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White-Blue God-Pharaoh’s Gift - Magic the Gathering (MTG) Deck Profile

6/29/2018

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by ElspethFTW, Old School Duelist
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One deck that will leave Standard at the October 2018 Standard rotation is actually what I’d consider a budget deck. At only about $140, White-Blue God-Pharaoh’s Gift is a deck that has placed highly at major tournaments, including 4th place at Grand Prix Pittsburgh. This is the list piloted by Jack Kiefer on June 24, 2018.

Creatures (14)

4     Minister of Inquiries    
4     Champion of Wits    
2     Sunscourge Champion    
4     Angel of Invention

Spells (14)

4     Chart a Course
4     Strategic Planning
4     Refurbish
2     Fumigate

Artifacts (4)

4     God-Pharaoh's Gift    

Enchantments (4)

2     Search for Azcanta
2     Cast Out    

Lands (24)

4     Glacial Fortress
1     Hostile Desert
2     Ipnu Rivulet
3     Irrigated Farmland    
8     Island    
6     Plains    

Sideboard (15)

2     Jace's Defeat    
3     Negate    
1     Search for Azcanta    
1     Disallow    
2     Sunscourge Champion    
1     Thopter Arrest    
1     Ixalan's Binding
1     Settle the Wreckage    
3     Angel of Sanctions    


Deck Strategy

The strategy to this deck is actually pretty straightforward, although it requires careful piloting. The deck is built around God-Pharaoh’s Gift, a powerful seven-mana artifact. This deck draws a lot of cards, at the cost of discarding a lot. But that’s fine. First of all, you want to discard your Gifts to bring them back with Refurbish. Then, a lot of creatures in this deck have Eternalize, which means you can bring them back as 4/4 Zombies. God-Pharaoh’s Gift will allow you to Eternalize a creature for free at the beginning of each combat, too. They gain haste, as well. Pretty sweet stuff.


Creatures Breakdown

Minister of Inquiries is a 1 / 2 one-drop that makes energy. But we don’t care so much about the energy, except what the energy allows us to do: mill cards from our deck. We want to get our bigger creatures in the yard so we can Eternalize them or bring them back as Zombie tokens with the pseudo-Eternalize of God-Pharaoh’s Gift. The fact we can bring Minister back as a 4/4 later is actually pretty cool, too.

Champion of Wits is already a decent creature by drawing you 2 cards for 3 mana and giving you a 2/1 body, although you then have to discard 2 cards. His Eternalize cost is 7 mana, but we’re rarely going to be paying that in this deck. He’s going to draw you 4 cards more often than not. You’ll have to discard 2, then, too, but it just keeps the deck moving.

There are two mainboard and two sideboard Sunscourge Champion. He gains you life, which is nice. Also, he’s only four mana to Eternalize, gaining you 4 life when he comes back as a Zombie token. This is a guy you’ll actually Eternalize on purpose sometimes, too. The two sideboard copies come in against aggro decks, I’d say. Great creature!

The last creatures in the mainboard are a playset (four copies) of Angel of Invention. This card is good enough to hard-cast, and even though 5 mana looks bad on a 2/1, she has Fabricate 2. Making two 1/1 flying tokens is pretty sweet. You can use the Fabricate to give her 2 +1/+1 counters, but that’s not really what you want to do most of the time. She also gives other creatures you control +1/+1, so those tokens are effectively 2/2. With Gift, though, this becomes a 4/4 token that still has Fabricate. That’s very, very powerful, and really is why Angel of Invention is in the deck.


Spells Breakdown

Chart a Course is great at drawing cards, and if you’ve attacked with a creature that turn, you don’t have to discard a card. But most of the time, you want to! Strategic Planning lets you dig through three cards, choose one, and throw the other two in the yard. The one spell that really makes the deck is Refurbish: 4 mana to bring back an artifact card from the graveyard. It’s pretty darn good. Then, there are two copies of Fumigate to clear the board and gain you some life in the process! God-Pharaoh’s Gift we’ve already gone into, and it’s the heart of the deck.

