4 Lantern of Insight
3 Portcullis
1 Darksteel Colossus
1 Duplicant
1 Sundering Titan
1 Bringer of the Black Dawn
1 Stern Proctor
1 Vedalken Dismisser
1 Wizened Snitches
2 Ancestral Knowledge
4 Brainstorm
3 Repel
3 Eternal Witness
3 Game Preserve
4 Worldly Tutor
3 Enlightened Tutor
4 Flooded Strand
2 Forest
2 Island
4 Savannah
4 Tropical Island
4 Windswept Heath
4 Yavimaya Coast |
   Big
Game Hunter.
Description of deck by it's author
(quoted):
A game preserve means one thing to me: private
property. My preserve, my game, my happy hunting. So I’m dropping the
gate on this creature fest with Portcullis. For four mana, this artifact
keeps our affair intimate by making sure no more than two creatures can
be in play at once. If a third tries to join the party, it’s removed
from the game until Portcullis leaves play. This card has no fewer than
11 separate “official rulings” in Wizards of the Coast’s card database.
For example, the creature triggers any come-into-play effects before the
gate shuts them out. Also, if two creatures come into play at the same
time via something like Game Preserve, I get to stack the triggers to
determine which come into play before the gate drops.
Making the Game Preserve work in the first place was
more than a little complicated. Controlling the top of my deck was easy
with Enlightened Tutor, Worldly Tutor and Brainstorm. Then there’s the
big’un: Ancestral Knowledge. The upkeep gets expensive, but it’ll let you
stack creatures where needed in the top 10 cards of your deck. |
. |