Category Archives: City of Traders

Guessing Game

By: Travis Allen

I started out this week planning on writing about GP Miami, reviewing what had done well and placed in the top sixteen, and providing some outlook on Standard cards for the next few weeks. It was while working on my Dragons of Tarkir review that I realized this was a foolish endeavor – with Standard about to change again, who knows what will be good in a week? An entire brand new set is around the corner, and with it will bring an evolving metagame. Rather than spend all day today reviewing a Standard that’s about to evolve, I’ll touch on it briefly, and then provide a look at PAX East through a financial lens.

Standard Procedure

The biggest winners to come out of this weekend were Whisperwood Elemental and Mastery of the Unseen. Whisperwood already doubled a few weeks back, but he’s crept up from the $11-$12 range a week ago towards $13-$14. It’s completely safe to sell excess copies here. There’s an outside chance he climbs towards $20, but why get greedy? Take your profit after he took down the top two slots of a Standard GP and move on.

Mastery of the Unseen, by the way, should already be in your trade binder or for sale somewhere. Prices have already started dropping in the last few days, as many expect it not to hold the short term. It may have rocked the GP this weekend, but nobody is going in blind next week. There will be plenty of hate for GW Mastery decks, and that will make it tough to put any copies into the top eight.

One note on this topic is that while Mastery, and the deck as a whole, may contract in the coming weeks, we should remember through the summer how well it performed. Supply is high and Mastery is part of an in-print set, so prices are currently restricted. If numbers have fallen off to sub-$1 by July or August it may be wise to snatch some up. A great deal of the deck in its current form is from Theros, but Mastery and Whisperwood are really the key cogs in the machine. As long as BFZ brings us green mana producers and a single card with a mana sink like Genesis Hydra or Polukranos, the deck may explode again.

PAX East

At this year’s PAX (don’t go to pax), Wizards once more dropped a load of spoilers on us, including the aforementioned Battle for Zendikar set in the fall. Even without formal confirmation, there are a few things we can almost completely count on:

  1. Eldrazi
  2. Fetchlands
  3. Full-art basics
  4. Landfall
  5. Allies

Last we saw the Eldrazi, they were busy consuming Zendikar while our intrepid heroes ran away. Heroically, I’m sure. I have no doubt they’ll still be hanging around munching on the scenery this time through. The Lithomancer’s story from the latest Commander product tells us that Kozilek, Ulamog, and Emrakul have been around for a very long time, so I’m guessing we’ll see revised versions of them rather than a new slew of legendary Eldrazi. I’m also anticipating a new mechanic that isn’t Annhilator, since that is just a zero on the fun scale.

Our important takeaway here is to keep an eye out for giant-monster enabling cards. I particularly like See the Unwritten, which I’ve picked up several sets of for myself. Summoning Trap saw play on and off in Zendikar, and hit a price of maybe $3 or $4 at it’s peak. Trap was a rare though, while Unwritten is mythic. Being a sorcery stinks, as does having to actually pay for it, but on the plus side, you get to flip two creatures if you have Ferocious enabled, and the cards go into the yard, which means you are enabling a boatload of Delve. In fact, an Unwritten completely powers up a Treasure Cruise on its own. Meanwhile, keep an eye out for other cards in Khans that may be particularly powerful in a set with landfall mechanics or gigantic creatures. Knight of the Reliquary was cheap as dirt before the fetches of Zendikar rolled around, and then she hit $20. Fetches are already in the format so we aren’t getting any boosts along that line, but similar “plays well with the next block’s mechanic” spikes may be out there.

A good lesson to learn here is that cards don’t actually have to be good in order to rise in price. Speculation alone could push Unwritten into the $5-$8 range if people get excited. If you had picked up cheap copies ahead of that, you could dump into the hype, and then not care one bit whether the deck actually put up results. As long as expectations are there, the price will be there, and that’s all we need to care about on a spec like this.

Fetches are highly likely to show up. It seems weird running them back-to-back, but there’s a developmental advantage to this. Putting the fetches in running blocks reduces the number of sets that they have to design with fetches in mind. Those lands set constraints about what cards work and don’t work, and if you do one right after the other, you get overlap. Khans already works with fetches, and so will Zendikar, so putting them next to each other means you have to spend less time working within those particular parameters.

Subsequently, now is the time to move all your spare Zendikar fetches. The upside of holding on is so small, so remote, that there’s just no reason to expose yourself to so much risk. I’m holding onto my personal sets, because I’d rather have them and burn some value than deal with trading them away and reobtaining, but I recognize that decision may not be for everyone. If you decide to sell, get them out there, cash out, and move on to greener pastures. Like See the Unwritten. Hah.

