Episode Archives

Know Your Promos!

I’m kind of a snob and I seek out lots of foils and cards with specific art for my EDH decks, so knowing promos is just something I do. But I’m often surprised by the lack of card knowledge shown by a lot of other people.  You can easily find yourself getting fleeced in trades if you don’t know if your card is a promo, and if it is, which one it is.  Let’s test out some card knowledge.

The Basics of Promos

Do you know which of these are promos?

promos (15) promos (14) promos (13)

Give up?  I’ll help you out a little.  [card]Necropotence[/card] was originally printed in Ice Age and has never had a promo.  These cards are from Fifth Edition, Deckmasters, and From the Vault: Exiled, respectively.  You have probably heard of the first and last one, but Deckmasters is one of the weird boxed sets that Wizards used to print.  It had foils in it that were basically equivalent to today’s Duel Decks product.  The only other foil card in the set is [card]Lhurgoyf[/card] and to top it all off, every other card is non-foil and white bordered.  In the grand scheme of things, Deckmasters isn’t the oldest set like this, as it is one of the few with colored expansion symbols (and all the same expansion symbol for that printing).

But maybe you don’t play with [card]Necropotence[/card] every day.  You don’t really get a lot of chances to. How about we take a look at some cards every knows?  Which of these are promos?

promos (20) promos (19) promos (18)

Well if you said the first and second ones, you were right!  The third [card]Lightning Bolt[/card], although only available in foil, is from the Premium Deck Series: Fire and Lightning precon.  You may be a little confused—and you should be. The second Bolt is black-bordered with art last seen in Beta.  There were no Beta foils, so this must be a promo.  It’s actually a pretty old judge promo and is on average four times as expensive as the textless Player Rewards Lightning Bolt.  Knowing the difference is pretty important.

And now promos get a lot more annoying.  Here are three counterspell promos.

promos (23) promos (22) promos (21)

One of these [card]Counterspell[/card]s is an FNM promo, and that’s pretty easy to tell.  The other two look pretty much identical except that one is foil.  These are two promos that were given out for very different reasons but share the same art. It causes a lot of confusion. The non-foil card is a Legend Membership promo (basically the original Player Rewards), and although it is extremely rare, it’s not as expensive as the judge foil version.  Without too much research, it would be easy for players looking at prices online to mistake the cards for each other, even though one version is more than double the other’s value.

Only Promos Allowed

Some cards are only available as promos.  The most popular of these is [card]Mana Crypt[/card].

promos (11) promos (12)

Although this card only comes as a promo, it is only legal in EDH and Vintage so demand isn’t super high and its price isn’t too out of control.  There are still more things to be aware of with the card, though.  The one on the right is a judge foil and the only foil printing of this card.  The one on the left comes in English with black borders, Spanish and French with black borders, and Spanish again with white borders.  All of these are worth varying amounts of money and really complicate this card’s price.  Making sure you look up the correct version of this promo is pretty important.

Going a Little Deeper Down the Promo Wormhole

Now I expect everyone knows what an FNM promo looks like and can keep up with enough media to know the newest judge foils, so let’s take a look at some more obscure promo groups that may evade people.

promos (26)promos (27)  promos (25) promos (17)

These promos can be very confusing and are often mistaken for pack foils because of their set symbols.  The [card]Enlightened Tutor[/card] should be a giveaway, though, because Sixth Edition didn’t have foils (the first core set that did was Seventh Edition). [card]Rhox[/card] is a pretty innocent foil.  Both the pack foil and the promo are bulk rares, but the different art sets them apart.  Other than that, there’s no unique identifier on the cards that tell you they’re promos.  The last two are more recent promos, and Wizards has been so kind as to include additional identifier information.  It’s pretty much impossible to see in these pictures, but when you look at the set symbol on the bottom of these cards, they are numbered like they would be in the set but have a star after the number, indicating it is a special printing.  These two are from the Holiday Gift Sets sold the last couple Christmas seasons (which is why both are from fall sets).

Deceptive Promos

Now it’s really time to get into the nitty-gritty of promos.  Some of them are pretty much impossible to assume and require specific knowledge.  Back in the day, Magic didn’t have foil cards.  Some test prints were done for Exodus (the set that introduced the rarity colored set symbol) but were never released.  Some test prints (notable ones include City of Traitors and Survival of the Fittest) got out and you’ll probably never see them.  The first set to introduce pack foils was Urza’s Legacy, but there are still cards with the Urza’s Saga set symbol that are foil.  You’re probably familiar with these:

promos (24) promos (16)

Although they were given out for different reasons, any foil card with an Urza’s Saga set symbol is a promo card.  Also, as I stated earlier, any card from any core set before Seventh Edition is also a promo card.

A Test for the Hardcore

To end this fantastic learning experience, let’s try to identify some of the more difficult promos.

promos (10) promos (9) promos (8) promos (7) promos (6) promos (5) promos (4) promos (3) promos (2)

To make it a little easier, I’ll give you a hint.  Only two of these Islands are not promos. Can you figure out which?

 

Brainstorm Brewery #106 – Set Reviewer Emeritus

Every once in a while, fortune smiles on Brainstorm Brewery, and the right guest for the set review becomes available. This time, Judge Emeritus and Godfather of EDH Sheldon Menery joins the brew crew for a look at Magic 2015, a set with quite a few Commander gems hidden among the cycle of splashy mythic souls, big sexy Planeswalkers (like, sexy as in, “Wow, these are cool to play with,” not like, “Wow, Ajani is looking sexy.” Like, it’s cool if you’re into that; some people are. We don’t judge.), and saucy Slivers. Which Commander gems are currently underpriced to a degree that confuses a veteran Commander expert like Sheldon? Which cards seem a bit overvalued and can only possibly maintain their presale prices with a ton of Standard ubiquity (besides most of them)?

You’ll become very familiar with M15 in a double-stuffed episode crammed with so much value that you’ll think twice about complaining that this was too long to listen to on your commute. Pop in your earbuds, ignore your boss going home early, and jam your Friday away with an episode of your favorite podcast that will have you saying, “For first of all,” even though no one else gets the joke. This is Brainstorm Brewery.

 

  • The gang is joined by Sheldon Menery (@SheldonMenery)!
  • Find Sheldon on Facebook as well as Twitter.
  • Catch Sheldon’s weekly prog rock podcast Brain Salad Sandwich.
  • The Magic 2015 set review is the focus of the episode. No time for anything else.
  • Which cards seem undervalued?
  • Which cards will you be fine paying the current price on to play with?
  • Questions? Concerns? The address is brainstormbrew at gmail dot com.

 

Cabe Riseau produced the intro and outro music for Brainstorm Brewery.

 

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GP Vegas 2013 – Booze Cube House

You heard all about this legendary event, maybe you’re sick about hearing how awesome GP Vegas was. It doesn’t matter what you thought you know about Vegas, if you weren’t there, you will never really know. Well here’s your chance to get a glimpse of it with recently uncovered footage of the debauchery. They say what happens in Vegas, stays in Vegas, well not this time. This is how the SVU really gets down.

Conjured Currency #22: Reviewing M15, Part 1

Hello, everyone, and welcome back. I don’t normally get the itch to write set reviews, but I’m once again sitting at my computer at 9:30pm. I think my editor, Danny Brown, is sitting outside of my window holding his newborn child in one arm and a crossbow in the other [Editor’s note: Mages don’t need crossbows, DJ], so I figured I should decide on a subject before things take a darker turn. Not that anything could be as dark as the current awful theme for the new magicthegathering.com home page that I immediately stopped trying to use to find the card image gallery.

There are a couple of reasons I didn’t do a standard set review for Journey into Nyx or Born of the Gods. One is that there’s a part of me that doesn’t want to be responsible for my readers losing money if someone decides to blindly follow my advice and invest $200 into a card that turns out to be complete bulk garbage. I would feel terrible about causing someone else to lose money—that’s sort of the opposite of my goal in writing this column every week. Accountability for others’ financial decisions aside, I just feel that the concept of the financial set review is beaten to a bloody pulp. I remember back when the most expensive card in my possession was a single [card]Eldrazi Monument[/card], and I would eagerly await Craig Wescoe articles on TCGplayer to plan out my trades for the next couple of months. Now you can listen to Brainstorm Brewery for my bosses’ opinions on the set, check out Travis’s thoughts on MTG Price, or read Ben Bleiweiss’s take (if you’re an SCG Premium member). Maybe it’s just because I’m more immersed in the finance world then four years ago, but I sort of feel that my opinion is just a drop in the bucket compared to the more experienced reviewers who have been doing this for a lot longer than I have.

On the other hand, I don’t think I’ll influence anyone to sell their house to buy into [card]Mass Calcify[/card], as long as I start the review by saying one thing to clear my own conscience: don’t do that.

Now let’s state some controversial opinions and make attempts to predict some price trends in this awesome new set! I’ll be skipping over the “it’s extremely obvious that this is a bulk rare” cards, and trying to keep myself under 2,000 words as to not bore you to death. This may result in a part two next week. If you want to start a discussion about a card that I made the decision to pass over or am waiting until next week to get to, feel free to do so in the comments. My target prices will be an estimate for two months from now, for the week of September 15.

Disclaimer: I accidentally prepared for this set review by completely neglecting to read or listen to any other set review that I mentioned in the opening paragraphs. All predictions are based off of my own thoughts or opinions, and those of other non-financiers.

Let’s Get to the Cards

[card]Nissa, Worldwaker[/card]

Current TCG average: $35

Can you say “Planeswalker Hype?” If you’re new to Magic finance, one of the first rules of the road is that Planeswalkers are almost never correctly priced coming out of the gates, and this is no exception. Nissa will not snap Standard in half. I think she’ll be hard-pressed to find a role in the format due to requiring such a vast number of Forests, but might see play as a one- or two-of in the Modern [card]Genesis Wave[/card] deck that tends to run Forests and [card]Utopia Vow[/card]s. Around $8 seems correct after the dust settles in two months.

[card]Garruk, Apex Predator[/card]

Current TCG average: $23

More Planeswalker privilege—Garruk seems very Nicol Bolas-esque to me. He has an extremely high mana cost, but I don’t see him being worth ramping to in Standard. His ultimate still requires you to have a few creatures to win you the game, and [card]Thoughtseize[/card] traditionally shreds the possibility of ramping to cool things. Even if he does see play, his mana cost restricts him to being a two-of at best. I’m going to be conservative and assume that casual appeal and the EDH crowd will keep him hovering at $10 before Khans of Tarkir comes out.

[card]Ajani, Steadfast[/card]

Current TCG average: $12

Ajani certainly raises an eyebrow by being one of the first cards to blatantly speed up the increase of loyalty counters on planeswalkers you control. However, he still requires you to possess creatures in play to gain maximum value from either of his first two abilities. He’s splashable, which would definitely be a huge boon if his home is in a Superfriends deck consisting of a large number of different ‘walkers to abuse his -2 ability. However, Wizards has certainly been toning down the power level of planeswalkers these past few years, and I doubt they gave us the pieces for a highly competitive deck such as that to be available. I actually think he’s much more fairly priced than Nissa, but they’ll be labeled with the same price sticker in due time. $8.

[card]Sliver Hivelord[/card]

Current TCG average: $12

They really screwed this up flavor-wise by not making it a 7/7 akin to [card]Sliver Overlord[/card], [card]Sliver Queen[/card], and [card]Sliver Legion[/card]. We all know that there’s the one individual at our LGS who wants this card, and he/she only wants a single copy. Not a whole ton to say about this, but once it drops down to the $5 I expect, I think it’s fine to grab a couple in trade for the long-run. Foils will be especially hot, so if those somehow end up below $20, they’ll be strong buys. Two months from now: $5.

[card]Jace, the Living Guildpact[/card]

Current TCG average: $10

I’m not afraid to admit that I’m puzzled at evaluating this card. On one hand, Wizards has never created an unplayable Jace. On the other hand, his +1 certainly looks like hot garbagee. On the weird, mutated third hand, a possible six starting loyalty for four mana is hooooooot (that’s an exaggerated “hot,” not an owl screaming in pain). I’m personally pretty stumped, and don’t know which way to lean. There are so many aspects of him that look promising, and a ton of others that make him look like trash. If he doesn’t find a home in Standard in the first few weeks and goes down to $5, I’ll actively trade for a bunch. He’s certainly not the next Tibalt (I really hope that one doesn’t come back to bite me). Predicted price in two months: ????

[card]Chord of Calling[/card]

Current TCG average: $10

What I do know is that Chord of Calling is a consistently good Magic card and I give two thumbs up to anyone who trades away their currently $10 M15 walkers for Chords of Calling. I expect this card to see a lot of play over the next year, and I think it has the power to creep from the $10 where it currently sits to $15. I know that there were people who felt priced out of the Modern Pod deck by being unable to afford this card at $40, so the reprint obviously satiates another separate demand in addition to Standard. The card is good, people. Predicted price: $15.

[card]Soul of New Phyrexia[/card]

Current TCG average: $7

I had this card in my Prerelease pool over the weekend, and I can honestly say that I would have rather had almost any other Soul in play at any given time. It helped me brute force a game or two through, but one huge red flag I noticed was that it doesn’t always generate an advantage. While the red one can always put your opponent on a clock and the green one can always provide a creature, making your guys indestructible doesn’t always do something. The other side of the coin is that it fits into literally any deck, so it can at least fight for a slot with every other Soul at any given point. Overall though, I think it’s a bit overpriced and won’t find a home in Standard. I won’t be putting it in any of my EDH decks, but there’s probably still enough demand to hold it at $3 or $4 in two months time.

[card]Waste Not[/card]

Current TCG average: $6

Really? This thing is $6? Where’s that demand coming from? I don’t think, “YAY, I HAD A PART IN DESIGNING IT” is worth that much coin, so I’m a bit confused. I highly doubt it will have a place in Standard, and while I’m throwing the one I opened in my [card]Nath of the Gilt-Leaf[/card] Enchantress deck, I see it being a dollar or two down the road. [card]Liliana’s Caress[/card] kills people much quicker.

[card]Perilous Vault[/card]

Current TCG average: $6

I’ve heard some murmuring of this seeing play over [card]Oblivion Stone[/card] in Modern Tron, and I can understand that. It’s a colorless BOOM effect for those few Commander decks that don’t give a hoot about abusing the hell out of their graveyard like I do do, and for that it deserves more than bulk mythic pricing. I think $3 sounds about right in the near future. Some EDH applicability, very minor Modern applicability, and maybe even a one-of in a super grindy spell-based Standard deck.

[card]Urborg, Tomb of Yawgmoth[/card]

Current TCG average: $6

God, how the mighty have fallen. If you dredge through my tweets from several months ago, you’ll see that I bought a Time Spiral block collection that contained six Urborgs. I already had a few prior to that, and I had a playset of extra ones left when this got spoiled. Within the hour, I had an order placed with Card Kingdom to sell that playset for $24 each. Other than knocking the condition of one of them down to EX and only giving me $18, they honored the original pricing of their buylist, which I was ecstatic to see, and I recommend selling to them in future similar situations.

I expect the pricing on this to stay static for a long time, fulfilling all of the current demand for EDH and a bit of Standard play. However, EDH players tend not to get rid of decks unless they absolutely have to. They just make new ones. Demand for this will steadily increase over time, and it will eventually peek its head above $10 again, but not for a while. Prediction: $5 or $6.

[card]Chandra, Pyromaster[/card]

Current TCG average: $5

This card was all the rage last year, hitting as high as $40 after making an attempt to replace [card]Bloodbraid Elf[/card] as a source of four mana card advantage in red, and seeing minor Legacy play in the [card]Painter’s Servant[/card] deck. I think it’s safe to say that the hype is over and that the card is overall mediocre. Chandra, Pyromaster, is not amazing, but once again: not Tibalt. She’s a ‘walker that I’m always fine with trading for at $5, because planeswalkers are easy to sell and there’s very little possibility of downside. Predicted price: $5.

[card]Liliana Vess[/card]

Current TCG average: $5

After several printings, this lone survivor of the original five planeswalkers was still managing to climb past the $10 mark. This reprint certainly served to slice that price in half, and it will probably stick for the foreseeable future, following a similar trajectory to Urborg. Demand will be satisfied for collectors and casual players for the moment, but it certainly doesn’t hurt to trade other random $5 Standard cards into Vess if you have your eyes on the long road. Predicted price in two months: $5. Predicted price at this time next year? $10.

[card]Llanwowar Wastes[/card], [card]Battlefield Forge[/card], [card]Shivan Reef[/card], [card]Yavimaya Coast[/card], [card]Caves of Koilos[/card]

Current TCG average: $2-4, depending on the colors

Although they won’t see as much play as the shock lands did in Standard, these are dual lands that come in untapped. If you bought a set for $12 and actually want to play with them, you won’t be feeling too terrible and they won’t be bulk rares. They’re mediocre but playable, and their price will reflect that, probably not budging much in their not too glorious life throughout Standard. Predicted Price: $2 to $5, depending on what the flavor of the month is in Standard

[card]Scuttling Doom Engine[/card]

Current TCG average: $4

Am I missing something? I feel like this will almost certainly be a bulk rare within a month, due to very little Standard play and enough six-mana artifacts in the casual circuit to make this much less appealing than its current price reflects. I’m glad I don’t own any of this weird artifact bug so I don’t have to be in a rush to get rid of them. If I’m missing some reason that this should be played in Standard over anything else at a similar mana cost, let me know. I’m lost. Predicted price: bulk rare.

[card]Sliver Hive[/card]

Current TCG average: $4

This probably has more demand than the Hivelord, as it’s more viable in the 60-card sliver decks that are out there and unsleeved. I think this can actually share a $5 price tag with its mythic sliver friend. Foils of this will be especially sick, and you should pick them up if you happen to find them for a 2x multiplier. Predicted price: $5.

[card]The Chain Veil[/card]

Current TCG average: $4

Well, this is certainly unique. We finally get something that lets us utilize a single planeswalker ability more than once per turn (outside of weird blink shenanigans). I still think that there’s too much hype around this even at $4, and you’ll be able to find it for half that down the road. It costs eight freaking mana to get even the first use out of it—you can play two decent other walkers for that cost. I highly doubt that casual “wow” appeal will keep it from plummeting down to $2 for the foreseeable future, but I could be wrong. Predicted price: $2 to $4.

Wrapping Up (For Now)

Overall, most of the expensive stuff in the set is overpriced, as usual. There are a couple rares that I think have the capacity to go up, and you’ll see my picks of bulk rares that I think have potential Standard playability. I’d rather not go over 2,500 words in a single article, so I think I’ll stop here and save the lower-end stuff for next week. If you enjoyed my thoughts and opinions on M15, let me know! I’d be glad to do more of these in the future if I knew they were read and enjoyed.  On the other hand, keep me updated if you’d rather have me stick to the theoretical stuff involving intuitive ways to work Magic Finance that aren’t as well known. Until next time!

SCG Worcester Report – 14th Place with Boros Burn by Timothy Mezoff

The r/spikes series continues with a great report from Timothy Mezoff. Going from a disappointing 0-3 scoop to an impressive 8-2, 14th place finish in a short time, Timothy discusses his day filled with lucky topdecks, missed triggers and a Magic mountain that reminded him to keep his head and power through tilt. Enjoy! -Jason

 

Last month, I decided to go to the Star City Games Open in Providence Rhode Island. I dropped after round three without winning a single match. I had decided to play burn at the tournament and after playing against a Junk deck that maindecked [card]Whip of Erebos[/card] and a black white humans deck that mained [card]Fiendslayer Paladin[/card], I wasn’t feeling much up to continuing.

This past weekend, I decided that I’m a glutton for punishment and to sleeved up Boros Burn once again for my run into SCG Worcester. I honestly haven’t kept up with recent tournament results and decided to play what I was comfortable with. The list I played looked like this:

[deck title= Boros Burn – SCG Open Worcester 2014]
[Creatures]
*4 Chandra’s Phoenix
*4 Young Pyromancer
[/Creatures]
[Spells]
*3 Chained to the Rocks
*4 Boros Charm
*4 Lightning Strike
*4 Magma Jet
*3 Searing Blood
*3 Shock
*4 Skullcrack
*4 Warleader’s Helix
*1 Mizzium Mortars
[/Spells]
[Land]
*7 Mountain
*1 Boros Guildgate
*1 Mana Confluence
*3 Mutavault
*4 Sacred Foundry
*2 Temple of Malice
*4 Temple of Triumph
[/Land]
[Sideboard]
*2 Spark Trooper
*1 Banishing Light
*2 Nyx-Fleece Ram
*4 Satyr Firedancer
*1 Searing Blood
*2 Wear
*1 Act of Treason
*2 Toil
[/Sideboard]
[/deck]

Going into the tournament, I felt good about my maindeck but unsure of the sideboard. Just a month ago, Burn was in huge numbers at the Open in Providence so I gave it a nod with the added Nyx-Fleece Rams. The deck is a lot tougher to pilot well than it is given credit for. With so many lines of play that can ruin the maximum output of damage the deck is capable of in the first few turns, most simply chalk the deck up to autopilot. But Burn has been good to me in the past and with a little luck and a lot of superstition, I went head-first into the fray.

