way to subsidize his gameplay expenses, and he's here to help you go infinite on MTGO!

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September ’20 Brew Report, Pt. 2: Hard Landings

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The second half of September 2020 brought us swaths of new decks, as Zendikar Rising did more than its fair share in shaking up the Modern metagame. Today, we'll explore new combo options and view the myriad directions ramp strategies are starting to take.

Kombo Krazy

We'll start with Belcher, a deck that recently received an exposé here at Modern Nexus. David found that while the combo itself was broken on multiple metrics, its inherent unfairness didn't necessarily mean it would come to dominate Modern. Indeed, Belcher achieved modest success this month. But any measure of success should count as a victory for the die-hards who have fruitlessly slaved away at making the deck tick for close to a decade. With the new spell-lands, the deck is at least good enough to place in high-level online events in its opening weeks, which bodes well for Goblin Charbelcher's big fans!

Pure Belcher, SEBASTIANSTUECKL (24th, Challenge #12208833)

Creatures

4 Simian Spirit Guide

Artifacts

4 Goblin Charbelcher

Enchantments

3 Vessel of Volatility

Instants

4 Desperate Ritual
4 Manamorphose
4 Pyretic Ritual
4 Spikefield Hazard
4 Valakut Awakening
4 Veil of Summer

Sorceries

4 Bala Ged Recovery
4 Emeria's Call
4 Irencrag Feat
4 Recross the Paths
1 Reforge the Soul
4 Shatterskull Smashing
4 Turntimber Symbiosis

Sideboard

3 Blood Moon
1 Empty the Warrens
1 Goblin Bushwhacker
4 Leyline of Sanctity
1 Mountain
3 Pyroclasm
2 Wilt

This Pure Belcher deck is simple enough: it seeks to make enough mana to cast and activate Goblin Charbelcher, which ends the game. It runs Leyline of Sanctity in the sideboard as protection from targeted discard, a full set of Veil of Summer in the mainboard to hedge against such disruption in game 1. Veil also beats pesky counterspells, allowing pilots to force through their rituals and payoff spells.

Also featured in the sideboard is Blood Moon, a card that, combined with a turn two ritual, can also end games early. Resolving Moon can give pilots enough time to assemble their Belcher combo the hard way (re: through Damping Sphere), or otherwise assemble an alternate win condition like Empty the Warrens with Goblin Bushwhacker.

Some players liked Moon's prison dimension enough to back it up with Chalice of the Void... and mix all of those elements into the mainboard, giving Belcher a two-pronged attack as of the beginning of a match.

Prison Belcher, SKK (9th, Champs #12208810)

Creatures

3 Tangled Florahedron
4 Simian Spirit Guide

Artifacts

4 Chalice of the Void
4 Goblin Charbelcher

Enchantments

4 Blood Moon

Instants

4 Desperate Ritual
4 Manamorphose
4 Pyretic Ritual
4 Spikefield Hazard
4 Valakut Awakening

Sorceries

4 Bala Ged Recovery
4 Irencrag Feat
4 Recross the Paths
1 Reforge the Soul
4 Shatterskull Smashing
4 Turntimber Symbiosis

Sideboard

1 Collected Company
3 Leyline of Sanctity
3 Lightning Bolt
1 Thassa's Oracle
1 Undercity Informer
4 Veil of Summer
2 Wilt

Running Chalice main in Prison Belcher shifts the deck's makeup a bit. Most notably, Veil of Summer has been relegated to sideboard duties. Veil happens to be dead against the aggro strategies that both decimate combo traditionally and struggle to beat Chalice of the Void, especially Infect and Prowess, so perhaps this build is better suited to combat Belcher's strategic predators.

Mill, D00MWAKE (10th, Champs #12208810)

Creatures

4 Hedron Crab
4 Ruin Crab

Artifacts

4 Mesmeric Orb

Enchantments

1 Search for Azcanta

Instants

4 Archive Trap
1 Cling to Dust
4 Drown in the Loch
4 Fatal Push
1 Mission Briefing
4 Surgical Extraction
4 Visions of Beyond

Sorceries

4 Maddening Cacophony

Lands

2 Darkslick Shores
4 Field of Ruin
3 Island
1 Mystic Sanctuary
1 Oboro, Palace in the Clouds
4 Polluted Delta
2 Prismatic Vista
1 Shelldock Isle
2 Swamp
1 Watery Grave

Sideboard

1 Lurrus of the Dream-Den
3 Aether Gust
2 Crypt Incursion
2 Echoing Truth
2 Ensnaring Bridge
2 Extirpate
2 Mystical Dispute
1 Set Adrift

We saw this one coming, too, as Mill was putting up light results even before Ruin Crab was released. Now, though, the deck has undergone some significant changes: gone are clunky once-staples like Glimpse the Unthinkable. Doubling up on the deck's best card lets Mill streamline its strategy like never before, and it'll be interesting to see if tech like Emrakul, the Aeons Torn starts cropping up should Mill sustain its online presence in the coming weeks.

Land Drop & Give Me 50

Belcher doesn't play any "lands," in a sense; to trigger Archive Trap, Mill forces opponents to search up their basics. And on the complete other side of the spectrum lies Ramp, a macro-archetype mostly concerned with making as many land drops as possible. September brought new developments on this front, too, one that had long stagnated around Ponza and Tron.

Uro Gifts, ASPIRINGSPIKE (29th, Modern Challenge #12203374)

Creatures

1 Snapcaster Mage
3 Uro, Titan of Nature's Wrath

Instants

3 Abrupt Decay
1 Assassin's Trophy
1 Cryptic Command
4 Fatal Push
3 Force of Negation
4 Gifts Ungiven
4 Growth Spiral
3 Remand

Sorceries

1 Damnation
1 Hour of Promise
1 Life from the Loam
1 Splendid Reclamation
1 Time Warp

Lands

1 Breeding Pool
2 Field of the Dead
1 Forest
1 Ghost Quarter
2 Island
1 Lonely Sandbar
4 Misty Rainforest
2 Mystic Sanctuary
1 Oboro, Palace in the Clouds
1 Overgrown Tomb
4 Polluted Delta
1 Prismatic Vista
1 Snow-Covered Forest
2 Snow-Covered Island
1 Sunken Hollow
1 Swamp
1 Watery Grave
1 Zagoth Triome

Sideboard

4 Aether Gust
1 Arasta of the Endless Web
3 Ceremonious Rejection
1 Elder Gargaroth
1 Plague Engineer
1 Pulse of Murasa
1 Raven's Crime
2 Veil of Summer
1 Weather the Storm

While Uro decks haven't been tremendously popular as of late, Uro Gifts takes the Titan in a whole new direction. Employing Gifts Ungiven over Fact or Fiction (a common include among Wilderness Reclamation-featuring Uro decks) as an instant-speed card advantage engine lets Uro more selectively dump its escaper, and also sets up the Life from the Loam engine.

The sideboard can also be twisted to get the most out of Gifts, with different packages earning includes alongside the now-requisite full set of Aether Gust.

Omnath Ramp, MCWINSAUCE (6th, Challenge #12208833)

Creatures

4 Uro, Titan of Nature's Wrath
3 Omnath, Locus of Creation

Planeswalkers

2 Teferi, Time Raveler
3 Wrenn and Six

Instants

1 Aether Gust
2 Cryptic Command
3 Force of Negation
2 Growth Spiral
1 Lightning Bolt
2 Mana Leak
4 Path to Exile
1 Remand
1 Spell Snare

Sorceries

2 Hour of Promise
1 Sea Gate Restoration

Lands

1 Breeding Pool
2 Field of Ruin
2 Field of the Dead
3 Flooded Strand
1 Forest
1 Hallowed Fountain
1 Island
1 Ketria Triome
4 Misty Rainforest
2 Mystic Sanctuary
1 Raugrin Triome
3 Scalding Tarn
1 Snow-Covered Forest
1 Snow-Covered Island
1 Snow-Covered Mountain
1 Snow-Covered Plains
1 Steam Vents
1 Temple Garden

Sideboard

2 Aether Gust
1 Lightning Bolt
1 Celestial Purge
3 Cleansing Wildfire
1 Dispel
1 Elder Gargaroth
1 Firespout
1 Kozilek, Butcher of Truth
1 Mystical Dispute
1 Stony Silence
1 Timely Reinforcements
1 Veil of Summer

Modern, meet Omnath Ramp, the deck that's been terrorizing Standard and just got Uro banned in that format. Omnath put multiple copies into that same Challenge Top 8, and has also been spotted this month placing in Champs and Preliminaries alike. So, what's up with this Elemental? Let's break down its heavy card text and find out!

