The Last Decade of Magic

Are there any Magic players still out there? Can anyone give me an overview of the last 10 years or so of the game, e.g., the key expansions, some of the most popular cards, current trends in organized play, etc.?

I started playing in 1994, right after Revised and The Dark were released. I played fairly seriously (at the Type I/Vintage level) for a number of years and stopped right around the time when Tempest came out, so late 1997. Recently, I learned that one of my roommates is also a former Magic player, and we are both getting back into the game. However, a lot has obviously happened since I last played!

I played around the same time you did, and I know just enough of what has come out since to know that it isn’t the same game any more that you and I played.

Exhibit A: The Relentless Rat. It’s like Plague Rats, if you remember those, except that it starts off at 2/2 with only one rat, instead of 1/1, and it’s an explicit exception to the four-card rule (you’re allowed to have as many Relentles Rats in your deck as you want). Build a deck out of nothing but swamps and Relentless Rats, and you could probably win on the sixth turn, and almost free from worry about the luck of the draw screwing you over.

Exhibit B: Nobody ever actually uses Relentless Rats any more, because they’re regarded as too slow.

I have been a competitive Magic player for about ten years. You’ve caught me at a time when I’m actually playing a lot less now though.

You can name the Big Name Deck and I had it built. Name any Big Name Card and I probably had a playset.

I’ve been all over the country playing in Grand Prixs. To no success though. Partially why I’m on my way out of the game. :frowning:

Ever manage to pull off the Lotus Channelball, or any other first-turn wins?

I have won on the first turn, under tournament rules, in a tournament. No Channel/Fireball shenanigans though.

Sorry for not actually answering this stuff.

Magic is a complicated as fuck game, so a simple overview is obviously going to be somewhat difficult.

If you have some free time, I suggest you check out the tournament coverage of Grand Prix: Barcelona that just took place over the weekend. Start here on Day One coverage of the GP. Then here for Day Two. Then lastly, here for the top eight playoffs.

It was Standard, so a lot of the cards mentioned can be easily purchased for an arm, leg and first born child at any local card shop. Also at said card shop, Standard tournaments are likely to be the most frequent and popular.

I played from Stronghold forward, for about 5 years. The new cards are absolutely terrifying and dizzying. I have a set of about 10 decks back from my old tournament days, and I just play with people for fun occasionally. It’s fun to see people who cut their teeth later in the game trying to figure out what my cards do that I recognize by picture alone.

Also, you said you used to be a serious Vintage player, so I doubt Standard interests you much.

So if you want back into Vintage, go here.

They discuss current decks and cards for serious Vintage tournaments. Elsewhere in that message board, you can find dates and locations for Vintage tournies.

You have no idea. :frowning: Counterspell is on life support. Healing Salve is also. – Leaving Giant Growth the only Boon card still around.

Off the top of my head, get these expansions:

Looking over the list, that I think is in order, I would have to add Tempest. I doubt you can find Urzas Saga, much less Tempest.

[[Safe to say that Tempest and Saga are among the two most broken sets?]]

Urzas Saga (If you can.) 3 dollar commons? Yes please.
Mercadian Masques
That set that had the split cards in it. (Apocalypse?)
The set with the flip cards in it. (Kamigawa?)
Time Spiral and Future Sight.

Unglued and Unhinged. – Being an old school player, you will LOVE the UN sets.

But, wow. Comparing 5th edition to 10th Edition, It would be easier to just re learn the game. I mean, Tapping and Phases (No wait, they are called steps now…) are the same, but, … yeah, Seriously, re-learn the game bottom up.

OK, you can’t just leave us hanging like that. What combo did you use?

Minor nitpick: Phases are made-up of Steps.

That is all. :slight_smile:

Also, I don’t recommend Kamigawa or Mercadian Masques cards. Both sets were trash, Kamigawa especially. Sure, some individual cards were good (Pithing Needle and Umezawa’s Jitte) but overall, trash.

And Tempest block wasn’t broken, just damn good. Urza’s block was definately broken as hell though. :cool:

Oh, yeah, I’ve seen those, they’re great. Unfortunately, a lot of those cards aren’t playable in any game, much less tournaments. Like, the Biggest Meanest Nastie–

Not so much a singular combination of cards, as much as an efficient utilization of the storm mechanic. Easily the most broken mechanics the game as seen.

A three article series on the deck:

Article One.
Article Two.
Article Three.

As for an actual two card combination. How about Flash and Protean Hulk?

Play Flash. Putting a Protean Hulk into play, sacrificing the Hulk immediately.

Hulk’s ability triggers and you go find and put into play, four Disciple of the Vault, four Phyrexian Marauder, and four Shifting Wall.

The artifacts have zero power, thus they’ll go to the graveyard. Them going to the graveyard will trigger each of the four Disciples. Making your opponent lose four life for each artifact going to the graveyard.

