Showing posts with label decklist. Show all posts
Showing posts with label decklist. Show all posts

Thursday, April 8, 2021

Deadly Approach

Have you seen the new card Dragon's Approach? I'm kind of a sucker for that wacky "you can have any number of this card in your deck" ability, even if it does get a little less unique every time they take another crack at it. Still, this is the first card to do it that isn't a creature, so that's certainly an interesting little wrinkle on the formula. I also appreciate that the card can contribute at least somewhat to your strategy on its own - that is, it's not useless if you don't draw many multiples of itself. The innovator Relentless Rats and somewhat more lax Rat Colony are mostly useless until you have multiples out, getting better the more there are with no ceiling. Shadowborn Apostle wants a very specific number, but until you get six out and activate them, no matter how many you draw, you're still just putting down vanilla 1/1s. Not bad if you're pumping out saproling tokens, not quite so good if each one is costing you a card from your hand.

Dragon's Approach leans more towards the latter style, where each card does what it does, but if you happen to get a whole bunch together, you get a very hefty bonus as payoff. If you cast your fifth copy of Dragon's Approach, you get to pull any dragon from your library straight into play - a creature type that needs no introduction in terms of casting a shadow over the board. Note that you need not necessarily have played all five of those copies, however - dump four into your graveyard via Faithless Looting, Tome Scour or anything else and the first one you play will immediately fire off.

The thing is... I say who needs a dragon to search up for Dragon's Approach to pay off? Dragonstorm and even Zirilan of the Claw have been pulling that trick for decades; the real unique ability on offer is having 30 of the same sorcery in your deck. Just garnish a big stack of them with Locket of Yesterdays to bring down their mana cost and Pyromancer Ascension to quickly double the damage you're dishing out. You'll be blasting your opponent's head off with six damage for one red mana in no time. It's about the journey, not the destination!

Creatures
2 Hellkite Overlord

Spells
24 Dragon's Approach
4 Faithless Looting
2 Harness the Storm
3 Locket of Yesterdays
4 Pyromancer Ascension
1 Thrumming Stone

Land
16 Mountain
4 Ramunap Ruins

Monday, September 18, 2017

Ability Salad

Deep down inside, we're all a little bit of a Timmy.

Protest all you want, but we all shared in that special joy when Akroma, Angel of Wrath was first printed. It was really a precedent set by Spirit of the Night, and other creatures such as Sphinx of the Steel Wind followed in their footsteps - simpletons that we are, we love creatures that are a big stack of abilities.

Of course, having a creature that fearsome in combat and that hard to kill necessitates something of an exorbitant mana cost, and it's unlikely to see play outside of reanimation effects - in which case you might be better off with something truly oppressive, like Iona. So how do we accomplish something similar?

Well, there are a number of "Akroma lite" creatures, with a decent handful of abilities on a smaller body for a commensurately smaller cost. Kjeldoran Skyknight, Vampire Nighthawk, and the more recent Aerial Responder all have three helpful combat abilities but won't set you back more than three mana for your trouble. Pumping one of said creatures up will leave you with a fearsome combatant, but is three abilities really enough? That's only a starting point, if you ask me!

Thankfully, throughout Magic's history there have been a number of cards that allow you to pile abilities from multiple sources onto a single creature, letting several Akroma lite-types Voltron together into a truly fearsome foe - or better yet, all share in the glory of each other's tasty keywords. With the reveal of the most recent member of this exclusive club, the Majestic Myriarch, here then is a chart detailing the various cards that let you combine abilities as well as which ones they have access to.

Saturday, March 25, 2017

Card in Review - Necrotic Ooze

Since at least the days of Weatherlight, seeing an opponent dumping creatures into his graveyard en masse is reasonable cause for alarm. Most likely, you have to worry about some or all of those creatures being brought into play, often circumventing their mana costs along the way. But what happens if reanimation isn't the plan? What if the graveyard is exactly where they're intended to stay, and you in fact have to worry about something more fearsome than any or all of the creatures there... because it's in fact all of them at once?

