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A surprising amount of MTG finance plays out on tournament floors. Between StarCityGames Opens and Grand Prix/MagicFests, these massive tournaments often wind up driving prices as much as or more than new set releases. Pro Tours/Mythic Championships are a different animal entirely; often dictating the course of the entire associated constructed format for weeks or months to come.
The Easy Stuff
Pro Tour finance tends to be very straightforward. A card that has a strong showing on camera will likely see a price increase. The order of magnitude is determined by how vast the difference is between the old perception of the card and the new perception of the card. A bulk mythic that turns into a 4-of in the best deck will see a massive price increase.
A more obviously powerful mythic like Teferi, Hero of Dominaria will see a smaller increase. Pro Tour finance is very intuitive, and stories of individuals buying numerous copies of a breakout card for a massive discount are common.
The Aggressively-Not-Easy Stuff
SCG Opens and MagicFests are far messier. Most competitors at these events are trying to mitigate their losses/maximize their gains, and don’t know the best way to do it. I get asked all kinds of questions at these events about blink-and-you’ll-miss it finance plays. “Should I sell my entire Hogaak, Arisen Necropolis deck to a vendor after the event?” “What’s the best way to convert prize tickets to cash?” “Should I buylist my Wrenn and Sixes for $62 per (MF Detroit buylist price) and hope to buy in cheaper in two months?” These are just a few examples, but they illustrate a similar picture: there are few or no common-knowledge heuristics for buying and selling cards at large Magic tournaments.
Have Tickies, Want Monies
The easiest method to develop a heuristic for is converting prize tickets to cash. Unlike other MTG finance decisions, this one tends to change very infrequently. Aside from a few small deviations, prize ticket values and prizes are usually very similar from tournament to tournament. It can certainly be overwhelming to walk up to the prize booth and be met with over a hundred different methods of spending your prize tickets. Typically, most of these can be ignored if cash is your primary concern.
The most common valuable conversions are current set booster boxes, oversized cards, and uncut sheets. The latter two options are very rare items that can usually be sold for a higher rate than the normal ticket to booster pack conversion. In the past, I often saw complete sets being slightly undervalued by SCG’s prize wall, but they seem to price them more appropriately these days. I would still recommend calculating how many booster packs a complete set would cost you and compare that with how much you can sell it for on eBay if you’re willing to put in the work. Keep in mind that you’ll lose 10-15% of that eBay number to fees and shipping costs.
Current set booster boxes are easy to convert to cash. Just undercut Amazon/eBay in your local Magic Facebook group and a buyer will materialize. Undercut it by $5 if it’s a popular set, or by $10-$15 if it’s an unpopular one.
Going Big
Oversized cards and uncut sheets are much harder to sell, because the market is very niche and they are bulky and fragile, making them difficult to ship. With oversized cards, don’t even bother unless it’s a more iconic card that people will want, but there is a sweet spot. MagicFest Detroit had a sweet Japanese alternate art Narset, Parter of Veils as an oversized option, but it cost as many tickets as two oversized Lightning Bolts.

I doubt the monetary conversion would work out favorably there. Uncut sheets tend to be much more of a slam dunk because the demand for any uncut sheet is going to be higher than the demand for an oversized Glorybringer. The cardinal rule for uncut sheets is to treat them like they’re stolen paintings from the Louvre. They’re extremely fragile and easy to damage, and if you let that happen to yours, you’re going to feel like an idiot. Don’t bother with eBay on these; take them to one of the associated Facebook groups. The market there is stronger and the fees are lower or non-existent.
Let's Lay Down Some Ground Rules
An important rule to keep in mind when converting your tickets is to think about any purchases you might be making in the next few months. If you’d be spending cash to buy two boxes of sleeves in the next 3 months, you should absolutely save yourself the cash and snap those up now for tickets. Same goes for cardboard. Is there a new staple that you need for your deck? Grab store credit and save yourself the cash.
Our other frequent tournament questions are more contextual. We’ll stick to my two golden rules of MTGFinance for these:
- Lock in surplus value as soon as possible.
- Cut your losses as soon as possible.

