On the First Friday of every month, we (somewhat satirically) crack into some lesser-known Old School 93/94 cards with the intent to open a dialogue and encourage brewing.
In 2004, as my focus shifted from Magic to girls and cards, most of my time spent playing Magic was “Mental Magic.” If I had to guess, the only times that I cast the (1)(B) Transmutation were as Demonic Tutor or Diabolic Edict, instead of itself. In late 2017, I dabbled in a well-known Pauper format deck, Tireless Tribe Combo, that used its namesake and Inside Out to perform a one-hit coup de grâce. To me, Transmutation has similar potential.
Late last year, on a Saturday morning, my girlfriend and I were looking for a local cafe or bookstore so that she could get some work done on her laptop. A quick Google search indicated that a magical place, with both coffee AND books, was just around the corner.
In last month’s article, I skimmed the surface of what most people assume is the primary barrier to entry: monetary co$t. In an effort to disprove that assumption, I settled on building two Old School 93/94 “precons” with a budget of $40 USD each. Sure, you can build cheaper decks, but I wanted to build decks that would leave you with a stack of useful cards afterwards.
In an Old School MTG 93/94 multiplayer game (Brawl or otherwise), resolving a Syphon Soul chips 10% off of each of your opponents’ life totals, with some life gain upside. However, is that impactful enough to run maindeck? Let’s Crack the Vault™ and find out!
I’ve been thinking about this for about a week or so, and when I woke up this morning, I decided that now was the time to write it. Here are five reasons why I play Old School MTG 93/94 (and why you should, too!)
On January 9, 2019, 1939games’ new digital card game, #Kards, entered “closed” beta. I say “closed” because I got my invite less than twelve hours after my request. Do you like Hearthstone? Do you like World War II? Then this is the game for you.
The fledgling Alpha 40 format (minimum of forty cards and any number of the same named card) does not use the decisive rule which renders Plague Rats unplayable (“100.2a …A constructed deck may contain… no more than four of any card with a particular English name other than basic land cards…”). Therefore, with an average opening hand (2-3 Swamps and 4-5 rats), average draws (two rats for every three cards drawn), and no opposing board-sweepers, you can expect five 5/5 Plague Rats on turn six.