Tuesday, January 17, 2017

MVG (Most Vertical Goblin)

The recent printing of Goblin Freerunner made me realize something: ever notice that goblins have the extreme sports aspect of Magic on lockdown? Skiing, bobsledding, snowboarding, even parasailing... the rest of Dominaria's gotta step it up!
When is a goblin not a goblin?
When you tie it to a rock sled and push it
down a mountain, apparently.

Thus, we have collected the most foolhardy and adventurous little green guys from Skirk Ridge to Kuldotha, Akki and Mogg alike. The First Goblin Olympics covers all sorts of dangerous events, and even has a Torchrunner on loan from the Frogtosser Games. Let the mayhem commence!

Creatures
4 Fire Juggler
4 Goblin Bowling Team
4 Goblin Freerunner
4 Goblin Glider
4 Goblin Rimerunner
4 Goblin Rock Sled
4 Goblin Ski Patrol
4 Goblin Sledder
2 Mudbutton Torchrunner
4 Oxidda Daredevil

Lands
1 Arena
21 Snow-Covered Mountain

Wednesday, October 5, 2016

Card in Review - Sun Titan

M11's Titans were interesting in that they were printed to try and fill two criteria:
1. If they were killed immediately, you weren't left with nothing for your six mana.
2. You never had to choose between attacking with your fatty or using its ability.

Wizards accomplished this by giving them a solid ability that activated when they showed up as well as every time they attacked, in addition to being a 6/6 with a nice evergreen ability for safe measure. This was ultimately successful - possibly even too successful. The problem with the titans is that they overshadowed most every other 5+ drop that was available. Why bother with Vorinclex when you could have already played a Primeval Titan and pulled out six lands? Sure Balefire Dragon wipes your opponent's entire board if he connects, but by the time you play him, Inferno Titan has dealt at least 12 damage.
Each one was a strategy in a box, providing both a creature big enough to win the game as well as support to protect it/yourself or ways to deal with your opponent's threats. Most worked on autopilot - there wasn't much strategy to go with Inferno Titan other than turning it sideways each turn - but a couple required you to build around. Sure Primeval Titan's power came from pulling out combinations of overpowered lands, but even if he's just vomiting basic lands onto the board he's helping you out. The most build-around titan was neither the strongest nor the weakest, but the one I found the most interesting.

Saturday, September 17, 2016

Metal Gear Solid

It's been a time for revivals here lately, with old features being dusted off and added to much as... well, this entire blog has been. In this case, we're bringing back another old favourite: theme decks.

Magic storylines... pretty nightmarish, right? Circuitous, overly-complicated, too many characters with impenetrable motives and unclear objectives: we've all been burned by trying to peek beneath the surface of the game. Well if you think that's bad, clearly you've never played the seminal Metal Gear Solid, which has enough twists and turns that you need a cause-and-effect diagram on the go and a military studies degree just to keep up. Regardless, it's a superb game, so obviously that means it will translate to superb Magic games, too. Sneak past blockers, choke out your opponent and even destroy some gearhulks metal gears along the way.


Friday, August 26, 2016

Card in Review - Sunforger

The flavourful nature of Magic: the Gathering means that every action in the game (theoretically) is a metaphor for something larger. The players are spell-slinging planeswalkers, their hands (not that kind) are repertoires of spells, creatures are summoned magically, etc. Even some pieces of the game's terminology - such as 'library', 'graveyard' and the more recent addition 'exile' - are inherently illustrative. The card Memory Erosion represent the loss of your cards via the literal deconstruction of your synapses. Spellbook lets you hold any number of cards because it's a physical space to store or record any number of spells you like. It's not faultless, but when they work in the boundaries, it's quite quaint. Got it? Good.

Now then, how would you like your spell-slinging to not originate from some wimpy book, but rather a molten, glowing, skull-fracturing Mjolnir?

