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Trending Away: Modern’s Metagame Muddle

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It's the end of June. Normally that wouldn't feel weird to say, but this is a rather unusual year. Where has it gone, and simultaneously why does it feel like it never goes at all? Without paper events as a guide and work disrupted, time is losing meaning to me. Fortunately, I keep being reminded of time as a side effect of tracking metagame changes and data. And therefore it's time to take a look at the overall metagame and try to see where it's heading.

I want to make it clear that I'm not doing a classic-style metagame update. The first reason is that those used a weighting system to reflect the differences between paper and online Magic, which is not applicable right now. Thus, I don't have to do the calculations. The second, and more primary reason, is data points. I only have 295 total decks in my sample, and while that seems like a lot, a good sample for this scale of inquiry should have at least 500 entries, and ideally at least 1000. So when I actually tried to do the stats work, I got a tier list that made no sense. I'm contemplating how to work around this problem for the future, but in the meantime, we still have plenty of juicy data to dive into!

Week of 6/21

I'll begin where I left off last week. I started tracking the weekly results to determine the impact that companions were having on Modern. It ended on a pretty grim note. I kept going to see if the nerf worked. It had, and since it's clear that companions are now just Magic cards, I'm done sorting them out of results. Nothing worth seeing anymore. A consequence of all that inquiry was that I watched how the metagame changed week to week, and observed that since the nerf, Modern had gotten very volatile. The additional week of data confirms that observation.

Deck NameTotal #
Other13
Eldrazi Tron8
Burn6
Ponza5
Bant Snow4
Humans4
Sultai Snow4
Toolbox3
Amulet Titan3
Storm3
Mono-Green Tron3
Izzet Tempo2
Whirza2
Kinnan Combo2
Infect2
Winota2
Grixis Death's Shadow2
Temur Rec2
Dredge2
Prowess2

The first thing I have to address is the numbers. This week, only one Challenge was reported, and the five Preliminaries were pretty small, so I only have 74 results. I suspect that release events for Core 2021 are at fault.

The second thing is the volatility. Ponza fell to third, Burn rose to second, and all the snow decks lost percentage. Amulet Titan reappeared while Whirza collapsed. Other, made up of all the singleton decks, remains the most populous category by a good margin. What this suggests is that there's no clear best deck in this metagame. Players are seeing success with wide ranges of decks each week. The question will be how sustainable this volatility is.

As a case in point, this week saw two decks built around Kinnan, Bonder Prodigy. I was tempted to lump them in with the Toolbox decks, but these decks weren't built around their tutors. In fact, I think each only had Eldritch Evolution. The same is true for the two Winota, Joiner of Forces decks. This isn't the first time Winota has been in the data, but previous decks had more tutors, and so were classified as Toolbox. These new versions are Zoo decks with a card that's arguably busted, which means they're a different archetype.

June's Aggregate Metagame

If the week-by-week results are unclear, then what about the overall metagame? There's a very clear answer, but it's not what I expected. For this section I combined the results from all the weekly metagame updates. After I calculated the metagame percentages, I lumped all the 2-of decks into Other with the singletons because they were less than 1% of the metagame.

Deck NameTotal #Metagame %
Other5518.7
Bant Snow289.5
Eldrazi Tron289.5
Ponza279.2
Burn227.5
Humans165.4
Storm134.4
Toolbox134.4
Dredge124.1
Amulet Titan124.1
Sultai Snow113.7
Whirza103.4
Temur Urza82.7
Prowess72.4
Temur Snow51.7
Mono-Green Tron51.7
Infect41.4
Neobrand31
Sultai Reclamation31
Izzet Tempo31
Unearth 31
Ad Nauseam31
Niv 2 Light31

Other is the most popular category by far. To be clear, there were 20 decks with two results, so even if I hadn't put them in Other, it would still be the largest category. This strongly indicates that there is great diversity in the metagame and that brewers are finding success with offbeat decks. That fact normally indicates overall metagame health.

As for the individual decks, there are some stark divisions in the data. Four decks posted 22+ results in June, and then there's a sheer drop off to Humans with 16. If you were to twist my arm for a tier list, I would put Bant Snow, Eldrazi Tron, Ponza, and Burn in Tier 1. Humans would be Tier 1.5 in my book, with all the decks with 10-13 results constituting Tier 2. I'm saying this rather than giving a mathematical answer because my calculation put Tier 1 at only the top 3 decks and Tier 2 was Burn, Humans, Storm, and Toolbox. I haven't had time to figure out if this is a function of the methodology being inappropriate or if I messed up somewhere.

In either case, the metagame has definitely slowed down without companions. June's metagame was similar to, though not exactly the same as, the pre-companion metagame. Slower decks had the advantage while aggro and combo were looking for a way into the metagame. What that means for July is unclear.

Where's it Going?

I know this heading title sounds like a rhetorical question, but I'm being genuine. As I was putting this all together, it became clear that Modern is now in wild flux. The power rankings don't accurately reflect the reality of the metagame. This makes perfect sense, as they're an aggregation meant to show the overall trend rather than reflect dynamic reality. Looking at the specifics of the data raises a lot of questions about those aggregate results. Take this graph showing the top five decks from the power rankings by weekly metagame percentage.

As shown, every deck's been up and down. None more than Bant Snow, which simply collapsed after week 1. Were it not for that exceptional first week, it would not be tied for first place. In fact, that week 1 result is so out of line with what Bant Snow managed in subsequent weeks that I'm inclined to think of it as an outlier. That ~15% was likely not a function of Bant Snow's positioning or metagame but rather population based. The fact that Snow as a whole declined in week 3 along with supposed predator Ponza supports this theory.

It's equally possible that the small sample size of week 3 impacted the results. However, that wouldn't change the overall picture of a very volatile metagame. As previously noted, players are seeing success with many different decks. The Other category is filled with decks that put up results once, then disappeared again. New decks have decent individual weeks, disappear, then reappear. And the top deck changes wildly between weeks. This tells me that there really isn't a metagame yet. Players are still trying to figure out what's good now, and that answer remains elusive.

What it Means

Right now is the time for brewing. If you've got the cards online, I'd recommend trying out that whacky idea you've been sitting on for awhile. It can't be weirder than the decks that have actually made the data. They've run the gauntlet from Toolbox decks that I can't find their combo kills to strange configurations of Mill to a straight port of Pioneer Inverter of Truth combo. Seriously, the only difference I remember is fetchlands. The best part is that everyone else is experimenting and looking for the new best decks, so even if your idea is half-baked, it's no less wonky than everything else.

Looking Ahead

However, nothing lasts forever. This Wild West will have to come to an end eventually. I don't know how it will end, but I am certain that Eldrazi Tron will hold a niche in that new world. Eldrazi have always been a significant part of the online metagame, even though they're inconsistent at best in paper. Furthermore, it looks like Chalice of the Void is a decent card again. The Eldrazi have lost a lot of their bite over the years, but Eldrazi Tron is always the best Chalice deck. When Chalice is good, so is E-Tron. I don't know if that's actually the case given the overall volatility, but players clearly think it's true. We'll have to keep watch.

The second observation is that targeted discard is at an all-time low in Modern. Jund and Grixis Death's Shadow are nowhere to be found. Sultai Snow doesn't always run Inquisition of Kozilek or Thoughseize maindeck, and is a small part of the metagame anyway. I suspect Snow decks being mainly 2-for-1's is a significant factor, as is Inquisition being bad against Eldrazi. Plus, Veil of Summer, anyone? Now is the time to break out decks that are weak to discard.

The third thing is that Big Mana is retreating. Eldrazi Tron doesn't count as it can't get big mana consistently. It's a beatdown deck with acceleration. Amulet Titan has fallen from the top of the metagame, and is now where I think it has always actually been. However, I've never considered normal Tron to be overrated or badly positioned. And yet it's just gone. Snow decks have upped their counters and run Field of Ruin, but they're a very small part of the metagame, so I'm mystified by Tron's fall.

Where I'm Heading

These trends are pushing me to actually put some money into MTGO and get a new deck. I already had Humans from years of playing MTGO drafts when the lockdown happened and paper Magic stopped. Not wanting to put money into digital cards, I've just been playing Humans. And it hasn't gone well recently. I was very surprised to see Humans as the fifth-place deck in the standings because I've had terrible results recently.

Part of that has been on me. I play sloppier online than in paper. I'm not sure why, though the anonymity plays a part. In paper, if I mess up, I'll hear about it for weeks. Online, nobody knows you, so it's easy to just move on. I'm also doing nothing else when playing paper, and so focus more. I got a lot of other stuff distracting me on my computer. I've also had a run of terrible luck. Lots and lots of flood-outs and runs of terrible-but-fringe matchup after terrible-but-fringe matchup. Culminating in a League where I hit five Soul Sisters decks, flooded to death in each, and they hit multiple Path to Exile every game.

More importantly, but less cathartically, Humans has felt poorly positioned to me. A lot of the appeal of the deck is its fast clock and disruption. This makes it very strong against combo and control decks with limited sweepers. Which is exactly the metagame that we had until recently. Meddling Mage is very good against Amulet Titan. However, Humans is not and has never been very good against waves of spot removal, and that's what's seeing more play. Sultai Snow is very Jund-like, and the various Izzet decks that are creeping in have full sets of Lightning Bolt and Lava Dart. However, this meta is looking favorable for an old friend.

Updating Spirits

I quit playing Spirits when Big Mana and discard decks took off in the last third of last year. Spirits' clock was too slow to contend with Amulet Titan, even with Damping Sphere, and discard is a nightmare for a deck that wants to hold cards in hand until the time is right. Humans dodges both problems and so was the better deck. Now that everything's shifting, I'm looking back at my old standby.

UW Spirits, Test Deck

Creatures

4 Mausoleum Wanderer
2 Spectral Sailor
4 Selfless Spirit
4 Rattlechains
4 Supreme Phantom
2 Brazen Borrower
4 Spell Queller
4 Drogskol Captain

Planeswalkers

3 Teferi, Time Raveler

Instants

4 Path to Exile

Artifacts

4 Aether Vial

Lands

4 Flooded Strand
4 Hallowed Fountain
2 Cavern of Souls
2 Moorland Haunt
2 Mutavault
1 Seachrome Coast
3 Island
3 Plains

I'm on Moorland Haunt and Mutavault over Field of Ruin thanks to the aforementioned fall off in Tron. Haunt is an exceptional tool in grindy matchups, and key to forcing my way through Ice-Fang Coatl. It's even better since I'm not running Rest in Peace at the moment. Without Jund or Dredge, the need for long term persistent graveyard hate is down. Grafdigger's Cage is far more useful in more matchups. I'm still testing, but Spirits loves a meta full of durdle, and Spell Queller targets.

Take Advantage

The June meta clearly shows that Modern is in flux. This cannot last, but since Wizards attention is focused solely on Arena (and I'm not sure it's working out) Modern will have more breathing room than normal. Without the spotlight, there's time to experiment. We'll see how this affects July's metagame in a month.

Buylist Competition Is Heating Up

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When it comes to monitoring certain card prices, I can be a little obsessed. My morning routine always includes a quick glance at the Interests page on MTG Stocks as well as Card Kingdom’s hotlist. I’ll also frequent other buylists to glean retailer sentiment regarding the hottest cards.

With COVID-19 effectively shutting down paper Magic events, many retailers are struggling to restock popular cards. They’ve responded to the shrink in market supply in different ways.

A couple weeks ago, Star City Games tweeted something that caught my eye:

I’ll admit Star City Games’ buylist wasn’t on my radar as one to check frequently. Their buylist was once best in class when it came to value and hot cards, many years ago; I sold to them regularly circa 2014. But the past few years have seen retailers like Card Kingdom and ABUGames really storm to the forefront in offering the best value for cards.

Then you’ve got ChannelFireball boasting their “buylist bonanza” on Twitter, even showcasing it as their Twitter banner.

Separately, I’ve noticed ABUGames and Card Kingdom adjust their buy prices upward in response to shrinking market supply.

One question remains: who is best in class? This week I’ll look at a few key cards across multiple formats in order to evaluate just this question!

Category 1: Legacy/Vintage

I mostly deal in older cards, so it’s probably no surprise that my inclination is to start here. But there’s a greater reason for this: many cards in this category are accelerating upward. Don’t take my word for it, though. Check out these numbers (near mint prices cited):

There are dozens of cards worth tracking here, but I tried to pick a fair representation of popular Legacy and Vintage cards. I’ve bolded the highest dollar amount, by card, for both cash and store credit numbers. As of Sunday, June 28th, it looks like Card Kingdom is still your best bet for buylisting older cards. It’s nice to see Star City Games and ChannelFireball in the ballpark, though…that wasn’t always the case.

ABUGames still offers more store credit for cards than any other vendor, but keep in mind the caveat that their sell prices are equally inflated. If I had one of each of these cards to sell and a choice of vendors to sell to, I’d pick Card Kingdom for either cash or less-inflated store credit.

Also, it’s critical to keep in mind how these stores downgrade their offers due to condition. For example, Card Kingdom would pay 80% of their near mint buy price for a moderately played (i.e. “VG”) Underground Sea, equaling $272 in cash. Star City Games lists their buy prices for lower conditions individually, and they currently offer $250 for a played copy. ABUGames also lists unique numbers by condition and offers $224.07 for played Underground Seas.

There was an error retrieving a chart for Underground Sea

ChannelFireball downgrades older cards most severely, offering just 25% of their posted buy price; suddenly their best-in-class $350 number becomes a worst-in-class $87.50. Who in 2020 is going to sell a Revised Underground Sea for $87.50?

Whether cards are near mint or played, I’m sticking with Card Kingdom with this category.

Category 2: Commander Staples

If I had to guess, I’d say that Commander is the most popular paper Magic format in a world where large tournaments aren’t taking place. Therefore, it’s no surprise to see some of the hottest Commander staples rising in price. Players still want to build new decks and battle their friends, but vendors are having a tough time restocking these cards—older ones are especially difficult due to the smaller supply.

But which vendor of the big four is best to sell to? Let’s look at some numbers!

Store credit numbers follow a similar trend to the Legacy/Vintage list earlier—ABUGames offers best-in-class store credit for cards, but their inflated prices need to be taken into account.

