I would agree with you... if we weren't talking about cards with an extremely limited supply.
We've seen what happens when someone even so much as buys three Caverns of Despair off TCGPlayer - the price skyrockets, simply due to Small Sample Size Theater. Thunder Spirit was always going to go up and down like a yo-yo because of this - it didn't take many copies to skyrocket, and it probably doesn't take many to crash either. Scorched Ruins, though? That could be another story. How much less rare are Weatherlight cards in the wild, in comparison to Legends ones?
You may be talking about me the bunch of Caverns I bought a few years ago since I talked about it here. But that bumped it from 3 to 5 when I made the supply shock. 5 to 100 is something else entirely... and it's definitely not actual demand.
Is meditate seeing play outside of High Tide? Or is high tide just more popular?
Maybe someone has insider info that Reset and High Tide are reprinted in Legmasters. (I had a Diablo 2 barbarian named Legmaster that used Wirt's Leg to fight enemies. Fun stuff.)
Meditate spiked a second time. It got back down to 12 today and BOOM, up to 30 now.
Sheesh. Just checked all over the place online (most online stores, tcgplayer, ebay, etc), and found not a lot out there. Decent amount on tcgplayer, though they seem to be up to around $50 now. A few graded copies on ABUgames for about $30 each, and a couple of lightly played ones (from Canada) on ebay for about $15 each (a little surprised those are still there to be honest, but who knows).
As it stands though ... definitely kinda nuts. Whomever would appear to be really invested in meditate spiking and spiking hard. I just don't know if the spikes are going to stick long-term though. Guess we will just have to wait and see.
EDIT: Just checked tcg and ebay and tcg is down to $45 NM shipped, while those $15 ones from ebay sold and now there are more up at $30 each.
Have you noticed? cards like Scorched ruinsMeditate and Caverns of despairhave sellers in tcgplayer "recently launched" that have just 1 or 2 cards selling at prices of 100$, and their names are so obvious like "MTG uppercut" and "Magical Implorium", why does tcgplayer allows this?
Have you noticed? cards like Scorched ruinsMeditate and Caverns of despairhave sellers in tcgplayer "recently launched" that have just 1 or 2 cards selling at prices of 100$, and their names are so obvious like "MTG uppercut" and "Magical Implorium", why does tcgplayer allows this?
Allow what? People are allowed to sell at whatever ridiculous price they think the market will support.
It could be guys who bought them to flip them, or it could be random guys who realize they've got one of those cards sitting around somewhere and want to flip it soon.
It's not a problem if you think the price of Magic Cards should be the maximum the market can bear. If you would rather return to a simpler time, when it took cards longer to appreciate because we did not have this super liquid online buyout machine operating at full blast, then perhaps it is problematic.
Of course, we can't turn back time. We can't find a way. We can't take back the words that've hurt us. And we'll stay.
Firestorm seems about ready to launch. It's almost doubled in price from $4 to almost $9. It was at an all time low just recently. If wanted/needed now may be the best time to get.
This isn't speculating. This is a full-blown run on the reserved list.
It's MTG's equivalent of a bank run.
Honestly I see many of these spikes, and as with spikes past, its likely that most or all of them are going to drop back down to lower than current levels, but likely higher than previous levels at some point in the future, barring an actual increase in real demand for the cards in question enough to warrant the current higher prices. Times like these, more often than not, its best to just sit back after a card has spiked and either sell what you have after the card has spiked (if you aren't going to need them) or if you don't have them but are looking for them, simply wait a month or possibly longer to let the market balance itself back out again as others list theirs that are now at significantly inflated prices and slowly work to offer theirs up at lower and lower prices in an effort to chase the real demand that is out there and a price that demand is actually willing to pay.
Honestly I see many of these spikes, and as with spikes past, its likely that most or all of them are going to drop back down to lower than current levels, but likely higher than previous levels at some point in the future, barring an actual increase in real demand for the cards in question enough to warrant the current higher prices. Times like these, more often than not, its best to just sit back after a card has spiked and either sell what you have after the card has spiked (if you aren't going to need them) or if you don't have them but are looking for them, simply wait a month or possibly longer to let the market balance itself back out again as others list theirs that are now at significantly inflated prices and slowly work to offer theirs up at lower and lower prices in an effort to chase the real demand that is out there and a price that demand is actually willing to pay.
