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Beating the Buyouts: The One-Week Rule

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It is confirmed: articles on the negative implications of MTG finance are well received. Feedback was largely positive, and I really appreciate everyone’s mature and thoughtful engagement on the subject.

As I wrapped up the article last week, the momentum was difficult to halt. Rather than combatting writer’s block, I had to do the opposite—I forced myself to stop even though I could have gone on for many more words on the subject. Due to the positive reception, I’m going to explore this subject even further through a series of articles in the coming weeks. As long as feedback remains mostly positive and the ideas continue to flow, I’ll continue to explore this space.

This week will be the second article in this series and will focus on the impact of buyouts on the community and its economy. This data will be used to segue into actions that should be taken in the face of a buyout.

The Buyout Curve

We’ve all seen this happen numerous times. There’s a catalyst of some sort, followed by an overnight buyout, followed again by a rapid “race to the bottom” as sellers seek to undercut one another on price. The resulting graph looks like this:

In the case of Bearscape, a virtually bulk rare shot up to about $12, only to drift back down to under $7 one week later.

This buyout, in particular, is what set me off on this article series because I perceived it to be absolutely ludicrous in nature. There is no way Modern Horizons will give us enough bears to support a massively popular bear-themed Commander deck. And even though Odyssey is an old set, it was printed quite a bit and I’m confident there are plenty of copies out there for every bear fan to obtain their copy. In short, the buyout was hype-driven and fueled by MTG finance: the chase for profits.

Now, on the one hand, the argument made by the MTG finance community about the market naturally setting the price is absolutely true…in the long term. I agree wholeheartedly that the price on Bearscape will be higher now than it was pre-Modern Horizons because of a true increase in demand. I don’t take issue with the higher price tag after a few weeks of settling. What bothers me about MTG finance is the interim period.

I break down this price trajectory further in the image below.

Here are the numbers:

Magnitude of initial spike: $12
Time it takes for price spike to diffuse and stabilize: 1 week
Final demand-driven price: $6
MTG finance overshoot: $12 - $6 = $6

When the MTG finance community says they are merely accelerating price adjustments that would inevitably happen, they’re right. The price is spiking overnight and will settle at a higher price than previously established, and this is a result of a natural increase in demand. Bears are pretty cool, after all.

What the speculator community doesn’t confess to is the temporary removal of market liquidity in the short-term. After buying out the market, speculators re-list their copies at an exorbitantly high price hoping to capitalize on an emotional buyer afraid they may not be able to own the card if they don’t buy it immediately. The result is an interim period where the price is too high, buyers disappear from the market, and the bid/ask spread—the difference between the least someone is willing to sell an asset and the most someone is willing to pay for that asset—becomes too large.

When the bid/ask spread grows it leads to market illiquidity. An illiquid market introduces a number of risks. Speculators sitting on stacks of Bearscapes that they’re unable to move may become desperate to raise cash. They do so by reducing prices, whether on Bearscape or some other card.

In the extreme, sellers may have to reduce prices and sell their assets at a loss to recoup liquidity, causing the market to overshoot to the downside. This volatility may be great for day-traders, but it disrupts the MTG market and leads to frustration of the masses. Even large vendors may struggle with this volatility, either remaining “out of stock” for far longer than desired or else risk overpaying for a card that is difficult to move, putting a strain on their own liquidity. In the case of Bearscape, Card Kingdom is choosing the former (the right call in my opinion). But there are other cases where Card Kingdom chased a spike, overpaid on a card, and was left holding dozens of copies unable to sell for anything but a loss. I think Star City Games does this too, at times, and I hypothesize this is why they place some of the same cards on sale every Monday.

The average person not participating in MTG finance may wonder, “Why does the price have to overshoot so much to begin with?” The answer is MTG finance, speculation, and the motivation to profit.

What Can Be Done?

A Twitter follower stated in response to last week’s column that this behavior is inherent to Magic because of its economy; it has been this way since the very beginning. To change Magic’s economy is to change Magic entirely. If its economy truly bothers someone, their best alternative is to play Magic Arena because the paper market isn’t about to change.

Since the game itself won’t change, the next best option is to modify one’s behavior to adapt to this volatile environment. Fortunately, I have some ideas to consider.

First and foremost, emotions must be kept in check. Speculative behavior nearly always creates an overshoot in price to the upside, and the worst thing that can be done is making a purchase into the spike. That is precisely what the MTG finance community is hoping for, so they can make that 1000% profit they highly covet. The fewer people who panic-buy, the quicker the price can readjust to a more reasonable level.

In the case of Bearscape, waiting one week to purchase the card post-buyout led to a price drop of nearly $6, a 50% discount from its peak price. Another recent buyout was Fist of Suns,  which spiked to $25 for one day before quickly retracing to $13. Again, this is nearly 50% from peak to trough.

There was an error retrieving a chart for Fist of Suns

Premium cards are no different in this regard. A third example was the recent buyout of Mythic Edition Dack Fayden, which spiked from $60 to $150 before retracing down to $85. While not quite a 50% drop, you are probably starting to get the idea.

In each of these cases, the nearly-50% price retraction from buyout highs took place over the course of about a week. Thus, I’d posit that a “one week rule” be implemented whenever a buyout occurs. From the moment the card shows up with a triple-digit percent increase on MTG Stocks, wait at least one week before purchasing a copy. This same concept is implemented by many well-known traders on Wall Street, except there it’s referred to as the “three-day rule”. Jeffrey Kosnett, a senior editor from Kiplinger, puts it best:

“This prompts me to reiterate a three-day rule, my personal iron law of investing, because Brexit absolutely revalidates it. Simply put, in any news-driven market crisis, wait until the third business day after the news breaks to trade anything—bonds, stocks, funds, gold, anything. Meditate. Breathe. Savor fine wine. Just don’t obsess.”

Such behavior has been effective for Wall Street traders for years. It’s time Magic card buyers behave the same way. The overall intent of such a rule is to combat emotions and refrain from panic buying or selling. Do this, and the speculators won’t be able to profit from the hype. If no one buys Bearscapes at $12, or $10, or $8, or $6 and suddenly speculators have to flip their copies for minimal profit or risk sacrificing liquidity, they may think twice before participating in such activity again.

Wrapping It Up

I’m sick of MTG finance personalities hiding behind generic economic concepts such as supply-and-demand to argue why their buyout activity is somehow a reflection of natural trends. While I do believe the appropriate price will eventually prevail, the volatility that happens in the interim is anything but natural. These buyouts and price spikes occur because of MTG finance, and the repeated pricing patterns on graphs for Bearscape and Fist of Suns highlights this.

In every case, the price overshoots to the upside, liquidity dries up, and the market enters a period of volatility. Can this be healthy for the market? I’d argue it’s not. It feels like the market would be healthier if prices increased gradually as new Bear Commander decks slowly become built by the player base, rather than speculators buying ten copies of the card at a time with the intent to sell with a 1000% markup.

Due to the nature of this game, this activity is here to stay, which is why I recommend the one-week rule. That is, if a card spikes due to a buyout, someone interested in purchasing that card should wait at least one week before pulling the trigger. Most often, they’ll end up paying a much lower price, often 50% lower than the peak buyout price.

If more people embrace this strategy, perhaps the prices will adjust even more quickly. Better yet, if liquidity becomes too much an issue, you may see an overshoot in price to the downside as people panic-sell. It doesn’t usually happen this way—typically I see overshooting to the downside when a card’s reprint is spoiled, and the retrace to a higher price takes much longer. But with enough discipline maybe one day we’ll see it happen during random buyouts as well.

…

Sigbits

  • Card Kingdom has made some noteworthy buylist increases on diamonds lately. They’re now paying $175 for both Lion's Eye Diamond and Mox Diamond. These are local highs, and I think these numbers will bump even higher as the market dries up. I have my eyes set on a $200 buylist price.
  • One card that spiked and did not retrace 50% is Sliver Queen. This leads me to believe older cards—especially Reserved List cards—behave on a completely different time scale. Perhaps this merits further investigation next week. Until then, keep in mind that Card Kingdom is offering $110 on near mint copies of this card.
  • The buylist on Sliver Legion is also up at Card Kingdom, showing a buy price of $60 on their hotlist. This one spiked on MTG Stocks to $140, and is still retracing at the time of this article’s writing. The market price shows as $115, but it wouldn’t surprise me to see this sub-$100 again in a week or two. A time may come when that $60 buylist would be quite attractive.

Insider: QS Cast #125 – #EDHorizons [Unlocked]

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Welcome to the QS Cast 2019! Our co-hosts Chaz and Tarkan explore the financial aspect of Magic the Gathering – and in this episode they discuss the following:

  • #EDHorizons discussion - incredible amount of action in the market.
  • Commander is now the leading format when it comes to price movement. Constructed formats finally have taken a back seat. They are no longer on equal footing.
  • Insider Questions - and does MTG Arena aide Commander more than any other format?

Cards to Consider

*This Podcast was Recorded on 05/24/2019 for QS Insiders. If you want live recording sessions and up to date postings before anywhere check out the QS Insider Discord!

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Chaz V

Started playing during Invasion block at the age of 13. Always a competitive person by nature, he continues playing to this day. Got into the financial aspect of the game as a method to pay for the hobby and now writes, Podcasts, and covers all aspects of the game, always trying to contribute to the community and create great content for readers and listeners.

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‘Walk Your Pets: Re-Introducing TURBOGOYF

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Attempting to home new cards in new decks is an exciting section of spoiler season, sure. But my favorite part of the process occurs when spells are spoiled that might slot into my current and past experiments. Certain Modern Horizons reveals have done just that, and revitalized TURBOGOYF, a deck I've been building on-and-off for four years. Today, we'll take a stroll down memory lane and see exactly how the Horizons cards improve the strategy.

Inside Out

Almost exactly a year ago, I unveiled the concept of reversibility: "Reversibility refers to an aggro-control deck’s ability to assume the role of its archetypical opposite when necessary." There's a lot to unpack there without the context of the linked article, but in essence, reversibility is a measure of the capacity tempo or midrange decks have to switch fluently between aggressive or disruptive roles.

GR Moon's most important cards, Tarmogoyf and Lightning Bolt, exemplify this principle by excelling both on offense and defense. But recent printings, especially combined with other tools, have widened the pool of reversible playables. Leading the charge are a couple planeswalkers, cards known for their ability to interact with the board while asking opponents questions, and a pushed red creature destined to redefine the archetype.

TURBOGOYF '19, by Jordan Boisvert

Creatures

4 Tarmogoyf
4 Arbor Elf
4 Seasoned Pyromancer
3 Goblin Rabblemaster
2 Hazoret the Fervent

Planeswalkers

4 Wrenn and Six
3 Domri, Anarch of Bolas

Enchantments

4 Blood Moon
4 Utopia Sprawl

Instants

4 Lightning Bolt
2 Tarfire

Sorceries

4 Faithless Looting

Lands

4 Wooded Foothills
4 Misty Rainforest
4 Verdant Catacombs
2 Stomping Ground
2 Mountain
2 Forest

Sideboard

3 Damping Sphere
3 Dire Fleet Daredevil
2 Dismember
2 Feed the Clan
2 Anger of the Gods
1 Ancient Grudge
1 Force of Vigor
1 Collector Ouphe

Longtime followers of GR Moon will notice plenty of new technology here. First, the quick hits: Feed the Clan in the sideboard helps a struggling Burn matchup; Arbor Elf makes a better-late-than-never appearance as the actual best dork I could be running alongside Utopia Sprawl. The more recent printings require further explanation, as they've deeply altered the deck's strategic makeup.

Domri, Anarch of Bolas

Earlier this month, I published "War Domri in Temur Delver and GR Moon." That article heralded Domri as the first truly playable planeswalker for the deck, and outlined his numerous benefits. Here they are in a nutshell.

  • Static ability: Domri significantly improves token-producers, notably Goblin Rabblemaster, who has been with the archetype since its humble beginnings. Seasoned Pyromancer now joins Domri as a blue-chip token producer, giving this aspect of the walker additional relevance.
  • +1: Producing mana helps enable our Looting plan by minimizing the effect of pitching excess mana sources (another draw to Arbor Elf over something like Noble Hierarch). Uncounterable threats also makes haymakers like Hazoret, Rabblemaster, and Tarmogoyf all the more frightening, especially as the Modern pendulum swings back towards UW Control.
  • -2: 2/1 tokens actually take out quite few creatures, but Tarmogoyf is the real MVP when it comes to beefing. We're already in the business of growing huge ones; Domri makes us a Hulking-Goyf-Pounds-Your-Dude theme deck.

