menu

Arena Tournaments: The Great Divide

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

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

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

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

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

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.

Is it Finally Time to Buy Modern Horizons?

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

The company where I work has a sweet rewards and recognition system. If you go above and beyond your day-to-day work and go that extra mile, and if someone takes notice and remembers to thank you, you may receive a small gift card. It’s immaterial compared to your salary, of course, but the little extra goes along way in cheering up and feeling appreciated.

When I receive these rewards, my default gift card choice is Amazon—they have dozens of other options but honestly, what do they have that Amazon doesn’t already offer? Besides, most of the time I’m looking for new books, video games, and of course, Magic cards. Amazon carries all three!

When I received one of these rewards recently, I shopped around on Amazon and decided to try my luck at a draft set (three boosters) of Modern Horizons for $20. This set was released nearly one year ago, yet these boosters are still selling for under MSRP?

This inspired me to dig deeper into this set. Are boosters worth cracking? What are the best cards to open? What cards have upside potential? Let’s dive in!

Magic Lottery Tickets

I knew I was gambling a little bit when I chose to spend my gift card on Modern Horizons boosters. While there is plenty in the set worth opening, there’s also a fair share of garbage rares that could render a booster pack worth less than a quarter, like any given booster pack.

Using Trader Tools’ set browsing feature, I was able to quickly locate the cards that would net you immediate profit via buylist if you pay around $6.50 per booster.

In total, I count 13 cards you could crack from a $6.50 booster pack of Modern Horizons and immediately ship to a buylist for profit. These 13 cards break down further: 3 rares and 10 mythic rares. In total, the set has 53 rares and 15 mythic rares. That means if you open a rare, you have a 6% chance of buylisting it for profit immediately. If you open a mythic rare, it’s a 66% chance. If we assume rares occur twice per sheet and mythic rares appear once, we can combine rares and mythic rares together to estimate that each booster pays off on a roughly 13.2% frequency.

I don’t love those odds. They’re better than scratch-off tickets from your local gas station, but at $6.50 a pop I can’t say I’m inspired.

It gets worse. There are around 32 rares from Modern Horizons—more than half—that buylist for less than $0.50! If you buy a booster pack of this set, your odds of opening cards worth less than a dollar are greater than 50%. At that rate, you’d be better off cracking two Ikoria boosters, in my opinion.

Feast or Famine

There are certainly some gems worth opening from this set, especially in foil. And if you’re after key Modern Horizons cards, I highly recommend buying those singles directly. Some of these have solid upside, too.

For example, until they’re reprinted Prismatic Vista and Force of Negation are going to remain expensive.

There was an error retrieving a chart for Force of Negation

These two rares see play in multiple formats. The former offers terrific mana fetching flexibility and the latter act as Force of Will five through eight in Legacy and Vintage, not to mention mana-less counterspell protection in Modern.

Perhaps the Mythic Rares offer the greatest upside potential here. Wrenn and Six and Urza, Lord High Artificer remain top of the heap for good reason: they see play in multiple formats. On the casual side, players love their swords and slivers, so Sword of Truth and Justice and The First Sliver surely offer upside potential.

There was an error retrieving a chart for The First Sliver

Then, of course, there’s Morophon, the Boundless, which I thought had more upside potential since day one.

Foils are even rarer and offer greater upside as this set continues to age.

But I must reiterate that these singles should be purchased individually. To attempt to crack these in packs is a fool’s errand. They say “a fool and his gold are soon parted” and Modern Horizons is the epitome of that moral. Learn from my experience, and take a look at the rares I opened in my draft set and their top buy prices:

Collector Ouphe: $2.50
Spiteful Sliver: $0.22
Tectonic Reformation: $0.15

(Aside: I am surprised Tectonic Reformation isn’t worth anything. Cycling made a huge comeback recently. Also, I have a budget mono-Red Commander deck where this could shine to help me avoid drawing excess mountains).

Pretty pitiful, right? In total my $20 worth of booster packs netted me $3 in trade credit. Ouch. And the scary part is, I could have done worse. Force of Rage, Future Sight, Nether Spirit, Marit Lage's Slumber, and Reap the Past all have top buy prices of a lonely nickel. If you needed any more convincing not to gamble on Modern Horizons packs, this data should just about do it.

A Glance Back

Interestingly, this isn’t the first time I’ve written about Modern Horizons. I also discussed the set and its opportunities back in November. Let’s take a quick look at my recommendations to see if any have gained traction since that article’s publishing.

Altar of Dementia and Eladamri's Call were the first two cards I mentioned, both as popular reprints. I mentioned that the former was under a buck and the latter was under $2. Nowadays both these cards buylist for $2.50, so these would have been profitable (though nothing to write home about unless you purchased large quantities).

There was an error retrieving a chart for Altar Of Dementia

I also mentioned Genesis as a bulk play, though those haven’t paid off just yet (I’m still waiting!). I also mentioned Wrenn and Six, Force of Negation, and Urza, Lord High Artificer, but expressed caution from buying back then. All three of these follow roughly the same pattern: they dipped from November through the winter but have recently rebounded. The bottom on all of these are in…until they’re reprinted of course.

Lastly, I talked about Prismatic Vista and the Horizon Canopy cycle of lands. About these, I said:

“You have Prismatic Vista at $30 and the five Horizon Canopy lands. These will all experience dsustainable demand in time, but are suffering from soft demand in the short term. Eventually these will be a buy—you just need to pick the price you’re comfortable paying and be content to wait a while.”

There was an error retrieving a chart for Sunbaked Canyon

These all appear to have bottomed, and I’d say now is a good time to pick up copies you need for play. They should all offer an attractive risk-reward profile now.

Wrapping It Up

When I wrote about Modern Horizons back in November, prices were dropping rapidly and packs were selling below MSRP. Fast forward seven months and that trend may have finally stabilized. Packs still sell for below MSRP, but by a smaller margin. And prices may have finally found their bottom. This means that from here on, there could be some upside on the most played copies of cards from this set. I’m keeping my eye on a few.

Force of Negation, Prismatic Vista, and Urza, Lord High Artificer have really established themselves as tournament playable and offer plenty of upside. Foils will be especially pricey. Some casual favorites including The First Sliver and Sword of Truth and Justice could move up slowly over time. And let’s not forget Morophon, the Boundless and Serra the Benevolent, two personal favorites of mine.

But I must advise that you purchase the singles you want directly. Do not play the Modern Horizons lottery—there are too many awful cards you could open, rendering your purchase nearly worthless. I’ve got the odds of making your money back at around 13%, which does not make for an attractive bet. You’d be better off betting on the New York Jets to win the Superbowl.

 

Still I Rise: Modern’s Companions Post-Nerf

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

In the wake of the companion nerf, in which Wizards announced the creatures would cost an additional 3 mana to tutor from the sideboard, David penned a piece discussing the pros and cons of keeping companions as companions given their hefty new price tag. Today, I'll expand upon that idea, looking more closely at where I expect Lurrus, Yorion, and the other companions to end up in Modern.

In Your Dreams!

No companion has rocked competitive Magic like Lurrus of the Dream-Den. The card's metagame shares are bound to plummet with the companion nerf, but I nonetheless envision Lurrus retaining relevance in a few archetypes, including some that were already running it.

Lurrus in Burn

Lurrus's inclusion in Burn represents perhaps the most straightforward path for any companion post-nerf. Just as Burn was able to free-roll the companion with no mainboard changes, I imagine Lurrus will continue to occupy a permanent slot in the Burn sideboard as a last-ditch plan in the face of stabilizing opponents. The costs of running Lurrus are quite minimal, only asking a sideboard slot. And while six total mana is heaps for Burn decks, I think having guaranteed access to Lurrus for two-to-three games every match will prove eminently more useful than that fifteenth sideboard option.

Burn, LORD_BEERUS (3-2, Modern Preliminary #12165559)

Creatures

4 Eidolon of the Great Revel
4 Goblin Guide
4 Monastery Swiftspear

Instants

4 Boros Charm
4 Lightning Bolt
2 Lightning Helix
4 Searing Blaze
2 Skullcrack

Sorceries

4 Lava Spike
4 Rift Bolt
4 Skewer the Critics

Lands

2 Arid Mesa
1 Bloodstained Mire
1 Fiery Islet
4 Inspiring Vantage
2 Sacred Foundry
2 Scalding Tarn
3 Snow-Covered Mountain
4 Sunbaked Canyon
1 Wooded Foothills

Sideboard

1 Lurrus of the Dream Den
2 Skullcrack
1 Exquisite Firecraft
3 Kor Firewalker
3 Path to Exile
2 Rest in Peace
3 Smash to Smithereens

We saw some Burn decks adjust their mainboard composition to further enable Lurrus, slotting in Mishra's Bauble or Seal of Fire. I expect this trend to end, with the exception of Grim Lavamancer, already a mainboard staple for some metagames, to slightly tick up in relevance. Not only is Lavamancer a playable Burn creature in its own rite, its status as a recurring source non-combat damage makes it a uniquely attractive Burn creature to recur with Lurrus. After all, Lurrus should only resolve in games going long enough that opponents have the red zone covered.

Lurrus in Jund

While Lurrus has found its way into plenty of Modern decks, Jund has been one of its more high-profile adopters, eschewing long-time staples Liliana of the Veil and Bloodbraid Elf for cheaper haymakers such as Kroxa, Titan of Death's Hunger and a full set of Mishra's Bauble. The days of Jund playing Lurrus in the sideboard are probably over. But I expect the card to make a splash in the main for many a build of BGx.

Once opponents dealt with the first Lurrus, BGx would turn to Unearth to give the Nightmare Cat another of its nine lives and keep the value train rolling. This Unearth-Lurrus package is appealing in BGx for the same reason that Snapcaster Mage has always tempted Golgari mages with a blue splash, except that bringing back permanents tends to be more high-impact than recovering instants and sorceries. Without the companion restriction, mainboard Lurrus boasts an even higher ceiling, letting players recast the likes of Bloodbraid and Liliana.

I expect that at first, some black midrange decks will employ Lurrus as a primary gameplan, running 4 Bauble, mainboard copies of Lurrus, and perhaps even a companion copy. At least early on, there should be a split of companion-featuring and non-companion builds of different black midrange strategies. Ones that already play Bauble, such as Traverse Shadow, may look into adopting Lurrus for the long haul. Otherwise, Mishra's Bauble will probably be retired by black midrange. Rather, Lurrus is likelier to end up a one- or two-of where we've seen Liliana of the Veil and other utility options.

Lurrus Elsewhere

Prowess decks without high-costed permanents will definitely want to run Lurrus in the sideboard, just as the Burn decks will. But there's less of a reason to go that route post-nerf, and Bedlam Reveler should make a compelling comeback in the coming weeks. In any case, while Mono-Red Prowess should remain a top-tier deck, I do believe the strategy's Lurrus-fueled domination is over.