Round 1 vs Bant Control

This match was a blur. I won game one in the typical Burn vs Control fashion. Game two he landed a turn two [card]Nyx-Fleece Ram[/card] which promptly ate a Wear//Tear. Eventually he on- for-oned all of my important spells with counters, kept my [card]Mutavault[/card] a land with a Kiora the Crashing Wave and I was out of gas. A few turns later he freed my Mutavault and released some Krakens swinging in for game. Game three played out very much like the first one. He played no Rams to slow his impending demise.
1-0

Round 2 vs RG devotion

I was never a fan of this matchup. While burn can be fast and hit you for 3+ every turn, after turn 2 a well-sculpted devotion list can hit you for 5 every turn after turn 3, which doesn’t make for a good race. Game one my opponent leads with turn 1 [card]Elvish Mystic[/card] into turn two [card]Burning-Tree Emissary[/card], Burning-Tree Emissary, [card]Nykthos Shrine to Nyx[/card] into [card]Polukranos, World Eater[/card]. As I look at my board of land, land, Young Pyromancer I decide if I don’t draw a Chained to the Rocks I’m just dead. DRAW! I’m just dead. Game 2 ends in similar fashion, except instead of a turn 3 Polukranos he sticks a turn 4 [card]Ruric-Thar the Unbowed[/card]. GG.

1-1

Round 3 vs Mono Blue Devotion

My opponent leads game one off with turn 1 land into [card]Cloudfin Raptor[/card] and my response was a Mutavault. Turn 2 he plays a land and passes. No evolve triggers, no nothing. I think about what he could have in hand and decided it must be all 3 drops. I activate my Mutavault and swing into a Rapid Hybridization on his Raptor. I immediately go on tilt for not seeing that play. His next few turns are runner, runner Master of Waves while mine are spent just trying to keep up. With my head down I decide to go to game 2. I’ve always known that Mono Blue isn’t an amazing matchup for me, but I know I can beat it with a little luck. Game two I look at my opening 7 and see double Young Pyro and a [card]Shock[/card] with enough lands to curve it out perfectly on turn 3. Eventually, double Pyromancer does an impressive impression of Master of Waves and I grind a win. Game 3 I’m once again feeling good about my starting hand as I look at an almost exact copy of that beautiful turn 3 curve. I lead off with turn 2 Pyro into turn 3 [card]Satyr Firedancer[/card] while my opponent looks on as all my spells hit him to the face, kill one of his creatures and give me a dude.

2-1

Round 4 vs Izzet Midrange

My opponent shows up late and receives a game loss. My opponent goes first and leads off with a turn one [card]Steam Vents[/card] which throws me for a loop. His turn two Island into Frostborn Weird had me peg him on Blue Devotion splashing red for Purphoros. Boy was I wrong. He promptly played a [card]Stormbreath Dragon[/card] and started to smash in. I traded attacks with his dragon for as long as I could with my Phoenix, eventually getting him to 11 life. End of his turn, I [card]Boros Charm[/card]ed him to 7 and knew I had to draw a burn spell off the top to win. I draw. Burn spell. I cast the burn that was in my hand and the one I drew and took the game from my opponent.

3-1

Round 5 vs Mono Black Devotion

My opponent leads off with a first turn [card]Thoughtseize[/card] and grimaces at my hand. He takes a [card]Skullcrack[/card] over my [card]Magma Jet[/card] after I show him only two lands. I make a mental note of Grey Merchant most likely being in his hand and go through the motions. I Magma Jet into another Magma Jet which finds me a Skullcrack just in time for him to slam a [card]Grey Merchant of Asphodel[/card]. Game two is mostly uneventful. He hits me twice with a [card]Desecration Demon[/card] before I can kill him.

4-1

Round 6 vs Jund Monsters

Game one, my opponent plays an accelerated Polukranos into Stormbreath. Needless to say, I lose. After game one I only saw Red and Green lands so I put him on RG monsters and side in [card]Spark Trooper[/card] for the cute plays. He leads game two off with a BG scryland and I kick myself. He slams Ruric Thar down while sitting at a comfortable life total and I can’t race without killing myself.

At this point in the tournament I walk over and chat with my friend who only came to trade. We chat for a while and when I go to walk away I notice a lone mountain sitting on a table. I pick it up and casually walk away. As I sit down to play my opponent I put it on the table in between the table numbers and play my game.

4-2

Round 7 vs Jund

I lose game one and wasn’t looking forward to playing this matchup twice in a row after a loss. Game two was extremely close. He had a [card]Scavenging Ooze[/card] eating creatures and gaining life. I eventually closed out the game at 3 life. Game 3 was very much the same. At one point my friend came over and watched the game over my shoulder. I had been mana screwed out of white and soon took a [card]Rakdos’ Return[/card] to the face for 4, discarding two Chained to the Rocks and a Mountain. Soon after that play my buddy walked away thinking I had lost. What he had missed was my drawing of a [card]Temple of Triumph[/card]. I slammed it down and looked at my top card. [card]Warleader’s Helix[/card]. I had done a good job stalling to this point with Elemental tokens from a long dead Pyromancer. He swings in with a giant Scavenging Ooze and a Monstrous’d Stormbreath. I block the Ooze with my last token and go to 3 life. I end of turn [card]Lightning Strike[/card] him to 2 and he eats more creatures to go back to 4 after seeing I had no cards in hand. I untap and cast my spell for exactly lethal. I take my slip and shake his hand. Packing up I remember the mountain and take it as a token of luck. I hand in my slip and bump into my friend. He’s shocked and ecstatic that I somehow went from mana screw and a 1/1, facing down a monstrous’d dragon and giant Ooze, to victory. I take my Mountain and roll it up tight and tuck it behind my ear for the rest of the tournament.

5-2

Round 8 vs Mono Blue Devotion

This had to have been what truly made me think my Mountain was lucky. As I had said, mono Blue isn’t really a good matchup for my deck, but I looked at my opening seven of game one and saw Young Pyro, Young Pyro and Magma Jet. I curve out with Young Pyro followed by next turn Pyro, followed by next turn Pyro and Magma Jet. Each spell I cast from that point on got me three tokens. By the time he hit his Master, my army was more impressive. Game two couldn’t possibly be as lucky for me, could it? Turn 2 Young Pyromancer, turn 3 Satyr Firedancer and shock. Kill a guy, get a guy. My turn 4? Satyr Firedancer and Boros Charm. Better lucky than good.
6-2

Round 9 vs Mono Black Devotion

Game one I ended up missing a Phoenix trigger on my opponent’s attack step. I had cast a Warleader’s Helix during the attack, marked the life changes and asked him total damage so I could mark that too while I was writing. Finished with the change I pointed at my Chandra’s Phoenix and announced my trigger. My opponent shook his finger and said “uh, uh uh. You missed the trigger.” I was taken aback. I immediately started to tilt. Game 2 started to go the same way. I had missed a Young Pyromancer trigger and almost lost again. I had cast a Magma Jet with the ‘mancer on the field. I had marked the damage when I realized I hadn’t announced the trigger. I took a deep breath and reached my hand behind my ear and felt the Mountain secure in its place. I told my opponent I wasn’t finished resolving the spell and scried a scry I had almost missed as well. My head started to clear and I barely won. I cast a Magma Jet while I was stuck on 3 lands with Boros Charm and Lightning Strike in hand. I looked at the top two and saw the fourth land I so desperately needed. I untap draw and play my land and double burn him for the win. Game 3 was a true test of my Mountain’s power. I tried to cast Shock on my opponents Pack Rat to which he responded by tapping Mutavaults to make it a 3/3. I held it together and took that misplay with my chin up. Eventually I had one card in hand and he sat back with two Pack Rats, a Whip of Erebos and a Grey Merchant in the bin. On my turn I played a scry land and kept a Warleader’s Helix on top. I passed turn and he played a Duress. I respond with the only card that could have saved me. I Skullcrack. This time my opponent goes on tilt and thinks about what he can do. After a moment of mulling over his cracked skull he asks me. “Do you have a burn spell?” I tell him there is one on top of my library. “Show me.” He says. I become cautious at this time. The entire time we were playing he seemed a little shady and seemed like he would do anything for the win. I ask him if he is passing turn. He asks me to show him again and my response is the same. Eventually he tells me he passes turn and I flip over my Helix. He scoops up his cards and congratulates me for having the one card that would have won me the game.

7-2

Round 10 vs Mono Red Devotion

These games played out fast and furious. I lost game one to a giant hit from a [card]Fanatic of Xenagos[/card]. Took game 2 with some burn to the face and finally wound up the tournament with a game 3 win. These games were close but eventually I was able to control the amount of damage I took while still managing to kill my opponent.

8-2 and 14th place.

I took my lucky Mountain and my prize and went home for the night. I have always been a superstitious person while playing this game. I don’t honestly believe there was some magical property in the Mountain but do concede to the fact that just by having it lead me to have a more focused mentality. It saved me from going full tilt after a ton of my games. This event truly showed me the negative effects of tilt and how a simple token such as a Mountain can completely change your perspective and make you play better.

Going forward with the deck I would cut the [card]Act of Treason[/card] and the [card]Nyx-Fleece Ram[/card]s from the sideboard for two [card]Chandra, Pyromaster[/card] and possibly a third Toil//Trouble. While I didn’t bring in the Troubles often, it is a card that you really want to cast on turn three and the more copies the better chances of drawing them. I really didn’t use my sideboard to its full potential. Against the aggressive decks, I cut the Chandra’s Phoenixes and brought in the Satyr Firedancers. I sideboard the Phoenixes out so I did not dilute the decks already tight requirements. If I had left them in, my Pyromancers, Phoenixes and Firedancers would all be weaker and I felt that in those given situations, Firedancer/Pyromancer was the stronger option. Against the midrange decks I didn’t side in much except the Act of Treason but never got to cast it. I felt the overall sideboard was weak for the matches I played and only brought in the Firedancers and [card]Searing Blood[/card] consistently. That said I do not think they warrant a spot in the maindeck, while they are strong in the matches they are good against, they are extremely weak against the matches in which they are bad against making the overall power of the deck a lot worse game one.

I feel the deck is still strong given the current Meta and only going to get stronger in the few months after M15 is released before rotation. I’m going to keep playing the deck for now while I watch the world Burn. Good luck to everyone playing the deck.

Casually Infinite – Where’s the Money in Modern?

Six months ago, Pro Tour Valencia was on the scene and it looked like Modern cards couldn’t be any hotter. We were approaching $100 fetch lands and it looked like any Modern card was bound to spike if it saw even moderate play. Corbin has a great article about what has changed over on Quiet Speculation, and in many ways, the future looks bleak. It’s now Modern PTQ season and we should be seeing the continuation of prices that have been growing all year. Instead, prices seem to be rapidly dropping. This poses the question: is there still any money to be made in Modern?

Over the next month, Modern season will be wrapping up, and the next Modern Pro Tour is months away. We’ve seen this year’s core set and the inclusion of pain lands in M15 gives us no indication that fetch lands will be seen in the near future. We’ve already seen the summer releases for this year, which means that Modern Masters 2 is a year out at best. Most Modern staples are going to be dropping over the next six months.

m15 enemy pain lands

I fully believe that Wizards wants to keep Modern as an accessible eternal format with a variety of deck options. With the exception of roving and somewhat unpredictable bans and unbans, cards that are staples of the format are not likely to be going anywhere. Even with huge numbers of Pod and Twin players, we’re seeing them get beat out by Jund, American Control, and Affinity often enough that any drastic changes to the metagame seem unnecessary and unlikely. With a healthy metagame, in order to keep Modern accessible to players, it is in WOTC’s best interest to keep the prices down by reprinting cards, which is the point of the format overall. This means I’d be very concerned if I was holding any of the high-priced staples of the format.

With the somewhat inevitable Modern Masters 2 next year and the downward slide we’re currently facing, cards like fetch lands and even [card]Tarmogoyf[/card] are not ones I’d want sitting in my binder, as I would heavily fear [card]Tarmogoyf[/card] getting reprinted in Modern Masters 2. I’d also expect, with the success of both Modern Masters and Vintage Masters, that we’re likely to be seeing a bigger print run of Modern Masters 2 than we did of Modern Masters. This means the big-value cards are likely to trickle down in price over the next year until they suddenly meet with a short drop and a quick stop. The biggest players in Modern Masters still prevent a sizable barrier to entry to someone seeking to engage in Modern. If every green deck needs almost $1000 in Tarmogoyfs, there’s likely to be a problem with the growth of the format.

I feel the current depreciation in the value of Modern cards is due heavily to the lack of available fetch lands. Nothing says a format is not for you like spending $200 on real cards and $1000 on lands. This means, as I’ve mentioned before, that fetch lands will be reprinted. I don’t believe that the Modern format can survive a wait any longer than the 2015 fall expansion to do so. If I’m planning to invest in Modern, I’m only going to be looking at cards I expect to fly off the handle with a flood of fetch lands and cards that I’m willing to hold on to for over a year. There’s going to be a key time in six months to pick up your staples that have staggered and dropped in price, but there’s still some things out there now.

So What Do I Buy?

The place I still encourage putting your money is in shock lands. While they have been a good buy for the past year, the fact that they have increased to about $10 each from their previous lower price points puts a lot of people off. There are a few things we can expect with regards to shock lands. First, they won’t be reprinted any time soon. They had a good healthy printing and are available for anyone that wants them for an affordable price. They’re no longer being printed and the only remaining point at which there is any possibility of a price drop is at rotation. While people may well be shedding the cards from their Standard decks, I think it is more likely they will simply move them over to Modern decks. I think there won’t be a big flood in September and we’re more likely to see prices rise than fall over the next two months.

Once rotation is done, the only trajectory for shock lands is up. Anything that draws people to Modern will cause a steep price jump on shocks. Remember, [card]Steam Vents[/card] was a $25 card before Return to Ravnica was announced. While it probably isn’t going to hit that point again any time soon, I can see $15 to $20 late next year. If we see $10 fetch lands, it could easily result in $20 shock lands. In fact, right now is a good time to pick up pretty much anything from RTR block or M14 with eternal playability that doesn’t have a big home in Standard. This includes [card]Voice of Resurgence[/card], [card] Abrupt Decay[/card], [card]Scavenging Ooze[/card], and [card]Archangel of Thune[/card].

I’d advise waiting until rotation on cards like [card]Sphinx’s Revelation[/card] that see heavy Standard play. Azorious/Esper control is going to take a massive hit at that time. But [card]Supreme Verdict[/card] is surprisingly cheap right now, and you’re unlikely to see a better sweeper, ever. However, very few other RTR block cards seeing play in Standard are eternally playable.

Unfortunately, that’s about it in Modern right now. It seems pickings are pretty slim, but I think there’s still money to be made if you’re willing to look a year out. The final thing I’d keep an eye out for is those Duel Decks and Fat Packs going for 50-percent off in the late summer. If you can get Fat Packs for $20 and Duel Decks for $10, you’re generally able to turn a profit pretty quickly.

C(ube) + C(ommander) Magic Factory #9 – Disruption in EDH Part 2

Welcome back to C+C Magic Factory.  It’s been a hot minute since I picked up the [card]Bloodletter Quill[/card] as end-of-year job duties caught up with me, but now that we are in the warm relaxation of the summer, it’s time once again to talk some EDH.  In part one of this now three-part mini series on disruption, we looked at what disruption in EDH means (messing with what your opponent has planned) and looked at some examples of six common classes of disruption you might see played during a game of Commander.  For reference, they are: spot removal, wraths, board wipes, catch-alls, 187s, and [card]Disenchant[/card] effects.  Today, we’ll examine four of the remaining seven classes: discard, counters, prison, and theft (and for the final installment, we’ll discuss mana denial, chaos, and “going over the top”). On to the discussion!

7. Discard

The Good: Discard effects are great at nipping problems in the bud. With so many cards having immediate impact and/or built-in resiliency, pre-emptive solutions become very valuable.  Discard is also a great equalizer if you have a player in your group who is known to run juiced-up decks, since the power of discard scales with that of your opponents’ cards.  By pulling the trigger at the right time, it is often possible to slow the player in pole position down just enough to have a more fair and interactive game of Magic.

The Bad: Like spot removal, most discard is targeted, leading to the same card-disadvantage-in-multiplayer problem that you see with the former group.  Even if you mitigate the disadvantage with an X-for-1 discard like [card]Rakdos’s Return[/card] or [card]Identity Crisis[/card], the result is even more unbalanced since all those cards come from one player.  That trait can also lead to some feel-bad moments as the discarding player can be put quite far behind the rest of the table.  Also, it must be noted that discard is not always good, since it does not protect from the top of the deck and there are an abundance of graveyard-themed strategies, like [card]Karador, Ghost Chieftain[/card], and [card]The Mimeoplasm[/card], that are resilient to and can even benefit from discard.

Who Wants It: Decks that have difficulty dealing with permanents and can recoup the card disadvantage are best positioned to make use of this traditionally black ability. This form of disruption is also metagame-dependent, as it can be used as a way of keeping certain decks in check while never being truly dead at a table with multiple players.

8.  Counters

The Good: Blue does it best.  Just like its black brother, discard, blue has the ability to stop pretty much any problem before it reaches problem status.  But while black does it proactively, blue does it reactively.  This has the political upside of avoiding the misery of being [card]Blackmail[/card]ed or put under [card]Duress[/card] by stopping opponents’ cards at the point they become a threat rather than when they were just a twinkle in their planeswalker’s eye.  It has further collusive application by threatening a counter should an opponent step out of line. Counters can also be used as protection for your own threats and combos since they are one of the few answers to the many forms of disruption being reviewed in this article. [card]Counterspell[/card]s are incredibly versatile and make up the rare class of cards that can stop pretty much whatever your opponent tries to do.

The Bad:  Once again, the problems are the same as with spot removal: inherent card disadvantage and the need to keep mana open on your opponents’ turns. This is why [card]Pact of Negation[/card] is such a great counter in EDH; you get all the upside of holding a counter with none of the downside, since you can progress your board business as usual and all the game-breakers in EDH cost five mana or more anyway.  Additionally, counterspells are incredibly difficult to play correctly—a fact made more true by the singleton rule.  The best counters get value in hand (even if they aren’t yet there!) as a threat and then get cast to counter a spell that will win the game for one of your opponents or lose you the game.  Sculpting that board state in a multiplayer game is no soft job and not for the faint-of-heart.  If a counter is fired off at the first spell on the stack, the card disadvantage will be a problem.

Who Wants It: Ux decks where x is not white or green will want some number of counters. They are one of the few ways of dealing with would-be problem permanents of all types non-creature.  Control decks want counters to seal the deal once stabilized and combo decks will want counters to protect combo pieces.  Decks with instant-speed card draw will best be able to leverage counterspells, regardless of archetype. Many players will want counters just because it’s fun to counter things.

9. Deterrents/Prison Pieces

The Good: Looking at this collection of six cards I pulled from my various Commander decks, I notice that each of these cards either makes a statement (“You can’t do that!”) or asks a question (“Do you really want to do that?”).  I grouped them together because the connecting theme is that in each case, you get a lot of disruption out of one card, enough to control the flow of the game. It is very difficult to quantify how much life a card like [card]Ghostly Prison[/card] will gain you and cost your opponents over the course of a game.  Until turn eight, the card is superior to [card]Moat[/card], as all those creatures that would have come your way will be sent smashing elsewhere rather than just sitting at home washing their tights.  In the case of the prison, it works because it provides a disincentive for your opponents to attack you and that disincentive is strong enough that aggression is not worth it.  In the end, all the above cards (and many others, such as the curse cycle from Commander 2013) change the rules of engagement just enough to warp players’ actions and motives.

The Bad: Unlike many previous examples of disruption, prison-style disruption is permanent rather than directed spell disruption.  The upshot is that in addition to being susceptible to disruption itself via removal, the outcomes are unpredictable.  Sure, in nine games out of ten, no one will attack you while you have [card]Ghostly Prison[/card] out because they want to tap out for [card]Peregrination[/card] or whatever, but there will be that one game where a couple players are flooded and opt to get value from their lands by smashing you with their Commanders. Sometimes that [card]Zur’s Weirding[/card] will lose you the game. Furthermore, if an opponent’s game plan is on a different axis than your disruption, these cards might just not do anything.

