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Insider: How You’re Leaving Money on the Table

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Hello! My name is Jeremy, and today we’re going to go over what you’re doing wrong when it comes to buying and selling cards. I’ve been fortunate enough to work with several gaming shops, vend events by myself at the booth, as well as dig for every last nickel over the past several years. I know QS readers expect value for their subscription, and these tips should help you monetize your side hustle a little more without leaving extra money on the table.

Common Mistake #1 - Stacks

If you’ve ever been to a Magic player’s house, the first thing you’ll notice when walking in is cards everywhere. On the kitchen counter, the table, or maybe stacked next to the computer that you the reader are currently sitting at right now. Since you’ve presumably paid to access this content, you need to also keep your cards sorted in a way that is also more premium than the average binder grinder selling cards.

The first thing you should do when branching out into buying and selling is to organize everything. It doesn’t matter if every card is alphabetical, or if it is sorted by color. Every single card that is for sale should be in some sort of pull system. I highly suggest taking a weekend watching your favorite show, sport, or podcast and start organizing the thousands of cards that are gathering dust. After doing this, you won’t have to waste time in the future looking for a card that you misplaced or selling something last minute to a desperate player on Facebook looking for his 75th FNM card.

There was an error retrieving a chart for Vizzerdrix

Another advantage of organizing your cards rather than stacks is being able to be the first one to buylist jank cards in your collection. Most people send their cards to Card Kingdom, but you can also sell bulk cards to Thomas Dodd’s Blueprint and get equal or higher numbers on a lot of stuff that Card Advantage can sell well. Selling bulk helps you in two ways: It clears up your small space where you sell cards and helps you maintain enough capital to play or buy more Magic. A lot of times, older established players will have a ton of nickels in their bulk boxes. By taking a couple hours a weekend, they could easily pay for a trip to a Grand Prix by digging these nuggets out and buylisting them.

While buylisting smaller cards, it is also relatively easy to check your higher-end cards. A lot of the time, the ION Scanner can show obscure cards that have a negative spread. By adding in higher-end cards with smaller spreads in an organized collection, you can essentially double-dip on the time you’re spending buylisting by easily accessing any profitable card in your collection at a relatively quick pace, rather than spending an entire day buylisting a couple hundred dollars worth of nickels.

Common Mistake #2 - Networking

Even if you the reader have never been to a MagicFest, it’s 2019 and we have a ton of data available at our fingertips nowadays. Most vendors post their hotlists online, such as 95MTG, before each Grand Prix. It is also possible to simply message the vendors ahead of time on social media and ask for a buylist before each event two days out.  Vendors want to buy these cards and will happily let you know what cards they are looking for before each show if you ask nicely.

By bringing or mailing cards to these vendors, you start to establish rapport and can help each other out. A vendor may be able to buy an obscure foil for you that you’ve let them know that you are interested in. They may even offer it at a discount in exchange for helping them out with acquiring cards for their hotlist, or for putting someone in touch with them to conduct business.

If you have never been to a Grand Prix, there are plenty of other ways of making money through networking. Quite a few vendors sell on social media via Facebook and Twitter. By staying in contact with these vendors, you can easily acquire hard to find cards for prices well below TCG Market. Another reason networking is useful is arbitrage. Many QS Insiders use the Discord to figure out arbitrage deals, where both parties are essentially guaranteed free money barring reprints or a banning.

There was an error retrieving a chart for Sol Ring

By reaching out to a party in Europe or Japan, you can easily save 30% on your Magic card expenses. Furthermore, you can even trade with these parties by shipping them cards that to them are cheap where you live. By establishing these relationships, not only do both parties profit but they help establish you as a person that can get any card as long as the buyer or seller is patient. For example, Sol Ring was for a very long time less than a dollar overseas, while $3 stateside.

It was very profitable to buy a large amount of Sol Rings from overseas and bring them to the states to flip for free money. As more people caught on, like anything in arbitrage, the price of Sol Ring internationally rose to where it is now. Currently, it is far less easy to make money on Sol Ring unless you are a vendor or high-profile seller.

Networking is also essential for capital investment. A lot of readers have messaged me in the past saying that their friend or whoever has a collection that they would like to sell, but that they themselves cannot afford to buy and flip the collection. Many vendors will give a kickback or referral if you pass that business along to them, as they can afford to buy some of the higher-end collections out there. I personally spent much of 2018 flying around the world buying Reserved List collections as prices reached the stratosphere, and it was beneficial to both myself and the person that recommended the collection to me.

By networking, you can help spread the image that you can buy any sized collection locally which establishes yourself as a trustworthy individual that is worth bringing their business to.

Common Mistake #3 - Becoming attached to your cards

If you are selling cards, you should have a clear distinction between your personal collection, and cards that you are selling. Over time, a lot of vendors start to build decks with cards they have acquired. If the purpose of using #mtgfinance is to make playing the game cheaper, then this is a sound move. However, many insiders also sell cards to try and actually profit off of the game. In this case, you should never move cards from your buys into your personal decks, unless you are selling the card to yourself.

It is always a slippery slope to take a card that you have bought to flip and move it into your own deck. Over time, you will start to reason with yourself more and more that you only paid X for a card, so it won’t be a problem. Costs like these add up. With a potential recession on the horizon, you are only hamstringing your capital that you could potentially have to scoop up collections when someone casts Armageddon on the stock market.

There was an error retrieving a chart for Jace, the Mind Sculptor

Another reason that you shouldn’t be attached to your cards is knowing when to let them go. Say you got a great deal on a foil Jace, the Mind Sculptor from Worldwake. Over time, this card has slowly trickled down as demand has shifted to both cheaper foil Masters set copies and a premium box edition as well. If you had bought a foil Jace from Worldwake for $400 a couple years ago, you’d be barely breaking even nowadays selling the card if you had held onto it.

If you are buying and selling cards for a profit, you should always flip those cards as fast as possible. A successful business can be a business that has low volume and high-profit margins, but the best businesses are the ones that have high inventory turnover and low margins, not unlike Amazon. By selling cards faster and recouping your income, you'll care less about the overall day-to-day of Magic and more about simply making 10-20% on each card that passes through your fingers. It may be more work, but it looks better for your online seller portal metrics as well as the number of customers that you can reach.

Wrapping Up

Hopefully, these three easy tips can help you to maximize your returns in order to play the game cheaper or make a little money on the side. Magic Finance is a complex issue with many different ways to maximize your return on the game. However, these general tips should help any reader better approach whichever avenue of finance you decide to follow. Smart practices lead to even smarter returns! If you have any questions, you can always reach out to me on Twitter @MissouriMTG.

ABUGames Arbitrage: Two Follow-up Questions

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My transparent ABUGames arbitrage article received a lot of positive feedback—thanks to all my readers who took the time to share their thoughts and reactions!

Among the responses, I received two questions that I felt I could not answer satisfactorily through social media. Therefore, I decided to address both legitimate concerns in a follow-up article. These responses will likely benefit many folks beyond just those who asked the questions. Besides, I think both involve a reality check that will be helpful for the MTG finance community to digest.

Question 1: Shipping Costs and Optimization

In last week’s article, I talked about how I purchase cards from Card Kingdom and other websites with the intent of flipping said cards for roughly 2x the store credit from ABUGames. I spend this store credit on cards that I can sell for cash, and the difference between my purchase and my sales would become profit.

This is true, except I glossed over one important factor: shipping costs. This practice incurs a significant amount of shipping expenses, and they tend to add up without realizing. I’m going to break things down step-by-step, and share a few tips on how to minimize shipping costs along the way.

First, there may be shipping costs when purchasing cards. Fortunately, these are easy to dodge because many vendors offer free shipping on singles above a certain threshold. I don’t think I’ve paid shipping to Card Kingdom or Channel Fireball in many months, as their threshold is so reasonable ($25 and $50, respectively). These are often my go-to places to acquire cards for this arbitrage game, especially when pursuing more costly Old School cards.

There was an error retrieving a chart for Scrubland

As for other sources like TCGPlayer, eBay and Facebook, I always factor shipping costs into my purchase prices. Sometimes sellers don’t charge shipping on these platforms, and that always helps. Otherwise, when I talk about converting cash into 2x credit at ABUGames, that cash purchase includes any shipping costs. More recently, sales tax also needs to be factored into the equation. If your conversion from cash to credit isn’t in the 2x range after these expenses, then the arbitrage endeavor isn’t worthwhile—look elsewhere.

Second, there is a shipping cost incurred when mailing cards to ABUGames’ buylist. This expense is unavoidable, but it can be minimized. Buying shipping supplies in bulk is a great way to cut down on the cost of shipping supplies—my bubble mailers cost me about $0.20, and this number can be driven even lower if you’re willing to purchase 500 envelopes at once.

The other way to cut down on shipping costs is to leverage PayPal’s USPS shipping label service. This service will net you discounts on your postage, while also saving you trips to the Post Office.

From here, the only way to minimize the hurt of shipping costs is to make larger buylists—keeping buylist orders over ~$300 ensures the impact of shipping is less than 1%.

Third, there are shipping expenses when cashing store credit out of ABUGames. There is no longer a threshold that nets you free shipping. At one point, I was getting free shipping from ABUGames on all orders above $150, and free FedEx shipping when purchases were even larger. I have a feeling ABUGames had to abandon this promotion when they implemented their inflated credit strategy. Otherwise, they would have to ship way too many orders at their own expense.

Now the only way to minimize the impact of this shipping charge is to make larger purchases with trade credit. Fortunately, no matter how large a purchase is, the USPS option is always available for $4.12. I’ve placed four-figure orders before and selected the first-class option—ABUGames still ships via FedEx, but they pay the difference.

I suppose this is still a promotional benefit, though now the threshold to obtain this benefit is not advertised. Therefore, there’s no reason to pick anything other than USPS-First as your shipping option. When you purchase with trade credit that you obtained at fifty cents on the dollar, you’re essentially paying just $2.06 for shipping, which isn’t too prohibitive.

The fourth and final shipping expense involves the selling of cards obtained from ABUGames with trade credit. To keep these costs down, follow the same strategy as step 2—purchase shipping supplies in bulk and use PayPal shipping for discounts. Finding higher dollar cards to buy with trade credit will help here, because it means fewer packages you'll have to ship when you sell those cards.

There was an error retrieving a chart for Mox Opal

In total, you can see how these shipping costs can quickly eat into margins. That’s why transactions have to be relatively large, ABU credit needs to be spent very strategically, and at the end of the day margins can be razor-thin. Most recently, I’ve been primarily using this credit strategy to unload illiquid Old School cards. I would not advocate pursuing this strategy with cards that have robust demand from Standard, Modern, and Commander unless the numbers you’re getting in trade credit are more than 2x your cash price.

Speaking of Razor Thin Margins…

The second question I received about last week’s article came from another active member of the MTG finance community. They were inquiring about the value I place on my time. After reading last week’s column and the above section on shipping, one can quickly get the idea that margins from this arbitrage pursuit are very thin. Is it really worth the time?

Rather than get into economic and philosophical debate, I’ll boil this down into something fully transparent at the risk of coming across overly simplistic: This is how I engage in the Magic hobby nowadays, and I enjoy doing it. Because I do this for entertainment, I don’t consider value of time in the equation.

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Some people spend hours a week playing casual games of Magic. Some go to FNM every week to scrub out of a Standard event. Others play Commander every weekend with their friends. I wouldn’t question how these people value their time as they engage in gameplay.

Because I don’t have the opportunity to play Magic for fun anymore, I have found a different way to remain engaged and interested in the hobby. Credit arbitrage still enables me to “trade” cards, build up my collection, and interact with others in the community. It has become my replacement for gameplay.

I don’t consider time-value while I read a book for pleasure, or attend a sporting event, or bowling with my friends, simply because I enjoy these hobbies.

There was an error retrieving a chart for Jayemdae Tome

I also genuinely enjoy credit arbitrage to ABUGames. If money was my primary motivator, then pursuing a part-time job would be far more productive. But money is only a secondary motivator here (plus it helps that I can do it on my own time from the comfort of my home). Engagement with community and finding deals for everyone, myself included, are the primary motivators. Profit is an added bonus that I'm using to gradually fund my kids' college funds.

For that reason, the value of my time isn’t a part of the equation.

If you’re interested in pursuing this credit arbitrage, you need to be in the same mental place. Time has no value because this is a pursuit of passion and enjoyment. You may be able to grind out profits with large enough purchases, but if you’re number one goal is to make money there are far more efficient ways of doing so that don’t involve Magic. Rather than ignore this truth, I encourage folks to embrace this reality and enjoy the fact that this hobby can be enjoyed while also making a few bucks. Most hobbies are purely cost sinks!

Wrapping It Up

I always appreciate feedback on my weekly column. I used to have to skim through comments on my articles, replying there in the hopes that folks will see what I have written in reply. Nowadays things are more direct—comments can be sent to me directly on social media (Twitter) or within the QS Insider Discord.

On Twitter, I’ll do my best to reply with the given allotment of characters. With the Insider Discord, I’m able to get into a much deeper discussion and answer questions more thoroughly. And in rare cases, your questions and comments trigger ideas for whole new articles!

This is precisely what happened this time around. Questions about shipping costs and the value of time are connected, in a way, as they both involve profit margins. The former has to do with how to maximize margins, while the latter considers the hourly rate at which these margins are obtained. Hopefully I’ve done a thorough enough job explaining where I’m at on each.

Lastly, I’ll reiterate this as bluntly as I can: If money is your motivator, stop wasting your time on Magic finance! Other than the Old School boom from the last couple years, I make far more money on an hourly basis writing these articles than I do on flipping Magic cards. MTG finance is a hobby of mine, first. I do hope to use this hobby to help fund my kids’ college costs. But if it was solely a money-driven interest, I would have applied for a part-time job as an Uber driver a long time ago.

…

Sigbits

  • Old School prices have gotten really soft lately, but they aren’t exactly collapsing. Every once in awhile, Card Kingdom sells some copies of a given card, and it returns to their hotlist. This week I noticed Eureka return, with a $200 buy price.
  • Another returner to Card Kingdom’s hotlist is Beta Lightning Bolt. They currently pay $180 for near mint copies. This sounds impressive, until you look at ABUGames’ buy price. They offer $280 cash for near mint copies—a full $100 more than Card Kingdom! ABUGames also offers $642 in-store credit, which could easily be converted to over $300 using my credit arbitrage strategy. It’s no wonder Card Kingdom remains out of stock on this card!
  • Stoneforge Mystic’s unbanning in Modern has certainly made waves in the singles market. Sword of Fire and Ice remains one of the big winners from the move by Wizards. Card Kingdom has Modern Masters and Darksteel printings on their hotlist for $65 and $59, respectively.

