Friday, August 25, 2023

Recent Arena Decks

Library of Leng card art
It's been a while since I posted decks. Today, the focus is what I've been playing in Arena.

White Net Deck
This aggro deck is straightforward: slow opponents with Thalia, use removal like Brutal Cathar, annoy people with Anointed Peacekeeper, and get some low-cost spells back from the grave with Serra Paragon.
4 Thalia, Guardian of Thraben (DKA) 24
3 Adeline, Resplendent Cathar (MID) 1
4 Brutal Cathar (MID) 7
4 Intrepid Adversary (MID) 25
4 Hopeful Initiate (VOW) 20
4 Hotshot Mechanic (NEO) 16
1 Eiganjo, Seat of the Empire (NEO) 268
4 Anointed Peacekeeper (DMU) 2
2 Guardian of New Benalia (DMU) 19
4 Serra Paragon (DMU) 32
1 Destroy Evil (DMU) 17
2 Cathar Commando (MID) 10
23 Plains (DMU) 277

Bluey
I really like this deck; I made a Modern variation in cardboard. The goal is to plow through cards (by casting cheap spells) until you can drop Tolarian Terror and/or Haughty Djinn. My cardboard version saved some money by dropping Ledger Shredder and adding more copies of the Djinn.
4 Consider (MID) 44
2 Essence Scatter (IKO) 49
4 Delver of Secrets (MID) 47
4 Fading Hope (MID) 51
3 Shore Up (DMU) 64
3 Ledger Shredder (SNC) 46
3 Negate (ZNR) 71
4 Tolarian Terror (DMU) 72
20 Island (ANA) 10
1 Essence Scatter (DMU) 49
4 Impulse (DMU) 55
4 Thirst for Discovery (VOW) 85
3 Slip Out the Back (SNC) 62
1 Haughty Djinn (DMU) 52

Nazgul2
I blogged about this one already; it is the only Lord of the Rings: Tales of Middle Earth I can get to be competitive, and it needs Sheoldred to do it.
1 The One Ring (LTR) 246
2 Witch-king of Angmar (LTR) 114
4 Orcish Bowmasters (LTR) 103
3 Invoke Despair (NEO) 101
1 Barad-dûr (LTR) 253
4 Call of the Ring (LTR) 79
3 Gollum, Patient Plotter (LTR) 84
1 Cut Down (DMU) 89
3 Sheoldred, the Apocalypse (DMU) 107
2 Infernal Grasp (MID) 107
4 Go for the Throat (BRO) 102
1 Nazgûl (LTR) 100
1 Nazgûl (LTR) 339
1 Nazgûl (LTR) 338
1 Nazgûl (LTR) 337
1 Nazgûl (LTR) 336
1 Nazgûl (LTR) 335
1 Nazgûl (LTR) 334
1 Nazgûl (LTR) 333
1 Nazgûl (LTR) 332
23 Swamp (LTR) 267

Burn Net Deck
Possibly my favorite burn deck ever. I also made a cardboard Modern version of this. It moves fast and hits hard, with multiple ways to get an opponent. I especially enjoy Mechanized Warfare with a few End the Festivities.
4 Lightning Strike (XLN) 149
4 Monastery Swiftspear (BRO) 144
4 Play with Fire (MID) 154
1 Chandra, Dressed to Kill (VOW) 149
4 End the Festivities (VOW) 155
4 Reckless Impulse (VOW) 174
4 Voldaren Epicure (VOW) 182
4 Kumano Faces Kakkazan (NEO) 152
4 Phoenix Chick (DMU) 140
1 Squee, Dubious Monarch (DMU) 146
2 Feldon, Ronom Excavator (BRO) 135
4 Mechanized Warfare (BRO) 139
20 Mountain (MIR) 346

Greenie Meanie ND
I also really like this mono-green tempo deck. It can endure the quick hits or counterspells and chug out efficient creatures/mana ramp until the heavy hitters come out. Things really get exciting when Defiler of Vigor's ability gets going; it combines well with Augur of Autumn.
2 Workshop Warchief (SNC) 165
4 Augur of Autumn (MID) 168
4 Ascendant Packleader (VOW) 186
3 Cemetery Prowler (VOW) 191
1 Bouncer's Beatdown (SNC) 135
1 Gala Greeters (SNC) 148
4 Jewel Thief (SNC) 151
2 Topiary Stomper (SNC) 160
1 Defiler of Vigor (DMU) 160
2 Llanowar Loamspeaker (DMU) 170
2 Silverback Elder (DMU) 177
2 Tail Swipe (DMU) 182
2 Titan of Industry (SNC) 159
2 Ulvenwald Oddity (VOW) 225
3 Elfhame Wurm (DMU) 161
20 Forest (ELD) 269
4 Crystal Grotto (DMU) 246
1 Boseiju, Who Endures (NEO) 266