You’ll use cards like Brainstorm, Mystical Tutor, and Summoner’s Pact to assemble the whole thing.

Unlike the above Storm deck, this particular deck actually benefits from winning later, rather than sooner. As attempting to win as soon as possible makes you more open to having your whole thing screwed with. Counterspells of some sort or discard effects. It can be made to win very quickly, but it’s advised not to.

The above Storm deck is shown in the articles to win on turn two through counters and discard-effects. The deck was fucking broken.

Nitpick: Zero toughness– Zero power creatures are perfectly allowable. It’s nice to know I still know something about M:tG.

Damn it! A perfectly good post down the drain cuz of that misspeak. :frowning:

:stuck_out_tongue:

And for reference, the Protean Hulk/Flash (known as Hulk Flash) deck won a Grand Prix before having Flash banned.

There were three copies of the deck in the top eight. Steven Sadin’s list being the winning list.

Also, if you’ll notice, they don’t use the Disciple of the Vault method to win or use Summoner’s Pact. The Pact wasn’t legal for the tournament and the Disciple of the Vault win condition took up a lot of deck space. So they opted for a win condition that was more vulnerable, but took up less space.

Yeah, it’s been forever since I played. I contemplated picking up a Magic computer game, just to dabble back in it again, but I think I’d have to relearn everything, especially going by this thread.

I’ve played regularly, mildly competitively, for the last 10 years.

An overview of the blocks since Tempest block:

Urza’s (Saga, Legacy, Destiny): The block is full of broken tutors and overpowered engine cards. Decks abusing Tolarian Academy, Tinker, Replenish, Yawgmoth’s Bargain and other cards dominate many constructed formats.

Masques (Mercadian Masques, Nemesis, Prophecy): Wizards powers down this set considerably compared to previous sets, and most players dislike these sets pretty strongly. Rebels (creatures with activated abilities to search for more of their kind) make their first appearance.

Invasion (Invasion, Planeshift Apocalypse): The first of the great Multicolor blocks. All three sets contain lots of multicolor cards, and encourage people to play lots of colors. The big deck at this time is based around Fires of Yavimaya and big creatures.

Odyssey (Odyssey, Torment, Judgement): This block is based around using the graveyard as more of a resource, with cards that can be played from the graveyard, and cards that care how many cards are in your graveyard. The other interesting bit is that it contains the first sets that are not color balanced. Torment has more black cards than any other color, and Judgement has more Green and White cards.

Onslaught (Onslaught, Legions, Scourge): Introduced morph. Introduced storm, which, as an above poster mentioned, has completely redefined what it means to be a combo deck in most cases. Legions was an all-creature set. This was the beginning of the modern creature type push, where creatures have multiple types (race, class), and sets generally focus on a handful of creature types that interact together.

Mirrodin (Mirrodin, Darksteel, Fifth Dawn): The artifact block. Introduced “indestructible” cards, and a deck that’s been a tournament powerhouse in most formats since: Affinity. Fueled by artifact lands and other cheap artifacts, this deck can easily drop it’s entire hand by turn 3, and sometimes just win by then, too. Introduced equpment, which are artifacts that creatures can wear like enchantments, but unlike enchantments, can be moved around and stay in play if the creature doesn’t.

Kamigawa (Champions, Betrayers, Saviors): Lots of legendary cards, and a new legend rule to go with them (if multiples of the same legend are in play, they all go to the grave). The most important thing to come out of this block, is Umezawa’s Jitte, a truly absurdly good equipment.

Ravnica (Ravnica, Guildpact, Dissention): The ten two-color pairs represent Guilds in this block, with 4 appearing in the first set and 3 each in the others. Each guild has a characteristic flavor and ability word. Introduced hybrid mana, which is a mana symbol that can be paid by either of one or two colors, allowing “multicolor” cards that are either/or, rather than both. Introduced Dredge, which has become a powerful archtype in every constructed format.

Time Spiral (Time Spiral, Planar Chaos, Future Sight): Nostalgia block. The theme was past-present-future. The first set had a “reprint” rarity, in which one of 121 older cards was reprinted. The second had “color-shifted” cards, where older cards were reprinted, except with a different color. Serra Angel in blue, Ball Lightning in green, and Giant Growth in red, for example. The third set had “Future shifted” cards, which are reprints from future sets. Some of those cards have since been printed, some will be in the future, some probably never will be. The big standout from this block is Tarmogoyf, an undercosted green creature that led to almost every deck in Legacy splashing green.

Lorwyn (Lorwyn, Morningtide // Shadowmoor, Eventide): The four-set block. Actually, more like two two-set blocks. Lorwyn/Morningtide was heavily tribal, focused on creature race and class. Shadowmoor/Eventide was focused on color, with lots of cards that care if you have other cards of certain colors. Shadowmoor, Eventide was a heavily hybrid block, with the first having allied colors, and the second having enemy colors. Introduced the first new card type in a while, Planeswalkers, which are permanents with powerful abilities that can be directly attacked by creatures.