A return of full-art basics won’t devalue the ones you have, but it will make them grow a lot slower. Up until now I’ve been holding all of the ones that came through my possession, hoping they’d climb into the $4-$10 range like the Unhinged ones did. There’s no chance that coming to pass now though. I don’t plan on selling mine, because I like having them, but if you can get reasonable numbers for yours, you shouldn’t feel bad about moving them. A second batch of full-arts means we’re almost never going to see Zendikar full-arts worth more than two or three bucks. Foils will be completely immune to all of this though. Don’t sell those if you can avoid it.

Not a lot to say about Allies and Landfall at this point. We can be relatively sure they’re coming, but I’m not sure how to capitalize on that financially at this point. Maybe Harabaz Druid jumps? I don’t know.

Two questions I’ve been asked at every single Magic event I’ve attended in the last few weeks: “Is Goyf in MM2, and if so, what will his price be?” The former was an easy answer, and the latter is far trickier. If you’ve been reading MTGPrice for awhile you may remember I talked about how Goyf would actually increase in price due to his presence in the first Modern Masters run. This time around I’m less sure.

Part of the original reason Goyf increased in price was because the presence of Modern Masters brought a lot of new players to the format, but it didn’t give out enough copies of Goyf to satiate the new demand. For every ten people that started building Modern decks, only one set of Goyfs was opened. The result was that demand further increased its lead over supply. This time around, there will supposedly four times as much MM2015 as the original MM, although I can’t find the source for that. Assuming that’s somewhat accurate, with so many players already invested in Modern, and a much larger print run available, it seems as if far more supply will be added to the system than demand this time, which of course results in lower prices. Yes, pack prices are higher by $3, which would work to increase the cost of Goyf, but I’m not entirely sure how much of an impact that will ultimately have.

If I’m right, and Tarmogoyf does drop in price, how low is he going? While his price feels insurmountable at $200 today, keep in mind it wasn’t too long ago he was $130.

Capture

A little over a year ago, last January, a Modern Masters copy was as low as $130. Future Sight copies were similarly discounted. I expect we’ll drop back into that range, and perhaps even slightly lower. My broad range on his price, once settled, is in the $100-$160 ballpark, with $120-$150 the more probable range. This of course is purely speculative, and you should treat it as such. I could end up way off the mark here.

Karn Liberated is joining us again this summer as well. We weren’t sure if he would be in MM2015, but it was reasonable to expect he’d show up somewhere this year. You definitely want to be getting rid of copies. While Goyf’s price is in question, Karn’s is most certainly not.

One more point I want to make regarding MM2015 is the density of playables. The original Modern Masters had fifteen mythics, of which nine were constructed-viable. (The five Kamigawa dragons and Sarkhan missing the mark.) That’s a 60% rate of useful mythics. About twenty-ish of the rares were playable outside of FNM, for a rate of near 38%. For a set that’s designed to reprint format staples and put important cards in player’s hands, those numbers feel rather low to me. Only twenty-nine total constructed relevant rares and mythics? I’m going to run through the latest Modern IQ and pick out all of the rares and mythics that I think may need a reprint within the next year and see how many I come up with.

Snapcaster Mage
Creeping Tar Pit
Abrupt Decay
Cryptic Command
Damnation
Maelstrom Pulse
Serum Visions
Spellskite
Fulminator Mage
Sower of Temptation
Vendilion Clique
Splinter Twin
Remand
Blood Moon
Crucible of Worlds
Aven Mindcensor
Dark Confidant
Liliana of the Veil
Vedalken Shackles
Bitterblossom
Leyline of Sanctity

That’s twenty-one viable reprint targets, twenty-five if you consider the entire cycle of Worldwake manlands. Keep in mind this is only one event, too. I’m sure if I went through a few weeks of Modern IQs I could find plenty more cards in need of greater supply. The takeaway here is that not everything is going to be reprinted, and there are quite possibly going to be more cards that spike in price because of their absence rather than cards that crash because of their inclusion.

Origins will bring it Legendary-Creature-into-Planeswalker flip cards that should all be quite nifty. I sort of expected the front of Liliana to be GW, given that she’s wearing Selesnya colors in the artwork and everything, but I suppose that would violate color rules handily. Not much to discuss on the Planeswalker front; they look cool and will probably be expensive.

With flip cards back on the printing press, It’s possible to see a return of Delver of Secrets. Even though I’m sure Wizards isn’t keen on introducing the menace to Standard again, reprinting them is a pain in the ass, and they may take the opportunity to do it while they can. We’ve had a real paucity of good cheap blue and white spells in Khans, which may hint at a return of Delver.