Cash-wise, there’s no clear-cut winner this time. ABUGames surprisingly offers the best cash price for two of the cards (near mint condition). ChannelFireball is also competitive alongside Card Kingdom. Only Star City Games lags the pack here.

But again, keep in mind ChannelFireball’s most severe condition pay scale. Anything older than Eighth Edition is going to see aggressive payment cuts unless it’s near mint.

Meanwhile, Card Kingdom uses dollar value to determine how much to cut based on condition (with Alpha, Beta, and Unlimited being an exception).

Comparing these two lists, however, we see that Card Kingdom is minimally the same if not more generous than ChannelFireball when it comes to played cards.

Net, for this category, if you’ve got near mint cards and are after cash or store credit you’ll want to compare Card Kingdom, ABUGames, and ChannelFireball’s offers. If your cards are played, however, your best bet is ABUGames and Card Kingdom.

Category 3: Modern and Pioneer Staples

I haven’t dealt in Modern or Pioneer cards in quite some time. There was a moment of hype when Pioneer first began because it was viewed as a less-powerful, wide-open format as compared to Modern. Since then, however, I think things have calmed down. This is partly because these two formats rely heavily on paper events to drive demand, and there just aren’t many of those going on right now.

Still, some of the multi-format staples that see significant play in Modern and Pioneer are worth real money. Let’s compare some top played cards in the two formats to see which vendor pays best:

Again, ABUGames’ inflated store credit comes into play. But if cash is your end game, there really is no clear winner here. Each vendor has at least one card where they offer the highest dollar amount. For the most part, all cash offers are within 10-15% of each other (besides Dig Through Time) so you won’t be selling yourself short if you pick one vendor and stick to them. In this case, there really is no clear winner.

The key takeaway here is that if you have Modern and Pioneer cards to sell, check each vendor individually and consider condition of your cards before choosing a retailer. Rest assured you won’t be missing out on too much money by selling all your cards to a single vendor. It may not be worth the extra effort and cost in shipping multiple buylist offers.

Category 4: Standard Staples

Thanks to Magic Arena, I know more about Standard now than I have known in nearly a decade! I know all about the predominance of Growth Spiral-driven decks, and I have developed a casual fondness of the Rakdos Sacrifice deck—it must be something about winning with a 1/1 cat that I find entertaining.

Alas, I have written at great lengths previously about how Standard card prices may be suppressed due to the lack of paper events taking place. This is especially the case when looking at Ikoria prices, which all seem deflated—perhaps this is due to their reduced impact on the Standard metagame? Still, those Triomes should be worth more given their ubiquity in Standard (and probably Commander)!

In any event, here’s a breakdown of vendor buy prices on the hottest Standard staples:

The dichotomy between Uro, Titan of Nature's Wrath and the rest of cards in Standard is baffling. That one card is worth about four times as much as some of the other most-played cards in Standard.

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

In any event, it’s no surprise to see Card Kingdom is competitive with their buy prices yet again. What is surprising is how well Star City Games performed in this category, offering the best buy price on three of the cards! ChannelFireball only had the top buy price on one card. I would not advise shipping Standard cards to ABUGames based on their values, unless you’re really eager for some of their store credit.

Net, if you’re selling Standard cards I recommend checking Card Kingdom and Star City Games for the best deals. ChannelFireball may be competitive as well; I guess if you want a chance to win a Black Lotus as part of ChannelFireball’s buylist bonanza, you could justify sending some Standard staples their way.

Wrapping It Up

Obviously this analysis is incomplete; it’s only a snapshot across formats. To do a more robust assessment of buylists, you’d have to expand the list of cards significantly. A complete analysis was not my intent with this week’s article.

Instead, I’m trying to get a feel for whether or not it’s worth shopping cards around across the four major online retailers. Up until recently, I only focused on ABUGames and Card Kingdom when I wanted to sell/trade cards. But recent tweets from ChannelFireball and Star City Games grabbed my attention, so I thought I’d give them another look. You also could consider MTG Seattle, which offers very competitive numbers if your cards are minty fresh. I have minimal experience in dealing with them, however.

Card Kingdom is still best in class overall—especially when dealing in Reserved List Legacy and Vintage staples (especially if they aren't mint). If you have newer cards from Commander, Modern, Pioneer, and Standard, then you’re best off shopping these around at Star City Games and ChannelFireball as well. They each have pockets of cards where they offer the best value, and their condition downgrades are less severe.

Be careful when shipping played cards to ChannelFireball. Their downgrades on older cards are especially harsh. Also, don’t forget that ABUGames’ store credit is inflated, so their “best-in-class” numbers are misleading. Unless you find something fairly priced on their website, your best bet is to discount all ABUGames credit numbers by 20-30% in order to make for apples to apples comparisons with the other retailers.

This is an interesting time to buy and sell cards as vendor inventory dries up. Restocking at major events just can’t happen as long as COVID-19 is around. Since this virus is here to stay for at least a few more months, I expect pricing trends to continue in the same direction. This could make for some attractive exit points if you’re looking to raise cash. Keep a close eye on trends, and make sure you shop around because multiple vendors are upping their game in their pursuit of your cards!

Budget-Focused: Four Cards With Long Term Potential in Pioneer!

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Hey everyone, and welcome to another week of budget-focused Magic! I wanted to start focusing on some Pioneer cards that have potential to spike down the line. I had some on my list that have already spiked in value and did not want to have you all potentially miss another opportunity. Today, and the next few articles, we're going to be talking about some low CMC cards that are (in my opinion) flying under the radar.

Ceremonious Rejection and its outlook

To kick things off, we are going to start with an instant spell that deserves even more looks due to Pioneer. Ceremonious Rejection is a card that should be considered for a good portion of blue sideboards. It is niche given the fact you can only target colorless spells. That being said, you can hit Eldrazi, artifacts, and other non-creature spells. In this format all the above are used and some resulting in wincons, such as Ugin, the Spirit Dragon and Inverter of Truth. Depending on your build, you might be able to get away with throwing one in your mainboard as a silver bullet in case you come across a colorless deck.

There was an error retrieving a chart for Ceremonious Rejection

The current price for this is coming in at $0.50 for the non-foil and $3.01 for the foil copies. This card for whatever reason hasn’t quite found a home just yet in pioneer, but it most certainly should long-term. It is already used in both Modern and Vintage formats, and if it is used there it should be in Pioneer at some point. Considering the high number of potent colorless spells used in the format, it just blows my mind it is not at least a 2-of in most blue sideboards. Keep an eye on this one going forward, as it most certainly has room to grow over time!

Infernal Reckoning and keeping an eye on colorless spells

Continuing the route of colorless spells, another card to note here is Infernal Reckoning. This one is coming in at $0.50 for non-foils, $1.85 for the foils, and $1.58 for the prerelease copies. This was one when Pioneer was becoming a thing it would be used heavily against Smuggler's Copter decks, among others. Both this and Ceremonious Rejection were answers to it, but people still felt it was too much for the format, unfortunately. This made for these two to be a little less appealing in the format, overall.

History has a way of repeating itself in some regard, so do not be surprised if another colorless card is created with great upside. We should also note here that the format is still trying to find itself and we should not sleep on the fact that colorless spells can be a thing in the future. Nothing else is more appealing to players than a low-cmc answer to a threat! Infernal Reckoning still has room to grow such as Ceremonious Rejection and should be considered as a buy at the current rate.

There was an error retrieving a chart for Infernal Reckoning

Deafening Silence

The next card we have is one that surprises me still that it is not worth more. For budget-minded players, this is one to certainly pick up while it is low, and that card is Deafening Silence. This was one that for sure was going to be a $3.00 minimum when it came out, or so one would have thought. Here we are today looking at the current price of $0.42 for the non-foil and $2.05 for the foil copies. This is a steal at the current price, and it is being used outside of Pioneer format, seeing play in Legacy, Vintage, Modern, and Commander. Being used in basically every format is nothing to scoff at.

There was an error retrieving a chart for Deafening Silence

Looking at where this thing can be used, the easy answer is “any white build”. In Pioneer we could easily sideboard this in any white build, and even mainboard in others. Sram, Senior Edificer decks can benefit from this if going against any deck utilizing non-creature tactics. White weenies are another deck style that is big in the current meta and can utilize this, especially against burn decks to slow them down a bit.

Those are just two examples that jump right out as they are big in the current meta. This card is also the Achilles heel to Lotus Field decks. If you pop this out and they have no response, you can very well win out if they do not get their wincon quickly. Closing on this one it should be very close to the $3.00(minimum) range long-term especially if it gets used more in Pioneer.

Cindervines

Last, we are going to be looking at an enchantment that one would think would be worth more than its current price. Cindervines is another great card that gets used in other eternal formats such as Modern, Legacy, and Commander. The current price on this is $1.44 for the non-foils, $3.51 for the foils, and $3.06 for the prerelease copies. For where this is being used, it should be sitting around the $5.00 range for the non-foils. Though it only pings when our opponents cast non-creature spells, we can use it to rid of potential enchantment or artifact threats.

There was an error retrieving a chart for Cindervines

There are some Gruul Aggro decks that have been popping up in the top eight as of late, and this one features Cindervines in the board.

Gruul Aggro by citizenofnerdvana

Creatures

4 Bonecrusher Giant
4 Elvish Mystic
2 Ghor-Clan Rampager
4 Goblin Rabblemaster
1 Klothys, God of Destiny
3 Legion Warboss
4 Llanowar Elves
4 Lovestruck Beast
1 Rhonas the Indomitable
3 Steel Leaf Champion

Instants and Sorceries

4 Collected Company
2 Crater's Claws

Other Spells

2 Embercleave

Lands

8 Forest
2 Game Trail
6 Mountain
2 Rootbound Crag
4 Stomping Ground

Sideboard

2 Cindervines
1 Fry
3 Heroic Intervention
3 Lava Coil
2 Reclamation Sage
4 Scavenging Ooze

Outside of Gruul Aggro, it has potential as a sideboard piece in other green decks that have room to utilize dual lands. Although the casting cost makes it less appealing, one cannot deny the upside it holds once it hits the board.

To close out this week’s article, I just wanted to let you all know to keep an eye on all lower-cmc cards that show potential. I know that might kind of go without saying, but sometimes the obvious gets overlooked. Cards that look out of place or may not have a home yet are also worth keeping an eye on, as Wizards may produce something that will compliment them in the months to come. I hope you all enjoyed this week’s article and be sure to come back for the next one!

Performance Review: Companion Errata Checkup

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Alright, no more distractions. It's time to find out if the companion rules change actually worked. When the change came down, I hypothesized that there would be a general drop-off in playability, but companions would remain a factor in Modern. Lurrus of the Dream-Den would take the biggest hit, while Obosh, the Preypiercer would be unaffected. Now it's time to see if I was clairvoyant.

Companions will go down as a great "what if?" in Magic. They became legal, rose, and then fell at a point when only online play was possible. The online metagame has always been a bit weird and distorted compared to paper, and thus it's natural to wonder if the complete takeover seen online would have played out in paper. Online has always been more fluid and prone to follow-the-trend groupthink thanks to a lower barrier to entry and deck switching, so it's possible that more players would have resisted companions rather than join them under normal circumstances. I suspect little would have changed, since companion's opportunity cost proved too low. But it could have!

Methodology

The purpose of this inquiry is to find out if companions were provably nerfed. To investigate, I'm taking all the posted results from non-League events, tabulating the overall data (because we might as well look at where the metagame is heading, too), and then separating out the companions. I had intended to then do some statistics on the data, but as you'll see, that isn't necessary. The answer proved to be far more obvious than I expected. I also kept track of which decks were still playing companions.

The data is from the two full weeks since the announcement. This is partially so there was enough time for players to experiment and test their decks; taking a sample right after implementing the change would reflect the confusion, chaos, and conversion of the transition, yielding muddied data. That is, muddied unless tracking the evolution from the old to the new version of a deck is the point. I wanted to see where players' heads were once they'd had time to adapt. I've lumped all the singleton decks together as Other.

The other reason is that I'm not sure when the rules change actually hit MTGO. When the announcement went up, I remember it saying that the rules change would be implemented June 4 for MTGO. Later, it was changed to June 3. However, in one matchup I played on June 4, my opponent was still able to play their companion as before, though that didn't happen June 5. Technology is wonderful, isn't it? Regardless of anything else, I'm going to sample after the point I'm sure the rules were successfully updated online.

Week of 6/7

As a reminder, right before the change went in, Prowess was on top of the metagame by a wide margin. GBx and Eldrazi Tron were second and third respectively. Lurrus was the most played companion by far, and was present in roughly 50% of all decks. Yorion, the Sky Nomad was in second, representing 13.6%. Attendance had also declined over the course of companion's domination. It is even lower now, with only 108 decks in my sample. However, that fact doesn't necessarily mean anything. My source only recorded three Preliminaries each week, and two premier events week 2.

Deck NameTotal #
Other18
Bant Snow16
Eldrazi Tron11
Burn9
Ponza8
Toolbox8
Amulet Titan8
Humans7
Storm5
Dredge4
Temur Urza3
Prowess3
Neobrand2
Sultai Reclamation2
4-C Snow2
Temur Snow2

That is a very through shaking up of the metagame. Prowess has utterly collapsed, while Bant Snow decks have surged. In many ways, they've switched places in the standings. Eldrazi has held its numbers, which in this sample let it move up a place to second. Toolbox is in the same boat. BGx has simply disappeared; I didn't record a single placement for this week. There's no definite reason for this drop-off, but I do have a theory.

There's an impulse to claim that the metagame just reverted to its pre-companion configuration. This isn't true. This metagame data now looks like what players thought the metagame was like before Ikoria, not what it was actually like. The narrative centered on Bant Snow, Urza decks, and Amulet Titan being the best decks in Modern. In reality, RG Ponza was on top of MTGO, and by a wide margin. Ponza had the right disruption and clock to knock all those durdly decks around, and was rewarded accordingly.

My guess as to this deviation is that players went back to lists they knew or believed were good in wake of the change. The various varieties of snow decks were easier to tweak, and powerful choices on their own. Thus, they were the default choice. Everyone else was behind the snow players in terms of the learning curve and didn't correctly anticipate the metagame.

The Companions

As for the real crux of this investigation, I think the companion data speaks for itself.

