Beyond Dominia May 1997 -- Vol. 2, No. 5

 
by Justin Gary

The New Magic

Whether you like it or not, Magic is changing. As I am writing this article, people across the globe are playing some of their last type II games with ernham djinns performing their favorite activity: plowing fields, and hypnotic specters never learning to stay inside during electrical storms.

Yes sir, change is coming. With the loss of many powerful and brutally efficient cards, previously overlooked items become far more appealing and old strategies are either granted new life or an early grave.

The most significant change in T-2 will be in speed. Without the first turn power of bolts and plows, creature life expectancy has increased drastically. This allows for the possibility of horde ("weenie") decks as well as quick large creature decks. Since the most efficient creatures have also been eliminated (ernham, sengir, savannah lion, etc.) new forms of these old decks must arise. A popular black version is undoubtedly the most powerful. Black has some of the most efficient creatures left in the game including pump-knights, tar pit warriors, skulking ghosts, derelors, sewer rats and more. With the speed of the ritual and the lake, no color has the power to produce more faster. But this is nothing new. What is new is that black is now the second best creature removal color as well (second only to red) with the all-powerfull contagion, drain life, crypt rats (a.k.a, "the bomb"), nekrataal, and dystopia, black is back with a vengeance. For those afraid of losing your entire weenie horde to a well timed wrath or savage twister, black has answers for you as well. Tombstone stairwell can take all of those croaked critters and turn them into an indestructable army; and of course, with the reprint of necropotence an empty hand is soon replenished and the horde is formed anew. Other strong creature decks are the white horde with crusades and plenty of pro-black creatures, and a possible return of sligh-like red decks (though these are considerably weakened and I have not as of yet seen a good one). I am also working on a straight green deck focusing on riverboas and whirling dervishes, using elves and wall of roots to bring out quick forces of nature and uktabi wildcats. This deck does have a problem with flyers that hurricanes only semi-solve.

The other deck type that has been granted new life is the mill decks (decks that win by card depletion). Since stasis is still around, once the pain lands return new versions of the old turbo-stasis deck can be built. Anvil of Bogharden promises to be a great boon in these decks, though without the despotic sceptor stasis players may have trouble controlling the stasis. Non-stasis mill decks have the benefit of a slower environment and strong enchantments to aid in their task. Cards like island sanctuary, pacifism, dream tides, and greater realm of preservation all promise to greatly annoy opponents. Blue counter magic is as strong as ever and though the loss of the plow will force some creative revisions, these decks are still deadly (and boring).

Next month I will review some interesting multi-color possibilities including the blue red browse deck and the interesting prosperity-cadaverousbloom-drainlife deck. Anyone with questions or comments is welcome to e-mail me at [email protected]


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