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Insider: Insights into Throne of Eldraine

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Throne of Eldraine spoilers started this past week and the set is definitely turning out to be interesting, to say the least. The first thing we should cover is the new mechanics which can be seen in the following cards spoiled so far.

Food Tokens

The Food token creation is a very thematic addition to the set. The fact that you have to pay 2 mana and sacrifice it to gain 3 life makes it look like more of a "worse" clue token, as most players would rather draw a card than gain 3 life. The one benefit is that because gaining 3 life is much less powerful than drawing cards, it is possible for WoTC to push the mechanic more on cards. These tokens are artifacts, so there is potential synergy with previous artifact-based strategies like Affinity.

Potential Speculation Opportunities

Currently, I don't see any speculation opportunities for this mechanic at this time. We haven't seen any spells creating Food tokens that create a lot of tokens for cheap, which is what would likely play well with older artifact strategies.

Adventure

This mechanic is a bit more interesting and more complicated than the Food tokens. You can either cast the Adventure part of the card and then exile the creature part, after which you are allowed to cast the creature part from that exiled zone, but ONLY if it was exiled with the Adventure mechanic. This may be a bit of a nightmare for judges who have to differentiate between the card being exiled in this manner versus any other.

That being said, it's similar to the Flashback and Aftermath mechanics in that it allows you flexibility with your spells after they've been cast. With those two mechanics, we typically see the original spell being a bit over-costed for this flexibility.

We have seen a fair number of these cards spoiled so far and while nothing comes off as heavily pushed, I personally see some benefits to Embereth Shieldbreaker as a sort of Wear//Tear style sideboard option. It gives you the ability to take out a problematic artifact early and then serve as an additional threat later in the game when resources have been used up. This mechanic has great potential if any of the cards are pushed in power level.

Potential Speculation Opportunities

While I haven't seen anything with the Adventure mechanic that combos with anything in eternal formats, it is important to note that there are some fairly aggressively costed creatures that happen to be Knights and have this mechanic. With enough support, it is very possible we could have a Mardu Knight aggro deck in Standard. We are already seeing some movement in older Knight creatures for Commander with Knight Exemplar and Kinsbaile Cavalier trending upward.

There was an error retrieving a chart for Knight Exemplar
There was an error retrieving a chart for Kinsbaile Cavalier

A Knight that I think has a LOT of potential in a Mardu Knights Commander deck is Marton Stromgald which is a Reserved List card that provides a repeatable powerful pump effect for aggro decks. I've previously built a Commander deck with him as the Commander, enabling the deck to kill multiple opponents out of nowhere thanks in large part to him as the general.

Another potential speculation target for a Mardu Knights Commander deck is Eastern Paladin, specifically 8th Edition foils. Green is the most powerful color in Commander, so it's likely to have plenty of targets in most games. At present, the 8th Edition foil is the only foil available with the original artwork from Urza's Saga, and you can pick them up for under $2. You could also go for the 7th Edition foils, as those are still around $8 and have unique artwork.

There was an error retrieving a chart for Eastern Paladin

Adamant

This mechanic is similar to Devotion from Theros block in that it incentivizes players to not be too greedy with their mana bases. We haven't seen a ton of cards spoiled with this mechanic yet, but the few that we already have appear to be over costed in their non-Adamant abilities and simply 'okay' with Adamant. It is important to keep in mind that Devotion was pushed hard in Theros and spawned multiple tier 1 Standard decks: Mono-Black, Mono-Blue, Mono-Red, and Mono-Green devotion. This type of mechanic could be powerful if WoTC pushes it. It's also important to note that WoTC released the set schedule for the upcoming year and the next block appears to be a return to Theros.

If we see a return of the Devotion mechanic, it's likely we will see some of the Adamant spells played in those decks.

Potential Speculation Opportunities

As this mechanic is based on the mana one puts into the spell, it stands to reason that lands that can produce multiple mana of a single color might make for decent speculation targets. As we are returning to the plane of Theros, I might be hesitant to buy any more Nykthos, Shrine to Nyx pending a possible reprint in the set. I do like the Shadowmoor block filter lands as potential speculation opportunities. They provide mana fixing when needed but also serve as a way to increase a single color of mana.

Prior to their reprinting in Masters 25, many of these lands were $20+. I especially like the ones that were printed first in Eventide as that set was less opened than Shadowmoor and there are arguably fewer of them. Interestingly enough, there appears to be almost no difference between the original Eventide printings and the Masters 25 reprints. It may be wiser to target the Eventide copies if you decide to speculate on these.

There was an error retrieving a chart for Flooded Grove
There was an error retrieving a chart for Cascade Bluffs
There was an error retrieving a chart for Fetid Heath
There was an error retrieving a chart for Rugged Prairie
There was an error retrieving a chart for Twilight Mire

Fetchable Spell Lands

While Witch's Cottage isn't absurdly broken, lands that have spell abilities are always something to keep an eye on. Even more important, just like the Shadowmoor cycle (Mistveil Plains, etc) this land can be fetched out, which is something to keep in mind. It's also important to note that the Shadowmoor cycle always came in tapped, which is definitely a deck-building cost, whereas this land can come in untapped later in the game.

Potential Speculation Opportunities

As we only have one of these lands currently spoiled, I wouldn't speculate on anything just yet. If we get one that is clearly pushed, picking up the cheapest fetches that can retrieve it wouldn't be a bad idea, especially given that the Khans of Tarkir fetchlands all currently look like reasonable pickups anyways.

Syr Konrad, the Grim

Finally, I'd like to close with a focus on this card. While this rules text isn't a mechanic we'll necessarily be seeing on more cards, when this card was spoiled I immediately went and bought up 13 nonfoil and 2 foil copies of Morality Shift as a potential combo card with Syr Konrad, the Grim. We have already seen some movement on Mortal Combat foils due to this card as well. The doctoral thesis comprised in his text box screams combo potential and the fact that his damage is to each opponent means it's easy to combo kill all opponents in one shot if you build the deck right. Keep your eyes peeled.

There was an error retrieving a chart for Morality Shift
There was an error retrieving a chart for Mortal Combat

Takeaways from MagicFest Indianapolis

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I arrived on-site at MagicFest Indianapolis at around 10:20 am, Friday morning. My mission: to sell some Alpha and Beta cards in an attempt to raise cash. With around ten vendors in the room of varying sizes and shapes, I was reasonably confident I’d find the right buyer.

Entering the room, I went first to the MTG Deals booth to say hi to some buyers there I knew from Twitter. When I approached them, I asked if they were interested in purchasing some Alpha and Beta cards. They promptly replied, “We aren’t buying any Old School cards this weekend. We only want Modern bordered stuff and casual cards.”

This may be harder than I thought, I pondered as I walked to the next booth.

In all, about half the vendors had no interest in Old School cards whatsoever. Some wouldn’t even make offers. Others made offers so low that it was clear after two or three cards that they weren’t really interested in buying these collectibles. I couldn’t even find a reasonable offer on my Alpha Mind Twist, which I thought for sure would garner some interest since it’s so rare and valuable.

The MagicFest Indianapolis Atmosphere

If I could describe MagicFest Indianapolis’ Friday atmosphere in one word, it would have to be “desolate”. There was a massive sea of empty tables. Vendors were milling about, itching for things to do. One vendor even commented as much—when I asked for a few offers on cards and apologized when I declined each time, they defeatedly stated, “It’s fine, I have nothing else to do.”

It seems the Las Vegas event of a couple years ago still left folks with a Magic hangover of sorts. Perhaps that’s a major factor in why not many showed up on Friday for the event. Or, it could be related to the fact that it was scheduled around the time many were returning to school. Perhaps fewer people could get the day off coming off a 3-day Labor Day weekend. Whatever the reason, the turnout was abysmal that first day.

So with vendors there to buy cards, eager to justify their booth purchase at this event, you’d think they’d be happy to pick up some highly coveted Alpha and Beta cards. But this was simply not the case. There was a ton of Old School on display at most booths, and not much of it was moving. The market on these cards has truly cooled off. Even some of the hottest collectibles from Arabian Nights have dropped in price significantly from their recent highs.

There was an error retrieving a chart for Juzám Djinn

Everyone clearly wanted Modern and Commander staples. Hotlists were paying aggressively on cards like Mox Opal, Leyline of the Void, and Fetch Lands. As for Old School, the only card on anyone’s hotlist was Chaos Orb, on which 95MTG boasted a $1000 buy price (I asked…they were offering $500 for heavily played copies).

There was an error retrieving a chart for Mox Opal

95MTG to the Rescue

I don’t know very much about this vendor, other than they generally post aggressive buy prices at large Magic events and they have an international presence. It turns out this was all I needed to know because they were the only vendor paying well on my Alpha and Beta cards. (I did sell a couple cards to smaller vendors on site, but sparingly).

Why did 95MTG pay well while other vendors wouldn’t touch these older cards with a ten-foot pole? It all came down to their international presence. They have a Cardmarket (formerly MKM) account and sell cards in Europe. It turns out Alpha prices are quite high in Europe and these cards still sell relatively well there. Using MKM’s site to study pricing, 95MTG’s buyer and I negotiated and agreed upon many of the cards I was looking to sell. If it wasn’t for them, I would have walked out of that event with very little to show for it.

One collection of cards 95MTG’s buyer and I couldn’t agree upon was my Beta rares. I only had a few, ranging from useless stuff like Animate Wall and Farmstead up to some half-way decent playables like Crusade.

There was an error retrieving a chart for Crusade

While MKM pricing on Alpha cards is still quite high, many Beta cards can be purchased for at or below my 55%-60% of ABUGames store credit valuation. For example, I tried to sell my played Beta Elvish Archers for around $175 since ABUGames pays $332.50 in store credit for them. Going lower wouldn’t make much sense when I can ship the card to ABU Games and get a $190 card without much effort.

Unfortunately, you can buy a near mint copy from MKM for about $220. So for 95MTG to make any money on my copy, they’d probably have to list at around $200. After fees and shipping, they’d probably net $175-$180 on the card. Therefore they had no interest in purchasing mine at $175 as it left them with no margin. The same pattern exhibited itself across all my Beta rares.

The Beta market, it seems, is not as hot as the Alpha market in Europe.

Moving Forward

Overall I was pleased with my success in selling cards to 95MTG at the event. I also sold a couple cards to other vendors to round out a solid day of selling. But I was left with two actionable next steps.

First, I continued to be baffled by vendors’ refusal to make a good offer on my played Alpha Mind Twist. Channel Fireball almost offered me $1500, but deemed the card “heavily played” and therefore dropped the offer too far for my liking. Each time the message track was the same: my desired price of $1500 is probably solid, but they had no interest in buying such an expensive card, only to have it sit in their inventory to rot.

While this is understandable in principle, I knew for a fact that an Alpha Mind Twist would not sit and rot in inventory if marketed in the right place. I had shopped it around on the Old School Discord and got some interest. And I had the card listed on eBay and declined a $1600 offer there already. Alpha Mind Twist will move if priced correctly.

To prove this to myself (I doubt the vendors care), I threw it on the Old School Discord with a $1550 asking price. It sold within ten minutes, literally.

The other takeaway I had from the event was that my Beta cards have very little demand and that ABUGames’ trade credit was probably my best out for them. This is what I have begun doing—I shipped them a couple Beta cards and a few straggling Alpha cards no vendor wanted. With the store credit, I’m acquiring Modern and Commander staples. These are what’s hot right now, and moving from illiquid stuff like HP Alpha Bad Moon into Force of Will, Mox Opals and Fetch Lands seems like the right play.

There was an error retrieving a chart for Force Of Will

Maybe the Old School market will pick up again. It seems almost inevitable—there’s a recession of sorts in these assets for now, but prices can’t get much lower. There is still a ton of activity in the Old School Discord, and any cards listed at competitive prices are immediately purchased. Prices may have gotten ahead of themselves last year when they spiked, but there’s plenty of real demand for these cards at reasonable prices. We won’t be seeing $200 Library of Alexandrias and $100 Chaos Orbs again. There are simply too many people itching to buy these once their prices come in enough, and this will be sufficient to buoy the market and prevent major sell-offs.

Wrapping It Up

All in all, I was very happy with my time at MagicFest Indianapolis. The slow crowd on Friday worked as a boon for me because vendors didn’t mind looking through my older cards and making offers. I checked with the 95MTG buyer multiple times to make sure he didn’t mind the tedious negotiation process. He reassured me that all was good—it was dead quiet, there were no lines, and my advanced preparation made the process smooth for both of us. That spreadsheet I created and printed out was a lifesaver because it gave the buyer all my numbers up front, making for easy negotiation.

I wasn’t able to sell everything I set out to sell, but that’s OK. I don’t mind trading ABUGames unplayable Beta rares to acquire Modern staples, which apparently everyone wants. I also couldn’t move a single Dual Land. Buy prices on heavily played duals were incredibly low—one vendor had offered me about $30 on a Plateau and $120 on a Tundra. These sell instantly on social media at $70 and $170, respectively, so there was no reason for me to sell these.

There was an error retrieving a chart for Tundra

The net takeaway from the event: the Old School market has definitely softened. There’s no doubt about that. But there’s still demand for the most playable of cards, especially in Europe, as evidenced by 95MTG’s willingness to purchase my Alpha cards. They even have Chaos Orb on their hotlist, so clearly, they see demand for Old School cards.

From here, I’m going to make the effort of trading out of the unplayable Old School cards and into Modern and Legacy staples. This will increase my liquidity and save the hassle of trying to negotiate and sell cards that very few people want. Thanks to ABUGames’ aggressive trade credit numbers, I’ll still do well shipping them some of these Beta cards. So it all works out well in the end.

If you’re in the same place as me, I’d recommend considering a similar approach. If, on the other hand, you’re in the market for Old School cards, now may be a great time to be buying. Since the market is soft, prices are low. I’d suspect vendors would even negotiate a bit on their Old School stock since the stuff isn’t moving nearly as quickly nowadays. Some food for thought as we navigate the coming months, when the market will hopefully pick up again.