NameTotal #Total Metagame %
Lurrus65.55
Yorion54.63
Jegantha21.85

They're just gone! Fallen from ~76% to ~12% of the overall metagame. Lurrus remains the most popular, but only by one deck. Where once I saw six or more companions per week, now there are three, who also happened to be the most prevalent three from before. One set of data isn't definitive, but it very strongly suggests that the nerf was successful, and that companions are something to be earned rather than the default.

Week of 6/14

One data set is insufficient to draw meaningful conclusions. So now it's time for last week's data. This sample, despite being one event lighter than the previous week, was up to 113 decks. I can't see this as anything other than an uptick in participation. This further suggests that the companions were affecting event attendance negatively. In turn, this interpretation would corroborate all the Twitter chatter indicated about players getting burnt out. Hopefully, this population uptick continues.

Deck NameTotal #
Other19
Ponza14
Eldrazi Tron9
Bant Snow8
Sultai Snow7
Burn7
Whirza7
Dredge6
Storm5
Humans5
Temur Urza4
Temur Snow3
Unearth3
Infect2
Mono-G Tron2
Prowess2
WG Eldrazi2
Ad Nauseam2
Niv 2 Light2
Bogles2
Toolbox2

To further drive home the point, this week looks nothing like the last. Bant Snow took a beating, while Ponza surged to the top. I suspect these changes are linked, since again, Ponza appears to prey on Snow decks. Sultai Snow has come out of nowhere on the back of recommendations from high level players. Eldrazi Tron is just slogging along, though that shouldn't be surprising. It's been putting in strong online showings for a long time, though that rarely translates into paper.

Prowess continues to languish at the bottom of the heap, but notably, Amulet Titan has also bottomed out. There was only one Amulet deck in the sample. I've always thought the deck was overrated, but still reasonable, so this disappearance is something of a mystery. This is especially true in light of it holding its ground during the companion era and being a solid deck beforehand. Given how strong Blood Moon is against the deck, it's tempting to lay the blame on Ponza's rise, but remember that Titan was solid when Ponza was really dominating over a month ago. There's another variable I'm not seeing here.

The Companions

On the subject of confirming results, let's move onto the companion data. And again, I think it speaks for itself.

NameTotal #Total Metagame %
Lurrus54.42
Yorion54.42
Obosh10.88

Companion participation on Modern has fallen again, both in numerical and percentage terms. Now down from 13 companions and ~12% down to 11 and 9.72%, it is evident that the companion era is well and truly over. Once mighty Lurrus is now tied with Yorion. Obosh is the lone other companion. I was skeptical that Jegantha would keep seeing play due to its cost, and it looks like I was right. That there's only one Obosh left is significant.

Taking Stock

I don't think there can be any doubt, and therefore no need for any statistical analysis: the companion rules change successfully nerfed the companions. It would be cliché and blithe to add "a little too well," but this is the outcome that was intended, and I think it's justified. The way that Wizards talked about companions indicated that they were meant to be a fun but rare treat for constructed, not the omnipresent force they became. Having plummeted in metagame saturation and continuing to fall, the data clearly shows that companions are now Just Another Thing in Magic.

As for the overall metagame, it is far too soon to tell. Again, it's obvious just by looking at the standings that the metagame is far out of equilibrium and is trying to sort itself out. The only clear trends so far are GBx and Prowess disappearing: I have exactly one Jund deck in either sample.

I'm not sure how to explain the fall of BGx. Some blame a poor Snow matchup, but Jund was a fine deck before Ikoria, and Snow was far more present there. If Snow is the explanation, it must be a self-fulfilling prophecy, in which players inordinately fear the matchup enough to just not play the deck. Another suggestion, which I have no way to verify but does make sense, is that a lot of online Jund players sold part of their deck to pay for the Lurrus package. They need time to reassemble their decks. I know players that do this, so it's plausible, but again cannot be verified.

Prowess disappearing is more intuitive. It's effectively been exploiting the metagame this year, and now the hole has closed. Early on, it took advantage of Amulet Titan's non-interactivity. As Titan fell off, so did Prowess. Prowess made the best use of Lurrus, and was rewarded with the top spot in that world. Now the party's over, and interaction is more common.

My Predictions

Since I mentioned my predictions at the start of the article, Checkov's Gun demands that I reexamine them.

Lurrus

I noted that Lurrus was the most impacted, and in terms of its decline, that is definitely true. Prowess, as predicted, had to abandon Lurrus. Of the five Prowess decks I saw, only one had the nightmare cat. The rest resembled older versions. GBx took a much bigger hit than I expected. While I can't directly attribute that to companions falling off, the only Jund list neglected to run Lurrus. With both the card itself and the decks that fully embraced it suffering greatly, I'm claiming success on this prediction.

Obosh

Oh boy, was I ever wrong here. I thought that Obosh Ponza would just keep on keeping on. Instead, only one deck kept the companion. I don't need to guess; I know why I was wrong. I thought the only card lost to Obosh was Chandra, Torch of Defiance, and that's not too burdensome. I forgot that Ponza ran Bloodbraid Elf before companions. Elf's a good card, yeah? And far better than a clunky companion these days.

Yorion

I'm not sure how to call this one. Which is appropriate, considering that I thought Yorion would be ambiguous. The same types of decks still run Yorion, but it's more infrequent. I think I got the effect on Yorion correct, but the decks are still up in the air.

Reaching Into the Kit

As a note, the only archetype that still heavily relies on companions is Toolbox. Of the 10 Toolbox decks I recorded, 7 ran companions (6 Lurrus, 1 Yorion). This makes some sense, as cutting the three-mana creatures still leaves lots of combos available. And with infinite mana, tutoring for Lurrus is no burden. Another interesting note is that three of 16 Burn decks still have an incidental Lurrus. No Mishra's Baubles anymore, just the Lurrus. Because they can, without trouble.

Where Next?

The companion nerf has worked exactly as prescribed. This has left the metagame to readjust. Which it will continue to do for some time thanks to another set incoming. I think that Core 2021's impact will be relatively muted, but there will still be churn added to the existing readjustment. We'll have to wait and see what emerges.

Insider: Breaking Down Mystery Boosters

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Like many of you, I have noticed that many Mystery Booster cards are much cheaper than other versions of the same card. I know that OG printings often carry additional value based on the fact that they are the original, but reprints typically tend to average out to a similar price, unless there is a more desirable artwork for one of them. I've previously done a lot of work analyzing how reprints drop the price of cards, with my average at the time of the article being around 27%.

By the Numbers:

  • 1694 cards in the set
  • 121 Foil Reprints (different than the 1694)
  • 152 rares
  • 30 mythic rares
  • 1 mythic or rare per pack
  • 1 foil per pack
  • 24 packs per box

One last important point to note is that the mythic rares aren't really mythic. They have the mythic symbol but are seeded just as commonly as all the rares in the set, effectively giving us a set with no mythics and 182 rares from an "odds of opening a given card" standpoint. It's also important to note that there are fewer foil options than rares so effectively the foils are more common than the rares in this set.

Analysis

we can expect to get 24 rares per box and 24 foils, however our odds of pulling any specific rare are 0.00549% (1/182) whereas our odds of pulling a specific foil are 0.00826% (1/121) from a pack. With only 24 chances per box instead of the usual 36 chances, it means you have a 13.1% chance of opening any given rare from a Mystery Booster Box and a 19.8% chance for any given foil from a Mystery Booster Box.

Compare these numbers with what you would expect from a Standard-legal booster box. Assuming you're looking for a specific rare, as again the Mystery Boosters don't differentiate between rare and mythic, then you typically have a 1.65% chance of opening a specific rare per pack which when you multiply by 32 packs per booster box (discounting the 4 packs that are expected to have mythics) you end up with roughly a 52.8% chance of opening at least 1 of any given rare.

This means that your likelihood of opening any specific rare from a Mystery Booster is 4x less than a standard set or you have to open 4x as much product to get the same results. This has major ramifications for Mystery Booster rare prices.

For now, we will focus on only the Mystery Booster rare and mythics whose current TCGplayer Market Price exceeds $5.

This drops limits our dataset down to 42 cards of note. If we take a look at this subsection of cards and compare the price of the most recent printing of the same card prior to mystery boosters release we see some interesting things.

Card Name  Current Market Price Current Most Recent Printing Market Price
Mana Crypt  $        119.24  $                151.30
Teferi's Protection  $          36.10  $                  36.85
Bloom Tender  $          32.83  $                  56.97
Selvala, Heart of the Wilds  $          24.46  $                  36.13
Expropriate  $          21.38  $                  25.00
Elesh Norn, Grand Cenobite  $          16.74  $                  17.47
Alhammarret's Archive  $          16.46  $                  15.97
Purphoros, God of the Forge  $          16.30  $                  18.51
Recruiter of the Guard  $          11.92  $                  12.47
Sliver Hivelord  $          10.66  $                  16.87
Asceticism  $            9.36  $                    9.75
Phyrexian Arena  $            9.31  $                    9.83
Sakashima the Impostor  $            9.28  $                  23.92
Kolaghan's Command  $            8.78  $                    9.00
Rhys the Redeemed  $            8.66  $                  26.87
Kiki-Jiki, Mirror Breaker  $            8.58  $                    8.68
Torment of Hailfire  $            8.52  $                    8.63
Defense of the Heart  $            8.50  $                  13.98
Grave Titan  $            8.31  $                  10.80
Animar, Soul of Elements  $            8.15  $                  13.32
Queen Marchesa  $            8.12  $                  12.08
Chromatic Lantern  $            8.04  $                    7.19
Athreos, God of Passage  $            7.69  $                    8.77
Dictate of Erebos  $            7.52  $                    7.90
Coat of Arms  $            7.50  $                    8.15
Supreme Verdict  $            7.28  $                    6.95
Birds of Paradise  $            6.60  $                    6.79
Sorin Markov  $            6.54  $                  12.65
Aetherflux Reservoir  $            6.35  $                    6.18
Meren of Clan Nel Toth  $            6.26  $                    8.02
Tireless Tracker  $            5.80  $                    5.42
Caged Sun  $            5.75  $                    7.99
Kruphix, God of Horizons  $            5.60  $                    6.02
Collective Brutality  $            5.58  $                    6.49
Eldrazi Monument  $            5.52  $                    7.51
Phyrexian Metamorph  $            5.42  $                    5.68
Teferi, Temporal Archmage  $            5.40  $                    9.49
Temporal Mastery  $            5.38  $                    6.37
Grasp of Fate  $            5.29  $                  11.37
Basilisk Collar  $            5.26  $                    5.21
All Is Dust  $            5.21  $                    5.10
Black Market  $            5.18  $                    8.29
Master Transmuter  $            5.04  $                  10.09

**Please note that many of these prices were taken over multiple days and may not reflect the most up to date prices**

Now if we take the difference between the most recent printing and the Mystery Booster printing and divide by the value of the original printing we get an overall percentage price difference between the Mystery Booster version and the original. When I averaged them all out I got 18%, which means that on average the reprint is sitting at slightly under 18% of the most recent printing. I think it's important to note that there are a few cards where the price difference is rather significant like Sakashima the Imposter and Rhys the Redeemed, though removing just those two only drops the difference to 16%.

Why does that matter?

I have done a previous analysis showing and it's pretty logical that reprinting a card drops the value of the original. Normally, we expect the reprint to be worth less than any original versions but more often than not the most recently printed version is the cheapest version available, save exceptions where new artwork is provided and it's desirable artwork. So knowing that and knowing that the current difference is around 18% we would assume that prices of the staples should slowly start to increase, barring additional supply.

I feel that is a VERY important footnote as many of the larger retailers here in the US are re-opening their doors and their inventory is flooding back into the market. Had their inventory already been available, I would argue that we are quickly approaching the ideal time to scoop up your speculation targets from MYB1. However, because we can now expect additional supply and there isn't any particular reason to expect a sudden increase in demand prices should continue to fall.

There was an error retrieving a chart for Selvala, Heart of the Wilds

One Last Point of Concern

Before buying into your spec targets from Mystery Boosters, the massive uptick in WoTC supplemental products this year could very well cause a price glut of many of these cards; let alone should they get reprinted again like Selvala, Heart of the Wilds which honestly was one of the cards I was going to buy for speculation. If this price glut becomes a reality, then the good news is you'll have more time to acquire your speculation targets from this set and other sets; the bad news is if WoTC decides to continue down this path moving forward than speculation as a whole gets a lot more risky and a lot less profitable.

It’s A-Brewing: Stormwing Entity in Temur Delver

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M21 spoilers have wrapped up, and as David predicted, most of the Modern goodies were revealed early on. But there is one particular card that caught my eye from the outset, and that I've been working on implementing into Delver shells ever since.

Stormwing Entity, at best, is a flying Tarmogoyf that resists Fatal Push. (At worst, it just sits in your hand.) So can it work in Delver, or are its hoops too small? Today, we'll size up Entity against comparable beaters and take a look at potential implementation in Temur Delver.

What's in a Bird?

In "Tough as Nails: Combat, Removal, and Stats," we sorted Modern's combat creatures into four stages depending on which point in a game they were meant to be deployed. Stage 1 creatures were to be cast on turn one, their role being "to put opponents on the back foot, either slowing down their development as they deal with the threat or contributing to a blossoming board advantage that will end the game quickly." By contrast, Stage 2 creatures emerge on turns two-three, aiming "to establish a clock after opponents have been lightly disrupted, to clean up the mess once opponents deal with a Stage 1 creature, or to contribute to a game-winning board state."

Clearly, Stormwing Entity is Stage 2, joining the ranks of Death’s Shadow, Tarmogoyf, Young Pyromancer, Mantis Rider, Vengevine, Hollow One, Hooting Mandrills, Tasigur, the Golden Fang, Gurmag Angler, and others. So how does Entity stack up against its competition?

Removal Immunity

Unlike Stage 1 creatures, which are happy to trade at parity with removal, Stage 2 threats ask too much investment to incentivize such an exchange. As such, all of Modern's played Stage 2 beaters have built-in ways to sidestep Modern's most centralizing removal spell, if not card: Lightning Bolt.

The toughest among them simply outsize it: Shadow, Goyf, Hollow One, and the Delve creatures all fall under this umbrella. Others provide a burst of value: Young Pyromancer leaves behind some tokens; Mantis Rider offers 3 damage for your trouble, and Vengevine crawls right back out of the grave.

