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Switchblade Combat: UW vs Bant Stoneblade

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In case you haven't noticed, Magic can be weird. I'm not just talking about cards or mechanics, though mutate, Goblin Game, and Raging River are certainly out there. I'm talking about how counter-intuitive the game can be. Again, not in the Urborg, Tomb of Yawgmoth still works under Blood Sun sense (though that absolutely qualifies). I mean how things can seem good on paper, and yet prove to be poor in practice. In theory, Neoform combo is utterly busted and should be banned. In reality, it's garbage and taking it to tournaments is a declaration that yes, you do feel lucky today.

Which is really a long-winded way of me saying that I'm still a bit mystified about my own tier list. It's not that I have doubts about the conclusions nor that I think I got it wrong. Rather, I'm really confused about which decks made it and where they stand. That Ponza, a deck that's been niche at best for years, is now Tier 1 is shocking, as is the fall of Amulet Titan. In a vacuum, Amulet is more explosively busted, which would seem to translate into a better metagame position. This is of course the very thing that makes studying the metagame worthwhile in the first place. If apparent power determined actual power, everything could be determined just by reading decklists. As we know, that's not how Magic (let alone Modern) works.

The Problem with Stoneforge

I also found it shocking that UW Stoneblade was tied for second place in Tier 2. It's not that it looks particularly out of place, but because of personal history. I have a history with Stoneforge Mystic dating back to Standard's Cawblade era. And have been frustrated to no end with UW Stonebade since Stoneforge was unbanned. The deck has never performed well for me. Which is not to say that it's ever been a bad deck, but I could never get any consistency. The deck swings wildly between snowballing domination and flailing, floundering, and ultimately drowning under its own strategic plan. My experience, backed up by watching better players try the deck, was that UW Stoneblade is a tempo deck that can't reclaim any tempo that it's lost.

A Proven Deck

I started working on Stoneforge decks right after it was unbanned, and I never really went anywhere with the deck. I built a deck, and even played it to good results in local tournaments. It did well at FNM, and I even took it to a few small cash tournaments and made money. I just never liked the deck. I went through a few iterations during the window between unbanning and Oko, Thief of Crowns making relying on big artifacts unplayable, and this was my final version:

UW Stoneblade, 2019 Test Deck

Creatures

4 Spell Queller
4 Stoneforge Mystic
4 Snapcaster Mage

Planeswalkers

3 Teferi, Time Raveler
2 Jace, the Mind Sculptor

Artifacts

1 Sword of Feast and Famine
1 Batterskull

Instants

4 Opt
4 Path to Exile
2 Spell Snare
2 Mana Leak
3 Pact of Negation
2 Cryptic Command

Lands

4 Flooded Strand
4 Field of Ruin
2 Celestial Colonnade
2 Mystic Sanctuary
2 Hallowed Fountain
1 Polluted Delta
1 Prismatic Vista
6 Snow-Covered Island
2 Snow-Covered Plains

Sideboard

2 Stony Silence
1 Disenchant
2 Rest in Peace
2 Ashiok, Dream Render
1 Sword of Fire and Ice
2 Timely Reinforcements
2 Winds of Abandon
1 Damping Sphere
1 Aether Gust

I should note that the split of Polluted Delta and Prismatic Vista was due to a local upsurge in Blood Moon making me prioritize basics.

The deck was fine, and even now you can find very similar decks going 5-0 in Leagues or finishing well in Prelims. Shark Typhoon has been replacing Queller recently, but it's not clear if that's a good metagame decision, flavor of the week, or trading up. Of course, I am a sucker for Spell Queller, so that my just be bias. Still, the fact that players have stuck to the formula for so long indicates that it must be a strong deck. Right?

My Experience

Well, kinda. The power is and has always been there. However, it never felt good. I know how that sounds, but that was ultimately the problem that made me shy away from Stoneblade before Throne of Eldraine made me drop the deck entirely. There were games where I simply dominated. Sitting behind a Batterskull or equipped Sword and T3feri with fist-full of countermagic is a wonderful thing. But more often it felt like I was always playing from behind (regardless of how the game was actually progressing). It was always a very precarious feeling, knowing that you're only ahead because you've snagged something with Queller, and that if they kill Queller before I have T3feri for protection, I'm suddenly losing. Constant stress is not a great selling point.

And then there were the games where I actually was behind. I've experience hopeless matchups before because I've lived through Eldrazi Winter and Hogaak Summer. However, it's rare to realize that there's no way for you to catch back up in a matchup that on paper you're favored in. The only way to interact with the board in a typical Stoneblade deck is Path to Exile, blocking, and planeswalkers. And that's great against small numbers of creatures. However, in any aggro matchup, if I didn't curve out with Batterskull I just got swamped. The only way of catching back up, especially game 1, is to stall with looping Cryptic Command and Mystic Sanctuary until you can find a threat to close the game. Which is slow and fragile, and those loses were just the worst.

A Lesson from History

This is made worse for me by my own history. I played Jeskai Tempo back in late 2017-mid 2018 and I loved that deck. It was the same strategy in principle: play counters and board control, then get a threat down and ride it to victory. Geist of Saint Traft is a great threat when you have burn to clear the road, which was the key to that deck. It was so mana-efficient that it just pushed through every other deck. If it fell behind, the burn would hold the line and Snapcaster Mage cleaned up. Jace was legal by that point, but I wasn't playing it because it cut into the highly proactive gameplan. The opponent was never safe from being burned out and struggled to gain traction. Thus Jeskai still ended up playing from behind, but it could do that and still win.

In contrast, Stoneblade is only proactive if it sticks a turn-two Stoneforge Mystic. At all other times, it's reactive. Stoneblade is primarily counters, and if those don't line up correctly, it's just finished. Path-Snap-Path then start blocking is the only way to fight out from a creature swarm, a line that fares poorly against swaths of tougher beaters. Stoneblade leans heavily on Batterskull holding the ground. And it's very good at that, but that won't always work. Or opponent's will kill the 'Skull, and there goes the whole plan. The deck just struggles when its cards don't line up, which is far more likely thanks to being more reactive. Thus, I can't stand playing the deck and am surprised when it does well.

The Alternative

This is especially confusing when I think there's a better version out there. It's certainly seen more play since Stoneforge was unbanned. And I enjoy playing it more than UW. I am, of course, talking about Bant Snowblade.

Bant Snowblade, GabbaGandalf (MTGO League 5-0)

Creatures

3 Uro, Titan of Nature's Wrath
4 Ice-Fang Coatl
4 Stoneforge Mystic
1 Vendilion Clique

Planeswalkers

2 Teferi, Time Raveler
1 Jace, the Mind Sculptor
1 Teferi, Hero of Dominaria

Artifacts

1 Batterskull
1 Sword of Feast and Famine

Sorceries

2 Supreme Verdict

Instants

4 Opt
4 Path to Exile
2 Mana Leak
2 Force of Negation
1 Archmage's Charm
2 Cryptic Command

Lands

4 Misty Rainforest
4 Flooded Strand
2 Windswept Heath
2 Breeding Pool
2 Hallowed Fountain
2 Field of Ruin
1 Temple Garden
1 Mystic Sanctuary
2 Snow-Covered Forest
1 Snow-Covered Plains
4 Snow-Covered Island

Sideboard

2 Ceremonious Rejection
2 Veil of Summer
4 Aether Gust
2 Celestial Purge
1 Dovin's Veto
2 Ashiok, Dream Render
2 Timely Reinforcements

In my estimation, this deck plays far better than UW Stoneblade. All of the threats can be played proactively for value, which means Bant actually advances its gameplan more often and more consistently than UW does. Ice-Fang Coatl continues to be a very solid card, and in non-aggro games can end up putting in a surprising amount of pressure. Uro being recurrable means that Bant can play more fearlessly into open blue mana than UW will, and what this means is that Bant plays more like Jeskai did. And when I'm testing with the deck, I have a lot more fun than sweating through UW.

The real bonus as far as I'm concerned is the aggro matchup. While the main interaction is still Path, Bant runs Supreme Verdict which is a literal lifesaver. Bant can get overwhelmed just like UW, though activated Ice-Fang helps considerably. The difference is that Bant has Verdict as an actual out and a means to regain a lost board. Add in Uro's lifegain and games against Prowess, Dredge, and Ponza feel infinitely better.

The final plus for Bant is in sideboarding. All the best hate is in white and shared between decks, but green gives Bant access to Veil of Summer. It's still the best anti-Jund card out there, though mass adoption of Aether Gust makes it less effective in UWx mirrors.

The Problem

Given that Prowess is storming to the top of the metagame, and in my experience Bant feels better in that matchup, it would make sense for Bant to still be tiering highly. Definitely not as high as it was with Arcum's Astrolabe, but I expected it to still be a metagame presence. However, that clearly isn't the case, as no Bant deck made the Tier list at all. Meanwhile, UW just kept racking up results. And I'm left wondering how it all happened.

The blow from losing Astrolabe was heavy, I'll admit. Ice-Fang is a removal spell far less often, and the deck can't just spend all its time cantripping anymore. Thus, there's been a small consistency hit. However, that loss can't explain the dramatic decline because the core of the deck's power (Uro and counters) is still intact. It's possible, though completely undeterminable, that players are simply walking away because the nostalgia is too great. Much like my lament for Jeskai Tempo, pre-ban Bant players see just how much better the deck used to be and the disparity between the heyday and now is too much to bear. Perhaps the popularity has fallen off despite the power hit being non-fatal. That sounds likely to me, but I'll never be able to measure it, much less prove it.

Another explanation may be deck-of-the-week syndrome. Again, Shark Typhoon is seeing a surge of play in UW, and players are always more excited to try the new thing rather than stick to old standbys. This may account for some of UW's increase, but there's nothing stopping Bant from doing it too. I don't see how or why Bant wouldn't adopt Typhoon if it's really that good when UW can. In point of fact, I don't see Bant adopting Typhoon as frequently as UW, but I don't know why that's happening and don't think it's intrinsic to either deck.

The Usual Suspect

One thing I can measure is the manabase. Bant's is far more painful than UW, and in a world full of Prowess, that may be the killer. This is not unique to this era of Bant; it was just as painful pre-Astrolabe. The thing is that Bant has to actually feel the pain more often. Astrolabe fixed mana both directly (changing one color to another) and indirectly (being a cantrip). This meant that Bant didn't have to fetch and shock as often, giving it a manabase on net as painless and stable as UW. Now that it has to be reasonable again, players must be deciding that the extra power isn't worth the life, even though I hold that Uro makes up for the life loss. Given my testing showing that Bant is as well positioned or better than UW, that pain is the only explanation I can come up with.

That's How It Is

Sometimes it's the little things that matter most. Power isn't everything in Magic, and even a tiny edge can mean everything. Despite feeling a lot worse to me both in goldfish terms and in many matchups, the greater Modern community has determined that UW Stoneblade is superior to Bant Snowblade. At least for now, well see what August's data says.

Insider: An In Depth Look at All the New “Rarities” Part 2

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Today we continue with our look at the new rarities discussed last time. If you haven't read that article yet, it can be found here.

Set Breakdown, Continued

Theros Beyond Death

We'll start with the extended art options, as these were again only available in the Collector Boosters. According to our breakdown, we have 54 extended art rares and mythics that could be pulled in the nonfoil slot. Unfortunately, I don't have any pull data from Theros Beyond Death, but if we assume the standard 1/8 probability of the extended art card being a mythic instead of a rare then with the 12 packs in a Collector Booster box, you could expect 1.5 extended art mythics, which equates to around a 30% probability of getting any specific one.

The Collector Booster packs had a second slot that could house a foil extended art rare or mythic, but that slot also could contain a standard foil rare or mythic, so the odds of getting any specific extended art card drop accordingly.

The second slot is the only slot possible for foil extended art cards. While I couldn't find any large scale pull data, from watching a few Collector Booster box openings it seems like somewhere around 1/4 of the time the foil slot was an extended art.

If the foil extended art cards are about 1 in 4 packs of Collector Boosters only and there are a total of 54 options, then you would expect to have to open 18 boxes of Collector Boosters to get 1 of each. Given the MSRP of those boxes, that is a lot of money, which again makes me think that the extended art foils may be undervalued currently.

If we look at just the mythic options for Theros Beyond Death, we get an average foil multiplier of 2.3 between regular version and extended art and 2.69 between extended art and extended art foil. What is most interesting is that Nyxbloom Ancient has the lowest overall multiplier between regular versions and extended art foils of just 3.93x, which given its high demand in Commander seems criminally low.

If we look at the borderless cards from Theros Beyond Death, it seems to be typical with the first few sets these are limited to the planeswalkers of the set. Unfortunately, the planeswalkers of Theros Beyond Death are, put frankly, underwhelming. The market price for the three planeswalkers is abysmal; including the borderless variants. As of 8/5/20 they are;

  • Ashiok, Nightmare Muse- $4.29
  • Calix, Destiny's Hand- $2.11
  • Elspeth, Sun's Nemesis- $2.06

These are basically bulk mythic status, so the fact that all 3 of the sets planeswalkers have hit these lows says a lot about the value of the set overall. If your box doesn't include Uro, Titan of Nature's Wrath then you're likely in the red. Now luckily, this set hasn't quite gotten as bad as Dragon's Maze, as there are still a few $10+ mythics in it, but most of the value is tied up in Uro.