Seasoned Pyromancer

Enter the card that caused me to drop everything I was doing (um, playing Yu-Gi-Oh!) and double-down on tuning GR Moon: Seasoned Pyromancer. Like I said in the Domri article, "I don’t think [GR Moon] will upend Modern, or even close—[it has] fundamental issues that Domri doesn’t fix." But Pyromancer does fix those issues, and convincingly.

Issue #1: Velocity

A deck named after growing Tarmogoyf must be adept at moving cards between zones. Faithless Looting has always impressed in this role, but as with Tarmogoyf, we could only play up to four copies. Replacements I've employed have ranged from Cathartic Reunion to Sarkhan, Fireblood. In each case, these enablers were done in by their clunkiness; they'd fix our hand, but overcharge for a card that didn't also impact the board.

Pyromancer sifts through the hand just as fast as Looting, guaranteeing upon resolution that we'll access two new cards that turn—even when we're under two cards, something its effect has over the sorcery. But like Modern staple Snapcaster Mage, that card selection (or advantage) comes while affecting the board; any nonland card looted away becomes a 1/1 Elemental.

Compare with Looting: for just 1R more, Pyromancer generates up to four power on the board, spread across three bodies. That's an everyman's Goyf's worth of pressure! And if it's not making guys, Pyromancer is straight-up drawing us cards. Unlike Looting, a dead draw in a top-deck war, Pyromancer is good even when it's "bad."

Issue #2: Clock

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

But Pyromancer forges a respectable clock all while enabling the rest of the deck and drawing us into more gas. Throw Domri into the mix and a fully-"escalated" Pyromancer provides a whopping seven power for three mana.

Issue #3: Late-Game Oomph

The last of GR Moon's issues is its lasting power: if opponents deal with our few threats, they can sometimes out-draw Blood Moon or otherwise mount a comeback; sometimes they outright don't care about the enchantment, and it's no so tough anymore to go over a Goyf. Pyromancer remedies this hiccup, too. It's the single best top-deck in our 75, functioning as Divination on a body. Indeed, Pyromancer represents a metric ton of card advantage on a red creature, rivaling Cruise-on-a-Goyf Bedlam Reveler. Dead 'Mancers even exile themselves from the graveyard for more tokens Ă  la Lingering Souls.

Taking stock of all the cards, that's:

  • One card from the body
  • Two cards from the enters-the-battlefield draw
  • Two tokens from the flashback

Talk about value... and, for the first time, on a tempo-positive spell!

Wrenn and Six

Wrenn and Six snuck its way into TURBOGOYF during the testing process, as Pyromancer had been spoiled four days prior. It ended up massively improving the deck on an axis I'd never even tried to remedy, both because GR Moon's other issues were more pressing and because I'd long given up on Modern ever receiving another Goyf-level two-drop suitable for GR Moon.

Curing the Curve

TURBOGOYF's sleeper issue is one of curving, and one I'm growing confident Wrenn and Six will assuage. The deck's curving conundrum is a classic one for dork-dependent decks: effectively building with mana dorks tends to backfire if opponents immediately deal with the dork, or should a dork evade our opener. Both scenarios leave us with precious little to do on turn two. We've long thirsted for a relevant two-drop to compliment our set of Goyfs.

The dork dilemma hit home early in my testing; my first list featured 2 Noble Hierarch, a fourth Rabblemaster, and a fourth Domri over the above Wrenns. In lieu of a better option at two mana, I trimmed one of each three-drop for a pair of Spellskites. My reasoning was that Looting and Pyromancer could cycle the Skite when it wasn't relevant. While the 0/4 trounced certain decks, like Bolt-reliant interactive strategies and Infect, it clogged my hand against many others.

I hadn't long pined for a replacement when Wrenn and Six was spoiled, and I immediately swapped the Skites for the new walker. After a week of exhaustive testing, I cut the Hierarchs for two more Wrenns. I simply found myself wanting it all the time.

With the new curve, we have enough significant follow-up plays that we don't really care if opponents disrupt us with powerful one-shot effects. Kill the dork? Chase with Goyf or Wrenn. Remove Goyf? Punish with Rabblemaster or Pyromancer. Strip our best card? We've got enough cantrip effects to loot into more business. But opponents do need to interact with our plays—let that dork breathe and get hit with Blood Moon a turn early, or meet a turn-three Hazoret post-disruption. Having impactful plays so often is relatively new to GR Moon, and helps it feel, power-level wise, closer to a tiered Modern deck.

All These Cards

Like Tarmogoyf, Wrenn proved an excellent follow-up to enemy disruption on turn one: returning a land locked in our turn-three play, all while leaving behind a surprisingly menacing planeswalker. And like Skite, Wrenn dominates decks heavy on x/1s, which happen to be quite popular. Slamming Wrenn ends up feeling a lot like slamming Liliana of the Veil after opponents let down their shields. Both interact with the board and enable a successful long-game. The difference is that Wrenn snowballs value and eventually wins us the game, while Liliana simply strips opponents of resources. And Wrenn is 33% cheaper.

When it comes to value, Wrenn functions like Modern planeswalkers are supposed to. His +1 indeed "draws a card" in a deck with 12 fetchlands and 4 Faithless Looting, an impressive feat for a two-mana commitment—it even outdoes Search for Azcanta, which merely scries. And should opponents invest enough resources to actually deal with the walker, we've got three more copies where he came from. I've grinded UW players out with Wrenn alone, baiting them into awkward bounce-draw modes with Cryptic lest the advantage overwhelm them, which it ends up doing anyway.

The Ultimate Price

It turns out coming down a turn earlier than we're accustomed to for planeswalkers does a world of good for the card type's final ability. Superficially, it's one more turn of ticking up; practically, though, the walker sticks before many decks have a way to pressure it, making it that much easier for us to defend through disruption or distract from it by presenting other threats. I've activated Wrenn's -7 ability multiple times as a result, and it's always game-winning.

We don't need a wide selection of instants or sorceries to make the most of the ultimate; just Lightning Bolt. Retraced Faithless Looting is also great for finding surgical answers to the likes of Leyline of Sanctity (see sideboard) so we can "go off" regardless. Combined with the snowballing advantage of repeated Gut Shots and land retrieval, the immediacy and impact of Wrenn's emblem puts lots of pressure on opponents to remove the walker, just as Tarmogoyf's sheer bulk does for the creature. Ergo, Wrenn is the two-drop we've always wanted.

Around the Block Again

My Moon decks have always suffered from some amount of tension: they're full of ramp, but boast a low curve, punishing us when we can't find Faithless Looting; they aim to pump out a three-drop, and therefore flounder when that plan is interrupted and Tarmogoyf proves absent; etc. No more does the deck revolve purely around those two cards. It's become better-rounded in large part thanks to the strategic cohesion enjoyed by its new moving parts. As is necessary in Modern, all that synergy doesn't really come at the cost of being soft to hate. Most of our deck ignores Rest in Peace; Wrenn can single-handedly out-grind sweeper decks; Tarmo and Hazoret crash through whatever beefy body opponents stick; Pyro and Rabble go wide around their blockers.

TURBOGOYF's sudden spryness is unlike anything I've felt with the deck in years, and I can't wait to sleeve it up. Sometimes, a unique card or two are all the new tricks a languishing list needs. Has Modern Horizons injected life into any of your pet decks? If you're not sure, there's one surefire way to find out: take 'em for a 'walk!

Is Oathbreaker Built to Last?

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Modern Horizons spoiler season has been pulling a lot of our attention toward Commander and Modern. Looking past the hot new spoilers, we're seeing a new format emerge in Oathbreaker, and it's got a lot of people interested.

For those not familiar, Oathbreaker is a singleton, non-sanctioned format similar to but distinctly different from Commander. Featuring a planeswalker as your general and a Signature Spell to accompany it, players construct a 60 card deck to face off in a multiplayer setting. Here are some of the quick rules for those who are unfamiliar:

  • Oathbreaker is multiplayer format, played with 60 card singleton decks (only one copy of each card, no limit on basic lands).
  • You start the game with your Oathbreaker and Signature Spell in the command zone.
  • Your starting life is 20 .
  • Your “Oathbreaker” is a Planeswalker. Its color identity determines the contents of your deck.
  • Your “Signature Spell” must be an instant or sorcery card that falls within your Oathbreaker’s color identity.
  • You cast your Oathbreaker from your command zone.
  • Your Signature Spell may only be cast if your Oathbreaker is on the battlefield under your control.
  • Both your Oathbreaker and Signature Spell are subject to “command zone tax”. These taxes are tracked individually, i.e. casting your Oathbreaker doesn’t cause your Signature Spell to cost more.

Keeping this in mind, we've got a lot of community buzz across the Magic sphere of social media, with even the likes of The Professor espousing his love for the format and the gameplay experiences it provides. With a ton of optics on the format right now, I wholly believe it is worth taking a minute to examine Oathbreaker as a legitimate format that people are definitely playing.

Enter Oathbreaker

Oathbreaker was developed near the beginning of 2017, and has been extensively tested since its inception, according to the creators of the format over at Weirdcards.org. The premise of the format was taking a game of Commander, speeding up the rate of play, and shortening game length so that matches could fit into a lunch break of an hour or less. CEDH games can be over as early as turn four, but not every game of Commander has that speed.

With the team of developers bringing their format to Grand Prix (later MagicFests) and local game stores in their area of Rochester, Minnesota, Oathbreaker draws closer to being an established format, albeit one without official WoTC support. Though it doesn't have the support of Wizards officially, there is still an organizational body supporting the format. A unique facet of Oathbreaker is the support and community building being spearheaded by the charitable organizations MagiKids and Weirdcards.

Weirdcards and MagiKids

Weirdcards started as an organization intent on raising money for local charities through Magic, and eventually led to them registering as a 501(c)(7) charity. MagiKids extends this mission even further as a 501(c)(3) charity.

You can find plenty more information on their organization's activities in the links above, but it's time to get into the heart of the matter, and the main question at hand: Is Oathbreaker worth my time, or is it just a flash-in-the-pan format?

Tiny Leaders, Frontier, and Brawl

Oathbreaker is definitely a grassroots format. Although it is not yet an officially sanctioned format, it is fully supported by the Weirdcards nonprofit (and slated to be featured at every US MagicFest starting in June). It is worth mentioning that Commander (formerly known as Elder Dragon Highlander) was once in the same situation, just a format for players looking to have a fun multiplayer experience with their homebrew game type. If players want to adopt a format, they'll do so by dedicating their time and energy into making it happen. However, there are a few formats that were considered failed experiments or cash-grabs that leave many people skeptical.

There was an error retrieving a chart for Smother

Tiny Leaders, a similar Commander variant, was developed with the intention of playing a flavorful format based around legendary creatures and spells that cost three or less mana to cast. It had a really strong start and many players (including myself) were excited to dive into the format and give it a shot, but the gameplay became centered around a very small group of cards. It was dubbed Legacy Lite by a lot of people who had played it and also suffered from a poorly maintained banlist. This more than any other format leaves a bad taste in player's mouths from a gameplay perspective. Then there's the comparison of Frontier.

There was an error retrieving a chart for Siege Rhino

Frontier was a one-on-one format that acted as a new Modern, where anything from Magic 2015 onward was legal for play. It was originally developed as a way for many Japanese stores to sell singles that had crashed in price from rotation around the time of Khans of Tarkir, and had very little regulation in regards to gameplay and balance. While it was nice getting more use out of your newly rotated cards, this format was very short-lived. Many players grew weary of losing to Siege Rhino.dek, Jeskai Black, or Rally the Ancestors piles for the umpteenth time, just like the Standard that spawned them promised. Given time and care, this format could have been adopted to great success but is now considered as little more than a cash-grab.

There was an error retrieving a chart for The Scarab God

Finally, we have the close comparison of Brawl, the Wizards supported format that mirrors Commander but only allows you to use cards currently legal in Standard. Brawl is still active as a format and is supported on official platforms like MTGO and Arena, but isn't exactly popular. Many were burned by the ubiquity of The Scarab God during the first season of Brawl's lifespan, and most players did not pick the format back up for the release of Dominaria for the format's first rotation.

Why Oathbreaker May Be Different

With the track record of failure for those three formats setting a precedent, why would you risk getting burned again? What makes Oathbreaker any different?

In my opinion, Oathbreaker has a stronger leg to stand on than the previously mentioned formats for a few good reasons:

  • This format allows you to use any Planeswalker as your general (not just Commander 2014 and 2018), something that Commander players have requested for years.
  • There are planeswalkers in every new set, meaning there are new decks to explore every new set.
  • The development team behind it is comprised of passionate individuals who are concerned with the health of the format.
  • Oathbreaker will not be easily solved due to the sheer number of customization options available with the Planeswalker+Signature Spell format.