…

Sigbits

  • Another Beta rare ABUGames pays quite well on is Lord of the Pit. They currently pay $198.45 cash and $427.50 in-store credit for the iconic card. This was another one no one wanted near this price, and I was honestly content to keep my copy for the time being.
  • Card Kingdom doesn’t have many Old School cards on their hotlist, but since dropping their price on Library of Alexandria and Juzám Djinn, they have added the two cards to their hotlist. Both currently boast an $840 buy price. Whether the price goes up or down will depend on how quickly they take copies in at that price point and how quickly those acquired copies move. But I suspect prices won’t drop much lower given how quickly the community pounced on copies once their price dropped.
  • After spiking and then retracing significantly, it’s interesting to see Gaea's Cradle on the move again. Card Kingdom has slowly been increasing their buy price on the card, and it currently resides in their hotlist with a $240 buy price. I don’t know if there’s newfound demand for the card or if, like Library of Alexandria and Juzám Djinn, they dropped their price and copies started moving quickly.

 

Throne of Eldraine Commander Specs

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Throne of Eldraine spoiler season has begun, and the new cards paint a picture of a very flavor-driven set designed from the top-down. It’s a land of fairy tales and legends, which means lots of legendary creatures - and that means new Commanders. In recent years new Commanders have been among the most important catalysts for Magic price increases. Each new Commander could potentially increase demand for dozens of old cards, some which could see significant price spikes. With many new legendaries already spoiled this week, Throne of Eldraine is sure to have a big impact on the market. 

When the set was first teased Chulane, Teller of Tales was spoiled, and it has been followed up with three more three-color legends to complete the cycle of four Commander, each leading a preconstructed Brawl deck: Syr Gwyn, Hero of Ashvale, Korvold, Fae-Cursed King, and Alela, Artful Provocateur. These cards were clearly designed with not only Brawl but the Commander player in mind, and the new Commanders decks they will inevitably spawn will drive demand.

The spoilers have already got some cards moving, but generally, there is a lag time as players figure out what cards they want before they spike. It's led me to start sleuthing to figure out what cards might be next to move. The best resources to utilize are the community and the players themselves, as well as other speculators, so I’ve been looking at initial decklists on EDHREC and scouring places like Twitter, Reddit and the QS Discord for insight into just what these new cards might do to Commander and the market. 

Syr Gwyn, Hero of Asvhale might be the most important of the new Commanders in terms of market impact. Its dual focus of equipment and Knight tribal increases demand in both aspects. Commander decks based around equipment are nothing new, with about a dozen Commanders supporting it. Syra Gwyn is unique for dipping into black, while its ability is arguably the most powerful yet for an equipment-based deck.

Especially appealing are equipment with prohibitive equipment costs, making Colossus Hammer a shoo-in. One of the best targets seems like Heartseeker, which has a great effect when it equips for zero and effectively turns all of your creatures into Visara, the Dreadful.

There was an error retrieving a chart for Heartseeker

Heartseeker, a fifteen-year-old dollar-rare, feels like a bargain and it’s already showing some signs of minor upward movement this week.

Another good option is Sunforger, which could find plenty of strong spells in a Mardu deck.

There was an error retrieving a chart for Sunforger

The most important aspect of Syr Gwyn is the Knight tribal aspect, which is not entirely new, but for the first time has access to the full Mardu wedge. The tribe should reach a new level of popularity, especially because the spoilers continue to show strong support for the tribe. That means any old Knight tribal card is on the table for speculation, like Knight Exemplar, which has already increased a few dollars. 

There was an error retrieving a chart for Puresteel Paladin

One of the best plays, or at least what seems like one of the safest, could be Puresteel Paladin, which offers the crossover synergy of being a Knight with an equipment theme. That plus Modern play in the Cheerios Combo deck makes me think Puresteel Paladin will see strong growth into 2020.

Korvold, Fae-Cursed King has a lot of people excited as a really strong commander for sacrifice decks. It's a huge upgrade over Kresh the Bloodbraided that should bring this self-sacrifice style of Jund deck to the next level. There are a ton of applications, but I’ve been most intrigued some unfair ones, specifically a few infinite combos the community has identified and that could drive the market. There are various convoluted ways to go infinite with Korvold, and one simple example is Phyrexian Altar with Words of Wilding to generate infinite +1/+1 counters and enter-the-battlefield and death triggers, so both of these cards could be good targets.

There was an error retrieving a chart for Phyrexian Altar

Phyrexian Altar had its price suppressed by Ultimate Masters and is still a bargain compared to the old price. Words of Wilding recently spiked on the back of demand for Ayula, Queen Among Bears and spiked, so a further surge in demand would likely send the price significantly higher. 

Alela, Artful Provocateur is a more open-ended card than the other generals in what it asks, so building and speculating around it is trickier, and at this point, I haven’t seen any cards that jump out as specs, so I’m avoiding it for the time being.

Spoiler season has also revealed Throne of Eldraine will contain uncommon legends, and the first so far, Syr Konrad, the Grim, already has Commander players talking. Its ability offers multiple applications, like in sacrifice decks as a Blood Artist effects, but what has people excited is using it in a self-mill deck full of creatures. The best and most straightforward combo is the potential to KO an opponent immediately with Morality Shift, which as an old obscure rare from a third set looks like a great spec target at a 50 cent price point.

There was an error retrieving a chart for Morality Shift

Syr Konrad also has great synergy with Mindcrank, with each trigger milling the opponent and really punishing creature decks. 

There was an error retrieving a chart for Mindcrank

Iconic Masters Mindcrankis now over $1, double its price at release, and well on its way towards the nearly $4 the New Phyrexia printing once commanded.

Another target is Mortal Combat, which is a nice alternate win condition for a creature-filled self-mill deck, and another bargain at about $1.

There was an error retrieving a chart for Mortal Combat

Syr Konrad, the Grim also lends itself to some infinite combos of its own, including one using Phyrexian Altar and Gravecrawler plus any Zombie. Another option is to use Basalt Monolith and Mesmeric Orb, which with an Eldrazi in the deck to prevent decking will deal infinite damage. I’m not sure I’d go and jump on any of these, but it’s another positive for Phyrexian Altar. 

Throne of Eldraine spoilers are only beginning, and there will be more important legendaries with Commander applications to come. At this point, they are all fair game and I like casting a wide net, but over time we’ll definitely see some rise above as the most popular. At that point, I’d recommend focusing speculation on diving deeper into these decks as they become more fleshed out and standardized on EDHREC.

 

Reforging the Fire: Introducing Goyfblade

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With the August 26 banning announcement, Hogaak was exiled from Modern, to the aplomb of pundits. Many were also pleased with Wizards's other decision: to axe Faithless Looting. This change affected me differently—not only had I recently spliced Looting into Counter-Cat, the card had always formed the backbone of GRx Moon, a longstanding pet project of mine.

Today's article introduces a first draft of the TURBOGOYF deck post-ban.

In any case, without Faithless Looting, there was nothing "turbo" about this deck. So a name change was also in order:

Goyfblade, by Jordan Boisvert

Creatures

4 Tarmogoyf
4 Stoneforge Mystic
4 Seasoned Pyromancer
2 Magus of the Moon
4 Birds of Paradise
4 Noble Hierarch

Planeswalkers

4 Wrenn and Six

Artifacts

1 Lightning Greaves
1 Sword of Light and Shadow
1 Batterskull

Enchantments

4 Blood Moon

Instants

4 Lightning Bolt
2 Tarfire

Sorceries

2 Flame Slash

Lands

4 Wooded Foothills
4 Windswept Heath
2 Misty Rainforest
2 Arid Mesa
2 Stomping Ground
1 Sacred Foundry
1 Forest
1 Plains
1 Mountain
1 Dryad Arbor

Sideboard

2 Damping Sphere
2 Rest in Peace
2 Collector Ouphe
2 Ancient Grudge
3 Path to Exile
2 Dire Fleet Daredevil
1 Knight of Autumn
1 Veil of Summer

The Slice of Life

The adoption of Stoneforge Mystic wasn't totally unprecedented, nor should it be particularly surprising for longtime readers. TURBOGOYF's eternal struggle has been one of finding adequate threats to compliment Tarmogoyf. From our last jaunt around the block:

Outside of namesake nut-draws chaining Faithless Looting into turbo-charged Tarmogoyfs, TURBOGOYF has always had a problem establishing an adequate clock. I’ve looked to closers such as Goblin Rabblemaster, Huntmaster of the Fells, Siege Rhino, Goblin Dark-Dwellers, Stormbreath Dragon, Traverse the Ulvenwald (as extra Goyfs), Chandra, Torch of Defiance, Nahiri, the Harbinger, Bloodbraid Elf, and Hazoret the Fervent. Evidently, few of these have stuck.

Domri, Anarch of Bolas, Seasoned Pyromancer, and Wrenn and Six had just come in like wrecking balls, enabling Goblin Rabblemaster to assume a reliable damage-oriented role; combined with Looting, Pyromancer gave the deck a huge burst of velocity. But without Looting in the picture, too many three-drops can clog early. Stoneforge Mystic presents an alluring option as an early, must-answer threat that generates value even when sniped on-site.

Swordly Missed

Equipment isn't totally new to GRx Moon. Early in the deck's lifespan, I ran as many as 3 Sword of Light and Shadow to protect Goyf, Huntmaster of the Fells, and Magus of the Moon from relevant removal and retrieve late Lhurgoyfs from the graveyard. As Modern sped up, and the deck evolved to fit more proactive threats, the Swords quickly lost favor. But as part of a streamlined Stoneforge package, Light and Shadow can once again rear its head in the archetype; Fatal Push and Path to Exile are the premier removal options when it comes to beefier threats, and much of our deck already resists Lightning Bolt when given +2/+2.

I also tried Sword of Feast and Famine, thinking the ability to untap all my lands and make more plays in Main 2 would gel with the deck's sifting nature. But Goyfblade can't really do that without Faithless Looting, needing to rely solely on Seasoned Pyromancer to meet its velocity needs. In the end, that extra mana was often superfluous.

Bolts and Greaves

Regardless, I knew I wanted three pieces of equipment in the deck to ensure Stoneforge would remain live in the mid-game. I ended up settling on Lightning Greaves, an old favorite that's never had much of a place in Modern. Alongside Stoneforge, though, we're seeing it crop up in creature-combo decks, and I think it might have a place in "big aggro" strategies like Goyf.dec and even Eldrazi. Being searchable makes Greaves significantly better, as gameplans can be sculpted around the card without needing to run multiple copies (any beyond the first are more or less dead).

Having Greaves on the battlefield forces opponents to respect the threat of an immediate 4-8 damage, as well as a sudden life point swing—we can drop Stoneforge, search Skull, suit up the Kor, tap it to cheat out Skull, and then grant our lifelinking, vigilance Germ shroud and haste. The shroud function can also protect threats holding Sword of Light and Shadow, turning evasive creatures like Birds of Paradise into tough-to-contest value engines.

Then there's Batterskull itself, a major reason to dip into Stoneforge at all. I wouldn't consider playing her without the living weapon, but Skull doesn't do much for us it doesn't do elsewhere, so we won't spend much time on it.

Man-a Down

In "Back Again: Arclight Phoenix Rises over Modern," I introduced the idea of strategic curving, or deckbuilding that respected the stage of a game in which cards are best resolved, irrespective of their manacosts. Without Looting to dig for properly-curving follow-up plays, and Stoneforge bursting into the two-drop slot, Goyfblade's strategic curve remains up in the air.

A New Magic Number

TURBOGOYF's strategic curve felt effortless. We'd keep hands with a mana dork or Wrenn, or with Looting in a pinch; that gave us 16 cards that okayed our openers. If our mana dork was killed, we could follow with Goyf/Wrenn, or with a removal spell and Looting/dork to set up for the next turn. If not, we had Moon, Pyromancer, and Rabblemaster to capitalize on the extra mana. Other games, we'd use Looting to set up the second turn, finding a second land or Goyf/Wrenn to begin clocking opponents.

Adding Stoneforge and removing Looting mucks things up a bit. Goyf, Wrenn, and Stoneforge are all two-drops at their best deployed on an empty board while opposing shields are down. In other words, there aren't much better ways to chase a deceased dork. On the other hand, our critical mana point shifting from three to two has its share of drawbacks.

The new curve actually feels more cohesive when opponents kill our one-drop. If they don't, we've just got Moon and Pyromancer to punish them with. While the former remains an excellent option, and has defined the deck since I first built it, the latter leaves something to be desired without Looting in the picture. The sorcery let us sift through extra lands drawn naturally or recouped with Wrenn, while Pyromancer chewed past Sprawls and Moons to buff Goyf while creating 1/1s. But now, Pyromancer finds itself ruefully towing the fields, since we have no other way to turn our lands those into fresh meat. A 2/2 is much less impressive than the four-power bursts we're used to generating.

Rabblemaster previously filled the gap, being an excellent turn-two play that pressured opponents via multiple bodies. But the hefty Stoneforge package makes it tougher to fit, especially alongside Domri, Anarch of Bolas; that planeswalker is what turned Rabblemaster from a fringe consideration of times past into proper pressure. Instead, I've returned to Magus of the Moon, additional functional copies of Blood Moon. If opponents kill our dork, no problem; we'll follow with Goyf or Stoneforge, and the Magus is all but insured on turn three. If they don't, Magus is free to resolve and probably to stick around, since any existing kill spell would likely have been pointed at the dork by then.

Other Changes

We have a couple more new developments to discuss, mostly pertaining to card types.

New Dorks on the Block

Gone from this version are Arbor Elf and longstanding pseudo-dork Utopia Sprawl. Sprawl was long favored as an accelerant because of its resilience to commonly played removal like Bolt and Push. But as we'd just as well have our dorks die in this version, less robust, but higher-utility dorks like Hierarch and Birds get the nod.

In the previous version, Arbor was insane, ramping us large amounts and facilitating the mana-hungry Looting plan; we could use Arbor for mana while trading our drawn and recurred lands into the graveyard for business from the deck. But between ditching Sprawl and Domri and adding a third color, Arbor loses a lot of stock as a dork.

Noble Hierarch is widely considered the best dork in Modern; in this deck, it plays second fiddle to Birds of Paradise. Exalted is nice, sure, but casting Pyromancer off Hierarch is pretty tricky. Birds gives us choice galore on how to spend our mana, and man does it carry a Sword.

While it's not exactly a mana dork (until, God willing, Green Sun's Zenith comes off the banlist), Dryad Arbor is still a green creature that taps for colors. We've discussed its utility alongside Wrenn, which allows Arbor to chump block or attack each turn. This utility is increased with Stoneforge Mystic in the mix. Even if the Kor should die, the equipment it's fished out can be endlessly picked up by the fetchable, recurrable Arbor. And connecting with the Sword-equipped Forest retrieves our dead Stoneforge. Similarly, the 1/1 tokens created by Seasoned Pyromancer gain relevance with Sword.

