Conspiracy spoilers are about to begin and we get this gem of a planeswalker! Shes very unqiue because she is the second planeswalker to not have a increased loyalty ability, similar to my favorite planeswalker Sarkhan the Mad.
Just a quick PSA to let everyone know about the Pro Tour. Because it’s taking place in Australia (Sydney) the timing might confuse some people in the states.
PST (West Coast Pacific Standard Time): Day One Starts Thursday 8/4 4:00pm
CST (Central Standard Time) Thursday 8/4 6:00pm
EST (East coast): Thursday 8/4 7:00pm
Hope everyone that can watch can catch the Pro Tour!
Welcome to the Edlritch Moon top 10 First impressions, this is where I evaluate the best cards in the newest set and see how they fair in Magic. I grade all the cards based on their likely hood of being played in a certian format in their repspective decks. For instance a 5 indicates that the card is highly playable and will demand slots in the deck, and a 1 means that it will rarely do much in the given enviroment. I grade on four constructed formats, Standard, Modern, Legacy, and Commander, and are ranked out of an average of 20. Most cards don’t grade to 20, because it would mean that it is utterly broken, and cards with lower averages may be stronger then you might think. Let me know if you like my list and tell me what your top 10 cards of the set is. In the mean time lets get started with the Honorable mentions of the set!
Honorable Mentions
This is the first time modern is able to have a cheap discard outlet which might lead to some chaos or just be a cool snake for snake tribal. This will see a vast amount of standard play enabling both delirium and madness. Don’t tread on this snake because it packs a serious bite.
Manipulating the top of your library is one of the strongest things you can do in Magic, and this card is no exception. This card is simply waiting in till standard rotation before he can truly shine outside of the 2/3 meta that is current under way. And in modern a two mana 4/4 with trample is never a bad card in the right deck.
Personally I love to sacrifice creatures, I love it even more when my opponent has to sac along side me. This card is certainly a powerhouse, allowing you to fly over your opponents ground game and will certainly break many Green Black mirrors.
You might be wondering why I would put on of the chase mythic as a honorable mention, and that's because I talked myself out of this card after my initial analysis. Not only is she hard to block but also hard to attack, killing off any Archangel Avacyn’s that try to attack in. However she can also be countered by a flashed Avacyn block because of the indestructible, so she makes a interesting dynamic that will lead to even more clogged, complicated and drawn out board states. She also dies to Avacyn’s flip trigger, and you can argue that she can’t beat Avacyn because shes cheaper on the curve, but there is only room for so many angels in any given deck and if you need to chose between this and Avacyn, then its not close. She is only going to see play in really dedicated decks to try and abuse her flip version Brisela, such as commander (in which case you’d run the other sister Gisela at the helm).
Number 10
First up is our legendary spider friend in the block, and its actually pretty powerful. Coming in with three other creatures with it makes this a great card to flicker and make a lot of spiders that can block the pesky fliers. The fact that the spider can not only block the powerful air game that exists in standard but can also end the game itself makes it very powerful.
Standard 5/5 - Creating a lot of creatures and able to block fliers makes this card insane in the current meta. Delirium is actually that hard to reach by the time you want to play this card out, and even so a 3/5 with reach still walls the majority of threats, and then kills all the threats with the extra spiders present.
Modern 2/5 - Its not that great because there are better things to do at five mana and without the deck building restriction. But its still something to think about if your trying to build a midrange Delirium deck in modern.
Legacy 1/5 - There are more broken things to do at one mana let alone five mana.
Commander 4/5 - This card is what most black green decks want to do. Have a decent sized body, enter the battlefield trigger summoning more dudes and have a potentially scary ability when abused properly. There are little black green decks that would be sad to run this guy, because the majority of them are already so deep in their graveyards that they get delirium without a second thought.
Total Score: 12/20
Number 9
Tamiyo is by no means anything to sneeze at, and while I personally am not a fan of this card, I can understand its potential. It’s a three man planeswalker which is always tricky to evaluate because it can only go into so many decks, but the decks that can play it almost always want to play it. Given a board state, Tamiyo will draw you at least two cards with her plus one, however might result in her death if your not careful. She kind of protects herself by giving a huge upside for blocking with your creatures and tapping down some other non-land permanents. If you can draw cards of this walker then that's all you need her to do, and will be a great piece to any bant deck. Her ultimate is quite the game winning combination of two very powerful cards, Ancestral Recall and Omniscience, and if you can’t win with that then you were not fated to win that game.