September Brew Report, Pt. 1: Reading the Runes

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A lot has happened since my last Brew Report back in August. So much, in fact, that I didn't even get to write a Part 2! This month, I'd like to rectify that hiccup with two juicy metagame reports, as always focusing on the countless innovating decklists published by Wizards every few weeks. Today, we'll consider whether Modern standbys have adapted to the new format and how things are shaking out for tribal aggro.

Modern Vets Step It Up

We'll start with the old faithfuls. These decks have existed in Modern for some time already, but not like this. Recent developments among winning builds earn them a closer look.

Mardu Shadow, by VOLOLLO (1st, Modern PTQ #11965105)

Creatures

4 Death's Shadow
4 Giver of Runes
1 Hex Parasite
4 Tidehollow Sculler
4 Ranger-Captain of Eos
4 Street Wraith

Instants

4 Fatal Push
2 Kolaghan's Command
2 Lightning Bolt
2 Temur Battle Rage

Sorceries

3 Inquisition of Kozilek
4 Thoughtseize
2 Unearth

Lands

2 Arid Mesa
2 Blood Crypt
4 Marsh Flats
3 Bloodstained Mire
2 Godless Shrine
1 Sacred Foundry
4 Silent Clearing
1 Plains
1 Swamp

Sideboard

1 Ashiok, Dream Render
1 Celestial Purge
1 Collective Brutality
3 Fulminator Mage
1 Kaya's Guile
1 Liliana of the Veil
1 Liliana, the Last Hope
1 Lingering Souls
1 Path to Exile
1 Pithing Needle
1 Plague Engineer
2 Wear // Tear

Mardu Shadow emerged unscathed from the bans, but seems to be adjusting nonetheless. While Shadow is traditionally a threat-light archetype, VOLOLLO's 1st-place PTQ list invites plenty of critters into the fray. Hex Parasite has been played as a planeswalker-sniping bullet ever since Ranger-Captain of Eos jettisoned Mardu Shadow to Modern relevance. The same can't be said for Tidehollow Sculler, a Thoughtseize on legs that lets the deck run more than eight targeted discard effects, or Giver of Runes, the Horizons update to Mother of Runes that's found itself everywhere from Company to Infect.

Giver specifically is hugely interesting for Shadow. Many decks struggle against protection effects, as we're now discovering with the elemental Swords back in the picture. Giver not only draws removal away from Shadow, but clears a path, preventing enemy blocks and allowing the massive Avatar to crash in for heaps of damage. Searching up additional copies of Giver is as easy as targeting Ranger-Captain with Unearth, so if pilots are clogging on Shadows, those Ranger-Captains still generate terrific value plays.

Vengevine, by DARTHNIUS (10th, Modern PTQ #11965105)

Creatures

4 Stitcher's Supplier
2 Bloodghast
3 Carrion Feeder
4 Gravecrawler
4 Hedron Crab
4 Narcomoeba
4 Prized Amalgam
4 Vengevine

Sorceries

4 Creeping Chill
4 Glimpse the Unthinkable
3 Memory Sluice

Lands

4 Bloodstained Mire
3 Marsh Flats
3 Overgrown Tomb
4 Polluted Delta
2 Swamp
4 Watery Grave

Sideboard

2 Assassin's Trophy
1 Damping Sphere
4 Fatal Push
4 Force of Negation
1 Gnaw to the Bone
1 Leyline of the Void
2 Thoughtseize

Who said Vengevine was dead? Well, a lot of folks, and they weren't totally wrong; the deck isn't about to return to its former glory without Hogaak, Arisen Necropolis. But even with Faithless Looting and Bridge from Below also banned, the deck is proving to have some legs after all, with this version placing 10th in the same PTQ.

Vengevine's new incarnation combines multiple enabling engines with Stitcher's Supplier, here trending away from the pricey Satyr Wayfinder and towards Hedron Crab. Crab mills more, and faster; while Wayfinder provided Hogaak with explosive starts by also tapping for the 8/8, Crab gives the deck more of a turn two or three. Another blue one-drop, Memory Sluice, contributes to the count by milling four right off the bat, Ă  la Wayfinder. The difference is Sluice can be copied by tapping controlled creatures, making it mill a potential eight cards. Rounding things out is Glimpse the Unthinkable, a no-nonsense mill-10.

The win conditions also get an overhaul, with Prized Amalgam joining Vengevine's usual supporting cast. Amalgam's an all-star in Dredge, and here has little synergy with the deck's namesake card; it's kind of a Vengevine-light, rewarding pilots for animating creatures, but more slowly and with lax requirements.

This deck looks to me like a hodgepodge of apparently relevant cards, so I'd be surprised to see it continue putting up numbers. New strategies often demand a certain grace period from the metagame before players realize how to beat them. But it has some things going on that I like; milling out opponents seems like a reasonable Plan B depending on the matchup, and having access to Force of Negation from the sideboard is also big game.

UR Phoenix, by ASPIRINGSPIKE (5-0)

Creatures

4 Arclight Phoenix
4 Thing in the Ice

Enchantments

3 Aria of Flame

Instants

3 Force of Negation
4 Izzet Charm
1 Lightning Axe
4 Lightning Bolt
1 Magmatic Sinkhole
4 Manamorphose
4 Thought Scour

Sorceries

2 Chart a Course
4 Serum Visions
4 Sleight of Hand

Lands

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

Sideboard

1 Abrade
2 Alpine Moon
2 Anger of the Gods
3 Dragon's Claw
2 Narset, Parter of Veils
1 Shenanigans
2 Spell Pierce
2 Surgical Extraction

UR Phoenix was perhaps last metagame's most controversial deck. A poster-child for Looting abuse and velocity strategies in general, Phoenix was the best deck in the room at most tournaments, but never put up numbers the likes of Hogaak. As such, the Modern population seemed divided about whether the deck was too strong. In any case, it's come down some without Looting around; the above build isn't from the PTQ, but a regular ol' Competitive League, and it's the only Phoenix deck I could find.

Still, the strategy looks fine on paper, with Izzet Charm replacing Looting as a much slower, but also more flexible, Swiss army knife. Chart a Course also rears its head as a discard outlet for Phoenix that can put players up on cards should the matchup call for it. I think Phoenix's glory days are firmly behind us, but am pleased the deck can remain a valid low-tier option.

One with the Tribe

The month also brought its fair share of tribal strategies.

Elementals, by WHITNEN (5-0)

Creatures

4 Flamekin Harbinger
3 Flickerwisp
4 Lightning Skelemental
1 Omnath, Locus of the Roil
4 Phantasmal Image
4 Risen Reef
4 Thunderkin Awakener
4 Unsettled Mariner
4 Vesperlark
4 Voice of Resurgence

Artifacts

4 Aether Vial

Lands

4 Ancient Ziggurat
4 Cavern of Souls
1 Mountain
1 Plains
4 Primal Beyond
2 Reflecting Pool
4 Unclaimed Territory

Sideboard

2 Dismember
4 Fulminator Mage
2 Healer of the Glade
1 Ingot Chewer
4 Leyline of the Void
1 Shriekmaw
1 Wispmare

Elementals isn't a deck totally new to this column. Last month, I covered a similar Elementals deck, with Aether Vial and all. But it didn't look, or feel, serious. Now, the deck has changed a bit: Unsettled Mariner disrupts opponents; Phantasmal Image copies the best Elementals; Smokebraider gets the axe for being way too inefficient. And this new build is all over MODO, grabbing 5-0s in most dumps and even placing 10th in a Modern Challenge. It would appear the value Risen Reef once promised indeed exists in spades.

4-Color Ninjas, by VINNIED (5-0)

Creatures

3 Fallen Shinobi
4 Ice-Fang Coatl
1 Jace, Vryn's Prodigy
2 Scavenging Ooze
3 Spell Queller
4 Tarmogoyf

Planeswalkers

1 Jace, the Mind Sculptor
3 Teferi, Time Raveler

Artifacts

3 Arcum's Astrolabe

Instants

1 Abrupt Decay
1 Assassin's Trophy
3 Fatal Push
2 Path to Exile

Sorceries

4 Inquisition of Kozilek
1 Lingering Souls
2 Thoughtseize

Lands

1 Celestial Colonnade
1 Godless Shrine
4 Misty Rainforest
1 Overgrown Tomb
4 Polluted Delta
2 Snow-Covered Forest
1 Snow-Covered Island
1 Snow-Covered Plains
2 Snow-Covered Swamp
1 Temple Garden
3 Verdant Catacombs
1 Watery Grave

Sideboard

1 Lingering Souls
1 Path to Exile
2 Ashiok, Dream Render
1 Kaya's Guile
3 Nihil Spellbomb
1 Obstinate Baloth
3 Stony Silence
1 Tireless Tracker
2 Unmoored Ego

Okay, so there's only one actual Ninja in 4-Color Ninjas. But it's all the Ninja this deck will ever need. Fallen Shinobi apparently helms plenty of midrange decks these days, all thanks to easy-bounce creatures and Teferi, Time Raveler. My own experiments with ninjutsu proved fruitless, but that was before we could easily lock opponents out of interacting on our turn; with that landmine dodged, the deck can be stuffed full of high-impact disruption.

As for Shinobi's effect, it's certainly better than that of Ninja of the Deep Hours. Casting the cards for free means heaps of tempo, helping recoup Shinobi's hefty four-mana price tag. Its relevance varies depending on the opponent, but against high-curve decks like Tron, one hit from the Ninja can spell game over.

Holding everything together is Arcum's Astrolabe, which filters mana and turns on Ice-Fang Coatl. Astrolabe is behind many multicolor control-style decks these days and is proving to be one of the most critical cards from Modern Horizons.

UW Faeries, by WAFFLER (5-0)

Creatures

3 Faerie Seer
4 Giver of Runes
4 Spellstutter Sprite
4 Stoneforge Mystic
4 Unsettled Mariner
2 Deputy of Detention
1 Nimble Obstructionist
4 Spell Queller
2 Thalia, Guardian of Thraben
1 Vendilion Clique

Artifacts

4 Aether Vial
1 Batterskull
1 Sword of Fire and Ice

Instants

3 Path to Exile

Lands

3 Flooded Strand
3 Hallowed Fountain
3 Horizon Canopy
2 Island
1 Moorland Haunt
1 Mutavault
3 Plains
4 Seachrome Coast
1 Waterlogged Grove
1 Windswept Heath

Sideboard

1 Deputy of Detention
2 Nimble Obstructionist
1 Burrenton Forge-Tender
1 Ceremonious Rejection
2 Damping Sphere
1 Disdainful Stroke
2 Disenchant
1 Geist of Saint Traft
2 Negate
2 Stony Silence

UW Faeries doesn't exactly epitomize what we've come to expect from the tribe. It's more of a straight-up fish deck than a control deck, even wielding Giver of Runes and the ground-pounding Unsettled Mariner among its hefty creature suite. Stoneforge Mystic gives UW an oomph play on the level of Bitterblossom, or perhaps more impactful; not only does the deck then gain points against anyone hurting in the face of a Batterskull, the many cheap fliers carry Sword of Fire and Ice exceptionally well. Spell Queller is another goodstuff creature with no tribal affiliation, but plenty of strategic relevance to the deck's gameplan.

Cooling Down

Temperatures may be dropping outside, but things are heating up for Modern. Between the new bannings, the fresh format, and Throne of Eldraine just a couple weeks away, who knows what the future holds? Just September was full enough of surprises that we'll look at the rest of the new decks next Friday. Until then, bundle up!

Happy Endings for Throne of Eldraine Spoilers

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All good stories must come to an end. Hopefully, they'll be paced better than Game of Thrones's was. The Throne of Eldraine prerelease is this weekend and the spoiler is finished, so it's time to wrap up my set review. There haven't been many interesting individual cards spoiled since my last article, but a number of minor themes have gotten cards. Today we'll examine some of these themes for potential viability.

Artificer's Enchanted

Food hasn't really panned out as Modern playable. I was somewhat skeptical that it could in the first place, given its power compared to clue tokens. There isn't an efficient way to continuously generate them, and the payoffs don't payoff enough. Witch's Oven is good at making tokens, but there are better ways to sacrifice creatures and better effects for doing so. If Feasting Troll King made tokens whenever it entered the battlefield, it would also be playable. Having to cast it means that won't happen. Savvy Hunter remains the best food producer and consumer, but she's too much worse than Tireless Tracker to earn a place.

However, that's not all there is to Eldraine's artifacts. There is a minor artifact and enchantment theme running through the set (which is very appropriate) and some of those cards may make it. I've already covered the flagship card Emry, Lurker of the Loch, but there's another card that may revive a dead archetype. And a sting of others that are traps.

They're Alive!

I can't decide if Dance of the Manse is a reference to Sword in the Stone or Beauty and the Beast. I'm picking Sword since it's the less popular movie. Dance harkens back to Eggs, and could potentially revive the archetype. The front side is considerably worse than Open the Vaults or Faith's Reward, but the upside is that Dance is also such a deck's win condition, which potentially increases the combo's consistency and frees up deck space. Considering that there's now an actual Golden Egg, it seems like an Eggs deck could exist in Modern again.

However, it remains a long shot. The cheap enablers, card drawing, and recursion are all there and have proven power, but there's no engine; Eggs continues to lack a sacrifice outlet or mana generator within sight of the banned Krak-Clan Ironworks, which has always been the key card for the strategy. Lacking that card, it is very hard to generate the mana or critical mass of in-grave artifacts to make such a combo work. The best I've come up with is to continuously cycle Terrarion and other eggs, spinning the wheels and hoping to just keep cantripping into a lethal Grapeshot. The deck tested worse than Storm.

Nonetheless, I'm not willing to give up on the idea. The core of the deck is strong enough that it may be worth stretching to find the mana to make it work. Urza lands are the best option for making mana for artifacts, but there's nothing to keep the mana flowing during a combo turn. Wizards has been leery of mass land untapping since Candelabra of Tawnos. The best option I could find is Early Harvest, which could only generate the necessary mana alongside Heartbeat of Spring, and at that point the combo looses its artifact identity. Paradox Engine alongside signets and Mystic Forge can generate the mana and velocity, but they can't get the critical mass of artifacts into the graveyard for Dance to animate. There wasn't enough deck space. I feel like the deck is within my grasp but not my sight. Here's how far I've gotten:

Dancing Eggs, Test Deck

Artifacts

3 Paradox Engine
4 Mox Opal
4 Chromatic Star
4 Chromatic Sphere
4 Golden Egg
3 Azorius Signet
3 Selesnya Signet
3 Simic Signet
3 Mind Stone
3 Mystic Forge

Sorceries

4 Ancient Stirrings
4 Dance of the Manse

Lands

4 Urza's Tower
4 Urza's Mine
4 Urza's Power Plant
4 Breeding Pool
2 Temple Garden

When I've gotten perfect hands, the deck has gone off on turn three. The problem then is that the combo then wins the next turn. Playing a longer game lets you slowly build up artifacts and "Dance off" naturally, but that's not a winning strategy against aggro decks. The problem might be that Dance just isn't the right win condition, but it feels so close that I won't give up yet.

