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Author Topic:   Tedman's Tales, July 9: Ted's Prophecy Picks (Part 2)
*Tedman*
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posted July 09, 2000 07:09 PM   Click Here to See the Profile for *Tedman* Click Here to Email *Tedman* Send a private message to *Tedman* Click to send *Tedman* an Instant Message Edit/Delete Message Reply With Quote 
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.

__________________
Reality is merely an illusion created by alcoholic deficiency.

My refs: classic.magictraders.com/reflists/*Tedman*.html

ICQ me @ 75688897

MOTL Deck Help/Construction Moderator

 
Eron the Relentless
Member
posted July 09, 2000 08:48 PM   Click Here to See the Profile for Eron the Relentless Click Here to Email Eron the Relentless Send a private message to Eron the Relentless Click to send Eron the Relentless an Instant Message Edit/Delete Message Reply With Quote 
You forgot to mention Vitalizing Wind for green!!! And what about Dual Nature?? These are some of the best cards to come around in a while (for type 1 at least). There are sooo many combo poosiblities with the dual and as for the wind?... well... all you have to do is read the text to realize the pure power that the card holds. A casting cost of 8G in green is nothing if you put your mind to it. Talk about stompy... this is KING stompy!
Good review though... there are too many people who overlook cards because they don't stand out at first.
As Crovax said in Nemesis- "Things are going to change around here."
 
Fooath
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posted July 09, 2000 11:23 PM   Click Here to See the Profile for Fooath Click Here to Email Fooath Send a private message to Fooath Click to send Fooath an Instant Message Edit/Delete Message Reply With Quote 
Yes, but type 1 is pretty much dead. And the casting cost is alright. But wait till Saga is gone. No more precious little priests.
 
Squee, Goblin King
Member
posted July 10, 2000 09:06 AM   Click Here to See the Profile for Squee, Goblin King Click Here to Email Squee, Goblin King Send a private message to Squee, Goblin King Click to send Squee, Goblin King an Instant Message Edit/Delete Message Reply With Quote 
you know everyone over looks the fact that rhystic cave can act like a port in MBC.
i used them in my MBC deck this weekend and it acted like a port more often then not.
yes it is hard to use it during their upkeep but not if you have rebels on the board.

you just have to think about it.

 
taz
Member
posted July 16, 2000 01:16 PM   Click Here to See the Profile for taz Click Here to Email taz Send a private message to taz Click to send taz an Instant MessageVisit taz's Homepage  Edit/Delete Message Reply With Quote 
Foath! Type 1 ISNīT DEAD!

here itīs almost impossible to find anyone who plays t2 anymore because thereīs only a few working tourny-viable decks in t2 (ponza, plenish, stompy, bargain, you see where Iīm heading...)

sorry for being a bit out of the topic though..

great summary tedman!
Iīd really like to know if this is something that you intend to do with every set!
Itīs really great!

__________________
best regards
/Fredrik Forssen
(roger.forssen@telia.com)

 
muder'arunen
Member
posted July 16, 2000 03:10 PM   Click Here to See the Profile for muder'arunen Click Here to Email muder'arunen Send a private message to muder'arunen Click to send muder'arunen an Instant Message Edit/Delete Message Reply With Quote 
T1 isn't dead!!!

That is the only thing we play here and for the next few towns over. Hardly anyone play T2 because it is so predictable.

Anyways, Great article Ted, and keep the reviews going.

__________________
You're just jealous all the little voices are talking to me!

 
Fooath
Member
posted July 16, 2000 03:28 PM   Click Here to See the Profile for Fooath Click Here to Email Fooath Send a private message to Fooath Click to send Fooath an Instant Message Edit/Delete Message Reply With Quote 
Alright, let me rephrase that. Any tournaments that actually matter are t2. As in, any DCI sanctioned tournaments are generally type 2, and all the larger tournaments are type 2.
 
*Tedman*
Member
posted July 16, 2000 07:45 PM   Click Here to See the Profile for *Tedman* Click Here to Email *Tedman* Send a private message to *Tedman* Click to send *Tedman* an Instant Message Edit/Delete Message Reply With Quote 
Thanks guys. God knows Trademark gives me enough negative feedback...

I hope to do this with every set.

 

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