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The Vintage World Championships Metagame, Part II

Never in a long-term metagame have so many combo decks competed. I suspect that only one or two will survive the culling that will inevitably ensue as combo players discover which deck is truly”best.” I think this is an inherently unstable mixture…. Or is it possible that there could be a balanced metagame with multiple combo decks vying for power and glory – thus bucking the trend of metagames of all times?

Rector Trix

And now we reach one of the truly powerful archetypes that can be played.


By Max Joseph, a.k.a. Westredale:


Disruption

4 Force of Will

4 Cabal Therapy

4 Duress


Search/Broken:

1 Time Walk

1 Ancestral Recall

1 Mystical Tutor

1 Vampiric Tutor

1 Demonic Tutor

1 Yawgmoth’s Will

4 Brainstorm


Combo Pieces:

3 Illusions of Grandeur

2 Donate

1 Rushing River

1 Yawgmoth’s Bargain

1 Necropotence

4 Academy Rector


Mana:

2 Flooded Strand

3 Polluted Delta

3 Scrubland[/author]“][author name="Scrubland"]Scrubland[/author]

4 Underground Sea

2 Gemstone Mine

1 Tolarian Academy

1 Black Lotus

1 Mox Sapphire

1 Mox Pearl

1 Mox Jet

1 Mox Emerald

1 Mana Crypt

1 Sol Ring

1 Mana Vault

3 Dark Ritual


SB: 1 Aura Fracture

SB: 2 Seal of Cleansing

SB: 2 Abeyance

SB: 2 Hurkyl’s Recall

SB: 1 Mind Twist

SB: 1 Island

SB: 1 Balance

SB: 1 Timetwister

SB: 1 The Abyss

SB: 1 Illusions of Grandeur

SB: 2 Blue Elemental Blast


The card that makes this deck possible is Cabal Therapy. In combination with Academy Rector, you have access to the most powerful enchantments the format has to offer: Yawgmoth’s Bargain and Necropotence. Yawgmoth’s Bargain is so busted that once it comes into play, you have won the game unless you are a moron or there is a Chains of Mephistopheles in play. The result is that this deck only needs to find a Rector and a Cabal Therapy. The win condition of Illusions, Donate, is basically an afterthought to bolster your position.


Academy Rector is so potent because aggro can’t attack into it, and Therapy (focused discard) is such an amazing ability in Type One – something that has natural synergy with combo already. Tom Van de Logt, former World Champion of Magic, routinely plays this deck at a monthly tournament in Europe.


Naturally, this deck packs as much acceleration as it can muster, as it basically circumvents the two-drop on the mana curve, and attempts to play Rector, Therapy, for Bargain -> Illusions, Donate, Game. However, the deck is so resilient that it can straight-up cast Bargain or Illusions, and then Donate – a feat it performs with surprising frequency.


Weaknesses

The first thing that is apparent to anyone who has attempted to tune or simply build this deck is that there are too many cards to fit into a sixty-card deck. The result is a usually a compromise, such as cutting a Duress, a Brainstorm, a Dark Ritual, or even Mox Emerald.


The second thing that becomes apparent is that this deck just craps out sometimes. Despite cards like Brainstorm, it is a deck that is likely to lose one game in every few matches simply because of consistency issues.


This deck also has mana issues; a few Wastelands in a row can really put a damper on this deck’s ability to function. It also is not a fan of Duress and Hymn to Tourach – something a cunning budget player is likely to realize.


Conclusion: Very Strong

Rector Trix has, arguably, the very best”game one” of any deck that can be played in Type One right now. Perhaps one of the most compelling reasons to play this deck is its concentration of absolutely busted cards. But then again, the same could be said for:


