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PostPosted: Wed Jan 04, 2012 7:55 pm


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Tagg the Terror of Death's Decks: Table of Contents/Opening


1. Table of Contents/Opening
2. Standard
3. Legacy
4. Modern
5. Commander
6. Casual
7. Old Cycled Decks
8. Price is right?
9. Reserved
10.Reserved


Hey all Tagg here! I hope you enjoy these awesome decks! In need of money?? Then check out the "Price is Right" post to see what I think will go up in value or go down!!
PostPosted: Wed Jan 04, 2012 7:57 pm


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Tagg the Terror of Death's Decks: Standard


U/W Illusions
Creatures
4- Delver of Secrets
4- Lord of the Unreal
4- Phantasmal Bear
4- Phantasmal Image
4- Snapcaster Mage
2- Gheist of saint draft

Instants
3- Gut Shot
4- Mana Leak
4- Vapor Snag

Sorceries
4- Gitaxian Probe
4- Ponder

Lands
10- Island
4- Glacial Fortress
3- Moorland Haunt
3- Seachrome Coast

Sideboard:
1- Mortarpod
3- Stitched Drake
1- Dismember
2- Dissipate
3- Flashfreeze
1- Gut Shot
2- Mental Misstep
2- Oblivian Ring

Comments: Pretty simple, agro out, the Ideal play would be turn 1 delver, turn 2 flip delver and play bear and ponder, turn 3 hold off with counter magic and tempo removal and replace forces to 3 threats on the board at most unless you are snapcastering

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PostPosted: Wed Jan 04, 2012 7:58 pm


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Tagg the Terror of Death's Decks: Legacy


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PostPosted: Wed Jan 04, 2012 7:59 pm


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Tagg the Terror of Death's Decks: Modern


Ferries
3- Vedalken Shackles

Artifact Creatures
2- Spellskite

Creatures
4- Mistbind Clique
4- Scion of Oona
4- Spellstutter Sprite
1- snapcaster

Instants
4- Cryptic Command
3- Mana Leak
3- Remand
2- Spell Pierce
4- Spell Snare

Legendary Creatures
1- Vendilion Clique

Basic Lands
18- Island

Lands
1- Faerie Conclave
4- Mutavault
2- Tectonic Edge

Sideboard:
pending

Isochron scepterbased on Dracc0n's decklist
Artifacts
4- Isochron Scepter

Creatures
4- Delver of Secrets
3- Snapcaster Mage

Instants
4- Lightning Bolt
4- Lightning Helix
3- Magma Jet
4- Path to Exile
1- Research / Development
2- Spell Pierce
2- Arch trails

Legendary Creatures
2- Vendilion Clique

Sorceries
4- Serum Visions

Basic Lands
4- Island
1- Mountain

Lands
1- Arid Mesa
2- Celestial Colonnade
1- Hallowed Fountain
2- Misty Rainforest
1- Sacred Foundry
4- Scalding Tarn
2- Steam Vents
3- Sulfur Falls
2- Tectonic Edge

Sideboard:
1- Relic of Progenitus
1- Sphinx of the Steel Wind
2- Grim Lavamancer
1- Combust
2- Dispel
3- Gifts Ungiven
1- Elesh Norn, Grand Cenobite
1- Vendilion Clique
2- Pyroclasm
1- Unburial Rites

MeliraPod
Lands-
2- misty rainforest
4- verdant catacombs
2- godless shine
1- gavony township
1- sunpetal grove
2- temple garden
3- marsh flats
1- overgrown tomb
1- plains
2- swamps
4- forests

Creatures-
1- knight of the reliquary
1- spellskite
1- murderous redcap
1- spellskite
1- murderous redcap
1- qasali pridemage
1- eternal witness
2- melira, sylvok outcast
4- birds of paradise
4- kitchen finks
2- viscera seer
4- wall of roots
1- ranger of eos
1- baneslayer angel
1- linvala, keeper of silence
1- sun titan
1- thrun the last troll

