I feel like I say this about pauper Delver all the time. After a turn 2 counterspell I know I have lost, but it still takes them 12 turns to finish me off.Without tempo recouping devices, both pilots can find themselves in unfun situations where the aggro deck stumbles, and the game has effectively been decided by turn two, but it doesn’t actually end until much later.
A typical ante game started like any other. Each player would shuffle up and deal seven, then flip over the top card of their decks as ante.
In the early days of Magic it was rare for players to have more than one deck, at least in my school anyway. I had a deck filled with [[Pestilence]] [[Drudge Skeleton]] and [[Circle of Protection: Black[1] ]] so slipping in a [[Demonic Attorney[2] ]] wasn't much of a stretch. I have also used [[Helm of Obedience[3] ]] and [[Rebirth]] in the past.
Our playgroup had several house rules. The first one was if you flipped a basic land for ante, you would continue to flip until anything but a basic land flipped. Let's face it, nobody wants to win just a basic land. Sometimes this led to several cards being removed from the game so you really needed to be confidant in your hand before you chose to mulligan or not. Of course back in those days if you mulliganed once you were forced to take your next hand of seven regardless of quality.
Players that liked to play for ante knew the risks of going against a player that really knew how to play or decks that contained "playing for ante cards". In school, decks and players would get reputations and you wouldn't call out a really good deck for ante play even if it contained great rares. You generally took on players you think you could go at least 50/50 with or close friends that didn't mind losing a card or two for the fun of it.
Once I got a good grasp of the game, I made an aggro deck full of commons like [[Kird Ape[4] ]] [[Llanowar Elves[5] ]] [[Lightning Bolt[6] ]] and [[Fireball]] It had a pretty good win/loss record and if I did lose the cards I lost were easily replaced or trade back for. Once people caught on, other players started making the same type of decks and interest of playing for ante started to fade.
Obviously, the Pro Tour can't play for ante but I would be curious how it would shake up the game to play for "Psudoante" where competitive events would remove the top card of the decks from the game before each match. It would definitely shake up combo decks.
In the Midwestern U.S., ante 5-color was popular in the early 2000s. It was a big deck format reminiscent of MTGO's "prismatic": 250 cards, at least 18 of each color required. Ante was until a rare or foil was hit (wtf are mythics?). The way ante affected gameplay was quite interesting, with singleton tutor targets frequently becoming ante-ed (especially over a day-long play session). Ante also created a lot of business for Indiananapolis-area Arby's fast food and Mexican restaurants.played for ante
Only black bordered or heavily modified Jeweled Birds are allowed in 5-Color events. If it is determined that the card in question is not appropriate, that card is removed from the game and another card is drawn.
Clegg had a hand capable of winning via Hatred on turn 3, but Budde was able to cast Tinker to find Jeweled Bird, reducing the value of his ante enough to where Clegg could no longer win the match.