Crown Jewels

The other big artifacts are the cycle of story-relevant legends. I've covered Embercleave already, and its playability hinges entirely on Stoneforge Mystic. The Circle of Loyalty is also plausible in the unlikely event knight tribal is playable. Anthem effects are always decent, but Circle would be particularly good because it makes more Knights, and in several ways. However, the remaining three are traps to avoid.

It's not that their effects aren't powerful or desirable. The problem lies in the setup. All these cards are too expensive alone, and need their cost reduction online to be playable. The Magic Mirror and The Cauldron of Eternity are easiest to enable, since blue and black are the colors of self-mill. With Thought Scour or dredge, it's not that hard to fill a graveyard by turn three. It's not a guarantee given that lands could be the only hits, but it's highly plausible.

But why would you want to spend a turn and play either spell? Cauldron fits into Dredge's strategy of dumping creatures into the graveyard, but the relevant creatures are already getting reanimated, and Dredge doesn't want to put them back into the deck. Mirror does nothing the turn it comes down and is slow to get going, which is not what velocity decks want. Control wants a steady stream of cards and is willing to wait, but it could also just play Teferi, Hero of Dominaria or Jace, the Mind Sculptor to accomplish that task and more. I can't see why any deck that could enable these cards would want to.

If The Great Henge counted total power among controlled creatures, it could be a bomb for Elves. It still may be if a very combo oriented version comes along that needs pump effects and velocity. As-is, the abilities tend to come online after they're relevant. Getting out a 7/x creature early is hard. The deck that's best at it is Death's Shadow, and it doesn't want to be gaining life when it taps Henge for mana. Additionally, no version plays that many creatures, so once Henge is out the second ability is pretty weak. Other decks don't have the means to drastically reduce the price without using up all their cards, so I don't see much use for Henge in Modern.

The Fair Folk

The other big disappointment goes to Faeries. There just isn't anything that will help UB Faeries recapture its glory days. Brazen Borrower, Hypnotic Sprite, and Stolen by the Fae are close, but slightly too costly and narrow. I imagine that this was intentional. Given how long Bitterblossom was banned in Modern, Wizards is still very cautious not to print pushed Faeries. The enthusiasts apparently still have to pay for their dominance all those years ago.

The Quiet One

Adding insult to poverty, the best faerie in the set is completely at odds with the Lorwyn-introduced Faerie strategy. When first spoiled, I thought Hushbringer's art was a placeholder. I thought it might be an unused design from Pan's Labyinth. Or from anything by David Cronenberg. However, once past the creep factor, this is an upgraded Hushwing Gryff, and a promising sideboard card.

Gryff has never had an impact in Modern. Torpor Orb sees a little play as a Whir of Invention target, but giving it wings didn't make it more playable. The increased vulnerability of creatures is a factor, but the the primary problem is that Gryff is a creature. Creature decks are frequently packed with abilities Gryff shuts down, so it's risky to run Gryff even if their opponent may be hurt more. Control decks generally want the harder-hitting and more versatile Vendilion Clique as a three-mana flier. If they really need the effect, they can just run the Orb. Tocatli Honor Guard is another option, but a 1/3 ground creature needs to be phenomenal to see play.

Hushbringer is better than Gryff. 1/2 looks worse than 2/1 on paper, but Modern has a lot of Wrenn and Six running around. Hushbringer also gets extra text. Lifelink on a 1/2 may not do much, but against Burn, a few points is all it takes. The Faerie also stops death triggers unlike Gryff and Orb. While a nice addition, I can't think of much utility for that ability. Most creature death abilities are activated, leaving persist and Protean Hulk. The real kicker is that Hushbringer is two mana. Gryff is too slow at three to really stop Humans or Bant Blink.

Silent Resurgence

With all that said, Hushbringer still doesn't really have a home. Every white deck is packed with ETB abilities. They're not going to run a card that shuts their own deck down this effectively. Humans is pathetic when Thalia's Lieutenant is just a 1/1, or Kitesail Freebooter a 1/2 flier. It should be noted that Meddling Mageand Phantasmal Image aren't affected because they're "as this enters" and not "when this enters" abilities, which Orb, Gryff, and Bringer don't affect. Given the power of creatures with ETB abilities and the number of decks that rely on them (Bant Ephemerate being the most egregious), I can't imagine many creature decks using Hushbringer.

However, the effect is so powerful at two mana that I wouldn't write Hushbringer off. Again, she neuters Humans, Spirits, and Faeries to a lesser extent, and cripples Bant Ephemerate. Sword of the Meek, Stoneforge Mystic, and Urza, Lord High Artificer are also affected. This is too much of the metagame for Hushbringer not to see play. The only deck that could really benefit from the effect is UW Control, which doesn't have great matchups against any of these decks, doesn't play many creatures, and has lost metagame share to Stoneblade variants. Given that Burn is also a deck, I could see Hushbringer making it in control's maindeck.

Hushbringer Control, Test Deck

Creatures

2 Snapcaster Mage
4 Hushbringer

Planeswalkers

2 Narset, Parter of Veils
3 Teferi, Time Raveler
3 Jace, the Mind Sculptor

Instants

4 Opt
4 Path to Exile
2 Spell Snare
3 Logic Knot
2 Force of Negation
3 Cryptic Command

Sorceries

2 Oust
2 Supreme Verdict

Lands

4 Flooded Strand
4 Celestial Colonnade
4 Field of Ruin
4 Hallowed Fountain
6 Island
2 Plains

Whether that deck would actually be better in the metagame than Stoneblade is uncertain, but I imagine it would have a significant advantage against Stoneblade. Their Squire-with-upside is just Squire against the flying squire with upside, and given the rest of the card advantage, should be enough to overwhelm Stoneblade.

Trickster Faerie

The other playable faerie has an obvious use, though I'm not sure it's so useful. Fae of Wishes is another adventure creature where the appeal is (mostly) the attached sorcery, Granted. This is the third wish in Modern, and on face, it's not particularly playable. Mastermind's Acquisition already exists, and while slightly harder to cast, it also finds creatures. Looking across Magic, only the cheap wishes have seen consistent play. Especially difficult for Fae is that at the same price, blue combo runs Gifts Ungiven. Gifts will be more powerful more of the time due to Past in Flames and finding multiple cards.

What makes Granted more appealing is that it can be repeated, although not for cheap; you could Gifts three times for the price of two wishes. However, this repeatability opens up a new angle for combo decks. Rather than looking at Fae as a slow Cunning Wish, think of it as a value engine. Combo decks generally don't sideboard heavily, especially tight combos like Storm. Fae of Wishes gives Storm the option to fill the sideboard with wish targets, never actually sideboard, and still have post-board angles covered. They'd also be able to wish for missing pieces of the combo. Flexibility is rare for combo, and there's a lot of potential of a stream of value wishes. It's just a question of if the time it takes to make it work is a dealbreaker.

Engines of Discovery

The final topic is a theme that Wizards has been quietly sneaking into blue and red for the past several sets. They're trying to make drawing cards that trigger off drawing multiple cards in a turn important. There have been a few cards here and there as Wizards tests the waters, and they're finally taking the plunge in Eldraine. The previous iterations have been Limited-only, and the new cards aren't busted on their own. However, they could be exceptional in the right deck.

The Odd Couple

Specifically, Improbable Alliance has the potential to be better than Bitterblossom. However, Blossom just sits there generating tokens where Alliance requires you to draw two cards a turn. No more: it only triggers for the second card. Thus, Alliance is no Young Pyromancer. However, flying Faeries are better than walking Elementals, and two bodies per turn cycle beats Blossom's one for a life. Alliance will also never be a liability against Burn.

Eldraine seems intent on making Alliance work. The Royal Scions naturally curve out from Alliance and ensure a steady stream of Faeries.

There's also the strict upgrade to Tormenting Voice, Thrill of Discovery, which seems specifically designed to get a second trigger from Alliance. Given that Modern also has Thought Scour, Opt, and Think Twice, it shouldn't be that hard to get two tokens per turn cycle and slowly bury the opponent.

The question is whether that's actually good enough. The velocity decks that are capable of making Alliance good haven't done much since Faithless Looting was banned. I'm unclear if this is because they're actually non-viable or if the metagame shift makes them unappealing. If it's the latter, Alliance may reignite interest. However, it will face stiff competition from faster game-winners Aria of Flame and Pyromancer Ascension. A control deck could make better use of the tokens, but it's also less likely to have the time or mana to make multiple a turn.

Fantastic Conclusion

Thone of Eldraine looks to be an excellent brewers set. There's nothing obviously overpowered, but tons of options for those looking for an edge. With the metagame still trying to absorb Modern Horizons, now is the time for the weirder decks to make themselves known. Maybe one of them will be the next Cinderella story.

ABUGames Credit Arbitrage: An Update

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I would have expected the ABUGames credit game would be old news by now, with opportunities long gone. But it seems like at least once a month, someone on the Quiet Speculation Insider Discord is inquiring about cards to buy with trade credit. I know that I, personally, have been grinding this avenue exceptionally hard lately as a way of exiting unplayable Alpha and Beta cards and buying liquid Legacy and Modern staples.

Because this topic is so relevant, garners the interest of many Insiders, and is still my number one strategy for making money in Magic right now, I’m going to revisit the subject again this week. But before closing the window and moving onto the next article, I will emphasize that the theme may be similar, but the specifics are different. What used to work from an ABUGames credit arbitrage standpoint six months ago no longer works.

Therefore, if you have any plans to flip cards to ABUGames for store credit, to be used to buy cards to sell for cash, then stick with this week’s column. The specific ideas here can be directly applied to help you make and save money on Magic immediately.

Now, how’s that for a hook?

Evolving Environment

After grinding the ABUGames trade credit strategy for over a year (90 buylists since they updated their site in March ’18), I would have expected the low-hanging fruit to have disappeared by now. After all, many of the unplayable Alpha, Beta, and Unlimited cards I’ve been shipping them has caused them to reduce their trade credit offers on those very cards.

For example, I used to buy HP Unlimited Two-Headed Giant of Foriys from TCGPlayer for around $36-$38. Then I would promptly ship them to ABUGames for $80 in-store credit—any time you can double your cash into credit, you’re leaving enough margin to turn a profit (remember, ABU credit is worth about 60% cash). After doing this multiple times, ABUGames finally dropped their trade credit offer on HP copies of this card from $80 to $56, closing the window of opportunity.

There was an error retrieving a chart for Two-Headed Giant Of Foriys

The other side of the equation also continues to evolve. I used to pick up every Mox Diamond and Mana Crypt that ABUGames listed because their price was attractive relative to the value of their store credit. One could acquire these and sell them for 70% of ABU’s price, meaning copies purchased with store credit could be flipped for a 20% margin, before shipping costs. This window closed quickly, however, and ABUGames caught on by increasing their prices on these two cards. Now the opportunity isn’t nearly as attractive.

There was an error retrieving a chart for Mox Diamond

Much like a game of whack-a-mole, every time an opportunity closes, another window opens up. And this is precisely why I continue to work the ABUGames trade credit grind week after week, month after month. One day this may become tiring or unproductive. Until then, I expect to be working this avenue to increase the value of my collection little by little.

The Newest Opportunities

While some people like to keep secret their approaches to MTG finance, I am fully transparent. That’s why I’m going to next write about the exact deals I’m finding, where I’m finding them, and how I’m utilizing them to cash out via ABUGames’ store credit.

First, I’ll share my buying ideas. Even though ABUGames continues to drop their buy prices on many Old School cards, some still remain elevated. For example, consider Unlimited Forcefield.

There was an error retrieving a chart for Forcefield

This past week, Card Kingdom reduced their prices on many Unlimited and Beta cards (presumably Alpha as well). As a result of this adjustment, they marked down their HP Unlimited Forcefields to $140. After tax, this amounts to around $150. ABUGames offers $320 in store credit for these—more than double the $150 cost. Perfect!

Here’s another example: Unlimited Scrubland. Card Kingdom dropped their price on this one too. However, you’ll never see them have “Good” copies in stock. The reason: they only charge $160 for these copies, whereas ABUGames offers $348 in store credit on their buylist. Yet another opportunity to double cash into credit on ABU’s site. Even the Very Good copies are worth considering—they are $240 on Card Kingdom’s site, and can be flipped to ABUGames for $475 in-store credit. While not a double, this is still a worthwhile strategy if you can acquire the Scrublands with store credit.

A third Card Kingdom example is Unlimited Raging River. Card Kingdom’s “Good” and “Very Good” prices make for arbitrage: $34 and $50.99, respectively. ABUGames pays $80 and $104 in store credit for HP and Played copies. Both of these cases can mean a double-up, and when using Card Kingdom store credit to make the acquisition, the deal is even more attractive!

If Card Kingdom isn’t your preferred site, then consider browsing TCGPlayer stock for other opportunities. Every time they offer sales or larger cashback bonuses, it’s your chance to run the arbitrage method. One specific example is Arabian Nights City of Brass. There’s a “Damaged” copy in stock sold by Channel Fireball (this usually means HP) for $189.99. Combine this with a 7% cashback offer, and your net buy price could be around $177. ABUGames pays $333.60 in credit for HP copies of the card—it’s not quite a double, but it’s pretty close!

New Ways to Exit ABU Credit

Now we have multiple ways (and there are many more) to acquire ABUGames store credit for $0.50 on the dollar. Great, now what?

Fortunately finding ways to exit ABUGames store credit is even easier than finding ways to acquire it cheaply! Right now my favorite target is Mox Opal.

There was an error retrieving a chart for Mox Opal

Their played copies are the most attractively priced. You can get played Scars of Mirrodin copies for $125 and Modern Masters 2015 copies for $131. TCG low for moderately played copies is in the $95-$100 range, meaning these should sell fairly quickly if priced in the high $80’s. Spending $130 in credit on a card that sells for $88 equates to a 67% cash-out rate of ABU credit. Therefore, credit acquired at $0.50 on the dollar can be converted to cards that sell for $0.67 on the dollar—the difference (17%) is your profit margin before shipping.

ABUGames is always sold out of Mox Opals because people acquire them as soon as they’re listed. But they do restock from time to time. Keep watch and eventually, you’ll get lucky.

