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Insider: Speculating on Gavi, Nest Warden

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Warning Commander 2020 Spoilers ahead!

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This card has already caused one major price spike.

There was an error retrieving a chart for Fluctuator

Editor's note: between the writing of this piece and publishing, Fluctuator was announced as a reprint in Commander 2020.

This card seems to spike every time we see cycling return. It got a decent bump when Amonkhet cyclers started getting spoiled and it slowly made it's way back down and now it has spiked again thanks to Gavi, Nest Warden. When Gavi first spoiled I actually brought up Fluctuator in our Discord Chat, so if anyone jumped on that one they made a good bit of money. However, that's in the past now and our focus today is on potential speculation opportunities moving forward.

The big draw to this commander is the first ability. Cycling has always been a powerful mechanic because it gives you the ability to convert any card that cycles into the next card on top of your library and fills up your graveyard. Commanders that let you draw cards repeatedly tend to be ones that are easy to build powerful decks around as they reduce the natural variance in the format.

Now before we begin going through our potential speculation targets it's very important to keep in mind that very few cards from Commander 2020 have been spoiled and we are likely to see a fair number of reprints. I personally would unload any Fluctuator copies I had, as it has a fair chance of being included in the deck. It is NOT on the Reserved List. Any other cards on this list could easily be in the deck, any that don't will likely rise in value, any that show up will tank in price.

There was an error retrieving a chart for Decree of Silence

It's important to remember that the first iteration of cycling occurred in Urza's Saga and it always cost 2 colorless mana and simply allowed you to discard the card and draw a new one. As cycling has been brought back several times now, WoTC has changed cycling costs and added some abilities that occur when you cycle a card. Decree of Silence acts like an almost uncounterable Dismiss that also happens to combo very well with Solemnity and can be used for free with Gavi. This card is already starting to trend upward, but the gains have been small enough that should it jump it will likely do so by a fair amount. It currently has no reprints and its sole printing was back in 2003 so there are a lot fewer copies floating around than one might think with only 4 pages of sellers on TCGPlayer showing up.

There was an error retrieving a chart for Decree of Annihilation

While most playgroups frown upon mass land destruction, the more competitive players will see the obvious power level behind this play. The ability to use it's ability for free on your opponents turn can easily allow you to get ahead on board very quickly and stay ahead until you win. The fact that cycling allows you to see a lot of cards quickly can also make sure you recover faster by consistently hitting your land drops post annihilation. Decree of Annihilation did have a reprinting in FTV: Annihilation, but no mass reprints. It's also unlikely that this one gets printed in the Commander 2020 deck simply because of most people's disdain for mass land destruction and how adding it to the base deck would upset a lot of casual players.

There was an error retrieving a chart for Abandoned Sarcophagus

This is a very interesting option, because it's a high risk/high reward card to include in the deck. You don't want to play it too early, as casting any cyclers will mean they get exiled instead of going to the graveyard; but it also serves as a sort of Yawgmoth's Will for cyclers in the late game. It is a recent print that's currently bulk status, so should it dodge a spot in the 100 it's likely a card that could easily jump to $2-$4. As it's from a recent set though, there are a lot more copies out there and its price ceiling is limited by a fair amount because of this.

There was an error retrieving a chart for Nimble Obstructionist

While this is likely less potent than Decree of Silence, you typically are going to want to use the cycling ability on this card on opponents turns anyways and the fact that Gavi lets you cycle for free once per turn means that having cyclers that provide useful abilities on other players turns is extra valuable. There are a fair number of Commander decks built around abusing activated or triggered abilities and being able to uncounterable Stifle and draw a card seems like something worth putting in most Gavi decks. Unfortunately, this card was also printed in Hour of Devastation so the price ceiling is again limited by a glut in supply.

There was an error retrieving a chart for Eternal Dragon

The ability to consistently hit land drops in Commander is an important one. It's important to note that Plainscycling allows you to get ANY card with a land type of Plains. Which means you can get duals, shocks, and Irrigated Farmland. This card was printed in Scourge, Commander 2013, and it had a special GP promo. The GP promo would likely be the version I would speculate on, as it's almost assuredly never going to be reprinted and the artwork is different.

There was an error retrieving a chart for Tectonic Reformation

By providing all your lands with cycling, this means you are unlikely to not use the free cycling ability during every player's turn. This also means you're likely to see a lot of cards in your deck any game that you can land this card early. It's currently a bulk rare and should it dodge inclusion in the deck it's definitely a card players will want in their 99. Unfortunately, while it wasn't in a standard legal recent set, it's still very recent and there are plenty of copies out there. The price ceiling is again relatively low on this one.

Conclusion

While looking up potential speculation targets for this article I did notice that there actually aren't a lot of rare cycling cards, which are typically what I focus on when looking at speculation targets. You might also consider some foil or promo cyclers from Onslaught block as potential targets, but I feel that moving them would likely prove very difficult.

Spoiler Scouring: Two New Ikoria Brews

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As starved as many are for distractions in this day and age, distractions also abound, and got the better of me this time. Like a silent, scaled predator, this set crept up on me. I had to double-check if Ikoria, Lair of Behemoths was even slated to be sanctioned in Modern. Wait a minute... Behemoths? These creatures aren't doing much sneaking. But to my credit, it's not the creatures themselves I'm excited about.

With any new set come new experiments, and Ikoria is no exception. Today, we'll look at a couple shells I've been tinkering with that feature Modern's next arrivals.

Izzet Really Happening?

The first card to get my gears whirring was Sprite Dragon. Dragon brings a number of existing designs to the limit, combining Quirion Dryad and Stormchaser Mage into one pushed beatstick. Dryad was never menacing the turn it resolved, which Sprite patches up with haste; Stormchaser required multiple mini-combo turns from its pilots to output damage consistently, a requirement relaxed by Sprite's using +1/+1 counters.

While the card doesn't necessarily powercreep either predecessor—it's a different color than Dryad, and unlike Mage, won't outgrow Lightning Bolt after just one activation or support Wizard's Lightning—I imagine it will see more play in Modern than both combined (granted, a low bar).

Of the Sprite Dragon decks I built, I spent the most time tuning a fast Izzet shell.

UR Sprite, Jordan Boisvert

Creatures

4 Delver of Secrets
4 Monastery Swiftspear
4 Sprite Dragon
4 Bedlam Reveler

Instants

4 Lightning Bolt
2 Vapor Snag
4 Thought Scour
4 Opt
4 Manamorphose
4 Force of Negation

Sorceries

4 Serum Visions

Lands

4 Scalding Tarn
3 Misty Rainforest
4 Spirebluff Canal
2 Fiery Islet
2 Steam Vents
2 Snow-Covered Island
1 Snow-Covered Mountain

Sideboard

3 Grafdigger's Cage
2 Damping Sphere
2 Dragon's Claw
2 Blood Moon
3 Aether Gust
3 Mystical Dispute

Concept

UR Sprite is far from novel, or fancy, in its approach. The idea is to land a cheap threat early and pick at opponents while disrupting them. With cards like Manamorphose and Vapor Snag backing up Monastery Swiftspear, it's decidedly more aggressive than the Delver decks I tend to favor, which aim more to set up a resilient threat and win over a series of attacks. Sprite Dragon encourages this faster plan, as making it Bolt-proof as quickly as possible inherently lends itself to the more combo-oriented nature of aggro decks like Mono-Red Prowess.

Tech

An important draw to Sprite is its color—being blue enables Force of Negation, which here serves as our premier interactive card. Force lets us tap out for Sprite or for big cantrip turns to fuel a strong attack, but still lock in another hit with our creatures. It also compliments the rest of our disruptive suite, which is more board-focused to get Monastery Swiftspear past troublesome roadblocks like Tarmogoyf.

Our best proactive card, though, is Manamorphose. The instant flips Delver, grows Swiftspear and Sprite, and helps us rush out Bedlam Reveler. While it's sometimes advantageous to sandbag Manamorphose until a benefitting threat comes along, I've found it useful in the early game to just chain them into each other. Reveler is so forgiving with its draw-3 that haemorrhaging resources along the way doesn't matter so much.

The sideboard is home to plenty of tech, too. Leading the charge is Grafdigger's Cage, a potent hoser in today's metagame that deals with Uro and Snapcaster out of fair decks and plenty more from combo opponents. While we tap the graveyard as a resource with Reveler, we are totally unaffected by Cage. It even triggers prowess and Sprite Dragon!

A couple of recent blue instants also make the cut. Aether Gust and Mystical Dispute have both proven invaluable in dealing with Uro, Titan of Nature's Wrath, which can otherwise get in the way of our grounded attackers while drawing and gaining life for opponents—not exactly a slope we want to end up sliding down. The former also deals with Tarmogoyf, Scavenging Ooze, and the like, as well as red removal spells; in this deck, Memory Lapse is often good enough. And Dispute has really impressed me its range, which I initially doubted.

Prospects

I enjoyed Sprite Dragon's ability to put a flying, attacking Goyf on the field out of nowhere during the mid-game. But more often, the creature was pricey enough that I'd wait until later to cast it, and by then had little to grow it with. As far as following up a deceased one-drop, the plan only excelled when opponents lacked a second removal spell, making Sprite worse than Goyf in that role.

All in all, Sprite felt more tangential than anything, its slot on the strategic curve better fulfilled by Bedlam Reveler. Despite looking exciting on paper, I'm now doubtful the card will have much of an impact in Modern; too many conditions must be met for Sprite to earn its worth.

With all that said, I am interested in seeing how a Sprite-less version of this deck would perform. The question then becomes which problems, if any, Force of Negation solves for the already-successful Mono-Red Prowess.

Delirium

Among the shells I tried with Sprite Dragon were some Tarmogoyf-featuring ones (duh) that ran Mishra's Bauble as a cog that buffed all our threats. It turned out that supporting Goyf while maintaining a high enough noncreature spell count for Sprite generated plenty of tension, not to mention the awkwardness of stretching into a third color and the fact that, again, Bedlam Reveler was just a better graveyard abuser in that kind of shell than Tarmogoyf. Still, I was curious about branching into green for Veil of Summer and also Uro, Titan of Nature's Wrath, which even starry-eyed me knew had no business alongside Sprite.

It took the spoiling of Footfall Crater for me to turn my attention fully to Tarmogoyf. For years, I've been awaiting an easy-to-bin enchantment to help in my unending quest to grow Goyf as large as possible. Could this be the one? Goyf itself is the perfect candidate to receive haste and trample, especially when it's 8/9, and Uro ain't a bad target either.

I started with some Temur shells but found myself lacking creatures that benefitted greatly from Crater. Eventually, I spread into black, giving up my precious Lightning Bolts for a more all-in delirium plan.

4-Color Delirium, Jordan Boisvert

Creatures

4 Grim Flayer
4 Tarmogoyf
4 Uro, Titan of Nature's Wrath
1 Snapcaster Mage

Planeswalkers

4 Wrenn and Six

Artifacts

4 Arcum's Astrolabe
4 Mishra's Bauble

Enchantments

2 Footfall Crater

Instants

4 Thought Scour
2 Fatal Push
2 Tarfire
2 Stubborn Denial

Sorceries

3 Inquisition of Kozilek
2 Traverse the Ulvenwald

Lands

4 Wooded Foothills
3 Verdant Catacombs
2 Scalding Tarn
2 Misty Rainforest
1 Steam Vents
1 Overgrown Tomb
1 Blood Crypt
1 Breeding Pool
1 Stomping Ground
1 Snow-Covered Forest
1 Snow-Covered Swamp

Sideboard

3 Veil of Summer
2 Mystical Dispute
2 Ceremonious Rejection
2 Stubborn Denial
2 Fatal Push
2 Surgical Extraction
1 Feed the Clan
1 Ancient Grudge

Concept

Flayer and Goyf are great with haste and trample. Goyf is bigger, but Flayer's ability to hit and then set up our second-main-phase cantrip draw, thin the deck of lands with Wrenn out, or pseudo-tutor by finding and dumping Uro makes the deck's sleeper MVP.

Thought Scour greases the wheels, rewarding us immensely for hitting the Titan and making our searchable one-of Snapcaster more like Demonic Tutor on a body than anything else. Bauble provides a great amount of selection between Wrenn, fetchlands, and our many cantrips. Joining it in quickly activating delirium for Flayer are Tarfire and Footfall Crater, which is notably able to enchant fetchlands in the late-game.

Naturally, this deck is much more reliant on the graveyard than UR Sprite. A resolved Rest in Peace neuters all of our threats and all but guarantees a loss. Fortunately, nobody is really playing Rest in Peace right now. The linear combo decks that run hosers out of the sideboard all rely on their graveyards, and the white midrange and control decks enjoying the most success are too invested in Uro to want the enchantment themselves.

We end up being okay against most other graveyard hate. While Grafdigger's Cage and Surgical Extraction deal with Uro, they do nothing in the face of Flayer or Goyf; similarly, Nihil Spellbomb and Tormod's Crypt can shrink our beaters, but a single Thought Scour is enough to get us back on track.