Price memory makes it so that cards really don't lose much value after they spike (and if they do lose value from the spike it takes an extremely long time for it to happen). That's the major reason why speculating is so rampant in Magic. Someone who speculates really doesn't stand to lose money because they card they buy into will almost never revert back to its original pre-spike price. If price memory didn't exist, speculating activity would decrease because the risk would be higher, and in turn buyouts would decrease.
Speculators can and do lose money. Whoever is spiking Scorched Ruins, for example, is probably not going to profit enough from the temporary bump to cover the transaction costs. (Do we think ANYONE will chase that spike?)
Speculators can and do lose money. Whoever is spiking Scorched Ruins, for example, is probably not going to profit enough from the temporary bump to cover the transaction costs. (Do we think ANYONE will chase that spike?)
If you can make it work in Legacy I wouldn't doubt, but I don't think you can make this work in Legacy, even if Wasteland sees less play during a season.
Honestly I see many of these spikes, and as with spikes past, its likely that most or all of them are going to drop back down to lower than current levels, but likely higher than previous levels at some point in the future, barring an actual increase in real demand for the cards in question enough to warrant the current higher prices. Times like these, more often than not, its best to just sit back after a card has spiked and either sell what you have after the card has spiked (if you aren't going to need them) or if you don't have them but are looking for them, simply wait a month or possibly longer to let the market balance itself back out again as others list theirs that are now at significantly inflated prices and slowly work to offer theirs up at lower and lower prices in an effort to chase the real demand that is out there and a price that demand is actually willing to pay.
Price memory makes it so that cards really don't lose much value after they spike (and if they do lose value from the spike it takes an extremely long time for it to happen). That's the major reason why speculating is so rampant in Magic. Someone who speculates really doesn't stand to lose money because they card they buy into will almost never revert back to its original pre-spike price. If price memory didn't exist, speculating activity would decrease because the risk would be higher, and in turn buyouts would decrease.
Price memory does certainly exist (to an extent), and sure it can take a while for a card to drop down to at or close to its pre-spike price, however there still has to be some sort of real demand for the card at a higher price for the card to be able to keep that higher price. Its part of why ebay completed listings are often one of the best indicators of real current market value for cards, along with, to a lesser extent, online store buylist prices for the cards. If shops and online stores are seeing real demand at a higher price, they will likely raise their buy price for the cards in question. If they aren't, they simply wont. Also on ebay, completed listings give you a way to be able to actually see what people have actually paid for the cards, rather than simply what others are hoping to get out of the cards. The price of a card can be $50 on tcgplayer or an online store, but that doesn't matter at all if no one is buying at that price.
Anyhow, just something to keep in mind (And yes, speculators can and have in fact lost money when all costs and selling fees associated with getting rid of an artificially spiked card are taken into consideration, as well as the cost of having to sit on such cards for a while if there isn't anyone out there buying them. As with many things in business, cash flow is key.
Speculators can and do lose money. Whoever is spiking Scorched Ruins, for example, is probably not going to profit enough from the temporary bump to cover the transaction costs. (Do we think ANYONE will chase that spike?)
If you can make it work in Legacy I wouldn't doubt, but I don't think you can make this work in Legacy, even if Wasteland sees less play during a season.
It is rare when you can tell that a card can't see play, but here, I think you can make a solid case that Scorched Ruins basically CANNOT see play, except under such bizarre conditions that I don't think any speculator would bet on it.
First off, what does the card DO? Scorched Ruins' role is to accelerate you from 2 to 4 mana in a single land drop on turn 3. To begin with, this is an very slow way to accelerate; MUD decks want to dump their fatties right away, not durdle until turn 4. To get this effect, you have to dump two other lands into the bin without tapping them for mana that turn. Alright, so that's what we have to work with.
1. Does this give you a benefit over other lands? Since you want <><><><>, I think it's safe to assume you're playing a MUD or Eldrazi deck of some kind that can function off of colorless. So, you're probably also playing the Sol lands The minute you're sacrificing an Eldrazi Temple, Eye of Ugin, Ancient Tomb, or City of Traitors, you're not better off than if you had just played a Wastes instead. You're much worse off than if you played a utility land or manland of some kind. True, it's cute to kill City of Traitors with Ruins' trigger instead of its' own, but you don't net any mana out of it. And also true, it is a cute way to dispose of spare Eyes of Ugin, but again, you could net the same kind of mana playing almost anything else.
