bruno

"mr storylets"

writer (derogatory). lead designer on Fallen London.

http://twitter.com/notbrunoagain


THESE POSTS ARE PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE POSTS OR THE USE OR OTHER DEALINGS IN THE POSTS.


Bluesky
brunodias.bsky.social

Last time, we capped off the first year of Magic's existence with a look at the first World Championship. This time, we are speeding up and heading into 1995.

This gap from mid-1995 to early 1996 is in more ways than one Magic's dark age. The initial wave of excitement from the game's release had subsided a bit, and now everyone was wondering again if the game was destined to peter out after a couple of years. Several expansions had come out after Alpha: Arabian Nights, Legends, and Antiquities. All of them contain important cards in the competitive metagame, though many such cards won't really be major players in this story for a long time – Bazaar of Baghdad will wait twelve years to become the broken card it secretly was all along.

The Dark came out shortly before GenCon 1994. Shortly after GenCon, Wizards printed Fallen Empires. Fallen Empires was the first Magic card set to be overprinted, signaling a slowdown in the game's initial rapid growth. Its follow up, Ice Age, contains a lot of cards and mechanics that players are nostalgic for; it's also the first expansion to come in 15-card boosters.

Magic has been around so long that there are several products we can name as the 'beginning of modern Magic'. Ice Age, the first expansion to contain 15-card boosters and a cohesive mechanical theme with cards meant to be played with each other, is the first such watershed moment.

Immediately after Ice Age came Homelands, widely considered to be Magic's nadir. Almost universally hated for its underpowered cards and unenjoyable design, Homelands went on to sell worse than any product thus far.

This is the dark age: In the storyline, Urza just blew up the world and caused a magical nuclear winter. Business-wise, the game looks wobblier than it ever has since its explosive initial release. Even the tournament scene from this era is widely forgotten; the organized play system Magic would have over the following 20 years doesn't exist yet, and recollections of early competitive Magic often leave this era out.

This is an important moment because it's the first 'split' in Magic constructed formats. Before January of 1995, there was just Magic, with one set of tournament rules. Now there were two formats — Vintage and Standard (known as 'Type 1' and 'Type 2' back then). Vintage allowed cards going back to the beginning. Standard allowed the last couple years of cards – the exact timing of Standard 'rotation' has changed over the years. But initially, it included Revised (A revised reprinting of Alpha, with some cards from early expansions put in and the Power Nine and other 'problem cards' taken out), The Dark, and Fallen Empires.

Standard is, going forward, our focus. It'll become the most popular competitive Magic format. Others will challenge it in popularity and importance, but it'll always be present. And it's the format that'll change the most dramatically, with near-100% turnover in the card pool. Vintage will eventually become a niche format played only by those who can afford increasingly out-of-reach, never-reprinted cards.

True separation between Standard and Vintage won't really happen for a few months. For the first half-year of its life, Standard will be in a dark age of its own. It'll be dominated by the most rancid decks ever put into card sleeves. Well, not put into card sleeves – this was 1995, so more likely people just wrapped them in a rubber band and then shuffled them up raw. You see, at this time, Standard was locked up in a vise. Specifically, Black Vise.

The cards Black Vise, Armageddon, and Howling Mine

The game plan of the dominant Black Vise decks was simple: Blow up all your opponent's lands and creatures and keep them from casting spells. Soon, with some help from Howling Mine, they'll start holding a bunch of cards in hand they can't cast. Black Vise acts as a win condition that is fast, cheap, and difficult to interact with.

In 1995, this was extremely widespread on the still-nascent tournament scene. Separation between Vintage and Standard had led to a slower Standard format without the broken artifact mana from Alpha, which allowed land destruction to become much more powerful.

However, this meta was not simply a wasteland of land destruction decks that planned to make all your cards rot in your hand. There was another contender, an equally competitive deck with a very different gameplan. Some might say the opposite gameplan. You will notice that the example Vise decklist I shared was only the runner-up at the second-ever Magic world championship. You might wonder – what hero took down the mighty Vise deck? Who won that tournament?

Well, reader, a specter was haunting Magic.

The cards Disrupting Scepter, Hypnotic Specter, and Mind Twist

...yeah. The winning deck from 1995? Alexander Blumke's Rack Control.

The win condition here is, of course, The Rack – Black Vise's mirror image, an artifact that deals damage if an opponent has emptied their hand. Or if you'd emptied their hand for them. Black Lotus might be gone, but Dark Ritual does a convincing imitation, and casting Mind Twist or Hipnotic Specter on turn 1 tended to ruin most draws. These cards were joined by a newcomer from Fallen Empires: Hymn to Tourach, an extremely powerful discard spell that had not been restricted (unlike Mind Twist).

So yeah. That's the meta for a good chunk of 1995 leading into the second-ever Worlds: The deck that doesn't let you have any mana versus the deck that doesn't let you have any spells. Magic has been trying to recapture the joy of these child-like early years ever since.

Next time: Black Vise is restricted in Standard. This will surely lead to a diverse and enjoyable metagame.