Sorceries

Maxing out Tarmogoyf is the pet project that drew me to GRx Moon shells in the first place, and I wasn't about to stop here. But it seems that without Faithless Looting, there are precious few sorceries playable in this style of deck. After trying options as diverse as Forked Bolt (not enough targets) and Light Up the Stage (not enough triggerers), I landed on just a pair of Flame Slashes. Slash is pretty nice right now, as it kills Thing in the Ice as well as freshly-deployed Stoneforges and even 4/4 Germs.

Sideboard

As always, with a new build and meta comes a new sideboard.

  • Damping Sphere, Collector Ouphe, Rest in Peace: anti-combo options to combat Tron, Storm, Urza, Dredge, and the like.
  • Ancient Grudge, Knight of Autumn: Stoneforge breakers, with the latter also pulling weight vs. Burn.
  • Path to Exile: For when Moon isn't good enough or we need to remove lots of creatures, like against Jund or Humans.
  • Veil of Summer: A fun bullet for midrange and control decks. Could be anything.

Edging 'Em Out

Stoneforge Mystic changes GRx Moon significantly, as does losing a core component in Faithless Looting. I'm not sure how optimistic to be about the deck's future, but only testing will tell if Goyfblade can keep up with its immediate predecessor. One thing's for sure: the interplay between Stoneforge, and Wrenn, and Arbor has taken me by surprise, and I'm excited to see Stoneforge emerge as a plan in more non-traditional homes over the coming months!

First Look at Stoneforge

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The first week of the entirely new Modern is over and nobody has any idea where we're heading. So far all the excitement has been focused on the unbanning, and with good reason. I imagine most players are as tired as I am of the graveyard heavy format we've had for the past year and a half-ish. It does mean that we need to start relearning how Modern works, and that is proving quite hard.

The Initial Data

The logical place to start examining this new Modern would be with the data. There was a major SCG event over the weekend, and it included a dump of all the Day 2 decklists. This data shows a relatively lack of Stoneforge Mystic decks and no dedicated graveyard decks. On face, this suggests that the banning was completely successful in killing the old, graveyard-centric metagame. It also indicates that the unbanning hasn't done anything yet, but that's not surprising. It takes time to figure out how to play with new cards. Honestly, this mostly looks like a fluctuating metagame trying to sort itself out.

Perspective

At this point, I'd typically do some overview of the event, note the a priori expecatations, and then introduce the data in table form. That's not happening this week. Simply put, its not only too early to draw any conclusions, what conclusions there are to draw aren't very helpful. Burn, Whirza, and Tron dominated Day 2. This shouldn't have surprised anyone; something similar has happened right after every major ban. Following Splinter Twin's ban, Burn, Affinity, and Tron were the decks in Modern. And remember, this happened at the start of Eldrazi Winter.

Burn, Tron, and the artifact deck of the moment always dominate the first events right after a major banning. The former two do well because they're known, solid strategies that don't require much, if any, tuning for the metagame, making them above average-choices facing the unknown. The artifact deck also gets a lot of play, partially since specific hate is usually down, and partially thanks to hype. These results mostly indicate that a new metagame is forming rather than anything about that meta.

Classic Complication

Additionally, the Dallas Modern Classic did as the Classic has been want to do and muddies the picture from the main event. True, there are four Burn decks in the Top 16 as well. However, that's the only parallel with the other results. Dredge won the Classic, but I don't see it anywhere in the Open's Day 2. Whir of Invention was a major player in the Open and completely absent in the Classic. Therefore, other than to say that the metagame looks to be fluctuating, there's nothing to analyze. Rather, SCG Dallas should be regarded as a starting point to see how the metagame develops from here.

Natural Home

I'm not surprised by how few Stoneforge Mystics are in the SCG data. As the card has never been in Modern before, everyone is struggling to figure out how to fit it into their decks, it being commonly believed that she slots in anywhere. I don't know if that's true or not, but there was one deck that Mystic very glaringly slotted into, and that's where I've been playing her most so far.

Death and Taxes, David Ernenwein (Test Deck)

Creatures

3 Thraben Inspector
2 Giver of Runes
4 Leonin Arbiter
4 Thalia, Guardian of Thraben
4 Stoneforge Mystic
4 Blade Splicer
4 Flickerwisp
2 Mirran Crusader

Instants

4 Path to Exile

Artifacts

4 Aether Vial
1 Batterskull
1 Sword of Fire and Ice
1 Sword of Light and Shadow

Lands

12 Plains
4 Tectonic Edge
4 Ghost Quarter
2 Horizon Canopy

I took this list to Mythic Games's (formerly Black Gold's) 45-player Modern FNM last week and went 3-1, beating Traverse Shadow, Ad Nauseam, and Jund while losing to a Sigarda's Aid combo deck. All in all, I was pretty satisfied with how the deck performed. However, I wouldn't take this list to any larger event, partially since I built this deck for a local meta full of Jund, Burn, and Stoneforge mirrors; the sideboard is a bit of a mess.

Legacy Death and Taxes decks have three pieces of equipment, but Umezawa's Jitte is still (thankfully) banned. Therefore I went with Sword of Light and Shadow, partially since I expected lots of Esper Stoneblade (knowing the player base) and because it grinds very well. This package was fine. Blocking black creatures came up a lot more than returning creatures, but I rarely needed the Swords in any of my games. Having them still felt good, especially when they drew opposing discard spells rather than my actual threats.

Leonin Arbiter doesn't seem like he plays well with Mystic, but it works out. You don't actually have them together all that often, and even when you do I almost always want one out much more than the other. In grindy matchups you want to get Mystic down as quickly as possible, while Arbiter is mostly a 2/2; conversely, against Tron, Mystic is very poor. Vial also helps play around the tax.

Incremental Improvements

The big question is, of course, whether Stoneforge makes DnT a real Modern deck. I won't go that far, but it feels a lot better than it ever has before. Having a cantrip-creature more potent than Thraben Inspector is a huge boon. Stoneforge has the additional benefit in that, while it's not much a threat by itself, the promise of an instant speed Batterskull means players kill her on sight instead of disruptive creatures. I can safely say that the deck has improved and feels very similar to the Legacy version.

The Great Stone Hope

The bigger story of Mystic is, of course, the old saw that it's the key to a Modern control revival. At least, that's what the advocates have claimed forever. The idea is that Stoneforge gives control a very versatile and fast clock that is well-integrated into its overall strategy, and the ensuing Modern Stoneblade decks would give control a permanent place in Modern. I have long disputed the underlying assumptions about control in Modern, so I've been very skeptical of this position. My experiences since the unban have not dissuaded me. There's a lot of potential for Mystic in Modern, but the current thinking of control deck plus Mystic is unlikely to work out.

Incomplete Transfer

I can't remember where I saw it, but right after the announcement someone somewhere joked "Stoneblade players should rejoice. Now they can go 5-4 in Modern too." While I can't speak to the veracity of the statement, I agree with the sentiment. Stoneblade is not that great a deck in Legacy. It has a lot of powerful cards and can be a very effective control deck. However, it's a fairly middle of the road deck. Rather than it being a hard control deck, it's a cross between rock midrange and tempo. It can attack from multiple angles and take any role, but it doesn't excel at any of them. This is why when Miracles was at its height, Stoneblade couldn't compete. Banning Sensei's Divining Top made Stoneblade competitive again, but it's never excelled. This makes me skeptical that Stoneblade will be any better in Modern.

While it's easy to say that Modern's lack of cantrips make this a no-brainier, that's not the real problem. Simply put, Legacy Stoneblade is a mediocre control deck, but True-Name Nemesis wielding a Sword is utterly busted. I argue that Stoneblade's strength isn't actually that it's a control deck with a proactive win condition or even its flexibility, but being really good at protecting True-Name. The closest creature Modern has is Geist of Saint Traft, which while a better clock is also blockable and vulnerable to Pyroclasm. Unopposed, Geist does kill faster. However, True-Name is far more likely to survive and actually get that kill.

This problem has led to all the Stoneblade decks I've tried or seen played so far feeling anemic if not fatally clunky. Even when I flawlessly curve Stoneforge into Geist into a Sword and equipping the Geist, I'm struggling to have that be any better than my Jeskai Tempo deck from last year. In fact, Jeskai lists have performed the best for me simply because plan of dropping Geist, clearing the way with burn and counters, and then riding him to victory works just as well now as it did back then. Stoneforge has been largely superfluous.

Tensing the Blade

Then there's the internal tension the Stoneforge plan is creating. Again, the great hope is that going Stoneblade would allow control decks to have proactive plan that is simultaneously defensive. A 4/4 on turn three is a decent clock against unfair decks, and it being a vigilant life-linker should stifle fast aggro. From what I've seen and experienced, that isn't working out.

Stoneforge Mystic is a high-maintenance card, requiring at least six deck slots. Drawing the equipment without the Mystic clogs up the hand. There's also no guarantee that casting either Mystic or the equipment does anything. Does Tron actually care about the clock from Batterskull? Does it actually brick Humans? Or Spirits? The control deck is effectively playing a lot of individually dead cards since the whole is more than the sum of its parts. It just isn't that much more in many cases.

The other problem is altered play patterns. The first few turns are the most vulnerable for a control deck. By playing Stoneforge, they're agreeing to go shields-down for a 1/2 cantrip creature on turn two with the hope they can spend another two mana the next turn to get a 4/4, assuming my Squire is still in play. The germ also has to survive for 'Skull to do anything. If that's not the case, I've given my opponent a lot of tempo, which might be lethal. If my intention was to get a fast clock, then I'd have a better one on the same turn for less time investment just playing Geist. If I was looking for board control, then Wall of Omens also cantrips and I'm willing to block with it. Afterward, I can keep mana up to answer threats.

All the Stoneblade decks I've seen so far have been control decks fitting in Mystic, and I haven't seen proof that works. Their wins have come not through Mystic but by being control decks. The more they resemble pre-unbanning decks, the better they've done. This tells me that Stoneforge may not be the control players' hope as expected. Rather, it's a good threat for creature and tempo decks that really embrace it outside of best case scenarios.

A Question of Counterplay

All this may suggest that Stoneforge's unban will end up having no impact on Modern. If it's not supercharging control, being easily slotted into every deck, or shutting down other decks, it must have always been safe for Modern. But I think that would be a hasty judgment.. There's only been a single week of work put into the Stoneblade lists, and an optimal list could change everything. Secondly, and on that note, players lack experience with Stoneforge. This means the decks are unrefined and performing poorly, which is keeping their numbers down. On the other side, Stoneforge's impact is also being exaggerated thanks to players playing badly against it.

My experience so far has been a lot of opponent's misplaying and misevaluating my Stoneforge decks. Their running scared from 'Skull, and tend to bend their thinking around that card. The most common example has been with Kolaghan's Command. Command is a good maindeckable answer to equipment, but it has a lot of other uses. If I go for an early Mystic, even if they kill her I don't play the equipment, they'll refuse to cast Command so they can answer the said artifact. This ends up winning me the game.

I had one match at FNM where I had an unequipped Batterskull out, a Vial, and five lands. My Death's Shadow opponent had drawn (and clearly telegraphed) Command with four lands. I held up three lands to represent picking up the 'Skull while adding creatures to the board. He did nothing, waiting for the opportunity to smash the 'Skull. It never came and I simply swamped the board and crushed him. A few rounds later, I beat Jund and the pilot noted that if he'd saved his Command he could have used to killed my Batterskull and Gideon, Ally of Zendikar many turns later. However, I pointed out that the sequence he described was only possible because he'd used the Command to clear my Blade Splicer board. I had a far easier route to victory with my tokens than without them, regardless of 'Skull surviving.

While testing Jeskai Stoneblade, I had a Jund opponent win game 1 then sideboard in all the artifact hate for games 2-3, including Collector Ouphe and Ancient Grudge. I had played an early Mystic in both games which immediately died without cheating the Sword out. In both games I instead rode a naked Geist to victory, using my mana to clear the road rather than play the Sword. Said opponent died with both Grudges and a Command in hand and two dead Ouphes. Players are so afraid of Stoneforge they're focusing on that piece of the deck and not the context of the deck or matchup. This knee-jerk fear is bound to subside in the coming weeks as Modernites familiarize themselves with Stoneforge.

What Goes Around

I expected this to be the case. Years ago, I started testing a Jeskai TwinBlade list to test the theoretical impact of a Stoneforge unban. I never published the results, as Twin was banned first. Instead, the enduring take away was that my opponents struggled to play correctly against the list. On paper, that TwinBlade list was really clunky. In practice, particularly against Jund, it gained huge amounts of value when opponents didn't know which plan they should care about. Using Abrupt Decay on Stoneforge protected against 'Skull, but left open the gate to getting comboed out. Conversely, target the combo plan too much and they'd get raced. A lot of my victories came not on the merits of my deck, but on exploiting opposing confusion and misplays. I'm having a lot of deja vu as a result.

Players think that the threat of Stoneforge represents a fundamentally different gameplan than they're used to, and are overreacting. It really isn't; it's a different type of creature, but it's still just a ground-pounding assault. It's normally correct to treat it as nothing special and play normally. Until this is understood, misplays will inflate Stoneforge deck's win rates at least as much as suboptimal decklists are depressing them. Thus we don't have data on how Stoneforge really behaves in Modern, and cannot make any generalizations about its eventual place in the overall metagame or the ban's impact.

Forging Ahead

I think that a lot of players will be disappointed that Stoneforge doesn't fix all their decks problems. I also think that those who persevere will be greatly rewarded. And we still have yet to really see what becomes of all the Looting decks. This is a fascinating time in Modern, so keep your ear to the ground. Great changes are afoot.

Three Exciting Catalysts for the Market

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Magic finance has been somewhat boring lately. Sure, there’s a new Commander set to build around, and Modern just saw some major shake-ups. But these past few weeks haven’t offered me much inspiration. Others are likely finding avenues to speculate on some spicy targets, but I haven’t found much.

But I think that’s about to change.

These next couple months will bring with it many changes. Changes to the weather, changes to Standard, and an unfolding of recent Modern changes. Change is good. It fuels transactions, which equates to liquidity. Every time money exchanges hands for Magic cards, it reflects confidence in the market.

This week I’m going to examine three pending changes and identify what pockets of the market could exhibit strength as a result of these changes.

Standard Rotation

The most obvious change ahead is the rotation in Standard with the release of Throne of Eldraine. While Standard speculation doesn’t excite me like it once did, there will be money made on it by others. This happens every fall. A new, exciting set is released, a handful of sets depart Standard, and the drastically new metagame leads to significant price changes.