2. Is there a downside to using Ruins? Absolutely. First off, it's a dead card on turns 1 and 2, and those are critical turns in Legacy. Worse, one Wasteland now nails 4 mana instead of 1-2. Wasteland on turn 3 after you drop Ruins is probably GG. Incidentally, even if this were Modern legal, getting Ghost Quartered is not a whole lot better.
3. Are there corner cases you can construct where Scorched Ruins has advantages over other Sol lands? Not really. Ruins does two things reasonably well: it puts lands in your graveyard and it consolidates a large amount of mana in a single land. Let's take a look at each of them.
Putting lands in your graveyard fuels Delve, so much so that a turn 4 Ruins (assuming you have an Island in addition) pays for Treasure Cruise all by itself. It also fuels the Dementia (or whatever they're calling it) mechanic from Shadows Over Innistraid. It might be giving the buyout artist too much credit here, but they might be betting some of the Dementia cards are so good that putting 2 lands in the yard is an awesome thing to do. However, as much as I would die laughing if Mudhole became a thing, there are simply much more powerful and better ways to fill you yard in Legacy. Chiefly among them? Play the game. You don't need to mill yourself to grow Goyf and you won't play a land with the huge disadvantages of Ruins just for a free Millstone activation.
Consolidating your mana in a single land is great if you're playing some kind of effect like Limited Resources, Land Equillibrium or Balance that turns your having few lands into an advantage. But, no card like that is legal / good enough to play in Legacy. No one plays Balance - Cascade. Do we really think Wizards will print new cards that give you an advantage if you're low on lands or makes it easier to cascade into Restore Balance? Well, the original Innistrad block had a mechanic that made cards stronger if you were at low life. Cards that get better when you have a low land count, however, seem really hard to print; they go literally the opposite direction of every other mechanic Wizards prints, making cards that are better early and suck late.
(EDIT: Land Tax gets a benefit out of you having few lands, too, and this is probably the only really cute thing about Ruins. If you play T1 Tax into T3 Ruins, you're probably behind on lands for at least the next 3 turns, letting you strip every single land from your deck. However, since you're playing White, Lotus Vale seems superior.)
4. The final death knell: for each of the corner cases you can construct to make Ruins interesting, are there already better options? You bet! We have lots of turn 1 plays that let us dump arbitrary amounts of cards into our graveyards without needing Ruins. If you want a low land count for a Balance effect, why not just play artifact mana?
Almost any kind of weird scenario you could construct to justify Ruins also justifies Lotus Vale, and probably moreso. That card is not spiking. Perhaps someone thinks buying Ruins will make it spike? (It shouldn't -- see above). This includes wacky new mechanics. Let's say they print a land that says "This land has all the activated abilities of lands in your graveyard." I'd want Vale over Ruins in that scenario, no contest.
In summary, Ruins fails the Tibalt test:
1. The decks that would run a card like this have better existing options;
2. This card is incompatible with those existing options;
3. There are better cards for any purpose you could imagine Ruins performing; and
4. The kind of new card that would improve Ruins is not likely to see print.
Scorched Ruins potential comes from a potential change in errata policy that more strictly follow the printed text over the original functionality. Until such changes, it is complete junk.
That change won't happen. At least as long as Mr. Tabak is in charge of the Oracle. To see why, let me link you to my exhaustive analysis of the subject.
A "Cui Bono" policy also explains why cards like Abeyance and Lotus Vale still have errata that preserves their functionality over rules changes, even though strict application of schools 2 or 3 would reject that. Without the change, Abeyance is nearly Time Walk and Vale is nearly Lotus. Wizards probably does not think reprinting the most powerful cards in Magic’s history is a good idea. Who can blame them? Mr. Tabak has actually explained it that way to me, saying "If we remove the errata on those cards and then ban them in all formats, whose interests have we served?" or something to that effect.
Playing millions of cards every turn... Slowly and systematically obliterating any chance my opponent has of winning... Clicking the multitude of locking mechanisms into place... Not even trying to win myself until turn 10+ once I have nigh absolute control... Watching my opponent desperately trying to navigate the labyrinthine prison that I've constructed... Seeing the light of hope fade and ultimately extinguished in an excruciatingly slow manner... THAT'S fun Magic.
We have 2-3 users that are dramatically making this thread incomprehensible and non-productive for anyone else to possibly join in the discussion. This needs to change.
Every time I see [ktkenshinx] post in here, I get the impression of a stern dad walking in on a bunch of kids trying to do something dumb and just shaking his head in disappointment.