Tech

Our "Manamorphose" is Thought Scour. The blue cantrip does it all, growing Flayer and Goyf at instant speed; fixing Bauble looks or getting us the seen card right away; dumping Uro for backbreaking value. Scour's high chance of binning a copy of Astrolabe during a medium-length game made me think about abandoning Bauble, but I decided the card was too important for Flayer.

There are only two copies of Traverse the Ulvenwald here, mostly because Uro does something similar, but much better, and even works if hit by Scour. Still, Traverse can find Uro in a pinch, or Goyf or Flayer with a Crater in play. Most often, it finds Snapcaster Mage, setting up a Stubborn Denial or Fatal Push when needed. The manabase was built so that one-landers with Traverse and Wrenn can be kept; otherwise, I wouldn't include Stomping Ground.

Grafdigger's Cage isn't really an option for us since we're also an Uro deck. So I defaulted to Surgical Extraction as my grave hate of choice. Surgical is awesome at winning Uro wars, especially since those decks tend to invest heavily in Snapcaster as well. It's also good with Traverse-Snap.

Prospects

As with Sprite Dragon, the new card ended up feeling a tad underwhelming. And for the same reason: it was too niche. In the early- and even mid-game, keeping up velocity and finding the components needed is more important than setting up a hasty trampler, so we're likely to cycle Footfall Crater. Later in the game, we're in top-deck mode, so it also gets cycled. Crater is pretty much only good when we're at a game stage in which we have Uro in the graveyard and are ready to start recurring it every turn. But in those cases, how bad do things really look without Crater in the picture?

Compared to Arcum's Astrolabe and Veil of Summer, Crater is a lot worse for the reason that it forces us to choose between getting an effect and cantripping. The former two tack a cantrip onto an already good effect, but still at one mana. In other words, Crater is a bit underpowered when measured against Modern's new cantrips.

Nonetheless, I think this shell is okay. I think pretty much any Uro-Astrolabe shell is okay. It's probably wiser to complete the core with Ice-Fang Coatl than to extend into silly diversions such as Goyf, Flayer, and Wrenn, but a man's gotta play what a man likes to play.

The Wait Is (Still) On

As everyone who can patiently waits out the pandemic at home, us Modern players continue to wait on stimulating spoilers with a chance of shaking things up for the better. But then, maybe I'm just projecting my own disappointment onto everyone else. Surely not all our readers love Tarmogoyf as much as I do. So, which Ikoria newcomers have you buzzing?

Three Indicators of Paper Magic’s Health

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Most readers know by now that I focus mostly on the older, more nostalgic side of the Magic finance world. If it weren’t for my recent foray into Magic Arena, I wouldn’t even know that the newest set was Theros Beyond Death (and what a complex set it is!).

Imagine my surprise when this weekend I reviewed MTG Stocks’ Interests page only to see multiple buy-outs, with three cards up over 300% for the week!

I thought Magic cards were going to plummet in value due to the ongoing COVID-19 pandemic? What happened? It turns out, speculators are adequately capitalized and are placing their bets in anticipation of the newest Commander 2020 spoilers!

This leaves me scratching my head. The fact that speculators are going deep on cards like Fluctuator and Bounty Hunter—two cards that have spiked in the past on speculation—is an encouraging sign. People still believe a profit can be made from Magic speculation (and they’re clearly right).

Now, if you’re looking for speculation ideas based on Commander 2020 and Ikoria: Lair of Behemoths, I’m not the right author to cover this topic. We have other, far more qualified writers here at Quiet Speculation. However, I can still use recent observations to detail what gives me optimism that the Magic card market will be okay coming out of this pandemic.

Optimism Point 1: Buyouts

In the past, I’ve discussed the negative impact that buyouts have on this market. It drives illiquidity and forces those who don’t monitor the market hourly to pay higher prices for hot cards. Their only alternative is to wait an unknown period of time for the buyout to fade and price gouging to abate. Neither scenario is attractive.

Now, during this uncertain time, I view buyouts differently. They are a reflection of buyer confidence, normalcy, and sufficient liquidity. I get excited when I see a sudden 500% increase on Urza’s Saga artifact Fluctuator.

There was an error retrieving a chart for Fluctuator

Vendor reaction to this particular buyout has been muted so far—best buy prices have only gone from $2.20 to $4. But copies of this card have sold for north of $20 on TCGPlayer, so I’m hoping vendors move prices up further over the coming days. Keep an eye on Card Kingdom, in particular. In the past, I’ve seen their buylist react most reflexively and convincingly, jacking up their buy price immediately after a buyout in order to restock the card. A move in Fluctuator’s buy price from $4 to, say, $8-$10 would be a very encouraging sign.

Unbound Flourishing is another good card for monitoring vendor response. Commander players love green cards that contain the word “double”, so it’s no surprise to see something in Commander 2020 catalyze an Unbound Flourishing buyout.

There was an error retrieving a chart for Unbound Flourishing

Being a mythic rare from Modern Horizons, and a card that has not yet been bought out, we may see a more drastic move in price on the green enchantment. Aggressive buylisting tends to “shake the trees” a bit, jostling loose copies that players may have been sitting on for no good reason other than it wasn’t worth their time selling. An aggressive buy price may be short-lived, but if we see one it bodes well for the market’s health in general.

Optimism Point 2: High-End Cards Are Still Moving

Let’s shift focus away from new cards I know little about and toward something near and dear to my heart: Power. But not just any Power 9, let’s focus specifically on heavily played, Unlimited copies.

Recently, Card Kingdom posted a few pieces of Power 9 that they graded “below good”, meaning the copies were too played to be salable on their direct website. Their prices were surprisingly attractive—as low as $1,100 for a beat-up Mox Emerald.

There was an error retrieving a chart for Mox Emerald

Within 24 hours of posting, most of the discounted Power Card Kingdom had posted on eBay sold. In fact, here are the sales Card Kingdom made on eBay from April 3rd to April 4th, along with the posted price (in most cases, best offers were accepted):

Library of Alexandria: $650
Mox Emerald: $1,100
Mox Emerald: $1,300
Mox Ruby: $1,450
Time Walk: $1,150
The Tabernacle at Pendrell Vale: $1,250
Library of Alexandria: $600

Extending back to March 31st, I see Card Kingdom has sold 14 high-end, below good cards on eBay, equating to approximately $12,685 in sales. I’m sure this number is dwarfed by Card Kingdom’s typical, weekly sales, but to me it again reflects confidence in the market. Old School players and collectors are hungry for budget pieces of Power, and it comes as no surprise that these high-end cards sold within days or even hours of being posted by Card Kingdom.

Prices on Power are soft, it’s true. But any sleeve playable piece of Power posted at $1,100 will sell almost immediately. That’s an encouraging sign.

I’ll also note that Card Kingdom has placed some high-end cards back on their buylist after a temporary absence. They have (admittedly underwhelming) offers posted for pieces of Unlimited Power of which they are out of stock, including Black Lotus. They also put Juzam Djinn, Bazaar of Baghdad, Library of Alexandria, and other expensive cards back on their buylist.

There was an error retrieving a chart for Bazaar of Baghdad

Optimism Point 3: Federal Stimulus is Coming

This is a dicey topic, as it introduces politics. I will attempt to eschew the political component to the incoming federal aid package and focus only on numbers.

Most of the country’s population is about to receive a stimulus check: $1,200 per tax-paying adult and $500 per child. That means a household with total income under $150,000 and two children will get a check for $3,400, courtesy of COVID-19. Details pasted below:

For some, this money will be insufficient. Jobless claims in the United States have exceeded 6,000,000 and unemployment is spiking. If you live in a large city with a high cost of living and are going to be out of a job for a couple months thanks to stay-at-home orders, there’s no way this amount will help you make ends meet (but some money is better than no money).

But what about those who are still able to work from home during this unprecedented time? What about those who do the majority of their work out-of-doors, generally at least six feet away from others? What about those who work on government-deemed critical things, and still have to go into work? All these people are still getting paid for their jobs, yet some will qualify for this government check.

Those in lower cost-of-living areas and can still work are doubly lucky, as they will receive this check while they’re not under any financial hardship. For this subset of individuals, it’ll be like receiving another tax refund check from the government. Is it possible that some of these individuals use this money to purchase Magic cards? We all assume they spend tax refund checks on Magic, so why would this be any different?

This is another point of optimism for me—that these COVID-19 relief checks from the government will spurn at least some level of Magic card buying.

Wrapping It Up

They say the only two guarantees in life are death and taxes. In a world with a rampant pandemic, I’d argue there’s a third guarantee: uncertainty. There are still so many unknowns associated with this virus and its potential to spread, and countries around the world are doing their best to defend against this nearly-invisible enemy.

Such uncertainty is wreaking havoc in markets. Stocks are down significantly, interest rates are plummeting, and there’s a general flight to cash, especially US Dollars. The Magic card market is no exception, and prices are softening across the board.

Despite this market weakness, I am seeing a few encouraging signs. For one, buyouts are still occurring as new Commander 2020 spoilers are announced—as annoying as these can be, it does provide us with a semblance of normalcy. Then you have the fact that Card Kingdom is able to maintain some liquidity by capitulating their damaged high-end cards on eBay, fairly easily I might add. Lastly, the COVID-19 relief checks will be a decent cash windfall for some individuals. Those who can still work and are in lower cost-of-living regions are doubly fortunate, and a fraction of them may use some incentive money to purchase Magic cards.

While these observations don’t signal the “all clear” by any means, they are at least encouraging—they’re reminders that, despite everything going on in the world, people still want to buy paper Magic cards. This gives me hope that once this is all behind us, the Magic community will go back to normal and the market for cards will recover. For this reason, I’m holding the core components of my collection.

Sigbits

  • I won’t sit here and pretend Card Kingdom’s buy prices are attractive. The reality is, many of their numbers are well off their highs. But some numbers are encouragingly stable. For example, Card Kingdom is still offering $250 on Underground Sea and $220 on Gaea's Cradle. These numbers have not dropped for a week—an encouraging sign of market stabilization.
  • I don’t see Revised Volcanic Island on Card Kingdom’s hotlist. However, they do have one printing of the red/blue dual land on their hotlist: they are offering $160 for Collectors’ Edition copies! I don’t know why they’re after this printing in particular, but the fact that they are still buying such a niche card (only playable in Old School) is another encouraging sign.
  • Another stable card on Card Kingdom’s hotlist is Gaea's Cradle—no, this isn’t an editing mistake. I intentionally mentioned the card twice, because in this case I’m referring to the gold-bordered World Championships This card is the epitome of casual because it can’t be played in any tournament (not even Old School, where Urza’s Saga cards aren’t permitted). Yet Card Kingdom maintains a fairly robust $44 buy price for this printing!

Picking Pioneer: Bulk Picks from War of the Spark

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With COVID-19 forcing many players to stay inside more than they already do, picking bulk is a great way to justify re-watching Tiger King on Netflix while actually making money, instead of just staring in disbelief at the adventures of Joe Exotic. This week on Picking Pioneer, we take a look at four picks from one of the highest power level Standard sets in the last five years from War of the Spark.

Kaya’s Ghostform

Formats: Modern, Standard, EDH

There was an error retrieving a chart for Kaya's Ghostform

While this one-mana black aura may seem pretty low-power at first glance, it really shines when enchanting creatures with enter the battlefield effects that Reanimate permanents to the battlefield. This creates either an infinite loop to outright win the game with Blasting Station and Renegade Rallier via infinite damage or enough value to bury your opponents in card advantage with cards like Sun Titan, Iridescent Drake, Cavalier of Dawn.

The card certainly has all the makings of a role player in multiple formats, as a result of being an uncommon effect that is fairly undercosted. With that in mind, Kaya's Ghostform is a solid pick with limited reprint risk based on the name and low risk of becoming obsolete via a lower mana cost or better effect. That said, the current buylist options are somewhat soft as Trader Tools does not show any vendors looking to pickup more than a playset. Unlike some of the other cards on the list, a pick-and-hold strategy should be fruitful with pretty much zero downside over the next 6 to 12 months. It could pay dividends as printing an effect similar to Blasting Station in Pioneer would spawn a unique combo deck able to go off at instant speed once established with an adequate backup, midrange plan.

Guildpact Informant

Formats: EDH

There was an error retrieving a chart for Guildpact Informant

Much like the other Proliferates cards printed throughout Magic’s history, Guildpact Informant has a fairly innocuous effect that when used in combination with high impact counters (Infect, Loyalty, Soot, Charge, Time, etc) prove to truly be powerful. Though there are certainly better proliferate cards in a vacuum Guildpact Informant is one of only seventeen Proliferate cards that has a repeatable effect. So while it might not be in the first tier of Proliferate cards (Contagion Engine, Inexorable Tide, Atraxa, Praetors Voice, or Viral Drake) decks that want the effect are usually looking to max out on cards that either power the engine or keep it going (which this blue common certainly fits the bill).