But I do anticipate Lurrus's widespread adoption among lower-tier decks, again as a mainboard plan. The deck best-positioned to take advantage of a permanent-based Snapcaster on legs is Rakdos Unearth, a strategy already in the business of reanimating busy three-drops as it churns through cards with Seasoned Pyromancer. This and other Lurrus-heavy decks probably will want to run a set of Baubles. Heck, BR Unearth was an early adopter of the card even pre-companion.

Devoted Combo, PIETROSAS (3-2, Modern Preliminary #12165559)

Creatures

4 Birds of Paradise
4 Devoted Druid
3 Duskwatch Recruiter
4 Giver of Runes
4 Noble Hierarch
1 Spellskite
4 Vizier of Remedies
2 Walking Ballista

Instants

2 Chord of Calling
4 Eladamri's Call

Sorceries

4 Finale of Devastation
3 Postmortem Lunge

Lands

2 Forest
4 Horizon Canopy
2 Nurturing Peatland
1 Plains
4 Razorverge Thicket
2 Temple Garden
4 Windswept Heath
2 Wooded Foothills

Sideboard

1 Lurrus of the Dream Den
4 Burrenton Forge-Tender
1 Caustic Caterpillar
2 Kor Firewalker
3 Path to Exile
4 Veil of Summer

Lurrus could also serve a noble companion function in many lower-tier decks, such as Devoted Combo or tribal Aether Vial strategies like Zombies or Merfolk. Many of these critical-mass creature decks, be they aggro- or combo-aligned, already happen to fulfill the companion requirement. And while Devoted Druid-fueled ramping can handily pay the companion tax, Aether Vial instead casts Lurrus for free, with each case helping mitigate the nerf.

Yorion's Belt

Don't worry, 80-card enthusiasts: Yorion, Sky Nomad isn't going anywhere, either! But the nerf should significantly loosen the card's stranglehold on blue-based midrange.

Yorion Uroza

80-card piles featuring the same Temur-informed core of snow permanents and cantrips have been the primary employers of Yorion, and I don't think these decks are going anywhere. As David predicted, while Yorion is no longer a turn-five value drop that buries opponents in cards, it's still a feasible late-game plan for a deck that would rather not commit any of its mainboard slots to closers of such magnitude.

Yorion Uroza, VIOLENT_OUTBURST (4-1, Modern Preliminary #12165559)

Creatures

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

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

Artifacts

4 Arcum's Astrolabe

Enchantments

3 Abundant Growth
4 Wilderness Reclamation

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

These decks may change very little, but Yorion is nonetheless a less attractive plan than it used to be. As it costs more mana, it's not as flexible as it once was, which should draw some players back to Snow Control. Pre-companion, UGx Snow flavors occupied a dominant place in the midrange hierarchy. But after, there was little reason not to convert these disparate Astrolabe decks into the same 80-card deck, its bulk filled out not by unique packages, but a cookie-cutter set of cantripping permanents congruous with the Yorion payoff. In other words, blue midrange is about to be a party once again.

Yorion Everything

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.

Other Companions

Lurrus and Yorion may have occupied much of the discourse surrounding companions in Modern, but other such creatures were in fact printed! I expect these to suffer varying fates.

Zirda, the Dawnwaker

Zirda, the Dawnwaker decks may just keep on truckin'. Take Zirda Abundance, a combo deck so reliant on the Elemental Fox as to run three copies in the mainboard. This deck was never interested in running any nonland permanents lacking activation costs, so I doubt the companion leaves its sideboard. That is, if the deck survives at all.

Another such Zirda Company deck is built around the Heliod, Sun-Crowned and Spike Feeder interaction. Here, Zirda is far from essential to the combo, but nonetheless nice enough to have that it can be run in the main.

Obosh, the Preypiercer

Obosh, the Preypiercer found its way into the Gruul and Naya beatdown decks that informed April's aggro-control metagame. Those decks did have to make some concessions to the Hellion Horror, usually trimming either Bloodbraid Elf or Stoneforge Mystic. Will this compromise continue to be worth it now that Obosh costs extra mana to deploy?

My guess: sometimes. The new breed of beatdown decks that had been built around Obosh certainly had little use for even-costed spells. But there may well be some that players would rather have than the companion. Still, it bears remembering, and considering that Arbor Elf plus Utopia Sprawl is more than capable of producing the payment Obosh requires.

Nerfed, But Not Foresaken

Modern has certainly not seen the last of the companions, which will remain competitive fixtures in the format... probably forever. So don't sell that out just yet! Instead, tell us: how are you planning on wielding companions post-nerf?

Top 5 Ikoria Specs for Modern

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

Ikoria: Lair of Behemoths has already been a weird set experience for me. For one, it was released during a global pandemic. It features the new companion mechanic, which has already received errata several weeks after release due to issues with "game balance and metagame share across play environments". Faced with the pandemic, errata, and emotionally crushing current events in the US, it has been hard for me to focus on my favorite game, which is a shame because I think Ikoria is actually a super interesting set that has the potential to add exciting value to one of my favorite formats.

A Reddit post in r/ModernMagic really got me to sit down and give some real thought to Ikoria's contributions to Modern, which currently is in a strange spot. I know that there are no more large paper Magic events this year to drive Modern prices (more on that here), so any speculation done on cards for eternal formats will likely need to be done with the idea of long-term holding, but let's take a look at my five favorite Modern specs from Ikoria.

Sprite Dragon

Now, UR Delver hasn't really been much of a contender in the Modern metagame for a while, with poor Delver of Secrets not really being able to carry the deck by itself, but I think Reddit user Morgormir was right in the thread I linked earlier when they said that the new contender from Ikoria, Sprite Dragon, might allow the deck to see a resurgence!

There was an error retrieving a chart for Sprite Dragon

I could imagine Sprite Dragon seeing future play alongside Delver in a burn-heavy UR list. Traditionally, old UR lists ran four Delver of Secrets, four Snapcaster Mage, and four Young Pyromancer - all of which are fantastic cards. However, Delver is the only flyer, and none of them can grow like Sprite Dragon can. Now, this one is probably the least exciting speculation target because it is an uncommon, but it also has a Godzilla art version (which, frankly, I think is adorable.) If you're looking to add these to your speculation box, I'd recommend focusing on the alternate art and foils.

Fiend Artisan 

Fiend Artisan was one of the cards I was most excited about during Ikoria spoiler season. I'm a huge fan of midrange strategies, and seeing a card in green and black that has an effect similar to the still-banned Birthing Pod got my deck brewer brain spinning.

There was an error retrieving a chart for Fiend Artisan

Magic Online user musasabi put four Fiend Artisans in a Vizier of Remedies/Devoted Druid combo deck and took down a 5-0 trophy in a Modern League at the beginning of June, and I wouldn't be surprised if we see that strategy continue! Being able to search your deck for toolbox creatures like that is awesome, and Fiend Artisan will continue to be a fantastic toolbox enabler going forward.

Even if Birthing Pod does see an unban in Modern someday, I think people would just play both in the deck. Now, Fiend Artisan is already sitting around the twenty dollar mark everywhere at the time of this writing, which might be too pricey to recommend diving in hard on speculating on it, but I'd recommend keeping an eye on our Nightmare friend and snapping up deals as you find them. I know I'll be trying to trade into as many as I can, especially when Ikoria rotates. And what better way to keep an eye on the prices than with our Trader Tools?

Drannith Magistrate 

I've played a ton of Death and Taxes in Legacy and I get excited any time the potential to play a similar list in Modern presents itself. I've given it many tries myself to various degrees of success, but it always feels like the deck is just missing a few pieces in Modern. Could Drannith Magistrate become one of those missing pieces?

There was an error retrieving a chart for Drannith Magistrate

Limiting your opponent to only being able to cast spells from their hands can be a super-strong ability against some of the more "unfair" decks in Modern, and even if the meta doesn't warrant this card becoming a mainboard staple in any of the taxes variants, I think it will always be a decent sideboard card for taxes, humans, and any deck with access to white. I think there's a lot of potential for our new Magistrate and I'll definitely be making some space in my spec box for him.

Sea-Dasher Octopus 

I didn't initially think much of Sea-Dasher Octopus when I was reviewing spoilers, but after getting to play with it on Magic Arena I think there's actually some serious potential for our new fishy friend. (I know Octopi aren't technically fish, but I couldn't resist the alliteration!)

There was an error retrieving a chart for Sea-Dasher Octopus

Sea-Dasher Octopus has been an all-star in a lot of the flash-based decks we've been seeing in Standard and I think there's a good chance we see copies of it popping up in blue decks that like sneaky card draw in Modern and possibly even Legacy. I agree with the author of the Reddit post that it wouldn't be surprising to see a copy or two showing up in Modern Merfolk or in a Delver shell.

General Kudro of Drannith 

When I was actively playing and testing a lot in the Modern format last year, I had to play a lot of matches against Humans. Humans isn't a deck I would look at and say, "yeah this deck really needs another powerful human that makes it even better" and yet, here comes General Kudro of Drannith.

There was an error retrieving a chart for General Kudro of Drannith

Now, the humans archetype isn't the all-powerful format-topper it once was, but it's still a powerful deck, and General Kudro is a welcome addition. He acts as a lord, exiles cards from graveyards, and can help you eliminate large mana costed creatures. The regular printing of this card has been hovering around the four to five dollar range, which I think is a decent price for a mythic rare that plenty of Modern players are going to be looking to get their hands on once large paper Magic events start happening again.

In Conclusion

I know with everything happening in the world, it's hard to care about Magic in general, let alone speculating on a format that won't be seeing major support from Wizards of the Coast for a while. Modern has always been one of my favorite formats. Even in the absence of paper events, I have been trying to take time each week to think about the future of the format and spend time planning additions to my speculation box.

I encourage you to take a little time each week for your hobbies too, if you can. I know things are overwhelming all over right now, but it's important to find the joy where you can! Take care of your selves. Take care of each other. I'm sending you all the best vibes I can muster! If you want to chat about the future of Modern, feel free to hit me up on social media or stop by my weekly Twitch streams! I'd love to say hi!

Budget-Focused: Is Alseid of Life’s Bounty the new Mother of Runes?

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

What's going on everyone? Eric here with another article, where we're going to discuss a card I feel deserves more attention than it is currently receiving, Alseid of Life's Bounty. I am sure some if not most that are reading this are thinking “Why is he wasting time talking about this uncommon card?” Mother of Runes is a card that is remarkably like Alseid, but I honestly feel Alseid offers a bit more versatility than one might see at first glance. We will dive into the comparisons and where we can use Alseid going forward.

Price Comparison And Versatility

There was an error retrieving a chart for Alseid of Life's Bounty
There was an error retrieving a chart for Mother Of Runes

To start with, we'll look at the current prices are at on both cards. Alseid of Life's Bounty the non-foils are currently at $0.39 average and $0.50 for the foils. I feel the most growth opportunity lies is in the promo version. This copy is currently at $0.61 for the non-foils and $1.34 for the foils. Keep in mind there are only four total printings for this card. Looking into Mother of Runes, it has a total of nine printings, one of which is an FNM promo. The lowest price for the non-foil version is $2.14 from the Mystery Booster set. The lowest foil version is coming in at $17.00 from the Eternal Masters set.

