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Buying and Selling the All-Time Highs

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On a daily basis, I review MTG Stocks’ Interests page to track the largest movers in the market. This tracking doesn’t necessarily help me get in front of trends, but it at least keeps me abreast of market dynamics. This is valuable when constantly buying and selling cards.

One sub-page of MTG Stocks I don’t review nearly as often is the All-Time Highs/Lows page. But in reality, this is arguably the more valuable summary to review. Often times a card is bought out and its price is temporarily warped, making it seem ridiculously high on MTG Stocks.

There was an error retrieving a chart for Primal Beyond

That card may be hitting its all-time high, but that high only lasts one day. Most frequently a card that spikes proceeds to retract in the days following the buyout. Therefore, such cards don’t appear on the all-time high list for more than that 24 hour period, making most cards on this list a better representation of what is actually sustaining higher prices.

This week I’m going to review this underutilized page and flag cards that I think are a buy at all-time highs and cards I’d consider a potential sell. Such a review will reveal my thought process as I assess some of this market’s strength.

Buying at the Highs

To start, here’s a partial list of June 23’s all-time highs, which is the list I’m referencing for this week’s article:

I want to focus first on the Modern Horizons all-time highs: Wrenn and Six and Giver of Runes. Both of these cards are making waves in tournament play, and their recent movement is a reflection of how easily a Modern Horizons card can pop. With the higher MSRP, the overlap with Core 2020 and War of the Spark, and so many single-printing cards, Modern Horizons is a gold mine of potential profits. A card from this set need only have some success in a Modern or Legacy list, and its price can pop like a coiled spring.

With this backdrop, I’d consider these two cards worth holding. I’m not that excited about them now that they’re $40+ and $10, respectively, but I don’t see them giving up recent gains either. It’s hard to buy a card at its all-time high, but if you want these for play I don’t think waiting around will do much unless you think their impact on Modern and Legacy will evaporate…in which case, why would you want them to begin with?

Another card on this list I would still buy at highs is Pearl Medallion.

There was an error retrieving a chart for Pearl Medallion

In reality, the full cycle of Medallions is hot right now with Sapphire Medallion leading the charge. Card Kingdom has fairly aggressive buy prices on the Commander 2014 printings of these artifacts, and they are EDH gold as far as I’m concerned. Even though only Pearl Medallion showed up on June 23’s list, I see Jet Medallion hit its high June 22 and Sapphire Medallion hit its high June 19.

Unless Wizards does another mono-colored cycle of Commander decks (not likely), I don’t think they’d randomly throw these in a subsequent Commander product. I suppose they could show up in a Standard set at some point, but this is also doubtful.

Speaking of popular Commander cards, it’s not surprising to see Omnath, Locus of Mana hitting all-time highs. Wizards keeps printing new versions of Omnath—Omnath, Locus of Rage in Battle for Zendikar and Omnath, Locus of the Roil in Core Set 2020—but other than one From the Vault product, they won’t reprint the original version from Worldwake. This naturally drums up interest in the original version and I expect all three work well together in a Commander deck. Let’s not forget how rare mythics are from Worldwake, too. That set was released nearly ten years ago at this point, during a time when Magic wasn’t opened in the quantities it is today.

Selling Into The Highs

I don’t have a crystal ball and there’s no way I can predict what cards will be reprinted and what cards won’t be. But my thesis for selling certain cards at all-time highs boils down to two simple factors: a card is expensive due to being old and seldom reprinted, and it doesn’t have demand in formats where four copies are played in a deck.

One example of such cards is Alhammarret's Archive.

There was an error retrieving a chart for Alhammarret's Archive

After bottoming throughout 2017, this card has steadily climbed to its current all-time high and is closing in on $20. The card seems like a casual player’s dream, doubling life gain and card draw is something we all appreciate. I know better than to blindly trust EDHREC’s numbers, but it appears the card does have some utility in Commander. That said, it’s not ubiquitous in the format and it definitely doesn’t see play in Modern or Legacy. So why is the card so expensive? The card was printed once, as a mythic rare, in Magic Origins—a four-year-old set that wasn’t opened a ton.

If the card continues to dodge reprint, then of course Alhammarret's Archive’s price can continue to steadily climb. But this seems like an easy card to reprint, either in a supplemental Commander set or even in Standard. After all, the card isn’t exactly too dangerous to put back into Standard, and it seems like low-hanging fruit for WotC if they’re looking to juice a set’s EV a little bit. There’s no need to panic sell this one, but you should be aware of its high price tag and vulnerability.

The next card on the all-time high list I’d consider selling is Ophiomancer.

There was an error retrieving a chart for Ophiomancer

This is a Gray Ogre that gives you one 1/1 snake. I suppose this is effective as a chump blocker, and you get the snake back every upkeep, meaning you can block each of your opponents’ biggest attackers (without trample). Or, more likely, you could sacrifice the snake to some greater effect every turn. But this card isn’t in many Commander lists on EDHREC. I suspect its price tag of $13 is due to its single printing back in Commander 2013.

I suppose if this dodges a reprint another six years, it’ll be more expensive than it is today. But it’s certainly easy to throw in a future Commander product. If I owned any copies, I’d think long and hard about the utility I’m getting out of this Human Shaman and consider converting that $13 into something more powerful or with more potential upside.

The most obvious sell on this list is Trained Cheetah.

There was an error retrieving a chart for Trained Cheetah

This Portal: Three Kingdoms card was $3 for years and years and is only now, suddenly worth $160? I don’t think so. I smell a buyout. But the market price is $10, so I doubt we’ll see the Cheetah back to its former $3 price tag. That said, this card’s price is driven solely by rarity and collectability. I don’t even think this makes the cut in casual Cat decks. Sell them if you’ve got them. While you’re at it, sell Pale Bears at its high of $9 and Bear Cub at its high of $8.

Wrapping It Up

The all-time high list is really helpful in tracking real price movement of cards because it doesn’t shine a spotlight on buyouts. Sure, cards that are bought out that day show up on the list, but the majority of cards are steady climbers with real demand.

Since the stock market is at all-time highs and I’m looking to trim various positions into this strength, I thought I’d apply a similar thought process and examine which cards on the all-time high list are a buy and which are a sell. Sometimes the momentum and strength in demand are real, and a card hitting highs one day is likely to hit a new high the next. But not all all-time highs are created equally, and sometimes a card’s price gets too high for its utility and risk. An easy reprint of an obscure card printed in one set many years ago is quite risky to hold onto, and all-time highs can be an attractive exit point.

Right now, my general thought is that anything Modern Horizons is a buy or hold, even at highs. The most desirable cards from that set will be very hard to come by a couple years from now and I want to be a buyer while supply is high. Meanwhile, I’m bearish on anything related to bears (forgive the pun). I believe this trend won’t last, and even if it does, do we really think Pale Bears can sustain a $10 price tag? I’m not a believer.

Sell out of Bears, buy into Horizons, and you should be well positioned to ride higher highs and avoid any major pullbacks.

…

Sigbits

  • Don’t get me wrong, there is a newfound demand for all these random Bears. But some of these prices are ludicrous and Card Kingdom isn’t chasing. They currently have a $0.90 buy price on Pale Bears and a $0.21 buy price on Striped Bears. These are certainly above bulk now, but still don’t get me all that excited.
  • With recent spoilers, we’re also seeing Elemental cards gain interest from a tribal standpoint. Cards are exiting bulk and popping onto Card Kingdom’s buylist. This includes Roil Elemental ($0.80), Hellspark Elemental ($0.25), and War Elemental ($0.21). If you’ve got some time, dig through your bulk and pull out any Elemental cards you find—they just might fetch you a quarter each.
  • I’m noticing a trend with International Collectors’ Edition cards on Card Kingdom’s buylist. It appears that even the most unexciting of commons are buylisting for around a buck nowadays. Healing Salve, Holy Strength, and Holy Armor will each fetch you a dollar cash if they’re near mint. It may be time to dig through your obscure websites and LGS to see if you can find any of these near bulk prices.

Speculating Around Yarok, the Desecrated

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***Warning Magic Core Set 2020 spoilers***

We got quite the bomb dropped on us June 19th with the spoiling of Yarok, the Desecrated. This legendary creature is sure to be a huge hit in Commander and I wouldn't be surprised to see him make the top 5 favorite Sultai commanders. Panharmonicon has been a casual favorite since it was spoiled and now we have a more powerful version, as Yarok affects all permanent's enter-the-battlefield (ETB) triggers and not just artifacts and creatures, and it's stapled to a legendary creature in arguably the best three color combination.

Now not surprisingly we already have a good Sultai commander that tends to play a lot of creatures with ETB abilities in Muldrotha, the Gravetide, so we can begin looking through the top creatures in that deck and focus on ones with ETB abilities.

Picks

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This is my number one speculation pick for Yarok. It checks all the boxes;
  1. Reserved List
  2. Creates an infinite combo with Yarok
  3. Already desirable
The biggest downside is the relatively high buy-in of $23-$30 (depending on condition). I purchased 7 copies after Yarok was spoiled and while the price hasn't gone haywire yet, it definitely went up a few bucks since Yarok's spoiling. The fact that the "diet" version of this card Great Whale is already $8+ dollars and doesn't go infinite means that this card could easily be $35+ once a lot of people jump on the Yarok train.
Now, it is important to note that while this combo does provide you with infinite mana, that isn't necessarily an automatic win. You still have to have something to do with all that mana to actually win the game. Usually, when you can get infinite mana you can do whatever other broken things you want to do and win from there.
There was an error retrieving a chart for Panharmonicon
My number two pick is another card that's already popular in a multitude of Commander decks and is another "auto-include" in Yarok. The buy-in price on this one is in the $5.5-$6.5 range so it's not as painful to go a bit deep on. Foils already have a pretty significant multiplier of 3.5x. As we would expect any Yarok deck to play a significant number of creatures and artifacts that have ETB abilities, it's a no brainer to add another artifact that will add an additional trigger, giving you potentially three of every trigger.
There was an error retrieving a chart for Deadeye Navigator
My number three pick is one I'm actually ashamed I didn't immediately think of when Yarok was spoiled. In fact, my friend brought up that he'd purchased six extra copies during a ride back from our Thursday Commander night at our favorite LGS. I was able to buy 13 regular copies and one foil while riding back home.
Deadeye Navigator is an extremely powerful card in any deck with decent ETB creatures and he allows you to get infinite mana with Peregrine Drake, Great Whale, or Palinchron and you can at least get infinite ETB triggers with Cloud of Faeries. Deadeye Navigator already has a home in a lot of existing Commander decks and with a buy-in of around $3.5 for non-foils it seems like a relatively low-risk speculation opportunity with good potential upside of being an $8+ card.
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One important aspect that Yarok provides that we previously didn't have available was that all ETBs from any permanent trigger twice. This is critical because it means it can double abilities like Landfall. As this is a three-color deck that is likely to be very mana hungry, having a creature that can generate absurd amounts of any color of mana seems necessary. It's had a total of three printings, one of which was as a gorgeous GP promo, the most recent was in Iconic Masters, which was a limited print run set, and its original printing was as a mythic in Zendikar.
I bring all this up to imply that there are likely fewer copies floating around than you might initially think. Looking through TCGPlayer at the time of this writing there were 10 pages of Iconic Masters and 12 pages of Zendikar non-foils listed. Admittedly that is a decent supply, but I expect we'll start to see movement on the cheapest copies in the coming weeks as brewers start posting decklists on EDHREC and an "optimal build" begins to materialize.
There was an error retrieving a chart for Eternal Witness
Eternal Witness has had numerous printings thanks to it being a Commander staple and yet it still always manages to rebound in price somewhat. With most copies sitting around $4 currently. What intrigues me more is the foil Modern Masters copies which are under $10. There have been five opportunities to get foil copies of Eternal Witness; the UMA and Modern Masters ones are both under $10, but the Modern Masters version has the original Terese Nielsen art which is both iconic and beloved.
This is one of the rare occasions in which I advocate for not the cheapest option, though I wouldn't fault you for picking up some foil UMA ones given that they have less than a 2x multiplier to their non-foil counterpart.
There was an error retrieving a chart for Greenwarden Of Murasa
Eternal Witness's bigger brother, Greenwarden does see less play thanks to it's higher CMC, however, what amazes me is that foil copies can be had for under $4 currently. I do understand that Battle for Zendikar did get opened a ton due to people hunting expeditions, but still, that does seem awfully low for such a powerful card.
I picked up two copies writing my article just so I'd have them for myself. You could also spec on non-foil copies, but as so much product was opened I'd rather buy 1/3 as many copies of a foil mythic than a plain mythic in this case.

Conclusion

It's important to note that our Discord chat went a bit crazy when Yarok was spoiled, as there are so many good creatures in the Sultai color range with powerful ETB abilities. There are a lot of cards that could and likely will become "auto-includes" for this commander, but my focus is on the ones I feel will be in 80%+ of the decklists posted on EDHREC as those cards will be the ones with the most potential for significant gains.
Obviously, if they are good enough cards that they fit into a lot of other decks, that can be a huge plus. We'll have to wait and see how things shake out when Core Set 2020 is released

Beat This: Evaluating One-Mana Beaters

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

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

Cost vs. Reward: The Former

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

Resources Needed

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

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

Resources Used

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

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

Casting Time

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

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

Creatures

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

Artifacts

3 Mishra's Bauble

Instants

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

Sorceries

4 Thoughtseize
2 Inquisition of Kozilek
1 Faithless Looting

Lands

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

Sideboard

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

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

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

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

Cost vs. Reward: The Latter

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

Stats

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

Abilities

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

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

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

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

Durability

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

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

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

Evaluating Elvish Reclaimer

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

Cost

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

Resources used: None. Flying colors on this one.

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

Reward

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

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

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

Takeaways

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

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

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

And the Beat Goes On

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

Emergent Decks From Modern Horizons

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New metagames can be hard to pin down, as fresh cards lead to new brews and new tech, forcing established decks to adapt. This forces the new decks to adapt to the new pressure, and their success or failure creates ripples through the metagame. With War of the Spark and Modern Horizons released in quick succession, Modern is undergoing considerable churn.