Of course, the newly developed Tier 1 Standard decks will contain cards that increase in value. This is inevitable. But other than rare, nonbasic lands with utility across multiple strategies, there isn’t much I have to offer here. I guess that means Lotus Field merits closer investigation, but at $8 I’m not sure if it’s worth picking up with cash.

There was an error retrieving a chart for Lotus Field

Your best bet is to read what other writers have to offer, engage in the Quiet Speculation Discord, and react to evolution in Standard along with the rest of our Insiders. Often times the group identifies the best pick-ups by working together and talking through ideas.

The other financially relevant outcome of Standard rotation is that prices on cards leaving Standard tend to drop. This means opportunity—cards that have utility in non-rotating formats such as Modern or Commander can pull back in price a bit in the short term, offering attractive entry points for the long term. Whether you’re trying to pick up cards for decks at better prices or you’re looking to make a few bucks over time, it’s important to pay attention to pricing trends as they unfold post-rotation.

Again, picking the right cards isn’t my strength since I pay so little attention to Standard nowadays. But with Dominaria’s departure, I wonder if we’ll see an attractive entry point on Mox Amber again. The artifact bottomed at $6, spiked almost to $20 on speculation while doing very little in Standard, and then pulled all the way back down towards $8. Rotation could bury it’s price even further, making it a worthwhile speculation target for a potential breakout in other formats.

I wonder how cheap Teferi, Hero of Dominaria will become. A pullback on that card could make for an attractive entry point if you’ve been itching for a copy.

There was an error retrieving a chart for Teferi, Hero of Dominaria

Modern Shake-ups

There’s plenty to be excited about in Modern now with the recent B&R shakeup.

What was previously a stale metagame revolving around a couple core cards should become something far more interesting. At least, it will for the first few weeks. Maybe the format will warp around some other card, who knows?

But until that happens, there’s a lot to unpack with these three seemingly simple changes. With Hogaak’s disappearance and the nerfing of Phoenix-based strategies in Faithless Looting’s banning, we should see far less graveyard-centric strategies going forward. And the unbanning of Stoneforge Mystic has opened up an entirely new design space in Modern.

Just like with Standard, I’m no Modern expert. I can’t predict what cards will be best in the new metagame (though again, I like multi-purposed, rare, nonbasic lands). Yet again, the QS Insider Discord will be where I turn when I want the latest and greatest Modern tech coming out of these B&R changes. Following tournament results shortly after this change takes effect will be another worthwhile investment of time.

The only thing that is certain is that cards will be bought and sold in response to the metagame shifts. That means liquidity and confidence in Magic, something that bodes well for anyone who owns cards. Beyond simple liquidity, though, is the influx of demand that stems from such changes. We’ve seen it already with Stoneforge Mystic and associated equipment prices—I’ve even already made some money on Batterskull, and the metagame hasn’t even had a chance to unfold yet!

There was an error retrieving a chart for Batterskull

The excitement of speculation and profit will breathe new life into Magic finance this fall, giving us yet another catalyst for growth.

Premium Set Price Increases

The third catalyst I want to talk about isn’t tied to a specific format. Instead, it’s an overall observation about trends on a subset of cards in the market. I’m talking about premium sets: Eternal Masters, Masters 25, Modern Horizons, etc.

I’ve noticed some traction on certain cards from these sets lately, and I’m wondering if it reflects the inevitable drying-up of supply from the market over time. Looking at MTG Stocks’ Interests page from the past week, I see a handful of these cards on the list.

Worldgorger Dragon has spiked for some reason (I’m sure someone reading this article knows why) and has one of the largest percentage gains of the week.

There was an error retrieving a chart for Worldgorger Dragon

Then you have Necropotence spiking, with Eternal Masters copies jumping from $10 to $14 in a few short days. This is directly tied to the comment made in Ian Duke’s B&R announcement article where he states, “Other cards we’ve discussed unrestricting in the future are Windfall and Necropotence."

I don’t like speculating on Vintage unrestrictions because the impact on actual demand is tiny. But that’s not going to stop speculators, and the market’s supply will dry up quickly as a result.

Ice-Fang Coatl has seen a significant run over the last week, rising from $3 to over $4. A dollar increase may seem inconsequential, but a lot of copies had to move in order for this 33% jump to take place. Modern Horizons supply isn’t likely to increase further, so any increase in the playability of this card in Modern will mean a higher price. Maybe this is a prime time to get some copies.

Other noteworthy increases include Giver of Runes (plays well with Stoneforge Mystic), Ball Lightning from Masters 25, and Sword of Sinew and Steel.

The point here is not that any rare or mythic rare from one of these premium sets is going to increase in price. Rather, my point is that these cards are all like coiled springs and any shift in market dynamic could result in a significant price jump. I don’t recommend buying these cards indiscriminately; rather, I recommend picking up copies of the cards you want most now, rather than waiting for a change in the metagame. I especially like the Horizon Canopy lands from Modern Horizons, which have become far cheaper than I anticipated they would.

There was an error retrieving a chart for Fiery Islet

Wrapping It Up

There are pockets of movement here and there, but the back half of the summer is typically a slow time for Magic and Magic finance. This year has been no exception.

Thanks to three catalysts, I expect the market will become much more interesting as we enter fall months. Standard rotation is always a chance for price fluctuation. Modern’s recent bannings and unbanning will surely shake up the metagame. (Vintage’s changes may also shake things up a bit). And while not directly tied to a format, I believe these shifts will cause some significant price increases on cards from premium sets.

Each of these factors will create fluctuations in market pricing, leading to the exchange of cash for cards. The continuation of these transactions represents a healthy, liquid market, giving confidence to players, speculators, and investors alike. With that confidence could come another lift of the tide, with values trickling up towards higher-end cards like Dual Lands and Power. While I do expect this will happen at some point, I won’t rush things. For now, I’ll be eagerly embracing any change in the market to make MTG finance a bit more interesting once again.

…

Sigbits

  • While a long ways away from its high, it’s interesting to see The Abyss return to Card Kingdom’s hotlist, with a buy price of $420. I don’t know why this card is suddenly showing up on the hotlist, but it’s encouraging to see. Cards like this one have given up much of their gains from last year. In fact now may be a very attractive entry point, while we’re still in the summer doldrums.
  • As I predicted last week, Mox Diamond’s buy price has reached a new high on Card Kingdom! They now offer $220 for the Stronghold printing of the card. They offered even more on the foil FtV printing for a day or two, but have since pulled their offer back to $200. If you’ve been sitting on copies, this could be an attractive exit point.
  • Pyramids may flaunt a $200+ price tag on TCG Player, but I don’t think Card Kingdom’s a believer. They restocked this card from Arabian Nights multiple times, and each time they sell out quickly. Despite this, they’re still only offering $56 for the card (though it is on their hotlist now). We may see another tick higher, but given the card’s limited utility, I suspect further increases will be a slow, step-wise process.

Modern Movers After the B&R Announcement

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Monday’s banned and restricted announcement completely exceeded expectations. Hogaak, Arisen Necropolis was banned as expected. Along with it came Faithless Looting, which besides Hogaak’s Bridgevine deck took Arclight Phoenix decks and Dredge along with it, as well as various fringe graveyard strategies like Grisshoalbrand and even Mardu Pyromancer. It’s one of the largest routs of archetypes in Modern’s history and has left a huge void in the metagame.

Much of this void, however, will be immediately filled by the surprising unbanning of Stoneforge Mystic. I expected that Wizards would take more conservative action and stick with just bans, since they were already so significant, but Stoneforge Mystic is now in Modern for the first time. The hype is real, and my social media feeds are flooded with people sharing their Stoneforge Mystic decks and screenshots from games. It’s a Legacy playable that literally won the last Legacy Grand Prix in April, and it’s going to be more than good enough for Modern. 

There was an error retrieving a chart for Stoneforge Mystic

Stoneforge Mystic’s impact on the market has been immense, spiking its price along with the prices of associated cards like Batterskull and Sword of Feast and Famine. So far just the most low-hanging fruit has spiked, but there will be plenty of cards on the rise once we start to get an idea of what the best Stoneforge Mystic decks look like.

I’ve also found that the best way to peer into the future of the metagame is to just look on Magic Online, where players have already been grinding with Stoneforge Mystic since Monday night. Its impact on the Magic Online market has been severe, and I believe it holds clues about where the paper market will head once Stoneforge Mystic proliferates.

There was an error retrieving a chart for Force of Negation

For example, in terms of raw price increase the biggest winner this week on MTGO has been Force of Negation, growing from around 30 tickets before the announcement to over 50 now. Force of Negation is slated to become the Force of Will of Modern, and it’s going to go alongside Stoneforge Mystic in all of the White-Blue decks where it’s found. History and initial reports show this is likely to be the premier archetype for the card.

Hogaak and Bridgevine have had the metagame completely warped since Modern Horizons was released. With them out of the picture, we’ll see a lot more of the set's other staples like Force of Negation take over, with according price increases. It looks to already be trending upwards and is now firmly over $35. 

There was an error retrieving a chart for Teferi, Time Raveler

Another major spike was Teferi, Time Raveler, up from around 28 tickets before the announcement to over 44 now, and still rising. This massive rise in demand is due to the planeswalker being a fantastic card in the White-Blue Stoneforge Mystic decks, which further cements it as a Modern staple. I assume that its $15 price tag is mostly held up by Standard and Commander play right now, with some Modern play in White-Blue Control and Urza Whir decks, but a surge in Modern play should drive its price significantly higher.

There was an error retrieving a chart for Urza, Lord High Artificer

On the topic of Urza, Lord High Artificer, its price has grown to 24 tickets, nearly twice its price a week ago. It started increasing before the announcement because of the anticipation that the Whir Urza deck would become one of the best in Modern after a Hogaak ban. The unbanning of Stoneforge Mystic makes its prospects even better. It has become apparent that Stoneforge Mystic is a great way to find Sword of the Meek and help set up the Thopter Foundry combo which Urza makes go infinite. 

There was an error retrieving a chart for Giver of Runes

Another major Modern Horizons winner since the announcement is  Giver of Runes, a perfect way to protect Stoneforge Mystic, which has more than doubled since the unban to around 9 tickets. I’d also take note of Eldrazi Displacer, which saw its price double to 2 tickets on Thursday on the back of White Eldrazi, which as a natural home for Stoneforge Mystic is suddenly back in the metagame picture. 

All of these cards associated with Stoneforge Mystic should start growing in paper, and in terms of market timing now seems like the ideal time to buy Modern Horizons cards. Supply should now be near peak. Prices should be at or near a minimum, especially after mass quantities of the product were opened at Magic Fest Las Vegas. As well, player focus will soon be shifting to Throne of Eldraine in October.

There was an error retrieving a chart for Fulminator Mage

Stoneforge Mystic won’t be the entire metagame, and there are certainly other decks on the rise that present opportunities. What really stands out is the sudden movement on Fulminator Mage on MTGO, which saw all of its printings grow around 50% on Thursday, to around 11 tickets. It’s a clear indication of the rise of Jund, especially next to a 10% rise in Wrenn and Six. Jund is especially well-positioned because it’s one of the best homes for Kolaghan's Command, which will be one of the best cards in the format against Stoneforge Mystic decks.

The spike in Fulminator Mage also indicates the strength of Urzatron, which is widely believed to be one of the best decks after the changes. This could help explain the spike of Inkmoth Nexus, up around 25% Thursday to over 5 tix. Both Infect decks and Hardened Scales Affinity have the ability to race Tron decks, and are also among the greater beneficiaries of these banlist changes. 

There was an error retrieving a chart for Inkmoth Nexus

One interesting card to start rising this week is Collector Ouphe, which is actually a decent hoser for Stoneforge Mystic. It doesn’t stop Batterskull from coming down, but it does stop it from being recycled and turns off all of the other typical equipment. Along with being a strong hoser in general and green’s version of Stony Silence, it’s a true staple with strong prospects. 

There was an error retrieving a chart for Collector Ouphe

There are plenty more cards out there that will start to rise once the new Modern metagame shakes out, so the best plan is to stay informed and keep track of results. Most players are clueless right now and desperate for someone to show them the way, so early results and lists will be widely copied and could set off some significant price movement.

The premier event to watch will be SCG Dallas-Forth Worth this weekend, which will be looked to by players around the world, as well as the results of MTGO events like a Mythic Championship Qualifier on Sunday.

 

Batt to the Bone: Five Guys and the New Modern

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Hogaak and Looting are banned, and Stoneforge Mystic is free at last from the Modern banned list. What do these changes promise for our beloved format? And what does equipment searching have to do with fast food chains? Let's find out!

Elephant in the Room

Before even thinking about the void left by Hogaak, or the implications of the Faithless Looting ban, or whether Squadron Hawk will somehow become a playable Modern card overnight, we've got a more pressing issue to discuss. As of Stoneforge Mystic's coming into Modern, the full cycle of busted, splashable two-drops is legal in Modern for the first time. The playerbase at any given FNM tonight is likely to employ, collectively, all five creatures—surely you know a Snapcaster guy, and a Tarmogoyf guy. Soon, you'll meet Stoneforge guy.

You may even be Stoneforge guy yourself. Or Pyromancer guy. Or Confidant guy. But Modern's always been about pushing ideas to their logical limits. So, stay with me: what if you could be all the guys at once?

Five Guys, by Jordan Boisvert

Creatures

4 Stoneforge Mystic
4 Snapcaster Mage
4 Dark Confidant
4 Young Pyromancer
4 Tarmogoyf

Artifacts

1 Batterskull
1 Sword of Fire and Ice
1 Sword of Feast and Famine

Instants

4 Lightning Bolt
4 Thought Scour
2 Fatal Push
1 Path to Exile
4 Manamorphose

Sorceries

4 Inquisition of Kozilek

Lands

4 Polluted Delta
4 Bloodstained Mire
3 Scalding Tarn
1 Steam Vents
1 Watery Grave
1 Blood Crypt
1 Overgrown Tomb
1 Hallowed Fountain
1 Sacred Foundry
1 Swamp

Sideboard

4 Damping Sphere
3 Surgical Extraction
2 Grim Lavamancer
2 Ancient Grudge
1 Spell Pierce
1 Ceremonious Rejection
1 Negate
1 Disdainful Stroke

In-Tense Company

Some empath/old soul/introvert was bound to attempt building this juicy burger of a deck soon enough, so I went ahead and took a stab at the principle with my own french fry. Its creatures each enjoy some pedigree, but they aren't necessarily made to play together. All in a row, they boast palpable tension.

