The first deck that got me to care about Vintage was Meandeck Gifts. This was a deck that used Mana Drain to fuel Gifts Ungiven back before Gifts was restricted (then unrestricted), usually to win the game on the spot, given enough mana. Vintage has become much more about the raw efficiency and density of interaction than it was back in the early 2000s, but perhaps with some tweaking, Gifts can become a mainstay of the format once again:
Vintage Gifts ? Vintage | Desolutionist, Vintage Challenge
- Creatures (6)
- 1 Blightsteel Colossus
- 1 Jace, Vryn's Prodigy
- 2 Baral, Chief of Compliance
- 2 Snapcaster Mage
- Planeswalkers (1)
- 1 Jace, the Mind Sculptor
- Instants (22)
- 1 Ancestral Recall
- 1 Ancient Grudge
- 1 Brainstorm
- 1 Hurkyl's Recall
- 1 Dig Through Time
- 1 Mystical Tutor
- 1 Vampiric Tutor
- 2 Mindbreak Trap
- 3 Gifts Ungiven
- 3 Mana Drain
- 3 Mental Misstep
- 4 Force of Will
- Sorceries (6)
- 1 Demonic Tutor
- 1 Gitaxian Probe
- 1 Tendrils of Agony
- 1 Time Walk
- 1 Tinker
- 1 Yawgmoth's Will
- Aritfacts (10)
- 1 Black Lotus
- 1 Lotus Petal
- 1 Mana Crypt
- 1 Mana Vault
- 1 Mox Emerald
- 1 Mox Jet
- 1 Mox Pearl
- 1 Mox Ruby
- 1 Mox Sapphire
- 1 Sol Ring
- Lands (15)
- 1 Island
- 1 Snow-Covered Island
- 1 Library of Alexandria
- 1 Misty Rainforest
- 1 Scalding Tarn
- 1 Tolarian Academy
- 1 Tropical Island
- 2 Flooded Strand
- 2 Polluted Delta
- 2 Underground Sea
- 2 Volcanic Island
- Sideboard (15)
- 2 Ancient Grudge
- 2 Hurkyl's Recall
- 1 Chain of Vapor
- 1 Empty the Warrens
- 1 Nature's Claim
- 4 Ravenous Trap
- 1 Subterranean Tremors
- 1 Tormod's Crypt
- 1 Toxic Deluge
- 1 Yixlid Jailer
The core of this deck is the same as it always was. You’ve got a giant pile of Blue control elements backed up by a ton of card advantage, the key being the namesake Gifts Ungiven. The goal is to spend the first few turns sculpting your draw and preventing your opponent from getting too far ahead, then you want to resolve a Mana Drain into a Gifts Ungiven and do something degenerate. As with most Gifts decks, there are near infinite combinations depending on what exactly it is that your opponent is doing, what the game state is, and what you think they’ll choose to give you; but here are a few of the key ideas.
There are two routes to winning the game on the spot. The first involves some permutation of Snapcaster Mage, Tinker, Yawgmoth's Will, and Time Walk. Given enough mana, this pile ensures that you can resolve both a Tinker for Blightsteel Colossus and a Time Walk to attack for lethal. However, this is vulnerable to countermagic and blockers, so sometimes you’ll want to go for a Tendrils of Agony kill. These piles might include Yawgmoth's Will, Black Lotus, Ancestral Recall, and Demonic Tutor, with the idea being that you can find Snapcaster Mage, resolve a Yawgmoth's Will, and storm off from there. There’s even the possibility of just resolving a value Gifts, finding powerful singletons like Ancient Grudge and Hurkyl's Recall to give you a big enough opening to resolve further haymakers.
If you’re looking for a classic Vintage control deck straight out of 2007, this is a powerful deck with a solid gameplan. Gifts Ungiven is still a monstrously powerful card, so long as the format is in a position where you can reasonably expect to be able to cast it. With Workshops and Mentors taking up such a substantial proportion of the metagame, this seems like a deck that could be built to reasonably fight against both of them.