{"title":"Artists","description":"","products":[{"product_id":"mox-pearl","title":"Mox Pearl (Original Art)","description":"\u003cp\u003e\u003cem\u003eMox Pearl\u003c\/em\u003e, first printed in \u003cem\u003eAlpha\u003c\/em\u003e (1993), is one of the original Power Nine – the most iconic and powerful cards in Magic’s history. As a free source of white mana, it enables some very fast openings, allowing decks to break normal tempo rules by developing mana and board presence simultaneously. \u003cem\u003eMox Pearl \u003c\/em\u003eprovides free acceleration and a tempo advantage in the early turns, all while giving you perfect color fixing for white spells. It has no drawback, which is why it’s considered one of the most efficient mana accelerants ever printed. \u003cem\u003eMox Pearl\u003c\/em\u003e is restricted to one copy in Vintage, its primary competitive format, and is seen across many archetypes containing white mana. Because \u003cem\u003eMoxen\u003c\/em\u003e are universal accelerants, \u003cem\u003eMox Pearl\u003c\/em\u003e appears in decks like Initiative Hatebear, Esper Lurrus, Paradoxical Outcome, Gifts Control, Jewel Shops, MUD, and Dimir Control. Essentially, if the deck has white in it, or wants to use as much fast mana acceleration as possible – it runs \u003cem\u003eMox Pearl\u003c\/em\u003e. In Old School (93\/94), tempo matters enormously, and \u003cem\u003eMox Pearl\u003c\/em\u003e is one of the strongest cards you can open up a game with. It’s regularly included in decks such as White Weenie, UW Skies, Erhnamgeddon (GW midrange), and The Deck (5c-control). \u003cem\u003eMox Pearl\u003c\/em\u003e is on the Reserved List, it will never be reprinted.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44563371425837,"sku":null,"price":0.01,"currency_code":"USD","in_stock":false}]},{"product_id":"keldon-warlord","title":"Keldon Warlord (Original Art)","description":"\u003cp\u003e\u003cem\u003eKeldon Warlord\u003c\/em\u003e is a four-mana red creature, first printed in \u003cem\u003eAlpha\u003c\/em\u003e (1993). It’s a classic piece of early Magic history and a card that captures the raw, flavor-first design philosophy of the game’s early days. It’s a nostalgic powerhouse- the kind of card that reminds old-school players of simpler times when big red creatures were terrifying and games were decided by who could hit the battlefield first. \u003cem\u003eKeldon Warlord’s\u003c\/em\u003e power and toughness are each equal to the number of non-wall creatures you control. It’s a creature that rewards aggression and board development, since it grows larger as you commit more creatures. In early local tournaments (1993-1995), casual “Red Army” decks sometimes featured \u003cem\u003eKeldon Warlord\u003c\/em\u003e as their big finisher. It’s still a fan favorite in Old School (93\/94) decks, where nostalgia and aesthetics matter just as much as winning. It’s sometimes played in Mono-Red Aggro or “Big Red” decks and R\/G Midrange or Zoo builds that flood the board with creatures. \u003cem\u003eKeldon Warlord\u003c\/em\u003e is not on the Reserved List, it has been reprinted several times.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44570353696813,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Keldon_Warlord_Alpha_Original_Art_front_600dpi_a.png?v=1769614836"},{"product_id":"wheel-of-fortune","title":"Wheel of Fortune (Original Art)","description":"\u003cp\u003e\u003cem\u003eWheel of Fortune\u003c\/em\u003e is a three-mana red sorcery spell, first printed in \u003cem\u003eAlpha\u003c\/em\u003e (1993). It’s considered one of the most famous and impactful red cards ever printed in Magic. Casting a \u003cem\u003eWheel of Fortune\u003c\/em\u003e can change the course of a game instantly- it’s a chaotic, powerful spell that embodies red’s impulsive nature. It combines card draw and disruption in one spell. Because both players must discard their hands and draw seven new cards, it can punish control decks that tend to hold cards in hand. Playing \u003cem\u003eWheel of Fortune\u003c\/em\u003e is also a great way of resetting your bad hands, or getting value by playing out some fast artifact mana and\/or creatures first. \u003cem\u003eWheel of Fortune\u003c\/em\u003e was featured heavily in early Type 1 (Vintage) and Type 2 (Standard) decks. It was a staple in decks like Burn, Sligh, and Atog Aggro. It’s restricted in Vintage and Old School and banned in cEDH\/Commander and Legacy. Nowadays it mostly shows up\u003cbr\u003ein Vintage combo (e.g. \u003cem\u003eUnderworld Breach, Paradoxical Outcome\u003c\/em\u003e) and control (e.g. Grixis\/Jeskai Control) decks. In Old School (93\/94), \u003cem\u003eWheel of Fortune\u003c\/em\u003e is a format- defining card. It appears in decks like Burn and Red-Aggro, The Deck and Erhnamgeddon\/Zoo variants. \u003cem\u003eWheel of Fortune\u003c\/em\u003e is on the Reserved List.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44570357399597,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Wheel_of_Fortune_Original_Art_front_600dpi_a.png?v=1769614911"},{"product_id":"living-wall","title":"Living Wall (Original Art)","description":"\u003cp\u003e\u003cem\u003eLiving Wall\u003c\/em\u003e is a four-mana 0\/6 Artifact Wall creature, first printed in \u003cem\u003eAlpha\u003c\/em\u003e (1993), that can regenerate itself for one colorless mana. It’s a quirky, flavorful artifact from Magic’s early days- a reminder of when artifact creatures were mysterious and genuinely weird. At a time when creatures were fragile and removal was plentiful, being able to keep your wall alive was a big deal. Since it’s a colorless artifact, it could fit in any color deck back when mana bases were unreliable. \u003cem\u003eLiving Wall\u003c\/em\u003e was one of the first regenerating artifact creatures, and remained a symbol or early artifact creature design. Back in the earliest days of Magic, before \u003cem\u003eSerra Angel\u003c\/em\u003e and \u003cem\u003eShivan Dragon\u003c\/em\u003e ruled the skies, \u003cem\u003eLiving Wall \u003c\/em\u003ewas one of the most durable blockers available to any deck. A 0\/6 that could regenerate was incredibly hard to deal with in 1993-1994. \u003cem\u003eLiving Wall\u003c\/em\u003e is not on the reserved list, it was removed from the Reserved List in March 2002.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44570358841389,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Living_Wall_Original_Art_front_600dpi_a.png?v=1769615068"},{"product_id":"black-vise","title":"Black Vise (Repaint)","description":"\u003cp\u003e\u003cem\u003eBlack Vise\u003c\/em\u003e is an iconic 1-mana artifact first printed in \u003cem\u003eAlpha\u003c\/em\u003e (1993). It punishes control opponents for holding a full hand, turning card advantage into a liability. It provides cheap, early damage for just a single mana which is especially strong in old formats. In formats where it’s legal, drawing multiple \u003cem\u003eBlack Vises\u003c\/em\u003e can be lethal before an opponent stabilizes. \u003cem\u003eBlack Vise\u003c\/em\u003e also has a great synergy with draw or lock pieces. Since cards like \u003cem\u003eHowling Mine\u003c\/em\u003e, \u003cem\u003eWheel of Fortune\u003c\/em\u003e, and \u003cem\u003eTimetwister\u003c\/em\u003e refill player’s hands and \u003cem\u003eBlack Vise\u003c\/em\u003e punishes those cards symmetrically. \u003cem\u003eBlack Vise\u003c\/em\u003e was a defining card in Magic’s first few years. It dominated early Type 1 and Type 2 tournaments, particularly in Red Deck Wins and Prison Control decks. Nowadays, it still remains a powerhouse in the Oldschool 93\/94 format where it’s played in various Aggro and control strategies. In this format card draw is slower and hand management is critical. \u003cem\u003eBlack Vise\u003c\/em\u003e punishes control players for sitting with full hands, while aggressive decks can play it early to do as much damage as possible before opponents stabilize. \u003cem\u003eBlack Vise\u003c\/em\u003e was restricted in Vintage for nearly a decade until 2007, and then remained banned in Legacy until it was unbanned in 2015. It is not on the Reserved List and has had many reprints.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44575393710125,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Black_Vise_Repaint_Alpha_front_a_white.jpg?v=1775242152"},{"product_id":"blue-elemental-blast","title":"Blue Elemental Blast (Repaint)","description":"\u003cp\u003e\u003cem\u003eBlue Elemental Blast\u003c\/em\u003e (“BEB”) is a one-mana blue instant, first printed in \u003cem\u003eAlpha\u003c\/em\u003e (1993). It’s a classic example of a sideboard card that embodies blue’s control identity. It’s the mirror card to Red Elemental Blast, and serves as one of Magic’s first color-hate cards. You can choose to either counter target red spell or destroy target red permanent in play. This card is perfectly designed to answer red’s strengths, mainly speed and direct damage. For just one mana, you can deal with one of the opponent’s threats at instant speed, which makes it a very effective and precise\u003cbr\u003ecard. Blue Elemental Blast is legal in Legacy, Vintage, Pauper, Old School and Commander (EDH). In Legacy, it’s a sideboard staple in various control, tempo, and combo decks used to counter red-heavy strategies (e.g. Burn, Mono-Red Prison, UR Delver, Painter). In Vintage, Blue Elemental Blast also functions as a sideboard answer to Red Elemental Blast\/Pyroblast wars and other problematic red spells, although it doesn’t see that much play here. In Pauper, where Burn and Red Deck Wins are major players, Blue Elemental Blast is a sideboard all-star. It’s also a core sideboard card for most blue decks in Old School (93\/94), to defend against aggressive Mono-Red Burn and aggro decks (e.g. Lightning Bolt, Chain Lightning, Ball Lightning). Blue Elemental Blast is not on the Reserved List, it has been reprinted several times.