bruno
@bruno

Last time, Jay Schneider brought one of the most prevalent deck archetypes into existence.

This time, we're exploring two very different blue decks that emerged during the ferment of that 1996-97 era. It's time catch up on Blue's role in the current meta.

Turbo-Fog

Often, when there's a Best Deck, a deck emerges that specifically attacks that deck. During the height of Necropotence's dominance, an anti-necro deck arose from the ashes of Black Vise.

The Necro players want to gorge on cards? Let them! The Turbo-Stasis deck simply wants to play Howling Mine and Stasis, thus preventing anything productive from happening for turn after turn after turn. You might notice that this deck has no win condition – except for the Black Vise left in the sideboard, there's no way whatsoever to deal damage to an opponent.

That's because the win condition is simply decking the opponent. In Magic, if you would draw a card but your library (draw pile) is empty, you immediately lose the game. The hidden 'win condition' in Turbo-Stasis is actually Feldon's Cane – which allows the Stasis player to shuffle their graveyard back into their library so that their opponent will deck first.

This is the first Howling Mine deck to be called "turbo," but it won't be the last – henceforth many decks that use Howling Mine (and similar effects) to accelerate themselves will be called turbo-whatever, most notably Turbo-Fog.

Except Owling Mine, for some reason (I guess the pun was more attractive than 'Turbo-Owl') but that's a story for another post.

Turbo-Stasis and other early Stasis decks like Vise decks are examples of the 'prison' archetype. While a control deck tries to reactively deal with an opponent's threats, a prison deck tries to proactively stop them from ever presenting threats in the first place. Prison, and prison's latter-day descendants, will be important in some metagames... but not often. Wizards seems to think they shouldn't be due to their unjustifiable belief that Magic should be 'fun.'

Fish

Another of Jay Schneider's contributions to Magic is the 'Fish Heads' deck, later known simply as 'fish'. So named because it plays a lot of merfolk.

[This list comes to us through later-day Usenet posts, and is not 100% accurate. For one thing, all the card names were misspelled and I had to fix them.]

A fish deck is described in period sources as a 'blue weenie' deck, or a 'weenie control' deck. Nowadays we'd say aggro-control – but I'd really call this a tempo deck, as it can't actually play from behind like a control deck.

The idea is simple: Play some very cheap creatures. However, unlike the Sligh deck that followed up with some less-cheap creatures and direct damage to finish the opponent, the Fish deck follows up those cheap creatures with disruption. Aeolipile and Essence Flare are both bad, inefficient removal spells that are available to blue. Zur's Weirding allows for locking the opponent out of drawing cards – sure, the opponent can do the same, but if you're the one with threats on the board, that's perfectly acceptable.

"Tempo" is one of the most nebulously-defined concepts in Magic strategy; roughly, tempo advantage means having the initiative, being able to use every part of your turn (all your mana and your attack step), having more mana's worth of threats in play, and being ahead of your opponent in the damage race. It's almost impossible to quantify or define what tempo is in a real game situation, but almost every aggro deck tries to get ahead on tempo. If you have a bunch of cards in play and your opponent has a bunch of cards in hand, that signals a tempo advantage.

As vague as 'tempo' is, the idea of a tempo deck is very much just getting ahead and then staying ahead by preventing an opponent's plays from affecting the board state. Tempo decks play fewer threats than aggro decks so they can play more, and more exacting answers to disrupt the opponent's plays. Tempo decks have not historically been very successful except in very specific circumstances – their play pattern of getting ahead early and staying ahead until the opponent dies can be fragile. As far as my research can ascertain, the Fish deck never had the volume of play or tournament success that the Turbo-Stasis deck did during 1996 – But it's an influential deck. While tempo has rarely been viable in Standard, blue-based tempo and aggro-control decks would eventually become the deck in several formats with deeper card pools.

One last thing

The card I've studiously avoided mentioning so far:

Force of Will makes both of those decks work. It lets Fish protect its threats after tapping out to play those threats. It lets Turbo-Stasis protect its game plan through Stasis. Force of Will is an immensely format-defining card; if you can play Force of Will, the dynamics of how the game works are entirely different. It'll eventually rotate out of Standard, but will basically never stop being relevant in formats that allow it. Force of Will is still played to this day.

Countering spells is as old as Magic, and the term Magic players use for counterspells as a card archetype is nearly as old: 'permission.' Playing against a deck full of counterspells feels like a game of 'mother may I.' Counterspells are a totalizing answer – they completely prevent an opposing card from doing anything, with very few exceptions.

There's a well-known adage about Magic, attributed to old-school pro Dave Price: "While there are wrong answers, there are no wrong threats." This is, generally, true; Merfolk of the Pearl Trident can attack for damage just as well as any other creature, and your opponent will have to either present a greater threat, or answer it somehow. Whereas your answers can match up poorly against opposing threats: Swords to Plowshares can't kill Black Vise; Disenchant can't kill Erhnam Djinn.

But Force of Will is basically never wrong, as long as you're prepared to pay the price of using it. Usually, the way unconditional countermagic like Counterspell can "miss" is because you don't have the mana to cast it on the turn when your opponent's important spell comes down. Counters particularly struggle to be relevant against low-curve decks that have one-mana threats in them, of course.

Force of Will, though, just doesn't care.

Next week, we make a brief stop at the 1996 World Championships before we move on to the Mirage expansion, 1997, and beyond.


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in reply to @bruno's post:

So I get how Statis + Kismet is a nightmarish combination, but I don't think I understand how Howling Mine interacts with Necropotence... doesn't Necropotence say to skip the draw phase entirely? Since Necropotence only gives you the option of taking a card from your library, couldn't a player using it potentially realize what's going on and just refuse to take any cards at all, while the Howling Mine owner is doing double draws... is the point of the Boomerang just to keep Necropotence out of play to prevent that from happening, or is there something else I'm missing?