There is a budding community behind this format that is willing to play and support it, and what other format has a charitable organization to back it up? Now, I'll have to restate, this is just my opinion. Oathbreaker's popularity is at an all-time high right now due to factors like the recent release of War of the Spark, and Modern Horizons upcoming release, but the true test will be how long that hype can sustain into the end of the year.

Oathbreaker and Card Prices

Now that I've gone on far too long about why I think this format is legitimate, there is also the question of its financial implications. As we've seen so many times during Modern Horizons spoiler season, a newly printed card can move the needle on several others due to speculative Commander demand. This has never been so prominent before, as many Insiders in our Discord have noted, but has been a relevant factor in the price of many cards over the past decade.

There was an error retrieving a chart for Mycosynth Lattice

The printing of War of the Spark brought us planeswalkers with static abilities attached to them, which caused a lot of cards to move up in price. Synergies like Karn, the Great Creator and Mycosynth Lattice proved to be incredibly powerful and game-winning effects, causing a lot of players to move on Lattice for formats like Modern and Legacy. The card is still quite expensive at nearly $60, considering the price had been at a historical low of $8 due to its Battlebond printing in April of last year. This particular combo doesn't fly in Oathbreaker, as there is no sideboard, but I'll use it as an example of static abilities causing obvious combos.

There was an error retrieving a chart for Mana Severance

If there's any one card I could point to as evidence for Oathbreaker causing some price movement, I think it's Mana Severance. It's a bit of a meme at this point, but the obvious synergy with Jace, Wielder of Mysteries is relevant and can win you the game very quickly.

There was an error retrieving a chart for Forge of Heroes

A callout for a very strong card on the QS Insider Cast, which may prove to be a staple in the format going forward, is Forge of Heroes. There's not all that much movement on it yet, though people have started to take notice of the card and are picking them up for their decks. This natural demand is healthy for the format, and will likely not lead to any buyouts for a high-supply Commander common.

There was an error retrieving a chart for The Elderspell

If you want my pick for an exciting spell for the format, it's The Elderspell. This is more of a sideboard card in formats like Standard, Modern, or Legacy, but it seems like it would be very strong in a format where everyone wants to play and utilize their walkers to help them win the game. As is the case with Forge of Heroes, trying to buy out a card like this with such a high-supply will likely prove unsuccessful.

Going forward, I think there will be spell synergies that will be obvious pairings with each new walker, and that will inevitably put some pressure on those spells. Competitive-minded players will find the best combinations, which will lead some to attempt buyouts if the format continues to grow. However, I think the amount of pressure really depends on whether or not we continue to see static abilities on planeswalkers in future sets, and their potential for game-winning combos.

Charity and MTG Finance

On the topic of price movement, I feel it is necessary to bring up the fact that charity is woven into the fabric of the format of Oathbreaker. Should Oathbreaker prove it has staying power, people will inevitably attempt to speculate on Oathbreaker related cards. There is no governing body that can prevent this from happening, but consider this: how do you feel about profiting off a format that was built on the foundation of charity? To quote our own Chaz Volpe from this week's QS Cast:

...I'd much rather just donate to the charity. I don't feel good buying into a format that was created by a charity for kids, and trying to make money off of it. I just want that to be plainly known - If you want to "invest" in this format, kick back to the charity!

I stand with Chaz on this, and I hope that many of you do too. MTG Finance's public perception and the perception of those who engage in it is currently at an all-time low. Personally, I will not be engaging in any Oathbreaker speculation for the reasons I stated above, other than maybe buying a copy of a card for myself.

Bring it on Home

Oathbreaker represents an exciting, community-driven push not seen in Magic for quite some time, and you may want to get in now if you're missing out. Full disclosure, I have not tried to the format just yet, but all the buzz has got me looking at cards and brewing up decks, and looking for players to jam games with. I'm not the only one either. It may not be as popular as something like Commander, but I think there is plenty of room for Oathbreaker to exist in the Magic sphere, and will likely start causing price movement should the format stick.

That's all I've got for now. Follow me on Twitter @chroberry or on Instagram @chroberrymtg for updates on spoiler content, and my upcoming Oathbreaker build of Dack Fayden (RIP).

Peace!

Insider: QS Cast #124 – Before the Horizon [Unlocked]

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Welcome to the QS Cast 2019! Our co-hosts Chaz and Tarkan explore the financial aspect of Magic the Gathering – and in this episode they discuss the following:

  • Catch up Podcast+Insider Q&A
  • Modern Horizons Previews about to start!
  • Insider Questions

Cards to Consider

*This Podcast was Recorded on 05/16/2019 for QS Insiders. If you want live recording sessions and up to date postings before anywhere check out the QS Insider Discord!

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Chaz V

Started playing during Invasion block at the age of 13. Always a competitive person by nature, he continues playing to this day. Got into the financial aspect of the game as a method to pay for the hobby and now writes, Podcasts, and covers all aspects of the game, always trying to contribute to the community and create great content for readers and listeners.

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MTGO Financial Update: Major Improvements on the Horizon

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Welcome back, folks.

Major improvements are on the horizon for Magic Online. It's impossible to say with absolute certainty what impact these changes will have on the platform, but they will likely be a significant boon for players and investors. They're even getting headline coverage on gaming outlets like DOT ESPORTS. Today I'm going to give you the lowdown on this update and what it means for the next several months on MTGO.

I. Major MTGO Update

A. Graphics Upgrade

First, MTGO is taking its first step into the 21st century with a major visual update for the lobby. Here's a first look:

The aesthetic is sleek, modern, and matches the aesthetic that Magic eSports has been pushing with Magic Arena and MPL coverage. Notice too that the card display is being standardized to match that of Arena. Some of the card collection and deck construction pages are being modernized too:

Taking a step back, it's hard to know how significant this upgrade will prove to be. The hope is that the updated graphics will appeal to paper and Arena players. Arena, MTGO, and paper all provide different experiences and suit the needs of different players with different life schedules and personal commitments. Undoubtedly MTGO's archaic graphics have hindered its growth in the past and have made it the butt of many a joke; while this upgrade doesn't improve the battlefield visuals, it is undoubtedly a step in the right direction.

Equally important is that the interface is being streamlined and made more user-friendly. Though less eye-catching than the visual upgrades, the more intuitive interface, with formats and options clearly displayed, will help make MTGO more accessible and attractive to new players. More than a few newer MTGO players came to Magic from Arena, and I'd expect more to join as a consequence of this update.

B. Accessibility Upgrade: MTGO now Free to Try

Perhaps most significant of all is that the $10 fee required to create an account is now being pushed back. This part of the update will be implemented in the Fall, likely alongside the release of the Fall set. Players will now be able to create an account and do *some things* without paying the $10 fee. There will still be a $10 fee, but that fee will likely be required only to trade and buy cards from bots and other players in the MTGO marketplace. The rationale for keeping this fee is likely to keep the (undesirable) bots and spam accounts at bay. I wish Wizards would implement enhanced security features on MTGO like two-factor authentication, but that's a rant for another day.

At minimum, what players will likely be able to do without paying the $10 fee is to create an account, participate in all events, and buy product and event tickets (MTGO's in-game currency) from the Wizards Store.

This change, I predict, will bring with it a sizeable number of newer Magic players curious to try out cube, flashback drafts of older formats, and possibly try their hand at an eternal format like Modern or Pauper. It might cause a slight increase in Standard and current set Draft participation as well. Being free to play is huge, and the ability to play events before upgrading one's account is a game-changer.

C. League Consolidation and New Prize Structures

Going forward, Friendly, Intermediate, and Competitive will now only be designations used for Limited events. Historically the most popular Constructed formats on MTGO had two different leagues - Friendly and Competitive - one having prize support concentrated at the top for those with 4-1 and 5-0 records, and the other having prize support more evenly distributed. Modern and Standard have always had two leagues, and last year Pauper was split into Friendly and Competitive. Legacy and Vintage have only had one league.

Of late, Pauper and Standard players have been suffering from having their respective formats divided into two leagues. Pauper never should have been split to begin with (its league numbers were roughly between 500 and 600 before the division). Standard league numbers have been hovering around the 700 to 800 mark since January, which is enough to justify a split but nonetheless inconveniences players.

There will now be one league for each format. The distribution of the prize structure will be in-between those of the Friendly and Competitive Leagues. In my honest opinion, I think the prize support structure looks fantastic. It gives greater overall prize support than the old Competitive League and a touch less overall prize support than the old Friendly League. We also see the continuance of the trend of giving out more playpoints and fewer cards as prize support (a boon to the overall health of the economy and collection values); note the subtle shift of giving out fewer treasure chests and more playpoints here.

Per $10 paid to join these leagues, here's how they stack up against one another, assuming that one chest is worth $2.25 and that 10 playpoints (PP) are worth $1.00:

D. Improved Prize Support for Draft Phantom Events, Including Modern Horizons!

I've continually nagged Lee Sharpe and Alli Medwin over the past five years that a 27.5% rake is ridiculous and turns away people from participating in phantom draft events like Cube or Flashback drafts. Going forward, that rake will be 22% instead of 27.5%, a significant improvement. Along with the visual upgrades, this change will make MTGO a much more attractive option for paper and Arena players to get their cube fix in or experience an old format for the first time. I'm glad that MTGO is making it easier for players new to the game to discover older formats for the first time.

II. Signing Off -- What are the Implications of this Update?

This is one of the best updates we've had since I started playing MTGO in 2013, and it comes at an opportune time that reassures MTGO players that Wizards will be supporting MTGO going forward. MTGO will be more accessible than ever before. Hopefully, that will be a boon to players' experiences and will further continue the recovery in lower card prices we've been seeing over the past several months.

I'm very excited about the improved prize support for phantom drafts and am excited about the introduction of the new prize structure for constructed leagues. If any of you want to draft more Modern Horizons outside of your LGS' allocations, I'd recommend giving it a whirl on MTGO. In my next article I'll be updating y'all on the state of treasure chests on MTGO, so stay tuned!

 

Insider: Yawgmoth, Thran Physician Commander Specs

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The first thing I need to bring up is that today's article contains a spoiler from Modern Horizons, so if you don't want any spoilers before the set releases don't read any further.

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I chose to write about Yawgmoth, Thran Physician for two main reasons: he is one of Magic's greatest and longest-running villains, and because when he was spoiled a lot of our Discord chat focused on what decks he would go well into. It's that second point that inspired me most, but not for the reason you might think.

We often see two different types of price spikes when it comes to Commander cards:

  1. Cards that clearly play well with another commander
    When this happens you may get some smaller gains on other staples to the actual commander, as players rebuild or build the deck and simply slot the new card into it. The new card might even boost the power level of the deck as a whole, which may cause additional gains on hard to find staples.
    However, what's important to remember is that when a new card slots into an existing deck it doesn't always inspire a ton of brewing. Players simply go through their decklist and likely pull one of the weakest cards and replace it with the new card.
  2. Cards that demand a deck be built around them
    These are my favorite and the ones that drive a lot of price jumps and thus a lot of gains for those who find the cards most likely to be "staples" in said deck. This is the category I've had the most success in when it comes to Commander speculation gains.

Several of our fellow Insiders immediately jumped on cards like Hapatra, Vizier of Poisons because she plays extremely well with Yawgmoth, Thran Physician. However, Hapatra already caused a fair number of older cards like Harbinger of Night to jump up in value back when she was originally spoiled.

There was an error retrieving a chart for Harbinger of Night

As you can see by the graph, this card's price jumped dramatically and then settled back down to about half its pre-spike price. If you invested in these with your out being buylists, you likely made very little money. This is all thanks to the fact that buylist prices lag behind spikes, which allow prices to stabilize.

So if you assume that Yawgmoth will simply be one of the 99 in other Commander decks, you may be disappointed in most specs you pick up. Commander players tend to suffer from "Tiny New Toy Syndrome" more than any other group of players, so I don't expect we'll see many gains on cards that go in decks with a different Commander.

Instead, I think it's important to look at ol' Yawggy as a powerful new Commander. He serves as a "free" sacrifice outlet, a card draw engine, and even provides one of Magic's more powerful mechanics in proliferate. His first ability is arguably more powerful, but it requires a steady stream of creatures. Yawgmoth is mono-black, barring access to white, which is typically the color that provides the most token producing cards. However, this color restriction actually opens the door to potential speculation targets.

While these cards may not be powerful enough to fit into a B/W token deck, we are required to find alternatives to the standard token staples. In fact, when you think of mono-black token Commander decks there really aren't a lot of choices. This is the best one, and also my favorite speculation target for Yawgmoth decks.

