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Prophecy: Green Analysis

Submitted by: Matt on July 19, 2000

Well Prophecy is out, and all the hype is about the Avatars and the Winds. But what about all the other great cards in this set? I feel that green got a great boost from this set.

Dual Nature is an okay card that basically clones all creatures that come into play after it is set down. Whenever it leaves play, all tokens are destroyed. This card doesn't do that much, since it just doubles everyone's forces, leaving the game with the same ratios. Sorry if that sounds a little weird.

Jolrael is a great card! for 2G and 2 cards from your hand, you can turn all your lands into 3/3's until end of turn. I've done 108 damage to someone just with my lands, courtesy of Jolrael. Combine this with a Vitalizing Wind, and your opponent is really screwed. (I've done it with 2 Winds!!)

Another fantastic green Prophecy card is Squirrel Wrangler. He's a 2/2 that gives you two 1/1 squirrerls for 1G and sac a land. once you have a million squirrels, you can pay 1G, sac a land, and give them all +1/+! until end of turn! And you don't have to tap him to do either!

Now, we come to the two most famous green cards from this set, Vitalizing Wind, and Avatar of Might. Vitalizing Wind cost a whopping 8G to give all your creatures +7/+7 until end of turn. A great finishing card. Team two of those puppy's up with a Rushwood Elemental, and your opponent has a slight dilema. Avatar of Might is always great for Vitalizing Wind. Avatar of Might is an 8/8 trampler that costs 6GG, as if you didn't know that. Eight mana for a 8/8 trample is a great deal in my mind.

That's it on my views of this article.


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