Sorceries-
3- inquisition of kosilek

Instants-
3- cord of the calling

Artifacts-
4- birthing pod

Sideboard
1- aven mindcensor
1- harmonic sliver
1- loaming shaman
1- inquisition of kozilek
1- surgical extraction
1- kataki, war's wage
1 withered wretch
1 gaddock teeg
1 go for the throat
1 maelstorm pulse
4 path to exil
1 shriekmaw


Ghastly-Vines
Lands-
2- Mutavault
2- Creeping Tar Pit
2- Sunken Ruins
2- Overgrown Tomb
2- Breeding Pool
2- Watery Grave
4- Misty Rainforest
4- Verdant Catacombs
1- Forest
1- Island
1-Swamp

Creatures-
1- Tombstalker
4- Birds of paradise
4-Bloodghast
2- Fauana Shaman
4- Vengevine
4- Memnite
4- Muldrifter

Sorceries-
2- Damnation
2- Compulsive research

Instants-
4- Mana leak
4- Forbidden Alchemy


Enchantments-

2- Zombie Infestation

Comments: pretty simple deck, Ideal play would be turn 1 Birds of paradise, turn 2 Compulsive research pitching vengevines or bloodghast, Turn 3 evoke muldrifter to fill hand and play memnite, counter magic is up after that. If games go on long then the damnation can resent the board and the one Tombstalker will fill it try to win

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PostPosted: Wed Jan 04, 2012 8:40 pm


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Tagg the Terror of Death's Decks: Commander


General: Numot the Devastator based on Land kill deck

Lands:35
2 plains
3 islands
4 mountains
Terramorphic expanse : mana fixing
Strip mine: land kill
Calciform pools: gets higher costing spells out faster (if in open hand, but not totally useless later)
Vivid creek: mana fixing
Rupture spire: mana fix
Azorius chancery: semi dual land
Academy ruis: artifact recurion
Vivid crag: mana fix
Reliquary tower: just a must for edh
Forgotten cave: if I don’t need the lands. Its for late game but early play if I do need the land
Dust bowl: land kill
Secluded steppe: same thing as forgotten cave
Arid mesa: mana fix
Boreal shelf: semi dual land
Faerie conclave: manlands are good
Scalding tarn: mana fix
Sejiri steppe: lets numot go in for the kill
Boros garrison: simi dual land
Volcanic Island: dual land
Izzet Boilerworks: semi-dual
Lonely sandbar: same as forgotten caves
Halimar depths: whats not to love about a sage owl?
Platue: dual land
Vivid meadow: mana fix
Tundra: dual land
Sejiri refuge: semi dual

More mana/ fixers

Sol ring: a must in edh
Thran dynamo: another must
Izzet signet: mana fix
Azorius signet: mana fix
Fieldmist borderpost: mana fix
Khalni gem: mana
Armillary sphere: more lands
Crucible of worlds: strip mine lock, and works well with sac lands to get more lands out and not miss land drops

Land destruction cards

Stone rain:
Pillaage: deals with arts too
Boom/bust, works with my sac lands
Armageddon
Destructive force: numot lives through it
Dwarven blast master: recurable land kill
Implode: land kill + drawavalanche riders: recuable land kill with tempo cards
Molten rain
Dritivore: kill one nonbasic a turn? Don’t mind if I do