I’m not sure what to make of Garruk Relentless or Huntmaster of the Fells returning. Both are marquee flip cards, but would take up valuable mythic slots, and not fit into the origins timelines whatsoever. I’d lean towards them not appearing, but time will tell I suppose.

Alright, that’s a good overview for today. The full spoiler will hopefully be up before next Wednesday, so I should have my Dragons of Tarkir review up next week. In the meantime, I’m going to go enjoy the first few days above 32 degrees fahrenheit in five weeks.


 

Time is(n’t) Fleeting

By: Travis Allen

Did you know Tim Curry hates to discuss the Rocky Horror Picture Show? Apparently he was afraid he’d be typecast. He mostly refused to discuss it for years, even neglecting to appear in the Glee homage alongside other original film cast members. It’s a shame, because the movie is great fun, and Time Warp in particular is such an excellent tune. If you’re ever looking for a way to entertain yourself on a Friday or Saturday night, find yourself a Rocky Horror Picture Show screening nearby and take in the wackiness. In fact, it’s the most well-known and perhaps first cult classic midnight film.

What does a track from a movie with some unfortunately archaic social terms have to do with Magic? Why, today we’re going to be chatting about Time Warp. (And similar Time Warp effects.)

Time Walk effects have a long history in Magic, all the way back to the eponymous card in Alpha. Wizards has since realized that two mana isn’t a fair cost for taking extra turns, but even at a much greater rate, people are still interested. Every few sets a Time Walk effect shows up with some twist that typically involves one of the set’s mechanics. They’re often (although not always) not good enough for Standard, though there’s an ever-present contingent in other formats that pay more attention. At the very least, there is no shortage of EDH decks that enjoy jamming as many extra turn effects into their ninety-nine as they can manage, much to the chagrin of everyone forced to endure their company. Let’s take a look at all the cards with the text “extra turn” on them in Modern.

                 

Before we get much further, I want to look at how many times each one has been printed…oh, that was quick. Out of all of those, only three cards were printed more than once – Time Stretch, Time Warp, and Emrakul. All the rest have only a single printing to their name. This is especially impressive considering how old some of these are. Two of them are from Mirrodin, the first Modern block. This gives us our first monetary incentive: Wizards apparently does not like reprinting these. Even the ones that were reprinted were done so quite awhile ago. Time Stretch is from Odyssey and 10th edition, and the last time Time Warp was printed was nearly six years ago. Given WotC’s reluctance to reprint these types of cards, especially in recent years, extra turn effects appear quite safe from an investment standpoint. Reprints are the most dangerous aspect of holding onto cards for longer periods of time, and these seem relatively insulated from that threat. 

As for the character of the cards, some are quite straight forward – Time Warp – while others require you to jump through quite a few hoops, such as Wanderwine Prophet. Wordiness seems to be mildly negatively correlated with value. Time Warp and Time Stretch, two of the most simple, are also two of the most expensive. Wanderwine Prophet and Notorious Throng are novels and are both under a dollar. It’s not a hard and fast rule though, as Lighthouse Chronologist’s $10 price tag does buck the trend a little bit with the word-light but rules-heavy Level Up mechanic. Here’s the complete list, sorted by descending cost: 

Emrakul, the Aeons Torn: $51
Time Warp: $14
Lighthouse Chronologist: $9
Time Stretch: $8
Beacon of Tomorrows: $6
Temporal Mastery: $6
Ral Zarek: $6
Walk the Aeons: $4
Temporal Extortion: $3
Stitch in Time: $3
Temporal Trespass: $2
Sage of Hours: $2
Savor the Moment: $2
Time Sieve: $2
Magosi, the Waterveil: <$1
Medomai the Ageless: <$1
Notorious Throng: <$1
Search the City: <$1
Timesifter: <$1
Ugin’s Nexus: <$1
Wanderwine Prophets: <$1

Emrakul as the runaway most expensive card isn’t too surprising. There’s a lot more to that card than the extra turn clause though, so we’re mostly counting him out from our examination today. Time Warp in second place doesn’t surprise me much either, as it’s clean, reasonably costed, and has actually been competitive or at least semi-competitive in Standard and Modern in the past. I am a bit surprised by the third-most expensive card being Lighthouse Chronologist. I assume this is based heavily on EDH. It’s easy to generate a pile of mana in that format, which means you can resolve and crank him to level seven in a single turn. If there aren’t any counterspells or spot removal available at the moment, you get to start taking turns at a 4:1 ratio compared to everyone else.