One card that’s even more attractive to acquire with ABU credit is Sword of Feast and Famine. The Modern Event Deck copy is listed at around $65 for those in Near Mint condition. The Market price is $60, and you should have little trouble selling this hot card for $50. That’s a 77% conversion of credit to cash, one of the best I’ve found on ABUGames’ site! Even the Mirrodin Besieged copies are worth grabbing for $82 in-store credit, though acquiring played copies for $65 is even more attractive.

There was an error retrieving a chart for Sword Of Feast And Famine

Other targets I frequently browse include the following: heavily played and played Dual Lands (namely Scrubland, Savannah, and Tundra, played Force of Wills, played Power Artifacts, played Transmute Artifacts, Giver of Runes, played Chalice of the Voids, Sword of Fire and Ice, and Sword of Light and Shadow. How’s that for actionable?

This list should give you a starting point on how I exit ABUGames store credit most profitably. There are of course other cards to investigate, but hopefully, this list gives you enough of an idea of the types of cards worth looking for. Don’t forget, played copies are the key because ABU’s markdown from near mint to played is often larger than what the market dictates. A large markdown makes perfect sense on Alpha and Beta cards, but Modern players looking for cheap Batterskulls don’t necessarily care if their cards have a little play to them.

Wrapping It Up – and a Word of Caution

One of my favorite ways of leveraging ABUGame’s buylist has nothing to do with arbitrage. Their site is simply a great way of unloading cards that are difficult to sell. After leaving MagicFest Indianapolis a couple weeks ago I was left with a smattering of Alpha and Beta cards that no vendor wanted (at least, not at the numbers I had hoped for). I tried selling them on the Old School Discord, but most were ignored. ABUGames, of course, took them all.

Sometimes I’ll ship failed specs to ABUGames too. When I realized the wait time on some Modern Horizons foils would take longer than I had anticipated, I liquidated to ABUGames. Their trade credit on foil Morophon was was in the $70’s at the time (it has since dropped). They also received my foil Serra the Benevolent. Even though the conversion to credit isn’t ideal in these circumstances, it at least gives you a chance to convert the slow-moving cards into something more liquid.

There was an error retrieving a chart for Morophon, the Boundless

Before closing, however, there’s one word of caution I need to emphasize. That is around ABU’s grading—recently, they have become very strict with grading. Make sure you examine ABU’s grading guide closely before going down this path. Otherwise, you may be surprised by some downgrades, eroding profits. Sometimes the resulting trade credit from a downgrade is still acceptable; other times, your profits evaporate entirely.

The more buffer you can build into your trades (i.e. the better the return), the less the downgrades will hurt. Remember, if you disagree with a downgrade you can always ask them to ship the card back. Just make sure it’s a card you actually want to keep (or can sell somehow). You wouldn’t want to be left holding a stack of heavily played Unlimited Two-headed Giant of Foriys because moving them would be a major pain!

As long as you take this pitfall into account, ABUGames remains an excellent avenue to growing value in your collection. By leveraging the targets in this article, you’ll be exactly mimicking my own strategy these past few weeks. As long as the strategy works, I’ll continue the grind into the foreseeable future!

…

Sigbits

  • Once I saw Forcefield was marked down on Card Kingdom’s site, I immediately grabbed three “Good” copies they had in stock. After doing so, the card showed up on their hotlist with a $170 buy price. Shortly thereafter someone else must have bought copies because their buy price subsequently jumped to $210. Personally I think their markdown on this card was too severe.
  • The same can probably be said for Beta Lightning Bolt. I can’t say with certainty that they dropped their sell price on the card last week, but my hunch is they did. I say this because, out of nowhere, the card is appearing on their hotlist now with a $180 buy price. I suspect they dropped their price and started selling copies quickly, hence the need to restock.
  • Jace, the Mind Sculptor has been on the rise on Card Kingdom’s buylist again. Now they pay $105 for Worldwake They offer only $80 for FtV copies and $85 for Masters 25 copies, but these prices are always fluctuating.

 

Goyfs That Fly: Brewing UB Trap

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In his assessment of the latest spoilers, David commended Throne of Eldraine for bringing the brewing fun back to Modern with its innovative, flavorful design. Restrictions breed creativity, they say, and I agree that after the format-crushing power of Modern Horizons, it's refreshing to have a Standard-power-level set to tinker with.

Today's article focuses on one such restriction-based creature: Vantress Gargoyle. A lover of undercosted beaters and cantrip-heavy aggro decks, I've long had an eye on Jace's Phantasm, for which the stars have never aligned. With Gargoyle in the picture, brewing with Phantasm turns from pipe dream to possibly doable—we may now have enough payoffs to justify running the necessary enablers.

Animating the Gargoyle

On their surface, Phantasm and Gargoyle are as good as opponents make them. Against decks like Dredge and Phoenix, opponents grow the creatures for us; other strategies will require us to do the heavy lifting. A deck featuring them as primary win conditions must then have the ability to execute such a task reliably, but nonetheless not clog on pieces once "reverse-threshold" is achieved.

Maximizing Phantasm, or Gargoyle, is a simple as resolving a single Archive Trap—or Glimpse the Unthinkable, or whatever. In other words, pilots will need to hemorrhage a card, and a specific one. They'll also need to expend however much mana that spell costs.

So are these creatures worth it? In "Beat This: Evaluating One-Mana Beaters," I established a metric to answer this sort of question. Jace's Phantasm is a Stage 1 combat creature that requires a unique resource: cards in opponents' graveyards. Since getting cards into enemy yards may well require mana (Thought Scour) or card economy (Archive Trap), these spent resources also enter the equation. Gargoyle follows suit, except it's more of a Stage 2 creature thanks to its cost, but is better on defense before we've met its condition.

With eight creatures in the deck and not four, running enablers en masse at least makes sense. The best one is certainly Archive Trap, which is frequently live for its alternate cost of 0 mana thanks to Modern's fetch-centric manabases. Not costing anything to cast lets us spend mana on actual spells, so all we're losing is the card economy, which isn't such a big deal in this tempo-focused format.

Another promising enabler is Thought Scour. While it doesn't immediately activate our beaters like Glimpse, Scour critically costs half as much and replaces itself, preventing clog. If opponents are putting cards into their own graveyards, which they often are regardless of the deck, Scour helps hit that magic number so we can start applying serious pressure. Just as players are comfortable running Scour to power out Tasigur, the Golden Fang and other grave-reliant creatures, we can point it at opponents to build our own threats—Scour doesn't count itself in this instance, though, and these creatures have tougher requirements than the delve ones.

When it comes to incremental millers like Scour, every card matters, giving Vantress Gargoyle the advantage over Phantasm early on. Gargoyle also blocks creatures before we meet its graveyard condition. But Phantasm still costs just one mana, has an additional point of toughness, and isn't an artifact, making it preferable in pretty much any game state where opponents have a heavy graveyard.

Version 1: Mono Blue

In truth, the first build I put together splashed red for Lightning Bolt, a tempo deck's best friend. But I fast found the instant to be superfluous; 5-power fliers don't really nickle-and-dime opponents, they just kill them. And it's not like we need to clear the ground for Phantasm and Vantress to get their hits in. As cheap interaction, I chose Force of Negation and Disrupting Shoal. These free spells let us spend mana sculpting a gameplan, protect our threats for a couple crucial beatdown turns, destabilize opponents while we attack them, and rid our hand of additional enablers.

Removing Bolt made Snapcaster Mage less appealing, although I did like it alongside Thought Scour. But I soon swapped out the 2/1 for Mission Briefing. While Briefing lacks the tempo bonuses Snap brings to the table, it can retrieve a larger number of spells, since not using the flashback keyword forgives alternate casting costs. Archive Trap, Force of Negation, and Disrupting Shoal can all be cast for free from the grave with Briefing. Surveil also helps us piece together a gameplan.

I still felt the need for more threats in the first version, so took a page out of the Bennyhillz Book of Beaters with Thing in the Ice. Straight blue lacks board interaction, and Thing keeps creatures at bay all while attacking opponents from an angle not reliant on the graveyard. Thing required a heavy suite of cantrips, leading to the inclusions of Opt and Serum Visions alongside Thought Scour. Also featured is Visions of Beyond, another way to turn extra enablers into relevant spells and a bonkers mid- to late-game card with a fine floor.

The final mainboard inclusion was Ghost Quarter. Quarter doesn't really cast any of our spells, so I didn't count it as a land. Rather, its purpose is to turn on Archive Trap against decks that don't run fetchlands.

Mono-Blue Trap, by Jordan Boisvert

Creatures

4 Thing in the Ice
4 Jace's Phantasm
4 Vantress Gargoyle

Instants

4 Thought Scour
4 Opt
4 Visions of Beyond
4 Mission Briefing
4 Disrupting Shoal
4 Force of Negation
4 Archive Trap

Sorceries

4 Serum Visions

Lands

14 Island
2 Ghost Quarter

Sideboard

2 Damping Sphere
2 Vedalken Shackles
2 Vendilion Clique
2 Stubborn Denial
2 Ceremonious Rejection
1 Dismember
3 Surgical Extraction
1 Ghost Quarter

Out of the sideboard, Vedalken Shackles and Vendilion Clique served as extra plans. I did win a fair number of games with Shackles, but opponents would bring in artifact removal anyway after seeing Vantress Gargoyle, so this plan ended up being hit-or-miss.

As for the mainboard, it had its fair share of problems, chief among them consistency. When things went according to plan, the deck felt unbeatable, as with turn one Phantasm into Trap into Vantress into Force of Negation. But success hinged on whether we could resolve Archive Trap early or not. In lieu of the titular instant, Thought Scour just didn't mill enough cards unless opponents were feeding graveyard synergies themselves. (It did, however, often combine with Trap to put opponents over the 20-card threshold for Visions of Beyond by the mid-game.)

I went so far as to try Serum Powder to locate Archive Trap more reliably, but Powder requires decks to play far more lands, as it necessitates pilots to be comfortable going to 5 or less looking for their dream card. Since Trap isn't a land, finding that card alongside a land or two and some payoffs was too much to ask of my mulligans. Powder also clashed with Thing in the Ice, which prefers blue consistency tools.

And when I'd open or draw Archive Trap naturally, it still wouldn't fire 100% of the time. If opponents wouldn't search their libraries, I had no way of casting it. That's where Ghost Quarter comes into play, except Quarter was so bad the rest of the time its inclusion was hardly worthwhile; I started with 4 copies and finally had to trim to 2 and just kind of hope opponents fetched. When I had the "combo," spending a land drop and going -1 to turn on Trap felt awful. I needed another way to force opponents to search.

In any case, other niche options for increasing Trap's functional numbers included the pricey Trapmaker's Snare and the Shoal-unfriendly Chancellor of the Spires. But I didn't have a chance to test these cards, as one was spoiled that deeply altered the deck's course.

Version 2: Blue-Black

That card was Drown in the Loch. Drown could act as removal or permission, giving it utility in every matchup on top of its clear synergy with our Plan A. Having a card that so dependably slowed the game's pace increased consistency in its own rite, since the longer the game goes on, the more cards hit the bin to feed our creatures. But dipping into black at all provided me with another missing link.

Unlike the blue cantrips, Scheming Symmetry is a pure tutor, letting us pull Archive Trap right out of the deck. With any blue cantrip in hand, Symmetry is essentially a modal Glimpse the Unthinkable: we pay B for Symmetry and go -1 on card economy, putting Trap on top of the deck; pay U for our cantrip, drawing the Trap; then pay 0 for Trap since we've forced a search this turn, milling 13 of our opponent's cards. And Symmetry only improves the more options we have. Should we draw the tutor alongside Trap, we can just put whatever card we most want on top and Trap opponents off their own choice. Similarly, Thought Scour interacts favorably with Symmetry, milling the opponent's card while immediately drawing us our own. An active Gargoyle can also tap to remove an opponent's searched-up card after we've drawn our own.

UB Trap, by Jordan Boisvert

Creatures

4 Jace's Phantasm
4 Vantress Gargoyle

Instants

4 Thought Scour
4 Opt
4 Visions of Beyond
4 Drown in the Loch
3 Mission Briefing
4 Force of Negation
4 Archive Trap

Sorceries

4 Serum Visions
4 Scheming Symmetry
1 Temporal Mastery

Lands

4 Polluted Delta
4 Flooded Strand
2 Watery Grave
1 Mystic Sanctuary
5 Island

Sideboard

2 Damping Sphere
1 Torpor Orb
2 Vendilion Clique
2 Fatal Push
2 Stubborn Denial
3 Surgical Extraction
1 Disdainful Stroke
1 Ceremonious Rejection
1 Fumble

Mission Briefing and Archive Trap had provided a makeshift mill plan in the mono-blue deck, but with more reliable Traps and tutoring functionality, UB is better at achieving that plan should we need to. We therefore have more ways to close, as well as more removal thanks to Drown; these changes rendered Thing in the Ice superfluous.

A couple of newer tech choices are Mystic Sanctuary (spoiled yesterday) and Temporal Mastery. Mastery can be searched up with Symmetry when we plan on not drawing the card this turn, such as to Trap opponents immediately. It's a great find when we've got a beater in play, as it significantly increases our clock. It can also be cast with an instant-speed cantrip on our opponent's turn.

But milling Mastery with Scour or Briefing is usually preferable to having it in the deck, where it can be accidentally drawn by something like either Visions (far from the end of the world thanks to Force of Negation, but still not ideal). With Mastery in the grave, though, we can crack a fetch for Sanctuary and put it right back on top of the deck. Doing so lets us set up and execute an attack even from an empty board position (first turn deploy threat, second turn swing), or double up on hits (turning one creature into 10 damage, or a pair of them into 20!).

The land can also be used to get back the best instant in the graveyard at a given time. That's sometimes Drown in the Loch or Force of Negation, both of which protect us from enemy topdecks; more often, it's Visions of Beyond, which chains into other copies of itself as did Treasure Cruise. Because of Sanctuary's Island requirement, I went from 4 to 2 to 0 Darkslick Shores.

Touching again on the sideboard, black opens up Fatal Push, a critical tool for disrupting small creature strategies. I added Fumble after struggling to deal with Batterskull; the card is a bullet to search with Symmetry, and seems to me like the best option for quickly dismantling the lifelinker.

Proceed with Caution

Drown was only just spoiled this week, so things are still up in the air. This weekend, I'll be testing a UB build that runs Chancellor in addition to Trap to turbo out threats, and when I do, Mission Briefing will be the first cut. The prospect of Chancellor and Trap doubling up in openers to immediately turn on Beyond is very alluring, and those extra draws make up for the functional disadvantage of drawing 7-drops late, especially with Negation in the picture.