However, this lack of value could actually be good for speculators. If you choose a card out of this set, especially one of the special rare variants that ends up blowing up in the future, it's likely to have a higher price ceiling because of how low so many of the other cards are. This is not a set where cracking collector's packs comes out super profitable.

Core 2021

Again the extended art cards are limited to Collector Boosters only. Yet again, we have a guaranteed extended art rare or mythic and 2 potential foil extended arts. Though, when we look back at the pull rate data from last week we see that the Ikoria Collector Boosters tended to have a foil extended art rare around 27% of the time.

The good news is the Ikoria Collector Booster only had 1 slot for these to show up in, while the Core 2021 has 2 slots, so we could expect to see significantly more foil extended art rare/mythics from Core 2021 Boosters. What makes this more interesting is when we do another price comparison and multiplier table for the Core 2021 options.

Looking at this table we get similar results to Theros Beyond Death with an average of a 1.8x multiplier for extended art vs regular art and an average of 2.25x of extended art foil vs extended art.

The other interesting change found in Core 2021 was the increase in the borderless options, instead of only featuring planeswalkers; Core 2021 included three other Commander cards. In fact, these cards were what actually inspired me to dig into this topic. The prices for these seemed criminally low compared to "rarer" rares.

Looking back at the tables showing the pull rates for these cards, we see that a draft booster box tended to have around a 6% pull rate for a foil mythic borderless card and an 11% pull rate for a foil rare borderless card. For nonfoils, we saw around a 38% chance for a mythic borderless and a 91.5% for a rare borderless. What this says to me is that there will likely be A LOT of the rare borderless cards in supply as one typically gets 1 per box. This seems to be reflected in their very low prices. What gets a bit more interesting is the foil borderless as the multiplier is noticeably lower than the probability comparison would suggest.

After all, if we divide the probabilities we would expect about 6 nonfoil mythic borderless cards to be opened for every foil one, of course, that is strictly from draft boosters. The data from the Collector Boosters has a lot more foil borderless cards with one expecting between 2 and 3 foil mythic borderless and 6 and 7 foil rare borderless per Collector Booster box. I believe that the reason the multiplier is currently so low is because we've had a massive glut of supply enter the market. People cracked Collector Boosters and started putting more cards into circulation, but once the Collector Boosters dry up, I expect the prices to rise.

Conclusion

I currently believe that some of the cheaper borderless foils from Core 2021 may be decent pickups. I myself have picked up about 6 foil Cultivate as it looks gorgeous in foil and prior to the Core 2021 reprint I have successfully sold 20-30x other versions of the card for $1-$2 each over the past 2 years. I bring that up because it is a ubiquitous card in Commander decks that play green and core sets tend not to sell as well and thus supply tends to be lower in the longer term.

To make matters even more interesting we had both Jumpstart and Double Masters release shortly after Core 2021 so many players are forced to ration their Magic expenses across multiple product lines, thus I expect even less Core 2021 supply than usual.

Five Under-The-Radar Reserved List Cards

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It’s Sunday morning, and I am doing my daily check of MTG Stocks’ Interests page. I wish I could say that I’m surprised by the latest seemingly random Reserved List buyout, but these have become so commonplace these days that all I can do is chuckle and shrug.

Like many others, I assume, I rushed off to an array of domestic sites to search for any stock of Ancestral Knowledge at the old price, but to no avail. The buyout was fast and thorough this time. A shame too, because I actually like the art on this one and wouldn’t have minded owning one for my small “for keeps” collection.

Oh well, I had years to acquire a copy and I simply never prioritized it. There’s no need to sit here pining for a copy now as that isn’t productive.

What is productive, though, is what the rest of this article will be about. There are probably other Reserved List cards I would like to own a copy of but haven’t prioritized. Maybe I should look at grabbing my copies now before the next sudden buyout occurs and I’m left with the FOMO that ensues. Some playable Reserved List cards just may be the next buyout target.

Five Smart Reserved List Pickups

1. Carrion

There was an error retrieving a chart for Carrion

Obviously, I’m not considering this card for its artwork. Yuck! Rather, there are a couple of things I like about this Reserved List card from Mirage. First, it has the ability to generate a ton of creatures at instant speed. While 0/1’s don’t do a whole lot by themselves, there are many things one can do with so many creatures. Granted, this card sees almost no play in Commander according to EDH REC, but the card’s ability isn’t useless like some other Reserved List cards.

The second factor that convinces me this is a solid pick is the stock on TCGplayer. There are currently 59 listings—a surprisingly low number considering the minimal play this card sees. Maybe the card is more popular than I initially thought. Card Kingdom’s buylist is $2.05, so there must be some demand for this card.

Here’s my last piece of rationale for this card…get your tin foil hat ready. Check out this snapshot of some list Reserved List cards on the mothership’s website. Notice anything weird?

Most other cards on the site can be viewed by mousing over the card to view the pop-up image. But Carrion (along with a couple others) is excluded. Surely, this site has been around for years now so any bugs would have already been caught and corrected, right? Even Invoke Prejudice has a mouse-over image stating the card is racist and its image has been pulled. What is so special about Carrion, I wonder?

2. Chaosphere

There was an error retrieving a chart for Chaosphere

Other than dragons and phoenixes, Red isn’t known for flying creatures. That strength typically belongs to White and Blue. No worries, because Chaosphere and turn the world on its head! It essentially gives flying creatures non-flying and non-flying creatures flying, at least in how they can/can’t block each other.

I remember playing this card after opening it up in a booster pack a long time ago, when I first started playing Magic. While it doesn’t see much play in Commander today, I think it could find a home somewhere. If nothing else, it could slot into a chaos-type deck with random effects. The card is a couple bucks on TCGplayer and buylists for $1.75 on Card Kingdom’s site. While there are about twice as many copies for sale vs. Carrion, the stock isn’t infinitely deep. If this is a card you’ve been wanting for a long time but haven’t prioritized, there’s no harm in picking up your playset sooner rather than later.

3. Phyrexian Purge

There was an error retrieving a chart for Phyrexian Purge

How much are you willing to pay in a game of Magic for a one-sided wrath effect? You can do it for nine mana using Plague Wind, for that’s a lot of mana. The cost is less prohibitive in Commander, I suppose, but still requires dedication of a turn’s worth of resources. It also takes a while to set up.

Enter Phyrexian Purge, a more versatile removal spell that can function as a one-sided wrath for just four mana! Granted, you have to pay three life per creature, but life is plentiful in Commander! The card is also flexible, in that you don’t have to kill every creature on the board—you could choose to kill only the three or four giving you the most difficulty at that point in time.

This one I really like because its stock on TCGplayer is relatively low: only 35 listings. Card Kingdom is paying $2.50 on their buylist, and I can see that climbing in the near future. The artwork doesn’t resonate with me all that much, but it has that classic Mirage feel to it. This one has potential to pop.

4. Flooded Shoreline

There was an error retrieving a chart for Flooded Shoreline

This Visions Reserved List rare isn’t likely to spike tomorrow. But I mentioned it here because it could see increased Commander play if more people knew about it. Erratic Portal (an $8 card) has some advantages to Flooded Shoreline, I’ll admit: it’s colorless and only requires one mana to activate. But in blue decks, I wonder if Flooded Shoreline is equally good.

Returning Islands to one’s hand can be annoying, but is only really problematic in early turns. Later on in the game, excess lands in hand can be pitched to card sifting effects like Compulsive Research. The advantage of this card over Erratic Portal is the lack of conditionality—that creature is bounced to its owner’s hand and there’s no mana that can be paid to prevent it. This means there are a good number of circumstances where this card is better than the Portal, the most important of which is that you can use Flooded Shoreline even if your opponent has mana open!

You can also use Flooded Shoreline multiple times in a turn and the enchantment only costs two to cast (vs. 4 for Erratic Portal). I’m envisioning playing this enchantment, bouncing my own Vendilion Clique at the end of opponent’s turn, flashing it back in, and then bottoming an Island to draw a card. Oh the value…

5. Bone Dancer

There was an error retrieving a chart for Bone Dancer

Let’s face it, this card is no Thada Adel, Acquisitor, but that doesn’t mean it’s unplayable. The obvious application of this creature is to give it some sort of evasion with another card, and then go to town resurrecting your opponent’s creatures one at a time. But there’s more to this card than meets the eye.

Imagine a multiplayer game of Commander, where alliances are being forged through diplomacy. A player can attack an ally with this card and, under agreement, forego damage to resurrect their creatures. There’s more to this creature than meets the eye, which is probably why this is a $3 card and buylists to Card Kingdom for $1.60.

Wrapping It Up and Honorable Mentions

In hindsight, I could have approached this article in a different way. Rather than going semi-deep into five cards, I could have kept my analyses brief and talked about ten cards. Or twenty cards. In reality, the Reserved List is filled with artwork gems, corner cases, unique effects, and Commander playable cards.

With minimal explanation, I have a few honorable mentions worth touching upon. First, there’s Bazaar of Wonders, which isn’t a great card but has sweet artwork reminiscent of Bazaar of Baghdad. Corrosion is still near-bulk, but could see play in BR Commander decks as a way of gradually removing all of the opponents’ mana rocks. Forbidden Ritual is also near bulk, but is kind of a precursor to Bolas's Citadel. Remember all those 0/1’s generated by Carrion? I just found a good use for them!

Then there’s Goblin Bomb, Lotus Vale, Heat Stroke, Psychic Vortex, Dominating Licid, and (albeit more costly already) Lifeline. The list goes on and on—there are so many strange and interesting cards with powerful, unique effects on the Reserved List.

It’s impractical to rush out and buy a playset of every card on the list. But as the Reserved List garners interest from the speculator community again, now may be a good time to acquire those cards which you’ve been wanting but haven’t yet prioritized. It’s too late for me and Ancestral Knowledge, but don’t make the same mistake I did. I listed a handful of Reserved List cards that caught my eye, but there are many out there worth considering. Pick up what looks interesting to you, and ignore the rest, knowing you don’t have to worry about the sudden buyouts any longer!

Good Fortune: Thieves’ Guild Enforcer in Rogues

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I'm a firm believer in playing what you love in Modern, and in Magic. For me, that often means Tarmogoyf, although I do occasionally try other flavors. Among my Goyf-related pet projects is Rogues, a longstanding deckbuilding challenge with a simple rule: run 4 copies each of Thieves' Fortune and Tarmogoyf.

Creating and holding to such restrictive exercises can do wonders for both personal and format exploration, no matter the overall strength of a resulting deck and even if the excursion eventually leads to something outside its own parameters. Lately, the release of Thieves' Guild Enforcer led me to revisit Rogues, a deck that has long clamored for additional one-drops with which to enable Thieves' Fortune.

Rogues Through the Ages

Rogues started out in a Temur shell running Humble Defector and employing a Splinter Twin package. With the enchantment's banning, it adopted Traverse the Ulvenwald and Kiki-Jiki, the latter providing a clunky combo that wasn't really what I wanted to be doing in the first place. Rogues lay dead in the water until Fatal Push and Fourth Bridge Prowler baited a switch to black from red as interactive colors. And I touched again on Rogues with the release of Robber of the Rich and the unbanning of Stoneforge Mystic, the pairing of which stretched the deck thin color-wise.

Out in Force

While Prowler was great in matchups featuring x/1s, it was far from the one-drop Rogues needed, which would be closer to Delver of Secrets but on-tribe; an aggressive creature with some form of evasion that clocked adequately in a pinch. Then came Thieves' Guild Enforcer, a card compact enough to apparently merit inclusion in some actual Delver decks: CHERRYXMAN maxed out on the Human to enable Vantress Gargoyle, so why shouldn't we use it for Thieves' Fortune?

Enforcer has a number of legs up on Prowler. Once the eight-card condition is met, it swings like a flipped Delver, and with deathtouch to scare off blockers. Deathtouch is great on defense too, especially combined with flash; we can drop it into combat to take out a pesky fatty. Flash also gives us the choice between instants like Fatal Push or other options such as Spellstutter Sprite on an opponent's turn, rather than committing to playing a Rogue on our turn. Turn one Rogue can be nice to set up Fortune, but what if opponents then play Noble Hierarch? In that case, Push into Goyf tends to be a much sleeker line, and Enforcer gives us the most possible time to decide.

