The Age of Insanity - Tempest/Urza's Block
(Author's Note: Several corrections have been made.)
Arguably one of the craziest and most powerful eras for Magic has to be the introduction of Tempest & Urza's block. Blue control hit its peak with the powerful 'Draw, Go.' archetype. Combo-Aggro had power thanks to Recurring Nightmare-Great Whale combo, and Oath of Druids. Straight Mono-Red & Mono-Black Aggro were sensational too thanks to new options like Cursed Scroll, and the 5th Edition reprints including the dreaded Necropotence.
Despite the drastic increase in power level, this was a fun and diverse time for magic. Lots of different strategy's prevailed with close to a dozen tournament viable decks (a pretty big variation to the modern 2-3 top tier decks that exist in Standard now), but there was a dark shadow underlying the whole thing - which led to largest banning of cards in Standard from before or since.
Prior to Tempest, magic's power level in standard had remained fairly stable. 4th Edition & Chronicles along with the Ice Age & Mirage blocks, had created a remarkably balanced card pool with lots of options and a relatively slow game pace. Much of this was due to the fact that 4th Edition had removed most of the overpowered cards from the earlier sets, but retained enough strong cards to be a solid base. Ice Age & Mirage were good extensions of that base, offering solid supporting options with a minimum of broken cards. After a series of much needed bans, the environment was an interesting and all-around fun one.
Then came 5th edition...
5th edition was the first major shake up the game would have and certainly would not be the last. Many staples of the game up to that point were removed. Some like Swords to Plowshares, Hypnotic Specter, Ivory Tower, Land Tax, and Lightning Bolt (just to name a few) were due to power concerns (a point of interesting contention - that will be discussed in a later post), while several others that had been banned in 4th (Balance, Strip Mine, and Mind Twist for example) were removed because they would simply never be unbanned should they be reprinted - and who wanted to open up a card they could not play?
This would not have been a problem, except that 5th Edition was huge (and is still the largest base set to date at 449 cards.) and not terribly balanced. While 4th edition had been generally strong all around, 5th edition was both bizarrely strong and terrifyingly weak. Many strong cards (Necropotence, Armageddon) were reprinted that probably should not have been, while many added to the set (Flare, Feroz's ban to name two) were simply useless. The large size of the set also made it very hard to collect many needed cards, creating a lot of frustration for players. Many just picking up older product that was still pretty cheap instead, since base at that time consisted of nothing but reprints.
The dust had barely settled when Ice Age rotated out and Tempest came in. The new set was good.. REALLY good. Where Ice Age had been slow and moderately strong, Tempest was fast and very strong. New fast mana like Lotus Petal let decks speed up drastically and gave existing combo decks like ProsBloom a powerful boost. Living Death became a potent creature combo, letting players intentionally throw creatures into their graveyard only to bring them all back for a cheap 5-mana, while at the same time blowing up all creatures in play. It was an insane time of high power, and it was a warning of what was to come.
For Urza's block came out to replace Mirage. And it was bad... really really bad.
I will not mince words: Urza's block is and shall remain the most broken and overpowered block in the history of Magic. Alpha/Beta/Unlimited and Arabian Nights may have been overpowered and unbalanced, but that was due to the original conception of how the game was intended to be played versus how it actually turned out it would be played. Urza's block had no excuse - the modern Tournament scene had emerged some 3 years earlier and had stabilized by then. Wizard's by all accounts knew what NOT to do but, pretty much as they continue to do to his day, it failed to stop them from doing something incredibly stupid. It would not really be until Affinity in Mirrodin that Wizard's would again repeat such a mistake.
The following deck utterly dominated the Standard scene. The entire format became this deck and decks designed to try and stop this deck.
Academy
Lands:
2x Wasteland
12x Island
Artifacts & Enchantments:
4x Mana Vault
4x Lotus Petal
2x Mox Diamond
3x Voltaic Key
2x Scroll Rack
Instants & Sorceries
4x Power Sink
2x Intuition
2x Brainstorm
1x Capsize
4x Time Spiral
4x Windfall
This thing was insane. It could generate infinite mana, draw infinite cards, and deck you all in the span of about 5 turns. Every. Single. Time. Where as ProsBloom's mana sources could be disrupted, you could do next to nothing about Tolarian Academy, unless you lucked out drawing a Wasteland. Even then, the deck could tap the Academy in response and float a bazillion mana. It didn't really need Academy to win either, since Mind Over Matter let it untap anything it wanted and you just could not stop every single acceleration card it could throw at you.
It dominated the field for nearly 3 months. Then Tolarian Academy and Windfall were banned to stop it.
It didn't work.
This thing rose up in its ashes:
Spiral Blue
Lands:
24x Island
Artifacts & Enchantments:
4x Mana Vault
Instants & Sorceries
4x Force Spike
4x Counterspell
3x Forbid
4x Intuition
4x Brainstorm
3x Meditate
3x Time Spiral
This deck illustrated two of the insane ideas Wizards tried out with Urza's block: Free spells, and old powerful effects with an increased cost.
Time Spiral was the devastating masterful result of this fusion....
Essentially all Time Spiral was a free Timetwister that thinned itself out of the deck. Without Force of Will available, this card simply swamped the competition. It could draw its entire deck in a single turn when it went off.
It was no surprise then that another series of bans followed consisting of: Dream Halls, Earthcraft, Fluctuator, Lotus Petal, Recurring Night, and Time Spiral itself. All of these were cards that were enabled degenerate combos, and it was expected that a LAST Urza's block would be brought under control.
Oh one has to love naivety...
Because lets take a look at the only deck EVER to get a card emergency banned because the potential for refinement and abuse was just too good.
Broken Jar by Erik Lauer & Randy Buehler
Land:
3x Ancient Tomb
Artifacts & Enchantments
4x Defense Grid
4x Lotus Petal
4x Mana Vault
1x Megrim
4x Memory Jar
4x Mox Diamond
Instants & Sorceries
4x Brainstorm
4x Dark Ritual
4x Tinker
Unlike the other decks I have talked about, this one was an Extended deck. It was only ever played in a single major tournament, and it came in 3rd and 4th respectively.
So you may be wondering: Why did this thing end up causing the only emergency ban in the history of Magic?
Well it was all due to the card which ended up banned. This one:
Basicially you accelerate this card out, easy thanks to Tinker. Then use it to cycle through your deck over and over and over and over.... You can replay everything thanks to Yawgmoth's Will..
Then all you do is drop Megrim and end the turn... and your opponent has to discard EVERY CARD he just drew, 7 cards at a time for 2 damage each.
It was fast and terrifically strong, and with refinements and tuning it would have had a devastating impact in every format. And so, barely two weeks after the last banned announcements, this card was retroactively added to the those bannings.
To say this has been an exhaustive list of the crazy combo decks that came out of Urza's block would be a lie. These are merely some of the powerful combo decks that the block generated.
Others such as: Tinker, Trix, Rector, Oath, and Rec-Sur (just to name a bare handful) were incredibly powerful decks in their own right and led to countless victories for players of the combo deck.
The legacy of Urza's block continues to remain that is was the greatest combo enabled in the history of Magic, with many of its cards now either banned/restricted or still making an impact in tournaments today.
That is all for now on the history of the combo-kill, next time I will be shifting to strategy with 'the Art of Tutoring'.