Judebert's Magic: the Thanksgiving Pictures

Judebert's Seal of Approval

You're probably here to check out the newest (bogus) expansion set for Magic: the Gathering. I consider it a mini-expansion in the Unglued series (ignore the black borders), called Magic: the Thanksgiving. Below you'll find pictures I made with Dante's Magic Card Maker, a program especially designed for this purpose.

Maybe I'll write my own version that can import Wizard spoiler lists or something. Dante's Card Maker could use some improvement, but as his Web site has been shut down, I can't imagine how I'd tell him.

Anyway, here are the cards, in .jpg format. Explanatory text is provided where interesting, humorous, or necessary.


Magic: the Thanksgiving introduces two new races to MtG: Indians and Pilgrims. Duh. Due to their interaction with nature, Indians are green; the religious connection means Pilgrims are white. The two races interact in much the same way that the original races did, according to American mythology. This includes stupid stereotypes, included here for humor, so don't get too affended. If you are affended, don't use Magic: the Thanksgiving. (Redirect complaints to /dev/null.) Interesting things can happen when the two get together; see Pocahontas and Captain John Smith.

Colorless spells also debut with this mini-expansion. Like artifacts, they don't require any particular color of mana to cast and use. This is in keeping with the secular nature of Thanksgiving.

Here are the cards:

Indian Scout: 1/1 for 1G, tap to look at opponent's hand The Indians follow the Green trend of cheap creatures, often with abilities.
Indian Brave: 2/2 for 1G, can block flyers This guy was originally costed at 4G! I know he can block flyers, what with the bow and arrow, but it's out of proportion with his abilities and the Indian Warrior. It must have been a misprint; I made it 1G. I hope the original creator doesn't mind.
Indian Warrior: 3/3 for 2G, can block flyers Big green fattie.
Indian Chief: 2/4 for 4GG, can block shadows, gives +1/+1 to all Indians Mystic powers let the Indian Chief work in the Spirit World, thus allowing him to block shadow creatures. Perhaps his type should include Lord. I've also thought that making the Chief block flyers, and cast for a bit less, would be a good idea. Then we could add an Indian Shaman, say 0/4, that can block shadows.
Roanoke Indians: 2/2 for 3G, can remove one creature from the game You may remember the Colony at Roanoke. Here's a MtG representation.
Pocahontas: 1/4 for 2G, can create tokens We couldn't resist adding Pocahontas. Of course she's an Indian. Since Captain John smith is Blue and White, of course their children are a mix.

Really, the potential for humorous flavor text was just too great.

Pilgrim: 1/1 for W Pilgrims are white, of course. As pacifists, their power can't be too great. Instead they work with other interactions and artifacts. The simple Pilgrim is a typical white weenie.
Pilgrim Soldier: 2/2 for 1W What are pacifists doing with soldiers, anyway?
Pilgrim Missionary: 1/1 for 2WW, takes control of any blocking or blocked creature You don't run from religious persecution and forget to bring along the holy men. Since the Pilgrim Missionary's effect happens at the end of combat, two Pilgrim Missionaries would kill each other off. Of course, control would switch first, since the triggered effect would go on the stack after combat damage.
Captain John Smith: 1/1 for 2WU Yup, he's only 1/1. I think he should be bigger than his kids, but hey, I didn't design the cards. Update: My bad. He's 4/4; it says so on the creators' cheat sheet. I don't know what could have happened. His interaction with Pocahontas is legendary, even if neither of them are.

He also makes the introduction to Blue a bit easier. The Pilgrims came over on the Mayflower (suspiciously absent from this expansion), begging a connection to the water and Blue. We provided it.

Columbus: 4/4 for 5U The one, the only, the legendary... Columbus! Able to take other creatures off on his voyage of folly!

What's his connection to the Pilgrims? Shh! This is role playing, not history!
Niña: 4/4 Wall for 3UU, lots of abilities Naturally Columbus brought along his ships. Being a big 'ol galleon, Ni�a can only be reached by other ships/swimmers and flying creatures. Remember, this is an Unglued-style expansion, so interpret for best effect. We considered IslandHome, but decided to go with the role playing aspect instead of the rules aspect.

Of course, as a big 'ol galleon, it can't directly hurt anybody... but it can shoot at anybody it sees. And when it finally goes down, there are lifeboats to save the crew.

The lifeboats were the biggest pain in the deck. We tried to use token creatures that turned into enchantments, which you would have to pay for, but the text turned out to be prohibitive. Our compromise is letting you take any lifeboat you can find, anywhere in the game, and put it into play.
Pinta: 4/5 for 3UU The Pinta is the Ni�a's big sister. It's different in only its power/toughness.
Santa Maria: 6/6 for 4UU The Santa Maria is the flagship. Since it's so much bigger, it costs more. Of course, its attack is still negligible.
Leaky Lifeboat: 1/1 for 1U, can enchant an indian for +2/+1 and let it block flyers Originally, this was just a Lifeboat. We imagined the Pilgrims coming ashore, abandoning their boats, and giving the the Indians muskets. The enchantment effect is the same as "Gift of Muskets," which you'll see later. Since the Pilgrims have to hand over their muskets, the effect requires W to work.
Wooden Lifeboat: 1/1 for 1U When we changed the Lifeboat creature token text in the Ni�a, Pinta, and Santa Maria, we realized that a deck with only four Lifeboats wouldn't have enough lifeboats for all three ships. So we made two different kinds of lifeboats. Giving +2/+1 to an Indian could be useful, so maybe there's a reason to have more than four Lifeboats in your deck.

