Oldschool 93/94

by Nethershadow on 09 January 2015

Main Deck (62 cards)

Sideboard (15 cards)

Artifacts (3)


Enchantments (6)

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Deck Description

Oldschool 93/94 only format. no idea how it would hold up vs the 93/94 tourny decks but i liked the idea of playing this. Will never own these expensive cards but hey one can deam:)

How to Play

electric eel for agro
unstable mutation/enchantment alteration synergy
use it on opponents 1/1 than swap to your own to kill it with the counter. Or use on ooze, than after juxtapose swap it to your eel.
primordial ooze/serendib djinn and mana vault in combo with juxtapose
giving opponent a nasty mana upkeep and dmg from the ooze and dmg from the vault.
remove ooze if needed with blue elemental blasts and serendib djinn with red elelemental blast if needed. Or unsummon it back to your hand.
the blasts also counter blue counters or red burn. and with sleight of mind it removes or counters any collor.
force spike to help protect the opponent controlled ooze or djinn vs swords to plowshares/ terror or other creature removal.
strip mine to thin opponents mana or remove pesty library of alexandria.
maze of ith to hold opponent controlled ooze or djinn at bay.

Deck Tags

  • Oldschool
  • 93/94
  • 93
  • 94

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 5,765 times.

Mana Curve

Mana Symbol Occurrence

0260110

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Oldschool 93/94

dont know if it would stand a change in 93/94 format but it seems a fun build to me.

0
Posted 09 January 2015 at 21:02

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So the nostalgia is catching on :D

Here's a link to a 93/94 "forum" that I'm trying gather people for. I'll try to maintain it.
There are currently only two other builders collected.

http://www.mtgvault.com/wickeddarkman/decks/9394-format-forum/

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Posted 07 April 2016 at 11:37

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If you ever return, look up the following players (most are absent)
Empyric (1 deck)
IfhBiffEfreet (3 decks)
N810 (1 decks)
Nethershadow (2 deck)
PoodleOfDeath (3 decks) (decks played with in "shandalar")
skderopr8er (1 deck)
suicdeblack (1 deck)
trakeena (1 deck)
warehouse23k1 (1 deck)
wickeddarkman (2 decks)

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Posted 02 May 2019 at 11:46

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I like unusual deck ideas, but I'm not sure this would work out well. Mostly because timing is too tight with this deck and because you will most likely be killed by your own cards.

First, I'm not sure giving your opponent a djinn is a good idea. You will exchange the card with one of your opponent's but it has to be a flying creature. Otherwise, your opponent will sacrifice a land but you will take 5 damages because you have nothing to block flying creatures unless you have your other djinn out or your maze of ith. Half your life total after 2 turns. You could bounce it back with boomerang or unsummon it each turn, but you will have to trade it every turn or loose your own lands, including islands. Play it too fast and it will only slow down your opponent while your life points will quickly drain. Play it too late, your opponent might say thanks for the big flyer! Now if you exchange the card and destroy it with a blast after the first upkeep, it seems pretty useless. Stone rain would cost less for the same effect. If I was to gamble with giving my opponent a creature, I guess I would slow the deck down and play elder spawn. I'd even prefer kobolds for the trade. They are freaking useless but can still be used with a mutation! Unstable kobold looks good plus they die if you move the mutation around!

What about playing 4x djinn and 4x magnetic mountain with 4x twiddle? Or at least adding a couple magnetic mountains to cover yourself.

Djinn/vault/unstable is a pretty good combo for a beatdown deck. The thing is you have to have 4 djiins to play it fast enough. Turn 3 8/9 flyer, not bad!

The ooze is also pretty hard to play if you want to trade it. The thing is it's most likely to die because it has to attack each turn. To be potent, you have to put an unstable mutation on it the exact turn it comes into play. This way, it will stay a 4/4 creature that you must use at least 3-4 turns (so you pay the upkeep). Then you trade it AND move your mutation so it becomes a 1/1 with an upkeep of 3-4 lands. Otherwise, your opponent might just pay the upkeep and it will kill all your eels/other oozes or damage you. What makes you think the opponent will absolutely want to kill the ooze unless it is a 1/1 with a big upkeep? If the ooze dosen't damage your opponent, then trading it is useless. I think it would combo well with mana short, but this spell is still misunderstood by me, so I'm not sure it could prevent your opponent from paying the upkeep!

Finaly, I assume you play with mana burn as OS 93/94 should be. So having 4 vaults for only 6 cards that can be used with it is a bit much. I do get that you will give your opponent the vault, but I suppose you want it to be tapped before giving it to your opponent. The thing is you have no way to sink the mana other than juxtapose. Even with a djinn you'll still loose 1 life (dosen't seem a lot but remember you will also lose life with your eels). It becomes a 3 cards combo and it can be quite hard to pull. Also, let's say you can do the trick twice in a game, you can still get stuck with 2 useless vaults. That is if you can exchange them to your oponent. What if your opponent don't have any artifact in play? Twiddle could untap your vault if you want to use it twice, or untap it if your opponent have no artifact so you don't get stuck with 1 or 2 tapped vault.

Otherwise, I think you would need a mana sink like a fireball or power sink seeing you play 4 vaults. Maybe some other artifacts that you can give to your opponent. Anyway, fork deserves to be in the deck I suppose!

Sorry for the long one! I really enjoyed thinking about this deck!

1
Posted 02 May 2019 at 15:40

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On the matter of the ooze, it's optional if you pay or not, and by not paying it, it will become tapped, so during early turns you simply pay 1-2 life and it won't be blocked because it's tapped. Once the opponent has hold of it, the mana payment will usually be too high for them to pay for it, and it will then keep on growing and dealing more and more damage.

NETHERSHADOW:
I can see city in a bottle used alongside juxtapose by bing a maindeck card. There is virtually NO oldschooldeck that does not have any arabian nights cards, they either have arabian djins, monkeys, flying men or they simply have brass city. the minimum amount of arabian night cards in any deck is actually 4, so all decks have at least 4 arabian nights cards in them, and so the city in a bottle is virtually always usefull. By exploiting that the city is continious you swap something that does its job no matter whose side it's on with something you can use and rob from the opponent. I've run some tests on the amount of city in a bottle and can recommend 2 in main and 1 in the sideboard.

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Posted 02 May 2019 at 16:23

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