Standard 5/5 - With standard in it’s current state of board clogs and stalling, she will let you easily draw to your stall breakers in your deck. I couldn’t think of a bant deck in standard that wouldn’t want this walker outside of availability reasons.
Modern 3/5 - So she is in the range of playable planeswalkers, which I can’t write off as “unplayable”. However the modern meta is very area dependent, some have more combo, more control and more midrange then others. So she could shine if your in a heavily midrange dominated meta, but other then that I don’t see her doing much to the modern scene, other then making the planeswalker Doubling Season deck explode if drawn together.
Legacy 1/5 - Legacy as not been a creature dominated format for quite some time. Even if you wanted to splash White in a delver threshold deck, you couldn’t target Nimble Mongoose with the plus ability. She isn’t a card a control/combo meta like legacy wants.
Commander 4/5 - The same reason in standard that I couldn’t think of many bant decks that wouldn’t like this card. Perhaps Roon of the Hidden Realm wouldn’t like her very much, but other then that most bant decks would love her. Plus it makes the super friends deck super explosive for the doubling season interaction.
Total Score: 13/20
Number 8
So we start off with one of magics first “Clear all” counter spell, in a way that also counters abilities such as triggers and activation. This not only stops massive Storm spells from killing you but it can counter the after math of a Living Death of a complicated series of interactions, especially in multiplayer. Having the power to not only counter, but exile the spells means that even uncounterable spells are not safe from this ability.
Standard 4/5 - A four mana counter spell is not that exciting, however, a four mana time walk is a more then playable card. Its a way to counter the cast triggers that the eldrazi have all been stapled with such as World Breaker and even the mighty Emrakul. If there are any blue control decks then I imagine this being one of the best cards in it.
Modern 3/5 - A great way to diversify your counter game, and stop the storm decks in their tracks, oh wait. Mindbreak Trap already exists in the format and works wonders against “unfair decks”, but this could stop a Scapeshift from killing you so there is always that
Legacy 1/5 - Force of Will, Mindbreak Trap, I think legacy can hold off on four mana counter spells.
Commander 5/5 - This card changes multiplayer dynamics so hard, being able to exile even two spells with its ability is really powerful, and countering the all in combo player that thinks their Boseiju, Who Shelters All will save them are a few of the many reasons why this card will be amazing in the format of commander. Pick up your foil copies ASAP.
Total Score: 13/20
Number 7
This card has an interesting combination of abilities that make it card with very high potential. The first thing I’ll cover is its high mana cost, meaning that you would most likely not be playing this in till later in the game rather then in the beginning. However this changes with it’s ability to reduce its own cost based on the number of instant and sorcery cards in your graveyard. Meaning that each spell you cast or toss away, brings you closer to cast this guy. And while his body isn’t impressive as a creature, being a 3/4 with Prowess is just icing to the ability this card provides. It’s ability when it enters play allows you to draw three cards at the small price of discarding your hand first. I think this card has a lot of the dangerous text that most over powered cards tend to have, The ability to reduce its actual cost, the ability to draw cards, and the ability to potentially win the game.
Standard 4/5 - I'm sure this is just what the aggressive spell based decks needed to thrive. Its certainly no auto include to every red strategy but its a way to not only get a powerful body but also refill your hand.
Modern 3/5 - I’m skeptical to call this a Treasure Cruise for more aggressive decks because cruise allowed you to reuse lands where this guy doesn’t. However he gets better in multiples due to him not actually exiling the cards and cannibalizing the graveyard. I would rate him higher if I was more confident in his play ability because , there are a lot of good cards but only a few of them actually make the cut.
Legacy 2/5 - The same reason as above, however it is very close to being a great card and close to treasure cruise levels of insane.
Commander 4/5 - It does everything a commander player wants, draws cards, cheap cost, and a abusable enter the battlefield trigger. Seems all great to me, it can even discard all your big fat creatures to get reanimated and really start some shenanigans.
Total Score: 13/20
Number 6
So we get something that zombie tribal have few of, playable one drops. It isn’t like its other one drops that zombies have, where its super aggressive, but it is a great at the tribal synergy. So two mana is a lot of mana to tap for a 2/2, plus you need to discard a card, but that isn’t the good part of the card. Its second ability, the ability to use your zombies that can’t or won’t attack to generate cards, is what puts the ham on your sandwich. It can tap itself as the cost and doesn’t care about summoning sickness of your other zombies.