I'm excited to see what other goodies Throne holds. Overwhelmed Apprentice and Merfolk Secretkeeper kind of miss the mark for this deck, but the intent is there. Still, I doubt we'll get payoffs on the level of Gargoyle or Drown, the latter of which looks to be a playable Modern card even in non-mill decks, as does Sanctuary. But hey, I'll take more all-around Modern playables, too!

Insider: QS Insider Cast – Eldraine Spoiler Season!

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Welcome back to the QS Cast! Say hello to your new hosts, Chris Martin, Chris O'Berry, and Sam Lowe. This cast was originally broadcasted live to Insiders in the QS Insider Discord, September 16, 2019.

Show Notes

Throne of Eldraine! Lots to discuss here, but we're going to focus on the following:
a. Collector’s Boosters
b. Power Level (list our favorite card spoiled in Eldraine so far, could include a Brawl deck)
c. Brawl impact on Standard – what happens if a Brawl card ends up being a hit in Standard? How high is the ceiling?
- Discuss Arcane Signet and implications for EDH until a wider print run occurs
d. Roundtable – share our opinions on preordering standard cards

Cards to Consider

Chroberry - Teferi, Hero of Dominaria (when it hits the floor 4-8 weeks post-rotation)
Sam - Saheeli Rai, now is best at ~$5-7ish range, expecting a double-up into the mid-teens
Chris - Urza, Lord High Artificer, still hovering at $35-40, expecting it to get closer to $60 based on results in Modern (with longer runway when MH1 goes out of print)

Wanna chat? Find us on Twitter

Chroberry - @chroberry
Chris Martin - @ChiStyleGaming
Sam Lowe - @MahouManSam

Tall Tales: Throne of Eldraine Spoilers, Week 2

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Thrones of Eldraine spoilers are rolling on, and I'm having more fun watching them than any other set I can remember. That's not to say that  Modern Horizons was boring nor War of the Spark lacking content. Rather, there are more opportunites to make your own fun with Eldraine than the other sets. Rosewater showed how the cards are designed to tell stories, and it does work quite well. However, because I'm an insufferable intellectual, I prefer to point out which fairy tales and fables are being referenced. And then wax pedagogical about them. Fun for everyone!

Last week, few cards had been spoiled, so I focused on the mechanics themselves and speculated to fill in the gaps. With plenty of cards available, this week will be all about the cards. At time of writing, there continue to be no playable adamant cards nor adventures for which you mainly want the creature. I also haven't seen anything that would faeries good again. However, plenty of other decks stand to considerably gain from Eldraine, presented in alphabetical order.

Charming Prince

Kicking things off, Prince Charming is both a great pun and an extremely attractive card. Cheap creatures with abilities and relevant creature types always have at least a chance of making it in Modern, and the Prince is starting off at an advantage, as befits his station. His three abilities (a callback to the charms, i.e. Azorius Charm) are all incredibly relevant, valuable, and potentially incredibly powerful. Gaining three life isn't the most powerful ability, but with Burn being a major player it is certainly welcome. Kitchen Finks was a staple for years. Charming gives more life upfront and that alone may be enough.

But enough won't satisfy royalty. Charming's most powerful ability (in a vacuum anyway) is his first: scry 2. It doesn't look like much, but white doesn't get card draw or library manipulation very often. Even when it does, it's usually about enchantments (see Idyllic Tutor) or much worse than other colors' options (see Thraben Inspector). Charming is very similar to Serum Visions, but being a creature gives him greater flexibility. Charming could help close the variance gap between white and other colors.

The final, and most contextually powerful, ability is flickering your own creatures. The Prince is no Flickerwisp, and cannot be used to directly disrupt the opponent or to give you mana back flickering by your land. All he does is save creatures with Aether Vial or recycle ETB effects. As the rise of Bant Ephemerate decks shows, creature-based value generation is incredibly powerful. Add in that Charming's a Human, and the card suggests the makings of a Modern staple.

Quest for the Kingdom

However, much like actual royalty, Charming's value may not be needed. Value for value's sake is frequently a trap. It has to be useful in context, or it's just durdling. There needs to be a deck where Charming can not only fit but be good within the deck, and it's not clear that such a deck exists.

Consider Humans. That list is so tight there may not be room for extra value. The flex slot is currently Deputy of Detention, and given Whirza's popularity I can't imagine that changing. Therefore, something from the main Humans package has to go, but cutting on disruption dilutes the main appeal of Humans and reduces the chances to gain value. Charming also can't reset Phantasmal Image. I don't know if that's acceptable or a deal breaker.

Outside of Humans, I'm not sure what deck wants the Prince around. He is only a 2/2 ground pounder, and white decks have no shortage of those. Death and Taxes has Flickerwisp and wouldn't cut them for Charming. Frequently, as good as getting value flickering your creatures is, it's better to flicker an opposing creature or equipment during combat. Wisp also kills tokens, steals a land drop, resets planeswalkers, and can break up combos. Add in flying and Charming can't replace Flickerwisp.

As both a value creature and a flicker, Charming's a natural fit into Bant Ephemerate. However, that deck doesn't actually need more of either effect. The deck's packed with small value creatures, Soulherder, and Ephemerate itself. The deck doesn't really need more value; it needs some punch for when value isn't enough.

Color Hosers

Eldraine features a new twist on the color hosers. Rather than another round of Celestial Purge-type hate, it's Glare of Heresy-style. The new cards have some effect that gets better if you target the same color as them. Obviously intended to allow these cards to see maindeck play, I don't think they're entirely successful. The two cards that could see Modern play will only be sideboard cards. They may prove very good sideboard cards, but that will depend on how the metagame moves.

Mystical Dispute

There was a saying back in the day that whoever drew the blue half of their UW Control deck won the mirror. Before planeswalkers, blue provided all the card advantage and interaction that was actually relevant in the control mirror, where white was just creature removal. While this isn't as true anymore, blue's planeswalkers and counters are still more relevant than Path to Exile in the mirror. Mystical Dispute threatens to upend this strategic truism.

Gainsay used to see some play, and at one mana, Dispute is better. Countering a Teferi, Time Raveler is obviously good, but unlike Gainsay, Dispute can target any spell. This means it's never actually dead if your opponent pivots away from planeswalkers and card advantage and toward Monastery Mentor. I suspect Dispel is better in an actual control mirror, but for Stoneblade or other tempo decks, Dispute's flexibility may be more valuable. The card can safely come in against nonblue decks that demand countermagic from opponents.

Specter's Shriek

Replace the word "exile" in all instances with "discard" and Specter's Shriek is maindeckable, and possibly busted. As-is, exiling opposing spells is very good because denying graveyard synergies is very good, even with Hogaak gone. However, imagine if Intrusion was discard a card instead. In that case it's disruption and an enabler, and one of the best cards in Magic. I'm thinking of Dredge removing opposing hate and then discarding Stinkweed Imp. Which, I'm sure, is why it exiles.

Exiling a card for targeting a nonblack spell is a very high price. Yes, if you're hellbent, then there's no drawback, and Shriek is better than Thoughtseize. However, in that scenario, it's unlikely that you wanted a discard spell at all. The only way to utilize the drawback  is with Eternal Scourge or Misthollow Griffin. Otherwise, Shriek is card disadvantage. Against a mono-black deck this is better than any other discard spell. Against everything else, I can't imagine the price is worthwhile when Thoughtseize's drawback is marginal at most.

Embercleave

With Stoneforge Mystic in Modern, any potentially playable equipment deserves another look. Of course, the bar is still very high, but it's not insurmountable. On its face, Embercleave can't compete with swords or Batterskull. The stat boost is worse, though trample and double strike partially make up for that, they're not better than protection. That it has flash and cost-reduction is nice, but not enough to make it in Modern.

What might be enough is attaching for free. It can only happen once, but that might be all it takes. Temur Battle Rage sees play with Death's Shadow, and if Embercleave enters via Mystic, it's better at the same price. Yes, it's likely unplayable if Mystic dies, but in a swarm deck that might not be relevant. Definitely worth testing.

Fires of Invention

I don't know if this card is good, but it seems like it could be. Free spells are frequently broken. However, Fires only allows for two spells, and only on your own turn. It's intended to be a weakened As Foretold, and can only really be used in a combo deck. It can't just go off like Experimental Frenzy or Mystic Forge. However, there's no risk of clunking out from a string of lands. You also don't really benefit from cheating it out, since those free spells are tied to your land count. There's no real point in cheating out 1-2 mana spells with a four mana enchantment. I have no idea what deck could use Fires or in what capacity, but I'm sure one exists.

Emry, Lurker of the Loch

The Lady of the Lake is here to offer Excalibur to Urza, Lord High Artificer. Metaphorically and in theory, anyway. In Whirza, she can easily be played turn one to dig towards Sword of the Meek and Thopter Foundry, then allow Foundry to be cast from the graveyard. It is important to note that she doesn't cheat cards into play, just allows them to be recast. Thus, she's a bit worse than Goblin Engineer.

Whirza's Friend...

As in the legends, the Lady is here to help her chosen champion. Whirza is a deck filled with enablers and a few cards that matter. It is imperative that Whirza has Sword in the graveyard and Foundry in play, and the Lady helps on all accounts. Yes, she's worse than Engineer. However, her upside is that she can keep functioning after Shatterstorm. Unless there's another artifact ready to go, Engineer becomes a dead card where Emry will bring back whatever Urza needs to get going again. She also works in the face of Ancient Grudge and is only limited by available mana, not a cost restriction. Emry may not be as reliable as Engineer, but she does enough that Whirza can make use of her boons.

...And Enemy

However, as the Lady giveth, the Lady can taketh away. (And in some retellings, imprison within a tree after a foreseen betrayal.) The Lady reduces Whirza's vulnerability to Shatterstorm and targeted removal, but not to graveyard hate or Stony Silence. In fact, she arguably increases Whirza's weakness to Rest in Peace.

Just like Engineer, she does nothing without a graveyard. This may not be a problem by itself, but when Emry enters play, she mills four random cards. In the best case, they're all artifacts that can be cast. In the worst, they're just Urza. Without Whir and Urza, Whirza is extremely anemic. The question is whether that risk outweighs the reward.

Following from that, Emry uniquely makes Whirza more vulnerable to Surgical Extraction. In practical terms, Whirza has the Thopter-Sword combo and Urza to win the game. By flipping cards into the graveyard, Emry gives Surgical targets. Potentially crippling targets. Normally Surgical is mediocre at best, but there are so few real cards in Whirza that it is a concern. As an additional problem, Emry is not an artifact herself and will take up at least a few artifact slots, reducing the redundancy and synergy of the deck.

Glass Casket

On a similar note, Glass Casket may be the card that actually pushes Whirza over the edge. Normally, Journey to Nowhere effects aren't Modern-playable except as niche cards in Enduring Ideal. However, unlike its forbearers, Glass Casket is an artifact. That means it's findable with Whir of Invention, the supercharger that guarantees Casket sees play.

Deputy of Detention, Collector Ouphe, and Plague Engineer are all strong cards against Whirza, and now they can be answered at instant speed. Yes, Casket is vulnerable to Knight of Autumn or Disenchant, but that may not be relevant. If the hate creature is off the board even for an instant, that may be all Whirza needs to combo off.

Once Upon A Time...

This card is not Land Grant. I want that to be perfectly clear. Grant replaces lands because (assuming it resolves) it's guaranteed to find one. It is also free anytime that you don't have a land in hand. The risk of whiffing with Grant is non-existent, and any deck that needs/wants very few lands in their deck can safely run Grant.

Once cannot do that. Frank Karsten did the math for Once, and the odds of hitting with Once change drastically as you reduce the desired hits. The odds are still decently high, but there's no guarantee. There's also no control over which potential hit you actually do. Grant let you choose, which is relevant if you need a specific color to get going. There's also the fact that for Once to be free, it has to be the first spell played. Thus it presumably has to be in your opening hand, and odds of that are only ~40%. Few decks will want to avoid playing a spell turn one on the off-chance they draw Once turn two.

Still, Once is an extremely powerful cantrip, especially if it can be played for free. However, its Modern playability is entirely dependent on being free. If decks wanted Once's effect, they could already have it and choose not to. Seek the Wilds is a weaker but already legal version and sees no play. In fact, the only similar cards that see play are Ancient Stirrings for its cost and flexibility and Oath of Nissa in Saheeli-Cat.

...There Was Neobrand.

I've heard a lot of chatter about Once in Neobrand. The argument is that it finds either the mana or Allosaurus Rider to get the combo going. This is technically true, but given that the deck already runs Summoner's Pact, I don't think Neobrand needs help finding Rider. However, getting choked on mana is a major problem since Neobrand runs 14-16 lands and 4 Chancellor of the Tangle at most. Once will reduce Neobrand's mulligan variance, in theory.

However, what Once can't do is find Neoform or Eldritch Evolution. Neobrand is a multi-card combo, and Once not finding everything reduces its value. Additionally, Once only helps Neobrand get there on mana if it's in the opening hand, which is only a ~40% chance. I don't know the odds of Neobrand successfully comboing turns 1-2, but they're not high. The actual effect of adding a swingy card into an already swingy deck is unclear. The math of such things depends heavily on the assumptions made and can either increase or decrease variance. Given that Once can't find the tutors, its own variance, and Neobrand's already high variance I don't know if the deck can afford the deck space.

Elsewhere....

For every other deck, the question is if they want an otherwise marginally playable effect on the ~40% chance to have it for free. It isn't impossible, but I'm skeptical. Looking at green decks, there isn't much need. Tron is happy with Ancient Stirrings. Elves has tons of mana and Lead the Stampede. Jund is Jund, or it could have Traverse the Ulvenwald. I don't know why any deck would want Once except for it to be free.

Robber of the Rich

My final card is Robin Hood. Dire Fleet Daredevil saw some play in Humans against Jeskai Control, and Robber of the Rich is somewhat better. Haste is more relevant than first strike most of the time, and the effect is repeatable and doesn't have to be used immediately. However, Robin is indiscriminately stealing cards, so there's no control over what you get. He also can't steal all the time, and you can't cast the spells unless you've attacked with a rogue. That's a lot of caveats.

However, Robin could be a mirror-breaker for Burn. If Robin can steal a burn spell, even if it can't ever be cast, that's damage that didn't go to your face. That's also a spell out of the deck and a slightly improved chance of them hitting a land and flooding. If you can cast it, it's like drawing extra cards. Haste is the minimum barrier for Burn creatures, and while Robin could never replace existing options maindeck, as an engine against the mirror there is potential.

In a Land Far Away

Eldraine promises to be a very interesting set for Modern. There have been a few solid playables, but many more that need the right home or some work to be good. I'd rather see lots of interesting cards than obvious ones because they're less likely to break something, so here's hoping the trend continues through the week.