Goyf and Stoneforge are birds of a feather, perhaps; both are early plays that threaten a lot of pressure. While Tarmogoyf doesn't require investment beyond its initial casting cost, it also doesn't run away with the game like Stoneforge can against anyone looking to play fair.

And speaking of running away with the game, Dark Confidant does just that if unchecked. To its detriment, Confidant's especially fragile, biting the dust even to Gut Shot. Unlike Stoneforge, though, Confidant attacks opponents from a card-advantage angle, drowning them in the game's most tangible resource rather than in damage points. Snapcaster, too, generates value, but at one time only. Its benefit over Confidant is the immediacy of its impact. In this way, Snap and Confidant mirror Goyf and Stoneforge, respectively.

Betwixt and between lies Young Pyromancer, a card that takes over the battlefield like Confidant and Stoneforge, dies to everything like Pyromancer and Snapcaster, and pumps out both card advantage and damage in the form of bodies. Pyro diverges from the rest in that it doesn't easily slot into a midrange strategy; it requires more build-around, explaining why we haven't seen it in something like Jund, the primary home of Confidant and Goyf which would happily adopt Stoneforge and Snapcaster were they on-color. It does have some synergy with Stoneforge, as does Snapcaster, by providing extra bodies for the equipment.

Tied Together

All I knew going into this project was that I wanted to run 4 of each creature. The rest of the deck, then, was dedicated to bridging as many chasms as possible between those creatures so that they could fit into a cohesive shell.

Inquisition of Kozilek: Confidant and Goyf, as Jund has showcased since Modern's creation, perform exceedingly well alongside one-mana removal and targeted discard. Gently disrupting opponents and then presenting a clock of some sort has always been a winning strategy here. Stoneforge fits into this mold as well; strip the removal spell, chase with Batterskull will win a lot of Game 1s against other fair decks. The same principle applies to Young Pyromancer, as we've seen from Mardu Pyromancer(s), so long as the deck has enough cheap spells to turn the 2/1 into a must-answer creature. And discard never hurt alongside Snapcaster Mage; there's plenty of precedent for that, too. So discard was a shoe-in. I went with the set of Inquisition of Kozilek; while some Thoughtseizes could also feasibly fit, I was worried about life-loss from the manabase, and tight on space in general.

Bolt/Push/Path: There's no midrange deck without removal, and in five colors, we get the cheapest and most flexible removal around. Bolt is the clear winner here, with Push taking up the rear. A single Path makes it for Snapcaster utility.

Manamorphose: Looting may be gone, but there are other enabling cantrips in Modern. This one makes a token with Pyromancer and gives us a Snapcaster target in a pinch. More frequently, it filters our mana, helping us take less damage from early land drops but still cast whatever we've got in hand.

Thought Scour: This one buffs Snapcaster more directly, as well as Tarmogoyf. But it's mostly relevant as a one-mana cantrip for Young Pyromancer.

Equipment

On to the equipment, a package I think will vary between Stoneforge decks.

Three is bound to settle as the go-to number; we don't have Brainstorm to shuffle drawn pieces back into the deck, and Modern games are faster than Legacy ones. If we expect to get value out of at least two Stoneforges in a game, I think three is the baseline.

Batterskull is a shoe-in, but there's no Umezawa's Jitte here, either. Which leaves the other two pieces somewhat up in the air. I agree with David that Sword of Fire and Ice is a great tempo-generator, but Sword of Feast and Famine may slot more seamlessly into the midrange decks that employ Stoneforge; getting an extra four-five mana each turn is a godsend for this kind of deck. And Sword of Sinew and Steel packs enough utility to surface in some lists, too.

As for non-swords, most of what exists is probably too cute. But I do think a tech we might see is simply a second copy of Batterskull. It's so far above the other equipment in terms of power that being able to recreate the initial Stoneforge effect once opponents Abrade/Trophy/Grudge (and there will be Grudge) the first Skull may be appealing.

Notable Omissions

Does this deck work? Kind of. There are definitely ways to make it much better. Trimming a color or two does wonders; adding planeswalkers also can't hurt. Even in five colors, though, there's one walker in particular that would do great here: Wrenn and Six. The issue is how congested our two-drop slot is already. But in terms of pure strategy, cutting just about any of the five creatures outright for Wrenn would likely yield better results.

Planeswalkers exist in large part to provide ongoing value over the course of a longer game. Non-walker cards that fulfill a similar purpose are also absent from this list, and again for spatial reasons; the 20-creature requirement takes up a lot of spots, and tying them together with the right mix of enablers takes up even more. As such, narrower or pricier utility cards like Unearth, Assassin's Trophy, and Kolghan's Command get benched. The lack of walkers and utility boosters give this deck a strategic void in the mid- to late-game.

Modern Implications: Quick Takes

I was surprised by this announcement, but that's because I was anticipating the banlist in the context of previous announcements. Wizards often makes decisions that are initially controversial by virtue of introducing new parameters to the banlist discussion. For instance, I figured they would ban Scrap Trawler from Ironworks Combo because in previous bannings, they've opted to weaken decks without killing them outright; that was even the (failed) intention behind the Twin banning (Kiki-Jiki was singled out in the announcement as a replacement, har har). Wizards instead banned Krark-Clan Ironworks itself, saying it didn't want this deck to exist in Modern at all.

Death of Looting

This time around, I assumed Hogaak would get the axe, but not Looting. Enablers allow multiple decks to thrive in Modern, which nurtures the format's image as a beacon of diversity; additionally, Looting didn't apparently create a "battle of sideboards" as Golgari Grave-Troll, and apparently Hogaak, did.

But Looting indeed contributed to a Modern extremely preoccupied with the graveyard, and Wizards was in the mood for a shake-up. I agree that hitting Looting and unbanning Stoneforge will likely refocus the format away from the graveyard, which may well prove refreshing. But man, will I miss the little guy. Lately, I'd been slotting Looting into everything from Counter-Cat to my revitalized TURBOGOYF deck, the shell that first sold me on Looting as a serious piece of hardware.

Of the many Modern decks that use Looting, I expect UR Phoenix and Dredge to survive the best. The former has access to slower, but decent, options such as Izzet Charm, and still maximizes Thought Scour. The latter doesn't really care about its cards in hand once it gets going, and there are plenty of other ways to put dredgers into the graveyard. With Hogaak gone, Dredge should reclaim its standing as the format's premier graveyard deck.

Mardu had just gained some oomph in Seasoned Pyromancer plus Unearth, but that combination gets much worse without Looting. I expect players dedicated to this wedge to flock to Mardu Shadow instead, which never ran Looting, rather than try to fight an onslaught of Batterskulls with such a sub-par midrange deck. Then there are the even-more-fringe strategies, like Grishoalbrand; those players can find a Lootingless analogue in Neoform.

Arrival of Stoneforge

I think Stoneforge has been fine in Modern for quite a while now. But it's far from underpowered. Midrange decks of all walks will adopt the 1/2, including updated builds of UW Control (which should split into two distinct decks) and BGx (though Wrenn and Seasoned are likely to prevent the pendulum from swinging totally Abzan). On the flip side, Jund won't be the only midrange deck without Stoneforge; Mystic will simply emerge as a powerful option among the many powerful options available in Modern. Further to Wizards' credit, the Kor does stand to shift things slightly away from the graveyard, as Stoneforge operates independently of that resource (and, conveniently, shares a color with Rest in Peace).

Battering Into the Future

Plenty of content has rolled out since the banlist announcement dropped, and I'm not sure what else needs to be said. At this point, we'll just have to see how things milk-shake out over the coming weeks!

Insider: Bulk Treasures, Part 1

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Thanks to the internet, many finance realms are now 24/7, and the Magic finance realm is no different; though there aren't as many players in this particular realm. You may be wondering why I bring this up. The reason is that it's easy to miss important price changes and the reasons behind them. Every morning I check MTGStocks' Interest page to see what cards moved the most the previous day.

Sometimes the price changes make sense, especially when an old card is found to combo with something recently spoiled. Other times, we get very odd spikes typically driven by market manipulation. It may be obvious it's manipulation, it may not be. The purpose of this series of articles is to highlight some price changes in sub $5 cards and to dig into why the price changed, and hopefully, to help consolidate information and ideally serve as a great list of cards worth digging out of your bulk.

There was an error retrieving a chart for Aphetto Runecaster

Aphetto Runecaster's recent price movement is tied to the fact that it was not included in the Faceless Menace (Sultai Morph) Commander 2019 deck. Repeated mana free card draw is definitely something every player wants in Commander so this seems like an obvious "upgrade" card choice for the deck. This was a bulk uncommon right up until August 12th when it started to move. I have been selling these pretty easily in the $3.5.-$5 range the past few days and this is definitely the type of card that you would find in bulk boxes.

There was an error retrieving a chart for Ideas Unbound

Ideas Unbound and Psychic Puppetry are both recent price jumps due to the Twiddle Storm deck that has emerged in Modern. The deck uses the power of Lotus Field and various Twiddle effects instead of the usual rituals to generate large amounts of mana very quickly. Like many Modern Storm variants, it also uses Past in Flames which has also seen a price jump recently.

Ideas Unbound serves as a 2-Mana Ancestral Recall, given that the deck only casts it the turn it's trying to go off. It is also important to know that Ideas Unbound is arcane so you can splice Psychic Puppetry to and then cast the puppetry later in the turn. Ideas Unbound has been found in some older versions of Pauper storm, so it was already a card worth separating from typical bulk.

There was an error retrieving a chart for Psychic Puppetry

Psychic Puppetry was also a big jumper recently thanks to the Twiddle Storm deck; however, this card is one that you're very likely to find in old bulk boxes as it hasn't really been used since it left standard; I didn't play during Kamigawa block so I don't even know if it was actually used then. I've sold multiple playsets at $3+ per card so the demand is real.

There was an error retrieving a chart for Coretapper

Coretapper has started popping up in some versions of modern colorless Tron decks as well as the occasional Urza deck, which look to power out a fast Karn, the Great Creator and lock the game up using Ensnaring Bridge and/or Mycosynth Lattice. It has actually been above typical bulk for quite some time, having a steady price of over $0.75 for the past few years, however, there's a lot of power behind it and Surge Node artifact decks looking to abuse charge counters.

This one may be a bit harder to find in bulk bins thanks to the fact that it has been above $0.75 for so long, but it still may be worth digging for. Interestingly enough Surge Node has also doubled in price recently, however, going from bulk to $0.4-$0.5 means it's really not worth digging for. However, this is definitely a card to keep a watch on and it's worth pulling from bulk if you're already in the process of going through it.

There was an error retrieving a chart for Soothsaying

Soothsaying was the poor man's Sensei's Divining Top in many a budget Commander deck. Couple this with a single printing from 20 years ago and it isn't surprising to see it's price gaining momentum. It originally spiked in price after Top was banned in Legacy and some Miracles players picked up their playsets in hope of rebuilding the deck. Sadly, I was not one of them as the lack of the instant speed card draw made it a much weaker substitute.

There was an error retrieving a chart for Primal Amulet

While one might expect Primal Amulet's recent price movement to be tied to Twiddle Storm, as it might seem like a possible inclusion, I couldn't find anything tying this movement to any sort of breakout deck. However, it is fair to acknowledge that this card is fantastic in any mostly-spells Commander deck, so it's quite plausible to be an "upgrade" option for the Jeskai flashback Commander 2019 deck, Mystic Intellect.

I and many of my fellow writers here at QS believe many of the Ixalan block flip cards to be good potential speculation targets, thanks to the difficulty of reprinting them. Any reprint would require checklist cards to be printed as well, and the fact that they are often quite powerful once flipped adds to that. I will admit that this card's price has basically been above $2.00 its entire lifetime, so it was never really "bulk." It is currently sitting below $5.00 and has room to grow.

There was an error retrieving a chart for Fractured Identity

This is a card I've actually been speculating on for awhile. In an article Niels Rietkerk wrote, he mentioned how instead of resolving a problem it may very well be exacerbating it. However, in cEDH decks, it serves as both a removal spell and a clone for any non-land permanent. Basically, it turns it into at least a 2-for-1 spell. It's also the type of card you'll see in homemade cubes, so it's likely that the price growth is organic.

There was an error retrieving a chart for Grenzo, Havoc Raiser

Grenzo, Havoc Raiser saw a pretty major price spike back in July of 2018 after sitting under $2.00 for almost a full year. His price since that jump has remained stable with some mild continual growth, so it's likely to stick. With the initial jump being over a year ago it's unlikely you will find these in bulk rare bins at major events, but if you do see them they are most likely going to be a good pickup at typical bulk rare bin prices which I've seen to be $0.33-$0.5 per card.

Conclusion

This is the first installment of what I hope to be many in a series highlighting recent price movement in cheaper cards that you might find in bulk boxes or bulk bins. I am currently ignoring some of the Core 2020 commons that have spiked recently as those look to have no merit and are solely due to market manipulation. Did I miss anything? Feel free to comment below or message me on our Discord chat.

 

Leaving GP Vegas: Report and Bannings

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It's been a packed weekend for Modern. Not only was there a major event, but there's been a major, cataclysmic upheaval. August 26 will be remembered as a major turning point in Modern's history. Which way it's turning isn't clear. But turn it will.

In this article, I'll give a quick report of my GP Vegas results before diving into the significance of the banlist update.

Vegas Report

GP Las Vegas was to be the first main event I'd played in for over a year. If memory serves, the last time was Dominaria sealed at GP Dallas last year. As such, I was starting from a weaker position than I'm used to. I play a lot of local events in a week, so I still had a round 1 bye. However, without those GP point multipliers, it's almost impossible to maintain two. This may seem petty, but experience has shown that most of the randomness gets cleaned up in the first few rounds, and you mostly hit known decks starting out 2-0, which you can prepare for. Byes also mean having to win fewer games to make Day 2, and in a game where luck is a factor, that's huge. Thus, making Day 2 would be a lot harder than last time I was in Vegas.

As I've alluded to several times, my plan was to just run back Spirits.

