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A Homage to the Tournament Illegal

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Tournaments are overrated. Or perhaps, better put, participating in large-scale tournaments can be a suboptimal experience. I don’t attend large Magic events all that often, but it has been years since I participated in a legitimate tournament. Drafts and Vintage side events aside, I can’t remember the last time I battled in a tournament setting.

By eschewing these large-scale events, a world of cards is opened to me as a player. Cards that would otherwise be considered illegal in a tournament setting. If I was the only one who preferred casual, non-sanctioned play, then the most desirable tournament-illegal cards would be cheap and plentiful. As it turns out, that’s far from the case.

In fact, there are many cards that are not tournament legal, but still carry a hefty price tag. This week I’m going to dive into the world of casual play, highlighting some of the most interesting targets. In some cases, these non-legal cards are essentially not reprintable, sparse in supply, and provide long-term upside.

Collectors’ Edition

The Collectors’ Edition sets are the first non-tournament legal Magic cards printed. Released in December 1993, 14,000 sets of this product (9,000 CE and 5,000 ICE) were printed as a chance to own Magic’s most iconic cards. Their square corners and golden back borders ensured their illegal nature in tournament settings. Remember, this was from a time when sleeves weren’t used in gameplay—these cards would stick out like a sore thumb.

Fast forward 26 years and the landscape is completely different. Casual play is rampant, and almost everyone uses sleeves. As long as sleeves are opaque, no one cares if a player uses square cornered cards in their kitchen table games. Thus the demand for these non-legal cards has spiked while supply remains the same. After all, 14,000 copies of each card is not a lot to go around.

The result: some of these square-cornered cards have become extremely valuable. The International Edition Black Lotus has become the most valuable card not legal in tournaments. These now retail for around $2500 if in near mint condition!

The entire Power Nine, Dual Lands, Gauntlet of Might, Wheel of Fortune, Time Vault, and Chaos Orb all can sell in excess of $100. There’s a fairly steep drop-off in value from there, but any Old School playable card carries with it reasonable value ($10-$30) thanks to the rarity of these sets. If you’re going to proxy a high-dollar card for Cube or Old School play, nothing competes with the black-bordered, original artwork Collectors’ Edition cards.

World Championship Decks

From 1997 to 2004, Wizards of the Coast printed gold-bordered versions of the top World Championship decks. This was a low-cost way for everyday players to re-live battles that took place at the top level of Magic competition. While their print run is unknown, it’s safe to say that these didn’t exactly receive the demand as your everyday Standard set.

As far as proxies go, if you want to battle with a card that has similar cardstock to a real Magic card, plus the original artwork, these get the job done. Like CE cards, these won’t work in unsleeved Magic; but given the prevalence of sleeves nowadays, you’d never know the difference.

Some of these cards have become quite valuable as a result. It helps that various Reserved List cards appear in these sets. Here’s a list of the most valuable, along with Card Kingdom’s price tag.

Gaea's Cradle: $64.99
Vampiric Tutor (not RL): $59.99
Yawgmoth's Will: $32.99
Scroll Rack: $26.99
Force of Will (not RL): $22.99

Clearly the community has caught on—these gold-bordered, non-tournament legal cards have sufficient demand to see their prices soar. I don’t expect Wizards will be printing any more sets like this in the future. Given this likelihood, I see little reason for these to do anything but slowly climb in price—especially the Reserved List cards in the set! At $300, Gaea's Cradle is a very expensive card, and $65 is a significant discount for a casual-playable copy!

There was an error retrieving a chart for Gaea's Cradle

Mystery Booster Packs

The newest tournament-illegal cards on my radar are the Mystery Booster Test Print cards. These are still being opened at MagicFests, so new supply is continually entering the market. This is reflecting in their gradual price-decay; even the more desirable cards are slowly dropping in price as the market absorbs new supply weekly.

Despite this, I believe their long-term prospects are interesting. Their supply will be fairly sparse, and after these are no longer opened from packs at large events, supply on the more desirable cards could dry up. I recently wrote a lengthy article detailing my interest in these cards, so I won’t dwell on them here. I’ll merely mention that these offer some long-term upside from casual demand; especially cards like Slivdrazi Monstrosity, which Card Kingdom is still out of stock of at $64.99!

Foil Un-Set Cards

Unglued was the first non-tournament legal set of new cards to be printed. While it was successful enough to merit the rounding out of the three-set block, I’d argue that the foil Unhinged and Unstable cards offer the most long-term upside.

For reference, the most valuable Unglued card on Card Kingdom’s site is Forest, retailing for $8.99. The most valuable Unhinged card is foil Richard Garfield, Ph.D., which retails for $299.99! Foil City of Ass and Mox Lotus also retail for north of $100. These outdo the most valuable Unstable cards by a fair margin—foil Island ($89.99) and Steamflogger Boss ($64.99).

There was an error retrieving a chart for Steamflogger Boss

When dealing in Un-set cards, we need to be careful. There’s a major divide between the desirable cards and the undesirable ones—Un-set bulk cards are worth more as wallpaper than they are as Magic cards. But if you stick to the most desirable (and casual-playable) cards, you could see modest returns on these silver-bordered cards. If these are allowable in Commander as part of another promotional launch, you’d have a ripe opportunity to cash in on such a spec.

Promo Cards

Pop Quiz: What’s the most valuable promo card not legal in tournament Magic?

Ok, maybe this was a bit of a trick question. Oversized cards are not tournament legal for obvious reasons—what’s more, they’re not even legal in casual Magic. It’s impossible to shuffle an oversized foil Avacyn, Angel of Hope in your deck, after all! Does anyone else remember when these Helvaults were opened, and some random stores opened foils in theirs? The hype was huge, and it looks like it never really died down given these price tags!

I’ll ask the pop quiz question again, this time with a clarifier: What’s the most valuable, casual-playable but tournament-illegal card? The answer is one of my favorites:

I’m not sure what exactly drives this card’s price tag. There are multiple holiday foil promotional cards, but this one is the most valuable (it’s also the only one I own). I can say that I acquired a copy years ago simply because I thought the artwork was cool—it is a nice play on Gifts Ungiven and ties in seamlessly with the holidays. But are copies of this card being shuffled up in casual and Commander games of Magic? I honestly don’t know.

As I scroll through Card Kingdom’s promotional prices, I see a couple other noteworthy silver-bordered cards. Grimlock, Dinobot Leader (the Hascon Promo) retails for $129.99 and is a casual favorite. Fruitcake Elemental, another holiday promo, shows up next at $89.99. Another holiday promo is next, Evil Presents at $74.99. Snow Mercy is another noteworthy holiday promo, at $59.99.

All the other holiday promos are also noteworthy, but I want to skip down the list for an honorable mention: the Ponies: The Galloping set. These are the newest on the list of non-tournament legal cards, and they have characteristics that set them apart from others. They reference another Hasbro franchise—something done only once before (2017 Hascon promos). But with the 2017 Hascon set, only Grimlock really went anywhere price-wise. Nerf War seems underappreciated at $11.99 and Sword of Dungeons and Dragons’ price tag ($24.99) is dwarfed by Grimlock’s.

The Ponies, on the other hand, are more consistently priced for now. Card Kingdom is currently sold out of all three with identical $34.99 price tags. TCG low for Nightmare Moon // Princess Luna, Rarity, and Princess Twilight Sparkle are $32, $30, and $35, respectively. It’ll be interesting to see how their prices unfold going forward. But one thing is for certain, the box sets will gradually climb in price as long as the three singles can be sold individually for more than the set as a whole (currently at $79).

Wrapping It Up

Casual, kitchen table Magic is where the majority of spell-slinging takes place. So it makes sense that cards specifically designed to be illegal in tournaments still carry hefty price tags.

This week I explored some of the more noteworthy tournament-illegal sets. Collectors’ Edition is the first, and also perhaps the rarest. But there’s still plenty of demand for more recent sets, even including cards that came out as recently as 2019. Just wait a couple years—I bet Ponies: The Galloping sells for more than it sells for today.

Wizards of the Coast has clearly caught on, that there is such demand for tournament-illegal cards. This is evidenced by the inclusion of Test Print cards in the Mystery Booster packs. The question now isn’t whether or not Wizards will print more non-tournament legal cards. Instead, I only wonder what they will have in store for us casual players in 2020!

Sigbits

  • It may be slightly premature to call a bottom, but I’m seeing signs of a recovering Old School market. Just look at Card Kingdom’s hotlist, and you’ll see an array of cards made popular by the format. Serendib Efreet’s buy price has been on the rebound lately, with CK currently offering $240 per copy. They offer $135 on All Hallow's Eve and $110 on Winter Mishra's Factory, as two other examples.
  • A couple of Dual Lands have recently appeared on Card Kingdom’s hotlist. Currently they offer $195 on Tropical Island and $110 on [card] Savannah. While these buy numbers aren’t the most inspiring, they’re not terrible if shipping played copies for store credit. Just a few months ago, the market on HP Revised Duals was quite soft, so this could offer a last-resort out for players eager to liquidate.
  • Here’s a random shout-out to a card I’ve never mentioned before: FNM Promo Swords to Plowshares. The original art promo currently carries a $70 buy price. I haven’t tracked this card’s value closely, so I can’t directly comment on how that compares with history. It looks like TCG low is $110.58, so that $70 buy price isn’t quite high enough. Then again, I doubt these sell frequently so if you’re desperate to sell a copy, perhaps buylisting is the way to go.

Best of 2019: Evaluating One-Mana Beaters

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Editor's note: 2019 was perhaps Modern's wildest year ever, featuring such meta-defining decks as UR Phoenix, Hogaak, and Whirza thanks to monumental shakeups in the form of Modern Horizons and other expansions. That chaos wasn't without its constants, including one critical element of new spoilers: card evaluation. In this re-run of my favorite self-published article this year, we'll review how to tell the good from the bad among efficient damage machines. Happy holidays, and here's hoping we get plenty of Delver analogues in the new year!

Core Set 2020 spoilers are under way, and a couple cards have already caught my attention. The one we'll discuss today is Elvish Reclaimer, a potential 3/4 for one mana... with upside! But can its drawbacks be mitigated effectively? Let's find out by comparing Reclaimer to Modern's other one-mana combat creatures, seeing in the process what the format necessitates for these cards to succeed.

While my previous work on combat creatures has included aggro standbys like Goblin Guide and Monastery Swiftspear, this article focuses solely on the beefiest one-drops: the ones that both attack and block with gusto (read: the magic number 3). Sorry, Kird Ape!

Cost vs. Reward: The Former

This article's about one-drops, or creatures that cost a single mana. But truly proficient combat creatures this cheap are tough to come by in Modern, a format defined by the bulk of its beaters. While they may all cost one mana, the threats discussed here tax pilots in other ways—either when it comes to casting them or maximizing them.

Resources Needed

Magic is a game of resources, of which boundary-pushing card design ensures there are plenty of. Mana is but one such resource, if the most obvious; others include cards in the graveyard (Nimble Mongoose), land types in play (Wild Nacatl), life not had below a certain number (Death's Shadow), or number of cards discarded this turn (Hollow One).

Resources needed refers to the resources players must have available to deploy a given threat, as with mana; a one-mana spell, for instance, requires one land in play to cast. That land is not consumed by the spell, and can be tapped again next turn.

Resources Used

By contrast, resources used refers to the resources players must expend to deploy a given threat. In this case, the land is indeed spent, as by Scythe Tiger. This steep cost has always prevented Scythe Tiger from seeing Modern play in any capacity.

An apt comparison exists between Nimble Mongoose, which needs cards in the graveyard to become 3/3, and Hooting Mandrills, which spends cards in the graveyard. Multiple Mongeese can be dropped into play with seven cards in the graveyard; with just five, players may cast only one Mandrills for one mana.

Casting Time

A subtler contributor to playability is casting time, or flexibility regarding when players must invest mana into their creature. Consider Hooting Mandrills, a threat that requires five cards in the graveyard to be cast for one mana. Playing Mandrills on turn one is not really feasible in Modern. Doing so on turn two is much easier, especially given something like Thought Scour. Assuming two land drops, both fetches, even Gurmag Angler is castable turn two with a Scour. Grixis Shadow decks aren't interested in taking chances, though, and like to have mana up for Stubborn Denial when possible, so they've come to include Mishra's Bauble to mitigate the casting time requirement of their delve threat.