The Chaff

Down towards the bottom are cards that are new, terrible, difficult to use, or some combination thereof. Wanderwine Prophets requires a great deal to go right, and also prices you into Merfolk, a tribe without much casual appeal.

Ugin’s Nexus, Temporal Trespass, and Sage of Hours are brand new, and are still too liquid in the market to see price increases yet. We’ll come back to the latter two later. Search the City is also very new, but also very bad, and perhaps most importantly, actually impossible to use in EDH.

Timesifter is the real reason Sensei’s Divining Top is banned. We all know that if Top were legal Timesifter would be ruining the format.

Just kidding, the card is nigh-unplayable since you can end up giving free turns to your opponents if you aren’t in control of the top card of both libraries, or at are at least capable of floating high spells to the top of yours each turn. It is a curious spec target though, if you’re the real gambling type. I don’t know what the world looks like where this card is actually good in Modern or Legacy, but if someone Summer Blooms it, it would jump 100-fold.

Notorious Throng, like Wanderwine Prophets, is complicated, difficult to activate, and forces you into a tribe that cultivates no enthusiasm.

Magosi is currently unplayable, as it requires you to skip your turn to utilize it. There is almost potential – give your opponent an extra turn, but then begin proliferating the eon counter so you can take infinite turns – except that it requires you to return the land to your hand. A trick may exist to generate infinite turns with multiple Magosis, proliferate, and moving counters, but that’s going to be much too convoluted for anyone but the most die-hard kitchen table combo players to be too interested.

Medomai is cheap and brand new, but is better than all of the other sub-$1 effects. You don’t have to jump through too many hoops for an extra turn, and there’s ways to cheat around his restriction by bouncing him each turn and using some effect to put him into play tapped and attacking. He’s from Theros, a widely opened set, although he’s a mythic, which is what we want to see if we’re buying in. I wouldn’t feel bad about taking this guy as a throw-in, as the upside could be considerable some time later. 

Time Sieve is a potentially powerful card, although it hasn’t found a home in Modern yet. That’s likely because any deck that can sacrifice and recur artifacts doesn’t need Time Sieve for help. Once that chain begins, you can just kill people with Emrakul or Bitter Ordeal or what have you. It also doesn’t seem to have struck a chord with casual players. Newer or casual players don’t tend to view sacrificing as a benefit, so Sieve may scare them off with what appears to be a huge cost. 

Temporal Extortion isn’t really a Time Walk per se, as you aren’t guaranteed the extra turn. It still carries a $3 price tag, mostly due to some players highly overrating punisher mechanics. Overall it’s not in the vein of what we’re interested in today. 

Stitch in Time suffers from the same problem that Temporal Extortion does, in that it doesn’t guarantee you extra turns even if it resolves. The coin flip aspect of the card draws some players in, but it’s not a “true” extra turn effect in the way that most other cards on this list are. 

Savor the Moment is more on our radar than most of these other inexpensive effects. At three mana it’s the cheapest Time Walk short of Time Walk. It comes with an obvious and fairly large drawback of not being unable to untap at the start of your turn, effectively rendering it a pricey Explore. If there’s a way to ignore the lack of an untap step this could eventually become a combo piece in Modern or Legacy though. I don’t know what that card or cards looks like, but it is conceivable such a thing could come to be. 

While Ral Zarek may say “extra turn,” that isn’t the main draw of the card. His Planeswalkeryness counts much more for any price tag than the extra turn aspect of his ultimate. 

The Payoff

Temporal Mastery, Beacon of Tomorrows, Time Stretch, and Walk the Aeons are what got me thinking about this discussion. 

temp mast

Temporal Mastery bottomed out about a year and a half ago below $4, and has since started climbing. A spread of roughly 30% isn’t remarkable, but it isn’t shameful either. With today’s price tag of Time Warp, I’m holding out hope for this one in the long term. It doesn’t see much competitive play at the moment, but remember that it did in fact win a Pro Tour. A single good Brainstorm-esque effect that let you put cards from your hand back on top of your library could quickly catapult this to Modern fame. It also floats around the fringes of Legacy playability becase of Sensei’s Divining Top, the most potent Miracle-enabler in existence. The Miracles deck hasn’t been interested so far because the deck isn’t poised to really take advantage of extra turns, but I don’t doubt that eventually some deck will be, and Temporal Mastery will catch in a big way. 