Who Wants It: The best prison cards are white, not because there are necessarily more in that color, but because white has the most cards that affect creatures in a meaningful way. In the above examples, a deck looking to win outside of combat will benefit from these cards since by dedicating one or two deck slots it becomes possible to negate swaths of your opponents’ cards.

10. Theft

The Good: While there are many other cards that can do what [card]Treachery[/card] does, [card]Treachery[/card] is the king of this type of effect. Most [card]Control Magic[/card] effects are very similar, save for exceptions like [card]Bribery[/card] (theft from deck) and [card]Ray of Command[/card] (borrowing).  This class of cards has quite a lot going for it in that there is no card disadvantage or loss of tempo when measured against all the players at the table.  Furthermore, it can often create huge tempo swings  when the object of desire costs six or more mana.  Lastly, theft is a “75-percent friendly” way of killing your opponent with Ulamog or Vorinclex, since those had to start the game in their deck anyway.

The Bad: None, really. Being enchantment-based in most cases means the stolen item can usually be [card]Returned to Dust[/card], where dust is what’s left of your opponent after a good trouncing by their own creature. Also, if you kill the owner, then the creature goes with it, so be sure to save the best for last. While it makes the most sense to compare theft to spot removal, they do fill different roles, as something like [card]Swords to Plowshares[/card] is a much more permanent solution despite lacking the #value of a [card]Treachery[/card].

Who Wants It: Since most cards of this type cost four to six mana and are blue, there is no deck that wouldn’t benefit from [card]Control Magic[/card] and friends—and I have yet to see a blue deck that tops out at three. Perhaps a combo deck would leave this effect on the sidelines for more focus or a mana-plus-bombs deck like [card]Animar, Soul of Elements[/card], might have its sights set on bigger things, but then those decks had better be going over the top.

Out of respect for my word count and my urge to wax philosophical about mana denial in Commander, this series will wrap up with the next installment.  Until then, let me know in the comments or on Twitter how the new Conspiracy or M15 cards are working for you in your Commander decks or Cube drafts!

Play more lands,

Max Brett.

Contact:

Email: djkensai at gmail dot com

Twitter: @djkensai

MODO: djkensai

My Cube

The Spike Feed Episode 46 – Church Kiss

This week, we finally get to experience M15 for ourselves and report on our prerelease experiences. Cameron is frustrated by Duels of the Planeswalkers, Curtis hates PDA while playing, and Dustin brings up slave Leia casually in the conversation. Thank you for your honor.

Your hosts:

Dustin Gore

Cameron McCoy – @Cameron_McCoy

Curtis Nower – @CurtisNow

Our Show – @SpikefeedMTG

Music by Micah Jones

The Financial Five: M15

pain lands m15Pain Lands $3-5

Let’s get the obvious picks out of the way. I know they’re reprints and I know they’re not the fetches you’ve been dreaming of, but they’re dual lands. You know what happens to dual lands that stay in Standard after rotation? They go up! What does almost every competitive deck need to play a grip filled with spells?  Duals! It’s simple.  Pick up your playsets for any amount under $5 and you can thank me later.

phyrex revo[card]Phyrexian Revoker[/card] $1

What do aggro decks have a hard time dealing with? If you said sweepers—well, you’re correct, but that’s not what I was looking for. Planeswalkers are tough for aggro decks, as they often stall your chances to swing at your opponent’s life total. [card]Jace, Architect of Thought[/card], is an example of a ‘walker you need to take care of as soon as possible (unless their life total says otherwise).  [card]Domri Rade[/card]or [card]Kiora, the Crashing Wave[/card] are examples of walkers that may not directly impact your sea of creatures but will quickly cause you problems were they to live through the next few turns. [card]Phyrexian Revoker[/card] solves this problem while offering a respectable body to boot. It also locks down the cycle of godly weapons from Theros, which could come in handy.  Revoker lets you put those [card]Pithing Needle[/card]s back in the bulk rare box and start attacking for two. It’s colorless, so it can jump into any and all aggro decks that need this form of disruption. I say it will bounce between $3 to $6 during its time in Standard.

Soul Titans: [card]Soul of Innistrad[/card], [card]Soul of Shandalar[/card], and [card]Soul of Theros[/card] 

It’s still hard to gauge the power of some of these “Soul Titans.” The potential for instant-speed effects from the graveyard in a format not equipped with an arsenal of graveyard hate seems high, but the only one of these three that fit into a self-mill deck is [card]Soul of Innistrad[/card]. [card]Soul of Shandalar[/card] and [card]Soul of Theros[/card] are more powerful but don’t seem to line up with strategies their colors want to execute right now.  That said, underestimating the power of [card]Nykthos, Shrine to Nyx[/card], seems primitive. [card]Whip of Erebos[/card] is another potential soul mate for this cycle’s playability post-rotation.  If you can pick these mythics up at $5 or less, I would. I only see graveyard or reanimation potential in Standard. At worst, you can trade them to your EDH friends that can’t stop drooling over a cycle of straightforward potential. “I know Soul of Theros looks EXACTLY like a [card]Sun Titan[/card], Jimmy, but I promise—they’re quite different.”

jace lgBonus Pick – Pimpslap Jace aka ([card]Jace, the Living Guildpact[/card]) $10-12

A planewalker on The Financial Five right before the set release! I promise I’m sober and this speculation is intentional. He looks mediocre now, but I already like some of the synergies he has with Theros. His +1 with scry is a great way to increase the power of each draw.  If the graveyard plays a part in future Standard, Jace will unlock an easy and repeatable way to place creatures in it. I think the mana in Standard will be good enough for a BUG list featuring [card]Courser of Kruphix[/card], [card]Jace, the Living Guildpact[/card], and [card]Whip of Erebos[/card]. He also plays well with the dictate cycle: at end of turn, cast [card]Dictate of Kruphix[/card], draw two on your turn, and use Jace to bounce your Dictate back to your hand if you see fit. erd back of hand

And right now, I’m just pointing out potential. I predict many competitive players looking to unload this guy quick because he doesn’t do anything in the format right now.  Keep in mind that if he’s going to show up on a deck list, a “4x” will be sitting next to his name.  This is definitely the largest risk of the five picks I’ve selected today, but it still has the largest growth potential of all the previous four picks combined.  I know Jace has a $10 price tag clipped to his ear, but I think players will be dumping him at their first opportunity.

I am excited to see how M15 impacts Standard. Quite a few powerful cards are looking for a home to shuffle in.  A good format shake up is great to keep players trading for their decks of the week.  I hope you’re ready.

As always, thanks for reading.

Pitt Imps Podcast #77 Hardy a Thang

This week Mike Hardy joined us to help go over the SCG event. We then spent the nest hour making complete fools of ourselves by trying to pick what the best cards in M15 are. The shirts fired so a big thank you went out to everyone who bought one.

 

Host Angelo Twitter @ganksuou

Co-Host Ryan  Twitter @brotheryan

Guest Mike  Twitter @Mhardy1987

Email  [email protected]

The Spike Feed Episode 44 – MerGirls

It’s spoiler season and we’re going deep on M15’s new planeswalkers, continue to complain about Standard, and discuss the term “Jimmies” as it relates to the East Coast. Curtis also (and unfortunately) unveils his imitation of Jace, the Living Guildpact. Thank you for your honor.

Your hosts:

Dustin Gore

Cameron McCoy – @Cameron_McCoy

Curtis Nower – @CurtisNow

Our show – @Spikefeedmtg

Music by Micah Jones

A Modern Primer: How Do I Get Into Modern?

“What is Modern?” you might ask.

Modern is an eternal (non-rotating) format that was introduced in the Spring of 2011, with a card pool that spans from Eighth Edition all the way to the present—basically, all the sets since the “modern” (soon to be replaced) border was introduced. In an effort to keep the format fun, Wizards of the Coast introduced an ever-changing list of cards that are not legal for Modern tournament play. Currently banned cards are:

[Deck title=Current Modern Banned List]
Ancestral Vision
Ancient Den
Blazing Shoal
Bloodbraid Elf
Chrome Mox
Cloudpost
Dark Depths
Deathrite Shaman
Dread Return
Glimpse of Nature
Golgari Grave-Troll
Great Furnace
Green Sun’s Zenith
Hypergenesis
Jace, the Mind Sculptor
Mental Misstep
Ponder
Preordain
Punishing Fire
Rite of Flame
Seat of the Synod
Second Sunrise
Seething Song
Sensei’s Divining Top
Stoneforge Mystic
Skullclamp
Sword of the Meek
Tree of Tales
Umezawa’s Jitte
Vault of Whispers
[/deck]

Isn’t Legacy an eternal format with a banned list too? Yes, it is. So why would one play Modern over Legacy?

Since Wizards announced Modern, the company has been pushing the format at high levels of play, including pro tours, frequent grands prix, and a PTQ season each year. So if you want to play at the highest levels of competition, you will probably need to play some amount of Modern. The support Legacy gets from Wizards is fairly minimal. Plus, Modern is a pretty interesting format with a lot of competitive decks.

The decks listed below are lists that have either been doing well on Magic Online or in physical tournaments. When choosing a representative list, I chose the one with a best finish in a given event. Note that many decks fall into multiple categories, such as the [card]Birthing Pod[/card] decks being both midrange and combo decks. I grouped them how they generally finish the game out.

The Decks

First, let’s cover the aggressive decks in the format.

[deck title= Affinity]
[Creatures]
4 Arcbound Ravager
4 Etched Champion
2 Memnite
4 Ornithopter
4 Signal Pest
3 Steel Overseer
4 Vault Skirge
[/Creatures]
[Spells]
4 Cranial Plating
4 Galvanic Blast
4 Mox Opal
4 Springleaf Drum
3 Thoughtcast
[/Spells]
[Land]
4 Blinkmoth Nexus
4 Darksteel Citadel
3 Glimmervoid
4 Inkmoth Nexus
1 Mountain
[/Land]

[Sideboard]
2 Ancient Grudge
2 Blood Moon
1 Dispatch
2 Spellskite
3 Thoughtseize
1 Torpor Orb
2 Wear // Tear
2 Whipflare
[/Sideboard]
[/deck]

Affinity is the premier aggro deck in Modern at the moment. When playing in any large Modern event, you should expect to play against it at least once, so be sure to pack sideboard cards so you don’t lose on turn three.

[deck title= Soul Sisters]
[Creatures]
4 Ajani’s Pridemate
4 Martyr of Sands
3 Ranger of Eos
4 Serra Ascendant
4 Soul Warden
4 Soul’s Attendant
4 Squadron Hawk
[/Creatures]
[Spells]
4 Honor of the Pure
3 Path to Exile
4 Spectral Procession
[/Spells]
[Land]
2 Emeria, the Sky Ruin
4 Flagstones of Trokair
16 Plains
[/Land]

[Sideboard]
2 Oblivion Ring
3 Rest in Peace
3 Rule of Law
4 Stony Silence
3 Suppression Field
[/Sideboard]
[/deck]

Soul Sisters is one of the cheaper decks in Modern. It sees an excessive amount of play on Magic Online because of being a budget build. If you want a budget option for getting into Modern, then this is one of the better ones.

[deck title= Infect]
[Creatures]
4 Blighted Agent
4 Glistener Elf
4 Noble Hierarch
4 Plague Stinger
2 Spellskite
[/Creatures]
[Spells]
2 Apostle’s Blessing
2 Giant Growth
4 Groundswell
4 Might of Old Krosa
4 Mutagenic Growth
2 Rancor
4 Vines of Vastwood
[/Spells]
[Land]
2 Breeding Pool
1 Dryad Arbor
2 Forest
4 Inkmoth Nexus
4 Misty Rainforest
2 Overgrown Tomb
2 Pendelhaven
3 Verdant Catacombs
[/Land]

[Sideboard]
2 Abrupt Decay
3 Dismember
3 Inquisition of Kozilek
4 Nature’s Claim
2 Pithing Needle
1 Spellskite
[/Sideboard]
[/deck]

Infect just comes from out of nowhere with quick kills and should never be underestimated. You should expect to see Infect with some regularity, as it has been picking up in popularity as of late.

[deck title= Mono-Blue Merfolk]
[Creatures]
2 Coralhelm Commander
3 Cursecatcher
4 Lord of Atlantis
4 Master of the Pearl Trident
3 Master of Waves
4 Merrow Reejerey
2 Phantasmal Image
4 Silvergill Adept
2 Thassa, God of the Sea
[/Creatures]
[Spells]
4 Æther Vial
4 Spreading Seas
4 Vapor Snag
[/Spells]
[Land]
16 Island
4 Mutavault
[/Land]

[Sideboard]
1 Damping Matrix
4 Hurkyl’s Recall
1 Merfolk Assassin
2 Relic of Progenitus
2 Spell Pierce
2 Spellskite
3 Threads of Disloyalty
[/Sideboard]
[/deck]

Merfolk, much like its Legacy counterpart, tries to jam as many lord effects onto the battlefield as quickly as possible to create a critical mass of attackers. But the similarities end there, as one of the primary things the Modern version can’t do is counter spells for free and destroy opposing lands at no cost.

[deck title= Hate Bears]
[Creatures]
2 Aven Mindcensor
4 Blade Splicer
4 Flickerwisp
4 Leonin Arbiter
1 Linvala, Keeper of Silence
1 Mangara of Corondor
4 Noble Hierarch
4 Restoration Angel
3 Scavenging Ooze
3 Thalia, Guardian of Thraben
[/Creatures]
[Spells]
4 Aether Vial
4 Path to Exile
[/Spells]
[Land]
1 Eiganjo Castle
1 Forest
2 Gavony Township
4 Ghost Quarter
4 Horizon Canopy
2 Plains
4 Razorverge Thicket
4 Temple Garden
[/Land]

[Sideboard]
1 Choke
3 Creeping Corrosion
1 Dismember
2 Gaddock Teeg
1 Mangara of Corondor
2 Mark of Asylum
1 Qasali Pridemage
2 Stony Silence
1 Sunlance
1 Sword of War and Peace
[/Sideboard]
[/deck]

What the Hatebears deck tries to do is generate threats that make its opponents’ game plans difficult to execute. The biggest issue with the deck is drawing the wrong cards at the wrong time.

[deck title= Hexproof]
[Creatures]
4 Gladecover Scout
4 Kor Spiritdancer
4 Slippery Bogle
[/Creatures]
[Spells]
4 Daybreak Coronet
4 Ethereal Armor
4 Hyena Umbra
4 Path to Exile
4 Rancor
4 Spider Umbra
3 Spirit Mantle
[/Spells]
[Land]
1 Dryad Arbor
1 Forest
4 Horizon Canopy
3 Misty Rainforest
4 Razorverge Thicket
4 Temple Garden
3 Verdant Catacombs
1 Wooded Bastion
[/Land]

[Sideboard]
2 Dismember
4 Leyline of Sanctity
2 Nature’s Claim
2 Spirit Link
3 Stony Silence
2 Torpor Orb
[/Sideboard]
[/deck]

The Hexproof deck is the bane of any deck that wants to interact with your creatures. Hexproof has a lot of speed, but can be fairly inconsistent, losing to itself quite often due to only having thirteen creatures to suit up.

[deck title= Burn]
[Creatures]
2 Eidolon of the Great Revel
4 Goblin Guide
4 Hellspark Elemental
4 Vexing Devil
[/Creatures]
[Spells]
4 Flames of the Blood Hand
4 Lava Spike
4 Lightning Bolt
4 Rift Bolt
4 Searing Blaze
2 Shard Volley
4 Skullcrack
[/Spells]
[Land]
20 Mountain
[/Land]

[Sideboard]
2 Anger of the Gods
2 Combust
2 Eidolon of the Great Revel
2 Molten Rain
4 Satyr Firedancer
3 Smash to Smithereens
[/Sideboard]
[/deck]

Burn is now the most budget of budget decks in Modern. Not only does it not have to run fetch lands, but it has recently gotten several cards that can generate card advantage. Don’t be surprised when you see burn spells flying around the room.

[deck title= B/W Tokens]
[Creatures]
3 Brimaz, King of Oreskos
4 Dark Confidant
3 Mirran Crusader
4 Tidehollow Sculler
[/Creatures]
[Spells]
3 Doom Blade
3 Inquisition of Kozilek
4 Lingering Souls
4 Path to Exile
1 Sword of Fire and Ice
2 Sword of War and Peace
3 Thoughtseize
3 Zealous Persecution
[/Spells]
[Land]
2 Arid Mesa
2 Ghost Quarter
4 Godless Shrine
4 Isolated Chapel
4 Marsh Flats
4 Plains
1 Swamp
1 Urborg, Tomb of Yawgmoth
1 Vault of the Archangel
[/Land]

[Sideboard]
2 Disenchant
2 Ethersworn Canonist
1 Grafdigger’s Cage
3 Kor Firewalker
1 Rest in Peace
2 Stony Silence
2 Suppression Field
1 Thoughtseize
1 Torpor Orb
[/Sideboard]
[/deck]

The popularity of Black/White Tokens is in a constant flux, as it is not amazing or terrible against any of the decks in Modern. The recent Modern Event Deck may give a boost to its popularity, though.

[deck title= Tribal Zoo]
[Creatures]
4 Kird Ape
4 Loam Lion
4 Wild Nacatl
2 Snapcaster Mage
4 Tarmogoyf
4 Geist of Saint Traft
1 Ghor-Clan Rampager
[/Creatures]
[Spells]
4 Lightning Bolt
2 Mutagenic Growth
4 Path to Exile
2 Lightning Helix
4 Tribal Flames
[/Spells]
[Land]
4 Arid Mesa
1 Blood Crypt
1 Forest
1 Hallowed Fountain
1 Marsh Flats
4 Misty Rainforest
1 Plains
1 Sacred Foundry
4 Scalding Tarn
1 Steam Vents
1 Stomping Ground
1 Temple Garden
[/Land]

[Sideboard]
2 Ancient Grudge
2 Aven Mindcensor
2 Chained to the Rocks
1 Domri Rade
1 Elspeth, Knight-Errant
1 Grafdigger’s Cage
1 Mutagenic Growth
1 Ranger of Eos
2 Stony Silence
2 Swan Song
[/Sideboard]
[/deck]

Tribal Zoo hasn’t performed much since the unbanning of [card]Wild Nacatl[/card], but a 3/3 for one CMC surely can’t be held down for long.

Now let’s take a look at the combo decks in the format:

[deck title= Melira Pod]
[Creatures]
4 Birds of Paradise
1 Eternal Witness
4 Kitchen Finks
1 Linvala, Keeper of Silence
1 Melira, Sylvok Outcast
1 Murderous Redcap
3 Noble Hierarch
1 Orzhov Pontiff
1 Phyrexian Metamorph
1 Qasali Pridemage
1 Ranger of Eos
1 Reveillark
1 Scavenging Ooze
1 Shriekmaw
1 Spellskite
1 Viscera Seer
3 Voice of Resurgence
1 Wall of Roots
[/Creatures]
[Spells]
2 Abrupt Decay
4 Birthing Pod
3 Chord of Calling
[/Spells]
[Land]
3 Forest
3 Gavony Township
1 Godless Shrine
4 Misty Rainforest
2 Overgrown Tomb
3 Razorverge Thicket
1 Swamp
1 Temple Garden
4 Verdant Catacombs
1 Woodland Cemetery
[/Land]

[Sideboard]
3 Dismember
1 Eidolon of Rhetoric
1 Entomber Exarch
1 Harmonic Sliver
1 Kataki, War’s Wage
2 Scavenging Ooze
1 Sin Collector
4 Thoughtseize
1 Thrun, the Last Troll
[/Sideboard]
[/deck]

Melira Pod is the most popular deck in the format. You likely won’t ever play in a major Modern event without playing against it. This deck sports several ways to combo its opponent and redundant effects to make sure it happens. In the hands of a skilled Melira Pod player, this deck can be a nightmare to play against.

