How Did the Worlds Decks of '94-'04 Work?
By
Dr. Tom, HKKID, Morgan Coke and Qwerty
Zak Dolan - 1994
Dr. Tom, HKKID, Morgan Coke and Qwerty
Zak Dolan - 1994
| UWG Stasis | |||
|---|---|---|---|
| Creatures 4 Serra Angel 2 Old Man of the Sea 1 Clone 1 Vesuvan Doppelganger 1 Birds of Paradise 1 Ley Druid 1 Time Elemental Creature Control 4 Swords to Plowshares 1 Wrath of God 2 Meekstone 1 Control Magic Other 1 Black Vise 1 Howling Mine 1 Icy Manipulator 1 Ivory Tower 1 Winter Orb 1 Ancestral Recall 1 Mana Drain 1 Recall 1 Siren's Call 2 Stasis 1 Timetwister 1 Time Walk 1 Regrowth | 1 Armageddon 2 Disenchant 1 Kismet Mana 1 Black Lotus 1 Mox Emerald 1 Mox Ruby 1 Mox Pearl 1 Mox Sapphire 1 Mox Jet 1 Sol Ring 1 Mana Vault 1 Library of Alexandria 4 Savannah 2 Strip Mine 4 Tropical Island 4 Tundra | Sideboard 1 Chaos Orb 1 CoP: Red 1 Copy Artifact 1 Diamond Valley 1 In the Eye of Chaos 1 Floral Spuzzem 2 Karma 1 Magical Hack 1 Power Sink 1 Presence of the Master 1 Reverse Damage 1 Sleight of Mind 1 Kismet 1 Winter Blast | |
This deck is going to be harder to explain than many decks simply because of the mass of one and two-ofs in the deck. Because of this I will stick to its core principles.
The aim of this deck was to drag the game out into a very long and tedious game causing its opponent to concede, and if that did not work it would use a Serra Angel to do the job. It controlled the board by using cards like Swords To Plowshares, Winter Orb, Stasis, Meekstone and Old Man of the Sea. These cards helped drag out the game in a field of fast red/green and white/green decks. It also had the full plethora of Power 9 cards, as did many decks at the time.
Alexander Blumke - 1995
| UWB Control | |||
|---|---|---|---|
| Creatures 3 Hypnotic Specter 1 Royal Assassin 2 Sengir Vampire Denial 1 Disrupting Scepter 4 Hymn to Tourach 1 Mind Twist 1 Power Sink 1 Balance 3 Disenchant Creature Control 1 Pestilence 1 Spirit Link 1 Swords to Plowshares 2 Terror 1 Dark Banishing 2 Icy Manipulator | Other 3 The Rack 2 Zuran Orb 3 Dance of the Dead 1 Land Tax 4 Dark Ritual Mana 3 Adarkar Wastes 1 Bottomless Vault 4 Mishra's Factory 3 Plains 1 Strip Mine 12 Swamp 1 Underground River | Sideboard 1 CoP: Artifact 1 CoP: Black 2 CoP: Red 1 Land Tax 1 Prismatic Ward 4 Gloom 2 Stromgald Cabal 1 Blue Elemental Blast 1 Magical Hack 1 Sleight of Mind | |
The deck, in theory, will have removed the hand of the opposing player with discard like Hypnotic Specter, Disrupting Scepter, Hymm to Tourach and Mind Twist. Just using hand denial wasn’t enough, hence the eight cards used to control other creatures. Dance of the Dead allowed the recursion of your creatures that had been destroyed, the Hypnotic Specters in particular. They also allowed the theft of your opponent's creatures you had destroyed or forced them to discard.
Finally, the deck used Zuran Orb to prolong the game even further (it was restricted later that year if memory serves) and The Rack to punish the opposing player even more after the discard had taken effect.