When Omnath, Locus of Creation enters the battlefield, draw a card.

We're already off to a pretty good start; this line of text turned Uro into a format-definer, after all. Four mana isn't so steep in a ramp deck, and locking in self-replacement isn't bad at all for a 4/4 at this rate. Think: Thought-Knot Seer!

Landfall — Whenever a land enters the battlefield under your control, you gain 4 life if this is the first time this ability has resolved this turn.

Now, think: Thragtusk! One mana less for one life less seems like a great trade to me. Or even... Siege Rhino? 4 is less than 6 (Rhino's total swing), but there's more to the story....

If it's the second time, add RGWU.

Triggering two land drops in a turn ain't tough in Modern. Just play and crack a fetchland, and voila! To immediately be rewarded with Omnath's entire casting cost for doing so is a bit ridiculous—that's the payoff of two active Lotus Cobras. And it's not like this deck lacks for things to do with all that mana; it's got walkers, interaction, and more. Still, it's a shame RGWU doesn't cleanly cast Cryptic Command or escape Uro.

If it's the third time, Omnath deals 4 damage to each opponent and each planeswalker you don't control.

Siege Rhino, we meet again! Fulfilling this condition is simpler than first appears. Since the first two drops are fulfilled by playing and cracking a fetch, all that's needed for the third is an Uro escape, Growth Spiral resolution, or Field of Ruin activation. 8-point swings, here we come!

Clearly, Omnath provides Ramp decks with enough juice to stick around awhile, especially backed up by the omnipotent Uro. Will Confounding Conundrum manage to suppress this deck in the coming weeks? For that to happen, after all, players have to actually run it!

Borderpost Mastery, ARTEM_KUHTIN (16th, Challenge #12208833)

Creatures

4 Weathered Wayfarer
4 Auriok Champion
2 Daxos, Blessed by the Sun
1 Elesh Norn, Grand Cenobite
4 Heliod, Sun-Crowned
4 Knight of the White Orchid
4 Walking Ballista

Artifacts

4 Fieldmist Borderpost
3 Wildfield Borderpost

Enchantments

4 Leyline of Sanctity
4 Mastery of the Unseen
3 Runed Halo

Lands

4 Ghost Quarter
4 Nykthos, Shrine to Nyx
11 Snow-Covered Plains

Sideboard

1 Runed Halo
1 Aven Mindcensor
4 Leonin Arbiter
2 Leonin Relic-Warder
2 On Thin Ice
3 Rest in Peace
1 Tectonic Edge
1 Winds of Abandon

Last up today is this beautiful disaster. Players using the Borderposts to bounce their own lands have historically favored game-ending power-plays to break symmetry, such as Restore Balance. We've also seen the curious artifacts support blue-pitching spells like Disrupting Shoal and bolster blue devotion strategies. But now, we have something totally novel.

In Borderpost Mastery, the Borderposts serve to reduce the number of lands pilots have in play without restricting their mana production capabilities. That way, they can extract maximum value from Knight of the White Orchid (a ramping weenie) and Weathered Wayfarer (a land-searching engine-in-a-can). The 1/1 can grab Nykthos, Shrine to Nyx if it hasn't been drawn already, letting the deck make tons of mana with few lands in play. Otherwise, there's nothing like searching up multiple copies of Ghost Quarter and running opponents out of basics—who needs Leonin Arbiter?

Rounding things out are Auriok Champion and Daxos, Blessed by the Sun to hose aggro, Walking Ballista to decimate creature-combo strategies, and Leyline of Sanctity to beat random combo decks and prevent engines from suffering the wrath of Thoughtseize. And oh yeah, some two-mana enchantments: Runed Halo, a pseudo-removal spell which certain decks simply don't beat, and Mastery of the Unseen, a head-scratching value engine I never thought would see the light of Modern day.

In short, there's a lot to love here for novelty fanatics; I'd be elated if this deck, or a twist on it, caught on in the format!

Land Ho!

September was a wild month for land-hates and land-lubbers alike. As such, I might've skipped over a couple more post-Rising gems. Do you have a favorite new brew from this new Modern that I've missed? Let's pay the deck its due in the comments!

Real Estate is Key: Looking at Zendikar Rising Lands

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When I first started playing Magic: The Gathering and was trying to build a collection for myself so that I could play competitively, several local players drilled one idea into my head: Real Estate is Key. No, they weren't talking about buying physical land (though that can be a pretty great investment) - they were talking about lands in the card game. When you're trying to play in several different formats, and have varied interests in the style of decks you want to play, having access to a diverse mana base is key. Very often - especially in eternal formats - the land base is going to be one of the most expensive cards in any deck.

So I focused on lands first. I traded into and bought shock lands, moved up to getting my playsets of fetch lands, and then finally started getting all of the Revised dual lands I needed (I'm still a few short of a full set, but I'm almost there!) The philosophy of focusing on land bases has stuck with me throughout the years though, and any time a new cycle of lands comes out in a new set I pay attention. Now, a set with new lands that are also spells? Be still my beating heart, Zendikar Rising has definitely caught my attention.

For those of you who may have missed it, Zendikar Rising introduced a new style of double-sided lands that have a land on one side and some sort of spell on the other, and I think they're all super neat. There's a good chance this is one of the new play designs we look back on years from now and recognize as one of the big, innovative shifts for the game. They add all sorts of new interesting play decisions and patterns to the game, and as a player, I'm super excited to get a chance to experiment with all of them. But what about their financial impact? Are they going to be nearly as impactful on our wallets as say, fetch lands, or shock lands? I doubt it, but I still think many of these are worth keeping an eye on. Let's take a look at them all, shall we?

The Mythics

The mythic rare land cycle, which I have been hearing people refer to as "bolt lands," all have a sorcery on one side and can come into play untapped if you pay three life (hence the name "bolt land.") We have Emeria, Shattered Skyclave/Emeria's Call in white; Sea Gate, Reborn/Sea Gate Restoration in blue; Agadeem, the Undercrypt/Agadeem's Awakening; Shatterskull, the Hammer Pass/Shatterskull Smashing (my favorite) in red; and Turntimber, Serpentine Wood/Turntimber Symbiosis in green.

Honestly, I think all of these mythics are pretty cool, design-wise. Currently Agadeem, the Undercrypt is leading the pack price-wise, with the normal printing fetching around $12. It's being played in Standard Rogues lists, but also features in a sweet BR list in Modern that pilot NuBlkAu took to a 5-0 finish in a Modern League. These lands, in general, have the potential to make "landless" Goblin Charbelcher strategies very successful in Legacy, and Agadeem, the Undercrypt also features as a four-of in this Charbelcher list piloted by ziyanghuakai that took a 5-0 finish in a Legacy League.

Turntimer, Serpentine Wood, which also is a four-of in that Charbelcher list, is the next most expensive at around $10. Honestly, while we're still in the Pandemic, I don't see these cards rising up much past that - but if the decks that play them in eternal formats take off once we get back to playing in big paper Magic tournaments I could see the ones that get featured shooting up towards the $20 or more range. The versatility of having a spell on one side and a land that can come in untapped is pretty awesome, and I think we'll be seeing a lot more of these in the future.

The Rares

There are two rare land cycles in Zendikar Rising (along with two rare lands, Crawling Barrens and Throne of Makindi which don't really excite me at all), one of which is like the mythic cycle we talked about above, featuring a land on one side and some sort of spell on the other, and the other cycle has lands of different colors on both sides. I'll definitely be adding at least a playset of each to my speculation box if I can trade into them at decent prices in the next couple of months.

These spell lands are less exciting than their mythic counterparts because the land side comes in tapped, but I still think they're super interesting cards and have the potential to be decent pickups right now. The only ones that are above $2 right now are Valakut Stoneforge/Valakut Awakening and Glasspool Shore/Glasspool Mimic, and even then they're just barely above the $2 mark. While I don't think these have quite the competitive potential that the mythic lands do, they're interesting enough to me that I'll definitely be trying to pick up borderless and foil versions for my spec box (focusing on the red and blue ones) while they're still in print and cheap during the pandemic.

The other rare cycle is one I was particularly pumped about when they were spoiled. Honestly, I may have over-estimated how good they are when I was talking with my playgroup about them - I was raving about how all kinds of eternal decks were going to want them, but my group brought up a pretty serious downside: they aren't fetchable.