There was an error retrieving a chart for Endrek Sahr, Master Breeder

Endrek Sahr, Master Breeder is the perfect card for this style of deck. It provides continuous free token creatures to be sacrificed for profit. There are currently three printings of this card: Time Spiral, Modern Masters 2015, and Commander 2013. Only two of those have foil printings and at the time of writing, foils are in the $1.50-$2 range (full disclosure: I bought 18 foils between the two printings when this card was spoiled). The fact that you want to be casting a lot of creatures to get the additional tokens plays perfectly with Yawgmoth's ability, as they provide additional fodder.

There was an error retrieving a chart for Dictate of Erebos

Dictate of Erebos is another mono-black staple commonly seen in B/x token decks already. Mono-black decks tend to love Grave Pact and its variants. Dictate of Erebos is the closest option we have to a second copy, and unlike Grave Pact it only has a single printing as opposed to the seven that Grave Pact has. Amazingly, foil copies of this card are barely more expensive than the regular versions, which is usually indicative of a future price increase. I was able to pick up two copies for $11.99 each when the regular versions are almost $9, making these foils seem criminally underpriced. Though it doesn't affect gameplay, the artwork on this card in foil is gorgeous.

There was an error retrieving a chart for Vindictive Vampire

While Vindictive Vampire is only an uncommon it does seem like it's a perfect fit in this deck. Given Yawgmoth's "free" sacrifice effect still requires you to pay life, one would need a continual source of life gain. This card provides that as well as serving as a potential win condition. I don't tend to go too deep on standard legal uncommons as Commander investments, because of their extremely high supply, but the foils of this card seem very underpriced. In fact, they are so low that you currently can't buy most of them without purchasing something else from a vendor, due to the $2 minimum on TCGPlayer.

There was an error retrieving a chart for Zulaport Cutthroat

The same reasoning behind Vindictive Vampire applies to Zulaport Cutthroat, except Cutthroat was reprinted once in Masters 25. This also has a lower converted mana cost which is typically seen as a benefit. Keep in mind this card was printed in Battle for Zendikar, which was opened in record numbers due to the search for Expeditions.

There was an error retrieving a chart for Genesis Chamber

Genesis Chamber is an uncommon that was sitting at $2.50 for almost three years until was reprinted. One of the challenges I'm having in building this deck is looking for cards that continually generate tokens, ideally for free. Genesis Chamber is especially interesting, because of the fact that your opponents also benefit from it. This has usually been a major detriment. However, as Yawgmoth can continually kill those tokens for the cost of your own while netting you a card and a death trigger, the downside is mostly mitigated.

Battlebond foils are sitting under $2, making them a bit difficult to purchase en masse due to that $2 minimum purchase requirement. However, it may be worth paying a little extra, as I expect this card will likely be an auto-include in Yawgmoth decks. Especially so, when these foils could easily double or triple in price.

Conclusion

While many might see Yawgmoth, Thran Physician as a 1 of 99er, I think he is very likely to inspire decks to be built around him. I also believe that the cards listed above are all fairly likely to find their way into said deck and may see price increases because of that. Researching for this article showed me that there are simply not that many mono-black token Commander decks. In fact, the only one I found was the Endrek Sahr, Master Breeder decks which mainly had other cards that gave you something to do with those tokens. Yawgmoth provides that and, instead of creatures, requires as many token generators as it can get.

Insider: QS Cast #123 – Mythic Sparking Fiasco [Unlocked]

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Welcome to the QS Cast 2019! Our co-hosts Chaz and Tarkan explore the financial aspect of Magic the Gathering – and in this episode they discuss the following:

  • QS Writer Chris Martin re-joins the Cast, along with Stu Somers!
  • War of the Spark Mythic Edition fiasco.
  • What does this blunder mean for Supplemental products and Modern Horizons spending?
  • Insider Questions

Cards to Consider

*This Podcast was Recorded on 05/02/2019 for QS Insiders. If you want live recording sessions and up to date postings before anywhere check out the QS Insider Discord!

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Chaz V

Started playing during Invasion block at the age of 13. Always a competitive person by nature, he continues playing to this day. Got into the financial aspect of the game as a method to pay for the hobby and now writes, Podcasts, and covers all aspects of the game, always trying to contribute to the community and create great content for readers and listeners.

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Spoilers on the Modern Horizon

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It's been less than a month since War of the Spark dropped, but since the extra product this year is Modern Horizons, we have more sets than normal to review. And then, about a month until Magic 2020 spoilers begin. 2019 is fast becoming Year of the Brewer. Today, I will be looking at some of the big themes from Horizons. There's a lot of potential in the expansion, but do its mechanics have the support they'll need in Modern?

A Sigh of Relief

First of all, I am relieved that my initial fears haven't been justified. While I was reasonably certain that Wizards had tested the set to death and had no intention of completely overhauling Modern, there was that nagging fear that something slipped through the cracks. Unleashing something like True-Name Nemesis onto Modern could be devastating, given how powerful that card is in Legacy. It's not outside Wizards' wheelhouse to drastically underestimate cards and misperceive formats.

However, that doesn't appear to have happened so far. As of writing, roughly half the set has been spoiled, and nothing strikes me as overpowered. Apparently, Modern Horizons started as Time Spiral 2. Thus, the inital design was with Standard in mind. Later, it became a standalone innovation set and Modern supplement. As a result, what we're getting is slightly-too-good Standard cards.

Horizons is a set full of interesting themes, role-players, and brewing tools. That's exactly what I was hoping for, and I'm looking forward to pulling the set apart to find the hidden gems amongst the hopefuls and wannabes.

'Snow Time Like the Present

The first theme spoiled was the return of snow. Specifically, full-art snow-covered basics were spoiled, followed by Ice-Fang Coatl. However, there hasn't been much else since then. Another new card, Glacial Revelation, hints that snow is a major theme and there are more cards to come, but at the moment it's just an awkward manland and some unplayable four-drops. Coatl is far and away the best snow card, and a very good card by itself. Two-mana cantrip creatures have proven playable in the past, and Coatl having flash and flying are huge upsides compared to Silvergill Adept and Elvish Visionary.

However, that's not the whole story; with three more snow permanents, the Snake gains deathtouch. This turns Coatl into an arguably better Baleful Strix, and Strix is an absurd card. In Legacy, Stix is arguably the best removal spell in the format; it cantrips, trades with everything, walls off Gurmag Angler and Eldrazi, and pitches to Force of Will. Every non-combo Dimir-friendly deck runs a set.

Players have asked me if Strix would be good in Modern, and I've always said it would, but that it wouldn't be healthy. Legacy is so high-power and spell-heavy that Strix's power isn't obvious, but in the more creature-focused Modern, it's absurd. Strix is always a cantrip, and then trades up. Against aggro decks, what the inquirers are always thinking of playing against, this is fine. There's plenty more where that came from.

However, against midrange, Strix would be warping. BGx relies on one-for-one trades and having bigger creatures. Strix completely breaks that gameplan since it isn't much of a threat but requires an answer to not lose value, eating removal for actual creatures. This would heavily disincentivize Jund as a deck and move the format toward being more blue. Coatl aspires to be Strix, but I don't think it will succeed.

Cool-Down Time

To be a better Strix, Coatl needs a lot of snow, and by extension, playable snow permanents. But there aren't. Now, there is no opportunity cost for running snow basics over regular basics. They're necessary in a deck that cares about snow and identical to regular basics in a deck that doesn't. Therefore, a Coatl deck could just run a set of Coatls and tons of Snow-Covered Islands and Snow-Covered Forests and call it a day. However, this strategy would lose the mana fixing of shocklands. Since a normal Modern manabase only has ~6 basics, running Coatl puts a lot of pressure on the mana.

To alleviate the pressure, it makes sense to run nonland snow permanents. However, the supply of those is limited. There are probably more to come in Horizons, but at this moment the only snow permanents that are definitely Modern playable are Coatl and snow basics. Boreal Druid has seen Modern play in RG Eldrazi as a source of colorless mana, and Scrying Sheets gets trotted out alongside Skred. That's it. Ohran Viper is close, but probably not good enough anymore. Viper could fit the same deck as Coatl, but I doubt Druid would. Coatl is color-hungry, and its deck probably would be too, so Druid's colorless mana would be weak. I can't see it working out without more Horizons help. Therefore, right now I think deathtouch will be gravy rather than an actual reason to play Coatl, and its utility will be limited.

Edit: Shortly before this article went to press, two new snow permanents were spoiled. Both are potentially playable, however it won't be in the same deck as Coatl. Arcum's Astrolabe is a one-mana egg, and will only see play in a combo deck. What combo deck is unclear since Krark-Clan Ironworks is banned, but that's the only style of deck that wants something like Astrolabe. While a mana fixing egg may up your snow count, it's not the sort of card that midrange decks historically want to play.

The other is Icehide Golem. As a 1-mana 2/2 artifact Golem is potentially playable in a dedicated snow aggro deck, though stat-wise it's mediocre for Modern. However, this doesn't really change anything for Coatl since it's too small to see play in an aggro deck while Golem doesn't belong in the midrange decks that want Coatl. The problem persists.

'Snow-Thing-Like Home

Even if the snow theme issues can be dealt with, Coatl still has one problem: it doesn't have a home. Strix is primarily played in Grixis Delver decks in Legacy, and while Grixis Death's Shadow is similar, Coatl is green/blue instead of black/blue. This limits its home to Sultai or Temur, which are not decks in Modern. While researching this article, I found exactly one Temur list from an SCG Qualifier this year plus the odd Death's Shadow list splashing for Tarmogoyf. Traverse Shadow appears to have vanished. The best result for a true Sultai deck appears to have been in an SCG Open win in 2015.

Despite years of trying, Temur and Sultai decks don't work in Modern. It makes logical sense that pairing the most powerful creatures with the most powerful removal and card advantage would be a great deck, but that doesn't play out. Compared to Jund, Abzan, and the Rock, Sultai is incredibly clunky, while Temur is underpowered. On paper, this makes no sense, and I've known a lot of players that have tried and failed to fix this problem. A lack of internal cohesion when pairing blue and green which kills the deck. I proxied up a Sultai deck based on Jund's numbers to confirm if this was still true.

Midrange Sultai, Test Deck

Creatures

4 Dark Confidant
4 Tarmogoyf
4 Snapcaster Mage
4 Ice-Fang Coatl

Planeswalkers

4 Liliana of the Veil

Sorceries

4 Inquisition of Kozilek
3 Serum Visions
2 Thoughtseize

Instants

4 Fatal Push
3 Assassin's Trophy

Lands

4 Verdant Catacombs
4 Misty Rainforest
2 Darkslick Shores
2 Blooming Marsh
2 Creeping Tar Pit
2 Snow-Covered Island
2 Snow-Covered Swamp
2 Snow-Covered Forest
2 Overgrown Tomb
1 Watery Grave
1 Breeding Pool

This deck grinded better than anything I've ever played. It had a great curve, was very consistent, was packed with interaction and card advantage... and didn't win against anything. It felt anemic and clunky, even for a test deck. Coatl is a great cog, but doesn't race or apply pressure. It's very all-in on Tarmogoyf to win, and there's not a great solution except to go more controlling and then compete with the superior UW decks. Unless someone can work out that closing problem, the decks that could run Coatl just won't exist.

'Snow-t Enough

The final problem is the mana base. As mentioned, Coatl is color-hungry, but also requires lands that discourage the fetch-shock base that's Modern's bread-and-butter. There's already a lot of tension between basics and shocks in midrange manabases; too few of the later and decks struggle to hit the right colors on curve, and too few of the former and they lose to Blood Moon. The snow lands add further tension. Fetching one of each basic ensures all colors, but makes it hard to cast Liliana of the Veil or flashback Assassin's Trophy.

This mana base tension means that any deck that could run Coatl will have to be built around the snow basics, because otherwise there's too much tension and too little space. The Temur list could because it's a Blood Moon deck and plays lots of basics anyway. However, Traverse Shadow only runs 17-19 lands, two of which are basics. We'll need more snow support to give Coatl the home it deserves.

Part of the Whole

The other big theme is tribal. There is specific support for a number of under-represented tribes in Horizons, the most exciting being fan-favorite Slivers. Slivers occasionally wins at big events, then quickly disappears again. It never has any staying power. The problem for Slivers is that it's multicolored Merfolk. The deck functions exactly the same way, but with more abilities than +1/+1 and islandwalk, and more mana trouble.

