Price of Progress

Legality

Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Eternal Masters Uncommon
Premium Deck Series: Fire and Lightning Uncommon
Exodus Uncommon

Combos Browse all

Price of Progress

Instant

Price of Progress deals 2 damage to each player for each nonbasic land he or she controls.

View at Gatherer Browse Alters

Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) 92%

0.23 TIX $0.39 Foil

Ebay

Recent Decks

Load more

Price of Progress Discussion

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

2 weeks ago

Price of Progress is probably the biggest bomb in the deck. Don't live in fear! Play it! The suite of bounce lands, Lotus Vale, Scorched Ruins, and mana rocks all helps. Delaying Shield and Solitary Confinement do too. The CMC vs damage potential for that card is crazy.

Randy_Randy on Queen Marchesa: Politics, Aikido, and Control

2 weeks ago

I like how you have Price of Progress but absolutely no basic lands.

Jakael10 on Zo-Zu Hates Your Lands

2 weeks ago

Terrain Generator could help you ramp when your commander isn't on the field, Ghost Quarter blows up their utility land and gives them a choice of taking 2 or a basic when Zo-Zu is out. Price of Progress is one of my favorite red cards when people have 3+ color decks. Reforge the Soul is one of the best red card draws. Vandalblast hoses all your opponents' artifact ramp.

theDramaLLama on delver in the sky (casual & budget mtg deck)

2 weeks ago

Thanks for the reply GabeCubed.

Spell Snare could be good, but it is 5$ same with RemandSpell Pierce looks very solid. I will probably mainboard a few, or run some in the sideboard.i'll test Disrupting Shoal it could be a budget replacement for FOW

as for Gush, it is a very very good card, but I don't think that Gush can work in this deck as I can barely support Daze in this deck.

still, it is a very good card. I might be able to make it work with a few more islands.

Price of Progress looks very good. It might be a little rough with all of my pain lands, but it is still definitely a card to be considered.

as for fetches and shocks, I cannot afford them, as I have no money.

People in my playgroup also dislike people who spend large amounts of money on magic as they feel it is then a pay to win game.

I agree that fetches are necessary if I want the deck to be as good as possible, I also need fetches if I want to be able to play Brainstorm. Brainstorm is necessary to the deck, as it quickly allows you to turn a bad hand into a good one. fetches also fill my graveyard for treasure cruise.

I will up the amount of Thought Scour in the Mainboard.

thank you for your advice and all of the card suggestions.

GabeCubed on delver in the sky (casual & budget mtg deck)

2 weeks ago

I am a huge UR lover. Here's my two cents:

Spell Snare, Spell Pierce, Disrupting Shoal (aka Poor man's Force of Will), Counterspell, Mana Leak, and Remand are all decent counters you should consider. (Force Spike is there if you want to be funny).

You are gonna need some fetches and Steam Vents (I get these are more expensive, but a lot of those are necessary to help. Brainstorm is probably the best card out there, and you need some fetches).

I'd also up the amount of Thought Scour you have. It's better than Preordain in a T-Cruise list.

Price of Progress and Gush are awesome cards, if you can fit them it.

Honestly, many of the things that would help your deck more are going to cost money, which is unfortunate (I like to go budget too).

Hope that helps, at least a little bit.

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

4 weeks ago

Ok, all. I am an idiot. I had a realization in play yesterday that should have been obvious, but I had missed it. Ayli, Eternal Pilgrim was meant to be both Rattle Snake and spot removal, but the deck was not built around it, so she never got going. I focused on the spot removal, and when she was removed from the deck, I replaced it with repeatable creature spot removal, thinking that would at least come close to replacing the value of Ayli, Eternal Pilgrim. What I didn't fully grasp was that the weakness of slow speed of the removal, along with the durability of the removal was the problem, and that Assassins would never be able to make up for this. I was sitting on one of the best removal spells that are available in Queen Marchesa's colors, and I recognized this at least enough to put it into a sideboard slot because I just couldn't cut it all the way. I think I should just put the good spot removal back in, and skip all this getting fancy with creatures for removal BS. Since my Rattle Snake and Pillow Fort defense is already very strong, I am not sure why I am worrying about it so much, especially since I keep strengthening it with the most subtle of subtle Pillow Fort cards like Duelist's Heritage, Slayers' Stronghold, and Key to the City.

Right now, I think I just need to consolidate what I think this deck does best, make sure that I bring enough of both the offense and defense that this deck works off of, ensure that I am optimally countering common deck archetypes in ways that are synergistic with the rest of the deck, and not get distracted with complicated additions.

With that said, I have a sideboard that I have constructed of cards that are meant for tuning this more specifically to different metas, and for including cards for combating common archetypes that my meta does not contain. Even if I don't use this as a common sideboard between games, this is my list of cards to adjust for changing metas as I go between them, likely usually between sessions.

Changes that I plan:

Main Deck changes should be to consolidate the theme of the deck, removing weakness in favor of the strengths.