Not being able to fetch them out of your deck may be a pretty big downside, but I still think they're versatile enough that people are going to experiment with playing a few copies in their decks! I know I'll be experimenting with them and with their gorgeous, borderless non-foil copies all going for $3-6 (with the only one closely pushing the $6 mark being Riverglide Pathway I'll for sure be picking up a playset of each for my personal collection and plenty of extras for my speculation box.

The Uncommons

There are too many uncommons to list nicely in this particular article, and I doubt that many of them will be worth more than a dollar ever. I do think they're all super neat, and they've made limited for this set a ton of fun to play. I would recommend keeping an eye on Spikefield Cave/Spikefield Hazard and holding onto any you pull or picking up some foils, because it's being played in eternal burn strategies. I could also see the one uncommon land that's not part of the cycle, Base Camp being worth picking up foil copies of, just in case there's ever interest in a party-based EDH deck.

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Well, friends, that's all for me today! What do you think of the lands from this set? Have you been able to play with many of them? I've been having a blast playing in drafts and trying new standard brews over on my Twitch channel - where you can find me streaming every Wednesday, Friday, and Sunday. You can also find box openings of this set on my YouTube channel, and if you want to chat feel free to hit me up in the QS Discord or find me @MTGJoeD on all the socials! I hope you're taking care of yourselves out there, have a good week and I'll see you next time!

Building a Sideboard Redux: 2020’s New Rules

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Time waits for no man, as they say, and Magic is the same for all players. Good advice will always be good advice, but relevance is relative. By the same token, Magic players need advice that is relevant to formats as they actually exist. And that must be re-evaluated periodically.

The second Beginner's Guide article I ever wrote dealt with the differences between Modern and Standard sideboards. Standard was about tuning matches; Modern is about bullets, and countering opposing bullets. That general advice still stands. However, I also included a number of rules to serve as a guide for new players. And those needs to be reexamined. In the four years since that article, Modern has changed a lot. Correctly choosing sideboard cards is more important than ever, and the how is trickier than ever. Thus, I need to update not only the rules themselves, but the reasoning behind them.

The Card Selection Rules

First and foremost are the card selection rules. The original ones read thusly:

1) Sideboard cards should be good no matter when they're drawn
2) Play four of the most important cards

The reasoning was that Modern is very cantrip-poor and features powerful aggro decks. There's no time to durdle around, and even if there was, the available cantrips didn't offer much in the way of card selection. The only one worth mentioning at the time was Serum Visions. More pressingly, a lot of highly played cards were only good at the very start of the game. It was therefore essential to maximize the odds of actually having the card early. Leyline of Sanctity is a beating against Jund if and only if it hits on turn 0. If there's no space for all four, it's better to run cards that are good whenever they're drawn.

Over the course of the series, another rule emerged. Initially, I didn't think of it as a rule, but the larval form of the idea is definitely present in the original article. As I wrote more articles, it became more clearly articulated as:

3) Play widely applicable cards.

Modern is very diverse and it isn't possible to have cards for every single matchup, or even to contemplate all the different decks that might appear at a given tournament. So preparing specific hate or answers is pretty pointless. It's far better to play cards that have a wide range of applications as a result.

I stand strongly behind rule 3, and actually think that it has gained importance over time. As more and more cards enter the format, the number of plausible decks just keeps rising. Decks don't stay tier 1 or even tier 2 for years, as they once did. Flexibility is the name of the sideboarding game in Modern.

London's Influence

The first two rules, on the other hand, have lost a lot of their punch. It's not that Modern's got the cantrips to make digging viable for bullets easier now. Opt is not Ponder, and Modern still isn't Legacy-lite. Rather, a major rules change has made finding sideboard cards sufficiently easier that niche answers are much better today than they were in 2016.

The London Mulligan has had a significant effect on Magic by severely reducing variance in opening hands. I won't get into the math here because that's what linking Frank Karsten is for, but the bottom line is that mulliganing aggressively for specific cards is far more effective now than ever before. Therefore, running more niche sideboard cards or running less than a full set is less punishing, and often correct. Sideboarding guides need to reflect this fact and acknowledge that reactive sideboarding is now at its best.

For proof, look no further than Veil of Summer. The card is absolutely everywhere and a significant beneficiary of the London Mulligan. The similar Autumn's Veil and numerous variants existed prior to 2016, but didn't see much play. Granted, Veil of Summer is significantly more powerful than any other option thanks to cantripping and giving players hexproof too, but that's not the whole story. The most widespread use for Veil in Modern has been to counter Thoughtseize, and that's far harder without London.

To make such a play requires a convergence between two players, and there are a lot more playable targeted discard spells than one-mana counters. Thus, it was more likely for the discard player to see their cards than the Veil player, and so Veil's utility was limited. The only time I remember Autumn's Veil seeing play was to protect Scapeshift from counters. And Boseiju, Who Shelters All was just better. The London Mulligan dramatically improves the odds of having Veil of Summer in a given hand, making it more likely to counter Inquisition of Kozilek, which makes it more powerful a card than Autumn's Veil despite being just as niche.

Card Selection: The New Rules

With that in mind, here are my updated sideboard card selection rules:

1) Play widely applicable cards

Just as I said above, Modern has a huge number of distinct decks. It is impossible to prepare for everything. It's better to be ready for a wide variety of decks. The best achievable goal is still to target specific interactions that see widespread play rather than specific decks. However, even when selecting cards with specific decks in mind, it's best to ensure that they're not for just that deck. Modern remains a format where you can, through no fault of your own, dodge the best and most widely played deck in the room for a whole tournament.

2) Play the best card for the job

Or at least, the best that can fit into your deck. Modern's gotten powerful enough that playing cards that hedge your bets is giving up value. There was a time that good enough was good enough, but there are sufficient options now that every deck should be able to play the most high-impact sideboard cards in their colors. This might sound like it's at odds with the first rule, but they're not mutually exclusive. Much like Veil of Summer has many uses in many matchups, it's also the best option for forcing through spells and protecting them from targeted discard. Players need to look for devastating cards that are useful in multiple matchups.

3) The number of slots should reflect the card's importance

In an age of Karn, the Great Creator incentivizing wishboards, it's easy to forget that sideboard cards aren't all tutor targets. Outside of wish targets, the number of slots a given sideboard card gets should reflect its importance to a matchup. When you really need a specific card, you still need to run a full set. The London Mulligan only goes so far, and trying to mulligan for a one-of bullet is still not strategically favorable.

Humans struggles massively against Prowess without Auriok Champion. With Champion, the matchup is still not great, but it is winnable. This is why Humans has taken to full sets of Champion recently while utility spells like Dismember and Deputy of Detention are two-ofs. They're good in the right situations, but not necessarily essential to victory, unlike Champion, and so can be deemphasized. Champion is also a great example of a card that works in many matchups (Jund, Shadow, Burn, other aggro decks) and is the best card at what it does given Humans's deck restrictions.

The Matchup Rules

Next, there were the guides for specific matchups. I was writing just after the end of Eldrazi Winter, and Modern was still trying to figure itself out. However, there were a few constants that were worth discussing. I said that players should:

1) Not concede to Affinity
2) Not concede to Dredge
3) Win the close matchups
4) Not lose good matchups
5) Only try for bad matchups if they're winnable

The reasoning for the first two: these were strong decks that are easily hated on, making it silly to just ignore them. Those are match points being left on the table. The latter three are the prioritization list for matchups. The close matchups are where sideboarding strategy will be most important, as the maindecks are so closely matched. Next, the good matchup is usually good thanks to some advantage inherent to a deck. Don't let that slip away. Finally, every deck has an unwinnable matchup. Just accept it and move on. It may not matter in a tournament, and turning it around takes too much space. If a small change can turn things around, then by all means. But don't prioritize moving a matchup from 20% to win to 40%. You should be trying for 50% to 60%.

Shifts of the Format

The first two rules are obviously problems for current Modern. Most glaringly, Affinity is no longer a deck. It started to fade away in 2017 before being replaced by Hardened Scales in 2018. Artifact decks in general proliferated after that thanks to Whir of Invention, Arcum's Astrolabe, and Urza, Lord High Artificer, so I could have morphed that point into a general point about artifact decks. However, banning Mox Opal has completely killed artifact aggro, and Astrolabe's ban finished off artifact decks in general. Whirza still pops its head up occasionally, but it's so rare that there's no need to worry anymore.

