Atlantic 93/94 is a deliberate blending of the two most widely played B&R lists for 93/94 Old School Magic: Eternal Central and Swedish. The Atlantic 93/94 format aims to promote as diverse a metagame as possible, elevating a broad range of deck archetypes through the inclusion of Fallen Empires and the restriction of Strip Mine.
The table above summarizes the very short list of differences between EC, Atlantic, and Swedish 93/94 rules that are relevant to gameplay, namely the B&R lists, the presence or absence of Fallen Empires, and the presence or absence of mana burn.
The Atlantic format rules are recommended independently of any prescription regarding reprint allowances, which is a separate matter. New England Old School is adopting the Atlantic rules together with a more permissive reprint policy, identical to Eternal Central’s; other communities and playgroups may opt to implement the above rules with fewer permitted reprints, or perhaps even more permitted reprints, as they deem appropriate.
Baseline Legal Sets:
Limited Edition (Alpha and Beta) Arabian Nights Antiquities Legends The Dark Fallen Empires
Ancestral Recall Balance Black Lotus Braingeyser Chaos Orb Channel Demonic Tutor Library of Alexandria Mana Drain Mind Twist Mox Emerald Mox Jet Mox Pearl Mox Ruby Mox Sapphire Regrowth Sol Ring Strip Mine Time Walk Timetwister Wheel of Fortune
Bronze Tablet Contract from Below (restricted in games played for ante) Darkpact (restricted in games played for ante) Demonic Attorney Jeweled Bird Rebirth Tempest Efreet (restricted in games played for ante)
Rule Differences / Errata:
Atlantic 93/94, in line with the formats from which it is derived, uses the present-day rules for Magic: The Gathering, along with current Oracle text for all cards, with the following exceptions:
Mana burn still happens. When a phase ends (but not a step), any unused mana left in a player’s mana pool is lost. That player loses 1 life for each one mana lost this way. This is called “mana burn.” Mana burn is loss of life, not damage, so it can’t be prevented or altered by effects that affect damage. This game action doesn’t use the stack.
Chaos Orb — (2) — Artifact
1, Tap: Choose a nontoken permanent on the battlefield. If Chaos Orb is on the battlefield, flip Chaos Orb onto the battlefield from a height of at least one foot. If Chaos Orb turns over completely at least 360 degrees during the flip, and lands resting on the chosen permanent, destroy that permanent. Then destroy Chaos Orb.
Falling Star — (2)(R) — Sorcery
Choose any number of non-overlapping creatures on the battlefield. Flip Falling Star from a height of at least one foot. If Falling Star turns over completely at least 360 degrees during the flip, it deals 3 damage to each chosen creature it lands resting on. Any creatures damaged by Falling Star that are not destroyed become tapped.