Rest of the cards I don’t feel like categorizing
Oring: a must in edh deals with any problem
Pacifism: deals with agro generals
Arrest: deals with abusive abilities
Crystal shard: works with my come into play creatures, and can halt them because of their lack of lands
Kazuul, Tyrant of the cliffs: again they should lack the mana to pay for the 3 or it will hold their mana
wrath of god: a must removal edh
Ajani vengeant: ultimate is win, and the tap abbil also hold off their lands
izzet chronarch: recurable with the shard and gives me recursion and card advantage over time
Chandra naalar: kills almost any general, and ultimate is easier to reach
Ponder: good with izzet and can shuffle library is I don’t like the top cards
Persuasion: creature control
Dragon speaker shaman: get numot out faster
Thada Adel, Acquisitor: always good to take their artifacts, or just removing their key artifacts
Aura of Silence, again holds their mana, and can be used to destroy art and enchants
Lighting greaves: sroud and a must for edh
Timespiral: freash hand and has mana to play it
Propaganda: again holds mana
Clone: a must for EDH because it can kill legendary creatures
Steel of the godhead: I hate creature enchants, but unblockable is very good.
Blazing arcon: they must deal with in order to kill me with creaturs. It buys me time.
Grand Arbiter AugstinIV: holds their mana, and makes spells cheaper
Fathom trawl: more card advantage
Path to exil: can be used on myself for mana fixing or to remove a annoying dork
Wild ricochet: messes with them and I can copy land kill cards
Mulldrifter: a must for edh. And can be easily recurred
Arcanis the omnipotent: card draw again
Mind control: a trechury should be in its place actually.
Mistmeadow witch: card recusion
Vedelken AEthermage: wizard cycling to find key wizards such as mistmeadow witch
Nevinyrrals disk: board reset
Court hussar: card advantage that can be recurred
Sphinx of magosi: card draw again
Oblivion stone: wrath abbil
Teferi, mage of zhalfir: a must in any edh with blue sothey can’t play spells on my turn
Momentary blink: saves my guy if targeted and recurs their ability
Magus of the future: the ability to play more cards is good
Copy artifact: good to take their s**t, or renew my artifact
Ivory tower: some life is nice, that way im not worried about a 3/3 hitting me a turn for 4 turns
Brainstorm: another must that can berecured
Fire/ice: both good. Kills a X/1 utility creaturs or just tap something to buy times
Venser, the sojourner: more recurtion, and can make numot unblockable
Black vise: it should deal some dmg because they shouldn’t have mana to play spells
Rhystic study: halts their mana or give me a card they choose
Rewind: counterspell is nice
Flametongue kavu: another recurring creature that can kill dorks
Rune-Tail, kitsune ascendant: saves my creatures (this card might not work anymore because they could have errated it to 60 life for EDH I don’t remember, but its gonna be replaced anyways)

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Kemba, Kha Regent: equipment deck

Lands 35 lands
29: plains
darksteel citadel
Tectonic Edge
Rustic Clachan
Emera, the sky ruin
Strip Mine
WasteLand

PLAINSwalkers(get it PLAINS HAHAHA im so funny blaugh ) 4

Elspeth Tirel: makes 1/1s, can gain life, and a wrath abbility?
Gideon Jura: can by pass creatures for my cats to overrun
Elspeth, Kight-errant: makes a body, and ccan make somethign jump, ultimate is good too
Ajani Goldmane: makes cats bigger and not tap!


Wrath Abbilities and Removal 8
Evangelize
journey to nowhere
swords to plowshares
condemn
path to exile
oblivion ring
day of judgement
wrath of god

Mana Exel (pretty low for an EDH deck)4
gold myr, helps with metal craft and mana
mox opal, more mana yay
sol ring, always needed in edh
dreamstone hedrom, mroe mana and card draw

Creatures (w/o the gold myr) 17
kor sanctifiers, removal for art and enchantreya dawnbringer, one of my favorite angels, and i can recure easily
transcendent master, somewhere i can put extra mana, this deck ends up getting a lot of mana
kor duelist, a 1 for a 1/1 that gets better with s**t on it. its a must
aven mindcensor, this is deffenetly needed seeing as this deck doesnt have too much search your library cards but most other edh decks do
etched campion, metal craft is easily activated and pro all colors? yes
true believer, i dont wanna be burned to death
eternal dragon, a must for all white edh decks. it recures so you dont miss a land drop, and you thin your deck out
sunspear shikari, same as kor duelist, its another thing i can put s**t on
devout lightcaster, its bad against anything thats not black, but its still a pretty good card and its easy to find
baneslayer angel, one of the most overhyped cards recently? with a bunch of gear on it!
dawnglare invoker, a wincondition in itself
raksha golden cub, its a card that HAS to be in a cat deck. its a flavor card
stonehewer giant, one of the only search spells, and its awsome at it
stonefordge mystic, search spell and ca put costly things in out faster
auriok steelshaper, equip 1 less to play
(im trying to find that one that lets me equip at instant speed, but still havnt found it, i dont wanna buy it online, but that card should be in here too)