Those paying attention will note that a lot of what I have been playing in standard is dated; I have not incorporated the last three releases (Phyrexia: All Will Be One, March of the Machine, or Aftermath) into any of these. And they still hold up reasonably well. 

Saturday, August 19, 2023

Selling a Collection

Archivist card art
Interestingly, last year I was blogging about inventorying my collection. This month, I sold 25% of my cards. This post looks at selling your collection and de-inventorying it.

My Magic collection ebbs and flows. I buy cards or get them from friends, and sometimes, things get out of hand. Since I've been inventorying my collection, I looked recently and was astounded at how many cards I had accumulated: about 42,000. That's way too many. When you have that much, most of your collection goes unused. In addition, I had a number of valuable cards that never saw play; it makes sense to sell them. I wanted to minimize. Here's how I did it.

Deciding what to sell
It all starts with 1) what you use and 2) what you like. What I used was fairly obvious: I have a number of decks or cubes ready to go, and I know which ones I favor. What I like was trickier. I guess it is better to ask "what do I like the most?" or "what do I actually like vs. think I like?" That took some thinking.

Though I love exploring Magic, there are some formats I just don't play. Pauper, for example. I like pauper in theory but never actually play. Or Commander draft. Basically, I like:
- Limited constructed (building decks in the Standard pool or from blocks of sets, when those were a thing)
- Cube drafts
- Commander constructed
- Casual constructed (building fun decks, probably not competitive, but amusing)
- Exploring (encountering lots of cards)

I already had decks for those first four categories. For the last, I realized that I can do this through singleton formats (where you can have only one copy of a card). That is satisfied in Commander and Cube drafts. 

I typically collect 4 copies of a given card, but when I realized my 'exploration' focus, I decided to go through a lot of my cards and go down to 1 copy (or 2, if I really liked it). That was the bulk of what I sold.

The other thing to consider are high-value cards. I sorted my inventory by market value and realized I had some valuable cards that I never used. That is where the money is when it comes to selling (see next section), so I chose 276 of those to sell.

Expected price
Selling Magic cards can be done individually or in bulk. 

If individually, you will get the best price, but prepare to spend your life putting cards up for auction, mailing them, etc. That was out for me. I would sell in bulk.

If selling in bulk, many Local Game Stores (LGS) operate as follows:
- use TCGPlayer low prices (my inventory app shows low, mid, and market prices)
- list cards worth $3 and up based on TCGPlayer low price
- the store will offer 60-70% of TCGMarket low based on your cards' conditions
- the rest is considered bulk, and stores will offer $2.50-$3.00 per thousand cards for that

To give you an idea of what that means, consider the cards I sold.
- Total sold: 10,000 (almost exactly)
- Total market value: $4,600
- High-value cards: 276
- High-value cards market value: $3265
- High-value cards TCGPlayer low value: $2480

The store gave me $1500 for the lot, based on the fact that some of my high-value cards were in poor condition. I accepted. It was fair.

The big thing to know when selling is that your bulk cards are worth almost nothing. Even those worth $1-$2 each. Stores will not bother including those in offers, and unless you want to spend dozens of hours selling them yourself, I wouldn't fret about it.

De-inventorying
What a pain. I'm not going to lie . . . this took a long time. You have to navigate your app to the card in question, adjust its quantity (or delete it entirely), and do that for (in my case) 10,000 cards. I found, based on the app I use, that the ease of doing this really depends on how you inventoried your stuff in the first place. In cases where I created folders by set, it was pretty simple. Go to that set, sort by set number, and if you stuff is also stored by set number, you can go down the list pretty fast. Where it got hard were those places where a given card had been inventoried in another folder (because it was in a deck or in my binder when I did my inventory). That wasn't so fun. In all, I probably got through most (8,000?) pretty quickly, but then spent hours on what remained based on folder placement. It wasn't fun. And makes you think, to be blunt, if inventorying cards is worth it in the first place. In my case, I think it was, as it enabled me to identify and sell the top cards. But when you add up the hours I spent last year (inventorying) and this year (removing) . . . oi. 