Tom Chanpheng - 1996
| White Weenie - Sleight Knight | |||
|---|---|---|---|
| Creatures 4 Savannah Lions 4 Order of Leitbur 4 Order of the White Shield 4 White Knight 2 Phyrexian War Beast 2 Serra Angel Creature Control 1 Reprisal 4 Swords to Plowshares Other 1 Lodestone Bauble 1 Zuran Orb 1 Sleight of Mind 1 Armageddon 1 Balance 4 Disenchant 1 Land Tax 1 Reinforcements | Mana 1 Kjeldoran Outpost 4 Mishra's Factory 15 Plains 4 Strip Mine | Sideboard 2 Arenson's Aura 1 Black Vise 4 Divine Offering 1 Energy Storm 1 Exile 1 Reprisal 1 Spirit Link 1 Sleight of Mind 2 Serrated Arrows 1 Kjeldoran Outpost | |
Like its Necro counterpart, Chanpheng's deck ran the full complement of eight pump knights (Order of Leitbur and Order of the White Shield) and four White Knights bringing the total to twelve creatures with Protection from Black. The Phyrexian Warbeasts could often trade off with a black pump knight because of its 3/4 power and toughness. It topped its creature base off with the old staple Serra Angel.
The four Swords to Plowshares and single Reprisal helped to deal with decks like ErhnamBurnem and ErhnamGeddon. The deck also played cards like Armageddon and Balance, both of which could really punish the already mentioned Necro. Another deck of the time was based around Stormbind; the four maindeck Disenchants helped deal with this troublesome card.
And finally we come to the mana base. Apart from the Plains, Chanpheng's deck contains eight cards that were staples at the time: four Mishra's Factory and four Strip Mines (which were later restricted). The former is an aggressive card that was only kept in check by the latter. The Strip Mines also kept cards like Kjeldoran Outpost and Lake of the Dead from dominating.
It's worth noting that the deck list above should contain four Adarkar Wastes but due to a screw up they weren’t listed and Chanpheng was forced to play 15 Plains instead of 11 Plains and 4 Adarkar Wastes.
Jakub Šlemr - 1997
| Five-Colour Black | |||
|---|---|---|---|
| Main Creature Base 2 Shadow Guildmage 4 Fallen Askari 4 Black Knight 4 Knight of Stromgald 1 Necratog One Eight Seven Suspects 2 Uktabi Orangutan 4 Man-o'-War 4 Nekrataal Control 4 Choking Sands 4 Contagion 4 Incinerate 2 Earthquake | Mana 10 Swamp 3 City of Brass 3 Gemstone Mine 2 Sulfurous Springs 1 Underground River 3 Undiscovered Paradise | SIDEBOARD 2 Ebony Charm 2 Forsaken Wastes 2 Dystopia 2 Hydroblast 3 Pyroblast 2 Disenchant 1 Honorable Passage 1 Exile | |
After this enters the Mirage-block "187" cards. Man-o'-War was one of the defining creatures at this time; if you played blue there was a good chance you would be playing four main deck. Almost the same could be said about Nekrataal in black. Coupled with Shadow Guildmage five-colour black gained a replenishable source of creature control by just bouncing 187 creatures (with the Guildmage) and removing the threats to your creatures.
Reinforcing the removal, five-colour black used Contagion and Incinerate to remove creatures from play and let its men through. At the time Kjeldoran Outpost was a constantly recurring card; this was also the season that four- and five-colour decks really took off. Thus the Choking Sands were an ideal choice to play main deck because it was rarely a dead card (only vs. mono blue).
We come to the mana base, because the deck was mainly black. As long as each land other than swamps could produce black, it could still effectively pump creatures out and maintain an aggressive stance.