Standard 4/5 - Any zombie deck will easily run this just to grind out that extra value, its also a great madness enabler. There are plenty of decks that want this type of effect and will easily abuse it.
Modern 3/5 - It isn’t the typical type of zombie the zombie deck wants to run. With Gravecrawler and Diregraf Ghoul already doing a lot of the heavy lifting for the zombie deck. Other then that, this can allow the zombie decks to try and grind out some games they otherwise wouldn’t win, but it pushes an angle that most zombie decks are not trying to fight at.
Legacy 1/5 - This isn’t enough to make a zombie tribal deck get there because there are so many missing pieces to make the zombie deck actually playable in this type of environment.
Commander 5/5 - There are lots of infinite combo’s this card can enable and its a tribal zombie. There are few decks that want zombies that wouldn’t run this card even as just a echantment that reads “tap two other zombies draw a card lose 1 life”..
Total Score: 13/20
Number 5
We have the big bad for our set, and naturally, the poster child of the set needs to be slightly pushed. The first thing we need to remember is that is not the Original Emrakul and it will never replace one of the most powerful creatures in the history of the game. Secondly, she does something that is very powerful, and that is reduce her own cost. On average you’ll have around three card types if you are not trying (typically land/planeswalker , sorcery , creature) and around five if your actually trying to get her as cheap as possible (adding enchantments, instants, artifacts). In total she can cost 6 in standard ( 5 in older formats because of the Tribal supertype) and that's if you have all the the card types represented in your deck. Now she is probably going to cost around 8-9 mana, which is fine, and even that is more then worth the stat line. You get a flying trampling monster that also has protection from instants, which is 90% of eternal formats typical removal. If that wasn’t enough you get to Mindslaver your opponent and take their turn for them. You get to make all the decisions for them, cast all their spells on their own creatures, suicide their creatures into your giant 13/13 creature. And most importantly, any removal spells that could deal with Emrakul, you can expend while you control them. Now sure, they take an additional turn after you have your fun, but trust me when a Mindslaver effect is like taking a time stretch.
Standard 5/5 - This card will make it’s waves in standard. It is a finisher in ramp based decks, delirium based decks, and even in control games. The cast trigger nature of this beast means you at least get to Head Games/One with Nothing your opponent as a worst case scenario.
Modern 3/5 - I could easily see this do some work in the Tarmogoyf style decks that love utilize their graveyard in a passive way. Jund decks where running Courser of Kruphix because it was an uncommon card type just to make their goyf’s larger. I'm not going to deep in this assumption but its also great because it dodges all the removal in Modern from Path to Exile to Terminate.
Legacy 2/5 - She isn’t the worst thing to reanimate as a big beat stick that can’t be interacted with, but their are much more broken things to reanimate in the format, plus it still gets tucked under by Terminus.
Commander 4/5 - It’s certainly not like her other titan brother Ulamog in commander, but being able to take control of an opponent that potentially has a ton of resources to not only fight against other enemies at the table, but then giving them an extra turn as a “diplomatic gift” gives this card a special place in the format.
Total Score 14/20
Number 4
So we have a very potent creature here that will always demand some amount of attention. Creature that have counter spells attached to them are very powerful because of it’s efficient mana investment, and this one is no exception. Note that it can only counter spells that are CMC 4 or lower, but it can not only counter, but also be put in by Collected Company. Its also priced at a mana cost that allows you to always counter a four drop and then untap and resolve your four drop. Its a very powerful tempo creature and is very powerful paired with a sacrifice outlet. Note that if you have a ton of mana you can use this to protect your own spell to cast again at a latter time.
Standard 5/5 - Besides all the cute interactions with Eldrazi Displacer(which doesn’t work the way you might think it does) this card is actually very powerful because of it’s ability to counter any spell. Sure if it was conditional then it would see a lot less play but being able to even counter cards like Gideon, Ally of Zendikar and even Tamiyo puts this card over the top. Plus it is a spirit so its subtype matters for the standard environment along side cards like Rattlechains and Bygone Bishop.
Modern 4/5 - When the biggest spells in modern are Cryptic Command and Scapeshift, even uncounterable spells such as Abrupt Decay, this card can handle most of them. On top of that Collected Company is also a very powerful card that is seen in modern. Its also going to go great in the U/W Tempo deck to make sure that you can maintain your advantage into the mid to late game.