Less Than the Sum

The problem has been lack of interaction. The only Sliver that can directly interact with opponents is Harmonic Sliver. Necrotic Sliver turns Slivers into Vindicates, but at a steep price. The shards are all about buffing the entire team. This is great if you're looking for a linear attack deck, but Slivers has been worse than Merfolk historically despite this because it couldn't disrupt the opponent. Merfolk runs counterspells and Spreading Seas, where Slivers just has creatures. This put Slivers in the same lane as the faster Affinity, and now means it competes with Humans.

In the head-to-head, Slivers will probably come out on top, since they have more pump effects as well as multiple ways to evade Humans' blockers. Galerider Sliver sees play, but there's also options for menace and shadow. However, being a great evasive linear deck isn't enough in Modern's context. Humans is the better deck in the format because of its disruption package. Given that Affinity, Hardened Scales, and Merfolk aren't taking home trophies, how will Slivers compete?

New Parts

So far, the new Slivers have all been buffers rather than disruptors. This probably means that Slivers will remain fringe. If that isn't the case, it will be because of Cloudshredder Sliver, though I'm skeptical. Haste and flying for two mana should decrease the kill turn, assuming Cloudshredder survives to attack. The ideal curve is probably turn one Aether Vial; turn 2 Vial in a one mana Sliver, cast Cloudshredder and attack for 2; turn three cast another one drop and Sinew Sliver, Vial in Predatory Sliver, and attack for 15. That could be lethal. However, any removal just kills that curve, and if that's not good, enough what is?

Mom's Home

The tribal support doesn't end with Slivers. The card that I'm most excited about is Goblin Matron. I've tried a few times to make Goblins something other than 8-Whack and be good. It hasn't worked out. The problem is that the individual goblins need not only a critical mass, but also the right enablers to become a threat. This puts them in the same camp as Elves, but without all the tutors. With Matron, the battle begins to shift. Matron was arguably the most important piece of the old Standard decks and Legacy Goblins, so there may be hope for Modern too.

Partially-Full House

The clunkiness of Goblins will likely persist. Matron finds the best creatures in the deck, but costs three. This limits the rollout. Even going the combo route isn't enough. My issue with the Fecundity combos that I tried right after Skirk Prospector was spoiled was Fecundity itself. What Matron needs to make her brood great again is a Goblin Ringleader. I doubt that card will be reprinted, but even a nerfed version would go a long way towards making Goblins a real deck again.

Bright Future

Spoiler season is just getting started, and I'm feeling hopeful. There's a lot of cards still to reveal, so maybe these currently-lacking themes will be fleshed out soon.

The MTG Finance Backlash

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It’s Modern Horizons spoiler season, and you’ve been carefully monitoring new cards in the set, eager to brew. Then the moment you’ve been waiting for arises: Slivers are confirmed in!

You rush to TCGPlayer to acquire that Sliver Queen you’ve been putting off purchasing. A 10% kickback from eBay or TCGPlayer would have been nice, but now that the ideas are flowing you are okay with that $80 price tag. You head to TCGPlayer.com, search for Sliver Queen, and find out that only a few copies are in stock with a $200 price tag.

You head to Card Kingdom’s site, but there’s no luck there.

How about Star City Games? Nope.

What is going on here?

A Sliver Queen Study

Last week I attempted to write an objective piece that covered the history and necessity of MTG finance. The fact that the game has an economy, consisting of varying rarities and power levels, was innate to Richard Garfield’s design. As soon as Black Lotus was printed to be better and rarer than Wall of Wood, relative values became a reality.

After completing the column, it occurred to me that my article was biased (though understandably so). I failed to address the dark side to MTG finance in the article. While I will always believe that the game’s economy is critical to the game’s success, I would be remiss not to point out the problems introduced by a concerted “MTG finance” community.

Before Slivers were originally spoiled in Modern Horizons, the number of copies in stock had already dwindled down to a couple dozen. But after the first Sliver was spoiled, the card quickly became unavailable everywhere. Shortly thereafter, copies started to trickle back into stock with price tags in excess of $200. In fact, the greediest sellers start with a ridiculously high price tag (there’s one seller on TCGPlayer with a $500 listing), and copies slowly enter the market from there.

There was an error retrieving a chart for Sliver Queen

This greed, this insistence on setting a new price five times higher than previous, and this sudden clearance of the internet, is what really gives MTG finance a deservedly bad reputation.

Then you get listings like these (and far worse)—they imply a speculator picked up whatever copies they could and threw them on eBay opportunistically, trying to cash out on the hype.

It’s possible this seller is a shop, and that shop happened to have eight copies in stock. But if I had to guess, I’d wager the seller scrambled to find whatever copies they could in reaction to the buyout, and now they’re trying to make a buck listing their copies on eBay at the new, elevated price. There used to be a bunch of $40-$50 Japanese Sliver Queens in stock. But when “MTG finance” cleans out copies at the old pricing, buying four or eight at a time, the sudden buyout enables the setting of a new, higher price.

These instantaneous price-resets put MTG finance into a poor light. It happens all the time, and the buyouts really do become tiresome, especially to the casual player who doesn’t have time to watch the market like a hawk during spoiler season. And judging by the MTG Interests list from last week, it’s clear that MTG finance is both quick to react and incredibly thorough. Any synergy you could think of has already been targeted.

I mean, $10 for Bearscape?? Are you kidding me?!

There was an error retrieving a chart for Bearscape

MTG Finance: The Negatives

The MTG finance community may defend their actions and claim that their behavior only creates market inefficiencies in the very short term. If no one is willing to pay $500 for Sliver Queen, then no copies will exchange hands. New sellers will undercut that $500 price tag and the price will drop until a buyer is willing to pay up—that becomes the “market price”.

That’s a fine argument, and I agree that the correct equilibrium price will take hold…eventually. But I find some faults with the logic. Firstly, it’s unfair that the broader community has to wait to acquire their copies at a reasonable price. Of course, there aren’t enough Sliver Queens to go around, so not everyone can get a copy at a price they’re willing to pay. I won't believe for a minute that players need more than four copies of this card for their decks--most probably require only one. But by purchasing four to eight copies of the card at a time, it represents that many more players who can’t get a copy at a cheaper price. Maybe the price comes back down eventually, but this isn’t a guarantee.

That brings me to the second issue: emotions. MTG finance preys on emotionally driven and impulsive buyers. When someone sees new bears in Modern Horizons, they suddenly think of Bearscape. So they check TCGPlayer and see that Bearscapes are suddenly worth $10. If they’re patient, they could wait for the hype to subside and purchase their copies in a few weeks.

However, during spoiler season, many people are in a peak emotional state and are eager to brew with the new cards. That could lead them to make suboptimal purchasing decisions, such as buying their Bearscapes now at $10. This is how the MTG finance community profits by purchasing eight copies at a time at a buck a piece. Thus, the finance community takes advantage of peak emotional connections with Magic in conjunction with a temporary supply shortage. This is how the community can profit from buying out various cards.

The third concern I have with MTG finance behavior has to do with economic theory. When a card is bought out, supply slowly re-enters the market at lower and lower prices until buyers come along and make their purchase. This establishes the new price. The price is discovered in a manner akin to a Dutch Auction, an auction in which the auctioneer begins with a high asking price, and lowers it until some participant accepts the price. In other words, the buyer(s) willing to pay the most for the item ends up paying that much to make the purchase.

Contrast this to traditional eBay auctions, where an item’s price starts low and is bid on until no one is willing to pay more. The winning bidder is the person who was willing to pay the most for the item, and they end up paying the second highest bid plus some minimal increment. There’s a minor difference here I want to pause on.

In an eBay auction for a Magic card, the winning bidder essentially pays the amount the second highest bidder was willing to pay. In a Dutch auction, the winning bidder pays the highest amount they were willing to pay. See the difference? If everyone behaved rationally, there wouldn’t be much difference between the two approaches in terms of ending price. But during a period of peak emotions, I can’t help but wonder if there’s a difference in resulting price.

As a luxury good, there are some folks in the Magic community who can afford to pay up for the most desirable cards. If these people are in an emotional state, in a period of limited supply, and participating in a Dutch auction, I wonder if they’d end up overpaying for their cards. It’s just a theory I have—perhaps it’s an interesting topic for some prospective Ph.D. economist who also happens to play Magic!

Wrapping It Up: My Admission

Magic: the Gathering is a card game built upon an economy. There’s no way around this. Because money is involved, there will be greedy speculators who get involved in order to exploit the market’s inefficiencies. During spoiler season (or other periods of peak emotional interest), these inefficiencies magnify, yielding profitable opportunities.

Where there are opportunities, there are the opportunistic. They track the market closely, identify synergies, and purchase as many copies as they can at an “old price” in the hopes of selling into the hype at a new, higher (possibly inflated) price. This is an unfortunate facet to MTG finance, and it’s one that gives the finance community a poor reputation.

Throughout this article, I’ve been referring to that community as a third party unrelated to myself. But the reality is I have also participated in this speculative behavior—I am no less guilty than the next person. To deny this would be a blatant lie. However, I do tend to adhere to a couple personal rules.

  • I never go very deep. If a card is under five bucks, I may buy 4-8 copies (rarely more). But if the card is pricier, I stick to a playset or less. I don’t want to tie up too much capital in a single card, but I also don’t like the idea of “buying out the market” because the resulting feel-bads of the rest of the community are something I empathize with.
  • I don’t speculate on Old School cards. There are so many sweet, old cards I wish I could own. But I don’t have infinite resources. So why would I spend money to own more than four copies of an expensive Old School card when I could buy copies of other cards I don’t yet own. The only exception is Alpha Plague Rats, which I play in Alpha 40 and collect.
  • I often don’t have the patience to play the “race to the bottom” game during buyouts. When Scrying Sheetss spiked recently, I managed to sell a couple on eBay. But I grew very tired of dropping my price one penny at a time to remain the cheapest copy for sale. Eventually, I gave up and cashed out to Card Kingdom’s buylist. In fact, buylisting is my favorite way to move cards during spikes because I don’t have to price compete and I don’t prey on others’ emotions.
  • My speculation is always on the fringe of my activity. I estimate over 95 percent of my MTG resources are allocated to my decks and a modest collection of sweet Old School cards. I do speculate on occasion, but this activity is tiny relative to the rest of my collection. It’s the equivalent of owning $100,000 in an S&P 500 mutual fund for retirement and using $500 to trade in something like speculative Cannabis stocks and Bitcoin. I’m far too risk averse to do it any other way.

Even with these rules, I know I am part of the “problem”. But maybe I can slowly make up for this. In an upcoming article, I’m going to explore strategies to help you navigate an economy fueled by MTG finance. We’ll never see the end of MTG finance, but we can at least adopt strategies to help us avoid the pitfalls this community creates.

For now, I think that’s the best we can do.

Sigbits

  • I noticed the return of a couple older cards to Card Kingdom’s hotlist. Gaea's Cradle, Shahrazad, and Transmute Artifact are three examples. They’re off their peaks, but maybe they are on their way back up. These three cards are buylisting for $220, $180, and $80, respectively.
  • The Mythic Edition Jace, the Mind Sculptor is yet another version of this powerful Planeswalker that is on Card Kingdom’s hotlist. They currently offer $225 for this premium version of the card—I believe this reinforces that Jace is the most valuable Mythic Edition
  • Grim Monolith and Sliver Queen are both buylisting near all-time highs now, both coincidentally at $105. I believe Grim Monolith’s buy price could climb even higher, but Sliver Queen’s may hit a momentary peak as the market floods with copies post-buyout.

 

Modern Horizons: Spoilers and More!

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Modern Horizons is the first set to introduce cards directly into the Modern format without hitting Standard, designed primarily with the Modern format in mind. The set is scheduled for release on June 14th, 2019 and will feature 254 cards plus an exclusive Buy-A-Box card (Flusterstorm) available with in-store preorders. Pack price will be slated for $6.99, similar to previous Masters sets. However, Modern Horizons will be printed to demand. More information will be posted here as it becomes available.

Spoilers are slated to start Sunday, May 19th and are slated to follow this schedule. Check back with us frequently for the latest spoilers and our MTG Finance flavored commentary!

May 30th

It's been a minute since we've had an update here, and that means a ton of spoilers to dive into! This week brought us a ton of fantastic cards and has generally improved many player's outlooks on the quality of this set. The general consensus seems to be that the set is jammed packed full of Commander cards, leading some to dub the set "Commander Horizons", but I think it's hard to fully grasp the impact of these cards without seeing any tournament results with these in the environment.

 

These mythics appear to be Commander focused in their design at first glance, but maybe there's something more here. While Yawgmoth, Thran Physician and Kess, Dissident Mage strike me as obvious generals, I think we get an interesting card in Echo of Eons, which does a nice impression of Timetwister. Modern Storm decks may consider slotting a copy of this in as a Gifts Ungiven target, and the synergy with Narset, Parter of Veils is downright disgusting.