Grixis Shadow, by Rayton Espiritu (8th, SCG Louisville Classic)

Creatures

4 Death's Shadow
4 Gurmag Angler
3 Snapcaster Mage
4 Street Wraith
1 Jace, Vryn's Prodigy

Artifacts

3 Mishra's Bauble

Instants

4 Thought Scour
4 Stubborn Denial
4 Fatal Push
2 Temur Battle Rage
2 Dismember
1 Kolaghan's Command

Sorceries

4 Thoughtseize
2 Inquisition of Kozilek
1 Faithless Looting

Lands

4 Bloodstained Mire
4 Polluted Delta
2 Scalding Tarn
2 Blood Crypt
2 Watery Grave
1 Steam Vents
1 Island
1 Swamp

Sideboard

1 Engineered Explosives
1 Nihil Spellbomb
1 Grim Lavamancer
1 Ceremonious Rejection
2 Disdainful Stroke
1 Kolaghan's Command
1 Lightning Bolt
2 Surgical Extraction
1 Jace, Vryn's Prodigy
1 Jace, the Mind Sculptor
2 Liliana, the Last Hope
1 Collective Brutality

Grixis Shadow employs a similar strategy with Death's Shadow, its namesake one-mana beater. Shadow can't be cast on turn one, either; pilots must first drop themselves to below 13 life. Hence the deck's painful manabase and use of additional enablers like Street Wraith—and all to increase casting time flexibility. Looking at the opposite end of the spectrum, Champion of the Parish is another build-around one-drop that must be cast at a specific time to achieve its potential: in this case, before other creature spells, or as early as possible. Similarly, Hollow One prices players into spending mana on the Golem during turns they discard spells, even if they've drawn another juicy castable off their Goblin Lore (say, Fatal Push). In lieu of another looting spell, they may otherwise miss out on the chance to cast their creature at all.

Like Gurmag Angler, Nimble Mongoose asks for a certain number of cards in the graveyard before it assumes its final form for one mana. Granted, Mongoose solicits more cards than Mandrills or Angler; players will be hard-pressed even to have Mongoose swinging for 3 on turn two. But Mongoose beats the delvers on casting time, as pilots can cast Mongoose as of turn one.

In "Tough as Nails: Combat, Removal, and Stats," I conceptualized this principle by sorting creatures into stages—that is, the part of the game they become live. More flexible creatures, like Mongoose, fall into earlier stages. Other Stage 1 creatures include Wild Nacatl and now Elvish Reclaimer; besides the missed combat steps shared by all late-cast creatures, and the fact that late-game boards may prove more hostile to smaller threats, these beaters don't lose or gain anything from being cast at a certain time or not. Their casters then enjoy more choice about how to invest their mana, enabling lines like two-mana follow-up plays.

Cost vs. Reward: The Latter

On to our spoils, or what we get for casting the creature at all.

Stats

Stats tend to be the single most important factor when determining the playability of combat creatures. No way Hollow One would headline a deck at 3/4, or that Wild Nacatl would have ever eaten a ban at 3/2. That's why the most-played one-mana combat creatures are the biggest ones: Gurmag Angler; Death's Shadow; Hollow One.

Abilities

There are three types of abilities creatures can have: evasion, utility, and static. Evasion abilities, such as trample on Hooting Mandrills, let them penetrate enemy defenses. Utility effects provide some additional benefit to the caster, like Tasigur's activated ability. And static ones vary from creature to creature: the main draw to Nimble Mongoose, for instance, is its shroud keyword, which protects it from enemy removal; Death's Shadow, on the other hand, has the ability to grow larger at will when pilots are sitting behind a fetchland, or perhaps gripping a Street Wraith.

Evasion keywords are becoming increasingly common on cheap combat creatures, but they often replace raw stats, a bad trade for our purposes. Hooting Mandrills and Delver of Secrets are the only one-drops in Modern with 3 or more power and an evasion ability.

Utility is even rarer on a one-mana combat creature, as these are already pushed to begin with. But they do exist; a solid recent example is Hexdrinker, which arrives as a just-okay 2/1 but boasts the ability to grow larger should players have extra mana sitting around. Such abilities again tend to cannibalize stats—creatures can only do so much for one mana.

Static abilities on one-drop combat creatures often take the form of drawbacks, lowering the overall reward for producing the threat in question; the aforementioned Mongoose and Shadow theoretically provide exceptions to this rule, but both of them also contain static-ability text that limits their reliability as large beaters.

Durability

The final factor to assess is durability, or the odds of a threat staying on the battlefield to do combat once resolved. Protective keywords like Mongoose's shroud contribute favorably to this metric, but don't quell the threat of damage-based sweepers such as Anger of the Gods. Stats do, though, and every point matters, especially with Gut Shot, Collective Brutality, Lightning Bolt, Flame Slash, and Lightning Axe all co-existing at Modern's top tables.

Of course, some removal spells slaughter beaters regardless of toughness, which is where converted mana cost enters the equation. Fatal Push may have damaged the rep of Modern's premier combat creature, but it can't touch Hollow One or the delve creatures, making such threats attractive ways to punish opponents looking to chop up Goyfs on the cheap.

Another element of durability lies with a threat's reliability over time. Turn-two Hooting Mandrills could care less about a subsequent Rest in Peace, but copies in hand are functionally blanked by the enchantment resolving. And Nimble Mongoose is rendered an eternal 1/1 no matter where it finds itself when Rest comes down. In this sense, delve creatures are more robust than those that check the graveyard from the battlefield, as ones quickly deployed can sidestep the hate.

Evaluating Elvish Reclaimer

With the metrics for playability among one-mana beaters clearly outlined, we can apply this theory to existing creatures in Modern. In terms of cost, Nimble Mongoose is potentially a 3/3 with shroud that leaves used resources intact and can be played at any time. So why doesn't it see any action? Because of its low reward: Mongoose is slower than Mandrills or Angler at getting in for full damage, always soft to the common practice of graveyard nuking, vulnerable to popular sweepers despite the shroud, and with no evasion, outclassed by many of Modern's creatures. Let's apply these same principles to newcomer Elvish Reclaimer and see how the Warrior ranks.

Cost

Resources needed: Reclaimer asks for three lands in the graveyard. Fetch, fetch, fetch, done! But in this case, a turn-one Reclaimer can't attack for 3 until turn three, and that's only if players make three consecutive land drops... all of them fetches. Players looking to get aggressive early will need some other engine to get the gears moving. Faithless Looting and Thought Scour seem like natural enablers, but neither guarantees a "flip," and neither is free, functionally increasing the Elf's mana demands.

Resources used: None. Flying colors on this one.

Casting time: Reclaimer is clearly a Stage 1 threat. In fact, Reclaimer outshines most other Stage 1 creatures in terms of sheer potential—of its ilk, only Mongoose also dodges Lightning Bolt. Still, every Stage 2 creature dwarfs Reclaimer in combat, as they do other Stage 1 creatures.

Reward

Stats: We've seen better at 4/4, 4/5, 5/5, and 12/12, but Reclaimer plays nice with other copies of itself, a feat claimed among the larger beaters only by the ever-fickle Hollow One and the tightrope-walking Death's Shadow. And at 3/3 or less, the smaller guys really are smaller. An additional point of toughness lets Reclaimer tangle with most everything at its price point and a little higher.

Abilities: Icing on the cake, really, since players will mostly want Reclaimer for its body. But Modern is certainly full of powerful lands. Blast Zone springs to mind, although I think Bojuka Bog will end up a likelier sideboard bullet—it enters tapped anyway, and threatens to instant-speed empty enemy graves as early as turn two.

Durability: As a 3/4, Reclaimer beats most toughness-based removal spells, best of all the ubiquitous Lightning Bolt. Still, Rest in Peace and even one-time nukes like Nihil Spellbomb stand to defang the Elf quite decisively. In my preliminary testing, I've found it difficult to "reclaim" the lost stats after losing the graveyard.

Takeaways

As is a common theme of my writing, I find myself sizing up Elvish Reclaimer against Tarmogoyf, once the only cheap beater in Modern that resisted Lightning Bolt. Here's yet another, and for half the mana. But do its ensuing drawbacks offset that up-front reduction?

Like Goyf, Reclaimer promises to reach bigger-than-Bolt stats just by virtue of our playing the game—we were fetching lands anyway. Additional setup is only necessary if we want it to grow up early. Which, of course, we do; a one-mana 3/4 wows on turns 1-3, but ends up underpowered next to most Stage 2 creatures (unlike Goyf, which keeps pace by getting even larger). So that promise of +2/+2 for doing nothing mostly ends up ringing hollow.

I have yet to be blown away by Reclaimer in Temur Delver, the shell I spent yesterday testing it in. But the Elf did have its moments. I'm up to 4 Scour, 4 Looting now in a bid to accelerate its development; so far, the additional cogs smooth things out considerably. They've also left me wondering if there's not a better creature to spend all that effort enabling; Pteramander again, maybe, or just Arclight Phoenix.

And the Beat Goes On

In any case, M20 spoilers have only just begun. Here's hoping we get another promising one-mana combat creature to put through the evaluation ringer. In the meantime, have any new cards tickled your aggro-deck brewing bone?

Christmas Comes Early: A Tournament Report

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The competitive season has come to an end, but that doesn't mean that Magic just stops in December. Local tournaments and MTGO never end. And some competitive scenes don't have official Wizards support or the backing of a massive store. Some are built by and for the local players. The Colorado Magic scene, deprived of Star City events, has been trying to get its own series going. I was at the latest attempt last weekend, and will be reporting how it when and the metagame I witnessed.

First things first: Monday was B&R Announcement Day. Given that there haven't been many Modern events and aren't many coming up soon, I wasn't expecting anything to happen. This sentiment was validated by the unclear evidence from the available paper events; it'd take a massive MTGO warp for anything to happen in the off season. However, this announcement is still significant because it appears to be the last scheduled one. Wizards seems to have deemed months of broken formats unacceptable, and will therefore take action as necessary. This presumably means that we'll never know when a ban will happen, but there also shouldn't be another Hogaak Summer or Eldrazi Winter. On net, this should be a positive change, but the proof is in the proverbial pudding.

The Backstory

Longtime readers may remember that I played a local cash tournament last year in preparation for a GP I didn't end up attending. The idea had been for local stores to create events similar to SCG Invitational Qualifiers to keep up our competitive scene. However, they petered out over 2018. The problem was that the stores that were participating were somewhat remote and failed to sustain player interest enough to make the tournaments worth putting on. It was exacerbated by many stores insisting on running Standard events while Standard was suffering.

However, the idea lingers on. Several stores have been running their own tournament series for various prizes. My local store Mythic Games (formerly known as Black Gold) was convinced by interested players to restart the cash tournaments, focusing on Modern and Pioneer. Mythic's first event was last weekend and it was Modern, so of course I was there.

The Deck

It may be odd considering my history, but I haven't been on Spirits for months. Part of this has been a desire to investigate Stoneforge Mystic, but it's more about Spirits being ill-positioned in the local metagame. Jund got very popular after Hogaak was banned, and that isn't a horrible Spirits matchup. However, Jund's rise brought in a lot of Amulet Titan, combo decks, and Mono-Red Prowess decks, all of which are. Also, the other players had started gaming their sideboards against Spirits.

Azorius Stoneblade is a fine deck, but is also tricky to play, very opener--dependent, and not something I wanted to run at a long tournament. Thus, I've been preparing a far better-positioned deck.

Humans, David Ernenwein (6th Place, Mythic Games Modern Championship)

Creatures

4 Noble Hierarch
4 Champion of the Parish
4 Thalia, Guardian of Thraben
4 Thalia's Lieutenant
4 Kitesail Freebooter
4 Meddling Mage
4 Mantis Rider
4 Reflector Mage
3 Phantasmal Image
2 Charming Prince

Artifacts

4 Aether Vial

Lands

4 Ancient Ziggurat
4 Unclaimed Territory
4 Cavern of Souls
4 Horizon Canopy
1 Waterlogged Grove
1 Plains
1 Island

Sideboard

2 Plague Engineer
2 Gaddock Teeg
2 Damping Sphere
2 Collector Ouphe
2 Dismember
2 Auriok Champion
2 Militia Bugler
1 Deputy of Detention

Humans doing well in the bigger tournaments drew me to the deck when I learned that the cash tournaments were returning. It's also been performing admirably against the usual local field. When Urza was Whirza, I was maindecking 2 Deputy of Detention over Charming Prince. However, Whirza has disappeared, and the need to remove Ensnaring Bridge is low enough that I went for the grindier Prince.

The Tournament

Due to space limitations, the event was capped at 64 players. A few months ago, Mythic Games hosted a charity tournament and capped out at 64. I was player 65, and left before the decision was made to add more seating. This time I preregistered, and we didn't hit the cap. However, 57 players had arrived, which meant there'd be 6 rounds of Swiss followed by Top 8 playoff. Everyone who placed above 32nd would prize, though the cash was reserved for Top 8.

I arrived on site, made sure the staff knew I was there so they didn't forget to put me in, and then got to scouting. The Denver competitive crowd tends to favor Burn and Jund, with whatever flavor of the month deck is visibly winning being third. I was therefore surprised to see tons of Eldrazi Temples being registered. Eldrazi Tron was the most common configuration, but not by much. I've heard of GW and GU Eldrazi seeing play online, but never in person before Saturday. There were also a number of players on the older GR Eldrazi decks. Apparently, lots of players assumed that Jund and Urza would be popular and opted for the deck that supposedly fed on them.