Dredge has gone the complete opposite direction. Golgari Grave-Troll's unbanning had only recently borne fruit with the printing of Prized Amalgam, and at the time I was considering dropping graveyard hate altogether. Oh, to be that naĂŻve and hopeful again. The intervening years have seen Dredge rise and fall but graveyard-centric decks ramped up their presence. It's more important than ever to be ready for graveyard decks and play the hate.

Keeping Priorities Straight

Meanwhile, the rules about matchup prioritization are still valid, though there's some adjustment needed. With Modern being so diverse, it's more important than ever to be aware of where a deck stands in a given matchup and prepare accordingly. The addition of new cards has also made it easier to plan around known sideboard strategies and answers. Thus, while the priorities have not changed, how players have to deal with those matchups has.

Matches: The New Rules

Here are my revised rules for match selection:

1) Play effective graveyard hate. No exceptions; no excuses

Look, there are lots of graveyard centric decks in Modern, and they consistently do well. Off the top of my head I can think of the compendium of Uro, Titan of Nature's Wrath decks, Jund, Lurrus of the Dream-Den, Death's Shadow, and yes, Dredge is still... (dead?) and kicking. Every deck will hit some other deck that requires hate. There's enough hate that has an additional upside now that there are no excuses for skimping. Stop letting the Zombies off easy!

2) Hate out common, vulnerable decks

You can't be ready for everything. But there is no excuse for not being ready for certain decks. I'm specifically thinking of Amulet Titan and Tron, though Storm and Ad Nauseam are in the same boat. These are common decks that are all hit, and hit hard, by Damping Sphere. Every deck has access to something effective against these decks now-a-days, so don't give them a pass unless the matchup is unlosable or unwinnable for other reasons. This applies to other decks besides the aforementioned; I'm just not listing all of them.

3) Have a specific strategy in mind for targeted matchups

It's not enough to just play effective cards; everybody does that these days! They now need to be deployed in a more strategic manner, as follows.

  • High Priority: Win Close Matchups

This is harder than it used to be, partially because of more and better cards in the pool, and partially because more information on decks is more widely available. Players will be more prepared and are unlikely to straight-up lose to powerful cards. Strategic changes are needed to compliment and enhance the sideboard cards. Players need to prioritize figuring out what matters most after sideboarding, and either target that aspect or dodge it. A classic example of the former is Jund leaning into the attrition of the mirror by boarding out the more situational discard spells for universally useful planeswalkers and card advantage. An example of the latter is ditching the card advantage fight in the control mirror by boarding in Geist of Saint Traft to slide under clunky counterspells and end things quickly.

  • Medium Priority: Don't Lose Good Matchups

You opponent will be more concerned about beating you than you are them. Try to anticipate how they'll try to turn the matchup around and preempt them. This may be directly answering the attack, like playing Wilt for Damping Sphere, or strategically changing your deck like Tron bringing in Thragtusk and Veil of Summer.

  • Low Priority: Improve Winnable Bad Matchups

The only decks that are strong everywhere have the banlist breathing down their necks. If a bad matchup has an obvious weakness that doesn't require inordinate effort to exploit, go for it. Jund is still a dog to Tron in game 1, but thanks to all the land hate printed since 2016, winning games 2-3 is achievable now. And the cards to do so are useful against other decks to boot. Just don't try stretching to beat Bogles as Prowess.

Sideboard with Confidence

This is only a guideline for how to approach sideboarding. Every deck will have to figure out what its priorities are, and if they even need to sideboard in some matchups. That's what testing and experience are for. So always remember to put in the effort to actually earn that win!

Insider: QS Insider Cast – Zendikar Rising, Standard Bannings, Pick-ups for a Paper Future, and more!

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Welcome back to the QS Insider Podcast! Chris O'Berry and Joe Davidson discuss Zendikar Rising, the upcoming Standard banning, the future of paper Magic, whether or not formats being solved so early in the digital age is a problem, and more! This cast was originally broadcasted live to Insiders in the QS Insider Discord, September 24th, 2020.

Show Notes

  • Return of the QS Insider Cast and Introducing Joe
  • Talking about Standard’s Likely Week 1 Ban
  • Cards to Look at from Zendikar Rising
  • The Paper Magic Lull, Alternate Arts, and Smart Pickups for the Future
  • Do Formats Being Solved too Early make it Hard to Spec on Non-eternal Formats?
  • Reserved List Shenanigans - Buyouts and Spikes

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

Chroberry - Twitter / Instagram / Twitch

Joe - Twitch / YouTube / Twitter

Scourge of the Skyclaves Settling Down

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A house is not a home, they say, and what is Modern if not a format that houses some of the baddest cards banned from Standard? Well, it's also got Standard newcomers, be they banned or not. And one among them has had its heart set on turning our beloved format into its own sweet digs.

So, what is Scourge of the Skyclaves? Overhyped cardboard? A "budget" Tarmogoyf? A Goyf fit for the Fatal Push era? Today, I want to let the numbers talk. Let's dive right into the decklists and see where Scourge is setting up shop... and where it could!

Potential Homes

While Scourge has yet to sully these neighborhoods, I fear their time is nigh.

BGx Rock

It's mostly conjecture at this point, as I haven't seen any BGx Rock lists running Scourge. But I do think the creature has a place in the deck... depending on the metagame.

Of the BGx Rock strategies, Jund seems like the best fit, as it's got red for the hasty Bloodbraid Elf, the damage-dealing Kroxa, Titan of Death's Hunger, and of course Lightning Bolt. All of these cards help control the opponent's life total, making Scourge less of a liability against the likes of control decks.

Jund, Reynad (2nd, Modern Champs #12208810)

Creatures

4 Lurrus of the Dream-Den
4 Tarmogoyf
2 Dark Confidant
1 Kroxa, Titan of Death's Hunger

Planeswalkers

4 Liliana of the Veil
3 Wrenn and Six

Artifacts

4 Mishra's Bauble

Enchantments

3 Seal of Fire

Instants

2 Assassin's Trophy
2 Kolaghan's Command
1 Lightning Bolt

Sorceries

4 Inquisition of Kozilek
3 Thoughtseize

Lands

4 Blackcleave Cliffs
1 Blood Crypt
4 Bloodstained Mire
1 Forest
1 Ghost Quarter
2 Nurturing Peatland
1 Overgrown Tomb
1 Raging Ravine
1 Stomping Ground
2 Swamp
4 Verdant Catacombs
1 Wooded Foothills

Sideboard

1 Assassin's Trophy
1 Thoughtseize
1 Wrenn and Six
1 Ashiok, Dream Render
1 Boil
4 Cleansing Wildfire
4 Collective Brutality
1 Klothys, God of Destiny
1 Plague Engineer

However, Scourge still underperforms relative to other two-drops against said decks, and Rock decks walk a precarious line in terms of ceding matchup points. As a slower reactive deck, they don't have much of a choice; Modern is too fast and focused to permit much else. Even against aggressive opponents, Rock might find itself hard-pressed to deal enough damage to make Scourge a defensive wall at all. I wouldn't rule out the creature's eventual appearance in Rock decks, but the time will certainly have to be right for it.

Traverse Shadow, alexmw14 (#2, Modern Challenge #12211164)

Creatures

4 Tarmogoyf
4 Death's Shadow
4 Street Wraith
1 Lurrus of the Dream-Den
1 Grim Flayer

Artifacts

4 Mishra's Bauble

Instants

1 Abrupt Decay
2 Cling to Dust
2 Dismember
4 Fatal Push
2 Temur Battle Rage

Sorceries

2 Bloodchief's Thirst
4 Inquisition of Kozilek
4 Thoughtseize
2 Traverse the Ulvenwald

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

2 Ashiok, Dream Render
3 Cleansing Wildfire
2 Collective Brutality
2 Kolaghan's Command
2 Liliana of the Veil
2 Nihil Spellbomb
2 Veil of Summer

Traverse Shadow initially struck me as a great home for Scourge of the Skyclaves. Even if the deck didn't want too many copies, it could run as little as one to fetch up when Temur Battle Rage found itself in a mid-game hand or if Scourge would otherwise just be the biggest thing on the battlefield. The opportunity cost of running a single copy in a deck that's already swinging with huge Goyfs still seems quite low to me, but alexmw14 opted not to run any in his 2nd-place Challenge list, which incidentally lost to a set of Scourges in the finals. The jury's out on this one, but as of yet, I have not seen a Traverse Shadow list which welcomes Scourge.

Home Alone

There are also plenty of spots that Scourge has gotten comfy in already. Naysayers: take heed!

