I feel like doing Sunrise. Because I haven't testing Legacy sufficiently, I'll just do Extended.
Sunrise is a deck relying on using the card Second Sunrise to recur Eggs (Skycloud Egg and co, Conjurer`s Bauble , Chromatic Sphere , etc, in order to draw a large number of cards, plus sacrificial mana sources like Crystal Vein and Archaelogical Dig to gain the mana required to keep going. The first two turns or so are spent playing Eggs and lands, until you feel you are able to "go off". After burning through all your permanents, you play Sunrise to get them all back, sacrifice them all again, drawing into another Sunrise and more Eggs and mana sources in the process. Hence, the amount grows each time and you get closer to a "critical mass", where you able to draw up every card in your library and win with whatever you method of choice is.
A sample game (Pulled out of MWS, writing down as I play)
Crystal Vein x 2 Archaelogical Dig Chromatic Sphere x 2 Mossfire Egg Plains
Turn 1: Play Vein, tap for Chromatic Sphere.
Turn 2: Draw Chromatic Sphere. Play the other Vein. Tap both to play a Mossfire and Chromatic Sphere. Now, at this point you could have possibly gone off, by sac'ing both Veins and hoping desperately to draw into Sunrise in the next two cards. While possible, it's not worth the risk. You really need to have a Sunrise in hand and something like Crop Rotation before attemping a turn 2 kill.
Turn 3: Draw Crystal Vein (!) (That is not particularly representive). Play it. Tap, sacrifice Vein for 2. Sacrifice the Chromatic Sphere for a white mana. You now have 1W floating. You draw: Forest. Now you've got no white Eggs in hand currently, so you're probably best just using the other Chromatic Sphere for a white mana. Sacrifice it, you now have WW floating. You draw: Mystical Tutor.
Hmm, this means you're assured of being able to fetch a Sunrise. You need to use that Sphere in hand to get a blue mana, tutor, then use another Egg. Unfortunately at this point Mossfire Egg would run you out of white mana, so you hope that the next card you draw will be an Egg or something that can ensure you don't fizzle. A lot of these situations will occur while playing, but the topdeck gods will often pursue. In this case I could have avoided the situation by getting rid of my Mossfire earlier, making this all easier. Thus, you need to be careful when choosing what to sacrifice, as you could end up pointlessly losing due to a color-fixing problem. The scenario is two white mana, two other mana and a Darkwater or Mossfire in hand. Sometimes this may just stop you from drawing before you play a Sunrise, sometimes you may not be able to play a Sunrise at all.
So, sacrifice a Crystal Vein, play Chromatic Sphere, activate for blue. You draw: Second Sunrise. Even better! The worries didn't pan out after all. It now looks very good for you. You have WWU floating and a Crystal Vein ready to be sac'ed with a Mossfire in hand. Since you've got your Sunrise, you don't need to worry about losing your blue. Sacrifice the Vein, play the Mossfire Egg and sacrifice it. You now have WWRG in your mana pool. You draw: Sungrass Egg. Excellent. Another Egg. This makes maximum use of your mana, leaving you with just enough mana for Sunrise. Beware: If you fear Daze/Force Spike, you may be better off playing Sunrise now. In this case for simplicity's sake, we'll assume nothing of the sort. You play your Sungrass Egg and activate it, leaving you with WWG. You draw: Archaelogical Dig.
Now you're ready to play Sunrise for the first time! Emptying your mana pool, you recur three Crystal Veins, three Chromatic Spheres, a Mossfire Egg and a Sungrass Egg. Plus, you have assured access to another Sunrise in hand, so you're feeling comfortable. Six colorless mana at least and five cards to be drawn, you should make the next Sunrise better. Sacrifice Crystal Vein, sacrifice Mossfire Egg: You draw: City of Traitors. Not very good now, but that's what Summer Bloom is good for. Note it was best to sacrifice the Mossfire Egg first as red mana is least useful, and it'll allow to spend it on activation costs. No point losing that green mana when you still have colorless, sacrifice another Vein, and a Sungrass Egg. You draw: Crop Rotation.