  

Tribal cards are mattering more and more here, with goblins, changelings, and ninjas emerging as major players. It feels incredibly fitting to see Eladamri's Call get a reprint, with creatures mattering so much in this set.

I'm excited to see cards like these, which seem to be tailor-made for the format, and provide answers to a lot of matchups. Kaya's Guile looks like a very strong card for decks that want it, like Esper or Mardu builds that may struggle to make it to later turns against a variety of different strategies. Collector Ouphe is a nice hatebear to include against a metagame full of Hardened Scales and other artifact-based decks.

 

The Onslaught cycle lands make their return, hinting at a "lands matter" archetype that could develop, although there will be a few hurdles to this style of gameplay given the speed of the Modern format.

Quite a few enablers of an archetype like this were revealed and may allow the deck to see play, possibly in a prison-style deck with Ensnaring Bridge. Life from the Loam and other land-related cards are seeing a lot of pressure due to this, and it could turn out to be a viable archetype in the format.

There was an error retrieving a chart for Life from the Loam

   

Even more surprising than lands mattering is the return of delve and dredge. These mechanics are pretty high on the Storm Scale (also in the set) and have to be tuned very carefully to not break the format in half. I think we're seeing that here, but these look like fair cards to add to the format. Hogaak, Arisen Necropolis seems like a viable player, as there are so many ways to get this thing on to the battlefield despite its strange casting restriction. Modern Dredge will likely slot this into the decklist, as it is easily castable there.

 

Significant snow cards were revealed, giving us a brand new reason to look at cards like Into the North and Scrying Sheets. While not quite Dark Depths, Marit Lage's Slumber is an obvious build-around enchantment that could find success in the format. We may be missing a few pieces, but being able to recur this enchantment in the face of removal will be important to this deck's success.

Speaking of enchantments, there seems to be strong support for them in the set, given cards like Hall of Heliod's Generosity. The type shifting from artifact seen on Academy Ruins is a pretty significant enabler for decks that want to use cards like Mirrodin Besieged, Marit Lage's Slumber, and more. For Mirrodin Besieged in particular, it could slot into Lantern Control as another win condition, as it is one of the grindiest decks in the format. It's not clear if the deck will be able fit the Hall in to go with it, but it is certainly possible.

May 25th

A pretty slow day for spoilers, but we did get one very important mythic!

Another allied color Sword gets added to the mix, this time in Rakdos colors. Blowing up a planeswalker or artifact is certainly very strong if this connects, but this Sword feels very specific, especially for Modern. There just aren't many situations where you'd get to take advantage of both abilities on hit with a format that is so fast-paced. If this ever sees play, it will probably be relegated to sideboards.

May 24th

Friday wraps up with some really exciting cards spoiled, and I think we've officially hit a point where we can be optimistic about this set.

 

Archmage's Charm is still not Counterspell. Despite this sad fact, it's a flexible piece of countermagic that does a lot of things that further UW Control's gameplan in Modern. The casting cost is a bit restrictive at UUU, but manabases will likely adapt to accommodate this. Winds of Abandon may not fit into white decks right away. Path to Exile is still legal in the format, and performs at a better rate for the turns that matter (1-4).

 

Wrenn and Six is an aggressive push for a two-mana planeswalker. In a format with fetchlands and the Canopy cycle, this enables pure card advantage and has a decent minus ability to help protect itself. It's a bit underwhelming in situations where you're behind on board, but I could see this easily slotting into something like Lantern Control or Whir Prison. Hexdrinker brings back the level up mechanic from Zendikar block, giving a nice mana sink in limited play. I'm sure this will be an easy addition to cubes everywhere, though I don't see it performing well outside of that. This card feels more like a rare, rather than a mythic, despite offering a mini Progenitus once you reach level 8.

These mythics, on the other hand, are a bit more exciting. Unbound Flourishing is the next card to spark buyouts and price adjustments on any relevant card with an X cost printed on it. Nissa Steward of Elements, Genesis Hydra, and even Walking Ballista were the targets of speculative purchasing within the first hour of being spoiled. Sword of Truth and Justice brings back the Sword of X and Y cycle, this time pairing the allied colors. Dropping a +1/+1 counter and proliferating doesn't sound like much, but generals like Atraxa, Praetor's Voice might enjoy this effect greatly.

As well, it is worth noting that UWx Control is one of the most popular archetypes in Legacy right now. Having a specific Sword against these decks will likely be very strong coming out of the sideboard of decks like Stoneblade, Maverick, and Death and Taxes looking to search it out with Stoneforge Mystic. Many are hopeful that we could receive Stoneforge in this set to go along with the Swords, but this is just baseless speculation with the information we currently have.

There was an error retrieving a chart for Nissa, Steward of Elements
There was an error retrieving a chart for Stoneforge Mystic

May 23rd

Things slowed down a fair bit today in comparison to all the previous days of spoilers, but that doesn't mean we didn't get any interesting cards.

   

Ayula, Queen Among Bears and Ayula's Influence are some pretty sweet bears. Wizards really doubled down on flavor here and give us some exciting options for bear-related Commander decks.

Another sliver gets added to the mix in Cloudshredder Sliver. While we already have cards like Galerider Sliver to provide flying, this will give another option for aggressive sliver builds. The last of the Force cycle comes in red with Force of Rage. This one is a bit more interesting than the other four, as it directly impacts the board state with blockers or aggressive attackers. It's not clear if this will be adopted by red decks, but it is certainly more flexible than the rest of the cycle.

Last, but not least, here are what I think were the biggest cards from the day. Bazaar Trademage represents a flavorful nod to a lot of Arabian Nights cards, like Bazaar of Baghdad, Serendib Efreet, and Flying Carpet just to name a few. Some are speculating it could be a solid graveyard enabler in decks like Dredge or Izzet Phoenix, but that remains to be seen. Mox Tantalite is a great example of a divisive card. A lot of people believe it could be very powerful, while others are rating it the worst Mox to be printed so far. Free mana effects are often broken, and Modern has a few of them like Chancellor of the Tangle, Simian Spirit Guide, and Mox Opal. This one doesn't quite meet the same standard without very specific deck building, but there's still an opportunity for this to see play somewhere.

May 22nd

Wednesday comes to a close, and we saw plenty of bombshells dropped today.

The return of Slivers is huge. It was widely rumored that the tribe would make an appearance sometime this year, and Wizards did not fail to deliver. The First Sliver will be a popular choice for Commander players looking to play meathooks, and that has a ton of cards like Sliver Queen, Sliver Overlord, Sliver Hive, and basically every significant tribal card on the upswing. The reactionary purchasing based off of this card, and the previously spoiled Morophon, the Boundless has moved the needle on a ridiculous amount of cardboard.

This has also increased interest in Modern and Legacy builds of the tribe, with cards like Cavern of Souls, Aether Vial, and Collected Company on the move. The premier tribal deck in Modern is, of course, Humans, but this new collection of slivers will have brewers trying them out in the Modern environment.

Ranger-Captain of Eos is an incredibly interesting mythic, and looks like an instant inclusion into Humans and Legacy Death and Taxes builds. This answers Terminus in response to the Miracle Trigger, which is nothing to scoff at when your win condition is a critical mass of dorks. Good-Fortune Unicorn is an awesome new edition for Abzan CoCo builds, pairing nicely with Collected Company, and persist creatures like Kitchen Finks.

The white Force was spoiled today, with Force of Virtue acting as a flash anthem effect. That leaves us with only the red one left to finish out the cycle. Sisay, Weatherlight Captain throws another 5-color Commander option into the set, with an interesting set of abilities. Legendary-matters cards should be on your radar.

 

Rounding out the day, we have some potentially busted cards here with Goblin Engineer and Scale Up. Goblin Engineer could represent a strong utility card in artifact-based decks to tutor things like Ensnaring Bridge or Grafdigger's Cage, though it is a bit fragile to common removal spells in Modern and competes with Whir of Invention for a similar ability. Scale Up will likely be a premier pump spell in Infect builds, and may lead to an increase in turn two kills off the back of Glistener Elf and Mutagenic Growth.

May 21st

This Tuesday started off hot, with a barrage of solid additions to the set.

We have to start here, with the cycle of Canopy lands (Horizon lands?). Similar to Horizon Canopy, this enemy colored set pains you for access to either color or allows you to essentially pay 2 and draw a card. It's not clear if these will see widespread adoption just yet, but there is a good chance they will depress the price of Horizon Canopy.

There was an error retrieving a chart for Horizon Canopy

 

Some significant commons from the day are Spore Frog and Nimble Mongoose, which will offer cheaper foil prices than ever before on these cards. Spore Frog foils will be interesting pickups further down the line, as it is a significant EDH card with only one previous foil printing in Prophecy.

There was an error retrieving a chart for Spore Frog

Continuing the Force cycle, we have Force of Despair, which destroys all creatures that entered play that turn. An instant speed Damnation will severely punish decks looking to dump their whole hand onto the table on one turn pretty effectively, albeit at the cost of two cards. Lightning Skelemental, a devastating combination of Ball Lightning and Blightning, presents an incredibly aggressive card that may be aggressively costed enough to see play in Modern.

A strong contender for Modern playability is Giver of Runes, our Modern reimagining of Mother of Runes from Urza's Legacy. While it can't target itself like good ol' Mom can, the added benefit of an extra toughness and protection from colorless sources still may provide utility to creature decks looking to dodge removal.

Now here's a mythic! Urza, Lord High Artificer is perhaps the most powerful card we've seen from the set so far. Likely to be a Commander all-star, this artifact based general does everything you'd want in your Mono-Blue artifact deck. Static Orb, Winter Orb, Sword of the Meek, and more were significant winners today, all due to their synergy with this card.

There was an error retrieving a chart for Static Orb
There was an error retrieving a chart for Winter Orb
There was an error retrieving a chart for Sword of the Meek

Lastly, here's the official art of Astral Drift, a drastic improvement over the blurry leaked image we received days ago. There have been no prominent leaks since then, but I've seen quite a few shares and retweets of cards like Brainstorm, Counterspell, and even Daze floating around. Be careful out there, and take every blurry image with a grain of salt.

May 20th

It's Monday, and that means more spoilers! The scheduled spoilers made their way to social media and had the MTG sphere going mad.

 

Among the cards spoiled today, the most important was this, an official rendering of the Flusterstorm Buy-A-Box promo. After the leak, it was important for Wizards to get this one out as soon as possible. Runner up was Prismatic Vista, a straight upgrade to Evolving Wilds, but not quite as good as the Onslaught or Zendikar classics that we are used to. It only fetches basic lands but can grab any of the five at the cost of 1 life. It's not clear whether this will see widespread adoption in Modern, but may have a home in decks like Legacy Miracles or Stoneblade.

 

Force of Vigor confirms a cycle of spells similar to Force of Will, but this one is green. Tagging two artifacts or enchantments for free sounds like a good deal for two cards, especially against decks like Hardened Scales in Modern. Morophon, the Boundless sparked a ton of reactionary Commander buying, including Jodah, Archmage Eternal foils, and Fist of Suns.

There was an error retrieving a chart for Jodah, Archmage Eternal
There was an error retrieving a chart for Fist of Suns

 

Closing out the day, significant additions are Ice-Fang Coatl, another snow card that can act as a strictly better Baleful Strix under the right conditions. Last up, we have a nice reprint in Fact or Fiction, a blue draw spell that might one of the most skill-testing cards in the entire game of Magic.

May 19th

We're officially into the first part of Modern Horizons spoilers season, with the first official spoiler on the schedule coming to us from the MOCS coverage, live on Twitch. The stream started off with a ton of commons revealing some of the mechanics from the set. Significant new mechanics include convoke, buyback, flashback, kicker, and entwine, storm. Already, we're seeing movement on old foils of two key cards, Prohibit and Lava Dart.

With the first wave of uncommons release, we see a very important card for Modern goblins in Goblin Matron. In Legacy builds, this is a potent tutor for finding cards like Goblin Ringleader, Goblin Warchief, and Goblin Piledriver. Time will tell if this shot in the arm brings this deck to the forefront of Modern, but this will certainly have many Goblin players excited to purchase complements for the deck.

As was speculated by many, Snow-Covered lands were confirmed as the basics for the set. Movement on cards like Scrying Sheets will be expected, and the first wave of speculators will be releasing them back into the market very soon.