Saturday, January 30, 2016

Customized Mages

Waging war on enemy planes can be a tiresome task, especially when you're working all by yourself. And, while each deck you build is different, the mages in charge of your library are always the same: 20 life, seven-card hands, one card drawn per turn. Ho hum. How about a little variety?
In this variant for Magic, you get to add a little flavour to your own abilities. Instead of representing yourself with one mage, you can assemble your own spellcasting team from two to, well, however-many-you-want mages. Each one has his own strengths and weaknesses but, combined, you've got a powerful circle of wizards to represent you.

Monday, November 16, 2015

Lawyer's Ploy

"Wait, I didn't pass priority!"
"It says 'you may,' so you missed the trigger!"
"That effect applies on Layer 4, not Layer 5!"
Seems every Magic player these days is also gearing up to be a rules lawyer, huh? Hey, every game has its rules and it's only fair for all those involved to follow them; I'm not trying to say otherwise. But would it kill some of these guys to just lighten up a bit? Every missed trigger has them jumping down your throat as if the Pro Tour was on the line. So how do you throw it back in the faces of these officious little pricks?

Forget rules lawyers and Magic judges, you're upping the stakes to real lawyers and real judges. How do you sap as much fun out of the game for your uptight opponent as he does for you? Treat him to a game with all the excitement of a Matlock rerun. You've got a witness, a bailiff, a jury, and even judge Isperia presiding. Tie up your foe's creatures in red tape and find him guilty of aggravated removal and direct damage. If your Stern Judge can't sweat 'im out, you can always time things out with a filibuster. And remember - it's not over until the Fall of the Gavel!

Wednesday, June 6, 2012

The Tower

The recent edition of Planechase reminds me of a much older supplemental format we simply knew as "The Tower." It is similar to Planechase, but much older and not mandated by Wizards of the Coast... and by both tokens obviously superior!

Thursday, April 7, 2011

Monogreen Megapermission

You sit behind an unbreakable wall of countermagic. Your opponent eyes his handful of spells, knowing none of them will make it out of the stack. Finally he draws a Combust: well, fat lot of good that will do... all of your cards are green.

Wait, what?

Sound ridiculous? You might think only blue can do megapermission, but thanks to an obscure old sideboard piece and a more recent combo piece, you can counter every single spell your opponent ever plays with nothing but forests.


The trick is comboing the long-forgotten Lifeforce with Painter's Servant. So long as the Servant is out, all spells are black, and Lifeforce lets you counter any black spell for a paltry two mana, even multiple times in one turn. Assemble these two and your opponent will likely never resolve another card for the rest of the (soon-to-be-over) game. I guarantee nobody expects a megapermission lock once they see you play a Forest!


Creatures
4 Arbor Elf
4 Chameleon Colossus
4 Overgrown Battlement
4 Painter's Servant
4 Vine Trellis

Spells
4 Avoid Fate
3 Compost
4 Creeping Mold
2 Desert Twister
4 Lifeforce
1 Vernal Bloom
2 Worldly Tutor

Lands
22 Forest


Vine Trellis and Overgrown Battlement help hold the fort until your combo is assembled, then help feed mana into Lifeforce once you do. Creeping Mold and Desert Twister let you wipe out anything troublesome that was played before you got your lock down, and Chameleon Colossus makes for an easy win once it has Protection from everything.

Avoid Fate is another surprise against decks that seek to blow up one of your combo pieces (it admittedly got much more useful when it was errata'd to counter instants) and Compost can earn you card advantage that will make any blue mage green with envy - note that it counts any card put into a graveyard, even ones not from play, so that includes anything you counter. Worldly Tutor fetches your Servant if you need to set up, or a Colossus if you're primed for the kill.

Wednesday, November 10, 2010

Sizzle Blizzard

Magic's fun. But what's even more fun than fun? Fun with more fun.

That's right - this deck takes a boring ol' fun game of Magic and ups the ante (not literally) with a rhyming decklist. You heard me right, a collection of couplets in a list of limericks that provides an extra, metaphysical element to the brilliance of your deck. Play a game with a self-righteous, knowing smile and your opponent will drive himself crazy trying to figure out what you know about your deck that he doesn't! Or, play one of each card in order and grin at your opponent expectantly as he inevitably gets the fantastic humour of your deckbuilding might! It's enough to make even the shortest, baldest, most conniving and most Sicilian of men say "Stop that rhyming, and I mean it!"