Rakdos Prowess

Perhaps the most exciting home for Scourge right now is in Rakdos Prowess, a deck that was already sitting on top of the metagame and our power rankings when the card was released.

Rakdos Prowess, COLIOBEWARE (5-0)

Creatures

4 Monastery Swiftspear
4 Soul-Scar Mage
4 Death's Shadow
4 Scourge of the Skyclaves

Artifacts

4 Mishra's Bauble

Instants

2 Apostle's Blessing
2 Dismember
1 Fatal Push
3 Lava Dart
4 Lightning Bolt
2 Mutagenic Growth
2 Temur Battle Rage

Sorceries

1 Agadeem's Awakening
2 Crash Through
4 Thoughtseize

Lands

4 Blood Crypt
4 Bloodstained Mire
1 Mountain
3 Polluted Delta
3 Scalding Tarn
1 Sunbaked Canyon
1 Swamp

Sideboard

1 Lurrus of the Dream-Den
1 Abrade
1 Boil
4 Cleansing Wildfire
1 Engineered Explosives
3 Feed the Swarm
4 Nihil Spellbomb

Rakdos Prowess being good is hardly news to Modernites, but it perhaps bears stating how great Scourge can be in this shell. With Swiftspear locking in early damage before opponents can even play their first land and Push it, Scourge is all but a lock to come down and wreak havoc, as pilots have plenty of control over their own life points. Crash Through lets the big dummy do just that.

Prowess in general has longed for Goyf enough to splash green, and we've seen Jund builds pop up and enjoy success ever since the widespread adoption of Lurrus of the Dream-Den. Scourge all but renders green obsolete, marking a turning point for the archetype.

Grixis Shadow

Traverse Shadow might be missing the boat on Scourge for the moment, or maybe it's me having a tough time figuring out why they wouldn't want it. But ugly little brother Grixis is buying in.

Grixis Shadow, Istillhaveeczema (5-0)

Creatures

1 Snapcaster Mage
2 Scourge of the Skyclaves
4 Street Wraith
4 Death's Shadow
4 Gurmag Angler

Artifacts

4 Mishra's Bauble

Instants

1 Kolaghan's Command
2 Dismember
2 Temur Battle Rage
2 Fatal Push
3 Lightning Bolt
4 Thought Scour
4 Stubborn Denial

Sorceries

2 Inquisition of Kozilek
4 Thoughtseize

Sideboard (15)

2 Plague Engineer
1 Kolaghan's Command
1 Terminate
2 Ceremonious Rejection
3 Aether Gust
2 Cleansing Wildfire
2 Collective Brutality
1 Nihil Spellbomb
1 Ashiok, Dream Render

Lands

1 Steam Vents
1 Island
1 Swamp
2 Scalding Tarn
2 Blood Crypt
2 Watery Grave
4 Bloodstained Mire
4 Polluted Delta

Scourge seems less appealing in Grixis Shadow, primarily because the deck can't reliably find it. Grixis leans on xerox-style cantrips without selection to get to Scourge when the Scourgin's good, and that makes the creature somewhat awkward; at 4, it'll clog too many early hands, and at 1, pilots may never draw it at all. Either way, it's a bomb in the mid-to-late-game. Istillhaveeczema settled on 2 copies, perhaps to test the creature at all. Whether or not mainboard copies are adopted long-term, I do think it will be great in the Grixis Shadow sideboard as extra insurance against aggro decks when needed.

Death's Shadow Zoo

Of all Modern's old Shadow decks, this one seems best positioned to abuse Scourge:

Death's Shadow Zoo, Kuhb (5-0)

Creatures

4 Akoum Hellhound
4 Death's Shadow
4 Monastery Swiftspear
4 Scourge of the Skyclaves
4 Street Wraith

Instants

2 Become Immense
4 Lightning Bolt
4 Mutagenic Growth
4 Temur Battle Rage

Sorceries

1 Agadeem's Awakening
4 Thoughtseize

Artifacts

4 Mishra's Bauble

Lands

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

Sideboard

1 Apostle's Blessing
2 Collector Ouphe
2 Fatal Push
1 Gaea's Blessing
2 Hooting Mandrills
2 Inquisition of Kozilek
2 Nihil Spellbomb
3 Veil of Summer

Oh yes, that's Akoum Hellhound! Death's Shadow Zoo used to splash Steppe Lynx (and Wild Nacatl), and now it doesn't have to. The deck is a natural home for Scourge because of its high aggression, suicidal bent, and tendency to want multiple Temur Battle Rage anyway. The deck has long run Hooting Mandrills in that slot, supplementing it with or subbing it out for Tarmogoyf from the sideboard depending on the matchup; Scourge is a clear upgrade to either creature here, as it outgrows both and comes down more unconditionally.

Rakdos Shadow

I did say "existing" Shadow decks. Since Rakdos Prowess and Death's Shadow Zoo have such similar bottom lines, wouldn't it perhaps make sense to fuse the two into a shell tailor-made for Scourge?

Shadow Prowess, TuggaNaxos (#1, Modern Challenge #12211164)

Creatures

4 Soul-Scar Mage
4 Monastery Swiftspear
4 Death's Shadow
4 Scourge of the Skyclaves

Artifacts

4 Mishra's Bauble

Instants

4 Lava Dart
4 Lightning Bolt
2 Mutagenic Growth
2 Temur Battle Rage
2 Apostle's Blessing
2 Dismember

Sorceries

1 Agadeem's Awakening
2 Crash Through
4 Thoughtseize

Lands

4 Blood Crypt
4 Bloodstained Mire
1 Mountain
3 Polluted Delta
3 Scalding Tarn
1 Sunbaked Canyon
1 Swamp

Sideboard

1 Lurrus of the Dream-Den
4 Fatal Push
2 Feed the Swarm
1 Kolaghan's Command
2 Kozilek's Return
2 Kroxa, Titan of Death's Hunger
3 Tormod's Crypt

This deck looks absolutely brutal, combining the best Rakdos Prowess and the Shadow archetypes have to offer into a blazing-fast aggro-combo behemoth. The sideboard hosts 4 Fatal Push, helping clear enemy boards of other Scourges and breaking up creature combos. But the instant doesn't earn a mainboard slot, presumably because this deck is too fast to need the interaction. 0-mana Tormod's Crypt being selected as graveyard hate is also telling. And should pilots need to go long, Kroxa, Titan of Death's Hunger is the only card in the 75 using the grave as a resource, and is here to put a beating on any card advantage-focused strategy.

From Hell to the Hills

Hopefully, by now, Modern players have woken up to the fact that Scourge is for real, and here to stay. Soon, I'll unveil the directions my own Scourge brewing has led me and dissect what each color splash has to offer the Demon. See you then!

News: Uro Banned in Standard, Walking Dead Secret Lair Contains New, Eternal Legal Cards

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Two big Magic: The Gathering news items hit the internet this morning, 9/28/2020, one being an expected Banned and Restricted announcement, and the other containing some unexpected news about the upcoming The Walking Dead Secret Lair.

Uro, Titan of Nature’s Wrath is Banned in Standard

As many players seemed to be expecting, Wizards announced in their Banned and Restricted Announcement today that Uro, Titan of Nature's Wrath will now be banned in Standard.

Ian Duke provided a breakdown of their decision-making process, stating:

In order to weaken these post-rotation ramp strategies, we’re choosing to ban Uro, Titan of Nature's Wrath in Standard. Our goal is to bring these decks down to a level where they are still appealing and competitive, but where natural metagame forces are enough to keep them in check. In general, we prefer this approach to overshooting the mark and removing an archetype from viability. However, we've certainly noted this weekend's strong results for the Four-Color Omnath deck and will continue to watch how that strategy and the overall metagame adjust in the coming weeks.

It's interesting to see a ban almost immediately after a new set releases. Only time will tell if just getting rid of Uro is enough to bring balance back to the Standard metagame!

The Walking Dead Secret Lair will Contain New, Eternal Legal Cards

The first official details of the new Secret Lair x The Walking Dead were released today as well. This new Secret Lair will be available for preorder from October 4-12, and in typical Secret Lair fashion, the cards will be printed and shipped after the preorder period ends.

Here is perhaps the most interesting bit of information from the official Wizards post:

The cards included in this very special Secret Lair drop will be completely new to Magic, depicting the iconic characters of the long-running and critically acclaimed TV series. These are mechanically unique cards that will be legal in Eternal formats. Commander players especially should look forward to bringing their favorite characters from to life on the tabletop!