Rectal Agony

// Lands – 14

3 Gemstone Mine

4 Polluted Delta

3 Scrubland[/author]“][author name="Scrubland"]Scrubland[/author]

3 Underground Sea

1 Tolarian Academy

// Creatures – 4

4 Academy Rector

// Enchantments – 2

1 Necropotence

1 Yawgmoth’s Bargain

// Spells – 30

1 Ancestral Recall

4 Brainstorm

1 Frantic Search

1 Mind’s Desire

1 Mystical Tutor

1 Time Spiral

1 Windfall

1 Vampiric Tutor

4 Dark Ritual

1 Balance

4 Cabal Therapy

1 Demonic Tutor

4 Duress

2 Tendrils of Agony

1 Time Walk

1 Timetwister

1 Yawgmoth’s Will

// Artifacts – 10

1 Lotus Petal

1 Mana Crypt

1 Mana Vault

1 Sol Ring

1 Black Lotus

1 Mox Diamond

1 Mox Emerald

1 Mox Jet

1 Mox Pearl

1 Mox Sapphire


// Sideboard

SB: 1 Abeyance

SB: 1 Fastbond

SB: 1 Form of the Dragon

SB: 1 Future Sight

SB: 1 Sacred Ground

SB: 1 Seal of Cleansing

SB: 1 The Abyss

SB: 1 Words of Worship

SB: 3 Blue Elemental Blast

SB: 2 Hurkyl’s Recall

SB: 1 Island

SB: 1 Mind Twist


This deck has solved the space issue that Rector Trix was confronted with, but at the cost of Force of Will. The premise is the same as Rector Trix: Get Bargain into play and just win. But the deck is considerably leaner, as it has a one-card combo in Tendrils of Agony in place of the clunky Illusions/Donate engine. Consider the impact of casting Dark Ritual with Tendrils. It is a rather powerful card.


Weaknesses

Perhaps the biggest weakness of this deck is that it has an even more difficult time fighting against the mana and hand disruption that frightens Rector Trix because it lacks Force of Will. For those of you who are familiar with my previous writing, I have called Force of Will”the card that holds the format together.”


Conclusion: Very Strong, But Unproven

Nevertheless, if this deck can succeed without Force of Will based upon the power of Duress, Cabal Therapy, Bargain, and an uncounterable win condition, then it may not need Force of Will. This deck will have to be carefully watched to make sure that it isn’t overly powerful.


That leads us to a little side note:


Mind’s Desire

Here is an except from a post I wrote on The Mana Drain on May 28th, 2003:


I know that Wizards likes to build sets with new mechanics and whatnot… But Scourge is going to hit Vintage like a ton of bricks. Even if the pleas of many T1 aficionados have been heard, we are all in for a slap in the face.


Consider – Mind’s Desire and Storm. Even if Mind’s Desire is restricted, what is to prevent a Tendrils of Agony Combo deck, built on a Tolarian Academy engine from still doing very well? …. Think about that statement. … How will they cope? Any deck which wants to just sit there and counter, with no hopes on winning until they have established total domination of the board and game are in serious need of adjustment.


This weakening of Ophidian decks cannot be healthy for T1 or the wider metagame – which, to some extent, is kept in check by domineering blue control decks. When building combo deck X, you have to consider your chances against these brutal control decks. With Storm, you just laugh.


The DCI’s lack of forethought on the impact on T1 may have repercussions that resonate throughout the entire magic community. I wonder if Storm is going to be abused in Extended, as I fear it will in T1. If so, Wizards may have inadvertently made the biggest mistake since Urza Block.”


Thankfully, Wizards made the right call and preemptively restricted Mind’s Desire. I was trying to subtly suggest to the Type One community what I had seen in secret: People developing broken Mind’s Desire decks. The responses to my comments were almost all criticisms:


“Of course you must realize that no one is going to take this seriously until they see a decklist. I’m sure we’re all just glued to StarCityGames.”


“All of the good Storm spells cost a lot of mana. If a control deck lets you cast something that costs five mana, you should win. In general, Academy has little trouble going off once it starts; the problem is that control just counters the first ‘draw seven’ spell and the combo fails to start. The choice of kill card is rarely that important as combo decks tend to generate ‘infinite’ mana or turns.”


“I’m not going to take this seriously until I see a decklist and playtest it myself… Remember the huge BD dupe thing, where everyone was singing the praise of a Doomsday deck, when it was just a big hoax?”


That weekend, Mike Krzywicki posted an article on a Mind’s Desire deck at The End Games – a list that was a bit underpowered compared to what I had seen elsewhere – but a list that has been the basis for the Mind’s Desire decklists to survive its restriction.


For example, here was an unrefined, late May list that had emerged only a week or so after Scourge had been released:


Slurpy (Brain Freeze is the kill, get it?)