Considering its status as the supposed best deck, there wasn't much Simic Urza, or even Urza in general. Only a few players had been running the deck locally, and those had not been very successful, so this development wasn't entirely left-field. However, a large crew from Wyoming was also present. I didn't know what to expect from them, but I'd have thought at least some would be on Urza. That none were proved very surprising.

The Swiss

For Round 1, I'm on the play against Mono-Red Prison. I have him dead on the next attack when he topdecks Ensnaring Bridge, Anger of the Gods, and Karn, the Great Creator in that order to shut me down. In Game 2, I mulligan for Aether Vial and am rewarded when he dumps his resources into an early Blood Moon. I draw my Plains so my development is unaffected and win easily.

Game 3 is absurd; I again mulligan for Vial, and he again goes for turn two Magus of the Moon, but this time it's followed by Bridge. I Vial in Reflector Mage on Magus, then trap it with Meddling Mage, and have Freebooter to plink away for 8 turns while he does nothing. Eventually, he Angers my board away, but can't finish me off. I rebuild, find Deputy for his Bridges, and knock him to 4. Naturally, he topdecks the Abrade. However, I have the time to get the two Mages out again followed by Freebooter for the win.

Round 2, I'm on the draw against turn one Gilded Goose, turn two Oko, Thief of Crowns. However, my opponent doesn't do anything else, so I'm free to kill Oko and then my opponent. Given that he seemed very concerned about my Meddling Mage naming Urza, I assume he's Simic Urza and sideboard accordingly. So I was surprised to lose Game 2 to Blood Moon. Hes got me: my opponent's actually Temur Snoko. With no Vial I'm trapped. I fix my sideboarding for Game 3, and win after grinding my way through Oko, Wrenn and Six, and Jace the Mind Sculptor.

Round 3, I'm on the draw against UW Control. Game 1 my opponent double mulligans, I have Vial into Thalia and Mantis Rider, and Oust is his only interaction. Game 2 I have a Kitesail-heavy hand, which over the game gives me perfect information. This lets me craft my gameplay around his four Path to Exiles. However, I'm helped by my opponent being reluctant to actually use them. I think he was playing for a sweeper and saving his removal for cleanup, but the plan never comes together. He also me get value off Charming Prince protecting a Freebooter from one Path thanks to Vial. He'd Vendilion Cliqued me already and knew about the Prince, so I don't understand his thinking. My opponent still had two Paths in hand when he died to my massive board.

The fourth round starts auspiciously with a re-pair. I'm then matched with a local player who's normally on Jund, but switches to Burn when he thinks the field is favorable. This was one such time, but he admits he doesn't know how to play against Humans. The inexperience means him keeping a poor hand against Humans for Game 1 and being forced to use a lot of burn on my creatures just to survive, but I'm never in danger. Game 2, he has double Goblin Guide, but only one land. I win off triple Rider at three life because my opponent can only cast one spell a turn. If he'd had the second land, I wouldn't have stood a chance.

There are only four undefeated players left, so we double-draw rounds five and six to guarantee Top 8 placement.

Top 8

The Top 8 consists of me, the Temur Snoko player from Round 2, Mardu Shadow, Mono-Green Devotion, Crabvine, Affinity, Mono-Red Prowess, and Sultai Midrange. The decklists are here. I'm in 5th place with the best tiebreakers of the undefeated players, behind all the 5-1's.

As a result, for the Quarterfinals, I'm on the draw against Mardu Shadow, which is a terrible matchup that I expect to lose and do, only winning the one game where I play first. The matchup is extremely tempo-oriented thanks to Mardu disruption being far better on curve and on the play than not.

Tidehollow Sculler is a very important card for the deck, and had I been able to preempt it coming down, my superior curve may have won me the game.  As it was, I had to race from the back foot and couldn't quite get there. It was a close race Game 3, but he drew slightly better than I.

Metagame Observations

If there's any problem in Modern's metagame, I didn't see it this weekend. The field was extremely diverse, with Merfolk, GW Hatebears, and a number of brews vying for the last Top 8 slots in round 6. Despite concern over Urza and Oko, there was no sign that there were any overpowered decks, and the overall diversity of the field was very high. The Eldrazi players performed disappointingly, and I didn't see many after round 3.

It was an odd field for Denver. Years ago, a third or more of every constructed tournament, regardless of format, would have been Burn. Those days seem to be over, and now it's all about brewing. This makes my choice of Humans particularly apt, since it's great at steamrolling unoptimized decks, though knowing what to call with Meddling Mage can be troublesome. I was also one of the few aggro players there at all, which is odd. Aggro was very common last PPTQ season, making me wonder if there's some undercurrent that I'm not picking up on.

On the Controversial Duo

As for Urza and Oko, they had a very poor weekend. The best an actual Simic Urza player did was a single 4-2, and that came about thanks to Oko. He hit several Burn players in a row, mulliganed for turn 2 Oko, and just buried them under food tokens. As predicted, food is very strong against Burn. However, it wasn't very good elsewhere.

Most decks in Modern don't give opponents the time to durdle around turning food into elk. Lacking anything approaching Whirza's I Win combos or prison plans, Simic has to grind, and that's not where Modern lives. I grew a huge board and swamped Oko Round 2; elsewhere, he was dying immediately to Abrupt Decay, being ignored by Storm, or proving irrelevant against swarm decks. The only times that Oko was actively good, apart from in Burn games, were when the opposing deck was very slow and misfiring.

Urza was a complete non-factor. As mentioned, his decks were few, but even in those decks that were present, he didn't do anything meaningful. I saw a few forlorn tries to spin Urza's wheel and find an answer, but Urza mostly just made a construct to finish off beaten opponents. I can't believe that this is the best use for him, and based on conversations I overheard, expect Whirza to tick back up locally. Whether this also happens in the wider metagame is uncertain. The poor showing at this tournament makes me strongly wonder how the Simic Urza decks have been doing well out east. Urza and Oko are very powerful cards, don't get me wrong (Oko enough to get banned yet again) and I stand by my watchlist. I simply question if their current home is actually the best one.

Cashing In

With a nice boost to my holiday budget, I'll be signing off for 2019. It's time for me to head off for family gatherings. Have a very fun and safe holiday season, and I'll see you in 2020.

Anxieties About Unscheduled Bannings

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For the uninundated, Wizards of the Coast announced today (the day I’m writing this, certainly not the day you’re reading this) that they will no longer be regularly scheduling their updates to the Banned and Restricted list, instead adjusting the days for ban announcements to fall on any given Monday. I had a lot of words to say about this change, but most of them were swear words so I kept them to myself.

As someone who has spent hundreds of hours testing for a specific format, only to have my deck banned a couple days before a tournament due to an emergency ban, this is unwelcome news. To think that such an embarrassing misuse of my time could become a regular occurrence is… well, swear words.

I was planning on being good, but Ben Bleiweiss from StarCityGames posted a lengthy response to the update indicating that he believes it to be a good change. Ben Bleiweiss is well-known for providing objective and fair commentary on current Magic events and how they affect the MTGFinance world. He is an excellent critical thinker and will take the side of an argument that does not necessarily fall in line with what outsiders believe will generate his company the most revenue, as long as it is in line with what he thinks is right.

With that said, I strongly disagree with the sentiments reflected in his tweets, enough so to write about it at length. Let’s begin!

The First Assertion

To say that this B&R strategy has not “in any way, shape or form hurt the growth of Pioneer” is shaky speculation at best. What he means to say is that Pioneer has grown and proven very popular despite this change. There is no way to prove that it would not be more popular than it is now if its ban announcements were more regularly scheduled, and logic inclines us to believe that it would be more popular.

Anecdotally, I had to wait until the week of a tournament to buy cards for my Pioneer deck due to fears that cards from it would be banned the Monday before. I was one of the lucky ones, pulling the trigger on my cards the day of the announcement so that, after paying for expedited shipping, they would arrive in time for the tournament.

For many others, this was not the case. There was a lot of money to be made that weekend selling Vivien, Arkbow Rangers to players who did not react quickly enough in the days leading up to the tournament. Vivien had no sort of supply issues, and yet it was difficult to find them for less than double TCG Low price on-site at the Invitational.

There was an error retrieving a chart for Vivien, Arkbow Ranger

Wizards of the Coast’s response to this issue was that it’s not their fault that StarCityGames scheduled a tournament for Pioneer considering the current frequent bans. This attitude from WotC shows that they do not feel responsible for damaging third-party tournaments.

I don’t think it’s even reasonable to ask WotC to tiptoe around every large third-party tournament with regards to bans, but scheduled bans solved this problem. If you’re attending a StarCityGames tournament that occurs the weekend after a scheduled ban announcement, you at least can plan for the possibility of a ban based on the context of the format. I know many people who have stayed away from Pioneer for this reason, and I think it’s pretty unreasonable to assert that they’re merely isolated instances.

Continuing On:

“We’ve been through two rounds of Standard banning already since Throne of Eldraine was released. Weeks after these changes, Standard attendance is way down across the board, at both MF & LGS levels.”

Everything Ben said here is correct, but this point only hinders his argument further. Bans in general drastically reduce players’ desire to play Magic. MF Oklahoma is fairly far removed from the bans, and yet still had abysmal attendance. Factoring in that there was a Banned and Restricted announcement set for the day after the tournament, it’s no wonder that players were not excited to play Standard, despite there being a low chance of cards from their decks getting banned.

Lots of players who bit the bullet and bought into Standard for Throne of Eldraine were burned, and are not willing to risk it again so soon. WotC had the brilliant idea of saying “You know how players don’t like when their deck might get banned next Monday? Well from now on we’re doing that every Monday!”. I’m not normally a cynical guy, but I’m having trouble seeing how this pans out favorably for Magic as a whole, particularly for the competitive players.

An Additional Point

This is certainly not correct based on recent trends, and it is somewhat optimistic to think this will be the case moving forward. To elaborate, this would be true if Magic bannings were an infrequent occurrence that happened only once or less per Standard season, but recently, bannings have been more frequent.

Sure, let's say they can figure out that Oko, Thief of Crowns is Broko, Designed by Clowns quickly and get him banned closer to the format’s inception than when it was in reality. Then, Standard is still dominated for a while by Once Upon a Time and Veil of Summer. They then get lucky and figure this out quickly and ban both cards two weeks after banning Oko. How did this solve anything differently than just waiting a month to ban all 3 cards?

Players who felt confident after the Oko ban and bought into Standard would still get burned. Trust in WotC’s ability to maintain the format without bannings is still low. If Play Design is doing such a poor job that a card is going to need to be banned from every Standard set moving forward, it’s simply too optimistic to think that need would be limited to just one card per set. Sometimes there will be 2 or 3, and we’ll be in the same unfortunate position we find ourselves in currently.

Wrapping Up

The full truth of it is: We don’t know how this change is going to affect players’ feelings towards bannings and the formats they affect yet. What we do know is that bannings lower player engagement, and WotC loosening their guidelines for the frequency of ban announcements works opposite to instilling confidence in the playerbase.

This announcement is likely not of much consequence, so please don’t interpret this as “omg Magic is dying” or anything ridiculous like that. I just think that this is pretty clearly a net-negative to the average competitive player, and that, for the first time in Magic history, Ben Bleiweiss isn’t right.

As always, thank you for reading and I look forward to facing off against you all on the tournament floors once the Winter lull is over!

Sam Lowe

Sam Lowe is a Magic player in the Ann Arbor area of Michigan. He and his girlfriend, Joslyn Lambaria, own and operate the online store Valkyrie Games out of their apartment. He frequents the SCG tour and can usually be found haggling for Collector's Edition cards instead of playing Day 2.

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Spread Analysis on TCGPlayer (Part 1)

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Introduction

Every TCGPlayer listing represents a wealth of information that is important to be able to understand in order to buy, sell or trade cards. There is no one most important metric on TCGPlayer, they all play an important role and need to be broken down in order to build a clear picture of what a card is really worth.

This first article will focus on the surface level metrics of TCGPlayer: TCG Median(Mid), TCG Low, TCG Market Price, and TCG Direct Low. Each of these metrics is independently important but when we analyze the spreads between them we can see a clear picture of a card's price.

TCG Median

TCG Median is a metric based on the average price of a listing for a card on TCGPlayer. The metric has gone through a very tumultuous history as it was rife for manipulations by stores who wanted to list cards for obscene prices. This inflated TCG Mid and reduced overall confidence in the metric. This was especially apparent during the Reserved list spikes from 2016 to 2018 as Mid started to represent a meaningless number for many high-end cards.

While confidence may be shaken in blindly using Mid for pricing, it is still useful to understand what it represents. As the metric combines the average price of listings for a card it can help us understand the average listing rather than a specific listing for a card. This gives us insight into how sellers, as a whole, feel about a card, which is important when combined with metrics that look at sales.

TCG Low

TCG Low is a deceptively simple metric that measures one very important element, the cheapest you can buy a card. Low has also followed a similar fate to Mid as it was abusable in the opposite way Mid was, by listing a card cheaply someone could manipulate the price for a short amount of time.

