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Welcome back folks, and happy New Year!
Today I'm going to discuss a much-requested topic - Modern speculation targets.

As you can see, Modern has been recovering for quite a while now. Like all of Magic Online, prices in Modern took a dive with the release of the Open Beta of Magic Arena, and then as panic waned and players came back to Magic Online, prices have been recovering ever since.
What many might not know is that Magic Online finance is often cyclical, with Standard more popular in the fall and winter months and Modern more popular in the spring and summer months. The price index of Modern staples peaked in September at around $1,150 and dipped to $869 after the release of Throne of Eldraine. The calendar is starting to swing back and, as one would expect, Modern prices are beginning to climb again. The much-needed bans probably helped spur interest too!
So, now is a good time to invest into Modern. Players should consider buying the staples they want to play with, and investors should look to put in the capital now and sell in three to six months.
I. Modern Horizons
In the fall, I counseled against investing into Modern Horizons because we were told that cards from the set would begin to be included in treasure chests after the release of Eldraine. Only three cards from the set ended up being included, and only at low frequencies. Consequently, the set's overall value has trended upward in recent months, and we can expect that trend to continue. Below are some of the cards I expect to go up in value over the next several months.
1. Urza, Lord High Artificer

Wizards has made clear, for better or for worse, that it is willing to sacrifice busted format staples from Magic's past at the altar of new sets, especially new premium sets like Modern Horizons. Urza's value got cut in half when Mox Opal was banned, and undoubtedly it will take some time for players to create a new shell around him. As a mythic from a set with small supply, it won't take much for Urza to climb to $20, with as much as $30 to $35 possible. I like, too, that the floor on Urza is high (around $7 I'd say) due to Legacy and Commander demand.
EDIT: When composing this article, Urza was $9, and it has now spiked to $14. I still think it is a good (but no longer amazing) spec at $14. The card is just too powerful to not feature prominently in a top tier deck in Modern.
2. Waterlogged Grove & Silent Clearing


Sunbaked Canyon has climbed to $14. Nurturing Peatland and Fiery Islet have climbed to $10. Yet Waterlogged Grove and Silent Clearing are still stuck at $5.50 and $2.75 respectively. These lands are just too useful to not see more play, and undoubtedly will go up in value as more and more players turn their attention to Modern. Don't expect to triple your money on these, but I'd wager that they will both be 50% higher at some point during the spring or summer.
3. Hexdrinker

I considered discussing a few other cards in this slot, but as a powerful mythic that fits into a prominent archetype and can slot into several others, Hexdrinker gets the nod. I like that it is a relatively cheap buy, and as a mythic it has a high price ceiling. It saw a sizeable amount of play until Urza and Oko took the format over by storm. Now that the format has been reset by bannings, we should expect Hexdrinker to find more homes than it had in November and December.
For players, I would feel safe buying playsets of most Modern Horizons cards. The only card I might feel a bit queasy about is Wrenn and Six, mainly because it has nothing back to fall on outside of Modern playability and because it is so expensive. With that said, if you'd prefer to own it rather than rent it, it isn't in the treasure chests so there will be no external downward pressure exerted on it.
II. A Brand New Format!
1. Past in Flames

One of the best parts about overpowered metagame-hogging decks getting banned is that it frees up room in the meta for other decks to enter the top tier of competitive play again. Gifts Storm has already shown signs of life in tournament results this week, and that success has begun to be reflected in the price of Gifts staples, as Gifts Ungiven, Past in Flames, Remand, and Aryia of Flame have all increased in price.
While I got in at the absolute floor of $2.50, there's no shame at getting in at a low price of $3.25. As long as Modern is balanced with a healthy meta that ebbs and flows, there's no reason why Past in Flames won't reach $6 again. The other aforementioned pieces of this deck are also worth considering if you wish to diversify or focus on cheaper cards.
2. Aether Vial

Aether Vial is one of Modern's hallmark cards and one of several that separate Modern from Pioneer. Aether Vial stands to benefit from the ban of Mox Opal and Oko as decks like Humans can reemerge. Aether Vial is an attractive speculation as well because it has a history of reaching a ceiling during Modern season more than double the current price. For those scared that Pioneer will destroy Modern, that Aether Vial is starting to climb again should reassure you that Modern is still a format that players want to play.
In general, while the staples in Amulet Titan variants have spiked already, cards from other decks are still acquirable at prices that will likely go up. It is better to buy into Modern now than to wait until March or April to do so.
3. Light up the Stage