It is not a must-have in any specific deck based on EDHRec, but has solid numbers for some popular commanders Jace, Vryn's Prodigy at 9% Tetsuko Umezawa, Fugitive and Roalesk, Apex Hybird both at 10%.

Guildpact Informant might not be the strongest card in your infect or superfriends deck but has very strong buylist demand with consistent listings at $0.10 with peaks of as much as $0.24. This along with having a less than 75% spread for an in Standard common shows strong demand since release. Both the name and text box limit opportunities for a reprint so a pick and hold strategy is low risk, but most would do well to pick and ship to lock in an easy dime apiece.

Arboreal Grazer

Formats: Modern, Pioneer, Standard

There was an error retrieving a chart for Arboreal Grazer

This sloth-like friend sees play across multiple constructed formats for the simple fact of being a one-mana Explore. In Modern, the card is a perfect fit in Amulet Titan with the downside of the land coming into play tapped as boon rather than a burden when combined with Amulet of Vigor. This combo supercharges lands like Simic Growth Chamber and Gruul Turf to power out early Primeval Titan’s.

As a green creature, Grazer is also a target for Summoner's Pact when you just need another land drop to trigger Valakut, the Molten Pinnacle or Field of the Dead. In Standard and Pioneer the one mana beast is the only one mana land ramp options available and pushes out cards like Hydroid Krasis in Bant Midrange Decks and Slyvan Scrying in Lotus Field decks.

Less than a 50% spread on a Standard common is a rarity, especially when the card buylists for consistently more than a dime and sometimes as much as a quarter. Grazer also has the highest constructed pedigree of commons from War of The Spark so gains should be stable over time. Cards that fill a similar niche in Amulet Titan decks have crept up to more than two dollars (Sakura-Tribe Scout). That said, the name and the effect are fairly reprintable so a hold could have some risk, though I do not see a better version of this effect anywhere on the horizon.

Despark

Formats: EDH

There was an error retrieving a chart for Despark

Any card that can deal with let alone exile nearly any permanent at instant speed goes a long way even in the two colors most prepared to deal with everything. It should be no surprise that Despark is one of the most popular cards from War of The Spark appearing in a whopping 19% of all decks on EDHRec and the most popular Orzhov card in the whole set.

This makes sense given that it cleanly answers 90% of the Top 10 Commanders of the last month with only Yuriko, the Tiger's Shadow dodging a one-way ticket to the command zone. While some of the big hitters (Dovin's Veto, Ashiok, Dream Render, or Narset, Parter of Veils) will rarely be leftovers after drafts or tossed into bulk this $1 Vindicate without a home in 60 card constructed decks certainly will be.

Wizards has been reluctant to print cards that reference Planeswalkers at common or uncommon outside of War of the Spark so Despark should be well insulated from reprint risk with a somewhat plane specific name and effect. With a 60% spread the card is poised for growth in addition to a very stable asking price of $0.15 to $0.25.

Summary

It is rare for a single set to impact constructed in the way War of the Spark changed the landscape for every format. That said War’s impact on Magic is by no means complete with high power level cards waiting to be pushed over the edge with every new set. These four cards are bulk today but the future looks bright for each in their respective formats. As always comment below with predictions or anything you think I missed in the comments section. If you are not where to get started with buying and selling bulk check out my Bulk to Bayou Series only available at Quiet Speculation.

MTGO Finance: The Changing Landscape of Foils

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Welcome back, folks. I hope everyone is hanging in there and staying safe and sane during this difficult time. Today I'd like to discuss what once was a solid safe investing strategy in MTGO finance -- buying foil mythics from the most recently released set -- and why that strategy is no longer viable.

I. What was the Foil Mythic Strategy?

Historically, MTGO Redemption has been one of the primary ways that foils have entered the paper market. Paper stores, investors, and collectors have often gotten their foils by redeeming foil sets from Magic Online. It has been broadly cheaper to get foils this way, and you can redeem foil sets between four and fifteen weeks after a set has been released.

To capitalize on this demand for foils from MTGO Redemption, savvy investors would buy foil mythics during the first few weeks of a set's release before it was possible to redeem a set. Then, once redemption went live and demand for these foils spiked, these investors would sell them to meet the higher demand, at a higher price point.  This increased demand led to broadly higher prices, and even led to some obscene prices for foil mythics that were opened less than the others.

Remember me?

To highlight this, I've gathered data from aggregate foil prices from the past several Fall sets and Theros Beyond Death during the first month of release. Because most positive movement came from foil mythics, the gains possible were greater than a cursory look might suggest. Prices are taken roughly 1 week after release and then roughly 1 month after release of each set.

As we can see, the foil landscape has changed. Foil prices used to increase modestly (and almost all of that growth came from foil mythics, so targeting foil mythics would have seen higher growth). But beginning with Throne of Eldraine, foil mythic prices on MTGO no longer followed the pattern that they had for so many years. The reason for the change is that Wizards began pumping more foils directly into the paper market through their Standard booster products. Foils have become more common, and therefore the paper market no longer relies as heavily on MTGO to supply it with foils. And as the price of paper foils has gone down in response to their increase in supply, foils on MTGO have lost the premium that was bound up in their redemptive value. There is still healthy demand for redeeming foils on MTGO, but investors can no longer count on foil prices far exceeding the value of non-foil versions.

II. Wizards Shifts Its Target Audience in Paper

Many see the mythic editions and collector boosters as a reworking of the masterpiece series from the Battle for Zendikar and Kaladesh era. I don't believe that this is exactly the case. The masterpiece series created a highly desirable collectible class of card that, because they were included in ordinary booster packs, would cause more booster boxes to be sold. The goal of the masterpiece series was not only to generate revenue by tapping into collectors' demand for rare and aesthetically unique cards, but also to lower the price barrier of entry into Standard for players by increasing the supply of regular versions of cards. The masterpiece series was, therefore, created with both the player and the collector in mind.

Collector Boosters, like the Mythic Editions they replaced, do not share the same goals as the masterpiece series. Because Collector Boosters are a standalone product, they do not balloon the amount of regular cards in circulation and thus do not make Standard more accessible or affordable for a paper audience. The goal of Collector Boosters is to maximize the amount of money paid per Standard card by creating premium exclusive desirable versions of Standard cards. Unlike the Masterpiece series which increased revenue by increasing the sheer volume of Standard product sold, Collector Boosters increase generated revenue on a per-card basis (and they do not affect reprint equity because they only special versions of the latest Standard cards). Collector Boosters are therefore created with the player in mind only insofar as that player is himself a collector.

This marks a dramatic shift from previous years, and I suspect the change in focus is due to Magic Arena. Wizards has pushed many Standard and casual players from paper to digital, meaning that collectors, competitive players, and Commander players make up a higher proportion of the paper community than ever before. Collector Boosters, the latest initiative of Project Booster Fun, are a nod to this changing reality of the paper audience.

III. What does this mean for Foils on MTGO?

Mythic redeemable foils on MTGO are having their prices depressed in two ways, both associated with Project Booster Fun. Collector Boosters are the one we've already discussed, and the roughly 50% increase in foil frequency in regular booster packs is the other.

I do not expect foil mythics to regain the currency they once had. Collector Boosters will likely continue for at least the next few sets, if not longer, and I fully expect Wizards to continue down the path of having its digital offerings cater to the player and its paper offerings to cater to the collector. It is possible that the delay in the release of Ikoria in paper due to the Coronavirus may provide some sort of window where foil mythics will regain some of the value they had in previous years, but overall what we've seen with Throne of Eldraine and Theros Beyond Death has become the new normal.

When you open a foil mythic on MTGO in a draft, you should sell it. QS readers wishing to redeem foils on MTGO don't need to plan ahead and buy their foils ahead of time -- they can simply redeem foil sets when they like (though we are seeing now that waiting is generally a good idea, as prices seem to trend downwards over time as collector booster supply enters the market).

The other main piece of advice I have is that these Collector Booster versions (many of which are not foil) have ballooned the number of different versions individual cards have on MTGO. This is a great boon for investors because you can buy and sell playsets of each version all at once. I have now begun taking this fact into consideration when deciding which cards I want to invest in, and I think it is something that others should begin considering too.

IV. Signing Off

As I write this, I have already begun a market update article. Prices on MTGO continue to do well, and COVID-19 has only redoubled upward pressure on card prices that we have seen over the past six months. So expect to see that article in the next few days, along with some investment advice to take advantage of the current state of the MTGO marketplace. If you have any questions about foils on MTGO, or have anything to add to this discussion, do leave a comment down below or message me on Discord. Thanks!

Thawing Late: A Bant Snow World

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I cannot escape. As a Denver resident, I am used to unusually unseasonal weather usurping usual undertakings. Why, as a lad I suffered snow at summer camp more than once. Even in July. And an unrelated time, it snowed in August. While thinking of snow on the pines is pleasant and all, it has little to do with Modern. Except that's not true, because snow is everywhere. Not just because it actually did snow here yesterday, but because, for some reason, Bant Snow is becoming omnipresent. Or appears to be, anyway. Those I encounter online further the complaint and decry their observation that they can never escape Snow, especially when Uro constantly does.

The question that must then be considered is why. Why is always the most important question. Is the Snow shell really impermeable? Is Modern due for an ice age? Or is it simply that Snow is visible and successful because it is popular? The definitive, absolutely incontestable answer is yes. Snow is a good deck and will be a strong contender in Modern for the foreseeable future, and indeed will remain so until Wizards prints something to make snow a drawback. However, that is a minor consideration compared to the inescapable fact that players just want to play in the snow. Popular adoption, regardless of actual power, ensures that a deck will perform in the metagame. Modern will have Snow for a long time thanks to power and popularity. Ultimately, the haters need to chill. Snow is good, but only because it's getting help.

Snow Over Everything

That the Bant Snow shell (Acrum's Astrolabe, Ice-Fang Coatl, Uro, Titan of Nature's Wrath) is robust, adaptable, and adoptable shouldn't be controversial at this point. Hang anything off that shell, and it's pretty much guaranteed to function. This appears to be the crux of player dissatisfaction with the deck, though it should be noted many players are simply never happy.

In this specific case, I do sympathize. Snow carries a lower opportunity cost than anticipated. Astrolabe is a far better card simply because I didn't realize how well it integrated snow into decks. Mana-fixing artifacts don't generally see play outside of artifact combo decks because they're tempo-negative and the Modern manabase makes playing many colors relatively easy. Prophetic Prism sees play in Pauper Tron, but that's about it. What I failed to grasp was Ice-Fang Coatl's appeal is so great that any price is worthwhile. The only way to have enough snow permanents to make Coatl good is to run lots of basic lands, which runs counter to how midrange/control decks are built. Astrolabe being one mana and a cantrip greatly reduces burdens on the manabase, and makes everything else possible.

In fact, this point about opportunity cost is the real benefit and problem with snow. All the pieces are cantrips, and cantrips make every deck they're in run better. While Ponder-style cantrips provide card selection and are obviously powerful (just ask Legacy), Coatl and Astrolabe simply increase velocity. This doesn't mean much in a vacuum, but when a large portion of the deck boosts velocity, the deck is just runs smoother. The churning cards, especially when there's additional benefit to playing them, simply push the deck along and, eventually, through the opposition. Just as a glacier gradually shapes the land, Snow's cantrips-with-upside shape the deck.

Case in Point

Let us consider an example. Jund is a deck built to grind by maximizing the impact of each card. Jund doesn't win via quantity, but quality, and so doesn't have many cantrips. Bant Snow has many good cards, but many are only good in context. Stoneforge Mystic is only really worthwhile when the equipment is also great and vice versa. However, the matchup is far easier for the Bant player than the Jund ones. I wouldn't say that it's favorable, but that there's more forgiveness for Bant. And that's the critical factor.

S'no Reason to Panic

Consider this game that I observed a bit over a month ago. The Jund player, who I shall call Edward to prevent public humiliation (though not private; he knows what he did), was playing against Bant online, and despite having multiple opportunities to win the game, failed to do so. His opponent didn't do much better on that front, and was in some ways worse about sealing the deal. It didn't matter because Edward's deck punished him, where the opponent's was forgiving. The culprit: cantrips healing all wounds.

Going into turn three, the game was fairly even. Bant had out Astrolabe, with a fetchland, Teferi, Time Raveler, and Coatl in the graveyard, and was at 14 life from fetching and being hit by a 5/6 Tarmogoyf. Bant played their third land and Uro'd back to 17, dropped a tapped Breeding Pool, and passed. Edward had gone first, Inquistioned away the Teferi, then played Goyf, had Pushed the Coatl during the last attack, and then played Wrenn and Six. In other words, he held a solid lead.