Sultai Rogues (Full Force Remix)

Here's where I landed:

Sultai Rogues, Jordan Boisvert

Creatures

4 Tarmogoyf
4 Thieves' Guild Enforcer
4 Faerie Miscreant
1 Fourth Bridge Prowler
1 Faerie Impostor
1 Spellstutter Sprite
1 Snapcaster Mage
1 Scavenging Ooze
1 Brazen Borrower
1 Lurrus of the Dream-Den

Artifacts

3 Cloak and Dagger
4 Mishra's Bauble

Instants

4 Thieves' Fortune
4 Fatal Push
1 Spell Pierce

Sorceries

4 Traverse the Ulvenwald
1 Unearth
1 Collective Brutality

Lands

1 Island
1 Swamp
1 Overgrown Tomb
4 Blooming Marsh
4 Misty Rainforest
4 Polluted Delta
2 Watery Grave
1 Breeding Pool
1 Verdant Catacombs

Sideboard

4 Veil of Summer
2 Collective Brutality
2 Ceremonious Rejection
1 Grafdigger's Cage
1 Damping Sphere
1 Faerie Macabre
1 Yixlid Jailer
1 Spell Pierce
1 Mystical Dispute
1 Bojuka Bog

The Toolbox

With all that digging and tutoring, it pays to have a fleshed out toolbox.

Fourth Bridge Prowler: A card that reinvigorated my Rogues project when it was spoiled, Prowler has indeed been demoted to bullet thanks to Thieves' Guild Enforcer, a far superior enabler for the deck. The card can still be a decent one-drop for some openers, but truly shines as a tutor target, where it shows up after blocks to finish off weakened Goyfs or pops out of the deck to handle Dark Confidant, Grim Lavamancer, mana dorks, and other troublesome x/1s.

Faerie Impostor: I always liked two copies of Impostor in this deck, since when it's good, it's very good. That being said, it's certainly clunky when it's not good, and this build is tight enough for space that I went down to one. Still, re-using ETB effects is great here, and slamming Impostor with Cloak in play creates an impressive clock at the same time.

Spellstutter Sprite: While not a Rogue, Spellstutter synergizes with a key enabler in Faerie Miscreant and gives us precious stack interaction. Grabbing Sprite for value in the mid-game is a great way to secure a lead.

Snapcaster Mage: We don't have that many instants and sorceries to hit with Snapcaster. When drawn naturally, the creature usually serves as an extra Traverse or Fatal Push. But in the deck as a Traverse target, Snap lets us re-use the bullets we dig for with Thieves' Fortune, which grants it tons of utility.

Scavenging Ooze: A late-game powerhouse and incidental grave hate for all stages of the game. Some decks absolutely have to remove this card to do their thing. Ooze hoses Uro, Snapcaster, other delirium decks and more.

Brazen Borrower: Another excellent newcomer for the archetype, Borrower is itself a Rogue with flash, lending itself well to enabling Fortune. At the same time, it's a searchable bounce spell and multiple spells rolled into one card.

Lurrus of the Dream-Den: The sleeper best creature in the deck, and a major draw to Traverse strategies in black. Having access to a multi-use Snapcaster for permanents helps us win wars of attrition in the late-game, and we're already on 4 Bauble. Of course, that makes Lurrus better suited to shells like Jund Rock, but those lists are rarely equipped to run a Traverse package. That means we can benefit from Lurrus in those matchups.

Noncreature Bullets

Traverse the Ulvenwald won't find these bad boys, but thanks to Thieves' Fortune, they're never too far out of reach. As mentioned, boasting Snapcaster lets us semi-reliably use a key spell twice in a game.

Spell Pierce: Pierce is just so good in Modern. The noncreature-heavy decks walk into it at all points of the game, be it with big planeswalkers or just generally big turns, and a naturally-drawn Pierce beaks up early plans like nobody's business. It's mostly just bad against Zoo-style decks, which are more or less nonexistent right now. Against Prowess, the format's closest analogue, countering Manamorphose or Light Up the Stage is the truth.

Unearth: Similar to Snapcaster, with some downsides and upsides: it can't be searched, but it provides a tempo boost. Also excellent with Snapcaster, not to mention Lurrus. Unearth represents a lot of options in the mid-game.

Collective Brutality: Early enabler or all-around role player, as needed. Extra copies in the side help us turn on lightning-fast in the matchups where Brutality dominates, like Burn.

Situating in Modern

Not too long after I started messing around with Rogues again, Stormwing Entity came to be, which prompted a change of course that currently has me singing its praises in a different Traverse the Ulvenwald deck. The lesson from Rogues this time around is similar to the lesson from Rogues the first: the better deck tends to abuse the better card better.

That fact of life has me second-guessing Delirium Delver—is the deck necessarily on an even keel with Traverse Shadow, Modern's other delirium exploiter? Natch, the only way to find out is to keep on grinding! How are your piles holding up, and what have you learned about your favorite cards in isolation? Let's keep the conversation going in the comments.

July ’20 Metagame Update: Post-Astrolabe Ban

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Another month gone in quarantine. At least, I think it's been a month. Time is steadily losing all meaning to me. What even is this year, and what was I talking about? Oh yeah, it's August now, so I need to take another look at Modern's metagame. Fire up the spreadsheets and break out the data; let's see what's changing!

The banning of Arcum's Astrolabe means that I can't use the totality of July's data. Anything from before July 13 reflects a Modern that no longer exists. Therefore, I'm only going to sample post-ban results, meaning everything from July 13 until July 31. I also can only sample those events that have actually had their data published, which I think is obvious, but it's not every event that has happened. I've checked: more Preliminaries and Challenges happen every week than Wizards reports. I don't know if this is Wizards refusing to publish everything or if events are failing to fire. In any case, a craftsman must work with the tools he has.

July Metagame

In a departure from my usual method, I'm doing as close as is actually possible to our earlier-style metagame update. I can't actually do an update exactly like we did in the early days for several reasons. However, I've adapted it to the current realities and am going to keep refining the method. It's not perfect, but it's a more statistical method than I have been using.

The first and primary reason is that the old system simply isn't needed right now. It used a points-based weighting system in effort to smooth out the discrepancies between paper and online Magic. Paper results were given extra weight because they were more reliable. MTGO may be more accessible, but it also has a smaller player base. Millions play Magic, but only a small fraction are willing to maintain a digital collection. Those that do play MTGO tend to play lots of events and show up in results more often, leading to more outlier results. That just didn't happen in paper, so we added weight to the more accurate results. There are no paper events happening, just MTGO events. Thus the weighting system is meaningless.

The second reason is that even if I were to use the system, it wouldn't accomplish anything. Tiers were determined using a points system, rewarding decks that placed highly rather than those that were simply popular. That points system was designed for a world with Grand Prix and Pro Tours. We don't have those now, and coupled with a lack of paper results, the pointing system didn't actually change anything. When I did June's metagame, I tried the points and it was the same as doing it by prevalence. So I dumped the points to save myself some work and readers some confusion.

The Tier List

That said, the statistical method of determining Tiers is still valid. Take the average result, and anything that does at least twice the standard deviation above that is Tier 1. Between one and two deviations is Tier 2. From one deviation to the average is Tier 3. I recorded 55 different decks in my sample range, representing 350 results. The average number of results was ~6, with a standard deviation of  ~7. So any deck with at least six results made the tier list. 13 results makes Tier 2 and 20 or more is Tier 1. I'm doing the entire list in one table because Tier 1 is very small.

Deck NameTotal #Total %
Tier 1
Eldrazi Tron3610.28
Izzet Prowess298.28
Ponza236.57
Jund226.28
Tier 2
Mono-Green Tron195.43
Dredge174.86
UW Stoneblade174.86
Snoop Goblins144
Tier 3
UW Control113.14
Rakdos Prowess113.14
Storm102.86
Burn102.86
Temur Shift102.86
Humans92.57
Mono-Red Prowess92.57
Temur Rec72
GDS72
Amulet Titan72

Four decks crossed my threshold to make Tier 1. Eldrazi Tron is sitting atop the metagame by a comfortable margin. This is followed by newcomer Izzet Prowess, which has blue for primarily Sprite Dragon and Stormwing Entity. Old standby Ponza and a resurgent Jund round out the top. The old guard may celebrate, for Jund is apparently Tier 1 again.

Mono-Green Tron is also back, just missing the Tier 1 cutoff. It's joined by Dredge, UW Stoneblade, and Goblins in Tier 2. It's interesting and convenient that there are only four decks apiece in the top two tiers, but that's how the data fell. UW Control and Rakdos Prowess lead a very diverse Tier 3, filled with old stalwarts and Temur decks. There's a lot to consider here, so let's pull it apart for easy digestion.

Bant 'Snow-More

First and foremost, Bant generally and Bant Snow specifically are gone. No bant decks made my Tier list. In fact, Temur Reclamation and Scapeshift are the only Tiered decks that played snow-basics and Ice-Fang Coatl. And that wasn't universal. Along with snow's decline, Uro, Titan of Nature's Wrath has taken a beating. Again, the Temur decks still ran him, but the metagame as a whole has moved on. I think it safe to say that banning Arcum's Astrolabe worked. Snow isn't completely dead, however, and both Bant and Sultai Snow did put up results. Not enough to be Tier decks, but enough to tell me that they're still reasonably competitive. Sultai did slightly better, likely thanks to Dead of Winter; without Astrolabe, players need another compelling reason to play Snow to make the spin worth it.

On the same note, the metagame has been throughly shaken up. Eldrazi Tron and Ponza are the only decks still in top tier slots from before. Big threats, acceleration, and disruption are a good combination. This isn't entirely surprising in context. Before the ban, Snow midrange decks reigned and got all the press. Eldrazi and Ponza are both decks that are good at out-muscling midrange. This may also be a factor in Mono-Green Tron's resurgence. It's a master of going over the top of decks, but struggles against counterspells. The main counterspell deck took a hit, so now Tron's back.

Colorless Menace?

On that note, Eldrazi Tron has a very commanding metagame percentage relative to everything else. This shouldn't be too surprising for the above-mentioned reasons, but there is something else to consider: Eldrazi is cheap online. Eldrazi Tron has been one of the cheapest good decks on MTGO for years. It's not the cheapest, but it's never too far out of contention, making it a very solid investment. Thus, it always sees a lot of play and does well online, which is a big asterisk on its results. However, this time I think E-Tron's position is justifiable thanks to the next entry.

...Or Red's Prowess?

An unexpected entry is Izzet Prowess. Prowess doing well is no surprise; 2020 has been a good year for tiny hasty red people. That Izzet supplanted Mono-Red to such a degree is surprising. At least some of that can be put down to deck-of-the-month syndrome. It's new and plays new cards, so there's excitement for the deck and higher adoption as a result. However, Dragon and Entity genuinely seem like upgrades to the deck, so this might be no accident.

Still, to link back to E-Tron, Prowess is simply the most popular archetype on MTGO right now. I recorded 53 different Prowess decks, the most popular being Izzet and Rakdos. That means Prowess represents 15% of the metagame, far surpassing any other strategy. This in turn helps explain E-Tron's prevalence. Prowess is explosive thanks to all its one-drops. Etron is really a Chalice of the Void deck, and Chalice is a nightmare for Prowess. Izzet can fight Chalice better thanks to Dragon's buffs being permanent, but like any velocity deck when the motor spins down, Prowess just sputters. So long as this Prowess saturation continues, Etron will be very well positioned.

Also, UW Control is Back

The final thing to note is that UW is back. It has been hanging around for some time, but the Bant decks kept overshadowing everyone else thanks to all the now-banned cards. With Bant finally suppressed, UW is rising again. Not only that, there's a choice of strategies. UW Stoneblade was the more popular deck in July, but straight UW Control was a fine choice. Worth noting, if I'd combined the two, then UW would be Tier 1. Don't sleep on this deck.

Worth noting: UW Control has a pretty narrow range of spells, while Stoneblade is all over the place. There is a standard package of Cryptic Command, Path to Exile, Mana Leak, Opt, Jace, the Mind Sculptor, and Teferi, Time Raveler across all flavors of UW. The distinction is win conditions. Control tends to have few creatures and relies on planeswalkers to win. Stoneblade, naturally, plays more creatures, but there's no consistency. Some are closer to UW Tempo with Restoration Angel and value creatures. Some are closer to control and use Shark Typhoon. The central interaction package is proving to be very flexible for however you choose to play UW.

The Weekly Discrepancy

However, this metagame only emerges when you look at the aggregate data. On a weekly basis, things are not so clear. And E-Tron starts to look like an outlier. And other decks start to look more like real contenders. This is the problem with only using MTGO results: there are wild fluctuations, and flavor of the week is very, very real. As a result I want to reiterate that my results only apply to MTGO, and there is no "real" Modern metagame right now. When paper eventually comes back, there will be more stability and reliability to the metagame results.

Week 1

Case in point: consider how things looked during the first week post-Astrolabe. There was no data to go on, and so it reflects the rawest take on the new Modern. And the top tier was figured out, even if nothing else was. I'm going to include the full list of every deck for each week. This is partially to settle any questions about where X deck ended up, but also so that everyone can see the raw data I created the tier list from. And if they want to challenge my work, they have the data to do it with.