Under normal circumstances, there would be SCG Open or Grand Prix results to start analyzing for new metagame trends. That's not happening this time. The next big Modern event is GP Dallas at the end of the month. Even once that data is in, it will almost immediately be mooted as a metagame indicator, because the metagame will be shaken up further wiith Core 2020 two weeks later.

If that isn't enough, Core 2020 will also inaugurate the London Mulligan to the general public. While the exact impact of this change on Modern is unclear, there is little doubt that it will have a huge impact on Modern. Given that Modern hasn't fully absorbed the previous two shocks yet, the two following shocks ensure that there is no definitive Modern metagame yet. However, some decks are rising to the top, and they're worth investigating in detail for clues about Modern's future.

Crossing Hogaak's Bridge

The results we have so far come from MTGO, and given Wizards' policy of curating the League lists, the only reliable metagame data comes from the Challenges. The first Challenge was dominated (though not won) by Hogaak, Arisen Necropolis-fueled combo decks. The second Challenge was won by Hogaak, though the deck's total placings were down. Hogaak took 10 of 32 places in the first Challenge, and six of 32 in the second. These impressive results, coupled with the potential for early kills, has already spurred streamers and other pundits into ban mania.

The combo works by first finding Hogaak, either by drawing it naturally or via Faithless Looting/Insolent Neonate, or by milling it with Stitcher's Supplier/Stinkweed Imp. Hogaak then needs to be cast from the graveyard by convoking at least two black or green creatures and delving away the rest of his cost. From there, Hogaak is sacrificed, ideally to Altar of Dementia, to generate Bridge from Below tokens. With Altar out, the combo becomes self-sustaining, as you mill your whole deck. It then turns into an outright win, as all tokens made during the loop are sacrificed to empty an opponent's library. The absolute perfect draw kills on turn 2, and more reasonably turn 3. Without Altar, the combo will peter out at some point, but not before building an overwhelming board presence.

History Check

If this sounds familiar, it should. Hogaak-Bridge is just the latest version of Bridgevine, as in the core of the deck is completely unchanged and room's been made for new cards. Last August Bridgevine appeared on the scene, and almost the exact same mania occurred. The deck was seemingly everywhere following it's debut at PT 25th Anniversary. But within a few months, the threat had completely subsided. Bridgevine has a lot of fundamental weaknesses which, once known, were easy to exploit and defeat. Hogaak has changed the deck, but not enough that I can't see history repeating itself.

The More Things Change...

The main difference between Hogaak and the older version of Bridgevine is kill speed. The best Bridgevine hands generated an unanswerable board turns 2-4 and then actually won the turn afterwards. There's very little way to answer three hasty 4/3's that early, not to mention all the tokens. Hogaak can do the same thing, but under the right circumstances, outright wins via decking the same turn it goes massive. I'd argue that the functional kill speed is about the same as before, but the actual kill is slightly faster, which makes it harder to disrupt.

The other advantage is that Hogaak isn't a glass-cannon aggro deck. If the fast kill didn't come together or was somehow answered, Bridgevine didn't have any other options. Altar gives Hogaak a valuable second angle of attack. Bypassing the combat step closes a significant vulnerability for Bridgevine. Before, Bridgevine would lose to a fast Ensnaring Bridge or Anger of the Gods destroying their board. They could rebuild from Anger if Viscera Seer was on-board, saving their Vengevines and scrying into gas. However, losing the combat step was a significant setback.

It seems clear that Horizons has made Bridgevine faster and more versatile. Normally, this would be enough to say that the new card signifiantly improved the deck. In this case, I hesitate. Kill speed and vulnerability to disruption were not the problems that drove off Bridgevine last year, and Hogaak and Altar haven't fixed them.

...The More They Stay the Same

Bridgevine had its moment last year, and then faded away. Odds are, the same will happen to Bridgevine now. Altar has given Bridgevine another win condition and Hogaak has made it more of a combo deck, but they haven't fundamentally altered the deck. Bridgevine was, and Hogaak-Bridge is, one-dimensional in that it cannot function without a graveyard. Any hate causes the engine to splutter out and become 1/1s-with-menace-beatdown. Bridgevine could theoretically power through thanks to Goblin Bushwacker, but Hogaak is far more invested in the combo plan. The deck loses to Rest in Peace/Leyline of the Void unless they find enchantment removal.

The other problem is one that Bridgevine shared with another deck that exploded into Modern then faded away, Hollow One. Both decks relied on randomness going their way to really function. For Bridgevine, that meant Stitcher's Supplier hitting Bridges and Vengevines off the top of the library. For Hollow One, that meant drawing but not discarding its fatties with Burning Inquiry or Goblin Lore.

When the Random Numbers God favors these decks, they prove crushingly powerful. However, the RNG is characteristically fickle. Hollow One and Bridgevine fell off because they lost to themselves as often as they exploded onto their opponents.

Hogaak has the same problem. There is no guarantee that the combo will actually go infinite. The copies of Bridge from Below that make it possible may not show up from the first Altar activation, or even a second. In those cases, the deck doesn't do anything. Given that Hogaak-Bridge retains the most pressing weaknesses of its predecessor, I would expect its Modern run to play out similarly.

Impact and Implications

If history is instructive, the return of Bridgevine won't have a lasting impact on the metagame. It didn't last time, and the Hogaak combo hasn't made the deck better enough for me to believe that will change. Long-term, Hogaak will remain a threat, but a manageable one so long as the metagame doesn't forget about it. In the short term, I expect fewer Surgical Extractions and more broad-pattern graveyard hate.

Surgical is very good at stopping the combo (Hogaak must be cast as a normal creature), but it's not very good at stopping the deck. Hogaak is a huge threat, as are the Bridges and Vengevines. You need to kill the whole graveyard to effectively shut down the deck. Leyline and Rest are the obvious best options, but are slow and answerable. I'd look to Ravenous Trap if the combo ends up too consistently fast for the enchantments. These changes will serve to keep other graveyard decks down as well. Phoenix may also benefit from a decrease in Surgicals.

The Sickness Spreads

The other deck making a return is Infect. The Gitaxian Probe ban effectively killed Infect as a metagame force, though it still puts up results when no-one's looking. The problem for Infect is partially that it can't sculpt the game to its advantage using information from Probe, and also because cheap removal became more common. It wasn't that hard to overcome Lightning Bolt, but Fatal Push is another story.

Horizons promised to change Infect's fortunes with Scale Up. Second only to the setup-required Become Immense in terms of power-for-cost among pump spells, Scale combines with Might of Old Krosa or Groundswell to produce ten poison damage as early as turn 2. This was possible before Scale, but it took two Might/Groundswell and a Mutagenic Growth on Glistener Elf to pull off. The Scale kill requires one fewer card, and that makes it more statistically likely to happen, though the odds are still small.

Prison Strategy

However, that doesn't appear to have been enough. Infect isn't appearing in the aforementioned challenges like Hogaak. Instead, there have been rumblings in the Leagues of Bant Infect. The idea is to use Teferi, Time Raveler to moot opposing interaction, simultaneously making the protection spells like Blossoming Defense more effective. Teferi can also sometimes remove blockers for Glistener Elf to break through. In addition, Teferi gives Infect some long-game potential via card drawing.

While they haven't made the standings, I've also seen some pilots go further by playing Giver of Runes. Spellskite has long been played as creature protection, but Giver can also make creatures unblockable. True, Giver can only be used once per turn, and not immediately. But she's also cheaper and can protect from more things than Spellskite; protecting from creatures aside, Giver can save a creature from Kolaghan's Command or Pyroclasm where Spellskite couldn't, for example.

The combination of Teferi and Giver conspires to give Bant Infect a prison-like plan. This isn't a Whir Prison-style hard lock, but instead Infect is trying to lock opponents out of the one thing that matters in the match, interaction, and then ride that lock to victory. In theory, this is effective repositioning for Infect and could help it return to the metagame.

Papering Over Problems

However good of an idea the additional protection and faster kill potential is, it doesn't actually solve Infect's problems. Infect is a deck with a fundamental weakness: it relies on 12 1/1 creatures to win the game. To do its thing, it must draw the right combination of intrinsically weak creatures and payoff spells, a condition it shares with Boggles. Infect frequently has to mulligan aggressively, which leaves it resource-poor, a brutal result for a critical-mass deck. Removing pump spells for Teferi or Giver arguably worsens this predicament. Scale's raw efficiency reduces the need for other pump spells, but can't eliminate it, and can make things worse should the non-stacking Scale appear in multiples.

There's also the fact that Teferi and Giver don't add much protection-wise. Infect was not hurting for creature protection between Defense, Vines of Vastwood, and Apostle's Blessing. The advantage of Giver and Teferi is they cost no mana on the kill turn, but they have to be played beforehand, and so won't be a surprise. Teferi also doesn't stop sorcery-speed removal, and therefore, he only actually shields Inkmoth Nexus.

Old Weaknesses, New Vulnerabilities

Experienced players know that you don't kill Infect's creatures in or around the combat step. Doing so lets Infect get additional value from playing Blossoming Defense in response to the removal spell. Instead, wait until Infect's end step or your own turn. You also want to kill infectors at the earliest opportunity. Therefore, Teferi will have no practical impact on Blighted Agent or Glistener Elf surviving to attack. Giver must be in play before the infector to protect them, which means that there will be more opportunities to Thoughtseize them, which can be fatal for Infect. In other words, the new cards don't alter the playstyle against Infect.

Going Bant also makes Infect vulnerable to Blood Moon in a way it wasn't previously. Moon was never very good against Infect, since the infectors came down first, and being two-color, it was easy to fetch around Moon. The play patterns I've seen from Bant Infect so far indicate that Moon is suddenly devastating against them. Trying to set up Giver and/or Teferi protection slows the deck down, often by a turn or more. This gives opponents the time needed to land Moon, and since Bant Infect plays fewer basics than UG, it is often a hard lock. I've seen many Infect players try to resolve Teferi intending to kill with Nexus the following turn only to have him countered or removed then be locked and lose to Blood Moon. In the end, the fastest Infect kill is slightly more likely, but I'm seeing the average kill turn decrease slightly. I'm not certain where this leaves the deck.

Implications and Impacts

Even if the new protection spells don't work out for Infect, I would expect the appeal of the fast kill to renew interest in the strategy. It's unlikely to become the boogeyman it once was, but having Infect around puts pressure on decks to be more interactive. Creature decks like Humans tend to struggle against Infect for this reason, as does Tron. Since both are expected to be boosted by the London Mulligan, it could be healthy for the metagame to introduce another predator.

The other effect of Infect's return would be to re-incentivize Jeskai Control. Jeskai is another natural predator of creature decks, arguably moreso then UW Control since it's harder to answer waves of cheap spot removal than costly sweepers. Last year, when Jeskai returned, we saw a dip in Humans and an increase in BGx midrange.

Churning On

Spoilers forr Core 2020 have already begun, though at time of writing there's little worth discussing. This will change next week, and then we can start to speculate as this most turbulent of Modern periods grinds on. Perhaps the holes in the new decks will have already been filled by then.

All the Spoiler Seasons

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Is it Magic Core Set 2020 spoiler season already? Weren’t we just celebrating the success of War of the Spark? And then there was that supplemental set in between that catalyzed massive buyouts of the most unlikely of cards.

There was an error retrieving a chart for Bearscape

How is anyone keeping up with the flow of new, impactful set releases? I know this period of activity was scheduled in advance, but I honestly never considered the implications of this back-to-back flow of information. Keeping up has become difficult both from a mental capacity and wallet capacity standpoint. Whether you’re purchasing boxes or singles from the new sets, or you’re speculating on other cards as new spoilers are released, how does anyone have any money left?

Perhaps they don’t.

Perhaps these sets are all going to cannibalize one another in some capacity. Perhaps the amount of War of the Spark product to be opened is going to be negatively influenced by Modern Horizons’ release, which in turn will be held down by Core Set 2020. This is a real possibility, and if events do transpire this way, then I have some low-risk ideas worth your consideration.

War of the Spark – Planeswalkers Galore

Themed around Planeswalkers, War of the Spark has a fairly impressive list of interesting cards that could benefit from a potentially lower open rate. I want to focus on the Planeswalkers, specifically. There is one in every pack, and depending on whether you’re opening English or Japanese product, you could open a Planeswalker worth $0.05 or $1000.

At these prices, Japanese booster boxes of War of the Spark contain the most valuable cards in the history of Standard legality. But I digress…

My point here is there are many Planeswalkers in this set, and players love their Planeswalkers. As this game becomes more and more dominated by the casual player, these are surely going to be a hit. And if less product is opened due to hype around subsequent sets, then perhaps sitting on some Planeswalkers from War of the Spark for the long haul isn’t such a bad idea.

Where should one park money, though? This is what I love most about the set—there are numerous options that fit into anyone’s tastes in Magic. If you love bulk, you could buy up hundreds of the cheap, uncommon Planeswalkers. Better yet, you can purchase some of these in foil. With a recent eBay coupon I picked up a few foil Vraska, Swarm's Eminence—not because I think this particular Planeswalker suddenly breaks out, but because I like the assassin creature token theme from a casual standpoint. But really, it doesn’t matter. All of these should gradually climb over the next few years, and having a diverse basket of foil Planeswalkers should pay out regardless of what you choose.

There was an error retrieving a chart for Vraska, Swarm's Eminence

Other attractive options include foil Ashiok, Dream Render, Saheeli, Sublime Artificer, and Kasmina, Enigmatic Mentor. Even non-foils at near-bulk pricing would be fine to sit on as a buylist play a couple years from now. If you are ok with spending a little more money, aiming for the rare Planeswalkers, such as Tamiyo, Collector of Tales or Ugin, the Ineffable may pay off well over time. Especially if you look at the rarer alt-art Japanese versions.

There was an error retrieving a chart for Ugin, the Ineffable

If you don’t want to sit on loads of cheap cards, look no further than the alternate-art Japanese Planeswalkers. You can go for the glory and purchase a foil Narset, Parter of Veils which is likely to be valuable for years to come. Or you could pick a lesser card whose artwork you particularly appreciate. Again, I think you really can’t go wrong here—much like Masterpieces, these will be rare and only become harder to find going forward.

Lastly, if you want to play it safest of all, you could purchase a few Japanese War of the Spark booster boxes to sit on. I personally don’t deal in sealed product anymore because storing and shipping them is a major pain. It looks like there are numerous boxes for sale on eBay from Japanese sellers, with prices that hover around $165. I’m not a gambling man, but cracking one of those foil Lilianas in a $165 box seems like the ultimate Magic payout. Who knows how many people will be willing to take that gamble a few years from now?