There was an error retrieving a chart for Scrying Sheets

Coinciding with the finals of the MOCS, we received two more rares to drool over. Going with the theme of classic reworks, we have Deep Forest Hermit and Force of Negation. These new takes on Deranged Hermit and Force of Will show that we'll likely be getting a lot of interesting cards that are either powered down or are functionally different enough to make a splash in Modern.

 

May 17th

As we head into official spoiler season, we were given two preview cards by Matt Nass and Cassius Marsh:

Cabal Therapist represents what many believe to be a theme of the set - reworking iconic spells into a new form. Serra the Benevolent will be the flagship card of the set, featured on most of the promotional material, and the first Angel-centric planeswalker. We can see the direct nod to Cabal Therapy from Judgment, and the ultimate ability of Serra being an immovable Worship. I'm excited to see what new cards we'll receive that follow these same patterns, and where the Modern format as a whole goes from here.

Early leaks indicate that Flusterstorm and the new Astral Drift are the promos for Modern Horizons. Flusterstorm entering Modern is a huge deal, and it is confirmed that this will be the Buy-A-Box promo for the set. We'll be seeing the effects of this in the next few hours. Astral Drift is also an incredibly interesting card that gives us a new take on Astral Slide, and definitely indicates that cards with cycling will be featured in the set. Expect related cards like Fluctuator to be on the move in the next few hours.

There was an error retrieving a chart for Flusterstorm
There was an error retrieving a chart for Fluctuator

Modern Horizons Spoiler Review, Pt. 1

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Spoilers for the much-awaited Modern Horizons are finally underway. The expansion so far has exceeded my expectations, offering Modern playables without introducing busted eternal staples, and including a wealth of diverse mechanics and cute designs. Today, we'll look at the most interesting cards from Horizons and muse about where the rest of the set will go.

Modern Horizons: Initial Impressions

With part of the set spoiled, we at last have a pretty good idea of what Horzions is supposed to look like. In short, Wizards has taken to reinventing or updating older cards with contemporary text and refined flavor rather than just reprinting all-stars from Vintage and Legacy. The result is a batch of cards that generate nostalgia while providing a novel play experience. Flavor-wise, it turns out Cabal Therapist truly was a harbinger of things to come.

There are some high-profile reprints in the set, too. But by now, I think it's clear we won't be receiving stuff like Force of Will or Wasteland. (I'd count on an updated, nerfed Wasteland emerging in the coming weeks, though.) Smaller-scale role-players, especially beloved cards, are much more common—think Stifle or Cloud of Faeries.

Horizons also has the flexible, blanket answers Modern needs to self-police. While we haven't yet received interactive cards quite on the level of Fatal Push or Damping Sphere, the Force cycle has me optimistic that Wizards will have packed a highly-relevant answer or two into the set.

In terms of power, I've heard many recently decry Horizons as cards less powerful than Force of Negation are spoiled. But I think this set is packed with Modern playables; this is just what a spoiler season looks like when it's not tainted by mass leaks. Wizards is keeping anticipation high among its playerbase by gradually spoiling a mix of future staples, eternal reprints, and promising gems for more casual players. And who knows? Maybe the Brainstorm- or Wasteland-referencing cards, which have yet to be seen, will end up strong enough to drastically influence Modern. Don't be fooled by the naysayers: Horizons will be a hit in its namesake format, if just for the cards featured in this article.

The Cards: Hits and Misses

In this section, we'll review the spoilers so far, focusing on tribal support, lands, reprints, various standouts, and the not-quite-there cards.

Tribal and Archetype Support

Morophon, the Boundless: Let's start with the card designed to help every tribe. Morophon strikes me as more of a combo card than anything else, and one destined for Commander at that. But I think we will see it poke its weird head out  in Modern from time to time. Free mana is just too alluring to ignore, and the format features plenty of ways to get this down early.

Munitions Expert: On to the Goblin support. Goblin Matron is a bit pricey for Modern, which rewards players for efficiently interacting with the board. But as a removal spell on a cheap, on-theme body, Expert is just what the doctor ordered. If there's a card that allows players to run Goblins successfully, this is it.

Undead Augur: This Zombie buff is less exciting, but good nonetheless, further punishing opponents for interacting with the deck's threats. It's a high-priority target for removal spell decks, but getting it off the table results in a minus, and Augur is cheap enough to make the exchange worthwhile for the tribal deck most of the time. We've seen Zombies put up fringe results in Modern with some help from Smuggler's Copter, and that trend should now continue.

The First Sliver: Slivers, though, are Horizons's most pushed tribe. This Sliver Queen update staples an ability to the body that's actually worth five mana, and has intriguing implications for building around; players can even fit an Ancestral Vision or two into their deck and guarantee that the next couple Slivers they cast also draw them three cards, for example. Besides, there's a relatively simple way to bust it out:

Dregscape Sliver: Besides the potential combo with The First Sliver, giving all the dead Slivers unearth makes Dregscape a heck of a comeback card. This creature mounts alpha-strikes from beyond the grave in the mid-game, so long as opponents can't remove it immediately. And if they can, Slivers still gets to reanimate one threat.

Cloudshredder Sliver: Both of those creatures pale, though, next to Cloudshredder Sliver, an update of the long-awaited Heart Sliver that tacks on the tribe's next-best creature, Galerider Sliver. Like Zombies, Slivers is a viable lower-tier choice online. Being less build-around and more all-around great for the aggro deck's bottom line, Cloudshredder alone should push it up to Tier 2 status.

Ice-Fang Coatl: Which brings us out of tribes and into the snow. Snow support has actually been mediocre so far, but Ice-Fang proves the exception to this rule. We already have Skred as a playable snow card, as well as maybe Scrying Sheets (although jamming all three colors together in a deck so focused around basics seems like asking for trouble). With its condition met, Coatl is a better Baleful Strix; the question, then, is how to meet it. Perhaps another snow payoff will be spoiled soon. Some fetchable snow lands that produce multiple colors would do the trick, too.

Scale Up: Let's be real—nobody's playing Wurm tribal. Scale Up is the most overt Infect support of all time. Perhaps pushing that deck is Wizards' answer to decks like Tron gaining power and popularity; linear combo can't win if it's dead, and Infect has proven time and again that it's great at slaying such behemoths.

Scrapyard Recombiner: This one is more tentative, but I've heard players discuss it in Hardened Scales. It may have a home there as a tutor to multiple engine and payoff cards, as Modular helps forgive its steep price.

Lands

Prismatic Vista: Vista might help snow keep its head above water, and could shruggingly slot into two-color decks with plenty of basics like UW Control. But this card seems more to me like a budget consideration for players who don't want to buy the right fetches.

Canopy lands: As I see it, the Canopy lands—an enemy-colored cycle of lands with Horizon Canopy's effect—are the most important card spoiled so far. These will be run in decks across multiple archetypes, including midrange (BG Rock) and aggro-combo (Infect). While I don't expect the canopy lands to shake Modern up as a flexible answer or powerful threat might, they will have a sweeping, if subtle, effect on deck construction.

The Old Made New

Regrowth: I imagine there's a deck in the market for Eternal Witness with little use for the body, but I sure as heck can't think of it. Regrowth may well find its way into a combo strategy down the road, though.

Genesis: Another great card without a home, Genesis may make it into fair deck sideboards as a value engine, especially alongside Faithless Looting. But there are probably better options in that role, colors depending. I'm excited to see where Genesis lands.

Flusterstorm: Move over, Force of Negation! Flusterstorm is one of the tools thresh decks in Modern have sorely missed, and is a welcome addition to Modern.

Nimble Mongoose: Speaking of thresh, here's the card that inspired me to build Counter-Cat; frustrated with a singular turn-one threat, I employed Wild Nacatl over Mongoose when the 3/3 was unbanned. Today, I'm not even sure I want Mongoose in a Modern thresh deck, as Hooting Mandrills and Path to Exile have become the primary draws to Counter-Cat for me. But I do think players will build Canadian Threshold in Modern, and sometimes successfully. Heck, I'll even try my hand at it! Mongoose is definitely a game-changer when it comes to removal, allowing us to not run protectors like Mutagenic Growth, and sideboarding, letting us attack linear decks more effectively by dedicating less space to recovering against midrange and control.

Fact or Fiction: Kids These Days Will Never Understand EOTFOFYL. Or will they? Having played against Fact a little online, I'll confirm that the piles are still excruciating to make. I'll also mention that flashing back my opponent's Fact with Dire Fleet Daredevil, the Human protected from Spell Snare via Domri, Anarch of Bolas, was some of the most fun I've had playing Magic lately. Fact will definitely see play, for one reason (winning) or another (giggling). I think UR Moon and UW Control are its most natural homes, although it's also possible we see Fact as a one- or two-of in the sideboard of more aggressive interactive blue decks as a gameplan.

Other Goodies

Force of Negation: The breakout "answer card" of the set, Negation's purpose is to prevent early wins from linear combo strategies. It looks like a sideboard card to me, and I doubt it replaces Disrupting Shoal in the decks that want that instant; countering creatures is too important. Like Force of Will, though, Negation will affect the format's complexion by virtue of existing.

Force of Vigor: Another combo-breaker, Vigor has been noted for bailing players out of the Karn-Lattice lock. It does that with a bullet, sniping the walker and any other permanent to leave opponents with a dead Lattice and a nuked board. Force's floor against artifact or enchantment decks, though, is extremely high. Here, it's a Naturalize that turns another card in hand into Naturalize, and both Naturalizes are free to cast; think of Collective Brutality against Burn, but cheaper and more impactful. Vigor has all the makings of a sideboard staple.

Urza, Lord High Artificer: Urza is generating hype for its interaction with the Thopter-Sword combo, which lets players make infinite mana, gain infinite life, and draw their deck. I think the card will end up like Prime Speaker Vannifar, another niche 1/4, in an artifact-based deck as an enabler and payoff. But in that respect, it's probably weaker than Sai, Master Thopterist, which is a win condition on its own.

Goblin Engineer: This reference-packed mashup of Goblin Welder and Stoneforge Mystic is expertly-designed, setting up combos at a reasonable pace on its own or combining with the likes of Trash for Treasure to cheat fatties like Sundering Titan and Wurmcoil Engine into play early. If Engineer sees play outside of a Thopter-Sword build, where it super-tutors for the Sword, it'll be in its own deck, and I can't wait to see what that looks like.

Seasoned Pyromancer: My personal favorite card of the set, this card combines an absurd amount of value on a creature. One nice thing about Pyro is that most of its value, the loot and the tokens, is locked-in upon resolution. We're left with lots of power/toughness for our trouble, but on an expendable body. Expect to see more on Pyro from me in the coming weeks!

Misses

Collected Conjuring: What exactly are we hitting with this? Serum Visions? Modern isn't exactly known for its high density of cheap, busted sorceries. At four mana, even ripping costless suspend cards like Ancestral Vision seems like more work than assembling a shell with As Foretold or Finale of Promise.

Mox Tantalite: I'm not one to dismiss nerfed moxen outright, having spent a good deal of time trying to break Mox Amber. But Tantalite is even worse than Amber. Players don't have three turns to kick it in Modern unless they're going to win right after, meaning Lotus Bloom trumps Tantalite in its would-be decks.

Giver of Runes: Giver's no Mother. Untap with her and she can still be Bolted, Pushed, you name it. Realistically, Giver is like a one-mana Spellskite that gives up the latter's disruptive effects; Runes doesn't do anything against Infect or Temur Battle Rage.

Aria of Flame: Yesterday, in an online Horizons room, my opponent stormed off as I occupied myself with other apps for a few minutes. He ended on Aria of Flame. Granted, I lost the game, failing to find a third land drop (or red source) to compliment my Arbor Elves and pair of Forests over something like six turn cycles. But with me doing nothing, it took my opponent six turns to kill me. I'll happily blame Aria. Storm doesn't need this card, and neither does anyone else.

The Best Is Yet to Come

As mentioned, I think some juicy callback cards are on the Horizon, as well as more flexible answers in the vein of Force of Negation and Vigor. Throw in another format-shaping cycle like the canopy lands and we're left with what's easily the most impactful Modern set of all time. Will Wizards get there in the end? Let me know your thoughts in the comments.

Jordan Boisvert

Jordan is Assistant Director of Content at Quiet Speculation and a longtime contributor to Modern Nexus. Best known for his innovations in Temur Delver and Colorless Eldrazi, Jordan favors highly reversible aggro-control decks and is always striving to embrace his biases when playing or brewing.

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Posted in Modern, Spoilers, TechTagged , , 15 Comments on Modern Horizons Spoiler Review, Pt. 1

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Punishing Fire: Qualitative Results and Conclusion

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Last week, I unveiled the first part of my Punishing Fire test. With the data compiled and revealed, it's time for the less-concrete part. The data is the data and speaks for itself. However, that's not the whole story. Magic isn't just a numbers game; there are a lot of intangibles. For instance, it's also supposed to be fun, which is where Punishing Fire might take an L.