Brian Selden - 1998
| Cali Nightmare aka RecSur | |||
|---|---|---|---|
| Combo 4 Survival of the Fittest 4 Recurring Nightmare Creatures 4 Birds of Paradise 1 Cloudchaser Eagle 1 Man-o'-War 2 Nekrataal 1 Orcish Settler 2 Spike Feeder 1 Spike Weaver 1 Spirit of the Night 1 Thrull Surgeon 1 Tradewind Rider 2 Uktabi Orangutan 1 Verdant Force 4 Wall of Blossoms 2 Wall of Roots | Control Features 2 Firestorm 2 Lobotomy 2 Scroll Rack Mana 3 City of Brass 8 Forest 1 Gemstone Mine 2 Karplusan Forest 2 Reflecting Pool 1 Swamp 2 Underground River 2 Undiscovered Paradise 1 Volrath's Stronghold | SIDEBOARD 4 Boil 2 Dread of Night 3 Emerald Charm 1 Hall of Gemstone 2 Phyrexian Furnace 2 Pyroblast 1 Staunch Defenders | |
For permanent control, RecSur used 187 creatures like Nekrataal and Cloudchaser Eagle fetched by Survival of the Fittest. These creatures were then put into play either with the multi-colour mana base or reanimated with Recurring Nightmare. Because of this creature base, RecSur could tutor up an answer for almost any card in Standard at the time.
Cali could also go for a fast kill by fetching Spirit of the Night and then reanimating it in the same way. It created card advantage by the use of the 187 creatures. When it needed to draw, it could simply cycle two Wall of Blossoms in and out of the graveyard via Recuring Nightmare to draw cards.
Setting up it also used Scroll Rack to draw better card quality and then activate Survival of the Fittest to shuffle away the lower quality cards. Seldon also opted for the two maindeck Lobotomy and two Firestorm. Firestorm gave him a way of dealing with aggressive creature decks like Senor Stompy and Tempest Sligh; it also gave a way to dump creatures in the graveyard if a Survival Of The Fittest was not on the table, allowing early reanimation. Lobotomy got rid of other people's Recurring Nightmares and other pesky cards like Cursed Scroll and Capsize.
Kai Budde - 1999
| Wildfire Control | |||
|---|---|---|---|
| Creatures 4 Covetous Dragon 1 Karn, Silver Golem 3 Masticore Control 4 Wildfire 2 Mishra's Helix 4 Cursed Scroll 4 Temporal Aperture Aritfact Mana 4 Fire Diamond 4 Grim Monolith 4 Thran Dynamo 4 Voltaic Key 2 Worn Powerstone | Mana 3 Ancient Tomb 4 City of Traitors 13 Mountain | Sideboard 2 Boil 3 Earthquake 1 Mishra's Helix 1 Phyrexian Processor 2 Rack and Ruin 2 Shattering Pulse 4 Spellshock | |
In a Worlds T8 with three different mono-green stompy decks, two Ponza decks, and two mono-black control decks, Wildfire Control was a real beast.
The artifact mana, supported with Voltaic Key, gave Wildfire Control a speed unmatched by other decks of its era, and access to plenty of mana following a Wildfire. This quick mana translated into second turn Masticores and Covetous Dragons, essentially ending the game against an aggro opponent on the spot.
Against the black decks (as well as the mono-blue that was popular at the time) Mishra's Helix worked nicely in combination with the artifact mana to lock an opponent out of his lands. When Helix was followed by Wildfire, and then a Karn, well, those games didn't last very long either.
Jon Finkel - 2000
| Tinker | |||
|---|---|---|---|
| Creatures 4 Masticore 4 Metalworker 1 Phyrexian Colossus Non-artifact stuff 4 Brainstorm 4 Tinker Tinker Targets 1 Crumbling Sanctuary 1 Mishra's Helix 4 Phyrexian Processor 4 Tangle Wire | Artifact Mana 4 Grim Monolith 4 Thran Dynamo 4 Voltaic Key Mana 4 Crystal Vein 9 Island 4 Rishadan Port 4 Saprazzan Skerry | SIDEBOARD 4 Annul 4 Chill 4 Miscalculation 1 Mishra's Helix 2 Rising Waters | |
The win conditions of Tinker were quite powerful. Masticore and Phyrexian Processor were the primary win conditions, with the former shooting down entire armies, and the latter generally churning out 10/10 tokens. Even if you were able to kill the Processor, you still had to have an answer for the 10/10. Phyrexian Colossus (who works nicely with Voltaic Key) was the "painless" win condition when needed. Also worth noting is that Tinkering for Crumbling Sanctuary would buy several turns against aggro decks, even if they had plenty of blockers for the 10/10 tokens.