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44575394857005,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Blue_Elemental_Blast_Repaint_Alpha_front_a.jpg?v=1769877058"},{"product_id":"mox-pearl-mixed-media-1993","title":"Mox Pearl","description":"","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762006618157,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Mox_Pearl_Original_Art_front_a_white.jpg?v=1774802687"},{"product_id":"time-walk-unknown-1993","title":"Time Walk (Original Art)","description":"\u003cp\u003e\u003cem\u003eTime Walk is one of Magic’s most powerful spells ever printed, and a core piece of the iconic Power Nine. For just two mana, it gives you an entire extra turn. There is no drawback, no exile clause, no setup cost, just the most valuable resource in Magic – another turn. Time Walk acts as a cantrip that effectively says, “draw a card, untap your permanents, and attack again”. It’s a way to cheat tempo, snowball advantage, or assemble combos before the opponent can react. Time Walk is particularly strong when you are already ahead, or have some kind of board presence, to finish the game. Time Walk is restricted in Vintage, its primary competitive format, and is played in nearly every blue deck. It turns early tempo plays into overwhelming leads e.g. Monastery Mentor decks get another turn to attack with tokens, Tinker into Blightsteel Colossus becomes lethal with Time Walk, and some Doomsday lines build around it as a win condition. If a Vintage deck plays Ancestral Recall, it plays Time Walk as well. Time Walk is commonly played in decks like Esper Lurrus, Paradoxical Outcome, Gifts Control, Doomsday, Jewel Shops, BUG Midrange, and Oath of Druids. In Old School (93\/94), it’s the strongest tempo card in an already slower format. Time Walk gives aggro-control decks like UW Skies, and UR Counterburn back-breaking extra attacks. Control decks like The Deck, use it as a “free Explore” plus an extra attack step with Serra Angel or Mishra’s Factory – and to take advantage of cards like Jayemdae Tome to get even further ahead. Time Walk is on the Reserved List, it will never be reprinted in a tournament-legal form.\u003c\/em\u003e\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762006650925,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Time_Walk_Original_Art_front_a_white_2260c2e9-a664-4a62-ac5c-d2167c07e912.jpg?v=1775255323"},{"product_id":"keldon-warlord-acrylics-1993","title":"Keldon Warlord, Personal Incarnation, Verduran, Enchantress","description":"\u003cp\u003e\u003cem\u003eRevised\u003c\/em\u003e artist proof commission color study by the legendary Kev Brockschmidt. Presented as a triptych, here is a unique glimpse into the artist's production process, the process he used for his first ever painted artist proof commissions which were commissioned by Art Whirled!\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762006716461,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Keldon_Warlord_Original_Art_front_a_white.jpg?v=1774932532"},{"product_id":"plateau-watercolors-1993","title":"Plateau (Original Art)","description":"\u003cp\u003e\u003cem\u003ePlateau\u003c\/em\u003e is one of Magic The Gathering’s original dual lands, first printed in 1993’s \u003cem\u003eAlpha\u003c\/em\u003e set. The only dual land painted in watercolors, it’s legal in Legacy, Vintage, and Commander, where its untapped dual mana is highly valued.\u003cbr\u003eThis painting was supposed to also be used for the \u003cem\u003e3rd Edition Revised\u003c\/em\u003e set, but the scan was misplaced by Wizards of the Coast. A decision was in the 11th hour to hire Cornelius Brudi to paint his version of \u003cem\u003ePlateau\u003c\/em\u003e to replace it to keep the printing of the \u003cem\u003e3rd Edition Revised\u003c\/em\u003e set on schedule. As a \u003cem\u003eMountain\/Plains\u003c\/em\u003e, \u003cem\u003ePlateau\u003c\/em\u003e supports key interactions with fetch lands and land-type-specific effects. In Legacy, \u003cem\u003ePlateau\u003c\/em\u003e is a core land in top-performing RW Initiative and Death \u0026amp; Taxes decks. In Commander, it provides essential mana fixing in competitive Boros strategies like Winota and Aurelia. Its untapped entry offers a significant tempo advantage over many modern alternatives. \u003cem\u003ePlateau\u003c\/em\u003e has a long history of success in high-level tournament play across eternal formats. It’s part of the original ten dual land cycle, foundational to competitive deckbuilding. \u003cem\u003ePlateau\u003c\/em\u003e is on the Reserved List.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762006978605,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Plateau_Original_Art_front_a_white.jpg?v=1775126389"},{"product_id":"cockatrice","title":"Cockatrice (Original Art)","description":"\u003cp\u003e\u003cem\u003eCockatrice\u003c\/em\u003e is a five-mana, flying, green 2\/4 creature originally printed in \u003cem\u003eAlpha\u003c\/em\u003e (1993). Whenever \u003cem\u003eCockatrice\u003c\/em\u003e blocks or becomes blocked by a non-Wall creature, you destroy that creature at end of combat. For many old-school players, it was their first real encounter with the concept of death touch before it even existed. It’s both a nostalgic powerhouse and a fascinating piece of early card design that embodied the danger of green creatures in Magic’s first few years. Early green didn’t often get flying creatures, so \u003cem\u003eCockatrice\u003c\/em\u003e stood out immediately. It was both a defensive and offensive card, as it could attack for chip damage in the air or stay back and kill anything that tangled with it. Around 1993-1995, in the early Type 1 and Type 2 scenes, \u003cem\u003eCockatrice\u003c\/em\u003e occasionally appeared in decks as an anti-creature card in green midrange lists. It was sometimes played in Mono-Green Old School (93\/94) decks, alongside cards like \u003cem\u003eErhnam Djinn\u003c\/em\u003e and \u003cem\u003eForce of Nature\u003c\/em\u003e or in Green-White Control paired with \u003cem\u003eSwords to Plowshares\u003c\/em\u003e and \u003cem\u003eDisenchant\u003c\/em\u003e. \u003cem\u003eCockatrice\u003c\/em\u003e is not on the Reserved List, it has been reprinted several times (\u003cem\u003eFourth Edition, Fifth\u003c\/em\u003e \u003cem\u003eEdition, Time Spiral)\u003c\/em\u003e.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762007437357,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Cockatrice_Original_Art_Alpha_front_a_white.jpg?v=1774969048"},{"product_id":"counterspell","title":"Counterspell (Original Art)","description":"\u003cp\u003e\u003cem\u003eCounterspell\u003c\/em\u003e is not just one of Magic’s most recognizable cards, it’s a defining card of blue magic. First printed in \u003cem\u003eAlpha\u003c\/em\u003e (1993), it has been the foundation of blue control decks since Magic’s very beginning. \u003cem\u003eCounterspell\u003c\/em\u003e is the ultimate answer, since it can prevent something from ever happening. It rewards patience, and bluffing, since good players will make you afraid of it even when they don’t have it. \u003cem\u003eCounterspell\u003c\/em\u003e was the control player’s cornerstone in early Magic (1993-1996). It was found in archetypes like “The Deck”, the first true control deck in Magic’s history, made famous by Brian Weissman. That deck relied on cards like \u003cem\u003eCounterspell\u003c\/em\u003e, \u003cem\u003eDisenchant\u003c\/em\u003e, and \u003cem\u003eSwords to Plowshares\u003c\/em\u003e to create the first-ever “draw-go” playstyle. In Legacy decks, it used to be one of blue’s core tools, seen in various UWx Control decks like Miracles and Azorius Control. Miracles, the iconic blue-white legacy control deck using cards like \u003cem\u003eCounterspell\u003c\/em\u003e, \u003cem\u003eCounterbalance\u003c\/em\u003e, \u003cem\u003eSensei’s Divining Top\u003c\/em\u003e and \u003cem\u003eTerminus\u003c\/em\u003e dominated events for many years- winning multiple Grand Prix and Eternal Weekend Legacy Championships. When \u003cem\u003eCounterspell\u003c\/em\u003e entered Modern in 2021 (Modern Horizons 2), it instantly reshaped the metagame since Modern Control decks (e.g. UWx and UBx Control) finally had an unconditional two-mana counter for the first time. \u003cem\u003eCounterspell\u003c\/em\u003e is not on the Reserved List, it has been reprinted many times.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762007699501,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Counterspell_Original_Art_front_a_white.jpg?v=1775126396"},{"product_id":"clone-acrylics","title":"Clone (Original Art)","description":"\u003cp\u003e\u003cem\u003eClone\u003c\/em\u003e is a four-mana blue Shapeshifter creature, first printed in \u003cem\u003eAlpha\u003c\/em\u003e (1993). A player may have \u003cem\u003eClone\u003c\/em\u003e enter the battlefield as a copy of any creature on the battlefield. It’s one of the most creative cards in Magic’s early history. It represents blue’s ability to adapt, mimic, and outsmart opponents- turning their best threats against them. \u003cem\u003eClone\u003c\/em\u003e was the first “copy” effect in Magic, which was a brand-new concept at the time. This card is appealing because it’s very flexible, as it can become any creature on the battlefield. During early Type 1 and Type 2 (1993-1996), \u003cem\u003eClone\u003c\/em\u003e was a sideboard or tech card in blue-based control decks. It could copy \u003cem\u003eSerra Angel\u003c\/em\u003e, \u003cem\u003eShivan Dragon\u003c\/em\u003e, or M\u003cem\u003eahamoti Djinn\u003c\/em\u003e- saving you mana while matching their biggest threats. It’s played in various Old School (93\/94) decks (e.g. Mono-Blue Control, The Deck, Blue-Green Midrange). In cEDH\/Commander decks, \u003cem\u003eClone\u003c\/em\u003e and its many descendants (e.g. \u003cem\u003ePhyrexian Metamorph\u003c\/em\u003e) are staples in many blue decks. Clone was removed from the Reserved List in March 2002.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762007928877,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Clone_Original_Art_Alpha_front_a_white.jpg?v=1774969695"},{"product_id":"healing-salve","title":"Healing Salve (Original Art)","description":"\u003cp\u003e\u003cem\u003eHealing Salve\u003c\/em\u003e is a one-mana white instant, first printed in \u003cem\u003eAlpha\u003c\/em\u003e (1993). It is one of the original “boons” from \u003cem\u003eAlpha\u003c\/em\u003e, the cycle of one-mana instants that defined each color’s identity. It represents the idea of white’s protective, reactive philosophy-helping, preventing, and saving. You can choose to gain 3 life, or to prevent the next 3 damage that would be dealt to any target this turn. It modern eyes, it’s considered the weakest of the five “boons” (the others being \u003cem\u003eAncestral Recall\u003c\/em\u003e, \u003cem\u003eDark Ritual\u003c\/em\u003e, \u003cem\u003eGiant Growth\u003c\/em\u003e, and \u003cem\u003eLightning Bolt\u003c\/em\u003e), but back in 1993, it was part of learning Magic’s basic color identities. During 1993-1995 Magic’s scene, Mono-White and White-Blue Control decks sometimes ran one or two copies, but it was quickly replaced by more powerful tools like \u003cem\u003eSwords to Plowshares\u003c\/em\u003e and \u003cem\u003eDisenchant\u003c\/em\u003e. In Old School (93\/94), \u003cem\u003eHealing Salve\u003c\/em\u003e can see some niche, but nostalgic play in decks such as Mono-White Control and White Weenie builds. \u003cem\u003eHealing Salve\u003c\/em\u003e is not on the reserved list, it has been reprinted many times.