Modern Horizons Potential

Even though Modern Horizons is not a “limited print run” set, I wonder if the higher price tag and the overlap with War of the Spark and Core Set 2020 will limit interest. I’m seeing tweets from multiple MTG finance people reflecting this sentiment.

This leads to an interesting result. When a masters set doesn’t get opened as much, the harm is minimal because the entire set is filled with reprints. The supply on the overall market for those reprinted cards can only increase, making prices drop at least for some period of time. But when you have an under-opened set with unique cards relevant to Modern—cards that aren’t reprints—the price implications can be surprising.

I know the set just came out, and prices may steady, but I can’t help but wonder if the long-term EV of this set will be very high. Right now, there are 19 rares/mythics in the set worth more than $10. This could fluctuate as we approach peak supply, but how big will that peak actually be? Once Core Set 2020 is released, how quickly will this set be forgotten?

But if the set will be forgotten, why invest in it? Well, the set may be forgotten but the most impactful cards from the set certainly won’t be! Think of the most impactful Conspiracy cards in Legacy and what their price trajectory was. Leovold, Emissary of Trest was worth $50 for the longest time before being reprinted in Ultimate Masters.

There was an error retrieving a chart for Leovold, Emissary of Trest

Council's Judgment is a $20 rare from Conspiracy based on a little Legacy demand and a modest Commander demand; foils are through the roof due to their rarity. And let’s not forget Expropriate, a $50 card from Conspiracy: Take the Crown.

My point is the most popular cards from Modern Horizons—the ones with no other printings—will have high potential. The cards from Conspiracy only see Legacy or Commander play. Modern Horizons cards will see Legacy, Commander and Modern play. Modern is a major driver for card prices, and I anticipate the most popular cards from Modern Horizons, whatever they are, will have tremendous upside. As soon as the new Modern metagame comes into focus, it may be wise to pick up the most impactful cards from this set.

Wrapping It Up

When Wizards releases so many sets back to back, it can be overwhelming both from a mental and wallet capacity standpoint. Even if I could keep up with all the new releases, I couldn’t possibly buy into every product with any significance.

I suspect others will be in the same boat, and that means there will be major potential for gains a few years from now. The community will realize the most desirable cards from War of the Spark and Modern Horizons are quite rare. But if they have a profound impact on non-rotating formats like Modern, Legacy, and Commander, then their price tags will continue to climb. It’s difficult to envision right now because we’re around peak supply. Just wait six to twelve months, and the real rarity of these cards will start to show.

For me, I like foil low-end Planeswalkers from War of the Spark. I think they’re quite neat from a casual player’s perspective, and this should help prices slowly climb over time. Alternatively, I’m also considering an acquisition or two of the alt-art foil Japanese Planeswalkers because I believe these will be exceptionally rare a couple years from now. I don’t want to purchase during peak hype, but I don’t know if prices will be dropping on these any time soon.

From Modern Horizons, I can’t recommend specific cards until I see the Modern metagame unfold further. I love all the Snow builds players are attempting, and I did pick up a few cheap Dead of Winters recently. I don’t know if these will pay out, but a pseudo-Damnation could go a long way in helping a B/U/x control strategy manifest itself in Modern. The Horizon Canopy lands could also be a wise investment, especially in foil. I’ll be following the QS Insider Discord to see what deck-lists are catching folks’ attention and speculate from there.

While I can’t pinpoint the best cards to buy into, I am confident in one thing: cards from War of the Spark and Modern Horizons have a great deal of potential, and I will want to be involved with the price action in some capacity no matter what.

…

Sigbits

  • Tropical Island is back on Card Kingdom’s hotlist, this time with a $205 price tag. While not terrible, that level doesn’t quite interest me yet. If I can get around $160-$170 for a heavily played (aka “Good”) copy, I may be tempted to out an extra. That means a $225 buylist price is enough to at least tempt me.
  • After peaking a couple months ago, the buy price on EMA Mana Crypt had retracted quite a bit at Card Kingdom. But that retraction has ended, and the buy price has rebounded from a low around $120 back to $155 in recent weeks. I wouldn’t sell any copies at that buy price, though. I’d hold out for returning back to highs because there’s no reprint on the horizon and demand is likely to remain strong as long as Commander continues its reign as most popular Magic
  • Eternal Masters copies of Force of Will now have a buy price of $95. The impact of this reprint has basically been eliminated completely, and Force of Will’s price is back around its all-time high. With no further reprint in sight, expect to see this climb even higher.

Stitched Together: Early Successes from Horizons

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Modern Horizons becomes legal today in the paper world, but it's been tearing up Magic Online for a good week. Wizards has published two events since then: a Modern Challenge and a league. Today, we'll scour each for the hottest tech stirring up the format.

Scourge of the Format?

In the very first Horizons-featuring event published online, Hogaak, Arisen Necropolis bulldozed a Modern Challenge, and with it the tolerance of many players. I agree the deck seems quite powerful, but am always hesitant to call for bans so early into a deck's creation; after all, look what happened with Neoform. Here's the deck in all its glory:

Bridgevine, by NIEDZWIEDZ (2nd, Challenge #11885863)

Creatures

4 Hogaak, Arisen Necropolis
4 Bloodghast
4 Carrion Feeder
4 Gravecrawler
4 Insolent Neonate
4 Stitcher's Supplier
4 Vengevine

Artifacts

4 Altar of Dementia

Enchantments

4 Bridge from Below

Instants

1 Necrotic Wound

Sorceries

4 Faithless Looting

Lands

4 Blackcleave Cliffs
4 Blood Crypt
4 Bloodstained Mire
1 Godless Shrine
4 Marsh Flats
1 Polluted Delta
1 Swamp

Sideboard

4 Wispmare
2 Necrotic Wound
2 Ingot Chewer
4 Leyline of the Void
1 Shenanigans
2 Silent Gravestone

Bridgevine received two superb sacrifice outlets in Modern Horizons: Carrion Feeder and Altar of Dementia. Together with Stitcher's Supplier and Bridge from Below, these cards help generate boards of creatures faster than opponents can even deploy their Rest in Peace. Hogaak, Bridge, and Altar together have particularly potent synergy. And that's the main draw to this strategy: its pieces work together extremely well.

What follows are the decks from the other online event published by Wizards so far. This league features plenty of Horizons-fueled innovation, which I've aimed to capture exhaustively.

Combo Summer

We led off the last brew report with a section on combo decks, and today's is no different. Horizons seems to have infused existing combo decks with some critical tech.

Abzan Vizier, by WOOOP_ORC (5-0)

Creatures

1 Yawgmoth, Thran Physician
1 Anafenza, the Foremost
4 Birds of Paradise
4 Devoted Druid
1 Eternal Witness
2 Kitchen Finks
1 Knight of Autumn
4 Knight of the Reliquary
1 Murderous Redcap
4 Noble Hierarch
1 Scavenging Ooze
1 Viscera Seer
4 Vizier of Remedies
1 Walking Ballista

Instants

4 Eladamri's Call

Sorceries

4 Finale of Devastation

Lands

2 Field of Ruin
1 Gavony Township
1 Ghost Quarter
1 Horizon Canopy
2 Overgrown Tomb
3 Snow-Covered Forest
1 Snow-Covered Plains
1 Snow-Covered Swamp
2 Temple Garden
4 Verdant Catacombs
4 Windswept Heath

Sideboard

1 Anafenza, the Foremost
1 Bojuka Bog
1 Collector Ouphe
1 Eidolon of Rhetoric
2 Gideon, Ally of Zendikar
1 Kataki, War's Wage
2 Path to Exile
2 Plague Engineer
1 Remorseful Cleric
1 Sin Collector
2 Vivien, Champion of the Wilds

Once named for Collected Company, Abzan Vizier runs the same packages, but 0 copies of its "namesake" insant. Instead, this deck packs two newcomers to Modern in its spell slots: Finale of Devastation, a standout searcher from War of the Spark, and Eladamri's Call, a Commander-staple-turned-Modern-staple via timely reprint. All that searching, and at such an economical rate, helps Vizier assemble its combo with surgical precision, all while enabling a toolbox package rounded out by Yawgmoth, Thran Physician. The Human plays double-duty here as removal and card advantage should opponents find a way to weather or blank the combo.

Kiki-Chord, by KAISERMAGUS (5-0)

Creatures

3 Prime Speaker Vannifar
4 Birds of Paradise
4 Coiling Oracle
3 Ice-Fang Coatl
2 Bounding Krasis
1 Breaching Hippocamp
1 Deputy of Detention
1 Eternal Witness
2 Kiki-Jiki, Mirror Breaker
4 Noble Hierarch
1 Reflector Mage
2 Restoration Angel
1 Scryb Ranger
1 Selfless Spirit
1 Shalai, Voice of Plenty
1 Tireless Tracker

Instants

3 Chord of Calling

Sorceries

3 Eldritch Evolution

Lands

1 Breeding Pool
2 Fire-Lit Thicket
1 Sacred Foundry
3 Snow-Covered Forest
1 Snow-Covered Island
1 Snow-Covered Plains
1 Steam Vents
1 Stomping Ground
1 Temple Garden
2 Prismatic Vista
4 Windswept Heath
4 Wooded Foothills

Sideboard

1 Collector Ouphe
1 Eidolon of Rhetoric
1 Kataki, War's Wage
1 Kitchen Finks
1 Knight of Autumn
1 Magus of the Moon
4 Path to Exile
1 Remorseful Cleric
4 Rest in Peace

Another creature combo deck, Kiki-Chord also forsakes Collected Company, instead running Chord of Calling and Eldritch Evolution in its spell slots. This deck boasts the ability to straight-up win if it untaps with Prime Speaker Vannifar, and gains an unlikely ally in Ice-Fang Coatl. Beating down the Kiki deck while disrupting their combo becomes a lot more difficult with Coatl in the mix, and the cantripping snake can be sacrificed to Evolution to tutor Vannifar or a bullet at no card disadvantage.

Thopter-Sword, by MUKESH (5-0)

Creatures

4 Urza, Lord High Artificer

Artifacts

4 Mishra's Bauble
4 Mox Opal
1 Damping Sphere
1 Ensnaring Bridge
2 Nihil Spellbomb
2 Pithing Needle
3 Sword of the Meek
4 Thopter Foundry
1 Time Sieve
1 Welding Jar

Enchantments

1 Mirrodin Besieged

Instants

4 Whir of Invention

Sorceries

2 Collective Brutality
4 Inquisition of Kozilek
2 Serum Visions

Lands

1 Breeding Pool
4 Darkslick Shores
4 Polluted Delta
5 Snow-Covered Island
1 Snow-Covered Swamp
4 Spire of Industry
1 Watery Grave

Sideboard

2 Abrupt Decay
1 Assassin's Trophy
3 Battle at the Bridge
1 Echoing Truth
1 Engineered Explosives
1 Grafdigger's Cage
2 Negate
1 Torpor Orb
3 Unmoored Ego

Moving on from creature combo and into artifact combo, Urza, Lord High Artificer is at his best in this Thopter-Sword shell, where he serves as combo finder (with his stall-breaking draw ability), combo enabler (by generating mana), and combo piece (by going infinite as a third cog in the Thopter-Sword engine). Mirrodin Besieged also makes an appearance here as an alternate win condition. Damping Sphere and Ensnaring Bridge also feature as findable win-buttons against certain Modern's decks.

Ain't Nuttin But a "Tribal" Thang

While Horizons may have been packed with Slivers, it's other tribes that have received more from the expansion, at least at first blush.

Goblins, by BOBTHEBUILDER24 (5-0)

Creatures

4 Goblin Matron
4 Warren Instigator
4 Boggart Harbinger
2 Munitions Expert
2 Frogtosser Banneret
2 Goblin Chainwhirler
2 Goblin Chieftain
2 Mogg War Marshal
2 Siege-Gang Commander
1 Goblin Cratermaker
1 Goblin Piledriver
1 Goblin Trashmaster
1 Goblin Warchief
1 Pashalik Mons
1 Sling-Gang Lieutenant
1 Earwig Squad
1 Kiki-Jiki, Mirror Breaker
1 Skirk Prospector

Artifacts

4 Aether Vial

Instants

1 Tarfire

Lands

4 Auntie's Hovel
4 Blood Crypt
4 Cavern of Souls
4 Fiery Islet
6 Mountain

Sideboard

1 Earwig Squad
1 Goblin Chainwhirler
1 Goblin Chieftain
1 Goblin Trashmaster
1 Sling-Gang Lieutenant
4 Damping Sphere
1 Goblin Rabblemaster
2 Stingscourger
3 Tormod's Crypt

One of two Goblins decks featured in the latest dump, this one makes the most of Goblin Matron. The infamous Goblin drops a turn after Warren Instigator on the curve, letting it search up whichever Goblin is best-suited to make an appearance; Matron also finds removal in the form of Munitions Expert or the cheaper Tarfire. A full set of Fiery Islets sneak their way into this list as a means of mitigating mid-game flood.

Merfolk, by RAGINGTILTMONSTER (5-0)

Creatures

4 Cursecatcher
2 Mistcaller
4 Lord of Atlantis
4 Master of the Pearl Trident
4 Silvergill Adept
4 Merfolk Trickster
3 Merrow Reejerey
1 Harbinger of the Tides

Artifacts

4 Aether Vial

Enchantments

4 Spreading Seas

Instants

4 Force of Negation
2 Vapor Snag

Lands

1 Cavern of Souls
14 Island
4 Mutavault
1 Oboro, Palace in the Clouds

Sideboard

4 Ceremonious Rejection
2 Deprive
4 Grafdigger's Cage
3 Master of Waves
1 Phyrexian Revoker
1 Ravenous Trap

Merfolk has always run a small number of noncreature spells to interact with opponents. Removal like Vapor Snag and Dismember is the most common, but Spell Pierce has also seen play in this spot. Force of Negation, though, seems like their most attractive option yet—now, the deck can continue to deploy threats while fading removal, planeswalkers, sweepers, and combos.