Three Tips When Shopping Around For Deals

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Some pockets of the market have become noticeably softer over the past few months. To describe this market as a buyer’s market doesn’t do justice to the deals that can be had. Some Old School and Reserved List prices, in particular, have dropped down to thresholds that players didn’t expect to see again!

But just because it’s a buyer’s market doesn’t mean one should rush out and buy cards indiscriminately. For one, some vendors haven’t embraced this new reality of lower prices, so they are now overcharging for their goods. Conversely, other vendors are flush with high-value Old School cards they can’t sell. Rather than hide their heads in the sand to wait for this pullback to end, they’re dropping their prices to attractive levels to maintain cash flow.

Their adjustment is your opportunity.

This week I’m going to share three tips on how to pick up some of these older cards opportunistically, paying lower prices and keeping more cash in your pocket.

Tip 1: Why “Below Good” Is Actually Awesome

I’m just going to come out and say it: Card Kingdom is my favorite vendor to work with. Hands down, they offer the best buy prices, competitive sell prices, great customer service, and fast turnarounds on transactions. I’ve shipped buylists to them numbering in three digits and I’ll ship them many more in the future.

But Cardkingdom.com is not where I’ve found the best deals from Card Kingdom. Instead, I’ve done my best deal-finding by browsing Card Kingdom’s eBay page.

Why would you want to browse Card Kingdom’s eBay page rather than their actual site? Put simply, eBay is where Card Kingdom lists cards to sell that they can’t (won’t?) sell on CardKingdom.com. This includes altered cards, foreign cards, signed cards, and my personal favorite, “below good” cards.

Since the lowest condition Card Kingdom offers on their site is called “good”, anything that receives a worse grade is called “below good”. And anything that is below good and still worth selling gets listed on eBay!

Here’s my poorly kept secret: you know how Card Kingdom’s pricing on “good” condition Alpha, Beta, and Unlimited cards drops off significantly from higher conditions? Well, Card Kingdom extends that pricing trend to their “below good” cards, meaning the prices are very low!

Check out the Beta Sol Ring in the listing above, for example. It’s sleeve playable, and doesn’t even look that terrible. The cheapest copy listed on TCGPlayer right now is a damaged copy for $251 and change. This one could be considered damaged, but it’s on the nice side of damaged. Without pictures, I have no clue how terrible the one on TCGPlayer will be. Better yet, Card Kingdom takes offers on these below good cards—I wonder if they’d accept $220, for example. They liquidate the card, you get a sleeve playable Beta Sol Ring for a price no other store is currently willing to offer.

Tip 2: A Perplexing Move by ABUGames

Let’s stick with eBay for a moment, but shift gears away from Card Kingdom to another large online vendor: ABUGames. Much like Card Kingdom, ABUGames does most of its business through its website. I leverage ABUGames.com on a weekly basis, shipping them less liquid Old School cards for huge piles of store credit, which I in turn use to acquire Modern and Legacy staples. Mox Opal, Force of Will, and Tundra have been a few of my favorite pick-ups lately. The copies that are played or heavily played are priced more attractively than the near mint copies, so that’s what I aim for.

There was an error retrieving a chart for Mox Opal

Also like Card Kingdom, ABUGames also has an eBay storefront.

Clearly ABUGames leverages eBay more than Card Kingdom—they have more than five times the feedback. While Card Kingdom uses eBay to sell cards they don’t have a good spot for on their website, it appears ABUGames uses it to sell…well, most anything.

On the front page of their eBay storefront, I see spindown dice, oversized Commander cards, Italian Legends cards, Duel Decks, Masterpieces, Funko Pop toys, and everything in between. For this reason, I recommend running a search for “mtg” on their store to hone in on their Magic cards.

But I wouldn’t stop there—they’ve got nearly 80,000 eBay listings for items with “mtg” in the listing title, and that’s too much to browse through. Fortunately, I have some tips on how to narrow the list down to the best deals.

First and foremost, I’d stick to their auctions (about 5% of their listings are auctions). It appears to me that they list cards at auction when they’re most interested in liquidating for cash. That means the pricing is most competitive. And when an auction goes the full seven days without a bid (which happens most of the time), then ABUGames will frequently re-list the auction again with a lower starting bid. They will even do this multiple times in order to get a card sold.

The second important tip to keep in mind is that ABUGames will accept offers on their auctions that haven’t received any bids yet.

As time ticks down for the auction and no bids are placed, ABUGames may realize their listing isn’t likely to receive a bid, and they could negotiate. I’ll admit I’ve tried this a few times in the past, and in general they don’t accept offers below the starting bid price. In the example above, an offer of $100 for the near mint Power Artifact wouldn’t be accepted. But $112 may be. They haven’t gotten a bid in the auction’s first six days, so maybe they’d be content to sell it immediately at around that starting bid price.

There was an error retrieving a chart for Power Artifact

Or, if you’re feeling lucky, you could throw this card on your eBay watch list and wait for the auction to expire without a bid. Shortly thereafter, ABUGames will re-list the card with a slightly lower starting bid. In Dutch Auction style, you could wait for a price you’re happy with. It’s another great way to score deals on eBay during this time of weakened demand. Plus, sometimes you can get cards from ABUGames' eBay store for such a good deal, that you could immediately ship the card BACK to ABUGames for 50-75% higher store credit, which can in turn be used to acquire their less overpriced stock of cards. I don't make the rules, I just exploit them!

Tip 3: Have You Checked Facebook Lately?

For a while, I had ignored the High-End group on Facebook—it seemed like the sales group was riddled with Masterpieces and pre-Modern booster boxes. At least, that was my perspective.

Now the Facebook group looks completely different. It’s an Old School player’s paradise—it seems every other listing is filled with Alpha, Beta, and Unlimited cards, along with Dual Lands, Power, and heavy hitters from Magic’s earliest expansions. Case in point, here’s the first post that shows up when I visited the site this morning:

Bernie is a well-known vendor who runs Moose Loot, a Grand Prix staple. Notice anything interesting in the sale post? In this one, he’s explicitly stating his willingness to negotiate. His prices are usually already decent, but he’s willing to beat the market in order to liquidate some of this inventory. That eagerness to sell is your opportunity to acquire cards on the cheap!

This isn’t the only post filled with deals. As I browse the Facebook page, I see post after post filled with high-end Old School cards—cards that were once impossible to find at competitive prices. The market’s weakness has truly manifested itself on Facebook, and there are deals to be had if you’re willing to browse through them and purchase from individuals.

I’d recommend sticking to the major sellers, like Bernie, and you’ll receive the same great customer service as you’d get from Card Kingdom and ABUGames.

Wrapping It Up

While it’s true the Magic card market is a little soft right now, especially for Old School cards, it doesn’t mean one can shop around and blindly purchase any cards; not if they’re on a budget and on the hunt for deals (and who isn’t?).

Only some vendors have embraced the current reality and decreased their prices accordingly. Card Kingdom has begun deflating their prices in response to dwindled demand, but some of the best deals can be had from their eBay store. ABUGames is another great example—the pricing on their site is as inflated as ever, but their eBay prices are far more competitive. In Dutch Auction style, you can wait for them to re-list the same auctions over and over again, continuously dropping their prices little by little, until you see a price you’re happy with.

In both eBay cases above, I encourage you to leverage the opportunity to make offers on their listings. They’re quite reasonable, and you’d be surprised with what offers they’ll accept. It doesn’t cost anything to at least try, and you just may get that deal you’re looking for.

If eBay isn’t your jam, then I’d encourage you to check out the High End Facebook page. Once a fruitless endeavor, it’s now worthwhile to window shop there looking for deals. Some fairly well-known vendors sell cards there, so you can buy from them confidently knowing the cards will be authentic and as described.

No matter who you’re buying from these days, it’s wise to make offers rather than pay sticker price directly. Vendors are overloaded with Old School cards, and may be motivated to cut down on this slow-moving inventory even if their margins suffer. Cash is king, and liquidity is absolutely critical for these larger vendors to remain healthy and in business. Therefore, this is your license to go after deals in the hopes of acquiring pieces for your decks that were once out of reach.

...

Sigbits

  • Card Kingdom brought Volcanic Island back to their hotlist, with a $310 buy price. This is interesting considering their other Dual Land buy prices aren’t too inspiring. The disconnect in my mind is this: vendors aren’t paying well on duals right now, but any time I list one on Twitter at TCG low minus 10%, they sell within minutes. Clearly there’s demand for these, and I’m wondering why vendors insist on maintaining higher price points.
  • Arabian Nights Serendib Efreet is back on Card Kingdom’s hotlist. While their current buy price of $270 isn’t their best offer to-date, it’s still an improvement. This goes to show that the most playable Old School cards have held up better price-wise as compared to the less-than-playable counterparts.
  • Here’s something new on Card Kingdom’s hotlist: Guru They are paying $235 for the promotional basic land. They’re paying $225 for Guru Forest, but they don’t currently have a buy price offer for the other three basics. Food for thought.

 

Chapter 2 in Throne of Eldraine Spoilers

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Throne of Eldraine spoilers are now fully underway. While David dissected the set's mechanics earlier this week, today's post reviews the cards themselves to see how they might fare in our shifting Modern format. It also revisits an old brew of mine using a certain exciting newcomer. Let's dance!

Certain Playables

So far, four cards stand out to me as clear includes in existing Modern strategies.

Deafening Silence

Which strategy does Deafening Silence fit into? Not-Storm, Not-Phoenix, Not-Whirza. But anyone looking to beat these kinds of high-velocity, spell-based combo decks should consider the enchantment for their sideboards. It's white, sure, but so are most of the format's best sideboard cards. And at just one mana, Silence provides a definite improvement over the previous best-of-breed, Rule of Law, whose ability to slow creature onslaughts isn't so relevant in a format where decks looking to dump many bodies onto the field are trying to have you dead by the time Rule can even be cast.

The Royal Scions

After Wrenn and Six, Modern players may be a bit spoiled, making it tougher to evaluate new planeswalkers fairly. But I think The Royal Scions is nonetheless pushed for its mana cost, and will see play in decks that don't need their planeswalkers to come down and immediately protect themselves. It's a hard-to-remove card filtering engine mixed with Ancestral Vision, as three turns after cast, the Scions' ultimate threatens to bury opponents in card advantage—and damage. Expect Blue Moon to sleeve these up for sure, and for other Izzet-colored decks to consider Scions as a bullet for the grindy post-board games where Saheeli or Keranos can shine.

Charming Prince

Charming Prince is indeed a Human, but that deck is so stretched for space the 2/2 might not make it there. Instead, I expect Prince to make waves in the new set of Blink decks ascending online. While none of Prince's effects are especially impactful, repeating any one of them over multiple turns should prove deadly in the right matchup. And the creature combines quite a bit of utility on one card, offering synergy, card selection, and help during a damage race.

Once Upon a Time

On to my favorite card of the set. A series of memes I've seen on social media lately compare Once Upon a Time to Ancient Stirrings, alternately arguing the card will break Tron or replace the one-mana cantrip when it's inevitably (their word, not mine) banned.

But I don't see Time excelling in Tron, where unlike Stirrings it can't find many payoffs; besides, that deck is already in the habit of aggressively mulliganing into its lands, so settling for a free Ancient Stirrings isn't really in the cards.

Rather, the two decks I expect Time to revolutionize are Eldrazi decks and mana dork decks. The former are always in the market for another copy of Eldrazi Temple, and are made up of mostly creatures anyway. In GR and GW Eldrazi, for instance, Time has about as many hits as Stirrings, and I'd rather grab Bloodbraid Elf or Stoneforge Mystic than a mana rock.

An eternal struggle of mana dork decks is how much better they are when starting with a dork on turn one. Of course, they also need a payoff spell, and a second land to ensure ramping to three mana on turn two should the dork live. Once Upon a Time helps on all fronts, helping what are already often combo-focused decks assemble their pieces quickly and efficiently. Devoted Druid combo decks seem like the scariest shell for Time so far.

Possible Crossovers

Throne of Eldraine also includes plenty of cards that appear interesting on the surface, but may or may not make it into Modern as full-timers. These cards might already have homes, but at the cost of competing with established options for space. Their inclusion depends mostly on how the metagame shakes out.

Midrange

Murderous Rider: BGx decks ran Hero's Downfall years ago. Nowadays, the card is better suited to greenless black decks, as Assassin's Trophy fills up the flex removal spots in Golgari, Jund, and Abzan. Grixis Control, UB Faeries, and Mono-Black are all lower-tier contenders that should appreciate the upgrade to Rider, a Downfall that turns into a creature after use.

Questing Beast: As far as Throne's pushed creatures go, Beast takes the cake. But its Modern viability is up in the air. Beast has uses against Jund and UW, decks that frequently hide behind Liliana of the Veil or Teferi, Time Raveler on turn three. Answering these walkers with Beast requires pilots to be ahead on mana and to have Beast at the right time, which may be too many demands; on the other hand, the card might slot into mid-size beatdown decks like Zoo as a curve-topper.

Artifacts

Wishclaw Talisman: With Whir of Invention-fueled combo decks on the rise, and Karn, the Great Creator increasingly relied upon as a finisher for any mana-generating strategy, Wishclaw may find a home in Modern. It turns both cards into tutors for any card in the deck, but players will need to find ways to capitalize on the search in a game-winning way for that to be enough.

Emry, Lurker of the Loch: Remember Blue Steel? That and other fringe artifact decks may find a friend in Emry, an easily castable grinding engine. For my part, I'm eager her alongside Mishra's Bauble, Mox Opal, and Mox Amber to rush out some planeswalkers.

Tribal Aggro

Giant Killer: Killer may prove a bit niche in the end, but the utility of a one-drop Human that keeps an opponent's best combat creature at bay while offering the upside of sniping another one gives it potential in certain metagames. After all, we saw Big Game Hunter rear its head in Death's Shadow-dominated Modern. If GW Eldrazi really is on the precipice of a format takeover, a creature that handles Batterskull tokens and Reality Smashers at once may have its day.

Hypnotic Sprite: Another adventure creature, Sprite's front end is a bit pricey for traditional Modern play. The card could find more luck as part of a Faeries deck, though, as an all-in-one Snapcaster Mage, disrupting opponents and applying pressure without relying on the graveyard.

Synergy Helpers

Stonecoil Serpent: Serpent enters with X +1/+1 counters, and has reach, trample, and protection from multicolor. Endless One and its ilk saw fringe play in Bridgevine strategies before Hogaak warped them into a format-destroying menace, but otherwise hasn't done much in Modern. Serpent is a clear improvement for decks not on Eldrazi Temple, though, and should more functional 0-drops be needed somewhere, its addition of keywords should outweigh the supposed fragility of artifacts. After all, Kolaghan's Command won't save players from the Snake.