You must log in to comment.

in reply to @bruno's post:

First off I just wanna say, knowing absolutely nothing about Magic, these posts have been REALLY great, I've been really looking forward to them. This is super interesting stuff and I really appreciate the contextualization you're doing!

Second: in this one I noticed that a couple of the cards you've mentioned have WAY more complicated descriptions of their effects in the older versions than modern ones... both Bazaar of Baghdad and Mind Twist mention "if [you don't have] X cards in your hand, discard all of them," but the modern ones just say to discard X. I know, like, a lot of verbose descriptions got replaced with keywords eventually, but these seem extra specific and like a different sort of thing. Was there some specific rule about discarding they were trying to work around here? I tried googling it but couldn't find anything!

I'm pretty sure this was just the text style at the time. The Comprehensive Rules now specifically state "609.3. If an effect attempts to do something impossible, it does only as much as possible." which allows the simplified "discard X cards" text to stand alone. (it actually uses discarding multiple cards as the example for this rule.)

As far as I'm aware the old phrasing on Bazaar of Baghdad and Mind Twist is meant as clarification, and doesn't change how anything works. So it reflects a philosophical change in how card text is written but not an actual rules change (although the rules have changed in various ways since then). Back in the early years there was no reminder text (italicised text meant to remind players of the rules, but which doesn't convey any actual rules effect in itself). So when the editors though a reminder was warranted it was often folded into the main text. For example, the modern wording of Timetwister has some reminder text explaining that it goes to the graveyard, because players don't necessarily know that this is the order in which things happen by the rules, but that italicised text doesn't technically do anything.

The specific way rules text gets written on Magic cards is known as 'templating' and in the modern era it's very exacting, there's a set way to express any given effect or ability.

But on old cards they were just written much more casually. Sometimes they explain things in more detail than they would now (Plague Rats), sometimes they refer to things in the fiction within the rules text (Rock Hydra). Some cards don't really work within the rules so their modern rules text is extremely long – Animate Dead went a long time without a reprint because the updated text was so long it couldn't fit on a normal card, until they eventually found a way to squeeze it. In other cases, the original Alpha wording has to laboriously explain how something works whereas in the modern wording the specifics of how it works have been shunted off to the Comprehensive Rules; Clone is an example.

Some of this goes the other way – nowadays Winter Orb specifies that it only works when it's untapped. Back in Alpha, it was actually an inherent rule of artifacts with passive abilities that they stopped worked when they were tapped, so people would combo Winter Orb with Icy Manipulator to make it so their opponent wouldn't get to untap their lands but they would. This rule was trimmed for being unintuitive at some point, then Winter Orb spent ten years working constantly whether it was tapped or not, breaking the Icy Manipulator combo. Then at one point Wizards decided to add specific rules text to cards like Winter Orb to make them work as they did under the old rules!

Dang, thanks for the in-depth answer! That's all really interesting—it definitely seems like generally like even early Magic is still really strong at explaining things in a very concise way, even if they've gotten much better at it in modern ones. (The discard example feels like it's unnecessary, but in general, the lack of ambiguity feels really impressive!) It also really stands out to me that like... I assume a card with a gimmick like Rock Hydra would be designed in a different way now to fit into the vocabulary they have better, because the modern description is super long, but the original is actually kinda more intuitive to me precisely because of its invocation of lore!

It's funny because in recent years they've gone back a bit to using flavor to convey mechanics more. As of the last five years or so, creatures now "die" instead of "going to the graveyard," things "enter the battlefield" instead of "coming into play", and so on.

I think part of this is that the game is now designed with the assumption that people can easily look up rulings or rule details online if needed from anywhere, so templating has gotten a little more willing to do explicitly convey flavor in text. The crossover D&D set from last year has a bunch of ability words that are one-offs just meant to name card abilities after corresponding things in D&D, for example.

And then there's Raging River which is another old Alpha card with flavorful templating, and a brand new card with a similar mechanic, Space Beleren. The latter is from a funny self-parody set but it's still tournament legal.

There's the maybe apocryphal story from pre(?) alpha where Time Walk instead of saying take another turn after the current one or whatever said something like "Opponent loses next turn" (not even "Opponent loses their next turn") which led some to argue that meant that the opponent loses the game on the next turn.

and also on that note since i looked up when the novels were published - it was actually only 4-5 years later already! At least narratively. Not even with coldsnap, but instead writing the novelization of The Dark of all sets as the first part of a trilogy containing the books for Ice Age and Alliances, to mirror the trilogies for actual blocks they were starting with masques

Thanks so much for these! This has been a great read. I was playing Magic back then, but I was a kid who could barely afford to assemble a single deck so I never saw this era of competitive play. It's been really interesting to learn about.

When I saw the card image for Balance and the mention of Bazaar of Baghdad, I thought for sure we were going to have even a brief discussion of Maysonet Rack-Balance, which I remember getting a primer for off usenet (rec.games.magic maybe) in 1995. It's my recollection that deck was largely responsible for the restriction of Balance. I played MRB for a few months before my playgroup basically just said "absolutely not" and I went back to my (much worse) UB deck.