Legacy 3/5 - In a format where this card can counter the high end of spells in legacy, this card at least has potential. It can counter (and even protect),Sneak Attack; Jace, the Mind Sculptor ; and if you run discard you can even pin down a Show and Tell and then cast it when the coast is clear. The card has potential and I won’t write it off as such.
Commander 3/5 - I think in a competitive environment this card can shine because a lot of card advantage enablers and ramp spells are in the mana costs four and below. And commander is also notorious with flicker shenanigans to abuse this ability.
Total Score 15/20
Number 3
We got an interesting combination of mechanics that results in a very powerful card. We get to again cheat on the mana while also playing it on your opponents turn or in a pinch. Its a very strong tempo card because its ability to tap down lands while also being able to tap down creatures to get your alpha strike going. And you still get a 5/6 body that can easily take out a huge chunk of your opponents life total, which is really easy to attack with this and two other creatures to put your opponent on a two turn clock.
Standard: 5/5 - The synergies along side the eldrazi cards that we have in standard makes this card a powerhouse. Sacrificing a Thought-Knot Seer will let you cast this card for only three mana, and this guy can flash in to your opponents board and time walk them at turn four sacrificing a three drop, like Matter Reshaper. Very potent and powerful in multiples ( sacrifice the octopus to cast a new octopus) and just make your opponent roll.
Modern 3/5 - Now that Eye of Ugin is gone and eldrazi are not as dominate as they use to be, this card isn’t the worse in modern. Sure it will be great to easily emerge this with the power of Eldrazi Temple and other forms of eldrazi mana can make this card very powerful. Also tapping four lands in modern , where the mana bases are more tight, is much more powerful then in standard.
Legacy 4/5 - With the combination of Eye of Ugin and Ancient Tomb this card barely costs anything. The only hard part to cast this spell is the blue mana and even then in legacy the mana is so great i wouldn’t be surprised to see this destroying any non Force of Will draws.
Commander 2/5 - Now its not that great but I for one love the creature type, sure it isn’t that great, but its powerful if you can have in a Animar, Soul of the Elements deck. Other then that its use is rather limited.
Total Score: 15/20
Number 2
Were returning to Innistrad so naturally we needed to see what Thalia has been up to. And man she still holds the title of “Lets play some fair magic”. Her ability to slow down your opponent is very potent and its pretty easy to get her out early to make your opponents mid game a living pain. Plus she can be hit off of Collected company, which I think hate bears can easily run green and still be very viable.
Standard 4/5 - Having your opponents creatures enter tapped is a huge beating to any deck, especially for deck that don’t have flash creatures. It also shuts down opposing Collected Company’s from getting the flash block value. Also it needed first strike for reasons.
Modern 5/5 - Have you ever played Rocky Tarpit; have you ever played a 25$ Rocky Tarpit, that also cost you one life; and you only run like 2-3 basics? Your Pia and Kiran Nalaar coming in tapped, yeah that feels bad. Trying to play dredge, and your Bloodghast’s entering in tapped, the list goes on of what this card can just hose. The added benefit of making your opponents fetch lands crippling.
Legacy 4/5 - Legacy naturally runs more basics because of the dominance of Wasteland, but that only the control and midrange decks. This card kills combo because it hits the combo decks on the mana department and stopping the dredge scaping zombies. It would be broken if it was like a Kismet and made artifacts enter tapped as well , but it has legs so I can’t complain.
Commander 3/5 - Keeping your opponent on the back foot is always great in a format notorious for explosive turns. There is a group of people that love to have resource denial to stop people from having too much fun. And while the format is overall better for it, I’d rather this then Static Orb.
Total Score 17/20
Number 1
Finally we arrive at number 1, Eldritch Evolution. This card is equal parts Birthing Pod and Natural Order, which have track records of being extremely powerful cards. But this card has some distinctions, such as the ability to sacrifice any creature an tutor for any color creature. Which makes this card easier to splash and build along with other colors. Secondly you can get ANY creature with CMC X+2 or less. Which sounds weird but when you play with it, it makes it extremely powerful. If you sacrifice a one drop, then you can get anything that is a three drop or less. The flexibility of being able to get any color creature, really makes this card nothing to sneeze at.
Standard 5/5 - With the ability to take your Reflector Mage and create a Archangel Avacyn, or take your Eldrazi Scion and grab your Sylvan Advocate, the list of interactions goes on. This card also only gets better with the new creatures they release, and I think we’ve barely scratched the surface in standard.