Search of Azcanta is a pretty cool Legendary Enchantment. Each turn, you get to look at the top card of your deck. Then, you can choose to throw it in your graveyard. In this deck, this is pretty much good as drawing a card in this deck. Once you have seven cards in your graveyard, it flips into Azcanta, the Sunken Ruin. This land taps for Blue mana and also has a neat ability to let you dig through four cards to find a nonland, noncreature card to add to your hand. The other three cards go to the bottom of your library. This helps you keep your engine going. It’s a sweet card.

Lastly, there are two copies of Cast Out. This 4-mana enchantment helps you deal with a problem nonland permanent until it leaves the battlefield. Or, you can cycle it for a single White mana. It also has Flash, which is neat.

The mana base is pretty straightforward. We’ll look at Hostile Desert and Ipnu Rivulet, however, because they’re pretty important in this deck. Hostile Desert is a cool little manland. For only 2 mana, you exile a land card from your graveyard and the Desert becomes a 3 / 4 Elemental creature until end of turn.

Ipnu Rivulet is a Desert that can sacrifice itself or another Desert to put the top four lands of target player’s library into the graveyard. You’ll usually use this on yourself, of course.  


Sideboard Breakdown

For the control matchup, there are two copies of Jace’s Defeat and three copies of Negate, so you can land your key spells. There’s also a third copy of Search for Azcanta to speed the deck up against aggro. Disallow is a nice catch-all counterspell that also stops activated or triggered abilities.

Thopter Arrest is another removal spell that deals with artifacts or creatures. It’s actually pretty good in a mirror match to remove an opposing Gift from play. Ixalan’s Binding serves a similar purpose, but it also keeps your opponent from playing other spells with that name. Settle the Wreckage absolutely wrecks aggro decks by removing all of their attacking creatures from play. The downside, putting a bunch of basic lands into play, really isn’t all that bad.

Three copies of Angel of Sanctions are also good for catching up with quicker decks. They also have nice synergy with Gift, as not only do they have an ability similar to Eternalize in Embalm, but they’re a good target, as well. Being able to exile something when they enter is huge, too. As we already mentioned, the extra two Champions help keep your life total up against quicker decks.


My Impressions of White/Blue Gifts

I love this deck! Yeah, Mono-Red Aggro is pretty darn fast, but this deck has the tools to keep up and come back. It’s pretty overpowering when it really gets going. If you can get two or more Gifts in play, this deck really can start hammering away, especially with the Angels and Thopter tokens. Sure, this deck can run out of gas, but it’s usually going to do enough damage before it does. This is an extremely competitive deck.

Sadly, I think this deck is way, way too slow for Modern. Plus, there’s too much graveyard hate in Modern and other Eternal formats for this deck to be reliable. That’s not to say that graveyard-based decks don’t work - they do - but this strategy, while a lot of fun, just isn’t going to cut it in that format. I hope I’m proven wrong, because I love this deck. It could still win out of nowhere, I suppose.

This will probably be one of those artifacts of past Standard formats, but it’s a strategy that’s so much fun to watch in action and even more fun to play.


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Shefet Dunes – Magic the Gathering Financial Card Review

4/7/2018

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by RGFoxx, Gaming Successfully Staff
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Shefet Dunes is an uncommon land from Hour of Devastation, and it's an interesting piece of desert real estate. That's right, folks: real estate in Magic is much like investing in real life real estate. It can be a very solid investment if you buy in at the right time. The Deserts from Hour of Devastation are all pretty good, We saw Ramunap Ruins get banned in Standard because it was so good. These Deserts can sacrifice themselves for a decent effect, and this one gives all creatures you control a boost of +1/+1 until the end of the turn.

Already the Dunes have sneaked into a few Modern decks and it's seeing a fair amount of play in Standard. What's fascinating to me about Shefet Dunes is its price history. This was a $0.25 card that became a $0.75 card very quickly and quickly approached $1. It's still not too late to buy in as major MTG retailers like Channel Fireball and Card Kingdom are charging $1.49. (Shefet Dunes has also all but sold out on Amazon!)  The TCGPlayer market is just a bit behind.
 
Whenever you see retailers charge that much more than TCGPlayer and eBay, it means they keep running out and have to keep buying. So, they have to raise the retail price so they can pay a decent price in cash or store credit to those selling spare copies to their buylists. This is why when you see buylist prices get really close to retail prices, something is definitely going on with that card.