On his turn four, he was faced with the choice of either playing a freshly-drawn Scavenging Ooze and eating Uro or playing Bloodbraid Elf. Ooze is less pressure and card advantage, but ensures that Uro is gone. Elf is more mana-efficient and provides a burst of card advantage. He chose Elf and cascaded into Liliana of the Veil. After upticking and attacking for 8, he passed, confidant of victory.

However, his opponent drew another fetchland and then had enough fodder to escape Uro, and was left with two untapped lands after the ability resolved. Edward downticked Liliana on his turn and finally played the Ooze, only to have it Spell Snared. Goyf got Pathed, and the opponent untapped into Teferi, Hero of Dominaria. Over a turn cycle, he'd gone from well ahead to falling behind because where he was maximizing individual value, his opponent's cantrips let him maximize long-run value. And all could have been avoided if he'd just eaten the Uro. Instead, his opponent Uronated until Edward couldn't take anymore.

It Gets Worse

In the subsequent game, Edward suffered further indignities as he ground as hard as possible with his opponent, but could never get ahead. When every card trades with every other card, but one side gets to draw an extra one, they're going to come out on top. Lightning Bolt trades favorably on mana with Coatl, but in this context, only cards matter.

However, Edward had chances to put the game away with either a better Liliana ultimate than he did, or by not playing into a telegraphed Supreme Verdict. I even yelled that the Verdict was incoming, but he didn't believe me. On the other side, the opponent threw away a lot of value by mistiming Veil of Summer and Archmage's Charm, exposing Teferis (both kinds) to attack, and not swinging when the opportunity arose. It didn't matter. The number of cards that the opponent churned through made up for all that hemorrhaged value. Thus, he left Edward Snowed-in, trapped in the Russian winter.

Skating Through Modern

I believe this forgiveness is the beauty, appeal, and rage-target concerning Bant Snow. It's not that the deck is inherently easy to play thanks to all the cantrips. Rather, the type of cantrips in Bant help smooth everything over. Legacy is a format about cantrips, and it's not an easy format. Card selection means players have more decisions to make. This gives them more opportunities to outplay the opponent. Or screw up. However, either doesn't feel unfair. Losing because the opponent was just better or you messed up is something players can respect.

However, velocity cantrips aren't card selection. There's no decision to make beyond playing the card. Play Astrolabe, draw a card; simple. They therefore feel lower-skill. This impression is compounded by velocity cantrips being functionally deck grease. Brainstorm is like engineering new tracks, but Coatl simply greases the existing tracks, making the train more efficient. The deck becomes more forgiving of mistakes because its velocity translates into momentum, which can plow through hiccups that would derail a less-forgiving deck.

In my earlier example, Edward and his opponent were making roughly comparable mistakes. However, Edward only had the cards he drew each draw step to work with, whereas his opponent kept cantripping. This amplified each of Edward's mistakes until he was max-punished by losing the match. Jund is unforgiving, and even masters can't overcome this problem. By contrast, in the Bant shell, Astrolabe smooths out sub-optimal mana, Coatl forgives slow draws, and Uro forgives throwing away cards. This generosity engenders bitterness from players whose decks are not so benevolent.

Remember to Have Fun

And this brings up the real reason that snow appears to be everywhere: it's fun. Playing a forgiving deck is a lot more fun than the alternative. Ravager Affinity was the most objectively powerful deck of its era, but it was also a very forgiving deck. Arcbound Ravager was known as the Fairy Godmother because it was make every dream come true, no matter how undeserving the godchild actually was. Keep a suboptimal hand or fail to get full value out of everything? Just draw and cast Ravager and everything is well again.

Jund is a deck that many players aspire to because it feels awesome to just Jund-out an opponent. But that is tempered by the heartache of learning the deck. Tarmogoyf is not as forgiving as Ravager used to be, and can't solve all problems. Jund can be a temperamental prima donna, and requires consistently high-level play. If pilots don't maximize value at all times, sequence correctly, or really believe, Jund's not going to sing for them.

Meanwhile, the Bant Snow shell is more mellow. It fits in anywhere, lets players do what they want, and then helps them accomplish it even when they can't really do it themselves. Add to that players generally liking gaining value, playing big spells, durdling, and winning via crushing the opponent. Of course Bant's numbers are inflated.

Uro Doing It Wrong

The final problem is that players don't seem to understand the deck. The general goal of decks running the Bant shell is to snow opponents under with value. Uro is a critical part of that plan, and for the most part is the primary win condition. At the more extreme end, it's the only win condition. It's getting to the point of Uroversality. Again, it combines a lot of things that players love in one place. It's natural to gravitate towards the new and powerful thing that gives you everything you want, and a win. But there are ways to neuter the strategy.

As I keep harping, Uro is worthless against graveyard hate. A single Surgical Extraction can render Temur Snow Control decks unable to win. However, for reasons that I bitterly cannot understand, players won't play graveyard hate in sufficient quantity, and allow Uro players to get away with this weakness. Uro is a house of a card, but the problem with a house of cards is fragility.

Perhaps they're getting away with this weakness because opponents undervalue Uro. Failing to deal with Uro via hate is the most obvious example, but more generally, players just let Uro crush them. I have seen lots of players refuse to use removal, be it counterspells or creature removal, on Uro because of their fear of giving up "value" to escape. As a result, they just sit there and drown under a stream of damage, lifegain, and cards while Uro does its thing. It's critical to choke the stream so the opponent's deck bursts under its own weight. Yes, Uro can come back, but not for a turn or more, and it's better for opponents to have Uro returning from the graveyard than attacking them. Just use the removal.

Uro-versal Constant

Despite the frustrating wailing of players, there's little chance that the snow will thaw, or that Modern will flush Uro out of its system any time soon. There's too much that players like about the snow shell and Uro specifically, and it's not like there isn't counterplay. Players need to get over the fear and deal with the problem before Modern becomes an inflamed Uronary tract.

Myth Realized, and Why We Should Be Looking Into It.

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Hey everyone, my name is Eric and I’m a new addition to the fine writers here at Quiet Speculation! To give you a little bit of back story on myself, I run a small YouTube channel, UndyingMTG. I touch on many things Magic related, and finance is one of those categories. I view things from a different angle than what most would call traditional MTG finance. I have been speculating cards for about eight years (off and on) now and sell by both buylisting and the secondary market. I primarily look at long-term growth (minimum six months), and at cards that are typically considered 'budget' but have the potential to go up in the future.

The formats I tend to look at most are Commander, Modern, and Pioneer. I do look at Standard-legal cards, but it’s usually in reference to an eternal format it can be used in. The other reason is when it comes closer to rotation, I will look at cards to consider buying/trading into post-rotation. If you are curious if I either practice what I preach or wanting to know my profits from speculating, I currently have profited (after card cost, shipping, materials, fees, etc.) 42.74% from sales (as of 3/25/20).

My binder is currently at 35% higher (according to TCG low) than what I have purchased my cards for. That will obviously change as time goes on, but I felt I should share where I’m currently sitting. I don’t feel like I’m a know-it-all by any stretch, but my methods (for myself) have been working for me. I hope to provide a different approach you can take when it comes to your future ventures in speculating.

Quick Overview

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Now that we got that out of the way, we are going to be discussing a card that you should consider buying/trading for in Pioneer format, Myth Realized. At first glance, I’m sure most are thinking “I don’t really get it,” but I am here to tell you that there is upside with this enchantment. Personally, I feel this could be a viable win-condition in control decks.

To start with, it’s only a one CMC card, making it a fairly low-risk play. Secondly, it is an enchantment (non-creature spell), so any additional copies played give the first one a counter. An Azorius shell is where I feel this would make the most sense to play, as it would be the strongest suitor for a non-creature build. It is potentially harder to remove given the fact it is an enchantment as it sits.

That being said, the longer it sits, the greater chance it has to become larger with more counters. Being in a control build, we aren’t really looking for a speedy win. This would allow us to keep control of our opponents’ side of the board, keep bolstering counters on it, and come in hot late-game with a potential bomb.

Lastly, the most important thing to consider is the low activation cost of its abilities: the first only costs one white to turn it into a creature, and the second provides a repeatable late-game mana-sink that allows us to close out the game.

Using Myth Realized 

Now, let’s talk about how we can use this thing. It's going to be used most optimally in a deck utilizing a ton of non-creature spells. UW Control in Pioneer feels like the best home for this card. Here is a deck that recently got a 5-0 in an MTGO league and Myth Realized could easily be plugged unto it! Leveraging a powerful boardwipe like Supreme Verdict will not remove Myth Realized as long as it's an enchantment, enabling us to blow the board up and swing for the fences!

Myth Realized Control

Instants and Sorceries

4 Azorius Charm
3 Censor
3 Dig Through Time
1 Dovin's Veto
4 Opt
4 Sinister Sabotage
4 Supreme Verdict

Enchantments

1 Cast Out
1 Detention Sphere
3 Myth Realized

Planeswalkers

1 Narset, Parter of Veils
3 Teferi, Hero of Dominaria
2 Teferi, Time Raveler

Lands

3 Castle Ardenvale
1 Castle Vantress
3 Fabled Passage
2 Field of Ruin
1 Geier Reach Sanitarium
4 Glacial Fortress
4 Hallowed Fountain
2 Irrigated Farmland

Sideboard

3 Aether Gust
2 Dovin's Veto
2 Dream Trawler
1 Gideon of the Trials
1 Gideon, Ally of Zendikar
2 Mystical Dispute
1 Narset, Parter of Veils
2 Rest in Peace
1 Settle the Wreckage

Downsides

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There was an error retrieving a chart for Fatal Push

This almost goes without saying, but the biggest drawback is the fact that creature removal can be used on it once you change it. You would have to make sure you can defend against a potential removal play before activating. Bounce spells are another thing that can hinder the upside to this. If it goes back to hand, it will lose all counters. That being said, in a deck like the one above, we can make our opponent make the choice of using a removal spell on this or not. Would it be more worth it to remove Myth Realized with six counters, or remove a planeswalker? Game State matters, but the enchantment mode of Myth Realized provides a bit of resiliency in our gameplan and an added layer of complexity for our opponents.

There was an error retrieving a chart for Hero's Downfall

However, a hard fact is that a vanilla creature isn't very appealing on clogged board states. Chump blockers all but nullify its effectiveness, making it necessary to pair it with a board wipe like Supreme Verdict. Myth Realized's greatest appeal is gradually growing a late-game threat over the course of each turn. Aggressive decks may outpace our growing threat with cheap hitters of their own before we can take over the game.

We need to maximize value by casting non-creature spells left and right to bolster this thing up, and our success rate is much higher if our opponent isn't sporting a grip of spot removal for our key threat.

Wrapping Things Up

Looking into "bulk" cards like this that have low (three or less) CMC and hold upside should be in consideration as potential specs. Pioneer is still trying to find itself and there will be cards in the coming months/years that will break into the format unexpectedly. This card, in particular, is a very intriguing choice in this regard.

Currently, due to COVID-19 having an effect on the market, now would be a great time to not only get higher-end cards but cards in this class, too. Assuming that Stay at Home orders and Social Distancing policies are soon, the market might start rebounding by mid/late summer. I'm being optimistic in thinking this will be under control by mid-May, early June.

If you are a person who has a lot of bulk to trade in, consider this as an option to acquire on your trading venture. Even if it doesn't go places in Pioneer, it may see adoption in Commander in enchantment-based strategies. I hope you all enjoyed this take on Myth Realized and put this in your memory bank for you next buy/trade venture. If you liked this, feel free to check out my YouTube channel here, as I have other finance and other topics you may find interesting!

 

 

COVID-19 Retailer Updates

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With the COVID-19 pandemic comes an ever-changing landscape of news and updates in the Magic: The Gathering world. Here are the latest updates from the major online vendors and Wizards Play Network. This article will be updated throughout the week as more changes are announced.

Wizards Play Network March 26th Announcement

On the 26th, the WPN released new updates concerning the Ikoria launch and their WPN Relief Initiative.

The Ikoria: Lair of Behemoths tabletop launch has been rescheduled for May 15th in North America, Europe, and LATM. Prerelease and launch are being collapsed into one date, with both at-home and in-store Prereleases being available on May 15th. In their update, they acknowledge that there are major distribution challenges to be faced, and the possibility of further changes to dates to come.

Additionally, the WPN is rolling out a new LGS Relief Initiative. They have launched a reprint of the Mystery Booster set and are sending an allocation of it at no charge to each WPN member store. There are more details to come. They are also lifting restrictions around organizers taking admission fees for events ran on Magic Arena. WPN member stores will now be allowed to organize and run Arena events with an entry cost of up to $10 per tournament.

TCGplayer

Chedy Hampson, CEO of TCGplayer, released a letter the morning of March 26th announcing that they are temporarily pausing TCGplayer Direct effective through at least March 26th at 1pm ET through April 17th at 9am ET. They are continuing to leave the marketplace open. They are also taking steps to help ensure that their fulfillment workers who are unable to work remotely remain on health insurance for at least the next three weeks.