These days, Low cannot be found on a cards listing page but it is still relatively easy to calculate. All you need to do is filter for Near Mint and Lightly Played then sort by cheapest without shipping and taking the cheapest price and ignore shipping. Usually, it is important to factor in shipping when actually using low to compare to other metrics. This metric can still be found in the seller portal and through many trading apps using the TCGPlayer API.

TCG Low is often referenced when looking to buy or sell cards as it generally represents the cheapest a card can be purchased for on the internet. Many online buyers blindly buy collections for 70% of low, using the metric as it is usually relatively close to what a card is worth. Low is mainly used to compare to other metrics in order to see how desperate specific sellers are to move a specific card.

TCG Market Price

This metric is the most opaque of the four main metrics that TCGPlayer makes readily accessible. TCGPlayer says that this is an amalgamation of recent sales of a card. It is clear they don't want to divulge too much information about how Market Price is calculated so it isn't abused like Mid or Low. This lack of transparency makes market price a little more difficult to explain as it isn't based on listings that can still be viewed.

One thing that we do know about market price is that it won't shift if new sales don't happen. This is important to think about when trying to figure out why a market price is so high compared to Low or Mid. Another factor that complicates market price is its derivatives. When viewing the seller portal several "market prices" can be viewed and used depending on what condition you are viewing.

As you can see there are several market prices listed depending on the condition of the card. This is unlike the TCGPlayer listing page which only shows one market price:

This difference shows that on the listing page only the Near Mint market price is listed. We can then assume this data point is only based on Near Mint listings that have sold. When using the market price to compare to other metrics, I will be using the Near Mint market price unless otherwise stated. This metric is the most visible of all 4 metrics as it comes up first when searching for a card. This means that it is commonly used when trading but it is less common when buying or selling cards as it does not reflect actual current listings.

TCG Direct Low

This metric may be new to people who don't have access to TCGPlayer direct but it is still important to understand as it can signal market inefficiencies or mistakes. The easiest way to view TCG Direct Low is by using the Direct filter in order to only see items that can be sold via direct. It is important to understand that this metric can fluctuate as different conditions become out of stock on direct. Just because a condition isn't listed within the direct filter doesn't mean that it isn't in stock, even though that is often the case.

As more conditions go out of stock on direct the price will generally go up. This means that we need to consider the number of conditions in stock on direct before using the spread between Direct Low and another metric. Direct Low is usually 10-20% higher than the absolute low, this is mainly because only larger stores can list on direct. As most larger stores are listing on direct it can indicate whether there is a big price discrepancy between larger stores and smaller ones.

Market VS Low Spread

To begin understanding spreads I will break down how to use the information from Market Price and Low in order to better understand a card's price. Let us start by breaking down a simple example:

 

From this information, we can see that there is a large spread between TCG Low and Market price. This could be because the card is old it has a sizable premium for copies that are Near Mint. Looking at the lowest listings for both Near Mint and Lightly Played we can see that this condition difference describes a sizable portion of the spread but there is still some left unexplained.

We can see that the last sold listing for Near Mint is close to what the actual market price is, but the Near Mint Low is almost 50 cents less than the Market Price. This drop in price for both conditions could signal that this card is stagnant and difficult to move. This is reflected in the MTG Stocks graph which shows a slow but steady drop from Mid 2018 until now.

This single analysis doesn't prove the importance of the TCG Low VS Market spread but it does illustrate how we can use it to better understand trends.

Wrap Up

This introduction has just begun to scratch the surface of spread analysis. In the next article, I will analyze the impact of TCGPlayer Direct and how it can signal trends within the market. I will also be looking at a few more obscure TCGPlayer Metrics like last sold listing and buylist market price. I hope this helps people better understand metrics and what they are based off.

A Guide to Renting on MTGO: Part II

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Welcome back folks,

In my last article, I covered the basics of renting: what renting on MTGO is, how to go about doing it, what companies you can rent cards from, and how much renting generally costs. Today, I'd like to go a little more in-depth and discuss the pricing and perks of the plans that Cardhoarder and ManaTraders offer, so that you can determine which might best be useful for you.

I. Cardhoarder and ManaTraders: Compared

Cost:

The cost to rent through Cardhoarder and ManaTraders varies based upon the card value limit you choose to set. Note that the Cardhoarder and ManaTraders subscriptions cost an amount of money based upon your card value limit, not upon the value of the cards you are renting at any given time. I have generated a graph below that tracks how much it costs to rent from each service as your card value limit increases. This should help you decide which service to use.

While the graphs of Cardhoarder and ManaTraders generally track each other, they do differ. Much of this difference comes from the fact that Cardhoarder lets you set your own total card value limit and charges a flat 3% per week of that (hence the linearity of the blue line), whereas ManaTraders offers specific plans with specific total card value limits (the bottom horizontal orange line represents the "base plan", the second the "premium plan", the third the "gold plan", and the fourth the "ultimate plan").

The company whose point is lower on the graph for any given total card value rented offers the cheaper plan at that point (lower is better).

Some notable cost differences:

If you're renting small amounts, Cardhoader will be cheaper. If you're renting large amounts, ManaTraders will be cheaper.

On the lower end of the scale, Cardhoarder will be cheaper if you want a rental limit of $76.67 or below. This means that if you play Pauper decks exclusively, or if you're only renting a few cards from a more expensive deck in a different format, Cardhoarder is likely the cheaper option for you. Similarly, if you want a rental limit of $461.67 or higher, ManaTraders will be the right choice for you. This is a great option for those who want to be able to access any Modern or Legacy deck for a given period of time, since some of those formats' most popular decks can reach $600 or $700 in value.

If your ideal rental limit is between $76.67 and $461.67, however, at various points Cardhoarder will be cheaper and at others ManaTraders will be cheaper. As a general rule of thumb, if you want your rental limit to be at or just below one of the limits ManaTraders offers for its plans in this range ($100 limit for Basic, $350 limit for Premium), then ManaTraders will be cheaper. Otherwise, Cardhoarder will be cheaper (especially in that $150-$200 range). This should make intuitive sense - if you don't sense that you're maximizing your ManaTraders subscription plan, then it's likely that Cardhoarder will be the better plan for you.

Features:

There are, of course, other considerations besides monetary value. The perks of joining each company's loan program differ and could be more or less valuable to you depending on your playing habits.

One is the time it takes to join the loan program. ManaTraders has an edge here, as there is no waiting list. Cardhoarder has a waiting list of about 30 days.

Both Cardhoarder and ManaTraders are flexible about taking time off. Cardhoarder offers no loyalty benefits - you pay a weekly fee equal to 3% of your rental limit, and you can pause or unpause your account at any time. Cardhoarder's loan program really is that simple. I think one major appeal to Cardhoarder's loan program is how simple it is - it makes it very simple to use if you don't play MTGO all that often or are a frequent but sporadic user.

ManaTraders's loan program is more complex because loyalty rewards are a core part of their plan. Like Cardhoarder, ManaTraders lets you pause or unpause your account at any time, but you can only pause or unpause your subscription so often if you want to keep accruing loyalty. ManaTraders's loyalty rewards system makes it a more appealing service for someone who is a committed and regular MTGO user.

ManaTraders's loyalty rewards are real and substantial. It takes a long time to reach the maximum rewards level (24 months), but they have told me that in the coming month they are going to front-load their rewards, meaning that you'll be able to attain a high reward level after just 6 months of use.

The flagship loyalty rewards include the ability to increase your rental limit and possess the cards you rent for longer (unlike Cardhoarder, ManaTraders uses a system called "ManaHours" that strongly incentivizes you to return cards whenever you aren't logged in playing with them). The biggest reward of all, in my opinion, is that the cost of your subscription gradually decreases over time! After 24 months of active use, your subscription will cost 25% less, which is a big deal.

Some lesser perks include a guaranteed minimum ticket buy price of $0.90 in case you want to convert some of your tix to cash, and access to new Standard cards a day after their MTGO release. Currently, for most users, Coardhoarder and ManaTraders offer cards from a new Standard set about a week after that set comes out on MTGO.

ManaHours

Unique to ManaTraders is a ManaHours system, which is a system that ManaTraders uses to encourage subscribers to return cards they aren't currently using. For every hour you have your cards out, you accumulate ManaHours. For the ManaTraders Basic plan, you can keep your cards for 150 hours if you're renting the full $100 worth of cards (~4.9 hours/day), and for the Premium plan you can keep your cards for 71 hours if you're renting the full $350 worth of cards (~2.35 hours/day).

One major perk of Cardhoarder's loan program is that you don't have to worry about ManaHours. You can just hold your cards for as long as you're renting them.

Thus, while ManaTraders's loan program is good for persistent and active MTGO users, there is a certain activity level where it make sense for someone playing a lot to sign up for Cardhoarder, especially if they'd be enlisting for the Premium plan with ManaTraders. The Basic and Gold plans likely offer enough ManaHours for most users, but some grinders would run into trouble with the Premium plan.

II. Which Should I Choose?

For some, the decision will be easy. If you are wanting to rent cards whose value totals $460 or higher, then ManaTraders will be right for you. If you are someone who only wants to rent cards whose value totals $75 or less, then Cardhoarder will be right for you.

For those wanting to rent cards whose value totals something in between (a majority of people, I imagine), then the decision isn't quite so simple. Both companies have good customer support and are reputable. I think your decision will likely need to be based on cost and features. Which plan will be cheaper for me, given the rental limit you want? Am I a consistent-enough renter to build loyalty with ManaTraders's loyalty rewards program? Am I likely going to run over ManaTraders's manahour limit? These are the three important questions to ask yourself.

Cardhoarder's program is simpler, with no extra frills, which should appeal to those who engage with MTGO less frequently. ManaTraders's program is more involved, but the complexity that comes with that is easier to handle if you play on MTGO and use the service regularly.

Either way, you're getting way more value than the other MTG subscription service in town - the Magic Arena $15/month subscription that lets you play Brawl.

III. Signing Off

I hope this article was helpful and demystified some of the complexities of the two loan programs.  In my next article, the last of this series, I will discuss how renting can be useful for players and investors who already have an MTGO collection; renting is a tool that can be used by everyone who plays Constructed! Feel free to leave any questions or comments down below, or hit me up on Discord!

On the Hunt for Deals

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Those who engage in the Old School Discord may have recently seen some doom-and-gloom rhetoric regarding the market for old cards. I noticed the use of specific phrases such as “the bubble has burst”, “prices are dropping hard”, and “prices crashing”. Rudy of Alpha Investments is referenced, and he doesn’t exactly instill confidence in this market.

While it’s true prices have been correcting, I don’t think we’re going to see the bottom fall out from under this market. Demand is far too robust, and I see Old School cards priced fairly sell on a daily basis. I believe this sell-off is disciplined and merited, indicating prices will eventually stabilize and rebound.

There was an error retrieving a chart for The Tabernacle at Pendrell Vale

Of course…try telling that to major online vendors. While major retailers haven’t dropped their Old School prices across the board, they have each adjusted their sell prices to reflect a stagnant market in their own way. The result: there are amazing deals to be had at each vendor. That is, if you can snag copies as they’re restocked.

You see, the demand is there, and that is reflected in the fact that any underpriced card vendors restock will immediately sell. There are great deals to be had out there, but you have to be quick enough. What cards am I referring to? This week I’ll share where I’ve got my restock alerts set to take advantage of the unwarranted doom-and-gloom attitude of the broader market.

The Kingdom of Good Cards

It’s true that condition is critical when it comes to Magic’s oldest cards—especially those from Alpha, Beta, and Unlimited. Some vendors adjust their downgrade percentages to be most severe for these older sets. Card Kingdom is no exception.

However, just because an Unlimited card is Heavily Played, doesn’t mean there is no demand. In fact, the Old School community often prefers HP cards because they’re affordable, while still being sleeve playable. Sure, a heavily played useless rare such as Deathlace or Aspect of Wolf has very little demand. But sometimes an HP piece of Power or Dual Land sells faster than its near mint counterpart because the card is more affordable.

There was an error retrieving a chart for Mox Ruby

Card Kingdom does not distinguish playability when pricing Unlimited cards. They pay 40% of their posted buy price for “Good” copies no matter the card. In some cases, this downgrade still isn’t enticing enough. Card Kingdom charges $28 for Good copies of Unlimited Vesuvan Doppelganger, and this is consistent with the broader market. No steal of a price there, and this is reflected in the fact that Card Kingdom has a few copies for sale on their site…not to mention this is more a collector’s card. Therefore, demand would be more in the NM/EX grading range (where CK is in fact sold out).

Good condition Power, however, is priced very well on Card Kingdom’s site. This is especially true for Timetwister and Time Walk—both are listed at $1400. A sleeve playable piece of Power, sold from a trustworthy vendor, typically merits at least $1400. Imagine acquiring one of these from Card Kingdom with store credit. The equivalent cash price paid would be even better!