Two rules.
These rules paint a very risk-averse portrait of me. This is an accurate portrayal. I’ll take some stupid risks sometimes for funsies, but most people would rather my advice make them some money rather than give them a stack of Sundial of the Infinites.
Example Time!
An example of Rule 1: Did you buy your Wrenn and Sixes when they were $25? If so, go ahead and buylist them for $62 and lock in that value. Don’t expect them to randomly tank in value unless you like to gamble, so if you need some of those to play with, hold onto them.
An example of Rule 2: Go ahead and sell your Hogaak, Arisen Necropolis deck. This question was asked to me pre-banning at SCG Pittsburgh, and even now that the deck is coming back to the forefront of Modern, I still think selling was correct. Lots of the deck’s staple cards have gone down in price since then, so much so that if you still needed them you could have bought them back with your buylist bucks now.
Can you imagine how much of a slam dunk it would have been if Hogaak, Arisen Necropolis was banned as well? Or Vengevine? Don’t get greedy. If you care about money enough to consider buylisting the deck, you should buylist the deck. You may lose some amount of money depending on at what point you bought in, but if you wait a week to try and sell the cards online to an apprehensive market and get gut-punched by the banned and restricted announcement, you’re going to feel foolish.
Thank You For Reading!
If you try and apply these rules first and foremost to your MTG finance decisions on the tournament floor, you’ll find yourself more frequently in the situation of being able to buy card for the next tier 1 deck. More importantly, you'll less frequently be in the situation of leaving your banned deck in a deckbox on your kitchen table for 14 months until Survival of the Fittest gets unbanned in Legacy and spikes your Vengevines again. Thanks for reading, follow me on Twitter, flame me on MTGO, etc, etc.



topdeck war, value chains can begin from any link—Dreadhorde flashes back Unearth which targets Thunderkin which reanimates Skelemental, and Seasoned Pyromancer digs pilots into a chain-starter, helping BR topdeck extremely well.
creatures, per se—those creatures entered the battlefield large enough. The name came, rather, from
Huntmaster can take over creature matchups by himself, and at four copies is a highly reliable plan. Thought Scour is another instant-speed cantrip to support Brineborn, and this Temur shell funnels the extra binned cards into Magmatic Sinkhole, a card fast becoming the breakout removal spell of Modern Horizons.


I hate playing popular decks at big events. Other players will have practiced against the deck and prepare a good plan for victory. There's usually a very good reason that the deck was popular in the first place, and I knew Humans's power and flexibility could push through anything. However, I don't want to give my opponents any value from direct experience from their own preparation.
Force of Negation is a bit more speculative. I don't like the card, but it does close a gap in Spirits and it looked useful enough to make some room. Having to hold up Spell Queller in combo matchups can really kill your clock, and Force does let me tap out and not just lose.
Runed Halo is a very underappreciated card. The number of decks that rely on very few threats and can't remove enchantments is surprisingly high. I started running it just against Valakut decks, but it's proved to be far more versatile than expected.
Both times, Game 1 is very easy as I simply run my opponent over. I opened on Vial into 1- and 2-drops turn two with Spell Queller for the turn three Thought Knot-Seer and just stomped to victory. Game 2, both of us see all our removal, and it turns into a staring contest. A highlight for me is getting two Walking Ballistas with Detention Sphere with Stony Silence out. However, even with lots of extra draws from Sailors (which end up doing a lot of damage), I just flood out and get smashed by spaghetti monsters.
In Game 2 he has many infectors which I answer, but my anemic followup clock lets him back in the game. He has all his Noble Hierarchs, so any infector connecting kills me. Fortunately, I can just keep chumping his Elf and try to race. Unfortunately, he finds Blighted Agent and I'm one point short of killing him.
I knew my opponent was on Dredge, having sat next to him Round 2. I keep my Game 1 hand on the basis that I can Force his Faithless Looting and not just be out of the game. That happens, he has another Looting, dredges a lot, hits me with several Creeping Chills, and does nothing else until he's dead. His dredges were all bad and he didn't have green mana for his Life from the Loams.
Game 1 he's got a lot of chaff and two Ravagers. I gradually chew through everything, Path his modular targets, and get favorable trades using Selfless Spirit until he's out of gas. Affinity doesn't do well against fliers. I have to beat him down from 32 thanks to huge Vault Skirges.
Sphere was very ineffective since Eldrazi plays far more lands than normal Tron and doesn't really need the acceleration.