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762008158253,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Healing_Salve_Original_Art_alpha_front_a_white.jpg?v=1775126403"},{"product_id":"red-ward","title":"Red Ward (Original Art)","description":"\u003cp\u003e\u003cem\u003eRed Ward\u003c\/em\u003e is a one-mana white Enchantment-Aura that gives target creature protection from red, and was first printed in \u003cem\u003eAlpha\u003c\/em\u003e (1993). It’s a cheap, efficient protection spell that makes your creature completely immune to red. \u003cem\u003eRed Ward\u003c\/em\u003e is part of Magic’s first cycle of color-specific “wards”- simple, single-color enchantments granting protection from a specific color (e.g. \u003cem\u003eBlue Ward, Black Ward\u003c\/em\u003e). In Old School Magic, \u003cem\u003eRed Ward\u003c\/em\u003e is sometimes played in Mono-White Control or White Weenie decks as a defensive tool against aggressive red decks. It can protect key creatures such as Serra Angel or White Knight from cards like \u003cem\u003eLightning Bolt, Chain Lightning\u003c\/em\u003e, and \u003cem\u003eFireball\u003c\/em\u003e. Because red burn decks were very common in the early days of Magic, \u003cem\u003eRed Ward\u003c\/em\u003e was a interesting piece of color-hate tech. It served as an efficient way to ensure that your most important creature stayed alive. You’d often see out of the sideboard when facing red opponents, since one mana to shut off all red removal from a creature was a huge tempo swing in 1994. \u003cem\u003eRed Ward\u003c\/em\u003e is not on the Reserved List.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762008617005,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Red_Ward_Original_Art_front_a_white.jpg?v=1775126408"},{"product_id":"pirate-ship","title":"Pirate Ship (Original Art)","description":"\u003cp\u003e\u003cem\u003ePirate Ship\u003c\/em\u003e is a five-mana blue 4\/3 creature originally printed in \u003cem\u003eAlpha\u003c\/em\u003e (1993), that can be tapped to have it deal 1 damage to any target. \u003cem\u003ePirate Ship\u003c\/em\u003e can’t attack unless the defending player controls an Island, and must be sacrificed when you control noIslands. It’s one of the first true “Pirate” cards in Magic, long before the tribe was developed. The requirement for Islands and its sacrifice clause make it feel like a literal ship stranded at sea when the tides turn- classic early Magic storytelling through mechanics. Tapping \u003cem\u003ePirate Ship\u003c\/em\u003e to let it deal 1 damage is a simple yet useful ability back in 1993, giving blue a way to “shoot things”, which was unusual for the color. This made \u003cem\u003ePirate Ship\u003c\/em\u003e one of the first blue creatures with a repeatable damage ability. It has never been a competitive card, and was quickly outclassed by more efficient cards like \u003cem\u003eSerendib Efreet\u003c\/em\u003e and \u003cem\u003eAir Elemental\u003c\/em\u003e. \u003cem\u003ePirate Ship\u003c\/em\u003e is not on the Reserved List, and has already been reprinted in \u003cem\u003eTime Spiral\u003c\/em\u003e.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762008846381,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Pirate_Ship_Original_Art_front_a_white.jpg?v=1775126413"},{"product_id":"island","title":"Island (Original Art)","description":"\u003cp\u003e\u003cem\u003eIsland\u003c\/em\u003e isn’t just a basic land- it’s the core of the color blue, the foundation for some of the most controlling, creative, and powerful decks ever made. \u003cem\u003eIsland\u003c\/em\u003e, first printed in \u003cem\u003eAlpha\u003c\/em\u003e (1993), is a simple yet very essential card. It provides unconditional blue mana, the most flexible color for interaction and control. It is immune to non-basic and hate (e.g. \u003cem\u003eWasteland\u003c\/em\u003e, \u003cem\u003eBlood Moon\u003c\/em\u003e, \u003cem\u003ePrice of Progress\u003c\/em\u003e). Every blue deck, from Vintage control to modern tempo decks, starts with this simple card. Because Island is a basic land card, it’s legal in every constructed format (Standard, Pioneer, Modern, Legacy, Vintage, Commander, Pauper, Old School). \u003cem\u003eIsland\u003c\/em\u003e is the soul of blue decks- the color of counterspells, card draw, tempo, and control. Some of the most famous archetypes in Magic history are built on \u003cem\u003eIslands\u003c\/em\u003e (e.g. UWx Control, Delver decks, Mono-Blue Tempo, High Tide,..). Because \u003cem\u003eIsland\u003c\/em\u003e is a basic land, it is\u003cbr\u003enot on the Reserved List and has been reprinted constantly.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762009075757,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Island_Original_Art_front_a_jpg.png?v=1775126416"},{"product_id":"phantasmal-forces","title":"Phantasmal Forces (Original Art)","description":"\u003cp\u003e\u003cem\u003ePhantasmal Forces\u003c\/em\u003e is a four-mana blue 4\/1 flying Illusion creature, first printed in \u003cem\u003eAlpha\u003c\/em\u003e (1993). At the beginning of your upkeep, you must sacrifice \u003cem\u003ePhantasmal Forces\u003c\/em\u003e unless you pay one blue mana. It captures what early Magic was all about- risky but exciting cards with big payoffs. The “sacrifice unless you pay mana” mechanic was an elegant way to express the ephemeral nature of illusions. During Magic’s earliest times, most creatures were ground-based. Flying was a huge advantage, making it easier to pressure opponents. Its stats were relatively strong for its cost, especially in blue, which rarely got efficient creatures. By the time organized play began in the mid-1990’s, blue decks favored creatures like \u003cem\u003eSerendib Efreet\u003c\/em\u003e or \u003cem\u003eMahamoti Djinn\u003c\/em\u003e that offered more staying power. This card has found a niche home in Old School (93\/94), sometimes being played in decks like Mono-Blue Aggro or certain nostalgic builds. \u003cem\u003ePhantasmal Forces\u003c\/em\u003e is not on the Reserved List.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762009239597,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Phantasmal_Forces_Original_Art_front_a_white.jpg?v=1775126421"},{"product_id":"howl-from-beyond","title":"Howl from Beyond (Original Art)","description":"\u003cp\u003e\u003cem\u003eHowl from Beyond\u003c\/em\u003e is a black instant, first printed in \u003cem\u003eAlpha\u003c\/em\u003e (1993), that gives target creature +X\/+0 until end of turn. It was one of black’s most iconic early “combat tricks” from Magic. This card taught early players a lot about tempo, combat math, and timing. It could turn even a small creature into a sudden lethal threat. In longer games, it turns excess mana into raw damage output. Playing with this card always made your opponents think twice about attacking or blocking, since black could threaten to pump a creature out of nowhere. For early Magic players, \u003cem\u003eHowl from Beyond\u003c\/em\u003e was black’s version of \u003cem\u003eGiant Growth\u003c\/em\u003e-but meaner, less predictable, and it could suddenly end the game. In early Type 1 events, mono-black “Suicide” or “Drain Life” decks occasionally ran \u003cem\u003eHowl from Beyond\u003c\/em\u003e as a finisher alongside \u003cem\u003eDrain Life\u003c\/em\u003e, \u003cem\u003eDark Ritual\u003c\/em\u003e, and \u003cem\u003eHypnotic Specter\u003c\/em\u003e. In Old School (93\/94), this card can still be found\u003cbr\u003ein Mono-Black Aggro decks, as a finisher that can push through surprise lethal damage. \u003cem\u003eHowl from Beyond\u003c\/em\u003e is not on the reserved list, and has been reprinted several times (\u003cem\u003eCore sets, Ice Age, Dominaria Remastered\u003c\/em\u003e).\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762009272365,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Howl_from_Beyond_Original_Art_front_a_white.jpg?v=1775126426"},{"product_id":"stone-rain","title":"Stone Rain (Original Art)","description":"\u003cp\u003e\u003cem\u003eStone Rain\u003c\/em\u003e is a three-mana red sorcery, first printed in \u003cem\u003eAlpha\u003c\/em\u003e (1993), that can destroy target land. It is one of the foundational cards of Magic, establishing red’s land destruction ability for decades. \u003cem\u003eStone Rain\u003c\/em\u003e was a defining card in early Type-2 Standard environments, where mana bases were slower and games typically lasted longer. In early Magic, mana denial was a primary win condition and was considered fair and interactive – players were expected to protect lands or accept disruption. It was played in common archetypes back then such as Ponza, Red Land Destruction and U\/r Magnivore. At the 1999 World Championship, finalist Mark Le Pine’s aggressive “Sped Red” deck applied early pressure with fast creatures like Mogg Fanatic, Jackal Pup, and Fireslinger – before shifting into land-destruction mode with \u003cem\u003eStone Rain\u003c\/em\u003e, \u003cem\u003ePillage\u003c\/em\u003e and \u003cem\u003eAvalanche Riders\u003c\/em\u003e. A late game \u003cem\u003eCursed Scroll\u003c\/em\u003e and \u003cem\u003eHammer of Bogardan\u003c\/em\u003e would finish off his mana-crippled opponents. In Modern, Stone Rain has seen play in various decks like R\/g Ponza, Boros Land Loss, and Eldrazi Ramp. Today, it still remains played in Old School 93\/94, Commander (EDH), and Premodern decks like Ponza and \u003cem\u003eOath of Druids\u003c\/em\u003e. \u003cem\u003eStone Rain\u003c\/em\u003e has been reprinted many times and is not on the Reserved List.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762009337901,"sku":null,"price":0.