But the best deals worth monitoring for a restock are Good copies of Chaos Orb, Time Vault, Forcefield, and Dual Lands. Here are some Good prices compared with TCG Low:
Chaos Orb: $380 vs. $550
Time Vault: $340 vs. $500
Forcefield: $132 vs $165
Underground Sea: $380 vs. $450
Bayou: $220 vs. $310
Scrubland: $152 vs. $190

There was an error retrieving a chart for Scrubland

Notice how, for each of these cards (and more), Card Kingdom’s Good price is significantly discounted vs. HP/Damaged copies on the market. The result: Card Kingdom is perpetually out of stock on these cards in Good condition. This reflects the reality that player demand is still there. If you can catch a restock of these Good Unlimited cards, as well as some similarly attractive Beta and Alpha cards, you could make a decent profit.

Channel Fireball’s Undamaged Reputation

Channel Fireball adheres to the same pricing strategy as Card Kingdom, severely downgrading prices on heavily played, Old School cards. But Channel Fireball uses the strategy more broadly, adjusting not only A/B/U cards but all pre-Modern cards.

Alpha through Legends cards are downgraded most aggressively, whereas The Dark through Scourge merit less severe price decreases. Therefore, I recommend focusing on Alpha through Legends when hunting for underpriced “Damaged” cards.

Unfortunately, Channel Fireball doesn’t post their sell prices on Damaged cards for which there is no stock. This makes identifying the best deals a bit difficult, and it means I can’t readily rattle off a list of examples. I can mention a Damaged Thunder Spirit I recently bought from Channel Fireball for $49.99. TCG Low for and English copy is $76.

There was an error retrieving a chart for Thunder Spirit

But there is good news! Since Channel Fireball sells on TCGPlayer, we can run an advanced search and browse Channel Fireball’s Damaged stock by set. I ran a quick search on Legends, sorted by price (high to low), checked “English” and “Damaged”, and shopped from Channel Fireball’s store specifically. Sure, most cards show as “out of stock” for Damaged condition, but check out one thing I found with this strategy:

That’s a great deal considering Channel Fireball’s “Damaged” is often HP and almost always sleeve playable. Don’t forget you can navigate to Channel Fireball’s site and purchase the card there to get free shipping and use a coupon code (they always have some special going on).

Here’s one more find using this strategy, this time browsing Antiquities:

This is another steal if you’re looking for a sleeve playable copy of Argivian Archaeologist. It’s not a copy that’ll likely get a collector’s interest, but it could be the perfect copy to jam in an Old School deck! It could also be used to flip to ABUGames for trade credit—they offer $40.46 in trade credit for HP copies of this card.

HP Cards: The Star at Star City Games

Star City Games also has significant mark-downs on Heavily Played Old School cards, for all the reasons discussed above. Rather than rehash the same rationale, I’ll share some examples of underpriced HP cards listed at Star City Games. They’re always going to be out of stock on these, but if you can catch a restock by using their restock alert system, you can nab a great deal!

Don’t forget, Star City Games’ “HP” often corresponds to moderately played using other stores’ grading guides. Here are some comparisons against TCG Low.

Thunder Spirit: $54.99 vs $76
All Hallow's Eve: $129.99 vs. $150
Chains of Mephistopheles: $349.99 vs. $450
Field of Dreams: $29.99 vs. $45
Moat: $299.99 vs. $400

There was an error retrieving a chart for Field of Dreams

The list goes on and on. I’d focus on the higher-end playable cards. It seems Star City Games marks these down such a high percentage that their price is well below TCG Low. I browsed Legends cards to find examples, but I’m sure you can find similar deals from other early expansions such as Antiquities and Arabian Nights.

Limited Possibilities at ABUGames

The last vendor I want to touch on is ABUGames. As you know, ABUGames’ prices are all inflated due to their inflated trade credit. They’ve been making significant progress in curtailing the rampant credit inflation they experienced over the past couple years. This is reflected by some markdowns in pricing and significant cuts to trade credit numbers on Old School cards.

In a few cases, the price decreases were relatively overdone. The result: there are a few played/HP cards worth grabbing with trade credit (never cash). The way I see it, any card that can be acquired and sold for at least 70% of ABU’s price is a worthwhile consideration because it represents a profitable out for trade credit.

Here are a few cards I’m perpetually searching for in the hopes of a restock, along with TCG low pricing. The ABUGames prices sited below are for Played copies because they only list HP prices when they have HP copies in stock. It’s safe to assume picking up HP copies of these cards would be even more attractive.

Power Artifact: $107.55 vs. $81.71 (75%)
Thunder Spirit: $98.19 vs. $76 (77%)
Serra's Sanctum: $100.69 vs. $75 (74%)
Icy Manipulator: $119.99 (HP) vs. $95 (79%)
Revised Savannah: $131.19 (HP) vs. $89 (68%)

There was an error retrieving a chart for Power Artifact

I’m sure there are other examples out there, but these are some of the cards I browse most often when looking to convert trade credit into profit. They have OK prices on any HP Revised Dual Lands, by the way, so if you’re looking for some sleeve playable copies but don’t want to outlay a bunch of cash, ABUGames may be a good source.

Wrapping It Up

Old School cards are definitely in a correction as prices pull back significantly from their highs. But we’re nowhere near a “market crash”. This is evidenced by the robust demand from the Old School community, particularly for popular cards in heavily played condition. How do I know demand for this class of cards is robust?

There are two reasons for this conclusion. First is the fact that any well-priced (TCG low -10%) Old School card posted on the Old School Discord is promptly purchased. And second is the fact that vendors, who have dropped their prices too far, are perpetually out of stock on some popular cards.

My strategy varies for each major vendor, but ABUGames, Card Kingdom, Channel Fireball, and Star City Games all have cards worth monitoring for a restock. If you’re able to grab copies of underpriced cards such as the ones mentioned in this article, there is some profit to be made. Or, better yet, you can acquire cards for decks, cubes, Commander, etc. on the cheap. Just be aware that you’re not the only one refreshing these sites in the search for deals.

Happy hunting!

Sigbits

  • After dropping their sell price on Unlimited Underground Sea, Card Kingdom quickly sold out of their stock. Now they have zero copies in stock and only $570 posted on their hotlist. They must not realize ABUGames offers $936, cash! They also offer $1,140 in trade credit for NM copies. With this differential, Card Kingdom is going to have to offer more if they’re hoping to restock copies of this card.
  • Card Kingdom has upped their buy price on Candelabra of Tawnos to $455, where the number has stuck for a full week. Unlike Unlimited Underground Sea, Card Kingdom’s buy price on Candelabra is best in class. But TCG low is around $420 for heavily played copies, so I suspect there’s still a gap here and Card Kingdom may have to increase this number as well.
  • Card Kingdom now has two Guru basic lands on their hotlist: Swamp and Forest, both posted with a $235 buy price. These must be selling well for Card Kingdom because there always appears to be some combination of Guru basics on their hotlist.

Modern Top 5 (Christmas Edition): Green Cards

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Ho, ho, ho! Welcome to another edition of Modern Top 5, this one held together by tinsel-thin Christmas allusions. Although it's no "illusion" which color's on top at this year's end! Today, we'll break down the format's piniest players.

Trimming the Tree

Our first gift is actually a hand-me-down: an older Modern Top 5 metric explanation! We'll be using the same set of rules for green cards as we did for black, so feel free to skip this section if you're familiar with power, flexiblity, and splashability.

No Modern Top 5 would be complete without a metric. Since the top cards in a given color can include any type of spell—planeswalkerhatebeater—we’ll aim to use the most general metrics possible. I think those happen to be the ones established in the series’s first entry, Modern Top 5: Utility Cards. Here they are again.

  • Power: The degree of impact the card tends to have for its cost.
  • Flexibility: The card’s usefulness across diverse situations and game states.
  • Splashability: The ease with which Modern decks can accommodate the card.

Power and flexibility will be rated by considering both a card’s floor (the least it will do) and its ceiling (its best-case scenario). For example, Lightning Bolt‘s power floor is higher than Fatal Push‘s, as Push is dead when opponents have no creatures while Bolt can go to the face.

Splashability will be rated by considering how many existing Modern decks can accommodate the card and whether they’ll want it. For example, despite its lack of a color identity, Ghost Quarter doesn’t fit into BGx midrange decks. These decks can easily run Fulminator Mage as mana disruption instead, and prefer not to miss a land drop if they don’t have to.

Each metric will be rated out of 5, giving cards a total rating out of 15. As ever, the usual disclaimer stands: just because a card scores low or doesn’t make the list means little in terms of its overall playability. After all, splashability is a metric. Some of the strongest cards in the format in terms of raw tournament wins are themselves rather limited in terms of which decks can employ them.

Now that the chimney's swept and the cookies are by the tree, let's skip ahead to 6:00 AM and check out the greatest green's got to offer!

#5: Ancient Stirrings

Overall: 9/15

Power: 5

"Not a creature was stirring, not even a mouse," the poem goes. But despite Modern's ever-shifting focus this year, Tron and Eldrazi players have indeed been Stirring up a storm, and they won't stop anytime soon. Stirrings is indeed an absurd card in its right decks, trumping the banned Ponder and Preordain by digging a whopping five cards deep for one mana.

Flexibility: 3

That cheapness keeps Stirrings relevant the entire game, giving it a high flexibility score. Only its necessary colorless limitation knocks it down from 5; sometimes, players really need to grab that Primeval Titan or Thragtusk.

Splashability: 1

Splashability is where Stirrings really takes a hit. Last time I graded it on this metric, the sorcery scored a 2. I then wrote that decks using Stirrings must fulfill the following conditions:

- Have colorless cards they benefit greatly from finding at certain points in a game

- Be composed primarily of colorless cards

- Be able to utilize available colorless disruption from the sideboard (i.e. Relic of ProgenitusEngineered Explosives)

All of that is still true. What's changed is Modern. As David wrote last week, 2019 saw a huge influx of spells into the cardpool, and some of them have straight-up power-crept Ancient Stirrings (keep reading!). In other news, every artifact deck no longer necessarily wants the cantrip; Oko Urza, the format's supposed top deck and certainly its best artifact one, forgoes it entirely, as its payoffs are largely colored. Stirrings still does a lot, but for a more specific niche of decks than ever.

#4: Collector Ouphe

Overall: 10/15

Power: 4

There are two kinds of gift-givers: those who look for the hottest new trinkets to bestow upon friends and family, and those who furnish whatever's on sale so they can horde the real deals themselves. Ouphe falls into the latter category.

Stony Silence on legs is both better and worse than the enchantment; Collector Ouphe can tap to beat up on floodgated opponents, but it's also susceptible to a larger swath of removal, e.g. Galvanic Blast. In any case, two mana for this effect is a bargain in Modern, and one that once earned Stony itself the #1 spot in "Modern Top 5: Hosers," a piece about the effective disruption of metagames past.

Flexibility: 2

The only thing saving Ouphe from a 1 in this category is the fact that it can turn sideways for some damage or block a creature. Therein lies the inherent flexibility of the card type. But yeah, its effect, however superb in the right scenario, is quite narrow, mostly dooming Ouphe to sideboards.

Splashability: 4

Just like Stony, Ouphe is quite lax with its requirements: pilots just need tangential access to the right color of mana and not to be on the decks they plan to hate out, standard fare for most hosers. But I do think Ouphe is a bit more splashable thanks to its typing—getting scooped by Collected Company, Chord of Calling and the like makes it especially appealing for decks running similar cards.

#3: Veil of Summer

Overall: 11/15

Power: 5

I've made no secret my love of one-mana Cryptic Commands over the last five years, and Veil of Summer is by far the best one-mana Cryptic Modern (Magic?) has ever seen. It's no wonder Wizards has banned it from both Standard and Pioneer at this point.

Flexibility: 2

One-mana Cryptic is always incredibly powerful, but it tends to lose out on these next two metrics. Veil is still more flexible than many of its forebears: it hits blue and black spells, tagging permission, removal, and targeting effects like those of Thoughtseize and Surgical Extraction. But it still only works on the stack, and when opponents bring those kinds of effects to the table. This sort of card is inherently narrow in its applications.

Splashability: 4

At last, the turnaround! At a measly one green mana, Veil proves eminently splashable. Best of all are the many roles it plays in different decks. Fair strategies use it to bolster their gameplan in midrange mirrors or against control, but aggro-combo and pure combination decks wield Veil as insurance against opponents trying to slow their gameplan. That versatility makes Veil strategically splashable as well as color-wise.

#2: Once Upon a Time

Overall: 12/15

Power: 5

If we're power-creeping Ancient Stirrings, we're certainly scoring perfect marks on this metric. You thought Stirrings was cheap at one mana? Once is as free as a Christmas carol! Okay, so it's only free on turn one (good luck finding carolers about on the 26th), but that's for the other metrics to worry about. This card is so played because it's free when it counts the most: at the stage of the game where neither player has any mana.