Looking further at how both are being used and it is simple, protection. The negative to Alseid of Life's Bounty is the fact we need to pay one colorless to activate the ability, and we must also sacrifice it, whereas Mother of Runes just taps to activate the ability. Although we must pay one colorless, we can activate the ability the turn it comes out. Unless Mother of Runes has haste, we must wait until our next turn to activate the ability.

There was an error retrieving a chart for Idyllic Tutor

What is this versatility we speak of here? It can be thrown into an enchantment deck, as it is an enchantment in addition to a creature. Another thing to consider is that we can use this in reanimator builds. Anything where sac triggers, when a creature dies, or when a creature entering the battlefield are a thing, this is gold. As long as it doesn’t get exiled, we can use the ability to give not only creatures, but enchantments protection with its ability.

This will produce great upside if we are able to recycle it. Another factor here is that we can tutor for it easier than Mother of Runes if we so choose to. Since it is an enchantment, we can use Idyllic Tutor to pull this if need be. We can also use it to gain life as it has lifelink. In most scenarios, we need to make sure it will survive combat, but it's still a solid dinger to have on hand.

Where Can We Use It?

Looking at formats, Alseid is currently being used in Standard, Pioneer, and Commander. Mother of Runes is being used in Legacy, Vintage, and Commander currently. Regarding Commander, Alseid is being used in only 757 decks, and Mother of Runes is used in 13,654(EDHRec.com). Alseid should be getting used in just as many decks if not more than Mother of Runes regarding Commander. As previously stated, versatility is where the value lies.

There are plenty of decks we can throw this in for both protection and recursion. Here are some commanders that Mother of Runes is in and Alseid of Life's Bounty could fit into.

  1. Thalia, Guardian of Thraben
  2. Ravos, Soultender / Tymna the Weaver
  3.  Eight-and-a-half-tails
  4. Gaddock Teeg
  5. Heliod, Sun Crowned
  6. Sigarda, Heron's Grace

Next we have a list of commanders that could benefit from plugging this into.

  1. Varina, Lich Queen
  2. Edgar Markov
  3. Karlov of the Ghost Council
  4. Kambal, Consul of Allocation
  5. Oloro, Ageless Ascetic
  6.  Syr Gwyn, Hero of Ashvale

Going into Pioneer, let's discuss where this can find a home. We can fit this in any white weenie build, Sram, Senior Edificer build, Boros aggro, Spirit aggro, and Abzan aggro. Those decks make up 25% of the meta. Here is an Abzan Rally build that could easily plugin Alseid of Life's Bounty. Using both Rally the Ancestors and Return to the Ranks to be able to recycle Alseid is the intriguing thing here.

Abzan Rally by Wowska

Creatures

3 Blisterpod
3 Cartel Aristocrat
2 Cruel Celebrant
1 Drannith Magistrate
4 Fiend Artisan
4 Hunted Witness
4 Priest of Forgotten Gods
4 Satyr Wayfinder
4 Stitcher's Supplier
4 Zulaport Cutthroat

Instants and Sorceries

2 Rally the Ancestors
4 Return to the Ranks

Lands

4 Blooming Marsh
4 Concealed Courtyard
4 Godless Shrine
3 Overgrown Tomb
1 Plains
1 Sunpetal Grove
4 Temple Garden

Sideboard

1 Lurrus of the Dream-Den
1 Assassin's Trophy
1 Brain Maggot
1 Caustic Caterpillar
2 Damping Sphere
2 Dead Weight
1 Drannith Magistrate
1 Fatal Push
2 Mythos of Nethroi
3 Thoughtseize

There was a Selesnya build that I built to use this in, and for a budget brew it worked rather well. There was plenty of room for improvement with it, and you can find the link here to watch the video! Pioneer this thing has plenty of room to grow long-term and should be in consideration for that kind of speculation.

Conclusion And Long-Term Price

Wrapping this up, at the very least we can sub this in for a budget-friendly version to Mother of Runes. If you really wanted to you could certainly run both for just more protection, especially in commander! I honestly can see this becoming like blood artist in price around the $3.00 range for the non-foil. The foil on the other hand I am not sure where the ceiling could be for this, as I think it needs to see support outside of just commander to render a price over $5.00 - $6.00. That is the reason I feel if it gets the looks it should down the road. I hope you all enjoyed this week’s article and be sure to come back for the next one!

Errant Errata: June B&R Reaction

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

Here we are again: another set, another set of problems, and another banning... oh wait, nothing's getting banned in Modern. Awkward. And more to the point, a waste of a perfectly good rant setup. Why am I even bothering... oh right, something else happened this time around. And it is consequential. Though not in the way that I was expecting.

I said in last week's article that I was done talking about companions. It was getting boring for everyone, and I had run out of new insight anyway. That was completely thrown out the window a few hours later when Wizards announced another Banned and Restricted update. There would be no actual changes to Modern, just Standard and Historic. Because Arena is the new, expensive, and special child, and must be protected.

Instead, Wizards issued functional errata as a nerf to companion as a whole. Wizards often changes cards to either fix oversights or update cards as the rules change. However, fixing power level via rules changes is something Wizards avoids these days, largely because of the ridiculous saga of Time Vault. That it had to happen this time speaks to the fundamentally different nature of the problem.

The Decision

Everyone knew that something had to happen about companion. The data had become unequivocal. The problem (in Modern anyway) wasn't that one deck was dominating or that a particular card was obviously broken; it was saturation. Despite the deck and archetype diversity remaining high, companions were omnipresent. The same principle justified banning Once Upon a Time. Companion saturation had reached 76% of MTGO results, with the uptick being spread out amongst many different companions. Therefore, the only way to deal with the problem by normal means would be ineffective, as Wizards acknowledged:

This trend represents a long-term problem for the health and diversity of all formats. Rather than go down the path of making several individual adjustments to the banned list for each format, we feel the better solution is to reduce the advantage gained from using a companion across the board.

While the move to rework an entire mechanic after release is unprecedented, it wasn't completely out of left-field. As early as May 11, Mark Rosewater had signaled unhappiness with companion. And in the May 18 banning, Wizards mentioned:

If we see signs of long-term health issues resulting from high metagame share of companion decks, we're willing to take steps up to or including changing how the companion mechanic works.

Rosewater confirmed that extraordinary action may be incoming later that same day. There were plenty of suggestions from players about a mechanical fix, but Wizards went their own way.

The Calculus

The other thing to note is how the decision was reached. Lurrus of the Dream-Den was banned in Legacy and Vintage for being demonstrably too powerful. Wizards justified not taking action on the other formats because:

Currently, these formats are shifting too quickly for data to indicate what, if any, card or archetype poses a problem.

...we're not currently seeing problematic win rates in Standard, Pioneer, or Modern from decks using companions...

The data I collected at that time didn't back up the latter quote, but the former, yes. Modern had greatly shifted and changed over the three weeks I surveyed. It started settling the following week, and became clear last week. Apparently, things were worse than I knew:

As a group, decks using companions have too high of win rates and metagame share in Standard, Pioneer, and Modern, and have already necessitated bans in Legacy and Vintage. This trend represents a long-term problem for the health and diversity of all formats. Rather than go down the path of making several individual adjustments to the banned list for each format, we feel the better solution is to reduce the advantage gained from using a companion across the board.

This section reaffirms that Wizards prioritizes win rates. More importantly, the line appears to have crystalized. In previous announcements, a 55% win rate in non-mirror matches was the cited red-line. Here, it continues to be so, constituting our best indication of typical banning criteria:

Over the course of the last several weeks, Fires of Invention decks have risen to have a dominant win rate and metagame presence in Standard, achieving a 55% win rate and having even or favorable matchups against each of the other top ten archetypes. This indicates that metagame forces alone aren't sufficient to keep the deck in check.

The Change

Which brings us to the actual change. And it's a surprisingly simple one.

Once per game, any time you could cast a sorcery (during your main phase when the stack is empty), you can pay 3 generic mana to put your companion from your sideboard into your hand. This is a special action, not an activated ability.

Companion is now a tutoring mechanic. Rather than directly cast a companion from exile, players must tutor it for three mana. Therefore, it's no longer a complete freeroll, and significantly impacts playability.

A note on special actions: these are abilities like turning face-up a morphed creature or paying for Leonin Arbiter. Special actions don't use the stack. Just pay the cost and do the thing; there's no way to respond and a player can do it whenever they have priority. Once priority changes, then opponents may respond. Therefore, I can't respond to my opponent tutoring for Lurrus and immediately casting it. Similarly, special actions aren't triggered abilities, so Pithing Needle and the like don't affect them.

Paradigm Shift

There are two immediate impacts of this rule change. The first is counterplay. The companion must be tutored into hand as a sorcery, making it vulnerable to discard spells. This is huge, because prior to now, the only way to answer a companion was to counter it or kill it after it had hit board and probably gained value. Killing a companion is often necessary, but feels bad, and not many decks can run counterspells. This change affords counterplay options to more decks and makes companions more like normal cards.

The second is playability. The big draw, and the big problem, to companions was how easily they slotted into decks and provided power boosts: give up a sideboard slot; pay the mana-cost; get a decent creature with a strong ability. Now there's a tempo cost. Three mana is a high price for drawing a single card. Having to do so at sorcery speed means sacrificing the ability to do anything else while telegraphing next turn's play. Doing all of that in one turn requires at least six mana, which few Modern decks want or expect to have.

As a result, the opportunity cost of companions is much higher. However, not so high as to make them all unplayable. Those decks that were maximizing the utility of the companions beforehand will be doing a lot of soul-searching. That tempo hole will be hard to climb out of, and the payoff is definitely lower than that of being a normal, companion-less deck. Whether the guaranteed card is worthwhile remains unclear.

The Outliers

Interestingly, it's the incidental companions that are least affected. Burn ran Lurrus because there was no deckbuilding cost, and there still isn't. It wasn't very good, but it was generally better than not having Lurrus. The only thing Lurrus did for Burn was mitigate flooding out. Lurrus is less efficient now, but it does still give Burn something to do when it has no burn. Therefore, I'd expect Burn decks to soldier on as if nothing's changed. Storm and Humans may keep running Jegantha, the Wellspring for similar reasons. However, Jegantha being so much more expensive than Lurrus makes that outcome less likely, as these decks were casting the 5/5 far less often than Burn would Lurrus.

I can't imagine UW Control sticking with Kaheera, the Orphanguard. Snapcaster Mage has never been that good in straight UW, so it was an easy cut. In exchange, UW got more room for control spells and a three mana win condition that didn't take up deckspace. That basic calculus hasn't changed. However, now they have to pay six mana for a 3/3. For that price they could have Elspeth, Sun's Champion, not to mention the option of 1-2 Snaps in the main and a sideboard slot, something more precious for slow, interactive decks like control. Kaheera is getting harder to justify.