Monday, July 31, 2023

Reflecting on Tales of Middle Earth

Night's Whisper card art
As we conclude July, I have one final post on Tales of Middle Earth. This is a series of semi-random comments.

Review: from my initial post, I voiced concerns (before release) of Wizards capturing the story/spirit of the books. And I wasn't sure about the ring mechanic. From my other posts (collecting, drafting, constructing), I pointed out the unusually high cost of the set, underwhelming drafting, and a painful constructed experience (due largely to the powerful formats the set is limited to in Arena).

I think my initial concerns proved correct. The cards in this set do feel like Magic cards, but many don't feel like Lord of the Rings cards, if that makes sense. Some do, but looking across the set as a whole, I think it's hard to map the spirit of the books into the way Magic plays. 

For what it's worth, I feel weird mixing this set with other Magic releases. I wish I could have seen how it plays as a constructed stand-alone experience. But what I saw, mixing it with other sets, disappointed me. The Nazgul + Sheoldred combo is powerful indeed, but everything else was underwhelming or strange.

Other observations:
- Since Magic has only five colors, it felt weird having certain enemies share those. Dwarves and goblins, for example, were both red. 
- Having blue elves made sense for Lord of the Rings but not for Magic. (To be fair, there were blue elves in the Adventures in Forgotten Realms set.)
- There is too much in the books to capture in one set. I was hoping for more treefolk, more goblins and orcs, more elves and dwarves, and so on.
- The 'ring tempts you' mechanic is fine. It makes for some interesting interactions and abilities.
- The One Ring and Orcish Bowmasters are too powerful. I expect they will be banned in some formats.

Overall, I would consider this set to be 'meh.' Despite all of my criticisms, I did enjoy seeing iconic characters come to Magic. I just wish they had been presented a little differently.

Friday, July 21, 2023

Constructing Tales of Middle Earth

Nazgul card art
Continuing this month's theme, today I look at constructing decks using almost exclusively Tales of Middle Earth cards. All play was done in Arena in the Alchemy format.

Because this set is a straight-to-modern release, the only formats in Arena that supports its use (aside from special events) are Alchemy and Historic. A summary:

Arena
Per the official site, Alchemy is:
- a digital-only experience (only on Arena)
- "based on the Standard format," so it is a rotating format that has sets of cards that are legal for deck construction
- New-to-Digital Cards. It has some "mechanics designed specifically for digital play," and they release some of these "new cards alongside every Standard set release."
- Rebalanced Magic Cards. Since it is digital-only, it "features rebalanced versions of existing Standard cards to shake up the meta for digital play." In other words, if a card is too powerful (or weak) in paper formats, they might adjust its cost or abilities to balance things out.

Historic
- non-rotating
- can include any card ever released on Arena

Both formats feature extremely powerful decks. This would present a problem.

Constructing Decks for Tales of Middle Earth
I attempted to make decks using only cards from Tales of Middle Earth, for a 'pure' Lord of the Rings experience. It didn't go well for two reasons:
1) The set's power level is low; not incorporating cards from other sets makes it almost impossible to win.
2) Alchemy and Historic are both high-power formats. 

In short, I lost a ton. It was really frustrating. I tried the following decks, all of which were a mess:

UG Elves
This deck is based on the scrying mechanic. Sometimes that combo worked, but never to victory.
3 Arwen Undómiel (LTR) 194
2 Elrond, Master of Healing (LTR) 200
2 Galadhrim Guide (LTR) 168
3 Shower of Arrows (LTR) 188
2 Celeborn the Wise (LTR) 156
2 Chance-Met Elves (LTR) 157
1 Glorfindel, Dauntless Rescuer (LTR) 171
2 Lothlórien Lookout (LTR) 175
4 Elven Farsight (LTR) 161
1 Horses of the Bruinen (LTR) 55
3 Grey Havens Navigator (LTR) 53
2 Arwen's Gift (LTR) 39
2 Council's Deliberation (LTR) 46
2 Hithlain Knots (LTR) 54
1 Lost Isle Calling (LTR) 61
4 Nimrodel Watcher (LTR) 63
12 Forest (LTR) 271
12 Island (LTR) 265