Alara (Shards, Conflux, Reborn): There are 5 3-color shards that start out separately, but end up together in the first all-multi-color set (Reborn). It’s early to say what the long-term impact of this set will be.

Some more general notes and trends:

In 1997, there were three main constructed tournament formats: Type 2, Type 1, and Extended (sometimes called type 1.x). To this was added Legacy (Type 1.5), which was Type 1 with all the restricted cards banned. Later, Legacy would have it’s own banned list that was distinct from Type 1’s banned and restricted lists. Extended began a rotation policy like Type 2, going through a few iterations, and now is “all the cards from the last 7 years”.

When 6th edition came out, the rules were overhauled, resulting in a much more consistent and coherent ruleset. Major changes: tapped creatures deal combat damage, tapped artifacts still work, interrupts are all instants, players lose immediately if they hit 0 life, and spells and abilities are processed on a stack, rather than playing in batches.

Some common abilities have shifted from color to color. Fast mana (rituals) have shifted from black to red. Temporary control effects and spell retargetting/duplication have shifted from blue to red. “Good cards” are still pretty solidly in blue.

Overall, the trend has been to increase the power level of creatures and creature-based strategies, while decreasing the power level of combos and non-interactive strategies. Older strategies of “counter almost everything”, “lock the game down”, and “combo out” are much less represented in Type 2, although they’re still present in older formats. For the most part, they’ve succeeded, with creatures from the past few blocks making splashes all the way back in Type 1. Most constructed matches are decided by creatures actually attacking, and even blocking! Many modern creatures have comes-into-play abilities that make them play like a spell with a body attached. Only the most efficient creatures without special abilities see any play at all.

Magic is one of the deepest games ever published. A good answer to your question pretty much necessarily requires more information about what you get out of the game. The decade which has passed since you were last active has been a busy one and identifying what counts as a “key” expansion, or a “popular” card largely depends on your own criteria. For example, the Urza’s Saga block had cards which dominated every tournament format they were legal in, but it was largely regarded as one of the least fun times in Magic history. Mentioning Combo Winter(as the time came to be called) is a good way to get a lot of people to grouse and grumble. Those cards were popular in the sense of being widely played among tournament players, but that’s not necessarily a good thing when talking about the game as a whole. In fact a large part of the player base and R&D considers Urza’s Saga an unhealthy mistake.

Can you give us some more info about how you view the game and what you like about it? It would help us to point you in the direction of articles, cards, or even sets that you might like.

To give you some ideas, start off by trying to figure out if you’re a Timmy, Johnny, or Spike. In a nutshell, Timmy likes the game because he wants to experience something. He likes big splashy effects that make you smile when you play them. He doesn’t care as much about winning or losing, and he’s been known to let off the pressure in order to use his mana to do something fun. Johnny plays the game because he wants to express something. Deckbuilding is Johnny’s specialty. He likes finding interactions and plays others might miss. He’s very analytical and views the many moving pieces of the game, and the game rules, as the challenge, with an opponent as a secondary consideration. Spike wants to prove something. He wants to prove he’s the best around. Competition, mainly against his opponents, but also to earn kudos from bystanders, is the thing he thrives on. He’s the one most likely to spend a day playtesting online as opposed to simply playing. The game is an means to the end of being recognized as a champion for Spike.

If you’re a Spike, we can point you to some of the tournament archives and podcasts from various championships and deck workshops which demonstrate various decks. You might also like Mike Flores’ book “Deckade” which covers the tournament scene during most of the timeframe you’re looking to catch up on. Lots of developments in tournament coverage(including a draft viewer so you can follow along with the picks the pros make) and tournament formats have occurred, most interestingly(to me) a true teams format in Two-Headed Giant.

If you’re a Johnny, we can point you to single card strategies and interesting cards which may pique your interest. For the past couple of years there have been columns on Magicthegathering.com about deckbuilding and the challenges thereof. There’s been a number of cards which scream “build around me” and there are now good online databases of cards which you can use to search both cards and notable decks they’ve been used in.

If you’re a Timmy, we can show you some of the biggest and baddest cards that will make you smile and itch to get your hands on to play. Cards like a 99/99 which is so big that even a partial headshot takes two physical cards to show. Or all the cool dragons which have been printed since then, or maybe angels are your thing. Both have been given a fair bit of attention since you left an have some pretty cool representations.

Maybe the coolest, and this transcends how you play, are the Planeswalkers. They’re a lot of fun and have made a splash in pretty much every aspect of the game.

Enjoy,
Steven

Wow, that’s what, 33 expansions? Back when I played, we had Arabian Nights, Antiquities, Legends, Dark, and if you were hip/rich enough, Fallen Empires and Ice Age.