Lurrus is Nerfed

In terms of affected cards, Lurrus is the most affected. It was the most widely played, and arguably the most efficient companion. On turn 3, Lurrus was a 3/2 lifelinker that drew a card with Mishra's Bauble. Assuming Lurrus survived, it started snowballing card advantage every turn thereafter. That cannot happen anymore. For the typical low-land Prowess or GBx decks (Lurrus's primary homes), this means that Lurrus has been delayed by a turn. They can tutor on turn three and play Lurrus on four. Of course, spending turn three tutoring is far from the gameplan of either deck.

Even if they decide to hold off playing Lurrus until later, options are still severely constrained. "Waiting until the time is ripe" is well within GBx's wheelhouse, but still presents a problem. Jund in particular turned Lurrus into a Swiss Army Knife using Seal of Fire and Kroxa, Titan of Death's Hunger in addition to Bauble. That was easy when Lurrus only cost three. Now that it costs six, those late-game option will be more restricted. As a result, the Lurrus-dependent decks have to be reevaluated.

Prowess Must Change

Red-based Prowess was screaming to the top of the metagame on Lurrus' back. Some of that is definitely due to Prowess being a cheap deck online, but in this context, Prowess also got the most out of Lurrus compared to other decks. Recycling Bauble meant not just card advantage but also prowess triggers, which translated into wins. Cracking Bauble, playing Lurrus, then replaying the Bauble was two cards and a threat for most decks. Prowess got all that plus 1-2 extra damage per prowess creature. That's a special level of efficiency, in a deck that's all about maximizing efficiency.

Which is a huge problem now. In order to get any use out of Lurrus, Prowess must spend an entire turn doing nothing but tutoring. Without a single trigger. That's anathema to its gameplan. If Prowess isn't churning through spells and attacking, it's losing, and considering how velocity-dependent it is, that lost turn can be fatal.

So, what are the pros and cons of keeping Lurrus for Prowess?

Pros

  • Guaranteed prowess triggers every turn Lurrus is in play with upsides
  • Long-game threat recursion
  • Additional threat
  • Flood insurance
  • Requires no mainboard concessions (Bedlam Reveler doesn't fit into Lurrus builds anyway)

Cons

  • Requires multiple turns of mana to cast
  • Delays lethal attack
  • Tutoring generates no prowess trigger
  • Reduced damage-per-turn output

What About Jund?

Jund specifically and GBx in general is a much harder call. Before, Lurrus Jund had proven itself to be unequivocally better than normal Jund. Despite having an objectively worse maindeck, Lurrus' power, efficiency, and utility more than made up for dropping Bloodbraid Elf and Liliana of the Veil. Lurrus's power hasn't been diminished, but its efficiency has significantly, and with that its utility also falls. Thus, the upside of giving up Bloodbraid and Liliana is lower. The decision isn't clear to me, but I'm certain that the pros and cons are much closer than before.

Pros

  • Guaranteed threat which plays well in attrition strategy
  • Additional utility from card types for Tarmogoyf
  • Deckbuilding constraint rewards preexisting mana utilization strategy
  • Extra information from Bauble can be utilized in midrange decks

Cons

  • Individual card power is lower (no Liliana or Bloodbraid)
  • More vulnerable to graveyard hate
  • Additional mana reduces recursion utility
  • Engine card now more vulnerable to disruption

Obosh is Unaffected

On the opposite side, I don't think Ponza will really notice Obosh, the Preypiercer getting worse. Obosh wasn't excatly integral but neither was it an incidental companion. It was more of a combo piece, being cast to ensure lethal and/or awaken Klothys, God of Destiny. This is harder to make happen than before, but the catch is that Ponza can make it work. Between mana dorks, Utopia Sprawl, and Klothys, Ponza often ends up with lots of extra mana and nothing to do. Obosh's additional cost will therefore be less burdensome in context than Lurrus.

Yorion is Ambiguous

The final widely played companion is the most difficult to evaluate. Most commentary says that Yorion will be unaffected by the errata. Yorion is a late-game card already, and being played slightly later won't really affect its utility to control decks. After all, control deck hate win conditions taking up room that could be used for answers, and Yorion is still a win condition that doesn't take up maindeck slots. Therefore, there's little reason for Yorion to fall off.

At least as long as analysis is limited to Standard. in Modern, Yorion was frequently not a late-game win condition, but a mid-game stabilization tool. Yorion decks would spend their first few turns playing cantrip permanents and using leftover mana to interact. On turn 4-5 they'd play Yorion, draw cards and/or gain life and have a big blocker against aggressive decks.

Now, they'll have to take a turn off of buildup/interaction to tutor up the Yorion. This means they're much more vulnerable to being overrun by aggro than before. In turn, the statistical weakness from playing more than 60 cards will become more pronounced. The advantages against non-aggro are still intact, so I think that Yorion's value will be decided by the metagame rather than its own merits.

Pros

  • Deck's late-game remains intact

Cons

  • Increased vulnerability to aggro
  • Mid-game power diminished

Where Does Modern Go?

Companions are still around, much to the chagrin of their most vocal critics. However, now there are actual decisions to be made about their inclusion. How this will shake out will take time to determine. The rule change doesn't go into effect until tomorrow, so I won't have data to work with for several weeks. Then the impact will become clear.

The Impact of No MagicFests in 2020

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

The date: March 2nd, 2020.
The time: Early morning

It was precisely then when my first COVID-19 article about its impact on Magic was published on Quiet Speculation’s site. At the time, I was exploring the topic merely as a thought exercise, hypothesizing what would happen if this virus’ spread worsened. Looking back just 3 months later, my predictions are staggeringly clairvoyant.

In that early March article, I mentioned the possibility of COVID-19’s community spread throughout the United States and the possibility of MagicFest cancellations. Last week that possibility became reality: all major Magic paper events, including MagicFests, have been cancelled for 2020.

This is a tragic blow to paper Magic. But it doesn’t spell doom and gloom for paper prices. Many cards are hitting all-time highs even as we speak, according to MTGStocks.

This week Sig dives deeper into his prediction, why it became reality, and what may be next for card prices.

The Called Shot

Here’s the perceptive prediction I made before the U.S. effectively shut down:

“Lastly, I wonder what would happen if more MagicFests were canceled. If the situation gets worse before it gets better, this is not so far-fetched. I’ve begun to wonder—some vendors rely heavily on restocking their inventory by posting aggressive buylists at MagicFests. Tales of Adventure and 95 Games come to mind.

As long as the economy can recover in a reasonable amount of time (within a year, let’s say), I could envision a scenario where major vendors have a difficult time keeping stock of tournament and casual staples. Without as many MagicFests, these vendors may be forced to restock in other ways. They may have to buy more aggressively at the MagicFests they do attend. Or maybe they’re forced to purchase cards online from other sources. The limited liquidity could actually lead to a temporary spike in prices.

This scenario requires a perfect storm of events to occur, but I do wonder if it’s possible.”

A perfect storm of events needed to occur for supply to dry up and prices to spike, and this is precisely what occurred. COVID-19 spread, all major Magic events have shut down, and vendors are struggling to keep stock of cards. This has led to many significant increases in card prices—especially in the cEDH category.

There was an error retrieving a chart for Mox Diamond
There was an error retrieving a chart for Vampiric Tutor

In the meantime, Wizards of the Coast isn’t stopping the hits! Their latest Commander product is sure to be a success, catalyzing even greater interest in the format. As always, any new Commander deck built by a player has a near-zero percent chance of being disassembled, removing its contents from the market for years.

Double Masters Will Deliver a 1-2 Punch

Commander 2020 is a hit, and that will catalyze newfound demand for certain cards. Then, there’s Double Masters…

We recently saw the announcement that a new reprint set—Double Masters—is scheduled to launch on August 7th this year. This is likely going to be one of the most exciting masters sets ever released. Every booster pack will contain two rares and two foils! They can slap an MSRP of $6.99 on there, but I anticipate these will be selling for much higher on the secondary market, unless the reprints Wizards chooses are horrendous.

So far, booster boxes are pre-ordering for $390 on TCGplayer, or roughly $16.25 per booster pack. That’s a 130%+ premium to MSRP! Players expect this set to be packed with value, meaning the cost of the product on the secondary market will be much higher. With this unfolding, I wonder if the set will be too expensive to be opened en masse, failing to drop singles prices as intended.

Oh, and there’s also a VIP version that will sell for who-knows-how-much.

I’m also thinking this new set will deliver many much-needed Commander reprints. Look at the cards we’ve had spoiled so far from the set:

Which of these reprints are popular in Commander? Nearly all of them! Doubling Season is one of the most popular Commander staples. Mana Crypt is as expensive as it is strictly because of Commander—it’s banned in every format and restricted in Vintage! Kaalia of the Vast is a popular Commander general (ranked #36 on EDH REC). Atraxa, Praetors' Voice is even more popular in Commander (ranked #2 on EDH REC). Even Blightsteel Colossus sees some play in Commander, appearing in 6233 lists on EDH REC (I know this value can be misleading, but it’s safe to say the card gets some attention from Commander players).

Do you see the trend I see? It’s like Wizards of the Coast knows that kitchen table and small-group Magic is going to be the norm for paper throughout the rest of 2020. Whether they were even more clairvoyant than I, or if they are just trying to strike the Commander iron while it’s hot, they are definitely serving the portion of the community most likely to want to purchase this product.

This will mean even more Commander being played, more decks being built, and price increases galore. Reprinted cards will see a temporary hit of course, but they could rebound quickly (especially the mythic rares). Cards not reprinted could climb even further. With no MagicFests for vendors to restock inventory, prices will climb even higher.

Cards to Watch

Anything older, that hasn’t been reprinted in a while, and screams “Commander” are the cards you’re going to want to keep an eye on. So many cards have already increased in price, so it’s hard to find sleepers with the potential to pop. Rather than try to make definitive recommendations, my strategy here will be to mention a handful of options in rapid-fire fashion and recommend potential speculators do some research of their own before jumping in. Keep in mind any cards not on the Reserved List could be reprinted in Double Masters, so proceed with caution and make sure you diversify.

1) City of Brass and Mana Confluence

There was an error retrieving a chart for Mana Confluence

Color fixing is a mainstay of Commander, as players push into 3-, 4-, and even 5-colored decks. Recently City of Brass from Chronicles spiked on MTG Stocks. Other printings could follow suit. Mana Confluence was already more expensive, but its singular printing could give it real potential to pop.