Modern 4/5 - With podless pod decks running rampant in modern, this card is insane. It can tutor for what ever missing pace you need for your combo’s. It encourages larger styles of play with Siege Rhino and Archangel of Thune, and even helps Kiki-Jiki decks go insane. It can be abused with Delve creatures such as Gurmag Angler with 7 cmc being able to grab Iona. There is so much potential for this card to have a field day, keep your counter spells ready folks.
Legacy 3/5 - The format already has a Natural Order which can grab game enders where this leans tword a silver bullet strategy. However with the ability to grab any creature it could be a way for the Taxe’s deck to change out one of their hate bears to a new hate bear, and so on. It’s not likely but the non green restriction does open this up.
Commander 5/5 - You ask any commander player if they would like a slightly worse Natural order in their deck and they will make room for that card. This existing in a singleton format is a great way to push and early advantage or get yourself back in the game with a False Profit or a Revilark.
Total Score 17/20
Thanks for reading, be sure to let me know what your top ten cards out of the set are. Are you excited to see some new cards? Or are you just hoping modern doesnt snap in half after this set? In till next time, keep your day magicful.
Infamous price gouger Martin Shkreli has found his next potential scheme, and it’s a little less glamorous than his shady pharmaceutical company: Magic: The Gathering. Shkreli posted on the MTG subreddit last night fishing for details about collecting rare Magic cards. He identifies as a “new and wealthy player” who collects “wine, art and other goods,” apparently unbroken by the reported $4.5 million in unpaid taxes he owed last February.
The Reserved List is at a Crossroads and there’s three options:
1. Remove the Reserved List
2. Remove the Reserved List cards from formats before inflation knocks the majority of people out of the most competitive cards out forever, and that also includes people who don’t want to play competitive Magic with a $10,000 (OR MORE!!!) mana base.
3. Let those formats that allow reserve list cards to slowly die.
This guy even considering getting his filthy hands on MtG makes me feel violated as fuck. Like everything i could say has been said in reblogs of this post. @wizardsmagic
I’ve been skimming the reblogs, and I am glad that there is such a response. But please do not like this post. This is a concerted effort to get Wizards of the Coast attention to the Reserved List. For anyone that may not know, in order for Wizards of the Coast to see your post in their news feed:
1. It must be a reblog. Not a like and not a comment onto this post.
2. When you reblog the post, the reblogger MUST add the @wizardsmagic tag. Ones in previous reblogs above your own do not count.
An interesting effect that lets you get a creature and a land from your graveyard. Its in a odd space because it only sacs when you have delirium but you want the enchantment in the yard for delirium purposes. Extremely powerfull if you can control the top of your library.
Mausoleum Wanderer
U
Creature - Spirit
Flying
Whenever another Spirit enters the battlefield under your control, Mausoleum Wanderer gets +1/+1 until the end of turn.
Sacrifice Mausoleum Wanderer: Counter target instant or sorcery spell unless its controller pays X, where X is Mausoleum Wanderer's power.
1/1
An interesting spirit that seems like it won’t get too far, but should be decent enough. Imprisioning peoples commander is a great little way to make sure that your opponent wasted some of their mana. I’ll leave now...
Sigarda's Blessing
W
Enchantment
You may cast Aura and Equipment spells as though they had flash.
Whenever an Equipment enters the battlefield under your control, you may attach it to target creature you control.
Illus. Howard Lyon
More flash good stuff coming from the set and man can you blow out some people. The echantment is interesting because there hasn’t been very many powerful equipment yet so we may need to wait for kaladesh before utilizing the enchanment.
"Working Together"
1WW
Sorcery
Escalate: Tap an untapped creature you control
*Destroy target creature with power 4 or greater
*Destroy target enchantment
*Put a +1/+1 counters on each creature target player controls
Illus. Eric Deschamps
I mean seriously wizards? Just give white the best escalate card with the easiest escalate cost ever. I hope the blue escalate is like amazing or else ima cry for real.
"Stunning Regrowth"
3G
Sorcery
Return all land cards from your graveyard to the battlefield tapped.
Illus. Wesley Bert
*GITROG MONSTER INTENSIFIES* Just when I thought I could escape from the lands deck it just keeps pulling me back in.