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Stone_Rain_Original_Art_front_a_white.jpg?v=1775126429"},{"product_id":"hurricane","title":"Hurricane (Original Art)","description":"\u003cp\u003eFamously misprinted as a blue card \u003cem\u003eSummer Edgar\u003c\/em\u003e set, \u003cem\u003eHurricane\u003c\/em\u003e is a green sorcery that deals X damage to each creature with flying and each player. It was originally printed in \u003cem\u003eAlpha\u003c\/em\u003e (1993). This card was one of green’s most iconic mass damage spells from early Magic. \u003cem\u003eHurricane\u003c\/em\u003e is a very versatile card, as it functions both as a removal spell and a potential win condition. Green decks traditionally struggled against flying creatures, which \u003cem\u003eHurricane\u003c\/em\u003e could help with. Its mana scaling ability was perfect for green’s ramp identity, being able to deal more damage when you put in more mana. \u003cem\u003eHurricane\u003c\/em\u003e saw play in the early 1990’s competitive scene, especially in Type 1 and Type 2. It appeared in early Mono-Green Control and Ramp decks that used cards like \u003cem\u003eChannel\u003c\/em\u003e, \u003cem\u003eBirds of Paradise\u003c\/em\u003e, and \u003cem\u003eLlanowar Elves\u003c\/em\u003e to ramp into big spells. In Old School (93\/94) Magic, \u003cem\u003eHurricane\u003c\/em\u003e was a mainstay of Mono-Green Aggro and Big Green decks. \u003cem\u003eHurricane\u003c\/em\u003e offered green something unique; direct damage to players while also being useful as a board wipe for flyers (e.g. \u003cem\u003eSerra Angel\u003c\/em\u003e, \u003cem\u003eMahamoti Djinn\u003c\/em\u003e, \u003cem\u003eHypnotic Specter\u003c\/em\u003e). \u003cem\u003eHurricane\u003c\/em\u003e is not on the Reserved List, it has been reprinted in many sets.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762009468973,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Hurricane_Original_Art_front_a_white.jpg?v=1775126434"},{"product_id":"wall-of-water","title":"Wall of Water (Original Art)","description":"\u003cp\u003e\u003cem\u003eWall of Water\u003c\/em\u003e is a three-mana 0\/5 Wall creature, first printed in \u003cem\u003eAlpha\u003c\/em\u003e (1993). It represented one of early Magic’s core blue design ideas: defense and adaptability. \u003cem\u003eWall of Water\u003c\/em\u003e was part of a small cycle of early Walls (\u003cem\u003eWall of Fire\u003c\/em\u003e, \u003cem\u003eWall of Air\u003c\/em\u003e, \u003cem\u003eWall of Stone\u003c\/em\u003e,..), each showing how color philosophy expressed itself through defense. Red’s Wall attacks back with fire, green’s wall regenerates, while blue’s wall changes form with mana flow. Its pump ability meant it could threaten to trade up with attacking creatures, which was a rare trait for blue creatures of that era. This Wall could block nearly everything on the ground in early magic, stalling cards such as \u003cem\u003eKird Ape\u003c\/em\u003e and \u003cem\u003eErnham Djinn\u003c\/em\u003e while you developed your mana and drew cards with \u003cem\u003eJayemdae Tome\u003c\/em\u003e. In Old School (93\/94), Wall of Water can be found in Mono-Blue Control or Blue-White Control decks. Here it was played as an early-game blocker that could survive most creatures from that era. \u003cem\u003eWall of Water\u003c\/em\u003e is not on the Reserved List.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762010026029,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Wall_of_Water_Original_Art_front_a_white.jpg?v=1775126439"},{"product_id":"crystal-rod","title":"Crystal Rod (Original Art)","description":"\u003cp\u003e\u003cem\u003eCrystal Rod\u003c\/em\u003e is a one-mana artifact, originally printed in \u003cem\u003eAlpha\u003c\/em\u003e (1993). It’s one of the most iconic early life-gain artifacts, and was designed as a mild counter to blue decks. Whenever a player casts a blue spell, you may pay one colorless mana to gain 1 life. It represented an era when the game’s designers wanted every color to have an identity and every player a tool against it. \u003cem\u003eCrystal Rod\u003c\/em\u003e is one of the five early “life-gain spheres”, each aligned to a color (the others being \u003cem\u003eIron Star, Ivory Cup, Wooden Sphere\u003c\/em\u003e and \u003cem\u003eThrone of Bone\u003c\/em\u003e). In Old School (93\/94), it was sometimes used as a sideboard card against Mono-Blue Control or Blue Tempo decks. Gaining small amounts of life could sometimes buy enough time to survive against cards like \u003cem\u003eSerendib Efreet\u003c\/em\u003e or \u003cem\u003ePsionic Blast\u003c\/em\u003e. \u003cem\u003eCrystal Rod\u003c\/em\u003e is not on the Reserved List.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762010222637,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Crystal_Rod_Original_Art_Alpha_front_a_white.jpg?v=1774971988"},{"product_id":"darkpact","title":"Darkpact (Original Art)","description":"\u003cp\u003e\u003cem\u003eDarkpact\u003c\/em\u003e is a three-mana black sorcery card, first printed in \u003cem\u003eAlpha\u003c\/em\u003e (1993). If you were not playing for ante, you had to remove this card from your deck before playing. Basically, you could swap the top card of your library with any of the card in ante. Ante was designed by Richard Garfield and introduced in \u003cem\u003eAlpha\u003c\/em\u003e. If players agreed to play for ante, at the beginning of the game, before drawing their starting hands, each player would put a random card from their library into the ante zone. The winner of that game received permanent ownership of all the cards in that zone. Ante was intended to introduce an element of gambling to Magic and to provide an element of risk so that the player with better cards wouldn’t always win. This proved out to be quite unpopular, as many players did not like risking the loss of their cards. There were also concerns within Wizards of the Coast that playing for ante might result in official tournaments being legally recognized as gambling. As a result, WotC removed ante rules from the game in 1995. Because Darkpact uses the ante mechanic, it’s banned in every sanctioned format. The only place where this card is still sometimes seen is in Old School (93-94), where some local groups would allow ante cards. \u003cem\u003eDarkpact\u003c\/em\u003e is on the Reserved List, it will never be reprinted in a tournament-legal form.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762010255405,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Darkpact_Original_Art_Alpha_front_a_white.jpg?v=1775126446"},{"product_id":"wrath-of-god","title":"Wrath of God (Original Art)","description":"\u003cp\u003e\u003cem\u003eWrath of God\u003c\/em\u003e is a four-mana white sorcery that destroys all creatures, they can’t be regenerated. First printed in \u003cem\u003eAlpha\u003c\/em\u003e (1993), it has been one of the defining control spells in Magic’s entire history. \u003cem\u003eWrath of God\u003c\/em\u003e is known as the original board wipe, the template for all “destroy all creatures” effects since 1993. It’s an unconditional and efficient removal spell that can reset the board when you’re behind. It punishes overextension from aggro decks and creates some form of inevitability, since control decks can rely on it to survive to the late game. \u003cem\u003eWrath of God\u003c\/em\u003e has been part of nearly every major white control deck since Magic’s early competitive days. During Standard Pro Tour New York 1996, Michael Loconto’s winning UW Control list played the full four copies of \u003cem\u003eWrath of God\u003c\/em\u003e. \u003cem\u003eWrath of God\u003c\/em\u003e continued to be a four-of staple in UW(x) Control throughout Extended and early Standard formats (1997-2005). It used to be played a lot in various Legacy and some Vintage UW(x) Control decks, but newer sweepers like Supreme Verdict and Terminus have mostly replaced it. Nowadays, Wrath of God still sees some competitive play in certain Modern decks (e.g. Mono White Control, Martyr Life, and Urzatron). In Old School (93\/94), UW(x) Control (“The Deck”) still occasionally plays some copies. \u003cem\u003eWrath of God\u003c\/em\u003e is not on the Reserved List, it has been reprinted many times.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762010353709,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Wrath_of_God_Original_Art_front_a_white.jpg?v=1775126450"},{"product_id":"wanderlust","title":"Wanderlust (Original Art)","description":"\u003cp\u003e\u003cem\u003eWanderlust\u003c\/em\u003e is a three-mana green Enchant creature (Enchantment-Aura), first printed in \u003cem\u003eAlpha\u003c\/em\u003e (1993). At the beginning of the upkeep of enchanted creature’s controller, \u003cem\u003eWanderlust\u003c\/em\u003e deals 1 damage to that player. This card demonstrates early Magic experimentation with incremental damage and upkeep triggers. It rewards strategic patience and tactical targeting. It has influenced later cards that deal continuous or upkeep-based damage, and is a reminder that green can be subtle and persistent, and isn’t just about creatures and ramp spells. Wanderlust has always been a casual or flavor-focused card, as it’s too slow for fast-paced competitive decks. In Old School (93\/94), it can be seen in some budget Enchantress decks. \u003cem\u003eWanderlust\u003c\/em\u003e is not on the Reserved List.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762010419245,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Wanderlust_Original_Art_front_a_white.jpg?v=1775126455"},{"product_id":"cuombajj-witches","title":"Cuombajj Witches (Original Art)","description":"\u003cp\u003e\u003cem\u003eCuombajj Witches\u003c\/em\u003e is a two-mana black 1\/3 Human Wizard creature, originally printed in \u003cem\u003eArabian Nights\u003c\/em\u003e (1993). It can be tapped to deal one damage to any target and one damage to any target of an opponent’s choice. It represents early Magic’s comfort with symmetrical power, prioritizing interaction over efficiency. In formats with small creatures, it can be useful to kill utility creatures and X\/1s repeatedly. This card is occasionally played in Old School 93\/94, mostly in Mono-Black Control or B\/R Aggro decks. \u003cem\u003eCuombajj Witches\u003c\/em\u003e also sees niche play in Commander \/ EDH, because it fits into political decks, aristocrats-style builds, and strategies with “ping” effects (e.g. Kuja, Genome Sorcerer, Vhati il-Dal). Since the opponent chooses the second target, it can also create interesting dynamics in multiplayer games. While the card is too slow and symmetrical for most competitive formats, it’s still played today in Pauper – being a staple in Mono Black Devotion and Mono Black Aggro-Control decks. \u003cem\u003eCuombajj Witches\u003c\/em\u003e is not on the Reserved List, it has been reprinted a few times (\u003cem\u003eChronicles, Anthologies, Commander Legends\u003c\/em\u003e).