                  === The ELF's Guide to the Forests ===
                        Supplement 4 : Antiquities
                           v.1.0, August 2 1994

"Good day, Traveller!" the ELF greets you from the centre of the grove.
"You have arrived in time and at the right place to learn more of the
ancient lore of the forests. And ancient indeed is the lore which I will
impart to you..."

A shadow passes over the ELF's face, as he remembers echoes of an ancient
evil. "The War of the Brothers brought little good to the forests. Argoth
was destroyed, our kindred broken and slain. Many of the survivors became
mad, and never again has Argoth's splendour been recaptured. We lost much,
Traveller.

"The remaining lore of Argoth is warped by that time. They struggled
mightily against the despoilers, but were at last broken. But some
remained to teach what they once learned..."

                          ---------------------

The forest of Argoth was one of the great havens of long ago for the
forest magi. Many folk inhabited its borders, and lived in peace. When the
brothers fought, most were destroyed, leaving only the smallest and
largest alive.

The Argothian Pixies (c4), our brothers and sisters of the Faerie-kin,
were among the lucky survivors. Small and quick, they were able to dodge
the greater war-machines and be alive at war's end. The Pixies may still
be found today, and will give allegiance to you. They are small and quick,
fast coming to your call, and surprisingly well versed in the arts of battle.
(2/1, 'protection from artifact'-like ability). Best used in combat
against artificers, they are vulnerable to mundane creatures, although
they can slay creatures larger than themselves.
    * A good creature to use, as are cheap and do a fair amount of damage.
    * Also immune to damage from artifacts, which is an essential ability
      against some magi. They also cannot be blocked by artifacts - doing
      much damage quickly against an artificer.
    * Regardless of what you might expect, they don't fly. Useful,
      nonetheless.

The Argothian Treefolk (c4), a less aggressive people, tried to survive by
turning their efforts to defense and preservation. Calling upon their
Mother, they were only partially successful. As with the sturdy Treefolk
of Ironroot, they are hard to kill and a potent defender, but they also
developed a means of resisting the artificiers machines. Unfortunately,
they were unable to save the forests, as they fell around them. The lament
of the Treefolk of Argoth can still be remembered:
	"Haunting Cries we hear in our dreams
	 As the forest dies, a death from machines."
    * An extremely useful defender, like the Ironroot Treefolk. As they
      are also immune to Artifact Damage, are perfect against such devices
      as the Juggernaut (which they will slay), and the Colossus of Sardia.
    * Expensive to summon, but well worth the price. You won't need to
      have many in your deck - unless facing a born-again artificer.

Not all the lesser artificers were of such great tyranny as Mishra and
Urza. Many, upon seeing the destruction wrought by their machines, turned
away from the barren path of the artificer and sought Argoth for healing.
To them, the spirits of Argoth granted the spell Crumble (c4), a spell
still known today, one of only two such legacies of the passing of Argoth.
This spell granted life to those who repented of their works, and destroyed
them.
    Unfortunately the spirits had wrought too well, and the spell when cast
upon the machines of the enemy, gave the enemy artificers life from the
destruction of their machines. As no force could stop the destruction of
the artifacts from the power of this spell, the artificers only redoubled
their assault on Argoth. Little good eventually came out of this spell.
    * This spell is the only one yet known which BURIES an artifact.
      As such, it is of great aid against a Living Wall, a Clay Statue
      or similar artifacts.
    * The life-giving effects of this spell can aid a mage in dire peril,
      but will more often work against him as he seeks to destroy his
      opponent's artifacts. This is a spell which one should include
      only if you have no other artifact-bane, or know you are likely to
      face regenerating artifact creatures.
    * Great against Moxen though. Also a cheap spell - the cheapest
      artifact destroyer yet.

The forests of Argoth were tended by the order of Citanul Druids (u3).
This noble order lost most during the war, linked as they were to the
life-force of the trees. The survivors of the war were driven mad by the
death of their protectorate, and sought to destroy all those who used
artifacts.
    The Druids, attuned to the ley lines of the earth, are driven more
and more berserk as they feel their opponents creating artifacts. They are
a potent ally to the forest mage who faces an artificier. Not all of that
ancient order are dead, some still survive and can be summoned by those
with the knowledge.
    * The Citanul Druids are fairly cheap to cast, and begin the combat
      weak. Useful only in games in which your opponent is casting artifacts.
    * Useless if summoned in the later stages of the game, as few new
      artifacts will be summoned then. However, good allies if summoned
      early against an artificer.

Towards the end of the war, the Forest of Argoth finally developed some
defenses against the Artificers - though too late. First among these was
the Powerleech (u3), an enchantment which would give its controller life as
his opponent used his artifacts. Unfortunately, the damage done by the Dragon
Engines and War Machines was much greater than the life gained by the
Powerleech, so eventually it was of little use and was lost.
    * Powerleech is the broadest defense of Green against artifacts, as
      will give its caster life whenever his opponent uses an artifact,
      whether attacking or activating for some other purpose.
    * Should not be an expensive spell for the Green Mage (GG). Very useful
      in most decks, as few magi work totally without artifacts - and
      gaining life as your opponent taps his Sol Ring is very useful.

The forest-witch Titania used her Song of Power in the final battles of
the war, hoping that it would aid the beleagured forces of Argoth.
Although it stripped the artificers normal artifacts of their cursed
abilities, she was horrified when the artifacts she had sought to strip of
all power, instead rose up and attacked the forest itself. Titania's Song
(u3) is her only legacy - all else was destroyed with her.
    * Great against Moxen, as they will be destroyed by this spell.
      However, Titania's Song can often work against the caster, as the
      opponent's artifacts can do more damage as creatures than as
      artifacts. Use with great care.
    * Probably best used as an offensive spell, as will turn your
      Aladdin's Lamp into a 10/10 creature of destruction.

During the final battle of Argoth, after Titania's gamble had lost, and
her broken body lost in a pyre of trees, Gaia's Avenger (u1) was born of the
Mother's fury. Causing great havoc, it plunged among the war machines and
broke and destroyed most of the attacking force. However, the Forests of
Argoth were annihilated during this war. Eventually even the Avenger's
strength waned - its fury spent - and was destroyed by a lone Dragon
Engine, the only survivor of the vast army which had set forth against
Argoth. The artificers never truly recovered from this defeat, but Argoth
had been destroyed.
    * A fantastic creature. Fairly cheap to summon (GG1), extremely potent
      against artificers (*+1/*+1, *=# of artifacts controlled by opponent),
      but VERY, VERY hard to find.
    * If you fear artifacts, use this creature. However, it is very hard
      to find, and most magi value it highly.

                          ---------------------

The ELF sighs as he remembers the last of the Forest of Argoth. "That," he
says to you, "was the legacy of the destruction of Argoth. And for such we
still hound those who would become artificers today."

The ELF vanishes from the glade, but his whispered voice can still be heard:

"Do not forget, Traveller. Do not forgive."
            
============================================================================
"The ELF's Guide to the Forests" is a document intended as an aid to new
and old players of Magic: The Gathering. It is written by The ELF, a.k.a.
Merric Blackman, who is very interested in people's opinions of the work,
and whether he should continue to revise and expand upon his examination
of the forests. He is quite happy to have people copy and use this document,
as long as his name is always attached to it. :-)