Crop Rotation isn't so good with these Veins, they can already sacrifice themselves. For this reason, it may be better to wait a little longer to see what to do. You may draw a Summer Bloom and be able to sacrifice one of the lands drawn from it. You could get rid of it now and play your last Vein in the deck. For all we know, it's the top card of the library and you may lose that chance should you draw. For now, I'd risk it and wait until there's nothing else to do, so you can decide if you want something like Cephalid Coliseum to get rid of these lands drawn, or need more mana.
Sacrifice a Chromatic Sphere to get our second white mana, using the red that is floating. You draw: Mystical Tutor. Now, at this point, you have access to at least two more Sunrises. You *could* use one of them to get a Summer Bloom, playing many lands but I'd prefer to stay in the comfort zone.
Well it looks like you're going to need a blue mana. You currently only need one green, so let's pay one green and sacrifice our Chromatic Sphere to add U and draw a card. Note we could Crop Rotation now, but I'd prefer to keep my options open. If a Summer Bloom is drawn, you could use the green mana to play a land from hand that will generate G, then play Crop Rotation with that. Drawn: City of Traitors. Hmm. We'd rather have an Egg at this point, oh well.
At this point we'd like to be able to get a Cephalid Coliseum with Crop Rotation, but we're just one mana short. So we'll just Crop Rotate into the last Crystal Vein in the deck. Tap 1 from Crystal Vein. Pay G, sacrifice it, get Crystal Vein. Sacrifice Crystal Vein. Play Mystical Tutor, getting Second Sunrise. Sacrifice your Chromatic Sphere, adding U, draw it. You have 2WWU in the your mana pool. Play Sunrise, leaving 1U remaining. You haven't succeeded in getting any more drawing sources down, but you have gotten more mana.
Sacrifice Crystal Vein, Mossfire Egg, Draw: Mossfire Egg. Good. Another Egg. You have 8 mana available, so if you just draw into three more Eggs in this cycle, you could tutor for Sunrise and have nine cards to draw in the next cycle.
Spend 1R, Sacrifice Sungrass Egg, Draw: Conjurer's Bauble. Too bad we couldn't have one of these earlier. Perhaps the most important "Egg" in the deck, it puts a card (usually a Sunrise or Mystical) beneath your library, and comes back each time. Whenever you use a shuffling effect like a tutor or fetchland, the deck shuffles and you now have a higher chance of drawing into a Sunrise. So with a couple of early Baubles, you deck size may shrink but the number of Sunrises and tutors will not, making it very easy to go off in those stages. Once your library is entirely depleted, it allows you to go infinite by putting a Sunrise beneath your library, drawing it, and then having the Sunrise recur the Bauble itself. Each time you do this, all your mana sources (which need to including a few Archaelogical Digs, but Bloom gets them in) will come back also, as well as Cephalid Coliseum. You target them with Coliseum, causing them to draw 3 cards, then discard 3. Do this until their library is depleted and you win. This means you don't need to take up any space at all for a win condition, as Coliseum is useful anyway.
Sacrifice Crystal Vein, sacrifice Chromatic Sphere for W, Draw: Conjurer's Bauble. Excellent. A second one, just what you're looking for. Sacrifice Crystal Vein, play and sacrifice Mossfire Egg: Normally you'll want to get rid of your other Eggs, but we want to lose this red mana, so we'll get rid of it now. Draw: Darkwater Egg. Hmm, it doesn't really matter at this point, sacrifice a Chromatic Sphere for U, spending R. Draw: City of Traitors. Play and sacrifice Darkwater Egg, sacrificing Crystal Vein and spending U: Draw: Mossfire Egg. For reasons outlined above: Play and sacrifice Mossfire Egg, spending BGG. Draw: Skycloud Egg.
Seven mana available, and three Eggs in hand. May as well use them all but one and Mystical for a Sunrise. We want a shuffle so let's not leave a Bauble as last. Sacrifice Chromatic Sphere, spending R and adding G, drawing: Crop Rotation. Hmm, if you'd known this you might not have sacrificed all the lands. Nevermind, all the Veins are gone anyway and it's probably better to just use all the Eggs.