\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762010484781,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Cuombajj_Witches_Original_Art_front_a_white.jpg?v=1775126459"},{"product_id":"elephant-graveyard","title":"Elephant Graveyard (Original Art)","description":"\u003cp\u003e\u003cem\u003eElephant Graveyard\u003c\/em\u003e is one of Magic’s most charming and storied lands from the early days of the game, and was printed in \u003cem\u003eArabian Nights\u003c\/em\u003e (1993). It can be tapped either for a colorless mana or to regenerate an Elephant or Mammoth. \u003cem\u003eElephant Graveyard\u003c\/em\u003e predated the modern “tribal” design concept by over a decade. Its subtle power- regeneration for a specific creature type-shows how Magic’s early design space was playful and exploratory. This card paved the way for later lands like \u003cem\u003eCavern of Souls\u003c\/em\u003e, \u003cem\u003eSliver Hive\u003c\/em\u003e, and \u003cem\u003eUnclaimed Territory\u003c\/em\u003e, which support specific creature types in more competitive ways. During the early 1990’s, Elephant and Mammoth creatures were too sparse a tribe to support viable decks, and regeneration-based defense wasn’t efficient in tournament play. It can be seen in some Elephant Tribal decks for casual and Commander play, or in Old School (93\/94) \/ \u003cem\u003eArabian Nights\u003c\/em\u003e theme decks. \u003cem\u003eElephant Graveyard\u003c\/em\u003e is on the Reserved List, it will never be reprinted in a tournament-legal form.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762010583085,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Elephant_Graveyard_Original_front_a_white_1.jpg?v=1774995049"},{"product_id":"ydwen-efreet","title":"Ydwen Efreet (Original Art)","description":"\u003cp\u003e\u003cem\u003eYdwen Efreet\u003c\/em\u003e is a three-mana red 3\/6 creature printed in \u003cem\u003eArabian Nights\u003c\/em\u003e (1993). It is one of Magic’s earliest “coin flip” creatures, a mechanic that would go on to define many red cards (e.g. \u003cem\u003eGoblin Bomb\u003c\/em\u003e, \u003cem\u003eFiery Gambit\u003c\/em\u003e). It was part of Magic’s experimentation with chance-based gameplay, emphasizing red’s chaotic identity. Whenever Ydwen Efreet blocks, flip a coin. If you lose the flip, remove \u003cem\u003eYdwen Efreet\u003c\/em\u003e from combat and it can't block this turn. Creatures it was blocking that had become blocked by only \u003cem\u003eYdwen Efreet\u003c\/em\u003e this combat become unblocked. It’s an unpredictable card, the coin flip makes it exciting, which is a perfect thematic fit for red. In Old School (93\/94), early “Red Deck Wins”-style decks sometimes used it as a flavorful curve-topper because it had staying power against a lot of creatures from that era. \u003cem\u003eYdwen Efreet\u003c\/em\u003e is on the Reserved List.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762010681389,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Ydwen_Efreet_Original_Art_front_a_white.jpg?v=1774995125"},{"product_id":"hurr-jackal","title":"Hurr Jackal (Original Art)","description":"\u003cp\u003e\u003cem\u003eHurr Jackal\u003c\/em\u003e is a one-mana red 1\/1 creature that you can tap, so that target creature can’t be regenerated this turn. Originally printed in \u003cem\u003eArabian Nights\u003c\/em\u003e (1993), \u003cem\u003eHurr Jackal\u003c\/em\u003e is part of early Magic’s push to give each color subtle ways to interact with mechanics outside its main strengths. Red rarely dealt with regeneration directly, and this card helped shape red’s later “can’t be regenerated” mechanics on cards like Incinerate. This card isn’t about raw power, but about flavor, and early design personality. As a one-mana creature it was still playable, especially when you needed aggressive openers. In the early “Sligh” and Burn archetypes of Old School Magic, \u003cem\u003eHurr Jackal \u003c\/em\u003ewas a cheap and aggressive creature that had some utility in shutting down cards with regenerate (e.g. \u003cem\u003eDrudge Skeletons\u003c\/em\u003e). Although not competitive, it fits nicely into some Arabian Nights theme decks together with cards like \u003cem\u003eDesert\u003c\/em\u003e and \u003cem\u003eAli from Cairo\u003c\/em\u003e. \u003cem\u003eHurr Jackal\u003c\/em\u003e is not on the Reserved List.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762010812461,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Hurr_Jackal_Original_Art_front_a_white_c1b9a8ca-0dde-444b-a1d0-7233004d2e29.jpg?v=1775813904"},{"product_id":"mijae-djinn","title":"Mijae Djinn (Original Art)","description":"\u003cp\u003e\u003cem\u003eMijae Djinn\u003c\/em\u003e is a three-mana red 6\/3 creature printed in \u003cem\u003eArabian Nights\u003c\/em\u003e (1993). Whenever \u003cem\u003eMijae Djinn\u003c\/em\u003e attacks, flip a coin. If you lose the flip, remove \u003cem\u003eMijae Djinn\u003c\/em\u003e from combat and tap it. This card is a classic example of early Magic’s “power with aprice” design. It has massive stats for that era with an unpredictable drawback. It represents the Arabian Nights flavor, where summoning a Djinn can be dangerous, even for the caster. Just like \u003cem\u003eYdwen Efreet\u003c\/em\u003e and \u003cem\u003eSerendib Efreet\u003c\/em\u003e, it showcases how the Efreet and Djinn cycle defined Magic’s early creature identity. In the Old School (93\/94) format, \u003cem\u003eMijae Djinn\u003c\/em\u003e is played in some Red Aggro decks, where it serves as a finisher in decks that use early pressure backed up with big creatures. It’s mostly played together with cards like \u003cem\u003eLightning Bolt, Chain Lightning, Ball Lightning\u003c\/em\u003e and \u003cem\u003eYdwen Efreet\u003c\/em\u003e. It often appears in casual Old School Arabian Nights theme decks. \u003cem\u003eMijae Djinn\u003c\/em\u003e is on the Reserved List.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762010845229,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Mijae_Djinn_Original_Art_Arabian_Nights_front_a_white.jpg?v=1775126476"},{"product_id":"aladdins-lamp","title":"Aladdin's Lamp (Original Art)","description":"\u003cp\u003e\u003cem\u003eAladdin’s Lamp\u003c\/em\u003e is a 10-mana artifact from \u003cem\u003eArabian Nights\u003c\/em\u003e (1993). By paying (X) and tapping it, you can look at the top X cards of your library, putting one of them into your hand and the rest on the bottom of your library in any order. In its original \u003cem\u003eArabian Nights\u003c\/em\u003e printing, the generic mana cost of 10 was represented by two five-mana circles because the \"10\" symbol did not yet exist. It is one of Magic’s earliest examples of repeatable card selection, though at an extremely high cost. \u003cem\u003eAladdin’s Lamp\u003c\/em\u003e represents long-term inevitability and a late-game dominance if unanswered – once active, it can find exactly what you need over time. While it was never competitively played, it remains an iconic, flavorful, and historically important card from Magic’s early days. \u003cem\u003eAladdin’s Lam\u003c\/em\u003ep can be played in Old School 93\/94 and Commander \/ EDH decks, although mostly for flavor or in artifact-heavy casual builds. This card is not on the Reserved List.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762011041837,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Alladins_Lamp_Original_Art_front_a_white.jpg?v=1775126481"},{"product_id":"eye-for-an-eye-acrylics","title":"Eye for an Eye (Original Art)","description":"\u003cp\u003e\u003cem\u003eEye for an Eye\u003c\/em\u003e is a two-mana white instant, first printed in \u003cem\u003eArabian Nights\u003c\/em\u003e (1993). “The next time a source of your choice would deal damage to you this turn, instead that source deals that much damage to you and \u003cem\u003eEye for an Eye\u003c\/em\u003e deals that much damage to that source's controller”. \u003cem\u003eEye for an Eye\u003c\/em\u003e is historically important because it helped define white’s reactive and moral identity in Magic. It’s one of the first cards to embody “balance through retribution”. Playing with this card meant that you could potentially turn a loss into a tie, or even a win if you made your opponent deal lethal damage to themselves. It has a big surprise value, as the opponent may hesitate to go all-in when you’re holding up two white mana. In early Old School Magic, white decks often used cards like \u003cem\u003eWrath of God\u003c\/em\u003e and \u003cem\u003eSwords to Plowshares\u003c\/em\u003e to control the board. \u003cem\u003eEye for an Eye\u003c\/em\u003e attacks opponents from a completely different angle, which could surprise them. If your opponent tried to burn you out with e.g. \u003cem\u003eFireball\u003c\/em\u003e, they could easily take themselves out instead. \u003cem\u003eEye for an Eye\u003c\/em\u003e is not on the Reserved List.