EC Press is proud to present Stephen Menendian's Understanding Gush: Strategies and Tactics (3rd Edition). For the first time in over five years, Stephen's expert guide and master class on...
Vintage is a singular format. It is a format of deep strategy and broad possibilities. In the eyes of its proponents (like myself), Vintage is the epitome of what Magic...
With this epic installment of his History of Vintage series, Stephen recounts the decks, tales of glory, and mighty tournament contests that defined Vintage in 2004. This was the year that Type I was rebranded as “Vintage,” the 2nd Type I Championship at GenCon, and the emergence of the StarCityGames Power Nine Series. It was also a fascinating year in which cards like Gifts Ungiven, Trinisphere, and Forbidden Orchard were printed, and in which Doomsday was unrestricted, and once again broke out with a mind-bending combo. This chapter reveals all this, and much more!
EC Press is proud to present Stephen Menendian's Understanding Gush: Strategies and Tactics (3rd Edition). For the first time in over five years, Stephen's expert guide and master class on Gush...
Returning home from Eternal Weekend was a dispiriting experience this year, as far as Vintage is concerned. We enjoyed the largest crowds ever for both Vintage Champs and Legacy Champs – at a special, non-convention event, no less – while Vintage had languished in a slow decline on Magic Online, the platform for which it has the most promise, unconstrained by the Reserved List or paper card supply.
For a format whose history stretches back towards the origins of the game, 2003 may well lay claim to being the most dynamic and pivotal year before or since in the history of Vintage. It was a year in which the format was rocked by dramatic restrictions, metagame convulsions, astounding printings and shocking new mechanics, quickened engagement and interest from the DCI and Wizards of the Coast, and the inauguration of a new annual Championship tournament. The investments of the player base in 2002 were bearing fruit, and the innovations and novel strategic developments were accelerating. New strategies were born, and old Schools of Vintage Magic were revived. In a sense, 2003 was a springboard for the evolution of the format since. It marks a transition from historical Type I to the format that would soon become known as Vintage.
(Editor’s Note: This Downloadable Product, originally released January 9 2015, has been updated February 13 2015, to account for the recent restriction of Treasure Cruise, and the incorporation of Dig Through Time in Vintage Delver.)
In his first major deck primer in over a year, and fresh off his win of Season 1 of the Vintage Super League, Stephen Menendian delves into the depths of Vintage Delver, with over 50 pages of in-depth content. With a comprehensive look at building the deck piece by piece, executing the game plan, sideboarding strategy, and in-game tactics, this is something no serious Vintage fan should miss.
It amazes me how many new Vintage players are out there, and, moreover, how many never played during the Gifts era. In some ways, the Gifts era was the peak period of involvement in the game and the format for myself. It was the height of the StarCityGames Power 9 series circuit, and much more. It was a time of enthusiasm and discovery.
(Editor’s Note: This was originally published by VintageMagic.com, and has been re-edited and published here for archival purposes, with the approval of the author and VintageMagic.com).
Enthusiast Titus Chalk has authored a brilliant, page-turning history of Magic: The Gathering sprinkled with entertaining anecdotes, remarkably deep insights, and journalistic treasures. Chalk’s brisk narrative, brimming with behind-the-scenes stories that reflect painstaking investigatory work, traces the broad arc of Magic’s 20+ year history. Chalk sketches the development of the game, its unbridled growth, and the myriad debates and issues surrounding it, from the complaints of fundamentalist parents over the ‘demonic’ elements of the game, to the emergence of the Pro Tour (with its heroes and villains), the business of the game, from its initial financing to its sale to Hasbro (with Richard Garfield pocketing a cool $100 million, no less), to the growth of the secondary market, to the wrangling over the Reserved List. It’s all covered.