Deck NameTotal #
Jund8
Eldrazi Tron7
Izzet Prowess7
Ponza7
Burn5
Mono-G Tron5
Storm4
GDS4
Snoop Goblins4
Prowess3
UW Control3
Infect3
Rakdos Prowess3
UW Stoneblade3
Sultai Snow3
Amulet Titan2
Rakdos Midrange2
Neoform2
Toolbox2
Humans2
Sultai Rec2
Dredge2
Crabvine1
Ad Nauseam1
Bogles1
Izzet Delver1
Bant Valakut1
Copycat1
Elementals1
Sliver1

The top four decks the first week are July's Tier 1. They're not in the same order, but they're all there. And on top by a decent margin considering the overall sample size. Past that, the whole of Modern is in flux. The mid-level decks are nothing like the final Tier 2, and there's a wild assortment of singletons. Which is about what I'd expect of a brewers metagame post-ban.

Week 2

The week of July 19 was the week that made E-Tron the top deck in July. However, it did so in a way that makes it look like an anomaly.

Deck NameTotal #
Eldrazi Tron21
Jund9
Izzet Prowess9
Mono-G Tron8
UW Stoneblade8
Ponza8
Snoop Goblins7
Dredge7
Jund Shadow5
Storm5
Ad Naus5
Temur Shift5
UW Control5
Mono-R Prowess4
Amulet Titan4
Burn4
BR Prowess4
Humans3
Bant Snow3
GR Prowess3
Temur Reclamation2
Sultai Reclamation2
GDS2
Infect2
Bant Reclamation1
Toolbox1
Sultai Snow1
EnT1
As Foretold1
Hardened Scales1
Mono-W Tokens1
U Tron1
Jund Prowess1
Pox1
Neoform1
4 C Shadow1
UB Tempo1
Crabvine1
Niv 2 Light1
Whirza1
Titan Shift1
Slivers1
Bant Control1
Temur Control1

That is a huge spike in placings, from 7 to 21. Especially when looking at the other decks, which are all doing about the same as they did the previous week. Week 2 had more results reported than the other weeks, but that doesn't seem to have been a factor in E-Tron tripling its presence. I don't have a means of explaining this spike. Mono-Green Tron was also up, so it may have been a good week for Big Mana. The catch is that Amulet Titan plummeted from 4 to 1, so if it was Big Mana's time, it was only for the colorless crowd. This smells like a popularity-driven spike, and therefore an outlier and not indicative of anything. However, I have no way to verify if that's true.

Week 3

That week 2 spike looks especially suspect when moving to last week's results. And then adds more side-eye to the conversation when looking at Izzet Prowess.

Deck NameTotal #
Izzet Prowess13
Eldrazi Tron8
Dredge8
Ponza8
UW Stoneblade6
Mono-G Tron6
Temur Shift5
Jund5
Temur Rec5
Rakdos Prowess4
Humans4
Bant Snow3
Snoop Goblins3
UW Control3
Copycat2
Hammer Bros2
Burn2
DnT2
Mono-R Prowess2
Niv 2 Light2
Sultai Rec2
GDS1
Jund Shadow1
As Foretold1
Storm1
Crabvine1
Amulet Titan1
Izzet Breach1
Dimir Control1
Temur Control1
Gruul Eldrazi1

E-Tron is back to previous levels, while it was Izzet Prowess specifically that spiked. No other Prowess deck spiked, so it was something to do with the Izzet version that week. The spiking of the two decks that ended up being the top of the metagame is particularly suspect when looking through the rest of the data. Everything else that eventually made Tiers 1-2 was very consistent. Were it not for those spikes, the top 2 decks wouldn't have been on top by the margins they were and Tier 1 would have been a very level playing field. Thus, I regard the top decks with suspicion.

What it Means

There's no bones about it, Prowess variants were the most popular decks in July, followed by Eldrazi Tron. E-Tron is suspect for many reasons, but I can be unequivocal about Prowess. Even without Izzet's spike, the archetype would have beaten everything else by a good margin. That's what I would prepare against first and foremost. Outside of that, Modern looks like it's in a good, diverse place again. However, we'll see how it develops.

Banned and Restricted List Update – August 3rd, 2020

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The August 3rd, 2020 Banned and Restricted announcement is live! Here's the full list of cards in every format:

Standard

Wilderness Reclamation is banned.

Growth Spiral is banned.

Teferi, Time Raveler is banned.

Cauldron Familiar is banned.

This is perhaps one of the most impactful Standard bannings that Magic has ever seen. This sweeping change is probably too little, too late, considering most of these cards were due to leave at rotation, but will be a welcome reprieve for those still playing the format on Arena and MTGO. Growth Spiral decks alone accounted for "68% of the Day 1 metagame" at the most recent Player's Tour Finals.

The looming presence of COVID-19 has suppressed the value of Standard cards across the board, but many cards are primed to see movement due to this change.

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

Pioneer

Inverter of Truth is banned.

Kethis, the Hidden Hand is banned.

Walking Ballista is banned.

Underworld Breach is banned.

In what is definitely the most significant banning since the inception of the format, Pioneer's metagame is given the chance to open up by removing four of the most prominent combo decks in one fell swoop. Dimir Inverter, Kethis Combo, Lotus Breach, and White Weenie (Heliod Ballista) all lose a namesake piece, save for White Weenie. This acts as a strong signal that Pioneer is geared toward fair matches of Magic, and we may not see combo decks of the same style for a long while, if ever.

There was an error retrieving a chart for Walking Ballista

A notable mention from Ian Duke on this round of bannings was the potential banning of Thassa's Oracle, which enables combo kills with Underworld Breach and Inverter of Truth. We get the privilege of seeing how the format shakes out with this potential combo enabler still intact, but time will tell if there is a viable strategy to go along with it.

There was an error retrieving a chart for Thassa's Oracle

Historic

Wilderness Reclamation is suspended.

Teferi, Time Raveler is suspended.

Brawl

Teferi, Time Raveler is banned.

Effective Date and Timing

Breaking with what was somewhat of a tradition, these bans have taken effect immediately as the announcement dropped. We've previously seen separate dates for bans to take effect on various platforms like Magic Arena and MTGO with a pre-announcement for action a week later. This time, we're seeing changes effective immediately with Ian Duke citing the "increased focus on digital platforms" as the primary reason for these swift changes.

Link to the full article by Ian Duke on the mothership.

Reserved List Staples March Higher

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There was a brief couple weeks at the beginning of the COVID-19 outbreak in America, when I didn’t track Card Kingdom’s buy prices. They had to put a pause on their selling, so they dropped their buy prices dramatically. The reduction in buy prices moved in tandem with the selloff in the stock market.

Since then, both the stock market and the Magic market have rebounded robustly. I’m back to monitoring Card Kingdom’s buy prices on a daily basis. I’ve also resumed sending in trade orders to ABUGames, exploiting corner cases of arbitrage where I can find it.

As recently as yesterday (Sunday, August 2nd), Card Kingdom increased their buy prices on some Reserved List cards to the highest they’ve ever been on the site. This week I’m going to provide some updates, highlighting where the pockets of strength are, and where we may see the next wave of increases based on the “out of stock” nature of certain cards.

Dual Lands Climb Again

I’m guessing the relentless climb in Dual Lands stems from persistent demand from Commander and Cube players alongside an inelastic supply curve (prices increase, but supply does not increase in kind). There are no major events where the everyday player can sell their cards (GenCon was just canceled) and not everybody is comfortable mailing cards into a buylist.

Thus, here we are seeing buy prices on Dual Lands hit all-time highs. Here’s the breakdown (Revised Edition, Near Mint):

Underground Sea: $360
Volcanic Island: $295 (this isn’t quite at its high but still close)
Tropical Island: $265
Bayou: $230
Tundra: $210
Badlands: $185
Savannah: $170
Taiga: $170
Scrubland: $150
Plateau: $120

There was an error retrieving a chart for Savannah

Not every one of these prices is the highest ever, but they’re all quite strong. Don’t forget, Card Kingdom’s downgrade for condition is very reasonable on these cards:

Since I’m not talking about Alpha, Beta, or Unlimited Duals here, and all buy prices are over $100, you get Card Kingdom’s best rate on EX, VG, and G condition cards. This makes Card Kingdom’s new buy prices highly attractive.

Or does it?

I will admit I saw the $170 buy price on Savannah and immediately thought about shipping my heavily played copy in for some cash. $119 after downgrades is more than I can remember ever being offered for a heavily played Savannah. But then I checked TCGplayer: the cheapest copy there, in Damaged condition, is listed for over $155. Therefore, I could probably sell my copy at $150 and net $135 or so after fees.

The cheapest Near Mint Savannah is listed on TCGplayer at around $200, or $180 after fees. So even nicer copies could probably fetch a little more than Card Kingdom’s buylist (though I’d argue there’s value to guaranteeing immediate sale to a buylist rather than posting and waiting).

This is all to say one thing: we may not be seeing peak Dual Land buy prices just yet. I doubt a wave of supply will suddenly hit the market unless prices climb higher. And it’s interesting how non-blue duals have climbed so much whereas some of the blue duals have moved far less—could blue duals be due for a bump up in step with the non-blue ones? Tundra’s buy price is only $40 more than Taiga and that seems abnormal.

It’ll be interesting to see where things go from here but for now at least, I’m not selling my duals.

Other Soaring Buy Prices

Outside of Dual Lands, other Reserved List staples are also relentlessly climbing higher and Card Kingdom’s buylist is following in kind. When I jump over to their hotlist this Sunday morning, I readily see some fresh new highs. Noteworthy buylist increases include:

Gaea's Cradle: $380 (higher than Underground Sea!)
Mox Diamond: $260
Lion's Eye Diamond: $190
Grim Monolith: $135
Wheel of Fortune: $140
Gilded Drake: $135
City of Traitors: $110
Serra's Sanctum: $95
Survival of the Fittest: $95

Like before, these all aren’t necessarily at their exact all-time highs. But some are, and others are closing in. Some of these higher prices are probably (again) driven by Commander. But I can’t imagine Lion's Eye Diamond sees a ton of Commander play given its hand-discarding clause. Yet this one moves up in kind with the others.

There was an error retrieving a chart for Lion's Eye Diamond

I wonder if another factor driving up these prices is that we have another reprint set being spoiled and players are again reminded of the safety offered by Reserved List cards? Having chunks of your collection suddenly lose 30-70% of its value can be a feel-bad for some, and maybe they’re seeing these trends and are picking up Reserved List staples in kind?

I don’t want to rehash the old debate of whether or not Magic is a good “investment”. Instead, I’ll merely point out the past performance has been awfully compelling and this could be motivating some individuals to acquire Reserved List cards as an alternate investment. Perhaps added stimulus from the government during COVID-19 is adding fuel to the fire.

On top of that, the U.S. Dollar has weakened recently and this could be driving some high-dollar cards overseas. Perhaps the supply is dropping in the U.S. exclusively, and this is driving prices up? This could explain these new highs.

As the dollar drops, other currencies strengthen on a relative basis. Someone holding Euros, Pesos, or Yen have suddenly gained buying power from U.S. Magic shops. They could possibly make profit via arbitrage, and this could be driving up prices stateside.

Perhaps it’s just a combination of all these factors and more. But either way, the data doesn’t lie: prices on Reserved List staples continue to climb!

Not All Ships Are Rising…Yet

With the recent increases in Dual Land and Reserved List buy prices, I’m surprised to see certain pockets of the market are bucking that trend; particularly at Card Kingdom.

For example, I have a small collection of Arabian Nights cards that I would be tempted to sell if prices climbed enough. Something like Library of Alexandria has historically climbed in tandem with other Reserved List cards. This time around, that hasn’t been the case so far. Card Kingdom’s buy price on the card remains fixed at $780. They have a couple copies in stock, too, so I doubt they’re about to up that buy number.

There was an error retrieving a chart for Library of Alexandria

What’s more, there are some heavily played Libraries on TCGplayer in the low-to-mid $700’s, where they’ve been for months now. The same goes for most Arabian Nights cards, in fact. Prices have not climbed on these nearly as much as they have on Dual Lands.

Another set that hasn’t seen much price action lately is Unlimited. There was a moment when Card Kingdom paid very aggressively on Power and Unlimited duals, but those days are behind us. Now they offer less-than-competitive numbers for these cards. $6600 for Black Lotus, $1650 for Ancestral Recall, and just $467.50 for Underground Sea? These prices just aren’t competitive.

There was an error retrieving a chart for Ancestral Recall

But unlike the Arabian Nights cards, the difference here is that Card Kingdom is completely wiped out of the high-end Unlimited cards. Their buy prices are just too low to bring in sufficient stock. They do have a near mint Black Lotus for sale at $11999.99. They also have one Mox Sapphire and two Mox Emeralds in stock. After that, though, the next most expensive Unlimited card they have in stock are two G Shivan Dragons at $56 each. They are completely out of stock of every card in between (and there are a bunch!).

I wonder if someone will make the call to up buy prices on these cards soon. I imagine they should at least increase their buy and sell prices on Unlimited Dual Lands, right? This way the Unlimited copies keep pace with their Revised counterparts?