Near Mint: The same as Slightly Played, but we threw some Altoids in the box we stored it in to cover up the scent of dead mice. Slightly Played: The base condition for all MTG cards. This card looks OK, but there’s one minor annoying ding in it that will always irritate and distract you whenever you draw it. Moderately Played: This card looks like it survived the Tet Offensive tucked inside the waistband of GI underwear. It may smell like it, too. Heavily Played: This card looks like the remains of Mohammed Atta’s passport after 9/11. It may be playable if you double-sleeve it to stop the chunks from falling out. The condition formerly known as "Washing Machine Grade" Damaged: This card is the unfortunate victim of a Mirrorweave/March of the Machines/Chaos Confetti/Mindslaver combo.
[M]aking counterfeit cards is the absolute height of dishonesty. Ask yourself this question: Since most people...are totally cool with the use of proxies...what purpose do [high] quality counterfeit cards serve?
Playing millions of cards every turn... Slowly and systematically obliterating any chance my opponent has of winning... Clicking the multitude of locking mechanisms into place... Not even trying to win myself until turn 10+ once I have nigh absolute control... Watching my opponent desperately trying to navigate the labyrinthine prison that I've constructed... Seeing the light of hope fade and ultimately extinguished in an excruciatingly slow manner... THAT'S fun Magic.
We have 2-3 users that are dramatically making this thread incomprehensible and non-productive for anyone else to possibly join in the discussion. This needs to change.
Every time I see [ktkenshinx] post in here, I get the impression of a stern dad walking in on a bunch of kids trying to do something dumb and just shaking his head in disappointment.
Near Mint: The same as Slightly Played, but we threw some Altoids in the box we stored it in to cover up the scent of dead mice. Slightly Played: The base condition for all MTG cards. This card looks OK, but there’s one minor annoying ding in it that will always irritate and distract you whenever you draw it. Moderately Played: This card looks like it survived the Tet Offensive tucked inside the waistband of GI underwear. It may smell like it, too. Heavily Played: This card looks like the remains of Mohammed Atta’s passport after 9/11. It may be playable if you double-sleeve it to stop the chunks from falling out. The condition formerly known as "Washing Machine Grade" Damaged: This card is the unfortunate victim of a Mirrorweave/March of the Machines/Chaos Confetti/Mindslaver combo.
[M]aking counterfeit cards is the absolute height of dishonesty. Ask yourself this question: Since most people...are totally cool with the use of proxies...what purpose do [high] quality counterfeit cards serve?
If it didn't cost 6 to cast I'd probably invest in a couple of Pyramids for EDH. At 6 it's pretty bad.
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Currently Playing: Standard:
Nothing, the format Bores me! Legacy: RBurn (Made on the Cheap!)R RGBelcherRG WSoldier StompyW BReanimatorB EDH: BUGRWSliver OverlordWRGUB BGeth, Lord of the VaultB
LOL, what are your Wastelands gonna do once I resolve my 6 casting cost artifact, and pay a 2 mana activation cost, to protect those six lands I've played? BREAKING THE FORMAT
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You may be talking about me the bunch of Caverns I bought a few years ago since I talked about it here. But that bumped it from 3 to 5 when I made the supply shock. 5 to 100 is something else entirely... and it's definitely not actual demand.
WUBRGPauper Battle BoxWUBRG ... and why I am not a fan of Wayne Reynolds' Illustrations.
http://forums.mtgsalvation.com/showthread.php?p=11439737#post11439737
Reality is only what man allows it to be. Few shape it so that many may accept it.
Maybe someone has insider info that Reset and High Tide are reprinted in Legmasters. (I had a Diablo 2 barbarian named Legmaster that used Wirt's Leg to fight enemies. Fun stuff.)
Sheesh. Just checked all over the place online (most online stores, tcgplayer, ebay, etc), and found not a lot out there. Decent amount on tcgplayer, though they seem to be up to around $50 now. A few graded copies on ABUgames for about $30 each, and a couple of lightly played ones (from Canada) on ebay for about $15 each (a little surprised those are still there to be honest, but who knows).
As it stands though ... definitely kinda nuts. Whomever would appear to be really invested in meditate spiking and spiking hard. I just don't know if the spikes are going to stick long-term though. Guess we will just have to wait and see.
EDIT: Just checked tcg and ebay and tcg is down to $45 NM shipped, while those $15 ones from ebay sold and now there are more up at $30 each.