Stormwing Entity combines a little bit of both. "Scry 2" is locked in, but is certainly among the weaker tacked-on effects among Stage 2 combat creatures; unlike producing tokens or dealing 3 damage, it's not even worth a card, as evinced by Serum Visions and Mystic Speculation. Entity compensates for this shortcoming by also being immune to Bolt... sometimes! Should players feel like keeping a land untapped, they can threaten to "counter" the instant by simply casting a cantrip, hurling opponents into a mind game: do they risk losing their Bolt for a shot at killing Entity before its controller draws more instants? Or hold out for a tap-down moment? And as for those, "free" spells like Gut Shot can buff Entity even without mana available.

Most Stage 2 creatures completely dodge Fatal Push, too, with only Tarmogoyf and Death's Shadow crumbling to the black instant. Those threats make up for this shortcoming by out-growing everything else on the list, something Entity too can achieve in the right circumstances.

Early- to Late-Game Relevance

Even ignoring removal, 3/3 is not great stats for a Stage 2 creature. And while Entity can play defense in a pinch, needing to throw spells around every enemy combat step to have more than a Wild Nacatl to work with isn't exactly reliable. Rather, Entity shines on offense, where it clocks better than most Stage 2 creatures.

Reaching 4 power is much more manageable on one's own turn, since prowess counts not just sorceries, but artifacts, enchantments, and planeswalkers. The mechanic also lends itself to combo-esque turns where Entity swings for crazy amounts of damage. When the spells aren't churning, Entity is perfectly reasonable as a hard-to-kill Delver-plus. But it doesn't take much to turn the Elemental into a flying Goyf or better should the land drops start coming, the cantrips start chaining, or opponents happen to be at low enough life that holding up interaction mana isn't necessary anymore.

Also contributing to Entity's offensive standing is its evergreen keyword. Currently, Monastery Swiftspear, Soul-Scar Mage, and Bedlam Reveler are the prowess creatures played in Modern, and none of them have flying. But flying makes a world of difference! Those creatures are all played despite the fact that a chump block throws into question the string of spells cast before combat, requiring players to dip into Crash Through to make prowess worthwhile. That's not a great plan simply because it's not very reliable, but indeed, prowess and evasion are superb together. In essence, Entity comes pre-packaged with a Crash Through for every turn, as few blockers fly, and those that do are easily shot down with burn or other removal. When was the last time you saw a Lingering Souls?

The Pay-to-Play

And now, mid-lockdown, I'm happy to recreate for you readers the feeling we all miss most: that of finishing a delectable dinner only to turn our attention to the bill. No meal is free, and like every Stage 2 creature, Stormwing Entity requires certain conditions be met if it's to provide its services.

For starters, there's ensuring Entity consistently comes out on the right side of the exchange when it faces off against Lightning Bolt, which is often—opponents have a big stake in getting this thing off the table. Its best friends on this front are instant-speed cantrips, the most obvious being Opt and Thought Scour. Opt is a very-slightly-worse Sleight of Hand, which is perfectly defensible to max out on in a Stormwing deck. Scour helps fill the graveyard, which Stormwing itself doesn't care about, but isn't hard to find uses for in Modern. And finally, there's Lightning Bolt, which isn't a cantrip but still does it all. Throwing Bolt at an opponent when they Bolt our Entity is like casting a one-mana Undermine, and zapping their creature instead is even better.

More critically, players need to cast an instant or sorcery on their turn to cast Stormwing for 1U. On its face, that would make the creature cost a functional three mana, since Modern's cheapest instants and sorceries cost 1. But there are some free options to consider (RIP Gitaxian Probe). Best of all is Manamorphose, which replaces itself while happily popping out Stormwing on turn two. I think any deck running 3+ Stormwing will want a full set of these. Phyrexian mana spells can also work, but they're much more conditional; burning Gut Shot with no creature target is less-than-ideal, for instance, although shooting a mana dork and following up with Stormwing is the dream for sure.

To be worthwhile, then, Entity needs a shell that wants to be casting cheap instants and sorceries on its turn anyway. In other words, Serum Visions. But which Serum Visions decks are in the market for a Stage 2 beater?

Enter the Delver

Why, Delver, of course! Okay, so the strategy isn't exactly starved for Stage 2 beaters—Temur has Tarmogoyf, and the Grixis strains we saw rear their heads when Lurrus was free and broken employed Sprite Dragon. Then there's the delve threats, Hooting Mandrills and Gurmag Angler. And finally, Snapcaster Mage, which isn't a combat creature but nonetheless occupies that slot on the deck's strategic curve for builds that want to slant more midrange.

Nonetheless, Stormwing Entity has three big perks I think will help it see some amount of play in Delver decks:

  • It doesn't rely on the graveyard (cf. Tarmogoyf, delve creatures)
  • It doesn't die to Fatal Push (cf. Tarmogoyf, Sprite Dragon, Delver of Secrets, Young Pyromancer)
  • It's blue

Rest in Peace has long been a nightmare for Temur decks, which lean more graveyard-heavy than most aggro strategies thanks to a reliance on Tarmogoyf. And Goyf itself saw its value plummet after the printing of Fatal Push, a card that also terrorizes many other threats employed by Delver decks, including their namesake.

Since Entity is the same color as Delver, though, players don't need to splash for it. That means Entity can slot into Temur, Grixis, Izzet, or frankly whatever Delver deck happens to want additional points vs. grave hate or Push. Such versatility all but ensures Stormwing will be a player in Delver decks, whether they're explicitly built around it or not (the line I'll draw is whether they feature Manamorphose), as it might in other blue tempo shells.

Here's where my testing has led me:

Temur Stormwing, Jordan Boisvert

Creatures

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

Instants

4 Thought Scour
4 Opt
4 Manamorphose
4 Lightning Bolt
3 Stubborn Denial
2 Force of Negation
2 Mutagenic Growth
1 Vapor Snag

Sorceries

4 Serum Visions

Lands

3 Spirebluff Canal
4 Scalding Tarn
2 Snow-Covered Island
4 Misty Rainforest
2 Steam Vents
1 Stomping Ground
1 Breeding Pool

Sideboard

3 Surgical Extraction
2 Gut Shot
2 Veil of Summer
1 Grafdigger's Cage
1 Klothys, God of Destiny
1 Ancient Grudge
1 Mystical Dispute
1 Feed the Clan
1 Disdainful Stroke
1 Mana Leak
1 Flame Slash

Green 4 Life

I went with green over black as a third color for a few reasons. First, I think Mandrills is better than Angler or Tasigur in this type of deck. Second, Tarmogoyf is my favorite creature. Third, I have far more experience with Temur Delver than with Grixis. And fourth, I'll make any excuse to sleeve up Veil of Summer these days!

This deck actually started without Tarmogoyf, as I wanted to test Entity at 4 copies in that slot on the curve. Green was still splashed for Hooting Mandrills to make use of the cards milled by Thought Scour and some sideboard options. I was interested in seeing how the deck would fare with almost no valuable targets for enemy Fatal Pushes.

But there's something to be said for how no-questions-asked Tarmogoyf is, plopping down on turn two pretty much no matter what and starting to apply pressure. Besides, not all decks play Fatal Push! I started with one copy, moved up to two, and recently trimmed the fourth Entity for Goyf #3. I'd finally felt like enough reps had been achieved that I didn't need to keep Entity at 4 for the sole purpose of grinding numbers with it, and I think the deck runs smoother with fewer birds; otherwise, they can clog in the early game, unlike Tarmogoyf.

Other Choices

One thing I really like about Entity is how it triggers ferocious for Stubborn Denial, a feature that plays nice with Monkey Grow's other traditional threats. My earlier builds had more copies of Force of Negation, Modern's shiny new (-ish) Negate, but I found myself often wanting Denial instead, so the pendulum swung in its favor. Force is still pretty nice to have on-hand in certain matchups, and is flexible enough to earn slots in the mainboard rather than the side, but I do trim it a lot, even when Denial stays in. While the deck's early incarnations famously ran Disrupting Shoal, this deck is content to keep stack interaction mostly to noncreature spells. Between size and evasion, its threats do a great job of negating enemy board positions.

Being able to rely on scry 2 triggers from Entity, as well as the filtering offered by all those cantrips, makes the deck apt at running surgical bullets. In the main, I limited these to a Vapor Snag and a Snapcaster Mage, but the sideboard is full of one-ofs with varying degrees of relevance depending on the situation.

Speaking of the sideboard, Surgical Extraction and Gut Shot make appearances in uncharacteristically high numbers for their synergy with Stormwing Entity. Additional copies of Manamorphose would be excellent in this deck to help push out the bird, and in Games 2 and 3, Surgical and Gut can be cast at near-ideal times to similar effect; targeting a Life from the Loam in the graveyard, for instance, or a Noble Hierarch on the board.

The one Phyrexian spell that does make the mainboard is Mutagenic Growth. In a pinch, Growth can target an enemy creature (or our own Delver) to rush out Stormwing. But more often, the instant protects the Stormwing we tapped out for from Lightning Bolt. It does the same for a flipped Delver. In non-Bolt matchups, Bolt's not entirely dead, either; when growing a swinging Stormwing, it's Lava Spike, and can otherwise accelerate into Hooting Mandrills when we're trying to build a board against linear combo or help win combat against big creatures.

Eye of the Storm

Stormwing Entity probably won't radically redefine the Delver archetype, nor will it propel the strategy back into the spotlight it briefly enjoyed under Lurrus. But it does give Aberration aficionados yet another option to work with when building decks and considering metagames, which is more than I was expecting from M21. Did your pet decks get a boost?

Some Cards Are Overheating

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Certain older Magic cards remind me of cyclical stocks. Their price curve follows a periodic trend, and follow a pattern of expansion, peak, recession, and recovery. Cyclical stocks are tied to the health of the economy; I wonder if cyclical cards also have some connection.

In any event, I’m noticing that the so-called “cyclical cards” are on the move again, climbing relentlessly higher and making new highs. I wonder, though, if these cards merit a much higher price point or if this trend is occurring artificially.  Is demand truly on the rise, or is the lack of large paper Magic events constraining supply? Or is it a combination of both?

Either way, I’m looking at some buylists and card prices and thinking it may be a good time to raise some cash. Of course, the general trend for a playable Reserved List card continues to be upward and to the right. But if you need to raise cash or are facing some unwanted opportunity cost, you may do well to sell a cyclical card or two while it is peaking.

This week I’ll share five cards or groups of cards that you may consider selling into strength in anticipation of a pullback when the cycle turns over.

Cards That Could Be Sold Into Strength

Mana Drain

There was an error retrieving a chart for Mana Drain

Mana Drain’s value was nerfed quite a bit when it was reprinted in Iconic Masters. Since then, however, its price has recovered and then some! Looking at Legends copies specifically, it looks like the price has skyrocketed from $180 to $400 in the month of June. Granted, that’s TCGplayer pricing, which is easily influenced by price manipulation. Looking to Card Kingdom as a more reliable pricing source, the card is completely sold out. They have near mint Legends copies listed at $279.99 with a $170 buy price—expect both of these numbers to climb in the short term.

But how sustainable is the upward trend? Well, the card is not banned in Commander, so it could be seeing newfound demand from cEDH. But you need to remember one critical point: Mana Drain is not on the Reserved List. It can and has been reprinted, and it will likely be reprinted again. When that happens, the price will pull back all over again. If you need your copies, it’s fine to hold onto them—but if you can spare a couple extra, I’d look to sell into this strength.

Reserved List Buyouts

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Next on my list is a group of cards that can be bucketed together, rather than an individual card. I’m reviewing the MTG Stocks Interests page and identifying the top movers of the week. Towards the top of the list are a few speculative Reserved List cards, likely getting attention due to spoilers from either Magic 2021 or Jump Start.

The list most recently includes Oath of Ghouls, Didgeridoo, Anvil of Bogardan, and Lure of Prey. Also on the list is Nameless Race, which is spiking because speculators think it may be one of the next cards to be banned due to racist undertones.

I’m a seller of all these cards. Many have spiked multiple times in the past, only to drop back down again in the subsequent months.

For example, Anvil of Bogardan was $6 in the summer of 2016 and then spiked to $15 in a buyout. It then spent a year and a half drifting downward from $15 to $10 before being bought out again and spiking from $10 to $20 in June 2018. Once again, the card sold off for nearly two years, finding a bottom in the $12 range. This week it spiked from $12 to $35. I can all but guarantee it will sell off towards $15 to $20 over the next 12-18 months. Now is the time to sell these cards.

Pyramids

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I don’t care that there’s a single person out there buying up all the copies of Pyramids. This card should be sold into these buyouts unless you absolutely need to own a copy for your collection (there’s no way you’re playing this card in a deck, right?).

Yes, it’s true this card is sold out on Card Kingdom’s site. Yes, it’s true they will up their buy price until they restock the card. But Card Kingdom’s near mint price is $79.99…not the $500 reflected by MTG Stocks. And there always seem to be damaged and heavily played copies available on TCGplayer—only the nicer copies seem to see attention. You can grab these played copies for under $50, and if you’re patient played copies sometimes sell on eBay for even less.

But trust me: bad card is bad. Sell this card, buy something you will actually play, and don’t look back.

Gilded Drake

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This pick may be slightly more controversial, but I believe this Reserved List Urza’s Saga card has run up too far too fast. Take a look at that price chart: the card has gone from under $70 to over $200 in 2020. I understand cEDH is a thing, and this card can be very powerful in certain decks. It’s on the Reserved List, so new copies will never be printed. But I have to imagine, in comparing this to other Reserved List cards, this one has gotten overheated.

Five or ten years from now, Gilded Drake may be even more expensive. But if I had to bet money, I’d predict that this card’s value will be lower six months from now. By the time Urza’s Saga rolled around, print runs were not so small as to create genuine scarcity (as opposed to an Arabian Nights or Legends card, for example). Sell this card, take profits and put them to work elsewhere. This one needs to cool down a bit.

Dual Lands (Eventually)

There was an error retrieving a chart for Underground Sea

It seems like just a few months ago, Dual Lands were being sold hand over fist on social media. Heavily played copies were especially cheap: Plateaus for $70, Savannahs and Scrublands for $90 and even some Unlimited Underground Seas were posted in the $400 range.

