Hi all, I interupted a couple of ongoing conversations with this note:
First off, Nevin you rock!
I am playing in a booster draft with 4 prophecy boosters. I know it lacks imagination, but hey I'm always game to give it a go. Know I used to play alot but droped out for the last 1 1/2 years so I have not touched proph yet but I did win a Invasion draft last week(yep 4 invasion boosters)with a Black blue red combo.
So which cards rock and which do not for prophesy?
From what I've red on here reds a good choice, any elaborations on this?
I would just like to apologies as I am new to the message board thing and probably should not have interupted.
But anyway I would like feedback on my question and I hope it proves a acceptable chat topic.
Wow, I rock in three different posts :) !
Anyway, for a quick review card by card of prophecy, the best place to go is here:
That URL should all be one line.
That is Gary Wise's summary of Prophecy for the sideboard. Just keep in mind that the values will get a bit skewed if you are drafting all Prophecy as he was evaluating it for Masques Block draft, and therefore counting on certain card combinations.
Just keep this in mind:
White has the best common in Troubled Healer, but he is NOT that good in multiples. This normally isn't an issue with just one pack of prophecy, but be careful because you are drafting 4. White's best commons (except Diving Griffin, who is amazing) are defensive in nature, so make sure you pair these with an aggresive colour which can remove opposing permanents. The more I consider it, the more I think Diving Griffin can probably be amazing for you in 4 pack prophecy draft, simple because prophecy has few common flyers (this and bog glider and a couple small blue ones).
Blue: your biggest edge here will be if it's underdrafted, but if you draft blue, you must draft it heavily because all it's best stuff is UU. Withdraw is a key spell here, as it Rhystic Scrying. If you start with blue, but aren't getting passed any, give up. It's not deep enough to fight over.
Red: One of the stronger prophecy colours, it will also be one of the most popular. It's tendency towards a tap-out deck can make it vulnerable, but it can also blow opponents off the table. If you play this, watch out for tricks like excise. The Key cards for red are Rhystic Lightning and Flameshot, as well as the tap out aggresive creatures (Spur Grappler, Scoria Cat, Fault Riders, Keldon berserker,etc). If you draft heavy red, Zerapa Minotour will also be a big help because a) he's big
b) he lets you use up mana so you can tap out.
Green gives you great common creatures like
Silt Crawler and Thresher Beast, as well as several other fatties. This colour is best paired with red in prophecy as red gets the best removal when the draft is prophecy only.
I hate to say it, but without Masques and Nemisis packs, you should probably avoid black unless you both open Woe and are getting passed blacks better cards. Even then you will need a support colour (probably white) that can keep you solidly in the game until you get you bomb. Other good black prophecy cards are steal strength , agent of shauku, and pit raptor. The raptor will win or lose you the game.
With 4 packs of prophecy, you should have enough fleixibility to either force a colour combination in strong colours, or to stay flexible and adjust to the draft. Personally, I would go for either a G/R or W/R deck out of the gate (draft pure aggresion if G/R, and control/aggresion if W/R) and if blue bombs are being ingnored, I would also consider U with any of G R or W. Personally, I'd just leave black alone.
After what your've said and after looking at the cards at hand r and g look made for each other in this set (for drafts). I am tempted towards r/w but are there any other w cards you can recomend?
Red looks a must because of rhystic lighning and flameshot as strong removal and with creatures like spur riders and scoria cat if you've got life advantage on your opponent couldn't you attack wait for it to get through and then tap your land and take the burn to deal the extra dammage?
Gime some more feedback.
And I really have to say I am greatly impresed by this site which I just found 3 days ago, Its a quality site, and Nevin you are very helpfull to many a struggling Magic player, you deserve to rock in 3 diff posts. LOL
The white cards I didnt mention that are definite deck additions are:
When going white, watch out for your coloured mana requirements.
Also, B/R do have a lot of symmetry in the set, but I have to caution you about two things;
1) In an all prophecy draft, lots of people will want these colours so they may not be as available as you'd like.
2) The symmetry is mostly based on tapping out, which leaves you more vulnerable to all the rhystic spells. Excise and Rhystic Scrying in particular will really hurt. So be careful.
Finally the best advice that can be given on draft is to practice (online if necessary). It may be difficult practicing for this format online, but often just getting comfortable with judging what colours are /aren't being passed and how to signal your intentions will help you as much as knowing the cards.
I think that red is Kind because of it's nasty creatures, Fault Riders in particularly. All of them Nevin suggested are great. Throw in those creatures and add Flameshot, Rhystic Lightning, and Panic Attack, you have a very aggresive strong deck.
Red is best paired with green where you can use it's aggression as well, but it's decent with black if you manage to get some good bomb. You'll find that with 4 packs of Prophecy it will be easy to go mono-color.
Red is also good with synergy. Zepra Minotaur and Chimeric Idol combined with Spur Grappler and Scoria Cat is devastating. Don't be afraid to nuke lands at Fault Riders too, they'll win you the game.
Unfortunately, Red doesn't have very many good Rares, but the power of the commons and uncommons make up for it.