Allow what? People are allowed to sell at whatever ridiculous price they think the market will support.
It could be guys who bought them to flip them, or it could be random guys who realize they've got one of those cards sitting around somewhere and want to flip it soon.
I'm not sure what the problem is here.
Of course, we can't turn back time. We can't find a way. We can't take back the words that've hurt us. And we'll stay.
BUG Reanimator
BWG Nic-Fit
BGR Punishing Nic-Fit
Gentlemen, start your engines..
=======
EDIT:
Fully-powered 600-Card "Dream Cube" https://cubecobra.com/cube/list/dreamcube
450-Card "Artificer's Cube" https://cubecobra.com/cube/list/artificer
Cubing in Indianapolis...send me a PM!!
It's MTG's equivalent of a bank run.
Honestly I see many of these spikes, and as with spikes past, its likely that most or all of them are going to drop back down to lower than current levels, but likely higher than previous levels at some point in the future, barring an actual increase in real demand for the cards in question enough to warrant the current higher prices. Times like these, more often than not, its best to just sit back after a card has spiked and either sell what you have after the card has spiked (if you aren't going to need them) or if you don't have them but are looking for them, simply wait a month or possibly longer to let the market balance itself back out again as others list theirs that are now at significantly inflated prices and slowly work to offer theirs up at lower and lower prices in an effort to chase the real demand that is out there and a price that demand is actually willing to pay.
Price memory makes it so that cards really don't lose much value after they spike (and if they do lose value from the spike it takes an extremely long time for it to happen). That's the major reason why speculating is so rampant in Magic. Someone who speculates really doesn't stand to lose money because they card they buy into will almost never revert back to its original pre-spike price. If price memory didn't exist, speculating activity would decrease because the risk would be higher, and in turn buyouts would decrease.
If you can make it work in Legacy I wouldn't doubt, but I don't think you can make this work in Legacy, even if Wasteland sees less play during a season.
Price memory does certainly exist (to an extent), and sure it can take a while for a card to drop down to at or close to its pre-spike price, however there still has to be some sort of real demand for the card at a higher price for the card to be able to keep that higher price. Its part of why ebay completed listings are often one of the best indicators of real current market value for cards, along with, to a lesser extent, online store buylist prices for the cards. If shops and online stores are seeing real demand at a higher price, they will likely raise their buy price for the cards in question. If they aren't, they simply wont. Also on ebay, completed listings give you a way to be able to actually see what people have actually paid for the cards, rather than simply what others are hoping to get out of the cards. The price of a card can be $50 on tcgplayer or an online store, but that doesn't matter at all if no one is buying at that price.
Anyhow, just something to keep in mind (And yes, speculators can and have in fact lost money when all costs and selling fees associated with getting rid of an artificially spiked card are taken into consideration, as well as the cost of having to sit on such cards for a while if there isn't anyone out there buying them. As with many things in business, cash flow is key.
It is rare when you can tell that a card can't see play, but here, I think you can make a solid case that Scorched Ruins basically CANNOT see play, except under such bizarre conditions that I don't think any speculator would bet on it.
First off, what does the card DO? Scorched Ruins' role is to accelerate you from 2 to 4 mana in a single land drop on turn 3. To begin with, this is an very slow way to accelerate; MUD decks want to dump their fatties right away, not durdle until turn 4. To get this effect, you have to dump two other lands into the bin without tapping them for mana that turn. Alright, so that's what we have to work with.
1. Does this give you a benefit over other lands? Since you want <><><><>, I think it's safe to assume you're playing a MUD or Eldrazi deck of some kind that can function off of colorless. So, you're probably also playing the Sol lands The minute you're sacrificing an Eldrazi Temple, Eye of Ugin, Ancient Tomb, or City of Traitors, you're not better off than if you had just played a Wastes instead. You're much worse off than if you played a utility land or manland of some kind. True, it's cute to kill City of Traitors with Ruins' trigger instead of its' own, but you don't net any mana out of it. And also true, it is a cute way to dispose of spare Eyes of Ugin, but again, you could net the same kind of mana playing almost anything else.
2. Is there a downside to using Ruins? Absolutely. First off, it's a dead card on turns 1 and 2, and those are critical turns in Legacy. Worse, one Wasteland now nails 4 mana instead of 1-2. Wasteland on turn 3 after you drop Ruins is probably GG. Incidentally, even if this were Modern legal, getting Ghost Quartered is not a whole lot better.
