Limited Format Review: Prophecy Black Gary Wise The following is the third in my series appraising the cards in Prophecy for Limited play. I hope you'll find my analysis helpful. Black In a word, the black cards in Prophecy are weak. This is Prophecy's worst color. Gone are the targeted removal spells that made black so strong in other sets. Missing are the efficient flyers that often dealt lethal damage. Where once black stood proudly on its merits, now Prophecy has weakened it, because it lacks rare and common powerhouses. That said, Prophecy's black does offer something in the way of synergy. Continuing the Mercenary chain with a stronger showing than its white cousin, Prophecy's black offers the best 2 casting cost Mercenary in the format, a couple of nice tricks and two of the most lethal rare removal available in the format. In the big picture, Prophecy increases the importance of having a wide berth for Nemesis. When drafting black, if you know the player on your left is going to be playing black, you're going to be in trouble. Do yourself a favor and avoid the color. Cards Agent of Shaku - As mentioned, the best two casting cost mercenary for Limited play rests here. The Agent not only helps trade small creatures for larger ones, but also can do so as a surprise, with another Mercenary allowing you to search for it and activate it before putting combat damage on the stack. Throw in the fact that you can do the same thing in going for the kill, not to mention the incredible damage potential offered by the Agent in conjunction with Fen Stalker and you have a card that should definitely fill a spot in any deck. 8/10 Avatar of Woe - Eight mana is a lot to pay for any card, so if you're going to pay it you'd better get your money's worth. Fortunately, R & D realized that and packed as much power into this card as they could. Not only is it essentially unblockable, not only is it 6/5, but throw in a tap ability that kills any creature, and you have a card that should never be passed in favor of any other black or artifact card in the set. 10/10 Bog Elemental - It seems like every new block provides us with a 'new Ishan,' a large black creature with protection from white. Masques Block's version seems to be the weakest yet. Black's lack of fat creatures definitely makes the Elemental playable, but with it's incredibly steep upkeep cost, it won't stick around as long as you'd like. 7/10 Bog Glider - It amazes me every time I see a player use this card. Not only are you paying three mana for a 1/1 creature whose genus has provided such mana efficient creatures as Molting Harpy, but in addition, where most 3 casting cost Mercenary searchers require a measly two mana to activate, the Glider asks its controller to sacrifice a land in order to fetch the Agent of Shaku you want to sacrifice that land to. If you have a number of the larger searchers like Cateran Kidnappers or Rathi Fiend, playing this could be feasible, but otherwise, I'd generally rather see it on the other side of the table. 5/10 Chilling Apparition - One of the most underrated cards in the set thus far, the Apparition is a great control card in two ways. First, it holds off opposing offenses, stopping hard to block creatures such as Fen Stalker, Snorting Gahr and the like. Second, If you get it out early and clear its path, the Apparition can wreak havoc on an opposing player's hand, removing higher casting cost spells from sight before you have to deal with them. A very solid card. 7.5/10 Coffin Puppets - Now these guys are big. Not only are you provided a 3/3 body, a rarity in black, but also when your opponent finally deals with it, it comes back again... and again. The Puppets are susceptible to Topple and Lightbringer, but aside from that, there aren't many ways to get rid of this pesky little problem. A solid first pick. 8.5/10 Death Charmer - Here we find a strong example of the mediocre turn the Rebel and Mercenary chains take in Prophecy. A Grey Ogre with a limp ability, the Charmer's Mercenary status makes it acceptable if you have searchers who can find it, but even then you shouldn't be too excited about having it in your deck. 6/10 Despoil - While it is conceivable that with two Prophecy common land destruction spells that such a deck is possible, it seems more likely that this card will find itself seeing more use as a sideboard card against Barbed Field, Flowering Field and the like. If you have no other way around Story Circle, you may want to think about this as a possible finisher, as they can't prevent loss of life. 4.5/10 Endbringer's Revel - There are just too many cards out there that allow your opponent to take that much advantage of this uncommon. What do you do when your opponent has a Lightbringer? 3/10 Fen Stalker - Prophecy's best black common, the Stalker hits and hits hard. Against non-black decks, all one has to do is tap out and it can't be blocked, putting your opponent on a very short clock. I've first picked this card without complaining. 