Canopy Humans, by ASA1986 (5-0)

Creatures

3 Giver of Runes
4 Champion of the Parish
4 Meddling Mage
4 Thalia's Lieutenant
4 Phantasmal Image
3 Unsettled Mariner
1 Thalia, Guardian of Thraben
4 Mantis Rider
3 Reflector Mage
2 Kessig Malcontents
1 Restoration Angel

Artifacts

4 Aether Vial

Instants

4 Lightning Bolt

Lands

4 Sunbaked Canyon
3 Fiery Islet
2 Cavern of Souls
3 Flooded Strand
1 Hallowed Fountain
3 Inspiring Vantage
1 Sacred Foundry
1 Snow-Covered Plains
1 Spirebluff Canal

Sideboard

1 Giver of Runes
3 Thalia, Guardian of Thraben
3 Deputy of Detention
1 Izzet Staticaster
4 Rest in Peace
3 Spell Queller

After some testing, David concluded this week that Unsettled Mariner probably wasn't going to make a huge splash in Humans after all, as the deck is simply too tight to accommodate it in an open metagame. But he hadn't accounted for the deck undergoing a total redesign. Granted, I don't think the stock Humans deck is going anywhere, but this new build is still intriguing—it's got seven Canopy lands to combat flooding, and those lands end up informing the shell by letting more non-Humans enter the fray. Notable additions include Giver of Runes, a one-mana Spellskite; Spell Queller, a combo-breaker from the board; and Deputy of Detention, an answer to any permanent.

Dashing Through the Snow

Horizon's snow theme has also made waves in Modern, if mostly on the back of Lore-Scale Coatl.

Sultai Sno-Co, by CHANDRIAN (5-0)

Creatures

2 Plague Engineer
4 Ice-Fang Coatl
1 Thrashing Brontodon
4 Birds of Paradise
2 Eternal Witness
1 Fauna Shaman
1 Fulminator Mage
1 Jace, Vryn's Prodigy
2 Liliana, Heretical Healer
1 Nissa, Vastwood Seer
2 Noble Hierarch
4 Sakura-Tribe Elder
2 Scavenging Ooze
3 Tireless Tracker

Instants

4 Collected Company
1 Abrupt Decay
2 Fatal Push

Lands

2 Blooming Marsh
1 Breeding Pool
2 Field of Ruin
2 Hissing Quagmire
4 Misty Rainforest
2 Overgrown Tomb
4 Snow-Covered Forest
1 Snow-Covered Island
2 Snow-Covered Swamp
2 Verdant Catacombs
1 Watery Grave

Sideboard

3 Fulminator Mage
1 Abrupt Decay
1 Fatal Push
1 Big Game Hunter
2 Deadeye Tracker
2 Extirpate
1 Liliana, the Last Hope
1 Maelstrom Pulse
2 Plaguecrafter
1 Reclamation Sage

Here's our Collected Company deck, but this one's all value. Coatl helps deal with enemy attackers while plussing in the meantime. That the Snake succeeds here bodes well for its applications across multiple archetypes; indeed, it's even reared its head alongside Wilderness Reclamation.

Shardless-Less Shardless, by FREAKLE (5-0)

Creatures

4 Ice-Fang Coatl
4 Tarmogoyf
2 Snapcaster Mage
3 Tireless Tracker

Planeswalkers

2 Liliana of the Veil
1 Liliana, the Last Hope

Artifacts

4 Arcum's Astrolabe
1 Engineered Explosives

Instants

1 Abrupt Decay
3 Assassin's Trophy
3 Fatal Push

Sorceries

3 Inquisition of Kozilek
3 Thoughtseize
1 Unearth
2 Dead of Winter

Lands

4 Prismatic Vista
1 Breeding Pool
2 Misty Rainforest
1 Overgrown Tomb
2 Polluted Delta
3 Snow-Covered Forest
1 Snow-Covered Island
4 Snow-Covered Swamp
4 Verdant Catacombs
1 Watery Grave

Sideboard

3 Ashiok, Dream Render
1 Collective Brutality
2 Damping Sphere
1 Disdainful Stroke
1 Flusterstorm
1 Force of Despair
1 Kalitas, Traitor of Ghet
1 Nissa, Vital Force
2 Plague Engineer
1 Vraska, Golgari Queen
1 Weather the Storm

No Shardless Agent here, but Coatl does a mean Baleful Strix impersonation in this port of the Legacy rock deck. It even rewards running Arcum's Astrolabe, which provides the artifact type for Tarmogoyf.

Canadian No-Bug, by SPIRALPRINCE (5-0)

Creatures

4 Nimble Mongoose
4 Tarmogoyf
4 Ice-Fang Coatl
3 Snapcaster Mage
3 Hooting Mandrills
1 Nimble Obstructionist

Enchantments

3 Blood Moon

Instants

4 Lightning Bolt
4 Skred
4 Thought Scour
2 Mana Leak
2 Spell Snare

Sorceries

2 Faithless Looting

Lands

4 Misty Rainforest
1 Scalding Tarn
3 Snow-Covered Forest
3 Snow-Covered Island
1 Snow-Covered Mountain
1 Steam Vents
1 Stomping Ground
1 Fiery Islet
4 Prismatic Vista
1 Waterlogged Grove

Sideboard

2 Ancient Grudge
2 Ceremonious Rejection
2 Dismember
3 Flusterstorm
2 Grim Lavamancer
2 Scavenging Ooze
2 Surgical Extraction

Who needs Delver of Secrets? In another Legacy port, SPIRALPRINCE chooses to omit the archetype lynchpin in favor of, you guessed it, Ice-Fang Coatl. Curiously, Delver of Secrets itself has had a strong showing since Horizons became legal, putting multiple decklists into this 5-0 dump and showing up in the Top 36 of the Modern Challenge.

Other Developments

A few more decks that caught my eye proved harder to sort under one umbrella, but here they are.

Bant Infect, by DDMEELOW (5-0)

Creatures

4 Blighted Agent
4 Glistener Elf
4 Noble Hierarch
1 Spellskite

Planeswalkers

3 Teferi, Time Raveler

Instants

4 Blossoming Defense
4 Might of Old Krosa
4 Mutagenic Growth
2 Spell Pierce
4 Vines of Vastwood

Sorceries

4 Scale Up
2 Distortion Strike

Lands

2 Breeding Pool
1 Dryad Arbor
2 Forest
4 Inkmoth Nexus
2 Pendelhaven
2 Temple Garden
1 Verdant Catacombs
3 Windswept Heath
3 Wooded Foothills

Sideboard

1 Spellskite
1 Spell Pierce
1 Dismember
1 Grafdigger's Cage
3 Kitchen Finks
2 Ravenous Trap
2 Return to Nature
3 Shapers' Sanctuary
1 Surgical Extraction

I'd heard Waterlogged Grove pegged as a breakout Horizons card for Infect, but no copies appear here. Instead, DDMEELOW stretches his manabase to support Teferi, Time Raveler, a brilliant tech that forces opponents to interact with Infect's creatures at inopportune times. It's also nuts with Inkmoth Nexus, especially considering the sheer bulk provided by Scale Up.

Soul Sisters, by ORIM67 (5-0)

Creatures

4 Ajani's Pridemate
3 Martyr of Sands
4 Ranger of Eos
4 Serra Ascendant
4 Soul Warden
3 Soul's Attendant
4 Squadron Hawk

Enchantments

4 Force of Virtue

Instants

3 Path to Exile

Sorceries

2 Proclamation of Rebirth
4 Spectral Procession

Lands

2 Field of Ruin
16 Plains
3 Windbrisk Heights

Sideboard

4 Damping Sphere
2 Disenchant
2 Grafdigger's Cage
1 Ratchet Bomb
4 Rest in Peace
2 Stony Silence

In a bizarre development, Soul Sisters improves post-Horizons thanks to Force of Virtue. The enchantment drastically increases the deck's potential clock without costing pilots tempo, an aspect it may have been missing to compete. It doesn't hurt that the sideboard is full of the format's best hosers.

Esper Shadow, by VOLOLLO (5-0)

Creatures

4 Death's Shadow
3 Ranger-Captain of Eos
2 Gurmag Angler
2 Jace, Vryn's Prodigy
3 Snapcaster Mage
2 Street Wraith

Planeswalkers

2 Teferi, Time Raveler

Instants

1 Dismember
3 Fatal Push
3 Path to Exile
3 Stubborn Denial
4 Thought Scour

Sorceries

2 Inquisition of Kozilek
1 Lingering Souls
4 Thoughtseize
2 Unearth

Lands

3 Flooded Strand
2 Godless Shrine
1 Hallowed Fountain
1 Island
3 Marsh Flats
1 Plains
4 Polluted Delta
1 Swamp
2 Watery Grave
1 Silent Clearing

Sideboard

1 Fatal Push
1 Lingering Souls
1 Path to Exile
1 Stubborn Denial
1 Ceremonious Rejection
2 Disdainful Stroke
1 Kaya's Guile
3 Leyline of the Void
2 Rest in Peace
2 Stony Silence

Traverse Shadow decks once splashed white to employ Ranger of Eos as a plan to dig up more copies of Death's Shadow. Here, Ranger-Captain of Eos leaves behind a better body, but only searches one Shadow. In return, it costs just three mana, which lets players reanimate the creature with Unearth for insane value.

The Setting Sun

There are plenty of juicy lists here, and I'd love to discuss any of them further in the comments. Which piqued your interest? Do you like the direction Modern is headed post-Horizons? Drop us a line!

Barrage of Boulders: The Consequences of Back-to-Back Spoiler Seasons

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Modern Horizons spoiler season concluded on May 31.  Yet, if you listen closely, the whistle of the next hype train about to pull into the station can be heard echoing in the distance. The first reveals from the upcoming Standard set Core 2020 are a three-stage planeswalker cycle featuring Chandra, dropped on June 11. That's two separate spoiler "seasons" with less than two weeks between them.

It has been quite some time since we've seen such a glut of products from Wizards release so close to each other. This short period of reprieve has me and many other players taking a step back to literally take inventory going into the next hype cycle. During this time, I think I'm starting to identify a potential problem.

2018 – A Recap

While the main period of releases I'm examining will be War of the Spark onward, it bears mentioning that 2018 had a ton of product releases too, setting a precedent for the year to follow. The spring release of Dominaria will go down as one of the most impactful Standard sets of all time, not only for player acquisition and retention but also marking a turning point in WotC's marketing style. Dominaria's release was incredibly significant to the health of the game today, and I believe we are still riding that wave.

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

Dominaria is a good starting point, but you must also consider that it was followed by Battlebond, Commander 2018, Commander Anthology: Volume II, Guilds of Ravnica, and finally the surprise release of Ultimate Masters to close out the year. That last one was something else, too. Printing extra full-art box toppers as apology promos for the Guilds of Ravnica: Mythic Edition ordering fiasco was an incredibly unique way to commence a spoiler season. Some may label Commander 2018 as a bit of a dud in terms of significant gains, sealed or otherwise. Despite that small hiccup, it is undeniable that 2018's release schedule was incredibly strong overall.

In fact, a lot of things went right for Magic in 2018, and it's not limited to just set releases. Magic Arena was a huge boon for the game, with its Open Beta launch doing wonders for getting new players into the game and creating opportunities for conversion into paper customers. More importantly, it put Magic in the spotlight on a wider scale than ever before.

These releases had strong hype cycles that felt very evenly doled out, but in my opinion, everything we saw last year has been far-eclipsed by what was offered during War of the Spark's spoiler season.

2019 – The Year of Rapid-Fire Spending

With such a strong previous year, it only makes sense for Wizards to stand firm on their tight release schedule and continue churning out products at a brisk clip. With a huge influx of players, both new and returning, it only makes sense to keep a steady stream of products for them to buy.

Ravnica Allegiance opened up the year strong, finishing the cycle of guilds and moving us toward the final chapter of Magic's latest story thread. Even here, it felt like there was not much time between the spoiler season of Ultimate Masters and Allegiance's release (about a month). Following that, the long, drawn-out hype cycle of War of the Spark began. This set was used as a vehicle for the game as a whole, even propelling MPL events like the Mythic Invitational to the front page of Twitch. We saw the release of a novel, War of the Spark: Ravnica by Greg Weisman, and one of the most hyped trailers of all time, helping propel Magic to heights previously unseen.

There was an error retrieving a chart for Nicol Bolas, Dragon-God

During War of the Spark's spoiler season, I took care to evaluate every spoiler and identify the relevant cards that would likely see some demand and got to witness (and even participate in) a lot of reactionary purchasing on a daily basis. Every day brought at least one card that created several opportunities to invest in spec cards that would quickly be on the rise, and it was easy to snap them up in time if you were active in the Insider Discord. If you were paying attention, you were probably spending resources.

So, back to that problem I mentioned earlier.

As the spoiler season was coming to a close, the announcement of the Japanese alternate-art planeswalkers came as a shocking finale. With a lot of funds tied up in specs, waiting to be sold or buylisted, it was difficult for many to justify spending even more money on Japanese War of the Spark boxes. The profits were there, either holding them sealed for a longer wait, or flipping them quickly for a nice margin. However, it simply came at an inopportune time. Right after a period of heavy spending, and before a point where most buylists and buyers were willing to catch up, it was rough keeping up.

There was an error retrieving a chart for Bearscape

Modern Horizons's spoiler season caused some of the deepest reactionary buying I have ever seen. Slight pressure was put on the price of most Modern staples across the board, but the introduction of new synergies in Modern, and more notably Commander was absolutely unprecedented. We're living in the timeline where people speculated on Bearscape. Let that sink in. As the days wore on, the lamentations grew louder and more frequent. Even today, several Insiders claim to be experiencing "hype fatigue and more importantly, wallet fatigue."

Once Core 2020's hype cycle starts up proper there will, of course, be plenty of cards to invest in. Hopefully, it comes at a time where buyers are ready to start purchasing again, for the sake of market health and more importantly, WotC's sales figures.

Bring it on Home

So what am I saying here? If the successes of this year's product lineup are any indication, 2019 will be one of the best years in Magic's history. It's a great time to be a Magic player, but, it's probably the worst time to be a Magic player's wallet. If you're looking to park your money somewhere during spoiler season for speculations, keep in mind that there is always another opportunity around the corner with a new product release.