By Alex Crestfield and Max Joseph

4 Duress (or 4 Force of Will)

1 Yawgmoth’s Will

1 Frantic Search

1 Timetwister

1 Time Spiral

1 Wheel of Fortune

1 Time Walk

1 Ancestral Recall

1 Mystical Tutor

1 Vampiric Tutor

1 Demonic Tutor

1 Regrowth

1 Crop Rotation

1 Fastbond

4 Mind’s Desire

4 Hurkyl’s Recall

4 Impulse

4 Brainstorm

2 Brain Freeze (or Cunning Wish – you choose)

2 Candelabra of Tawnos

1 Mana Crypt

1 Lotus Petal

1 Mox Diamond

1 Mox Emerald

1 Mox Jet

1 Mox Pearl

1 Mox Ruby

1 Mox Sapphire

1 Black Lotus

1 Sol Ring

1 Mana Vault

1 Grim Monolith

1 Tolarian Academy

2 Underground Sea

4 City of Brass

4 Gemstone Mine


Sideboard:

2 Brain Freeze


Oscar Tan published a very early list that I posted on the Paragons listing in this column illustrating how the deck operates.


On June 1st, the Type One community enjoyed a collective sigh of relief when they saw that the card had been preemptively restricted. We all knew, however, that it wouldn’t stop Tendrils from being abused. You have already seen one Tendrils list so far – and there are two more to come.


Undaunted by its restriction, Mike Long posted a list of what is in essence an Academy list using Burning Wish to abuse Mind’s Desire and Yawgmoth’s Will.


Burning Desire

By Mike Long

1 Windfall

1 Tinker

1 Memory Jar

4 Burning Wish

4 Duress

3 Brainstorm

4 Dark Ritual

1 Abeyance

1 Time Walk

1 Timetwister

1 Ancestral Recall

1 Wheel of Fortune

1 Vampiric Tutor

1 Mystical Tutor

1 Demonic Consultation

1 Demonic Tutor

1 Yawgmoth’s Bargain

1 Necropotence

1 Mox Jet

1 Mox Ruby

1 Mox Emerald

1 Mox Pearl

1 Mox Sapphire

1 Black Lotus

1 Sol Ring

1 Mana Vault

1 Mana Crypt

1 Lotus Petal

1 Mox Diamond

4 Lion’s Eye Diamond

4 Chromatic Sphere

1 Tolarian Academy

4 Polluted Delta

3 Underground Sea

4 Gemstone Mine


Sideboard:

1 Mind’s Desire

1 Yawgmoth’s Will

1 Balance

1 Mind Twist

1 Recoup

1 Tendrils of Agony

1 Obliterate

1 Vindicate

4 Stifle

3 Phyrexian Negator


Perhaps the most attractive reason to play this deck is its speed. Goldfishing, there is little doubt that this is, consistently, the fastest of the current combo decks you may play against, or play with. However, there is a big difference between goldfishing and actual tournament play. You might want to take a look at:


By Roland Bode

// Lands

4 City of Brass

4 Gemstone Mine

2 Underground Sea

1 Tolarian Academy

// Enchantments

1 Future Sight

1 Necropotence

1 Yawgmoth’s Bargain

// Spells

1 Ancestral Recall

1 Demonic Consultation

1 Fact or Fiction

2 Hunting Pack

1 Mystical Tutor

1 Vampiric Tutor

4 Dark Ritual

1 Balance

4 Burning Wish

1 Demonic Tutor

4 Duress

1 Mind’s Desire

1 Time Walk

1 Timetwister

1 Wheel of Fortune

1 Windfall

// Artifacts

4 Chromatic Sphere

4 Lion’s Eye Diamond

1 Lotus Petal

1 Mana Crypt

1 Memory Jar

1 Mox Diamond

1 Black Lotus

1 Mana Vault

1 Mox Emerald

1 Mox Jet

1 Mox Pearl

1 Mox Ruby

1 Mox Sapphire

1 Sol Ring


// Sideboard

SB: 1 Decree of Annihilation

SB: 2 Hurkyl’s Recall

SB: 1 Innocent Blood

SB: 1 Mind Twist

SB: 1 Ray of Revelation

SB: 1 Recoup

SB: 1 Replenish

SB: 1 Tendrils of Agony

SB: 1 Vindicate

SB: 3 Xantid Swarm

SB: 1 Yawgmoth’s Will


Roland Bode is famous for creating GroAtog – or, as he puts it, he’s famous for adding black to Alan Comer’s deck. Nevertheless, he has made a name for himself by succeeding, repeatedly, in one of the most difficult Type One environments in the world: Germany’s Dülmen. Moreover, he is an accomplished player himself, gaining 7th Place at the European Championship last year, which he qualified for by getting 10th at German Nationals. Not too bad.