4 Sizzle
4 Blizzard
4 Death’s-Head Buzzard

4 Skizzik
3 Soul Net
3 Izzet Signet

3 Muzzle
3 Frazzle
2 Zap
2 Bamboozle

2 Meddle
1 Twiddle
1 Mask of Riddles

10 Island
4 Scrubland
4 City of Brass
3 Scabland
2 Badlands
1 City of Ass

Thursday, August 12, 2010

Keeping the Peace

A 4/4 for two mana? Sweet. In white? Even better! Without a double-white casting cost? Where do I sign? That would be the logical reaction if Loxodon Peacekeeper had no text box. But alas he does and because of it, he blows and is the subject of this edition of "Bad Card Made Good."

Forget the Peacekeeper's drawback and focus on its name for a moment. It's a peacekeeper. Not many decks are going to attack headlong into a 4/4 in the early game. Add a few walls to the mix and you're in even better shape against any early onslaught.
Next, enter the Loxodon Warhammer. Asides from making sense flavour-wise, it can get you a 7/4 trampler attacking on turn four. But wait, the mighty hammer gives you life, which is going to send the Peacekeeper in search of a new home. S'all good; you still control the equipment so you'll stay high and dry, plus we'll add some means to get our buddy back for more.

You'll need to ensure that the Peacekeeper has haste when he returns home, be it on your upkeep if you're lower on life or by using Brand. Anger's a better ticket than Lightning Greaves, since we'll still want to target the traitorous elephant.
When it comes to the big finish, there are no shortage of options here. You can rupture an equipped Peacekeeper to deal seven to the world. There's also fling. But best of all? Swinging with the Peacekeeper and letting him head to the opposing bench so you can hit him with Cinder Cloud, dealing seven to your foe's skull if he's equipped. Your friend will be stunned when your "Lox" turns his life total into a bagel. ALL CREAM, NO CHEESE, BABY!

Artifacts
4 Loxodon Warhammer

Red
4 Anger
4 Brand
4 Cinder Cloud
2 Fling
4 Rupture
4 Starstorm

White
3 Angelic Wall
4 Loxodon Peacekeeper
4 Perimeter Captain

Land
4 Battlefield Forge
11 Mountain
8 Plains

Monday, June 28, 2010

The Rocky Horror Picture Show

Toilet paper, squirt guns and toast? Sounds like Friday Night Magic to me. That, or the cult classic that is The Rocky Horror Picture Show! It's been playing in some theatres for well over 30 years, giving it more staying power than white weenie. So why not translate that to a deck? You can bust out your own audience participation lines every time you cast a spell. And if you ever had the urge to spontaneously break out in song and prance around in drag while playing Magic - and who hasn't? - here's your big chance!

The Cast
1 Bone Dancer (Frank N. Furter)
1 Ass(embly) Hall (Brad)
1 Gwendlyn Di Corci (Janet)
1 Enslaved Horror (Rocky Horror)
1 Sengir Autocrat (Riff Raff)
1 Coffin Queen (Magenta)
1 Wind Dancer (Columbia)
1 Musician (Eddie)
1 Wizard Mentor (Doctor Scott)
1 Archivist (The Criminologist)
1 Tolarian Enchanter (The Transylvanians)

The Show
1 Abduction
1 All Hallow's Eve
1 Lightning Bolt
1 Nightmare
1 Jinxed Ring (wedding)
1 Diabolic Machine (creation of Rocky)
1 Cyclopean Mummy (creation of Rocky)
1 Dance of Many (Floor Show)
1 Heat Ray (Riff Raff's laser)

