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YOUR FIRST STEPS INTO OLD SCHOOL MAGIC

93/94 · CARDS · COMMUNITY
CARD POOL Magic’s earliest years
RULES Modern rules, local variants
POWER Never required
THE REAL GOAL Join the Gathering
I
AN INVITATION TO THE FORMAT

Welcome to Old School

The cards may be old, rare and legendary. The community is far more welcoming than the outside world sometimes suggests.

From the outside, Old School Magic can resemble a secret society built around expensive cards, obscure rules and arguments about whether a particular printing feels authentic enough.

That appearance misses the heart of the format. Old School is about atmosphere, nostalgia, memorable cards and playing a raw early form of Magic: The Gathering.

More importantly, it is about the people who preserve and celebrate this strange corner of the game.

This guide will help you understand the card pool, the main rules differences, reprint policies, beginner decks and what to expect when you attend your first event.

THE TRUTH ABOUT OLD SCHOOL

It Is Not About Owning Everything

You do not need a perfect collection before you begin. Start with cards you can access, build something you enjoy and allow the format to grow with you.

II
THE ORIGINAL YEARS

What Is 93/94?

Old School Magic uses cards from the game’s earliest core sets and expansions.

Old School Magic, usually called 93/94, returns to the first era of the game. The original Swedish format was built around the releases from Magic’s first full year.

These sets contain many of the most celebrated cards ever printed, but they also contain weak creatures, forgotten spells, strange mechanics and beautiful design experiments.

That mixture is essential. Old School is not simply a contest between famous cards. It is a place where unusual brews and unlikely threats can still create unforgettable games.

The principal sets used in 93/94 Old School Magic
THE FOUNDATIONS OF 93/94
A selection of iconic and unusual Old School Magic cards
ICONS, ODDITIES AND FORGOTTEN TREASURES
PART OF THE CHARM

Expect powerful staples, terrible creatures, eccentric combinations and decks that make little sense until they somehow defeat you.

III
MANY COMMUNITIES, ONE SPIRIT

Rules and Variants

There is no single worldwide Old School ruleset. Different communities preserve the format in slightly different ways.

01

Modern Game Rules

Nearly every Old School variant uses the full modern Magic rules engine rather than trying to recreate every historical rules system.

02

Mana Burn

Some variants retain mana burn. Unused mana can therefore cost life when the mana pool empties at the end of a step or phase.

03

Local Card Pools

Some communities add sets such as Fallen Empires or use a different Banned and Restricted List.

04

Event-Specific Details

Reprints, Chaos Orb procedures and other details can vary even between tournaments in the same region.

Comparison of Banned and Restricted cards in several Old School Magic variants
OLD SCHOOL FORMAT VARIANTS AND THEIR DIFFERENCES
BEFORE EVERY TOURNAMENT

Read the Event Rules

A tournament organizer will normally publish the relevant card pool, reprint policy, mana burn decision and any special card rulings. Ask when something is unclear—the community is usually happy to help.

IV
ACCESSIBILITY AND AUTHENTICITY

Reprints and Printings

Reprint policies balance accessibility with the visual and historical character of the format.

A COMMON PRINCIPLE
SAME NAME · SAME FRAME
OFTEN ACCEPTED

Old-Frame Reprints

Many groups permit later printings that retain the original card name and traditional frame.

COMMUNITY DEPENDENT

Foreign, CE and IE

Foreign-language cards, Collector’s Edition and International Edition are accepted in many communities but not in all of them.

CHECK CAREFULLY

Alternative Products

Foils, modern frames, gold-bordered cards and later commemorative editions are treated differently from event to event.

THE GOOD NEWS

Many Policies Are Designed to Welcome You

A large part of the Old School community wants new players to participate. More flexible reprint policies can lower the barrier to entry while preserving the old-frame atmosphere.

V
FIND YOUR WAY INTO THE FORMAT

Choose Your First Deck

Your best first deck is not necessarily the strongest one. It is the deck that makes you want to play another game.

Old School supports aggressive creature decks, controlling blue strategies, burn, prison, midrange, artifacts, combo and unusual brews. Testing several archetypes is the easiest way to discover what suits you.

Begin with affordable cards where your local rules allow them. Revised and Fourth Edition copies are practical starting points. Mono-coloured decks are especially accessible because they can function without expensive dual lands.

Play games, make mistakes and change cards. Once you discover a deck you love, you can gradually upgrade it toward the printing standard you prefer.