Actively participating in this type of buying is certainly profitable, but it comes at a cost. Investing in cards during spoiler season can tie up a lot of your resources, and if you're not careful, you risk leaving a lot of big opportunities on the table.

Exploring the New Horizon with Two Brews

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With Modern Horizons fully spoiled, brewing can get into full swing. So far, my experience has been guardedly positive. There are a lot of very interesting cards and restrained designs that should reinvigorate fringe Modern decks without upending the format. Still, other cards show frightening promise.

Brewing in the Snow

I'll kick things off with snow. Between Ice-Fang Coatl and Marit Lage's Slumber, there's a lot of incentive to make snow a central theme for decks. But I struggled to find a competent shell, failing to produce an even-publishable Temur list.

The problem with the Temur Snow lists I tried was the mana. You have to play a lot of basics to make the snow theme work. This makes the mana clunky compared to normal fetch-shock decks. Playing lots of fetchlands helps, but every fetch included is a utility land or actual land you can't play, and if I didn't have a Birds of Paradise, I couldn't hit a good curve. The longstanding problem of Temur being anemic compared to Jund was present, but it wasn't nearly as troublesome as the mana. Get the mana to work, and power can be found. Even with the surprisingly playable and necessary Arcum's Astrolabe greasing the wheel, the decks just never got going, and clunked themselves to death on mana problems.

Blood on Ice

Giving up on Coatl was difficult, but doing so paid significant dividends. Blue Moon has long been a fringe contender in Modern, and more easily accommodates the critical mass of snow permanents necessary for the payoff cards.

Snow Moon, Test Deck

Creatures

4 Snapcaster Mage
2 Vendilion Clique

Planeswalkers

2 Narset, Parter of Veils
2 Jace, the Mind Sculptor

Artifacts

4 Arcum's Astrolabe

Enchantments

2 Winter's Rest
3 Marit Lage's Slumber
3 Blood Moon

Instants

4 Lightning Bolt
4 Skred
4 Cryptic Command

Sorceries

3 Anger of the Gods

Lands

4 Scalding Tarn
4 Prismatic Vista
2 Steam Vents
2 Scrying Sheets
7 Snow-Covered Island
4 Snow-Covered Mountain

This list was fairly unreal against creature decks and almost nothing else. If Blood Moon didn't resolve, it didn't have the means to hang with counter-heavy control or ever disrupt a combo deck. I figured that would happen because I was building it as proof-of-concept rather than actual metagame deck, and in that role, it succeeded.

Marit Lage's Slumber is a very interesting finisher. Against control it is terrible, since they have Path to Exile and two types of Teferi to deal with the token before it attacks. It also doesn't provide the continuous card advantage of Search for Azcanta, so you'd never play Slumber in a control heavy meta. Scrying several times a turn isn't good enough in those cases. Against combo and creatures, Slumber is far better, since it threatens to win the game next turn with a massive blocker. It does take a while to fire, but in a more counter-heavy version, time would be less of an issue.

As for the snow theme, it was a bit weak, but still playable. The mana for Blue Moon has always been solid, and Prismatic Vista functions as an additional Scalding Tarn most of the time. Astrolabe proved critical to smooth out the awkwardness, and combos with Slumber to be a sorcery-speed Opt, which isn't bad. Winter's Rest is weird, but Blue Moon typically struggles against big creatures, and Rest does answer them while adding to the snow count.

Oh, The Humanity

After considerable tweaking and testing, I wouldn't end up changing anything about the Humans maindeck. I was very high on Unsettled Mariner last week, and Ranger-Captain of Eos has received some attention. While neither card was unplayable by any measure, they didn't prove themselves to be better than the current stock Humans list. Mariner would definitely make the cut in a different metagame, but it will take seismic shifts towards combo for Ranger-Captain to ever make the cut.

Mariner is phenomenal against any deck looking to trade removal spells for Humans, as predicted. Combined with Thalia, Guardian of Thraben, it is very possible to completely lock opponents out of the early game, and even when that's not possible, the two buy enough time for the rest of the team to get there. Even if they're not the nastiest threat on the board, opponent still needs to spend their limited mana on the Mariner and/or Thalia first, or they'll never be able to catch up. If Jeskai Control were the top control deck, Mariner would be at least a three-of in Humans' main. However, the control deck de jour is UW, which is more about sweepers. The other top decks are Izzet Phoenix, Tron, Humans, and Dredge, so there's little need for Mariner.

As for Ranger-Captain, the tutoring ability is okay, but not amazing. Champion of the Parish off Militia Bugler is never great, and that's realistically all Ranger-Captain finds. Tutoring is usually best used for silver bullets, and the only one that Captain can find is Burrenton Forge-Tender. Playing Eos for its stats and tutoring is asking for disappointment.

The real draw is the sacrifice ability. Stopping opponents from playing noncreature spells is, in theory, devastating against combo and control decks. Sacrificing Eos is saying "I'm going to win the game next turn." Against a combo deck, that is likely to be true, since you can only use the ability to stop them outright or after letting them use up a lot of resources but before they play their win condition. However, against control, that statement must be modified to "...if you don't also have Cryptic Command or Settle the Wreckage, I'm going to win the game next turn." The odds of that being true are far lower, and given that control is more popular than combo right now, I wouldn't play Ranger-Captain.

Siding into Danger

The sideboard is another story. Plague Engineer is just as powerful and dangerous as I imagined. I've had games where I completely lock my opponent out with multiple Engineers, and others where my Engineer backfired thanks to opposing Phantasmal Images. Given how potent Engineer is against other creature decks, I would definitely run Engineer in Humans; I'm just leery of siding it in for the mirror thanks to Image.

Of course, Engineer isn't the only potential inclusion from Horizons. If artifact decks make a resurgence, Collector Ouphe would make the cut. Stony Silence is incredibly powerful, but can't really be played with Humans' manabase. I wouldn't rely on Ouphe against Tron, because Damping Sphere is so powerful and useful against Amulet Titan. However, if there's a shift towards artifact combo, then a swap could be warranted.

The final human to discuss is Yawgmoth, Thran Physician. Protection from Humans makes him a theoretical mirror breaker. However, four mana is prohibitive. Also, sacrificing your creatures to incrementally shrink opposing creatures isn't great. Noble Hierarch may seem useless, but exalted is critical to force creatures through and/or make Yawgmoth a reasonable clock. The fact that you also have to pay life for the ability is risky, too, since often the mirror is about trading early haymaker damage until a board stall emerges. Yawgmoth wasn't terrible, but I didn't find him great, either.

Living the Life

The final deck I've been testing is the Life from the Loam engine. I call the engine itself a deck because you can build whatever you want around the engine and it is going to move. I've tried out prison, aggressive, and combo versions, and so far the best has been a combo/control version of Assault Loam.

Assault Loam

Creatures

4 Dark Confidant
4 Bloodbraid Elf

Planeswalkers

3 Wrenn and Six

Enchantments

4 Seismic Assault

Instants

4 Fatal Push
4 Assassin's Trophy

Sorceries

4 Life from the Loam
4 Raven's Crime
1 Worm Harvest

Lands

3 Verdant Catacombs
3 Wooded Foothills
2 Stomping Ground
2 Overgrown Tomb
1 Blood Crypt
1 Swamp
1 Forest
4 Forgotten Cave
4 Tranquil Thicket
2 Raging Ravine
2 Ghost Quarter
1 Bojuka Bog
1 Blast Zone
1 Urborg, Tomb of Yagmoth

The idea is to use Dark Confidant and Bloodbraid Elf to find the payoff cards while the unicycle lands dig for Loam. You have the most useful retrace card as disruption and lots of removal to not lose to creature rushes or Scavenging Ooze. These lists have been very hard to build, and I wouldn't actually play my shell, but their purpose was to test the viability of the Loam engine in Modern. And I'm very confidant that it is, in fact, viable.

Potent Engine

Loaming is just as powerful today as I remember it being over a decade ago. Once the engine gets going, Loam decks never run out of cards, and will find whatever they need to win. The engine is mana-intensive, but the odds of ever missing land drops in a 28 land deck are highly unlikely. Its main issue is getting it online. Surviving long enough to actually utilize all the extra cards can be tough in Modern, and my shell is not very good against creature decks. If you dredge away any removal spells, you tend to lose to Humans. This is a solvable problem if the deck is worthwhile enough to keep refining.

But the engine isn't enough to carry the deck alone. To use a car metaphor, I'm sticking an F1 engine into a commercial subcompact; the car has all the power in the world, but it can't actually wield it. That Assault Loam and similar decks haven't worked in Modern before has as much to do with the shells themselves as the lack of unicycle lands. The decks are land-heavy, thus frequently flooding to death, and depend on a very small number of payoffs. Thus, even with the additional consistency of eight one-mana cantrips, my Loam decks typically clunk out themselves rather than grind out my opponents.

Beneath the Leaves

Engine decks usually fail when their engines never start. Loam decks are particularly prone to this failure because without Loam, the payoff cards are pretty laughable. There's a reason that Seismic Assault is never played for simple value. Between the impending London Mulligan and the unicycle lands, it will be far easier to start Loaming. The lands alone were enough to support Extended Loam.

However, Modern Loam decks have to deal with graveyard hate on a scale impossible in Extended. Back then, there was only Yixlid Jailer, Leyline of the Void, and Tormod's Crypt to contend with, and only in quantity when players remembered that Dredge existed. Relic of Progenitus, Surgical Extraction, Rest in Peace, and Scavenging Ooze are everywhere in Modern in addition to Leyline. Without the graveyard, the engine can't run and the deck fails.

All Loam decks need to do to beat Surgical is hold up a unicycler to save their Loams in response. However, Rest in Peace requires an answer. Assassin's Trophy is very good at that, but Rest would still interrupt the engine. Once you have a graveyard again, it will take at least a turn to restart the engine, and losing a turn in Modern can be fatal. In short, the Loam engine is better now than ever before, but the disruption for it is also much better, and my testing was ultimately inconclusive.

New Growth

This leads me to think that if Loam wants to break out in Modern, it will need a radical redesign. Assault Loam has a very long pedigree, and I struggle to envision a deck that could utilize the Loam engine as well, but given how graveyard-hostile Modern currently is and how much more it could be, I think a new shell that attacks from multiple angles must be found.

I tried out creature-heavy Aggro Loam and it didn't work. It was between a clunky Zoo deck and bad Dredge. Countryside Crusher isn't the threat it used to be. I also tried a Bant Control deck which used the Loam engine and Courser of Kruphix instead of planeswalkers for card advantage. There, the typical control arsenal didn't work well when I was dredging Loam every turn; Snapcaster Mage and Misson Briefing weren't quite enough to make up the difference, though it was very close. I also tried a planeswalker-heavy build, and it was too clunky. If the problem of running out of answers gets fixed, then Control Loam could be a real deck.

About Wrenn

The final thing my Loam testing suggested to me was that Wrenn and Six is overhyped. Wrenn got a lot of hype when spoiled, and it makes sense. Crucible of Worlds is a good card, and Wrenn is cheaper and does other things too, all of which are potentially useful. If nothing else, Wrenn is notable as the first clearly useful two-mana planeswalker. However, I'm always skeptical about heavily hyped cards, so I've been testing him. And I'm unimpressed.

Wrenn is a mediocre card on face. Getting back a land every turn is a good, but not great, ability; see the limited play Ramunap Excavator and Crucible receive. The former is only used to replay Ghost Quarter or Horizon Canopy in GW Valuetown, while the latter is primarily a sideboard card against land destruction. The minus one will kill mana birds, but little else, and while the emblem combines nicely with the +1, retrace has never been gamebreaking.

In a Loam deck, Wrenn is playable because he's the closest substitute to Loam available, but even then he's mediocre. Again, without Loam, the deck isn't very good, and Wrenn can at least get things moving. However, he's only a third of a Loam. Also, a lot of the value of Loam is dredging every turn to find more lands, which Wrenn can't do. Loam decks will also already have a lot of retrace cards, so the emblem is slightly superfluous. Finally, he shares Loam's vulnerability to graveyard hate. Without a graveyard, Wrenn doesn't do anything.

I've only tested Wrenn in Loam, but other players I know have tried it in various non-Loam value shells and found him underwhelming. I'm told Wrenn's generally not bad, and mana-hungry decks appreciate a steady stream of lands. However, that's about all he does for them. Based on this, I think Wrenn will see play alongside Loam as a makeshift copy of the sorcery, but without Loam he's not really useful.

New Dawn

If the results from the MTGO release of Modern Horizons are any indication, Modern is due for a significant shakeup. However, it's important to remember that it's very early, and format inertia takes time to overcome. So far, I've found plenty of potential staples, though the format isn't quite right for them yet. I've also found that the Loam engine is viable and potentially quite powerful. The question is whether that power is enough given that the shells aren't obviously well-suited for Modern.

Beating the Buyouts: Reserved List Edition

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Feedback continues to be positive on this Beating the Buyouts series. One reader cleverly pointed out that the one-week rule doesn’t really hold true for Reserved List cards. In fact, any cards that are older than 20 years won’t follow the one-week rule.

The reason is simple: the market supply on these cards is small and entrenched in collections and shoeboxes under beds that it takes longer for any response to a sudden spike in price. Whether the card spiking is a Dual Land or a Thought Lash, the time needed to return to equilibrium pricing—the pricing that the market is actually willing to support—is much greater.

There was an error retrieving a chart for Thought Lash

Does that mean there are no tools in the arsenal for beating Reserved List buyouts? Is this a territory that MTG finance has already won, and everyone needs to just toss their arms in the air admitting defeat? Absolutely not! With older cards, more patience is required but it’s still possible to get ahead of the MTG finance crowd.

Breaking Down the Curve

Recall the general pattern for the buyout price curve: an exponential price increase followed by a one-week retraction of about 50% from peak. While results vary case by case, waiting one week before buying a spiked card is most often the correct approach.

Now let’s examine the buyout curve for something far older than Bearscape: Argivian Archaeologist. This is a good case study because the playability of this white creature isn’t so great. Therefore any price spikes are not due to sudden utility in gameplay—we’re looking at a strictly collectible card here, that has been manipulated by MTG speculation.

The card barely budged in price for many years. Then during the Reserved List rush of 2018, it spiked from $90 or so to north of $200. From there, the spike retracts, just like we saw with Bearscape last week. But instead of fully recovering in a week, we see in this case a short-term retraction followed by a long-term sell-off. Two weeks after the May 2nd spike, Argivian Archaeologist was already back down to $130 or so. Fast forward a year, and the card gradually settled right back down to its previous pre-spike price.