Not anymore.

These have all taken off lately. It’s reflected on MTG Stocks and it’s reflected on Card Kingdom’s buylist. All ten Revised Dual Lands are currently listed on their hotlist, some with their highest buy prices in a long time. Being so prevalent in Legacy and Commander, these are sure to continue climbing in price, right?

Yes and no. Like most playable Reserved List cards, we can be generally confident they’ll be more expensive years from now. But there may be a short-term trend where these cool off before they can start the next bull cycle. Dual Lands tend to rise and fall on a 2-year schedule: they jumped in May 2015 and then drifted slightly downward for 18 months. Then they jumped in early 2016 and flattened out for another 18 months. Then they went on a massive run late 2017 into mid-2018. Since then, they’ve been moving downward for…you guessed it: 18 months.

Another jump is due if we assume this 18-month cycle repeats itself. We may be seeing the beginning of this trend. But I don’t think these will spike to all-time highs like they did in 2018. If they do, it’s definitely a great opportunity to sell. When it comes to Dual Lands, the higher they spike, the more they have to drop once the buyout cools down. I don’t think these should be sold just yet—wait another few weeks. But monitor prices closely. If Card Kingdom starts to restock these and drop their buylist, it could be a sign that the cycle has run its course.

Once these hit their peak, we will likely enter an 18-month period where their price gradually drops. It’ll be much easier to sell these while they’re spiking than while they are pulling back.

Wrapping It Up

COVID-19 or not, it looks like we’re entering another cyclical period of card price growth. It appears to occur every 18-24 months, and following the massive Reserved List buyouts of 2018, I’d say we are just about due for another period of rising prices.

Judging by MTG Stocks and recent price data, it appears we are entering that phase. While it can be a time to recognize collection value growth, it’s also a smart time to pick some cards to sell into this strength. If history repeats itself (it likely will), we’ll see a short period of jumping prices followed by 18 months of price corrections back downward. If you want to raise cash, it’s a good time to do some selling.

This week I presented a handful of cards that look like attractive sells. Keep in mind, the general trend of playable Reserved List cards will continue to move upward when you look at a multi-year scale. If I had to bet, I’d say Dual Lands and Gilded Drake will be more expensive five years from now than they are today. But if I consider a month-to-month trajectory, I’m not so confident in an upward trajectory. Keep these short- and long-term trends in mind and make the best decision to meet your own personal collection and financial needs.

For me, personally, I won’t be selling much. In fact, over the past couple months I’ve been buying cards as they heat up, attempting to get in front of these buyout trends. I may sell strategically if prices get out of hand—so far, the climbs have been largely reasonable (barring a couple of the cards I mentioned above). Should things go exponential, I’ll definitely scrutinize my collection more closely. If that happens, rest assured I will be writing more about it!

Core Set 2021 Speculations

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Spoiler season is upon us once again, and even with the current depressing state of the world I can't help but get excited. Even during the various hiatuses I've taken from the game, I've paid eager attention during spoiler seasons! Spoiler Season is a great time for competitive players to plan out what they will likely be playing during the future seasons of their formats of choice, but it's also a great time for people who play the MTG finance game to speculate on the next cards to potentially spike and shore up their spec boxes.

I haven't been this excited for a core set in a long time! There's a ton of spoilers to look at, and even more speculation targets to think about, but in this article, I'm going to talk about my Top Four spoilers and their potential speculation possibilities.

Grim Tutor

One of the first big spoilers to be announced for Core Set 2021 was Grim Tutor! This was one expensive tutor, only having been printed in Starter 1999 and reaching an almost four hundred dollar price tag in its long career so far. With a new reprint featuring multiple arts coming in Core Set 2021, will the new versions be even close to their predecessor's price tag?

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The general feeling I've been getting through my Twitter feed is that there's no way it'll even get close in price and that it was the low availability that was driving the price tag. Saffron Olive says he thinks that going as low as five dollars isn't outside the realm of possibility. Now, if you've been sitting on a bunch of copies of the original printing, I'm not sure if you need to go out and sell them immediately. They'll take a bit of a price hit initially, but they'll likely still hold decent value based purely on their Starter 1999 printing.

If you're looking to pick up copies of the tutor for your own decks, I agree with Saffron Olive's assessment that I wouldn't pay the current preorder prices unless you need one ASAP for some reason. Unless I turn out to be very wrong, I think I'll be comfortably trading into copies of this card at the twenty-dollar and below range once people start opening this new set in earnest.

Rin and Seri, Inseparable, Pack Leader, and Feline Sovereign

I'm lumping three cards together here, which I know technically breaks my "four spoilers" comment a bit, but I'm lumping them together because I think that they help drive towards one common point. At the card shop I used to work at, we used to toss around the phrase "casual is king" all the time. Casual players, especially casual Commander players, drove a huge portion of the shop's singles sales. One thing I noticed that these types of players seemed to really enjoy? Tribal decks.

 

And why wouldn't they? Tribal decks are fun. I love playing tribal decks! Core Set 2021 is bringing us support for a tribe that hasn't really existed in the past: Dogs! (Plus, we're getting more Cat support!) In anticipation of the set, I would look at targeting pieces that go along with these tribal themes. While trying to speculate on eternal tribal staples such as Cavern of Souls or Aether Vial is probably not a good idea at their price points, I think we can look towards other tribal synergistic cards for potential.

I think cards like Vanquisher's Banner and Coat of Arms have a lot of potential still, especially if tribal strategies in Commander increase in popularity. If dogs continue to get support, I could even imagine an aggressive Modern build centered around Collected Company to dump aggressive dogs onto the battlefield being created (perhaps it could be called CoCo Pups?) and gaining some notoriety as a meme deck (speculating around flash-in-the-pan decks like that is rarely a good idea unless you already have the cards, but the potential is worth keeping an eye out I think.)

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I'm also personally keeping an eye on Arahbo, Roar of the World and Marisi, Breaker of the Coil as potential spec targets based on their current popularity as cat tribal commanders and their currently low price points.

Containment Priest 

I'm particularly excited about the Containment Priest reprint bringing the card into the modern format. Containment Priest has long been a staple in Legacy Death and Taxes lists, and its arrival in modern may be what the Modern equivalent lists need to be brought up to true Tier 1 status.

There was an error retrieving a chart for Containment Priest

The reprint in Ultimate Masters already brought the price down significantly, and the Core Set 2021 printing looks to be preordering at around $1.50, which is a price I'm definitely comfortable picking copies up at.

I think keeping an eye on online Modern events is a good idea to gauge whether or not a taxes style deck starts to gain prominence, and if it does I'll be focusing on trading into taxes staples like Leonin Arbiter, Thalia, Guardian of Thraben, Flickerwisp, and Giver of Runes in anticipation of people looking to pick up paper copies again once large tournament play resumes in 2021.

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The Legacy version of Death and Taxes has quite the dedicated online following, and I wouldn't be surprised if the Modern version reached a similar level of dedication if it turns out to be more competitively viable with the new inclusion of Containment Priest.

Conspicuous Snoop

This, by far, is the card I'm personally most excited about coming out of Core 2021. As many of you know, I'm a rabid fan of the goblin tribe in Magic, playing them in any format they're even remotely viable in. Legacy goblins players have been fantasizing about new pieces being printed to strengthen the deck archetype for years, recently getting new toys like Goblin Cratermaker, Sling-Gang Lieutenant, Munitions Expert, and Pashalik Mons, which have all helped new iterations of the deck reach 5-0 finishes on Magic Online. But Conspicuous Snoop has the potential to be a more exciting, dramatic shot in the arm for various goblin archetypes than all of those previous cards combined.

Soon after it was revealed by Ondřej Stráský, people realized that Conspicuous Snoop had the potential for a pretty awesome combo kill, potentially happening as early as turn two or three, depending on the format.

With Conspicuous Snoop on the table, a player can tutor up Kiki-Jiki, Mirror Breaker to the top of their deck with something like Boggart Harbinger or the recently spiked Worldly Tutor, make thousands of copies of the Snoop, then copy Harbinger again to get a sac outlet like Mogg Fanatic or Sling-Gang Lieutenant and kill their opponent by sacrificing the thousands of goblin copies.

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This combo has me super excited to try new goblins lists in both Legacy and Modern, but we're not here to geek out about competitive play - this is a finance website after all. What potential speculations exist now with this card being spoiled?

Well, one of the obvious choices was Boggart Harbinger.

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By the time I'd woken up and seen that Conspicuous Snoop had been spoiled, Boggart Harbinger was starting to sell out at all of the major online retailers. The price spiked dramatically, going from an almost bulk rare to ten plus dollars most places that still had it listed. It seems to have settled back down to the seven dollar range for NM copies on TCGPlayer at the time I'm writing this, which I imagine means everyone suddenly remembered all the copies they had in their bulk boxes and listed them! However, if you have copies of this already I'd recommend holding on to them a bit longer to see if the theorized combo lists running Harbinger start putting up results because if they do and this Lorwyn uncommon is the key piece of the combo, the price could go up even further!

For other cards to watch that will likely be part of this deck besides the combo pieces like Conspicuous Snoop, Kiki-Jiki, Mirror Breaker, and Mogg Fanatic/Sling-Gang Lieutenant, I'd keep an eye on the established core of legacy goblin staples like Goblin Lackey, Goblin Matron, and Goblin Ringleader. None of these are necessarily primed for insane spikes, but if the deck does well I'd imagine they'll all see increases in price.

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Well folks, that's all from me this week! What are you most excited about from the quickly approaching Core Set 2021? Anything special finding its way to your speculation box? I know this is personally the most excited I've been for a core set in a long time! Feel free to hit me up on Twitch or Twitter if you'd like to chat about the new set, and I'll see you next week! Take care of yourselves out there.

 

 

Conspicuous Snoop: The Goblins’ Twin?

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Spoiler season is rolling on. However, my prediction at the end of last week's article has been holding: Core 2021 spoiled the obviously Modern-playable cards early. Sure, there have been plenty of interesting cards, but they're all role-players or interesting build-arounds rather than massive shake-ups. And that's rather welcome, considering how often Modern's been churned up over the past year. A set with low impact is actually becoming novel.

I was planning to spend this week focusing on how the metagame has developed. And then Conspicuous Snoop was spoiled. I have a bit of a history brewing with Goblins in Modern, so it immediately drew my attention. It turned out I was a little late to the party. Snoop has a lot of potential due to an interesting interaction, and has set the world slightly abrew. I was not immune and have been working on making Snoop work in Modern Goblins. Jim Davis actually beat me to publication this time, made worse by us both thinking in similar threads. However, our conclusions are very different. Where's he's hopeful, I'm far more skeptical. Snoop itself is a decent card. Making it work in a good shell has been a problem.

The Snoop Scoop

If you haven't been following the hype around Snoop, my discussing the card is surprising. It doesn't look like much in a vacuum. For double red, Snoop is 2/2 with no combat abilities. Instead, it reveals the top card of the library. When that card is a goblin, it can be cast. Therefore, Snoop is built as a card advantage engine. Courser of Kruphix has shown that netting specific cards off the top of the library can be powerful. However, there is a world of difference between getting a land drop and casting spells and an even greater one, especially in Modern, between 2/2 and 2/4. Besides, Goblins also already has lots of card advantage.

And if that was all to Snoop, I'd have thrown it in with the other interesting, but likely unviable, cards. However, for reasons known only to Wizards, Snoop has a third effect which turns it from a mediocre beatdown creature into a combo piece. Snoop gets the activated abilities of any goblin on top of the library (and just the activated abilities--don't make the same initial mistake I did). And there is one specific goblin with an activated ability that goes infinite. And another goblin that sets up Snoop.

The Combo

  1.  Play Snoop.
  2.  Play Boggart Harbinger, finding Kiki-Jiki, Mirror Breaker.

Since Snoop isn't legendary it can copy itself, the tokens have haste, so they keep copying themselves until you have an arbitrarily large number of Snoops.

3. The last Snoop then copies Harbinger to find Sling-Gang Lieutenant.
4. Throw Snoops at your opponent's face until they die.

It's clean, simple, and can happen on turn three.

The combo can't be assembled instantly because Snoop doesn't have haste. Thus, Snoop must either be played the turn before going off, or something must give it haste. These are not deal-breakers or barriers to playability. Rather, I expect it to be a common mistake that players should be aware of and try to avoid, as with Devoted Druid combo or Splinter Twin.

Required Obvious Comparison

Which means I must, wearily, compare Snoop combo to Twin and Counters combo. On the surface, this is a fair comparison. All these combos require two cards to pull off, classic A+B brokenness pioneered by Trix. However, only Twin is truly two cards. Deceiver Exarch or Pestermite plus Splinter Twin equals an actual win. Counters combo consists of Druid plus Vizier of Remedies, but winning requires at least one more card. The combo just makes infinite mana.

Snoop also combos off with one other card, but it doesn't win the game on its own. Kinda. There has to be a Kiki-Jiki on top to combo and a Lieutenant on top to win, meaning both have to be in your deck. That's not as demanding as needing to find then cast Walking Ballista, but also still not as clean as Twin. If Twin is a true 2-card combo and Druid is 3+ cards, then I'd say Snoop is a 2.5 card combo. Still, that's very good, and going off on turn three rather than Twin's four would suggest that Snoop is a new and potentially better version of Twin.

Evaluating the Combo

But I don't think that's actually the case. There are a lot of minor inefficiencies and some awkwardness associated with Snoop that I think makes it far worse than Twin. The glaring one is that it's very much a right-pieces-at-the-right-time combo deck. The play has to be Snoop, then Harbinger; going reverse-order means requiring another Harbinger. In the same vein, drawing Kiki-Jiki is a disaster. There is no combo without Kiki-Jiki exactly on top of the library. In my test decks, I never wanted to play mulitple Kikis, but had to as a hedge. It also meant I had to trim Goblin Ringleaders or risk mooting my own combo. That never happens with Twin or Druid, and in fact drawing extra combo pieces is good for them.

Then there's the issue of the cards themselves. Boggart Harbinger is not a good card. If it was, it would have seen play before Goblin Matron was reprinted. Demonic Tutor is far more powerful than Vampiric Tutor for a reason. Harbinger's only advantage is the extra point of power and the combo. Twin is also not a very good card in a vacuum, but at least it has some unique utility with any creature rather than being a worse version of another card.