Perhaps of interest is Roland’s now-infamous letter to Mike Long at the End Games:


“Hi, First let me apologize for my bad English; school is some time ago. I really like your deck, it is very fast and powerful. But I prefer another version. Let me explain my card choices: In my opinion the deck can’t win against control (which is, in my opinion, the deck type to beat) if the game lasts at least 4 rounds, assuming they leave their mana open and counter only”draw sevens” and Wishes. That’s why I included +1 Hunting Pack (-1 Abeyance) in the main deck. You only need to keep your Moxes and Rituals in hand.


While testing the deck, I realized that I never needed the Desire to win. Wish/Will/Wish/Tendrils was enough for the kill in every game. So I ended up putting the desire into the main deck.


Changes:

-1
Tinker

-1
Abeyance

-1 Underground Sea

+1 Mind’s Desire

+1
Hunting Pack

+1 Tropical Island


Sideboard:

The Stifles seemed to be useless in the mirror match (’cause you play a draw seven, draw seven, Wish, Will, Duress, Duress), so I removed them for Meddling Mages. And I ended up removing the Negators for Xantid Swarms.


Thanks for the very good deck; we will play it next month, here in Germany.


Roland


Roland,


I’m glad to hear about people testing the new version of the Desire deck. Testing is important to understanding a deck. You also have made a good choice by personalizing your deck. I think you’ll find that in competitive play that you’re really happy having Desire in your board for the Wish and leave the Xantid Swarms behind. I’ll say that I fully expect a four-Burning Wish deck to take the Type I Championship at GenCon this year.


Regards,

Mike Long


I think you’ll all agree that the letter was a bit condescending, considering Roland Bode is one of the most respected names in Type One. The general consensus has been that Roland’s suggestions are, by and large, seen as an improvement to the deck. Hunting Pack only requires four spells to have been cast in the turn in order to have lethal damage – perhaps illustrating exactly how powerful the”Storm” mechanic really is. (Unless, of course, you forget that it is, aside from Stifle, essentially uncounterable.)


This is an overhaul of the classic Academy deck. It has some of the most broken spells in Type One – although at a lower concentration than Rectal Agony. However, it is topped off by an uncounterable win condition, and it is streamlined, removing the Candelabra of Tawnos/ Stroke of Genius/Power Artifact combo.


The real threat of this deck is that it abuses Yawgmoth’s Will to an extreme. For anyone who isn’t very familiar with Type One, Yawgmoth’s Will is probably the most busted card in the format right now – and I’m not exaggerating! It’s even more broken than Balance and Ancestral Recall. That is why the card is often referred to as Yawgmoth’s Win. Burning Wishing for Yawgmoth’s Win multiple times is degenerate. Long’s Deck features Burning Wish to set up a massive Desire from which the opponent will never survive; Roland’s deck prefers to have the Desire in the maindeck, as an uncounterable threat to control.


Weaknesses

First of all, if you counted the mana sources, there are thirty-five of them. That is not just a hefty amount; that is absurd. Once you have excluded the Tutors, Wishes, and Brainstorms, there are a grand total of fourteen business spells in Mike Long’s deck, while there are seventeen in Roland’s. With so much mana, there is a very good chance that a turn 1 Duress will take your only potent card, leaving you with a handful of mana. Moreover, it seems that this deck must have consistency issues with such a huge mana base, as the average hand is likely to have anywhere from two to seven mana sources, it seems (an exaggeration, but not by much).


Moreover, by leaving the win conditions in the sideboard (as Long has chosen to do), he has opened himself up to the odious challenge of having to resolve his Burning Wishes in order to win. Roland has ducked that bridge by including two Hunting Packs in the maindeck (and by moving a Desire maindeck). The reply to that would be that your opponent would Duress you first, knowing full well what your hand is… But in the heat of battle, after playing multiple draw sevens or whatnot, that is more difficult to achieve. Sometimes you’ll just have to throw a spell out there and hope for the best.


This deck also has the problem that older Academy decks suffer, but Rector Agony suffers less from: It is reliant on resolving one of its draw seven mechanisms or a Bargain/Necro. Like the Academy decks of old, or Kai’s 2000 Invitational Trix deck, if you countered the critical spells, you could stop the combo machine from spinning out of control… But unlike Rectal Agony, this deck is less likely to topdeck another business spell that must be immediately countered thanks to its massive amounts of mana.