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762011500589,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Eye_for_An_Eye_Original_Art_front_a_white.jpg?v=1775126484"},{"product_id":"oubliette","title":"Oubliette (Original Art)","description":"\u003cp\u003e\u003cem\u003eOubliette\u003c\/em\u003e is a three-mana black enchantment first printed in \u003cem\u003eArabian Nights\u003c\/em\u003e (1993). “When \u003cem\u003eOubliette\u003c\/em\u003e enters the battlefield, target creature phases out until \u003cem\u003eOubliette\u003c\/em\u003e leaves the battlefield. Tap that creature as it phases in this way (Auras and Equipment phase out with it. While permanents are phased out, they're treated as though they don't exist)”. \u003cem\u003eOubliette\u003c\/em\u003e is a very iconic black enchantment from Magic’s early days, imprisoning creatures rather than killing them. It is mechanically significant because it inspired future design space for black’s limited “removal without death” options. Its original text was so confusing, until modern rules finally clarified it using the phasing mechanic. It’s one of the only black cards that can truly “exile” something temporarily, giving black decks versatile creature control. It was sometimes played in Old School (93\/94) Black Midrange \/ Control decks. Nowadays, this card is still being competitively played in Pauper Mono Black Devotion decks. For years, it was one of the best black removal spells in the Pauper format, thanks to its unique combination of exile-like removal and resilience to recursion. It deals with\u003cbr\u003eindestructible or regenerating creatures, and it avoids triggering death triggers (e.g. \u003cem\u003eMyr Retreiver\u003c\/em\u003e). Here, it’s often played together with cards like \u003cem\u003eSign in Blood\u003c\/em\u003e, \u003cem\u003eCuombajj Witches\u003c\/em\u003e, and \u003cem\u003eGray Merchant of Asphodel\u003c\/em\u003e. \u003cem\u003eOubliette\u003c\/em\u003e is not on the reserved list and has a few reprints (\u003cem\u003eDouble Masters, The List, Secret Lair Drop Series, and Mystery Booster 2\u003c\/em\u003e).\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762011533357,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Oubliette_Original_Art_front_a_white.jpg?v=1775126489"},{"product_id":"ghazban-ogre","title":"Ghazban Ogre (Original Art)","description":"\u003cp\u003e\u003cem\u003eGhazban Ogre\u003c\/em\u003e is a one-mana green 2\/2 creature, first printed in \u003cem\u003eArabian Nights\u003c\/em\u003e (1993). At the beginning of your upkeep, if a player has more life than each other player, the player with the most life gains control of \u003cem\u003eGhazban Ogre\u003c\/em\u003e. It captures the wild, high-risk flavor of \u003cem\u003eArabian Nights\u003c\/em\u003e while also representing early green design in Magic. You get an undercosted 2\/2 for just one green mana, but the game constantly tempts you with its downside. It basically forces you to stay ahead on life, encouraging aggressive play. In Old School (93\/94), \u003cem\u003eGhazban Ogre\u003c\/em\u003e serves as an ultra-efficient one-drop, which was almost unheard of in 1993. It typically appears in decks like Mono-Green Aggro (Stompy), together with cards like \u003cem\u003eElvish Archers, Giant Growth\u003c\/em\u003e, and \u003cem\u003eErhnam Djinn\u003c\/em\u003e. It’s also played in Naya Zoo \/ Green-Red Aggro, pairing \u003cem\u003eGhazban Ogre\u003c\/em\u003e with red burn spells (e.g. \u003cem\u003eLightning Bolt, Chain Lightning\u003c\/em\u003e) and fast green beats to overwhelm slower decks. \u003cem\u003eGhazban Ogre\u003c\/em\u003e is not on the Reserved List.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762011631661,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Ghazban_Ogre_Original_Art_front_a_white.jpg?v=1775126493"},{"product_id":"oasis","title":"Oasis (Original Art)","description":"\u003cp\u003e\u003cem\u003eOasis\u003c\/em\u003e is a fascinating old-school utility land originally printed in \u003cem\u003eArabian Nights\u003c\/em\u003e (1993), that can be tapped to prevent the next 1 damage that would be dealt to target creature that turn. \u003cem\u003eOasis\u003c\/em\u003e was one of the first lands with a utility effect, a design that would later evolve into lands like Maze of Ith. You can protect key creatures from combat damage, pingers (e.g. \u003cem\u003eProdigal Sorcerer\u003c\/em\u003e), or red burn spells (e.g. \u003cem\u003eLightning Bolt, Chain Lightning\u003c\/em\u003e). It’s mostly a flavor card, as with many cards from \u003cem\u003eArabian Nights\u003c\/em\u003e. \u003cem\u003eOasis\u003c\/em\u003e is sometimes played in Old School (93\/94) Control\/Midrange decks like Erhnamgeddon (Green-White Midrange) or Mono-Green Control. While it’s certainly not a competitive card, it’s often used for its nostalgic art, theme, or utility in decks that love land synergies. \u003cem\u003eOasis\u003c\/em\u003e is not on the Reserved List.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762011697197,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Oasis_Original_Art_front_a_white.jpg?v=1775126498"},{"product_id":"moorish-cavalry","title":"Moorish Cavalry (Original Art)","description":"\u003cp\u003e\u003cem\u003eMoorish Cavalry\u003c\/em\u003e is a four-mana white 3\/3 creature with trample, first printed in \u003cem\u003eArabian Nights \u003c\/em\u003e(1993). Its a typical creature of early Magic design, it has straightforward stats and just a single keyword. Having the Trample ability on a white card is unusual, something that became rare as white’s color identity solidified over time. \u003cem\u003eMoorish Cavalry\u003c\/em\u003e was an efficient creature for that time, especially in white. In Old School (93\/94), \u003cem\u003eMoorish Cavalry\u003c\/em\u003e plays a solid role as a mid-curve beater in decks like Mono-White Aggro (White Weenie)- alongside \u003cem\u003eSavannah Lions, Serra Angel, Swords to Plowshares\u003c\/em\u003e, and \u003cem\u003eDisenchant\u003c\/em\u003e. It’s also played in Green-White Midrange (Erhnamgeddon), where \u003cem\u003eMoorish Cavalry\u003c\/em\u003e fills the 4-mana slot as a trampling threat can can close games after a \u003cem\u003eWrath of God\u003c\/em\u003e or \u003cem\u003eArmageddon\u003c\/em\u003e. While other creatures like \u003cem\u003eWhite Knight\u003c\/em\u003e and \u003cem\u003eSerra Angel\u003c\/em\u003e often overshadow it, \u003cem\u003eMoorish Cavalry’s\u003c\/em\u003e trample ability still makes it valuable for punching through smaller creatures. \u003cem\u003eMoorish Cavalry\u003c\/em\u003e is not on the Reserved List, it has been reprinted in \u003cem\u003eTime Spiral\u003c\/em\u003e.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762011729965,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Moorish_Cavalry_Original_Art_front_a_white.jpg?v=1775126502"},{"product_id":"king-suleiman","title":"King Suleiman (Original Art)","description":"\u003cp\u003e\u003cem\u003eKing Suleiman\u003c\/em\u003e (\u003cem\u003eArabian Nights\u003c\/em\u003e) is a 1\/1 white Human Noble with the tap ability “Destroy target Djinn or Efreet”. In \u003cem\u003eArabian Nights\u003c\/em\u003e, Magic’s first expansion, Richard Garfield made two cycles—one of Djinns and the other of Efreets. Both cycles had a card in blue, black, red, and green. This card was made to balance these two creature-type cycles by giving white a unique answer to those types. In the early days, white was a little more proactive about killing the things it saw as \"evil.\" King Suleiman is most likely based off of the biblical King Solomon. In stories, Solomon was granted a copper and iron magic ring that allowed him to subdue a mythical djinn. The djinn then stole back the ring while Solomon was bathing, but in the end, Solomon was able to get his ring back and re-subdue the djinn. He eventually trapped it in a bottle. This event is represented by a second card in \u003cem\u003eArabian Nights\u003c\/em\u003e, \u003cem\u003eBottle of Suleiman\u003c\/em\u003e, which was an artifact that allowed you to either summon a Djinn or take 5 damage. If you expect opponents to play Djinn or Efreet creatures, this card gives you a specific answer. In Old School (93\/94) you’ll sometimes see \u003cem\u003eKing Suleiman\u003c\/em\u003e used, especially in decks themed around Djinn\/Efreet. \u003cem\u003eKing Suleiman\u003c\/em\u003e is on the Reserved List, meaning it will not be reprinted in its original form.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762011828269,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/King_Suleiman_Original_Art_front_a_white.jpg?v=1775126507"},{"product_id":"bottle-of-suleiman","title":"Bottle of Suleiman (Original Art)","description":"\u003cp\u003e\u003cem\u003eBottle of Suleiman\u003c\/em\u003e is a four-mana artifact, originally printed in \u003cem\u003eArabian Nights\u003c\/em\u003e (1993), inspired by Middle Eastern folklore. The design references the legendary tale of Suleiman and the captured Djinn – releasing a spirit from a magic bottle with unpredictable consequences. Mechanically, it’s one of the earliest “coin flip” cards, embodying the risk-reward theme that became a small but beloved part of Magic’s identity. “{1}, Sacrifice Bottle of Suleiman: Flip a coin. If you win the flip, create a 5\/5 colorless Djinn artifact creature token with flying. If you lose the flip, \u003cem\u003eBottle of Suleiman\u003c\/em\u003e deals 5 damage to you”. Players gamble one mana and the artifact itself for a 50% chance at a massive 5\/5 flying creature or 5 damage to the face. This flavor-first, high-variance design captures early Magic’s wild experimental tone, where chance and storytelling mattered as much as balance. In cEDH\/Commander it occasionally appears in coin-flip or chaos-themed decks, especially under commanders like \u003cem\u003eZndrsplt\u003c\/em\u003e, \u003cem\u003eEye of Wisdom\u003c\/em\u003e and \u003cem\u003eOkaun, Eye of Chaos\u003c\/em\u003e, which reward winning coin flips. In Old School (93\/94) Magic, it’s a “fun-of” inclusion in decks running \u003cem\u003eDisenchant\u003c\/em\u003e, \u003cem\u003eSwords to Plowshares\u003c\/em\u003e, and other early white or artifact-centric cards. It’s used for flavor and as a nostalgia piece, not for competitiveness. This card is not on the Reserved List.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762012188717,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Bottle_of_Suleiman_Original_Art_front_a_white.jpg?v=1775126512"},{"product_id":"jihad","title":"Jihad (Original Art)","description":"\u003cp\u003e\u003cem\u003eJihad\u003c\/em\u003e is a relic of early Magic design¬¬ – a triple-white enchantment from \u003cem\u003eArabian Nights\u003c\/em\u003e (1993) that grants a powerful but conditional boost to white creatures. It reflects the set’s Middle Eastern mythological inspiration and mechanical exploration of color-based effects. The card grants a massive bonus (+2\/+1) to white creatures, but that power is conditional– tied to a chosen opponent and color. If that opponent no longer controls a nontoken permanent of that color, the enchantment is sacrificed. Thematically, it evokes religious zeal or a “holy war”, which at the time fit the game’s storytelling approach but has since been recognized as culturally inappropriate. As one of the earliest “team buff” enchantments, it’s iconic in design history. Players experimenting in early Magic or Old School formats have used it in a few archetypes. In Old School (93\/94), Jihad could be found in White Weenie Aggro decks. These decks ran a lot of small, efficient white creatures (e.g. \u003cem\u003eSavannah Lions, White Knight, Serra Angel\u003c\/em\u003e). \u003cem\u003eJihad\u003c\/em\u003e turned a board of 2\/1s and 2\/2s into overwhelming threats. In June 2020, Wizards of the Coast removed Jihad from all formats (including Vintage, Legacy, Commander, etc.) due to the use of culturally offensive imagery and naming. \u003cem\u003eJihad\u003c\/em\u003e is on the Reserved List,it will never be reprinted.