Vantress Gargoyle: Undercosted beaters are my favorite kinds of Magic cards. This latest one utilizes a peculiar resource—cards in an opponent's graveyard. I'd write off Gargoyle immediately if not for Jace's Phantasm, another card with a similar function and requirement. Perhaps the two of them together could amount to something. In any case, I'll be testing to find out!

Bonus Brew: Rogue Runners

There's one mythic-rare creature I left out of the tribal aggro section. Is Robber of the Rich actually red's pushed two-drop? I sure hope not; in that case, it would invalidate my latest brew, Five Guys!

Robber has a creature type that I'm always looking for on new spoils: Rogue. I used to believe that enough playable rogues would turn Thieve's Fortune into a forgivable cantrip, and one that turbo-charged Tarmogoyf at that. As such, I've brewed many decks featuring those blue and green cards.

Throwing red into the mix for Robber complicates things quite a bit, although my first two drafts of Rogues were indeed Temur-colored. I brewed that in pre-Fatal Push Modern, and before we received some critical one-drop enablers in Faerie Miscreant and Fourth-Bridge Prowler. Their addition moved the deck into Sultai.

Then there's Stoneforge Mystic. When the card was unbanned, I toyed with the idea of splashing the 1/2 into Rogues as a Plan B with some gusto as well as a way to tutor up Cloak and Dagger. The equipment overperformed with cheap fliers like Miscreant and Faerie Impostor, but locating it early meant running multiple copies, which made the deck softer to enemy proaction and established boards. As part of a package that also insulated the deck from aggressive starts, Cloak appeared more promising.

Adding both Robber and Stoneforge meant going back to five colors. But as demonstrated by Five Guys, I ain't skeered, especially when it comes to carving out a proof of concept.

Roguenbogen, by Jordan Boisvert

Creatures

4 Faerie Miscreant
4 Fourth Bridge Prowler
4 Tarmogoyf
4 Stoneforge Mystic
4 Robber of the Rich
1 Faerie Impostor
1 Spellstutter Sprite
1 Snapcaster Mage

Planeswalkers

3 Wrenn and Six

Artifacts

1 Cloak and Dagger
1 Sword of Fire and Ice
1 Batterskull

Instants

4 Thieves' Fortune
2 Fatal Push

Sorceries

4 Traverse the Ulvenwald
4 Collective Brutality

Lands

4 Verdant Catacombs
4 Misty Rainforest
2 Polluted Delta
1 Blood Crypt
1 Temple Garden
1 Overgrown Tomb
1 Breeding Pool
1 Steam Vents
1 Swamp
1 Island

The idea here was to throw all my new ideas together and see which colors were the most expendable. Blue and green were locked in, as the concept itself revolves around Goyf and Thieve's Fortune. So red, white, and black were all battling for dominion. Some quick thoughts on the deck after a few days of testing:

  • Collective Brutality is crucial here as a way to unclog hands, turbo-charge delirium, and interact efficiently with opponents while setting up our admittedly terrible gameplan.
  • Fire and Ice tested better than other swords given our density of fliers and need to interact with the board while attacking.
  • Impostor, Spellstutter, and Snapcaster were all invaluable as Traverse targets.
  • Wrenn and Six helps assemble all our colors and attacks opponents from a novel angle. The walker provides another draw to red.
  • Prowler is quite hit-or-miss in this metagame. Another one-drop Rogue in a color other than black would make abandoning the color altogether a possibility. We could use Bolt as cheap removal, but would need a replacement for Brutality.
  • The Stoneforge plan was obviously very useful in its own rite, but it's far from flavorful. Nevertheless, having such unconditional access to Cloak and Dagger put serious hurting on attrition decks. Should we get more cards along Robber's lines, we could maybe ditch white and ramp Cloak's numbers back up again.

As for Robber itself, I was impressed with the card, but I don't think it will see mainstream play. Asking to connect with a Rogue is all but impossible for most Modern decks, meaning if Robber dies, the cards it "drew" while alive won't be of much use. Naturally, its utility depends on the kind of deck opponents are on, but against anyone playing fair, I found the 2/2 surprisingly adequate.

Reclaiming the Throne

After all the buzz surrounding Modern Horizons, Throne of Eldraine seems on track to remind format aficionados that Standard, too, can provide plenty of playables. Which new cards have you tinkering?

So You Want to Build a Cube: A Card Kingdom Starter Cube Review for 2019

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Last year, I wrote a review of Card Kingdom's Starter Cube, a 360-card cube with 35 of each basic land and enough sleeves for the whole set, all for a price of $99.99. While we can expect a product like this to not be packed with financially valuable cards at this price, I do believe the set can be a perfect starting point for someone looking to begin building their own cube. Card Kingdom has iterated on its starter cube some number of times now, and it recently became clear a new review was warranted for the Starter Cube Redux.


In general, I'm impressed with this list. Just scanning through, this cube is absolutely packed with commons, uncommons, and even a few rares that I recognize as high draft picks in various Booster Draft formats or even as staples of high-powered Cube formats. The addition of uncommon planeswalkers to Magic adds a lot of power to the list as well.

Let's start with the rares in the set:

Card Kingdom Starter Cube Redux Rares











More than 10 percent of this list, 43 cards, are rare. None of them are worth much more than bulk, if that, but most of them are powerhouses in their respective Draft formats, and there are even a few Commander-playables on this list. There are no mythic rares in this iteration of the Starter Cube.

If you're aiming for a high-powered cube akin to the MTGO Vintage or Legacy Cubes, 23 cards are in one or both of those lists:

Cards in Common with MTGO Vintage/Legacy Cubes






Sure, there's not much financial value here, but a lot of these cards are very high picks during draft – particularly the counter, draw, and burn spells and mana dorks.

Approaches to Make this Cube Your Own

You could purchase this product and leave it exactly as it is designed. It looks like a decently fun list and it would let you play with other people without having them own their own cards. For most readers, though, that just simply won't do. There are many ways one could upgrade or streamline this cube list, but I see three distinct approaches that make a lot of sense to me:

1. Make It a Pauper or Peasant Cube

Pauper cubes contain only commons, whereas Peasant cubes, also referred to as "c/ubes", contain commons and uncommons.

In this case, by removing the 43 rares listed above, you've given yourself a very inexpensive and mostly straightforward task – find 43 commons and uncommons that fit in with this cube's supported archetypes to fill those slots. You probably already own these cards, meaning that you can have a playable and powerful Peasant cube for the price of this product alone. You can keep this strictly as a common/uncommon cube, making upgrades inexpensive for the entire time you continue to maintain your cube.

Going the Pauper route will take more initial work to get something playable set up, but it will make those upgrades even cheaper over time. Both of these cube designs also offer another intangible worth considering: minimal worry around other people playing with your cards.

2. Use It As Your Starting Point for a Traditionally Powerful Cube

This will be the lengthiest and most expensive option, but it's also probably reflective of why most people get into Cube in the first place: the chance to play with Magic's best and most beloved cards.

You're not starting with a ton here. You're likely going to want to replace all but the above 23 cards in common with the Vintage/Legacy cubes (and you might even want to replace those!). The good news is that you can play with the cube while you develop it. Each time you add 10 or 20 new acquisitions to your list, you will feel the power level of your cube increase and witness the games get more outlandish. It can be a project that lasts as long as you continue to play Magic, constantly tracking down new cards.

In truth, people going this route are probably least likely to find the Card Kingdom Starter Cube a good bargain. Sure, you'll get a few hundred decent Ultra Pro Black Gloss sleeves, which would probably cost you roughly $30, but you'll probably want to get better sleeves when you start adding truly expensive cards to your list, and you're going to ultimately be planning to upgrade virtually every card here. There's also no guarantee that the good cards that do come in this product will be from the sets you would choose if you just ordered the cards you wanted yourself. If you want to lovingly craft your cube from scratch, this is probably not where you want to start.

3. Make It a Draft Nostalgia Cube

As I said above, this list is packed with a number of cards that were among the best commons or uncommons in their respective sets for Booster Draft. The rares in this list also include a ton of Booster Draft bombs that never really broke through in any Constructed formats.

If you're a player who has loved drafting for a long time, this product is a perfect opportunity to craft a draft set that includes cards you once loved to play but haven't had the opportunity much (if at all) since those sets stopped being drafted. Here are just a few examples from this list of cards I would personally put in that category:

Cards I Enjoy(ed) Playing in Draft but Not Much Since




There are plenty more. Not all of these are completely unplayable in more powerful cubes, but I don't see them in most highly tuned lists. I do think, however, the idea of a cube that recreates and combines various fun drafting experiences one has had over the years could have a lot of value to a draft-centric playgroup. That's going to look different for everyone, but I'd be surprised if this list didn't have some number of cards in this category for just about every player.


The Card Kingdom Starter Cube remains a solid product to get players into the Cube format. If you want to start cube drafting with your playgroup as soon as possible, I can't think of a better way to get started than this. It's not the type of product that has appeal for established cube owners (unless starting a new cube where this would address a lot of the starting goals) and certainly not for speculators, but not every product has to be for you or me.

Yes, you could build the same product yourself by individually purchasing everything, but don't do that. It undervalues your time for savings that are going to come out to well less than minimum wage – and to be honest, I can't say with confidence that you could build this cube on TCGplayer for less than $99.99 (nevermind the boxes, sleeves, and lands included).  I'm not inclined to build a shopping cart for it, but if you are, it would be interesting to learn what you find in the comments.

What do you think about this product?

Core Set 2019: Our Final Preparations for Rotation

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Rotation is less than three weeks out for Arena (September 26th) and four weeks for paper Magic (October 4th)! If you haven't already, now is the time to be crafting your watchlists for rotating cards and set your target buy-ins. Assuming history repeats itself, the paper price of most cards from Ixalan, Rivals of Ixalan, Dominaria, and Core Set 2019 will fall as we head into the release of Throne of Eldraine and bottom-out within 4-8 weeks from there. Eternal playables will touch their low-points then begin a rebound upwards until they are reprinted. Be ready!

If you are into Commander and haven't already done so, please go check out the other three articles I wrote for this mini-series. I covered each rotating set in chronological order with this being the fourth and final installment of the series.

Core Set 2019 is quietly one of my favorites of the past 10 years, mostly because of the way Wizards revisited the lore of the original Elder Dragons. The Magic storyline tied to Core Set 2019 covers the birth and aging of my two favorite characters of all-time: Nicol Bolas and Ugin, the Sprit-Dragon.

There was an error retrieving a chart for Nicol Bolas

Unsurprisingly, the set includes Bolas and his kin, but sadly Ugin did not get included with a creature card (I am so wishing this happens someday!). The way Wizards designed Nicol Bolas, the Ravager as a flip card transforming into a planeswalker was simply marvelous. It showed me even with their smaller sets they pay close attention to detail.

Supply Considerations

Core Set 2019 was delivered quietly last summer where it competed with its standard brethren Dominaria (one of the best selling sets of all-time); Battlebond (a huge hit in its own right); and Commander 2018 (more of a casual product, but a product nonetheless).

I don't have sales data on the sealed product to back this up, but my hypothesis is that this expansion was lesser sold compared to its peers and that could lead to a smaller supply of cards than we are used to with Standard sets.

If true, this could make the price of playables from Core Set 2019 rebound faster after rotation than some of the more widely distributed sets in recent memory. Without any significant chase cards in the set and no Masterpiece Series to bolster the desirability of cracking sealed product, I feel this product was under-opened by stores and players alike. As cards find their way into Commander decks, the lower supply could be felt in the secondary market and the Eternal playable cards could rebound quite a bit faster as a result.

While I cannot confirm this in a truly meaningful way, I decided to factor in a small premium to my timelines for prices to rebound after rotation (note: I feel similar about this with Ixalan and Rivals of Ixalan).

Chris's Commander Corner

There was an error retrieving a chart for Nicol Bolas, the Ravager

I said earlier that there weren't any notable chase cards from Core Set 2019; Nicol Bolas, the Ravager is about as close as it comes, though. An iconic character printed in a throwback manner to the Magic Origins flip walkers, this Bolas card was fortunate enough to dodge From the Vault: Transform meaning a reprint could be particularly elusive in coming years. Furthermore, with Bolas's storyline presumably over (for now), the only real opportunity to reprint a flip card like Nicol Bolas, the Ravager would be in as a promo or in a supplemental set.

I chose Nicol Bolas, the Ravager as my top target to acquire post-rotation because of its reprint situation and because it makes for a very fun commander. From my experience, the EDH community particularly enjoys foiling out their commander which makes Nicol Bolas, the Ravager foils especially attractive.

Investment Plan - I

I'll be aggressively targeting copies of Nicol Bolas, the Ravager for personal use and to have it in inventory. I anticipate adding these to my watchlist until the non-foils come down to the $5-6 range and foils hit $20-22. It could take until December for these prices to hit, but I plan on being patient given the minimal play Nicol Bolas, the Ravager sees outside of EDH. Copies will vacate binders for weeks after rotation, but not more than a couple months after the prices hit their floor will Nicol Bolas, the Ravager turn into a fantastic long-term hold.

I am anticipating Nicol Bolas, the Ravager foils to retrace back into the $40+ range by Spring 2020 with the non-foils moving back to $10-12 in the same timeframe. The multiplier for foils will be higher than usual simply because of it being a playable general in EDH (it is approaching 1,000 decks already according to EDHREC).

There was an error retrieving a chart for Arcades, the Strategist

One of Nicol Bolas's brothers takes the second spot on my rotation watchlist for Core Set 2019. Arcades, the Strategist is a hard card to evaluate from a price-point perspective because it sees play in so many places.

First off, casuals like myself loved when Arcades was first spoiled because building a "walls" EDH deck was too unique and fun to pass up. Additionally, plenty of players in Standard have made budget Arcades decks which haven't been competitive enough to win major events but made plenty of showings during Friday Night Magic. Even Saffron Olive hopped on the Arcades train with his Against the Odds series running a build in Modern.

You can see the EDH impact on the price when looking at the current foil multiplier (almost 5x) compared to the non-foil counterpart. This tells me that foils will be harder to come by within as little as six months because so many copies are already sleeved up and ready for the Command Zone. Commander players won't be selling their foil copy at rotation thus supply won't refill nearly as much as other rotating cards.

Investment Plan - II

I estimate foils could get down to $10 but I cannot imagine a scenario where it goes any lower than that. If you can find LP or better copies for that price, scoop up a few and hold them for six months with an expectation that you'll be able to move them at $15-20 by Spring 2020.

Given the possibility of a reprint in a supplement set, I am avoiding the non-foils. Worth noting that Arcades is mythic, so a reprint in a Commander precon would likely be done at mythic as well and thus foils wouldn't be safe, either.

