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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.

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by Thorin McGee, found in Inquest, #127 November 2005

S.C.S.: Game Preserve - Portcullis

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