2) Demonic Tutor

There was an error retrieving a chart for Demonic Tutor

We’ve seen just about every popular tutor jump in price lately: Vampiric Tutor, Worldly Tutor, and Enlightened Tutor are a few to name. But how about the OG tutor, Demonic Tutor? Sure, it’s been reprinted a bunch, but have you seen the available stock on TCGplayer? I am seeing around 200 listings across all tournament-legal printings (keep in mind, this includes high-dollar versions like the judge promo and Beta printings). The “cheapest” printings of this card could rise as high as $50 in the right environment—Commander players are always looking to tutor their favorite cards in that giant 99 card deck!

3) Volrath's Stronghold

There was an error retrieving a chart for Volrath's Stronghold

What do you do in Commander if your key creatures are killed? Recur them, of course! Volrath's Stronghold is a valuable, uncounterable way of retrieving creatures to recast. The card is pigeonholed a little bit due to its black activation cost, but there’s still plenty of demand out there. Oh yeah, it’s also on the Reserved List.

4) Any Trending Card on EDH REC

There was an error retrieving a chart for Cryptolith Rite

I’ve never studied the “Trending Cards” on EDH REC before, but it could be a valuable resource when tracking movers and shakers in the world of Commander. The top 10 list currently includes:

  1. Jeskai Barricade
  2. Cryptolith Rite
  3. Swarm Intelligence
  4. Parallel Lives
  5. Rolling Earthquake
  6. Wall of Denial
  7. Anafenza, Kin-Tree Spirit
  8. Drift of Phantasms
  9. Muddle the Mixture
  10. Good-Fortune Unicorn

These could all be worth a closer look, with foils being a primary focus.

5) Sliver Queen

There was an error retrieving a chart for Sliver Queen

The popularity of slivers ebbs and flows with product releases. Could slivers have a theme in Double Masters? Maybe. But it really doesn’t matter. In the long run, Wizards knows they can bring slivers back in a set to help sell product. Every time this happens, Sliver Queen spikes. After bottoming at $100, it’s on the climb again and I think a $200 price point is in its (not-too-distant) future.

Wrapping It Up

When I wrote my first article about COVID-19, I wasn’t even sure if the pandemic would spread throughout the United States. In the back of my mind, I hoped cases would be confined to New York and Washington states. Clearly, our country’s destiny lied elsewhere.

Now the unthinkable has become reality: all major Magic paper events are cancelled for 2020. This is unfortunate when it comes to demand for cards popular in 60-card formats. But clearly Commander play isn’t slowing down, and many vendors are having trouble stocking up on staples. As supply dries up, prices have been on a rapid climb. Throw in things like government checks and a gradual re-opening of the economy, and you have a recipe for further price increases.

Wizards is also adding fuel to the fire by releasing popular Commander-themed sets. Commander 2020 is obvious, but Double Masters also appears to have a Commander spin to it (at least so far). Both these products will motivate more Commander deck building, leading to further pressure on market supply.

Many cards have already jumped significantly in price—perhaps many of the ships have sailed. But I’m convinced there’s more upside if you know where to look. This week I tried highlighting some of my favorites.

Full disclaimer: I have not purchased any of the cards I listed except for a single Sliver Queen. For me personally, I’ve been focusing on picking up cheap Alpha and Beta cards from ABUGames on eBay, while also scoping out key Ikoria cards I want to buy while no one is playing paper Standard. Perhaps this is what I’ll cover next week, after we see the banning announcement from Wizards.

May ’20 Brew Report, Pt. 2: Comp-letely Nuts

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

"Comp-letely Nuts," or the apparent consensus surrounding Ikoria's flagship mechanic. Two weeks back, we looked at the interesting new decks popping up using companion, because why wouldn't they? Today, we'll explore the rest of May's entrants in a final goodbye to companion in Modern as we know it.

Mo' Mana, Mo' Problems

You of anyone should know that, Modern! Regardless, the next two decks found new, companion-centric ways to produce and enjoy heaps of mana.

Jund Field, XAKX47X (5-0)

Creatures

4 Dark Confidant
2 Gilded Goose

Planeswalkers

4 Wrenn and Six

Artifacts

4 Mishra's Bauble
1 Nihil Spellbomb

Enchantments

1 Seal of Fire

Instants

4 Assassin's Trophy
4 Fatal Push
1 Kolaghan's Command

Sorceries

4 Hour of Promise
4 Inquisition of Kozilek
2 Thoughtseize

Lands

1 Blood Crypt
2 Bloodstained Mire
1 Bojuka Bog
3 Field of the Dead
1 Forest
1 Ghost Quarter
2 Nurturing Peatland
2 Overgrown Tomb
1 Snow-Covered Forest
1 Snow-Covered Mountain
1 Snow-Covered Swamp
1 Stomping Ground
1 Swamp
4 Verdant Catacombs
1 Westvale Abbey
2 Wooded Foothills

Sideboard

1 Lurrus of the Dream Den
2 Nihil Spellbomb
1 Seal of Fire
2 Boil
4 Collective Brutality
2 Damping Sphere
1 Engineered Explosives
2 Veil of Summer

"If you print it, they will built it," or however that old adage goes from Field of Dream-Den. Nowhere does it ring truer than in Jund Field, a deck built around the too-good-for-Pioneer Field of the Dead, albeit in an unconventional way: no Primeval Titan shenanigans here. Instead, the cheaper, one-time Hour of Promise gets the nod, with caution thrown to the wind re: Confidant flips, a move enabling everyone's favorite companion.

As for Confidant itself, the creature serves to immediately pressure (via card advantage) the counterspell-packing interactive decks, namely UGx, that would otherwise have a field day against someone looking to resolves five-mana sorceries. So does Wrenn and Six, another two-drop that plusses every turn upon resolution and guarantees the land drops needed to hit Hour on-curve.

In the meantime, the more surgical Fatal Push and Inquisition of Kozilek, as well as the more general Assassin's Trophy and Thoughtseize, are all included in high numbers to give the deck a fighting chance against whatever faster thing opponents happen to be doing.

Zirda Abundance, PP8_ (5-0)

Creatures

3 Zirda, the Dawnwaker
4 Devoted Druid
4 Birds of Paradise
4 Elvish Mystic
4 Llanowar Elves
4 Noble Hierarch
4 Stoneforge Mystic

Artifacts

4 Umbral Mantle
1 Batterskull
1 Sword of Fire and Ice

Enchantments

4 Leyline of Abundance

Instants

4 Collected Company

Lands

1 Forest
4 Horizon Canopy
4 Razorverge Thicket
4 Temple Garden
4 Windswept Heath
2 Wooded Foothills

Sideboard

1 Zirda, the Dawnwaker
2 Life Goes On
4 Path to Exile
4 Ranger-Captain of Eos
4 Veil of Summer

Zirda Abundance employs a simple philosophy: run 4 of everything and get to the combo as quickly as possible. The combo? Zirda, the Dawnwaker and Umbral Mantle, a no-frills package that turns any number of un-sick mana creatures into lumbering death machines. Lending that artificer's touch is Stoneforge Mystic, which not only tutors half the combo (the other half, of course, awaits patiently in the sideboard if it can't just be found by Collected Company) but provides an alternate gameplan with Batterskull.

In a deck full of mana dorks, why not run Leyline of Abundance? Provided it starts in the opener, the enchantment turns every dork into two, yet another interaction that was deemed a little crazy for Pioneer and only recently caught on in Modern.

The sideboard is also full of four-ofs; Path to Exile disrupts other creature decks, Ranger of Eos adds grinding potential and a more reasonable combat plan, and Veil of Summer stops anyone from messing with the Plan A.

Just Swingin' Thru

Don't be fooled by all that big-mana bombasticism---Moden's still plenty friendly to attackers. After all, Mono-Red Prowess sits stubbornly on top of the metagame. But of course, not even the top dawg is immune to the spirit innovation.

Grixis Prowess, BLUEDRAGON123 (5-0)

Creatures

4 Sprite Dragon
3 Abbot of Keral Keep
4 Monastery Swiftspear
4 Soul-Scar Mage

Artifacts

4 Mishra's Bauble

Enchantments

4 Seal of Fire

Instants

2 Cling to Dust
1 Kolaghan's Command
4 Lava Dart
4 Lightning Bolt
2 Manamorphose
2 Mutagenic Growth

Sorceries

1 Crash Through
2 Unearth

Lands

4 Blackcleave Cliffs
2 Blood Crypt
4 Bloodstained Mire
2 Mountain
4 Scalding Tarn
3 Steam Vents

Sideboard

1 Lurrus of the Dream Den
2 Abrade
2 Collective Brutality
2 Fatal Push
2 Nihil Spellbomb
1 Surgical Extraction
4 Thoughtseize
1 Tormod's Crypt

Prowess is accommodating Lurrus at any price; usually, that means splashing black, as seen in BR and Jund versions. Grixis Prowess continues the trend, with black for Lurrus (and, it supposes, Unearth/Fatal Push) and now blue for Sprite Dragon. No other blue stuff here. But if we're comfortable stretching into green for just Tarmogoyf, why not stretch into another color for a different beater?

Sprite offers a few perks over Goyf---the haste; the evasion. And it doesn't use the graveyard. Not that people are bringing in grave hate just to combat Lurrus, but the companion's presence has certainly exacerbated the amount of incidental hate floating around, not to mention that Lurrus itself boasts palpable synergy with Nihil Spellbomb. It's at least nice that Sprite is a threat that can't be incidentally shrunken mid-combat by a mainboard Spellbomb.

Jeskai Prowess, PONCHONATER55 (6th, Modern Challenge #12152345)

Creatures

4 Seeker of the Way
4 Abbot of Keral Keep
4 Monastery Swiftspear
4 Soul-Scar Mage

Artifacts

4 Mishra's Bauble
1 Pyrite Spellbomb

Enchantments

4 Seal of Fire

Sorceries

4 Light Up the Stage

Instants

4 Lava Dart
4 Lightning Bolt
4 Path to Exile

Lands

2 Bloodstained Mire
4 Inspiring Vantage
3 Mountain
4 Sacred Foundry
4 Sunbaked Canyon
2 Wooded Foothills

Sideboard

1 Lurrus of the Dream Den
4 Angel's Grace
4 Kor Firewalker
2 Soul-Guide Lantern
4 Wear // Tear

Splashing black into Prowess isn’t the only way to run Lurrus. The card’s hybrid mana symbols also allow white to be chosen as the splash of choice, a move that comes with Seeker of the Way for a lifelinking edge in the aggro mirror and Path to Exile for Modern’s notoriously chunky creatures.