WG Second Breakfast
Who doesn't love second breakfast? This foods-based deck had potential, but still couldn't hold up.
2 Hobbit's Sting (LTR) 20
4 Eastfarthing Farmer (LTR) 8
2 Shire Shirriff (LTR) 30
1 Second Breakfast (LTR) 29
1 The Battle of Bywater (LTR) 2
2 Rosie Cotton of South Lane (LTR) 27
2 Bill the Pony (LTR) 3
2 Pippin's Bravery (LTR) 182
4 Meriadoc Brandybuck (LTR) 177
4 Mushroom Watchdogs (LTR) 180
2 Revive the Shire (LTR) 185
4 Brandywine Farmer (LTR) 155
4 Peregrin Took (LTR) 181
2 Samwise Gamgee (LTR) 222
2 Frodo Baggins (LTR) 205
11 Plains (LTR) 263
11 Forest (LTR) 271

B SacBats
Sacrifice is a staple mechanic in black, but again, it fell short against cards from other sets.
4 Haunt of the Dead Marshes (LTR) 90
2 Shelob's Ambush (LTR) 108
1 Call of the Ring (LTR) 79
2 Gorbag of Minas Morgul (LTR) 86
2 March from the Black Gate (LTR) 94
3 Mordor Muster (LTR) 96
4 Dunland Crebain (LTR) 82
4 Mordor Trebuchet (LTR) 97
4 Mirkwood Bats (LTR) 95
3 Lobelia Sackville-Baggins (LTR) 93
4 Oath of the Grey Host (LTR) 101
2 Cirith Ungol Patrol (LTR) 80
1 Voracious Fell Beast (LTR) 113
24 Swamp (LTR) 267

B Nazgul
Potentially my best option, the Nazgul, when combined with Call of the Ring, made things interesting.
9 Nazgûl (LTR) 100
2 Sauron, the Necromancer (LTR) 106
2 Witch-king of Angmar (LTR) 114
2 Ringwraiths (LTR) 284
2 Voracious Fell Beast (LTR) 113
4 Claim the Precious (LTR) 81
4 Haunt of the Dead Marshes (LTR) 90
3 Call of the Ring (LTR) 79
3 Gollum, Patient Plotter (LTR) 84
2 The One Ring (LTR) 246
3 Nasty End (LTR) 99
1 Barad-dûr (LTR) 253
23 Swamp (LTR) 267

UR Spellslinger
Getting Fiery inscription out fast is key here. Gandalf's Sanction can be a fun game-ender. I won at least once with this one with that combo (and plenty of instants/sorceries in the graveyard).
1 Gandalf, Friend of the Shire (LTR) 50
1 Ranger's Firebrand (LTR) 143
1 Cast into the Fire (LTR) 118
1 Smite the Deathless (LTR) 148
4 Fiery Inscription (LTR) 126
2 Fear, Fire, Foes! (LTR) 125
2 Gandalf the Grey (LTR) 207
4 Gandalf's Sanction (LTR) 208
2 Flame of Anor (LTR) 203
2 Bilbo, Retired Burglar (LTR) 196
2 Lórien Revealed (LTR) 60
1 Horses of the Bruinen (LTR) 55
1 Press the Enemy (LTR) 65
1 Arwen's Gift (LTR) 39
1 Dreadful as the Storm (LTR) 48
3 Soothing of Sméagol (LTR) 70
4 Birthday Escape (LTR) 43
2 Stern Scolding (LTR) 71
2 Glorious Gale (LTR) 51
12 Island (LTR) 265
11 Mountain (LTR) 269

WU Gondor
This "go wide" deck is about card draw and tokens.
2 Faramir, Prince of Ithilien (LTR) 202
4 Prince Imrahil the Fair (LTR) 219
2 Pippin, Guard of the Citadel (LTR) 218
2 Rangers of Ithilien (LTR) 66
2 Knights of Dol Amroth (LTR) 59
2 The Bath Song (LTR) 40
3 Captain of Umbar (LTR) 45
4 Birthday Escape (LTR) 43
2 Stalwarts of Osgiliath (LTR) 33
2 Now for Wrath, Now for Ruin! (LTR) 24
4 Errand-Rider of Gondor (LTR) 11
1 Boromir, Warden of the Tower (LTR) 4
3 Reprieve (LTR) 26
3 Esquire of the King (LTR) 13
10 Island (LTR) 265
9 Plains (LTR) 263
2 Deserted Beach (MID) 260
2 Skybridge Towers (SNC) 256
1 Minas Tirith (LTR) 256

