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Legendary Creature — Horror
When you cast this spell, reveal cards from the top of your library until you reveal X creature cards. Put all creature cards revealed this way into your graveyard, then put the rest on the bottom of your library in a random order. Old Stickfingers's power and toughness are each equal to the number of creature cards in your graveyard.
“Self-mill powerhouse that grows huge while stocking your graveyard for reanimation.”
Old Stickfingers is a self-mill engine that fills your graveyard with creatures while growing into a threat. You cast it with a big X value to dump creatures into your yard, making Stickfingers itself huge (since its power and toughness equal the number of creatures there). The deck leans into graveyard synergies—cards that reward you for milling, reanimate threats, or turn the yard into a resource. You're essentially playing midrange with a graveyard twist: mill aggressively early, grow Stickfingers into a evasive beater, then either swing in or pivot to reanimating your best creatures if you need a different plan.
The beauty here is flexibility. You're not just dumping cards aimlessly; every creature that hits the yard fuels Stickfingers's stats while seeding your graveyard for flashback, escape, dredge, or reanimation spells. Cards like Stitcher's Supplier or Satyr Wayfinder help you mill on your own terms, while threats like Vengevine or Murktide can be cast directly from the yard. If the game goes long, you've got a graveyard full of fuel for Living Death or Unearth effects to go wide or tall.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip expensive reanimation like Animate Dead; use budget alternatives like Reclamation Sage, Unearth, and Return of the Wildspeaker. Satyr Wayfinder and Murktide are pricey—Stitcher's Supplier and Troll of Khans work fine.
Inclusion = % of Old Stickfingers decks running this card. +lift = percentage-point boost over the format average.
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