Worth comparing
Same card. Very different prices.
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
Where shopping around actually pays
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.
We need at least two shops carrying the same card.
As more shops finish syncing, the cards with the widest price gaps will show up here.
Cycles and staples
The lists people actually shop
Dual Lands
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 →Fetch Lands
The ten allied and enemy fetches. Reprints move these prices a lot, so the spread between shops is often wide.
10 cards →Shock Lands
The Ravnica ten. Heavily reprinted, so the same land can sit at very different prices depending on which printing a shop has.
10 cards →Fast Lands
The Scars and Kaladesh cycles, ten in total.
10 cards →Pain Lands
The original ten pain lands, still everywhere in Commander.
10 cards →Mana Rocks
Artifact mana: the fast rocks, the talismans and the signets. Every Commander deck runs several.
42 cards →Board Wipes
Sweepers that reset the table. The mass removal most Commander decks want two or three of.
30 cards →Tutors
Cards that find a card. The black classics, the green creature tutors and the artifact ones.
28 cards →Commander Staples
The cards that turn up in almost every Commander deck. If you are building, you are probably buying several of these.
20 cards →Card Draw
Enchantments, creatures and spells that keep the hand full, from Rhystic Study to the cantrips.
37 cards →Spot Removal
One-target answers: exile, destroy, bounce and the flexible catch-alls.
39 cards →Protection
Keeping the board alive: instant-speed saves, equipment that grants hexproof, and pillow-fort enchantments.
25 cards →Graveyard Hate
Cards that exile or empty graveyards, from the free ones to the creatures that do it on a body.
26 cards →Reanimator
Spells that return creatures from the graveyard, the enablers that put them there, and the classic targets.
30 cards →Treasure Makers
Cards that make Treasure tokens, and the ones that pay you for making them.
27 cards →Token Makers
Creatures and spells that fill the board, and the doublers that make them ridiculous.
28 cards →Counterspells
From the free ones to the two-mana workhorses. What blue decks are always short of.
37 cards →Sacrifice Outlets
Free and cheap ways to sacrifice a creature, for the aristocrats and combo decks that need one.
27 cards →Equipment
The swords, the boots and the hammers. Voltron and Commander staples alike.
30 cards →