This is the first time a limited run product like this will include completely new cards that are also legal in eternal formats, which sets an interesting precedent for the game. Only two of the cards have been spoiled so far at the writing of this article, one from The Hollywood Reporter and the other from Entertainment Weekly. You can see them below, and we will add the others and their sources as they are revealed.

Michonne, Ruthless Survivor revealed in The Hollwyood Reporter

Pitfalls of eBay Completed Listing Data

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In addition to straight-up finding cards at fair prices, these buyouts can also make pricing out cards difficult. As supply dwindles on older, collectible cards, identifying a fair price to buy and sell at can become challenging. Retailers may be out of stock because their pricing is obsolete, TCGplayer may only have a few copies listed at 10x the previous price, and eBay listings may be all over the place.

Enter eBay completed listings. For those who don’t have access to TCGplayer sales data, eBay’s completed listings can be the most useful resource when it comes to pricing out rare cards.

But one should not follow this strategy off a cliff—depending on the situation, eBay’s completed listings are even more misleading than some of the other, more traditional methods for a number of reasons. This week, I’m going to share some examples and highlight key watch-outs when it comes to using eBay’s completed listings as a source of pricing data.

Watchout #1: Insufficient Or Noisy Data

When examining sold listings on eBay, I expect the data to follow a somewhat normal distribution. Copies with nicer conditions would sell for a little more, heavily played copies would sell for a bit less, and the majority would fall within a given window.

The plot above depicts a typical normal distribution. The x-axis would be the value (the mean here would be $10) and the y-axis is the probability density—how likely the card is a given price.

This works well when looking at eBay’s completed listings for a card with reasonable sale volume. A larger data set will tend to work out the “noise” and yield a reliable prediction. When sales data are sparse, however, this can break down.

Consider, for example, a Foreign Black Bordered, Italian Wheel of Fortune. This was a card I was trying to price fairly to sell the other day. The cheapest available copy on TCGplayer and eBay was approaching $300, but that seemed too high. I checked eBay’s completed listings and I see the following sale prices: $145, $139, $199, $261, $275, $298. Note many of these are marked as “best offer accepted”, so the true sale price is tougher to track down.

There was an error retrieving a chart for Wheel Of Fortune

These data hardly fit a normal distribution! There’s a couple low data points below $150, one in the $200 range, and then three near the “current listed prices” of nearly $300. With these data alone, it’s impossible to identify a fair price. A buyer may cite the two lower values and say the card should be worth $140. A seller may refer to the $250+ sold listings and argue this is more reasonable.

One item of note here: the two cheapest sales were both from sellers in Italy. While I have no qualms buying a card from an international seller, I am willing to pay more for domestic copies to avoid dealing with international shipping (especially during a pandemic). Therefore, I would not value those two data points nearly as much.

This is a classic example where there’s just not enough consistent data on eBay to use it as a reliable pricing source. There needs to be enough data and the data needs to be consistent.

Watchout #2: Outliers

The next watchout I have when using eBay’s completed listings for pricing data is related to the above. One way a normal distribution can be disrupted is when there are outliers. No, I’m not talking about the Malcolm Gladwell book. I’m talking about a data point that differs significantly from other observations.

Outliers on eBay could exist for multiple reasons. Maybe the outlier copy was extremely cheap because it was damaged? Maybe one is extremely expensive because it was highly graded? Maybe a copy sold during buyout hype, and no other copies sold in that range since? Or, put harshly, maybe someone made a mistake and listed a copy too low and the card was snapped up.

Whatever the reason, outliers are common on eBay and should not be used when using the website as a source of pricing data.

One example immediately comes to mind, because I discovered it a couple weeks ago when doing research for my Italian Legends article. If you missed it, I was examining eBay completed listings for Italian Gwendlyn Di Corci.

There was an error retrieving a chart for Gwendlyn Di Corci

Here are the completed listings, group by month sold, rounded to nearest dollar (note again, sometimes best offers were accepted and actual sale price was lower than listed):

July: $70, $68, $50, $50, $50, $52, $63
August: $80, $60, $70, $180, $200, $270, $270
September: $75

Most of the data lies in the $50 to $80 range, and one listing even sold within this range this month. But hopefully, the outliers are as obvious to you as they are to me. Four copies sold for triple the average over the past three months! Granted, two were graded BGS 8.5, but the other two weren’t! And BGS 8.5 is basically near mint—the grade isn’t adding a ton of value here.

What happened was Gwendlyn Di Corci was bought out. My hypothesis is that a few folks experienced FOMO and panic-bought whatever copies they could find while they were virtually sold out on the internet. The result: a few outlying data points of sold listings. Does this mean Italian Gwendlyn Di Corci is now worth $200? Hardly. If I was a buyer or seller of this card, I would take these outliers with a grain of salt, and use other sources (TCGplayer, ABUGames, Star City Games) for cross-references when determining pricing. TCGplayer’s listings are below, for example.

Just because a copy sold at $200+ doesn’t mean it’s worth $200 on the open market.

Watchout #3: Sellers With Little Feedback

I don’t mean to offend anyone with this section of the article. But let’s face it, buying high-dollar cards from eBay sellers with very little feedback can be risky. Sometimes you get lucky, and the card is 100% legitimate. But this risk needs to be weighed when shopping for expensive cards on eBay.

That risk is not for me—I prefer to buy my cards from eBay sellers with a solid reputation and numerous positive feedback. Yes, it’s true eBay protects buyers from counterfeits and rippers. But do you really want to tie up hundreds of dollars for weeks at a time as you contest a bogus purchase? I don’t, that’s for sure!

Clearly, though, others are more risk-embracing than I am. As a result, you can find an array of completed eBay listings where the sale price was significantly lower than market price.

For example, check out this completed listing for an Unlimited Mox Jet:

There are multiple red flags here. First, the seller’s feedback rating is 5, which is extremely low for someone selling Power on eBay. I wouldn’t go near a piece of Power sold by an eBay seller with less than a few hundred feedback. But the most glaring issue here is the picture—it’s one of PowerNine’s pictures! This seller basically took PowerNine’s listing, copied it, and set the price to $700. I can pretty much guarantee the buyer of this listing did NOT get the Mox Jet pictured.

There was an error retrieving a chart for Mox Jet

This is a fairly obvious bogus listing. But when browsing through eBay’s completed listings in rapid fashion to identify a price point, something like this can skew data. This is an extreme example, I’ll admit, and no one would look at this listing and attempt to argue an Unlimited Mox Jet is worth $700. But there are many misleading listings out there, and sometimes the bogus listing isn’t obvious.

Other examples include: clipped Collectors’ Edition cards being sold as Beta, re-backs of Collectors Edition cards, clipped Beta cards being sold as Alpha, and even legitimate sellers who have are new to eBay and use poor-quality photos in their listing. All of these are situations where a card is likely to sell for significantly less than what a genuine copy would sell for, skewing eBay’s completed listings data.

Wrapping It Up

I spent this entire article explaining why eBay’s completed listings are not reliable sources of data when pricing out a rare or obscure card. In reality, I wholly embrace the pricing strategy as it can be more reliable than any other source out there. My point is not to dissuade others from relying on eBay’s completed listings. Rather, I want to highlight some of the pitfalls in trusting the data too blindly.

There are many different reasons why some data points on eBay need to be discarded. They may be outliers that don’t accurately reflect the current market state, they may be sold by questionable sellers, or there may just be insufficient data available to estimate a price accurately. These are all legitimate reasons to eschew eBay completed listings in favor of an alternate data source.

Next time you’re pricing out a card and negotiating with someone, and they point to a couple of completed listings on eBay, make sure you scrutinize closely. While they may be legitimate sales, there could be a number of reasons why the data aren’t reliable for pricing. With this article in mind, you are now equipped with the tools necessary to examine those listings and make a counter proposal accordingly.

When selling, the counter to insufficient eBay data and a lowball offer is simple. I point out that eBay completed listings are just that: completed. They aren't available any longer, whereas my card is still available. My copy is usually priced below any other available copy on the market. It may be more than the cheapest sold listings on eBay, but those copies aren't available any for purchase. Therefore, while the data may be informative, it should not be the only basis for determining pricing--prices change, circumstances differ, and therefore eBay completed listings cannot be trusted blindly when evaluating a card's price.

Budget-Focused: Cheating Out Cards And Discarding As Win Cons!?

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Hey everyone! Today, we are going to continue with some more Pioneer format cards. However, these may hold value elsewhere! I know I said that I was going to do my best to focus on lower-cmc cards, but I feel these need attention sooner than later, and you all may have a similar outlook at the end of this week’s read!