UB Slitherwisp, WOTC_COVERAGE_DAMONA (5-0)

Creatures

4 Slitherwisp
2 Brazen Borrower
4 Brineborn Cutthroat
3 Snapcaster Mage
2 Spectral Sailor

Sorceries

4 Thoughtseize

Instants

1 Deprive
1 Drown in the Loch
4 Fatal Push
3 Force of Negation
1 Logic Knot
1 Neutralize
1 Opt
3 Spell Pierce
1 Spell Snare

Artifacts

1 Nihil Spellbomb

Enchantments

1 Omen of the Dead
2 Omen of the Sea

Lands

1 Creeping Tar Pit
3 Flooded Strand
5 Island
1 Mystic Sanctuary
4 Polluted Delta
2 Sunken Ruins
1 Swamp
4 Watery Grave
60 Cards

Sideboard

3 Nihil Spellbomb
3 Aether Gust
1 Ceremonious Rejection
2 Collective Brutality
2 Disdainful Stroke
1 Flusterstorm
2 Mystical Dispute
1 Shadow of Doubt

Here to diversify the aggro section is UB Slitherwisp, a deck built around the mostly shrugged-at creature from Ikoria. So long as players deploy a flash spell each turn, Slither does a fine Dark Confidant impression. While it's practically as fragile and a full mana more expensive than Bob, Slither also dangles the possibility of more cards in front of pilots, and this deck is built to draw 2-3 off the Nightmare per turn cycle. Of course, more draws means more flash cards, which keeps the wheels turning. Most impressively, UB Slitherwisp doesn't feature any companions!

(Full disclosure: this deck is not as good as Prowess.)

Companion-scade

Companions are strong. What if they also had cascade? Well, one of them does, and it's starting to make a name for itself in Modern.

Gyruda Combo, MASHMALOVSKY (5-0)

Creatures

3 Gyruda, Doom of Depths
2 Ashen Rider
1 Obstinate Baloth
1 Phyrexian Metamorph
4 Primeval Titan
4 Restoration Angel
4 Sakura-Tribe Elder
4 Sylvan Caryatid
1 Wurmcoil Engine

Sorceries

4 Farseek
4 Mwonvuli Acid-Moss

Lands

1 Blast Zone
1 Castle Garenbrig
4 Cavern of Souls
2 Field of the Dead
2 Forest
4 Gemstone Caverns
1 Ghost Quarter
1 Godless Shrine
3 Overgrown Tomb
1 Plains
1 Snow-Covered Forest
1 Snow-Covered Swamp
1 Swamp
1 Temple Garden
3 Verdant Catacombs
1 Windswept Heath

Sideboard

1 Gyruda, Doom of Depths
1 Bojuka Bog
1 Broken Bond
3 Chalice of the Void
1 Collective Brutality
2 Damping Sphere
2 Engineered Explosives
3 Gaddock Teeg
1 Winds of Abandon

The standard Gyruda Combo attempts to cast the Demon Kraken from the sideboard or otherwise by reaching six mana on turn four through even-mana'd means including Sakura-Tribe Elder and Sylvan Caryatid. Then, the deck starts cascading, with Restoration Angel and Phyrexian Metamorph copying Gyruda for additional triggers. It eventually hits a fatty such as Ashen Rider, which breaks the chain once the deck has hopefully generated a huge board.

Primeval Titan is one such fatty, and can be cheated out early via Castle Garenbrig. The Modern stalwart allows for a Plan B featuring Field of the Dead.

Madcap Gyruda, DANNY_BAMBINO (5-0)

Creatures

2 Platinum Emperion
3 Gyruda, Doom of Depths
1 Dragonlord Kolaghan
1 Inferno Titan
4 Kozilek, Butcher of Truth
4 Primeval Titan
1 Ruric Thar, the Unbowed
4 Sakura-Tribe Elder
4 Sylvan Caryatid

Enchantments

2 Khalni Heart Expedition

Sorceries

4 Farseek
2 Madcap Experiment

Lands

1 Blast Zone
1 Bojuka Bog
1 Castle Garenbrig
3 Cavern of Souls
2 Field of the Dead
2 Forest
3 Gemstone Caverns
1 Mountain
1 Nurturing Peatland
1 Overgrown Tomb
1 Radiant Fountain
2 Snow-Covered Forest
1 Snow-Covered Mountain
1 Snow-Covered Swamp
1 Stomping Ground
1 Swamp
4 Verdant Catacombs
1 Wooded Foothills

Sideboard

1 Gyruda, Doom of Depths
1 Cavern of Souls
1 Radiant Fountain
1 Abrupt Decay
2 Boil
2 Collective Brutality
1 Damnation
2 Damping Sphere
1 Massacre Wurm
1 Obstinate Baloth
2 Slaughter Games

Madcap Gyruda follows a similar principle, but dips into Madcap Experiment to attack opponents from yet another angle. Khalni Heart Expedition is also employed here to help with ramping, while Dragonlord Kolaghan aids in ending games on the combo turn.

Big Green Gyruda, YPRINCIPE (5-0)

Creatures

3 Terastodon
3 Gyruda, Doom of Depths
4 Primeval Titan
4 Sakura-Tribe Elder
4 Sylvan Caryatid
2 Ulamog, the Ceaseless Hunger
4 Wurmcoil Engine

Artifacts

4 Chalice of the Void

Sorceries

4 Farseek

Lands

1 Blast Zone
1 Bojuka Bog
4 Castle Garenbrig
4 Cavern of Souls
2 Field of the Dead
2 Forest
4 Gemstone Caverns
2 Overgrown Tomb
1 Snow-Covered Forest
1 Snow-Covered Swamp
2 Stomping Ground
2 Swamp
2 Verdant Catacombs

Sideboard

1 Gyruda, Doom of Depths
3 Boil
2 Chandra, Awakened Inferno
3 Damping Sphere
3 Slaughter Games
3 Ugin, the Spirit Dragon

Big Green Gyruda takes the Primeval package featured in the previous two decks and makes it a central focus of the strategy, maxing on Castle Garenbrig and supplementing Titan with other big green dudes like Terrastrodon. Wurmcoil Engine becomes especially attractive given Castle, which builds cleanly into six mana. The artifact is great at stabilizing an aggressive board before going for the combo.

Take It All In

Love 'em or hate 'em, companions are probably not going to stick around in this capacity for much longer. Wizards' announcement in a couple days should put an end to their reign of terror in Modern. As always, we'll have the scoop on that once the news drops. So stay tuned, and in the meantime, cast as many Dream-Den-dwellers as you can this weekend!

Budget-Focused: How Extra Printings Affect the Secondary Market

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

For those that might have missed my last article, I discussed briefly on how “extras” are going to have an impact on the secondary market. What I am referring to as "extras" are the showcase/extended art cards in new sets, debuted in Throne of Eldraine. Previously, I did not mention the positive impact they have on players. We will discuss both sides of the coin here today, and I hope that this brings you a little more insight into this topic.

Negatives of Extras for Speculating

There was an error retrieving a chart for Idyllic Tutor

To start off, we are going to go over the potential negatives of extras. As we know, any time a card is reprinted, the original printing will typically not be worth as much as it once was. Put simply: the more copies of a card that come into existence, the less valuable that card becomes. This is a basic illustration of how an increase in supply affects the price of any given card.

Take Idyllic Tutor for example. The original Morningtide version tanked after the reprint. But, if we look at the originals price, it is currently $12.99 on average for the non-foil and $58.47 average for the foil copies. Fast forward to the Theros Beyond Death printing, and we see a vast difference in price. The current non-foils are averaging $3.81, and the foils are sitting at $5.04. Then we address the extended arts coming in at $6.95 for non-foils and $19.35 for the foils.

In just this one card, we have seven different printings. From a speculation standpoint (to me) this makes it a nightmare to determine what basket to put your eggs in.

Now, getting back on the pricing of the several printings of Idyllic Tutor you may be asking yourself, “what’s the issue here?” Well, I see the problem is this: those who look to spend bigger money on premium cards will likely not view the regular foil as the most desirable printing. They will look to the extended art foil instead, as it is far rarer and offers a unique aesthetic. This also overshadows demand for the non-foil extended art, making it less attractive to speculate on, in my opinion.

Why would a player spend extra for a non-foil extended art if it's just a non-foil? Personally, I would spend the extra for the foil version, and buy the regular non-foil art as my budget-friendly play option. Normal foils are just not the thing to put your money into when there is a more premium alternative. Stores will give more for prerelease copies or the extended art foil if you are looking to buy-list, leaving other printings in an uncertain middle ground.

Look back to the price difference between the originals and the new copies of Idyllic Tutor. Again, one might look at this as a non-issue. There's roughly a $6.00 gap from the non-foil extended (“more rare”) art and the original printings non-foil. One could argue that it is because the Morningtide copies are older and have lower supply. Yes, that is obviously part of it, but that is not the whole picture. It has to do with the overall amount of new copies. The new non-foil is a fraction of the old copy, which is a red flag for speculation.

A Card Without Extras

There was an error retrieving a chart for Splinter Twin

Splinter Twin has four total printings across two sets. The Rise of the Eldrazi is averaging $10.96 for non-foils and $33.91 for foils. Modern Masters 2015 copies come in at $10.31 for non-foils and $19.09 for foils. Does anyone notice the difference in pricing here? It is nowhere near the difference that Idyllic Tutor has with only the foil having a significant bump in price for its original printing. While this card's price is mostly propped up by speculation of its potential unbanning in Modern, it is curious that the most premium version has such a small foil multiplier compared to non-foil copies.

If you are looking to flip on the secondary market, the non-foil regular art is your “safest” option. Reason being is that budget players will always go to the cheapest option available. These copies will always be in high demand across the board. If a card pops in interest, the non-foil will go up in price to some degree. Some stores will even give a little more if they see a trend about to happen and want to be ahead of potential buyouts. These overall have great low risk, high reward outlook long-term.

Positives from Extras

Now, let's talk about the upside of all these extras being around! As a budget brewer, this is fantastic news as I can get the normal printings at a cheaper rate. Players like myself do not care about shiny cardboard and just want one thing, accessibility! Many players have lamented that Magic is progressively becoming too expensive. Fret not friends, as these extras are just what the doctor ordered! If Wizards keeps putting extras in sets, you will continue to get your non-foils at a great rate! As players open packs chasing Showcase variants of these cards, we reap the benefits, resulting in an overall non-foil.

Let us go down the rabbit hole a bit further and look at the latest set, Ikoria: Lair of Behemoths. Fiend Artisan demands the highest non-foil price of any card in the set at a $17.99 average. If this card did not have all the extra printings it would be worth a whole lot more! This is great for players trying to acquire great cards at a reasonable price. The lowest monetary mythic in the set is Snapdax, Apex of the Hunt with its non-foil printing averaging $2.15, which is extremely cheap for a mythic in a brand new set. The card is somewhat narrow, but is a potentially solid addition to a Mardu deck. Without the extras, it would certainly be worth more than its current price.

Final Thoughts

It is notable that we are experiencing an overall dip in the value of Standard cards in the absence of paper tournaments. Right now, we have an interesting opportunity to capitalize on lower demand for cards that have extra printings.

Most that are reading this follow things closely, but it is worth noting all evidence discussed above even if you do not agree with my argument. Imagine how prices will be affected if these new cards get reprints with another round of extras. From a budget player standpoint, I hope that Wizards will continue to print the extras to deflate non-foil value. From a speculation standpoint, I am going to play on non-foil and prerelease foils from here on with new sets. I hope this brought some insight to some of you, and I hope you enjoyed this week’s article!