When MTG finance personalities claim that they don’t set the market price, it’s the player base who does, they’re not wrong. Since there was minimal “real” demand for this card—it was mostly Reserved List speculators—the price should not really have changed to begin with. Speculators tried to inflate the price, but the higher price wouldn’t stick. Thus, the market price prevails. But look how long it took to happen!

Readers may push back on this example. They may argue that a more playable card’s price does permanently increase after a buyout.

So let’s take a quick look at Gaea's Cradle, which was also swept away in the 2018 buyout craze.

Before the buyout, this was a $290 card. In April of last year, this land spiked to $430. Notice how this card’s chart deviates from that of Argivian Archaeologist. There’s virtually no short-term price retraction. There were enough FOMO (fear of missing out) buyers to sustain a $400 price tag, at least for a little while. After seven months, though, Gaea's Cradle dropped back below $400. It gradually declined until settling at around $355, where it is today. That’s about 20% higher than the pre-spiked price.

What does this mean? If there was no buyout driven by MTG finance, the natural price appreciation of this card would have probably been 22% over the course of the year. Instead of spiking and retracting, we would have seen a gradual incline as this card slowly gets absorbed into Commander decks and the like. The same end result was met, but we had to endure nearly a year of unnecessarily higher prices until the market could correct itself post-buyout.

Beating These Buyouts

This is where MTG finance can really put a sour taste in one’s mouth. Due to the rarity and age of these cards, buyouts cause a longer-lasting impact on the market. Whereas a newer card will sell off within a week, it could take months for a Reserved List card’s price to retract as much as it’s going to. Based on this data, I could recommend a one-year rule. If a Reserved List card is bought out, wait one year before buying.

That’s a long time to wait.

For those who don’t want to wait that long to acquire a Reserved List card (myself included), I have some good news! Reserved List cards haven’t spiked in a while and the one-year wait since the last spike has already passed! Anyone interested in purchasing a Reserved List card should rejoice that prices have all retracted already.

The less playable the Reserved List card, the greater the price has already retracted. If you need Dual Lands, of course, you’ll still be paying up. But even those are cheaper now than they were this time last year.

There was an error retrieving a chart for Tropical Island

I wouldn’t wait too long, though, because prices on the most desirable Reserved List cards have already started to climb in recent weeks. I’ve noticed the return of multiple Dual Lands to Card Kingdom’s hotlist. They have also been increasing their price on Mox Diamond recently, mirroring its price appreciation over the past few weeks. I don’t know if there’s going to be a mad rush on these Reserved List cards, but if you were kicking yourself for missing out on a certain card last year you’d best shop around and prioritize acquisition soon.

There was an error retrieving a chart for Mox Diamond

My only other advice on beating these Reserved List buyouts is to leverage your current Magic assets. Card Kingdom has aggressive buylist prices, and I’m sure they’ll be paying top dollar on Modern Horizons cards once they come out. Modern staples, in general, sell fairly well. You can liquidate some extras and use the proceeds to acquire those few Reserved List cards you’re needing. It sure feels better acquiring a Dual Land with store credit than paying the cash price.

ABU Games has okay pricing on their heavily played Dual Lands. You could ship some foils or Old School cards they offer huge credit bonuses on to pick up a few. I’ve been doing this myself recently. And while paying $260 in store credit for an HP Revised Tropical Island feels wrong, the pain is mitigated when you’re getting $80 in store credit for a played Unlimited Two-Headed Giant of Foriys. Would you trade three played Giants for an HP Trop? I know I would!

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

Wrapping It Up

When a newer card is bought out, it’s relatively easy to keep emotions in check, wait a week, and enjoy a cheaper price. This happens in most cases where the buyout is artificial and driven by MTG finance speculation.

With Reserved List and older cards, however, this approach isn’t so painless. It can take up to a year for a card’s price to retract post-buyout. That’s a long time to sit on the sidelines waiting—either the higher price has to be paid or else the card remains out of reach for a long time. Neither of these scenarios are very attractive, and unfortunately, there’s little other advice I can offer.

But there’s good news! If you’re reading this article around the time of its writing, June 2019, then the one-year waiting period has already passed! Prices are retracted, and the dollars required to buy a Dual Land or Gaea's Cradle already matches with overall market sentiment. There are currently no emotions and no speculators artificially increasing prices…for now.

My intent isn’t to incite panic buyout or speculation. Far from it. But a savvy player has to realize that prices are favorable for buying right now. I can’t promise there will be another spike, but after this one year period of calm, it would behoove prospective buyers to shop around for cards this month and make a priority call. If you can’t do it with cash, then try to use other cards to acquire store credit, which in turn can be flipped into Reserved List cards. This is a less painful way of making these acquisitions.

Ignoring this opportunity is an option, and it may be perfectly fine for your life circumstances at this moment. But just be prepared for that inevitable spike. It happens time and again, and given Magic’s continued popularity, it would be foolish to think MTG speculation and buyouts are over. When the next round of Reserved List buyouts happen, you may be kicking yourself for not acting sooner.

At that point, you’ll just have to wait another year.

…

Sigbits

  • As I mentioned in the article, Dual Lands are reappearing on Card Kingdom’s hotlist. Just this past week I saw Bayou and Tropical Island pop up on their list, with buy prices of $200 for each. I suspect there will be more to come as these are once again rebounding in price.
  • Reserved List artifacts are also hot right now. Grim Monolith’s buy price is hitting new highs, now at $120 on Card Kingdom’s hotlist. Mox Diamond’s buy price is up to $185, the highest it’s been in a while. Lion's Eye Diamond is another one, though its buy price keeps fluctuating and is at $140 at the time of this writing.
  • Two other Reserved List cards on the move are City of Traitors and Jihad. The former is a popular Legacy card, and its $145 buy price is truly merited. There aren’t many lands that tap for two mana right out the gate and even fewer that don’t hurt you when they tap. On the other hand, Jihad’s $130 buy price perplexes me. It’s an interesting card, but not all that useful. Perhaps this one is collector driven.

May ’19 Brew Report: Sticking It to ‘Em

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Between the impactful War of the Spark, the approaching Modern Horizons, the looming Core Set 2020, and the approved London Mulligan, now is quite a time to be a Modern player. But that's not all—Modern's continued period of adjustment to War is yielding more novel decks weekly than I can shake a stick at. It's nonetheless my job to try, so grab the nearest branch and let's get poking!

Combo Evolution

Existing combo decks received some impressive boosts with War of the Spark. While we covered some of these in a tech review last month, more have slipped through the cracks or made themselves known in full through the May dumps.

4-Color Copy-Cat, by BOBTHEDOG (5-0)

Creatures

4 Felidar Guardian
4 Birds of Paradise
4 Noble Hierarch
4 Coiling Oracle

Planeswalkers

4 Saheeli Rai
4 Teferi, Time Raveler
3 Narset, Parter of Veils
1 Jace, the Mind Sculptor
1 Nissa, Steward of Elements

Instants

3 Lightning Bolt
3 Remand

Enchantments

4 Oath of Nissa

Lands

1 Botanical Sanctum
1 Breeding Pool
2 Forest
1 Hallowed Fountain
2 Island
4 Misty Rainforest
1 Plains
1 Sacred Foundry
1 Steam Vents
1 Stomping Ground
1 Temple Garden
4 Windswept Heath
1 Wooded Foothills

Sideboard

3 Fiery Justice
2 Gaddock Teeg
1 Nissa, Vital Force
1 Nissa, Who Shakes the World
3 Rest in Peace
1 Scavenging Ooze
3 Stony Silence
1 Tireless Tracker

The stock, Jeskai build of Copy-Cat actually seems to have done well in May, with multiple copies popping up in the dumps. But that deck is nothing new for Modern, if historically a bit fringe. This 4-Color Copy-Cat doubles-down on its primary strategy, splashing green for additional enablers at the expense of a classically Jeskai Plan B.

From green, the deck cribs eight mana dorks and a set of Oath of Nissa to find its combo pieces. Oath is practically Ponder in this list, whiffing only on itself, Lightning Bolt, and Remand. Nissa, Steward of Elements is also hired as a creature-finder (I saw a lot of this walker in creature-based combo decks from May's published lists). Creature dorks get the nod over the more resilient Utopia Sprawl for their interaction with Oath and Steward, and push the combo to be a turn faster.

The strength of Splinter Twin was its ability to play at instant speed: if opponents tapped out at all, pilots could win from an empty board, slamming end-step Deceiver Exarch into the namesake enchantment. In other words, they needed instant-speed removal to survive.

Teferi, Time Raveler also limits the window in which opponents can interact with the combo, forcing opponents to remove Felidar Guardian during their own turns, and in a main phase. But the four-mana 1/4 is not very easy to remove gracefully. A revolted Fatal Push is the cleanest available answer; Path to Exile ramps Copy-Cat into its bigger plays, like cantripping into and resolving planeswalkers. After those, spells begin to get expensive (and subsequently unplayable).

All-In Goryo's, by YAMAKILLER (24th, Modern Challenge #11875603)

Creatures

3 Generator Servant
4 Simian Spirit Guide
4 Ilharg, the Raze-Boar
4 Emrakul, the Aeons Torn
4 Griselbrand

Artifacts

4 Pentad Prism

Instants

4 Goryo's Vengeance
4 Through the Breach

Sorceries

4 Faithless Looting
3 Cathartic Reunion
3 Collective Brutality

Lands

4 Blackcleave Cliffs
2 Blood Crypt
4 Bloodstained Mire
2 Gemstone Caverns
1 Marsh Flats
2 Mountain
3 Swamp
1 Verdant Catacombs

Sideboard

3 Abrade
2 Anger of the Gods
3 Chalice of the Void
1 Fatal Push
2 Lightning Axe
2 Night's Whisper
2 Thoughtseize

All-In Goryo's represents a fundamental shift for Goryo's Vengeance decks, and one I think is here to stay. Gone are the clunky combo pieces of the old reanimator strategy, such as Nourishing Shoal; cheesing Griselbrand into play on turn two or three is good enough without the extra combat steps.

Replacing the chaff is a loaded acceleration package. Pentad Prism and Generator Servant join Simian Spirit Guide to give the deck plenty of ways to reach five mana a turn early. As permanents, these cards are more versatile than the Desperate Rituals of old, if also more disruptable via removal. On the plus side, they don't care so much about Damping Sphere and its ilk, which could previously shut down the Griselbrand decks.

Ilharg, the Raze-Boar makes all these adjustments possible. Generator Servant can pump out the God, increasing the deck's acceleration options. And especially with haste from Servant, Boar functions as extra copies of Through the Breach, granting Grisholabrand an unprecedented level of consistency. It now has 12 payoff cards so long as it can fix them up with the right threat, and stands to become only more consistent under the accepted London Mulligan.

All-In Vizier, by ATOMIC (5-0)

Creatures

1 Vizier of Remedies
4 Devoted Druid
4 Arbor Elf
2 Noble Hierarch
1 Eternal Witness
1 Phyrexian Revoker
1 Scavenging Ooze
1 Tireless Tracker
1 Thrun, the Last Troll
1 Acidic Slime
3 Walking Ballista
1 Duskwatch Recruiter
2 Simian Spirit Guide

Planeswalkers

4 Karn, the Great Creator

Artifacts

1 Trinisphere

Enchantments

4 Utopia Sprawl

Sorceries

4 Finale of Devastation
4 Primal Command

Lands

1 Scrying Sheets
19 Snow-Covered Forest

Sideboard

1 Walking Ballista
2 Damping Sphere
1 Ensnaring Bridge
1 Liquimetal Coating
1 Mycosynth Lattice
1 Pithing Needle
1 Ratchet Bomb
1 Sword of Fire and Ice
1 Sylvok Replica
4 Tormod's Crypt
1 Wurmcoil Engine

In keeping with the theme of putting all eggs into a single basket, All-In Vizier forsakes additional colors and goes mono-green even adapting a snow-land engine, with the introduction of new enablers and payoffs. The former set includes Finale of Destination, an expert tool at finding the right creature at the right time. Its graveyard-searching clause lets All-In Vizier run just a single copy of its namesake threat, instead packing more bullets and raw power.

Speaking of power, Walking Ballista appears here in maximum quantity, with a functional sixteen copies in the main—once this deck does achieve infinite mana via Vizier and Druid, which it's tailor-made to do as fast as possible, any of those cards ends the game on the spot. Besides, Ballista is just good in general for a ramping strategy, especially against the disruptive aggro decks that can otherwise pose hurdles for combo (i.e. Humans).

The same goes for Karn, the Great Creator, who here digs Ballista out of the sideboard when going off. The rest of the time, Modern's fastest-rising planeswalker locates surgical hate cards and answers to an opponent's: Sylvok Replica, welcome to Modern! In lieu of the combo, but given an abundance of mana, Karn offers the Mycosynth Lattice lock, a functional win in most game states for the low price of ten mana split over two turns.

All-In Vizier features bullets in the main, too, as Primal Command and Finale help find them fast in the right matchup. Revoker, Ooze, Thrun, Tracker, and Slime all have their applications in different pairings, while the miser's Trinisphere offers free wins when it works against the likes of Phoenix.

Midrange Masters

Perhaps Modern's most beloved super-archetype, midrange has existed here since the format was inaugurated. Many, including myself, have prematurely forecasted the "end" of this archetype-wheel staple more times than I care to recount. But while midrange is evidently not going anywhere, it's also not content to sit still; the May dumps indicate plenty of movement even within the strategy's known quantities.