Cheating Out Creatures

There was an error retrieving a chart for Champion of Rhonas

Champion of Rhonas has the potential to be a champion in Pioneer. It is a four-drop, but a Llanowar Elves and Kiora's Follower, it's coming out turn three if there are no threats. The current price is $0.50(TCGPlayer.com) for the non-foils, $1.13 for the foils, and $1.55 for the prerelease foils. The big deal with this is simple, cheating big creatures into play!

I've been working on a brew that utilizes Champion of Rhonas as a focal point to cheat out Agent of Treachery. Once Agent of Treachery is on the board, we will try to get Thassa, Deep Dwelling to flicker Agent of Treachery each turn. I'm working on streamlining this for speed, but here is the draft so far:

Simic Champion of Rhonas by UndyingMTG

Creatures

4 Llanowar Elves
3 Kiora's Follower
2 Warkite Marauder
2 Wildborn Preserver
4 Garruk's Harbinger
4 Ramunap Excavator
4 Champion of Rhonas
2 Thassa, Deep-Dwelling
2 Agent of Treachery

Other Spells

4 Adventurous Impulse
2 Blossoming Defense
4 Collected Company

Lands

3 Breeding Pool
3 Ketria Triome
2 Lotus Field
4 Fabled Passage
6 Forest
3 Island

It has won some matches in tournament practice, but I've still got some work to do on the list.

We have a slew of other creature options we can use with Champion of Rhonas’ ability. This was just an example of how we can utilize it and reuse it by untapping it with Kiora's Follower. If we can keep it protected or continue dropping other copies of it to use, it can bolster creatures out rather quick! Long-term, this has the potential to get to the $3.00 - $5.00 range for the non-foil printings.

Omnispell Adept - A Star On The Rise?

There was an error retrieving a chart for Omnispell Adept

Next on our list continuing with cheating stuff out we have Omnispell Adept. The non-foils are coming in at $0.35(TCGPlayer.com) and foils are $0.95. This card has so much potential and Simic feels where the strength lies. With the cmc being at five we need to be able to either cheat this out as stated above or ramping into lands and using dorks to drop this by turn three or four. Being able to cheat out big sorceries or instants on your opponents’ turn is huge in any format. With the ability to literally be a wincon, this is something to consider.

Like Inverter of Truth builds, we want to win by milling ourselves out, right? We can use Omnispell Adept to cheat out a card like Enter the Infinite on our opponent's end step. Once we do that, we can use Jace, Wielder of Mysteries or Thassa's Oracle to win the game. Yes, we must make sure we grind into Enter the Infinite but that's how those builds typically work anyway. If you want to take the route of Dimir versus Simic to try and tutor for Enter the Infinite, that is another way to go. In that case, we would have to make sure the build has enough defense to then keep us in the game long enough to do everything.

Say we have a deck where we can utilize red, black, and blue. If we have Omnispell Adept and Glint-Horn Buccaneer out on the board, and we have Enter the Infinite in hand. On an opponent's turn (if the play is available) we can use Adepts’ ability to cheat outEnter the Infinite followed by One With Nothing. This would trigger Glint-Horn Buccaneer to deal damage to all opponents and rightfully you should win. This would be a wincon people would not be expecting in most scenarios. In closing Omnispell Adept has potential in the foil department to go up quite a bit pending play.

Ilharg, the Raze-Boar Flickering Our Way To Victory!

There was an error retrieving a chart for Ilharg, the Raze-Boar

The last card we are going to be talking about is Ilharg, the Raze-Boar. The current price is $5.23 for the non-foils, $12.81 for the foils, and 12.03 for the prerelease copy(TCGPlayer.com). This has been popping up in some top eight decks(MTGtop8.com) in Pioneer, but certainly has room to grow. Gruul Aggro is where this certainly has a position to see optimal usage. Like Champion of Rhonas we are looking at not only cheating cards out but using the flicker ability (Agent of Treachery) on cards with ETB effects.

Given the CMC on Ilharg, it's not too expensive to try and play around. It is surprising that it has not popped up more in the format given the upside it holds. The current price is a steal given where this can potentially go post rotation. Speaking of post-rotation, this is one to keep an eye on to see if it goes any lower in the coming months. If you have any of these on hand consider holding on to them.

Closing today’s article, I just wanted to state something that is probably obvious to most of us. Always look for cards that have ETBs that hold upside. Rather it is helping us offensively or defensively. Sometimes it is the utility cards that help us get to a wincon that holds value. Those same utility cards can draw attention to a wincon that might not otherwise exist causing the value of another card to increase. Just something to keep in mind if you or someone you know comes up with a useful combo that has competitive potential. Thanks again for reading and I hope you come back for the next installment!

Busted Doesn’t Equal Good: Testing ‘Belcher

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Magic can get weird at times. There are utterly incomprehensible cards like Ice Cauldron. Sometimes it's rules weirdness, like Blood Sun not stopping Urborg, Tomb of Yawgmoth's ability. Other times it's a deck that makes no sense, like Inverter of Truth combo. And sometimes it's because of logical paradoxes and other contradictory truths. Case in point: today I'm going to discuss an utterly busted combo deck. Then, I'm going to conclude that it's nothing to worry about. Because it isn't very good, and it's only worth worrying about good decks in a format as big as Modern.

All this lead in may be pointing to an article about Neoform combo. And, to be fair, I've definitely said that about Neobrand before. It's capable of winning on turn 1, but probably won't, and folds to itself most of the time. No, I'll never pass on an opportunity to give Neobrand a kick in the ribs. However, I'm going to have to retire that deck as my whipping boy. Not because anything has changed my mind about Neobrand, but because I don't think I'll be seeing it as much. There's a new kid on the block. A deck that is very similar to Neobrand, but doesn't fizzle mid-combo and is far less likely to sit there and do nothing. It's still not very good, though.

Excuse You

In case you've been hiding under a rock, there's been a lot of buzz about Zendikar Rising making Goblin Charbelcher viable in Modern for the first time. Not the first time the deck was playable, mind, just that it's actually viable now. The older versions were bizarre Elves piles running around five lands and trying to cheat in mana dorks using Chancellor of the Tangle or Simian Spirit Guide into Aether Vial. They were clunky, fragile, and bad, but could just win out of nowhere in theory. They didn't, of course, and I thought that they'd died off by 2016.

Apparently I was wrong. There existed an entire community dedicated to Modern Belcher the whole time. They never actually fixed the problem with the deck, and all that effort didn't translate to legitimacy, but they were out there. Waiting. For Rising and the MDFC's, apparently. As soon as the combination spell/lands were revealed, speculation about Belcher's viability ran wild. Shatterskull Smashing and its ilk are always the front face, which is a spell, unless being played as a land. Anything that is looking for land won't see Smashing, but anything that allows lands to be played will allow Shatterskull, the Hammer Pass to hit the table. Thus, Belcher can finally run lands without making Goblin Charbelcher ineffective. And so, the Belcher community got to work.

Legacy Lesson

I kept tabs on the goings on, though I didn't participate. I'm always on the lookout for new developments, but I don't know anything about making combo decks. Particularly when it comes to Belcher, the only experience I have is playing against it in Legacy. There, it's an incredibly busted deck that sees almost no play. It either wins on turn 1 or 2, or it doesn't win at all.

Reason being, it's all-in on the combo and if anything goes wrong, it just loses. I play Death and Taxes and don't fear Belcher because there's nothing I can do against a turn 1 kill, but after that, all it takes is one Deafening Silence, Thalia, Guardian of Thraben, or Phyrexian Revoker to completely shut it down. It's a much less precarious matchup than the other combo decks that can win through a single hate piece.

The Modern version is always going to be worse than Legacy's, so I have nothing meaningful to contribute to the discussion. Modern lacks all the fast mana that makes Legacy Belcher possible. More importantly, Burning Wish is illegal, and with that goes win condition flexibility. Legacy Belcher does just win via dropping the namesake, but more often it has to take a longer route, wishing for Empty the Warrens, Reforge the Soul, or Echo of Eons. The Modern version has to play everything maindeck, with far fewer and more expensive rituals and no moxen. I had no clue how it was going to shake out.

The Key

The breakthrough came when someone realized that Recross the Paths, a piece of Morningtide draft chaff, could stack a landless deck. I guess that's the kind of memory and lateral thinking it takes to be a combo player. This typically sets up a combo turn using Reforge the Soul for the perfect hand. However, there is tons of utility to stacking a deck, including sculpting a gameplan to play around the opponent's interaction. With that piece of tech, the Belcher players hit MTGO, trying to make the deck work.