beacon

Beacon of Tomorrows has had a slow, sustainable growth for some time now. Three years ago it was a little over $2, and today it’s over seven, with a spread of about 30%. This type of growth isn’t awe-inspiring, but it’s consistent, and it’s consistent on a card with little appeal outside of EDH. Beacon isn’t competitive in any real format, and casual players are likely to be drawn towards cheaper effects such as Time Warp. This tells us the card is growing (slowly) with a fairly low demand profile. This doesn’t inspire us to buy into Beacon, but it does tell us that you don’t need much demand for these types of effects to grow. 

stretchOdyssey Time Stretch has grown about 60% since 2012, with a current price tag of $6.50. The 10th edition copy is in roughly the same boat at $7.50. Both also have spreads similar to Temporal Mastery and Beacon of Tomorrows.

Time Stretch is the most savage Time Walk in EDH, with two turns stapled onto one card. This makes any sort of recursion with the card much more potent, whether you’re doing something mundane like returning it with Eternal Witness, or something that will get you kicked out of EDH circles, like copying it with Riku. (And then copying an Eternal Witness, getting back the Time Stretch and something that bounces the Eternal Witness.) The card hasn’t seen any major spikes, and like Beacon the growth has been slow, but like Beacon it’s also been consistent. We’re seeing a trend here – straightforward extra turn sorceries seem to land at at least $6. 

walk

Walk the Aeons is an example of what happens when a Time Walk effect that looks like crap ends up finding a home. (In this case, it’s in Modern Turbo Fog lists.) When you can play four lands a turn, you’re drawing four or five cards a turn, and you’re constantly shuffling your graveyard into your library, the “sac three lands” clause doesn’t feel too bad. 

What we’re seeing here is a card with a very small demand profile outside of Modern jumping four to sevenfold. Most EDH and casual decks that want extra turns aren’t equipped to deal with the constraints of this card, making it purely a combo piece at this point. This is worth noting for Savor the Moment. It’s an extra turn effect that doesn’t seem that good on the surface, but a deck that can make it worth will at least triple the price. 

Let’s get back to those other two that I only mentioned briefly earlier – Temporal Trespass and Sage of Hours. 

Temporal Trespass falls somewhere between Walk the Aeons and Magosi the Waterveil. With a potential cost of UUU it can theoretically be cheaper than basically any non-power Time Walk. However, the fact that it exiles itself makes it very difficult to break this in combo decks. You’re likely only ever getting one turn off each copy of this card, and multiple copies are going to be very difficult to cast. Overall, the outlook for Trespass is quite poor. 

Sage of Hours, on the other hand, is something special. A full disclosure: I have copies stashed away, so I do stand to gain if it rises in value. Why do I like Sage? 

He shares form with Lighthouse Chronologist, which is second only to Time Warp itself. You undeniably have to put in some work to get a return – those counters aren’t showing up for free, and it’s going to cost more than whatever spare blue mana you have lying around to start taking extra turns. The flip side of that is that the payoff is potentially larger than anything else examined so far. Where Chronologist will get you turns at a 4:1 rate, Sage will just make infinite turns with Ajani, Mentor of Heroes and Doubling Season. Any novice EDH player will tell you that there is no shortage of other ways to accomplish this as well.

Even if you aren’t shooting for infinite, he’s constantly threatening to give his controller at least one extra turn, and sometimes more than that. Perhaps the best part is his print run – he’s a mythic in an underwhelming small spring set that was overshadowed a month later by the release of Conspiracy. If your goal was to put as few copies of Sage of Hours into the market as possible, you couldn’t pick a better set. 

He should play reasonably well in kitchen table Magic, where everyone lives in Magical Christmas Land and removal tends to be sparse. EDH players should cozy up to him, at least the +1/+1 counter brigade. And finally he has an outside chance of being playable in Modern or Legacy combo of some sort. If that sounds ridiculous, just remember that Dark Depths used to be one dollar because everyone thought it was absolute garbage, and then they printed Vampire Hexmage. 

Aside from the Judge printing of Time Warp, no extra turn effect has appeared in the Modern border twice. All of the cards granting extra turns that are at least mildly playable have risen beyond bulk, and the ones that find homes in EDH, casual decks, or combo jump into the $6-$15 range. Overall, it seems Time Warps are reasonable pickups, with Sage of Hours being the spiciest of the bunch right now. I’d be surprised if this isn’t $5 within a year or so, and I don’t think $10 is out of the question. Meanwhile, Temporal Mastery is still appealing as a trade pickup, and I wouldn’t turn my nose up at Savor the Moments either. 