There was an error retrieving a chart for Cleansing Nova

As the world of EDH goes, so do board wipes. And as many content creators for EDH will tell you, board wipes are a dime-a-dozen these days, so what makes Cleansing Nova special?

Flexibility.

Destroying creatures is built into hundreds of cards, but the choice to destroy all artifacts and enchantments makes Cleansing Nova one of the best utility board wipes in all of Commander. The best comparison I could find is Austere Command which costs one more mana to cast and $5 more to buy. Granted the flexibility of Command is a bit higher than Nova, but it is also one more mana and at the end of the day redundancy is king in EDH.

Players seem to agree with my assessment of Cleansing Nova because it ranks as the most-played card in commander from Core Set 2019 according to EDHREC.

Investment Plan - III

I love acquiring non-foils of Cleansing Nova at its current $0.50-$0.75 price. I don't see this card dropping too much further from its current price. It'll be a tough card to keep in stock for vendors, but it'll also make for a relatively easy reprint in due time. We should be safe for a little while though with Core Set 2020 and the commander precons behind us. Cleansing Nova did get the "Promo Pack" treatment recently, but that supply is so small I see it as negligible to the price trajectory over the next 6-12 months.

I personally plan on grabbing foils at their current $2 price-point. I have my eye on some lightly played copies already and am monitoring supply in September to see if more come online before I pull the trigger. These don't stand to drop much more even if a little supply is added to the market because of how well they sell. Looking at CardKingdom, they are already selling NM foil copies for $3.49 and I won't be surprised to see this jump to $4.99 within six months.

Additional Watchlist Targets

Here's a shortlist of additional uncommons and rares I have added to my personal watchlist. As usual, I am focusing on foils and here are my targets for each card:

  1. Psychic Corrosion: in at $2 (NM foil) and targeting $5 exit in 6-12 months. It is a mill wincon for wheel decks making it very appealing at the kitchen table and viable in a few EDH strategies as well (ex: Niv-Mizzet, Parun).
  2. Poison-Tip Archer: in at $2 (LP foil) and targeting $5 or buylist exit for comparable value in 6-12 months. Elves are always among the most popular tribes in any format, so any sort of hype around them would bode well for Poison-Tip Archer. Furthermore, the Aristocrats strategy has been pushed a lot in recent sets and it shows with foils already in low supply on TCGPlayer (two pages at time of writing). I won't be surprised to see supply for this come back online first before it makes a push higher towards $5. Full disclosure: I purchased two LP foil copies for $2/each.
  3. Liliana's Contract: in at $1.50 (NM foil) and targeting $5 or buylist exit for comparable value in 3-6 months. The fact that this card says "you win the game" on it is immediately enough to make it actionable. Pair that with the Demon creature-type and the flavor to Liliana's storyline and we have a home run. The art is wonderful, too, which will only further help its case in foil. I expect to sell these fairly quickly given the popularity of demons, Liliana, and the historically-strong appeal of "you win the game" cards.
  4. Mirror Image: in at $1 (NM foil) and targeting $3-5 or comparable buylist value within 3-6 months. Shapeshifters have been exceedingly popular recently thanks to Modern Horizons. Additionally, the fact that Mirror Image is just a straight upgrade to Clone bodes well for its long-term price trajectory. I picked up 8 copies of this at the aforementioned $1 price-point and don't anticipate there being any issue reselling those. I don't like non-foils for a few reasons, however. Mirror Image is at uncommon so supply is larger, and the reprint risk always looms for a card like this.

Wrapping Up

There you have it! We've done four sets in eight weeks and the primer for rotation is complete. If you haven't already, leverage the "save for later" feature on TCGPlayer or comparable websites and set up your cart for when the prices on rotating cards make sense to you. As a final reminder, rotating cards typically bottom out between 4-8 weeks with the most played cards typically bottoming a little sooner. Cards that have commander appeal will begin to climb in price again by this winter and a full rebound (including them possibly being worth more than they were in their Standard lifetime) is likely for many of the cards I called out by Spring 2020.

These cards are all out-of-print at this point, so the supply that is in the wild is all we have to work with now. Remember that as you evaluate cards, and remember aside from Dominaria these rotating sets were opened less than recent Standard sets have been due to the missing "lottery" (Masterpieces) aspect.

If you have any questions I can help with, please feel free to reach out on QS Insider Discord or DM me on Twitter. Thanks for reading!

Mechanical Fancy: Eldraine Spoilers, Week 1

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This has been an utterly insane summer for Magic. Three set releases in close proximity, followed by Hogaak, and then a major banlist update. Modern players are struggling to remember what it means to have a metagame, much less investigate one. We've barely had time to catch our breath for the past four months, and now it's time for another spoiler season.

Thrones of Eldraine spoilers have just begun, and this is a very promising set. Not that Modern actually needs new cards after Modern Horizons, but that also isn't quite what I mean. Eldraine is being billed as a watershed set for Magic. The setting is based on fairy tales, primarily Grimm ones, and that's something players have been requesting for years, which means lots of interesting cards that have likely been ruminating for a long time. It's also a set with the first Magic book in years, and more importantly several types of boosters. In addition to the normal packs we've been used to since the beginning of the game, there's also color-themed packs and a collector's version, which has alternate-art cards. This means many cards have been spoiled twice so far. Thus, I'm focusing on the mechanics of Elraine alphabetically, rather than on specific cards.

Adamant

The first mechanic is Adamant, which is effectively scaled-down devotion. If you cast an adamant card with three mana of its color (i.e. a white adamant spell needs three white mana), you get an extra effect. At time of writing, there are no Modern-playable cards with adamant. However, should there be one, it will see a considerable amount of play.

Adamant is clearly meant to promote mono-colored decks in Standard, but the only reason that would happen in Modern is an aggressive white creature. Modern's mana makes it possible for Esper Control to run Cryptic Command alongside Damnation and Settle the Wreckage if so inclined. Therefore, a decent adamant spell could be run in any deck that wants it and is at least somewhat on-color. For example, a playable adamant blue instant could be run in anything from Merfolk to Grixis Control with very little burden, and the expectation that it will get the bonus almost every time. I expect that the front of such a spell can be a bit weak if the enhanced version is solidly playable.

It will take quite a bit for any non-white adamant creature to see play. The bar for creatures in Modern starts pretty high, and there are already a lot of creatures with heavy color requirements and considerable compensating power that don't see play. Phyrexian Obliterator is very dangerous to play against, but there's no deck that can actually harness its power. A similar mono-blue creature would be operating in Merfolk's space, while a red one would compete (probably unsuccessfully) for a slot in Burn. Death and Taxes-style decks have the flex slots to make such a creature work and could use some raw power for when their disruption isn't effective. We need to wait and see what shakes out.

Adventure

The apparent centerpiece of the set, adventure is a unique hybrid of previous mechanics. A creature with adventure is a normal creature that has an instant or sorcery attached to it. If cast it as a creature, it just enters play that way. If players cast the instant or sorcery, upon resolving, the card is exiled. You can then cast the creature. This is a spell with a choice (modal), a creature that can play like a spell (evoke), and additional value from replaying the card (flashback). Spells with lots of utility and versatility are often Modern-playable even if their effects aren't the strongest in a vacuum (see also: Collected Brutality). The question is which side of the adventure spell is the attractive one.

Rewarding Curiosity

The first casting mode is for the instant or sorcery to be the desirable effect. Here, the creature is a bonus that decks may not actually need. At time of writing, the only playable adventure cards are in this category. The effects are a bit weak on their own, but in the right deck or circumstance could be good enough. Getting a body out of the deal makes them more attractive than otherwise.

Animating Faerie: I don't know why any deck would want to make their noncreature artifacts into 4/4s. Tezzeret, Agent of Bolas makes 5/5s repeatably and sees no play. However, Ensoul Artifact has been run in Affinity before, and Bring to Life is arguably better. Yes, the creature is smaller and the effect costs more, but it also doesn't stop being a creature if the enchantment falls off. An Animated Darksteel Citadel doesn't fear Assassin's Trophy, where an Ensouled one does. And at the end of it all, you get a 2/2 flier to wear Cranial Plating. If artifact control gains ground or grinding becomes more important, I expect Faerie to start making it.

Embereth Shieldbreaker: Against any artifact heavy deck, Shattering Spree or Vandalblast will be much better than Battle Display for the same price. However, there will be plenty of times where such cards are overkill. If instead you want cheap, maindeckable hate, then Shieldbreaker is better than any other option I can think of in mono-red. There's also the benefit that against decks with only a couple artifacts (*cough* Stoneforge Mystic), Shieldbreaker isn't a dead card if they never play the artifact. A 2/1 for two isn't a great deal, but having the option to destroy a Batterskull first is.

Rosethorn Acolyte: Seasonal Ritual is Manamorphose's little sister, and Manamorphose is an absurd card in velocity decks. However, it's mostly been played in red combo decks, and mostly because it cantrips. Ritual has to be played in green decks and doesn't replace itself right away, but it is still a "free" spell, and fixes mana while upping the storm count; the velocity of Manamorphose is gone, but Ritual doesn't technically go down a card, since Acolyte can then be cast from exile. Acolyte isn't too far off Modern playable as-is thanks to being an elf, so I could see a some UG combo using Ritual to fix mana, then Acolyte to help ramp. The only current deck that fits the bill is Neoform, where Ritual would be extra fixing, with Acolyte available as the consolation prize for a failed combo attempt. If a Heartbeat of Spring combo ever emerges, Acolyte may fit right in.

Alternate Route

The other possibility is for an adventure creature to be playable on its own, and the adventure part to provide the bonus. As of this moment, there aren't any examples in this category. Lovestruck Beast is close, but is too conditional; no deck wants to make a 1/1 Human token for G.

Even beyond that issue, what decks want a 5/5 for three with downside? Aggro decks like Humans may play 1/1's, but they don't stay that small for long. Ramp decks may use Sakura Tribe-Elder, but they don't even play Wayward Sawtooth, who actually supports their strategy. Beast is very close to playable, but I think there are too many question marks.

For a card to actually make it this way, I think it needs to be in the same vein as Reveillark. The front-end creature must be good enough to make a deck. The adventure part could be something fairly niche or situational that wouldn't normally be played, but in the right circumstance is needed. It remains to be seen if that will pan out.

Food

The final formal mechanic is food. Food follows on from Innistrad's clue tokens and Ixalan's treasures as token artifacts created by reasonable spells as additional value. I'm unaware of treasure doing anything in Modern because there's no good repeatable way to make treasures. Clues do see play, mostly because of Tireless Tracker. Thus on face, it will take a generator at least as good as Tracker for food to be playable.

However, it will need to be quite a bit better, since food tokens seem much weaker than their predecessors. Clues are the strongest since they draw cards; treasure is as good as Lotus Petal. But food gains three life for two mana. That's not a great rate, and while a constant stream can potentially shut out Burn, they're not going to have much impact elsewhere. However, Wizards is apparently aware of this, and they don't really expect gaining three life to be the real utility of food.

Utilizing the Means of Production

Instead, Wizards appears to have designed food as a fuel source for other cards. So far, there are some decent ways to not only make food but also use it, which could mean that it makes the transition to Modern if the payoffs pay off.

Gilded Goose: The Goose lays the Golden Egg. Then, it pays tribute to Deathrite Shaman. Bring the kids for a fun day out! In seriousness, Goose is not in the same league as the banned-everywhere Shaman. That doesn't mean that it's not still playable.

By itself, Goose can only accelerate mana once, and requires food mana to keep it going. Goose is a weaker fixer than Birds of Paradise, but it also doesn't die to Gut Shot. If there's cheap, repeatable food generation, Goose could be a decent card. If there's repeatable flickering, then it becomes a good source of food.

Savvy Hunter-This is more what I'm looking for. Hunter's stats aren't that great, but repeatable card draw in BG is very good (again, see Tireless Tracker). Hunter's main limitation is that she only makes one food a turn, and so can only draw a card every other turn. On her own, she's not good enough. However, pair with another repeatable generation and there's an engine here. It's still worse than Tracker since it's not self-contained, but for Tracker to generate more cards a turn requires fetchlands, which also require life payments. In a Burn-heavy meta, that's not insignificant.

Eating Well

The other option is to feed food to a combo engine. Token artifacts are good fodder for any combo that wants to sacrifice artifacts for value. Krark-Clan Ironworks is the obvious engine, but it's banned and there aren't really good replacements. Grinding Station is the best pure combo payoff I could find, and it would take a very good token generator to be better than existing options. Urza, Lord High Artificer can make food into mana, though

Tribal

The final mechanic, though not a formal one much like in Core 2020, is the palpable tribal synergy in Eldraine. The most prevalent one is for Knights. Apparently, there's a kingdom for each color, so there may be knights for each color, but so far all the Knight support has been Mardu-colored. This presents both opportunities and a problem for the tribe.

Modern is full of playable knights, and they're getting a two-mana lord in Inspiring Veteran. Given the additional fixing from Tournament Grounds, it won't be hard to put together a very solid aggressive knight deck. Many already have first strike and some form of protection or other defensive ability. Combine with the three-mana knight lords, and you produce a solid ground game of tough, mid-size creatures. Throw in Haakon, Stromgald Scourge and you've got a deck that will grind with the best.

That gameplan is very similar to Spirits, who have the benefit of flight. Knights also competes with Humans, which will necessarily be a faster deck with inbuilt disruption. And there's the problem of being a Mardu deck. Why be a tribal Mardu deck rather than Death's Shadow or midrange? It's going to take some very strong knights for them to finally make the cut in Modern.

The Fair Folk

The other revealed tribe is Faeries. Having fallen far since the days of Lorwyn Standard, Faeries is a deck that seems like it should be far better than it actually is given Bitterblossom and Mistbind Clique. Exactly why this is the case depends on who you ask, but I say it's a combination of the creatures being 1/1's, Burn existing, and the deck's difficulty to master. The power of the synergies is very good, but it takes so many to compete with other decks that it's barely worth trying.

Unfortunately for the holdouts, I'm not seeing anything that pushes Faeries back into contention. Yet anyway. The best cards are too expensive and/or symmetrical to make it in Modern, while the cheap ones don't gel with the Faerie strategy. Rankle, Master of Pranks looks very potent, but it's hard to make any ability but his first benefit you more than your opponent, and why bother when there's the cheaper Liliana of the Veil? I suspect that it will take another, beefier Spellstutter Sprite for Faeries to be good again, and I'm skeptical that such a card will be made given Faerie's history.

Grimm Dawn

This is just the beginning of spoiler season. By next week, there will be far more individual cards to discuss and tales to tell. If nothing else, this is the most artistic set Wizards has ever done, and that's notable by itself.

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