What's the ceiling on Shefet Dunes? That's hard to say. The Ramunap Ruins only got to $1.50, and it's hard for many uncommons to go much higher. But uncommon lands can be funny. More than a few uncommon lands run up to $2 to $3 or even $4 out of nowhere.

Foils of Shefet Dunes aren't even twice as much in price as nonfoils right now. I'm not sure I'd put money into those unless you really want one. Typically low foil multipliers – that is, the foil price divided by the nonfoil price – mean that people aren't super high on a card outside of Standard, but it can also just mean that a card hasn't yet found a permanent home.

Really, Shefet Dunes is one of those incremental investments that become trade binder pieces rather than fodder for buylists or eBay. Whenever you look to add cards to your Magic collection, it's always good to have trade chips. These sorts of lands that can serve a purpose in a lot of different decks can be invaluable to have when you're trying to trade up to bigger chips or are looking to trade into new investments.

Always watch lands that have a steady demand profile like these, because you never know when the supply will dry up. The Shefet Dunes haven't really found many homes in Commander yet, which I find a bit surprising and I'm sure that will change at some point. It has value beyond Standard and is useful in just about any White creature-based deck there is. These Deserts are not really prime reprint material, and this one in particular hasn't ended up in as many places as they could, so invest confidently.

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Wildfire Eternal in Standard & EDH - A Magic the Gathering (MTG)  Card Review

8/14/2017

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by ElspethFTW,  Old School Duelist
Picture
Every so often, we come across cards that seem to only see play at the fringes of competitive play, but seem to have far greater potential on paper. Sometimes, cards like these tend to have wide price disparities when it comes to two trading card sales platforms in particular, those being Amazon and TCGPlayer. One card from Hour of Devastation that has shown clear signs of being such a card is Wildfire Eternal. It’s cards like these that we come to term “casual hits.”

In mid-August 2017, Wildfire Eternal was roughly a $0.39 card on TCGPlayer, but $1.19 on Amazon. This multiplier of 3 for a Magic card seen on Amazon’s Top 100 Single Trading Cards is not all that unusual. But for a card that’s seen little Standard play outside of an occasional Red/Green Energy deck, what’s so special about Wildfire Eternal?

First of all, Wildfire Eternal has a very interesting conglomeration of creature types: Zombie Jackal Cleric. There aren’t a lot of Red Zombies running around, so he has that going for him. Second of all, he has the Afflict mechanic. This allows him to pair well with a Legendary Creature from Hour of Devastation, Neheb, the Eternal.

Wildfire Eternal's Afflict 4 means that if he is blocked, that defending player loses 4 life. That’s pretty powerful. The fact that Wildfire Eternal only has 1 power isn’t really that big of a deal, since he has 4 power. He also has a very powerful second effect.


While it’s hardly a unique ability, being able to cast an instant or sorcery card for free from your hand is very powerful. This can happen whenever Wildfire Eternal attacks and isn’t blocked. There are plenty of good cards that you can threaten using this ability. It makes an opponent have to decide between losing 4 life and potentially having you cast a powerful card. All this for 4 mana is not a bad deal at all.

This is a far more powerful creature than the last one that had a similar ability, Oracle of Bones. That Minotaur had this ability when it entered the battlefield if its Tribute wasn’t paid. What’s a Tribute, you ask? In this case, it meant that the Tribute ability didn’t activate if an opponent decided to let the Oracle gain two +1/+1 counters.

The Oracle was a fragile 3/1 without the Tribute, so making it into a 5/3 was a fair trade-off most of the time. While the Oracle of Bones did see some play in Standard, it didn’t really make many waves as it was a vanilla 5/3 most of the time - although it did have haste.


While Wildfire Eternal doesn’t have haste, you can potentially get a lot of value from his attacks. But his lack of being able to immediately attack is probably why he saw little Standard play. This by no means makes him a bad card overall.


Was There a Deck in Standard for Wildfire Eternal?