Play Conjurer's Bauble (spend G), sacrifice, put Second Sunrise under library. Draw: Darkwater Egg. Play Conjurer's Bauble (spend U), sacrifice, put Second Sunrise under library. Draw: Conjurer's Bauble. Maybe it was better to leave Chromatic Sphere to sacrifice... anyway.
Play Mystical Tutor, getting Sunrise. If it wasn't for the Baubles, this would have left just 1 last Sunrise in the deck, but now there's still three. Play Conjurer's Bauble, putting Mystical Tutor beneath the library. Draw into Sunrise. Now THAT'S a good amount of Eggs to recur. 11. (Five from previously, two from leftover mana, four from the mana we had that wasn't spent on Sunrise. Plus four Crystal Veins! We don't have the comfort zone of a Sunrise in hand, but it seems likely we'll get one.
Sacrifice Conjurer's Bauble to put a Sunrise beneath. Draw: Sungrass Egg. Do the same with another Bauble for the Mystical. The deck now has all the Sunrises and tutors back in it. Draw: Archaelogical Dig. It's best to hold onto the Crop Rotation, in case a Summer Bloom is drawn. Sacrifice Vein, sacrifice Mossfire: Draw Skycloud. Ditto: Draw plains. Ditto: Draw Summer Bloom. Ah, now that's great. We could play a couple of City of Traitors and another land for a huge mana boost this cycle and next. We'll see what happens in the next few though... Spend RR to sac Sungrass Egg: Draw Windswept Heath. Spend RG: Darkwater Egg, drawing Sungrass Egg.
Maybe we should shuffle up that Mystical and Sunrise that were at the bottom. Summer Bloom, City of Traitors. Tap. Another City of Traitors. Tap. Another City of Traitors. Tap. This mana will be well used, considering all the Eggs in our hand. Time to choose a Crop Rotation target. Cephalid Coliseum will allow for some good digging, plus it'll show its uses for example purposes, so I'll think that'll be the target, though a Dig would certainly be handy.
Now for some Egg burning. Spend 1, Sphere, add W, draw Mystical. Yup, almost impossible to lose now. May as well get this over and done with. Spend 3, play and activate Darkwater. Draw Conjurer's Bauble. Sac a Sphere spending 1 and adding G, draw Coliseum. Ditto, draw a Sunrise. Sacrifice Crystal Vein, Skycloud Egg, drawing into Crop Rotation. OK it's pretty clear now, I'll save time. Sac your Bauble, cycle through seven Eggs (coincidently it ends up being exactly how many you're able to). Now, your library contains just 13 cards and you have more Eggs that that, so you have a 100% chance of going off now. Cycle through Eggs until you get to a Summer Bloom (two in this case), play it, getting three Archaelogical Digs from your hand into play. Draw draw draw... until you have a deck of exactly 0 cards. (Drawing more is er, bad).
Sacrifice Conjurer's Bauble, put Second Sunrise beneath your library, which also draws it. Tap, sacrifice Coliseum: Target player draws thre cards. Play Sunrise. Rinse, repeat. You (finally) win!
Oh yeah, you've got an opponent too. Well, except for a small subset of cards, most of it shouldn't bother you. The stuff that does is the SB.
Barbarian Ring/Disenchant: Well, you've got Crop Rotation and Mystical Tutor which can get these. Barbarian Ring deals with Disciple of the Vault, Meddling Mage, etc. Also it represents another way to win should decking them not be an option (they might draw something you don't like?). However, by the time the opponent is drawing cards with Coliseum, you should be able to set it up that anything they draw will not have any consequence, as with multiple Baubles you can ensure you have another Sunrise in hand to go off in response to anything (like an Orim's Chant they randomly drew). Maybe 3 Serra Avatars... Disenchant can get rid of problems like Rule of Law, Isochron Scepter. Either could be MD'ed if you expect the problem to be bad.
Xantid Swarm: Countermagic hurts. This stops it for this turn and other turns as well, you can sometimes use it to allow you to start going off in one turn and finish in another turn if necessary. Plus it can come down early enough to evade countermagic.
Disciple of the Vault: Generic solution. If an opponent has a ton of hate for any particular thing, this can ensure they can't just snigger it off. Originally planned for MD but cut due to colour problems, you could have all your Sunrises extracted or Meddling Maged but still be able to randomly ping them to death. Plus any of their artifacts hitting the grave also pings them.