gear equipment 23

skullclamp, card draw
hearseeker, kills anything
bladed pinions, easy to find and cheap equip
infiltration lens, cheap equip and if they block i get card draw. very good in late gaem when they are low on health
bonesplitter, cheap equip
blade of the bloodcheif, cheap equip and 1+/1+ when somethign dies?
basilisk collar, a very very god gear,
leonin scimitar, put in because it fits the flavor
pariah's shield, very good to sac a cat and take dmg haha
viridian claw, first strike is good, and its cheap gear
argentum armor, kills perminant
paradise mantle, easy for fast metalcraft and with steeelshaper, i get a LOT of mana
loxodon warhammer, lightlink = good
whispersilk cloak, keemba cant be targeted and i get mroe cats yay
spidersilk net, reach to block air
lightning greves, eeded in edh
explorers scope, more land drops
darksteelplate, keemba cant die unleed removed?
bone saw, 0 cost drop good
sword of feast and famine
sword of body and mind, all swords are good
sword of war and piece
sword of light and shadow
sword of fire and ice

random cards
Jayemdae tome, card draw althought it is costly though
sigil of the new dawn, i have to recure all the cards i can, i have few creatures in the deck so this helps them go the extra mile, or two
marshal's anthem, same as the sigil and cats become 3/3?
prototype portal, more equipemnts clones.
honor of the pure, cats become 3/3?
true conviction, cats become the s**t
brave the elements, so freaking good, im sorry your pryoclasm wont kill my cats, try a wrath of god please :33
ghostly prison, it holds people off
PostPosted: Wed Jan 04, 2012 8:47 pm


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Tagg the Terror of Death's Decks: Casual


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PostPosted: Wed Jan 04, 2012 8:50 pm


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Tagg the Terror of Death's Decks: Old Decks


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PostPosted: Wed Jan 04, 2012 8:52 pm


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Tagg the Terror of Death's Decks: The Price is Right?



New Speculation: Updated 7/8/12


Ill do something new here and tell you cards to pick up in the long run (meaning like 2-3 years from now). Faithless looting, a 10 cent card, pick them up and stock up they will be a $1-2 common, scars block cards Gut shots, a 1$ pick them up for 50 cent if you can they will stay a 1$+ card. beast within, mortor pod, dismember are all good to pick up after rotation. they will be good trade bait for modern and legacy players.

also lingering souls has been losing a LOT of favor, so PICK THEM UP!!!! 1$-2$ is fair, they are a 5$ uncommon. just as powerful as kitchen finks.

M13 cards. As always i am going to say stay away from the walkers at their hyped prices, they will stay around 15$ now, unless it is tibalt, which is like a 4$ card now XD. pick up the vampire nighthawks while you can. they will be a staple for any black control like deck.

Trading post is the only card I suggest picking up. it is perfect for control decks and offer tons of options, plus you can not beat $1 investment.

