Saturday, October 11, 2014

Brian Weissman, Paul Pantera, and twenty years of The Deck

I remember the day when Paul Pantera posted to mtg-strategy-l about a deck that some in the northwest were calling "The Deck". It seemed an impossibly pompous name for a particular deck list. Then again, the post itself was somewhat pretentious itself.

Since that day, and even quite recently, I've seen a bunch of deck lists that purport to be "The Deck", but not from either Paul or Brian. I thought I might post some data from the archives to clarify what was and was not in the earlier versions.

To be fair, the deck list was very fluid at the time - the rules of magic were young. The DCI was just starting to gel as something separate from WoTC. There weren't many rules about how things went on and off the restricted and banned lists, and that made them pretty fluid, with things being added, removed, and re-added relatively often. If you see a list with two Demonic Tutors, and then a later one with four Mind Twists, that could be exactly right.

People now think of The Deck as the quintessential control / card-advantage deck: discard, draw, and counter. That said, Brian's decks before and after the eponymous one, were based on large creatures, counters, and removal.

Early 1994

According to Brian himself in a recent interview with SvenskaMagic.com, the following decklist was what he was playing before legends came out, so it represents an early state of The Deck.


Pre-Legends
Three color Counter-Stompy
Sets available: AL, BT, UL, RV, AN, AQ
BlueArtifacts
4Counterspell1Chaos Orb
4Mahamoti Djinn1Ivory Tower
1Ancestral Recall4Juggernaut
1Time WalkMana
1Timetwister5Moxen
2Control Magic1Sol Ring
Black1Black Lotus
4Mind Twist4Mana Vault
White4Tundra
4Disenchant4Underground Sea
4Swords to Plowshares4Library of Alexandria
2Balance2Strip Mine
2Argivian Archaeologist3Scrubland
36 spells, 27 mana (63 cards)


The core of the deck is 8 stompies with evasion potential, blue manipulation, white removal, and Mind Twist.

Blue had gotten way out in front of the rest of the colors with Ancestral Recall, Time Walk and Time Twister, so pretty much everyone was splashing blue for those. This led to what Brian and Paul later referred to as "the presumption of blue".

Trivia: Ancestral Recall was originally going to be a common, part of a group called the Boons, a 3-for-1 effect for each color: White: Healing Salve, Green: Giant Growth, Red: Lightening Bolt, Black: Dark Ritual, Blue: Ancestral Recall. Playtesting seemed to indicate that Ancestral Recall might be overpowered, so it was promoted to a rare, and Unstable Mutation was swapped in as the blue Boon.


Early 1995

Rules changes abound. Library of Alexandria and Mind Twist are restricted. There is discussion about whether Strip Mine should be restricted but it is not. Brian and others recognize the power of Balance and lobby unsuccessfully to restrict or even ban it, but it remains unlisted. Discussions about banning Chaos Orb entirely (because of its difficult mechanics and their impact on play) also do not come to fruition. All these restrictions will later be enacted.

During this period, Legends, The Dark, Fallen Empires, and 4th edition are released. Fallen Empires and 4th edition bring nothing of interest. Legends brings Recall (which is immediately restricted) as well as Mana Drain and Moat. All three will be staples of The Deck for the years to come.


Everyone is playing blue now. Much like "Black Summer" two years later, there is a virtual monoculture. No one is playing much that doesn't include the entire blue restricted list (Ancestral Recall, Timetwister, Time Walk, Recall) as well as Counterspell and Mana Drain. Those that aren't playing blue are building decks specifically tailored to defeat it.

According to Brian himself, this is the next version he played.

Pre-Ice Age
Five color Card Advantage
Sets available: AL, BT, UL, RV, AN, AQ, LG, DK, FE, 4E
BlueArtifacts
4Counterspell1Chaos Orb
4Mana Drain1Jayemdae Tome
1Ancestral Recall2Disrupting Scepter
1Time WalkMana
1Timetwister5Moxes
1Recall1Sol Ring
Black1Black Lotus
1Mind Twist4City of Brass
1Demonic Tutor4Underground Sea
White4Tundra
4Disenchant2Volcanic Island
4Swords to Plowshares1Library of Alexandria
2Balance2Strip Mine
2Serra Angel2Scrubland
2Moat
Red
1Red Elemental Blast
Green
1Regrowth
34 spells, 26 mana (60 cards)

Red is splashed exclusively for Red Elemental Blast (there are more in the sideboard, all to stop early blue countermagic and Ancestral Recall) and green exclusively for Regrowth.

The win methods are drastically reduced: two Serra Angels. Someone notes that if you use Tormod's Crypt (often in the sideboard of this deck) at a sufficiently late moment in the game, you can kill someone with Timetwister.

August 1995

Over the next few months, Balance was restricted, and Chaos Orb was banned. The presumption of blue became even more certain. Other major formats were mono-black Juzam/discard and land destruction.