Channel Fireball

ChannelFireball’s website states that their warehouse is temporarily closed due to the pandemic and any orders placed right now will not ship until they re-open. They are still accepting buylists until April 1st but are currently only offering payment in Store Credit. On April 1st they will be putting the buylist on hold until they are able to resume normal operations. During March they are offering 35% bonus on said store credit as well as various giveaways.

ChannelFireball has also chosen to cancel all in-person MagicFests through at least the end of June.

Star City Games

The last COVID-19 announcement posted by Star City Games was on March 16th announcing the cancellation of SCG Atlanta, Worcester, and Cincinnati. There are no other notices concerning orders or buylists on their website at this time.

Card Kingdom

Card Kingdom posted on the 25th that they are “temporarily pausing fulfillment operations at our warehouse for the next two weeks starting tomorrow, Thursday the 26th” for the safety of their staff who cannot work from home and in accordance with Washington State’s Stay Home executive order. They are shipping any orders that were placed before March 25th before 2 pm PDT. There is no in-store pick up available. Any orders placed after 2 pm on the 25th will be shipped upon their return to the warehouse, which is currently expected to happen on April 9, 2020.

Currently, their buylist department is continuing to operate. “The only difference will be slightly longer receiving times due to potential shipping delays and our temporary 72-hour quarantine of incoming packages.” Card Kingdom is predicting a processing time of 3-5 days after the packages are marked received, but stress that shipping times might be delayed depending on various pandemic-related factors. There are non-buylist drop-offs happening at their stores, which are currently closed due to Stay at Home orders.

Mage Market

As of March 29th, Mage Market is shutting down all operations for magemarket.com. They believe “the right thing to do is to announce a controlled shutdown of operations and use the little money left to pay all employees extended severances and help everyone to find a new job opportunity.” They are keeping Magemarket.com and its mobile apps available until at least April 30th and will be fully destroying all customer data after six months.

Miniature Market

According to a notice on their website, Miniature Market is “temporarily suspending new Buy Back submissions as a precautionary measure to prevent the spread of COVID-19. If you already have an open Buy Back invoice in our system you can still mail it in. We will be processing/paying our pending Buy Back queue as normal as packages arrive. We apologize for the inconvenience and we will post an update when we resume our regular Buy Back functionality at a future date.” They have also closed their retail store, but are currently continuing online operations with the exception of their Buy Back program.

ABU Games

ABU Games has temporarily closed its retail store in accordance with Idaho’s Stay at Home order. There was briefly a banner on the site on the 25th stating to expect shipping delays, which has since been taken down. It is currently unclear how their shipping and buylist departments will be operating during the pandemic.

March ’20 Brew Report: Bobbing for Brews

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Stuck at home? No better time to play Magic Online! At least, that's what a lot of great minds are thinking alike. Today, we'll see what can come of such a think tank!

Midrange, in Black

Black, you say? Why, that's the defining color of midrange! And for much of Modern's history, you may have been right. But in 2020, Simic-based midrange decks have taken over as the midrange flavors of choice. Tarmogoyf is as potent as ever in such shells, but it's Uro, Titan of Nature's Wrath that has realigned the midrange paradigm so severely. It has seemed for the last couple months like the only black midrange deck in Modern was Jund, with Bant, Simic, and Temur decks claiming most of the archetype's results.

So yeah, I'm personally a little excited to see Inquisition of Kozilek again!

Sultai Delirium, EXOTICHERMAN (5-0)

Creatures

4 Grim Flayer
4 Tarmogoyf
4 Uro, Titan of Nature's Wrath
1 Scavenging Ooze

Artifacts

4 Mishra's Bauble

Planeswalkers

3 Liliana of the Veil

Instants

2 Abrupt Decay
1 Assassin's Trophy
4 Fatal Push
2 Stubborn Denial

Sorceries

4 Inquisition of Kozilek
2 Thoughtseize
3 Traverse the Ulvenwald

Lands

1 Blooming Marsh
1 Botanical Sanctum
1 Breeding Pool
2 Darkslick Shores
2 Forest
1 Island
2 Misty Rainforest
1 Nurturing Peatland
2 Overgrown Tomb
3 Polluted Delta
1 Swamp
4 Verdant Catacombs
1 Watery Grave

Sideboard

1 Assassin's Trophy
2 Ashiok, Dream Render
2 Choke
2 Collective Brutality
1 Collector Ouphe
2 Disdainful Stroke
2 Nihil Spellbomb
1 Plague Engineer
2 Veil of Summer

Sultai Delirium proposes the best of both worlds, splicing the Simic Uro core into the age-old BGx shell. Traverse the Ulvenwald ensures that Uro hits when it's supposed to, all while functionally doubling up on heavy-hitters like Goyf and Flayer and providing surgical access to Scavenging Ooze, Collector Ouphe, and Plague Engineer during a match.

Inquisition, Thoughtseize, and Denial keep the crippling Rest in Peace from resolving while answering whatever opponents might be bringing to the fray, and are joined by Brutality and Stroke post-siding for additional off-board disruption.

Another interesting tech is Choke, which might steal an edge in the Uro mirror; these rely on Snow-Covered Island, whereas Sultai Delirium is content to draw blue from fastlands. Still, Choke isn't a totally free include. Since Uro decks tend to run Arcum's Astrolabe, the enchantment's role is more to slow an opponent's mana development than to cut them off a color permanently.

Potential mirror applications aside, Choke is especially great against Tronless big-mana builds of all flavors, which have universally adopted Dryad of the Ilysian Grove—that's with or without Primeval Titan, Amulet of Vigor, or Scapeshift. Choke makes it so players controlling a Dryad can never untap their lands!

Notably absent are two cards almost always seen alongside Uro in contemporary midrange shells: Ice-Fang Coatl and Arcum's Astrolabe. The omission of this "snow package" bodes well for Uro's applications outside of the decks we've seen it helm the most; we've already seen Sultai Delirium place in a Modern Preliminary since its initial 5-0 showing.

Rakdos Unearth, SOIMBA_AIRWAVE (5-0)

Creatures

4 Rotting Regisaur
4 Seasoned Pyromancer
3 Lightning Skelemental
3 Dark Confidant
3 Kroxa, Titan of Death's Hunger

Artifacts

3 Mishra's Bauble

Instants

2 Fatal Push
4 Lightning Bolt

Sorceries

2 Collective Brutality
4 Inquisition of Kozilek
2 Thoughtseize
4 Unearth

Lands

3 Arid Mesa
4 Blackcleave Cliffs
3 Blood Crypt
4 Bloodstained Mire
3 Marsh Flats
2 Mountain
1 Sunbaked Canyon
2 Swamp

Sideboard

1 Boil
1 Dreadbore
2 Fulminator Mage
1 Kolaghan's Command
2 Liliana of the Veil
2 Magus of the Moon
2 Nihil Spellbomb
1 Plague Engineer
2 Rakdos Charm
1 Vampiric Link

Rakdos Unearth makes a case for midrange without Uro. Its secret? Splashy synergies! We saw Unearth decks explode onto the scene post-Modern Horizons, but they were more or less abandoned as better graveyard decks like Hogaak and Dredge took center stage.

Here, SOIMBA_AIRWAVE fully invests in two of the sorcery's most potent targets, Seasoned Pyromancer and Rotting Regisaur. The former digs through the deck and dumps other targets, while Regisaur applies a ton of ground pressure and also helps put creatures into the graveyard. Collective Brutality helps get the party started without Faithless Looting here to turbo-charge the engine (and buff other decks enough that Unearth isn't even viable in the first place).

Other players are Dark Confidant, a way to overwhelm the durdly Bant decks lacking Lightning Bolt or Fatal Push, and Kroxa, Titan of Death's Hunger, another piece borrowed from Jund to hassle midrange. Then there's Boil in the side, a Choke analogue that beats up on Uro and Titan decks alike.

In Good Company

Okay, so we can't have people over. At least we've got Collected Company to simulate the experience.

Company Humans, THEGAMEROOMPRO (5-0)

Creatures

4 Charming Prince
4 Dark Confidant
4 Eternal Witness
4 Kessig Malcontents
4 Noble Hierarch
4 Phantasmal Image
4 Seasoned Pyromancer
4 Thalia's Lieutenant

Artifacts

4 Aether Vial

Instants

4 Collected Company

Lands

2 Aether Hub
4 Cavern of Souls
2 Forest
4 Mana Confluence
4 Reflecting Pool
4 Unclaimed Territory

Sideboard

2 Anafenza, the Foremost
1 Kambal, Consul of Allocation
2 Knight of Autumn
4 Magus of the Moon
2 Phyrexian Revoker
4 Reflector Mage

Company Humans boasts no infinite combos or mana-ramp shenanigans. It's good, clean, Aether Vial-powered fun, making use of Company to cheat in perfectly fair creatures like damage-dealing 3/2's. Look me in the eye and tell me you've never had a great time casting any of these creatures!

Collected Coralhelm, LOLLYGAGGER12 (5-0)

Creatures

4 Knight of the Reliquary
2 Aven Mindcensor
3 Birds of Paradise
4 Courser of Kruphix
3 Dryad of the Ilysian Grove
3 Hushbringer
4 Noble Hierarch
1 Qasali Pridemage
3 Ramunap Excavator
2 Tireless Tracker

Enchantments

1 Retreat to Coralhelm

Instants

4 Collected Company
3 Path to Exile

Lands

1 Blast Zone
1 Bojuka Bog
1 Breeding Pool
1 Canopy Vista
1 Field of the Dead
2 Forest
1 Gavony Township
1 Ghost Quarter
1 Horizon Canopy
1 Kessig Wolf Run
1 Plains
1 Radiant Fountain
1 Snow-Covered Forest
1 Snow-Covered Plains
1 Stomping Ground
1 Temple Garden
1 Valakut, the Molten Pinnacle
4 Windswept Heath
1 Wooded Foothills

Sideboard

1 Collector Ouphe
1 Damping Sphere
1 Eidolon of Rhetoric
1 Leyline of Sanctity
2 Leyline of the Void
1 Pithing Needle
1 Prowling Serpopard
1 Settle the Wreckage
1 Spellskite
1 Stony Silence
1 Torpor Orb
1 Veil of Summer
1 Weather the Storm
1 Worship

This take on Collected Coralhelm runs Dryad of the Ilysian Grove itself, acknowledging the card's potency alongside the old Knight of the Reliquary and Retreat to Coralhelm combo. The interaction also works fairly, dealing lethal over a matter of turns, but the enchantment accelerates the process. Of note, Dryad can't be found with Company, making this build seem somewhat clunky.

The Dregs

Before we go, I'd like to touch on a few more decks showcasing that restrictions really do breed creativity.

Vial Goblins, THEHYDRA (5-0)

Creatures

3 Grumgully, the Generous
2 Dragon's Herald
1 Goblin Chieftain
1 Goblin Cratermaker
4 Goblin Matron
4 Goblin Ringleader
1 Hellkite Overlord
3 Munitions Expert
1 Murderous Redcap
1 Pashalik Mons
4 Putrid Goblin
4 Skirk Prospector
2 Sling-Gang Lieutenant
3 Vexing Shusher

Artifacts

4 Aether Vial

Lands

3 Arid Mesa
4 Auntie's Hovel
2 Blood Crypt
4 Bloodstained Mire
4 Cavern of Souls
3 Mountain
2 Stomping Ground

Sideboard

2 Goblin Cratermaker
1 Munitions Expert
2 Chalice of the Void
2 Damping Sphere
1 Earwig Squad
1 Goblin Chainwhirler
1 Goblin Trashmaster
2 Icon of Ancestry
3 Leyline of the Void

If you had to re-read a bunch of those Goblins, you're not alone. Vial Goblins ports an outdated Legacy deck to Modern in a seriously unconventional way. Between Grumgully, Shusher, Sling-Gang, Expert, and more, Vial Goblins features plenty of black and green creatures. Enough, it turns out, to support Dragon's Herald.

Herald gives the deck a combo dimension previously lacking from beatdown builds of Goblins. I imagine the very threat of having an 8/8 appear out of nowhere will keep opponents on their toes enough to prioritize removing Herald over other creatures, making the creature similar to another heavily played removal-magnet, Giver of Runes. That Herald is an on-tribe one-drop that benefits from everything else happening in the deck is also huge for its playability; imagine how nuts it would be in those decks if Giver was a Merfolk or a Human.

It's nonetheless interesting that THEHYDRA didn't fully invest in Herald, opting to only run 2 copies despite apparently stocking the deck with black and green creatures to make it menacing. I imagine the other creature slots had to be pulling more weight individually, and there was only room for a pair of Heralds in the final build. Which of course begs the question... is Herald worth it?