On Power

Starting off, I do not believe that the Punishing Fire/Grove of the Burnwillows combination is too powerful for Modern. Two recursive damage for three mana is fairly mediocre these days. Furthermore, Fire is mediocre on its own, because two damage doesn't kill as much as it used to; creatures have gotten much better in the 7.5 years since Fire was banned.

Fire is also balanced by deckbuilding requirements. To make Fire good, players must run Grove of the Burnwillows, a card with issues of its own. An early Grove will donate 4-5 life before the Fire engine can realistically get going, which generally translates into requiring an extra attack to win the game, giving opponents more time to find answers and come back.

Purely on raw power, there's no reason to keep Fire banned. However, if raw power or potential were the only factors determining a card's strength, Mox Amber and Smuggler's Copter would be Modern staples. Context is everything, and that's where Fire falters.

A Most Painful Experience

Testing Punishing Fire was not fun for me. Or for most of my team, for that matter. The problem is twofold. First of all, as I described last week, the games ran very long. Grove of the Burnwillows gives opponents life, and more life means needing more damage to win. Taking extra time isn't necessarily a bad thing, and many players lament Modern being a fast format. However, what they're really asking for is more matchups where more decisions are available and matter, and for more varied gameplay.

Fire is a fairly brainless card, and once the engine gets going, the whole thing plays itself. On my end, everything became very rote and mechanical. Every turn: throw some Fire at something, get it back, none of my other cards do anything at this point so say go, repeat until the game's over. My opponents either just kept doing what they were doing (Tron, Ironworks, sometimes Spirits) or were gradually snowed under with nothing to do (Humans, the other times with Spirits). Those games proved frustrating, tedious, and boring for opponents.

In addition, the Fire combo is incredibly slow. It takes forever to actually kill an opponent doing a net of one damage per turn. It takes several copies of the instant to present a decent clock, and that eats up all available mana very quickly, so I could never do anything else. Once we're locked into Firing out an opponent, there's nothing better to do. To make matters worse, the combo is very time intensive. Every cycle takes a lot of game actions, and even if you're quick about all of them, it adds up fast: tap two lands, cast Fire, mark damage, put Fire in graveyard; tap Grove, trigger Fire, mark lifegain; pay for the trigger, pick up the Fire. In short, endless busywork for both players as we tracked and performed every trigger and life change.

All in all, I would have rather traveled the River of Blood. At least in trial by painstik the agony is over quickly, this test was like months of water torture.

Not For Everyone

On the other hand, this is purely subjective. The UW pilot emphatically loved the whole thing, and to a rather creepy degree. Yes, I am calling him out on that. He loves grindy Magic, and going to time every round. He lamented when Sensei's Divining Top was banned in Legacy because there was nothing greater for him than winning game one of the Miracles mirror on turn 5 of extra turns via miracled Entreat the Angels on his opponent's end step. The matches where we ran over time, especially the ~95 minute one, are his favorite kinds of Magic games.

UW had to navigate every match very carefully, because Fiery Jund held the trump card in the Fire combo. It was not only a win condition by itself, but going long, it killed everything he could play and got there through counters. There's no way for planeswalkers to survive repeated attacks by several Fires.

Everything that I found atrocious about Fire's gameplay, he embraced. Ideally, he wants every game to be a lengthy, close, hard to win/easy to lose grind fest that taxes him mentally and physically to the limit. Which was the reality of his test matches. He says that on his end, it was like playing a combination of 3D Chess and a Rubik's Cube using 90's adventure-game logic. Winning was mind-meltingly hard, and the correct lines were non-obvious and convoluted. While it won't be majority, there will be plenty of players that would genuinely enjoy playing against Fire in Modern.

Impact

It is hard to asses the precise impact of a tested card in Modern. My test models the effect, but not perfectly; I can't test everything, and Modern is constantly shifting. However, it does give me a sense of how the cards play in the metagame. Based on my experiences, Punishing Fire would have a very different impact on Modern than I expected.

Not a Jund Card

Jund was not a great test platform for Fire. It was the only one available given that it's always been my policy to try the closest deck to the one that got the card banned. However, I've come to believe that Fire really isn't a Jund card anymore. It's a decent fit in Legacy Jund because Delver of Secrets and Young Pyromancer are format-defining cards, but Modern creatures tend to be more robust. Jund wins by grinding out value by playing better cards at every stage of the game. Fire is never the best card; the value comes though continuous use. What Jund really wants to do is fire off a few disruption spells then start ramming home better threats to quickly close out the game. Going long is possible, but not its thing.

The other problem is that it was hard to reliably assemble the combo. Grove isn't fetchable, and the only card draw is the vulnerable Dark Confidant. This meant that most of the time, the game had to go long for the combo to come online. Even when it did happen in an average-length game, I had multiple Fires maybe 25% of the time. That's not a bad result, but I was acutely aware that I could have done better.

A Loam Home

If I had given myself perfect freedom in deck choice, I would have run the test with Assault Loam. Despite a very dedicated player base, Assault Loam is not a good Modern deck. The deck is inherently very slow and clunky because it is built around Life from the Loam. Unless it is dredging Loam every turn, few of Assault's cards are any good. Flame Jab and Raven's Crime are only devastating when used multiple times a turn, while the win conditions Seismic Assault and/or Zombie Infestation need lots of fodder, which can only be gotten through Loam. If it never finds Loam or loses its graveyard to Rest in Peace, Assault Loam is just a pile of weak cards. Even when it is dredging, it's hard to keep up with aggro decks.

However, Punishing Fire could solve many Assault Loam's problems. As Legacy demonstrates, Loam naturally pairs with Fire. Dredging three is functionally identical to drawing three in the right deck (four if you count the Loam), translating into higher chances to find the combo. Loam decks struggle to miss land drops, so Assault Loam is more likely to be able to cast multiple Fires a turn and actually machine-gun down the creature decks.

Fire also alleviates some of the deck's tension. As mentioned, the win conditions aren't lands. The namesake Assault is an enchantment, and most versions I've seen also have creatures and other enchantments. These can't be recurred with Loam if they're destroyed or dredged over. Again, Assault Loam needs to be dredging Loam to be good. However, that risks milling the win conditions. This isn't Legacy with Dark Depths and Glacial Chasm; Loam actually has to cast spells. Fire doesn't mind being milled, so there's less risk of self-sabotage.

Loam decks tend to be naturally slow decks. The problems with the Fire combo would persist in a Loam shell. As a result, an already-slow deck stands to get much slower and more popular from Fire's unban.

Against Creatures

Based on the Spirits and Humans matchup, I don't expect Fire to be that great against creature decks. Back in 2011, creatures were so much worse that a repeatable two damage for three mana was oppressive. These days, we have rapidly growing 1/1s, hexproof creatures, and more cheap x/3s. A single Fire isn't that threatening. When multiple get going, it can be devastating. However, Magic has evolved enough that even a recursive four damage for five mana isn't that threatening for aggro decks. Decks like Merfolk would suffer, but they are struggling to stay relevant anyway. I think the anti-aggro argument isn't strong anymore.

Against Fair Decks

The surprising effect was against UW Control. I didn't appreciate or expect the impact Fire has on fair matchups. Decks that rely on small numbers of win conditions or attrition will be heavily impacted, because over the long game, the Fire combo can't be out-grinded. So long as there's a single Grove, Fire is always live. Closing the vulnerability to Field of Ruin is another reason to pair Fire with Loam. The game ends up being warped around Fire.

Usage

Should Fire be unbanned, its synergy with Loam is too great to not go into Loam decks. This will greatly improve their control and midrange matchups. This ensures that absent graveyard hate, the Loam deck can never be exhausted, and will eventually win. Because the combo is very slow, this will lengthen matches. Post-board, graveyard hate becomes essential. Against aggro decks, Loam potentially gets an improved Flame Jab to protect itself. It's hard to believe it turns the matchup around, but would stretch the game out and make aggro work harder.

The other concern is if a deck really embraces Fire, and what it represents. Fire's gameplay is reminiscent of Loam-centric prison decks like CAL. I don't know if something similar is possible, but if not, Fire does lend itself very nicely to Ensnaring Bridge strategies: players can use Fire early to buy time, then hide behind Bridge and plink away to their heart's content. Fire may not actually be a Jund card, but it's almost certainly a prison card.

The Dance

There's also some weirdness concerning the Fire combo's mechanics. The recursion is a triggered ability, and it is triggered by a mana ability. This means, just like with Krark-Clan Ironworks, as long as Grove is untapped, Fire isn't vulnerable to Extirpate or Surgical Extraction. This specific situation never came up in my testing because no test deck ran Extraction, however I've seen it happen in Legacy. I call it the dance.

The Fire player has an untapped Grove and Fire in the graveyard. Their opponent has Extraction. The opponent can't just Extract the Fire, because in response, Grove will save it. Fire also can't just be retrieved, because there's only one Grove and one trigger. So both players enter into a standoff, trying to force an opening. The opponent is looking to force Fire to tap the Grove; Fire hopes to present a more pressing target for the Extraction. As a mental game, it is fascinating and enjoyable. However, it also tends to extend match length, since both players have to carefully and continually consider their moves and their opponent's counter moves while assessing whether to continue the dance.

My testing did have some versions of the dance, this time with Relic of Progenitus and Field of Ruin/Ghost Quarter. In the former, it was about keeping enough chaff in the graveyard to feed the Relic until either another Grove was found or Tron tapped out. In the latter, it was about holding Grove until it was actually time to get back Fire. Both created abnormal play patterns.

Holding lands to play around destruction spells felt bad, though it was strategically sound. Against UW, it was critical to preserve Groves to maintain inevitability. However, that often meant I had to skip land drops or play tapped lands when faced with Field. Generally speaking, players dislike this type of gameplay and Wizards doesn't like encouraging it.

Final Assessment

The data showed that Fire didn't improve Jund's win percentage very much. It also showed that Fire significantly increased how long matches took. There's reason to believe that Fire would slot into already-slow decks, and explicitly serves to lengthen games. I and most of my team disliked the actual gameplay. Therefore, I don't think there's much to gain from unbanning Fire, and as a result, would keep it banned.

Amongst Colleagues

Cards that drag out games get banned when they get too popular and/or significantly impact tournament length. Second Sunrise was banned for the later problem. Sensei's Divining Top was first banned in Extended for dragging out games, preemptively banned in Modern on the assumption it would do so again, and recently banned in Legacy both time problems and popularity. My experience says that executing Fire combo is mechanically very similar to spinning Top every turn. Therefore, I think it's fair to include Fire in the "Banned for Tournament Length" category rather than being overpowered.

Again, power-level wise, there's nothing onerous about Fire combo. It seemed fairly mediocre given the improvement in creatures since 2011, though its potential against fair decks is impressive. However, it creates, rewards, and requires repetitive, lengthy play patterns which would eat into tournament time. This also leads to games feeling very similar and mechanical, which many don't find that fun. Given Wizards' history with Top, I doubt that they'd want to take the risk of Fire getting popular enough to consistently stretch out tournaments and will keep it banned.

The Comparison

The Thopter Foundry/Sword of the Meek combo is a potential counterpoint. This combo also has a lot of moving parts and doesn't directly win the game. It makes lots of 1/1 fliers and tries to overwhelm opponents while shutting down aggressive decks and out-grinding fair decks. On face, it's very similar to Fire combo.

However, the Thopter combo has two saving graces. The first is that it is cleanly shortcutable: You simply declare how many tokens you're making at a time, skip going through all the steps, and gain life in a lump sum. You can't just declare a Fire loop; you do have to go through most of the motions. You can shortcut the triggers, but you will have to actually cast the Fire(s) and mark all the life total changes individually for proper tournament procedure. Also, there's no timing weirdness with Thopter combo.

Secondly and most importantly, Thopter combo actually wins the game very quickly. The tokens persist, and it often only takes two turns of dumping mana into Foundry to generate a lethal airforce, even if a few have to chump block. Fire can't win quickly except by concession. Besides, Fire's is a combo that interacts, thereby extending the game by purpose, while Thopter's proacts, seeking instead to put games away. As a result, the comparison is only superficial, and doesn't really improve Fire's chances.

Fun > Boredom

Magic is a game and supposed to be fun. My experience with Fire in Jund was not fun. I have evidence that unbanning Fire would reduce Modern's available fun by making tournaments drag on. More than any power considerations, that notion makes me think Punishing Fire should stay banned.

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