Tinker is one of the few decks to have made a huge impact on Magic in every format. Aside from winning a world title, the deck made a very smooth transition to Extended where its key components found themselves in an on again-off again relationship with the banned list. Finally with Mirrodin and the coming of Platinum Angel and others, Tinker was banned for good. Versions of Tinker (typically based now around Mishra's Workshop mana, and the unrestricted Goblin Welder) are still quite dominant in the Vintage scene.
Tom Van de Logt - 2001
| Machine Head | |||
|---|---|---|---|
| Creatures 4 Blazing Specter 2 Crypt Angel 2 Flametongue Kavu 3 Phyrexian Scuta 4 Plague Spitter 3 Skizzik Control 4 Dark Ritual 4 Duress 4 Terminate 3 Urza's Rage | Mana 6 Mountain 4 Rishadan Port 4 Sulfurous Springs 6 Swamp 4 Urborg Volcano | SIDEBOARD 3 Addle 1 Crypt Angel 1 Flametongue Kavu 2 Persecute 3 Phyrexian Arena 1 Pyroclasm 4 Scoria Cat | |
Note the Plague Spitters in the maindeck. Using a Dark Ritual to power one of those out on the first turn would cripple a Fires deck, which relied heavily on Llanowar Elves and Birds of Paradise to accelerate into troublesome cards like Blastoderm and Saproling Burst. Note also its effectiveness against Rebels, as it neuters the early drops that were so vital to the chain. It's also extra damage against control, making the Spitter a very good choice against anything. The deck could also disrupt control strategies by playing Duress on the first turn, then using a Dark Ritual to ramp up to the hasty Blazing Specter on the second turn.
Creature control comes from Terminate, the uncounterable Urza's Rage, the aforementioned Plague Spitter, and Flametongue Kavu. Crypt Angel returns saucy creatures like FTK and Blazing Specter should they die. Land control, a key part of Standard at the time, is in the form of the omnipresent Rishadan Port. The well-built sideboard provided a healthy mix of additional answers against aggressive and controlling decks.
Carlos Romão - 2002
| Psychatog | |||
|---|---|---|---|
| Creatures 4 Nightscape Familiar 4 Psychatog Denial 3 Chainer's Edict 3 Circular Logic 4 Counterspell 3 Cunning Wish 3 Memory Lapse 4 Repulse 2 Upheaval | Draw 3 Deep Analysis 3 Fact of Fiction 2 Cephalid Coliseum 1 Darkwater Catacombs 10 Island 4 Salt Marsh 3 Swamp 4 Underground River | SIDEBOARD 1 Coffin Purge 4 Duress 1 Fact of Fiction 1 Gainsay 3 Ghastly Demise 1 Hibernation 1 Mana Short 1 Recoil 1 Slay 1 Teferi's Response | |
Cunning Wish offered the deck unparalleled diversity, giving it access to hosers like Hibernation or Mana Short in game one. The ultimate threat at the end of the game was Upheaval. It not only negated any board disadvantage the tog deck had, but when


was floated, and an Island played, the Psychatog could be cast off the floating mana, and a madnessed-out Circular Logic would stop whatever one-mana plays the opponent had.Perhaps the most notable thing about this deck was the lack of tech. At the time, Psychatog was THE deck to beat (taking a full ¾ of the top 8 slots). However Carlos went 8 and 0 against other Psychatog decks, winning not by teching out with cards like Lobotomy or maindecked Duress, but by having a superior understanding of the Psychatog mirror, and how to win it.