Out:

Kiku, Night's Flower, Royal Assassin. I love the art on Kiku, but she was a distraction. Neither will be the bomb that I want, neither is subtle enough for a non-bomb card.

In:

Stronghold Discipline - Rakdos Charm is a huge part of my offense, and wins a ton of games. Stronghold Discipline is essentially another copy. Unconventional offensive plays are what this deck does best. Consolidate around the deck's strengths.

Utter End - One of the best spot removal spells available. Control is one of the things this deck does best, especially surgical removal. Consolidate around the deck's strengths.

Sideboard changes should compensate for different metas and allow me to combat the weaknesses in the deck with respect to commonly played archetypes that are just not that common in my usual meta. I am OK with unfairly destroying decks in metas that are not my usual meta.

Out: Utter End - Into the Main Deck!

In: Rest in Peace - The best at what it does, kills a lot of combo, storm, spellslinger, value engines, reanimator, etc...

So, what does that leave us with?

Ramp and Fixing: Lots of Ramp and Fixing that is tuned and synergistic with the rest of the deck, as well as a curve that allows us to bring out early big plays. Gift of Estates and Tithe double as card draw late game, and our unconventional manabase is highly synergistic with the rest of the deck.

Draw and Tutoring: Enough Draw and Tutoring to make the deck consistent and holding enough answers for every threat or weakness, without being obtrusive or conventional enough to be obvious about it. Three all star players in this list are Shred Memory, Key to the City, and Sea Gate Wreckage. Uncommon tutors and draw with huge impact in this deck without ringing any danger bells for most players. This suite makes my already versatile card list even more versatile.

Defense: A 25 card subtle and somewhat unconventional Pillow Fort and Rattle Snake defense with a low curve, the potential to be used offensively, and which is synergistic with itself as well as my offense. Back this up with a nice Fog suite, making my defensive wall extend into my hand so as to not have all of it sit on the battlefield to be effective, and bringing it's own offense in the right circumstances. Add to this a control package that is complete with a very strong and versatile spot removal suite, some reactive board wipes that have offensive uses, and multiple cards to allow us to protect our board state, including counterspells in Mardu colors!

Offense: The offense is structured to take advantage of typical board states and the strengths of my opponents with cards that have outsized effect for their costs. It is designed to be huge Aikido bombs against any Big Mana, Big Creature, Big Army, Big Hand, or Big Attack deck. It is structured in pairs of cards for each of these, including Acidic Soil/Price of Progress, Backlash/Delirium, Rakdos Charm/Stronghold Discipline, Sudden Impact/Toil / Trouble, Deflecting Palm/Comeuppance, with Arcbond, Batwing Brume, and Eye for an Eye all reinforcing this array of counterattacks. This reactive offense is backed up with a couple of big bomb offensive attacks in the form of Master of Cruelties and Hatred, a couple of midrange beaters in the form of Serra Ascendant, Gisela, the Broken Blade, and Kazuul, Tyrant of the Cliffs, and an army of smaller defensive and utility creatures. Bring in combat tricks and enablers like Duelist's Heritage, Slayers' Stronghold, Key to the City, and Rogue's Passage to act as later game silver bullets, and the offense is quite versatile.

Sideboard: Packed with Combo hate, a counterspell suite of my own for Counterspell and Blue Control hate, Graveyard Antics hate, and extra offense in the form of Dark Depths as an uncounterable big beater and Exsanguinate for big burn.

In all, I think I am pretty satisfied with where the deck now sits, and will likely consider this list to basically be the core deck. Testing will confirm, I think I have chased down all the areas that needed shored up, and I feel like this is, at the moment, a completed list.

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

1 month ago

Exactly. I find these cards that allow me to assist in other people's attacks to be very political. Duelist's Heritage is an all star, and very much behaves as a Pillow Fort card and an offensive card all at once. Slayers' Stronghold will likely be nowhere near as powerful, but it could be a similar effect. I would put Rogue's Passage into the same category, if used correctly.

I have a stack of cards in my deckbox with Painful Truths, Read the Bones, Sign in Blood, Night's Whisper, and Browbeat for play testing. I already run Toil / Trouble. I will be curious to see if they do what I want. As it stands, consistency is not really an issue, the deck runs very consistently. I just need the ability to get out from under the squeeze of a Solitary Confinement that I don't want to let go. I already put in the draw spell with the greatest draw potential, which is Damnable Pact, and it also has the added bonus of potential for a burn to the face if I need to use it that way. Sign in Blood is a micro version of this. I will try out Painful Truths next. If I had the room in the deck, I would run all of them, since I get the feeling that together they would be much more powerful than each is alone, and I would consider the red cantrips as well, including Browbeat for the blast to the face potential. As it stands, I am not sure what I would want to replace to fit them all into the deck. If I went that way, I would also consider Spellshock and Price of Progress maindeck, as well as Spiteful Visions, for the added synergy of using them on my opponents as pseudo burn. If I went that way, I would be veering hard into a Punisher archetype and would potentially upset my lay low strategy. Not sure I want to go that way.

Load more