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762012254253,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Jihad_Original_Art_front_a_white.jpg?v=1774996669"},{"product_id":"island-fish-jasconius","title":"Island Fish Jasconius (Original Art)","description":"\u003cp\u003e\u003cem\u003eIsland Fish Jasconius\u003c\/em\u003e is one of the most iconic creatures from \u003cem\u003eArabian Nights\u003c\/em\u003e (1993)¬–¬ a massive blue creature inspired by medieval bestiaries and Middle Eastern folklore, where Jasconius was a whale so large, sailors mistook it for an island. Mechanically, it represents a blue sea monster before Magic had refined that creature archetype. It has a huge body for its time (6\/8) but comes with three drawbacks. It doesn’t untap during your untap step, it can’t attack unless the opponent controls an Island, and you must sacrifice \u003cem\u003eIsland Fish Jasconius\u003c\/em\u003e when you control no Islands. At the beginning of your upkeep you may pay three blue mana to untap it. The design captures early Magic’s theme of “power with a price” ¬– stylish, mechanically clunky, but very memorable. From a competitive perspective, it’s too expensive, slow, and restrictive. Some early blue casual decks used it as a fun finisher, but cards like \u003cem\u003eMahamoti Djinn\u003c\/em\u003e were a more common choice. It occasionally appears in Old School (93\/94) and Commander (EDH) themed or flavor decks. From a collector’s and casual player’s perspective, it will always remain a gem of Magic history. \u003cem\u003eIsland Fish Jasconius\u003c\/em\u003e is not on the Reserved List.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762012516397,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Island_Fish_Jasconius_Original_Art_front_a_white.jpg?v=1775126520"},{"product_id":"unstable-mutation","title":"Unstable Mutation (Original Art)","description":"\u003cp\u003e\u003cem\u003eUnstable Mutation\u003c\/em\u003e is a one-mana blue Enchant creature (Enchantment-Aura) first printed in \u003cem\u003eArabian Nights\u003c\/em\u003e (1993). It gives the enchanted creature +3\/+3, but at the beginning of its controller’s upkeep, you must put a -1\/-1 counter on that creature. It reflects the era’s experimental and flavorful mechanics. The concept is simple yet clever: a temporary surge of unnatural growth that fades over time. It’s one of the earliest examples of a “temporary buff with decay” – giving a creature a massive short-term power boost, but at a long-term cost. Mechanically, it’s very blue in flavor, a magical transformation that eventually becomes unstable and collapses. \u003cem\u003eUnstable Mutation\u003c\/em\u003e has an incredible rate for just one mana, since a +3\/+3 boost is one of the best early combat buffs ever printed, even if temporary. It creates a huge tempo advantage in aggressive decks, pushing through enough early damage to win before it fades. There also exists a great synergy with bounce effects like \u003cem\u003eBoomerang\u003c\/em\u003e to reset the aura or the creature. In Magic’s earliest competitive scene (1994-1996), this was a core card in “Blue Weenie” decks, often paired with cards like \u003cem\u003eFlying Men, Serendib Efreet\u003c\/em\u003e, and \u003cem\u003ePsionic Blast\u003c\/em\u003e. In Old School (93\/94), it remains a very popular card in Mono Blue Aggro decks. This deck uses cheap evasive creatures like \u003cem\u003eFlying Men\u003c\/em\u003e and \u003cem\u003eSerendib Efreet\u003c\/em\u003e in combination with \u003cem\u003eUnstable Mutation\u003c\/em\u003e to deliver quick, high-damage swings. The classic combo would be T1 Island play \u003cem\u003eFlying Men\u003c\/em\u003e, into T2 \u003cem\u003eUnstable Mutation\u003c\/em\u003e swing for four. In the \u003cem\u003ePauper\u003c\/em\u003e format it’s still being played in Mono Blue Aggro and Infect decks. \u003cem\u003eUnstable Mutation\u003c\/em\u003e is not on the Reserved List, it has been reprinted a few times (\u003cem\u003eTime Spiral, Ultimate Masters\u003c\/em\u003e).\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762012614701,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Unstable_Mutation_Original_Art_front_a_white.jpg?v=1775126524"},{"product_id":"nafs-asp","title":"Nafs Asp (Original Art)","description":"\u003cp\u003e\u003cem\u003eNafs Asp\u003c\/em\u003e is a one-mana green 1\/1 Snake creature from \u003cem\u003eArabian Nights\u003c\/em\u003e (1993). Whenever it deals damage to a player, that player loses 1 life at the beginning of their next draw step unless they pay 1 before that draw step. \u003cem\u003eNafs Asp\u003c\/em\u003e is one of Magic’s earliest examples of a “venom effect” ¬– a creature whose damage lingers beyond combat. The design was innovative for 1993, it introduced delayed punishment mechanics, forcing opponents to make resource-based choices after taking damage. It fits green’s early identity as a color of natural predators and small, efficient creatures. \u003cem\u003eNafs Asp\u003c\/em\u003e was an efficient one-drop in early Magic, since 1-mana 1\/1’s with an upside were uncommon. Its mana taxing effect can punish slow or mana-tight decks, forcing them to choose between developing their board or paying to prevent damage. In the early 90’s, it was a neat, flavorful inclusion in aggressive green decks, though it was never truly competitive. In Old School (93\/94) it can still be seen in Mono-Green Aggro decks, often used alongside cards like \u003cem\u003eArgothian Pixies, Aspect of Wolf, Erhnam Djinn\u003c\/em\u003e, and \u003cem\u003eGiant Growth\u003c\/em\u003e. \u003cem\u003eNafs Asp\u003c\/em\u003e is not on the Reserved List.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762012811309,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Nafs_Asp_Original_Art_front_a_white.jpg?v=1775126528"},{"product_id":"flying-carpet","title":"Flying Carpet (Original Art)","description":"\u003cp\u003e\u003cem\u003eFlying Carpet\u003c\/em\u003e is a four-mana artifact that can give a creature flying until end of turn by paying 2 colorless mana and tapping it. It is one of the most iconic and flavorful artifacts from \u003cem\u003eArabian Nights\u003c\/em\u003e (1993), drawing directly from the mythic imagery of Middle Eastern folklore. The idea of granting flight through a mystical carpet was simple yet evocative ¬– perfectly fitting for Magic’s first expansion set, which leaned heavily into narrative fantasy flavor. \u003cem\u003eFlying Carpet\u003c\/em\u003e demonstrates early Magic’s experimentation with granting abilities via artifacts. Unlike modern Equipment or Auras, early artifacts were often activated effects that supported any creature, reflecting a magical item rather than a permanent enchantment. In Old School (93\/94), it’s occasionally used in artifact-heavy decks to give ground-based threats like \u003cem\u003eJuggernaut\u003c\/em\u003e or \u003cem\u003eErhnam Djinn\u003c\/em\u003e a way to close out games. It’s played mostly for its old-school style and nostalgic feeling rather than power. Still, \u003cem\u003eFlying Carpet\u003c\/em\u003e remains an iconic part of Magic’s early design philosophy – a reminder that even a humble artifact can carry the spirit of adventure, flavor, and creativity that defined the \u003cem\u003eArabian Nights\u003c\/em\u003e set. \u003cem\u003eFlying Carpet\u003c\/em\u003e is not on the Reserved List.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762012975149,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Flying_Carpet_Original_Art_front_a_white_155ec2d6-3fd7-4e1e-bd91-d3055778f5a7.jpg?v=1775130675"},{"product_id":"jandors-saddlebags","title":"Jandor's Saddlebags (Original Art)","description":"\u003cp\u003eThis piece is the only painted image of \u003cem\u003eJandor's Saddlebags\u003c\/em\u003e in existence by artist Dameon Willich\u003cem\u003e. \u003c\/em\u003eDameon does not offer repaints or painted card alters. He strictly offers basic black and white sharpie sketches \u003cem\u003eONLY. \u003c\/em\u003eFeaturing a combination of airbrush, and traditional brush techniques\u003cem\u003e, Jandor’s Saddlebags\u003c\/em\u003e is a two-mana artifact that can untap a creature by paying three colorless mana and tapping it. It’s one of the most memorable artifacts from \u003cem\u003eArabian Nights\u003c\/em\u003e (1993), embodying the early era of Magic where cards combined flavor, utility, and imagination rather than pure power. The name and concept evoke the image of a mystical traveler’s gear – a saddlebag that lets your exhausted allies regain their strength. Mechanically, it’s one of Magic’s earliest “untap” effects, showcasing a design space that would later inspire cards like \u003cem\u003eStaff of Domination\u003c\/em\u003e and \u003cem\u003eMagewright’s Stone\u003c\/em\u003e. At a time when creatures tapped to attack or use activated abilities, \u003cem\u003eJandor’s Saddlebags\u003c\/em\u003e offered a creative and flexible way to get extra value out of them. It can untap any creature, not just your own. This card also has some combo potential, as it can enable extra activations of tap abilites (e.g. \u003cem\u003eProdigal Sorcerer, Icy Manipulator\u003c\/em\u003e). In early Type 1 (1993-1995), \u003cem\u003eJandor’s Saddlebags\u003c\/em\u003e saw some experimental use, usually alongside \u003cem\u003eRoyal Assassin\u003c\/em\u003e or \u003cem\u003eIcy Manipulator\u003c\/em\u003e. In Old School (93\/94), it’s sometimes seen in Artifact Control \/ Combo decks as a utility engine in \u003cem\u003eMishra’s Workshop\u003c\/em\u003e decks. In cEDH\/Commander, it occasionally shows up in untap combo decks that exploit repeatable tap abilities (e.g. \u003cem\u003eDerevi,Empyrial Tactician and Urza, Lord High Artificer\u003c\/em\u003e). \u003cem\u003eJandor’s Saddlebags\u003c\/em\u003e is not on the Reserved List.