DESIGN RATIONALE

ABOUT

Scarwood’s boundaries are deliberate. The format begins with The Dark and excludes core sets in order to expand beyond Premodern without importing the most structurally dominant cards of early Magic.

Scarwood vs. Premodern

The play experience and card pool to explore are distinct from Premodern, though if you enjoy Premodern you’re likely to enjoy Scarwood.

PREMODERN STAPLES INTENTIONALLY ABSENT

  • Birds of Paradise
  • City of Brass
  • City of Traitors
  • Cursed Scroll
  • Deranged Hermit
  • Gaea's Cradle
  • Humility
  • Hypnotic Specter
  • Lightning Bolt
  • Lion’s Eye Diamond
  • Llanowar Elves
  • Masticore
  • Mishra's Factory
  • Mox Diamond
  • Opalescence
  • Phyrexian Devourer
  • Phyrexian Dreadnought
  • Powder Keg
  • Recurring Nightmare
  • Replenish
  • Serra's Sanctum
  • Stasis
  • Survival of the Fittest
  • The Rack
  • Winter Orb

PREMODERN-BANNED CARDS ENTERING SCARWOOD

  • Brainstorm
  • Demonic Consultation
  • Entomb
  • Flash
  • Force of Will
  • Goblin Recruiter
  • Mind's Desire
  • Mystical Tutor
  • Necropotence
  • Parallax Tide
  • Tendrils of Agony
  • Vampiric Tutor
  • Windfall
  • Worldgorger Dragon

Existing Premodern archetypes in the new environment

ContaminationStronger. Loses Powder Keg and Cursed Scroll for board control but gains tutors and Entomb for consistency.

ElvesLoses Gaea’s Cradle, Survival, Deranged Hermit and Llanowar Elves. Gains Elves of Deep Shadow. There may still be a viable build using Skyshroud Poacher / Natural Order.

EnchantressStill playable, but losing Serra’s Sanctum, Opalescence and Replenish is a significant downgrade.

GoblinsPotentially a big winner. It loses almost nothing while gaining Goblin Recruiter and Goblin Grenade.

Hermit ComboWithout Survival of the Fittest it becomes less consistent. Volrath’s Shapeshifter / FEB combo is gone.

Iggy PopDead, or at least very difficult to make work. Storm gains Tendrils of Agony but loses LED and Intuition.

LandstillStill functional; loses Mishra’s Factory and Humility.

MadnessLoses Survival of the Fittest, but blue versions gain Force of Will. Goblin Lore is playable if you’re adventurous.

Mono-BlackMuch stronger with Hymn to Tourach and Necropotence, although it loses Hypnotic Specter.

ReanimatorGains Entomb and could be very strong. Loses Multani, Maro-Sorcerer as a shroud threat.

ReplenishDead.

ShrimpDisappears in its current form and is replaced by UB Tog strategies or Flash combo.

SlighLoses Lightning Bolt and Cursed Scroll. Probably still playable, but perhaps around Tier 2–3.

TerraGeddon / OathBoth lose Mox Diamond and Library, making them considerably weaker. There may be room to rebuild them differently, but it’s unclear how competitive they would be.

Tinker / Welder PrisonLoses Triskelion, Masticore and Winter Orb.

The RockLoses Deranged Hermit and Recurring Nightmare. Likely still viable; needs testing.

White WeenieLoses Savannah Lions and Tithe; gains Gift of Estates and Icatian Javelineers.

Potential new archetypes

Necropotence Midrange / ControlWorldgorger DragonHigh TideFlash-Wurm

FAQ / Design Rationale

Why start at The Dark?

Beginning with The Dark adds a small but meaningful group of cards to the Premodern pool—Blood Moon, Maze of Ith, Tormod’s Crypt, Ball Lightning and Fellwar Stone—without importing the structural excesses of earlier Magic.

Fallen Empires adds Hymn to Tourach, High Tide and Goblin Grenade, while the two Portal sets restore fundamental effects such as Wrath of God, Armageddon and Earthquake and contribute a handful of unique combo and card-selection tools.

Moving the boundary backward changes the format more dramatically. Antiquities introduces Strip Mine, Mishra’s Factory, and an artifact-engine package. Legends adds Mana Drain, Land Tax, Chain Lightning, Sylvan Library, Reset and powerful utility lands. Arabian Nights is comparatively benign after Reserved List cards are removed, but beginning there would also sweep those intervening sets into the format.

The Dark is a natural line: old enough to broaden the card pool meaningfully, but late enough to leave the most structurally distorting 1993–94 designs behind.

The Dark

Blood Moon · Maze of Ith · Tormod’s Crypt · Ball Lightning · Fellwar Stone · Elves of Deep Shadow · Dust to Dust / Ashes to Ashes · Tivadar’s Crusade · Dance of Many

Fallen Empires

Hymn to Tourach · High Tide · Goblin Grenade · Order of the Ebon Hand · Order of Leitbur · Icatian Javelineers · Goblin Chirurgeon

Portal + Portal Second Age

Wrath of God · Armageddon · Earthquake · Sleight of Hand · Cruel Bargain · Personal Tutor · Cruel Tutor

Why not earlier sets?
Antiquities

This is probably the most consequential set we’re avoiding. Strip Mine is undesirable as a four-of and would likely require intervention. More land destruction is unnecessary in a format that already has Wasteland and limited mana-fixing. Many other notable Antiquities cards are replaceable by deliberately toned-down effects in later sets.

Strip Mine · Mishra’s Factory · Urza’s Mine / Tower / Power Plant · Ashnod’s Altar · Ornithopter · Triskelion · The Rack · Ivory Tower · Feldon’s Cane · Hurkyl’s Recall · Shatterstorm

Legends

The Reserved List ban removes many of Legends’ infamous permanents, but the remaining cards are still exceptionally efficient. Mana Drain as a four-of would be untenable. Excluding Sylvan Library also opens space for flavorful but less efficient later card-selection engines to matter.

Mana Drain · Land Tax · Chain Lightning · Sylvan Library · Karakas · Pendelhaven · Reset · Force Spike · Recall · Underworld Dreams · Concordant Crossroads · Land’s Edge

Arabian Nights

Arabian cards would mostly not be out of line on power level after Reserved List cards are removed, but they are excluded because The Dark provides a cleaner historical boundary.

City of Brass · Serendib Efreet · Kird Ape · Erhnam Djinn · Desert · Flying Men · Oubliette · Unstable Mutation · Cuombajj Witches · Rukh Egg · Ghazbán Ogre

Why exclude the core sets?

The 4th–7th Edition core sets contain a large number of reprints from the earliest years of Magic. Including them would effectively reintroduce many cards from Alpha, Antiquities and Legends even though those sets themselves are outside the intended Scarwood card pool.

4th Edition alone adds cards powerful enough to significantly reshape the format: Mana Vault, Balance, Channel, Land Tax, Mind Twist and Strip Mine. It also includes cards generally seen as staples or archetype-defining in Premodern, such as Lightning Bolt, Stasis, Hypnotic Specter and Winter Orb.

Many of these cards are not problematic individually, but taken together they pull the format back toward the design assumptions of 1993–94 Magic. Excluding the core sets creates a cleaner historical identity: Scarwood is built from the black-bordered expansion sets of the old-frame era rather than recurring reprints of early Magic staples.

Portal and Portal Second Age provide a useful exception. They restore several fundamental effects that would otherwise disappear entirely—most notably Wrath of God, Armageddon and Earthquake—without bringing back the baggage of early-Magic design found in the core sets.