[deck title= Kiki Pod]
[Creatures]
4 Birds of Paradise
1 Deceiver Exarch
1 Eternal Witness
1 Glen Elendra Archmage
2 Kiki-Jiki, Mirror Breaker
3 Kitchen Finks
1 Linvala, Keeper of Silence
1 Murderous Redcap
3 Noble Hierarch
1 Phantasmal Image
1 Qasali Pridemage
3 Restoration Angel
1 Scavenging Ooze
1 Spellskite
2 Voice of Resurgence
3 Wall of Roots
1 Zealous Conscripts
[/Creatures]
[Spells]
4 Birthing Pod
3 Chord of Calling
[/Spells]
[Land]
3 Arid Mesa
1 Breeding Pool
2 Fire-Lit Thicket
1 Forest
1 Gavony Township
4 Grove of the Burnwillows
1 Hallowed Fountain
4 Misty Rainforest
1 Mountain
1 Plains
1 Sacred Foundry
1 Steam Vents
1 Stomping Ground
1 Temple Garden
[/Land]

[Sideboard]
1 Ancient Grudge
1 Avalanche Riders
1 Combust
1 Eidolon of Rhetoric
1 Fiery Justice
1 Harmonic Sliver
1 Kataki, War’s Wage
1 Kitchen Finks
2 Negate
3 Path to Exile
1 Sigarda, Host of Herons
1 Thrun, the Last Troll
[/Sideboard]
[/deck]

Slightly less popular than the Melira Pod deck is the Kiki Pod deck. This deck contains even more ways to combo kill its opponent, with more value creatures. I’ve lost my fair share of games to this deck where I simply said, “What just happened?” when I was taken out by a combo win.

[deck title= Splinter Twin]
[Creatures]
4 Deceiver Exarch
1 Kiki-Jiki, Mirror Breaker
2 Pestermite
4 Snapcaster Mage
2 Spellskite
2 Vendilion Clique
[/Creatures]
[Spells]
2 Cryptic Command
1 Dispel
1 Electrolyze
1 Flame Slash
4 Lightning Bolt
1 Peek
3 Remand
4 Serum Visions
1 Spell Snare
4 Splinter Twin
[/Spells]
[Land]
1 Desolate Lighthouse
5 Island
3 Misty Rainforest
2 Mountain
4 Scalding Tarn
3 Steam Vents
1 Stomping Ground
3 Sulfur Falls
1 Tectonic Edge
[/Land]

[Sideboard]
2 Ancient Grudge
2 Anger of the Gods
2 Batterskull
2 Blood Moon
1 Dispel
1 Echoing Truth
1 Engineered Explosives
1 Flame Slash
2 Relic of Progenitus
1 Threads of Disloyalty
[/Sideboard]
[/deck]

Splinter Twin is the second-most popular deck in Modern. It can win as early as turn four undisrupted, but usually sets up for a couple of extra turns to make sure it wins through disruption. You will see some version of Splinter Twin at nearly every Modern tournament.

[deck title= Tarmo Twin]
[Creatures]
2 Deceiver Exarch
4 Pestermite
4 Snapcaster Mage
4 Tarmogoyf
[/Creatures]
[Spells]
2 Cryptic Command
1 Electrolyze
2 Flame Slash
2 Gitaxian Probe
4 Lightning Bolt
3 Remand
4 Serum Visions
2 Spell Snare
4 Splinter Twin
[/Spells]
[Land]
1 Breeding Pool
1 Forest
2 Hinterland Harbor
3 Island
4 Misty Rainforest
1 Mountain
4 Scalding Tarn
2 Steam Vents
1 Stomping Ground
3 Sulfur Falls
[/Land]

[Sideboard]
3 Ancient Grudge
2 Anger of the Gods
1 Batterskull
1 Combust
1 Counterflux
1 Dispel
1 Nature’s Claim
1 Negate
1 Spellskite
2 Threads of Disloyalty
1 Thrun, the Last Troll
[/Sideboard]
[/deck]

Tarmo Twin takes the shell of Splinter Twin and adds some threats so it doesn’t have to strictly kill through combo. In the right metagame, it can be even more potent than Splinter Twin, so don’t be surprised if you’re simply getting beaten down.

[deck title= R/W/U Twin]
[Creatures]
3 Kiki-Jiki, Mirror Breaker
4 Restoration Angel
2 Snapcaster Mage
1 Vendilion Clique
4 Wall of Omens
[/Creatures]
[Spells]
1 Cryptic Command
4 Electrolyze
4 Lightning Bolt
4 Mana Leak
3 Path to Exile
2 Remand
1 Spell Snare
1 Sphinx’s Revelation
[/Spells]
[Land]
4 Arid Mesa
1 Cascade Bluffs
4 Celestial Colonnade
1 Desolate Lighthouse
1 Hallowed Fountain
2 Island
1 Mountain
1 Plains
1 Sacred Foundry
4 Scalding Tarn
3 Steam Vents
1 Sulfur Falls
2 Tectonic Edge
[/Land]

[Sideboard]
1 Anger of the Gods
1 Celestial Purge
1 Dispel
1 Izzet Staticaster
2 Relic of Progenitus
1 Rest in Peace
1 Shadow of Doubt
1 Spellskite
3 Stony Silence
1 Wear // Tear
2 Wrath of God
[/Sideboard]
[/deck]

R/W/U Twin goes for the value avenue of victory, and takes the combo route when its opponent provides an opening. There’s several versions of this deck, and all are very dangerous to play against.

[deck title= U/R Storm]
[Creatures]
4 Goblin Electromancer
[/Creatures]
[Spells]
3 Desperate Ravings
4 Desperate Ritual
3 Faithless Looting
4 Gitaxian Probe
3 Grapeshot
4 Manamorphose
3 Past in Flames
4 Pyretic Ritual
4 Pyromancer Ascension
4 Serum Visions
4 Sleight of Hand
[/Spells]
[Land]
3 Island
2 Misty Rainforest
1 Mountain
4 Scalding Tarn
3 Steam Vents
3 Sulfur Falls
[/Land]

[Sideboard]
2 Anger of the Gods
1 Blood Moon
2 Echoing Truth
2 Empty the Warrens
4 Lightning Bolt
2 Swan Song
2 Vandalblast
[/Sideboard]
[/deck]

Storm sees a decent amount of play, as it’s relatively cheap to build. It is, however, fairly difficult to play correctly, and does poorly due to this. Storm has seen quite a few cards banned over the course of the Modern format, but is a very resilient deck.

[deck title= Amulet Combo]
[Creatures]
4 Azusa, Lost but Seeking
4 Primeval Titan
3 Simian Spirit Guide
[/Creatures]
[Spells]
4 Amulet of Vigor
2 Hive Mind
2 Pact of Negation
4 Serum Visions
1 Slaughter Pact
4 Summer Bloom
4 Summoner’s Pact
[/Spells]
[Land]
1 Boros Garrison
1 Cavern of Souls
2 City of Brass
1 Forest
4 Gemstone Mine
1 Golgari Rot Farm
3 Gruul Turf
1 Island
1 Kabira Crossroads
1 Khalni Garden
1 Selesnya Sanctuary
4 Simic Growth Chamber
1 Slayers’ Stronghold
1 Sunhome, Fortress of the Legion
1 Tendo Ice Bridge
3 Tolaria West
1 Vesuva
[/Land]

[Sideboard]
1 Acidic Slime
1 Bojuka Bog
3 Firespout
1 Ghost Quarter
3 Leyline of Sanctity
4 Seal of Primordium
1 Slaughter Pact
1 Thragtusk
[/Sideboard]
[/deck]

The Amulet Combo deck just wants to play a bunch of extra lands to essentially combo win with a creature. The deck is fairly uninteractive and punishes you hard for any misplay, but it does still take a lot of players by surprise.

[deck title= Ad Nauseum Combo]
[Creatures]
4 Simian Spirit Guide
[/Creatures]
[Spells]
4 Ad Nauseam
4 Angel’s Grace
1 Lightning Storm
4 Lotus Bloom
2 Mystical Teachings
2 Pact of Negation
2 Peer Through Depths
4 Pentad Prism
3 Phyrexian Unlife
4 Serum Visions
1 Slaughter Pact
3 Sleight of Hand
[/Spells]
[Land]
1 Darkslick Shores
2 Gemstone Mine
1 Godless Shrine
1 Halimar Depths
2 Hallowed Fountain
1 Island
3 Marsh Flats
1 Plains
3 Scalding Tarn
1 Seachrome Coast
1 Sunken Ruins
1 Swamp
1 Temple of Deceit
1 Tolaria West
2 Watery Grave
[/Land]

[Sideboard]
1 Boseiju, Who Shelters All
1 Drown in Sorrow
1 Echoing Truth
1 Favor of the Mighty
1 Hurkyl’s Recall
1 Laboratory Maniac
4 Leyline of Sanctity
1 Patrician’s Scorn
1 Rest in Peace
2 Silence
1 Wrath of God
[/Sideboard]
[/deck]

Ad Nauseum simply wants to draw its whole deck so it can one-shot its opponent. This deck isn’t super popular due to the amount of setup required to win, but does show up to ruin people’s days.

[deck title= Scapeshift]
[Creatures]
4 Sakura-Tribe Elder
3 Snapcaster Mage
[/Creatures]
[Spells]
3 Cryptic Command
2 Electrolyze
3 Izzet Charm
4 Remand
2 Repeal
4 Scapeshift
4 Search for Tomorrow
4 Serum Visions
3 Telling Time
[/Spells]
[Land]
1 Breeding Pool
1 Cascade Bluffs
1 Flooded Grove
3 Forest
1 Halimar Depths
3 Island
2 Misty Rainforest
2 Mountain
4 Steam Vents
4 Stomping Ground
2 Valakut, the Molten Pinnacle
[/Land]

[Sideboard]
2 Ancient Grudge
2 Anger of the Gods
1 Batterskull
1 Engineered Explosives
2 Obstinate Baloth
2 Relic of Progenitus
1 Spellskite
2 Swan Song
2 Vendilion Clique
[/Sideboard]
[/deck]

Scapeshift decks have been working their way up in popularity, but have consistency issues and take too long against the more popular combo decks. Scapeshift can tune its sideboard to beat any deck in the format though, so it’s always a contender.

[deck title= Living End]
[Creatures]
2 Architects of Will
4 Deadshot Minotaur
2 Faerie Macabre
4 Fulminator Mage
1 Jungle Weaver
4 Monstrous Carabid
1 Pale Recluse
1 Shriekmaw
3 Simian Spirit Guide
4 Street Wraith
[/Creatures]
[Spells]
3 Beast Within
4 Demonic Dread
4 Living End
4 Violent Outburst
[/Spells]
[Land]
4 Blackcleave Cliffs
1 Blood Crypt
4 Copperline Gorge
1 Forest
1 Godless Shrine
1 Kessig Wolf Run
1 Overgrown Tomb
1 Stomping Ground
1 Swamp
4 Verdant Catacombs
[/Land]

[Sideboard]
1 Beast Within
2 Damping Matrix
2 Faerie Macabre
4 Ingot Chewer
2 Ricochet Trap
2 Shriekmaw
2 Sin Collector
[/Sideboard]
[/deck]

The Living End deck just wants to fill its graveyard with as many creatures as it can before simultaneously wiping its opponents board and filling its own, often times at instant speed. Living End is one of the slower combo decks in the forma, however, which makes it a less attractive option for many players.

Midrange has a real place in the format, as well:

[deck title= Jund]
[Creatures]
2 Courser of Kruphix
4 Dark Confidant
3 Scavenging Ooze
4 Tarmogoyf
[/Creatures]
[Spells]
3 Abrupt Decay
2 Anger of the Gods
3 Inquisition of Kozilek
4 Lightning Bolt
1 Maelstrom Pulse
2 Slaughter Pact
1 Terminate
3 Thoughtseize
1 Chandra, Pyromaster
3 Liliana of the Veil
[/Spells]
[Land]
4 Blackcleave Cliffs
1 Blood Crypt
1 Forest
2 Grove of the Burnwillows
2 Marsh Flats
1 Misty Rainforest
1 Overgrown Tomb
4 Raging Ravine
1 Stomping Ground
2 Swamp
1 Twilight Mire
4 Verdant Catacombs
[/Land]

[Sideboard]
2 Ancient Grudge
1 Batterskull
2 Engineered Explosives
3 Fulminator Mage
1 Golgari Charm
1 Liliana of the Veil
1 Rakdos Charm
1 Scavenging Ooze
1 Thoughtseize
2 Thrun, the Last Troll
[/Sideboard]
[/deck]

Jund has taken quite a few hits with bannings since Modern came about, and to its credit, is still hanging in there despite them. Jund continues to be a mass of value cards that together can overcome any deck in the format.

[deck title= GB Obliterator Rock]
[Creatures]
2 Courser of Kruphix
4 Dark Confidant
4 Phyrexian Obliterator
4 Scavenging Ooze
4 Tarmogoyf
[/Creatures]
[Spells]
3 Abrupt Decay
4 Inquisition of Kozilek
2 Maelstrom Pulse
2 Slaughter Pact
2 Thoughtseize
1 Victim of Night
4 Liliana of the Veil
[/Spells]
[Land]
1 Forest
2 Marsh Flats
2 Overgrown Tomb
4 Swamp
4 Treetop Village
4 Twilight Mire
2 Urborg, Tomb of Yawgmoth
4 Verdant Catacombs
1 Woodland Cemetery
[/Land]

[Sideboard]
3 Creeping Corrosion
2 Deathmark
3 Fulminator Mage
2 Grafdigger’s Cage
1 Nihil Spellbomb
1 Sword of Light and Shadow
2 Thoughtseize
1 Thrun, the Last Troll
[/Sideboard]
[/deck]

The G/B Obliterator Rock deck is essentially Jund without the red. This doesn’t necessarily make it better or worse, but it does see less play than Jund. This deck does lack the reach that the red gives Jund, and that can be problematic against some decks in Modern.

[deck title= R/G Tron]
[Creatures]
1 Emrakul, the Aeons Torn
3 Wurmcoil Engine
[/Creatures]
[Spells]
4 Ancient Stirrings
4 Chromatic Sphere
4 Chromatic Star
4 Expedition Map
4 Oblivion Stone
4 Pyroclasm
3 Relic of Progenitus
4 Sylvan Scrying
4 Karn Liberated
[/Spells]
[Land]
1 Eye of Ugin
2 Forest
2 Ghost Quarter
4 Grove of the Burnwillows
4 Urza’s Mine
4 Urza’s Power Plant
4 Urza’s Tower
[/Land]

[Sideboard]
1 Ancient Grudge
2 Combust
1 Dismember
3 Nature’s Claim
1 Spellskite
3 Stone Rain
3 Torpor Orb
1 Wurmcoil Engine
[/Sideboard]
[/deck]

R/G Tron is a deck that simply wants to cheat on mana to get huge threats into play before its opponents sets up any kind of defense. This deck is super consistent due to most of the cards either drawing or searching for the specific cards it needs to punish its opponent.

And finally, we have the control decks of Modern:

[deck title= R/W/U Control]
[Creatures]
4 Snapcaster Mage
[/Creatures]
[Spells]
4 Cryptic Command
4 Electrolyze
4 Lightning Bolt
2 Lightning Helix
2 Mana Leak
3 Path to Exile
2 Remand
1 Shadow of Doubt
3 Spell Snare
2 Sphinx’s Revelation
1 Supreme Verdict
1 Wrath of God
1 Ajani Vengeant
[/Spells]
[Land]
3 Arid Mesa
4 Celestial Colonnade
1 Glacial Fortress
2 Hallowed Fountain
3 Island
1 Mountain
1 Plains
1 Sacred Foundry
3 Scalding Tarn
2 Steam Vents
2 Sulfur Falls
3 Tectonic Edge
[/Land]

[Sideboard]
1 Celestial Purge
2 Counterflux
1 Crucible of Worlds
2 Porphyry Nodes
2 Relic of Progenitus
2 Spellskite
2 Stony Silence
1 Threads of Disloyalty
2 Wear // Tear
[/Sideboard]
[/deck]

R/W/U Control is one of the few control decks in Modern, and I always expect to play against it any time I play in a Modern tournament, as it is always overrepresented. While quite a few people play this deck, it does have problems in trying to close the game out due to not having many real threats.

Tempo

[deck title= U/R Delver]
[Creatures]
4 Delver of Secrets
1 Grim Lavamancer
4 Snapcaster Mage
2 Vendilion Clique
4 Young Pyromancer
[/Creatures]
[Spells]
4 Gitaxian Probe
4 Lightning Bolt
2 Pillar of Flame
4 Remand
4 Serum Visions
2 Spell Pierce
2 Spell Snare
3 Vapor Snag
[/Spells]
[Land]
6 Island
4 Misty Rainforest
1 Mountain
2 Mutavault
4 Scalding Tarn
3 Steam Vents
[/Land]

[Sideboard]
2 Blood Moon
1 Grim Lavamancer
1 Hibernation
2 Magma Spray
2 Negate
2 Shatterstorm
1 Spell Pierce
3 Threads of Disloyalty
1 Vendilion Clique
[/Sideboard]
[/deck]

U/R Delver hopes to keep its opponent off balance just long enough to close out the game with one of its small threats. Recently on MTGO, U/R Delver has seen a surge in popularity, and I would expect that to carry over into the paper world as well.

[deck title= U/B Faeries]
[Creatures]
3 Mistbind Clique
2 Snapcaster Mage
4 Spellstutter Sprite
3 Vendilion Clique
[/Creatures]
[Spells]
4 Bitterblossom
3 Cryptic Command
3 Go for the Throat
2 Inquisition of Kozilek
3 Mana Leak
2 Spell Snare
2 Sword of Feast and Famine
2 Thoughtseize
2 Tragic Slip
[/Spells]
[Land]
3 Creeping Tar Pit
4 Darkslick Shores
5 Island
4 Mutavault
4 River of Tears
3 Secluded Glen
2 Swamp
[/Land]

[Sideboard]
2 Batterskull
3 Deathmark
1 Engineered Explosives
2 Glen Elendra Archmage
2 Grafdigger’s Cage
1 Inquisition of Kozilek
2 Spell Snare
2 Spellskite
[/Sideboard]
[/deck]

U/B Faeries is a recent addition to Modern, and has had minimal success so far. It does, however, see a good amount of play online, and has been picking up traction in paper. I’m never surprised to see it at a tournament, as many people love to play this deck.

The Testing Gauntlet

If you have time to test your deck choice, I would suggest the following decks as your primary testing gauntlet:

Melira Pod
Affinity
Splinter Twin
U/R Delver

And if you have even more time to test, I would suggest these:

Burn
Jund
Scapeshift
R/G Tron
Hexproof

Deck Suggestions

If I were to suggest something for a player new to Modern, I would suggest one of the following decks, as they are all relatively affordable (at least as far as Modern goes) and can be learned fairly quickly.

Affinity
Burn
Hexproof
Splinter Twin

I will still most likely be on my own Zoo list this season, but wouldn’t suggest it unless you have quite a bit of time to learn all of the matchups. If you’re interested in the list, here it is:

[deck title= Medium Zoo]
[Creatures]
4 Kird Ape
3 Grim Lavamancer
4 Wild Nacatl
4 Voice of Resurgence
4 Tarmogoyf
3 Knight of the Reliquary
4 Ghor-Clan Rampager
[/Creatures]
[Spells]
4 Lightning Bolt
4 Path to Exile
4 Lightning Helix
[/Spells]
[Land]
4 Arid Mesa
1 Forest
3 Horizon Canopy
1 Kessig Wolf Run
1 Mountain
1 Plains
2 Sacred Foundry
2 Stomping Ground
2 Temple Garden
1 Treetop Village
4 Verdant Catacombs
[/Land]

[Sideboard]
1 Ancient Grudge
2 Combust
3 Eidolon of the Great Revel
2 Scavenging Ooze
3 Torpor Orb
2 Krosan Grip
2 Thrun, the Last Troll
[/Sideboard]
[/deck]

As you can see, Modern is a very diverse format. There are even more decks lying under the surface waiting for the time to shine. Whether you’re playing in an upcoming grand prix, preparing for the PTQ season that started on June 7, or even just playing FNM, this information should help you understand what is out there and to decide what deck you want to play. Once you dive into the format, hopefully you will be as excited about Modern as I am!

Thanks for reading,

Josh Milliken

@joshuamilliken on Twitter

Brainstorm Brewery #105 – Fetchable with Fetches

Magic 2015 spoiler season is drawing to a close, and with much of the set spoiled, some patterns are starting to emerge. There is a lot to analyze and a lot to speculate on, and there are some historical trends to help us predict what’s happening. All in all, this looks to be among the best core sets ever. The gang spends much of the episode weighing in on financial implications of a set that isn’t quite spoiled yet but that can tell us a lot already. How does everyone feel about some of the new Planeswalkers? Who has an allow-myself-to-introduce-myself moment? Who keeps licking his microphone? Find out the answer to all of these questions and more on an episode of your favorite podcast that will have to asking, “What do Alpha corners look like?”

 

  • Jason had a disappointed experience with a collection.
  • Finance 101 is still an important topic each week, and this week, it deals with core sets.
  • M15 spoilers are discussed at length.
  • What is the financial future of pain lands?
  • Pick of the Week is back in spectacular fashion.
  • The gang forgets to read an e-mail, but they will do two next week, so send them in.
  • The address is brainstormbrew at gmail dot com.