Most of these cards may not see the splashiest rises in prices, but they are rock solid in value, and not a single one has dropped in price. The next time you’re browsing someone’s binder looking for something to fill up a trade, consider taking a moment for yourself.


 

The Tool We Need and Probably Deserve Too

By: Travis Allen

In the field of MTG finance (a name I find myself disliking more with each passing day) we focus on finding the cards before they get big. Scour MTGO dailies for growing trends, identify EDH cards before they blow up, pinpoint combo pieces that will get broken, recognize when a card is at the bottom of a valley. All of these, done well, will put you in a position to be profitable. Cards will be obtained for some number of dollars, and a few weeks or months later, they’ll be worth double, triple, or even ten times what you originally paid. Pop the champagne. 

We as a community tend to focus very hard on this part of the process – figuring out what cards are going to rise in value, so that we may obtain them before they do. Understandably so, of course. It’s the most difficult part of the entire profit cycle, which means it deserves attention, and it’s also the sexiest.

The latter half of the process is getting rid of cards after they’ve risen in value. I discussed this topic to some extent awhile ago when I had jumped in on Ghaves a week before he quadrupled in value. In short, it’s a lot tougher for this to be profitable than it may seem at first blush.

It is with this postulate that I today encourage anyone that is reasonably involved with buying and selling cards to consider a TCGPlayer seller account. Creating an account is simple, using the website isn’t too painful, effort required of you is no more than PucaTrade or Deckbox, and most of all, it provides a convenient avenue for outing your specs.

I’ll tell you right off the bat: there are better solutions out there. Members of the community that have made a full-time job of trafficking in Magic have no hesitation speaking ill of TCG from a seller’s perspective. I will not discount these concerns. Like eBay, TCG bends over backwards to protect the buyer. It is far easier to find people willing to use your system to make money rather than spend it, so their incentive is to keep the buyers happy, not the sellers. It’s not that they don’t care about vendors, but we are undeniably second to the people actually spending money. This leads to buyers usually receiving the benefit of the doubt in nearly all situations. There’s a ten day wait on receiving funds as well. If you’ve got a bankroll this isn’t much of an issue, but not everyone has that luxury. The UI is a bit clunky, with it taking far more clicks than it seems should be necessary to view and close orders, an issue compounded by the fact that their servers seem to take at least five seconds to respond to any request, made even more dumbfounding by the fact that I live within two hours of their offices. They take north of 11% of each sale you make, depending on how much the sale is for. (My own history shows an order total of $5.98 paying a 19% fee, and a $294 order paying an 11% fee.) This isn’t a totally unreasonable amount, as you’ll pay 10% at eBay plus PayPal fees, but it’s hardly any better.

So why, if there are so many complaints regarding TCG, do I recommend anyone that buys more than one or two cards each month with the intent of flipping them open a seller’s account? The easiest answer is that you get to sell for TCG prices.

When I discussed flipping Ghave, one of the limiting factors was the buylist values. $5 was the highest offering, which barely covered my investment. Meanwhile, over on TCG he was in the $10 range. At the time that wasn’t an option to me so I was stuck facing buylists, eBay, or finding private sales. With a TCG account, I’d get to tap into that $10 retail price tag. Suddenly my spec would have been far more profitable. Even if I wasn’t greedy and listed at $8 or $9 instead of the $10 to $11 others had him at, the margin would have been large enough for a healthy profit.

It’s frequently discussed in regards to specs that you never get to sell them for retail. You buy in at retail, and then after the card spikes, you have to sell at buylist or below retail. But with a TCG account, this is no longer the case. You buy in at TCG low, and when you decide it’s time to move your cards, you get to sell at TCG low. Selling via TCG doesn’t get rid of all the fees or inconveniences of other methods, but rather, it raises the price you get to sell your product for. This is why, for the average person looking to move a few playsets of Ghostway, it’s a preferable venue.

The volume of cards I’ve sold after adopting the use of TCG have increased dramatically. eBay is really your only other open market option, and the demand of shipping every single card with tracking information drastically cuts into your profit margins. Selling expensive cards on eBay is mostly fine, but Ghaves or Skullbriars or Past in Flames sucks out loud. Moving my operation to TCG I’m now able to list cards under $10, something I wasn’t comfortable doing with eBay. People are much less scammy on TCG, meaning you get to use plain white envelopes for smaller sales. This opened the door to putting far more cards from my binder up for sale. That Rafiq or promo Honor of the Pure been gathering dust in your binder, and you want the space? Pick up a Soulfire Grand Master last night and you want to ship it before it falls further? Onto TCG it goes.