BR Amass
Amass your army of Orcs here. Didn't work.
2 Mauhúr, Uruk-hai Captain (LTR) 214
2 Uglúk of the White Hand (LTR) 235
1 Sauron, the Lidless Eye (LTR) 288
1 Assault on Osgiliath (LTR) 285
2 The Balrog, Durin's Bane (LTR) 195
1 Warbeast of Gorgoroth (LTR) 152
2 Swarming of Moria (LTR) 150
1 Olog-hai Crusher (LTR) 140
1 Fire of Orthanc (LTR) 127
2 Foray of Orcs (LTR) 128
2 Grishnákh, Brash Instigator (LTR) 134
2 Book of Mazarbul (LTR) 116
2 Mordor Trebuchet (LTR) 97
1 Gothmog, Morgul Lieutenant (LTR) 87
1 Grond, the Gatebreaker (LTR) 89
1 Gríma Wormtongue (LTR) 88
4 Orcish Bowmasters (LTR) 103
2 Mordor Muster (LTR) 96
2 March from the Black Gate (LTR) 94
3 Haunt of the Dead Marshes (LTR) 90
1 Orcish Medicine (LTR) 104
12 Mountain (LTR) 269
12 Swamp (LTR) 267

BG Sac
I don't think this one worked either. I don't even remember.
2 Old Man Willow (LTR) 217
2 Sméagol, Helpful Guide (LTR) 231
2 Rise of the Witch-king (LTR) 221
1 Shelob, Child of Ungoliant (LTR) 230
1 The Shire (LTR) 260
1 Cirith Ungol Patrol (LTR) 80
1 Witch-king of Angmar (LTR) 114
1 Mirkwood Bats (LTR) 95
1 Mordor Trebuchet (LTR) 97
1 Gríma Wormtongue (LTR) 88
4 Nasty End (LTR) 99
4 Orcish Bowmasters (LTR) 103
2 Gollum, Patient Plotter (LTR) 84
2 Gorbag of Minas Morgul (LTR) 86
4 Haunt of the Dead Marshes (LTR) 90
2 Elven Farsight (LTR) 161
2 Bombadil's Song (LTR) 154
3 Shower of Arrows (LTR) 188
1 Stew the Coneys (LTR) 189
13 Swamp (LTR) 267
10 Forest (LTR) 271

Incorporating Other Sets
Having been soundly flummoxed, I turned to the 'hive mind' of the Internet and looked for successful decks using *mostly* LOTR cards. 

WB Shadow
This was about the spirits in Return of the King (the Grey Host). I think this was mostly my construction . . . it didn't work.
4 Shadow Summoning (LTR) 226
11 Swamp (LTR) 267
11 Plains (LTR) 263
3 King of the Oathbreakers (LTR) 211
3 Blood Pact (MID) 88
4 Oath of the Grey Host (LTR) 101
1 Soldier of the Grey Host (LTR) 32
2 Fog on the Barrow-Downs (LTR) 16
2 Lay Down Arms (BRO) 11
2 Valorous Stance (VOW) 42
4 Elas il-Kor, Sadistic Pilgrim (DMU) 198
1 Feast of the Victorious Dead (MAT) 30
1 Fleshtaker (MID) 222
1 Rite of Oblivion (MID) 237
2 Shattered Sanctum (VOW) 264
4 Homestead Courage (MID) 24
2 Benalish Sleeper (DMU) 8
2 Cut Down (DMU) 89

Nazgul2
Finally, a winner. Incorporating the better removal spells from NEO, DMU, MID, and BRO sets, plus Sheoldred, the Apocalpyse, made all the difference here.
9 Nazgûl (LTR) 100
1 The One Ring (LTR) 246
2 Witch-king of Angmar (LTR) 114
4 Orcish Bowmasters (LTR) 103
3 Invoke Despair (NEO) 101
4 Call of the Ring (LTR) 79
3 Gollum, Patient Plotter (LTR) 84
1 Cut Down (DMU) 89
3 Sheoldred, the Apocalypse (DMU) 107
2 Infernal Grasp (MID) 107
4 Go for the Throat (BRO) 102
23 Swamp (LTR) 267
1 Barad-dûr (LTR) 253

Thoughts on Constructed
I really want to try Tales of Middle Earth in a limited constructed event. In the formats mentioned above, the decks fall apart unless you incorporate other cards. I'm disappointed overall, outside of the Nazgul2 deck.