The Songs
2 Vesuvan Doppelganger ("Science Fiction Double Feature")
1 Songs of the Damned ("Dammit, Janet")
1 Frankenstein's Monster ("Over at the Frankenstein Place")
1 Time Warp
1 Transmutation ("Sweet Transvestite")
1 Sword of the Ages ("Sword of Damocles")
1 Heat Wave ("Hot Patootie")
1 Touch of Darkness ("Touch-A Touch-A Touch Me")
1 Sunglasses of Urza ("Rose Tint My World")
1 Wild Colos ("Wild and Untamed Thing")
1 Goblin Hero ("Super Heroes")

The Props
1 Incinerate (toast)
1 Hydroblast (squirt gun)
1 Kaervek's Torch (matches)
1 Talruum Piper (toilet paper)

The Set
1 Castle Sengir
1 Rocky Tar Pit
4 City of Brass
7 Swamp
6 Island
5 Mountain

Tuesday, May 25, 2010

The Chess Game

So you just finished your zillionth game of Magic, and there's this strange feeling in your gut. No, it's not the Taco Bell special you had for lunch. It's an actual urge to play a game other than Magic. Lie down for a while; it might go away. If it doesn't, go ahead and try an old favourite - a game of chess. It has always been the game of kings, so maybe it could hold your attention for a while, too.

Chances are, you did not prepare for this eventuality. I mean, really, who plays anything other than Magic? So it is entirely possible that you don't have a chess set. Don't despair. You can draw a 64-square board on that old pizza box over there; it was stinking up the place anyhow. Then go ahead and use these Magic cards as your chess pieces.

White
1 King Suleiman (king)
1 Jhovall Queen (queen)
2 White Knight (knights)
2 Soltari Priest (bishops)
2 Castle (rooks)
8 Squire (pawns)

Black
1 Lord of the Pit (king)
1 Coffin Queen (queen)
2 Black Knight (knights)
2 Priest of Gix (bishops)
2 Castle Sengir (rooks)
8 Thrull Retainer (pawns)

Wednesday, May 19, 2010

Thumb's Up

Another installment in "Bad Card Made Good." Well... this time around, maybe "Bad Card Made Mediocre." So what are we dealing with today? Coin-flip cards. Every set seems to have them, virtually all of 'em suck and unfortunately they usually take up a rare slot. No surprise then that Krark's Thumb is a shiny, lustrous five-cent rare if ever there was one. Until we come along and break it, that is.

Krark's Thumb is not a curse for the intrepid deckbuilder, but an opportunity for fun - more fun than any Magic player should have. You just need to get the most abusable coin-flip cards out there in hand; from there it's a snap! This Krark's Thumb deck is perfectly suited for casual dueling or multiplayer mayhem. It can really nail an unsuspecting opponent, quickly reducing him to single digits. It's a fiery assault that will force even the most stalwart opponent to knuckle under. With all the reusable gimmicks a deck like this packs, it is ideal for chaos games, where double-helpings of cheese launch quite the joint offensive. Help me... I can't stop.

So how does one play with the Thumb? Certainly no Twiddle is required; although sideboarding one is a natural. Draw into a Thumb using Thirst for Knowledge, or Fabricate for one, then proceed to unleash the heavy artillery: Fiery Gambit. Don't forget to "go all in" and float mana before casting the Gambit; you'll need every last resource to unleash the nine new cards you're about to draw.

Artifacts
4 Krark's Thumb
2 Mirror Gallery
1 Wirefly Hive

Creatures
2 Goblin Archaeologist
3 Goblin Assassin
3 Siege-Gang Commander

Spells
3 Fabricate
4 Fiery Gambit
4 Lightning Bolt
1 Mana Clash
3 Shrapnel Blast
3 Stitch in Time
4 Thirst For Knowledge

Lands
2 Great Furnace
4 Island
2 Izzet Boilerworks
2 Mirrodin's Core
12 Mountain
2 Seat of the Synod

Sideboard
3 Goblin Sharpshooter
2 Havoc
2 Hibernation
2 Pyrostatic Pillar
4 Smash To Smithereens
1 Stabilizer
1 Twiddle

Thursday, May 6, 2010

Ahoy Matey!

Another installment in the archive of sad little theme decks - today's theme? Pirates.