Are the high-end cards ignored because people aren’t wanting to spend $1000’s on a Magic card right now? Maybe there’s a sweet spot around $100-$300, a much easier pill to swallow? Maybe some vendors just aren’t interested in stocking up on such high-dollar cards at the moment? That would explain the underwhelming buy prices despite being out of stock. It seems like buy prices on Power are down across the board.

I have to imagine the rising tide will lift these ships eventually. When is a tougher thing to say, but I will definitely be following this market closely in the coming months and will report back any movement I observe.

Wrapping It Up

Dual Lands are more expensive now than they’ve basically ever been before. Other Reserved List staples in the $100-$300 range continue to climb in lockstep, including Mox Diamond, Gaea's Cradle, and Wheel of Fortune. These are all notching new highs as supply doesn’t get refilled as quickly as before.

However, the high-dollar cards such as Library of Alexandria and Power are not climbing. Their prices have really stagnated lately, and many vendors are offering pitifully low buy prices for these iconic cards (did I mention ABUGames is paying just $3861 in cash for a near mint Unlimited Black Lotus??).

There could be good reason for this discrepancy. I suspect players are willing to splurge $200 for a Dual Land to optimize their Commander deck, but less interested (or unable to) splurge $1600 for a piece of Power. The big question is, will the high-end cards eventually play catch up? The gap between a playset of Underground Sea and a piece of Power can only get so small before players may be tempted to make the trade. It’s this trend that I’ll be watching out for.

In the meantime, I’m holding the Reserved List staples, for the most part. I may sell a couple cards I’m less attached to; as long as COVID-19 shuts down all large events, vendors will have a tough time re-stocking and this will lead to higher prices. The weakening U.S. Dollar is another tailwind for card prices as buyers from overseas take advantage of their new buying power.

All this to say Reserved List staples have climbed significantly in recent weeks and I don’t see that trend reversing anytime soon!

July ’20 Brew Report, Vol. 2: Bird in the Bush

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Last week I unveiled Delirium Delver, my latest pile featuring Tarmogoyf and Serum Visions. It was Stormwing Delver that got me brewing again, and apparently I wasn't alone. Today, we'll explore Modern's latest spell-attack renaissance by looking at what the tempo heads are slinging online. Clearly, there's no shortage of options!

Flipping the Table

That's right, I'm still not out of "flip" idioms! Nor is Modern out of ways to make a 3/2 go.

Temur Jolrael Delver, SONKERZ (5-0)

Creatures

3 Jolrael, Mwonvuli Recluse
4 Young Pyromancer
4 Delver of Secrets
3 Snapcaster Mage

Instants

3 Archmage's Charm
2 Deprive
2 Force of Negation
1 Izzet Charm
4 Lightning Bolt
1 Magmatic Sinkhole
4 Opt
1 Spell Snare

Sorceries

1 Flame Slash
3 Of One Mind
4 Serum Visions

Lands

2 Breeding Pool
4 Island
1 Ketria Triome
4 Misty Rainforest
2 Mystic Sanctuary
4 Scalding Tarn
3 Steam Vents

Sideboard

1 Abrade
2 Aether Gust
2 Ashiok, Dream Render
2 Ceremonious Rejection
1 Huntmaster of the Fells
2 Narset, Parter of Veils
1 Relic of Progenitus
2 Veil of Summer
2 Weather the Storm

Temur Jolrael Delver doesn't bother with Hooting Mandrills or Stormwing Entity, preferring to employ Jolrael, Mwonvuli Recluse as additional copies of Young Pyromancer. While it's a weaker beater on its own and more difficult to trigger, requiring cantrips rather than literally any instant or sorcery, Jolrael rewards players for their patience by churning out 2/2s, which are twice as big as Pyro's Elementals. Still, Jolrael produces but one token per turn.

The real reason to run a functional seven Pyromancers is an increased ability to abuse Of One Mind. Cheaply gassing up is incredibly good in Delver shells, since they have so many efficient spells to deploy quickly; Jolrael Temur Delver is built enough with the sorcery in mind to run three copies.

Jeskai Delver, NHA37 (3-2, Modern Preliminary #12182513)

Creatures

4 Sprite Dragon
4 Stormwing Entity
4 Delver of Secrets
4 Snapcaster Mage

Artifacts

4 Mishra's Bauble

Instants

2 Gut Shot
4 Lightning Bolt
4 Lightning Helix
4 Manamorphose
4 Opt
2 Path to Exile
2 Surgical Extraction

Lands

2 Flooded Strand
2 Hallowed Fountain
1 Island
1 Mountain
1 Sacred Foundry
4 Scalding Tarn
2 Seachrome Coast
4 Spirebluff Canal
1 Steam Vents

Sideboard

2 Lurrus of the Dream-Den
2 Path to Exile
1 Surgical Extraction
2 Alpine Moon
2 Kor Firewalker
2 Seasoned Pyromancer
2 Tormod's Crypt
2 Wear // Tear

Jeskai Delver, too, opts for a less-than-common threat suite. Both Sprite Dragon and Stormwing are run at max numbers here, giving the deck a more pronounced prowess direction. The deck's "glue" is truly Manamorphose, which increases instant/sorcery count for Delver, rushes out Stormwing, triggers both the Elemental and the Dragon, and can even be flashed back with Snapcaster Mage in a pinch. Morphose also casts Lightning Helix off an Island, something I know must come up since I've come to rely on it to enable basic Forest in a deck that often casts all red or blue one-drops in a turn.

Especially thanks to Stormwing, but also independent of the newcomer, I'm becoming increasingly enamored with Manamorphose in Delver shells for this reason. It's just so damn versatile! The cantrip's biggest drawback in Delver has always been its awkwardness with countermagic: if we draw into Mana Leak on our main phase, we lose out on the two mana held up on an opponent's turn. But as my recent builds haven't featured Mana Leak (or other permission spells more expensive than Stubborn Denial), that hasn't been much of an issue, and the instant's greasing oil has been felt profoundly within the machine.

Vantress Delver, CHERRYXMAN (5-0)

Creatures

4 Thieves' Guild Enforcer
4 Delver of Secrets
3 Vantress Gargoyle
3 Snapcaster Mage
1 Brazen Borrower

Instants

4 Drown in the Loch
1 Force of Negation
1 Into the Story
2 Kolaghan's Command
4 Lightning Bolt
2 Mana Leak
1 Spell Pierce
1 Spell Snare
4 Thought Scour

Sorceries

3 Inquisition of Kozilek
4 Serum Visions
1 Thoughtseize

Lands

1 Blood Crypt
1 Mystic Sanctuary
4 Polluted Delta
4 Scalding Tarn
1 Snow-Covered Island
1 Snow-Covered Swamp
2 Steam Vents
3 Watery Grave

Sideboard

1 Spell Snare
2 Bitterblossom
2 Ceremonious Rejection
3 Collective Brutality
2 Fatal Push
2 Mystical Dispute
3 Surgical Extraction

Flying totally off the rails is Vantress Delver, a deck brought to us by column regular CHERRYXMAN. VD is a spin on my old brew, UB Trap, that aimed to set off Archive Trap and then flood the skies with huge beaters in Jace's Phantasm and the namesake Vantress Gargoyle. Of course, that deck had the issue of not always starting with Archive Trap.

VD declines to run Trap altogether, instead investing in a one-drop Plan B made possible by Thieves' Guild Enforcer. Together with Delver, Enforcer fronts early pressure and baits opponents into interacting, which fills their graveyards. Of course, Enforcer also does some milling, some of it maybe triggered by the Rogue Brazen Borrower.

Filling out the disruption suite, which otherwise features staples in Inquisition and Bolt, is Drown in the Loch. Provided players fulfill its condition, Drown does it all, and here it takes care of enemy synergies and roadblocks while patrolling the stack.

Bird Eats the Bug

None of the above Delver decks featured Stormwing Entity, the card that made me excited again to sleeve up the Human Insect. But Entity's far from a sleeper this month, turbo-charging Modern's latest bumpin' archetype: UR Prowess. It seems like an Entity-fueled blue splash is everything the dwindling Prowess archetype needed to remain relevant.

A sample list, from none other than our buddy TUBBYBATMAN:

UR Prowess, TUBBYBATMAN (3-2, Modern Preliminary #12176966)

Creatures

4 Stormwing Entity
2 Sprite Dragon
4 Monastery Swiftspear
4 Soul-Scar Mage

Sorceries

4 Serum Visions

Instants

4 Gut Shot
4 Lava Dart
4 Lightning Bolt
4 Manamorphose
4 Mutagenic Growth
4 Peek

Lands

4 Arid Mesa
4 Fiery Islet
2 Mountain
4 Spirebluff Canal
4 Steam Vents

Sideboard

3 Abrade
2 Dragon's Claw
4 Spell Pierce
3 Surgical Extraction
3 Vapor Snag

UR Prowess was absolutely the story of the month in online events. Besides the above preliminary, the deck appeared in four others, and dominated the 5-0s. Stormwing is a natural fit for the deck other than its color, but as splashing one color is trivial in Modern, especially for decks already in Blood Moon's color, it ain't no thang to toss in a set of Islets.

Different builds are also emerging, with some running Bedlam Reveler for late-game oomph and others still dipping into Of One Mind. As with Delver, a low-curve, high-efficiency strat like UR Prowess makes great use of a one-mana draw-two. What tickles me about Mind is how fairly it's being applied: these are decks that literally run some Humans and some non-Humans, and here they are planning on drawing and resolving each normally before firing it off. It feels like Standard! But it also speaks to the cantrip's power, and its potential explosiveness alongside effective enablers. After all, if the card can make Young Pyromancer playable again....

A Spell Over Modern

I've long held that a format with successful tempo and midrange decks is one exhibiting strong signs of health. That's where Modern's at currently, at least judging by these dumps, and I hope its diversity continues into August. See you then!

Budget-Focused: Deflecting Palm, a Core Set 21 Uncommon, and More for Your Pioneer Binder!

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Welcome back for another week of great Magic discussion! Unfortunately, one of the cards that was on my long list of Pioneer specs popped recently, and that card was Oath of Nissa. No need to fret friends, as there are more diamonds in the rough to pluck before the masses take them. Today we have some more cards to put on your list, and I hope you all see the intrigue!

There was an error retrieving a chart for Oath of Nissa

Deflecting Palm The Best Aggro Defense Card?

There was an error retrieving a chart for Deflecting Palm

To start, we have a Boros instant that popped once upon a time and has since come back down. Deflecting Palm is a fantastic card and it should be considered in any Boros build, and at the very least the sideboard. It is currently being used in Modern Red Deck Wins builds, which is why it popped when it did. Now with Pioneer, Deflecting Palm most certainly has room to grow over time!

The current price for Deflecting Palm is $1.68 for the non-foil, $3.74 for the foil, and $4.20 for the prerelease foil. There is a slew of situations where this can come in handy given the current state of the meta. Some people have theories of Eldrazi being utilized more in the future. They are being used now in certain decks currently, but if they get used even more then this is a heavy hitter. Not to mention builds that look to bolster 1/1 counters, using enchantments/artifacts to buff, and buff spells to hit for a lot all at once. Aggro decks love this for potential big damage for two mana, and they hate it when it's used against them.

Boros and Red Deck Wins make up 10% of the current meta. This should be drawing some attention for that reason alone. Regarding aggro, they also need to have a good defensive option, and this card is literally that. Deflecting Palm makes for a great late-game bomb if your opponent has a big damage source. Here is an example of where this should be tucked in the sideboard if not the mainboard.

Boros Feather by ExtraEasy88

Creatures

3 Dreadhorde Arcanist
4 Favored Hoplite
3 Feather, the Redeemed
1 Lurrus of the Dream-Den
4 Monastery Swiftspear
2 Selfless Savior
4 Tenth District Legionnaire

Other Spells

4 Boros Charm
4 Defiant Strike
4 Fight as One
4 Gods Willing
4 Reckless Rage

Lands

4 Battlefield Forge
2 Clifftop Retreat
4 Inspiring Vantage
1 Mountain
4 Plains
4 Sacred Foundry

Sideboard

2 Damping Sphere
2 Erase
1 Feather, the Redeemed
3 Gideon of the Trials
2 Isolate
2 Ordeal of Heliod
2 Rest in Peace
1 Wear // Tear

Unleashing Big Damage With Unleash Fury

There was an error retrieving a chart for Unleash Fury

The next card we have is another card that has potential in future aggro builds. Unleash Fury is one that has great synergy value in aggro decks, especially creatures with double strike. A card like Swiftblade Vindicator could end a game using both Titan's Strength and then Using Unleash Fury without an answer. Potentially hitting for 16 on turn three is nothing to scoff at considering this is an easily attainable play. The other great thing within that example is the vindicator also has trample, so chumps are not an issue. Another great thing about this is it is mono-colored, so it is more verse for building.