Scrabbling Claws: Can still cycle like an Egg (but 1 mana), but provides random answers to things like Reanimator or any deck that wants to Eternal Witness something or any use of the graveyard. A major thing it does is make sure anything like Seal of Fire, that are randomly recurred by your Sunrise, do not come back to kill you. Nomad Stadium is a tutorable answer.
Aether Spellbomb: The same targets as Barbarian Ring, plus being a sort of Egg or maybe a staller against aggro decks.
Vampiric Tutor?: A maindeck option for the sole purpose that it can fetch an answer in the form of anything, be it Aether Spellbomb, Disenchant, Disciple of the Vault, or a land, as well as being able to get Sunrise as normal. The question is whether you consider the cost of 2 life and a not so friendly colour to be worth this. Dependant on the threats you expect.
In the Game:
Have faith in the deck (as long as you can run it well). It can survive a lot more than you think it would, especially if you decide to have some tutorable answers MD. A Meltdown/Deed with no way to draw any cards in response may seem like death to you, but I've won games after it. The same with fizzling, you might think it's over (and if beforehand you suspect a high chance of fizzling, play more conservatively so you won't be left with absolutely nothing). But recovery is surprisingly quick, quite often the opposing deck will not be able to win in the window you left them and two turns later you've randomly won. Likewise they might have a large amount of countermagic and you don't a single way of dealing with it currently, but don't assume your opponent is flawless. Someone tapped out eot for Fact or Fiction, thinking it's safe. I go off in response (Crop Rotation is handy being an instant). It never resolved because they lost before it could. Playing conservatively when that's all you need to do wins games against slower decks, because you have the time to always have Sunrise mana open, building up everything over turns. And an opponent who might have everything they need to defeat you will not because they don't know what to do.
The Issue of Storm
Why not run Storm win conditions? I loathe them because you will draw them instead of a card that has a use, like another Egg, and that will randomly lose you more games than you will win by being able to play them. A nice trick though if you do insist is to cycle all your tutors, as much as you can, to add a few to the storm count. If you do wish to use one, I suggest Brain Freeze. It's less mana intensive, is instant speed (for going off in response to something, or in their turn when they may have already played several spells) and can mill yourself, so as to allow you to immediately go infinite soon after.
Trix is an obscene combo deck that first appeared soon after the release of Urza's Legacy, it is based around Donating an illusions of grandeur to it's opponent, they eventually run out of mana to pay for the illusions forcing them to sacrifice it and lose 20 life. The first trix decks played necropotence to draw up to 19 cards to find all their combo pieces and often cast them in a single turn.
Necro and demonic consultation were eventually banned from extended forcing players to rethink the strategy. The prevailing strategy was mono-blue trix. It used accelleration such as thawing glaciers , and sapphire medallion to cheapen all it's spells, and drawing alot of cards with accumulated knowledge , merchant scroll , and intuition or just using intuition to tutor for a combo piece with one ion hand and just winnning outright.
Eventually extended rotated, and illusions was no longer in the format. But trix didn't rest, it was the dominant combo deck in type 1 up until the release of Judgement with Worldgorger Dragon, and Cabal Therapy, and brand new sacrifice engine for Academy Rector , a card that is visciously powerful when combined with yawgmoths bargain , that could also fetch illusions.
White Weenie is one of Magic's most classic and long-living archtypes. It's been around almost since the beginning and there seems to be a constant supply of WW creatures and no end to the attempts at remaking WW in each set. Because of this, WW's creaturebase can be vastly different from set to set. White Weenie's golden age was around 1998.
The synergy between Land Tax , Empyrial Armor , and creature with evasion (especially ones with Shadow) is a common strategy.
Some WW decks splash other colors. Blue is a common splash for disruption (counters), draw, and often Meddling Mage .
Sleight Knight is another WW variant that splashes Blue for cards like Sleight of Mind , and Mind Bend . This allows your protection creatures (such as White Knight , and Soltari Priest ) to get protection from the most important color of the opponent's deck. Circle of Protection cards and color hate like Karma are also common.