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762013171757,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Jandors_Saddlebags_Original_Art_front_a_white.jpg?v=1775126536"},{"product_id":"cyclone","title":"Cyclone (Original Art)","description":"\u003cp\u003e\u003cem\u003eCyclone\u003c\/em\u003e is a four-mana green enchantment from \u003cem\u003eArabian Nights\u003c\/em\u003e (1993), that deals damage equal to the number of wind counters on it to each creature and each player. At the beginning of your upkeep, you put a wind counter on \u003cem\u003eCyclone\u003c\/em\u003e, then sacrifice it unless you pay (G) for each wind counter on it. \u003cem\u003eCyclone\u003c\/em\u003e predates “cumulative upkeep” and is effectively one of the earliest prototypes of that mechanic. It is a foundational design experiment that shows early Magic’s love of symmetry, encouraging long-term planning over tempo. \u003cem\u003eCyclone\u003c\/em\u003e is a repeatable board control card, that keeps escalating if left unchecked. It’s notable because green has very few cards that damages players directly or deals mass damage to creatures. While it has never been a competitive card, \u003cem\u003eCyclone\u003c\/em\u003e still sees occasional play in Old School 93\/94 and \u003cem\u003eArabian Nights\u003c\/em\u003e or early-Magic themed decks. It also has some niche play in Commander (EDH), where it can be found in green control or attrition decks, enchantress builds, or certain life-gain strategies – mostly played with commanders like \u003cem\u003eKamahl, Fist of Krosa, Strong, the Brutish Thespian\u003c\/em\u003e and \u003cem\u003eBello, Bard of the Brambles\u003c\/em\u003e. It functions as a symmetrical threat that pressures the entire table, and creates inevitability if unanswered. \u003cem\u003eCyclone\u003c\/em\u003e is not on the Reserved List.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762013302829,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Cyclone_Original_Art_front_a_white.jpg?v=1775126541"},{"product_id":"candelabra-of-tawnos","title":"Candelabra of Tawnos (Original Art)","description":"\u003cp\u003e\u003cem\u003eCandelabra of Tawnos\u003c\/em\u003e is one of the earliest combo-enabling artifacts ever printed. It was designed by Magic’s early R\u0026amp;D team as part of the \u003cem\u003eAntiquities\u003c\/em\u003e (1994) expansion, themed around the \u003cem\u003eBrother’s War\u003c\/em\u003e and the artificer \u003cem\u003eTawnos, Apprentice to Urza\u003c\/em\u003e. The card embodies the idea of amplifying power through technology – a small artifact that turns limited resources (lands) into massive mana potential. Its design is deceptively simple but endlessly abusable, which has made it both a collectible treasure and a legendary combo piece for nearly three decades. \u003cem\u003eCandelabra of Tawnos\u003c\/em\u003e is primarily a Legacy combo card, most famously used in \u003cem\u003eHigh Tide\u003c\/em\u003e decks. This card was played together with other core cards like \u003cem\u003eHigh Tide, Time Spiral, Blue Sun’s Zenith\u003c\/em\u003e, and \u003cem\u003eBrain Freeze\u003c\/em\u003e. The gameplan was to cast \u003cem\u003eHigh Tide\u003c\/em\u003e to make all Islands tap for an extra blue mana, then use \u003cem\u003eCandelabra of Tawnos\u003c\/em\u003e to untap all those Islands, so you could generate exponential blue mana. This was followed up by refilling your hand with \u003cem\u003eTime Spiral\u003c\/em\u003e and keep drawing cards and chaining spells until you could cast \u003cem\u003eBlue Sun’s Zenith\u003c\/em\u003e for lethal or \u003cem\u003eBrain Freeze\u003c\/em\u003e your opponent’s deck. This one-mana artifact was the engine behind all of this, also allowing multiple \u003cem\u003eHigh Tide’s \u003c\/em\u003eto stack, creating some absurd mana loops. In recent years, it’s mostly seen in big mana ramp strategies, like \u003cem\u003eCloudpost\u003c\/em\u003e “12-Post” and \u003cem\u003eMystic Forge\u003c\/em\u003e decks in Legacy. These decks abuse the combo of \u003cem\u003ePlanar Nexus\u003c\/em\u003e and \u003cem\u003eUrza’s Tower\u003c\/em\u003e to power out fast, big threats like \u003cem\u003eThe One Ring\u003c\/em\u003e and \u003cem\u003eKarn, the Great Creator\u003c\/em\u003e. This card is on the Reserved List.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762013466669,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Candelabra_of_Tawnos_Original_Art_front_a_white.jpg?v=1775126545"},{"product_id":"hurkyls-recall","title":"Hurkyl's Recall (Original Art)","description":"\u003cp\u003e\u003cem\u003eHurkyl’s Recall\u003c\/em\u003e is a two-mana blue instant, first printed in \u003cem\u003eAntiquities\u003c\/em\u003e (1994), that returns all artifacts target player owns to their hand. It’s one of the most iconic blue spells in Magic’s history, known both as a combo enabler and a devastating sideboard card. Its a very flexible card, that can reset an entire board of artifacts, either defensively (to survive) or offensively (to reuse your artifacts). In recent competitive play, \u003cem\u003eHurkyl’s Recall \u003c\/em\u003ehas had the most notable presence in Modern. It’s primary role functions as an anti-artifact sideboard card versus decks like \u003cem\u003eAffinity\u003c\/em\u003e and \u003cem\u003eHardened Scales\u003c\/em\u003e. This card can cause for some instant-speed blowouts during combat or end step, bouncing almost their entire board. In Vintage, \u003cem\u003eHurkyl’s Recall\u003c\/em\u003e remains a true classic as one of the format’s oldest and most important spells. Since Vintage is defined by artifact mana, \u003cem\u003eHurkyl’s Recall\u003c\/em\u003e can completely reset an opponent’s mana base, often at instant speed before a lethal turn. Blue combo decks (like \u003cem\u003eParadoxical Outcome\u003c\/em\u003e or \u003cem\u003eStorm\u003c\/em\u003e) use it both defensively to survive, and as a ritual-like bounce engine for their own artifacts. Most control decks (e.g. \u003cem\u003eGifts Control, Esper Lurrus, Dimir Control\u003c\/em\u003e) use this card as anti-MUD (\u003cem\u003eWorkshop\u003c\/em\u003e) tech from the sideboard. \u003cem\u003eHurkyl’s Recall\u003c\/em\u003e is not on the Reserved List.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762013532205,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Hurkyls_Recall_Original_Art_front_a_white.jpg?v=1775126551"},{"product_id":"urzas-mitre","title":"Urza's Mitre (Original Art)","description":"\u003cp\u003e\u003cem\u003eUrza’s Miter\u003c\/em\u003e comes from \u003cem\u003eAntiquities\u003c\/em\u003e (1994), Magic’s first fully themed expansion, centered around artifacts and the war between Urza and Mishra. The “miter” is a ceremonial headpiece symbolizing Urza’s wisdom and power, and the card’s effect reflects that – gaining knowledge (card draw) when his creations fall in battle. It was Magic’s experiment with artifact recursion and card advantage. Drawing cards when artifacts died was unusual at the time, especially since \u003cem\u003eAntiquities\u003c\/em\u003e had so many artifacts that were meant to be destroyed or self-sacrificing (e.g. \u003cem\u003eFeldon’s Cane, Su-Chi\u003c\/em\u003e). \u003cem\u003eUrza’s Miter\u003c\/em\u003e is a slow, conditional draw engine – paying three mana each time an artifact dies is quite a big cost, but in 1994, any repeatable source of card advantage was noteworthy. While it’s never really been a competitive card, it has an important historical value. It’s part of \u003cem\u003eAntiquities\u003c\/em\u003e “Urza’s” artifact suite, which included \u003cem\u003eUrza’s Tower, Urza’s Power Plant, Urza’s Mine, Urza’s Chalice\u003c\/em\u003e, and others. It reflects early Magic’s fascination with artifacts as storytelling devices. In Old School (93\/94), \u003cem\u003eUrza’s Miter\u003c\/em\u003e is sometimes included in casual artifact control decks or \u003cem\u003eUrza’s Tower\u003c\/em\u003e “Big Artifact” builds – playing card like \u003cem\u003eMishra’s Factory, Su-Chi, Juggernaut\u003c\/em\u003e and \u003cem\u003eTriskelion\u003c\/em\u003e. This card is on the Reserved List.\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762013564973,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Urzas_Mitre_Original_Art_front_a_white.jpg?v=1775126557"},{"product_id":"tawnos-weaponry","title":"Tawnos Weaponry (Original Art)","description":"\u003cp\u003e\u003cem\u003eTawnos’s Weaponry\u003c\/em\u003e is a two-mana artifact, first printed in \u003cem\u003eAntiquities\u003c\/em\u003e (1994). By paying two colorless mana and tapping it, target creature gets +1\/+1 for as long as \u003cem\u003eTawnos's Weaponry\u003c\/em\u003e remains tapped. You may choose not to untap \u003cem\u003eTawnos's Weaponry\u003c\/em\u003e during your untap step. \u003cem\u003eTawnos, the apprentice of Urza\u003c\/em\u003e, was a master artificer – practical and inventive rather than power-hungry. \u003cem\u003eTawnos’s Weaponry\u003c\/em\u003e captures his style perfectly: a device that boosts others rather than dominating on its own. It reflects Magic’s experimentation with “continuous effect” artifacts, where you could keep something tapped to maintain an effect. This same concept appears in cards like \u003cem\u003eHowling Mine, Winter Orb\u003c\/em\u003e, and \u003cem\u003eMeekstone\u003c\/em\u003e – the idea that an artifact’s “state” (tapped or untapped) determines its function. Thematically, it represents Tawnos’s craftsmanship – weapons that empower others, but which must remain in use (tapped) to be effective. It’s a repeatable but expensive creature pump effect. In 1994-1995, casual players sometimes used it as a reusable “buff” tool for big creatures. Before Equipment existed, this was one of the few ways to permanently boost creatures through artifacts. \u003cem\u003eTawnos’s Weaponry\u003c\/em\u003e is not on the Reserved List\u003c\/p\u003e","brand":"artwhirled","offers":[{"title":"Default Title","offer_id":44762013597741,"sku":null,"price":0.01,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0721\/8000\/6957\/files\/Tawnos_Weaponry_Original_Art_front_a_white.jpg?v=1774999611"}],"url":"https:\/\/artwhirled.com\/collections\/artists.oembed?page=17","provider":"Art Whirled","version":"1.0","type":"link"}