Cabe Riseau produced the intro and outro music for Brainstorm Brewery.

 

Contact Us

Brainstorm Brewerywebsiteemailtwitterfacebook

Ryan Bushardemailtwitterfacebookgatheringmagic.com

Corbin Hosleremailtwitterfacebook – quitespeculation.com

Jason E Altemailtwitterfacebookgatheringmagic.com – quitespeculation.com

Marcelemailtwitter

Learning Legacy – A Beginners’ Guide to RUG Delver

Welcome back, brewers. Today we are going to talk about little-known format called Legacy. Legacy is a great format because you can basically play any deck you want. Every play style is represented; even the person who only wants to play lands can win. It Is also a format where every turn matters. Turn one can be riddled with options and you can make mistakes turn one that can lose you the game. What other format has pressure like that? Play skill rewards legacy players. Because the format is so diverse and every turn matters, it is very important to know your deck.

One of the reasons I did so well in standard was because I ran the same GW deck for over a year. Sure, there were tweaks to the deck; adding Ajani, playing around certain cards, coping with the rise and fall of Mono Blue, but the basic play of the deck remained the same. I have played the Mono Black match up so many times I can usually tell who will win by turn 4. If they play removal spell on two and removal spell on three, you’re probably dead.  I also know a lot of the tricks with the deck; all of the subtle nuisances for each deck do not come easily. You need to practice and playtest and the more you play with a certain deck the better you get with it. Duh.

Legacy does not rotate. Also, there have not really been a lot of banning announcements that have affected the legacy format. This means that your deck and the legacy environment will not change very much. You will play against a [card]Stoneforge Mystic[/card] deck. You will play against a combo deck. You will play against dredge players, as much as I hate playing against them. If you learn the matchup you will have this knowledge for a long time. What does this all mean? Well in my opinion, to get better at legacy you should pick one deck and stick to it.

I am new to legacy. I have made that clear in many articles, but I have decided to take my own advice. I have found a deck that I love to play and will continue to play it and hone my skills. This article series, Learning Legacy, will highlight how I grow as a Legacy player, my first reaction to cards and decks and how that changes with experience. Hopefully, many of the people reading this are in the same boat and can learn something from this approach. We will look at what works and what doesn’t and reactions to cards, strategies, combos, and decks. This is something that I think new players and experienced players can relate to and hopefully learn from . The deck I chose?

RUG Delver. (yes I have fun when my opponents can’t cast spells).

Delver

RUG Delver is a brutally-fast tempo deck. You want to start a fast clock (Delver) and stop them from doing anything. This can be achieved by denying them land with cards like [card]Stifle[/card] and [card]Wasteland[/card], countering their spells with your free counter magic with [card]Daze[/card] and [card]Force of Will[/card], or by burning their creatures with [card]Lightning Bolt[/card] or [card]Forked Bolt[/card]. If things go right, you will be done with your round in a matter of minutes. When things go wrong you have to fight for your win and it’s a lot more difficult.

 

To start, let’s go through RUG Delver very quickly so you understand what the deck is doing and why it plays certain cards. Here’s what I played at the invitational.

 

[deck title= Imperial Painter]

 

[Creatures]

*4 Delver of Secrets

*4 Tarmogoy

*4 Nimble Mongoose

[/Creatures]

[Spells]

*4 Brainstorm

*4 Ponder

*4 Force of Will

*4 Daze

*2 Spell Pierce

*2 Spell Snare

*4 Lightning Bolt

*2 Forked Bolt

*4 Stifle

[/Spells]

[Land]

*4 Misty Rainforest

*4 Scalding Tarn

*4 Wasteland

*3 Tropical Island

*3 Volcanic Island

[/Land]

[/deck]

The Deck

[card]Delver of Secrets[/card]

The deck’s namesake. The deck is half instants and sorceries so it will flip a lot. Also, flying is extremely relevant to get over other creatures.

[card]Tarmogoyf[/card]

Another cheap threat. It is often huge very quickly with all the cantrips in the deck.

[card]Nimble Mongoose[/card]

Often underrated. It quickly becomes a 3/3 and not being able to target it often strands [card]Lightning Bolt[/card]s, [card]Abrupt Decay[/card]s, and [card]Swords to Plowshares[/card] in your opponents hands.

[card]Brainstorm[/card]

The best card in legacy. Lets you find exactly what you need and shuffle away the chaff.

[card]Ponder[/card]

Again, RUG Delver is trying to find the exact card to disrupt what your opponent is doing. You can often ponder, find it, and shuffle away the rest.

[card]Stifle[/card]

Some decks don’t play this but I love it. Most often used to stone rain an opponent’s fetch land but has lots of other uses.

[card]Force of Will[/card]

To stop what ever your opponent is doing. The card disadvantage makes it not great against fair decks, but it’s essential against the combo decks.

[card]Daze[/card]

Another free counter spell. RUG delver will deny your opponent mana which means that they usually don’t have time to play around Daze.

[card]Spell Pierce[/card]

Some of the best cards in legacy cost two. [card]Stoneforge Mystic[/card] comes to mind.

[card]Spell Pierce[/card]

Same as daze your opponent will not have enough mana to play around it if things are going well. A lot of the most powerful things to do in Legacy are not creatures

[card]Lightning Bolt[/card]

Kill their guys or make them take it to the face. A very quick way to close out a game

[card]Forked Bolt[/card]

Especially good against Maverick or Elves and two damages usually is enough to take out whatever creature you need to.

Fetchlands

All your fetchlands find all your duals. Fetch lands help to shuffle away bad cards from Ponder or Brainstorm. They also help turn on [card]Nimble Mongoose[/card] and [card]Tarmogoyf[/card].

[card]Wasteland[/card]

Especially important to take out your opponents land. Sometimes times they will get color screwed or they might not even have another land. It’s also important to note that wasteland isn’t able to cast a single card in your maindeck outside of Tarmogoyf. (You want to be using the free side of your counterspells.)

 

This was the first installment of “Learning Legacy” so I decided to keep it light. In the future, I would like to talk about RUG Delver’s Sideboard, The strategies against other decks, as well as how other decks operate. I want to look at legacy’s interactions and combos, along with strategies to get better at a format that doesn’t rotate. Like I said my goal is to get better at this format and I’d like to take you all along for the ride. I would also like to do a mini column within each Learning Legacy and that is to talk about one of the more complicated and less intuitive cards out there, [card]Stifle[/card]. For this we will look at relevant cards that you can stifle that may not seem so intuitive.  The name?

You can Stifle that?

Did you know that you can Stifle miracle cards? That’s right; when an opponent reveals a miracle card with its ability the miracle trigger goes on the stack. You can then stifle the trigger so that they do not get to cast the card with its miracle cost. They do get to draw the card as normal but they will have to pay full price if they want to cast it now. This is not a problem for RUG Delver as we can stop their mana growth and counter the overly costed spell with [card]Daze[/card] and [card]Spell Pierce[/card].

stifle terminus

 

Thanks for reading. If you have any specific requests for article topics feel free to leave them in the comments.

Conjured Currency #21: Tackling the Boring Parts of MTG Finance

Last Time on Conjured Currency

Welcome back, newly knighted experts of bulk Magic cards! For the past couple weeks, we’ve focused on how to go full Golgari in the world of MTG finance, focusing on the “trash” that nobody else cares about. If you’re not up to speed on what to do with the thousands of commons and uncommons stored in your closet, I recommend checking both articles out here and here, with absolutely zero bias whatsoever (NB: there may be some bias). As a small follow-up to both of those articles, I’d like to mention that Craigslist does in fact work, and it’s a great way to meet new potential friends and customers. A few days ago, I sold an 11,000-card starter collection to a new player who I met on Craigslist, and it may have been the longest consensual Craigslist meet-up in history. I was able to teach her a lot about the game, and she went home happy and (hopefully) willing to come to me with any future Magic needs!

The collection contained 1,000 cards of each color, plus five random 1,000-count boxes of commons and uncommons, 200 of each basic land, approximately 15 rares from my dollar box, a dozen or so bulk rares, six booster packs from various sets in Standard, and a [card]Scavenging Ooze[/card], so she’d have at least one powerful and competitive card to start out with. As long as you make sure you look and sound like you know what you’re doing (and actually knowing what you’re doing doesn’t hurt either), then you shouldn’t have an issue snowballing the number of collections you start to buy and sell. I just wanted to mention this to show that Craigslist doesn’t have to be the place where you just throw a bunch of cards in the back of someone’s car and binge on Amazon that night with the profits, never to see that person again. Real (consensual) business relationships can be built off of that site!

Laziness

I had a bit of trouble coming up with a topic this week, so I’m going to tie that theme into the article itself. I’m a very lazy, procrastinating person. I absolutely hate doing actual work that doesn’t provide with an immediate, satisfying result. Some parts of Magic finance are fun, like the parts where you buy a huge collection for under buylist value and dig out the treasure. Selling cards in person is awesome, because you get to hang out and socialize while getting some extra spending money. On the other hand, buylisting those thousands of [card]Go for the Throat[/card]s and [card]Manaweft Sliver[/card]s make me want to never want to touch Magic cards ever again. Going on the computer and monotonously typing numbers into a list is not fun for me at all. Actually alphabetizing my bulk rare boxes so that I can find cards for my friends with ease took a level of focus and concentration I didn’t think I had in me.

The end result of this is having several thousand cards sitting in boxes, sorted by color but not by set or alphabetical order, and having months fly by with me refusing to touch them. Because seriously, League of Legends is that much more attractive to me in the short term. My solution? Convince someone else to do it. I’m not talking about the “scam your little brother into mowing the lawn for $1 when your parents are paying you $5” routine, but it’s something that I’ve found helps me teach someone else about Magic finance while getting my own work done with much less effort on my part. My best friend, Sean, has a much higher patience for the tedious process of buylisting than I do (Heliod bless him), so we worked out an arrangement where he takes 15 percent of whatever the buylist order comes out to when the check comes. In return, he takes care of all of the sorting/typing/grading for me. He also gets to learn about all of the cards that I tend to pick first-hand, why I pick them, and all of the other great parts about Magic finance that I’ve already vomited onto this site in previous articles. As long as I keep track of the prices that I pay and what my profit looks like, I’m not worried about losing a percentage if it means I get more personal time.

Insert Amazing Segue Here

This tip isn’t exactly how to make money off of Magic, but more of how to realize that selling cards isn’t a bad thing. That sounds completely weird and obvious, but it actually took a while for me to figure out. I used to buy way more at buylist than I would ever need or use, and then just never sell things. I enjoyed being the guy who had a huge collection and trade binder—basically having a good chunk of my bank account in my binder. I guess it was to impress people? I don’t know, I was young. I don’t know if anyone else suffers from the same problem, but I’ve gotten much better lately. I’ve realized that cards I don’t have sleeved up to play are often just waiting to be turned into money to buy something that U have been desperately wanting lately, but didn’t think I could afford.

With all that I had invested into this game at an early age, it took me way too long to realize that real-world expenses are actually a thing. And you know what? It’s okay to “lose value” on luxuries like going to the movies or eating out at a nice restaurant once in a while. Being someone who specializes in finance doesn’t mean I (or you) have to be that guy in the new [card]Greed[/card] art who has a lot of money (or cards) and nothing to do with it.

Random Thoughts

Seeing as we just got done talking about bulk commons and uncommons, I’m throwing out a couple of picks from M15 that you shouldn’t leave lying around on the table after your sealed event is over.

[card]Constricting Sliver[/card], [card]Diffusion Sliver[/card], [card]Leeching Sliver[/card], [card]Belligerent Sliver[/card], [card]Venom Sliver[/card]: There will always be a demand for slivers. Thousands of years from now, when aliens find a smoking, war-ravaged Earth, they will find the corpse of a Magic player holding his slivers close to his heart. Pick these. Someone will want them. Buylists will probably want the black and green ones.

[card]Mind Sculpt[/card]: Reprint is annoying, but I can usually get dimes for these when shipping buylist orders (I’m also fine with taking 8.5 cents after Sean’s cut).

[card]Lightning Strike[/card]: Standard staple. Sometimes worth a dime.

[card]Illusory Angel[/card]: Potential to be broken in Modern. Maybe with Phyrexian mana? I don’t know. I’d rather have them set aside just in case.

[card]Military Intelligence[/card]: Could be nothing, but it’s also no additional investment and continuous upside.

My favorite benefit to all of these picks is that there’s no real risk in picking them from Sealed or Draft pools: you’re just grabbing them for practically free and setting them aside. Are there other cards you’re picking out of M15 bulk in the future? Let me know in the comments section below or on social media! If you have anything you’d like me to discuss moving forward, I’d love to hear your suggestions. Until next time!

Philadelphia Zoo – Max Perlmutter

This is another installment in our series of submissions from the r/spikes subreddit. This is a two-fer; Max Perlmutter played the same 75 in two back-to-back events and learned a lot about how Big Zoo fares in the Modern meta in the Philadelphia area. Enjoy! -Jason

Philadelphia Zoo

Hey people!

Let’s start out by getting these formalities out of the way. My name is Max Perlmutter.” I got into Magic in September of 2011 at the outset of Innistrad Block thanks to two friends and teachers; my Physics teacher Zach Cullimore a former competitive player/Judge and my English teacher Jeremy Collins a former Comic shop owner. I identify most with the Timmy psychographic yet somehow I found myself living in and loving the world of competitive Magic. I hope through my articles I can share the knowledge I have gained and my love of attacking with [card]Wild Nacatl[/card], [card]Tarmogoyf[/card], and [/card]Knight of the Reliquary[/card].

SCG IQ/Boston GPT
Six Feet Under Games
New Holland PA

[deck title= Philadelphia Zoo]
[Creatures]
*4 Wild Nacatl
*4 Noble Hierarch
*4 Tarmogoyf
*4 Scavenging Ooze
*4 Qasali Pridemage
*4 Knight of the Reliquary
*1 Thundermaw Hellkite
[/Creatures]

[Spells]
*4 Lightning Bolt
*4 Path to Exile
*3 Lightning Helix
*2 Chandra Pyromaster
[/Spells]

[Land]
*4 Misty Rainforest
*4 Arid Mesa
*3 Verdant Catacombs
*1 Marsh Flats
*2 Stomping Ground
*1 Temple Garden
*1 Sacred Foundry
*2 Forest
*2 Plains
*1 Kessig Wolf Run
*1 Horizon Canopy
[/Land]

[Sideboard]
*3 Choke
*2 Blood Moon
*2 Stony Silence
*2 Ancient Grudge
*2 Batterskull
*2 Spellskite
*2 Grafdiggers Cage
[/Sideboard]
[/deck]

Sideboarding Guide:
[card]Choke[/card] – Choke is obviously solid against most blue decks in the format can take blue players completely out of the game. I recommend bringing it in against all versions of Twin as well as Control, Delver, UR Fae, U-Tron, Merfolk, and anything else that requires Islands.

[card]Blood Moon[/card] – Blood Moon serves a similar role to Choke and in many matchups I will bring both in together to lock someone out. I like Blood Moon against Control, BGx, real Faeries (UB), both Pod decks, Affinity, Ad Nauseam, Living End, and any deck requiring large amounts of nonbasic land to function.

[card]Stony Silence[/card] – Stony is very strong in both Tron matchups by turning off their cantrips, board wiping ability, and in Mono U’s case win conditions. I also like to bring it in for both Pod decks, Affinity, and Ad Nauseam to completely shut them down.

[card]Ancient Grudge[/card] – Grudge is good for blowing out Affinity and just beefing up your removal against decks like U Tron and RG Tron for their limited number of threats. The card is borderline playable vs. Pod decks but with 4 Qasali Pridemage you don’t really need it.

[card]Batterskull[/card] – Batterskull is great when you need to go big and I like it when you need a resilient threat against decks like Control, Living End, BGx, Melira Pod, RUG Twin, Big Zoo, Merfolk, BW Midrange (not tokens), and decks where a late game bomb crushes them.

[card]Spellskite[/card] – I like using the cute little guy against Splinter Twin, Boggles, Ad Nauseam, and some control and mid range decks depending on how removal heavy and board wipe heavy there are. If Affinity decks are slamming Etched Champion these little guys are solid blockers and can also attempt to steal modular counters if your opponent isn’t thinking.

[card]Grafdigger’s Cage[/card] – This card slot could go to [card]Relic of Progenitus[/card] or [card]Rest in Peace[/card] but I really don’t care enough about [card]Living End[/card] because I know how to fight the creature battle there so well. I like Cage against both Pod decks and if someone has a reanimator deck running around you have solid tech against that. Because Living End exiles creatures from the graveyard before they come back you cannot stop it with this. If Living End becomes a problem for you locally because it is one of our worst matchups I recommend [card]Eidolon of Rhetoric[/card] to stop them casting off of cascade or if they are heavy on creature removal but not Beast Within go for the harder to remove Rule of Law. I only like the Eidolon more because they can Living End it back for you if you deal with their threats.

Round 1 – [card]Ad Nauseam[/card]

Played by Sam Savage.

Before the tournament I decided to not add extra hate for either storm or Ad Nauseam.

Game 1 I kept a hand of 2 [card]Tarmogoyf[/card]s 1 [card]Path to Exile[/card], 1 [card]Lightning Bolt[/card] and 3 lands. While strong, this hand almost bit me in the butt. I drew, resolved a few two drops followed by [card]Knight of the Reliquary[/card] and [card]Chandra, Pyromaster[/card], then quickly revealed [card]Lightning Helix[/card] and Lighting Bolt off of Chandra, Pyromaster for the win. My Opponent tried to have a “GOTCHA!” moment against me with Conflagrate targeting my [card]Qasali Pridemage[/card] and even tried arguing a with the judge that it had already resolved. Luckily the judge ruled in my favor and I killed his [card]Phyrexian Unlife[/card] to let me get in with the bolts off of Chandra.

I brought in Spellskite, Ancient Grudge, Stony Silence and Blood Moon. I boarded out 4 Path to Exile and 4 Scavenging Ooze. This was the first time I had ever played against Ad Nauseam and I found that those cards were mostly dead in the match up nothing fancy about the sideboard plan there.

Game 2, I was able to get a turn 4 Blood Moon on him to lock him out and closed out the game with my turn 1 2/2 Wild Nacatl. 1-0

Round 2 – BW Wescoe Midrange

Played by Zach Dobbin

Game 1 I had the nuts and ran him over with 2 Goyfs and an 8/8 KOTR; no contest. I wish I had more to add here but I will save that for (Spoiler Alert) the Top 8.

Game 2 I mulled to 5 and almost was able to grind it out until he drew 2 [card]Mutavault[/card]s for the win.

Game 3 I went turn 1 [card]Noble Hierarch[/card], turn 2 Qasali Pridemage and start beating with exalted. I ran him out of cards and he only had Mutavault, Swamp and [card]Godless Shrine[/card] in play. I played Blood Moon and got the concession.

4-1 on games 2-0 on matches.

I boarded in 2 Batterskull and 2 Blood Moon and removed Qasali Pridemage Game 2, but I got blown out by Rest In Peace, so I swapped the Pridemage for [card]Scavenging Ooze[/card] and it all worked out. This match-up is definitely hit or miss. You have to get an aggro hand with burn to end it before they can get online with [card]Vault of the Archangel[/card].

Round 3 – UG Infect

Played by Ben Schaeffer.

Game 1 I kept a greedy 7 of 4 fetches a Plains KOTR and a Chandra. I lucked my way into Path To Exile to kill a [card]Blighted Agent[/card] and then followed it by using Qasali Pridemage to do away with a [card]Wild Defiance[/card]. I dropped Chandra to kill another 1/1 and rode KOTR to victory.

Game 2 he comboed me out quickly; no contest.

Game 3 I landed turn two Spellskite but he almost got me with [card]Pendlehaven[/card] and exalted Blighted Agent. I have two Knights and used one to get [card]Kessig Wold Run[/card] and win the game.

Sideboarding against Infect is very straightforward. I added 2 Spellskite and cut 2 Scavenging Oozes. In this match up I feel it is best to mulligan aggressively for disruption if your 7 isn’t solid, but it’s definitely possible to mulligan your way out of the game, so be cautious.

Round 4 – RG Tron

Played by Michael Hunter.

Mike is a friend of mine who I travel to events with all the time. We decided to draw because that locked us both for Top 8 with 10 points.

Game 1 of the Tron match up you want to be aggro on the play and hope you don’t get blown out.
Games 2-3 you want to bring in disruption like Stony Silence, Blood Moon, and Ancient Grudge. I like to take out 2 Lightning Helix here and the full set of Scavenging Ooze.

Round 5 – UB Faeries

Played by Barrett Goss.