Esper Blink, by ZXROGUE (5-0)

Creatures

2 Restoration Angel
4 Snapcaster Mage
3 Spell Queller
1 Vendilion Clique

Planeswalkers

2 Narset, Parter of Veils
1 Teferi, Hero of Dominaria
3 Teferi, Time Raveler

Instants

2 Fatal Push
4 Path to Exile

Sorceries

2 Collective Brutality
3 Inquisition of Kozilek
4 Lingering Souls
4 Serum Visions
2 Thoughtseize

Lands

2 Creeping Tar Pit
2 Darkslick Shores
4 Flooded Strand
2 Godless Shrine
1 Hallowed Fountain
1 Island
1 Plains
4 Polluted Delta
2 Shambling Vent
2 Swamp
2 Watery Grave

Sideboard

2 Ashiok, Dream Render
1 Ceremonious Rejection
3 Dovin's Veto
1 Kalitas, Traitor of Ghet
1 Kaya, Orzhov Usurper
1 Liliana's Triumph
2 Supreme Verdict
2 Surgical Extraction
2 Unmoored Ego

Esper Blink gets its name from Restoration Angel, a standby of blink strategies. But its most critical synergy occurs between Spell Queller and Teferi, Time Raveler. The walker prevents opponents from casting the spell, which would be put onto the stack at instant speed should they kill Queller, making the Spirit something of an undercosted, 2/3 counterspell.

I expect this package to gain traction in different archetypes, as it's made up of otherwise playable cards in the same color anyway. So far, the May decklists show it cropping up in Spirits as well as UW Control. It makes sense for a midrange deck to toss in Restoration Angel, further going over the top of other fair decks; blinking Queller with Teferi out permanently exiles the first spell, even should opponents manage to remove Teferi down the road, and nabs a new one. Adding more credibility to the principle, ZXROGUE isn't even the only player who succeeded on Esper Blink last month.

Mardu Tokens, by LILIANAOFTHEVESS (5-0)

Creatures

3 Bedlam Reveler

Planeswalkers

4 Saheeli, Sublime Artificer
1 Kaya, Orzhov Usurper

Artifacts

4 Mishra's Bauble
2 Runechanter's Pike

Enchantments

2 Blood Moon

Instants

2 Fatal Push
4 Lightning Bolt
1 Lightning Helix

Sorceries

1 Angrath's Rampage
1 Collective Brutality
4 Faithless Looting
4 Inquisition of Kozilek
3 Lingering Souls
3 Thoughtseize

Lands

4 Blackcleave Cliffs
2 Blood Crypt
4 Bloodstained Mire
4 Marsh Flats
2 Mountain
1 Plains
2 Sacred Foundry
2 Swamp

Sideboard

1 Angrath's Rampage
1 Blood Moon
1 Collective Brutality
1 Kaya, Orzhov Usurper
2 Anger of the Gods
2 Damping Sphere
4 Leyline of the Void
2 Pithing Needle
1 Wear // Tear

Mardu Tokens gets a promising upgrade in Saheeli, Sublime Artificer, a much-tougher Young Pyromancer that also turns tokens into Reveler clones for extra prowess points. Bedlam Reveler's role here is to gas players back up after a series of one-for-one trades, just as in the old Mardu Pyromancer decks. And Mishra's Bauble triggers both Saheeli and Reveler, as well as "hiding" cards from the Devil's "discard your hand" clause. The most suspicious card is Runechanter's Pike, which I suppose can help generate fast wins against linear combo while tossing damage over gross battlefields with some help from a 1/1 Spirit token.

Broodlord Rock, by LUCKY-DRAGON (5-0)

Creatures

4 Fulminator Mage
4 Dark Confidant
2 Knight of Autumn
1 Nissa, Vastwood Seer
2 Plaguecrafter
2 Scavenging Ooze
1 Shriekmaw
4 Tarmogoyf
2 Tireless Tracker

Planeswalkers

3 Sorin, Vengeful Bloodlord

Instants

2 Assassin's Trophy
4 Fatal Push

Sorceries

2 Inquisition of Kozilek
3 Thoughtseize

Lands

4 Blooming Marsh
2 Forest
1 Godless Shrine
3 Marsh Flats
2 Overgrown Tomb
1 Plains
3 Shambling Vent
2 Swamp
1 Temple Garden
1 Twilight Mire
4 Verdant Catacombs

Sideboard

2 Assassin's Trophy
1 Ashiok, Dream Render
2 Choke
2 Damnation
2 Nihil Spellbomb
1 Nissa, Vital Force
3 Stony Silence
2 Surgical Extraction

Broodlord Rock is a BG Rock deck built around Sorin, Vengeful Broodlord. Its creature selection has been warped around the walker, aiming to maximize the value gained from reanimating dudes as vampires. Fortunately, the creatures seem mostly reasonable, with Fulminator Mage leading the charge.

GR Dragons, by CAVEDAN (5-0)

Creatures

4 Glorybringer
2 Stormbreath Dragon
1 Thundermaw Hellkite
1 Verix Bladewing
4 Bloodbraid Elf
4 Arbor Elf
3 Birds of Paradise
2 Gruul Spellbreaker
2 Tireless Tracker

Planeswalkers

3 Kiora, Behemoth Beckoner
2 Domri, Anarch of Bolas
1 Sarkhan, Fireblood

Enchantments

4 Blood Moon
4 Utopia Sprawl

Instants

1 Lightning Bolt

Lands

1 Kessig Wolf Run
1 Misty Rainforest
9 Snow-Covered Forest
1 Snow-Covered Mountain
3 Stomping Ground
2 Verdant Catacombs
1 Windswept Heath
4 Wooded Foothills

Sideboard

2 Lightning Bolt
1 Abrade
1 Ancient Grudge
2 Anger of the Gods
1 Chameleon Colossus
1 Damping Sphere
1 Flame Slash
1 Grafdigger's Cage
2 Relic of Progenitus
1 Ruric Thar, the Unbowed
2 Scavenging Ooze

GR Dragons is a stompy deck that accelerates into Blood Moon, then bashes face with huge dragons. It's lower to the ground than Ponza, bringing it closer in application to my own GR Moon builds. The dragons are less efficient than Goyf or Rabblemaster or Hazoret, though, requiring a re-tool and giving me the impression this deck could be improved.

Focusing on what's here, though, Sarkhan Fireblood makes a requisite cameo. Without Looting, I'd think the card selection Sarkhan provides would prove of utmost importance, not to mention the walker's +1 ramping into dragons. But Fireblood takes the backseat to Kiora, Behemoth Beckoner, another walker tailor-made for this sort of deck. Not only does she generate raw card advantage via cantripping dragons, Kiora also functionally ramps into the deck's fatties by untapping lands—hopefully, ones enchanted by Utopia Sprawl.

Horizon Falls

By this time next month, Modern Horizons will be Modern-legal, and we should have plenty of new tech to unearth. Until then, take solace in the apparent fact that Phoenix's iron-fisted reign has ended, and Modern is as bursting with innovation as ever!

June Financial Update: Treasure Chests & Modern Horizons

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Welcome back, folks.

If you haven't already done so, check out last week's article which discusses the major update that goes live this week with the release of Modern Horizons. Today I'm going to bring us up to speed on the changes to the treasure chests as well as offer my perspective on the financial side of what we're likely to see with Modern Horizons. Modern Horizons will follow a different financial trajectory on MTGO than in paper, and it's important to understand the difference.

I. Treasure Chest Update

Treasure chests are now worth 2.42 tix, their highest value since October of last year. After bottoming out around 1.80 tix in January, they've been on a steady climb upward. Courtesy of Goatbots' chart:

There are several reasons why treasure chests have been on a steady rebound. Most obviously, there is renewed confidence in MTGO; the panic selling is over; the reduction of the player base because of Magic Arena's release is over; players have been returning to MTGO to play older Constructed formats, and that has been the main driver behind the resurgence in chest prices. Modern remains the most popular format on MTGO (league numbers ~2000); Standard is second (~750); Legacy third (~500); Pauper fourth (~500). However, there are some other notable changes to the treasure chests that have boosted the value of treasure chests.

Japanese Planeswalkers

Magic Online is now infusing more value into the treasure chests via premium alternate arts than ever before. This has undoubtedly boosted treasure chest value. Everything from Ultimate Masters Box Toppers to Guilds of Ravnica: Mythic Edition Planeswalkers have made their way into the treasure chests over the past six months. I like this move overall since it props up chest values without exerting as much downward pressure on regular cards as treasure chest printings usually do. Below I've compiled a list of all the Japanese planeswalkers selling for more than 1.00 tix on MTGO:

Should I Invest in these? The short answer is no, not at this time. Demand is high for them, but they are nowhere near peak supply. They are being released into the wild at a low frequency (a curated frequency of 6 is on the lower end), but they will continue to pour in for at least another few months. This question will be worth revisiting around the release of Core 2020.

It is interesting that some like Narset and Nissa are overperforming their non-promo versions by a lot, yet others like Teferi and Karn are worth only a few more tix than their non-promo versions. I'm not entirely sure what to make of this disparity, but it is worth noting that you can play with some of these without paying a huge premium to do so. They're sexy, so if you want to play with them don't let anyone stop you!

Biggest Gainers

Inclusion on this list typically means that you should sell them because their price is going to take a tumble, but the modest frequencies on several of them have kept their price from tanking. Some, like The Rack, continue to go up as the deck increases in popularity in Modern.

The headline inclusions, though, are Arclight Phoenix and Assassin's Trophy, two premier cards no longer draftable on MTGO. A frequency of 20 exerts a lot of downward pressure on a card, and that's most likely the biggest reason why Arclight Phoenix has taken a tumble from 55 tix to 35 tix over the past few months. If I'm playing Arclight Phoenix in Standard and Modern I'm not a seller; the price may even rebound once Modern Horizons goes live because demand for Modern will pick up. But I don't like holding this card as an investment. Assassin's Trophy is a fine hold for players and investors alike.

Biggest Droppers

There's a decent amount to unpack here. Remember that a decrease in frequency means that these cards will be opened less in the treasure chests, giving their prices a greater chance at stabilizing or making a recovery. Some of these changes were made in anticipation of Modern Horizons (Flusterstorm and the snow-covered lands). Others were made because enough supply has entered the market that inclusion in the chests doesn't help the chests' overall value anymore (Crop Rotation, Brainstorm, and Ash Barrens).

From an investor's perspective, the most interesting cards on this list are Scapeshift and the Khans fetches. I'd counsel against buying Scapeshifts you don't intend to play with because it was reprinted in Core 19 and still has a frequency of 6. I don't see much room for growth, and I expect the card to remain stable in between 0.75 tix and 1.75 tix going forward. The Khans fetches though....now those are interesting!

The prices of the Khans fetches are at three or four-year lows. They were included in treasure chests right from the very start, and for the first time, they're getting rolled back from a frequency of 12 to a frequency of 6. Their price held relatively steady for years, then toward the end of last year, their prices fell by 50% along with the rest of MTGO. Now that they're showing signs of recovery and with Modern Horizons being released in a few days, many players want to know whether now is a good time to buy. My belief is that you should pick these up if you have any holes missing in your collection, but I wouldn't invest in them. The return-on-investment (ROI) might one day reach 100%, but you'll have tied up your capital for far too long to get there. If you're like me and don't own a playset of each though, now's a good time to change that.

II. Modern Horizons Information

Secluded Steppe by Noah Bradley

Modern Horizons comes out on Thursday and with it the usual array of events -- Sealed, Intermediate Draft, and Phantom Draft. Phantom Draft uses the new and improved prize structure I discussed last week. The others remain unchanged.

New this time is the ability to get a discount on the non-phantom events by buying "The Modern Horizon Bundle" for $50. Purchasing this bundle gives you 2.5 drafts at roughly a 20% discount and throws in a Flusterstorm and Serra Angel avatar for free. If you were thinking of buying event tickets, this is a much better option instead if you intend to draft; you may have missed the opportunity to buy tickets at a 20% discount, but there will be no better way to put money into MTGO over the coming months so I recommend this bundle. I'll be buying one or two myself, since I love drafting, and the only thing better than drafting is drafting at a discount.

III. Signing Off

As always, leave your comments down below or message me in the QS Discord if you have any questions. I hope Modern Horizons will be a blast. It hits all of the right nostalgia notes for me, and it looks like a draft environment ripe for exploration and trying new things. Next week I'll be taking a deep dive into MTGO's best-kept secret in 2019: drafting on MTGO is now cheaper than it has been in years and you should be doing more of it. Thanks for reading and I'll see y'all next time.

 

Bringing Big Business Practices into Your Business, Part 1

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With the advent of TCGplayer opening up to anyone who wants to own an online store without a brick-and-mortar location, numerous people have opened started Magic card businesses out of their apartments/dorm rooms/homes. However, many of us, myself included, do not have any formal business training. That being said, I've worked for various companies since graduating from college, and I've picked up some useful strategies many large corporations use.

Continuous Improvement

This is arguably one of the biggest practices many big businesses employ. The basic principle is that no business system is optimized. By always looking for ways to improve and streamline the business, you eliminate waste and cut costs, which means larger profits. Most credit the Japanese automotive industry, specifically Toyota, with pioneering this idea, which has since swept through every industry in existence to some degree or another.

Metrics

One important factor with Continuous Improvement is that you can't improve what you don't know, which is why in order to properly improve you need to create metrics to track performance. With said metrics, you can now propose modifications and compare the results to determine your level of improvement. What does this have to do with Magic finance you might ask?
Assuming you own a TCGplayer store, here are things you can track:
  1. How long does it take you to package an order?
  2. How much do you spend on the packaging?
  3. How much time do you spend acquiring new inventory?
  4. How do you track your sales?
  5. What is your actual profit margin when all expenses are accounted for?
  6. What format do you tend to sell the most cards for?
The answers to these questions are trackable metrics and once you start tracking them, you may be very surprised by the results. The first goal of this exercise is to highlight any obvious issues, which might really stand out when you actually account for everything. The second is that once you have a baseline, you can now look for ways to optimize parts of your business operation.

How long does it take to package an order?

For example, let's say we dig into the metric of how long it takes you to package an order. The first thing we need to do is break down our procedure into all the steps and time them. For those interested in the manufacturing world this is called the "takt time".
  1. Gather the card(s) (60 seconds)
  2. Put into penny sleeve (2 seconds)
  3. Place penny sleeve into top loader (2 seconds)
  4. Tape top loader closed (1 second)
  5. Pull envelope (3 seconds)
  6. Print off packing slip (1 second)
  7. Write return address on envelope (1 second)
  8. Write delivery address on envelope (2 seconds)
  9. Place order + packing slip into envelope (1 second)
  10. Seal envelope (1 second)
  11. Place stamp on envelope (1 second)
  12. Place envelope in mailbox (120 seconds)
This process 194 seconds (or 3 minutes 14 seconds). Now, several of these steps take such a small amount of time that speeding them up or eliminating them may not account for much. However, there are two obvious steps that take a lot of time which are the first and last steps. Let's break those down and see if we can optimize them.