Old Speculations:1/11/12
Sorin, Lord of Innistrad: 54.99,Moonveil Dragon: 2.49, Falkenrath Aristocrat: 8.99, Drogskol Reaver, 9.99
Hey all Tagg here, just speculating the prices for the mythics of the Dark ascension set. Based on Standard. huntmaser of the fells 15$

Let's look at the creackdown of the creatures in the set, Out of all the creatures Falkenrath Aristocrat is the only one that can become indestructible, however All the creatures fail the dismember test(a card that is a 1 maindeck or 3 of sideboard), so before these guys go up, they will peak after the scars block cycle. Moonveil Dragon might become a 2 of but for it to be at it's best it needs to have at least one other creature along side it or else it is just a shivan dragon, on turn 6, it should be your only creature on the field, i suggest skipping out on this. Falkenrath Aristocrat, with wring flesh still being played and dismember both costing 1 mana, it is easy to respond and kill it and bypass the pump, furthermore with the cheaper tokens in the white colors you will have to use 3 colors in a deck to make it at it's best, (vapor slag is still a relevent player as a 4 of in blue agro decks) so it might not be wise to invest in the 9$ card. Drogskol Reaver, a 10$ card, is probubly the only creature that has a chance to go up in my opinion, but that chance is still very slim because of dismember. a turn 7 spell (turn 5 if you play two pristene tailismans, which is where this card is gonna go into) you want to play this card WITH countermagic mana up. so it is a very very slow win condition but when he is out and you gain that life you get a 2 card lead, with the tailisman you get 1 card for EACH tailisman!!! perfect for control decks, I would still wait to pick these up a bit before the scars block rotates, just because seven mana is a lot to invest in a body.

huntmaser of the fells is really good, will probably be worth more, but it will be eather really good or really bad, the thing is he encourages you to play spells and MAKE him flip back and forth, but you do not have the card draw to keep it up. I would trade for these cards over any other mythic. it will be really good for red instant decks with aggression. I think red deck withs with a splash of green just for this guy in order to get the most value out of him

Sorin, Lord of Innistrad at 54.99, but is he really worth it? there is a LOT of hype over this card, so lets break it down, ultimate to second, to first abbility.

First and for-most, NO walker ultimate should ever go off, if it does you probably are already winnning the game, furthermore if you are able to lvl up a walker you probably still have board control and a large presence. also the ulti requires your opponent to have cards on the board, however in order to defend sorin, you probably want to reduce their board presence leaving you with the small creatures to take control of (wizards was VERY aware of this). His second ability, which is probably the only reason tokens will be played, if you drop him turn 4 and then gain that emblem right away, it is equivalent to dropping honor of the pure or Intangible Virtue(more this because it is for tokens) which cost 2 mana and leaves you open for other spells. it is a cute ability, but only good when you get 2 of those emblems(I will explain that with the 1st ability). now the +1 get a 1/1 with lifelink is VERY good but doesn't get pumped with honor of the pure. anyways this ability is almost the same as a flipped garruk but less potent (a deathtouch 1/1 is better then a lifelink one in terms of defending) this ability is probably the BEST ability on sorin hands down, there is no need to compare to his second or ulti with this, but people would probably use his second ability first for the agro tokens build.

Now lets look at sorin a bit deeper. when you get him out he makes a 1/1 lifelink (equivilant to casting a 1 costing creature). so far you have spent 4 mana to get a 1/1(if you keep doing his abbility he pays for himself turn 3 after he is cast because having a body on the field as a walker also pays for 1 turn). if you take a different approach and turn 2 after he is cast you use his second ability. he then pays for himself the next turn because you made him do a 2 mana spell (sure not as good as +1+1 but still worthy for agro decks). these scenarios are only based on if sorin is not messed with.

Now is he worth 54.99??? Nope, I would get rid of him asap for that price. Like all walkers now wizards is VERY careful not to make another JTMS, however stores believe that every walker has the potential in becoming the next 120$ JTMS which is why all walkers have been priced at 40-50$ on release. JTMS fit in EVERY deck in legacy and was played in standard, so of course his price will rise (his price is NOW 60$ because it is only really played in legacy and vintage), for any store to justify it's price for a 50$ walker would be weather of not the walker will be good in both legacy, standard, and modern. I do not see sorin being good in legacy or modern, do not compare him to elspeth because elspeth was able to +1 make a dude and +1 make a dude fly and +3+3. If you can't wait, then wait until it settles to 30-40 but I will be trading it away for legacy staples and picking my playset after the price settles.