Superfriends, ASPIRINGSPIKE (5-0)

Creatures

4 Arbor Elf
2 Birds of Paradise
4 Simian Spirit Guide

Planeswalkers

2 Ashiok, Dream Render
3 Dovin, Hand of Control
2 Jace, the Mind Sculptor
4 Karn, the Great Creator
2 Narset, Parter of Veils
4 Teferi, Time Raveler
1 Vraska, Golgari Queen
3 Wrenn and Six

Enchantments

4 Oath of Nissa
4 Utopia Sprawl

Lands

2 Breeding Pool
4 Forest
4 Interplanar Beacon
4 Misty Rainforest
1 Overgrown Tomb
1 Stomping Ground
1 Temple Garden
4 Windswept Heath

Sideboard

1 Chalice of the Void
1 Damping Sphere
3 Ensnaring Bridge
1 God-Pharaoh's Statue
1 Grafdigger's Cage
1 Heart of Kiran
1 Knowledge Pool
1 Liquimetal Coating
1 Pithing Needle
1 Teferi's Puzzle Box
1 Tormod's Crypt
1 Torpor Orb
1 Wurmcoil Engine

Next up is Superfriends, a deck that has traditionally been very slow and needed to dip into more creatures to hold its own. Naturally, then, it hasn't seen much play in Modern. But with the arrival of many cheap planeswalkers, the "pure" strategy is perhaps viable for the first time.

My favorite thing about this deck is that Oath of Nissa becomes Ponder-plus, including both halves of the card (the selection and the shuffle) and only missing Utopia Sprawl (not that players would be likely to choose that one anyway). I experimented with Oath as a pseudo-Ponder before, but was left underwhelmed; Superfriends, though, seems like its perfect home!

Temur Breach, GERSCHI (5-0)

Creatures

4 Emrakul, the Aeons Torn
4 Ice-Fang Coatl
1 Snapcaster Mage
2 Uro, Titan of Nature's Wrath

Artifacts

4 Arcum's Astrolabe

Enchantments

2 Blood Moon

Instants

2 Archmage's Charm
3 Cryptic Command
2 Force of Negation
4 Remand
4 Skred
4 Through the Breach

Lands

2 Breeding Pool
2 Flooded Strand
4 Misty Rainforest
2 Mystic Sanctuary
4 Scalding Tarn
1 Snow-Covered Forest
6 Snow-Covered Island
1 Snow-Covered Mountain
2 Steam Vents

Sideboard

1 Snapcaster Mage
1 Blood Moon
2 Abrade
2 Aether Gust
2 Anger of the Gods
2 Mystical Dispute
2 Surgical Extraction
2 Veil of Summer
1 Weather the Storm

Last up is Temur Breach, or Not Another Simic Uro Deck. It's another one, alright, but not your grandma's—rather than go all-in on the beatdown plan by backing up Uro with Goyf, or swinging full control with more removal and permission, Temur Breach leans combo, including the Breach-Emrakul pairing that has supported so many Blue Moon decks. This build comes to us from Immanuel Gerschenson, a Temur aficionado so enamored by the wedge as to have won GP "Treasure Cruise" Madrid with a set of Tarmogoyfs.

The strategy seems to work given its multiple placings, and even UR Breach is showing up—with a full set of Brazen Borrower!

The Brews Before the Storm

That does it for May's brews. As we now enter a month of full pandemic lockdown for many countries, we're bound to see even wilder strategies show up on Magic Online. I'll see you on the other side!

Navigating Vendor Shut-Downs

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We’re moving into week three of the COVID-19 pandemic, and it is wreaking havoc throughout the country. Jobless claims were in the low 200,000’s for weeks; then, last week, the number jumped to 3.28 million (that’s 3,280,000)! The highest level ever by a gigantic margin.

Reverberations of the impact will be felt in every industry. In response, politicians passed a $2 trillion relief bill in an effort to help Americans through this tumultuous time (that number is more intimidating when you write it out: $2,000,000,000,000).

The goal of this week’s article isn’t to comment on the political happenings in Washington. Nor is it to dwell on the disease and its impacts on the economy as a whole. Instead, because this is a Magic website, this week’s article will examine how large Magic vendors are being impacted. How are vendors responding to recent shut-downs? Are there any major online retailers still doing business? These are the questions I’ll be answering this week!

The Impact of the Lockdown

As a safety measure, many states are shutting down non-essential businesses in an attempt to enforce a level of social distancing. I live in Ohio, which is one of the states taking this measure.

Some of the country’s largest online Magic vendors are in states that have also declared a stay-at-home order.

Card Kingdom is in Washington, and is temporarily pausing fulfillment operations at their warehouse. Orders placed from their site will now have to wait until at least April 9th, 2020 for shipment. They’re still operating their buylist, but I wonder how long they can afford to take cards in and not ship any out?

Another impacted vendor is ABU Games, located in Boise, Idaho. Idaho also recently issued a stay-at-home order, and ABU Games’ operation suddenly became disrupted. They posted the below image to their Facebook page:

ABU Games had posted the image above to their website’s homepage as well, but within 24 hours it was gone. The Facebook page adds that they will try to operate to the extent they can, and will try to fill orders where possible. I’m not exactly sure how they’ll manage, but I can confirm that they graded my recent trade-in order just before the shutdown. I used the credit to purchase a Beta Icy Manipulator and they shipped the card the next day. So at least someone is still trying to maintain a flow of operations during this lockdown period.

There was an error retrieving a chart for Icy Manipulator

California is a state where COVID-19 hit harder, so it also issued a stay-at-home order. That means California-based ChannelFireball has also been forced to suspend warehouse operations. Their homepage explains their warehouse is temporarily closed, and orders will not ship until they re-open (but when will that be?). They’re still accepting buylists, but only paying in-store credit at the moment. They’re also offering store credit for sale in an attempt to drive at least some cash flow during this shutdown.

The state with the most cases in the country is currently New York. To keep everyone safe, TCGPlayer Direct has also been suspended to protect employees and family in Syracuse. The marketplace remains open, so individual sellers and small-scale operations can still sell cards on TCGPlayer. But pausing TCGPlayer Direct is a major hit to the website.

The last vendor I’ll mention is Face to Face Games, based in Toronto, Ontario, Canada. Their warehouse is also temporarily closed, and they optimistically predict their operations will resume on April 13th. They’re still accepting and processing buylist orders.

Who’s Still Open?

It’s interesting to read headlines from around the world, about countries that are locking down. Italy and France, for example, have decreed nation-wide, stay-at-home orders. In the United States, it appears that power is left to the discretion of the state-level leaders.

As a result, some Magic shops appear to be functioning as normal, at least for the time being. Perhaps the largest still-operational vendor is Star City Games, located in Roanoke, VA. That state still has no stay-at-home order, so Star City’s warehouse can still remain open for business. On top of selling on their website, they are also using the same playbook that ABU Games references, by selling tougher-to-move singles on eBay.

They appear to list their items as auctions with a higher starting bid. I assume if a card doesn’t sell, they re-list it with a lower price like ABU Games does. Though, I have noticed that SCG’s eBay listings appear to be cards in nicer condition, and their starting prices are more attractive. So maybe they sell most their cards on the first try. Keep an eye on these listings if you’re in the market for some collectible cards—you just may snag a great deal during this time of turmoil!

Speaking of ABU Games, I already mentioned how they’re in a state with a stay-at-home order. However, they are still doing some level of order fulfillment. They also are still listing cards on eBay, so someone has to pack the cards up to ship. I don’t think buyers on eBay would be as understanding if their purchases sat in a warehouse for weeks before shipping.

Another large vendor still in business is CoolStuffInc, headquartered in Florida. According to the map, some areas of Florida appear to have stay-at-home orders in place, but not the entire state. This could be why CoolStuffInc is still allowed to operate their warehouse. They don’t get Old School stock often, but when they do, their heavily played prices can be very attractive.

There are surely other major vendors still open for business that I’m overlooking. I tried to reference websites I most frequently visit; this was not meant as a slight to any vendor I overlooked. The intent here is to drive awareness of how businesses are navigating this environment.

Perhaps other shops such as 95MTG, Jupiter Games, Dave & Adam’s Card World, etc. are still in business (I know D&A is, I get emails from them constantly). It really does depend on where the vendors are located.

Sig’s Take

In this environment with weakening card prices, I remain a marginal net seller. I’m not looking to move any significant portion of my collection. Instead, I’m merely keeping an eye on the Old School Discord and letting a card go here or there if someone is actively looking for something I have.

So far, I haven’t made any purchases over the past couple weeks. It’s possible I will reverse course on this strategy in the near future, however. As I mentioned above, Star City Games and ABU Games are aggressively selling Old School cards on eBay. Eventually, as prices drift downward, there may be a deal or two that becomes too attractive to pass up.

My first inclination will be to shop for cards that I could flip to buylists for arbitrage. As buylists decay, however, this may not be a viable strategy. In that case, I’ll try to acquire cards that are selling for well-below recently sold listings using whatever data I can find. With any luck, I’ll be able to flip a couple buys for modest profit. Worst case, I’ll add some nice components to my collection to replace the ones I have been selling lately.

These would have been nice to pick up, for example. I’m sure there are many other situations where older cards are selling at underappreciated prices. I hope to take advantage of these deals while the opportunity is there.

Wrapping It Up

We’re living in unprecedented times. Jobless claims are at an all-time high, U.S. treasury yields are cratering, and stock market volatility is at historic levels. It’s impossible for the Magic card market to isolate itself from COVID-19.

I tried to summarize some of the dire measures taken out of necessity by many major vendors. Warehouses are closing across the country as leaders make state-wide stay-at-home decrees. Card Kingdom, TCGPlayer, ChannelFireball, and ABU Games have already been directly impacted. Other vendors are likely impacted in other ways in order to enforce social distancing.

For the vendors who are closed, the best thing you can do to show support is to make purchases from their site—either singles that won’t ship for a while or, better yet, gift certificates for future use. If you’d prefer to support vendors currently open and trying to weather this storm, look to Star City Games and CoolStuffInc as two decent options. eBay is also a great way to shop for deals; with some major vendors selling on the site, you can bid confidently knowing you’ll receive top-notch customer service.

That’s all I can offer at the moment. The last thing I’ll leave you with is an unrelated comment: I just recently started exploring online Magic play out of desperation for an at-home activity. This is a way to engage with the hobby while so many traditional means are currently unavailable. If you haven’t tried yet, I’d highly recommend it.

I’ve been using my laptop’s built-in camera to play casual Magic with a friend of mine who lives a few hours away. And, against all odds, I actually signed up for Arena. I’m still new to the game, but if anyone wants to battle feel free to send me a friend request: sigfig8#11478. Just go easy on me!

…

Sigbits

  • A few Dual Land buy prices on Card Kingdom’s hotlist have actually bounced a little bit. Underground Sea, for example, is back up to $265. Despite market weakness, I suspect well-priced Dual Lands are still fast-moving cards. These are truly some of the most liquid cards in the market.
  • Gaea's Cradle is also bouncing a little bit, now with a buy price of $220. I’ve seen talk about this card in the Quiet Speculation Discord recently. Some insiders think this card is a great pick-up on any market weakness, and I’m inclined to agree. Check out the Insider Discord for more discussion.
  • My speculation on Mystery Booster test print cards has not played out well thus far. Luckily, I managed to unload most of the copies I owned while these were still fresh and on top of everyone’s mind. I’m content to sit on the remaining test print cards in my collection, as they can still offer entertainment value. However, one test print card remains on the first page of Card Kingdom’s hotlist: Slivdrazi Monstrosity. It remains strong with a $50 buy price!

 

Online Only: MTGO Metagame

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*Sigh* Oh, Magic Online. It is only now, with paper Magic shut down, that I am forced to regularly use you. And remember that I love/hate you. The ability to pick up and play my preferred format anytime, and against anyone in the world, is a true joy. Having to navigate your stubbornly obtuse command schemes and a frequently salty playerbase is a nightmare. However, you are what I have to work with, so I will make due.

While paper Magic languishes under pandemic lockdown, the online world is thriving. Wizards even added another category of events called Super Qualifiers to keep up with surging demand. Which means that there's more valid (read: non-curated) data coming out of MTGO than we've seen in years. It's still not enough to build a robust and statistically useful data set, but the premier events are large enough that they are reasonable stand-ins for the paper events I have been working with.

There is one minor problem that nonetheless leaves a big asterisk over this data: repeat players. Given that MTGO is online and the entry fees are low, and considering that a lot of people are currently quarantined, there's an incentive for individuals to just grind events. When I was going through events, I saw a decent number of result that were from the same gamer handles on the same deck, which inflates the numbers. Perspective dictates whether the results are then any less valid, but this scenario does happen more frequently online.

3/14 MTGO Challenge

As a result, I have data for the week running from March 14 to March 21. Or at least, I have all the data from the results that had been posted when I started this article. It's always possible that I've missed something or another event has been posted since I started working; Wizards can be weird about posting decklists. I'll be going through them in (roughly) chronological order, beginning with the Modern Challenge's Top 32.