There was a deck for Wildfire Eternal in Standard, however. It’s a variation on some of the Approach of the Second Sun combo decks which enjoyed some success. Here’s one variation of it on Deckstats called Second Eternal Sun:


Lands (23)
3 Aether Hub
1 Blighted Cataract
9 Island
6 Mountain
4 Spirebluff Canal

Spells (33)
2 Abrade
4 Approach of the Second Sun
2 Censor
4 Disallow
2 Essence Scatter
3 Glimmer of Genius
2 Harnessed Lightning
3 Hieroglyphic Illumination
2 Negate
2 Reason // Believe
3 Saheeli Rai
4 Slip Through Space

Creatures (4)
4 Wildfire Eternal

Sideboard (15)
2 Commit // Memory
1 Essence Scatter
3 Fevered Visions
2 Hour of Devastation
2 Sphinx of the Final Word
2 Sweltering Suns
3 The Locust God


This is a pretty cool deck that Wildfire Eternal plays a big role in. Approach of the Second Sun is a pretty cool win condition if you can happen to cast two copies in the same turn. Wildfire Eternal allows you to potentially cast at least one copy for free. Slip Through Space, in particular, is a cute way to get him through without being blocked. Saheeli Rai is a great way to copy your Eternal and give that token haste so that you can get instant value from him. Reason / Believe is a great way to dig through your deck in its first half, and Believe can help you cheat a Wildfire Eternal into play.

Is this Wildfire Eternal & Approach of the Second Sun combo deck any good? It has the pieces to be good, certainly. We’ll see how it actually performs in the long run.


Wildfire Eternal in EDH

Of course, if Wildfire Eternal is not going to see much play in Standard or Modern, why not EDH? After all, casting an instant or sorcery for free in EDH is a big deal. Unsurprisingly, he’s been included in a few Neheb, the Eternal decks so far. But he hasn’t been an auto-include in any EDH deck yet. Still, there are some very powerful cards that he can allow you to cast for free.

In the early going, Wildfire Eternal saw play in some Nicol Bolas and Nekusar, the Mindrazer decks in order to cheat in some very useful spells. He'd later find a home in Neheb, the Eternal EDH decks, as well as Jodah, Archmage Eternal and Jeleva, Nephalia's Scourge  decks.

In Nicol Bolas, casting Dark Intimations, a five-mana spell with three colors in its casting cost, for free, is very strong. Slave of Bolas is a fun card to cheat in, as well - stealing a creature, giving it haste, then sacrificing it. Dropping Cruel Ultimatum, a seven-mana spell with lots of color requirements, is even better. While nowhere as exciting in Nekusar, dropping a Past in Flames or Reforge the Soul for free is certainly useful.

While you won’t see him in a competitive Modern deck any time soon, and probably much in Standard, either, Wildfire Eternal is a useful card nonetheless. Its foil price is around $3, which is not a high number for a useful rare. It could rise over time if it finds more permanent homes, but clearly it already has some demand.

Whenever you have a free card attached to another card, it’s going to see play somewhere. If it’s a casual hit, you should be sure to hold onto it. Wildfire Eternal is definitely a keeper.


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Neheb, the Eternal - A Magic the Gathering (MTG) Card Review

7/23/2017

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by ElspethFTW, Old School Duelist
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The early returns on Hour of Devastation indicated that it wasn't one of the most “valuable” Magic the Gathering sets of recent years. Of course, there are some good, playable cards in the set that trended positively when it came to signles sales. One of these is the Red mythic rare Legendary Minotaur, Neheb, the Eternal.

Neheb, the Eternal was an important card from Hour to Devastation to watch. The raw power of this creature was  explored right away in EDH. It showed promise as both a Commander and as one of the “other 99” cards in a variety of EDH decks. While demand from the EDH crowd was real, what has caused Neheb to fall to $2.50 and steadily climb back up to $4 in such a short amount of time.

Not every Magic the Gathering set has them, but Hour of Devastation has a number of cards that could be termed as “Kitchen Table Magic all-stars.”  Neheb, the Eternal is definitely one of these. As a mythic rare in a small set, he was poised to be valuable in both the near future and the long-term.


How Does Neheb, the Eternal Work?

A five-mana Mono Red Minotaur with 4 power and 6 toughness is a good start. Having “afflict 3” puts him into contention for Standard playability. Essentially, Afflict means that whenever an opponent blocks a creature which Afflict, the defending player loses a certain amount of life. In this case, that’s 3 life, or 15 percent of a player’s starting life total. That’s a lot.

But for 5 mana, this isn’t quite enough to find a home in competitive play. It’s what his final ability reads. At the beginning of your post-combat main phase, you get 1 Red mana for each one life your opponents have lost this turn. This means that if you play Neheb, the Eternal before combat and deal damage after his summoning, you can gain Red mana in the same turn.