I was paired down against Barrett and with him at 9 points I offered to draw him into Top 8. Barrett is another friend of mine and also my driving and hotel buddy so this was a no brainer because I like seeing my friends succeed.

Game 1 you want to deploy threats with the key thing trying to play multiple 1 drops or a 3 drop on turn 2 or even just bait the spell snare.

Games 2-3 I want to bring in Blood Moons and Batterskull while again taking out the Scavenging Oozes. The reason you do not [card]Choke[/card] Faeries is because good lists only run 4-5 actual Islands and it is, at best, a [card]Stone Rain[/card] in the match-up.

[Editor’s Note] – Boo! We want to see blood! Murder your friends!

Round 6 – Top 8 BW Wescoe Midrange

Played by Zach Dobbin.

Game 1 I stumbled on lands and lost to [card]Lingering Souls[/card] and spot removal.

Game 2 we attritionws the hell out of each other until we hit a top deck war. I endws up staring at 6 spirits but I playws Batterskull and top-decked a Knight to fetch up Kessig Wolf Run and start trampling shortly after.

Game 3 was a true formality. He got a spirit with a [card]Sword Of Fire and Ice[/card] on it and blew past Chandra and me to a victory.

I did not change my Sideboarding plan since my first game 3 against him and I don’t know yet how to view this match-up. I like to think this is a solid match up for me but Zach is a phenomenal player and earned his wins here through and through.

Barrett ended up beating Zach in the Semis before beating Mike in the finals to win 2 byes for Boston and an invite to an SCG Invitational.

PTQ Time!

Alternate Universes Double Tree Hilton
Wilmington Delaware.

Round 1 GW Hatebears

I hate this match up and it can come down a lot to who is on the play. I wasn’t. Game 1 I kept what felt like a strong 7 although it was lacking in removal. I saw a turn one [card]Ghost Quarter[/card] into [card]Aether Vial[/card], which was followed by a [card]Leonin Arbiter[/card] to keep me locked out until he could beat down.

Game 2 I kept a hyper aggressive hand, which almost blew up in my face. I ended up drawing 2 fetches with a [card]Thundermaw Hellkite[/card] stuck in my hand staring down 2 [card]Flickerwisp[/card] and an [card]Aven Mindcensor[/card]. I luckily top-decked a Stomping Ground to win the game.

Game 3 was mostly a repeat of game 1 and was no contest, with him winning even through my removal.

This match-up I am not a big fan of. I sideboarded into 2 Blood Moons and 2 Batterskull while removing 2 Chandra and 2 Oozes. I think cutting the Ooze was wrong there and maybe not siding in Batterskull is the stronger play. 0-1. Not starting off strong…

Round 2 RG Tron

Game 1 my opponent was able to resolve multiple [card]Wurmcoil Engine[/card]s and grind me out quickly.

I boarded in 2 Blood Moon, 2 Stony Silence, and 2 Ancient Grudge. I took out 2 Helix and 4 Scavenging Ooze.

Game 2 I kept a hand of 2 lands, 1 Nacatl, 1 Stony Silence, 2 Ancient Grudge, and 1 Lightning Bolt on the play.

I lost.

My opponent mulliganed/drew into natural Tron and cast [card]All Is Dust[/card] to clear my board and unlock his artifacts. Each time I stabilized, he would cast another [card]Oblivion Stone[/card] and there was nothing I could do. A play I really liked in this game was when my opponent was tapped out and had Wurmcoil and O-Stone in play while I had 2 ¾ Tarmogoyfs. I had 5 mana open 2 red 2 plains and a Forest and I top-decked Chandra so I saw my lines of play as being either play her and tick up, bringing my opponent down to 1 life and letting them wrath the board and get 2 Wurm tokens after attacking me for 6 or I use her +0 and try to rip Path to Exile off of my deck. I flipped Noble Hierarch instead and lost the game but I still think that play was what gave me the best chance to win.

0-2- Playing for points and prizes.

Round 3 Scapeshift

Game 1 I was able to get on the aggro beat down plan unimpeded with 2 Tarmogoyf. I made a mistake; when I attacked him, he flashed a [card]Snapcaster Mage[/card] in which I killed before blocks, but only assigned 6 damage instead of 8 to my opponent. I caught it in my opponent’s upkeep and we both got warnings but I was able to untap and bolt him to death so it all worked out.

I boarded in 3 Chokes and 2 Blood Moons and took out 4 Qasali Pridemage and a Lightning Helix.

Game 2 I resolved a turn 3 Blood Moon and while my opponent furiously rushed to combo out, I beat him down with Tarmogoyfs for the win. After the match I corrected his play that he could not combo through Blood Moon.

1-2; on the board!

Round 4 UWR Kiki Control

Game 1 I got on the aggro beatdown plan and flooded my board to kill him ASAP while convincing him I was on Kiki Pod because all I used was 1 Qasali, 1 ‘Goyf and 2 Nobles.

In this match up I really like bringing in 3 Chokes and 2 Blood Moons and 2 Batterskull while cutting 4 Qasali Pridemage and 3 Scavenging Ooze. Game 3 if it gets there I would bring back Pridemages or Ancient Grudge if I get shown a worthy target.

Game 2 I played turn 1 Wild Nacatl, so the cat was out of the bag. My Nacatl ate a bolt but I was able to drop another the following turn. Turn 3 my opponent Snapcasters to bolt my Nacatl and I cast Choke turn 3. I resolved a Batterskull and Knight of the Reliquary and ran to victory unimpeded.

2-2; can I win out?

Round 5 Jund

Game 1 developed into a top-decking war and my opponent challenged me to out-top-deck him. I ripped Nacatl followed by Kessig and crushed him.

I cut 4 Qasali Pridemage and boarded in 2 Batterskull and 2 Blood Moon.

Game 2 he ripped my hand apart and I had no good plays against him.

Game 3 I mulliganed to 3 cards and played the game as a formality.

I consider this match up 40-45% in our favor and is highly dependent on game 1 and seeing sideboard cards game 2.

2-3

Round 6 RUG Twin

Game 1 my opponent got starved on land and I beat him down quickly.

This match up I bring in 3 Chokes and 2 Spellskite and remove 2 Chandra 1 Lighting Helix and 2 Scavenging Ooze.

Game 2 He boarded out the combo, but I still brought in Spellskite just to be safe. I resolved an early KOTR and was able to bash face a couple times and get the quick win.

3-3

Round 7 UB Tezzerator

Game 1 my opponent lead with [card]Creeping Tar Pit[/card] into [card]River of Tears[/card] and [card]Bitterblossom[/card] so naturally I assumed Faeries and cracked a Qasali Pridemage to get rid of it. I then overextend into Damnation. Off the top of my deck I ripped 2 Noble Hierarchs and Kessig Wolf Run while my opponent played Ensnaring Bridge. Noble beat down got there.

In this Match up I like Blood Moon, Ancient Grudge, and Batterskull. I took out 4 Scavenging Ooze and 2 Lightning Helix. This game is about the grind but when they have no creatures, those spells just aren’t as good.

Game 2 we got in a staring contest with my 6/7 Goyf vs. his 5/5 [card]Darksteel Citadel[/card]. Eventually, after beating in with Qasali and Goyf, I top decked Kessig Wolf Run to trample over to win. My favorite play this match was easily when he Ghost Quartered my only red source I cast Ancient Grudge on his Citadel so I would still be able to flash it back. The play worked out and I was able to kill an Ensnaring Bridge.

4-3

Round 8 UR Vial Faeries Kiki Combo

Game 1 [card]Mistbind Clique[/card], [card]Kiki-Jiki, Mirror Breaker[/card] and Mutavault locked me out.

I brought in Choke and Blood Moon and took out Qasali and 1 Ooze but I didn’t see Aether Vial until game 3 so in the future I would take out 4 Ooze and only 1 Qasali or 4 Ooze and a Lightning Helix.

Game 2 I was able to build a big board state and crush him with no resistance.

Game 3 My Blood Moon was countered when I tried to lock him off of blue mana. He ended up stealing my 5/5 Scavenging Ooze and just crushing me.

I really enjoyed the list I played this weekend and although my overall record on the weekend was 7-5-2 I still felt like each match I sat down in I felt confident could be won with Big Zoo. A change I have been mulling over is changing up the number of Chokes and Blood Moons in the sideboard. Splinter Twin and Boggles still feel like my worst matchups and those cards when landed early can shut them out to steal a win. If I were to play a tournament tomorrow it would probably be nearly this same 75 but cutting something like 1 stony silence for a 3rd Blood Moon I don’t think should be out of the question especially when you need to turn off Boggles before they can get going. Another more narrow hate card I like in the Boggles matchup is [card]Back to Nature[/card]. The card is a blowout and it is pretty straightforward how it works but it just feels too narrow to include in my sideboard.

If you are playing this deck and your local meta is centered more strongly in Combo/Control instead of Midrange/Combo, I suggest changing the maindeck Thundermaw Hellkite into a [card]Thrun, the Last Troll[/card] and changing one of the Batterskulls into a second copy. Another way to be stronger in a control-heavy meta is by adding [card]Loxodon Smiter[/card] while removing cards like Lightning Helix or even Qasali Pridemage if you do not expect to see a lot of Splinter Twin. I really like [card]Ajani Vengeant[/card] over Chandra for a control-dominated meta and the main play to go for is locking them out of a land or creature and ticking up to use his ultimate. By shooting for Ajani’s ultimate, you put a lot of pressure on them to use their burn spells on him, letting your other creatures squeak through to steal games or you just [card]Armageddon[/card] and get the same results.

I hope this has been interesting to you all and that you enjoyed hearing about a lesser-played archetype in the format but can still pack a punch and take many people by surprise.

If you have any further questions about the deck please don’t hesitate to ask in the comments section and I will try to check in and answer whatever I can.

Captain Clash Pack: Here to Save the Day!

Here they come to save the day, Clash packs!  They’re like duel decks with standard legal reprints, right?  But no sweet alternate art foils or older popular cards…. Wait, you mean they have alternate art foils now?  That’s right folks, the M15 clash pack comes with 1 of each in a new art foil: Prophet of Kruphix, Temple of Mystery, Prognostic Sphinx, Font of Fertility, Fated Intervention, and Hydra Broodmaster.  And to top it all off, that’s not even all of the value in the deck!  It comes with 4 Elvish Mystics, 2 Reclamation Mage (probably going to be one of the premier uncommons in m15), Arbor Colossus, Hypnotic Siren, Curse of the Swine, Aetherspouts, Genesis Hydra, and a Courser of Kruphix.  At the MSRP of $30, this looks like insane value!  If the previous duel decks are any precedent, this clash pack should also be available at big box stores (Walmart, Target, etc) for a reasonable price.

And now, the financial implications!

This is probably one of the best (if not the best) sealed deck product that WotC has released with only standard legal cards in a long time.  The Mono-black Born of the Gods event deck is the most recent deck that comes anywhere close.  But even if you only account for the $20 retail Courser of Kruphix, this is almost as much value as getting Mind Seize decks for MSRP at release.  This deck hits high notes for so many different players I can’t not see it sell well.  It has the ease of play and the fact that it includes 2 decks means the casual duel deck players want them.  The sweet alternate art foils (including the especially popular Commander staple, Prophet of Kruphix) will appeal to collectors and Commander players. The expensive power house from Born of the Gods, Courser of Kruphix will help to ease the price for standard grinders.  This is a perfect recipe for these packs to be flying off the shelf and the majority of the cards becoming in high supply.

What does this mean for the future?  Well I don’t know if every Clash Pack can hit this kind of a home run but it’s important to know now that standard legal rares are likely targets for alternate art foil reprints instead of just commons and uncommons (which are FNM promos).  Many people bought tons of Prophet of Kruphix hoping to capitalize on the long term growth of a powerful casual card but the new printing (especially in foil) really hurts people’s ability to speculate on that kind of card.  Even more odd is the alternate art dual land, which almost never happens.  The already not in high demand temple may drop further due to increased supply.  If it hits $1 or less I may see myself buying some Temple of Mystery and hope a breakout deck needs 4 of them during Khans of Tarkir block.   It wouldn’t be hard to see it rebound to $5-8 with heavier demand.

I personally have already pre-ordered one box in order to get the Prophet of Kruphix and Hydra Broodmaster for my Commander deck but it will be interesting to see if all of these cards have the M15 card frames.  It’s not clear from the article on the mothership if they will or will not but if the new frame takes off it could keep some of these reprints higher in value than their older frame cousins.

A New Brew for a New You (or a New Standard Format)

A new brew, a new you.

With Magic 2015 fully spoiled, there are some exciting cards that will immediately impact standard. Will the Soul “Titan” cycle be good enough? Will everyone underestimate Liliana Vess for a second time? Will Chandra, Pyromaster shine in its second term? These questions and more I hope to answer with some prospective brews to try with the addition of M15. Refer to Mythicspoiler.com for any M15 cards that can’t be seen here.

Standard has defined itself with Jund(RGb) Monsters, mono black variants, blue/white and Esper(UWb) control, mono blue, mono red, and more fringe midrange variants that are often Naya(RGW) and Junk(BGW). This is a fairly diverse format, especially for those who have witnessed the dark ages of Caw-Blade and such. It could be argued that mono black has choked the format out pretty handily however. But I digress…

Wait…what was that? Deck lists? Ah, right. On to the deck lists! (All lists are untested)

Touching on two existing decks today with “new” cards being added in, and first up is the ever popular Jund Monsters.(New means not yet standard legal, reprints are new for all intents and purposes)

[deck title= Jund Monsters]
[Creatures]
4 Elvish Mystic
4 Sylvan Caryatid
2 Scavenging Ooze
4 Courser of Kruphix
4 Polukranos, World Eater
4 Stormbreath Dragon
2 Soul of Shandalar
[/Creatures]
[Spells]
2 Mizzium Mortars
2 Ultimate Price
1 Rakdos’ Return
3 Domri Rade
3 Xenagos, the Reveler
[/Spells]
[Land]
4 Stomping Ground
4 Overgrown Tomb
4 Blood Crypt
4 Temple of Abandon
1 Temple of Malice
2 Mutavault
1 Mana Confluence
4 Forest
[/Land]
[Sideboard]
4 Mistcutter Hydra
2 Chandra, Pyromaster
1 Mizzium Mortars
1 Putrefy
1 Liliana Vess
1 Rakdos’ Return
2 Doom Blade
1 Golgari Charm
1 Gruul Charm
[/Sideboard]
[/deck]
The main deck Soul and sideboard Liliana are the only cards not currently legal that will be once M15 releases. The list looks fairly stock and the numbers would lead us to believe it is. Since the goal is to drop a turn four or five [card]Soul of Shandalar[/card] or [card]Rakdos’ Return [/card] their entire hand quickly, many of the optimal mana producing cards are played in full sets. The mana producers will fuel our X cost spells and abilities as well. [card]Liliana Vess[/card] is in the slot [card]Vraska, the Unseen[/card] takes up for right now. Liliana is a more imminent threat to your control opponents and does not die to [card]Mutavault[/card] in one fell swoop. Our new six drop also allows us some much needed reach. On to the next one.

[deck title= Junk Midrange]
[Creatures]
4 Sylvan Caryatid
4 Courser of Kruphix
2 Scavenging Ooze
1 Obzedat, Ghost Council
2 Soul of Theros
2 Polukranos, World Eater
[/Creatures]
[Spells]
3 Elspeth, Sun’s Champion
2 banishing Light
2 Underworld Connections
1 Abrupt Decay
1 Golgari Charm
4 Hero’s Downfall
2 Ultimate Price
2 Thoughtseize
[/Spells]
[Land]
4 Temple Garden
4 Overgrown Tomb
3 Godless Shrine
4 Temple of Malady
3 Temple of Silence
3 Temple of Plenty
3 Forest
1 Swamp
1 Mana confluence
[/Land]
[Sideboard]
4 Mistcutter Hydra
2 sin Collector
1 Underworld Connections
2 Bile Blight
2 Devour Flesh
1 Liliana Vess
2 Soul of Innistrad
1 Thoughtseize
[/Sideboard]
[/deck]

The [card]Soul of Theros[/card] and [card]Soul of Innistrad[/card] are interchangeable in this build. The white soul is a strong proactive gameplan to overtake the board with Elspeth tokens and then use the activated ability or the Elspeth ultimate to close out your opponent’s chance of winning. The black soul is powerful against heavy removal strategies. The recursion of your best men after you exhaust your opponent’s resources can be backbreaking.

The last list is a bit of a new idea that one of the newer spoilers inspired. While I don’t know if the new Avacyn is what the deck needs, it is definitely a fun and powerful card in some situations.

[deck title= White Devotion]
[Creatures]
4 Soldier of the Pantheon
4 Precinct Captain
3 Brimaz, King of Oreskos
1 Banisher Priest
4 Eidolon of Countless Battles
2 Angel of Serenity
3 Heliod, God of the Sun
2 Soul of Theros
[/Creatures]
[Spells]
3 Brave the elements
4 Banishing Light
1 Spear of Heliod
4 Elspeth, Sun’s Champion
[/Spells]
[Land]
15 Plains
1 Temple of Triumph
1 Temple of Plenty
1 Temple of Silence
1 Temple of Enlightenment
3 Mutavault
2 Nykthos, Shrine to Nyx
[/Land]
[Sideboard]
3 Boros Reckoner
1 Acolyte’s Reward
2 Last Breath
2 Reprisal
1 Deicide
2 Blind Obedience
1 Celestial Archon
1 Banisher Priest
1 Rest in Peace
[/Sideboard]
[/deck]

 

This deck could be awesome, or flat out bad. The new Avacyn that inspired the idea could belong in the deck, but for now I think the list looks solid. [card]Mass Calcify[/card] would be a nice addition to the deck as well as we have exemplified with everyone’s favorite one sided board wiping blowout [card]Bonfire of the Damned[/card]. Once the new core set is released I will be trying these decks out, and I hope you will too! I like casting fatties, so I’m hopeful that the new mythic avatars will prove their worth.

B/g Midrange Tournament Report – Benjamin Sullivan

This is the first in what promises to be a series of submissions from Reddit’s r/spikes community. We’re excited to host the reports on our site and expose this work to a larger audience. There are a lot of up-and-comers in the reddit spikes community and we’re proud to feature them here on Brainstorm Brewery. Enjoy! – Jason

 

Hello, Brainstorm Brewery readers! My name is Benjamin Sullivan and my reddit username is /u/BenEBeats. This is my first foray into actually sitting down and writing out my thoughts about MtG, much less writing an actual article for people to read. My Magic career has been one of competitive mediocrity. An 80 person IQ top 8, a 4-4 drop SCG Open, and my best finish was 28th out of 250 people. Going into any larger tournament I can depend on not being the most skilled player in the room. I know that I need to play tight, to my outs, and I need to have those outs show up more often than not if I am to do well. Knowing all this I wanted to go into the [TCG Player] 5k [in Fort Worth]  to improve, to focus on my play and to keep it tight all day even if I went 0-X I wanted to know what my mistakes were and how I could not make those mistakes again.

I’m sure that B/g has been beaten to death and the list has been hammered out and discussed by many people. Still, a few of the minor things that may stand out is the lack of [card]Devour Flesh[/card] in my 75. In testing for the tournament, Devour flesh was the worst 2 cmc removal in the list. It usually just picked off [card]Sylvan Caryatids[/card] instead of its main target, [card]Blood Baron of Vizkopa[/card]. The decks that run Braon now also run 4 Sylvan Caryatid making Devour Flesh a poor way to deal with the Baron. When Esper and Orzhov control ran Baron in the sideboard as tech against Mono-B Devotion it was much better, but now that the meta has shifted to Junk and Jund, it is dead with a Caryatid on board. I still needed a way to deal with Blood Baron, so I dropped the playset of [card]Nightveil Specter[/card]s and sleeved up [card]Lifebane Zombie[/card]s and made all of my removal targeted to deal with a wider range of threats. The addition of Zombie gave me a way to deal with a drawn Blood Baron before turn 4-5 if [card]Thoughtseize[/card] misses. I was more comfortable with this list and it performed much better than the configuration with 4 Nightveil Specter and 2 Devour Flesh.

I tested against all the major decks in the meta, including Mono-U, the mirror with the Green, White, and no splash, U/W/x, Jund, Sligh, Burn, and Junk. The U/W/x matchup was the only matchup I had trouble with and I completely missed playing against the Planar Cleansing list, but I trusted the list enough to be able to muddle through and pull out some wins.

