Prophecy White Sideboard Staff This has to be my favorite time of the Magic year. The month of June means many things to the competitive Magic player. It means that National Championships are upon us, with new champions supplanting old ones, it means that the greatest tournament of them all, World Championships, is right around the corner, and for a limited-obsessed player like yours truly, it means that the final installment of any given block is being released. For me, limited is an always-intriguing puzzle we try to solve despite having no absolute solution. This approach may be the single greatest difference between the competitive player and the hobbyist. The competitive player derives their enjoyment from the quest for information, a quest that is only fulfilled through hard earned victory. This said, when exploring a draft environment using three boosters from a standalone set like Mercadian Masques, or two boosters from that set plus one from its first expansion, one can't help but feel, well, limited in that the card pool is missing key elements and the fact of the matter is, one or two new creature abilities does not create enough variety to truly challenge the competitive player. It is for that reason that I believe draft to be at its finest at this time of year. With the addition of the Prophecy pack to the Masques block limited environment, just like the Pro Tour calendar, we reach a sense of completion. Finally, the missing pieces of the puzzle are at our disposal, and now we merely have to figure out where they fit. Here then is the first in my series of articles taking a preliminary look at the singles in Prophecy and how they rate in limited play. Keep in mind that I, like you, only got my first glances on Pre-release weekend, and these are therefore only my first impressions. I hope you find this helpful. WHITE Despite having a number of powerful Prophecy cards, White may be weakened more than any color by this set. It isn't so much what is included in Prophecy's White as what is missing: Rebel searchers. Where in straight Masques or Masques/Masques/Nemesis draft, the number of high quality Rebel searchers and Rebels was abundant, now we are provided a pack whose contribution to the Rebel engine is weak at best. This said, White does come with what are likely Prophecy's best common and an abundance of disgustingly powerful rares, so not all is lost. Where synergy has died, brute strength has awakened, so don't go dumping the rebel strategy, just understand that you aren't too likely to see the 15 Rebel draft deck anymore. The Cards Abolish - Yet another variation on an old favorite, Disenchant, Abolish is the third white card in Masques block designed to destroy artifacts or enchantments. While the Alternate casting cost is an interesting aspect to the card, the only time you'll really find yourself thinking about using it is in targeting insta-enchantments like Tiger Claws or Cho Manno's Blessing, and as you'll likely only play one or two Disenchant-style cards, you may want to save them for better targets. That said, if you miss out on the more mana efficient Disenchants or Seal of Cleansings, there's definitely no shame in playing this card. 6.5/10 Aura Fracture - With less versatility but more lasting power than Abolish, Aura Fracture will be one of the most side boarded cards in the format. Devastating against some decks, you'll find yourself thinking it useless against others, so I don't recommend it as a main deck card. 5/10 Avatar of Hope - In reading another analyst's opinion of this card, I was shocked to see it described as unplayable in limited. While yes, the Avatar is one of the costlier cards in the set, it can single handedly win games no other card in the set could. At 4/9, the Avatar is virtually unkillable against any color combination that doesn't include black, and with Prophecy's black having very little in terms of creature kill, it's pretty difficult to remove regardless. Additionally, while the Avatar's condition is one you'll rarely want to meet, if you're getting close to three life, you can always take the prerogative and mana burn yourself into range. A dominant card once it hits play, if the aforementioned analyst passes me an Avatar of Hope, I'll be more than happy to play it. 8.5/10 Blessed Wind - Where the Avatar is worth its obviously high casting cost, the Wind is not. Don't be fooled by the card's prestige, it sometimes will be asking you to pay nine mana for a life gain effect that could net you less then the generally unplayable Rejuvenation Chamber. 2/10 Celestial Convergence - While I admittedly haven't tried it, the Convergence seems unplayable. Not only can your opponent make it backfire on you, they have seven turns to do so. If you're playing for fun, give it a try, if you're playing to win, leave it in the sideboard. 2/10 Diving Griffin - Now this is a great card. Paying 1WW for a 2/2 flyer is more than reasonable, but the fact that this thing doesn't tap to attack takes it from reasonable to damn good. Evasion is always strong in limited play, and an evasion creature who can keep hitting your opponent while staying back as a potential blocker equates to a somewhat weak first pick caliber card. Excellent with Cho Manno's Blessing. 8/10 Entangler - Unfortunately, Entangler looks a little stronger than it is. While the possibility of blocking multiple creatures is a nice one, the simple fact is that four mana is a lot to pay for any creature enchantment that doesn't have the word 'Embrace' in its name, as you're generally asking for card disadvantage much of the time. This said, Entangler combines very well with a number of cards, like Cho Manno, Inviolability, Deathgazer and regenerators, so it isn't entirely unplayable. 4/10 Excise - White targeted kill. Cheap white targeted kill. Sounds great right? Not so. Excise, which looks great upon initial appraisal, is a card that is very limited in its uses. Waterfront Bouncer dominating your side of the table? Too bad. Do they have as many lands in play as you? Too bad. While Excise is excellent against cards like Fen Stalker and Keldon Berserkers that force your opponent to tap out for maximum efficiency, that's about as far as its uses go. A marginal main deck card, I prefer it as a sideboard against aggressive decks. 