Also: ...doesn't this, like, take forever, even at double draw rate? Is thirty turns a lot? I guess I don't have a good feel for how long a game lasts, but it sounds like a lot.

Indeed, a player under Necropotence skips their draw step and so Howling Mine never triggers for them.

The necro player can sit and just not draw cards, but they can't afford to. If they do that, the turbo-stasis player will just accumulate resources, bounce necro with Boomerang, and make it impossible for it to come down again through some combination of mana denial or counterspells.

However, the plan A would be to deny necro entirely in the first place (either through countermagic or mana denial).

Against non-Necro decks, Boomerang is used to bounce other problematic permanents (like creatures that managed to resolve under turbo-stasis' countermagic suite) or just to bounce the opponent's lands so they can't build up to enough mana to cast a meaningful spell through Stasis. Being able to bounce a land is the reason they don't reprint Boomerang into Standard any more.

Part of what makes Turbo-Stasis so powerful against necro is exactly that they can just play their howling mine and reap the benefits without worrying about whether they can lock out the opponent first.

Once the Necro player is locked out of the game, the use of Feldon's Cane + Recall will ensure that they deck first. Post sideboard, there's also Disenchant to just destroy Necro outright, and Black Vise as an alternate win condition that does punish Necro more directly.

And yes, it takes about 25 turns of Howling Mine to deck someone. That's definitely a lot! Usually a control deck tries to win after 8-10 turns or so. Magic games vary a lot in length, but the norm is something between four and twelve turns, which in paper Magic translates to about 10 to 20 minutes. Tournament Magic is usually played in best-of-three matches, with 45m-1h allocated to play them.

In practice most players would just concede when they're under Stasis-Kismet lock. Even if one doesn't, turns under Stasis lock don't take long to resolve in terms of practical time - it's not like there's meaningful decisions to make.

Also, multiple howling mines stack, so the process eventually speeds up as the turbo-stasis player finds the other copies in their deck.

In a constructed tournament, you have to register one decklist for the entire event. So after round 1, while decklists aren't necessarily published, it's not difficult to find out what people are playing (though 'scouting' has historically been controversial).

In practice though there's only a handful of top decks floating around a given metagame so after your opponent plays a couple cards you can identify or at least narrow down what they might have. Often you can narrow it down significantly just from the lands that you see. If you watch Magic streamers play they'll usually be openly deducing the opponent's deck from just the first land they play. I also do this when I play; once you know the metagame you just know the most likely candidate.

Sometimes there's multiple top decks within a certain color combination so you have to wait and see them cast some spells before you can identify what they're playing, often you can make educated guesses based on the likelihood of different mana plays.

For example, in the current Standard, basic Island on turn 1 is almost always mono-blue. There are other blue decks in the format, but they play few actual islands and they almost always want to lead on a tapped multi-colored land on turn 1. So if you see basic island you start playing on the assumption that Haughty Djinn and counterspells are behind it.

From the other side of it, I play an Esper (Blue-White-Black) deck and sometimes theoretically I could lead on basic island to bluff, but I almost never have a land that allows doing that without wasting mana (because some of my lands have to come into play tapped). So instead on a typical turn 1 I'm playing Raffine's Tower, which basically screams to my opponent "I am playing Esper."

With a control deck, you also usually have few or no proactive plays on turns 1 and 2, so you can wait and see what your opponent is on before committing to a game plan.

Back in 1996, seeing a swamp almost always meant Necropotence. There was just no reason to put sources of black mana in your deck and not play Necro. So, in high level play, the Turbo Stasis player would be well aware of how to play the matchup from the get-go.

Worse case scenario, each round is a best of three match so you play most of your games after learning what your opponent is doing (unless you win so fast that you don't get to see them play anything)

Ahhhh, okay, that makes a lot of sense!

Incidentally, while trying to puzzle this out, I definitely learned that a lot of keywords that seemed like they had intuitive meanings, like "spell" or "permanent," turned out to be way more encompassing than I thought. "Counter target spell" did not sound nearly as scary at first until I realized what it ACTUALLY means. Or Boomerang, for that matter.

Yeah – a permanent is anything that stays on the battlefield, so lands, creatures, enchantments, and artifacts. There's also planeswalkers but they won't show up until 2007. "Nonland permanent" is a common phrase in card text and means exactly that, permanents that aren't lands.

A spell is anything that costs mana that you cast, so creatures, enchantments, artifacts, instants, sorceries and planewalkers are spells (so lands aren't spells). But cards are only spells, technically, as they're being cast; once a spell resolves it goes on the battlefield and stops being a spell (if it's a permanent). Or if it's an instant/sorcery, it does its effect then goes to the graveyard.

This part is a bit confusing because colloquially, Magic players often say "spell" to mean specifically instant or sorcery, but I avoid doing this for clarity's sake so when I say "spell" I mean any nonland card. "Counter target spell" answers basically anything that isn't a land, as long as you have the counter in hand and mana to cast it when the opponent is playing their card. Which is why Force of Will is so format-warping.

Oh my god. "A card is only a spell as it's being cast" is an incredible sentence that explains everything perfectly, both from a lore perspective and a mechanical perspective, and is also a completely ridiculous thing to say. I love it.

I never played competitively, but some combination of turbo stasis & vice control is basically my favourite deck (we played anything goes casual or whatever). It was closer to vice control I guess, but got rid of the vices and howling mines in exchange for the blue instants in this, more or less (there was one capsize in I remember and I only ever had 2 FoW), and a Jayce to mill. Just an utterly joyless thing to play against when it was working properly.