There was an error retrieving a chart for Swiftblade Vindicator

The current price is coming in at $0.25 for the non-foils and $0.54 for the foils. The foils are the most intriguing here, as the upside far outweighs the non-foils. The non-foils have value but might not gain as much as it’s foil counterpart. If this gets as much play as it should, the foil could get up to the $2.50 - $3.50 range. That might not sound like much but buying four at $2.16 then selling them for at least $10.00 is great for an uncommon. This also has potential to hit red deck wins in Modern. If that were to happen this just adds more value to this hidden gem.

Getting Rocked With Chained To The Rocks And Sigarda's Aid

There was an error retrieving a chart for Chained to the Rocks

Chained to the Rocks is currently being used in Boros and should be a staple in Pioneer going forward. Although it is like the poor man's Path to Exile, it is the closest thing in the format for a one drop. With the current price is $0.20 for the non-foils and $1.17 for the foils. This price is a steal and should increase over time. Unless there is a white one drop that is like Path to Exile, Chained to the Rocks should rise to at least the $2.00 - $3.00 range for the non-foils. It is very straight forward where this can be used but the future upside is most definitely there monetarily speaking.

There was an error retrieving a chart for Sigarda's Aid

The last card we are going to discuss today is one that already popped but has more room to grow over time. Sigarda's Aid is one that has the potential to grow over time as it can be plugged into both Aura and/or Equipment styled brews. Its non-foil price is $4.99, the foil is $10.00, and the Promo is at $9.36. Keep in mind that this is already seeing play in both Modern and Legacy, so bolstering play in Pioneer will surely raise its value. This can be used in Sram, Boros, and White Weenie to bolster up speed plays. Those decks alone make up 14% of the meta, and White Weenies reigning as king of the hill right now at 9%.

There was an error retrieving a chart for Eidolon of Countless Battles

There are cards that would benefit from this seeing more play, and we will dive down the rabbit hole a bit further. Eidolon of Countless Battles has been one that could be used as a potential game-ender with Sigarda’s Aid out on the board. In White Weenie, you could flash this in turn 4 on your attack phase to do some serious damage pending creature and enchantment count. Or you could use it defensively if you know there is a heavy creature threat you could eliminate by flashing this in onto a creature you control. This is just one card reference, but it is an intriguing one!

Thinking For Yourself And Closing statements

In closing (as with all previous articles) keep a lookout for one to three drops that will complement the format. Do not let the critics persuade your judgment on your picks, even if it seems out of the box a bit. I have been pounded by the “experts” on certain picks in the past, but only time will tell who is right. Example being Agent of Treachery, I was told it was a trash heap when it was 30 cents.

I was also told to stop speculating on cards because of how bad of a pick that was, and that is putting it lightly. Fast forward and now it not only popped but got the banhammer. Some of these might not pop, but the potential is surely there. You be the critic and if you agree, go pick you up some copies of these gems while the prices are a steal! Thanks again for the read and I will return with some more Pioneer cards next time!

Underestimation Escalation: Umezawa’s Jitte

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There are many old sayings about plans going awry. Even when it seems like everything lines up perfectly, there's always a chance for something to go wrong. Throw in a global health crisis, and everything goes out the window. The shutdown seemed like the perfect time to run another banlist test.

It's been over a year since my last banlist test. It turns out that lengthy time commitments get harder to keep the deeper you go into adulting. However, I had thought that quarantine would be the perfect time to start another one. More time on everyone's hands we could knock this test out quickly.

That didn't happen, because the pandemic is truly a force of chaos. Previous tests took 3-4 months to complete. It's been almost five months since this one started, and I have less than 1/3 of the data. By now, my test decks are out of date, and I've learned enough to know that I misunderstood my test card, Umezawa's Jitte, at the outset. Thus, I'm going to have to throw out the data and start over at some point. But we still have some insights to cover.

Background

It's a stark reminder of how long I've been in this game when I type that Kamigawa Block Constructed was the second PTQ season I participated in. That was 15 years ago; I was such a wee lad. And as a result, most readers won't remember Jitte's heyday. I barely do. So, time for a history lesson.

Kamigawa Block Constructed was a dipolar format. To be competitive, you either played Gifts Ungiven or Umezawa's Jitte. The first pole, Gifts, was a combo-control deck. It used Gifts to find Hana Kami, two reanimation spells, and a payoff card to set up endless loops of Kagemaro, First to Suffer against aggro and Cranial Extraction against everything else. Gifts was generally considered the top deck, though not uncontested, and I also remember the lists being very similar.

The most common Jitte deck was White Weenie (which I played), but Jitte decks ran the full spectrum. There were midrange red decks with Godo, Bandit Warlord, Simic tempo-control decks, various black aggro decks, you name it. They all played Jitte. This was not just because Jitte was that good, but because you needed your own Jitte to answer opposing ones: the old legend rule said that a second copy of a legendary permanent from either player destroyed the first, so the best way to answer opposing Jittes was to resolve your own.

Later On

After that, Jitte was fairly omnipresent, though never dominating. It stuck around throughout its Standard run, and saw considerable Extended play. However, it was never as popular as in Block. This was primarily due to overshadowing from Tron in Standard and then Loam decks in Extended. That said, it remained viable until the end of legality.

Meanwhile, Jitte has been an inconsistent part of Legacy. At the start, Legacy was mainly combo decks and Landstill. Jitte saw some play, but proved very niche. When Delver was printed, Jitte suddenly gained traction. Since then, its stock has risen and fallen, but Death & Taxes always maindecks one and most creature decks have a couple in their 75. Remembering this long history, Wizards put Jitte on Modern's initial banlist.

Hypothesis

Thus, the question of Modern viability. Jitte's been banned nine years, and Magic's changed a lot. Creatures are significantly better and the overall power level is much higher. Size up Jitte against Oko and there's little comparison, or so the argument goes. The argument for unbanning says that Jitte's time has passed. Getting Jitte online requires four mana and an attack, not to mention a removal dodge along the way. You then have three options that are a bit mediocre, making it inefficient and underpowered by modern standards. And so every time there's a list of unbannable cards, Jitte comes up either as part of the list or in subsequent discussion.

Meanwhile, there are dinosaurs like me remembering how warping Jitte was back in Standard and being very nervous that Jitte doesn't destroy Jitte anymore. Games always revolved around the Jitte, and barring very bad variance, whoever had their Jitte online longer always won. I'm also always thinking about Legacy, where Jitte is critical for Death & Taxes. It's the only hope of victory against Elves (especially game 1), and very strong in every creature matchup. Again, if you have active Jitte for a few turns, it will take some very poor luck to lose. Or lots of True-Name Nemesis. Which makes Jitte mirrors some of the most frustrating games I've ever played.

Thus, I set out to find out if Modern can handle Jitte. My assumption, as always, was that adding Jitte to Death & Taxes would have no effect on the win percentages. I tested against Humans, a Counters Company variant, Burn, Bant Snow control, and Ad Nauseam, as this was coming together in early March. As mentioned, I didn't get far enough in my testing to fully evaluate my hypothesis. But I did play enough to become more skeptical of Jitte's unban potential in Modern.

Deck of Not-So-Choice

The first thing I learned was that I'd made a mistake in test platform. My policy's always been to play the banned card in (as close to) the deck that got them banned. However, that doesn't apply to Jitte, since it was a speculative ban and has never been Modern legal. I had to instead fall back on my experience with the card. That meant Legacy Death & Taxes, and since I've worked on that deck in Modern too, it seemed like a perfect fit.

Death & Taxes, Test Deck

Creatures

4 Giver of Runes
1 Thraben Inspector
4 Thalia, Guardian of Thraben
4 Leonin Arbiter
4 Stoneforge Mystic
4 Flickerwisp
3 Blade Splicer
3 Restoration Angel

Artifacts

4 Aether Vial
1 Batterskull
1 Umezawa's Jitte
1 Sword of Fire and Ice

Instants

4 Path to Exile

Lands

4 Ghost Quarter
4 Field of Ruin
4 Horizon Canopy
10 Snow-Covered Plains

Sideboard

2 Kor Firewalker
2 Rest in Peace
2 Winds of Abandon
2 Leonin Relic-Warder
2 Mirran Crusader
2 Phyrexian Revoker
2 Gideon, Ally of Zendikar
1 Celestial Purge

The control deck had Jitte switched for Sword of Light and Shadow. I choose this deck because it was very similar to the last time I'd played D&T in Modern.

An additional benefit was that I'd be playing Jitte as part of a Stoneforge package. Normally I play my test card as a four-of because it's the whole point of the exercise, but having Jitte be tutorable meant that I really had five copies. Besides, I figured that Jitte would primarily be played as a Stoneforge target, which meant that this test would be more indicative of a real-world scenairo. On paper, it was perfect.

Better Option

In a sense, I was correct, and Jitte was a great Stoneforge target. The problem was that I ended up tutoring for Jitte most of the time, and not just because it was the testing target. The situations where it was as or more relevant than other options were unexpectedly common. However, the main problem was that I actually feel that treating it just as a tutor target actually nerfed Jitte. I had forgotten how powerful Jitte was in the right matchups, and particularly early Jittes. I should have played more copies.

Speed-readers will see the next section title and correctly deduce that Jitte was very relevant in creature matchups. There, the earlier Jitte came out, the better it was. I only had a few games where I equipped Jitte on turn three, because I only played one. I won every time, and the wins were absurdly one-sided. In the future, I need to test Jitte in a more raw form, which means I will need to play at least three, and probably four. I'm thinking a one-drop-heavy deck to maximize the odds of early activation, but I'm not sure. Replacing Humans's Reflector Mage with Jitte has shown some promise, though Prowess and Goblins are also on the table.

Creature Breaker

So, Jitte is still backbreaking in the creature matchups. It gets more overwhelming the earlier it resolves. I was prioritizing finding Jitte more and more as testing went on, and started mulliganing aggressively for Mystic, especially against Humans, which is the matchup I played the most. And my opponent agreed with me. To the point that we spent an inordinate amount of time debating the merits of sideboarding in Collector Ouphe in addition to Deputy of Detention to answer Jitte.

Normally, D&T is the control deck vs. Humans, and it's tough. Humans can go very tall, very quickly, and that's overwhelming. When that doesn't happen, it's a close game, requiring D&T to be judicious with its Path to Exiles and Flickerwisps. Jitte changed the dynamic. With that card out, unless Humans went tall quickly with Thalia's Lieutenant, Jitte would gradually smother Humans. It wasn't that the initial impact was overwhelming, but how things changed over time.

Once Jitte has counters on it, combat becomes a nightmare for the opponent. Jitte can only pump the equipped creature, but it can shrink any creature. It's often wrong to pick off the one-toughness creatures because it's better to block a stronger one and then shrink it so your creature survives. This makes combat math very hard for opponents. And if they don't force the issue, it just gets worse as the counters start piling up.

Thalia, Guardian of Thraben was a critical card for D&T because of first strike. It was right to attack Thalia into bigger creatures because it charges the Jitte before regular damage, letting you finish off the creature before Thalia was harmed. And if they didn't block, I could just stockpile counters. Or pump my creature to win the race. The matchup had become about Jitte, just as it had in Block and does in Legacy.

Toolbox, Too

Against Counters, the effect was still present, though less pronounced. As a creature deck with mana dorks, Counters Company can win too quickly for D&T to do anything. When that doesn't happen, Jitte becomes a chainsaw, since so many creatures are x/2 or smaller. This was tempered by Counters having tutors to find Reclamation Sage, but doing so pulled attention from the Rest in Peaces and Phyrexian Revokers that were keeping the combos down in the first place. I don't know how this matchup would have played out, but I do know that the dynamic had been shifted as a result of Jitte.

Then, There's Burn

The Burn matchup was also affected, but more subtly. Jitte was also good here, but mostly because gaining life is good. D&T's creatures match or beat Burn's straight up anyway, so Jitte killing them is irrelevant. Pumping creatures to shorten the clock is also good, but that was marginal at best. It's better to just sandbag the counters to gain life as necessary.

The question then becomes if that's better than Batterskull, and I think the answer's mostly no. Skull's attacks actively shift the game away from Burn, while Jitte is more of a sandbag. The only time Jitte's better is against Skullcrack since you can gain life in response, which does come up. I'm not sure how this would have gone.

Bant was Beaten

The most surprising result was against Bant Snow. Jitte is normally just a pump spell against control, and useful mostly as a "combo kill" with Mirran Crusader in Legacy. Sometimes you get to pick off Monastery Mentor, but that's rare. However, Bant relies heavily on Ice-Fang Coatl in creature matchups. A single hit from Jitte answers two Coatls, and that put a huge amount of red-zone pressure on Bant.

Normally, Bant just ignores equipment and focuses on creatures, but that wasn't possible here. The control player lamented that he often had to use Teferi, Time Raveler on an equipment rather than a creature as he fell behind. Otherwise, he'd never have any non-planeswalker threats on the board, and it wouldn't matter how big those got, as a single charged Jitte could kill them. Even Uro wasn't safe, because Jitte pumps right through it without costing a card. I expected Jitte to be good because I knew about the Coatl problem. I didn't think my opponent would end up regarding it as an existential threat.