An Old School Erhnam Burn'em deck and artwork
START SIMPLE · PLAY GAMES · DISCOVER YOUR STYLE
01

White Weenie

CREATURES · TEMPO · DISRUPTION

Small creatures backed by Crusade, Swords to Plowshares and Disenchant. Some versions also use Armageddon to close the door.

02

Mono Black

AGGRESSION · DISRUPTION · STYLE

Dark Ritual, Hypnotic Specter, Terror, Drain Life, Underworld Dreams and other wonderfully unpleasant black cards.

03

Red Aggro

SPEED · DAMAGE · PRESSURE

Lightning Bolt, Chain Lightning, Ball Lightning, Goblins, Atog, Blood Moon and direct damage provide a direct game plan with more depth than it first appears.

04

Green Stompy

CREATURES · PUMP · COMBAT

Elves, Pixies, Erhnam Djinn, Giant Growth and other efficient creatures reward players who enjoy attacking and mastering combat.

05

Erhnam Burn’em

MIDRANGE · BURN · CLASSIC PRESSURE

Large green threats combine with red removal. Erhnam Djinn attacks, Lightning Bolt clears the way and Fireball ends games.

06

Blue-Red Counterburn

PRESSURE · COUNTERS · REACH

Serendib Efreet and Flying Men apply pressure while Counterspell, Lightning Bolt and Psionic Blast control the pace of the game.

VI
THE QUESTION EVERY NEW PLAYER ASKS

Do I Need Power?

No.

You Do Not Need Power Nine Cards to Begin

Moxen and Black Lotus are powerful, famous and central to the mythology of the format. They are not an entry requirement.

Old School Magic Power Nine cards
LEGENDARY CARDS · NOT A REQUIREMENT

Old School has always had room for underdogs, budget decks, personal favourites and unusual strategies. Many players care as much about the deck’s story and character as they do about its theoretical strength.

Borrowing cards is possible when needed, but there is also something rewarding about learning and developing a deck built from your own collection.

BUILD SOMETHING YOU LOVE. UPGRADE AT YOUR OWN PACE.
VII
A REALISTIC PATH INTO THE FORMAT

Cost and Collecting

Old School can be expensive, but expensive cards do not have to define your starting point.

Some cards are major collector pieces. Power Nine, Library of Alexandria, Bazaar of Baghdad, Mishra’s Workshop, Juzám Djinn and other icons can command serious prices.

That does not mean every playable or enjoyable deck must cost a fortune. Players enter the format in many different ways and often build their collection over a long period.

STEP 01

Start Without Power

Learn the games, interactions and local community before deciding whether expensive cards matter to your plans.

STEP 02

Use Allowed Reprints

Where the event permits them, accessible printings can let you play first and collect later.

STEP 03

Consider One Colour

Mono-coloured decks avoid the need for a costly dual-land mana base and are often easier to assemble.

STEP 04

Upgrade Slowly

Replace cards when it feels worthwhile. The long process of trading and improving can become part of the enjoyment.

Old School is not a race to own everything.

Start small. Play games. Learn the format.
VIII
THE HEART OF OLD SCHOOL

The Gathering

The games matter. The people, stories and shared experiences matter even more.

Old School is about the Gathering.

Players still compete, tune decks and challenge themselves against powerful strategies. Some enjoy technical decks because mastering them is difficult and rewarding.

Others prefer forgotten monsters, unlikely combinations and the chance to win one glorious game with a card nobody expected to see.

Most people exist somewhere between those two extremes.

▲
THE SPIKE

Test Yourself

Tune the list, play tightly and measure your decisions against skilled opponents.

✦
THE SPICE

Create a Story

Cast strange cards, surprise the table and celebrate the game nobody will forget.

Old School Magic players gathering together at an event
THE CARDS BRING US TOGETHER

People attend tournaments to play Magic, but also to admire decks, trade cards, share drinks, laugh about terrible decisions and spend time with others who love the same peculiar era of the game.

You do not need to be an expert.
You do not need a perfect deck.
You do not need Power.
You do not need to know every strange interaction.
YOUR FIRST STEP

Join the Gathering

Bring curiosity, respect for the format and a willingness to meet the community. The rest will follow one game at a time.

BUILD A DECK.
PLAY SOME GAMES.
BECOME PART OF OLD SCHOOL.

The Edge-Man Championship is an Old School Magic: The Gathering event and is not affiliated with Wizards of the Coast. The material on this page represents our own fan-created guidance, opinions and interpretation of the world of Magic.

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