Grave Robbers

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Grave Robbers

Creature — Human Rogue

(Black), Tap: Exile target artifact card from a graveyard. You gain 2 life.

Caerwyn on Using the graveyard as a …

2 years ago

DuTogira

Alpha already had various ways to interact with the graveyard--there might not have been mechanisms to fill your graveyard with relative ease, but it was clear from the very beginning of the game that the graveyard was intended to be useful. Five cards, spread across three colors (though mostly black) specifically allow you to use the graveyard as a resource: Animate Dead, Nether Shadow, Raise Dead, Regrowth, Resurrection.

Alpha also already had exile, though it went by "remove from the game entirely": Swords to Plowshares and Disintegrate.

Arabian Nights skipped over these effects, but they came back very quickly in Antiquities, which also expanded graveyard shenanigans to Blue, and Legends, which had more recursion options.

Then we got The Dark, which is the first real set to focus on using the graveyard as a tool outside of "get my card back"--cards like Eater of the Dead, Frankenstein's Monster, and Grave Robbers, which allowed you to weaponize your graveyard for additional boons. The Dark also saw the introduction of Tormod's Crypt, the first real piece of dedicated graveyard hate.

Even in the initial sets, it is clear that the graveyard was designed to serve as a possible second hand and, by August 1994, it was clear that the graveyard was to be considered a resource in other manners as well. Saying that it was "originally designed to be the modern equivalent of exile" ignores how many early-game effects interacted with the graveyard, as well as ignores the fact that exile has existed since the game's very first set.

Squirrelbacon on Question about Spikes/Buyouts

6 years ago

Buyouts are really really weird since it ultimately depends on the card being bought out.

First of all, the card needs to have 2 major factors.

1) The card needs to have a limited print run (in some way/shape/form). This can mean an early set (Alpha, Beta, Unlimited etc.) or hasn't received much in terms of print run (Commander exclusives/promos/conspiracy).--> the issue with the second option is there are still a lot of copies, so it's harder to buyout.

2) The card needs a moderately high demand! If the card does not have high demand, a buyout will do nearly nothing (in the long term) to the value of the card. Ex. Grave Robbers, the card is currently around 1.50, so if we bought out a ton of copies (not all) and set the price to say, $8-$10 ish, would you buy this? For that price? Most people wouldn't.

In terms of how to tell the difference between price raise and buyout, it isn't always east to tell. Over time, at least in theory, many older cards will go up in price. This is due to legacy, vintage, block constructed and oddly enough casual play. If a card spikes COMPLETELY out of nowhere and took a large jump (>25%), I'd assume a buyout. If a deck posts results with a new card in it, and then grows in price, that's most likely just people buying cards and wanting to try some new spice. It's all about context vs. value when looking to figure out buyout or natural increase.

I hope that helps to answer your first couple questions...

In regards to your (2A) question, most buyouts are going to be reserved list cards simply because, if you are going to buyout a card, it's safer to order these to expect to profit. However, it does not have to be on reserve list in order to qualify for a buyout, but it doesn't happen often. I don't think that the effect would be much different, it only has to do with age and value. I think a simple example would be City of Brass. It has been reprinted a ton! However, the Arabian Nights expansion City of Brass is worth nearly 57x the amount since it was original printing and has a much lower supply.

Obviously, it would be practically impossible to buyout City of Brass, however, it isn't on the reserve list but could be bought out and doubled in price to fit extended/block constructed events (if people play those much anymore). Over time, it would probably come back down, but the card is played much more so it would take longer. The price may stay higher than it was originally, but not by much. If it is bought out, it may jump to 450, then over time fall and settle around 350 or 360. In short, not being on reserve list wouldn't differ in buyouts, just depends on the card!

Hopefully this helps! Take everything I say with a little grain of salt as I'm not a finance major or super researcher on stuff like this, but over time and hearing and seeing these things happen, you tend to pick up some info! Best of luck and if you're thinking about it, I wouldn't try to buy anything out!