Decktalk „Green Machine Head“

Attempting a green Deck in Old School will often yield a smile from more seasoned players. In the Top Tiered league of UWR Skies, Juzam Dreams, The Deck and the like Green is rarely featured. Actually a pity because Green can do a lot for you. It has this perfect mix of mana ramp, big beaters and spells to protect or tune your weapons.  Nevertheless you will learn that splashing red for Burn and Sideboard Options as well as the 2 black power spells is indispensable to make Green fit for tournament.

The Deck we present today has been named „Green Machine Head“ in reference to the classy Old School Machine Head combo Juzam Djinn + Berserk. Other names this deck attracted was „Green Party Crasher“ or simply „The Green Machine“.

The core are 8 mighty fast beaters, i.e. Doc Erhnam Djinn and his artifact cousin Juggernaut, two 4 mana creatures you will most likely drop in turn 2 or 3 at latest thanks to the power of ramp: 4 Llanowar Elves, 2 Birds of Paradise, 1 Elves of Deep Shadow as well as Moxes, Lotus and/or Mana Vault.

With the help of 4 Giant Growth and 2-3 Berserk your Green Machine gets awfully big and will destroy everything that comes in the way, or just reduce your opponents life total to 0 in minutes. 1-2 Avoid Fate might prove useful to defend your Juggernaut who notoriously attracts Disenchant and Lightning Bolt.

The 2 Spitting Slugs proved to be essential: as 3 drops they perfectly fit the mana curve, they are Lightning Bolt prove and they will easily block Mishra’s Factory, White/Black Knights and Kird Apes.

Finally a small collection of basic red burn spells as well as Demonic Tutor and Mind Twist are included to harmonize the Deck.

At the latest tournament the „Green Machine Head“ landed Top 4.

Rules: describing a format, defining a standard

Old School Magic is a non licensed and mostly casual format that was born in 2007 in Sweden, and slowly but steady took to other countries. In the last two years the interest in this charming format rocketed (with prices for the old cards doubling and tripling in value) and today we have established Old School communities in Scandinavia, the USA, the Netherlands, Spain, France, Belgium, and a nascent community in Germany.

While other MTG formats like Modern or Legacy have official rules from Wizards of the Coast / DCI, the Old School universe remains quite autonomous, so basically every community has variations and their own sub-standard. While the more orthodox communities would only allow Alpha, Beta, Unlimited, Arabian Nights, Antiquities, Legends and the Dark, the most liberal end of the spectrum additionally allows not only Fallen Empires, but all kinds of later reprints (same artwork though). With the prices of ABU cards skyrocketing and touching ridiculous levels, there is increasing pressure from newcomers to allow even IE/CE or DIY proxies in order to participate in this great game.

Nevertheless as the formats cradle is Sweden, the Old School Mtg blog acts as an orthodox reference for most of the European communities. Although being very strict in defining the format, they have done a great deal in nurturing not only their own format with a constantly evolving ban/restriction list that serves as blueprint for most of us, but also in describing the variations of the format, i.e. Ravenna Rules, EC Rules etc.

As the authors of this blog are part of a local German Old School community with their own liberal variation of the format, you will find pictures of decks with cards from 93/94 (sometimes including Fallen Empires) with reprints from Revised/FWB/FBB, 4th edition, Chronicles and Renaissance.

For tournament purposes we created the mighty Miracle Worker Cup – a non-sanctioned private tournament format in Frankfurt that is based on the Atlantic Rules set, but would allow proxies without limits in order to not discriminate players who don’t have access to significant 9394 card pools,  to encourage highest quality deck engineering and to build a solid and diversified meta game.