What really drove me to discuss this today was a feature recently added. Foreign cards can now be listed, a major boon to both customers and vendors. When I returned from Japan I brought back thirty-eight Japanese Black Markets. Up until now I’ve had no reasonable way to sell them. With foreign support having been added, I can now list my Black Markets, and all the other Japanese product I brought back. It’s great for people that end up with foreign product in their possession, and it’s great for people that wanted foreign product in their possession, a challenging goal if SCG didn’t have what you were looking for.

It’s important for people buying and selling to know what’s available to them on both sides of the process. Knowing how to move your cards is just as valuable, or perhaps more, than knowing which ones to pick up. I’m not shilling for TCG, I didn’t get paid by them, and I have no vested interest in their company. They provide a service that is quite valuable to people that do this type of thing frequently, and it’s helpful to be aware of it as an option. It isn’t flawless, and there are options with better returns, but those options usually involve running a store, or at least a case in a brick and mortar, which aren’t reasonable for people that don’t want this to be a full-time job. If you’re a mid-level actor in this market, TCG provides you an acceptable venue to sell at retail or near-retail prices.


 

Lockbox

By: Travis Allen

A few days ago GP Seville wrapped up. It was a Standard GP over in the south of Spain. While looking through the top eight, I was fairly impressed with the diversity. It consisted, in no particular order, of GR Devotion, Jeskai Tempo, Mono-G Devotion, UB Control, Junk Aggro, Junk Midrange, UW Heroic, and Sidisi Whip. That’s an undeniably diverse format, something for which WotC should congratulate themselves. Building a Standard format that has that many competitive decks is difficult, a feat made more impressive when you consider that what constitutes the top layer has been changing from week to week.

Browsing through the lists from place one to ninety, over 10% of the field, I was pleasantly surprised by the number of Whisperwood Elementals to be found. I spoke highly of them in my set review several weeks back, and after hearing that they had jumped to $12 in Japan, I snapped up all the copies left on eBay under $6. It wasn’t long before the US market caught up – preorder prices on TCG hit nearly $15. That was in the week ahead of release though, and I still didn’t have my copies. I couldn’t list what I didn’t have in hand, and by the time the actual cards reached me, the price had fallen to $6 again. I wasn’t behind per se, but the price wasn’t high enough to sell yet. Since then prices on Whiserpood have started to creep back up after a solid performance at Seville, and while he hasn’t really broken through much to the US yet, I expect his popularity to gain on this side of the Atlantic.

Ideally I should have a number in mind that I’d like to get out. If I bought in for $6 each, what do I have to sell copies for to be happy? Is it $8? $10? $15? While considering how greedy I could be, a solemn fact once more foisted itself on me. There’s a pretty hard limit to just how expensive Whisperwood Elemental can be, and it’s determined by the rest of the cards in the set. 

The core concept we’re looking at today is how card prices are influenced by being the current in-print set. It’s a very simple idea, really. An open pack can’t be, on average, more valuable than a sealed pack. What does that mean, and what are the ramifications?

Figuring out the average value of a pack is simple. Add up the values of each rarity independent of each other, average it out across the number of that type of card, then multiply by the expected number you would find in a pack. For instance, if the average value of a rare in Fate Reforged is $1.91, and you know there’s an 87% chance of a rare being in a pack, then an average pack has an average rare value of $1.6617. Add in the common, uncommon, and mythic average values, and you have the value of a pack.

Once you understand the average value of a pack, you know the average value of a box. If a pack’s average is $2.18, then the average box is worth $78.48. That average box price – that $78.48, or whatever number is appropriate for a particular set at a particular time – is roughly how much in value you will open in a box. It’s not a hard number, of course. Some boxes will have two or three Nexus’, and other boxes will have a foil Ugin. It all evens out in the end though.

What if the average pack isn’t in the low two dollar range? What if there are gobs and gobs of $10 rares that drive the average pack value up to $4? Now a box’s value is $144. If that set is old – say, Innistrad – so be it. The boxes in the market are all that’s there, and they’re subject to normal rules of supply and demand, just like any normal card. But what if the set is in print, such as Fate Reforged is today?

If you’re a vendor and Fate Reforged boxes are $144, you are not wasting any time jumping on the horn and ordering piles and piles of boxes from WotC. WotC will sell you nearly limitless boxes of current sets, and they’ll do it all for somewhere in the neighborhood of $70 to $80 a box. You’ll crack boxes that cost you $70 and sell the singles for $140. That represents one hell of a profit, so you’ll scoop up as many as possible. And you’ll keep ordering them and cracking packs, until it’s not profitable to do so anymore. And so will every other store. And eventually, the market will be flooded with packs, and those packs won’t be worth an average of $4 anymore.