Pirates go about blasting away at folks and stealing things wherever there's water. For one, that means they should be safe from land destruction decks. What's left after you destroy all the land in the world? Waterworld? Well, I couldn't really come up with a "Bad Kevin Costner movies" theme deck, despite there being plenty of fodder, so instead I thought up a pirate deck. That delightful Mercadian Masques has a lot of theme deck potential and it wouldn't be hard to put together a Masques-block deck, but I couldn't resist the likes of Pirate Ship and Ramirez.

The Pirates
1 Armored Galleon
1 Cloud Pirates
1 Kukemssa Pirates
1 Pirate Ship
1 Ramirez DePietro
1 Reef Pirates
1 Rishadan Airship
1 Rishadan Brigand
1 Rishadan Cutpurse
1 Rishadan Footpad
1 Steam Frigate

Strange Monsters
1 Drowned
1 Sea Monster
1 Skeleton Ship
1 Tidal Kraken

Shore Trouble
1 Betrayal
1 Bribery
1 Hoodwink
1 Misdirection
1 Port Inspector
1 Rishadan Pawnshop
1 Waterfront Bouncer

Sailing the Seas
1 Barbed Sextant
1 Coastal Piracy
1 Crooked Scales
1 Deep Water
1 Doom Cannon
1 Embargo
1 Explorer's Scope
1 High Tide
1 Piracy
1 Piracy Charm
1 Siren's Call
1 Star Compass
1 Trade Routes
1 Treachery
1 Treasure Trove
1 War Barge
1 War Tax

Destinations
1 Coral Atoll
1 Dark Depths
2 Dreadship Reef
10 Island
1 Lonely Sandbar
1 Remote Isle
1 Rishadan Port
1 Rootwater Depths
1 Saprazzan Cove
1 Seafarer's Quay
1 Watery Grave

Wednesday, April 14, 2010

Rags to Liches

Trash rares. Every set has 'em, and the odds are you're gonna crack one or two while trying to score a hot rare foil. It doesn't have to be that way, though. No, I'm not advocating ripping packs open before making you gaming shop purchases. Instead, why not turn garbage into gold? With a little ingenuity, any card - alright, goblin game excepted - can be turned into a theme deck gem.
Today's lesson: Nefarious Lich Lockdown.

Let's get the obvious out of the way: 99.9% of the time, Nefarious Lich blows. In a way, though, that makes it a useful card. For one, you'll never have trouble trading for one or four. More importantly, when you break it, you'll look like a friggin' genius. So how exactly does one go about doing this?

In order to break this seldom-used enchantment, you'll need both a surefire way to gain life and a productive means by which cards could be pitched. Enter Confessor and Zombie Infestation. Suddenly, for every two cards discarded, you gain two life. However, with the Lich in play, you would draw two cards instead. Chuck those to the infestation, create another 2/2 creature token, draw two cards, wash, rinse, repeat.

The Lich and the Infestation are black; Confessor is white. We're done choosing colours, right? Not so fast, killer. Let's not forget that should the Nefarious Lich leave play, even due to a bounce spell, you lose. Don't leave home without a splash of green for Tranquil Grove. Furthermore, this gives you access to an alternate win mechanism in Wild Mongrel. The broken hound serves two purposes here. First, it allows the deck to come out fast with teeth bared. Secondly, in the event you can't get an Infestation into the mix, the dog provides you another means to which you can cycle cards. Use black elimination to clear the path and let the dog swing for the fences.

Four copies each of Diabolic Edict and Ghastly Demise, plus three Innocent Bloods, clear out threats while you set up. Four Tutors let you fetch the Lich, as do your Sterling Groves if the situation is dire. Try to keep a Grove in play to protect you at all costs, though.

Lastly, the deck runs Life Burst. In the early game, it provides a shot in the arm to buy time to set up. It also lets you play the Lich in a pinch, netting a potential 16 cards for two mana. That oughta find the creature-kill you need, or the Confessor and Zombie Infestation needed to set up the kill mechanism.