This deck can try and solve a lot of control problem with a sideboard, but it can’t overcome another weakness the deck has: Mana and hand disruption. Gorilla Shaman and a few Wastelands can really slow down this deck, and cards like Hymn to Tourach seem to be an increasing threat. Additionally, the metagame is likely to increase the number of Stifles this deck will encounter – something that makes this deck’s task more difficult. Finally, it has a very clunky game: Using Chromatic Spheres and Lion’s Eye Diamonds – a janky combo – together to create a lot of mana and play a key spell after Brainstorming.


Conclusion: Good

I hesitate, because I don’t feel that this deck is nearly as powerful as the other combo decks it is competing with, but it has already proven itself, getting 2nd place in July’s Dülmen. Not an easy task.


And our final featured Combo Deck is:


The Shining

By Carsten Kötter

Maindeck:

1 Black Lotus

1 Mox Emerald

1 Mox Jet

1 Mox Pearl

1 Mox Ruby

1 Mox Sapphire

1 Sol Ring

2 City of Brass

3 Flooded Strand

1 Library of Alexandria

2 Polluted Delta

1 Tolarian Academy

1 Tropical Island

2 Tundra

3 Underground Sea

3 Volcanic Island

1 Zuran Orb

1 Demonic Tutor

1 Diabolic Edict

2 Duress

1 Vampiric Tutor

4 Accumulated Knowledge

1 Ancestral Recall

4 Brainstorm

4 Force of Will

2 Future Sight

1 Gush

1 Intuition

4 Mana Drain

1 Merchant Scroll

1 Mystical Tutor

1 Time Walk

1 Fastbond

4 Burning Wish


Sideboard:

1 Aura Fracture

1 Balance

1 Call of the Herd

1 Circle of Protection: Red

1 Deep Analysis

2 Duress

1 Innocent Blood

1 Mind Twist

1 Primitive Justice

2 Pyroblast

1 Tendrils of Agony

1 Vindicate

1 Yawgmoth’s Will


There is much to admire about this deck. It is far more controllish and began as an attempt to break Future Sight in Keeper as much as possible. Starting with Combo Keeper – a popular idea in Germany for a while – and basically using the Grim Monolith/Power Artifact combo, Carsten decided that Fastbond would be needed to maximize the benefits of Future Sight. And slowly, with the addition of Scourge cards, the deck has evolved to the point it is at today. While all the combo decks require flawless playskill, this deck is one of the more difficult decks to play. However, when you boil it down, what you have is another façade covering a Tendrils kill.


I haven’t tested this deck enough to be able to intelligently comment on its weaknesses, but I assume that a little testing of your own will demonstrate how good this deck is. I also feel uncertain about whether Carsten’s success with this deck stemmed from the raw power of the decklist, or from his personal play skill and intimacy with the deck. I would say that it is probably a contender should someone bring it to GenCon.


The combo decks that have been presented so far reveal a wide spectrum of choices; each combo deck is vulnerable to a different kind of hate, and each one has its own angles of attack. They range form pure blitz like Long’s Burning Academy to the long game (in Type One terms) of The Shining to the almost control feel of Hulk and Stax.


Nevertheless, I think this is an inherently unstable mixture. Never in a long-term metagame have so many combo decks competed. I suspect that only one or two will survive the culling that will inevitably ensue as combo players discover which deck is truly”best.”


Or is it possible that there could be a balanced metagame with multiple combo decks vying for power and glory – thus bucking the trend of metagames of all times?


Could it also be that we are going to see a massively fractured metagame, with different combo decks winning in different metagames, all with no consensus? I think that is going to be the least likely end result. I suspect that by the end of GenCon – and definitely by the end of August – we’ll all know what the best combo deck is. Can you say which one that will be? The criteria seems clear to me: The one that performs best against the control decks and against the other combo decks. I suspect that one or two will prove more successful at it than others.


All I have is questions and few answers. It should be an interesting next couple of months.


Other Decks

There are a few other archetypes that I feel I should address:


Parfait

If you are considering playing Mono-White Control, then you better hope that the field is going to be entirely composed of budget aggro decks. This deck might be fun, but it is one of the worst decks you can take. Not to mention that White is the worst color.