Cannon: 1/1 for 4 Of course, every ship has its heavy artillery. We figure that cannon, on their own, aren't all that tough. But when you shoot them, they're pretty devastating. Block a creature, then shoot it down. It'll have to be pretty tough to withstand that, so maybe your cannon will survive. This could be a good defense in the regular game, too, with all those monstrous flying dragons running around.
Fort: 0/3 Wall for 4W, with extra abilities The Pilgrims, as pacifists, would be happy with a Fort for defense. That's why Fort pumps their defense, and it must block if it can.

Of course, from a safe haven like a Fort, you can get a lot more use from Cannons. Each Fort lets you untap each Cannon an extra time, but only during your opponent's turn. That makes the Cannon / Fort an excellent blocking combination, but leaves it without devastating power on offense.

Smallpox: White instant direct damage for 2W Of course, besides the defenses they constructed, the Pilgrims also had some natural defenses. Like disease. Ping away!
Crop Failure: instant green weakness for 2G But the cards weren't all stacked for the Pilgrims. Natural defenses indeed.
Hard Winter: green creature removal for 2GG Nature can be hard on everybody. Gotta be careful when you call down those higher powers, though.
Indian Assistance: green specific damage prevention for 1GG Lucky the natives were friendly. The Indians knew all the tricks. Note that the wording allows you to play this as protection, or to put it on the stack before Hard Winter resolves. Either way, you get off easy.

In real games, this doesn't even qualify for sidebaords. Remember, all for fun!
Gift of Steel: +1/+1 white creature enchantment for 1W Maybe the natives were friendly for a reason. Gotta love technology.
Gift of Muskets: +2/+1 and blocks flying white creature enchantment for 2W No, really, GOTTA love technology. Muskets were a big boon for the Indians, I'm sure. I guess the invaders were friendly, too.
Manhattan Island: white land grab for 2W Or were they? Gotta admit, the Americans got a great deal on this one. Say, I've got a bridge near there I'm selling, cheap...
Religious Persecution: white weird effect for 1W So maybe that's why they were fleeing. Note that this enchantment's effect is continuous; it doesn't prevent you from playing Pilgrims, but they go immediately out of play. Anything that triggers on a card coming into play or successfully resolving will still trigger.
Faith of My Fathers: copy of Disenchant Then you eliminate Religious Persecution and your army comes out of hiding. (An army of pacifists?)

Okay, it's Disenchant. We decided to add this, since it fits so well with the theme, but we recommend not playing with Disenchant if you play with Faith of My Fathers.

Voyage of Discovery: colorless mana acceleration for 3 The colorless spell is Magic: the Thanksgiving's main contribution to MtG. Voyage of Discovery is a prime example.
Lying Historian: colorless graveyard recursion for 4 Lying Historian is another example. It started off bringing the creature back with all its counters and enchantments, but that turned out to be a huge break in the MtG rules. It destroyed the fabric of the space-time continuum and sent us hurtling through a tertiary subspace manifold... uh... sorry, wrong CCG.
Fountain of Youth: free life-giving artifact The Fountain of Youth appears here by virtue of its fit with theme. Somewhat. Actually, we couldn't resist the tie to early explorers (through Columbus) and the funny flavor text. Besides the flavor text and missing art, it is otherwise unchanged.

National Holiday: colorless stasis for 3 We couldn't let the theme pass without an actual Thanksgiving, now could we? The effect of this colorless Instant is about the same as the American secular holiday.
Thanksgiving Feast: white combat prevention for 1W And it wouldn't be Thanksgiving without the feast, would it? We judge this to be the Pilgrim's contribution to Thanksgiving.
Thanksgiving Turkey: 1/1 flying for G; can become the Thanksgiving Feast And there couldn't be a feast without a Turkey! Must be a pretty big turkey to be 1/1. Of course, just sacrifice it like a Pilgrim to get an instant Thanksgiving Feast. We figure the Indians must have provided the bird.

New World Island: an Island Yes, it's an Island, in theme. Think of "New World" as an attribute, like "snow-covered." A New World Island is a basic Island.
New World Forest: a Forest Same for the New World Forest.
New World Plains: a Plains And the New World Plains. We'll come up with something to do with the New World part later.


There it is; Magic: the Thanksgiving. If you have any comments, ideas, art, or whatever, let me know through my Feedback Form or my e-mail. I'll even take criticism, but only the constructive kind. I delete flames.

We all hope you have fun with this expansion! We sure did.


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