The Deck

Black
4 Diabolic Edict
4 Diabolic Tutor
4 Ghastly Demise
3 Innocent Blood
2 Nefarious Lich
4 Zombie Infestation

Gold
3 Sterling Grove

Green
4 Wild Mongrel

White
4 Confessor
4 Life Burst

Lands
3 Forest
3 Krosan Verge
3 Plains
11 Swamp
2 Tainted Field
2 Tainted Wood


There are a few other options you can run. Echoing Courage can serve as insurance, but you should be able to spawn enough tokens to flood your opponent in one or two attacks. The confessor serves as a keystone in the deck, so a form of protecting him can be paramount; Floating Shield isn't a bad idea. Running Greater Auramancy instead of the Grove can let you stick to only two colours, smoothing out the deck. Lastly, if you have money, bombs like Damnation and Vindicate can tighten the deck up, and fetch lands can ease out the mana curve further. As is, however, the deck should work better than you'd expect.

The most fun decks to play are ones where your opponent laughs when you play a "rotten" card, then watches helplessly as that crapmeister causes their death. Sure, I wouldn't recommend whipping this bad boy out at a Vintage tourney, but heck, for sheer fun value, I'd rather play Nefarious Lich than Donate or Affinity any day.

As a parting note, try the Nefarious Lich with Words of Worship. Just for fun.

Wednesday, March 17, 2010

Geriatric Jamboree

Boy, they sure don't make 'em like they used to - Magic decks, that is. For all youse who thought that Magic was just a kids' game, here's the deck that breaks the generation gap, as well as a few legs. You've got the wise Elder Druid, the venerable abbot Hazduhr, and even your good ol' Uncle Istvan.

While many of Magic's older folk stand on their own pretty well (those Yavimaya Ancients are no slouches!) it doesn't hurt to give them a few aids. Special devices like Feldon's Cane, the Phyrexian Walker and the Glasses of Urza are sure to help them out.

Not to sound too insensitive, but many of these creatures are nearing their final days, and we all know what that means. When that Auspicious Ancestor does finally exit the bus (you'll pardon the crude expression), there's an Inheritance waiting for you.

The deck even has one extra, super-double-secret joke... the deck itself is certifiably old! That's right, not one card in the build was printed after Mirage block. So stop ignoring the old folk, because even the oldest Magic critters are creatures, too. Oh, one last thing - whenever something bad happens, don't forget to let out a hearty "Flibbidy-floo" or "Great Googely Moogely!"

Old People
1 An-Havva Constable
1 Auspicious Ancestor
1 Elder Druid
1 Farrel's Zealot
1 Grandmother Sengir
1 Hazduhr the Abbot
1 Ley Druid
1 Nebuchadnezzar
1 Nicol Bolas
1 Old Man of the Sea
1 Sage of Lat-Nam
1 Uncle Istvan
1 Yavimaya Ancients

Old People's Things
1 Elixir of Vitality (Metamucil)
1 Everglades
1 Feldon's Cane
1 Horn of Deafening (Eh?)
1 Inheritance
1 Lion's Eye Diamond (They just don't make 'em like they used to)
1 Glasses of Urza
1 Phyrexian Walker
1 Staff of the Ages
1 War Chariot (As close as you can get to a wheelchair....)

Old People's Characteristics
1 Amnesia (What was it now?)
1 Ancestral Memories (Oh, I remember. It was...)
1 Ancestral Recall (...um, it was...)
1 Enfeeblement
1 Forget (...um...)
1 Forgotten Lore (...it was...)
1 Memory Lapse (...I remember - no, wait...)
1 Presence of the Master
1 Weakness
1 Worldly Tutor (...oh, never mind. You're too young to understand, anyways.)

Old People's Vices
1 Martyr's Cry ("Don't worry about me. You should go out and have a good time while I sit here and quietly die.")
1 Sands of Time (Any day now....)
1 Shahrazad (Long, pointless stories)
1 Spinal Villain (Oh... my back!)

Retirement Homes
5 Forests (Over the river and through the...)
6 Islands (The Keys)
3 Mountains (The Catskills)
5 Plains (Miami)
4 Swamps (The Everglades)