Flexibility: 3

Just as free is infinitely better than one mana, two mana is much steeper. That's where Once takes a hit relative to Stirrings. But grabbing creatures tends to trump grabbing lands and artifacts, especially since many payoffs these days, even for artifact decks, fall into the former category. And Once is an instant, so players don't even have to fork over mana on their own turn.

Splashability: 4

Early access to green mana isn't even a requirement for this card to see play. So long as a given deck can eventually produce green, Once is a supportable inclusion; after all, it's to be cast right away for zero mana, and then again much later, after players have exhausted their hands of board-impacting plays and are searching out more gas. To me, the biggest showcase of this card's splashability was its inclusion in Traverse Shadow, where it supplants Manamorphose as a quick instant for the graveyard while also often acting as a delirium-ready Traverse the Ulvenwald out of the gate.

#1: Oko, Thief of Crowns

Overall: 13/15

Power: 5

Two weeks. Two Modern Top 5s. Two 1st-place finishes. But Santa's baddest little elf (er, Faerie) really is that good, leading the charge of cheap, warping walkers.

Flexibility: 5

To be fair, there are more impactful spells at this price point. Oko's real draw is the sheer amount of options he affords pilots. Players give themselves total autonomy when casting the planeswalker, at once an effective disrupter and army-in-a-can win-button. In other words, Oko's commanders enjoy a sizable boost in reversibility once the walker resolves: they suddenly get to choose when to interact and when to proact, all while drawing enemy resources onto one card that may or may not distract from other plans.

Splashability: 3

Oko's been popping up everywhere, sure, but not literally everywhere. While his effects are desirable enough to merit consideration in most types of decks, only those capable of producing blue and green mana can actually afford to run Oko as an engine or tech.

More to Unwrap

The year isn't over just yet. In the coming weeks, we'll see how the Festive Five fare in online dumps as we examine the last brews of 2019, and whether a certain grinch has it in for them after not making my "nice" list!

Three Lessons Learned from 2019

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2019 has been a fantastic year for me MTG Finance-wise. I've sold more this year than in any previous years, and I have been steadily growing my inventory while downsizing some of my bloated personal collection. Every year, I like to take some time to reflect on some lessons I have learned over the previous year and I felt that being transparent with my readers on those lessons would make for a good article. Here's what I learned:

1. Organization is Huge

This year, I built two wooden frame systems for card storage. The large rack I made to hold my bulk rares and uncommons that are sorted by set, and a smaller card hotel I used to hold my current store inventory. These two additions to my office have made finding cards a whole lot easier which in turn means I can fulfill orders that much faster. For those interested, they look like this:

Card Hotel

The black boxes holding the cards are just the bottoms of fat pack boxes, which if you buy a fair number of collections, you end up accumulating. Some stores will buy them, as they are perfect for this. I also keep my shipping envelopes on the top shelf of the hotel which I pre-stamp with a custom stamp I also bought online as I wasted a lot of time writing the return address on every envelope going out.

An additional benefit is that because the stamp has my store name on it, I've also been able to stop including packing slips. I found that they tend to waste a lot of paper and printer ink. As a customer myself, I never care for them unless I order a large quantity of cards. I've decided that should someone order 10+ different cards, I will print out the packing slip to go along with the order, but I rarely sell more than three different cards on any given order.

Card Box Rack

I also purchased some standard 2x4-inch labels online and made all the labels you see on the ends of each box. I had previously used just some masking tape and wrote the set name and rarity on it, but I found the labels help me remember set symbols and look cleaner. The colored stickers on the uncommon boxes are to let me know they aren't full as I found I wasted a fair amount of time opening up full boxes when I was trying to add handfuls of cards to them and I'd have to keep closing them and looking for the next option.

2. Strike While the Iron is Hot

My morning routine includes checking the Interests pages on MTGStocks to see what cards have moved in price since the previous day. Whenever I see a card spike, I try to ascertain whether or not it was for a legitimate reason. If so, I quickly dig through my boxes/binders and list those cards, either at the new price or (if I think there is still more room to grow) at a price I hope they'll hit in the very near future. However, there is an obvious danger to doing this.

I'm not the only person who runs this routine. If I price too high, it's easy to get undercut by the next person and you can easily miss out on sales. Remember, the ideal time to sell is when a card's price peaks before it starts to drop and everyone races back to the bottom. Here's an example: while digging through my foil rare binder, I came across a copy of Bonescythe Sliver I didn't realize I owned. I immediately went to list it and noticed that the foil price is now lower than previous sales prices; far lower than I'd had back when Modern Horizons came out and new slivers were added to the Magic library.

I remember when this card first showed up on MTG Stocks interest page. I combed through my M14 rare binders and dumped all copies but one on TCGPlayer. Now, they have rapidly cooled off and lost 1/2 their value.

There was an error retrieving a chart for Bonescythe Sliver

As I recently purchased a decently large collection, I've come across this same issue repeatedly as I have been adding new inventory. I missed the rise on many cards because I got a bit too greedy, or was a bit too slow to list them. I am feeling this the most on all my extra dual lands which I sat on during last year's meteoric price rises. I believed that primarily because they were on the Reserved List and would be immune to the same kinds of pullbacks we see on many other cards. This leads me into my next lesson of 2019.

3. Current Real Profits are Better than Future Hypothetical Profits

If even you have a passing interest, you'll remember times when you sold out of a spec "too early" in fact every speculator I know has at least one of these stories. We suffer a different version of FOMO (Fear of Missing Out) than those who just buy cards. While they fear buying too late, we fear selling too early. However, if you made a decent profit on a sale then you still made money. We can't control what a card's price will do tomorrow, a week from now, or a month from now. We can control what we sell a card at.

My best example was two years ago when I purchased 2x played Gaea's Cradles from the Troll and Toad cash only case at a GP for $150 each, which at the time was a great price. I listed them on a local Facebook page and within a week I had a local player who needed one.

He offered me $200 in person which was about $25 less than the cheapest on TCGPlayer. I took it. Within two months, the cheapest copy on TCGPlayer was $300. Now they are right back down to the $240 price. The key takeaway was not that I missed the opportunity to potentially make more money several months later, but that I made $50 for almost no effort within a week.

The reason so many people on our site repeat the idiom "Cash is King" is because it has the highest liquidity of any asset you can have. If you can walk away from a speculation target and make a decent profit now that's better than any hypothetical greater future profit. You can use the money from the sale to buy other targets or pay for other living expenses.

A Year in Modern: 2019 Metagame Review

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The saying goes that those who fail to learn from history are doomed to repeat it. In Modern, those who do not observe the metagame are doomed to be passed by. Applied to Magic, such proverbs encourage every player to duly note how the metagame evolves and develops over a competitive year. Having spent the year tracking those twists and turns, it's now time to recap and learn from them.

Just like last year, today I'll be looking back on 2019's metagame. Part of the process involves charting the ups and downs of a wild year in Modern. Another part consists of identifying trends that may influence the 2020 metagame. The future is impossible to predict, but can be guessed at given current trends; today, we'll search for those that appear to persist despite the metagame's churn.

From the Scrapheap

2019 kicked off with the metagame being disrupted by an unexpected banning. Krark-Clan Ironworks had tremendous success in the hands of Matt Nass early in 2018, and Wizards was concerned about its non-interactivity and resilience eventually taking over Modern. The deck had started showing up in quantity at events despite a relative drought, and was beating hate despite its weaknesses being known. There was also the problem of Ironworks being really boring to watch. Therefore, they decided to preemptively nuke Ironworks, the presumptive best deck; the metagame then largely reverted to its 2018 state.

Firebird's Ascent

With Ironworks gone, the metagame began to coalesce around Arclight Phoenix. Izzet Phoenix's high velocity let it play a very consistent gameplan while Manamorphose and Faithless Looting allowed it to blitz any deck that couldn't disrupt its engine. Thing in the Ice proved to be a house against creature decks and a surprisingly robust threat in its own rite. Phoenix took over as Modern's most successful deck judging by Top 8s and Day 2 presence during March 2019.

However, in April, the tide began to turn. Players had caught on that the key to fighting Phoenix wasn't actually going after Phoenix itself, but the cantrips that fueled the engine. By the end of the month, Humans had situated itself as a clear challenger to Phoenix. Of the options, Humans made the most sense in that role, since Thalia, Guardian of Thraben, the natural enemy of velocity, was an integral piece of the deck. Reflector Mage is also very strong in a matchup where opponents rely on the bounce-able Thing in the Ice as board interaction. At the start of May, it looked like Phoenix's reign was coming to an end, as predation had kicked in and the metagame was adapting.

Outside Phoenix, the metagame looked rather unremarkable. The usual players from 2018 continued to put up numbers and see success, none more than Dredge. Ironically for a graveyard deck, Dredge was able to piggyback off Phoenix's success thanks to Phoenix diluting anti-grave sideboard cards. Dredge is very resilient to one-shot hate, but struggles against persistent hate. The only reason to attack Phoenix's graveyard is Phoenix itself, and so players relied on Surgical Extraction, to my consternation. Dredge was able to sneak through the cracks and continue to find success until the end of the month.

The Great Churn

Beginning in May, the middle of the year saw what I'm going to call the Great Churn. Three sets were released in three months, which is an absurd influx of cards. This was exacerbated by one being Modern Horizons, a set with exceptionally high power compared to Standard-ready expansions. Naturally, this threw Modern's metagame into a chaotic state of flux all summer. Even when it appeared to have stabilized, there would be constant churn beneath the surface. In many ways, this churn is ongoing; many promising cards that failed to gain traction during the summer are gradually being rediscovered. Meanwhile, the churn has been added to thanks to Throne of Eldraine.

War of the Spark

May opened with the release of War of the Spark, and Magic was flooded with cheap planeswalkers. While Narset, Parter of Veils and Teferi, Time Raveler gave control players dreams of Modern dominance, the reality was that Karn, the Great Creator has been the standout planeswalker from War.While initially just seen as a Tron card (being colorless), Karn has found homes in every artifact deck imaginable.

The initial excitement centered on Karn locking out opponents by wishing for Mycosynth Lattice, which gave the plodding ramp deck its first I Win button since Emrakul, the Aeons Torn. However, it has since become clear that Lattice is the most optimistic target, and the real value is that repeatable wishes are very good. This has allowed Karn to remain a relevant force in the metagame as it continues shifting and the Lattice lock becomes less needed. There were few events during this period, so players were still experimenting when Wizards dropped a bomb on Modern.

Modern Horizons

The much anticipated Modern Horizons released in June. How Hogaak, Arisen Necropolis slipped through Wizards' net I cannot understand, but it was bad news from the get-go. Modern was already flush with graveyard enablers, and Hogaak proved to be the ultimate payoff. It took the dangerously explosive but inconsistent BridgeVine deck and supercharged it, combining with Altar of Dementia to infinitely mill out first itself, then the opponent. The deck was so ridiculous that it shunted aside all the other interesting cards in Horizons, and after less than a month, Wizards decided to nerf Hogaakvine ahead of the next set release and a string of Modern GPs.

Core 2020

For a short period, it looked like the nerf worked. July saw Core 2020 released, and during the early weeks, Hogaak was a non-issue in the metagame. Core 2020 contained plenty of interesting cards, including one now banned in multiple formats, but its low power compared to Horizons has rendered Core relatively unimpressive for Modern. The cooldown gave Modern the opportunity to finally try to understand just what had happened with Horizons. However, this grace period was not to last. It turned out that Hogaak had merely been metamorphosing. Like a caterpillar turning into a butterfly, Hogaak was about to find its final form.

August was Modern season on the competitive circuit, and it was dominated by this new wave of Hogaak decks. July ended with Hogaak dominating at the Mythic Championship weekend and the concurrent SCG open. Hogaak then continued to crush events despite every deck piling on the graveyard hate. The deck was too powerful, too consistent, and too hard to fight for any other deck to reliably beat. In the end, Wizards was forced to kill Hogaak for good. However, they also went a step further. Graveyard decks had defined Modern for years, and despite a previous banning, Dredge was still a force in Modern. The time had come to end an era, and to keep the graveyard decks down, Faithless Looting was axed too.

A Whole New World

The best graveyard enabler was gone, the obviously-broken deck was dead, and the format still didn't know what to do with all the cards that had flooded in. However, despite some continuing Dredge presence, Phoenix had died and nothing similar has emerged. September was spent brewing and experimenting as Throne of Eldraine also brought new cards into Modern. The metagame began to take actual shape in October, as Modern returned to the competitive calendar.

It quickly became clear that Urza, Lord High Artificer was the new Next Thing, but what that thing actually is remains elusive; over the past few months, Urza decks have taken numerous forms. The deck is built around a solid core of free-to-cheap artifacts, but the payoffs have swung between combo, prison, or value. The most recent events indicate that riding the value engine of Oko, Thief of Crowns is winning the popularity contest... at least, for the time being.