Happy magicing


Old Speculations:
Jan 4, 2011
Hey all, Tagg here! Hope you guys enjoy this here. Anyways pretty easy speculation for the first "Price is right" guess. It will be the Scars of mirrodin dual lands! Are you a casual FNM player? Then Get rid of them while their hot guys! As seen those Seachrome coast, Razerverge Thicket, Darkslick shore, copperline goarge, and blackcleave cliffs are gonna be worthless as soon as we get the next block. As shown with the Zendikar manlands which were 10$ a pop, now in the 1-2$ Range it's good to get rid of them now and pick them up later!

As for what will go up in value. Pick up those Zendikar Manlands!!! they are Cheap! and all for just 20-25$!! These will go back up, creeping tarpits are the only one that has seen play in modern so far but the rest will soon follow!!! (hopefully), They could go up to 5-10$ each but I assume they will cost that much after 1-2 years! If modern keeps gaining popularity, then the these cards will soon be modern staples!!!

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PostPosted: Wed Jan 04, 2012 8:53 pm


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PostPosted: Wed Jan 04, 2012 8:56 pm


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Reserve post 10

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PostPosted: Wed Jan 04, 2012 9:40 pm


Example is up and running, I will be adding new decks when i make them, I will also be uploading my Old decks one by one and bump whenever a new one is available. Hope everything works out for everyone ^^

Feel free to copy my layout(which will be updated every so often) and replace the cards with your choice!!

O the newest deck I posted on here is my modern Vengevine , hopefully with the banning of wild nacatl, it will shine!
PostPosted: Wed Jan 11, 2012 12:46 pm


Updated price is right, check it out and keep it as a grain of salt. Prices are based on SCG

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PostPosted: Wed Feb 08, 2012 12:01 am


updated my modern decks
PostPosted: Wed Feb 20, 2013 11:58 pm


Posting to inform you guys on really cheap rares that will probably skyrocket.

Kemba Kha regent Foil. Price is 1-3$ Estimated value in 3 years 10-20$

Reasoning: Simplest way to show is to use Mayel the anima as an example because she is one that I recall was 5$ foil rare when she was in standard. Now a foil version runs up to 10-20$ EDH is probubly the sole reason why legendary foils are at this price range.

Yes Mayal is a Mythic and kemba is a rare, but keep in mind that a Foil common has the same print run as a Foil uncommon/rare/mythic in that same set. so their rarities are irrelevant.

Furthermore, Kemba has about the same "build around me" feeling as Mayal. If you have kemba as a edh, your deck will be filled with equipments, mayal edh will be filled with power 5 or greater cards. Both cost 3 to cast. ect ect. Of course, the only thing mayel does have over kemba is the access to digging and possibly obtaining card advantage, whereage kemba will gain you board presence.

anyways most Foil legendary things 3 years ago+ are around the 10+$ mark. even Nezumi Shortfang is around 6$ foil. and can't be used as an edh general.

Anyways I hope this little bit of information helps you guys out with investing.

(I am not responsible for any losses you might have, take this advice at your own risk)

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PostPosted: Mon Mar 25, 2013 1:02 pm


you guys probably know this one, get rid of your RTR and GC lands asap. being that they are gonna be reprinted in Dragon's maze at a 50% (unconfirmed) chance in a pack (you have the 10 gates and 10 shocks replacing the land). these guys will tank to their original prices pre-modern announcement. get ride of them now and pick up your playsets after. (doesn't apply too much for the older printing i would keep those)

Another would be picking up supreme verdicts and detention spheres (5-3$). with the new set being announced as a "god" set, and the fact that innistrad block is what has been making the set fast paced, the standard format is slowing down. picking them up for trade is good. it also means picking up those high mana costing "bulk rares" that have strong abbilities in RTR block.

pick up parallel lives, it has a LOT of casual appeal and have been on the rise.

hop this information helps you guys
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