Companion Modern: Consistency vs. Certainty

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

Another week of data, another update to the Ikoria metagame. The trends had been moving towards companion stabilizing in Modern. Last week, the individual companion cards seemed volatile in terms of usage, but the mechanic itself appeared to have achieved saturation. We observed some signs suggesting that companions might be been fading in Modern, which would award success to targeted solutions---by which I mean just banning Lurrus and Yorion.

This week was the make-or-break week for companion's future. In the last banning announcement, Wizards made it clear they were watching trends in the data. Companion was having an unprecedented cross-format impact on Magic and all options were on the table, including a complete rules reworking. The obvious implication was that Wizards saw the same volatility I did, though more completely since their data is better, and were hoping to avoid taking drastic action. This week's data needs to show a reduction in companion saturation for there to be hope for an easy solution.

Week 5: 5/17-5/23

The first thing to note about last week is the population. I only recorded 147 decks in week 5, down from 167 in week 4. I don't know of any outside factors to explain this drop.

Deck NameTotal #Total %
Prowess2718.37
Other1711.56
GBx Midrange1610.88
Eldrazi Tron106.80
Burn85.44
Toolbox85.44
UGx Shift74.76
Ponza74.76
Gx Tron74.76
UW Control64.08
Niv to Light64.08
Bogles64.08
Amulet Titan64.08
Ad Nauseam42.72
UGx Reclamation32.04
Jund Shadow32.04
As Foretold32.04
Hardened Scales32.04

The other noteworthy development is that Eldrazi Tron has spiked. And massively. In week 4 it had a 4.2% metagame share, but jumped 6.6% week 5. I suspect that's linked to Prowess's continuous sitting on top of the metagame. Chalice of the Void is very strong in that matchup, and it's reasonable to think that E-Tron is preying on Prowess.

A Caveat

Prowess has a very high metagame share this week. Astute readers will note its rise both in absolute and relative numbers from the previous week; 26 decks and 15.6% to 27 and 18.4% respectively. The increase suggests that it is starting to dominate, and may be a uniquely dangerous deck in the current metagame; Prowess gets more utility from Lurrus of the Dream Den returning Mishra's Bauble than any other deck. However, the numbers are deceptive: Prowess jumped 8% in week 4, from 7.6% to 15.6%. The 2.8% jump this week is small potatoes in comparison and doesn't necessarily indicate much.

Secondly, the category is somewhat deceptive. The Prowess deck is showing considerable variation, some of which are close to entirely different decks. I've been categorizing decks based on their strategic characteristics and not stressing deck composition variance as long as decks share a recognizable gameplan. This is why Jund and Rock are lumped together as GBx Midrange while Temur Urza and Temur Reclamation are separated. The Prowess decks had been mono-red and distinguished from Burn by Soul-Scar Mage, and I've kept that definition going. The end of week 4 saw divergence as some Prowess decks started running black for discard spells. This week, there was a more even mix of BR and Mono Red, but they're still too strategically similar to separate.

However, a new Jund Prowess deck has started showing up. It is more midrange than aggro, and could be a new deck. The distinction isn't quite clear enough to actually make that call, but it's getting close. Depending on how things shake out I may need to separate it from the other Prowess decks in future updates. Thus, that Prowess category isn't as monolithic or dominant as it appears.

Companion Stats

And now the big one. Companion had been stable between Weeks 3 and 4. The drop in population Week 5 appears to have affected companion saturation levels.

CompanionTotal #Total Metagame %
Lurrus7349.66
Yorion2013.60
Jegantha85.44
Obosh74.76
Kaheera21.36
Zirda21.36

Lurrus is trending back up. However, that is as much a function of Prowess being up as anything else. Companion has overall increased to 76% of the metagame, though again this could be an outlier effect from a smaller sample size. Still, it shows that the metagame is adapting to companion not by answering them and keeping them in check but by adopting them. I think the only discussion about them happening at Wizards now is how severe the solution needs to be.

What's the Problem?

The numbers are fairly clear. There remains not only deck diversity but strategic diversity. Unlike in previous banning situations, I cannot easily point to a clear problem. One deck is not utterly dominating events, winning too much, and/or winning too quickly as Hogaak, Arisen Necropolis did. And archetypes aren't homogenizing in the way inspired by Oko, Thief of Crowns.

Oko rewarded and in some ways required players to run a common core of artifacts to get the most value from him, which gradually pushed all interactive decks into a samey, artifact-heavy midrange soup even before they'd leaned combo or aggro. Lurrus decks running Bauble is not the same thing, so long as the rest of the deck is strategically different.

The problem is simple saturation. Companions are everywhere, and players are getting tired of it. The closest analogue to companions is Once Upon a Time. The effect proved too good, but the final straw was universality. Once colorless Eldrazi Tron started adopting Once, the trigger got pulled. We're getting to that point with companions. They're hanging around 70% of the metagame.

This is the chart for total decks in my sample each week. I'm not including the first week because it was shorter and the population was necessarily smaller. There have been three Premier events and four Preliminaries each week, and each Premier reports exactly 32 decks. Thus, the variation in population is directly down to the preliminary attendance. Prelims report every deck that goes 3-2 or better, and so the more in the initial tournament, the more decks should hit that mark. And over the past two weeks, the population in my samples has fallen. This suggests that overall Modern attendance has fallen, and Modern has been the most popular format until recently (looking at MTGTop8's format population data). It's reasonable to conclude that online tournament attendance is overall down as a result.

Accounting for Data Sources

It's possible, too, that my data is the problem. Wizards is pushing Arena like crazy, which may also be drawing away players from MTGO and Modern. However, given the wider community reaction to companions, I think that's unlikely to be the cause of the falloff. There's a sense of weariness and ennui everywhere. Players have soured on constructed Magic because it has become unfun.

Fun is admittedly very subjective, and the only way to quantify this is with starting tournament population data that I don't have. However, given that most larger voices are saying the same thing, and even Mark Rosewater appears to have soured on companions, I think there's clear evidence that Modern's players and developers alike are not feeling the new mechanic.

Given that Commander is the most popular form of Magic and companions are fairly obviously bringing commanders to constructed, how did this happen? I chalk it up to the difference between consistency and certainty.

Consistency

For Magic purposes, consistency this refers to a deck's ability to play out its gameplan reliably. Burn is a very consistent deck because it has many cards that do similar things. It can't play the exact same way every game, but it is able to play one out that is very similar, recognizable, or predictable. Lightning Bolt and Rift Bolt are very different cards, but do close enough to the same job in context that they let Burn players effectively play more than four copies of a card. This gives their gameplan far more consistency than something like the singleton-filled Niv to Light.

Certainty

Dictionary.com defines certainty as "an assured fact." In other words, if something is certain, it will happen. Few things are ever truly certain in constructed Magic. The best players loses to newbs, Ad Nauseam sometimes beats Infect, and variance plays a huge role. There is no guarantee of seeing any four-of in a deck in a given game. It may never be drawn, and even if tutoring is available, it may be incorrect to choose that card. Thus, certainty has never had a place in constructed, only consistency.

At least, that was true until the companions came along. There is certainty that they will appear, since they must be revealed at the start of the game. Should the game make it to the point they could be played, there is certainty that they will at some point. And that threshold (reaching a certain turn) is extremely low in a turn four format; far easier to meet than that of drawing a four-of and having a good reason to cast it. After all, companions are frequently the best option on-hand for players who are ready to cast them. This is a very Commander mechanic, and the community seems to agree that it is unwelcome in constructed.

The Commander Problem

This makes perfect sense if the nature of Commander is considered (and makes me think that Wizards doesn't get why Commander is popular). There is no consistency in Commander. The deck is 100 cards, and every nonbasic land is a singleton. Games can be, and usually are, wildly different from each other for that reason. This is a large part of the appeal. However, this also means that the risk of non-games are higher. Low consistency means high variance and high variance means more risk of non-games. Commander is, more than any other format, about fun, and so there are allowances made (e.g. free mulligans).

This is where the commanders themselves come in. They provide certainty in an inconsistent world, and thus improve gameplay. There's no way of knowing if your deck will do what it's supposed to in a game of Commander, and that's no even talking about the other players. However, the fact that the commander is always available (mana willing) means that there is always a chance for it to come together. The uncertainty and inconsistency of the maindeck is made more fun thanks to the certainty of the commander.

A Misunderstanding

By porting commanders to constructed via companion, Wizards shows they didn't really appreciate the consistency issue. Constructed decks are necessarily more consistent than Commander decks because the restriction is four of a card, not one (see again: Burn). Adding certainty to consistency means that games play out far more similarly than before, which a lot of players find monotonous.

This was a lot of the problem with Cawblade nine years ago. There was very little variance between games, and from personal experience, the better player always won. The games took on the appearance of predestined outcomes, and while that's fine for a game like chess, it has proven to be very bad for Magic.

In hindsight, perhaps Wizards should have known that adding Commander elements to more competitive formats wouldn't work. Some of their reference points include the problems they've had with Brawl, but a survey of the Commander community would have also been instructive. At the last Magicfest I went to (remember when that was a thing? Good times) the Command Zone was divided by how competitive the decks were. There was a spectrum from wonky, weird, and wild decks that didn't really work all the way to singleton Vintage. From what I saw, the players were concentrated on the more casual side. I saw that at my LGS all the time pre-lockdown (good times). There were many Commander groups, but the more casual the group, the more regularly it met, and the larger it was.

Refinement Is Necessary

Wizards doesn't seem to have understood what made Commander so popular. They latched on to the most obvious superficial aspect with no understanding of the role it actually played. It's no wonder a direct port of its marquee mechanic to constructed has proven aggressively unpopular, and will have to either be banned or changed in the not-so-distant future.

However, it doesn't have to be that way. Players like self-expression, which is a large part of what makes Commander great. Had the companions been made with that in mind, it may have been a success. Compare Lutri, the Spell Chaser to Yorion, Sky Nomad. The former requires considerable sacrifice, turning a consistent constructed deck into an inconsistent Commander deck. In return, there's a certainty boost. This makes Lutri a fun reward for outside-the-box deckbuilding and adds spice and variety to formats.

Yorion's requirement is too low, and so it boosts decks linearly. All the Arcum's Astrolabe decks have had to do is add more cantrip permanents and lands to their deck and convert their many 3-ofs to 4-ofs. In exchange, they get the certainty of not only a 4/5 flyer, but a mass flicker for more card advantage to make up for the slight consistency hit they took by playing 80 cards. That increased deck size has been found to be fun by some, but the power of Yorion has been too high. Had Wizards made more Lutris and fewer Yorions or Lurruses, I think companion may have been well received.

What to Expect

I'm with Jordan: talking about companion constantly is as boring as running into them every game. Next week, tune in for something unrelated I've been meaning to do for some time.