The Basics: So you think Affinity was bad? Well, then you haven't played during Tempest/Saga Type 2, also known as "brokeness galore!" time. Not even emergency-banning of Memory Jar softened the impact. Urza's block was the only time in history of Magic (aside from Mind's Desire being restricted in Type 1 before it came out) when DCI had to make an announcement off-schedule to save the game.
This deck combines fast artifact mana, which produces MORE mana thanks to Academy, card drawing and Mind over Matter to untap Academy and make lots and lots of mana... and then some more mana. It wasn't Uncommon to get the combo going turn one and end the game with a lethal Stroke of Genius before an opponent got to play his first Land. This is what people mean when they say games were decided by a coin flip.
In short, Academy is considered the most broken deck in history. (Well, one of them. Many Storm combo decks are far superior to any Academy deck. Academy is infamous, but it's far from being the most broken deck ever- Skankhair)
Here's a sample decklist of an Extended (at the time) version of Academy, which isn't that much different from the Type 2 version.
Matchups, Other Notes, etc.: After a brief dominance, Academy was killed much like Affinity recently and evolved into Neo Academy, which was played in Type 1 for a short time, but now is considered nonviable.
Basic Info: It's a combo deck that works around Seismic Assault and Trade Routes . Some folks utilize counter/burn, others take a more blue route, and the most successful take on this deck works as a mostly mono-red control deck with just a blue splash for the Trade Routes .
Matchups, Other Notes, etc.: The deck works by controlling the board early with Shock s, Electrostatic Bolt s, and Magma Jet s, and then dropping an Seismic Assault and either comboing out (scoop all your land, discard for massive damage to the dome), or finishing with Arc-Slogger (much like Big Red). Genju of the Spires can sneak in for 6 damage sometimes and helps out immensely. Some people run Crucible of Worlds which can be cool too, but I've found I'd rather have more burn in the spots it would take up.
Basic Info: The scourge of many a new player, the word Balance can still make even the pros cringe. Early in magics history, vintage was dominated by a monstrous creation. The Balance deck. Wrath of God , Mind Twist , Armageddon . All of them are awesome effects by themselves, but rolled into one, they're insane. Balance can destroy aggro, or control just by shifting your playstyle. The deck has no permanent creatures so it always acts as a one sided wrath of god. It has alot of removal, so it can deal with Aggro no problem, and has enough disruption to beat Control.
Matchups, Other Notes, etc.: Balance was a powerful deck back in the Golden age of Magic, but is not longer viable, nor possible, due to the restriction of Balance in Type 1 and it being banned in all other formats, so it remains simply a really powerful casual deck.
Basic Info:Broodstar affinity, later also known as "Sarnia Affinity" (Named after a town in Ontario, Canada) had its brief moment in the sun from the release of Mirrodin, when people instantly recognized the power of the affinity mechanic, up to release of Darksteel, when Arcbound Ravager and Skull Clamp broke T2.
Perhaps one last worthy point is that pre-bannings affinity was considered public enemy number one. The insane speed and consistency of ravager warped the format and even caused people to play type 2. Broodstar, on the other hand, was well-balanced deck and some players hoped that the March 2005 Banned and Restricted announcement would bring it back. Unfortunately, DCI killed the Broodstar by axing the artifact lands before it could have a second shot at the tournament scene.
The Decklist:"Broodstar Affinity - Control Build"Show
Based around Auriok Salvagers , this deck recycles various 1-casting cost artifacts, also known as cogs. This might sound rather innocent, but once the deck gets rolling, it can be surprisingly dangerous. The problem is, of course, that salvager deck relies very heavily on one vulnerable creature - you guessed it - the salvagers!
To top it off, cog control lost artifact lands and DotV recently.
The deck commonly starts off by fetching/recycling cogs and attacking with the early creatures. Sooner or later the battle on the ground swings in the opponent's favour, but by then the salvager should be down and tossing eveything your Trinket Mages fetched at opponent's army or his face.
And here's a T1 version of the deck, which still uses the salvager, but wins in a completely different manner. This deck tries to recycle black lotus or lions eye diamond for infinite mana (each time you bring it back you have one left over) and then throws the pyrite spellbomb at the opponents face 10 times.