After all that explanation here’s the list I ended up piloting:

[deck title= B/g Midrange]
[Creatures]
4 Pack Rat
4 Lifebane Zombie
4 Desecration Demon
4 Grey Merchant of Asphodel
[/Creatures]

[Spells]
4 Thoughtseize
3 Abrupt Decay
2 Bile Blight
2 Ultimate Price
4 Hero’s Downfall
4 Underworld Connections
[/Spells]

[Land]
12 Swamp
4 Overgrown Tomb
4 Temple of Malady
1 Golgari Guildgate
4 Mutavault
[/Land]

[Sideboard]
4 Duress
3 Pharika’s Cure
1 Abrupt Decay
2 Doom blade
2 Drown in Sorrow
2 Erebos, God of the Dead
1 Whip of Erebos
[/Sideboard]
[/deck]

Round 1 vs Esper Control (0-0)

We sit down and introduce ourselves and he goes first, playing a Temple of Enlightenment and I start hoping he’s on U/w or W/u aggro. On my turn I ‘Seize him to see [card]Elspeth, Sun’s Champion[/card], [card]Aetherling[/card], [card]Banishing Light[/card], and [card]Dissolve[/card]. With [card]Mutavault[/card] and [card[Pack Rat[/card] in hand I take the [card]Banishing Light[/card] to try and put some pressure on him underneath his Dissolve. I put some early pressure on him and resolve some threats after he deals with mine. I draw him out with a resolved Underworld Connections and he never manages to find a [card]Sphinx’s Revelation[/card] to draw into more gas. I end the game after I attack with my Mutavault a few times, and Downfall the Aetherling he played on his last turn to blink it and take him to 0. Game 2 plays out the same way except Erebos gets in through 3 Banishing Lights that are taken care of with Abrupt Decay. I resolve two Underworld Connections to keep Erebos on line long enough to beat him down to 0.

In

4 Duress
2 Erebos
1 Whip
1 Abrupt Decay

Out

2 Bile Blight
2 Ultimate Price
2 Pack Rat
2 Grey Merchant

Round 2 vs Junk Midrange (1-0)

I [card]Thoughtseize[/card] turn one to see a Hero’s Downfall, Blood Baron of Vizkopa, [card]Courser of Kruphix[/card], [card]Scavenging Ooze[/card] and a [card]Reaper of the Wilds[/card]. I take the Baron, and then draw nothing really relevant the rest of the game after my only threat dies to the Downfall. Game 2 I Thoughtseize him take his Reaper, his only creature, leaving him a grip full of removal. I jam threat after threat, beat him down and resolve a Grey Merchant to take him to zero. Game 3 presented me with the most interesting Thoughtseize decision of the day when I Thoughtseize into a hand of Sin Collector, Blood Baron of Vizkopa, Reaper of the Wilds, and a Hero’s Downfall. I take his Sin Collector. With a Lifebane Zombie and a Downfall in hand I decide the best line of play is to take his Sin Collector, get the BBoV with Lifebane and force him to play Reaper before he has enough mana to play and protect it. I jump on that plan and it turns out to be the correct play and I take Game 3.

In

2 Doomblade
1 Whip

Out

1 Abrupt Decay
2 Bile Blight

Round 3 vs Burn (2-0)

He mulls down to 5 and I Thoughtseize him turn 1 to see [card]Young Pyromancer[/card], [card]Chain to the Rocks[/card], [card]Skullcrack[/card], and [card]Magma Jet[/card]. I take the jet and only take 2 damage the entire game. Game 2, I [card]Duress[/card] him and take Skullcrack, and [card]Pharika’s Cure[/card] on my turn the Young Pyro he plays on his. Grey Merchants and Cures get there and I finish him with Merchant beats.

In

3 Pharika’s Cures
4 Duress
1 Whip

Out

4 Lifebane Zombie
2 Pack Rat
2 Underworld Connections

Round 4 vs Mono-B (3-0)

Game 1, I Thoughtseize and kill everything he plays, Merchant for 4 and just beat him to death with Pack Rats. Game 2 he beats me with Demon and Nightveils as I can’t stick anything for long enough to stop the Demon from turning sideways into my life total. Game 3 is long and grindy. I stick a Pack Rat late enough to dodge Bile Blight and then play around it. I rip a Bile Blight late in the game to take care of the 2 Nightveils he has on board and swing into him for game.

In

1 Abrupt Decay
2 Erebos
1 Whip

Out

4 Lifebane Zombie

Round 5 vs Gruul Monsters (4-0)

I’m actually more comfortable against the Jund version of this deck, because it’s a little slower than the G/R version, and it showed here. He kills me quickly Game 1 and Game 2. [card]Ghor-Clan Rampager[/card] is one of the hardest threats for me to deal with Game 1 and he killed me with it by tapping my Demon down with Xenagos tokens and then Flesh/Blooding a [card]Polukranos, World Eater[/card] to my face. Game 2 was much more explosive from his side of the table after I kept a sketchy but keepable hand of Lifebane into Demon. He drops his green creatures before I can Lifebane them and beats me to death the same way he did Game 1 and I fold. The G/R version of Monsters is much more explosive and if you stumble on removal it punishes you dearly. Going forward, Ghor-Clan needs to be dealt with easier. A 4cmc multi-colored beater is only answered by 4 pieces of removal main board and 6 post board does not seem to be enough.

In

2 Doom Blade

Out

2 Bile Blight

Round 6 vs Jund Monsters (4-1)

This is the Monsters list I am most comfortable with. Game 1 he gets an explosive hand and takes me to 8 with a [card]Stormbreath Dragon[/card] then shows me the second dragon on his turn and I scoop. This game played out much differently. I Thoughtseize him, take his only threat, and play creatures into his removal until I can finally make a Pack Rat stick. After a few turns of Pack Rat beats, it was onto Game 3. Game 3 is another grinder and I ping him for 1 with the loneliest Pack Rat for a few turns as he kills any copies and then finish him with a Merchant plus Rat beats when he draws into no threats that I can’t deal with.

In

2 Doom Blade

Out

2 Bile Blight

Round 7 vs Mono-B (5-1)

Game 1, I’m in the driver’s seat as I kill 2 [card]Desecration Demon[/card]s while keeping mine on the table. It was uneventful with no one playing a Thoughtseize. Game 2 we trade kill spells for dudes until he stabilizes with back-to-back top-decked Gray Merchants and then a Nightveil swing to finish me off. Game 3 is a nail-biter that comes down to the last two turns of time. We have a stalled board with several rats on each side of the board. His rats have triple Mutavault backups to my one. On his last turn, he has lethal with 2 rats a merchant and an online Erebos versus my two rats Merchant and Erebos. I have a Bile Blight to deal with his Mutavaults and swamp in hand to make another rat to survive. He thinks for a while, mans up his Mutavaults and swings in for lethal. I Bile Blight his vaults, make a rat to block Erebos and survive with apparent lethal damage on board. He has one card in hand and 2 swamps open. Here’s where my mistakes for the day begin: at the end of his turn I draw a card with Connections to draw into a Thoughtseize, but I miss my draw for turn. I fire off a precombat Thoughtseize to play around a Bile Blight or any other shenanigans he may blow me out with. He shows me Connections and I swing in for the match.

This game I should have first off drawn for turn and kept the Thoughtseize in hand to still play around Bile Blight and still deliver lethal, instead of firing it off and manning up my Mutavault in response, which was my original plan. Nerves were affecting me and it was a detriment to my play. Even though it didn’t cost me the match it was still disappointing.

In

2 Doom Blade

Out

2 Bile Blight

Round 8 vs Planar Cleansing U/W (6-1)

This is my win and in and my lack of play testing against this deck becomes painfully apparent. He wins Game 1 and I sideboard like I would if he was playing a full suite of [card]Detention Sphere[/card]s and Banishing Lights. I bring in Erebos the Whip and the last Abrupt Decay. He is playing none of the 3CMC enchantments and my Decays are completely dead. Luckily, Game 2 I open a hand of Temple of Malady, Mutavault, 3 Duress, and 2 Lifebane Zombies. I Temple, pass, draw into a Swamp and double Duress and then begin to beat him turn 4 with Lifebane + Mutavault. He draws pretty much only lands and can’t do anything relevant and he dies to Zombie beats. Game 3 my board plan kills me. I draw 3 Decays this game and the lack of action ends my top 8 run. He [card]Planar Cleansing[/card]s and [card]Supreme Verdict[/card]s all of my threats away and I roll over and die to Aetherling.

In

1 Abrupt Decay
2 Erebos
1 Whip of Erebos

Out

2 Bile Blight
2 Ultimate Price

Round 9 vs Naya Tokens (6-2)

I have never played nor tested this matchup, and it showed. He plays [card]Trostani, Selesnya’s Voice[/card] and the combination of Voice tokens and Trostani kills me putting me to 6-3 for the day.

In

2 Doom Blade

Out

2 Ultimate Price

Overall, I played well for most of the day. The deck is extremely powerful and ran very well. The green splash is awesome and I was never disappointed to have Abrupt Decay except when I boarded poorly. Going forward I need to play test more thoroughly. Drown in Sorrow was never brought in and I think that Sligh plans were hated out by over-preparation. Those slots should have been [card]Golgari Charm[/card]s. The versatility provided by the Charms would have been much better than Drown in Sorrow.

I can see the improvement in my play. I’m getting better at playing to my outs, understanding tempo and dealing with unfavorable board states. I’m disappointed in my play in the last rounds of the tournament, but next time I know to be better prepared. If you have any comments or questions about the list or lines of play, let me know on reddit at /u/BenEBeats or in the comments.

A Bearish Outlook for Magic Speculation

After my unexpected month-long vacation from writing, I thought a macro article would be a good way to start again. Today I’m going to explain why I think it will be difficult to make money speculating on Magic in the future.

I’m using the term “speculation” here to mean buying cards you believe will increase in price at retail and then selling them at the new higher price if/when that price is achieved. Successful speculation is dependent on the retail price of a card increasing substantially (you need around 20% just to cover fees).

This is the type of thing that many of us do on the side, not to be confused with what stores do. Stores buy cards at buylist prices and sell at retail, which is a model that will always be viable and does not depend on increasing card prices.

The pillar that has been propping up Magic speculation for the last few years is the general upward movement in Magic card prices. The influx of new players (and their money) has consistently pushed card prices higher over this time period. Those with some insight into the game were able to pick the cards that benefited most, but just about everything was a reasonably good buy five years ago.

I’m starting to see cracks in this pillar, though. Here are my concerns.

 

1. Wizards is catching up on reprints.

Two years ago, Wizards was woefully unprepared for the success of the Modern format. They clearly did not have a plan to get more copies of key Modern cards into circulation when they created the format. After three years, it appears that they are finally getting their feet under them.

Yes, it is laughable that we still don’t have fetchlands, but all signs point to that being corrected as soon as this fall (the omission of Onslaught fetchlands from Vintage Masters is telling).

Fetches aside, we now see a more aggressive reprint plan coming to fruition. Modern Masters was a big first step and the consensus is that we will see the sequel next summer. Wizards has replaced half-hearted casual Core Set reprints like [card]Nantuko Shade[/card] and [card]Serra Avatar[/card] with Modern relevant cards like [card]Mutavault[/card] and [card]Scavenging Ooze[/card]. This year, [card]Chord of Calling[/card] and [card]Urborg, Tomb of Yawgmoth[/card] continue the trend. The previous two fall sets have also featured reprinted Modern staples in the shocklands and [card]Thoughtseize[/card], and I expect to see more of these in the future.

On top of this, Wizards has more supplemental product than ever. The now-annual Commander product is perfect for reprints because there are no format, balance, or even thematic concerns. You can drop literally anything into those decks. We also can’t forget about Duel Decks, we did just get a [card]Remand[/card] reprint there.

Even Legacy got some reprint love this year between Conspiracy and the [card]Jace, the Mind Sculptor[/card] reprint in From the Vault.

Wow, that’s a lot of reprint outlets. Can you think of anything reprintable that wouldn’t fit in at least one of those products? No, neither can I.

The increased threat of reprint makes speculation a lot trickier. If you are good at predicting the Standard meta you will always have that, but holding Modern and Commander cards is now substantially riskier. Cards like [card]Abrupt Decay[/card] and [card]Sphinx’s Revelation[/card] – cards that I would normally be loading up on during rotation – could very well end up in Modern Masters II (or a Duel Deck, Commander deck, etc.) in the next 18 months. As a speculator, I can’t be sure that is enough time for the cards to appreciate.

It’s a risk I’m not sure I’m willing to take. Picking winners is hard enough without having to dodge the barrage of reprints.

 

2. The market is being flooded with new products.

Not flooded as in overly large print runs, but as in a huge number of new products.

Journey into Nyx, Conspiracy, Vintage Masters, M15, Commander 2014, From the Vault: Annihilation and Khans of Tarkir are all going to hit in a 6 month span. I’m not complaining about this, I think it is great, but that is a ton of new product. The finance issue is that there is only so much money to go around and these new products are going to suck up a lot of the money that might have gone into the secondary market in the past.

It’s even more concerning when you combine this with the reprint issue. Players usually have to choose between buying cards on the secondary market and buying new product. If the new product includes reprints of the cards they need anyway, there is no decision. Why buy [card]Stifle[/card]s from a store when you can draft Conspiracy and probably end up with one?

All this cash being diverted to new product is going to make it harder for cards to maintain their prices in the secondary market.

Magic Online offers a great illustration. Standard prices tanked when Vintage Masters came out. Why? Because people wanted to play VM and needed to sell Standard cards to raise the money to do that. I know the upcoming client switch is playing a factor, but there’s just not enough money to go around.

From Wizards perspective, this is not cannibalization. The new products are not fighting with each other for money (well, they are to some degree) as much as they are fighting with the secondary market for money. Wizards makes zero dollars when an Onslaught [card]Polluted Delta[/card] gets sold at an LGS. They are going to make a boatload of dollars when people are furiously cracking Khans packs in search of [card]Polluted Delta[/card]s (I think). This is a great strategy for Wizards and I’m not sure why it took them so long to cash in on their assets. Speculators, unfortunately, don’t get a cut of any of this.

 

3. There are no new formats on the horizon.

One of the biggest drivers of secondary market prices over the past few years has been the rise in popularity of new formats, specifically Modern and Commander. When these formats started gaining momentum, it prompted players to go out and buy a lot of cards they would not have otherwise bought.

Most people have their Commander and Modern cards by this time or have consciously decided not to play those formats. Now what? Sure, the continued growth of the player base will put some upward pressure on card prices (barring reprints), but we’re talking 30% annual player growth in a good year. Speculators are dependent on cards doubling (that’s 100% growth, kids) in much shorter time periods.

The days of pulling formerly-bulk rares that are now $20 out of your collection may be behind us unless something new comes along. I don’t see it yet.

 

What Now?

The market has stabilized quite a bit. This is good for players, but the problem for financiers is that we have been living on market volatility for the past two years.

As I said, Standard speculation is still a fine place to be if you are good at it. It was never a good place to be if you aren’t. As for Modern, I expect a pretty quiet year. Shocks to the system (surprise reprints, bannings and unbannings, new cards that impact the format) will still be important, but I think there will be far fewer cards spiking out of seemingly nowhere. Holding Modern cards is becoming increasingly risky and less likely to pay off. I’m drawing my stock down.

Reserved List cards are an option, but I’m not sold. People perceive the Reserved List as a “flight to quality,” but I’m not sure they are right. That’s another article.

Sealed product is going to be hit as well. The baseline price for sealed product is always the expected value of the cards inside, and reprints hurt that. There is a draft premium, but there are literally three current draft formats I want to be playing right now (Theros block, Vintage Masters, Conspiracy) with M15 on the way, so why would I pay $160 for a box of Innistrad? Why would I pay $400 for a box of Modern Masters when I can play Vintage Masters now or just wait for Modern Masters II next year?

It looks to me like most of the easy money is made. I remember thinking in the middle of all those Modern spikes, “this has got to stop.” Well, it has.

Thanks for reading.

Conjured Currency #20: Buying Bulk

Sequels are Always Better than the Original

 

Welcome back, speculators and players alike. Normally I’d use this segment to look back at last week’s article and amplify a specific point that I failed to mention, or answer a question from a reader. Instead, this whole week’s article aims to be a part two of last week’s starting piece on how to deal with bulk common and uncommon parts of collections. We’ve already gone over the basics of “picking” through bulk for the dimes and dollars that others have left behind, and done a quick overview of your quickest methods available to exchange those cards for cash.

This week, I’ll answer a couple of questions from readers regarding how we can find collections containing bulk commons and uncommons, and alternative methods to sell than the “1k boxes sold on Craigslist or Facebook” option.

Buying Lots of Cards for Little Money

Other players:

One of the best reasons to deal with bulk commons and uncommons is that the cards are ones that 99.99998% of the Magic population doesn’t give a damn about (source of statistic withheld for safety of experimenter). Your average PTQ grinder and FNM goer don’t care what happens to their [card]Skull Rend[/card]s or their [card]Charging Badger[/card] after the draft or sealed event is over. After Johnny opens a booster box and has his pile of rares and mythics sleeved and in his binder, the chaff is often taken home and thrown in a closet to forget about or donate to a new player years down the road. Being offered cash for these cards becomes highly appealing when they’re doing nothing but collecting dust. As usual, don’t go offering to buy stuff while at your LGS without the owner’s permission. In my experience, store owners usually don’t care if you want to buy bulk commons and uncommons, but always ask first; better safe than sorry.

Due to the fact that those cards will never see the light of day, you need to make other people aware that you’re in the market for that particular product. Hang around after a booster box opening or draft, and offer $2.00 for the leftovers. A booster box has 36 packs, multiplied by 14 commons and uncommons per pack, equals roughly 500 cards, depending on the foils and [card]Banishing Light[/card]s that they remove. Your friend doesn’t have to carry the box home and throw it under his/her bed, and they get an extra soda and candy bar out of it.

As long as you don’t pay more than $4.00 for bulk that you know is probably devoid of [card]Banishing Light[/card]s, you’ll do fine. I personally pay $5.00 per thousand on collections that could have some spicier numbers; usually anything printed before Innistrad. That’s where you’ll find the [card]Exsanguinate[/card]s, [card]Go for the Throat[/card]s, and [card]Palladium Myr[/card]. Find a buy price, and stick to it.

Store Owners:

Not every LGS owner has multiple employees to help them sort through the stuff that they buy. If you’ve been following my column for a while, you know I’m a huge fan of setting up deals with the proprietor of the establishment where you play cards, and this is no exception. I’ve found [card]Might of Old Krosa[/card]s in a bulk box before, and if you make your presence known to the owner of the store, you can set up an agreement where you get to take home the thousands of cards that the owner doesn’t want to deal with at a bulk rate, and pull some nice gems out. Overall, it’s extremely important to make yourself known, and ensure that other people are aware you want their bulk. There are many ways to bring up the subject: “Looks like we’re $5 off in my favor in this trade. Do you have any bulk commons and uncommons at home you can bring next Friday? I’m always interested in picking up extra cards, and we can call it even at 1,000 bulk cards.”

Garage Sale Hunting:

This probably has the lowest success rate out of anything in Magic finance, but it’s still fun to take a weekend and go yard sale-ing, hoping that the next house has the dust-covered binder full of dual lands with a $20 sticker on it. It’s certainly the season for garage sales, so take a friend who might be interested in something else at the sales, and enjoy the summer weather. Considering Magic players and console video gamers are often in the same parts of the Venn diagram, you can usually score some great deals on retro video games as well!

 

Easy Estimating

 

You’ll remember from last week (or maybe you won’t, if you didn’t read the article or have extremely short-term memory loss) that a trick for estimating the number of cards in a stack is to use the side of an unsleeved card as a measuring stick that is 200 cards wide. I highly recommend that you spread this tip like wildfire, because it makes it much more likely for your friends and customers to guesstimate stacks of 200 than laboriously count to 20,000. If you own a portable kitchen scale, you can also weigh 1,000 cards. I have a cheap scale that I bought at Wal-Mart for $10, and it says that a 1k box with approximately 1,000 cards in it weighs 3 pounds and 8 ounces. This makes the whole process quicker for everyone. As an aside, the kitchen scale also helps when weighing packages to ship via PayPal, so it’s not a bad item to have on hand. 

Craigsrisk?

That’s a pretty horrible play on words, but Craigslist is often viewed as a risk for buyers. What if you buy 5,000 cards, then get home and you find 4,999 white-bordered [card]Circle of Protection: Black[/card] and one [card]Goldmeadow Dodger[/card]? Well, that kinda sucks. But it’s ok, as long as you follow a single golden rule. If you take one thing from these two articles, or any Magic finance article really, be it this: Don’t overpay. If you paid $16 for those 5,000 cards, go find someone who pays $5.00 per thousand, use the extra $4 to buy a gallon of gas to cover a part of the trip, and enjoy the fact that you got to get outside and enjoy the fresh air from sitting in your room and looking at Magic cards for 14 hours straight. We’ve all bought mediocre to bad collections, but as long as you pay less than what you can immediately flip it for, you’ll do fine. If you plan on doing some weekend Craigslist hunting, you’ll want to know a few signs to look for in a good advertisement.