Snoop combo may cost five mana compared to Twin's seven, but Snoop necessitates playing multiple five-mana cards in the deck, where Twin's doesn't. Snoop is just an aggro creature, where Deceiver Exarch is mildly disruptive. Snoop also dies to more removal than Exarch. And finally, since half of the Twin combo can be deployed at instant speed, pilots had the immense luxury of choosing whether to interact or go for it each turn cycle.

The bigger issue is the deck itself. Twin slotted perfectly into a reasonable midrange shell. The natural home of Snoop is a fine, but unsuccessful, midrange beatdown deck, which already has several options to combo off. Both contextually and in a vacuum, I'd therefore rate Snoop combo below Twin. The primary advantage of Snoop is a faster goldfish, while deckbuilding constraints make it a more awkward deck. And the fact that it's not banned is a plus.

Finding a Home

However, slightly-worse-Twin is not an indictment. When it comes together, it's phenomenal. And plugs a strategic hole in Goblins. Whether in Modern or Legacy, Goblins is strong against slow decks, but folds to combo. Goblins's clock is surprisingly slow and can only really race with multiple Goblin Piledrivers. Instead, Goblins grinds with Mogg War Marshall, Goblin Matron, and Goblin Ringleader. My previous efforts incorporated combo kills to plug this gap. However, they were too complicated and expensive to really threaten Storm. Requiring one fewer card in play, costing less mana, and being faster should improve the deck's combo matchups while not impacting the midrange and control. Should.

Incidental Combo

I started the same place I imagine everyone did and just plugged the combo into tribal Goblins. It's the obvious place and I thought it would be easy. It wasn't, and I'd definitely counsel against trying this unfinished build in a tournament setting.

Tribal Goblins, Test Deck

Creatures

4 Skirk Prospector
2 Goblin Piledriver
3 Mogg War Marshal
4 Conspicuous Snoop
3 Munitions Expert
4 Goblin Matron
3 Goblin Chieftain
4 Boggart Harbinger
2 Sling-Gang Lieutenant
3 Goblin Ringleader
2 Kiki-Jiki, Mirror Breaker

Artifacts

4 Aether Vial

Lands

4 Wooded Foothills
4 Bloodstained Mire
4 Cavern of Souls
4 Blood Crypt
2 Auntie's Hovel
4 Mountains

This version forced the combo and played full sets of Snoop and Harbinger. This was not a great idea on my part. Snoop is a fine beater, and sometimes an army in a can. Testing against Miracles led to several late-game wins following Terminus where I Vialed in Snoop, then cast multiple Chieftans into Ringleader and attacked for the win. Going forward, I'd cut a mountain for another fetchland for another shuffle to help find goblins to cast, but to me Snoop has proven itself to be a staple in at least some capacity.

As for the combo, Harbinger was as poor as previously described. And also worse because it was clogging up my hand a lot. Goblins is already a top-heavy deck, and Harbinger made it worse. Not just by also costing three, but by making the card flow worse. Since Matron tutors to hand, it is actually card advantage, and more importantly leaves the chance to draw something you need open. Harbinger isn't card advantage, just delayed selection, and dictates your draw step. This isn't inherently bad unless you need to find a string of cards to get back in the game. Harbinger can be actively harmful in those instances. And shaving a Ringleader to stop drawing all my Kiki-Jiki's was a huge mistake.

Fitting in the combo diluted the deck's aggro capacity. This meant that in testing, the Jund matchup was closer, because I had to work harder for the win more often. However, it didn't feel like the combo was adding much overall. Goblins doesn't have the cantrips to make the early combo happen consistently, so the combo matchups didn't improve very much. This deck is an aggro-combo deck where the glue isn't quite strong enough. I think there's potential here if you cut down on the combo and treat it as a "whoops, I win" plan rather than anything integral. I'll shave on Harbinger but keep the Snoops in the future.

Dedicated Combo

If the aggro deck didn't quite work, what about the more dedicated combo version? This was an easier deck to work with, mostly because addition tutor effects are decent in combo decks but also because I didn't have to jump through hoops or worry about the deck's identity as I was making it. Just shave a few other pieces and voila!

Combo Goblins, Test Deck

Creatures

3 Goblin Ringleader
4 Skirk Prospector
4 Conspicuous Snoop
3 Mogg War Marshal
3 Metallic Mimic
2 Putrid Goblin
3 Munitions Expert
4 Goblin Matron
3 Goblin Warchief
4 Boggart Harbinger
2 Sling-Gang Lieutenant
2 Murderous Redcap
2 Kiki-Jiki, Mirror Breaker

Lands

4 Wooded Foothills
4 Bloodstained Mire
4 Cavern of Souls
4 Blood Crypt
3 Auntie's Hovel
4 Mountains

I stuck with Metallic Mimic for my persist combo piece rather play Grumgully, the Generous. Part of that was fitting the green proved tricky. Goblin decks are mana-hungry, and I was really straining the color balance and life total to make it happen. The primary reason was curve. Again, Goblins has a lot of three drops as is, and hands can get clogged when they're not just clunky. Even when I ran Vial, there were lots of hands that just didn't do anything because of all the threes. Grumgully is very good because it can be tutored, but until the curve problems get worked out, I'm staying away.

The combo worked better here, unsurprisingly. However, this deck felt worse than more aggro versions. The main reason is this version is much harder to play. With so many combos that don't really overlap and those combos being easy to break up, knowing what to Matron for and when proved vexing. I was also frequently in positions where I'd gone the combo route and then failed. Had I instead ignored the combo for value, I would have done better, if not won. Snoop was a bit worse on its own because the higher average cost and additional land meant I got fewer goblins, but with some refinement this could work. I just don't know that it's actually better than normal Goblins.

The Twin Route

I didn't think of taking Snoop out of a tribal shell until Davis' article. The idea is that, much like Splinter Twin, the combo doesn't take up an entire deck and doesn't necessarily need to be built around, allowing you to run an interactive shell. I took Davis' list and started tweaking it, ending with this:

Splinter Snoop, Test Deck

Creatures

4 Young Pyromancer
3 Seasoned Pyromancer
4 Conspicuous Snoop
4 Boggart Harbinger
2 Sling-Gang Lieutenant
2 Kiki-Jiki Mirror Breaker

Instants

4 Lightning Bolt
4 Fatal Push
3 Kolaghan's Command

Sorceries

2 Unearth
3 Thoughtseize
4 Inquisition of Kozilek

Lands

4 Bloodstained Mire
4 Wooded Foothills
4 Blood Crypt
4 Blackcleave Cliffs
3 Mountain
3 Swamp

This was not a good deck. It didn't have enough interaction to shut down opposing decks, and the threats were too weak to push through. It had to combo to win most of the time, and that didn't happen consistently enough. The problem is that outside the tribal shell, Snoop is just a 2/2 that can combo. It's far too anemic to be a threat on its own, and the goblin density is too low to consistently hit anything in a typical game. Harbinger is in the same boat. Perhaps in a Grixis list with cantrips it could work, but I can't imagine that deck being better than Death's Shadow.

You Got Snooped

Conspicuous Snoop is a good card, and will be played in tribal Goblins strategies. I don't know that the combo is good enough for these or other decks. Harbinger is such a poor card on its own, and the deck is already so top-heavy, that adding in another three-drop makes it clunk out more than I like. There's some consistency tool missing. If that can be found, then Snoop combo will be good. Until then, I'm sticking with the tribal beatdown version.

June ’20 Brew Report, Pt. 1: Yorion, Un-Yeeted

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Last week, I wrote about the possible directions companions go in Modern now that their rules have been changed. It seems there has been plenty of stretching to make companion work despite the nerf, and today, we’ll take a look at some of the breakout decks wielding Yorion, Sky Nomad.

Here’s a quote from my last piece:

With Yorion Uroza being neutered, I expect some less-competitive Yorion decks to gain traction in the metagame. While they won’t climb to Tier 1, I’d be surprised if previously fringe choices such as UW Blink and green-based value creature decks didn’t take up some of the shares left vacant by the de-powered Yorion decks of old.

It definitely seems like the Yorion deck we’d see over and over again pre-nerf has broken up into many small factions, among them value creature decks, focused blink strategies, distinct strands of combo, and even draw-go control. Read on to see how players are integrating the companion!

Tempo-Tations

Yorion decks all play with tempo in some way: they tend to try delaying the game until they can cast and resolve Yorion, Sky Nomad and reap the value of blinking their cantripping permanents, not to mention the sudden board boost of a 4/5 flier. Then, they often continue using disruptive tactics to help their clock get there.

Still, some Yorion decks toe the tempo line more closely than others. The following couple decks show us how tempo-centric Yorion can go, running bloated suites of value creatures in the fish tradition.

Yorion Urza, RANDOMOCTOPUS (5-0)

Creatures

4 Urza, Lord High Artificer
4 Emry, Lurker of the Loch
4 Gilded Goose
4 Ice-Fang Coatl
4 Thraben Inspector
3 Uro, Titan of Nature's Wrath
3 Wall of Blossoms

Artifacts

4 Arcum's Astrolabe
2 Engineered Explosives
4 Mishra's Bauble
2 Soul-Guide Lantern

Instants

4 Cryptic Command
3 Ephemerate
4 Metallic Rebuke
3 Path to Exile

Lands

2 Breeding Pool
4 Flooded Strand
1 Hallowed Fountain
4 Misty Rainforest
4 Mystic Sanctuary
4 Polluted Delta
1 Snow-Covered Forest
7 Snow-Covered Island
1 Snow-Covered Plains

Sideboard

1 Yorion, Sky Nomad
3 Aether Gust
2 Ashiok, Dream Render
2 Celestial Purge
2 Ceremonious Rejection
2 Damping Sphere
1 Supreme Verdict
2 Teferi, Time Raveler

While Urza established itself as the top Yorion deck back when companion was free, it didn’t look like this—here, Yorion Urza stocks up on cantrip and ETB effects like Wall of Blossoms and Thraben Inspector. If it’s going to invest more heavily into the Yorion plan, the deck wants to have more of a payoff for its trouble, and netting 1-3 additional effects with a cast of the companion seems like it’s worth the extra three mana. Besides, Wall of Blossoms happens to be great at blocking small attackers, so the card may also be filling a niche in combatting the high-performing Prowess decks while the metagame readjusts.

Yorion Vial, CFTSOC3 (8th, Modern Challenge #12165548)

Creatures

1 Soulherder
4 Eternal Witness
4 Ice-Fang Coatl
1 Knight of Autumn
2 Meddling Mage
4 Noble Hierarch
4 Stoneforge Mystic
1 Stonehorn Dignitary
1 Thassa, Deep-Dwelling
3 Uro, Titan of Nature's Wrath
1 Venser, Shaper Savant

Artifacts

4 Aether Vial
1 Batterskull
1 Sword of Feast and Famine
1 Sword of Fire and Ice

Instants

3 Cryptic Command
4 Eladamri's Call
4 Ephemerate
4 Path to Exile
3 Remand

Lands

1 Breeding Pool
1 Canopy Vista
4 Flooded Strand
1 Hallowed Fountain
4 Misty Rainforest
2 Mystic Sanctuary
2 Polluted Delta
1 Prairie Stream
3 Snow-Covered Forest
3 Snow-Covered Island
2 Snow-Covered Plains
1 Temple Garden
4 Windswept Heath

Sideboard

1 Yorion, Sky Nomad
4 Aether Gust
3 Ashiok, Dream Render
1 Burrenton Forge-Tender
1 Collector Ouphe
1 Deputy of Detention
2 Disdainful Stroke
1 Gaddock Teeg
1 Lavinia of the Tenth

Yorion Vial flashes in the likes of Ice-Fang Coatl, Stoneforge Mystic, and Eternal Witness for instant-speed value with its namesake artifact, adding to its embarrassment of resources by blinking the whole lot of them with Ephemerate. When Yorion was first spoiled, this is the kind of shell I envisioned in my head, although it ended up taking us a whole metagame of cookie-cutter Urza lists for an all-in value creature plan to actually prove worthwhile!

This 8th-place finish for Yorion Vial doesn’t mark the deck’s first success in this new metagame. CFTSOC3 previously brought the deck to 3-2 in a Modern Preliminary. The pilot’s back-to-back finishes with their creation (I couldn’t spot any similar Yorion Vial lists in the 5-0 dumps until after this high-profile finish) suggests that rather than putting up a single 5-0 and then disappearing, Yorion Vial may have legs—and more importantly, that if players carefully tweak a build and stick with it, payoffs may abound.

Companion Control

Tempo is a breed of aggro-control. But something that has always differentiated Yorion shells from their non-companion midrange counterparts is how close to the control end of the spectrum they could sometimes fall. The next two decks employ Yorion as a control finisher of sorts in shells that certainly don’t plan on winning early.

Yorion Control, NAHUEL10 (5-0)

Creatures

4 Ice-Fang Coatl
4 Uro, Titan of Nature's Wrath

Planeswalkers

2 Jace, the Mind Sculptor
2 Teferi, Hero of Dominaria

Instants

2 Abrupt Decay
3 Archmage's Charm
2 Assassin's Trophy
3 Cryptic Command
1 Dovin's Veto
2 Fatal Push
3 Force of Negation
3 Kaya's Guile
4 Path to Exile

Sorceries

2 Supreme Verdict

Artifacts

4 Arcum's Astrolabe

Enchantments

4 Abundant Growth
2 Omen of the Sea

Lands

2 Breeding Pool
3 Field of Ruin
3 Flooded Strand
1 Hallowed Fountain
3 Misty Rainforest
2 Mystic Sanctuary
2 Polluted Delta
4 Prismatic Vista
1 Snow-Covered Forest
6 Snow-Covered Island
2 Snow-Covered Plains
1 Snow-Covered Swamp
1 Temple Garden
1 Watery Grave
1 Zagoth Triome

Sideboard

1 Yorion, Sky Nomad
1 Dovin's Veto
3 Ashiok, Dream Render
2 Disdainful Stroke
2 Timely Reinforcements
3 Unmoored Ego
3 Veil of Summer

This Yorion Control deck is a little different than most Yorion shells, which end up being control-slanted relative to the metagame at large, in that it splashes black into the Bant core for additional control options. Abrupt Decay and Assassin's Trophy provide flexible permanent removal, why Kaya’s Guile attacks graveyard interactions. Unmoored Ego also makes the sideboard, dismantling specific-card combo decks.