Investing into Modern is not just for those with a lot of capital! There are some cheap attractive options as well. As Red's most premium pure card draw spell, Light up the Stage is widely used in Pioneer and Modern. It's also sitting at $0.14, practically an all-time low. There are a lot out there, but fewer than you think since Ravnica Allegiances was not drafted much on MTGO. This feels like a $0.50 card to me even if it never sees Standard play, and I think it could spike higher. But at the very least, if you enjoy playing aggressive Red decks, now is a good time to pick up this staple.
IV. Signing Off
I've received a few questions about whether it is better to invest or speculate on certain days of the week. To date, I've not noticed card prices being higher or lower on the weekend contra during the week. At the very least I can say that demand is relatively stable, and I think it prudent to focus on other things when making buying and selling decisions. For formats as fluid as Pioneer and Modern, it could be prudent to study which cards broke out or over-performed on a given weekend (like Niv Mizzet, Reborn did recently).
Thanks for reading! As always, please leave your questions and comments either here or on Discord. Next week I'll be back with my Financial Power Rankings for the Theros Beyond Death mythics, so stay tuned for that!



However, Dryad is having an unexpected positive impact on the Humans matchup, and to some extent against midrange thanks simply to being an affordable 2/4. Dryad is a solid wall against Humans that nets some value when resolved. Humans can very narrowly goldfish Valakut since its kill speed is similar, so a persistent road block significantly alters the race. Meddling Mage can still be backbreaking, especially for this Bolt-less version, which means the sideboard is geared against Humans. Against UW decks, Dryad attacks planeswalkers and frequently slips through Jund's discard to put some pressure down or absorb an edict effect to protect Titan.
But Setessan Champion may deeply impact the archetype: it doesn't challenge any of the actual one-drop threats, but rather Kor Spiritdancer. Spiritdancer is the card that Bogles likes to cast but never actually enchant. Lacking hexproof, it's actually vulnerable to removal. The only times I've seen it enchanted is when Bogles has no Bogles, or when it's up against combo and needs to accelerate the kill. Spiritdancer is played because it draws cards as a cast trigger; Bogles usually has to mulligan aggressively to find a threat and some good auras, so that card advantage is essential.
However, the combo still mills a whole library. And it costs less than Ad Nauseam, even if it is spread out over two cards. As Dredge







Landing on Both Feet
The main reason for splashing at all is Once Upon a Time. Between this cantrip and Serum Powder, Eldrazi Stompy gains an unmatched capability to execute its Plan A, bringing the deck even closer to its Eye of Ugin-
Ancient Stirrings and Noble Hierarch are absent from the deck despite
One card I considered for the side was Veil of Summer, a tool against the Bx and Ux decks looking to grind us out. It's no secret I'm partial to the stick-a-threat-and-counter-spells playstyle, Veil is simply too at-odds with our consistent Plan A to be of much use in this deck, and Relic already hassles interactive opponents enough in the one-mana slot besides having many other applications. Still, it's nice to know we have access to Veil should a counterspell-heavy deck that does pose issues for us arise down the road.
off Once in a pinch.
The final change in this version is my total forsaking of Matter Reshaper. I've elected to relegate the grinding plan to the sideboard for Game 2, where it takes the form of a set of Relics. I think those will prove enough, at least as the metagame settles; we now have more anti-aggro tools with Abrade, and I find shaken-up metagames often default to aggro in their early stages. Reshaper, too, was appealing for role-compression purposes, but we may have those bases covered with Abrade; besides, Reshaper was always garbage against linear combo and other fast archetypes.
Of course, it's never tremendously impactful for its price, especially compared with Seer and Smasher; I can see going back to Reshaper if Fatal Push or Wild Nacatl decks start giving us trouble, but I'm not holding my breath.



The format as a whole wins, as gameplay and deck strategy should diversify. No longer will it be a
The largest individual winner is Stoneforge Mystic. Mystic hasn't yet had the chance to take off in Modern, and Oko tucked it further away. Fair cards with many possible homes take time to catch on,
Oddly, I think the biggest loser will be
The deck also enjoyed turning its mana dorks into actual threats. Also, Elking a friendly Spell Queller and then bouncing Queller with Jace or Teferi meant that the Quelled card would stay exiled forever. With Oko gone, Bant is back to being filled with dinky creatures and uninspiring payoffs, as it was before Throne of Eldraine. Stoneblade will still be around, but its shell needs an overhaul.
And with that, Affinity is finally dead. It
However, Urza, Lord High Artificer doesn't need Opal.
I don't disagree with the reasoning. Getting locked out of the game is horrible, but the deterministic nature of the Lattice lock is much worse. Against typical prison locks, you're only truly out of the game when you have no answers left in your deck. Lattice lock offers a one-time window to answer. Once Karn and Lattice are on the board, the only source of mana the opponent could have is Simian Spirit Guide. Unless enough creatures are on the board to kill Karn, that's the end.