Good CL example lot

 

I actually just contacted the creator of this ad, and am awaiting his response. 27,000 commons and uncommons is $135, and 1,000 bulk rares would be $100 at the least. His initial asking price is a bit higher than what we’d like to pay, but he does have the magic words “or make me an offer” included, so he probably needs the money. In addition, there were some other notables as I scrolled through the list, like [card]Braid of Fire[/card], [card]Defense Grid[/card], and [card]Porphyry Nodes[/card]. Depending on what else I see when I meet with the owner, there’s a good chance that I’ll be able to make an offer somewhere around $250 cash, and drive home with the collection. Even if there’s literally nothing in the 28,000 pieces of bulk (which I highly doubt), we didn’t overpay, and we can make our money back immediately to any number of buylists if we have to.

 

Abracadabra

New players and parents alike love the term “instant collection”, and you probably have the pieces to make them. All we need is a bunch of mixed color commons and uncommons, long boxes, basic lands, a few bulk rares, and maybe a decent rare that’s worth a couple of dollars. Throw it all together, and we have the magic power to turn “bulk” into a “collection”. Let’s take a look at an ebay listing that has over 150 completed sales, so we know that it works:

ebay instant collection

 

If you put 400 cards in a box, you can probably ship for just over $5. After ebay fees, you’re probably making $7-8 dollars, but that’s certainly better than $6 per thousand by throwing them up on Craigslist. However, this path certainly involves more effort. You have to set up the eBay account, create the listing, constantly make enough collections to sell, make sure that there’s not more than a playset of each card, and deal with online feedback and such. I personally already feel like shooting myself after dealing with bulk commons and uncommons, so I don’t want to put more effort into something like this. I have, however, created instant collections to sell locally. It’s much more rewarding and satisfying to sell to someone who will continue to be a friend and customer as they progress in their Magic lifetime.
For a quick recap before I head out to climb a mountain in the Alps and meditate alone while trying ot come up with a topic for next week: Craigslist, Facebook, and other dealers are your fastest methods to dump bulk commons and uncommons that you’ve picked over. If you’re interested in getting creative and putting more effort in, try your hand at eBay or Amazon lots, price competitively, and play the waiting game. In order to buy the lots that you want to pick and sell, be sure to never go above your decided rate, never pay for what you don’t see, and be vocal. Thanks for reading, i’d love to hear stories of your past collection buys, and tips that you used to make the most to turn [card]trash to treasure[/card]!

Pitt Imps Podcast #76 – One More Than 75

As the title says we passed no. 75 and we barely mentioned it last week. Oh well. We get to go over the last 2 Theros Limited GP’s ever. It kinda makes me sad. Anyway SCG was sitting in Portland and streaming Magics all weekend so we cover that. Then a bunch of M15 news and spoilers are there for us to go over. Well anyway free magic content so go listen.

Host – Angelo  Twitter – @ganksuou

Co-Host – Ryan   Twitter – @brotheryan

Show Email  [email protected]

Brainstorm Brewery #104 – Finance Fun01

The gang is joined by Kevy Metal (@kevymetal) from Heavy Meta, improbably, to talk about M15, Vorthos and Finance 101. Spoilers are discussed and much merriment is had at a Brew Crew member’s expense, though probably not the one you’d assume.

 

  • Finance 101 is still an important topic each week.
  • M15 spoilers are discussed at length.
  • The gang gets to quite a few e­mails.
  • Kevy Metal (@kevymetal) is the guest this week.
  • The address is [email protected]

 

Cabe Riseau produced the intro and outro music for Brainstorm Brewery.

 

Contact Us

Brainstorm Brewerywebsiteemailtwitterfacebook

Ryan Bushardemailtwitterfacebookgatheringmagic.com

Corbin Hosleremailtwitterfacebook – quitespeculation.com

Jason E Altemailtwitterfacebookgatheringmagic.com – quitespeculation.com

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Unified Theory of Commander: Draw Part 2 – Tutors

There are ways around just about every rule ever made by mankind. We’ve all learned to push the boundaries and discover which rules really apply and which ones are not fully enforced. Kids learn which parent to ask to get that extra TV show before bed. Students figure out which teachers are pushovers that let them turn in assignments late. And let’s face it, rich people with high-powered lawyers have learned which laws they can skirt thanks to their wealth and influence.

 

Magic players skirt the rules too. Commander is supposed to be a format of 100 singleton cards, creating a high degree of variance in each match. In reality, players are able to search their library for specific cards and gain access to them more reliably. This is thanks to a class of cards known as “tutors” that can grab cards from the library and put them into hand, the top of the library, the graveyard or even directly into play. This reduction in variance obviously increases the consistency of a deck, if not its outright power, which is why tutors are highly controversial and why they are necessary to address as we continue our discussion on card draw in our Unified Theory of Commander.

 

Troublemaker

Troublemaker

 

Teach the Controversy

 

Once again, we need look no further than the Commander Rules Committee’s own Sheldon Menery for some important thoughts about the topic at hand. Sheldon has gone almost completely tutorless in his own EDH decks and had this to say about it:

 

One of the reasons I developed the format the way I did was because of the sometimes-random nature of the 100-card singleton design. I really wanted there to be a looser, more open-ended format for multiplayer. When I’m playing, I want my decks to be able to do many different things or to do the same thing multiple different ways. Going tutorless helps squeeze in more opportunity.

source

 

Here’s where the controversy tends to really heat up. Commander was crafted with the intent of being a social format, with a relatively high degree of variance, encouraging players to create fun interactions in more than a single way. So there is a certain group of players that find just about any tutor objectionable and in conflict with what they consider the “Spirit of Commander.”

 

The opposing view tends to come from an equally fair position. Regardless of the intent of a game designer (or Rules Committee, as the case may be), a great game can usually be played in more than one way. In fact, I’d argue that a huge part of Magic’s wild success has to do with its virtually unlimited ability to be remixed and enjoyed the way players want to experience it. That’s how we got EDH in the first place, isn’t it? So even if the judges and players who first gathered together to create the format had one idea about what it should look like, the reality is that its going to look like what players in any given group make it into. Since tutors are part of the magic cosmos and they aren’t officially banned, they are entirely fair game when building an EDH deck.

 

 

Gideon (The Good)

 

The fact is tutors do bring some good elements to the game that simply cannot be overlooked. First of all, most mana ramp spells count as a tutor, don’t they? Take a look at [card]Lay of the Land[/card] or [card]Skyshroud Claim[/card] and what do they say? “Search your library.” That technically makes those cards into tutors that allow players to reach the critical mana needed to cast fun spells. Sure, mana ramp can be a problem for the table when its twelve mana on turn three, but most of the time its used to smooth out mana draws and create the good kind of interaction at the table. So right off the bat it looks like tutors aren’t all bad.

 

Not exactly a problem card, is it?

Not exactly a problem card, is it?

 

Tutors also leave players an opportunity to search for answers that let them escape sticky situations and even better, help the entire table out in a bind. Say the player to your left cast [card]Ulamog the Infinite Gyre[/card] and after a quick chat the table realizes that no one has an answer in hand. Someone is sacrificing four permanents on the next turn unless you can find an answer right now. You could always pray to top-deck a [card]Path to Exile[/card], but a tutor gives you the option to grab a specific solution instead of appealing to the EDH gods for your out to be on top the of deck. By blowing your tutor on an answer, you score some political points with the rest of the table and get to play the hero.

 

Remember in our first discussion on card draw, we demonstrated how drawing cards is like increasing the sample size in our hypergeometric calculations for success. I pointed out that this is great because its difficult to increase the number of successes in a population across all our elements of the Unified Theory. We can’t just keep devoting more cards to Mana, Draw and Answers because our decks are limited to 100 cards. Well, tutors actually hack the calculation and do a little bit of both for us. They can serve as functional duplicates of important cards in our deck by searching them out.  So the options a tutor presents to an EDH deck are incredibly potent.

 

 

Nicol Bolas (The Bad)

 

There is some danger associated with relying too heavily on tutors though and its something new players to the format need to consider as they construct their first decks. The simplest challenge tutors present is the risk being “two-for-oned” by a smart opponent that is holding a counterspell or a piece of spot removal. If you cast [card]Diabolic Tutor[/card] in your [card]Karador, Ghost Chieftain[/card] deck to go get a combo piece like [card]Karmic Guide[/card], a clever control player is going to let you spend the mana on the tutor and then spend more mana to cast the creature, only to toss a two mana [card]counterspell[/card] at your angel spirit. So you just spent nine mana and likely your entire turn only to end up with nothing. The same can happen when the [card]Avacyn, Angel of Hope[/card] you pulled from your deck with [card]Chord of Calling[/card] ends up on the bottom your library thanks to an opponent’s well-timed [card]Terminus[/card].

 

Tutors also run the risk of making a deck particularly boring and predictable. Most players enjoy the social aspects of the multiplayer format and the variety offered by singleton deck construction. Run too many tutors and your shiny new commander deck might start to feel old hat to you and to your playgroup after only a couple games. If a deck rushes to exactly the same combo pieces, exactly the same way at the start of every game, then you might find yourself wondering why you are playing EDH instead of just playing a more consistent format like Modern.

 

Aren't...

A Nuke in the EDH Arms Race

 

The deck may also fall on hard times when the local playgroup learns which cards to remove on sight. If that Karador deck is looking to [card]Tooth and Nail[/card] into [card]Mikaeus the Unhallowed[/card] and [card]Triskelion[/card] in every game, we can be certain that the table is going to look for ways to exile those cards from the deck before the tutor even gets into your hand. It’s not the playgroup’s fault if they decide to answer your deck that way either. They aren’t being mean to turn off the instant-win combos in your deck. They want to win the game too and if the only way to make sure you don’t win first is to remove the non-interactive parts of your deck, that’s a good decision on their part. Which brings us too…

 

Garruk (The Ugly)

 

Here’s where tutors can become a problem in certain playgroups. The consistency they create in a deck can lead to frustration for the rest of the playgroup, who see themselves losing to the same pieces over and over again. It’s not an immature response for those players to then tweak their decks to respond to the potency of a consistent deck filled with tutors. Of course this can lead to an arms race that spirals into hurt feelings and accusations that one side or the other forgot about the “Spirit of Commander.”

 

No Man is an Island. Neither is an EDH deck.  But this is...

No Man is an Island. Neither is an EDH deck.

 

It’s important in these instances that everyone in the group can take a step back and have a mature conversation about the situation. Commander is a game, and if its stopped being fun then then healthy communication broke down somewhere and the group is missing the point of sitting down at the table together in the first place. It’s OK for power levels to go up over time, but its important to have conversations about it and make sure the players are communicating their expectations of fun and fairness. That’s the real spirit of the format, whether you are playing pre-con decks straight out of their boxes or piloting thousand-dollar decks that would make a Spike at a Legacy tournament laugh maniacally. Don’t let things get ugly because you are unwilling to talk about your expectations for the game or unable to accept that your version of fun might not be entirely compatible with every player at the table.

 

 

My Advice

 

Tutors can do good things. They can also do bad things. Tutors can help your deck hit its land drops and play a savvy political game, but they can also make a deck boring to pilot and annoying to the other players. So what should you do? My advice is to set some clear goals.

 

Before you build or adjust any deck, take a few minutes to consider what you want the deck to do and just how consistent you really want it to be. I showed you in our article on mana how some basic math can make your deck hit its land drops and cast its big spells. We also discussed in our first article on card draw how this second element can increase options over the course of a game.  But you don’t have to dial these elements all the way up to 100% in every deck, do you?

 

Certain deck archetypes really need tutors to function. So if you goal is to play some kind of combo deck, then tutors are going to be necessary to hit those combo pieces. That’s got to be part of your goals for the deck, even if some players aren’t going to be happy about it. They can’t force you to play a different archetype because they have fun a different way than you do. But be aware that if your deck is too consistent, you may become the table archenemy and be forced to play 1v3 each time you pull it out. If that falls outside your vision for the deck, you should consider reducing the consistency so the deck aligns with the playgroup and your overarching goal.

 

Please Tutor Responsibly

Please Tutor Responsibly

 

Likewise, you might find your deck a bit underpowered and inconsistent for your playgroup, violating your goal for the deck by failing to be competitive at all. If your voltron deck is having a hard time pushing damage through for the win, you may need to consider adding a card like [card]Stoneforge Mystic[/card] or [card]Idyllic Tutor[/card] to go digging for auras or equipment to keep the commander swinging and picking up its fair share of wins. Don’t be afraid to add a little consistency to the deck if you feel like a tutor is a necessary addition.

 

 

Unified Tutor Theory

 

So this continued discussion on card draw actually brings us back to utilizing the My Deck Tickled A Sliver mnemonic to edit our decks. Tutors allow a deck to hit its land drops and to draw the threats and answers it needs to be successful. Utilizing the right tutors for the deck’s archetype taps into the synergy element and helps a deck meet its stated goals. Using too many or the wrong kinds of tutors just because they are available in the deck’s colors can result in a boring, noninteractive experience that leaves the entire table underwhelmed. It might not even make the deck functionally stronger either, as you may become too predictable or be grabbing the wrong pieces simply because you drew into a tutor.

 

So set some goals and then don’t be bashful about using a tutor to help achieve them. Just make sure your deck is actually meeting its stated purpose and that you aren’t becoming the instigator in an arms race that leaves an entire playgroup unhappy. As I’ve said before, editing an EDH deck is a process, even using our Unified Theory. Finding the right balance of tutors for your deck might be as well. So make sure to review after each game and after each adjustment and keep asking yourself if the deck meets your standards for fun and interaction. You and your playgroup will be happier with the deck and the EDH experience if you do.

 

 

Playing Magic for Free #2: From Trading to Trader

Read Part 1 of this series – here!

Completing the Transformation

land taxI was talking to a friend, Kevin Grigsby, who has bought and sold cards off and on since well before my start in the game. We discussed a story dating back to the unbanning of [card]Land Tax[/card]. It was the first time I was on top of the unbanning news, so I arrived at my local shop bright and early the next morning.  [card]Land Tax[/card]es were still in the case for around $6 a piece. With eight copies in the case, I told the manager, who I was friendly with, to hook me up with all of them. We’ll call the manager Jim. As he checked the price on the computer, I puffed my chest out and enlightened him on the unbanning that happened the night before. I didn’t know anything about the Legacy format, but I was proud of myself for going out of my way to pick up a recently unbanned card before the price spiked. Jim handed me my cards and I left for work.

After work, I came by the shop to trade and play in that evening’s draft.  Jim walks up to me while I’m standing with four of my friends next to about ten other Magic players waiting for the tournament to start.

Jim: “Hey, man, those [card]Land Tax[/card]es you bought this morning were supposed to be $40 a piece. You owe the store a lot money!”

Confused Me: “I didn’t think they had went up yet.  Did you not check them on the computer beforehand?”

Jim: “Of course, but I just looked it up wrong. Plus I thought we had more, ’cause I need four for my new deck”

Suspicious Me: “If you messed up, why should the customer have to pay for it 10 hours later when you catch it? I didn’t look them up before I came in.  I just knew what they were in the case last time I was here and told myself if they were the same price it would be a decent pickup.”

Jim: “Well, you ripped off the store.  How ’bout I just give you your money back and we can call it even?

Me: “No, thanks”

satisfactionJim: “Will you at least trade them to me so I can play my deck? You don’t even play legacy.”

Me: “Sure, man. I’ll gladly trade some to ya.  $30 a pop or $100 for the playset.”

Jim: “Come on, man! You bought those for $6 a piece! We’re friends, right? Why won’t you do $6 or $7 each on them?”

Me: “Because then I got up at the crack of dawn and drove here just to pay tax on cards I could trade off 10 hours later for less then what I bought them for.”

Jim: “F#*&ing thief.” *stomps away*

Yes, I was sort of being a prick about it all, but I thought if anyone would understand business, it would be the manager of a retail store.  I left for college a few weeks later and that manager told every local MTG player the story about the ginger that stole from the store. I will cut out all the drama talk, but what really hurt was my trading connections.  Since I wasn’t in town to defend myself, only a few of my friends knew my side of the story.  I came back to town receiving a large amount of weird looks and everyone seemed scared to trade with me.  To be honest, I’m a 6’2’’ muscly ginger with hair to my shoulders and a five-inch beard, so I can understand a mild amount of intimidation.  By then, I could tell the difference though.

So, when Grigsby and I talked about this story, he said, “I know you may think what you did is justified, but you went about it all wrong.”

What?!?

He continued, “By now, you obviously understand the importance of networking and how to avoid burning bridges, but here’s what you should have done.  Before you call the manager over to buy the [card]Land Tax[/card]es, look up the current price.  Say its $30 and they are in the case for $6.  Call the manager over and tell him that you are looking to buy some [card]Land Tax[/card]es but you know the price has went up to $30.  Then ask if they would sell them to you for $15.  This enables the store to make double than the price in the case and also enables you to double your money by trading them away for the full $30.  Most managers will appreciate the honesty and hook you up with a deal.  It’s not always guaranteed, but its keeps you from potentially setting a bridge ablaze and ruining your reputation in a 50-mile radius.”

“Wow,” I said, “That sounds so easy but makes a lot of sense. I never thought of it that way.”

Identifying Steps

I tell this story not to say, “Look what I can do.” This glimpse into the past shows the correct steps while also revealing the incorrect steps I thought at the time were correct.  Knowing what I know now, I decided to share the top three of both correct and incorrect steps I made along my journey.

stairway to heavenCorrect Steps

Knowing Prices – It’s a lost art, even for myself. Smartphones stole a lot of advantage but knowing prices can still save you a lot of time and money.

Networking – Talk with everyone you can. Trade numbers and tell them to hit you up if they are looking for a card.  If they have a trade binder, ask to look through. Listen to their stories about that one time that dollar rare saved them from certain death while you archive any notable cards among their trades.  Let’s be honest though, we all love telling those stories.

Value Trade – Trading for cards you don’t need but still hold value (AKA format staples). It makes your binder look sexier and minimizes the chance of your trades decreasing over time, especially in Standard. Value trades are a great way to build relationships.  The fact that you traded for something you didn’t need to help them inch one step closer to their goal means a lot to people.

*Keep in mind trading for value from local players and trading for vendor value can have vast differences.  This highlights a term called “spread.” Another topic for another time.

lego steppingBonus Tip: If you’ve been networking, value trades become easier because you know what the other person plays.

Incorrect Steps

Forced Trading – Just because you open up someone’s binder doesn’t mean a trade must happen before you can close it.  I struggled with this when I started trading.  It sounds silly, but I felt like it would irritate them if I didn’t make some sort of trade.

Unkind Exits – If you see nothing, then politely say something like, “I didn’t really see anything I was interested in. I appreciate you letting me look. Great talking with you.” Don’t say, “I didn’t see anything I like/want/needed.” It implies they have nothing of value while also implying you only trade for stuff you need and not for value.  It took me a long time to learn this one.  It seems small and irreverent, but eventually became something I noticed after a year of trading.

Creating Cognitive Dissonance

Don’t lie about prices.  It’s shameful for me to admit, but I ripped numerous people off in my early years.  Sad thing is, if someone trusts you to value a card and you place it at $10 instead of $20, they will most likely still leave the shop happy.  But all it takes is one friend or a few clicks online to find out they were jipped.  Should they know the prices of their cards while trading? Of course! Do they deserve to get jipped? Probably.  It depends on how much money was lost in the transaction. But some traders will think, “It’s my fault for not knowing the prices. I’ll be more careful next time.”  Most traders will think, “That a$$h*!# ripped me off! Never trading with him again!”  Now, not only will they most likely avoid trading with you, but will also inform other players around the store about your dishonesty.  It sounds like an exaggeration, but it really can happen that fast.

trade secretsWrap-Up

Identifying the correct steps toward developing consistent trade flow is important, but pinpointing the “speed bumps” that burn bridges or create dissonance make a larger impact in the long haul. You don’t have the luxury of a store, warehouse storage, or staff.  Your reputation and inventory is dependent on the opinions of players and traders in your area. Correct your imperfections and build a list of guidelines.

Next week, I’ll share the guidelines I use to keep myself on track.  In trading, just like Magic, there can always be bad luck, forgetfulness, and an exception to the rules, but creating a plan of action to follow can help keep trade goals achievable. Hopefully my lines of play toward trading can help you start playing Magic for free.

As always, thanks for reading.