Deck Highlight: Vintage Oops All Spells!


Vintage Oops All Spells! by hodortimebaby



Vintage is a funny place. It ranges from grindy decks that use Mishra’s Workshop and Sphere of Resistance to make it so you can’t play spells, to control decks that have tons of card draw and removal and of course, the various combo decks that are trying to win as quickly as possible.

In general, it’s much less of a “turn one” format than people think, but rest assured, there are decks that can and will win on their first turn. Today, we’re looking at one of them, the Oops All Spells! deck that’s turned up in every format where Goblin Charbelcher or Balustrade Spy is legal.


Header - The Game Plan

Cast Balustrade Spy or Undercity Informer, after which you mill your whole deck (since double-faced land/spells don’t count as lands in deck). Once you’ve flipped over everything, use the Narcomoeba’s that jumped into play to Dread Return a Thassa’s Oracle for the win. Alternately, cast and use Goblin Charbelcher.

This deck is blazing fast, with the full set of Chrome Mox alongside regular Moxes, Dark Ritual and even Lotus Petal and Lion’s Eye Diamond. It can routinely kill turn one with counter backup, thanks to Pact of Negation and Force of Will, and even has Tinker as a backup plan.


Header - Key Cards

Balustrade SpyUndercity Informer


These are your “I win” buttons, so you really want to see one in your opening hand.


TinkerGoblin Charbelcher


Your backups are a little pricier, but they can still do work. Note that Tinker can also get Bolas’s Citadel, which will also often lead to a turn one win.


Force of Will (Toppers)Pact of Negation


These counters are what makes the deck solid against control, and not just fold to a single Force of Will. You can even use your Forces defensively against other combo decks if needed.


Mox SapphireBlack LotusDark RitualLotus Petal


These are what make the deck so fast. With all this fast mana, it’s not hard to generate four mana on turn one, or turn two at the latest.


Agadeem's Awakening // Agadeem, the UndercryptSea Gate Restoration // Sea Gate, Reborn


These “lands” are what make the deck work. The deck only wants eight of them to begin with, but having those eight makes the deck much more consistent than earlier versions which tried to get away with one or two.


Header - Mulliganing

You want turn one wins, duh. Seriously though, if your opening hand doesn’t either win turn one or have a path to win turn two, you should likely toss it. This deck doesn’t top-deck well, and it really relies on speed to make up for its weak long game (or midgame even).


Sea Gate Restoration // Sea Gate, RebornAgadeem's Awakening // Agadeem, the UndercryptMox PearlAncestral RecallMox RubyGoblin CharbelcherChain of Vapor


Keep. This hand needs mana to cast Belcher or to draw a Balustrade Spy/Informer, but Ancestral Recall gets you there often enough to keep.


Mana CryptDark RitualBalustrade SpyMox EmeraldPact of NegationDark RitualSea Gate Restoration // Sea Gate, Reborn


Mulligan. Without black mana, this hand doesn’t do anything, even if it’s a single black away from a turn one win (with Pact backup).


TinkerMox SapphireLotus PetalAgadeem's Awakening // Agadeem, the UndercryptDread ReturnThassa's OracleVampiric Tutor


Keep. I’m not mulling a turn one Tinker, even if the rest of my hand is garbage. Better hope they don’t have Force of Will!


Header - Tips and Tricks


Header - Get Busy Winning (or Dying)

This deck wins or goes home, and that experience can be a pretty fun one. You flip over your top seven cards and see if you win the prize, which is fast at the very least. It’s not always my style, but I appreciate it nonetheless, and if it’s your jam, by all means go for it.


Scroll to Top