Metagame Trends

It is strange to think that 2019 has ended much as it began. The year started with Ironworks, a deck built around free-to-cheap artifacts, being the apparent deck to beat. And it's ending with Simic Urza, another such deck, in that same role. The more things change, as the saying goes. However, it is critical to look deeper, as the truth is that beyond the "best deck," the metagame continues to display remarkable diversity: Tron is consistently showing up to punish the ponderous decks; Humans is beating up on the cheap-spell decks; Grixis Death's Shadow is returning to take on Urza. Modern continues to be a play-what-you-want format despite the apparent domination of certain decks.

Gravely Departing

Decks that synergize with the graveyard will always be in Modern. There are too many synergies and powerful graveyard cards for that not to be the case. However, it is probable that the era of graveyard dominance is over. Faithless Looting made it extremely easy for decks to make controlled dumps into their graveyard while simultaneously improving their hands. Thus Looting turned graveyards into an extension of the hand for one mana. And could do so again thanks to flashback. Without a clear replacement, few decks will effectively utilize their graveyards effectively anymore.

There are plenty of spells that dump cards en masse like Stitcher's Supplier, but they're random, and thus inconsistent. No fine tuning, just brute force. Haggle is as close as Modern is likely to get for the foreseeable future, and it is a hollow shadow of Looting. Whatever becomes of Modern moving forward, it is likely to be tangential to the graveyard, rather than utilize it intrinsically.

Laying Eggs

Similarly, the cheap artifact shell will remain relevant. The combination of Arcum's Astrolabe, Mox Opal, Mishra's Bauble, and Engineered Explosives first (mostly) wielded by Ironworks has proven itself adaptable enough to anchor multiple strategies. It's unlikely that anything from that core itself will ever be banned.

Its main draw is that it's cheap as free. Other options like Everflowing Chalice or Witching Well aren't as individually powerful as Explosives or Astrolabe, but they don't need to be. The shell's purpose is to be free more than anything, and free is a very powerful enabler. Therefore, the shell will be with Modern for some time.

Which payoffs use this shell is not clear. Right now Oko, Thief of Crowns and Urza, Lord High Artificer hold the title, but they're both on my banning watchlist for good reason. Outside of Oko and Urza, the proven artifact payoff is Arcbound Ravager, but I doubt Affinity is the right home. Affinity does play a lot of free-to-cheap artifacts, but those must contribute to an aggro plan; that deck wants Memnite and Signal Pest, not Bauble and Astrolabe. The alternative shell would need to be more midrange- or combo-focused to turn the durdly artifacts into something useful. So long as Oko and Urza survive, they're better than the other options, so there's little reason to scope out alternatives. Regardless, much like this year did, 2020 will begin with an artifact deck looming over Modern.

Look to the Future

With the start of a new competitive cycle and more sets for Modern to struggle to absorb, 2020 looks to be a dynamic year. Hopefully not as extreme as 2019, though; I don't know if I'm ready for another Eldrazi Winter or Hogaak Summer. The original Theros block didn't do much for Modern, so perhaps the trend will continue when we return to Theros in January. Only time will tell.

The Guide to Selling Foreign Cards on TCGPlayer

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I would like to start this article off by dispelling a commonly repeated myth. “EDH players don’t buy foreign cards”. While often EDH players want to be able to read their cards, they also want cheap cards. As long as your card is in a desirable rare language or cheap enough, it will sell given enough time. Often when people complain about not being able to make money off foreign cards, they are trying to treat them the same as English cards in how they buy and price them.

Most people make this mistake early in their MTG finance career and then they completely write off foreign cards as a fool's errand, refusing to ever buy them. If you understand the risks and shift your expectations, foreign cards can be just as lucrative as their English counterparts.

Pricing Non-Foils

When you are pricing foreign cards you need to consider a lot more factors than when you are pricing English cards. The most glaring factor is what language the cards are; most people generally associate Japanese, Korean and Russian to be the most desirable languages because of their appearance and rarity. Generally speaking, this is a good rule of thumb when considering if you want to price a card above its English counterparts.

The next factor that I look at is other listings. When I am looking to price a card above an English version, I only look at listings for that language as the premium price assumes that the buyer wants that specific version. When there are many other vendors for that language, I try to be very competitive with my pricing even when I price cards at a premium. I do this because vendors on this platform primarily compete for sales by price. Another important thing to analyze when looking at other vendors is the quantity they have in stock. Buyers generally gravitate to vendors that have the full quantity they want rather than ordering from several vendors to save a little bit.

While I am looking at other vendor’s pricing, I also look at the last sold listing that can be viewed from the TCGPlayer seller portal. This can add some important context to how you should price your card if no vendors have any copies in stock. This factor does need to be considered carefully as it does not give a date to when the sale happened, so if a card has been reprinted recently, it may not be a very good indicator of price.

A factor that is deceptively important is the edition of a card. Some sets have a lot more desirability because of their appearance and their rarity in a foreign language. For example, it's much harder to find foreign cards from older sets like Future Sight and Mirrodin when compared to more modern sets like Fate Reforged or Dominaria. Another factor to consider when looking at the set of a card is if the set is the original printing of a card. These can be more desirable to a buyer as they may want their whole deck in original printings.

One more important element to pricing foreign cards is what format the card is played in. Often Legacy and Modern cards will be much more desirable as they are non-rotating formats where players are more incentivized to play a deck for longer and pimp it out. Often the last factor I consider for a foreign card is its condition. As long as your card is at least Lightly Played, there are few instances where the price will be radically different than Near Mint.

For Example

Now let’s look at an example of pricing a foreign card for a premium. For this example, I will be analyzing how you should price a playset of non-foil Japanese Fate Reforged Gurmag Angler. To start off, we want to price these for more than their English version, as Japanese is generally considered to be a premium language. Next, let’s look at other vendors who have this card in stock:

This card is stocked by several vendors with at least a playset in stock, which means we need to undercut them by a good chunk. Now let’s look at the last sold listing within the seller portal:

The previous sales show that the listings by other vendors sell relatively often which means we probably want to be in between $1-2 to make sure these sell relatively quickly. Since we have good context for this sale, we don’t need to worry about what format this card is played in or how rare it is, as it is clear that people buy these for more than their English counterparts. The last thing we need to consider is the condition of our card. Since the price difference between Near Mint and Lightly Played is negligible, it won’t impact how we price ours. For these Gurmag Anglers, I would list them at $1.67 per card to have three or four copies sell for above the $5 mark

Most of what has been discussed so far mainly centers around cards that are expected to sell for a premium. Now I want to show some important pricing rules for selling cards that may sell for less than their English counterparts. The main factor in determining this is if a card isn’t one of the premium languages like Russian, Japanese or Korean. While language is the main determining factor for the price of a card, the format becomes even more important when considering the price of a non-premium language card. Even though I did say that foreign EDH cards do sell on TCGPlayer, they usually sell at a discount to English versions, even if they are premium language.

To determine if a premium language card will sell at a discount, you generally want to look at the number of foreign versions listed on TCGPlayer. For example, a card like Maelstrom Archangel has many listings for foreign copies at significantly less than its English counterpart. The card is also mainly played in EDH. This means that when you go to price that card, you will need to significantly undercut the market to have a solid chance of a sale. This includes versions from all languages; not just the language you are listing. You may even have to reprice the card as other vendors drop their prices in order to compete with yours.

Even when there are few vendors for foreign versions of a card, you still need to consider who is looking for that card. For example, who is actively looking for a Japanese copy of Seahunter for their tribal merfolk EDH deck? The amount of people who want to pay double the English price for that card is probably very small, while there are probably quite a few more people who will buy it just because it is the cheapest version.

Pricing Foils

When looking at pricing foils for foreign cards the differences can be very stark between premium and non-premium languages. Fortunately, much of the same rules apply from non-foils, you still want to consider rarity and playability but you need to do more research to find proper pricing data.

When looking at premium language foils, I generally use MKM and Hareruya to get pricing references outside of TCGPlayer listings. While Hareruya only has Japanese cards they are often the best baseline for pricing cards, as they are very strict on grading. Generally, you should be undercutting their prices because they do ship directly to the United States. MKM usually covers all languages and almost always has decent pricing info. They don’t ship to the United States but they still are important to understanding what a realistic price is for a premium foreign foil.

The format concern also comes back to haunt us a little bit when considering how to price these cards. Unlike before where most foreign EDH non-foil cards needed to be listed for less than English, some EDH foreign foils can sell for more than English if you are patient and there is little competition for the language you are listing. Patience is really important when you are listing foils. Often it can take months just to move a single Japanese Foil EDH card, this is something you need to take into account when trying to acquire these cards.

Outside of premium languages, foreign foils can be a little tricky. Few people want a pimp version of a card that is in a less desirable language. These can often be the most difficult foreign cards to sell. You will usually need to heavily undercut the competition from foreign and English competitors. I have had some success selling these but they require frequent repricing and patience. Overall foils can be very tricky so be cautious when purchasing them.

Wrap Up

One of the systemic risks that foreign cards have unlike English versions is the fact that almost no buylists take them. Once you buy foreign cards you almost certainly have to move them yourself. This is especially important when looking at your cash flow and how long you want to tie up your money. While I think that foreign cards present interesting opportunities for sellers to branch out, they can also entrap speculators in stock that is difficult to sell even when a card spikes.

Another minor observation that I had during Black Friday was the impact of the promotion on the sale of my foreign stock. I saw massive increases in sales and I think this could be attributed to people being attracted to TCGPlayer that don’t usually shop there, this new customer may be ultra price-sensitive and foreign cards may be very attractive during these sales. While this is just speculation, it could be something to consider when looking at inventory to list before a major sale. I hope this article helps you better understand what factors need to be considered when trying to sell foreign cards.

Mystery Booster Playtest Cards: A Deep Dive

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Here’s a riddle for you: what cards can be obtained from tournaments but aren’t tournament legal, and are still in print yet are rarer than an Alpha rare?

Despite its paradoxical nature, the answer is probably obvious to most: Mystery Edition Test Print cards, of course!

I’m not sure how closely the community is tracking these cards, but their prices are a bit all over the place. Many of these cards have both limited supply as well as limited demand—some are not all that interesting, while others are a casual player’s dream.

This week I’m doing a deep dive into these interesting cards, explaining my current approach and dwelling on their potential trajectory.

Trying to Estimate Market Supply

Let’s track some assumptions and try to ballpark total market supply on these cards.

These playtest cards can only be obtained, one at a time, from special convention Mystery Booster packs. The packs are handed out during side events at MagicFests. A conservative estimate would be that 500 players, on average, participate in a Mystery Booster side event. At six packs per player in a sealed event, that equates to 3,000 boosters opened. Accounting for drafts and prize packs (are those a thing?) we can bump this to 4,000 boosters in total.

Each booster contains one playtest card. There are 121 unique playtest cards—assuming they all have the same rarity, that means each MagicFest event would introduce 33 complete sets of playtest cards. If we multiply this across 50 events over the year+ these will be in print, we get to around 1,700 copies of each playtest card entering the market. 1,700! Since these have only been out for a month now, the actual market supply today is a small fraction of that. Hence why these are far rarer than an Alpha rare at the moment.

After these boosters are done entering the market, I still estimate that each individual playtest card will be rarer than a Beta rare (~3,200 of each). Those are some rare cards! Don't forget even the most useless of Beta rares still sells for a pretty penny.

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Pricing is All Over the Place

How does one go about pricing cards that are so rare, yet have such variable demand? To parallel the stock market, these playtest cards are almost trading like OTC (“over the counter”) stocks. OTC Stocks are only traded directly through a network of brokers and dealers; they aren’t traded on an exchange (e.g. New York Stock Exchange). Similarly, these cards are currently traded via peer-to-peer sites such as TCGPlayer and eBay. Card Kingdom is currently the only vendor that currently offers playtest cards for sale, and they’re out of stock on many of them.

Because these aren’t well-stocked at major vendors, it’s difficult to identify an appropriate price for most of these cards. In true form, the right price for any given playtest card is simply “whatever someone is willing to pay for it.” Judging by eBay listings, that price is anything but consistent.

For example, how would you price a copy of Queue of Beetles to sell? Card Kingdom is currently sold out at (of course) with a $5.99 price tag. Their buylist is $4, so that’s the floor. How about the ceiling? Looking at eBay completed listings doesn’t help all that much:

It seems a $7-$9 price point was appropriate, but what person was willing to pay $20 for this card back in late November? Is this really a $20 card?

Probably not, seeing as there’s a copy on TCGPlayer currently listed at $9.49. I am one of the few trying to sell a copy. At first, I priced my copy in the $20 range because of that completed listing and the fact that the cheapest available copy on eBay was listed at $37. Since then, I’ve dropped my price all the way down to $8.49 and I still haven’t made the sale.

On the other hand, you have a card like Animate Spell. So far I have purchased a few copies from Card Kingdom at their $5.99 price point. These have sold decently for me on eBay at a price around 3x that of Card Kingdom’s.

