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'''Combo Winter''' is a term which was used to define the general [[metagame]] after the release of [[Urza's Saga]]. Players believed that too many overpowerd cards and combos filled all the tournament formats. This moved the DCI to ban a large amount of cards in December 1998. When that was not effective, more cards were banned in March 1999, and for the first time in history a Magic card was added to the list after it was announced, since it was discovered that the card Memory Jar from the recently released expansion, [[Urza's Legacy]], threatened to prolongue Combo Winter.
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'''Combo Winter''' is a term used to define the general [[metagame]] after the release of [[Urza's Saga]]. Players believed that too many overpowerd cards and combos filled all the tournament formats. This moved the [[DCI]] to ban a large amount of cards in December 1998. When that was not effective, more cards were banned in March 1999, and for the first time in history a Magic card was added to the list after it was announced, since it was discovered that the card <c>Memory Jar</c> from the recently released expansion, [[Urza's Legacy]], threatened to prolong Combo Winter.
   
The metagame after the release of Mirrodin's [[Darksteel]] block is now sometimes referred to as the second Combo Winter. The popular Affinity archetype succeeded in overpowering most decks in [[Standard]], particularly with the usage of [[Skullclamp]] and [[Arcbound Ravager]]. Although Skullclamp was banned from all formats except for [[Vintage]] in June 2004, the metagame remained affinity oriented, yet no more bannings took place until March 2005, in which 8 cards ([[Arcbound Ravager]], [[Disciple of the Vault]] and all 6 [[Artifact Lands]]) were banned from Standard, amounting to a total of 9 cards banned in Standard in less than a year.
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The metagame after the release of [[Darksteel]], the second expansion of the [[Mirrodin (block)|Mirrodin block]] is now sometimes referred to as the second Combo Winter. The popular [[Affinity archetype]] succeeded in overpowering most decks in [[Standard]], particularly with the usage of <c>Skullclamp</c> and <c>Arcbound Ravager</c>. Although Skullclamp was banned from all formats except for [[Vintage]] in June 2004, the metagame remained Affinity oriented, yet no more bannings took place until March 2005, in which 8 cards (Arcbound Ravager, <c>Disciple of the Vault</c> and all 6 [[Artifact Lands]]) were banned from Standard, amounting to a total of 9 cards banned in Standard in less than a year.
   
 
[[Category:The Game of Magic]][[Category:Magic Slang]]
 
[[Category:The Game of Magic]][[Category:Magic Slang]]

Revision as of 23:29, 2 May 2006

Combo Winter is a term used to define the general metagame after the release of Urza's Saga. Players believed that too many overpowerd cards and combos filled all the tournament formats. This moved the DCI to ban a large amount of cards in December 1998. When that was not effective, more cards were banned in March 1999, and for the first time in history a Magic card was added to the list after it was announced, since it was discovered that the card Memory Jar from the recently released expansion, Urza's Legacy, threatened to prolong Combo Winter.

The metagame after the release of Darksteel, the second expansion of the Mirrodin block is now sometimes referred to as the second Combo Winter. The popular Affinity archetype succeeded in overpowering most decks in Standard, particularly with the usage of Skullclamp and Arcbound Ravager. Although Skullclamp was banned from all formats except for Vintage in June 2004, the metagame remained Affinity oriented, yet no more bannings took place until March 2005, in which 8 cards (Arcbound Ravager, Disciple of the Vault and all 6 Artifact Lands) were banned from Standard, amounting to a total of 9 cards banned in Standard in less than a year.