Chaos Reveler
6RR
Creature - Devil Horror
Chaos Reveler costs 1 mana less to cast for each instant or sorcery card in your graveyard.
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Chaos Reveler enters the battlefield, discard your hand, then draw three cards.
3/4
Some great spoilers to round out the spoiler season. We got a terrifingly potent red creature that has some real potential, as well as a zombie removal spell the like of which can bring down Emrakul. The best counter spell in standard is now stapled to a creature, and get ready for some flicker shanigans.
So if your unaware, this is an article in response to a recent buyout of a Magic card called Lion’s Eye Diamond. Its considered a gateway card into legacy because it is a cornerstone of many cheap and effective decks of the format of legacy. This normally wouldn’t be a problem however this card is on a lsit of cards that cannot be reprinted known as the Reserve List. This has been following a trend of other similar playable reserve list cards that have been seen drastic changes in prices. Note that the larger portion of the reserve list is filled with cards that see little to no play and only a few pieces actually are desired. Now that your caught up here is the crucial thing we need to talk about.
This will keep happening for as long as the reserve list exists as a policy, contract, promise ect.
I don’t want this discussion to dissolve into the reserve list is bad and should be destroyed, abolished, ect. How are you supposed to solve a problem by changing a piece you cannot control? We can only control what we have acess to. The reserve list is something that only Wizards of the Coast (Wotc) controls and should be disregarded as a option, but merely a restraint to our solutions. We have seen other reserve list cards drastically increase in price because they are safe to invest in. I hate to say that about cardboard but its true, people value the gameplay enough then these cards represent a value to the people who desire it. This is the basics of economic trade of goods, a seller or producer has a product that is beneficial to a customer or market. That market will consume in till they find the benefit lower then the cost of the good.
When you buy a magic card at any price you send a message.
If you don’t want a old school example lets look a recent example of demand and price regulation of the market. Remember Archangel Avacyn, a powerful mythic from Shadows Over Innistrad? She started off around 22 dollars and stayed there for the most of spoiler season. Most people didn’t bat and eye about her price, because mythics are rather hard to obtain during release. Then her price went crazy, shops were selling out of pre-order’s for her. Posting at 25$ and all the copies were bought, then at 30$ the same trend followed. This trend continued in till she went to 47$ and then the demand of Avacyn slowly diminished, because the demand was met and not the people who would buy Avacyn at 40+$ had their copies and now the people left in the market of Avacyn’s value her at lower values. Therefore the price of Avacyn has to meet the demand of the players that haven’t gotten their copy yet but still won’t pay that 47$ price.
What happened with Lion’s Eye Diamonds was a slap into the face of the community.
The person who bought out the LED’s posted a video telling everyone he was about to buy them out. He then told people to “Buy your LED’s now and you’ll make at least a 50$ profit”, which is very illegal in most regulated markets and is known as a pump and dump strategy. There is no telling if the guy is posting his LED’s at the new increased price and making the money while everyone else is holding these LED’s that supposedly have increased value. Which makes this situation that much more sticky.
Legacy has died long before this buyout.
Legacy isn’t dead yet, but it might as well be on its last limbs because it cannot survive in the environment we have for it. Even though we just got Eternal Masters, it isn’t enough when we have the reserve list existing. So there is only two thing that can happen, wizards abolishes the reserve list and legacy can continue as a format and all other negatives that action brings. Or we can accept the fact that we have Vintage Jr. and the reserve becomes a space of unobtainable magic cards like Black lotus and the like. So I hate saying to just accept it for what it is, but its honestly the only path we as players can take when trying to respect the reserve list. Personally I had just constructed the pieces for LED dredge and I was going to slowly pursue LED’s, so this negatively effects me because modern dredge and legacy dredge are two different balls fields. But if I wasn’t buying the LED at 100$ then I probably wasn’t going to buy LED’s in till their price had naturally risen to the price we have now.
Conclusion
Buyouts are action we have to deal with, we can’t stop them and unless we have third party intervention then it will continue as a strategy. We can fight against market manipulation by being aware of such events and not playing into the madness they provide. But if we wish to live with the reserve list rather then abolish it then we have to realize that this is a symptom that we need to tolerate. I hope this helped clear up the situation and that we can just move on as a community. Remember to keep your day magicful.
An interesting creature that causes alot of chaos to insue when you block with it. Unless it gets killed with a spell it most likely going to live on just on your opponents board. And then the opponent can use it against you, very flavorful.