Friday, July 7, 2023

Drafting Tales of Middle Earth

The various draft events currently on Arena

Continuing the month's theme, today I look at drafting Tales of Middle Earth. All drafts were done in Arena.

Jump Into Middle-Earth
This is effectively a Jumpstart event: you select two themed packs (that include lands), shuffle them, and play as long as you like with them. I did this a few times; one example follows. I enjoy these events; though you get very little say in deck construction, it is a good way to explore a new set.
Tokens Breakfast
1 Frodo, Sauron's Bane (LTR) 18
1 Shadow Summoning (LTR) 226
1 Westfold Rider (LTR) 37
1 Denethor, Ruling Steward (LTR) 198
1 Dunland Crebain (LTR) 82
1 Faramir, Field Commander (LTR) 14
1 Protector of Gondor (LTR) 25
1 Cirith Ungol Patrol (LTR) 80
1 Lash of the Balrog (LTR) 92
1 Morgul-Knife Wound (LTR) 98
1 Now for Wrath, Now for Ruin! (LTR) 24
1 Banish from Edoras (LTR) 1
1 Samwise the Stouthearted (LTR) 28
1 Nimble Hobbit (LTR) 23
1 Took Reaper (LTR) 35
1 Eastfarthing Farmer (LTR) 8
1 Rosie Cotton of South Lane (LTR) 27
1 Bill the Pony (LTR) 3
1 Soldier of the Grey Host (LTR) 32
1 Eagles of the North (LTR) 7
1 Reprieve (LTR) 26
1 Second Breakfast (LTR) 29
1 The Battle of Bywater (LTR) 2
1 Fog on the Barrow-Downs (LTR) 16
2 Scoured Barrens (NEO) 274
8 Plains (LTR) 263
6 Swamp (LTR) 266

Premier Draft
I participated in this draft event twice. The first (red/green) fared poorly; the second (white/black/green) started 3-0 before ending up 4-3. 
Entish Farmers (1-3)
1 Strider, Ranger of the North (LTR) 232
1 Oliphaunt (LTR) 139
1 Dúnedain Rangers (LTR) 159
2 Relentless Rohirrim (LTR) 144
2 Many Partings (LTR) 176
1 Mushroom Watchdogs (LTR) 180
2 Shower of Arrows (LTR) 188
2 Brandywine Farmer (LTR) 155
2 Generous Ent (LTR) 169
1 Enraged Huorn (LTR) 162
1 Wose Pathfinder (LTR) 190
2 Friendly Rivalry (LTR) 204
1 Pippin's Bravery (LTR) 182
1 Battle-Scarred Goblin (LTR) 115
1 Quickbeam, Upstart Ent (LTR) 183
1 Entish Restoration (LTR) 163
1 Smite the Deathless (LTR) 148
1 Elven Farsight (LTR) 161
1 Galadhrim Guide (LTR) 168
1 Revive the Shire (LTR) 185
1 Mirkwood Spider (LTR) 178
9 Forest (LTR) 271
8 Mountain (LTR) 269

White/Black/Green Spirits (4-3)
2 Oath of the Grey Host (LTR) 101
1 Troll of Khazad-dûm (LTR) 111
3 Mirkwood Bats (LTR) 95
1 Morgul-Knife Wound (LTR) 98
2 Shelob's Ambush (LTR) 108
1 Uruk-hai Berserker (LTR) 112
1 Soldier of the Grey Host (LTR) 32
1 Eagles of the North (LTR) 7
1 Shadow Summoning (LTR) 226
1 Mordor Trebuchet (LTR) 97
2 Second Breakfast (LTR) 29
1 Fog on the Barrow-Downs (LTR) 16
1 Gorbag of Minas Morgul (LTR) 86
1 Mordor Muster (LTR) 96
2 Haunt of the Dead Marshes (LTR) 90
1 Hobbit's Sting (LTR) 20
1 Dunland Crebain (LTR) 82
1 Sam's Desperate Rescue (LTR) 105
1 Cirith Ungol Patrol (LTR) 80
1 Old Man Willow (LTR) 217
2 Forest (LTR) 271
8 Swamp (LTR) 267
6 Plains (LTR) 263

