Sundering Titan
2 shopsSave ₱38,950 against the middle price
Cheapest at Rule of Law
Go to shopWorth comparing
These are the cards Philippine shops disagree about most. Every number here is the real spread between shops that actually have the card right now — not a discount off some price nobody charges.
Biggest gaps right now
Sorted by how far apart the shops are. The saving is against the middle price across shops carrying it, so it is a number you can check yourself.
Save ₱38,950 against the middle price
Cheapest at Rule of Law
Go to shopSave ₱125 against the middle price
Cheapest at Rule of Law
Go to shopSave ₱16,003 against the middle price
Cheapest at Tolarian Dropout
Go to shopSave ₱188 against the middle price
Cheapest at The Game Armory
Go to shopSave ₱40 against the middle price
Cheapest at Deric
Go to shopSave ₱1,805 against the middle price
Cheapest at Block 101 Hobbies
Go to shopCheapest at Block 101 Hobbies
Go to shopSave ₱1,055 against the middle price
Cheapest at Block 101 Hobbies
Go to shopSave ₱99 against the middle price
Cheapest at The Game Armory
Go to shopSave ₱6,260 against the middle price
Cheapest at Rule of Law
Go to shopSave ₱20 against the middle price
Cheapest at D6 Games Cafe
Go to shopSave ₱150 against the middle price
Cheapest at Rule of Law
Go to shopCycles and staples
The original ten from Revised and earlier. The most expensive land cycle in the game, and the one most worth price-checking across shops.
10 cards →The ten allied and enemy fetches. Reprints move these prices a lot, so the spread between shops is often wide.
10 cards →The Ravnica ten. Heavily reprinted, so the same land can sit at very different prices depending on which printing a shop has.
10 cards →The Scars and Kaladesh cycles, ten in total.
10 cards →The original ten pain lands, still everywhere in Commander.
10 cards →Artifact mana: the fast rocks, the talismans and the signets. Every Commander deck runs several.
42 cards →Sweepers that reset the table. The mass removal most Commander decks want two or three of.
30 cards →Cards that find a card. The black classics, the green creature tutors and the artifact ones.
28 cards →The cards that turn up in almost every Commander deck. If you are building, you are probably buying several of these.
20 cards →Enchantments, creatures and spells that keep the hand full, from Rhystic Study to the cantrips.
37 cards →One-target answers: exile, destroy, bounce and the flexible catch-alls.
39 cards →Keeping the board alive: instant-speed saves, equipment that grants hexproof, and pillow-fort enchantments.
25 cards →Cards that exile or empty graveyards, from the free ones to the creatures that do it on a body.
26 cards →Spells that return creatures from the graveyard, the enablers that put them there, and the classic targets.
30 cards →Cards that make Treasure tokens, and the ones that pay you for making them.
27 cards →Creatures and spells that fill the board, and the doublers that make them ridiculous.
28 cards →From the free ones to the two-mana workhorses. What blue decks are always short of.
37 cards →Free and cheap ways to sacrifice a creature, for the aristocrats and combo decks that need one.
27 cards →The swords, the boots and the hammers. Voltron and Commander staples alike.
30 cards →Sets on the index
Just landed
When we first saw these listings. A shop may have had them longer — an index can only report when it noticed.