UW Spirits, David Ernenwein (GP Las Vegas 2019)

Creatures

4 Mausoleum Wanderer
3 Spectral Sailor
4 Selfless Spirit
3 Rattlechains
4 Supreme Phantom
3 Unsettled Mariner
4 Drogskol Captain
4 Spell Queller

Artifact

4 Aether Vial

Instant

4 Path to Exile
2 Force of Negation

Lands

4 Flooded Strand
4 Hallowed Fountain
3 Cavern of Souls
3 Field of Ruin
1 Seachrome Coast
3 Plains
3 Island

Sideboard

3 Rest in Peace
3 Auriok Champion
2 Stony Silence
2 Settle the Wreckage
2 Runed Halo
2 Detention Sphere
1 Force of Negation

Against Hogaak, my plan was to morph into a control deck, using Champion to contain the zombies, the enchantments to draw removal away from Rest in Peace, and Settle to seal the game. I never got to see how well it worked in practice.

What Happened

I went a glorious 2-3 drop this time. Not having two byes anymore certainly hurt, but given how things went overall, I don't think having them would have substantially helped. See, variance was entirely against me. In all my losses I was against favorable matchups, but I mulliganed unkeepable hands into mediocre ones where my opponents were keeping good to great ones. Round 2 against Eldrazi Tron saw my opponent on the play go turn 2 Chalice of the Void, turn 3 Endbringer, then Reality Smasher in games 1 and 3. Those are far from typical starts. Game 2 was far more typical where he didn't have all the acceleration and I got some threats down. I also got to Field him out of the game.

Round four was against Humans and I lost in two thanks to awkward hands and triple Thalia's Lieutenant each game. I might have survived an extra turn or two with different lines, but it would have taken a lot of lucky draws in a row to actually turn the corner. Round 5 I was eliminated when I mulliganed to five twice against Burn and got choked on mana while he curved out. It's unfortunate, but sometimes your deck just doesn't come to play.

The one match I won is also the only time I actually played Magic. Round three I was on the draw against Mardu Death's Shadow, which I'd never played against before, but it did not impress. My opponent did an impressive amount of damage to himself both games with multiple early Thoughtseizes and Street Wraiths, which left me with anemic hands. However, he didn't have a follow-up until he played Ranger-Captain of Eos, and by then I'd beat him too low and Fielded him off red mana. Tutoring for Death's Shadow is great and Temur Battle Rage is scary, but without all the cantrips the deck seemed really inconsistent.

Floor Perspective

In terms of the wider tournament, this didn't feel like Eldrazi Winter. It felt normal. I realize that is subjective, but in Detroit, there was this sense of inevitable doom-and-gloom hanging over the tournament. Eldrazi was so oppressive that it tangibly hung in the air. There was none of that this time, almost indistinguishable from any normal GP I've ever been to. Additionally, player experience swung wildly. For me, this was a normal field that I just crapped out on. Many other players told me the same thing. A few had run into Hogaak once, lost, then moved on. One Denver player lost consecutive win-and-in games to Hogaak, and boy was he SALTY! In Detroit, everyone was hitting some form of Eldrazi almost every round. Hogaak Summer was not a healthy time for Modern, but everything I experienced says it wasn't as bad as commentary would suggest.

B&R Day!

However, that all happened in a past format that is no longer relevant, because it's time for another Banned and Restricted Announcement! <fanfare plays> And oh boy, is it a doozy. In addition to a major shakeup in Vintage, Rampaging Ferocidon was unbanned in Standard. For a whole month. Then it rotates, so great? But who cares about a format most can't afford and a functionally dead one, because Modern's officially been turned on its head.

Modern:

Hogaak, Arisen Necropolis banned.
Faithless Looting is banned.
Stoneforge Mystic is unbanned.

Well now, that's a lot to unpack. The first part is not at all surprising, so I won't dwell on it too long. The real shock is that Faithless Looting has been banned. Faithless has become almost as omnipresent in Modern as Brainstorm is in Legacy, to the point that many compared the two cards. But as we've seen with past bannings, there are no sacred cows in Modern. Stoneforge Mystic was also released. I'm not sure how I feel about that yet.

Hogaak, Banned Necropolis

And so ends the arisen menace. Good riddance and everything, but we all saw it coming. There was no other choice after Birmingham, and with Vegas confirming the previous results, this ban was inevitable:

In looking at the evolution of the archetype over time and the variety of successful ways to build the deck, it's clear that the card Hogaak, Arisen Necropolis is the crux of the problem.

I think that if Wizards hadn't reprinted so many sacrifice outlets alongside Hogaak, Arisen Necropolis in Modern Horizons, things would never have gotten so bad. The question of why Hogaak was deemed acceptable in the first place will likley remain a mystery until NDA's expire, but Hogaak is a great target for Path to Exile. It's very unfortunate that Carrion Feeder protects it so effectively. At the end of the day, Hogaak was both the payoff and the problem, so it had to go.

In fairness to Wizards, it wasn't immediately clear that banning Bridge from Below wasn't enough to prevent this. For several weeks it looked like there were too many hoops to jump through and that hate was effective enough to keep Hogaak in check. Then the optimized decklist was found, and the rest is many weeks of head shaking. One can only hope that Wizards learns and internalizes that graveyard recursion and cost reduction mechanics are very dangerous.

Faithless Looting

More importantly, Faithless is gone. I predicted that it was possible, but unlikely. Given everything that had happened last year, I thought that it would a really busted deck built around Looting to get it banned. Apparently, history and a desire to be done with an era was all it took.

By our data gathered from Magic Online and tabletop tournament results, over the past year the winningest Modern deck at any given point in time has usually been a Faithless Looting deck.
Faithless Looting would be a likely eventual addition to the banned list in the near future. In order to ensure the metagame doesn't again revert to a Faithless Looting graveyard deck being dominant, we believe now is the correct time to make this change.

Basically, Wizards has enough egg on its face over Hogaak. They want graveyard decks to go away and a completely new Modern to take shape, which I respect. It was getting tiresome. There isn't anything close to Looting, so straight replacement is impossible. The nearest thing at Looting's mana cost is Insolent Neonate. The nearest effects are two or more mana. They also can't be used a second time late in the game. Thus any deck that had looting will have to adapt.

This forces a complete revaluation of not only Looting decks, but of Modern itself, which is the intention. The format has been about velocity and card selection up until now, and Looting was great at both. There were so many decks that used Looting that I can't possibly predict how they'll all change or what that does to Modern as a whole, though slow-down is the softball answer. There are seven decks that I can think of off the top of my head, and while some will be fine most will need a huge rethink to survive.

Currently Dead

These decks are, for all intents and purposes, dead in their current incarnations. Looting was too integral to their strategy to replace, and so the deck must be completely redesigned. Every deck could remerge, but it will be have to be in very different configuration if they're recognizable as the same deck at all.

Hollow One. Looting was the only real option for reliable early Hollow Ones, since the alternative Burning Inquiry sometimes bites back. With only two-mana options available to fill the gap, Hollow One slows down by at least a turn. Explosiveness being its primary draw, this is a crippling blow. Given that players were already fed up with the random discard and general inconsistency and subsequently abandoned the deck for Phoenix last year, I can't imagine anyone but diehards running the deck.

Vengevine Decks. Despite losing their other payoffs in Bridge from Below and Hogaak within two months, the enabler core of Vengevine was enough for the deck to potentially return. Without Looting, that's not possible. The deck is based around busted starts which require specific cards in hand and in the graveyard at the same time. Stitcher's Supplier makes it easy to fill the graveyard, but as an actual setup card Supplier is lacking since you have to get lucky flips. You can't actually filter, so having Vengevine in hand is disastrous without Looting to correct it. As the alternatives are much weaker and slower, that busted start that defines the deck disappears and so too goes the draw to actually sleeving it up.

Grishoalbrand. Another graveyard-centric, high-velocity, has-to-be-explosive deck that lived and died by its Lootings. There was already little reason to play it over the harder-to-interact-with Neoform combo. Now I don't think there's any question.

Heavily Impacted

The decks in this category have core strategies that remain intact, but won't be as effective without Looting. Thus these decks need to be retooled rather than completely redesigned. Instead of scrapping the whole thing until a Looting replacement is found these decks just need to adjust away from Looting based gameplans.

Mono-Red Prowess/Phoenix. I realize that these are not quite the same deck, but they're close enough. Looting was a very key card, and was the main way to facilitate Phoenix, so the decks will have to substantially evolve. Given how inefficient, comparatively speaking, the remaining red filtering is, I don't think that Phoenix will remain an integral piece of the deck. This brings into question the survival of the strategy, but with Manamorphose staying legal, it is plausible. Chaining spells together remains a potent strategy and while the best one is gone, enough of the deck remains for it to survive.

Mardu Pyromancer. The poster child for "fair" uses of Looting, I cannot fathom Pyromancer surviving the banning. Not only does the deck have a lot of graveyard interactions and require high-velocity to survive, but it also suffers from the "wrong half" problem more than most midrange decks.

Mardu has historically been quite bad in Modern because it's a pile of removal with no other unifying force. Looting was that glue. Whether filling the graveyard for Bedlam Reveler, filtering away dead cards, or just making tokens, Pyromancer leaned so heavily on Looting that now it falls on its face. There's nothing comparable in both the late and early game. However, the core strategy of all-the-removal-colors is intact, so a deck should remain viable.  I expect Mardu Pyromancer to shift towards Death's Shadow based on its recent success, playing most of the same cards, and having a very similar strategy.

Survivors

The final category of affected decks are relatively unscathed. Yes, Looting was an important card, but they can take the hit in stride and remain competitive without major surgery. A patch here, an adjustment there, and these decks will be ready to go.

Izzet Phoenix. Compared to its mono-red cousin, Izzet Phoenix will be just fine. Looting was the key to the versions that put Phoenix on the map, but Izzet has been moving away from the Arclight Blitz strategy for some time now. It's become more of a combo-control deck focusing on Thing in the Ice and Aria of Flame rather than its namesake. Thus, as good as Looting is for such a deck, it isn't critical.

Izzet also has plenty of options for replacing Looting. If it wants to go more towards combo, it can just scrap Phoenix entirely and play more blue cantrips. If not, it can adopt the versatile Izzet Charm. Or it may go for value with Chart a Course, Ideas Unbounded, or Jace, Vryn's Prodigy. The deck slows down, but the plethora of options ensures it will remain a factor in the metagame in almost the same form.

Dredge. As good as looting is at finding and setting up dredgers, Legacy has shown that it doesn't really matter how Dredge gets going, just that it does. Like Phoenix, Dredge has plenty of options to replace the early cantrip. Insolent Neonate used to be commonly played, and could be again. Dredge could also crib Hogaak's notes and run Stitcher's Supplier. Regardless of its final form, there will continue to be a dredge deck that is undeniably Dredge, so the impact of the ban will be minimal.

The bottom line is that without Faithless Looting, graveyard and velocity decks are worse. But not gone.

Mystic Revival

Finally, there was the unbanning. I heard speculation that Bridge might return since it died for Hogaak's sins, but I never believed that. If not Hogaak, something else would eventually have broken Bridge, and Wizards is done with graveyard decks for now. Bridge is barely a Magic card in the first place, so there's nothing to be gained by an unban. Instead, Wizards decided to go all-in on slowing Modern down by unleashing Stoneforge Mystic.

While the card being unbanned is a surprise, the timing isn't really. Normally, Wizards only unbans anything every two years and in January/February. It only being a year-and-a-half since Bloodbraid Elf and Jace, the Mind Sculptor were unbanned makes this unban seem out of place.

However, there's another trend at play. I argue Mystic's freedom isn't because Wizards was looking to unban it, and there's evidence to suggest they had no intention of doing so. It's just that they had to. Wizards has a history of unbanning something after major bans. Golgari Grave-Troll was unbanned after Treasure Cruise and Birthing Pod were banned, and Wizards exchanged Ancestral Vision and Sword of the Meek for Eye of Ugin as an apology after Eldrazi Winter. As the list is getting thin on reasonable candidates, and seeing that it took multiple bannings to make things okay again, Mystic was unleashed to restore interest in Modern.

It is worth noting that Wizards is wary about this decision, and regards it similarly to Grave-Troll.

While we think it's unlikely, there is a scenario where Stoneforge Mystic could come to suppress this type of gameplay, in which case we would re-examine its legality (similar to Golgari Grave-Troll's history in Modern).

I also want to highlight that Wizards's concern is drawn from the same place as my skepticism years ago.

The danger in reintroducing Stoneforge Mystic, and the reason it's remained on the banned list up until this point, is that it's at its strongest against straightforward decks that play to the battlefield.

I have no idea if those arguments still hold. Modern was completely different when I tested Mystic, and coupling that with all the disruption from Looting's ban, there's no way to even speculate if Mystic will be good, let alone oppressive. My gut says that the underlying principle that you can't beat Stoneforge head on, you have to go around her, remains true. If that's the case, then Humans may be in for a bad time. If not, then control players will be sorely disappointed.

I absolutely will extensively test in the coming weeks, but for the moment there's no way of knowing the actual impact that Mystic may have. Also, there's the question of what package to run. Batterskull and Sword of Fire and Ice are givens as the most powerful equipment, but the normal third piece, Umezawa's Jitte, is banned. Standard and Legacy experience don't really apply since those formats are so different from Modern. Further and as noted, there is reason to worry about the power level, so don't get too attached. That said, I'm hopeful that this will incentivize more interactive decks in Modern.

Looking Ahead

Fresh Modern, fresh cards, and an upcoming MCQ means I have a lot of work to do sorting all this out. Here's to the new era!

Examining MF Vegas Trends from Afar

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I couldn’t attend MagicFest Las Vegas this year. Traveling for Magic events is prohibitively difficult given my current family dynamic. But just because I couldn’t attend the event doesn’t mean I can’t extract a few nuggets of useful finance data from it. In fact, there’s one readily available set of data on social media that could provide some insights.

It’s Ninety-Five’s daily hotlist!

Day 1
Day 2
Day 3

Ninety-Five MTG was clever enough to post their hotlist each day of the event. Their formatting is legible and easy to navigate through. Not surprisingly, some prices did change throughout the event. Although there are going to be local factors to this particular vendor, we can safely assume changes to this hotlist reflect their ability/inability to acquire certain cards throughout the event.

So without further adieu, let’s dive in and see if we can glean some valuable information about the Magic market from MagicFest Las Vegas.

Additions

I’m going to start by focusing on cards that were added to the hotlist from Day 1 to Day 2 and from Day 2 to Day 3. These are the cards for which Ninety-Five probably saw consistent demand. Perhaps they sold out of some of these cards. Or perhaps their pricing was too low relative to the rest of the vendors in the event hall. Whatever the reason, it’s safe to say Ninety-Five added cards to their list that they wanted to purchase more copies of due to greater demand.