Conclusion: Weak


Oath

I’m only going to spend two words on this one: Time Walk. Oath generally doesn’t work in Type One unless the conditions are just right, and even then, it may not.

Conclusion: Weak


WorldGorger Combo

There are several variations floating around still. One involves Intuition, and another involves Bazaar of Baghdad. They will be facing a lot of graveyard hate that will be aimed at Rector decks, but will also have to contend with Stifle. Moreover, there are simply better combo decks to play right now.

Conclusion: Too Rogue to Tell


Suicide Black

The resident denizen employer of Nantuko Shade packed into an aggro control concept. This deck gets stronger by leaps and bounds now that the number of Misdirections is decreasing in the field. The disruption this deck packs is top-notch. Ironically, this is one of Rector Trix’s worst matchups!


Weaknesses: Its old weakness used to be Sligh… But Nantuko Shade is a resilient sonvabitch and a tough fly for Sligh to swat. Currently, it’s only weakness is that it is mono black and incredibly vulnerable to aggro decks like TnT.

Conclusion: Decent


Ankh Sligh

It is difficult at this point to tell whether Ankh is going to remain or go away in favor of a more traditional build. While these decks tend not to win tournaments, they are certainly something which must be considered in any environment. They are fast and brutal, but generally looked down upon. Neutral Ground is brimming with this type of deck.


Weaknesses: It has a rather difficult time against combo and is rarely the best Type One aggro deck.

Conclusion: Mediocre


R/G Beatz

Naturalize is a house. This sort of deck could come climbing back with a vengeance with a concept that is merely Slighish – but with a splash of Green to play cards like Kird Ape. Not a bad idea. At all. Green gives the idea far more resilience and many more sideboard options.


Weaknesses – generally most of the weaknesses that Sligh has remains.

Conclusion: Mediocre


Fish

Any deck that packs four Force of Wills and four Misdirections can give both control and aggro (with Lightning Bolts and Misdirectable targets) a real headache. Add manlands, Islandwalk, Null Rods, and some savage card advantage in Standstill to that, and you have a viable concept. Rootwater Thief can sure leave a mark on a combo deck.


Weaknesses: The men are small – the kill takes awhile.

Conclusion: Decent


That concludes the GenCon Gauntlet. I hope you have found this helpful. Here are a few words before my concluding remarks.


Side Note: Building for the Type One Metagame – Duress vs. Misdirection

Misdirection was a control staple of choice for the last year and a half; its amazing versatility is an answer to budget aggro decks which used cards like Sinkhole, Hymn to Tourach, and direct damage. It was also extremely effective against the upper tier Control decks such as Keeper, which would run a rather high count of Misdirectable spells: Mind Twist, Ancestral Recall, Braingeyser, Stroke of Genius, and the like. Misdirection is also amazing for countering Force of Wills and other counterspells to help force your spell through.


There has been a shift in the last few months. Duress is now the better card at supplementing Force of Will. The weakness of Duress was that it wasn’t as good against Aggro as it was against Combo and Control; this is no longer true. With Aggro decks running Survival of the Fittest, Ankh of Mishra, and heavy disruption again now that GroAtog has left the environment, Duress will almost always have good targets. Moreover – and this is the most compelling reason – control, as a whole, is seeping out of the metagame in favor of combo. The result is that you are less likely to need Misdirection to”force your spell through.”


Moreover, combo is moving towards more hand disruption and less Force of Will. Both Rectal Agony and Long’s Burning Academy are noticeable in that they do not use Force of Will. That means that your Misdirections are going to be far less powerful against combo than would a Duress. Finally, Duress is simply game-breaking in the control mirror. If they are holding a key spell and you play Duress, they must expend countermagic to defend it. In short, I would advocate the fourth Duress before the first Misdirection in the current metagame.


Conclusion

I realize that this is a lot of information to take in at a short sitting. I highly encourage you to proxy up some of these decks and test to see which you might prefer to play at GenCon. Unfortunately, I will be unable to make it as I am in Oxford, England until August 9th. However, I will be sending a representative to play for me. My next article will be my Origins Report: How I won the first Origins tournament and a final look at GroAtog.


Finally, keep in mind that people have probably been working on technology for just this occasion – so keep your wits about you! And remember, ten years since Magic was founded, you are playing the original format – the way the game was meant to be played.


Stephen Menendian

I can be reached at [email protected].