Combo Question

I tested against Ad Nauseam the least, but Jitte didn't seem to be having an effect. With the adoption of Thassa's Oracle, life is basically irrelevant against that deck, and they don't need creatures on the field to win. Thus, the only relevant text was the +2/+2, which helps race. And Batterskull is more efficient if that's all Jitte's doing, since it's a creature too. Given how the Counters matchup went, I think that Jitte could be relevant against Storm, but I can't say for certain.

Bottom Line

Umezawa's Jitte is definitely Modern-playable. There's a joke that Deathrite Shaman is actually a one-mana planeswalker thanks to all its abilities. I think Jitte is in the same boat. It's a four-mana planeswalker, with abilities that are more relevant than I thought. It has a planeswalker-like effect of gradually building an overwhelming amount of virtual and real card advantage until it overtakes the opponent. Unlike real walkers, after all, Jitte activates multiple times per turn and at instant speed. Two mana to cast (or Stoneforge in) and then two mana to equip is not that bad of a rate for the versatility that Jitte actually provides.

While creatures are certainly better now than in 2005, they're not so much better that -2/-2 or +4/+4 are irrelevant. Also, the March metagame was relatively slow and cared about card advantage (relative to Modern's norm), giving Jitte the time to really build value. I thought that Jitte's power would be limited to the aggressive matchups, but it had a wider net than anticipated. How this might translate into real Modern I don't know. I do know that dismissing this card is wrong. It's still powerful, and that fact is a testament to how busted it was originally.

Never Assume

As I'm writing this article Sunday night 7/27, four of MTGGoldfish's list of most played Modern creatures die cleanly to Jitte's -1/-1 ability off a single charge. They are Lurrus of the Dream-Den, Ice-Fang Coatl, Plague Engineer, and Snapcaster Mage. Walking Ballista, Monastery Swiftspear, and Scavenging Ooze can also die under some conditions. Thought Knot-Seer, Uro, and Wurmcoil Engine round out the list, and they'll die in combat to a double pump.

I didn't answer the question of Jitte being unbannable. I do think I can put to bet any question of it being Modern playable. Don't underestimate Umezawa's Jitte! Still, the question remains... can it come off?

Double Masters: Are Boosters Worth Opening?

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We are in the thick of Double Masters spoiler season, and so far my social media feed is giving the set mixed reviews. When spoilers first started, Wizards chose to led with some fairly underwhelming reprints—this introduced the set starting on the wrong foot, in a sense. Since then, we have seen some fairly impressive reprints with really nice artwork.

Is it enough to incentivize buying? Should you purchase and crack sealed packs of this set? Let’s take a look at the numbers!

The Rares

A standard booster pack of Double Masters will yield you two rares/mythic rares! Double the flavor, double the fun! So what do the rares look like in this set?

Well, as of Sunday, July 27th the average rare in Double Masters is worth $3.78 (70 rares spoiled so far). The most valuable is Exploration, currently worth $24 and change. Bringing up the rear is the rare I’m most likely to open, Sphinx Summoner (did we really need a reprint of this card?).

There was an error retrieving a chart for Exploration
There was an error retrieving a chart for Sphinx Summoner

The set has a total of 121 rares, so there are still 41 to be spoiled as of this article’s writing. But, judging from past experience, I don’t expect the average rare value to deviate too much—there’s enough data already so that a surprise outlier wouldn’t shift the mean all that much.

So, with this data in hand, if you crack open two rares (no mythics) in Double Masters booster pack, you’re going to see $7.56 in value. Consider this: on TCGplayer, the cheapest sealed booster packs for preorder are selling for $14.73. That seems like awful value, especially considering the fact that the average rare value is certainly going to drop over the next couple weeks, even if the print run is tiny. Players are going to rush out to sell the cards they open to recoup costs and we’ll see some weak buylists in the near future.

So does that mean this set is a bust? Not yet! Let’s examine the mythic rares to see if they salvage this set’s EV!

The Mythic Rares

So far, 25 mythic rares have been spoiled out of a total 40. Not surprisingly, the mythic list is far more exciting and flashy than the rare list. The headliners include favorites such as Force of Will ($100), Mana Crypt ($120), and Jace, the Mind Sculptor ($59). These have each been reprinted multiple times, yet they seem to cling to their high price tag. I don’t even know if Big Jace aka Jace 2.0 sees much constructed play anymore. Yet, I would still be delighted to open one in a Double Masters booster!

There was an error retrieving a chart for Jace, the Mind Sculptor
There was an error retrieving a chart for Mana Crypt

The average value of the mythic rares spoiled so far is $30.85. So far, most of the mythics spoiled would make cracking open your Double Masters pack worthwhile. If we assume you open one rare and one mythic, and your rare is worth $3.78 on average, then you need your mythic to be worth a little over $10 to break even on the booster pack (besides uncommons and foils…more on that later).

Of the 25 spoiled mythics, only 6 of them don’t crack the $10 mark. Arcum Dagsson is the first mythic to miss, at $7.63. Following this is Vengevine, Breya, Etherium Shaper, Voice of Resurgence, Geist of Saint Traft, and finally Jhoira, Weatherlight Captain, which has no business being a mythic.

There was an error retrieving a chart for Jhoira, Weatherlight Captain

Now, I’m not sure about the frequency at which mythic rares will appear in boosters. In a normal set, you open a mythic rare with approximately 1:6 odds. So for the sake of this calculation, I’ll assume similar for Double Masters, only that you have two chances at a mythic instead of one in each pack! So if we apply the 1:6 odds, the average rare/mythic slot is worth $8.29. Doubling that, we have $16.58 of value in each booster pack. Comparing this to the going market price for boosters, it looks like cracking open packs is suddenly a worthwhile proposition!

But hold your horses! There are two more points I need to make before rounding out my final judgment.

Commons, Uncommons, and Foils

First, we need to acknowledge that this set has a couple of money uncommons and commons as well. Of the 18 uncommons to be spoiled so far, four are worth over a buck. Manamorphose leads the pack, followed by Mishra's Bauble and repeat reprint Path to Exile.

There was an error retrieving a chart for Manamorphose

The last card worth at least a buck at uncommon (so far) is Dread Return. These will most definitely drop in price as more product is opened, but it’s good to know that you may be able to buylist an uncommon or two right out the gate.

You also have the tron lands and Expedition Map at common. This will make the draft experience really cool (when was the last time you could assemble Tron in limited?!) but it will also give you a tiny bit of value from your average common.

Then there are the foils: two per booster pack! Those foils could be any rarity from common through mythic rare. This certainly adds a difficult-to-quantify value to each booster pack. But it’s worth noting that Masters set foils typically don’t carry much premium relative to their non-foil counterparts. Let’s call this a “cherry on top” of the value sundae, which this is shaping up to be. But there’s one last detail that needs to be emphasized before we start buying out the internet of Double Masters packs.

The Fine Print

It’s time for me to come clean: all the prices I referenced are from MTG Stocks, which in turn takes pricing from TCGplayer’s average price. These values are not a reflection of what the cards are selling for, though they’re frequently close. These values are also effectively a “retail” price—if you sell copies of these cards, you will not be netting these dollar amounts. There are fees, shipping, and general market competition that will result in a lower net for your sales.

Therefore, while you may break even on average by buying a booster of Double Masters and trading singles at today’s TCGplayer pricing, chances are you won’t be so fortunate two weeks into the set’s release. As players rush to sell the valuable cards they opened, pricing will momentarily drop. At that point, you will be losing money on an average, per-booster basis.

Do not despair! This is typical for new sets—and especially for reprint sets! If one could profit simply by cracking boosters and selling singles, then boosters would be in higher demand. That higher demand would drive booster prices upward until the point where that pack-opening arbitrage was no longer a possibility. It’s how this market works, and Double Masters is no exception.

Wrapping It Up

Taking all the data into account thus far, I must say I’m not as disappointed in Double Masters as my social media feed appears to be. I’ll admit I was a bit disappointed by the first couple spoilers, but things have improved dramatically since then. I’m not a big gambler, but there’s a good chance I’ll crack open a few boosters of this set to try my luck—there’s enough value in the set to make it worth a shot.

Now, one thing I didn’t go anywhere near in this week’s article is the VIP Booster value. According to Wizards’ site (which admittedly has been adjusted multiple times), each VIP Edition booster contains 33 cards and 2 foil tokens: 2 foil borderless cards, 2 foil rare/mythic rares, 8 foil uncommons, 9 foil commons, 10 full-art basic lands, 2 foil full-art basic lands, and 2 foil tokens.

The high-dollar foil borderless cards will be worth a lot of money, but I’m not sure if the regular foils will be worth anything more than their nonfoil counterparts. These will be gambles for the high rollers of the Magic community—crack open a foil borderless Force of Will or Mana Crypt and you’ll be riding high. But I have to imagine the average value of these will be well below the $100 price tag.

I also didn’t talk about the Box Toppers, yet another way of receiving value when purchasing Double Masters product.

It seems Wizards pulled out all the stops for this set, making it a highly anticipated, if not somewhat complicated premium set (what cards come in what product again?). I anticipate the Double Masters release will be a big success based on spoilers so far—there’s a good balance of value and desirable reprints. Two rares/mythics per pack also doubles your chances at opening value and should reduce the amount of time you feel awful by opening a $0.10 rare in a $10 booster pack. That alone convinces me to roll the dice a couple times on this unprecedented set!

Exploring Delirium Delver with Stormwing Entity

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A trend I'm seeing in the published results from July is a marked uptick in spell-based aggro-control strategies. Most of those are of the UR Prowess variety, but plenty of Delver of Secrets decks are making the rounds, too. We'll cover those more academically next week. Today, I'd like to unveil the build I'm currently working on, which reworks Stormwing Temur Delver around Traverse the Ulvenwald.

On June 30, TUBBYBATMAN scored a 5-0 with a Temur Delver list almost identical to the Stormwing list I'd posted a week prior. He'd changed the two flex spots, and cut a pair of Opts for Flame Slashes. Finally, Mutagenic Growth was cut for Blossoming Defense.

While I remain skeptical of the Muta swap, I hear dude on snipping the Opts. These decks certainly walk a fine line when it comes to interacting versus cantripping, and mustn't spend too much time treading water; at their bests, our cantrips should fuel our gameplans, not overshadow them. I may have overestimated Stormwing's vulnerability without instant-speed cantrips protecting it at all times; many Modern decks don't run 4 Lightning Bolt.

Tracking down TUBBYBATMAN to pick his brain also led me to his latest Temur Delver build, which maxes out on both Stormwing Entity and Traverse the Ulvenwald. A few quick games with the list and I was hooked on the duo's incredible synergy. I've spent the last week working on such a list.

I Get Delirious... Again

Traverse the Ulvenwald grabbed my attention the day it was spoiled, revealing itself to work exactly the same way as my all-time favorite creature, Tarmogoyf. I'd go on to feature the sorcery in different aggro-control builds and finally slot it into Temur Delver, yielding a build I was very confident in and took down a PPTQ with. When Gitaxian Probe was banned, I turned to Traverse to save the shell, a task that proved too demanding for the humble spell—by which I mean the deck's threat suite had become too graveyard-centric for such a plan to work in Modern.

"Traverse for Stormwing"

Enter Stormwing Entity, a creature that's wonderful alongside Traverse as well as totally grave-independent; no Rest in Peace will shoot down this duck. Entity is a sweet creature to Traverse for because the act of doing so fulfils its condition, essentially turning every delirious Traverse into a three-mana Stormwing.

So is the creature worth three mana? Absolutely, just as Tarmogoyf is—er, was. I mean, who are we kidding? Traverse Shadow is all about three-mana Goyf, even post-Push. But a huge benefit of grabbing Stormwing instead is its "scry 2" clause. In many of my games, Traverse-Stormwing sets up more cantrips which lead to more Traversing, creating a chain of sorts.

Of course, running Traverse means abandoning the Hooting Mandrills-Thought Scour package, which cannibalizes delirium. But I think such a move could be well worth points against graveyard hate, as well as the option of better abusing the graveyard in lieu of any.

Delirium Delver, Jordan Boisvert

Creatures

4 Delver of Secrets
4 Tarmogoyf
4 Stormwing Entity
1 Hooting Mandrills
1 Snapcaster Mage
1 Brazen Borrower

Artifacts

4 Mishra's Bauble

Instants

4 Manamorphose
4 Lightning Bolt
3 Tarfire
3 Stubborn Denial
1 Mutagenic Growth
1 Blitz of the Thunder Raptor

Sorceries

4 Serum Visions
4 Traverse the Ulvenwald
1 Spite of Mogis

Lands

4 Misty Rainforest
4 Scalding Tarn
2 Steam Vents
1 Breeding Pool
1 Stomping Ground
1 Wooded Foothills
2 Island
1 Forest

Sideboard

2 Grafdigger's Cage
2 Feed the Clan
2 Mana Leak
2 Veil of Summer
1 Snapcaster Mage
1 Magus of the Moon
1 Huntmaster of the Fells
1 Klothys, God of Destiny
1 Stubborn Denial
1 Surgical Extraction
1 Ancient Grudge

U Trippin... Slow

Allow me a moment to extoll the virtues of Mishra's Bauble. In my first Stormwing Delver build, I omitted the artifact, fearful of running too many non-instants or sorceries lest I'd have trouble powering out the bird. But Bauble and Stormwing actually play very nice together.