When comparing Ninety-Five’s Day 1 hotlist with Day 2’s, I see three additions:

First, the foil promotional Sol Ring was added onto the list—this makes sense, since people started receiving them once tournaments began. People weren’t going to have them to sell at the very beginning of the event. No surprises there.

The second addition is the MagicFest foil promo Lightning Bolt. Like before, this addition seems logical once numerous players receive this promo for playing in events.

The third addition, however, is more indicative of a real trend: Chandra, Awakened Inferno from Core Set 2020. This must be a reflection of demand, or else a price adjustment. Either way, Ninety-Five wanted to acquire more copies on Day 2 of the event as evidenced by their placing the card on their hotlist. Their $13 buy price eclipses all buylists on Quiet Speculation’s Trader Tools page, indicating an aggressive move to acquire copies. Perhaps these were selling quickly on the event floor?

There was an error retrieving a chart for Chandra, Awakened Inferno

The final addition to Ninety-Five’s hotlist between Day 1 and Day 2 is Path to Exile. Despite its many reprintings, this card refuses to stay cheap. Ninety-Five’s buylist price of $5 is underwhelming when compared to other online vendors. I’m not sure if other vendors on site were paying more or less aggressively, but this is a noteworthy addition at least.

Next, let’s examine additions from Day 2 to Day 3. The only addition I note is Horizon Canopy, with a $32 hotlist buy price. The top price on Trader Tools for Iconic Masters copies is $30, so this is a very good number. Again, this must reflect on-site demand for the card (or else a sudden run on their stock online). Otherwise, there would be no need to suddenly add this card to their hotlist.

There was an error retrieving a chart for Horizon Canopy

Subtractions

Converse to assumptions around hotlist additions, we can probably assume that removal of a card from a hotlist indicates diminished desire to purchase copies. I’m sure Ninety-Five was still buying cards they removed from their hotlist—but they made a conscious choice to prioritize other cards for that given day. They only have so much real estate on their hotlist board, after all!

From Day 1 to Day 2 I can only find one subtraction from Ninety-Five’s hotlist: Through the Breach. They were paying $5 on the card Day 1, and it’s possible their buy price didn’t even change much from Day 1 to 2. But a decision was taken to deprioritize Through the Breach, perhaps in favor of Path to Exile at the same price tag. The best buy price on Ultimate Masters copies of Through the Breach online is $4 according to Trader Tools, so maybe they took in enough copies Day 1 by offering a competitive buy price.

There was an error retrieving a chart for Through the Breach

From Day 2 to Day 3, the first hotlist exit is Resplendent Angel. On Days 1 and 2 they were offering $8 for the card, 33% higher than the top buy price online. Perhaps they took in a bunch of copies after the first couple days. Or maybe they simply ran out of space after adding Horizon Canopy. Either way, someone had to make the choice that Horizon Canopy was in and Resplendent Angel was OK to fall off the list.

The second card to fall off the Day 3 hotlist was foil Japanese version of Liliana, Dreadhorde General. Their $900 offer was extremely high, leading me to believe they were on the hunt for copies to supply a particular buyer. Card Kingdom’s buy price, by comparison, is only $650 (though they are sold out, so this could increase). But perhaps they just like to have these in stock and were trying hard to take in a few copies. Either way, they must have satiated the most urgent demand since the conscious decision was made to take this card off their hotlist on Day 3.

As far as I can tell, these were the only subtractions from the hotlists.

Price Changes

The final thing I want to review from Ninety-Five’s hotlists are adjustments to buy prices. I’d expect only price increases to occur on these hotlists—if a hotlist price was to be decreased, it means enough copies were acquired and the card probably doesn’t belong on the hotlist anymore.

From Day 1 to Day 2, Ninety-Five’s buy price on Mox Diamond increased from $180 to $200. This reflects a recent increase in the card’s price. The top buy price online is $185 for the Stronghold printing, so $200 is certainly aggressive. But given this card’s recent strength, I’m sure other vendors will follow suit in the near future.

There was an error retrieving a chart for Mox Diamond

Another increase from Day 1 to Day 2 was Urza, Lord High Artificer, which increased on Ninety-Five’s hotlist from $25 to $27. This card must have been tough to take in when the buy price was $25, so a move higher was made in an attempt to attract more prospective sellers. The top buy price online is $25 according to Trader Tools, but perhaps supply is outpacing demand at the moment and this card’s price is on its way up?

Shifting to Day 3, the most significant buy price increase was in the MagicFest foil promo Sol Ring. After offering $70 for the card at first, Ninety-Five decided to increase their offer to $100! This has to reflect the demand for this card and Ninety-Five’s desire to be competitive with other vendors in the room. In fact, they even tweeted out their $100 buy price on this card, specifically, later during Day 3.

Wrapping It Up

MagicFest Las Vegas is always a great event to study the Magic market. It reflects the simultaneous presence of so many cards and so many vendors, enabling instantaneous transactions to help market prices reach equilibrium. There’s no delay in shipping, no arguments over grading, and no order cancellations in the traditional sense. This is why I like to examine this event closely for pricing trends.

Unfortunately, I wasn’t able to attend this year. But that doesn’t mean I can’t glean some important information about Magic’s economy. By examining hotlist trends, I can identify what cards were on the move and what cards were a bit more stagnant. Since Ninety-Five graciously tweeted out their hotlist each day of the event (and their hotlist is organized, easy to read, and so extensive), I used their numbers as my gauge.

After this assessment, there are some clear trends. Horizon Canopy and Mox Diamond are hot; Through the Breach is not. But the biggest winner of all is the foil MagicFest promo Sol Ring. I get the card is attractive and the current supply is constrained. But I’d recommend caution to people interested in acquiring copies. We know more copies will be disseminated at subsequent Magic events, and we are nowhere near peak supply just yet.

Once vendors return home from Vegas and start listing their newly acquired inventory for sale, we should see the price on this Sol Ring pull back. It’ll be interesting to see how this card’s price evolves over time, along with the rest of the weekend’s hotlist movers and shakers.

…

Sigbits

  • I already talked about Mox Diamond’s recent move. Card Kingdom is currently offering $180 for Stronghold copies and $210 for the FtV foils. This is nearing recent highs, and it wouldn’t surprise me to see these numbers both climb. Perhaps the printing of Wrenn and Six has fueled demand for this card? I could see the synergy making it more playable in Legacy.
  • One card I don’t talk about much is Intuition. Foil copies of this card are quite costly, and Card Kingdom has it on their hotlist with a buy price of $140. While not bad, it’s worth noting that ABU Games offers even more: $145.63 in cash or a whopping $311.85 in credit (valued at roughly $180).
  • Today must be Reserved List foil day, because I have yet another one for you on Card Kingdom’s hotlist: foil Yawgmoth's Will. Card Kingdom is currently paying $130 for the card. But if you have some of these foils to sell, you should again look to ABU Games because they’re offering $150.15 in cash, $321.75 in credit!

Modern Top 5: Beaters

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Beaters, or combat creatures, are among my favorite types of Magic cards. They serve to pressure opponents in the most straightforward way possible: by attacking efficiently. Weaker beaters, such as Delver of Secrets, are at their best when paired with disruption; stronger ones can emerge later in the game to take over or put things away. One beater in particular has deeply altered the Modern landscape since rearing its ugly head.

Reality Smasher

In "Tough as Nails: Combat, Removal, and Stats," I slotted these creatures into different Stages depending on the part of the game they usually resolve. Today we'll go a step deeper, breaking down the biggest, baddest beaters in Modern.

Beating the Horse

A standby metric for these articles is power, which describes a spell's impact relative to its mana cost. But since beaters are just glorified stat vessels, I've split that metric into its two rightful parts.

  • Bulk: The creature's power and toughness.
  • Castability: The ease and speed with which decks tailored to do so can produce the creature.

Omitted from these metrics is utility, a definite factor when it comes to certain beaters, such as Thought-Knot Seer. This call was made on the basis that beaters are rarely employed for their utility applications. For instance, Tron is the only non-beatdown deck that runs Seer; while the fair Plan B does contribute to that choice, Seer is more critical as a colorless Thoughtseize. Then there's keywords, specifically evasion ones; I've tied these into bulk.

For this edition of Modern Top 5, I've elected to get away from the splashability metric. Tarmogoyf's fall from grace as a splashable beater symbolizes Modern's larger shift into a format that doesn't indiscriminately pack beaters; rather, the format's premier combat creatures helm decks all their own, as perhaps introduced by Hollow One. The resulting decks are machines designed to produce, and then extract the most from, their respective threats.

Another old metric returning in its original form, though, is resilience. To quote "Modern Top 5: Enablers:"

Resilience: The degree to which the card proves unfazed by targeted or splash disruption.

Resilience describes an enabler’s ability to function under pressure. Cards like Thalia, Guardian of Thraben, Chalice of the Void, and Damping Sphere are Modern mainstays, and each of these mess with a subset of played enablers. Factors to consider when judging resilience include how common the top hate cards are in the format, whether they see mainboard play, and the amount they cramp the enabler in question.

As applied to beaters, resilience asks how much targeted hate they can stand before ceasing to apply adequate pressure: the larger the amount, the higher they score. One common factor in this metagame is immunity to graveyard hate. Ignoring less surgical options, such as all-purpose targeted removal or sweepers, yields extra points.

#5: Mantis Rider

Bulk: 3

Let's be honest: 3/3 isn't much to write home about. Freaking Wild Nacatl costs one mana! But Mantis Rider's keywords pack a subtle punch that functionally increases its size.

Haste, the most gamebreaking of the evergreen mechanics, gives Rider a sizable power boost. Say it stays on the battlefield for only one turn cycle after coming down. That's still two attacks; its power may as well have been six in this case. Three turns? May as well have been four. And in a turn four format, how often is the turn clock going to outrun the damage advance?

Then there's flying, grandfather of evasion keywords. Being able to out-muscle enemy beaters becomes less of a factor when Rider just soars over them. And vigilance, which lets pilots essentially double up on Riders—with "one" attacking and "one" blocking, that three mana ends up buying twice as much power and toughness as advertised.

Castability: 3

Rider is mostly played in Humans, a deck capable of pumping it out on turn two should Noble Hierarch live. If the dork dies, though, Rider becomes a top-end threat for the deck, and one they might not have time to cast against the format's faster decks. This volatility speaks to Humans's dependance on its opener and on enemy options not lining up correctly, and plants Rider firmly in the middle of the metric.

Resilience: 2

All the removal spells kill Mantis Rider, including Lightning Bolt. But against Humans, that Bolt may have been spent on Champion, Hierarch, or Thalia by the time the 3/3 resolves. To its credit, Rider enjoys total immunity to graveyard hate and hosers like Chalice of the Void; in this metagame, Leyline of the Void in fact sees more play than the red instant.

Overall: 8

#4: Tarmogoyf

Bulk: 3

4/5 really ain't what it used to be. These days, the only decks running Goyf count on the beater as 3/4 or 4/5 in the early game, and plan on growing it to around 5/6 later on. The Lhurgoyf indeed boasts the potential to grow much larger, but if your deck is going to be built around a beater, better make it one of the higher-reward creatures listed below. Rather, Goyf shines alongside a core packed with disruption and in lieu of more effective attacking options. When a deck is stuffed to the gills with ways to tell the opponent "no," it simply can't accommodate the wealth of enablers required by Modern's more alluring combat creatures.

Castability: 5

Man, is Goyf ever castable. That's always been the case in Modern, when even utterly off-color decks like UR Twin would splash for the threat. Its cheap, color-light price tag is what keeps it at the top tables at all these days, now right at home in its favorite midrange deck, Jund. That strategy's otherwise color-intensive roster and high curve make Goyf a welcome draw at all stages of the game.

Resilience: 1

I never thought we'd see the day where Mantis Rider is tougher than Tarmogoyf, but here we are. Goyf was once feared in large part thanks to its resilience; graveyard hate was far less prevalent in Modern's early days, and we didn't have Fatal Push to check Goyf at a tempo gain. Push itself relegated Goyf to usage in just a few strategies, but the uptick in graveyard hate has also hurt the card—it's just incredibly fragile right now. No matter when Rest in Peace comes down, all Goyfs will be reduced to 0/1, be they in play, in hand, or in deck. That's untrue of other graveyard creatures, which may demand more resources to be cast, but reward pilots by sneering in the face of late hate once on the battlefield.

Overall: 9

#3: Thing in the Ice

Bulk: 4

Enter the big boys. At 7/8, Thing in the Ice possesses more raw size than any Modern staple this side of Horizons. Its transform ability also clears the battlefield for a first hit, dealing with would-be chump blockers and revenge killers.

Castability: 2

While 1U is supremely reasonable, sticking Awoken Horror is a bit harder than its casting cost might suggest. Thing requires four instants or sorceries to be cast before flipping, making it among the least "castable" beaters here—before transforming, after all, it's not so much a beater as a poor man's Wall of Omens.

It's true that UR Phoenix, Thing's primary home, is more than capable of accommodating the 0/4 by turn three. But mulligans complicate this gameplan, as can extenuating game state circumstances. In many scenarios, that turn-three Thing is a lot easier to achieve than a turn-six one; without a stream of resources handy, Thing forces pilots to wait around until they've met its demands prior to turning sideways.

Resilience: 4

Fatal Push kills Thing, but Bolt doesn't. Sound familiar? Goyf's is a similar story on that front; Thing's big advantage over its green counterpart is a complete obliviousness to the graveyard. It's also very difficult to kill once Awoken, as swaths of damage-based removal are currently employed to remove buff creatures: Dismember and Lightning Axe, for instance, become useless in the face of a 7/8.

Overall: 10

#2: Reality Smasher

Bulk: 4

Joining thing at 4 bulk is Reality Smasher, who makes up for its smaller frame with evergreen mechanics. Haste puts its damage output above Thing's for the first three turns, and trample deals with chump blockers beyond the pivotal transformation turn. The broken Eldrazi deck of winters yore may well have still dominated without Reality Smasher, but this 5/5 nonetheless proved the face of the menace, in no small part thanks to its raw aggressive output. CRUNCH!

Castability: 2

Castability is where Smasher struggles. It doesn't require additional work like Thing, but five is a heck of a converted mana cost. The decks that employ Smasher tend to have Eldrazi Temple on hand, or simply assemble Tron with some accuracy, making Smasher closer to a four-drop.

But that's still more mana spent than anything else on this list. Indeed, Smasher is the only Stage 3 combat creature here, signaling a momentous shift in Modern's power balance that we'll delve into in the next section.

