Sage of Ancient Lore

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Werewolf of Ancient Hunger  Flip

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Heirloom Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Casual Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Rare

Combos Browse all

Related Questions

Sage of Ancient Lore

Creature — Human Werewolf Shaman

Sage of Ancient Lore's power and toughness are each equal to the number of cards in your hand.

When Sage of Ancient Lore enters the battlefield, draw a card.

At the beginning of each upkeep, if no spells were cast last turn, transform Sage of Ancient Lore.

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Sage of Ancient Lore Discussion

venomhydra on Tishana Swarm

3 days ago

You might want to try Sage of Ancient Lore  Flip. It is another payoff for having a ton of cards in hand, and if its flipped, its even better.

vhpiasson on RG Casual Werewolves

3 weeks ago

Me and my girlfriend made a standard werewolf deck for her on Standard (now cycling out of it), so most I can give you are ideas.

I like Howlpack Resurgence over Full Moon's Rise since it has flash and you can pass turn without casting anything to transform your werewolves - you do lose the protection regenerate provides, though. Village Messenger is pretty agressive and is a pain to block when it flips. I don't like Sage of Ancient Lore  Flip, and I think you could run some Scorned Villager  Flip for some mana-ramps. I think Lambholt Pacifist is pretty strong by itself, but we did run 4 copies of the enchantment I mentioned and also 3 copies of Neglected Heirloom  Flip - this weapon is nasty when it flips since it also gives first strike. Kessig Forgemaster  Flip is also a pain to deal with since her damage text triggers before First Strike. Some other werewolves we used too are Hermit of the Natterknolls  Flip for draw and Breakneck Rider  Flip for another trample source. I also liked Pack Guardian because of the Flash text so you can pass turn without doing anything to transform other werewolves and dump unwanted lands to make wolf tokens. There's also some new Ixalan cards you could consider, such as Shaper's Sanctuary.

Whew that was a lot of cards, anyway, if you want more consistency, you should probably run fewer 4's and more 3's (i'd suggest around twelve 3 cmc cards), and maybe one more land (your average CMC is 2.76, I usually go 2X lands where X is the average CMC pointed out by tappedout, so in your case 22 or 23). I see you also run only 5 targeted removals (not considering the werewolves flip). I try to run between 8 to 12 removals so I can deal consistently with my opponent's board. You could just run 4 each (bolt and hunt) and maybe sideboard some more. Naturalize is a good one to sideboard and deal with non-creatures.

I'm not a pro, just play casual FNMs and casual games with friends, but that's how I try to build decks. I hope it helps.

Funkydiscogod on G/R No lands for you! (Budget Deck)

1 month ago

Here's an idea: since the opponent will be low on land, it's likely they won't cast any spells, and if they do, it's unlikely they'll cast two or more. So, I present you with this idea: werewolves.

Werewolves as a tribe are undercosted for their effects, when they transform, and I think blowing up their lands will make sure they transform.

Lambholt Elder  Flip for fueling more destruction.Daybreak Ranger  Flip for repeatable removal (especially of opponents' Birds of Paradise or Beast Tokens). Sage of Ancient Lore  Flip, because the opponent's hand is likely crammed full of cards they don't have the land to cast.

Toodz111 on DRAW

4 months ago

Love this deck.

Maybe Sage of Ancient Lore?

bushido_man96 on Kruphix, God of Card Draw

4 months ago

I've added Jushi Apprentice and Sage of Ancient Lore to the deck, and taken out Sylvan Yeti and an Island to make room. I've also switched out Ghirapur Orrery for Font of Mythos. I have acquired a Genesis Hydra, as well, but am not sure what to switch out for him yet. I was leery to taking out the one island, but the deck runs a decent curve, and with all the draw, I think it will be ok.

If anyone has any thoughts on switches for the Genesis Hydra, please let me know. I'll play it some more, too, and see if anything is lackluster.

bushido_man96 on Kruphix, God of Card Draw

4 months ago

SpaghettiToastBook, thanks for the suggestions! I just saw Psychosis Crawler the other day, and thought it would make for a great wincon, but the deck is somewhat group-hug, so I'll think on it a bit. I do like Sage of Ancient Lore  Flip, and I think it might replace Sylvan Yeti. Jushi Apprentice looks like it will find a place, too.

Thanks for the suggestions, and the +1!

SpaghettiToastBook on Kruphix, God of Card Draw

4 months ago

Sunbringer's Touch seems good here.

More creatures: Sage of Ancient Lore  Flip, Realm Seekers, Psychosis Crawler.

Jushi Apprentice is pretty synergistic.

If you think you'll have the mana, Enter the Infinite is useful in conjunction with Laboratory Maniac.

LeaPlath on Beyond Reach

5 months ago

So big stuff and ramp.

Aeon Chronicler, Maro, Masumaro, First to Live, Multani, Maro-Sorcerer, Sage of Ancient Lore  Flip, Soramaro, First to Dream, Sturmgeist, all get huge from hand size.

Descendant of Soramaro is a fun effect. Kefnet the Mindful helps top up hand. Jushi Apprentice can have some political elements. Meishin, the Mind Cage has some nice political aspects to it. The Great Aurora can be a win con if you are ahead hand size wise. Alhammarret's Archive pulls you ahead hard. Venser's Journal keeps your life topped up.

I would go for 36 lands. 8 pieces of ramp, mana rocks etc.

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