Home

Reviews


Mercadian Masques
Nemesis

Newest Set

Magic Talk
Magic Talk
Tons of articles about Magic and it's sets. Aspects, features, and opinions are all there.

Tutorials


Tutorial Index
An extensive fully detailed tutorial on Magic. Organized by subject.

Deck Building 101
Step-by-step guide as to how to build a killer deck


Links


E-mail Me


Join AllAdvantage.com
Get Paid to Surf the Net!!


Find Software:
Downloads
FTP Search
Our Privacy Vow
Please visit our affiliates


Search the Web:

Please visit our affiliates


Prophecy Best Cards
Which Prophecy card is the best?

Alexi, Zephyr Mage
Greel, Mind Raker
Latulla, Keldon Overseer
Mageta, the Lion
Mirror Strike
Rethink
Thresher Beast
Vitalizing Wind
Other


Current Results


Prophecy

Well, Prophecy is out and there's going to be some changes. Some new mechanics are introduced and I have to say, they are pretty new. Wizard of the Coast have been giving us some copycat stuff since Mercadian Masques but this set changes everything. Read the review on the bottom for the details.

Rating

As you all might know, some of the most popular aspects of Prophecy are the Avatars. These guys are huge creatures that cost a whole lot to cast (about 8 mana) but if out, these guys will possibly annialate you. Another added bonus it that these Avatars, under the right conditions will cost 6 less to play. Which means it only cost 2 MANA to play these huge killing machines. Of course these conditions aren't that easy to meet. The one on the left is the Avatar of Might. It cost 8 mana but it's a 8/8. In order to cast it for 2 mana, your opponent has to have FOUR more creatures than you. That's pretty hard to accomplish becasue green is known for it's creature overloaded decks. It's most likely that you'll have more creatures than him. These conditions may be hard to meet but if you could, they guys will be killers.

Another thing that catches people's eye are the legendary Spellshapers. Normally Spellshapers copy normal spells but these guys copy the most powerful spells of each color. The cost are high though. You have to pay a little mana and discard 2 cards in order for the effect to take place. But with what these babies can do, you might think it's worth it. The one on the right is Latulla, Keldon Overseer. She does X damage to target creature or player. We haven't seen a spell this powerful since Fireball. And red need this card too. Since Fireball and Disintegrate are removed from Standard, players have to resort to low spells such as Shock. Now with the revival of spells like these, each color now has it reinforcements. Black has a Mind Twist like spell, where your opponent discard X cards, and so forth. I think people are going to like these legends.

This mechanic is the newest thing in Magic, Rhystic spells. You get your money's worth for the affects they do, unless of course if your opponent pays a little mana to stop you. The one on the left, Rhystic Tutor, allows you to search your library for one card and put it into your hand, for just THREE MANA!! Quite a bargain if you ask me. But of course there is a drawback, you opponent just have to pay 2 to avoid this affect. If your opponent is all tapped out, then this card is great but if he just has 2 mana (which I predict he does), this whole affect is lost. If it works, it's great but other wise I find these cards too unreliable. To counter this affect is too easy, most Rhystic spells only takes 1 or 2 mana to stop it. I don't think many of these will make it to the tournament.

Last but not least, there are the Winds. Many of you may not have heard of it but these cards are pretty powerful late in the game. The only drawback is that they cost a huge amount to play (mostly 9 mana) but their affects are enormous. Take the Plague Wind for example. You can destroy all creatures you don't control. Is that an advantage or what? With all your opponent's creatures gone you can have an onslaught with your creatures. Let's not forget this is late in the game so you could have about 5 or so creatures. Of course due to it's high casting cost (nine mana man, how the hell are you going to pay that?) it's very inconsistent. When was the last time you had nine lands out on the table. Even with dark Ritual you still need 7 or so lands! Let's not forget that the other color don't have Dark Rituals.

Well that's about all I can say about the new set. It does have a lot of originality to it but most of the spells are too inconsistent. The Winds cost too much and the Rhystic spells can be easily avioded. I have to give Wizard of the Coast credit for making the game more interesting. Some people will use the Rhystic spells and they might find a way to use it. Overall ,counting the originality, I give this set a

C+

There aren't a lot good cards in this set (there's a LOT more good cards in Mercadian Masques and Nemesis than in Prophecy). For more details on Prophecy, read some of the articles in Magic Talk. I've already written some articles already.

Best of the Best Cards

Well there aren't a lot of very powerful cards in this set but there are some solid ones. Most are very interesting and will provide some thinking for players to use. Green is in first place with FIVE cards. Black and white are tied for second place with 4 cards in each. Blue is in third place with 3 cards each. Next comes red with only one card and unfortunately artifact doesn't have any that made it to the list. As usual if there are any cards that you feel should be added or taken off, just e-mail me along with the reason.

Artifacts

No cards in this section whatsoever. Sad isn't it?


Black

1.Despoil

SORCERY-COMMON-3: Destroy target land. That lands controller loses 2 life.

When has land destruction turn into black's focus? Not only that but your opponent has to lose 2 life too!! What a deal! If you break it down, that means it cost 2 mana to destroy a land and 2 to deal 2 damage. What a deal!!

2.Greel, Mind Raker

CREATURE SPELLSHAPER LEGEND-RARE-3:
XDiscard 2 cards from your hand: Target player discards X cards at random from his or her hand. 3/3

Can you say the return of Mind Twist? Sure you discard 2 cards but your opponent might have to discard his whole hand!!

3.Rebel Informer

CREATURE-RARE-2: Rebel Informer can't be the target of white spells or abilities.
3: Put target Rebel card at the bottom of its owner's library. 1/2

The worst nightmare of Rebel players. Not only does it has protection from white (so Rebel players can destroy it), it can put a Rebel card on the bottom on the library. Making it very hard for a Rebel player to win with this out.