In August 1995, Paul Pantera posted this version on mtg-strategy-l. It was somewhat different. Paul even included a sideboard description, something we don't have for earlier versions. The deck now looked like this:


Pantera
Five color Card Advantage
Sets available: AL, BT, UL, RV, AN, AQ, LG, DK, FE, 4E, IA
BlueArtifactsSideboard
4Mana Drain2Disrupting Scepter2Blood Moon
2Counterspell1Jayemdae Tome2COP: Red
1Ancestral Recall1Ivory Tower2Control Magic
1Time WalkMana2Divine Offering
1Timetwister5Moxes1Disrupting Sceptre
1Recall1Sol Ring1Counterspell
1Braingeyser1Black Lotus1Moat
Black4Island1Plains
1Mind Twist4Tundra1Jayemdae Tome
1Demonic Tutor3Plains1Tormod's Crypt
White3City of Brass
4Disenchant2Strip Mine
4Swords to Plowshares2Volcanic Island
2Serra Angel1Underground Sea
2Moat1Plateau
Red1Library of Alexandria
2Red Elemental Blast
Green
1Regrowth
32 spells, 28 mana (60 cards)


Just days later Brian Weissman posts from his account at netcom,with essentially the same card list.

There are some really quirky things about this deck:
  1. There are two Red Elemental Blasts in the main deck. Blue was so predominant that having two maindeck REBs and sometimes a third one in the sideboard was completely appropriate.
  2. At the time this came out, Ice Age had been released for 3 months, but this version doesn't include a Zuran Orb in the main deck or the sideboard. It's the last published version that doesn't.
  3. This is the only tournament deck I've ever seen with basic land in the sideboard. Apparently land destruction was so harmful to this deck that occasionally you'd want to put in an extra plains.
And it was different from many other decks currently in play:
  1. Braingeyser was added for a third "kill" card: a big Mana Drain could give an even bigger Braingeyser, forcing the opponent to draw out. Other than Millstone, this was a rarely used kill method.
  2. At this time, running 28 mana was considered serious overkill: a lot of tournament decks were running 20-24. Brian was ahead of the curve here, noting that failing to play land on turns 1-4 is often fatal with this particular deck.

Variations on the theme

Patrick Chapin, in a well-researched article, shows a version of the deck containing Mirror Universe as a kill method. At this time, your life totals were checked only when the stack was empty, so you could tap and activate the Mirror Universe, putting the life-swap effect on the stack, and then bring your life to zero (perhaps by tapping a City of Brass). When the stack cleared your opponent had zero life.

Some versions of the deck include one or more Amnesia from The Dark to supplement the discard power lost by the now-restricted Mind Twist.

Ice Age (Later 1995-1996)


Most post-Ice Age versions of The Deck feature a Zuran Orb, and that's how you can tell it's a somewhat later version. Likewise Jester's Mask.

Late in 1995 Brian  posted a Type II deck list featuring a simpler card list. Brian referred to it as a Type II implementation of The Deck.


Type II "The Deck"
Three color Card Advantage
Sets available: AL, BT, UL, RV, AN, AQ, LG, DK, FE, 4E, IA
WhiteArtifactsSideboard
4Disenchant4Jayemdae Tome4Divine Offering
4Swords to Plowshares1Zuran Orb3Meekstone
4Savannah Lions1Feldon's Cane3Red Elemental Blast
3Serra Angel1Jester's Cap2Pyroclasm
BlueMana3COP: Red
2Deflection4Plains
1Recall4Mountains
Red4Adarkar Wastes
4Lightning Bolt3City of Brass
3Fireball4Strip Mine
1Pyrotechnics4Mishra's Factory
4Fellwar Stone
 33 spells, 27 mana (60 cards)


It had many adherents (including myself) but never achieved a great deal of success. The card advantage seemingly offered by Deflection was rarely capitalized upon. The Serra / Fireball overlap for win conditions and the comparatively slow action of the tomes and the cap contributed to a diminished pace that kept it out of the top tier.

1997


In 1997 Brian posted a Type-I deck list that he thought could reliably beat The Deck: It was called (by most) The Roc Deck. It returned to the "eight hard-to-stop creatures plus blue manipulation" system from the original pre-legends version. The Juggernaut and Mahamoti Djinn were replaced with Roc of Kher Ridges and Phantom Monster (flying 3/3 creatures for 3R and 3U respectively) along with the usual blue/black support. Oscar tan writes about it here. This deck never really took off, most players preferred some variation of The Zoo, with its undercosted creatures and Black Vises.


Modern


Many people have tried to update The Deck to use the whole panoply of blue now available: 4 Force of Will become standard, Morphlings instead of Serras. Mostly these devolve into U/B/... decks chock full of tutors to take the early lead and hold it, rather the opposite of the original slow constriction.

People who use The Deck as a starting point for modern decks start from a position of weakness. The game just isn't the same now: Type I is mostly about dropping a turn 1/2/3 combo and winning before your opponent can drop a 4th land.