Deck NameTotal #
Bant Snow Control4
Mono Red Prowess4
Bant Snowblade2
Eldrazi and Taxes2
Mono Green Tron2
Izzet Control2
Dredge2
Jund1
Amulet Titan1
Simic Urza1
Eldrazi Tron1
Niv to Light1
Temur Urza1
Humans1
UW Control1
Mono Blue Tron1
Heliod Company1
UW Stoneblade1
4c Snow Control1
Infect1
The Rock1

As there haven't been paper events since the banning, I'm regarding the metagame as a blank slate. Once Upon a Time saw widespread play, and though it wasn't critical to anything, did change the format enough that I don't think the previously defined metagame is valid anymore. I will be using that Titan/Prowess-pillared format as the baseline against which to compare the new data.

With that in mind, the format has definitely changed. There is only a single Amulet deck, which is very down even by the standards of non-SCG events. In its place, Tron appears to be rising. Tron had been down from its usual place during the past few months, though I'm not sure why. I suspect that Amulet was a tricky matchup, but I never heard anyone discuss it nor did I personally see how it played out. Prowess is still holding on to a top slot, though it's not running away with them, unlike previous results.

Instead, Prowess is level with Bant Snow Control. However, I could have really lumped Snow Control in with Bant Snowblade. Both decks are built on the same core of Arcum's Astrolabe, Uro, Titan of Nature's Wrath, Ice-Fang Coatl, and countermagic. The difference is the number of counters and the support cards. Bant Snow is finally coming into its own in this event, marking a trend to watch.

There are no Company combo decks in the Challenge, though that isn't surprising. Collected Company decks are rarely well-represented online because there's no way to shortcut the combo and truly go infinite. Besides, Company combos have a lot of moving pieces. This means lots of opportunities to mis-click or time-out, so their online presence is suppressed. Their actual metagame place therefore remains unclear.

3/15 MTGO PTQ

Next up is the MTGO PTQ. A PTQ is a PTQ, so I'm assuming that it is similar population-wise to the paper PTQs I'm familiar with. In other words, this is likely to be the most competitive event, and therefore most indicative of the metagame. It was also eight rounds, yielding a relatively large population for a very random sample. Once again, Wizards released the Top 32.

Deck NameTotal #
Bant Snow Control3
Eldarzi Tron2
Temur Urza1
Dredge1
Mono Green Tron1
Jund1
Humans1
Dredge1
Izzet Delver1
BR Unearth1
4c Snow Control1
UW Urza1
Jeskai Whirza1

Bant Snow Control is the top deck again, but not by much. Eldrazi Tron is a close second. I've always wondered about E-Tron's online popularity, as it never does that well in paper; cost and deck loyalty are frequent explanations, but that doesn't stop paper players from switching decks. Certainly, I don't see anything indicating E-Tron is suddenly better-positioned to explain its numbers. Of course, this may simply be par for the course, since I don't track online results typically.

The more interesting results are the non-results. Neither Amulet Titan nor Prowess appear in this data. Amulet's absence isn't very surprising to me, but Prowess actually had legs and results in the previous meta. The fact that it isn't in this data is something of a mystery.

Snow may be the most-represented archetype, but not by enough for Uro's lifegain to be holding Prowess at bay. Also, even if Uro is a problem for Prowess, Bant has so little removal that the matchup shouldn't be unwinnable for red. The overall Top 32 is not particularly hostile either. I was led to believe that Prowess was popular online because it's cheap, too, so this is another result to watch.

A Plethora of Prelims

The next category is the preliminaries. There were five reported in the surveyed period, here lumped together for convenience. There should be more, as the schedule said there's one per day. However, I didn't see them when I looked for the results. It should also be noted that these are the events with more repeat players and decks. However, this is the best survey I have of where competitive players' heads were over the course of the week.

Deck NameTotal #
Eldrazi Tron10
Mono Green Tron10
Temur Urza9
Bant Snow Control8
Jund8
Amulet Titan6
Mono Red Prowess5
Humans4
Dredge3
Bant Scapeshift3
5c Niv to Light2
Titanshift2
Bant Snowblade2
Ad Nauseam2
Gifts Storm2
UW Whirza2
Amuletless Titan1
Ponza1
Dimir Whirza1
RG Zoo1
Bogles1
Blue Moon1
Restore Balance1
Jeskai Whirza1
Golos Tron1
As Foretold1
4c Kiki Chord1
4c Underworld Breach1
Simic Urza1
Infect1
Temur Snow Midrange1
Grixis Shadow1
Burn1
UG Titan1
RB Unearth1
Izzet Control1
Shadow Zoo1

In a twist from the previous results, Snow Control is not the top deck. It's actually tied for fourth with Jund. Instead, the two Tron variants tie for first. Normal Tron has been good for so long that its position is not particularly surprising. In a shifting metagame, it makes sense that a powerful standby would do well. The same might be said for E-Tron, but I would dispute that in light of generally only ever being as good as Chalice of the Void is at a given time. I'm not seeing anything in the data to indicate that is true. I could be under-appreciating the simple power of big, under-costed creatures, but if that was enough, why hasn't the deck sustained a presence since 2017? Yet another thing to watch!

Temur Urza is in third, and this is the sort of deck I was worried about when Mox Opal was banned. Prior to the banning, the essential core of Urza lists—Whir of Invention or no—had nothing to do with Opal. Rather, they utilized Urza and Emry as artifact value engines. The card advantage engines were the problem more than the speed of the deck, and banning Opal didn't affect that at all. Now, Urza lists are just leaning on that value aspect, adding in Uro because frankly, why not? There are few decks that fill their graveyards like Urza decks do now.

Amulet Titan and Prowess had reasonable showings in these events, but nothing indicating that last month they were the presumptive best decks. I think it fair to say they've been knocked off their pedestals.

3/21 Super Qualifier

The final event is the newest one, and I don't just mean chronologically. Super Qualifiers are something new that Wizards has added to make up for the cancelled paper qualifiers. The main difference, as far as I can tell, is that there's an additional qualification for second place. In any case, it's another highly competitive event that released a Top 32.

Deck NameTotal #
Humans3
Amulet Titan3
Bant Snow Control3
Mono-Red Prowess3
Eldarzi Tron3
Dredge2
Burn2
Mono Green Tron2
Titanshift2
Temur Turns1
Temur Superfriends1
Jund1
Temur Urza1
Dimir Whirza1
Jeskai Snow Control1
Infect1
Ponza1
BR Unearth1

In a twist, no one deck stands out from the pack. There's a very even metagame, which Humans won, with a five-way tie for first.

Humans has been present in all the data I've looked at over the past few months, but it's never stood out. I was never sure why, as there have been a lot of decks vulnerable to Meddling Mage. Oko was hard, but not unbeatable, and Amulet had severely cut its removal. I suppose that the influx of Jund may be to blame, but Jund hasn't been doing much better than Humans. I suppose it's just fallen out of favor.

There are a surprising number of rogue decks in this event; more than in previous single events. That they're not all exploiting the same cards and interactions is a signal of format health. When any deck can enter an event and do well, it indicates that the power of the format is relatively even and there's room to metagame, explore, and thrive. Hopefully the data continues to reflect this openness.

Metagame in Aggregate

Taking all these events together, there are a few trends that stand out. The first is that there is not a clear front-runner. Bant Snow and variants thereof are doing very well overall. However, they're not doing much better than any other deck. At the beginning of the week, Bant Snow was the most successful deck. However, as the week rolled on, that narrative faltered. Snow did well in the preliminaries and the Super Qualifier, but proved middle-of-the-pack in the former and just part of the crowd in the latter. There's power in the new deck, but nothing yet indicating that it's anything special.

However, there is a clear trend towards midrange decks. There's only a few combo decks in the entirety of these results, and aggro is clearly slacking relative to slower decks. The lack of aggro may be a holdover from the previous meta, where Prowess pushed a lot of other decks out. However, the rise of Jund and Bant Snow is making life harder for aggro. I believe that this can be overcome with strategic adaptation and better sideboarding, but we will need to see how things develop. As for combo, there may be bias against certain ones on MTGO, as previously mentioned, but Breach Station was touted as the new menace and it's not particularly hard to play online. I think evidence is mounting that it's just not as good as advertised.

An Issue of Uro

The Bant core has gained ground, and the usual suspects are moaning already. I can appreciate some of the complaints, as Arcum's Astrolabe has a far lower opportunity cost than I expected and as a result is a bit too good at its job. Whether it's too good for Modern is another story. Again, the evidence for snow being good is there, but it's not noticeably better than anything else. Now, I've mentioned that Uro is unexpectedly good. I'd even give Uro credit for making the UGx decks competitors. Coatl is a good card, but it's not enough to win the game. Uro's body is another story, especially when coupled with recursive value. This naturally is drawing ire.

In a general sense, I think that UGx deserves a chance to be a deck in Modern for a while. Midrange decks not only being good, but not being Jund, is pretty rare in Modern. Long-suffering Simic enthusiasts have earned their day. Uro has proven to be above the curve, but again, I don't think that's the whole story. I keep banging on this point, but Uro does nothing against graveyard hate. And when sampling decks, there's a general lack of hate.

The decks that do have hate tend to have a reasonable amount, but not every deck is ready. Jund decks are running lots of hate in the sideboard, but they've cut on maindeck Scavenging Ooze. As a result, they're struggling more in Game 1 than they should against all the graveyard decks. I think a lot of the resentment for Uro is misplaced. Players aren't angry at Uro so much as frustrated that Modern still requires a lot of graveyard hate.

Still in Transition

That said, this is just the first look I've gotten at the overall metagame. One data point, even one built over the course of a week, is not defining. If the trends continue during my next look, that will be a clear argument about the metagame. However, we just have to wait and see.

Coronavirus, Cancellations, and You

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As everyone reading this right now is probably aware, COVID-19 is disrupting just about the entire world’s usual way of life. Magic: The Gathering is no exception. Wizards Play Network updated its website on May 23rd to announce that In-Store Play is officially “suspended in North America, Europe, and LATAM until at least May 10th.” While this is obviously a necessary safety precaution, times are about to get much tougher for physical players, local game stores, and independent MTG sellers all over the world. Let’s take a look at all of the changes mentioned in their article and talk about their potential financial implications around the hobby.

There was an error retrieving a chart for Winds of Change

The Latest Updates

The biggest news with Monday’s update is the official suspension of all In-Store Play for North America, Europe, and LATAM until at least May. Ikoria events too, with the exception of their new At-Home Prerelease events (they also mention that there’s a potential for the Ikoria prerelease to be postponed.) All existing events scheduled in these regions have been canceled and event scheduling has been removed from the Wizards Event Reporter.

Wizards is asking all WPN stores to encourage their players to partake in remote play opportunities and they are trying to help players stay connected by partnering with Discord to make a template to help stores create community hubs. You can read more about their initiative in the WPN article, “Keeping Communities Close Through the Pandemic: A 1st Step”. They’re taking numerous steps to try and help keep communities together, allowing stores to simulate Friday Night Magic events from home and give out exclusive arena awards. Wizards is even going to attempt an online-only, Arena-based, Magicfest!

There was an error retrieving a chart for New Frontiers

LGS and Seller Impact

Still, I don’t see any way that this isn’t a huge blow for any LGS in the affected areas. I know in my home state of Idaho, our LGS are already feeling the impact due to the ever-evolving restrictions on gatherings being put out by our city officials. Most of the shops near me have completely removed their play areas, stopped taking buylists, and have been implementing different kinds of curbside delivery options for customers who are seeking out product to keep themselves and their families entertained amid their social distancing and quarantines.

Friday Night Magic and other weekly tournaments are one of the biggest draws of customers to most local game stores, and not being able to schedule any official events (not that many cities here would allow them at this point anyway) is going to be a huge blow to their customer traffic, even in places where their local government isn’t severely limiting the number of people who can gather in one place.

Online sellers are also starting to feel impacts, at least in the US. With a large percentage of people all of a sudden unable to work and having to worry about necessities instead of Magic, sales are naturally going to drop. I recently started a TCGPlayer store to move some of my excess collection not long before the pandemic really gained traction. I was making sales every day and even managed to work myself up to being a Level 4 seller! But recently sales have completely dropped for me, and I’ve been hearing the same from friends of mine who also do a lot of singles sales online.

I can definitely see this being slightly less of an issue for non-US based sellers, but the fact that there’s a lot less money being put into the secondary market is a rough prospect for many.

There was an error retrieving a chart for Impact Resonance

What About The Players?

Not only are LGS’s and online sellers taking huge hits, but COVID-19 is also causing all kinds of misery for Magic players all over the globe. Dealing with the real-world fallout of the pandemic is tough enough, having to worry about your hobby and the investments you have tied up in it on top of all of that is a nightmare for a lot of us. What can we do to help leverage the value of our investments and still keep in contact with a community that is, for a lot of us, an essential part of our social and mental well being? I know a large part of our reader base might not fall into the areas specifically shut down by Wizards on Monday, but the effects of the shutdowns will be felt at least a little bit in all aspects of the hobby.