8.5/10 Flay - Well, if you're desperate for that 22nd or 23rd card, this is a fine candidate. A great late pick in draft, Flay is a situational card that, cast on turn four, can pay huge dividends, often 'killing' two creatures before they hit play. Not that you absolutely want one in your deck, but you could do worse. 5/10 Greel, Mind Raker - Considered by most to be the runt of the Legendary Spellshaper litter, Greel still has his uses. First, as a 3/3, it provides black with a large body. Second, on occasion, its ability can be extremely useful against an opponent's slow draw. Definitely good enough to be played in any black deck, I'd pick it 3rd-5th. 8/10 Greel's Caress - Most of the time, when I see the Caress being used, it's as a suppressant for an otherwise fierce attacker/blocker. While this serves its purpose, it doesn't do so as well as the Caress' stronger use as a 'Shrink', doing so in situations where your opponent thinks they are trading two evenly sized creatures and instead trades theirs for the enchantment. Excellent against Black, Green or Red, the best thing about this card is you'll get it late. 7/10 Infernal Genesis - This card just isn't designed for Limited play. 2/10 Nakaya Shade - Remember, this creature's pump ability costs TWO mana to negate. I cannot count the number of people who think it is one. As a two drop, the Shade is really strong, offering a lot of synergy with Fen Stalker and posing a midgame threat as Swamps continually hit the table. Eventually, it will trade with something with a higher casting cost than the Shade has. 8/10 Noxious Field -Fen Stalker is only slightly better than Noxious Field, so it is the second best black common. Very underdrafted right now, the Field takes care of all kinds of pests, including Nightwind Glider, as the land that deals the damage is a colorless source. 8.5/10 Outbreak - Mostly a sideboard card against annoying Spellshapers and Nightwind Gliders. You don't want this main deck. 5/10 Pit Raptor - This card is obviously beastly. Yes, four mana is a lot to pay every turn, but 4/3 flying first strikers are a rare breed and worth paying for. Throw in the fact that the casting cost is only 4 and that ocasting costasionally you'll be able to Merc. search it out, and you have an incredibly strong card. 9.5/10 Plague Fiend - Don't play this card in Limited. It just doesn't do enough. 3/10 Plague Wind - An absolutely dominant card, and for nine mana it'd better be. Kai Budde says this is the best Limited card in the set, but I disagree, as I plan on winning by the time I reach nine mana. Still, it is very strong and more than worthy of a first pick. 9/10 Rebel Informer - One of the best White cards in the set. No typo there, the Informer can be searched out a lot easier than its white cousin by the chain it wants to be used with, providing a Haunted Crossroads effect by returning dying Rebels to your deck, allowing your Lieutenants and Falcons to fetch them again. Also handy to have against opposing rebels. 7/10, much higher in white decks. Rhystic Syphon - A solid card, you do want to cast it early on as your opponent often won't be tapping out later on. Becomes a lot better with spellshapers in your deck as it will then have late game uses. 7.5/10 Rhystic Tutor - This card's strength relies on the power of your deck. If you have a bunch of 9 and 10 rated cards, it becomes amazing. If you have a bunch of 8 rated cards, it's mediocre. The unfortunate aspect of the card is that it slows your development, so you'd better make sure you have stuff worth searching for. 7/10 Soul Strings - One of the color's consistently playable commons, Soul Strings is really underrated right now. The mathematics of the game suggest that at some time or another, you should have at least as much mana as your opponent, and unless they want to lose, they'll eventually tap some of theirs to play a spell, allowing you to cast the Strings. Card advantage is good. Always remember that. 7/10 Steal Strength - The third best black common in Prophecy, where most of the time a player would be happy with a 2 casting cost instant that takes out Waterfront Bouncer, Steal Strength provides an opportunity for more, with the potential of taking another creature with it during combat being a strong temptation. 8/10 Wall of Vipers - Wall of Vipers is a great way to hold off your opponent's ground forces until your fliers can get through for the victory, either eating up their mana and a creature you choose to block or your mana and their best creature. 7/10 Whipstiched Zombie - Speed is good, but the Zombie's most lasting effect is the slowing down of your mana curve. Grizzly Bears are great, but when they force you to forego the casting of a 3 CC creature on turn three, they quickly lose their value. 4/10