Category Archives


  • All
  • Legacy Metagame Analysis November 2013

    Welcome to our initial Legacy Metagame Analysis. This will be a monthly series of Legacy metagame reports covering all of the major tournaments, showing which decks are grabbing the top finishes. I have been doing my own metagame analysis for months now, and I find it really helpful as a bird’s eye view of what is performing well in Legacy.
    Continue Reading

  • Schools of Magic: History of Vintage – The First Ten Years

    The first ten chapters in Vintage expert Stephen Menendian’s acclaimed series, Schools of Magic: History of Vintage, are compiled for the first time, weighing in at over 225 pages of unforgettable history. As Magic crosses its 20th anniversary, players are more curious and nostalgic than ever about the game’s colorful history and remarkable growth. As the game’s oldest sanctioned constructed format, the History of Vintage traces back to the origins of the game and reflects the trends and strategic innovations of the game itself. The format that came into existence with the with the first Banned and Restricted List announcement in January, 1994 continues unabated today known as “Vintage.”
    Continue Reading

  • Schools of Magic: History of Vintage – 2002

    Stephen Menendian completes the first decade of the History of Vintage series with an epic chapter on the tumultuous changes, debates, and dramatic innovations of 2002. Read about the emergence of new strategies like MaskNaught, TnT, and Grow, and read about the heated debates between Patrick Chapin, Oscar Tan, Mark Rosewater and the broader Type I community. Learn about the tournament results that changed the metagame, and the creators and innovators behind them.
    Continue Reading

  • So Many Insane Plays – Preparing for the 2013 Vintage Championship

    SMIP Preparing For The 2013 Vintage Championship

    I am in the Nick Saban school of game-day preparation: process is everything. Studies show that students who imagine themselves performing well on a test actually perform worse than a control group. The explanation behind this counter-intuitive fact is simple: performance is a product of preparation, and students who imagine themselves doing well are less likely to prepare as intensively. Process is everything: from what you eat, to how you sleep, to how you practice, and manage your life outside of that process.
    Continue Reading

  • Doomsday: The Puzzling – The Dream Halls Dilemma


    Your opponent is on a very strong combo deck in OmniTell, but you are not deterred. You are also on a combo deck, but one which features more countermagic and disruption. This will be a game of inches, but one that you should win if you plan properly. You took the first game of the match, and your opponent is not about to go down without a fight. You brought in a pair of Dark Confidants and Cabal Therapies for some extra draw and disruption.
    Continue Reading

  • Doomsday: The Puzzling – The Double Deathrite Conundrum SOLUTION


    Previously on Eternal Central we featured a free Puzzling challenge titled Doomsday: The Puzzling – The Double Deathrite Conundrum. The solution to this Puzzling can be found below.
    Continue Reading

  • So Many Insane Plays – A Short History of Dual Lands

    So Many Insane Plays - A Short History of Dual Lands

    Mana is the foundation of Magic. Although it is possible to design and build decks without mana production, it is extremely difficult. More importantly, the possibilities for mana production define the range of strategic possibilities in Magic. This is why Zvi Mowshowitz once claimed that he began analyzing a format by examining the possibilities inherent in that format’s mana production capacity.
    Continue Reading

  • Doomsday: The Puzzling – The Double Deathrite Conundrum

    Doomsday: The Puzzling - The Double Deathrite Conundrum

    The moment you feared has finally arrived. After stomping two Show and Tell decks, overcoming a UW Control deck with dominating countermagic, and narrowly defeating a RUG Delver deck, you are faced with your most difficult matchup yet: Shardless BUG. It’s the fifth round of a seven round Legacy tournament, and a trip to the Top 8 is on the line. Win here, and you can draw into the elimination rounds, where guaranteed prizes await. Lose here, and you might fall out of contention completely.

    Your opponent, Jimmy the Cat Warrior, is a well known area player, and a skilled opponent. Escaping with a win here will require precision and exact planning. Fortunately, you are focused and determined.
    Continue Reading

  • Solid Magic – The GenCon 2013 Experience


    Those of you who have followed Vintage for awhile may know me, however some of you may not. I broke out in 2008 when I took 5th place at Vintage Champs with Drain Tendrils at the first event after the “big blue” restriction. After piloting numerous combo decks over the years I developed the RUG Delver deck that was tearing it up in the summer of 2012, and I wrote a report about my run with the deck at GenCon 2012, as well as a RUG Delver Primer last year.

    In the past year, I’ve had several subjects I wanted to write about, but none of them were really engaging enough to warrant my time…until now. Another GenCon is in the books, and I’d like to take a slightly different approach to a tournament report. I played in three vintage tournaments and one M14 sealed event, but that wasn’t really what made GenCon 2013 a great time. Once you understand how my whole trip went, including the shenanigans, tomfoolery, and devastating plays, you’ll understand why GenCon truly is the best 4 days in gaming.
    Continue Reading

  • So Many Insane Plays – It’s a Young Mancer’s Game: Grow 2013

    (Editor’s Note: This former Downloadable Product has now been made free to all customers. Enjoy!)