"Other Satyrs you control get +1/+1 and have haste." Yawn! It's the rest of the text on Gallia that makes it interesting. Attacking with three creatures is par for the course in hyper-aggressive Zoo strains like 8-Whack, and that's exactly where I expect Gallia to end up. Even there, it's not realistically triggering until turn three. I still think that's enough to merit inclusion, as the looting effect is just bonkers in a deck that peters out so quickly.
Whirlwind Denial
Thassa's Intervention
Dream Trawler
Kroxa, Titan of Death's Hunger
First up is Mire Triton, which packs a ton of potentially relevant text into one sleek design. Triton gains pilots life, self-mills, swings for a passable 2 damage, and provides a deathtouch body on defense. On top of all that, it's a Zombie Merfolk, supporting two beloved tribes.
Speaking of two-drops, let's dive into escape, Magic's latest take on flashback. Omen of the Sea costs one more than the banned Preordain, but offers pilots flash; in instant-speed decks, spending mana on enemy turns can be quite similar to getting it for free. Additionally, Sea's extra effect lets pilots squeeze value out of the enchantment down the road, and its card type plays nice with certain mechanics (delirium, constellation, etc.).
Escape Velocity
The last escape card we'll see today is my favorite design thus far. Early on, Cling to Dust provides cantripping (or life-gaining) grave disruption; on paper, it eventually morphs into a card advantage engine. Realistically, though, the spell sits somewhere in the middle, fronting a burst of value and then ensuring another one or two down the road. Escaping more than twice in a game should prove difficult with a five-card requirement.
This lamp isn't playing when it comes to the graveyard, either. An update to Scrabbling Claws, Soul-Guide Lantern also offers players plenty of options. It immediately removes a card, threatens a grave nuke at any time, and can be cashed in for a card as needed. The artifact reminds me too of Nihil Spellbomb, but more generic in that nonblack decks can play it. I wonder if it's generic enough to see mainboard use alongside Mox Opal and the rest of 
In practice, it's maybe not an improvement at all. Escape requires fodder, and current storm lists don't make enough to go around. From
To really make Breach shine requires building around it, and the
This restriction naturally points towards Dredge, the deck that most wants creatures popping out of its graveyard. Skipping over the question of how to fit Ox into a list as tight as Dredge, the card looks like a fit. As Cathartic Reunion showed, Dredge really likes discarding its hand as a cost to draw cards and activate its namesake mechanic. Dredging is also the fastest way to get the necessary eight cards in the graveyard to actually escape Ox; normal dredging finds Ox and provides the fodder, then Ox creates more dredges and a big threat.
The simplest combo with Heliod is infinite life with Spike Feeder. It's almost as if Heliod was designed with this combo in mind. Even better, this combo is findable off Collected Company. While this is a simple and effective combo, I don't think Company decks will bother. Infinite life via Kitchen Finks, Melira, Sylvok Outcast, and Viscera Seer used to be their main combo, but infinite mana with Devoted Druid and Vizier of Remedies has replaced it, as Tron could beat infinite life by restarting the game withKarn Liberated.
But if all that's required is an inexorable clock against a control deck or Jund, she's not unreasonable. There will be plenty of non-land cards in a typical attrition match to guarantee two damage a turn for the whole game. I actually think that Klothys is better against Jund than against blue-based control, as the only way for Jund to kill Klothys is to discard her. UWx has counters and Detention Sphere and can always bounce Klothys with either Teferi.
Purphoros won't be cheating in Griselbrand or Emrakul, the Aeons Torn, but there are plenty of

Emry, Lurker of the Loch has already proven itself alongside these enablers, generating infinite mana with a couple Moxen (an occurrence twice as likely with more cogs in the mix). Grinding Station rounds out the combo, threatening to mill opponents it comes together against. New to the party is Kethis, the Hidden Hand, who gives the deck inevitability against anyone trying to disrupt the combo over a series of turns. In the mid-game, pilots can simply slam Kethis, replay Moxen and Emry out of their graveyards, and go off that way. Unearth even functions as a Kethis should opponents strip it with Thoughtseize, and further bulletproofs the plan.
Who said Affinity was dead? The archetype
Growth turns all those Mutagenic Growths we (well, I) would've played anyway into cantrips, but its real strength in this build is what it does for Rancor. The
This particular build has a lot that pushes my buttons. I love the notion of
Rankle, Master of Pranks is the new face of Pox, at least according to
I think my old standby
As for disruption, the deck preserves Chalice of the Void, but forgoes Simian Spirit Guide. Rather, Expedition Map and Dismember are the deck's turn one plays, while Chalice is reserved for turn two and the heavy-hitters come out reliably as of turn three.