4.Steal Strength

INSTANT-COMMON-1: Target creature gets +1/+1 until end of turn. Another target creature gets -1/-1 until end of turn.

One of the cheapest affects I have seen. All that for only 2 mana!! Not only that but you could kill one of those small weenies annoying you. But if you can't it's always a good spell to have around as it tips the table to your side in combat.


Blue

1.Alexi, Zephyr Mage

CREATURE SPELLSHAPER LEGEND-RARE-3: X, , Discard 2 cards from your hand: Return X target creatures to their owner's hand. 3/3

A card that returns as many creatures to your opponent's hand as you want! Picture this, you have a mega big creature out such as Masticore or Morphling. You opponent has a little regenerable flying creature out. Seems to be hopeless. Impossible to win. Then out comes the Alexi, Zephyr Mage and you have just won the game. Or you could buy a little time to tip the table over to your side. Either way, it's still good.

2.Alexi's Cloak

ENCHANT CREATURE-COMMON-1: You may play Alexi's Cloak any time you could play an instant. Enchant creature can't be the target of spells or abilities.

Think of all the things you can do if your creature can't be the target of spells or abilities. Got a Masticore out and scared it could be destroyed by Seal of Doom, etc? Well worry no more becasue with this enchantment out. Your big bad creature will no longer be threaten wil anything!!!!

3.Rethink

INSTANT-COMMON-2: Counter target spell unless target spell's pays x, where X is it's converted mana cost.

Not only is card able to counter your opponent's spell but it's the fact that he has to pay double the cost in order to save it!! Imagine this, your opponent plays an early Masticore early in the game, using up most of his mana. He thinks he has the game wrapped up but BOOM! You hit him with a Rethink and prevents that! Ha ha ha ha haaaaaaa.


Green

1.Darba

CREATURE-UNCOMMON-3: At the beginning of your upkeep, unless you pay , sacrifice Darba. 5/4.

Not only is Darba a 5/4 for 4 mana, it's the fact that it's in GREEN! With green's speed, you could easily bring this out on the 3rd turn. With a 5/4 out, it's likely over for your opponent. Heh heh heh.

2.Living Terrain

ENCHANT LAND-UNCOMMON-2: Enchanted land is a 5/6 green Treefolk creature that's still a land.

I don't care what people say but trees are DANGEROUS! Look at this Treefolk. For 4 mana you could get a 5/6. Is that good or what? What a deal huh?

3.Thresher Beast

CREATURE-COMMON-3: Whenever Thresher Beast becomes blocked, defending player sacrifices a land. 4/4

Land destruction!!! What a creature! Five mana for a 4/4 is pretty okay but add his ability to destroy lands, now we're talking! If you attack, your opponent has 2 choices, take the damage or sacrifice a land. I love this game.

4.Thrive

SORCERY-COMMON-X: Put a +1/+1 counter on each of X target creatures.

Don't you always wish there was a card that pumps up your whole army? Well here it is. Just pay the mana and BOOM! Your whole army goes up a notch.

5.Vitalizing Wind

INSTANT-RARE-8: ALL creatures you control get +7/+7 until end of turn.

Many people are convinced that this is a REALLY REALLY good card. Then they look at the casting cost and rejects it. Let us not forget folks that this card is GREEN! Green doesn't give a damn about the cost, and 9 mana? No big deal. Play this card in a green deck and it'll be a killer.


Red

1.Latulla, Keldon Overseer

CREATURE SPELLSHAPER LEGEND- RARE-3: X, , Discard 2 cards from your hand: Latulla, Keldon overseer deals X damage to target creature or player. 3/3

The revival of X damages has begun! Just what red players have asked for. Since the removal of Fireball, Disintegrate, etc from Standard, players have lost the mega damage spells. The had to resort to small "pinches" such as Shocks, Hammer of Bogardons, etc. But with Latulla, she's going to make a lot of people happy.


White

1.Celestial Convergence

ENCHANTMENT-RARE-2: When Celestial Convergence comes into play put seven omen counters on it. At the beginning of your upkeep, remove a counter from Celestial Convergence. If there are no omen counters on Celestial Convergence, the player with the highest life total wins the game. If 2 or more players are tied for the highest life total, the game is a draw.

We haven't seen one of these in a long time. A card that allows you to win the game if you have the highest life toatl is pretty interesting. I can see it now, a white/greeb deck full of defensive spells and life gainers. I don't expect to see it in the tornaments but that will be a fun deck.

2.Mageta, the Lion

CREATURE-RARE-3: 2, , Discard two cards from your hand: Destroy all creatures in play except for Mageta, the Lion. Those creatures can't be regenrated. 3/3

A Wrath of God in a creature! Not only that but it doesn't self destruct. Which means you could use it over and over again. Plus, add a couple of enchantments on Mageta (boosting it's power and toughness) and you have a big beasty which could be the game ender!

3. Mirror Strike

INSTANT-UNCOMMON-3: Target unblocked creature deals combat damage to its controller instead of you this turn.

I just love a card that shocks your opponent. Just when your opponent think he won the game with his pumped up Morphling or Flowstone Overseer, you bounce it back at him! Hitting him with possibly 7 damage! I just love these unpredictable cards.

4.Reveille Squad

CREATURE-UNCOMMON-2: Whenever you are are attacked, if Reveille Squad is tapped, you may untap all creatures you control. 3/3

This card gives you a huge advantage in combat. Not only can you attack and deal some damage but after that Reveille unatps all the creatures for you so you'll have a line of defense. Great defensive card.


That's the end of the list folks and if there are any cards you feel should be added or taken off, just e-mail me along with the reason.


Hosted by www.Geocities.ws

1