    Since the DCI unexpectedly unrestricted Regrowth in April, I have been interested in reviving Gush strategies in the format, just as the unrestriction of Burning Wish spurred me to do the same with Ritual strategies with Burning Tendrils. As I warned folks, Regrowth bolsters the greatly diminished GushBond engine in both consistency and speed. It functions in a similar role to Merchant Scroll – a two mana sorcery that usually becomes Gush. The difference is that Regrowth reuses a Gush you have already played whereas Scroll fetches a new one out of your library. Sometimes Regrowth is actually better. Merchant Scroll can only find blue instants. Regrowth can find anything in the graveyard, and recur Time Walk or Black Lotus, or even a countered Yawgmoth’s Will.
    Continue Reading

  • So Many Insane Plays – The Burning Tendrils Bible

    Are you interested in learning about the best combo deck in Vintage? Stephen Menendian’s Burning Tendrils primer, Burning Tendrils vs. MUD matchup analysis, and four Burning Tendrils tournament reports together can now be yours in these collected works, now titled The Burning Tendrils Bible.
    Continue Reading

  • Schools of Magic: History of Vintage – 2001

    2001 was the beginning of a Renaissance for the Type I format. After half a decade of slow decline, tournament interest and enthusiasm surged, as players organized tournaments online, in Europe, and as Origins and GenCon became major Type I tournament scenes. Witness the rise and fall of Accelerated Blue, the dominance of Fact or Fiction, and the emergence of the first Welder-based Workshop decks, Gush strategies, Sapphire Oath, and much, much more! Rediscover long-lost decklists and tournament report excerpts that capture the feeling and experience of the format in 2001. Revisit the debates between players like Tom LaPille, Oscar Tan, and Matt Smith, and learn history’s judgment of their arguments. Continuing Stephen Menendian’s epic History of Vintage series, Chapter 9 (2001) is a dramatic turning point in the history of the format. At 30 pages of action-packed history, this chapter is not to be missed!
    Continue Reading

  • Schools of Magic: History of Vintage – 2000

    Continuing the epic Schools of Magic: History of Vintage series, Chapter 8 (2000) is a tale of two Invitationals. The old ‘Schools of Magic’ were being revived or reconstituted just as a long-standing pillar of the format was about to fall. The Type I metagame for each Invitational that buttressed the year is a revealing snapshot of what a difference the restrictions in 2000 made, as players brought into being a new Type I order. 2000 was also the year that the Type I community began to organize itself into online forums, rather than just Usenet and email lists. Learn about the emergent and passionate community of Type I players and advocates, how they influenced the format, and what they meant to the history of the game.
    Continue Reading

  • Schools of Magic: History of Vintage – 1999

    1999 was a year of great highs and dark lows for the slowly evolving Type I format as the remainder of Urza block tidal waved through the format. Watch as Keeper, Combo, and Necro compete on the Magic Invitational stage. Observe the sweeping restrictions that rocked the Type I format in 1999, and read about how players felt about and reacted to them. Learn the real story behind Magic’s only ever emergency banning. See what changes Brian Weissman made to The Deck following Urza block. Learn about the enigmatic yet subtly powerful Mercadian Masques expansion. Stephen Menendian paints a vivid and unforgettable portrait of a format at the precipice of the millennium and great change. Stephen’s penetrating insight delves behind the facts, decklists, and results to reveal the hidden relationships in an unforgettable year in the History of Vintage.
    Continue Reading

  • So Many Insane Plays – Designing For Eternal



    You Make the Card 4 arrived with much fanfare and even greater surprise. It has been seven years since the last You Make the Card (YMTC) campaign. Its return coincides with the 20th anniversary of Magic, and is a celebratory gesture by Wizards of the Coast on the game’s behalf.

    Perhaps as surprising as YMTC’s welcome but unexpected return are the voting results so far. In the card type vote, Land and Enchantment received the most votes, with Enchantment winning a tight run-off. Not only was this result unexpected (few people thought Enchantment would be a top vote-getter), but it was surprising for what it signifies. I believe that these results may be interpreted, as others have suggested, as a signal to collectively push this process in a different direction than previous YMTC events, in which voters selected Creature, Artifact, and Instant as the card types.
    Continue Reading

  • So Many Insane Plays – Dragon’s Maze Eternal Set Review & Updated Vintage Checklist

    So Many Insane Plays - Dragon's Maze Eternal Set Review

    Stephen Menendian takes a deep look into the Dragon’s Maze for potential Eternal playables, and reviews the set with his characteristic insight and detailed analysis. Stephen has also conducted some preliminary testing of an unrestricted Regrowth in Vintage, and briefly shares some insights that you do not want to miss. Finally, for collectors, traders, and Vintage enthusiasts alike, be sure to check out the updated Vintage Checklist of playables.
    Continue Reading