Those top two sales are mine. And while the price is on a downward trajectory, I’m optimistic that I’ll be able to sell another copy or two well north of $5.99 (my current listing is set at $15, TCG low is $17). But again, the key point is that these are priced all over the place depending on where you look.

Card Kingdom Pricing: Too High and Too Low

Since Card Kingdom is currently the only major online vendor with playtest cards for sale, it makes sense to spend some additional time examining their prices. (I see that Channel Fireball has prices for these cards but are currently 100% out of stock).

In keeping with a paradoxical theme this article, I consider Card Kingdom’s prices on playtest cards to be both too high and too low. Of course this doesn’t apply to a single card; instead, I’m describing the inconsistent nature of their pricing.

For the more desirable cards, their prices are well below eBay completed listings and TCGPlayer market price. They’re perpetually sold out of such cards. Examples include Mirrored Lotus, Slivdrazi Monstrosity, and Generated Horizons. In my opinion, any playtest that Card Kingdom has for sale above $20 is priced too low relative to what the market will currently bear.

However, that doesn’t mean only their high-end playtests are underpriced. Card Kingdom remains perpetually sold out of casual favorites such as Banding Sliver and Animate Spell, priced at $7.99 and $5.99 respectively, because these sell for far more on eBay. Any time a copy comes up for sale, it gets purchased right away due to the low price point.

As you get to the less desirable playtest cards, Card Kingdom’s pricing suddenly becomes less attractive. One example is Siege Elemental, which is currently priced at $7.99. Recently sold copies on eBay have sold for between $5 and $10. So while $7.99 isn’t an offensively high price, it’s not one players are eager to buy.

Card Kingdom also has a floor on playtest prices right now—they won’t sell any playtest for less than $5.99. Therefore, they have a bunch of $5.99 playtests in stock. Until they drop the price, it may be tough for them to move certain cards. This includes Biting Remark, Enroll in the Coalition, and Memory Bank. On the other hand, they offer no less than $3 for a given playtest card on their buylist.

Eventually, they may get enough copies of the least interesting playtest cards that they’ll have to drop that floor. Until then, any playtest card can be considered worth at least a few bucks even if no player wants it.

Looking Ahead

Given the unique nature of these playtest cards and how they’re entering the market, there’s little to use as precedent in predicting their trajectory. A handful of copies of each playtest will gradually enter the market after each MagicFest, to either add to the market’s supply or else be absorbed by player demand.

As this unfolds, I predict two trends. First, the less desirable playtest cards will gradually accumulate on the open market. Supply will climb until there are dozens of copies for sale. The price point on the less interesting cards will fall towards a buck or two, but probably not drop much below that. I don’t expect any playtest card will become true “bulk”.

As for the more desirable playtest cards, these will probably be picked up by casual players as they become opened. Thus, their price will remain more stable. It seems like an eternity from now, but after 2020’s completion these will no longer be opened at events. Once that happens, they drumbeat of supply entering the market will cease, and that is when prices on the select few with the largest impact can truly rise. The group of playtest cards that can truly withstand a $100 price point will be tiny, but I expect there will be at least a couple.

Specifically, keep an eye on Slivdrazi Monstrosity, Mirrored Lotus, any of the Planeswalkers, Puresteel Angel, and Sliv-Mizzet, Hivemind. These strike me as the most desirable from a casual player standpoint, and should, therefore, be the most attractive acquisitions as supply inevitably dries up next year.

Until then, I don’t advocate speculating on these at this stage. If there are certain copies you want to own—especially the casual favorites—then there’s no harm in grabbing them sooner rather than later. But until the faucet of supply is turned off late next year, there will always be new copies entering the market.

Wrapping It Up

Recently I have shifted some focus away from Old School cards (not completely) towards the Mystery Booster playtest cards. With Card Kingdom’s early pricing, I’ve been able to buy and sell different cards profitably while slowly accumulating a few cards for my own personal collection. I’m not breaking the bank with this approach, but it has worked out favorably so far.

Whether enough supply enters to quench demand—or whether players will actually wait for more supply to enter the market before buying—is yet to be seen. As long as players are impatient to acquire cards, though, the buying-to-flip strategy will work. I have to imagine Card Kingdom will gradually shift their buy and sell prices to reflect the market’s movement. Cards that are perpetually out of stock will increase in price, while cards that don’t move will decrease in price. Until then, the best approach is to frequently refresh Card Kingdom’s stock of playtest cards in the hopes of grabbing some underpriced copies.

It may seem like a waste of time, but if you enjoy these casual gems anyway it won’t feel so much like work. Any time I can put effort into Magic finance without feeling like I’m working is a win in my book!

Sigbits

  • Is it just me or has the Old School market tightened up a bit lately? Card Kingdom seems to be noticing. They have a number of Old School and Reserved List cards on their hotlist this week. This includes Unlimited Underground Sea at $570, Serendib Efreet at $230, and Power Artifact at $85.
  • Of all Revised Dual Lands, which do you think is on Card Kingdom’s hotlist? If you answered Scrubland (I sure wouldn’t have guessed that one), then you’d be correct! They are currently offering an impressive $100 on near mint copies of the black and white dual. However, according to Trader Tolls, Channel Fireball is offering $125 so perhaps Card Kingdom will up their number even further.
  • Another Reserved List card on the climb is Serra's Sanctum. It seems like every time an enchantment theme is spoiled in an upcoming set, this card gets a boost (don’t forget the Gods from Theros are enchantments). This may explain Card Kingdom’s current $70 buy price on the card. I think there’s more upside from here, and wouldn’t be surprised to see a brief $100 buy price as we enter the heart of Theros Beyond Death spoiler season.

Modern Top 5: Best of 2019

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With the new year fast approaching, I figured I'd follow in Spotify's footsteps and call out the biggest cards of 2019. We've got many possible entrants between Throne of Eldraine and Modern Horizons. Read on for hot takes on the year's greatest and how they might fare in 2020!

You Are Now Rocking With the Best

The Modern Top 5 series aims to establish a set of three metrics and apply them to individual cards, yielding a ranking with selections and placements somewhat less arbitrary than your average Buzzfeed collection. Subjectivity nonetheless plays a role—the chosen metrics, as well as the ascribing of values to each metric, are based on my personal impression. That's where the article format comes into play: I have space to defend my decisions, and readers have the comments to dispute them!

Each metric will be rated out of 5, giving cards a total rating out of 15. The three metrics are as follows:

Meta Relevance

In my eyes, a card's power is closely tied to how "best" it is. Meta relevance refers to its standing in the metagame: copies logged, tournaments won, etc. Since such data often proves elusive, these numbers may not perfectly mirror the objective reality.

Iconicity

When players thought "Modern" in August, they thought "Hogaak." "Modern" back in March? "Phoenix." Whether or not those cards were the format's most-played at that time, they're certainly the ones that stuck in players' minds, and the ones that dictated Modern's identity. Thus, we'll consider how iconic each card is.

Staying Power

It wouldn't be an end-of-the-year list without some looking into the future. Staying power gives my take on how well the card will fare in 2020, based on recent results and trends. If you're sick of seeing one card or another on this list, hope for a low score in this category!

#5: Ranger-Captain of Eos

Overall: 8/15

Meta Relevance: 3

Ranger-Captain of Eos, a value-loaded three-drop from Modern Horizons, found its way into multiple Modern decks this year, including different builds of Zoo and wacky brews like Esper Shadow. But Mardu Shadow was its true forever home, and it brought that strategy to the forefront of the Shadow movement for a time.

Having enough key threats has always been a problem for Shadow decks, and one they've tried to remedy with the likes of cantrips, Traverse the Ulvenwald, and lesser beaters such as Tarmogoyf. Ranger-Captain is among the archetype's most graceful options, yanking a namesake Avatar directly from the deck and providing an impressive body to boot. Best of all is Ranger's synergy with Unearth, turning the black sorcery into an incredible one-mana play.

Iconicity: 1

Of course, Unearth got all the credit. After Horizons dropped, plenty of giddy players tried their hands at breaking the sorcery, and not all builds featured Ranger-Captain: many preferred flashy Elemental creatures or members of the Pyromancer family. Which leaves us with a 3/3 whose name I had to double-check before typing it.

Staying Power: 4

Unearth, by now, has all but gone the way of the Dodo. Mardu Shadow still plays it, but without the splashable Faithless Looting engine, almost nobody else can make it work. On the other hand, Ranger-Captain seems exceptionally promising for the new year, as it tutors for any one-drop. That list includes ranges from lowly mana dorks to protection like Giver of Runes to closers such as Serra Ascendent. I think plenty of strategies can make use of Ranger-Captain and we'll see its shares rise in 2020.

#4: Wrenn and Six

Overall: 11/15

Meta Relevance: 3

While Wrenn and Six warped Legacy enough to merit a ban in the high-powered format, its reception was mostly lukewarm in Modern. Sure, it put Jund back on the map, but nobody else really played it. With that said, heavily leaning on 1/1s became a lot scarier this year.

Iconicity: 3

Wrenn seemed to turn heads among Modernites mostly for how expensive it is, or for how many Jund players were suddenly flooding their LGS. Once the hype had died down, I barely heard the walker's name mentioned; there were simply flashier cards to discuss.

Staying Power: 5

Here's where Wrenn catches up. I think the card is utterly crazy, and building with it (and the London mulligan) has totally changed the way I approach deck design. In a fetch-heavy deck, it's perfectly reasonable to keep a one- or two-land hand that can nonetheless generate Wrenn as fast as possible, letting land counts in non-blue decks run as low as 16. I think more players will catch on to this in 2020, and we'll start to see Wrenn pop up in a variety of archetypes.

#3: Once Upon a Time

Overall: 12/15

Meta Relevance: 4

Once Upon a Time has had a larger effect on Modern than Wrenn so far. The card has been everywhere: Infect; Devoted Combo; Simic Eldrazi; Neobrand; Death's Shadow; Amulet Titan. In many of those decks, it plugs crucial holes; in others still, it simply props up an already competent gameplan.

Iconicity: 4

The buzz from Once still hasn't entirely died down, in no small part due to its nature as a free spell. Being banned from Standard and Pioneer has also upped its pedigree. But mostly, interacting with mulligans is not an especially prevalent mechanic in Magic. A card that does so well, in this case better than the Leylines or even Serum Powder, is bound to attract attention.

Staying Power: 4

As I was building the above list of Once decks, I noticed plenty I'd never seen: Green Devotion; Affinity; GR Prowess; Sultai Delirium. If these new converts are any indication, Once has plenty of life in it yet, and we'll continue to see it support and enable new decks down the road.

#2: Urza, Lord High Artificer

Overall: 13/15

Meta Relevance: 5

Different flavors of Urza decks gave Modern its first dominant-looking archetype since Hogaak's demise. In the end, Urza wasn't quite as broken as the 8/8, finding a natural foil in Grixis Shadow. The arrival on the scene of such a predator caused Urza to abandon its combo origins and cross over into midrange using Oko, Thief of Crowns.

Iconicity: 5

From the Hogaak ban to now, most of what I've heard regarding Modern has to do with Urza. Heck, David even penned a piece on how to beat the darn thing! If Modern had a face this winter, Urza was it.

Staying Power: 3

I'm with David in thinking the deck won't necessarily last, at least not at its current representation levels. Sure, Urza will continue to exist in Modern. But without the combo element so present, its namesake card is just another value bomb. This value bomb happens to cost one more mana than Oko, Thief of Crowns, which is proving itself to be the true MVP of the Simic builds. It's very possible that 2020 sees a form less invested in artifacts that abandons Urza, Lord High Artificer entirely.

#1: Oko, Thief of Crowns

Overall: 14/15

Meta Relevance: 5

Which brings us to Oko, Thief of Crowns himself. Oko scores a 5 here just as Urza did; while he's been around for less time, he's been in more decks, including Urza's. I'd peg Oko as spearheading Modern's recent shift towards cheap planeswalkers, and believe his power level trumps even that of Liliana of the Veil. While Liliana plays multiple roles, she only really fits into decks playing toward attrition; Oko has made his mark on aggro, combo, and control by offering many gameplans and synergies.

Iconicity: 5

It feels impossible to wander into just about any online Magic discussion group and not be inundated by Elk memes. However many of their posters are Standard or Pioneer players, the fact remains that the community at large has Oko on the brain. I'm for him (pro-ko?), but understand that many consider the gameplay of smashing 3/3s against each other less interesting. Which side of the fence do you fall on?

Staying Power: 4

Oko should maintain traction as a solid Plan B for decks all over the archetype spectrum. We may also have a new Oko-focused deck emerged to replace Simic Urza. But I doubt we'll get more than one of those, meaning Oko's status will mirror that of Tarmogoyf, Thing in the Ice, and the like as a fair Plan B.

Dropping the Ball

And that wraps up this year's review of the top cards in Modern. Any I missed or mixed up? Let me know your thoughts below and we can hash it out over bubbly!

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