Now is probably not a great time to have to be selling your cards, but a lot of us (me included) are going to have to part with some of it in order to keep up with our everyday expenses. There’s no shame in needing to part with an investment in times of trouble, but you can try your best to keep on top of pricing trends and not lose a ton of money on the pieces of cardboard you decide to move. Using our Trader Tools is a great way to keep your finger on the pulse of the market!

What about the players who are looking to take advantage of potential price downturns to add to their collections and investments during this time? Well, now is a great time to look for good deals and also help out people in your community who might be struggling. I am in no way endorsing trying to take advantage of people, but I know at least in my community there are a lot of players who would be super grateful to be able to sell their cards to someone local. Keep an eye on the prices of things you’re looking to move into and be sure to reach out to your community and buy there if you can!

Being separated from your local playgroups as a paper player is going to be tough, but there are lots of ways to stay connected, like playing via webcam and chat programs! Of course, there’s also MTGO and Arena, which are great alternatives! Arena especially is going to be a great place to play, with Wizards adding more and more events for people who are stuck at home, and with their new At Home FNM initiatives and the online MagicFest!

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I, for one, am super grateful for the online Magic community right now and am especially excited to be joining the Quiet Speculation team as a writer. Playing Arena with my friends and losing myself on Magic Twitter instead of the news has been a wonderful and welcome respite. Feel free to hit me up on Twitter or Instagram (@MTGJoeD), because I suddenly have lots of time on my hands and would love to talk Magic! Take care of yourselves and look out for each other, I’ll see you next week!

Guess Who’s Back: Titan and Phoenix New Looks

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The more things change, the more they stay the same. Despite recent bannings, the targeted decks are rising up again, reinventing themselves in novel ways.

Axing Once Upon a Time from the format heralded an imminent paradigm shift for Amulet Titan, an enduring archetype that had redesigned itself around the free cantrip so drastically as to begin omitting its namesake artifact. Similarly, the Faithless Looting ban was thought to utterly antiquate UR Phoenix, a deck that dominated competitive Modern for months on end.

Variations of each deck are now cropping up online. Today, we'll examine the alterations and compromises they've made to stay in the game.

Landing on Both Feet

All the talk about Uro, Titan of Nature's Wrath shouldn't distract us from the reality of Primeval Titan, which is very much still a Magic card post-ban. Amulet Titan had transitioned from a land-combo game-ender to a land-toolbox value engine. Now, it's splitting into four distinct shells, with the pivotal card not Titan itself, but Dryad of the Ilysian Grove.

Value Titan, GLEICIANO (5-0)

Creatures

4 Arboreal Grazer
3 Dryad of the Ilysian Grove
3 Oracle of Mul Daya
4 Primeval Titan
4 Sakura-Tribe Elder

Instants

4 Summoner's Pact

Sorceries

4 Explore
2 Scapeshift

Lands

1 Bojuka Bog
4 Castle Garenbrig
1 Cavern of Souls
1 Cinder Glade
2 Field of the Dead
2 Forest
1 Misty Rainforest
2 Mountain
1 Radiant Fountain
2 Snow-Covered Forest
3 Snow-Covered Mountain
4 Stomping Ground
3 Valakut, the Molten Pinnacle
1 Vesuva
4 Wooded Foothills

Sideboard

2 Anger of the Gods
2 Beast Within
2 Force of Vigor
2 Fry
2 Obstinate Baloth
1 Reclamation Sage
4 Veil of Summer

Value Titan picks up where recent shells left off. Amulet is still absent. Instead of reinstating it, the deck makes use of Castle Garenbrig to ramp into early Titans; Dryad acts as a Pact-able Prismatic Omen and land deployer all in one.

Once Titan resolves, its triggered ability grabs a pair of Valakuts and gives the deck a turbo-charged Field of the Dead plan, in that it ignores any removal spells opponents might have on-hand for the Titan. Should Dryad also bite the dust, Field too makes an appearance here.

Amulet Titan, DIA83 (5-0)

Creatures

2 Azusa, Lost but Seeking
4 Dryad of the Ilysian Grove
4 Primeval Titan
4 Sakura-Tribe Scout

Artifacts

4 Amulet of Vigor

Instants

1 Pact of Negation
4 Summoner's Pact

Sorceries

4 Ancient Stirrings
2 Explore

Lands

1 Bojuka Bog
1 Breeding Pool
4 Castle Garenbrig
2 Cavern of Souls
1 Field of the Dead
2 Forest
1 Gemstone Mine
1 Ghost Quarter
1 Golgari Rot Farm
3 Gruul Turf
1 Hanweir Battlements
1 Radiant Fountain
4 Simic Growth Chamber
2 Snow-Covered Forest
2 Tolaria West
2 Valakut, the Molten Pinnacle
1 Vesuva
1 Wooded Foothills

Sideboard

3 Beast Within
3 Dismember
1 Engineered Explosives
1 Force of Vigor
1 Grafdigger's Cage
3 Mystical Dispute
1 Reclamation Sage
1 Tireless Tracker
1 Uro, Titan of Nature's Wrath

Now, here's a familiar face! Amulet Titan was a competent Modern deck even before Once Upon a Time was printed, and here returns to its roots while accommodating a few proven techs. First up is Dryad, of course, but then there's Castle and even Explore. The consistency provided by blue cantrips Sleight of Hand or Serum Visions, standbys in older builds, has been deemed unnecessary compared to the on-color utility of newer arrivals.

Simic Scapeshift, WOTC_ANDREWB (5-0

Creatures

4 Ice-Fang Coatl
4 Sakura-Tribe Elder
4 Dryad of the Ilysian Grove
2 Uro, Titan of Nature's Wrath

Instants

4 Archmage's Charm
4 Cryptic Command
4 Growth Spiral
2 Remand

Sorceries

3 Scapeshift

Enchantments

1 Prismatic Omen

Lands

2 Breeding Pool
1 Field of the Dead
1 Flooded Grove
1 Flooded Strand
4 Misty Rainforest
2 Mystic Sanctuary
1 Polluted Delta
4 Prismatic Vista
2 Snow-Covered Forest
6 Snow-Covered Island
4 Valakut, the Molten Pinnacle

Sideboard

3 Aether Gust
2 Dismember
2 Grafdigger's Cage
2 Mystical Dispute
2 Spell Snare
2 Tireless Tracker
2 Veil of Summer

In the olden days, Scapeshift was a Temur deck packed with interaction that aimed to suppress opponents long enough to make seven land drops and cast the sorcery for lethal Valakut damage. Simic Scapeshift, which has posted two results, mirrors that plan but does away with the red splash entirely, preserving only Valakut among red-producing lands. The reason? Blue-green happens to be a competent interactive combination for the first time since ever.

Ice-Fang Coatl and Uro, Titan of Nature's Wrath have carved out an undeniable niche as a midrange package, but they tend to be featured alongside Arcum's Astrolabe. Simic Scapeshift has no room for that kind of air, using its early-game to deploy tapped lands, cast Growth Spiral-style ramp effects, and interact with the stack. Uro pulls double-duty here as a ramp spell that also provides a fair Plan B, just as Tarmogoyf sometimes did for the deck's early iterations.

Bring to Light Scapeshift, SUNGJIN (4-1, Modern Preliminary #12106076)

Creatures

4 Sakura-Tribe Elder
2 Dryad of the Ilysian Grove
2 Uro, Titan of Nature's Wrath

Planeswalkers

1 Jace, the Mind Sculptor
2 Teferi, Time Raveler

Instants

3 Cryptic Command
4 Path to Exile
4 Remand

Sorceries

4 Bring to Light
2 Scapeshift
4 Search for Tomorrow
1 Supreme Verdict

Lands

2 Breeding Pool
1 Hallowed Fountain
4 Misty Rainforest
1 Mystic Sanctuary
2 Snow-Covered Forest
3 Snow-Covered Island
2 Snow-Covered Mountain
1 Snow-Covered Plains
4 Steam Vents
4 Stomping Ground
1 Temple Garden
2 Valakut, the Molten Pinnacle

Sideboard

2 Aether Gust
1 Anger of the Gods
1 Exhaustion
2 Force of Negation
1 Force of Vigor
2 Grafdigger's Cage
1 Mwonvuli Acid-Moss
2 Mystical Dispute
1 Timely Reinforcements
2 Veil of Summer

Bring to Light Scapeshift is another archetype we've had in Modern for a fair bit—specifically, since Bring was first released. But who are we to deny it the latest goodies for land and ramp decks? In go Uro and Dryad, as well as Mystic Sanctuary; the land can be fetched to put Scapeshift back on top of the deck for another combo attempt.

Passing With Flying Colors

Titan didn't have much time since the ban, but it's already bouncing back in a few ways. The same can't really be said of Arclight Phoenix, which went AWOL after losing Looting. Until now, that is; players are figuring out how to leverage their Looting replacements in a world unhindered by off-theme, off-color cantrips.

UR Phoenix, DRACONIC1 (3-2, Modern Preliminary #12110946

Creatures

4 Thing in the Ice
4 Arclight Phoenix
2 Merchant of the Vale
3 Ox of Agonas

Enchantments

1 Aria of Flame

Instants

2 Gut Shot
4 Izzet Charm
2 Lightning Axe
4 Lightning Bolt
4 Manamorphose
4 Opt
4 Thought Scour

Sorceries

4 Serum Visions

Lands

1 Fiery Islet
2 Flooded Strand
2 Island
2 Mountain
4 Scalding Tarn
4 Spirebluff Canal
3 Steam Vents

Sideboard

2 Aria of Flame
3 Abrade
2 Aether Gust
1 Ashiok, Dream Render
3 Blood Moon
1 Dismember
3 Mystical Dispute

We'll kick things off with the classic UR Phoenix. This deck has made some serious adjustments, adding Merchant of the Veil to support Izzet Charm in cheaply getting Phoenix from the deck to the hand to the graveyard.

Ox of Agonas also joins the deck's payoffs, equally serving as an enabler; players with enough mana can chain together a few cantrips and then escape Ox to discard any drawn Phoenixes and set up a big combat step. Because Ox is a threat in its own rite, Aria of Flame finds itself with just one copy in the main, although it remains an alluring sideboard plan for when opponents bring in Rest in Peace or Grafdigger's Cage.

Hollow Phoenix, CORONTHEMORON (5-0

Creatures

4 Flameblade Adept
3 Flamewake Phoenix
4 Hollow One
3 Ox of Agonas
4 Runaway Steam-Kin
4 Street Wraith

Enchantments

3 Underworld Breach

Instants

4 Lightning Bolt
2 Manamorphose
1 Pyretic Ritual

Sorceries

4 Burning Inquiry
4 Goblin Lore
1 Cathartic Reunion

Lands

2 Bloodstained Mire
2 Fiery Islet
2 Forgotten Cave
13 Mountain

Sideboard

4 Blood Moon
1 Boil
3 Dragon's Claw
1 Kozilek's Return
4 Leyline of the Void
1 Shadowspear
1 Shenanigans

Yet another blast from the past, Hollow Phoenix combines the Arclight package with the Hollow One package to generate tons of board pressure as quickly as possible. Faithless Looting once fueled both plans at once, making it the deck's de facto engine grease. Without it, some new packages have been implemented.

There's Ox of Agonas again, doing also for Hollow what it does for Arclight. Reason being it can be cast from the graveyard given an active Underworld Breach. In other words, ending a looting chain with Breach gives the deck Dredge-like levels of recursion, making it difficult for attrition decks to keep up without heavy-duty grave hate.

Hollow Hearld, PSBARO (5-0

Creatures

4 Storm Herald
4 Flameblade Adept
4 Flamewake Phoenix
4 Hollow One
3 Ox of Agonas
4 Street Wraith

Enchantments

4 Eldrazi Conscription

Instants

2 Lightning Axe
1 Lightning Bolt

Sorceries

4 Burning Inquiry
3 Cathartic Reunion
4 Goblin Lore

Lands

2 Forgotten Cave
11 Mountain
4 Scalding Tarn
2 Wooded Foothills

Sideboard

3 Lightning Bolt
2 Blood Moon
4 Dragon's Claw
1 Shenanigans
2 Shrine of Burning Rage
3 Tormod's Crypt

Adding another twist to the strategy, Hollow Herald employs Storm Herald to slap a looted-away Eldrazi Conscription onto an attacking creature. The plan is just as grave-reliant and far tougher to pull off (a timely removal spell ends the interaction decisively), but it's probably quite wild to witness!

As the World Turns

It appears that despite the craziness going on in the world around us, Modern's brewers are not a bunch to be outdone. Tune in next week for a closer look at some of the month's more under-the-radar strategies.

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