Daniel Zink - 2003
| Cunning Wake | |||
|---|---|---|---|
| Mana 4 Krosan Verge 4 Skycloud Expanse 4 Forest 4 Plains 7 Island 2 Flooded Strand 2 Elfhame Palace Permission 4 Mana Leak 1 Circular Logic Creature Control/Stall 4 Wrath of God 2 Vengeful Dreams 3 Moments Peace 3 Renewed Faith 3 Mirari's Wake | Stuff 1 Mirari 4 Deep Analysis 3 Compulsion 3 Cunning Wish 2 Decree of Justice | Sideboard 1 Vengeful Dreams 1 Hunting Pack 1 Wing Shards 1 Circular Logic 1 Ray of Distortion 1 Renewed Faith 1 Krosan Reclamation 2 Exalted Angel 3 Ray of Revelation 3 Anurid Brushopper | |
Cunning Wake itself is a White Blue control deck, with a small amount of green, mostly for the incredible power of Mirari's Wake. The extreme mana advantage provided by untapping with a Wake in play was generally enough to win most games, and would later inspire the Vernal Bloom based "Elf and Nail" decks of last year.
Cunning Wish was a multi-purpose tool, both fetching cards from off the sideboard and well as cards removed from the game via flashback or Flash of Insight (not included in Zink's deck). There was also a neat trick with Mirari where you could Fork your Cunning Wish, fetching a card removed from the game as well as a previously removed Cunning Wish. This gave the deck literally infinite access to Krosan Reclamation, and via Reclamation, access to the entire rest of the deck.
Julien Nuijten - 2004
| W/G Slide | |||
|---|---|---|---|
| Mana 7 Plains 6 Forest 4 Windswept Heath Cyclers 4 Tranquil Thicket 4 Secluded Steppe 2 Decree of Justice 2 Akroma's Vengeance 4 Renewed Faith 4 Eternal Dragon | Everything Else 4 Rampant Growth 2 Wing Shards 4 Wrath of God 1 Plow Under 4 Astral Slide 4 Eternal Witness 4 Viridian Shaman | Sideboard 4 Oxidize 2 Rude Awakening 3 Plow Under 3 Circle of Protection: Red 3 Scrabbling Claws | |
One deck that did hit 50% or better against Affinity and had game vs. the rest of the field was G/W Slide. The combination of mana acceleration and recurring artifact destruction proved to be too much for many Affinity decks to handle in the course of Julien's march to the Worlds title. The four maindeck Viridian Shamans and only one maindeck Plow Under show just how much this deck was geared towards beating Affinity before all others. Equally important to the deck's success against Affinity though, is the namesake of the deck, Astral Slide. Being able to "reset" the counters on a giant Ravager, Ornithopter or Nexus was a real boon for the Slide deck, since it could simply kill modular creatures, then remove the tokens, no matter where they went. Much like the "Sleight Knight" deck that won through a field of Necro in '97, the '04 Slide deck was built to defeat Affinity first and foremost, then use an Eternal Witness/Plow Under lock to finish off anyone who wasn't playing with artifacts.
The power of Slide always revolved around having more resources than your opponent, whether that was mana, cards drawn, or effects. When Fifth Dawn came out and added Eternal Witness to the deck, the results were dramatic. Suddenly every card in the deck could be cast an infinite number of times. This is where the true power of the deck comes from, whether it's repeated Wrath of Gods and Wing Shards against Goblins or Oxidizes and Akroma's Vengeances against Affinity, the raw power of endless recursion coupled with massive card drawing and mana acceleration proved too much for all other decks in the '04 Worlds Tournament.
Thanks To:Iloveatogs for the banner; SneakyH for Deck lists, Dr. Tom, Hkkid and Morgan Coke for post '98 deck descriptions and Binary and Goblinboy for editing
Oh and thanks to you for reading it!
About the author
Lennie Brookes
Registered in our forums as Qwerty.
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