Sealed
Noticing the white/green power of the set during my previous drafts, I focused on those colors (and the corresponding 'food' theme) for my sealed experience. I didn't do as well as I hoped, going 2-3.
Food for Thought (2-3)
1 Celeborn the Wise (LTR) 156
8 Plains (LTR) 263
2 Bombadil's Song (LTR) 154
1 Mushroom Watchdogs (LTR) 180
3 Brandywine Farmer (LTR) 155
1 Pippin's Bravery (LTR) 182
1 Mirkwood Spider (LTR) 178
2 Elven Farsight (LTR) 161
1 The Shire (LTR) 260
1 Eagles of the North (LTR) 7
7 Forest (LTR) 271
1 Stalwarts of Osgiliath (LTR) 33
1 Escape from Orthanc (LTR) 12
2 Fog on the Barrow-Downs (LTR) 16
1 The Battle of Bywater (LTR) 2
1 Faramir, Field Commander (LTR) 14
1 East-Mark Cavalier (LTR) 9
1 Took Reaper (LTR) 35
1 Slip On the Ring (LTR) 31
1 Flowering of the White Tree (LTR) 15
1 Dúnedain Blade (LTR) 6
1 Landroval, Horizon Witness (LTR) 21

Thoughts on LTR Draftings
Wizards advertises this set as two-color pairings, and gives clues as to the synergistic strategies for each:
Originally seen on a card; image from here
I did the best with combining white/black (tokens) and black/green (sacrifice); that deck had potential. I didn't get the cards to fully explore the other strategies in the draft environment, but will in Constructed. From what I have seen of this set, though, it seems underpowered.

Wednesday, July 5, 2023

Collecting Tales of Middle Earth

Faramir, Field Commander card art. Also my face when I see the prices of this set
This month, I will focus on the recently-released Lord of the Rings-themed set, Tales of Middle Earth.  (Note: I first reflected on Tales of Middle Earth last month, focusing on the colliding worlds of Lord of the Rings and Magic: the Gathering.) Today, I look at collecting that set.

I had planned to collect Tales of Middle Earth . . . then I saw the prices. My preferred vendor, CoolStuffInc, currently lists the sealed products as follows:
  • Bundle: $100
  • Set of 4 preconstructed commander decks: $240
  • Draft booster box: $160
  • Set booster box: $180
  • Collector booster box: $430
For reference, the set released immediately before, March of the Machine, can be purchased at the same site for the following prices:
  • Bundle: $38
  • Set of *5 preconstructed commander decks: $145 (currently on sale, down from $175)
  • Draft booster box: $100
  • Set booster box: $110
  • Collector booster box: $220
CoolStuff generally trends at market prices, so this begs the question: what is going on? Why is Tales of Middle Earth so expensive? I can think of a few potential reasons:
1) Lord of the Rings is a licensed property. Wizards has to upcharge as a result.
2) The serialized One Ring drove prices up. Wizards printed a special, one-of-a-kind One Ring card (it was found last week in Ottawa) and limited-run copies of other rings. Bidding is currently at $2 million for the One Ring, if that latest link is true. This would explain the collector booster box price only (as that is where the One Ring was promised to be), and prices should have tailed off after the Ring was found (they have, a little, but are still remarkably inflated). 
3) Scarcity of product. I've heard several reports to this effect; Wizards didn't print enough (perhaps intentionally). Perhaps this is because they have announced a second set release, in November. There will be nuances (see the link), but I expect this will effectively be releasing the set twice. 
4) Cards included in the bundle. The bundle price shocked me until I saw they had included 4 cards in every one, to include a One Ring variant. That card alone is selling for $50, which in turn drives up the bundle price. 
5) Wizards is seeing how far they can go. The most pessimistic view, this is nevertheless something to consider. 

The real answer may be all five of these in some combination. Whatever the case, it is far outside my price range. The question remains, then: how do you collect a set like this? Besides the obvious answer—don't—here are a few tips:
  1. Play it on Arena. I have used Arena gold, saved over months of playing, to pick up a lot of this set digitally. This can be cheap (or free) and lets you experience the set.
  2. Buy singles. Generally speaking, buying singles is the cheapest way to collect any Magic set. This one is no exception. The vast majority of cards are cheap to purchase as singles. You won't get the high-market cards this way, but can enjoy much of the set at a fraction of the price.
    • Comment: though The Nazgûl cards in this set are insane. Printed as uncommons, but with 9 art variations, and with 9 allowed in a deck, they are running $10-$15 a pop. For an uncommon.
  3. Look for deals. I found a good deal on a bundle at a non-comic/game store retailer. Sometimes places like Walmart will sell this product at far under the price everyone else is offering.
  4. Wait. Some Magic sets get multiple print runs. This set is supposed to be re-released in November. Prices will drop . . . probably. I already saw Coolstuff run a sale reducing the set and draft booster boxes by $20. Though that sale is over, I anticipate more in the future.
Personal recommendation? Wait it out. Patience and contentment are virtues. 