The main argument against the walker is that it doesn't fit with our primary gameplan. Colorless Eldrazi Stompy wants to slam a lock piece and then clean up the mess with big dudes, applying pressure via raw bulk while disrupting the opponent. In this way, it offers a go-tall analogue to Humans' go-wide strategy. This point has been bolstered by the London mulligan, which lets players execute whatever gameplan they prefer with heightened accuracy. We used to open Temple most of the time; now, we open Temple all the time. So why dip into a Plan B at all?
The reward for maining Karn is that previously impossible matchups become feasible. Whir Prison has become Urza's Thopter-Sword, and a resolved Karn makes life as tricky for that deck as it does for dedicated Bridge strategies. Besides, the Mycosynth lock is still an option against decks wielding Ensnaring Bridge. Another artifact deck we could almost never beat pre-Karn is Hardened Scales, which still exists post-Horizons. And UW Control, also a lacking matchup, is a great place for Karn to shine. Similarly,
I'm up to 3 Blast Zone and don't anticipate going down any time soon. Having mass removal on an untapped land is just superb in this deck, no matter how clunky it might be. I've had to learn to sequence better with Zone in the deck, at times taking turns off to prevent dying a few turns down the road to something I could have sniped a bit earlier (e.g. Thing in the Ice or a planeswalker).
In the sideboard, I'm sticking with Gut Shot, planeswalker sniper extraordinaire that also excels against small creature decks. After War of the Spark's release, Gut has become even more vital, as Modern decks have come to increasingly rely on planeswalkers.
In terms of threats, Wrenn and Six joins the fray. Domri, Anarch of Bolas also performed well in this deck, and I ran a copy after War of the Spark. When Wrenn came out, I tried splitting the walkers, but found myself wanting Wrenn more every time. While Domri is a nice mid-game board-breaker, Wrenn fundamentally changes the way the deck plays.
Damping Sphere is great against so many decks. We cantrip a lot, but a Sphere in play doesn't just beat us as it does other decks. Great against Tron, Phoenix, Storm, Neoform, etc.







For the most part, they're all just
it.
Part of this upsurge may be Legacy spillover. I'm told that Wrenn is taking over Legacy. Most Legacy creatures are X/1's, so Wrenn's downtick is very relevant, but more importantly Wrenn is great with and against Wasteland. Thanks to dual lands, the opportunity cost of just running four-color piles in Legacy is pretty low. The ubiquity of Wasteland keeps these decks in check. Wrenn undoes Wasteland, and now
Seasoned Pyromancer is an exceptional card in any version of Jund. The 2/2 body isn't that impressive, but it doesn't matter given the card advantage it provides. I'm told, but can't verify, that Jund is cutting Dark Confidant because he's bad against Wrenn, and Bob is an investment. Pyromancer gives new cards up front, potentially with value. Obviously, discarding Wrenned-back lands is good, but turning useless discard spells into Elementals alleviates the problem of drawing the wrong part of the deck at the wrong time. He can then provide value from the graveyard. Pyromancer is a very solid card, and in my opinion, a far better reason than Wrenn to play Jund.
The other big trend I've seen is that Neoform combo is back. It was
The Bant versions I've faced so far have been really clunky. They've gotten a lot of Oops, I Win! combinations, but if they don't come together they really struggle. Giver of Runes and Teferi, Time Raveler are great for forcing through an infector and Scale Up allows some truly out-of-nowhere wins. However, these cards are replacing the pump spells that infect still needs to assemble so it can secure victory. The move from UG to Bant Infect appears to have exacerbated the "wrong-half problem" the deck already had.
because of the London mulligan; theorists
With London, it feels like you're making sacrifices. Frequently I and those I've spoken to have mulliganed into good seven-card hands, but once you start cutting cards they become unplayable. It feels worse when I London to five and and am left with a mediocre hand after choosing which cards to bottom rather than I opened a mediocre five. Then there are the times you bottom cards based on how you expect things to go, and they go a completely different direction, retrospectively making your mulligan decision bad. Again, I know that statistically and strategy-wise such a decision was good, but the loss feels worse.
