Atlantic 93/94 Magic Rules


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
The Dark
Fallen Empires

Restricted Cards:

Ancestral Recall
Black Lotus
Chaos Orb
Demonic Tutor
Library of Alexandria
Mana Drain
Mind Twist
Mox Emerald
Mox Jet
Mox Pearl
Mox Ruby
Mox Sapphire
Sol Ring
Strip Mine
Time Walk
Wheel of Fortune

Banned Cards:

Bronze Tablet
Contract from Below (restricted in games played for ante)
Darkpact (restricted in games played for ante)
Demonic Attorney
Jeweled Bird
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.