  • So Many Insane Plays – 1st Place in Vacaville with Burning Tendrils, Again: A Tournament Report and Other Thoughts on Vintage


    Stephen Menendian has done it again, finishing first at the latest Vintage tournament with his creation, Burning Tendrils. In this detailed 27 page tournament report, Stephen characteristically provides a thoughtful play-by-play recap of his tournament experience, delving behind each play with an explanation of his decision process, and an analysis of alternative lines of play from each land drop to sequencing spells. Stephen will test your abilities in the process by asking the reader to select a line of play. Stephen also introduces an updated non-Oath Burning Tendrils list for control metagames, talks about Voltaic Key and Time Vault in Burning Tendrils, and shares his broader thoughts on the archetype and the Vintage format. As always, Stephen breaks the mold for tournament reports with his iconic style and brilliant insights.
    Continue Reading

  • So Many Insane Plays – Rogue Hermit: Legacy Edition


    If you haven’t already done so, please check out the first part of this article for background on this archetype, the history of Hermit Druid, and the significance of the Gatecrash Hermit Druid variants. In this article, I will explore the design potential of a Legacy version of this archetype.
    Continue Reading

  • Schools of Magic: History of Vintage – 1998

    Continuing in the Schools of Magic: History of Vintage series, author Stephen Menendian retraces the history of 1998, an unforgettable year in the history of Type I. Follow the important changes to the Restricted List, the rise of recursion strategies and new combo decks, and the lasting impact of Urza’s Saga on the format. Read about the birth Oath and Workshop Aggro decks in the format, and about the continuing evolution of The Deck, Necropotence, Prosperity, and Zoo strategies.
    Continue Reading

  • Schools of Magic: History of Vintage – 1997

    Building on the previous chapters of the Schools of Magic: History of Vintage series, author Stephen Menendian has uncovered a treasure trove of lost decklists and forgotten history as he explores the trends, experiences, and metagame of Type I in 1997, the fifth year of Magic. Whether you are a student of the history of the game, a fan of the early years of Magic, or simply curious about the early years of Vintage, this article is not to be missed. With fifteen tournament winning and high-performing decklists and in-depth analysis, this article is perfect for those who want to relive 1997, as the first age of Type I Magic draws to a close.
    Continue Reading

  • Team Eternal Presents: Pernicious StrixStill – A Primer

    Pernicious StrixStill - A Primer

    Editor’s Note: Team Eternal is one of the frontrunners of the Landstill archetype (both BUG and WUB) in the Netherlands, and is composed of Michèl Theissen and Jeroen van Beeck, among others. Since 2011 this duo has been working on the archetype full time and has given the deck a chance to shine in Europe. In this article, some of the deck’s card choices and tactics are presented and discussed.


    StandstillThe archetype known as Landstill, in all its variants, predates the birth of the Legacy format, and can easily traced back to the Mana Drain-fueled powerhouses that exixted in Type 1.5 (Classic Restricted), before the modern Legacy format was created. Many versions of said archetype can be found on the Legacy boards of the well-known forums. While the deck is well known and extremely powerful, it does not see the light of day as much as we believe it should. If your goal in a game of Legacy is to a) play with the best draw spell in the format (i.e. Standstill), b) get rewarded for high level play, and c) provide your opponent with many, many turns of being frustrated to the point of conceding, then Landstill is the deck for you. Continue Reading

  • Type 4 Introduction and Eternal Central Stack Update February 2013

    Type 4 Introduction

    It’s been a long time coming, but we have finally released our updated #TYPE4 stack for public consumption! The link below is a GoogleDoc that is free for everyone to access, and is downloadable. It is fully sortable with built-in filters at the top of each column, so you can narrow down the view by different card types (removal, counters, etc.), set, color, and more.
    Continue Reading

  • So Many Insane Plays – Rogue Hermit: The Fastest Deck in Vintage


    A long time ago, Wizards of the Coast printed Hermit Druid.

    Hermit DruidThis little critter may look harmless enough, but he soon got into trouble – big trouble for such a little guy. Once players figured out that they could build decks without basic lands, they realized that they could activate this guy to empty their entire library into their graveyard. For years, players had tried to prevent their opponent’s from doing just that. But the printing of so many new cards that could be played or used from the graveyard changed all that.
    Continue Reading

  • So Many Insane Plays – 1st Place in Vacaville: Two Burning Tendrils Tournament Reports

    So Many Insane Plays - 1st in Vacaville

    Hot off his Team Serious Open victory in December, Stephen Menendian took his Burning Tendrils creation to another 1st place finish in Vacaville this past month. Read this epic 29 page double tournament report to see what the latest changes are that Stephen has made to combat the ever-evolving metagame. Complete with play-by-play game coverage and Stephen’s characteristic detailed analysis, trace both the lows and learning experiences of an underwhelming tournament performance, to lessons learned translating into the highs of another tournament victory at the most recent Vacaville vintage tournament. Follow Stephen’s thought process in each situation as you learn how to become a better combo pilot by learning from the best in the format.
    Continue Reading