As more and more product is entering the market, more and more of each card is becoming available. No card, now matter how good it is, can maintain a $10 price tag if you put millions of them into the wild. As the market gets flooded with boxes, card values will keep dropping, until eventually the average pack isn’t $4 anymore, it’s back to the low $2 range again. Average boxes will drop from $144 to $80 again, people will stop buying them, vendors will stop ordering them, and new copies of cards will stop entering the market. Equilibrium. (Probably an awesome card in an Animar TL deck, by the way.)

Of course, we’re operating in an imperfect system. Taxes and shipping costs and manual labor all add inefficiencies to the system, as does time for boxes to move from one point to another. All the players needing a given card won’t suddenly have access to it because a store somewhere in a twenty mile radius just cracked a pack. The system isn’t perfect, and so the numbers won’t be either. Occasionally the average value of a pack may be twenty cents too high for a week or two while the supply catches up. This is simply the nature of a physical market.

When a set is out of print, there’s nothing to stop prices from getting out of control. That’s why Future Sight boxes are $700. While a set is in print, though, vendors will just keep ordering boxes as long as it’s profitable to do so. And with WotC willing to pump out as many boxes as stores are willing to buy at $70 or so, the average price of a box is chained to that value. With box values essentially mandated by WotC, it holds average pack prices steady, and therefore holds the total value of singles steady.

With average pack prices of an in-print set constrained, there’s only so much value that can be opened. You can’t have twenty-five $10 rares, and you can’t have eight $30 mythics. That would push pack values too high, which we just saw will self-correct. As cards find the price the market will bear, the entire rest of the set is shaped around it. Consider Ugin, currently a little over $30. Ugin is that expensive because demand is so high. Standard, Modern, Legacy, EDH, casual – everyone wants to be casting eight-mana Planeswalkers these days. Knowing that, we can look at Whisperwood Elemental and start to understand what his price potential is. If tomorrow everyone realizes Whisperwood is the second best mythic in the set and demand begins to rise, his price will go with it. Pack values would rise, and we already figured out what happens in that scenario.

We know that the market basically requires boxes to be worth roughly $80 each, and that has an impact on all the singles in the set. If market demand for Ugin is over $30 and Monastery Mentor is $20+, that’s going to suck up a lot of value for the other cards in the set. You simply can’t have $25 Tasigurs, because that would mean a box is too valuable. If a few cards in a set are expensive, it creates a limiting effect on the price of the cards that share a booster pack with it. Thus, my Whisperwood Elementals have a theoretical price ceiling by virtue of being in the same set as Ugin, Monastery Mentor, and Tasigur.

This works the other way as well, although we see it less often. Dragon’s Maze was a pretty godawful set, with very few cards people had any interest in. Voice of Resurgence was far and away the best card, and it fell off rapidly after that. Boxes couldn’t really be any cheaper than $80, since that’s what vendors had to pay for them, but with no other desirable cards in the set, that meant Voice of Resurgence had to carry that price tag on his own, which is how we ended up with $60 Voices at one point. When a single mythic is the only good card in a set, it’s going to carry most of the cost of a box on its own.

There are a few practical outcomes from all of this.

  • Within two or three weeks of a sets release, boxes will always fall to the same price of around $80ish. (So long as WotC keeps selling them to stores for around $75.)
  • If the singles within the set ever become too valuable, stores will start cracking packs to sell in their case, increasing supply and thus lowering prices.
  • When a handful of cards have high price tags, it will suppress the price of all the other cards in the set.
  • If there’s only very few good cards in a set, they’ll carry the weight of the box price on their own.

Applying this to Fate Reforged, we see that Ugin is holding strong at $30 and Monastery Mentor looks to be stable at $25 for now. With those two sustaining large price tags, there won’t be too much value in a box left to assign to cards like Whisperwood and Tasigur. In fact, that’s really the only reason Tasigur is as cheap as he is. If he was in Dragon’s Maze he would have been a $25 rare.

I keep looking at cards in Fate Reforged and thinking “that card could be worth twice that,” but then I have to remember that if I think that about twenty different cards, none of them are actually capable of rising that much in price. Even though all of these cards are quite strong and could be $15+ in other sets, when you put them all into a set together it limits the price of all. Keep this in mind when considering how much cards in Fate Reforged could conceivably rise in the near future. And just as importantly, keep it in mind for when Fate Reforged is off the printers – at that point WotC won’t be keeping the price of a box chained to $80 and the sky’s the limit.