Monday, June 26, 2023

Land Lingo

Crop Rotation card art
I conclude 'land month' with a look at lingo—words players use to describe different types of lands. For most of this article, I will use white/green lands as examples.

Hang around experienced Magic players, and you will hear nicknames for certain types of things. Today our focus is lands. I am indebted to The Gamer's article for their list. They cover more than I do below; I focus on the most common terms.

Basic Lands
I covered these in my first lands post, so I won't re-visit them here. There are five basics (Plains, Island, Swamp, Mountain, Forest) plus Wastes. 

Dual Lands
These lands are powerful (and expensive). They enter the battlefield untapped, are two basic land types, and can be tapped for one of two colors of mana. Consider the two cards below: Underground Sea (an Island Swamp) or Savannah (a Forest Plains, shown in modern print format but never available for competitive play in that format). Dual lands were produced only in the first four sets (Alpha, Beta, Unlimited, Revised) and are very hard to get; they will cost you hundreds (or thousands) of dollars.

Tap Lands

Can't afford dual lands? Tap lands are for you. Same concept as dual lands, but they enter the battlefield tapped, delaying their use by one turn (a real disadvantage in competitve Magic). There are many variations on this concept, as you can see. Some (Elfhame Palace, Tranquil Expanse) are functional reprints of each other—identical in every way except name. Others (Radiant Grove, Arctic Treeline) add "Forest Plains" to their subtypes, enabling you to 'fetch' them with certain cards (see my first land post). Some are snow lands, artifact lands, or gates. Some allow you to tap them the first turn they are in play, but then they do not untap the next turn, delaying the 'penalty' by one turn. There are other variations, too, but the same principle: you are getting a land that can produce more than one type of mana, but at a 'price:' tapping.






Conditional Tap Lands
I made this term up; the article I mentioned above would call some of these "Battle," "Bond," or "Reveal" lands. Anyway . . . these lands are those that come into play tapped unless you meet conditions that enable them to come into play untapped. Consider Overgrown Farmland and Razorverge Thicket; these can be played untapped if you have two or more/fewer lands already in play.
Other conditions include number of opponents, number of basic lands you control, types of basic land you control, and types of basic lands you have in your hand.


Fetch Lands
These lands enable you to sacrifice them to find other land cards in your deck. Notice that some of them put the fetched land onto the battlefield tapped, and some do not. That can make a huge difference.



Pain & Shock Lands
Pain lands do damage to you whenever you tap them for colored mana. Shock lands, a type of 'conditional tap' land, do damage to you when you play them if you choose to play them untapped (otherwise, they come into play tapped). 

Bounce Lands
Lands that make you return another land you control to your hand to play them. They add two mana, though, and can be powerful in certain deck archetypes that benefit from lands hitting the battlefield (like landfall).


Deck Shaping Lands
I'm inventing (and combining) categories again; the article would call these "Cycle" and "Scry" lands. Some lands can be 'cycled' (discarded to draw a card). Some let you scry (look at the top card of your library and put it on the bottom if you wish). Whatever the case, these lands give you access to more desirable cards.


Gain Lands
These come into play tapped, but give you life.

Filter Lands
These let you add two mana (potentially of different colors) for the price of paying one. In the case of Wooded Bastion, you could pay (say) one white mana to add two green. And you could use a red mana and tap Sungrass Prairie to add one white and one green. Since these lands enable you to (effectively) change your mana's color, they are called filter lands.

Final Thoughts
Lands can be so expensive because they are the game's resources, and he who has the most powerful resources has an upper hand. Since many competitive Magic decks are (at least) two colors, getting lands that produce either color of mana is important. If you can afford those that do not tap the turn they come into play, even better. Due to their importance (and the sheer variety of cards in the game), nicknames for certain types of lands have arisen over the years.