Resilience: 5

Leyline? Shrug. Fatal Push? lol. Assassin's Trophy? Congrats; enjoy your discard! Whatever your answer, Smasher probably just doesn't care. And if it does, opponents are forced to minus just to get it off the table. The exceptions are sweepers, a card type nigh-exclusive to UW Control, and larger-still bodies, which can be run over with Dismember.

Overall: 11

#1: Hogaak, Arisen Necropolis

Bulk: 5

This is it: the final frontier. Nothing dwarfs Hogaak in Modern except for dangerous Death's Shadows. But even those don't have trample, a keyword that takes Hogaak from dumb to absurd; Shadow clings to red for Temur Battle Rage, while Hogaak has one built-in.

Castability: 4

Two black or green creatures in play and five cards in the graveyard. Steep casting conditions? Apparently not; Frank Karsten asserts that Hogaak can be cast on turn two in 60% of games, a feat eminently doable even on a mulligan to five. And who are we mortals to argue with the numbers?

The wizards behind the curtain are Stitcher's Supplier and Satyr Wayfinder, which turbo-charge the graveyard, provide bodies to convoke with, dig for additional bodies in the form of Bloodghast and Gravecrawler, and draw into Hogaak itself. These creatures ensure Hogaak's dominance, helping it come down with the speed of a Stage 2 combat creature despite boasting Stage 4 stats.

Resilience: 4

Before we touch on graveyard hate, let's consider Modern's other checks to fatties. Terminate, Assassin's Trophy, and the like take Hogaak off the table as they do Reality Smasher. But instead of making opponents discard, Hogaak does us one better: it comes right back to the battlefield! Removing Hogaak really means exiling it, but that's also a shaky plan; Path to Exile can be responded to with Carrion Feeder, sacrificing Hogaak for the Greater Good. In lieu of Feeder, exiling one Hogaak won't change the world, either; its namesake deck specializes in stuffing the graveyard full of convoking delvers, so there's likely to be another in tow.

Which brings us to the elephant in the room: hosers, of which Modern stocks plenty. With either Leyline of the Void or Rest in Peace in play, Hogaak can never hit the battlefield. So why does the data indicate that packing these cards in spades does not add many, or any, percentage points against the infamous Avatar?

For one, Hogaak is ready for the hate. Its enablers are efficient enough, and the deck streamlined enough, that its pilots don't mind running more enchantment-removing cards than opponents could even have hateful enchantments. And they're all coming in, with little change to Hogaak's speed consistency.

Second, the deck is too fast. Slamming Rest in Peace doesn't invalidate a Hogaak already on the battlefield, as with Tarmogoyf; the enchantment needs to be in play first. Except Rest in Peace pilots, even assuming they run four copies, don't play one- and two-mana creatures that cast functional Ancestral Recalls and Impulses upon resolution to look for that enchantment. In other words, Hogaak is far more likely to have Hogaak than anything else is to have Rest in Peace—or Leyline of the Void, actually fast enough to stop Hogaak, but also stringent enough to necessitate a copy in the opening hand. This option has been considered by some high-level (and tournament-winning) players too unreliable to even employ.

Then there are lower-tier grave-hate options, such as Tormod's Crypt, Ravenous Trap, and Relic of Progenitus. These speedbumps are of little import to Hogaak, which can go off without even removing them. My favorite of this bunch is Surgical Extraction, which can indeed prove gamebreaking when it successfully exiles the titular threat. But targeting Hogaak itself is no picnic, as pilots retain priority to cast the 8/8 after milling it; wary Hogaak players won't give opponents a window to use Surgical.

Overall: 13

Hard to Beat

All these factors combine to give Hogaak a score not just one, but two points higher than my #2 choice. Modern has become about beaters, but looking more closely, it seems to have become mostly about one in particular. Whether the deck's supposed volatility will end up checking it over the coming weeks remains to be seen, but color me skeptical. There are other players in this beater's game, but the deck seems stacked against them.

Grave Matters: GP Birmingham Analysis

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Another event-filled weekend, another data dump, another chance for Modern to adapt and contain the arisen menace. It may not be likely, but as someone locked into making the trip to GP Las Vegas, I feel the need to hope. Barring a sudden abandonment of Hogaak, Arisen Necropolis in Birmingham, I was also hoping against all reason for an emergency ban. Since there was no ban as expected, lets get into the data from GP Birmingham.

Day 1 Metagame

I genuinely feel spoiled by Channelfireball this time. They released not only the usual Day 2 and Top 8 data, but Day 1 as well. Thus, for I think only the second time, I can analyze the entire event as it unfolded. Only the percentages were reported, but since Channelfireball also reported the attendance numbers, I was able to convert that into actual deck numbers (plus or minus one due to rounding). I'm only focusing on those decks that represented 3% of the field or more to make the data comprehensible.

Deck NameTotal %Total #
Hogaak10.394
Jund7.770
Tron7.366
UW Control6.256
Burn5.954
Izzet Phoenix5.449
Mono-Red Phoenix4.1 37
Humans4.137
Eldrazi Tron3.633
Urza Thoptersword3.027
Other21191

Day 1 doesn't look like anything special. As we've come to expect over the years, the other category is the largest by quite a wide margin. Hogaak is the most popular deck, but at just 10%; this data spread would lead you to think that the format is relatively healthy.

Day 2 Metagame

And then you'd look at the Day 2 metagame and have that illusion snatched away. This chart shows the same decks from the previous table so we can compare conversion rates. It's not a pretty picture.

Deck NameTotal %Total #
Hogaak21.937
Tron7.112
Burn7.112
Urza Thoptersword5.910
Mono-Red Phoenix5.910
Jund 5.39
Izzet Phoenix5.39
UW Control4.17
Eldrazi Tron4.17
Humans3.05
Other11.319

With ~22% of the Day 2 field and a massive ~40% conversion rate, Hogaak completely dominated GP Birmingham. Its nearest competition was other with ~11% and a piddly 10% conversion rate. This is very clearly an unbalanced metagame. Tron and Burn are the best-represented decks after Hogaak. Burn makes sense to me since in my experience Hogaak readily bolts itself multiple times in the early turns. Tron has the sweepers to manage Hogaak, but most of its threats are so slow I'm surprised by its success. I'd guess that maindeck Relic of Progenitus is key, though I'm skeptical that it is enough.

The Top 8

The Top 8 is not really useful for judging the metagame as a whole so much as seeing how that metagame turned out. The Day 2 numbers were mostly predictive of the final results.

Deck NameTotal #
Hogaak3
Mardu Shadow1
Urza Thopter Sword1
Burn1
UW Control1
Hardened Scales1

That's a lot of Hogaak in the Top 8. However, unlike last week, Hogaak didn't win. Instead, it was Mardu Death's Shadow. The reason it won is instructive. Game 1 was won thanks to Temur Battle Rage, where Game 2 was won thanks to discard spells eliminating all Hogaak's enablers. Like all Belcher decks, Hogaak's payoff cards only work when used alongside a specific combination of enablers. Disrupting them in a timely manner is the key.

The SCG Classic

Concurrently, there was an SCG Open in Richmond. This was a team event, so I'm not going to look into its results. Team events completely distort individual deck performance. However, the Modern Classic is another matter, and is worth inspecting.

Deck NameTotal #
Hogaak2
Jund2
Tron2
Eldrazi Tron2
UW Control2
Izzet Phoenix2
Mono-Red Phoenix1
Four-Color Urza1
Cheer0s1
Burn1

Once again, the SCG Classic presents an odd counterpoint to the rest of the data. Hogaak was just another deck. True, in a change from last time, it won the event, but that's not analytically important right now. Based on the observed results, any deck could have won. Also again, this apparent contradiction between events highlights the mercurial nature of Hogaak. At least other busted decks showed consistent results. Hogaak is certainly absurd, but the lack of consistency keeps raising question marks and muddies the picture.

The Deck Dump

The results data tells a clear story of Hogaak warping Modern, dominating events, and generally being a huge mistake that I can't fathom Wizards missed. However, the more specific data complicates that story. Specific events show huge deviations from expectations given the narrative, and that deviation gets wider if you dig even deeper.

In what I imagine is a first, all the decklists from the GP have also been published. Praise be to Frank Karsten! A pile of decklists doesn't mean much for statistical analysis unless you pull them all apart to look at archetype card choices (which takes more time than I have available), but it doesn't need to. Instead, decklist data allows me to get a look inside players heads.

In a vacuum, players  choose the cards that define their archetype and make their gameplan possible. Card selection is therefore sterile, predictable, and too boring to investigate. However, in reality players are actively testing matchups and making choices about which cards to actually run in flex slots and sideboards. These decisions reveal how they see their place in the metagame as a whole, and therefore an insight into their minds. And what I find by reading those tealeaves really muddies the picture.

The Big Question

Do the actual decklists show evidence of Hogaak's warping of Modern? Reading through all 911 decklists would take too long for me to do for this article (and frankly be so mind-numbing I'd just forget anything I found), so instead I used a random number generator to select about 100 decks to look at. A random sample is valid for analysis as long as each member of the population had the same chance of being picked. Thus, the odds of each opinion or outcome had the same chance of appearing in the sample, and therefore should appear in the sample in proportion to the actual population; the sample should indicate whether or not players' choices are being warped by the existence of Hogaak.

After going through my sample, I can't conclude that they are. For the most part, they look like normal decks. For example, the 97th place Humans deck could be a pre-Modern Horizons Humans list. There's no overwhelming dependence on graveyard hate, special anti-Hogaak cards, or other signs of a warp. Ravenous Trap isn't a common card, but it's not outside of Humans' wheelhouse. It's significant that, given the narrative that graveyard hate is essential to beating Hogaak, Chris Vincent only ran three pieces. This decision was echoed up and down the list, such as the four Grafdigger's Cage in the 720th place Hardened Scales deck (the fifth place version only had three), the 27th place Merfolk deck, or the 104th place Burn deck. Most of the players in my sample decided that it was better to maintain their gameplan and their sideboard percentages against non-Hogaak decks than worry about beating Hogaak with hate.

For the most part, the decks that do some evidence of warping only have it weakly. The 67th place UW Control list has maindeck Surgical Extraction and a full set of Rest in Peace in its sideboard. However, that isn't too extraordinary, because it's not a recent change; control players had been maindecking Surgical since Arclight Phoenix became a thing, and typically run at least two Rests regardless. The 8th place UW list had the Surgicals but only three Rests.

The 101st place Eldrazi Tron list had a full set of Leylines in its sideboard and a Tormod's Crypt. While I have no way of knowing, I'd guess that the Leylines are only there because wishing for Crypt with Karn is too slow most of the time, and without Hogaak, Fabio Aldrighetti wouldn't have bothered. Otherwise, his deck looks like normal Eldrazi Tron. The signs of an actual warp in player's decisions are minimal.

A Wrinkle

That is, until the actual Hogaak lists are also considered. Every Hogaak list in my sample and in the Top 8 played a full set of Leyline of the Void. They also never had less than five cards that remove enchatments in the sideboard, with a minimum of 2 Force of Vigor every time. The most common configuration was 3 Force and 3 Nature's Claim sideboard, and 2 Assassin's Trophy maindeck. Even if everyone else demonstrated indifference towards Hogaak, it was not doing so towards itself, and was fully prepared for an anti-Hogaak meta.

The other twist in this warp narrative is that there is no correlation between a deck's quantity of graveyard hate and its final placing. To reiterate, the 5th place Hardened Scales deck had less hate than the 720th place version, and few differences in flex slots. Almost all the Burn lists are maindeck copies of the 6th place deck with less than three sideboard cards different. Thus, I cannot conclude that it pays off for any non-Hogaak deck to specifically target Hogaak.

Deep Dive

This is in line with my testing for GP Las Vegas. I spent many hours running a very hateful UW Spirits with maindeck Remorseful Cleric with Leyline of the Void and Surgical Extraction sideboard against various Hogaak lists. I then compared its results to a tweaked version of my MCQ list (-2 Damping Sphere, +2 Settle the Wreckage, for the curious). The normal Spirits list won more than the very hateful list, but not by enough to matter statistically. I think it currently stands at ~100/~90 in favor of the normal list. I've been skeptical of Leyline and Surgical for a long time, and my testing justified a lot of that skepticism.

The problem is that graveyard hate is only useful against Hogaak under specific circumstances: if you can exile their 'yard after they've spent a ton of resources to fill it, but before they get any value from doing so. Removing the power cards in Hogaak and Vengevine with Surgical is good, but happens if and only if Surgical is in hand while they're in the 'yard. Given that you're only ~40% to have Surgical in hand and Hogaak can churn through its deck extremely quickly, the odds aren't in your favor. Drawing Rest in Peace later in the game isn't optimal, but is still useful since it still exiles the existing graveyard and shuts down recursion engines. Late Leylines or Surgicals do nothing. By going for the silver bullets, I was putting a lot of cards into my deck that were dead if not drawn at exactly the right time. When things line up, it does great; when it doesn't, I lose.

Besides, the hate isn't all that effective against Hogaak. With Rest on the board, the recursion engine is dead, and Hogaak is almost certainly uncastable. That doesn't stop Hogaak from just swarming the board with dinky creatures and Vengevines. Given that the hateful builds don't actually kill Hogaak and sometimes lose to having unusable cards, I don't think it's worthwhile.

Conclusion for Vegas

The conclusion I draw from all this data is that I shouldn't try too hard to beat Hogaak. My testing has shown that the fast graveyard hate is ineffective and frequently counterproductive, so I'll be playing a more normal deck this Friday. The other thing I've found testing is that Hogaak needs to do a busted thing to be good. It digs through its deck better than anything else I've tested against, but if that doesn't turn into a significant board presence, it can't win a game. Given time, any deck can beat Hogaak, and it relies on getting very good flips into its graveyard to win. The deck can go off turn two 60% of the time under lab conditions, but it also has to do that at least two times in a row to win. I'm better off focusing on playing a reasonable game rather than trying to shatter their statistics.

I also expect Vegas to be a relatively small tournament. Birmingham and Minneapolis have been down from their previous numbers, and I expect the trend to hold. I think this is the result of players being turned off by the threat of Hogaak rather than the deck in actual fact. You're unlikely to hit a single copy in the Swiss, after all. That's what I hope, at least.

Final Hurrah

One way or another, we're nearing the end of Hogaak's influence. Next Monday, the Necropolis will likely be banned, and then Modern can finally start to figure out the real impact that all the new sets have had this summer. And I'll see you then, with my lessons from Vegas.

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