Tedman's Tales, July 9:Ted's Prophecy Picks (Part 2)
Well, I'm still not back in the groove of regular writing, seeing as I'm going to be away on and off this summer. Don't expect many articles from me this summer. But in the meantime, Tedman's Tales will continue from my last regular installment; Prophecy Picks, Part 1. Here is Part 2. Today, Red, Green, Artifacts and Land.
Barbed Field
RR2, Enchant Land, Uncommon
Enchanted land gains ": This land deals 1 damage to target creature or player."
Illus. Carl Critchlow (83/143)
Now most people may think that it's a bit costly, but remember the damage isn't Red- it's the land that's doing the damage and not the Enchant Land. A good way to deal with 1/1s.
Citadel of Pain
R2, Enchantment, Uncommon
At the end of each player's turn, Citadel of Pain does X damage to that player. X equals
the number of untapped lands that player controls.
Illus. Darrell Riche (86/143)
Already, people are making decks around this and Chimeric Idol. The combo is quite obvious. I think this card is good without the Idol. With SO many ways of tapping your lands, this card's effect can easily swing in your favor.
Keldon Firebombers
RR3, Creature - Soldier 3/3, Rare
When Keldon Firebombers comes into play, each player sacrifices lands until that player
has only 3 left.
Illus. Randy Gallegos (94/143)
The new Wildfire. Not only does it devastate your opponent's mana base, but it leaves you with a fattie. And with 3 lands, your opponent will have a hard time dealing with it.
Latulla, Keldon Overseer
RR3, Creature - Spellshaper Legend 3/3, Rare
XR, , Discard 2 cards from hand: Latulla, Keldon Overseer deals X damage to target
creature or player.
Illus. Brom (95/143)
Pure power. A reusable Blaze is never good for your opponent. And at 3/3, she's nothing to sneeze at in combat. And remember that you can use her ability as an instant (and at end of turn).
Lesser Gargadon
RR2, Creature - Beast 6/4, Uncommon
When Lesser Gargadon attacks or blocks, sacrifice a land.
Illus. Rob Alexander (97/143)
This guy is FAT!!! And relatively cheap, too. For 4 mana, you get a 6/4 with a small drawback. You should be eaily able to get around the mere cost of saccing a land whenever he enters combat.
Rhystic Lightning
R2, Instant, Common
Rhystic Lightning does 4 damage to target creature or player, unless that creature's
controller or that player pays 2. If he does so, Rhystic Lightning does 2 damage to that
creature or player instead.
Illus. Roger Raupp (99/143)
This card will single-handedly resurrect Red burn in Type 2. Now people will have to think twice before tapping out. Theyh will have to weigh everything they do. Is what they're going to do worth the risk? Rhystic Lightning is one of the best cards in the set.
Darba
G3, Creature - Beast 5/4, Uncommon
At the beginning of your upkeep, unless you pay GG, sacrifice Darba.
Illus. Heather Hudson (111/143)
Darba is awesome! It's drawback is so insignificant, since you paid G3 to play it. It should see play in MBC Green decks, at least.
Living Terrain
GG2, Enchant Land, Uncommon
Enchanted land is a 5/6 green Treefolk creature that's still a land.
Illus. Andrew Goldhawk (117/143)
4 mana for a 5/6 is bad any way you slice it! And the cool thing is, it's still a land after you cast the Terrain, meaning if you need mana, you can still use this. Plus a 6 toughness never hurts. Think about this: same cost as a Juzam, kills Juzam in combat. Uncommon.
Mungha Wurm
GG2, Creature - Wurm 6/5, Rare
During your untap phase, you can only untap 1 land.
Illus. Greg Staples (119/143)
Green just gets so much fat in Prophecy! And most of it's half decent. This card is great, because it's cheap, like the above two cards, fat, like the above two cards, and has a mana-restricting drawback like Darba. The thing is, 1 land shouldn't restrict Green at all, due to BoPs, Llanowars, etc. Goes great with Rising Waters.
Silt Crawler
G2, Creature - Beast 3/3, Common
Tap all your lands when Silt Crawler comes into play.
(123/143)
This is good because you'll normally be tapping out to play it anyways. 3 for 3/3 is always good.
Vintara Snapper
GG, Creature - Turtle 2/2, Uncommon
As long as you don't control untapped lands, Vintara Snapper cannot be the target of
spells or abilities.
Illus. Joel Biske (132/143)
2 mana for a 2/2 is good any way, and with an additional positive ability makes this a great addition to MBC Stompy.
Wild Might
G1, Instant, Common
Target creature gets +1/+1 until end of turn. Unless any player pays 2, that creature gets
an additional +4/+4 until end of turn.
Illus. Carl Critchlow (134/143)
Another reason why people shouldn't be so hasty to tap out. Almost as good as Rhystic Lightning, this is an excellent addition to Stompy, MBC or Type 2.
Chimeric Idol
3, Artifact, Uncommon
0: Tap all lands you control. Chimeric Idol becomes a 3/3 artifact creature until end of
turn.
Illus. Mark Tedin (136/143)
Wow! This is definitely one of the best cards in Prophecy. And it isn't necessarily a combo card. It's great on it's own. 3 mana for a 3/3 when you want it is great! And it combos with pretty much any card in Prophecy! A good way to tap your lands without taking mana-burn.
Rhystic Cave
Land, Uncommon
T: Unless any player pays 1, add 1 mana of any color to your mana pool.
Illus. Rob Alexander (142/143)
One of the two lands in Prophecy, and the better of the two lands in Prophecy. Following on the Tap-Out theme of Prophecy, this land is good. Either you get 1 mana of any color, or they go one step closer to tapping out, which I find can be quite an advantage with cards like Rhystic Lightning and Wild Might in the set.
Well, that's what I think. And remember- it's ONLY what I think. Don't take it as gospel truth.
Well, that's it for now. I'll get around to another article sooner or later. In the meantime, this is Tedman, signing off.
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