Step 1 (60 seconds)

Gathering the cards for your order can be tedious if you don't have your inventory organized well. For more details on that, I have previously written an entire article about inventory management.

In this instance, let's assume that you have your inventory in binders and you have to leaf through them to find the card someone has ordered. Taking one minute to find a card really doesn't sound all that bad until you consider what happens if you scale your business up. What happens if you have to fill thirty orders a day? What about fifty orders? There can be a significant time investment in organizing your inventory up front. However, you will save yourself a lot more time afterward and it will allow you to track your inventory easier.

So, instead of keeping your inventory in binders, what happens if you keep it in boxes separated by color alphabetically? Now that sixty seconds becomes ten seconds.

Step 12 (120 seconds)

Let's say you package your order and then walk out to your mailbox, place your envelope in the mailbox, raise the flag, and walk back inside. The obvious way to save time would be to do this once per day and bring up all your packages at once, thus spreading the time cost amongst all your packages.

If you sell five cards in one day, you can divide that 120 seconds by five and now your travel time is down to 24 seconds per package. But perhaps we can go further. If you make sure you have all your packages ready in the morning before you leave for work, you can simply bring them with you and drop them off in the mailbox on your way out the door, thus reducing your average trip time one second.

How do you track your sales?

While optimizing your process may seem pretty obvious, what about tracking your sales? First, you might ask yourself why it matters? After all, TCGplayer has a handy calculator that tells you how much you sold between any given time period and they send you money every few days from your sales. I keep a running spreadsheet for all my Magic revenues and expenses, which includes all purchases, all sales, all fees and expenses, the profit margin per transaction, and what format each card was most likely purchased for. Below is the constantly adjusting graph of the sales by format.

The biggest benefit I get from this graph is that it lets me know what kinds of cards I should focus on picking up. As you can see a large majority of my sales are for Commander and Modern purposes. Note that I don't buy a lot of Standard cards for resale to begin with, so it's expected to be a smaller piece of the pie.

What is most interesting is that I predominantly focus on Commander (or EDH for us purists) as that is what my local players tend to want and that is what they tend to have for sale. Yet this year so far, I've sold a lot more Modern cards. Looking over this graph, it appears that I should put emphasis on picking up Modern staples from my local players more than I currently do, given my sales success with the format.

Conclusion

While many view the MTG economy as very niche, the fact is that it has grown dramatically in the past 10 years. Even still, growth continues to be steady. This means that more and more competition will be likely to enter the marketplace. In order to survive and thrive, businesses will need to look at how to cut costs, optimize processes, and continuously improve.

Power Overwhelming from the Modern Horizon

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With Modern Horizons now fully spoiled, it's time to wrap up this series of spoiler articles. Last week, I said that the set was a bit underwhelming. At the time it looked like a Standard set with some added complexity. Immediately afterward, the most potentially powerful cards in the set were revealed, causing me to eat my own words.

Onslaught Cycle Lands

Since they were revealed, the enemy-colored Horizon Canopy cycle has received a lot of press. It makes perfect sense; Canopy is a great card and used in many decks. It fixes mana and can be cycled late game, which makes it a contender for best land ever. Now more decks have access to the effect, and it stands to reason that it will rock the format. However good the new Horizon lands actually are, they're not the most powerful lands in Modern Horizons. They're very good, but they'll never be broken or abusable; they cost too much time, both in mana and land drops.

The reprinted Onslaught unicycle lands, on the other hand, have been absurd before and may be so again. The unicyclers always come in tapped, which isn't good in Modern. However, being lands is more of a bonus. They're meant to be cycled and increase velocity . This is similar to the Horizon lands, but cycling doesn't require a land drop. Instead, these cards combine with Life from the Loam to produce a card advantage engine that cannot be out-grinded. Every turn, interested pilots can draw up to n-2x cards, where n is the number of lands they control and x is how many times they cast Life.

Loam Is Real

When the bicycle lands were debuted in Amonket, my testing showed that they were not good enough for Modern. The mana investment was too high, the engine too inefficient, and the rest of the shell too dependent on the engine to be functional. I predicted then that it would take the unicyclers to make it work. Shaving a mana off anything makes it far more powerful (consider Counterspell vs. Cancel), and when it's part of an engine, the increase is exponential. Therefore, I feel very confident that Assault Loam is a real deck now.

History supports this theory. Loam decks proved a force in Extended for as long as Onslaught Block and Ravinca were legal. And this was a format where Mind's Desire and Chrome Mox were legal, graveyard hate was almost non-existent while dredge and Ichorid ran free, and Affinity had artifact lands. Loam's run started as a prison engine in CAL, evolved into Assault Loam, and survived until the end of its legality. Modern is a very different format form old Extended, but if the Loam engine could hang back then, it may well still be good.

Drifting Away

Loam isn't the only deck the unicyclers could resurrect. Astral Slide is a beloved deck that never had much impact beyond its Standard run, and now has another chance. Back when I was first getting into competitive Magic, Slide was a powerful and plodding board control deck that used the namesake card to contain opposing creatures, cheaply un-morph its own Exalted Angels , and then close the game with Lightning Rift and Decree of Justice. It never had much impact outside of Standard because it was so slow, and Living End fills a very similar role, but is faster. However, I know a lot of players that loved Slide back in the day and lamented that Modern doesn't include Onslaught block so they could keep playing their deck.

Astral Drift is Slide with upsides, and with the unicyclers back there's potential for a resurrection. However, several problems need to be overcome. First and foremost, the speed problem must be solved. The old Slide deck was glacial, and a reborn version would still need to tap out for a three-mana enchantment that does nothing on its own. If you're still alive by then, you start cycling cards to dig you deeper and blink out attacking creatures.

This brings me to the second problem, one of payoffs. Lightning Rift was cheap to cast and activate. The best analogue is Faith of the Devoted, which isn't as versatile and costs more. Same problem with Drake Haven. Even if those weren't big enough hurdles, why not just play Living End? It offers the same durdly gameplay, but adds competitive precedent.

Snow-Thing Awakens

The other big problem I previously mentioned was a lack of reasons to play snow card. The snow basics are essentially free, but the actual spells required a lot of hoop-jumping to make work. There needed to be more of a reason than Ice-Fang Coatl to bother. That reason has appeared in Marit Lage's Slumber.

As a fixed (uncheatable) version of Dark Depths, Slumber is notable first as a signal that Depths isn't getting unbanned, which is for the best at this point. Secondly, it may end up an exceptional control card. As a two-mana blue enchantment, it directly competes with Search for Azcanta. This is not a fight many cards would relish, but I think Slumber has a chance. Search only triggers once, on your upkeep. Slumber triggers whenever a snow permanent hits play. Combine the basics and some snow creatures and you can scry multiple times a turn. Secondly, the payoff for flipping Search is recurring card advantage. Slumber potentially wins the game outright. Not many decks will be able to make Slumber work, but the one that can may be greatly rewarded. The only control deck that already relies on basic lands is Blue Moon, so that's where I'd start testing.

The Best Thalid-Ninja-Hound Ever

Prior to Modern Horizons, Mutavault was the best changeling in Magic. Considering the competition, that wasn't a hard-fought victory; Chameleon Colossus and Mirror Entity see some niche play, but always in small numbers. Mutavaultmust now step down from its throne, because Unsettled Mariner is absurd. Every tribal deck that can run this card should be doing so.

The fact that it benefits from and triggers any tribal synergies is good, but if that was the only criteria, then Mothdust Changeling would see play. It's the ability that makes the Mariner. Mana Tithe-ing anything that targets your creatures is worse than hexproof, but not everything can be Spirits. It's still a very powerful ability that very effectively protects your creatures for two mana.

Spot removal in Modern is meant to break up attacks and slow down creature rushes before the more powerful cards come down. It frequently takes several in a turn to survive a tribal onslaught, and Mariner makes that a difficult task. Midrange and control will struggle against this card, and I predict they go more sweeper-heavy to compensate.

However, that's not the only benefit of Mariner. It also protects you. This gives him utility against combo decks that similar protective creatures like Kira, Great Glass-Spinner cannot match. While most tribal decks are already fine against combos like Storm, they tend to struggle against Valakut, the Molten Pinnacle. With Mariner out, Valakut can't just go for the kill; they must remove it or have enough mana to pay for all the taxes. This is achievable, but takes extra time. And time is all a tribal deck needs to win.

How Many?

However, there is a question of how many to run. Against another creature deck or Tron, Mariner is just a bear. The current metagame doesn't have a lot of targeted removal or combo win conditions. It is great against Dredge, since each Conflagrate target gets its own trigger. It also forces UW to actually hit its sweepers on curve rather than banking on Path and Detention Sphere buying time.

I would run a full set in UW Merfolk because it's perfectly on-curve and replaces Kira, but I'm not sure about other decks. Humans' maindeck is fairly set, with one permanent flex slot. Thalia or Kitesail Freebooter sometimes get shaved if the metagame is unfavorable.  That's not much room there, and Mariner is the kind of card you maindeck. It's decent but very medium in the sideboard, and Humans' sideboard is already stacked. Mariner is good enough for Humans, but the metagame question will dictate how many the deck needs to pack.

Sick Machinations

Sticking to the subject of Humans, we've also received Plague Engineer. Following in the tradition of Prime Speaker Vannifar and Cabal Therapist, Plague Engineer is Engineered Plague (see what they did there?) given legs to power it down. Humans has been highly successful for approaching two years now (thanks to favorable metagame conditions), so it makes sense to curb it with anti-tribal hate. However, Wizards clearly didn't want it to be too hateful. Tribal decks are a cornerstone of Modern, so I appreciate Wizards making a more counter-answerable version of Plague.

That said, I doubt that Engineer will see widespread play or do much to actually curb Humans. Engineer costs three, and by then Humans can grow enough for Engineer to merely shrink them rather than wipe the board. Any subsequent Thalia's Lieutenants or Thalia, Guardian of Thrabens will die on entering, but that won't stop them from growing already-existing copies of Champion of the Parish or Lieutenant. Humans also plays a lot of answers in Reflector Mage, Dismember, and Deputy of Detention, so relying on Engineer is very risky.

Where I see Engineer seeing play, ironically, is in Humans. Right now, Humans struggles against other go-wide tribal creature decks. Thanks to Noble Hierarch, Engineer can land on turn 2 and devastate against Elves, Goblins, and sometimes even Spirits. Most of the creatures in Affinity and Hardened Scales are constructs, so an accelerated Engineer is quite good there too. The tribal hate card may end up significantly boosting the best tribal deck.

Things Get Weird

However, the problem with Humans relying on Plague against creature decks is the mirror. The Humans mirror is either decided by one player going off with multiple Thalia's Lieutenants or by dominating tempo with Reflector Mage. It's not the worst creature mirror (Merfolk is), but it is very frustrating and slightly brainless. Plague Engineer promises to stifle the former by shrinking the team and killing any subsequent Lieutenants before they can grow, which is a very strong plan without downside since Engineer isn't symmetrical.

But that clause may also be the Engineer's downfall. Another part of the Humans mirror is Phantasmal Image. Image copying opposing Lieutenants and Mages is incredibly good, and is a reason there's some fear about making the first move in the mirror. It is often necessary to play Mage or Lieutenant to get the deck moving. However, doing so provides a very tempting option for Image, and that card is a four-of. If your opponent is missing a critical card, it's often a good idea not to play yours so their Image can't get them back into the game. You want to do exactly enough to win, but not enough to let opposing Images wreck you.

Engineer further complicates such circling. There's almost certainly not room in the Humans sideboard for more than two Engineers, or three in a tribal heavy meta. That means the odds will always be better for the opponent to have Image than for you to have Engineers. The question then becomes whether the damage you do by playing Engineer outweighs the risk of letting your opponent have one. This dance may lead to a lot of metagaming and next-leveling in the mirror.

Mystic with Gears

My final card is another engineer, though of a more traditional variety. Goblin Engineer is a throwback card, and interestingly not to just one. Engineer presents like a reference to Goblin Welder, but combines that reference with Stoneforge Mystic. The former reference is the activated ability replacing artifacts in play with ones from the graveyard (though nerfed and making sense with the rules). The latter comes from the tutoring ability, though it sends the tutored card to the graveyard rather than the hand.

From there, Engineer can do a decent Mystic impression. If you use Engineer to tutor for Sword of Fire and Ice or similar, you can then trade it for an artifact in play, which is functionally the same as Mystic (though easier to disrupt). I could see this working as a red splash in Death and Taxes that makes clue tokens to feed Engineer. Whether this is good I can't say, but it might see some play while Stoneforge Mystic remains banned.

Even if that is farfetched, there are plenty of other fair, value-centric uses for Engineer. Tutoring for and then resurrecting Affinity cards come to mind. However, this sort of effect never ends up being played in fair decks.

Fixed it Broken

Goblin Engineer wants to be broken. Its predecessor, Goblin Welder, was broken way back when thanks to the busted artifacts from Urza block, and it couldn't even tutor for targets. Engineer will never return a Platinum Angel or Mindslaver to play since its ability is restricted to CMC 3 or less. However, it can find any artifact. Tutoring is a powerful mechanic, and so is reanimation. That Engineer combines both makes it very dangerous.

I don't know how to break Engineer. A lengthy Gatherer search for cheap artifacts contained a lot of enablers, but no obvious engine to get the combo moving. However, maybe Engineer doesn't need to do the work itself. Refurbish and Trash for Treasure exist, so there are ways to be a way to cheat in something huge and devastating on turn three. The best I could think of is Sundering Titan, which seems mediocre. If only Blightsteel Colossus could hit the graveyard.

There's also the possibility that Engineer's activated ability is combo-ready, too. I don't know of a great and cheap artifact engine right now, but I could be wrong. Even if I'm right at the moment, Wizards could always print something that is busted for Engineer to tutor for and then cheat in. Watch this card carefully; I can't imagine it won't get abused at some point.

Modern's Upheaval

It is hard to predict how Modern will react to Horizons. There's so much going on that I can't definitely say how the dust will settle. However, I can test decks, and use the ensuing results to extrapolate about the format. Tune in next week to see the results of those experiments.

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