6/10 Flowering Field - OK, the obvious first comparison here is to Alabaster Wall. Flowering Field is not as good. It doesn't provide the 0/4 body to block opposing creatures, as an enchantment, it provides your opponent with an opportunity for card advantage and you'll often need the land on which it rests for mana production purposes early in the game. That said, the Field doesn't suffer from summoning sickness, can't be targeted by creature kill and costs an amazingly efficient 2 mana. Making it a solid addition to any deck. 6.5/10 Glittering Lion - If this card was a Rebel, it would be great, but it isn't. As a result, what you have is a 2/2 for 2W, whose ability can be removed at any time in which your opponent is annoyed by it. If you need filler for your deck, this guy will do, but you should be hoping to do better. 5.5/10 Glittering Lynx - Don't play this card in limited. It doesn't do enough damage, its special ability costs too little to remove for it to be effective and Gray Ogres breeze on through without worry because of its miniscule power level. 3/10 Jeweled Spirit - Oh man. You can't be serious. White may have lost a step as a whole in Prophecy, but that doesn't mean it's without its powerhouses. This card, in a word, is insane, being as close to unkillable as a creature can get while serving your opponent a course of damage that should eventually win you the game. If you are playing white, there is no common or uncommon in Prophecy that you should be taking over this game winner. 10/10 Mageta, the Lion - Like a highly promoted film, we heard months in advance of the fabled Wrath of God Spellshaper that would be included in Prophecy, and Mageta lives up to its billing. A 3/3 fatty for 5, Mageta will almost always be the only creature on the table, unless board advantage is yours. One of the top 5 limited cards in the set, the final sentence in my Jeweled Spirit appraisal goes for the Lion as well. 10/10 Mageta's Boon - In initial Net drafts, I think this may be the most underrated card in the set. Acting as a counter for kill like Maggot Therapy, Vicious Hunger, Thunderclap, Lunge, Rhystic Lightning et al, the Boon can also be used to boost up a flier's power or save a creature from a mid-combat collision. Made strong by its instant-speed castablity, the boon will most often be used to create a super blocker who can hold the fort while your evasion creatures go in for the kill. 7.5/10 Mercenary Informer - One of the most interesting cards in the set, the Informer is just better than its Black Counterpart in that its power of 2 makes it a more viable card against Green, Red and Blue. That said, if you have a number of searchers, you can start either in a main deck, as they will often provide free bodies if nothing else. 6/10 Mine Bearer - Comparable in strength to Excise, I prefer the Bearer in that your opponent has to deal with it as opposed to your having to deal with your opponent's mana. The Bearer is strongest when used to double block a fatty for a kill and then sacrificed. While you don't want too many main deck, sideboard all you have against Green. You won't regret it. 6.5/10 Mirror Strike - This card is going to inspire the telling of two kinds of stories: the 'I won this game I shouldn't have won but he Invigorated his Gahr' variety and the 'It was worse than Sizzle' variety. While yes, in very specific situations, this card can be a game winner, it seems like those situations will be too few and far between, so I'd recommend it for a sideboard slot. Give me a few weeks to try it out, however, and this may change. 4/10 Reveille Squad - God I love this card. At 3/3 for 4 mana, one would expect that if it were to have a special ability, it would be a minor one, but this isn't minor. Not only can you attack with your Avatars while holding down the fort, but also your pro-red or pro-black guys are now available for combat on your turn and theirs. Add to this the fact that with a Ramosian Commander, Captain, Skymarshall or Defiant Vanguard you can search for this beast, and you have an extraordinary creature. 8/10 Rhystic Circle - An interesting card, generally speaking I think it unplayable, but it may be side boardable against red or black decks with Prophecy creatures or Green decks with Mungha Wurm. 2.5/10 Rhystic Shield - Another sideboard card with limited applications, the Shield, while a neat trick, doesn't do enough to always find itself useful. If you're going to win as long as their Volcanic Winds is nullified and you don't have a Ramosian Rally, sideboard it in, otherwise I wouldn't bother. 3/10 Samite Sanctuary - Perhaps as a sideboard card against Cowardice? Otherwise, I think it helps your opponent too much. 1/10 Sheltering Prayers - Purely a constructed card. 1/10 Shield Dancer - The power of this card depends on two things: the color of your opponent's deck and the number of rebel searchers you have. If your opponent is green, the Dancer is insane, especially if they forget about Trample. If your opponent is playing black with kill and evasion, you almost have to think about boarding it out (almost). The best thing about this card is that it's ability allows for instant use after searching for it, so for seven mana with a Ramosian Lieutenant or Defiant Falcon, you can kill an attacking creature of your choice. Also don't forget it also deals its own damage to the creature as well, so a creature whose power is one less than its toughness will still die. 8/10 Soul Charmer - A Grey Ogre with an unexciting ability, the fact this is a Rebel makes it playable. 6/10 Sword Dancer - Before the Pre-release, spoilers were saying that this card cost three mana, rendering it mostly unplayable. Its lower casting cost, however, makes it so that the Ramosian Sergeant can fetch it. With its ability requiring a hefty mana deposit to activate, it doesn't come into play as often as one would like, but it can help solidify a defense long enough for your flyers to get through for the win. 5.5/10 Trenching Steed - A very solid creature, this card wreaks havoc with red decks. Easy to cast and occasionally summoned through rebel searching, the Steed locks up the ground with no mana required, and is terribly hard to kill. A solid creature in any white deck, it's better than Pious Warrior, its casting cost counterpart. 6.5/10 Troubled Healer - And here we come to the best common for limited play in Prophecy. Most comparable to Sanctum Custodian, where the Custodian was limited by the necessity to tap and its only being activated once every two turns (yours and theirs), the Healer is a beast that forces larger creatures to stay back as attacking would be futile. Originally dubbed 'the Zuran Orb guy', the Healer does more than that, protecting your creatures while extending your life. Word from the Wise to the wise: careful when leaning on this card against black decks, as it prevents damage and cards like Highway Robber can get around that. 9/10