All that splashing comes at little cost thanks to Arcum's Astrolabe and Abundant Growth, which make running extra colors rather painless; both are cantrips players want to pack for their benefits with Yorion anyway. Should Yorion strategies find themselves longing after off-color spells, going four-color isn’t the worst idea—those spells also help reach the 80-card mark for Yorion’s companion condition. I imagine we’ll see experiments dipping into red or even red-black, perhaps at the expense of white, in the near future.

Yorion Stoneblade, PBARRRGH (5-0)

Creatures

4 Stoneforge Mystic
4 Ice-Fang Coatl
4 Uro, Titan of Nature's Wrath

Planeswalkers

2 Teferi, Hero of Dominaria
4 Teferi, Time Raveler

Artifacts

4 Arcum's Astrolabe
1 Batterskull
1 Sword of Feast and Famine
1 Sword of Fire and Ice

Enchantments

4 Abundant Growth

Instants

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

Sorceries

2 Supreme Verdict

Lands

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

Sideboard

1 Yorion, Sky Nomad
2 Aether Gust
2 Celestial Purge
2 Dovin's Veto
3 On Thin Ice
3 Timely Reinforcements
2 Veil of Summer

Yorion Stoneblade runs Stoneforge Mystic as a reversible win condition that can create a board presence early and also generates value with Yorion. Even the Batterskull fished up by Stoneforge can be blinked to make a new Germ!

While Stoneforge fetching Skull helps against aggro, PBARRRGH doesn’t cut any corners when it comes to winning the control mirror, packing a full set of Teferi, Time Raveler and even 2 Dovin's Veto in the sideboard.

Blink and You'll Miss the Combo

Landing Yorion can feel like achieving the “big turn” definitive of so many combo decks, lending the deck a combo dimension. But the rest of the decks we’ll look at today take the companion’s combo potential to new heights.

Yorion Turns, TIMEWALKINONSUNSHINE (5-0)

Creatures

2 Snapcaster Mage
3 Ice-Fang Coatl
3 Uro, Titan of Nature's Wrath

Planeswalkers

2 Chandra, Torch of Defiance
2 Jace, the Mind Sculptor
4 Wrenn and Six

Artifacts

4 Arcum's Astrolabe

Instants

2 Cryptic Command
2 Force of Negation
4 Growth Spiral
2 Lightning Bolt
4 Opt
3 Remand

Sorceries

2 Exhaustion
4 Time Warp
1 Walk the Aeons

Lands

2 Breeding Pool
4 Flooded Strand
2 Gemstone Caverns
2 Ketria Triome
2 Lonely Sandbar
4 Misty Rainforest
4 Mystic Sanctuary
3 Polluted Delta
4 Scalding Tarn
2 Snow-Covered Forest
3 Snow-Covered Island
1 Snow-Covered Mountain
2 Steam Vents
1 Tranquil Thicket

Sideboard

1 Yorion, Sky Nomad
3 Aether Gust
3 Anger of the Gods
2 Ashiok, Dream Render
3 Bonecrusher Giant
1 Mystical Dispute
2 Weather the Storm

Like the Time Warp decks of Modern past, Yorion Turns seeks to take extra turns and extract as much value from them as possible. That doesn’t usually mean combat steps, although the free draws from Uro are quite alluring; most of the deck’s value lies in repeating planeswalker activations and reusing all its mana. Wrenn and Six is run at four copies to maximize the deck’s ability to make its land drops, a key reason to be taking extra turns, as there’s no shortage of ways to spend a lot in this build.

Yorion Wilderness, VIOLENT_OUTBURST (4-1, Modern Preliminary #12165562)

Enchantments

4 Wilderness Reclamation
3 Abundant Growth

Creatures

4 Ice-Fang Coatl
3 Uro, Titan of Nature's Wrath

Artifacts

4 Arcum's Astrolabe

Instants

4 Archmage's Charm
4 Cryptic Command
4 Fact or Fiction
2 Force of Negation
4 Growth Spiral
4 Lightning Bolt
1 Nexus of Fate
4 Remand
2 Spell Snare

Lands

2 Breeding Pool
4 Flooded Strand
1 Ketria Triome
4 Misty Rainforest
4 Mystic Sanctuary
4 Polluted Delta
4 Scalding Tarn
2 Snow-Covered Forest
7 Snow-Covered Island
1 Steam Vents

Sideboard

1 Yorion, Sky Nomad
2 Force of Negation
2 Aether Gust
3 Blood Moon
2 Pyroclasm
1 Radiant Flames
3 Veil of Summer
1 Weather the Storm

Yorion Wilderness sees the new companion rule and says: 3 mana? What's 3 mana? Indeed, with Wilderness Reclamation in the picture, 3 mana does seem trivial. But the deck’s goal isn’t just to grab Yorion on the cheap—it’s built to abuse the mana created by the enchantment, featuring plenty of card draw in the form of Fact or Fiction and everyone’s (least) favorite Wilderness interaction, Nexus of Fate. Helping fill out the card count are Growth Spiral and Remand, on-plan cantrips that respectively accelerate the pilot or disrupt opponents.

Yorion Scapeshift, LLABMONKEY (5-0)

Creatures

4 Ice-Fang Coatl
3 Uro, Titan of Nature's Wrath

Planeswalkers

3 Wrenn and Six

Artifacts

4 Arcum's Astrolabe

Enchantments

4 Abundant Growth

Instants

3 Cryptic Command
4 Force of Negation
4 Growth Spiral
4 Lightning Bolt
2 Mana Leak
4 Remand

Sorceries

2 Flame Slash
3 Scapeshift
4 Search for Tomorrow

Lands

1 Breeding Pool
3 Ketria Triome
4 Misty Rainforest
1 Mystic Sanctuary
1 Prismatic Vista
4 Scalding Tarn
2 Sheltered Thicket
2 Snow-Covered Forest
4 Snow-Covered Island
2 Snow-Covered Mountain
4 Steam Vents
2 Stomping Ground
2 Valakut, the Molten Pinnacle

Sideboard

1 Yorion, Sky Nomad
1 Flame Slash
2 Aether Gust
4 Anger of the Gods
2 Mystical Dispute
3 Veil of Summer
2 Weather the Storm

Reclamation isn’t the only strategy that can make use of some land-ramping, and Yorion Scapeshift also seeks to fill out its 80 cards with Growth Spiral, Remand, and Uro. It seems like this deck plays similarly to Modern's older Scapeshift decks in that it ramps to seven lands while delaying opponents as much as possible and then casts its namesake sorcery for the win. Yorion gives it an attractive Plan B, drowning opponents in value should they try to disrupt the build’s more linear strategy.

More to Come...

The other companions are settling into new homes, too. Tune in at the end of the month to see the other developments Modern underwent in June!

Arena Tournaments: The Great Divide

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This past weekend saw an all-virtual, Arena-based Players Tour. The structure is relatively straightforward. There are four qualifier tournaments and players can only play in one. The tournaments take place over the next few weekends. Anyone who makes Day 2 and then finishes a weekend with 33 or more match points will qualify for the 2020 Players Tour Finals, which I assume will also take place over Arena.

I checked in on coverage now and again throughout the weekend. The commentators did a fantastic job, in my humble opinion, making the best of a tough situation. Everything being virtual, we were still able to monitor feature matches and appreciate professional remarks on player decisions. Even though this was an Arena event, it felt a little special because of the real dollars at stake.

It was also pretty awesome to watch LSV live-stream his own participation in the event. He said multiple times that it felt like a Players Tour because he wasn’t feeling hungry during the event. Truer words never resonated with me.

Welcome to Standard: The All-Digital Format?

As long as large in-person tournaments cannot occur due to COVID-19, Wizards is going to be leaning heavily on the Arena platform. Out of necessity, Standard has rapidly evolved into an all-digital format. Sure, you can still purchase physical cards—but other than perhaps in a small group of friends, where are you going to play them?

With Arena’s success, Wizards has really been pushing the platform hard and for good reason. There’s no way their revenue from paper Magic will be near its usual level, so they need to engage with the community and make money somehow. And in all honesty, they’ve done a fairly good job with this pivot—after all, they got me playing Standard again, something I haven’t done in eight years.

Others have taken notice of these Arena events, and have begun following suit. Star City Games, who used to host their own successful tournament circuit, has begun a season of Arena qualifiers.

The qualifier events appear to be lower stakes than the Players Tour: entry is just $20 and there are just four rounds. Win all four, and you qualify for the SCG Tour Online Championship Qualifier—that’s where the real prize money comes in. The winner of the qualifier makes $1,000. That’s not bad at all for an initial entry fee of $20.

When this pandemic ends, I’ll be wondering a couple things. First, will some amount of Standard tournaments remain on Arena? It’s super convenient, probably cheaper than hosting an in-person event (though perhaps the organizers don’t make as much money?), and the Arena platform makes for a convenient venue for all players. There’s no travel, no excess expense for tournament center food, no lodging, etc. There’s also no cheating. These are some pretty compelling points.

Second, even if there are paper events again, is there room for additional tournament organizers to host event on Arena? Perhaps this will be the beginning of the democratization of Standard tournament circuits. I don’t think just anyone could host successful events, but I have to imagine the activation energy to host these events is lower when on the Arena platform versus starting a circuit of physical events.

It’ll be interesting to watch things unfold, especially after there’s a vaccine and life returns to a semblance of normalcy. Magic—at least Standard Magic—may be changed forever.

Some Finance Implications

COVID-19 caused virtually all major Standard tournaments to cease in paper and move to the Arena platform. Because of this, the demand for paper Standard staples is extremely low. The result: this looks to be one of the cheapest Standard formats I’ve ever seen! With very few exceptions, the mana base is basically the most expensive cards in a tier 1 Standard deck.

Those exceptions include Teferi, Time Raveler and Uro, Titan of Nature's Wrath.

There was an error retrieving a chart for Teferi, Time Raveler

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

Some of the other dominant cards in Standard are actually not even rares or mythic rares! Every time I tuned into Players Tour coverage last weekend, it seemed there was a Wilderness Reclamation deck on screen. This is a $3 uncommon that already has a reprint in Commander 2020. Another popular deck choice is a R/B sacrifice deck centered around Witch's Oven and Cauldron Familiar, two uncommons worth under a buck.

In the past, supply of the hottest cards from the latest Standard set would be constrained, causing a period of inflated prices. Not this time. Shark Typhoon, from Ikoria, is the third most played card in Standard according to MTG Stocks. This should be a $10-$15 rare; instead, it’s worth under $5. Even Fabled Passage, which goes in almost every tier 1 deck it seems, is worth $7 and change. And now with a reprint in Magic 2021, this land's price is going to drop even lower.

There was an error retrieving a chart for Fabled Passage

Let’s face it: Standard cards will remain depressed as tournament play shifts away from paper and towards Arena. Speculating on new cards whose sole play lies in Standard is not advisable at this time, no matter how powerful and format-warping that card may be. I'm sure there will be exceptions, but isn't it easier to buy cards where price increases is the rule rather than the exception?

What IS Moving in Price?

Standard cards are dead money, but to extrapolate and say that all Magic cards are floundering would be a grave mistake. In reality, a significant portion of cards are accelerating their price growth throughout this pandemic. This goes back to what I’ve written about in the past regarding the decay in supply due to lack of paper Magic events. Large vendors simply cannot restock the popular, older cards that see extensive play in non-rotating formats such as Commander and Cube.

The result: a seemingly random assortment of cards are jumping in value. Here’s a glimpse at the top movers last week:

There’s speculation galore on what cards Wizards will ban next. There’s speculation on goblins based on some of the Magic 2021 spoilers. And there’s overall solid pick-ups for Commander play in the list. Personally, I would not have expected to see Exploration hit $100, but that’s probably not a real price (yet).

There was an error retrieving a chart for Exploration

And these prices are the tip of the iceberg. Not only are certain speculative cards spiking, but overall solid staples are all hitting new highs. Cards like Mana Drain, Wheel of Fortune, Mox Diamond, Vampiric Tutor, Gilded Drake, and Tolarian Academy are all taking off. I’ve also noticed the highest Dual Land buy prices on Card Kingdom’s site in quite some time.

It seems COVID-19 has only made these rare and valuable cards more expensive. If you’re concerned about lack of paper play deflating demand for these cards, you no longer have to worry. These price increases are likely motivating players to rush out and buy cards they need out of FOMO—don’t buy this week, you’ll have to pay more next week! I will admit this has motivated a couple purchases myself: I bought a Mox Diamond and a Eureka for my collection as I saw supply diminish.

There was an error retrieving a chart for Eureka
There was an error retrieving a chart for Mox Diamond

Others are likely doing the same, and it only takes a couple dozen players to feel some pressure and make a couple purchases to move the market price.

Throughout the summer I expect this trend to continue. Eventually, things will calm down and prices will drop again. But they probably won’t reach as low as their previous levels, before COVID-19 struck. The most desirable cards will be sticky and maintain a higher price point.

Wrapping It Up

As COVID-19 disrupts the world of Magic, forcing Standard events to migrate to Arena, we’ve seen a real dichotomy in card prices. Newer cards have suppressed demand, keeping card prices lower than I would have expected. Older cards are disappearing from the internet little by little and there are not enough channels for large vendors to restock. This is causing the most popular stapes to climb in price.

If I have the causation correct, then the continuation of these activities will likely mean the divide between new cards and old cards will only strengthen. Standard playability will become less and less important a factor in determining a card’s value. Paper cards from Standard sets may be more influenced by their popularity in Commander than Standard. Older cards that aren’t reprinted will become harder and harder to find, leading to higher prices.

It will be interesting to see if these trends reverse when events start up again post-COVID. If these Arena-based tournament circuits are a huge success, they may become a new norm. I don’t think large paper events will be canceled altogether, but a hybrid of paper events and digital events could be an optimal approach that capitalizes on the positives of each platform. In this case, the future for card prices is muddled and difficult to predict.

Trust me on this: I’ll be watching closely, and will report trends as I see them. COVID-19 may have disrupted paper events, but it hasn’t disrupted paper speculation (as evidenced by MTG Stocks). I’ll keep writing regardless!

