Prophecy (Magic: The Gathering)
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Prophecy | ||
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Release date | June 5, 2000 | |
Mechanics | Rhystic spells | |
Size | 143 cards | |
Expansion code | PCY | |
Development codename | Dionysus
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Sets in Masques block | ||
Mercadian Masques | Nemesis | Prophecy |
Magic: The Gathering Chronology |
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Starter 2000 | Prophecy | Invasion |
Prophecy is a Magic: The Gathering expansion set. It was the third set of the Masques block, and when released, was one of the least popular sets ever among tournament players. Though many casual players liked it because of the enormous Avatar and Winds cycle, both of which had a big effect at a big cost, it had relatively little impact on Type 2 (standard).
Contents |
[edit] Mechanics
The main theme and mechanic of the set was lands; specifically, whether lands were untapped or not. Similarly, the Rhystic cards gave the player an advantage if no other players paid a certain amount of mana. Prophecy introduced no keyword mechanics.
[edit] Storyline
Keld has declared war on Jamuraa in order to reclaim 'hero's blood', known also as tufa, which is a type of fossil fuel to run great machines. The city-states of Jamuraa form the Kipamu League and then repulse the invaders.
It should be noted the war bears a striking similarity to the Peloponnesian War between the Athenian Empire and the Peloponnesian League.
[edit] Notable Cards
- Avatar of Woe -- The most successful of the Avatar cycle, the Avatar of Woe is a perpetual favorite in casual play circles.
- Chimeric Idol -- A potential 3/3 artifact creature for 3 mana, the activation cost of tapping all your lands could be worked around by using them first.
- Mageta the Lion-- A one man Wrath of God that could also successfully beatdown on opponents. It has been used on and off in various competitive formats and remains a casual favorite.
- Rhystic Cave -- Said to be the weakest mana-producing land ever, almost completely useless as a mana fixer and even more so in multiplayer formats.
- Spiketail Hatchling -- A small but efficient flying creature, that forces opponents to keep an extra mana open for their important spells.