3. Are there corner cases you can construct where Scorched Ruins has advantages over other Sol lands? Not really. Ruins does two things reasonably well: it puts lands in your graveyard and it consolidates a large amount of mana in a single land. Let's take a look at each of them.
Putting lands in your graveyard fuels Delve, so much so that a turn 4 Ruins (assuming you have an Island in addition) pays for Treasure Cruise all by itself. It also fuels the Dementia (or whatever they're calling it) mechanic from Shadows Over Innistraid. It might be giving the buyout artist too much credit here, but they might be betting some of the Dementia cards are so good that putting 2 lands in the yard is an awesome thing to do. However, as much as I would die laughing if Mudhole became a thing, there are simply much more powerful and better ways to fill you yard in Legacy. Chiefly among them? Play the game. You don't need to mill yourself to grow Goyf and you won't play a land with the huge disadvantages of Ruins just for a free Millstone activation.
Consolidating your mana in a single land is great if you're playing some kind of effect like Limited Resources, Land Equillibrium or Balance that turns your having few lands into an advantage. But, no card like that is legal / good enough to play in Legacy. No one plays Balance - Cascade. Do we really think Wizards will print new cards that give you an advantage if you're low on lands or makes it easier to cascade into Restore Balance? Well, the original Innistrad block had a mechanic that made cards stronger if you were at low life. Cards that get better when you have a low land count, however, seem really hard to print; they go literally the opposite direction of every other mechanic Wizards prints, making cards that are better early and suck late.
(EDIT: Land Tax gets a benefit out of you having few lands, too, and this is probably the only really cute thing about Ruins. If you play T1 Tax into T3 Ruins, you're probably behind on lands for at least the next 3 turns, letting you strip every single land from your deck. However, since you're playing White, Lotus Vale seems superior.)
4. The final death knell: for each of the corner cases you can construct to make Ruins interesting, are there already better options? You bet! We have lots of turn 1 plays that let us dump arbitrary amounts of cards into our graveyards without needing Ruins. If you want a low land count for a Balance effect, why not just play artifact mana?
Almost any kind of weird scenario you could construct to justify Ruins also justifies Lotus Vale, and probably moreso. That card is not spiking. Perhaps someone thinks buying Ruins will make it spike? (It shouldn't -- see above). This includes wacky new mechanics. Let's say they print a land that says "This land has all the activated abilities of lands in your graveyard." I'd want Vale over Ruins in that scenario, no contest.
In summary, Ruins fails the Tibalt test:
1. The decks that would run a card like this have better existing options;
2. This card is incompatible with those existing options;
3. There are better cards for any purpose you could imagine Ruins performing; and
4. The kind of new card that would improve Ruins is not likely to see print.
http://www.mtgsalvation.com/forums/magic-fundamentals/magic-general/604177-oracle-text-and-errata-policy-the-qui-bono-school
From there:
Legacy
Control
Miracles
All flavors of Stoneblade
Aggro
Grixis Delver
UR Delver
Burn
Combo
Dredge
TES/ANT
UR & UB Reanimator
Belcher
https://fieldmarshalshandbook.wordpress.com/
RUGLegacy Lands.dec
RUGBLegacy Lands.dec
RGLegacy Lands.dec
WUBRG EDH Lands.dec
UBR EDH Artificer Prodigy
B EDH Relentless Rats
WUDeath&TaxesWG
Legacy
UBRGDredgeUBRG
UHigh TideU
URGLandsURG
WR Card Choice List
WUR American D&T
WUB Esper D&T
The Reserved List
Heat Maps
Edit - looks like this has spiked $0.17 already!
https://fieldmarshalshandbook.wordpress.com/
RUGLegacy Lands.dec
RUGBLegacy Lands.dec
RGLegacy Lands.dec
WUBRG EDH Lands.dec
UBR EDH Artificer Prodigy
B EDH Relentless Rats
WUDeath&TaxesWG
Legacy
UBRGDredgeUBRG
UHigh TideU
URGLandsURG
WR Card Choice List
WUR American D&T
WUB Esper D&T
The Reserved List
Heat Maps
Currently Playing:
Standard:
Nothing, the format Bores me!
Legacy:
RBurn (Made on the Cheap!)R
RGBelcherRG
WSoldier StompyW
BReanimatorB
EDH:
BUGRWSliver OverlordWRGUB
BGeth, Lord of the VaultB