A Banlist Visitation: Scraping the Barrel

Are you a Quiet Speculation member?

If not, now is a perfect time to join up! Our powerful tools, breaking-news analysis, and exclusive Discord channel will make sure you stay up to date and ahead of the curve.

Discussing the Modern banlist has always been a favorite pastime of the format's aficionados. In times like these (and I don't mean COVID-19, but that other c-word), player attention is turned towards what needs to be banned; pundits have suggested all the companions eat the bullet, or that Wizards implement sweeping errata. But personally, I've grown a bit tired of every article (here and elsewhere) being a Lurrus Luncheon. So today, we'll look at some of the interesting cards Modern still has locked away and consider the implications of releasing them into the format.

For what felt like an eternity, a few select cards were mentioned again and again when it came to unbanning chatter. Those cards, Bloodbraid Elf, Jace, the Mind Sculptor, and Stoneforge Mystic, have all been made available to Modern, and the format handles them just fine. The remaining cards might be less obvious, but I wonder if they don't also deserve a spot in the conversation.

Bridge from Below

The older the format, the more broken Bridge from Below seems to become. Moden has been unseated as the freshest non-rotating format by now, but I still think its graveyard enablers and payoffs are sparse enough to warrant a return for this enchantment.

Why It Was Banned

Bridge was banned to combat Hogaak, Arisen Necropolis. At the time, Hogaak Bridgevine boasted a commanding 60% Game-1 win-rate and had grown to utterly dominate competitive Modern. Of course, post-ban, Hogaak itself continued on its tear and was banned a month later.

Hogaak Dredge, pepeisra (2nd, MTGO Modern MCQ)

Creatures

4 Hogaak, Arisen Necropolis
3 Bloodghast
4 Carrion Feeder
2 Cryptbreaker
4 Gravecrawler
4 Insolent Neonate
4 Stitcher's Supplier
4 Vengevine

Artifacts

4 Altar of Dementia

Enchantments

4 Bridge from Below

Sorceries

4 Faithless Looting

Lands

4 Blackcleave Cliffs
3 Blood Crypt
2 Bloodstained Mire
2 Marsh Flats
2 Overgrown Tomb
4 Polluted Delta
1 Swamp
1 Verdant Catacombs

Sideboard

2 Assassin's Trophy
2 Cryptbreaker
4 Fatal Push
4 Leyline of the Void
3 Nature's Claim

With Hogaak gone, though, Bridge remained on the banlist, even though it was banned to weaken the now-demolished Hogaak deck. Some justification from Wizards does hold up: Bridge was selected over other options because of its standing as the card "most likely to cause metagame imbalance again in the future." However, as a believer in cards being freed if their current threat potential is low, I'd rather see a guilty-until-proven-innocent approach employed. After all, we don't see Wizards banning cards because they might one day ruin the format. Take their justification for not touching Ancient Stirrings or Mox Opal back in January 2019:

Bear in mind that this is based on the current state of the metagame, and that Ancient Stirrings and Mox Opal are not being given a free pass in perpetuity. While we have no current plans to take action against these two cards, we'll continue to monitor the health of the environment and the strength of decks that use them. If the metagame reaches a point where we determine these cards are doing more to suppress archetype diversity than enable it, we will certainly revisit this discussion.

What It Would Do Now

I do think Bridge would see play if unbanned, specifically in Dredge. But I also don't think Dredge would suddenly become broken. The deck was fine pre-Hogaak, and would certainly be fine now; the deck has all but vanished from the current metagame anyway, even with supposed upgrade Ox of Agonas in the mix.

Potential Risks

It seems to me that graveyard cards need to be pretty busted to actually make Bridge from Below good. Wizards isn't exactly in the habit of printing Bazaar of Baghdad-level cards anymore, which is why the enchantment spent much of Modern's lifespan on the sidelines. I think unbanning Bridge is significantly low-risk, and if another superb enabler is printed that appears to break it, that card may warrant a closer look.

Punishing Fire

In conjunction with Grove of the Burnwillows, Punishing Fire essentially gives players the ability to pay 2R each turn to point 2 damage at something. The combination remains potent in Legacy decks light on battlefield interaction, such as Lands.

Why It Was Banned

According to Wizards:

This pair of cards is commonly used, and is devastating to creature decks relying on creatures with less than 2 toughness. It also is a very slow and reliable win condition, netting 1 life for 3 mana. Tribal decks relying on 2 toughness "lords" see very little play, and this is a major barrier to their success.

Wizards wanted more Lord decks, or really, more aggro decks of any variety besides Zoo. What they got was a format whose aggro niche was mostly occupied by Affinity, a deck that stayed a powerful aggro option in Modern until the months leading up to a Mox Opal ban.

Punishing Zoo, Jamie Hannah (2nd, Worlds)

Creatures

4 Wild Nacatl
2 Kird Ape
4 Knight of the Reliquary
4 Noble Hierarch
2 Qasali Pridemage
4 Tarmogoyf

Planeswalkers

3 Elspeth, Knight-Errant
1 Gideon Jura

Instants

3 Bant Charm
4 Lightning Bolt
3 Path to Exile
3 Punishing Fire

Lands

4 Arid Mesa
1 Forest
3 Grove of the Burnwillows
1 Hallowed Fountain
1 Horizon Canopy
1 Marsh Flats
4 Misty Rainforest
1 Mountain
1 Plains
2 Sacred Foundry
1 Steam Vents
1 Stomping Ground
1 Tectonic Edge
1 Temple Garden

Sideboard

1 Ancient Grudge
1 Combust
1 Gideon Jura
2 Kitchen Finks
2 Mana Leak
1 Mindbreak Trap
1 Nature's Claim
1 Path to Exile
1 Rule of Law
2 Spell Pierce
2 Sun Titan

As part of the campaign to diversify aggro, Fire was banned alongside Wild Nacatl, which has since been unbanned.

What It Would Do Now

Fire was axed to lend a helping hand to tribal aggro decks featuring stat-buffing lords. In today's Modern world, Humans is the closest analogue, but that deck's main purpose is not to increase board presence using lords; it's to disrupt opponents with powerful enters and static effects.

Tearing Fire away with Kitesail Freebooter, or crippling the engine with taxing effects the likes of Thalia, Guardian of Thraben or Unsettled Mariner, are some of the options the deck has already built-in to its mainboard to weather that kind of attack from opponents. Those cards have long been integral to stopping more streamlined versions of such an attack from Push, Bolt, and other efficient removal spells, and are what competitively sets Humans apart from other Modern fish decks.

Most other decks with x/1s and x/2s are fast enough to overwhelm the engine, but I can see Fire becoming something of a common tech for midrange mirrors; it keeps Bloodbraid Elf, Dark Confidant, and Lurrus off the table, I supposed. Even then, I expect its applications to prove slim, or far from polarizing.

Krark-Clan Ironworks

Next up is an artifact that slumbered in Modern's annals for most of the format's history, only to be broken wide-open late 2018.

Why It Was Banned

Ironworks was banned for a few reasons, chief among them placing in too many GP Top 8s.

Krark-Clan Ironworks decks have risen to prominence at the Grand Prix level of play, posting more individual-play Modern Grand Prix Top 8 finishes than any other archetype, despite being only a modest portion of the field. [...] With no signs of the Ironworks deck's dominance at the GP level slowing down, we've decided to take action by banning the card Krark-Clan Ironworks.

Wizards believed the deck's standing as Modern's top deck would only solidify as more players learned the strategy's ins-and-outs, concluding that "Ironworks [posed] a long-term threat to the health of competitive Modern play."

Ironworks Combo, Abe Corrigan (1st, SCG Team Open Columbus)

Creatures

4 Scrap Trawler
1 Myr Retriever
1 Sai, Master Thopterist

Artifacts

3 Chromatic Sphere
4 Chromatic Star
3 Engineered Explosives
4 Ichor Wellspring
4 Krark-Clan Ironworks
4 Mind Stone
4 Mox Opal
1 Pyrite Spellbomb
1 Spine of Ish Sah
4 Terrarion

Sorceries

4 Ancient Stirrings

Lands

2 Buried Ruin
4 Darksteel Citadel
2 Forest
4 Grove of the Burnwillows
2 Inventors' Fair
1 Island
3 Yavimaya Coast

Sideboard

1 Firespout
2 Galvanic Blast
2 Lightning Bolt
4 Nature's Claim
2 Negate
2 Sai, Master Thopterist
1 Swan Song
1 Tormod's Crypt

Critically, other cards Wizards considered for the ban were Ancient Stirrings and Mox Opal, the latter of which was the most important to Ironworks Combo---it accelerated the deck by an extra turn, giving it the speed needed to compete in Modern.

While Stirrings still exists and could help players string together a gameplan, Opal is gone, making the deck significantly less threatening. Unlike with Bridge from Below, the question of whether banning Opal would render Ironworks manageable was never really asked by Wizards. Rather, they elected to axe Ironworks for fear of badly damaging other strategies.

What It Would Do Now

Ironworks would again spearhead its own deck, but that deck would prove extremely fringe; to give a reference point, I think it would wind up in the competitive bracket occupied by Norin Soul Sisters, Doran Rock, and other outdated Modern decks from the format's earlier years. That's just what Ironworks is now, an outdated deck---without Opal giving it the speed it got by on, the strat would be DOA in Modern.

I will concede that David's take on the deck while it was legal was quite different from mine. In his view, that extra turn of speed was not what made Ironworks so potent; that honor went to Engineered Explosives. He went on to argue that banning Opal would not do much to stop the Ironworks deck.

Potential Risks

Which brings us to the risk: what if Ironworks did prove problematic? That's the worst-case scenario, but my solution here is simple: just re-ban it.

Re-ban it?! You mean create another Golgari Grave-Troll fiasco? Yes, that's exactly what I mean! Modern may be non-rotating, but it's far from unchanging, as the last two years have beaten us over the head with. Reintroducing Ironworks and then removing it doesn't sound bad to me at all. I appreciate when Wizards gets hands-on with Modern and displays an appetite for experimentation.

And the ensuing "fallout" wouldn't be unprecedented by any means---in my eyes, the situation is quite similar to Once Upon a Time's, or Oko's, or soon, Lurrus's (let's just be real Dej Loaf voice). In other words, we get that "fiasco" all the time, but Modern remains a player favorite.

A Conclusion... For Now

There are other cards on the banlist I think could maybe come back to Modern, or are worth thinking about returning even as a thought experiment. And yes, those cards include Splinter Twin!

Which cards do you think are safe? Or is it even responsible to entertain such a pursuit with Lurrus tearing up the metagame? As always, and perhaps more than ever in this era of isolation, I'd love to hear your thoughts in the comments!

Want Prices?

Browse thousands of prices with the first and most comprehensive MTG Finance tool around.


Trader Tools lists both buylist and retail prices for every MTG card, going back a decade.

Quiet Speculation