Situation Contained: Core 2021 Early Spoilers

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In these uncertain times, it is only natural to seek stability and comfort in the familiar and predictable. Which is a convoluted way of saying that the world may be burning, but spoiler season has returned on schedule. It's not much relative to everything else, but even small comforts are important. In the past, Core sets hadn't been particularly exciting; Core 2020 turned that on its head with standouts like Veil of Summer, Elvish Reclaimer, and Lotus Field. Core 2021 is looking to continue that legacy.

The first thing of note is a non-functional but important change: putting the top card(s) of a library into a graveyard, which everyone has referred to as milling since Millstone, has been keyworded. It's now called "mill." I know. Apparently, Wizards has been trying for years to come up with a more evocative and flavorful version. They've finally just given up and done the thing that we were already doing, and probably would have kept doing even if Wizards had found a word they liked. Nothing is actually changing, but it's nice to have it made official.

Containment Priest

With that, onto the spoiled cards, and I'm starting with the headliner. At time of writing, there is no card more obviously Modern-playable than Containment Priest. I was quietly hoping that it would be in Modern Horizons, but that didn't happen. Priest is a card that is both appropriate power-wise and contextually. I'm glad that Priest is showing up at last, even though I'm also left wondering why it's happening now. Much the same way Tomik, Distinguished Advokist heralded the printing of Lotus Field, I'm suspicious of what's coming that Wizards feels Standard needs Priest for.

Priest will see play in Modern because it has already seen play in Legacy and Vintage. In both formats, Priest is a huge beating against Dredge and nothing else, leaving decks free to exploit their own graveyards while hosing the most linear of zone abusers. Modern has historically been more graveyard-centric than either Eternal format, and Dredge is still around. However, I think it will be Priest's other impacts which will be most relevant.

A note before going on: Had Priest been printed in Horizons, little would have changed. Priest is very potent against Arclight Phoenix, but it's easy to forget that Hogaak, Arisen Necropolis gets cast, dodging Priest. The combo version would have been unaffected. The second wave would have been hit, but remember that it was too fast for Rest in Peace. Priest wouldn't have prevented Hogaak Summer, and subsequently wouldn't have saved Faithless Looting. I've seen this thread before, so just want to nip it in the bud!

Oh, the Humanity

The obvious home for Priest is Humans. The creature type was probably a giveaway, but could be a surprise given that Priest shuts down Aether Vial. However, the effect on Humans is the same as Collector Ouphe's, and that card's moving toward staple territory. I'll be siding out two Vials for Priests in relevant matchups.

Beyond belonging for its cost and creature-type, Priest is also a substantial upgrade for Humans's current options. Rest in Peace is the best graveyard hate option, but it can't fit everywhere. In Humans' case, Surgical Extraction has never been good, as general hate and Ravenous Trap is only useful against Dredge. Grafdigger's Cage has thus become the default, and Priest has sufficient advantages over Cage that I'd call it an upgrade. Cage and Priest both stop Bloodghast, Collected Company, and Chord of Calling. Cage hits noncreature spells; Priest stops cheating in creatures. Cage costs one, Priest two, but the latter can also attack. They're pretty even.

However, Cage provides virtual card advantage where Priest provides actual. Cage prevents the creatures from entering from the graveyard or library. No player is going to cast Collected Company into Cage, as it's a waste of a card. Cage has to be played proactively, so opponents know not to Company. Therefore, it just sits in their hand until Reclamation Sage is naturally drawn and everything gets unlocked. Priest can be proactive, but is better reactively: casting Priest in response to Company or Chord effectively counters that spell. Priest in response to Prized Amalgam triggers exiles the threat permanently. No risk of a big turn if Priest is removed; it already got something.

Oh, Also Yorion

However, those are just the obvious uses. Priest is far more versatile because it doesn't specify zones. Any creature entering the battlefield without being cast will be exiled by Priest. This includes any cheating from hand into play (namely Through the Breach), but also flicker effects. Thus Priest does what Cage cannot and answer Bant Ephemerate and Yorion decks. From experience, Humans struggles against those decks because unending value is hard to beat. It's rather niche since Ephemerate has largely vanished and Yorion decks were trending away from creatures when the change came down, but utility is utility.

Uh, the Eldrazi?

By the same token, Priest can be used to proactively exile opposing creatures. Flickerwisping a creature then flashing in Priest will permanently exile the creature. Where once there was temporary disruption, now there's actual removal. Thus, the natural and logical extension is combining Priest with Eldrazi Displacer to snipe every opposing creature. Just never, ever, try to flicker your own creatures (except for Priest).

However, before everyone runs out to buy Eldrazi and Taxes, the combo isn't quite as good as it seems. I play both Humans and Death and Taxes in Legacy and have been on the receiving end of that combo numerous times. And it's just okay. The problem is that I've never been in a situation where the combo cost me the game. Legacy Eldazi decks are already advantaged because of bigger creatures and Chalice of the Void. If I can't win quickly, I'm going to lose a long game anyway. The combo just speeds that up. Also worth noting is that Legacy has Ancient Tomb and City of Traitors in addition to Eldrazi Temple to make the combo more efficient. Trying to go all in on that combo is likely to cause disappointment.

Teferi, Master of Time

The next contender is yet another Teferi with a static ability. Because everyone just loves Teferi, Time Raveler. In fairness, this new one is not at all as obviously onerous as "T3feri," and was made before Wizards realized their mistake.

The new Teferi's static lets you use his abilities as instants. Meaning, unless I'm way off on the rules, "Te4ri" can be used twice a turn cycle. This is a huge first for planeswalkers and could easily get out of control. Fortunately, between his mana cost and abilities, that seems unlikely. Like a good planeswalker, his ultimate should win the game. If it doesn't, you never had a chance. The +1 has potential and is the big draw here. Looting in Modern is very good. The -3 is phasing. Which requires me to explain phasing.

Phasing In

Unless you're a much older old-timer than I, you've never seen phasing in a Modern legal set. Unless you know That-One-Guy (*accompanying fist shake*) in Commander and/or have seen/played Teferi's Protection in Legacy (guilty), you've never seen phasing at all. And that's because way back in Mirage it was mainly a drawback, and one that's been through some rules wierdness. The new wording makes a lot of old cards make no sense, but the ability makes more sense. It's still tricky to explain, but very easy to gif:

See the source image

A permanent that phases out never leaves the battlefield. It disappears. Everything attached to it stays on and disappears too. As far as the card's concerned, nothing has changed. It has everything it had before, and tokens still exist while phased out. However, from the perspective of everything else, it's in another world. It doesn't affect anything still in play, and can't be affected by either player. It's just gone. Any "until end of turn" effects still end.

At the start of its controller's untap step, when normally nothing happens and no player has priority, it phases in, unless otherwise specified. It's not entering the battlefield because it never left, so no triggers happen. It simply "exists" again. Wizards is explicitly experimenting with phasing for the first time in years because they've realized that they've made ETB effects too good, and now bounce effects are significantly worse. If players can deal with phasing, then we may see it become a permanent feature to work around cards like Uro, Titan of Nature's Wrath and Primeval Titan.

On Te4ri, I don't know how good the ability is. He's cast, then loots, then on the opponent's turn can phase out a creature or loot again. The best use of the phasing ability is against Primeval Titan to prevent an attack. However, that's a temporary answer, and doesn't require any more mana investment for the opponent. I think it's very interesting to consider, but I don't know if its actually good.

Not a Miracle

This is complicated by Te4ri's potential niche. When he was spoiled, the discussion started with Miracles. Te4ri draws a card on the opponent's turn for no mana. Thus, players were having visions of looting away Terminus on their turn, putting on top with Mystic Sanctuary, then wiping the board on the opponent's attack step. And that can happen, but I skeptically ask how that's in any way better than just playing Jace, the Mind Sculptor?

Jace and Te4ri compete for the same mana slot and I don't think a deck can run both. And Te4ri is neither as powerful nor as efficient as Jace. Brainstorm is better (normally) than Careful Study, -1 is more manageable than -3 and can be used more often. In order to miracle an already drawn Terminus, Jace just needs to Brainstorm it to the top of the library, ready to flip on turn five. Te4ri needs Sanctuary's help, which can only happen by turn five with mana acceleration. Then there's the issue that after triggering miracle, you still need to discard a card for Te4ri. I can't see a way a control deck wants this card at all, much less over Jace.

Looting's Pretty Good...

However, outside of control decks, there is real potential. Getting to Careful Study over the course of a turn cycle is still very strong. And doing so gives Te4ri five loyalty to boot. I could easily see a velocity- or tempo-centric deck using Te4ri as a top end engine to help power them through the mid-game. It's nowhere near as good as Faithless Looting and so I don't think that Izzet Phoenix will suddenly return. However, something in a similar vein using Thing in the Ice and Crackling Drake is more plausible.

...And Has a Friend

This is bolstered by another spoiled card. See the Truth is a sorcery-speed Anticipate. Anticipate doesn't see much if any Modern play as-is, so a worse card version should have no chance. However, See has a second mode. When cast from anywhere other than hand (read: exile, library, or graveyard), it draws three. Ancestral Recall is still a bargain at two mana. The trick is making it happen.

The obvious way is Snapcaster Mage. Flashback has plenty of utility already, and Snapcaster decks generally like drawing cards. The problem is that sorcery speed. Control decks like playing Snapcaster and drawing cards, they don't like spending an entire turn of mana on their own turn doing it. I don't think the payoff is high enough to justify a control deck first playing a mediocre version of a mediocre-at-best cantrip and then spending lots of mana to draw three cards. That's definitely an option, but why do that? Why not expend the same effort and mana on a planeswalker? There's less up-front advantage, but also less cost.

But Where?

However, what about decks that already want to spend lots of mana on their own turn? Storm doesn't really need See, though it could run it. Cast See to help find Past in Flames, then draw a bunch of fuel. The catch is that flashing back Storm's cantrips are usually enough fuel as is, so I don't think See adds much. It doesn't hurt much either. I'd have to test, but intuitively I think See is too win-more to make an impact on Storm.

However, Prowess is a more intriguing option. Light Up the Stage already sees play, and activates See's true potential. Prowess likes playing spells on its own turn, and especially cantrips. Therefore, I could see an Izzet Prowess deck with Snapcaster for some long game being a thing. It wouldn't be as explosive as current mono-red versions, but it also wouldn't be so vulnerable to hate. It could also incorporate T4feri over Bedlam Reveler or similar cards.

Next Time

Spoiler season has just begun, but recent sets have tended to tip their hand early. Modern playables are almost always in the first wave of cards, and there's just potential role-players afterward. Join me next week as we begin measuring the impact of the companion change.

Insider: The Death of Commanders

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June 6th 2020 we got a pretty major change in the Commander realm. The following rule regarding commanders and dying changed as of 6/6/20:

If a commander has an ability that triggers on it dying or going to exile, it will trigger before heading to the command zone. 

Why is this a big deal?

Previously when a commander died players were given the choice of either having it go to the graveyard. This would trigger dying abilities, or having it go to the command zone which did not trigger dying abilities. Players had to decide whether the commander dying was worth having their commander in a zone which prevented the commander from being easily replayed, sort of a commander jail if you will.

This meant that some legendary creatures with "dies" triggers have fallen by the wayside as the extra hurdle required to now move the commander from the graveyard to exile, which would allow the player to shift the commander into the command zone, was too much effort. By allowing the commander to see the graveyard and then go into the command zone several commanders suddenly became a lot more viable.

What has already jumped?

There was an error retrieving a chart for Child of Alara

Child of Alara requires it to actually go to the graveyard in order to get the "blows up the world" trigger. It used to be a semi-popular commander for 5 color control builds as a "rattlesnake" that would discourage people from attacking the owner for fear of losing all nonland permanents, but it has been usurped by many other 5 color commanders, falling to 15th on the list of most popular 5 color commanders according to EDHREC.com. Now, while not all the ones above it are for control builds, the point is more that Child of Alara prior to this rule change was still more often a 1 shot use. This new rule means that for those who like to see the world burn, they can keep blowing it up for the low cost of 2 additional mana each time.

 

There was an error retrieving a chart for Elenda, the Dusk Rose

The other big winner from this rule change is Elenda, the Dusk Rose. Vampires are already popular commander archetypes, but most went with Edgar Markov as the commander of choice for the extra color and because jumping through hoops to get Elenda, the Dusk Rose from your graveyard back to the command zone required additional cards that watered down the deck.

Unfortunately, the speculation ship on both Child of Alara and Elenda, the Dusk Rose has already sailed as both cards have more than doubled in price.

What else benefits?

The Kamigawa block dragon cycle all become more playable as commanders as you abuse their death triggers.

There was an error retrieving a chart for Keiga, the Tide Star

The soulshift mechanic from Kamigawa block can actually be finally used, as none of those legendary creatures tend to be played much, though given that it's basically a limited Raise Dead I doubt this change will cause a major upturn in demand for these creatures.

There was an error retrieving a chart for Kodama of the Center Tree

A few other commanders that become better with this rule change:

  • Marchesa, of the Black Rose as she can put a +1/+1 counter on herself, and thanks to her delayed "death" trigger you should be able to bypass the commander tax.
  • Tuktuk the Explorer deck to make a bunch of 5/5 colorless golems.
  • Roalesk, Apex Hybrid is a card that could be a sleeper. The ability to proliferate multiple times can be extremely powerful in the right builds and with a pretty low buy in could easily become a much more popular commander in a G/U planeswalker or poison build. The biggest challenge with this card is that it's competing with Atraxa, Praetor's Voice for best Planeswalker based deck commander and Atraxa, Praetor's Voice allows for more planeswalkers thanks to the additional 2 colors and she proliferates without needing to die.

While it may not big a huge deal, both of the legal original Eldrazi titans have useful "when X is put into a graveyard" triggers that shuffle your graveyard back into your library. Unfortunately, both already have pretty high buy ins and high commander demand, so growth due to this change is likely minimal.

There was an error retrieving a chart for Ulamog, the Infinite Gyre
There was an error retrieving a chart for Kozilek, Butcher of Truth

Conclusion

This rule change will likely have a pretty significant effect on commanders moving forward and it's very possible there are some other cards that may prove to be much more powerful thanks to this rule change. As well, this may open some design space for Wizards as new commanders are conceived.

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