I began to hear about actual results coming in the middle of last week. There had been hyperbolic declarations previously, but actual results can't be dismissed. Admittedly, they were just League results, but that does indicate that there's something to the deck. And that meant that I would have to test the deck. I normally wait for results to come in and then analyze them. However, I had doubts I'd ever get enough data waiting around, so I made my own.

Testing the Brokenness

In fairness, I did have to wait for decklists to come in; I'm not a combo player, I just emulate one on Twitch. About the middle of last week, I saw a list had 5-0'd a League, so I took it as my test platform. It looked like a reasonable deck and much more stable than some of the 4-5 color piles I'd heard about.

Modern Belcher, Sebastian StĂĽckl (MTGO League 5-0)

Creatures

4 Simian Spirit Guide
2 Tangled Florahedron
2 Akoum Warrior

Artifact

4 Goblin Charbelcher

Enchantment

3 Vessel of Volatility

Sorcery

4 Shatterskull Smashing
4 Bala Ged Recovery
4 Recross the Paths
4 Irencrag Feat
1 Reforge the Soul
4 Turntimber Symbiosis

Instant

4 Spikefield Hazard
4 Veil of Summer
4 Desperate Ritual
4 Pyretic Ritual
4 Manamorphose
4 Valakut Awakening

Sideboard

4 Leyline of Sanctity
3 Blood Moon
3 Pyroclasm
2 Wilt
1 Collected Company
1 Thassa's Oracle
1 Undercity Informer

My understanding of this deck and similar is that the goal is to maximize the ability to accelerate into the Belcher kill in game one. To that end, they're playing all the rituals, including Irencrag Feat, which conveniently produces exactly enough mana to cast and activate Goblin Charbelcher. Vessel of Volatility is finally getting some love, too. There's also a full set of Veil of Summer to force the combo through disruption, be it Thoughtseize or Archmage's Charm.

The sideboard is split between answers and a transformational plan. Leyline and Blood Moon are standard faire for red combo, though I was surprised by Pyroclasm. Most combo decks opt for Lightning Bolt or Abrade as the anti-Humans card. I'm unsure what prompted the switch in this case, though sweeping up lots of creatures always seems like a good idea. The transform is for decks with Pithing Needle. The plan is to Recross, stack Collected Company above Oracle and Informer, and make five mana the next turn so that in response to Oracle's trigger, Informer exiles the library and wins the game.

In a Vacuum

First off, I did some goldfishing. I played Storm a few times when I thought I could steal wins, but I'm not naturally a combo player, and needed to learn how this Belcher deck worked. It's also just good policy to try a deck out before testing with it. Especially with a deck as atypical as Modern Belcher.

The primary thing I learned is that the deck is very weird. There are a number of ways for it to win on turn two. There exists a turn one kill too, but I never had that come together. However, if the fast kill doesn't happen, Belcher is actually quite slow. Most of the lands come into play tapped, the sculpting cards cost three, and until you go off, there's not much to do. Storm and Neoform have a lot of play to them because they cast lots of cantrips. I mostly just sat around playing tapped lands until I went off. On that note, the deck only wants to keep hands with at least one Valakut Awakening, Recross the Paths, or Goblin Charbelcher. The only cantrip is Manamorphose, so if the opening doesn't have a payoff, it's unlikely to draw one. As such, aggressive mulligans are crucial.

As for the combo itself, I appreciated that it couldn't fizzle. I know that sounds like I'm damning it with faint praise, but that's not my intention. Playing Storm or Neobrand is an exercise in comboing until the win happens, and both fizzle sometimes. It happens a lot more to Neobrand since it's entirely at the mercy of its library order. Sometimes it never draws Nourishing Shoal in 14 cards or it can't get the Laboratory Maniac to win because it's the last card in the deck. If Charbelcher's ability resolves, the game is over.

A Challenger Appears

Lots of decks seem reasonable in a vacuum; what matters is reality. Thus, I was going to have to test against another deck. And I couldn't find anyone able to do some consistent testing against Belcher in time, so I did it all myself.

It's easy to do: Take 60 random basics. Mark them and sleeve them to make a generic proxy deck. Then, write out a decklist that corresponds to your markings. I use a 15 x 4 grid, with the rows being letters and the columns numbers. Thus, I can look at my hand, see A1, and now that it's a specific card. Keeping information straight and not acting on knowledge of the opposing hand is tricky, but you learn how with practice. It's a great way, from experience, to kill time while on hold or when you're done with work for the day, can't go home, and aren't allowed to surf the internet at work.

The deck that I played against Belcher was Humans, because it's currently the only paper Modern deck I have built and handy. The Belcher lists are more set up against slower blue decks, but I'd already spent a lot of time making the proxy deck, and wasn't about to rebuild Stoneblade. Also, I know how Humans matches up against Neoform and Storm, so it's a good yardstick.

Humans, Test Deck

Creatures

4 Noble Hierarch
4 Champion of the Parish
3 Thalia, Guardian of Thraben
3 Phantasmal Image
3 Meddling Mage
3 Kitesail Freebooter
3 Unsettled Mariner
4 Thalia's Lieutenant
4 Mantis Rider
4 Reflector Mage
2 General Kudro of Drannith

Artifact

4 Aether Vial

Lands

4 Cavern of Souls
4 Ancient Ziggurat
4 Unclaimed Territory
4 Horizon Canopy
1 Waterlogged Grove
1 Plains
1 Island

I only played with the maindecks because I don't know how I'm supposed to set up Belcher post-board. The info and streams I found online were contradictory, so I just moved on.

The Results

I got 36 games in between last Wednesday and writing this sentence. I played 20 games where Belcher was on the play and 16 with it on the draw. And Belcher managed records of 5/20 and 2/16 respectively. 2/5 of the play wins and all the draw wins were thanks to turn two kills when Humans didn't disrupt the combo. The other three were longer games with a very anemic Humans clock and low disruption, usually just Kitesail Freebooter. These results are quite poor, but it bears remembering that Humans is very much an anti-combo deck, so the result isn't entirely surprising. Belcher performed better than Neoform typically does, but much worse than Storm in my experience. And the reasons are revealing about the deck.

Numbing the Numbers

First and foremost is Thalia. She's a legendary anti-combo card, but wasn't always great against Storm because her tax trades with Goblin Electromancer's reduction effect. This certainly makes it harder for Storm to go off, but not impossible. Neoform can't combo against a Thalia. It can certainly tutor up Griselbrand, but won't have the mana to pay for the Shoals and keep going. Manamorphose is also mana-negative against Thalia.

Belcher is between the two decks. It can power through Thalia if it gets out Vessel early, keeps playing lands, and/or plans to go off in over two turns. However, she is a huge wrench in the gears. The rituals become uselessly mana-neutral, while Feat is still somewhat useful.

Meanwhile, Meddling Mage is a huge beating. Storm has multiple combo lines and plays maindeck answers, so Mage is mostly annoying. Neoform scoops to Mage naming Allosaurus Rider, especially game 1. Mage on Belcher is crippling, but not lethal. Most recent versions can only win via resolving Belcher, but they can remove the Mage with Shatterkull Smashing for 4 or more or two Spikefield Hazards. Those aren't impossible to pull off, but the odds aren't great.

Finally, there is a time issue. If Neoform is disrupted at all, it struggles to win. Storm is quite robust, and it takes a lot of disruption to really kill the deck. One is a hiccup; it's the second piece that actually has an effect. Conversely, any disruption of Belcher buys a full turn. However, if it's a momentary thing like Freebooter, that's all that happens. It takes persistent disruption (meaning Thalia) to nail the coffin shut.

The Takeaway

After testing, my conclusion is that Belcher is unlikely to be a format-breaking combo. At least in its current form, it's too clunky and slow to ruin Modern. Humans just eats it, and I doubt it can reliably race other combo decks. There's not enough here to recommend it over the premier combo decks like Ad Nauseam or Storm.

However, I will unequivocally recommend it over Neobrand. It is less all-in, never fizzles mid-combo, has more outs to disruption, and can adapt when it can't just go off. Belcher occupies a middle ground between Storm and Neobrand in all things, and I think that's where it will remain. And the middle combo deck is a fine niche to fill. If Neobrand has been Modern's version of Belcher for the past year, then the new Belcher lists are the best Belcher decks in Modern. Funny how that works out.

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