Typically, unless you have a creature with haste, or need it to satisfy some other condition, you play creatures after combat. But, because Neheb, the Eternal can offer you a benefit in the same turn that he’s cast, he can help pay for himself.


How to Use Neheb the Eternal in Standard, Modern, and other 60-card Competitive Formats

Typically, for cards with a converted mana cost of 5 or more to see consistent Standard play, they must have an immediate effect on the game as soon as they enter play. The same is true for Modern, as well. But, the bar is set much higher for the potency of the card’s effect. While  Neheb, the Eternal can start paying for himself in the same turn, he would have to be able to attack immediately (i.e. have Haste) to plug into that higher echelon of the mana curve.

While Neheb is probably too slow a card for Modern, in the right deck, he could fit into certain strategies in Standard. You would need to build a midrange sort of deck that has a strong life-loss engine. If you play a lot of creatures with Afflict, for example, Neheb would fit at the top of that curve.

A deck with Neheb, the Eternal would also have to lean towards predominantly Red mana, which is probably not a problem. There is the ability to build a Standard deck that could play a copy or two of Neheb, the Eternal to be an endgame finisher. But, his true strength would be in a Mono-Red deck, where his mana production will be most effective.


Neheb, the Eternal did enjoy some competitive Standard play. The decks were typically Gruul Ramp, red/green decks that focused on bringing out big efficient creatures like World Breaker quickly. Neheb definitely fit the bill. Another deck that had some success with Neheb was a rather creative Gruul Historic deck featured at a PPTQ in Northglen, Colorado. In both cases, only one copy of Neheb, the Eternal was played. He never really saw real success in any mono-Red decks.


Neheb, the Eternal in EDH / Commander & Kitchen Table Magic

As soon as you enter the multiplayer world of EDH, Neheb, the Eternal’s power level expands incredibly. Red mana acceleration stapled on a 4/6 creature with Afflict 4 becomes pretty relevant. There are so many ways to “ping” players in EDH that Neheb can generate a large amount of mana in a hurry.

Turning that mana into direct damage can end games quite quickly. Think of the mana that he could generate as part of a Heartless Hidetsugu strategy. That Commander has an ability to make players' life totals are halved on a regular basis!


Even in one-on-one EDH, you can set up Neheb, the Eternal in such a way to be a powerful mana generator, as well as a strong attacker. He’s a better multiplayer Commander than a 1-vs-1 Commander, but he’s still a solid creature. There are so many decent 5-mana Red creatures in Commander, however. Neheb, the Eternal needs to be part of a greater life loss/direct damage strategy (such as Purphoros, God of the Forge) to be effective.

In casual “Kitchen Table” Magic, Neheb, the Eternal is definitely worthy of attention. He’s a force in casual multiplayer games. But, even in traditional one-on-one Magic, he’s just a really fun card to play with and build around.


The Organic Rise and Fall of Neheb, the Eternal’s Price

What there’s most to like about Neheb, the Eternal is that his price seems to be gaining stability rather quickly. After pre-ordering for $5, an initial surge of supply cut his price in half. Then, even after no competitive Standard play early on, his price rebounded to $4.50 before a second wave of supply brought it back down to $4. People really wanted this guy.

As competitive players weren't exactly eating up this guy, it seemed everyday Magic players looked to add these to this Legendary Minotaur to their deck-building toolbox. There’s always talk of Magic card price speculation driving up prices. That wasn't the case at all here.

What is the price ceiling on a card like Neheb, the Eternal? We’ve seen that $2.50 is probably a reasonable floor. If a card like this sees consistent Standard play, it could reach the realm of around $10. Despite a few strong showings, though, he never surpassed $6 during his time in Standard.

As for Neheb, the Eternal foils, they pushed $15 early on. For a mythic rare that is definitely playable in Commander, that was already a fair price. They settled back into the $10 range  after Minotaur Tribal fans had picked them up.


With the mixed reviews that Hour of Devastation recieved, the supply of mythic rares from the set are probably not going to be nearly as high as Amonkhet’s. This means a card like Neheb, the Eternal looks like a good investment. While I would hardly speculate on him, this is a good creature that definitely has a future in the casual Magic world, and may even have his day in the sun in Standard.

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