For one, the issue of having Baubles and needing to pump out a Stormwing almost never occurs, as Bauble freely cycles into a new card. Sure, we'll have to wait until next turn to have a go at Stormwing, but we tend to have other things to do with our mana on such a low land count.

Then there's Bauble's palpable synergy with Stormwing. As it does with Delver of Secrets, which Bauble helps flip when the two are paired, the trinket is actually great alongside Entity. Cast with Stormwing in play, Bauble provides a free prowess trigger, as the many new jacks on UR Prowess know all too well. But its most attractive dimension is setting up a pseudo-Preordain. Stormwing comes down to scry 2, and Bauble is free to fire off looking at the opponent's top card, only to draw a stacked Denial or Bolt for the opponent's turn. Or if we really need a specific instant and fail to see it with Stormwing, we can bottom-bottom and have one more chance to draw it. Just like the real thing!

Of course, Bauble is all but a necessity in decks built around quickly reaching delirium. It's not uncommon for us to find ourselves with three card types on turn three, but lack the fourth, be it sorcery or creature. Bauble, and also Tarfire, alleviate this pressure.

More Than a Flex

When it comes to one-ofs and bullets in general, I think this deck is poised to take advantage of a wealth of options. Between Serum, Bauble, and Traverse-chaining Entities, we have access to plenty of library manipulation, making it quite achievable to find niche answers as needed.

Flex Spots

1 Spite of Mogis
1 Blitz of the Thunder Raptor
1 Mutagenic Growth

Spite and Blitz serve to remove big creatures in the late-game. Both have their benefits: Spite costs one, scries one, and adds a sorcery to the graveyard; Blitz hits planeswalkers, removes pesky recursive creatures, and fires at instant speed. At first, I preferred Spite alongside Stormwing specifically, since it's meant to be cast in the main phase and therefore lends itself to reducing the creature's cost. But the ability to grow Stormwing with Blitz in response to an enemy Bolt is also relevant. As of now, I like a split of these to supplement the removal suite of 4 Bolt, 3 Tarfire.

Mutagenic Growth is a holdover from my original Stormwing Delver build. While it was phenomenal with Hooting Mandrills, it's still great with Stormwing and Goyf, and I really like the ability to dig for it with a landed Stormwing and a Serum, Manamorphose, or Bauble to beat Bolts.

I definitely think a fourth Tarfire or Stubborn can be run in these slots; in fact, I started with full sets of each. But I found them a little situational for game 1, where Tarfire would clog against creature decks and Stubborn floundered without a beater in play. Compared with Stormwing, Mandrills is a lot easier to slide out on turn two, especially with Denial backup, in Traverse-less Thought Scour builds.

Traverse Bullets

1 Hooting Mandrills
1 Snapcaster Mage
1 Brazen Borrower

Some early runs with the deck made me wonder if we couldn't support one Hooting Mandrills naturally, meaning without Thought Scour. Sure, it eats delirium, but a lot of the time that turn two Mandrills with Denial backup will just win the game. Besides, having just one lets us Traverse for and then cast it if we're light on mana or want to hold up interaction, a line I've employed multiple times so far. Snapcaster often functions as a Demonic Tutor of sorts, and since it can be scooped up by Traverse, having one in the deck gives us massive utility in the mid-game... especially alongside the slew of one-ofs we already run and can flash back!

I'd call Borrower the most off-the-wall of these options, and will admit that so far in my testing, it hasn't been superb; on just 16 lands, we are far from optimized to wield the Faerie as a primary plan, unlike other Temur Delver shells. What Borrower does for us, though, is insulate against a range of random strategies in Modern's lower tiers that can nonetheless show up and ruin our game 1: prison decks, enchantment-based combos, etc. Not to mention big planeswalkers or huge creatures. It just outs anything. While Borrower isn't much of a head-turner on its own, having a two-mana bounce effect to search with Traverse makes the sorcery that much more pliable.

Flipping the Script

I'll say this: Stormwing Entity has me more excited about actually playing Modern than I have been in quite a while. The last deck I built that really jived with me, or so I felt, was Six Shadow, which barely lasted a month before some bans neutered it. The cards I'm throwing around now feel decidedly safe on that front, and are a blast to cast; the question remains whether I can cobble together a mix that's consistently beating the top decks. When the work is enjoyable, though, anything is possible! Join me next week for an exposé on the other ways Delver is making its comeback this month.

Double Masters: Initial Spoilers

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Well, here we are, yet another spoiler season already! We've been seeing a stream of Double Masters previews coming out, and if I'm being honest, I'm not sure how I personally feel about the set. I think with the pandemic, a ton of Magic products all coming out at once, and a hefty price tag, I'm suffering from some fatigue. That's not to say I'm not at least a little excited about the spoilers and their financial implications though! It's hard to not be interested when they've announced some great reprints and plenty of alternate art box toppers.

Not to mention when they bring back some of my favorite old school Magic artists. We'll talk more about these Mark Tedin pieces in a minute.

According to Wizards' announcement, Double Masters releases on August 7, 2020. There are 332 cards in the set, 24 packs per booster box, 15-card booster packs with two rares and two foil cards (which can also be rares), two non-foil borderless showcase box topper cards are included in each booster box, and they will be available in the following languages: English, French, German, Simplified Chinese, and Japanese.

There will also be a new VIP Edition of Double Masters, which are packs of 33 cards plus 2 foil tokens that feature: 2 foil borderless cards (only found in the VIP edition), 2 foil rares/mythic rares, 8 foil uncommons, 9 foil commons, 10 full-art basic lands (only found in VIP edition, 2 of each basic), 2 foil full-art basic lands (only found in VIP edition, 2 randomly selected from among the 10 options), and 2 foil tokens (only found in VIP edition, token on both sides). The regular Double Masters packs seem to be pre-orderable most places for around $15, while the Vip Edition packs are preordering for around $100.

There has been some drama on Twitter lately due to the fact that Wizards accidentally erred in their original description of the contents of the 2 foil borderless cards. Originally, consumers were led to believe they would all be rares or mythics from the set, but in actuality eight of the possible cards are "popular, powerful cards found at other rarities in the set" such as Expedition Map and Urza's Mine. At $100 a pack, I can understand some of the disappointment, but I'm still excited about these "popular, powerful cards" (as we'll talk about in just a bit).

VIP Edition Expedition Map

That's enough introduction! Let's take a look at 5 of the Double Masters reprints I'm most excited about and talk about their financial implications! After that, I'll talk a little bit about a few of the duds from the set that I would be incredibly bummed out to open if I were to be opening these packs.

Karn Liberated

One reprint that's already had some recent reprintings that I'm still excited about is Karn Liberated. Partly because the price has still been fairly high for its printings and partly because I adore the new Mark Tedin art for the borderless, VIP Edition of the card.

There was an error retrieving a chart for Karn Liberated

Even with the reprintings, we can see that Karn has often been selling in the $30-$50 range for the past year or so, which indicates that there is plenty of demand for the card. It's always been a mythic and sees play in various formats. Players seem to be pretty passionate about the card, and after an initial dip, I wouldn't be surprised if the card stayed right around the same price it's been for a while now.

But what about the VIP Edition, with new art by Mark Tedin?

People seem to be split on the art (I for one, adore it) but I wouldn't be surprised in the slightest if it eventually ended up passing the 90-100 dollar mark. Especially since Mark Tedin did new art for the Tron Lands that form a panorama with it - which we're going to look at next.

The Tron Lands

I think it's really cool that Urza's Mine, Urza's Power Plant, and Urza's Tower are going to be in the set at common, along with Expedition Map. Because of the timing of the release, I doubt I'll get a chance to draft this set but if I do I can only imagine getting to assemble Tron in a draft environment would feel very cool. These commons will always be worth pulling out of your bulk bin, but what's more financially interesting is the VIP Edition versions with Mark Tedin art:

As you can see, they match the new Karn Liberated art and form a panorama with it when arranged side by side. These special versions of the lands feature a rare marking instead of the common symbol. I've noticed people on Twitter being upset by this and complaining about commons getting the special treatment, but I'm actually pretty excited because these are, for the most part, all looking to be powerful, often played cards which I imagine will still command fairly high price points.

I mean, look at the Kaladesh Inventions Ornithopter. Ornithopter has a ton of printings, is played less than Expedition Map and the Tron lands, and it's Invention printing still manages to hold a $30-$50 price tag. Looking at the spoilers so far, opening one of these as one of your borderless VIP Edition cards doesn't look like too bad of an option.

Jace, the Mind Sculptor

Jace, the Mind Sculptor is one of Magic's most famous cards, being touted as one of the most powerful Legacy staples for years as well as being banned in Modern up until 2018. It went from not having many printings at all to getting several in rapid succession, adding one more to the pile with Double Masters. While it may not hold the power level that it once did, Jace is still a very powerful card and a sought after mythic. Even the Eternal Masters version has continued to hold a premium price point.

There was an error retrieving a chart for Jace, the Mind Sculptor

I feel like this printing will follow suit, and I would recommend trying to trade into them right at release when the price should dip, and holding onto them for a while. Jace is also getting the borderless VIP Edition treatment, which is almost guaranteed to continue to hold at a premium.

Exploration

As I'm writing this article, I'm realizing a trend: all of the spoilers I'm excited about are also being reprinted with borderless VIP Edition art. Exploration is another card I've been thinking really deserved a reprint, and I wasn't very surprised to see it spoiled.

There was an error retrieving a chart for Exploration

Exploration is a super powerful card for ramp strategies and has only seen printings in Urza's Saga and Conspiracy. With both Legacy Lands players packing full playsets and green EDH players needing copies, I think this is a much-needed reprint with an absolutely gorgeous VIP printing. I don't even play this card and I'm going to try to at least trade into one copy of the Mark Poole art, it's just so pretty.

I'll be aggressively trading for the regular printing at around the $20 mark or below if I can, and wouldn't be surprised if it maintained a close to $30+ price tag moving forward. I'm not confident enough to try to predict how expensive the VIP printing will be, but I don't think there's any way it doesn't maintain a significantly higher price than the other printings.

Noble Hierarch

Noble Hierarch is one of my favorite cards of all time. It was in the first competitive deck I ever played and a huge part of my first ever Grand Prix experience. At one point I co-owned a Judge Promo with one of my best friends (he was something like $10 short when he spotted it for a steal at a booth), and we ended up selling it for a lot more than he had originally bought it. This was my first Magic finance experience, silly as it was, and since then Noble's price has plummeted.

However, I'm still super excited about the reprint for several reasons (and yes, one of the big reasons is the VIP Edition art.)

There was an error retrieving a chart for Noble Hierarch

The original printing hasn't trended near it's peak price in a long time, and I doubt it ever will, but it has still managed to hold around the $20 and up range. It's a very versatile card, showing up in plenty of different Modern and Legacy decks. If you can get these new copies for cheap around release, I don't think picking up a playset or two is a bad idea.

I'm super surprised the gorgeous VIP Edition with art from Greg Staples is only preordering for around the $60 mark.

I've been thinking about un-foiling my Modern Infect deck for competitive play for a while now, and I think I'm going to have to trade into these as quickly as possible for it. I would love to have copies of all the borderless cards in my collection, but I think Noble Hierarch is the one I'm going to be most aggressively seeking out.

A Note on Stinkers

Unfortunately, I don't think there's any way to print a set where every rare in the set is a slam dunk from a financial perspective. Wizards designs these sets to be drafted, and as such there will always be draft chaff rares that aren't worth anything in any set - but it feels especially bad to open them when you're paying a premium price for the pack you opened them in. While I generally advise staying away from gambling on opening sealed product in general, it's hard to resist when the set is full of really exciting cards.

Still, I would not be happy to open something along the lines of a Cragganwick Cremator, Champion of Lambholt, or Thought Reflection.

There was an error retrieving a chart for Champion of Lambholt

Anyway, that's it for now! I hope you all are having as good of a time watching the spoilers roll out as I am. I hope you're in a place where it's safe to meet up and draft this awesome looking set with your friends, and if not I sincerely hope you're staying safe and will still be able to obtain all the Double Masters goodies you need for your decks and speculation boxes. This is shaping up to be quite an interesting set! The financial market always seems to get extra swingy during a Masters set release, so if you're not already I'd highly recommend using our Trader Tools to help you make sure you're on top of your Magic finance game.

Feel free to stop by and say hi on my Twitch channel or hit me up on Twitter, I'd love to chat with you about Double Masters or anything else Magic related! Take care out there friends, I'll catch you later.

 

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