Prophecy/Player's Guide decks

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Player's Guide decks
 
The cover of the Prophecy Player's Guide

The Prophecy Player's Guide was a supplemental issue of TopDeck released alongside Prophecy. It included a sample deck list for each color to demonstrate how new Prophecy cards could be utilized in Standard. Three of these decks were monocolored with the remainder being allied color pairs.

Mageta Control

A white Control deck featuring Mageta the Lion.

“  Mageta the Lion provides control decks with a powerful new way to deal with creatures. After Mageta destroys all of the other creatures in play, it can take advantage of the clear board and attack. This deck is very strong against the creature-based strategies that are popular in Standard play right now but has a much harder time against creatureless strategies like Yawgmoth’s Bargain. Dedicate your sideboard to beating creatureless decks. Note that the selected enchantment-destroying cards work even if you’re tapped out from Chimeric Idol or Well of Discovery. This deck contains global creature-destruction spells (Wrath of God, Mageta, and Wave of Reckoning). Wall of Glare and Avatar of Hope can block multiple creatures, thus tempting your opponent to overextend him or herself. Meanwhile, your Forbidden Watchtower, Kor Haven, and Chimeric Idol scoff at global creature destruction spells.[1]  ”
Mageta Control

Heightened Awareness

A blue and black tap-out Control deck.

“  Countermagic isn’t as good as usual in a deck like this because you want to tap out for Well of Discovery and Chimeric Idol. Discard spells like Duress are included in place of countermagic for disruption. With eight strong discard spells, the Avatar of Will becomes a good option for a finisher because it can often be played for only. To activate Well of Discovery, you need to tap out during your turn. Sixteen cards in the deck let you tap out: Grim Monolith, Faerie Conclave, Morphling, and Chimeric Idol. There’s also nothing wrong with simply playing enough spells to leave yourself tapped out. The idea is to empty your hand as quickly as possible using Dark Rituals and Grim Monoliths; then, play either Heightened Awareness or Well of Discovery so you can draw more than one card per turn. Eventually, the card advantage and the powerful spells will overcome your opponent.[2]  ”
Heightened Awareness

Creatures (7)

3 Avatar of Will

4 Morphling

Instants (3)

3 Dark Ritual

Sorceries (8)

4 Duress

4 Stupor

Enchantments (8)

4 Heightened Awareness

4 Treachery

Infernal Genesis

A blue and black Combo deck built around Infernal Genesis.

“  Infernal Genesis works best with cards that allow you to manipulate the top of your library. Brainstorm, Rhystic Tutor, and Soothsaying do that. Dream Cache and Haunted Crossroads are two of the other cards that could be used in this deck. The deck needs a lot of mana to make use of its expensive but powerful cards. The abundance of expensive spells ensures that you can almost always move one to the top of your library before Infernal Genesis resolves. Greel works with all the mana acceleration because it will often be played on turn three, which means that on turn four its ability can be used to empty your opponent’s hand.

Masticore is good in the deck because it can be used to kill any Minions your opponent receives from Infernal Genesis. Masticore is also a good card on its own.[3]

 ”
Infernal Genesis

Instants (8)

4 Brainstorm

4 Dark Ritual

Sorceries (11)

4 Duress

3 Plague Wind

4 Rhystic Tutor

Artifacts (4)

4 Grim Monolith

Enchantments (6)

4 Infernal Genesis

2 Soothsaying

Citadel Red

A red deck designed around Prophecy's "Untapped Lands Matter" theme.

“  This deck is based around one of Prophecy’s major themes. It contains many cards that take advantage of you or your opponent tapping out. Citadel of Pain damages your opponent for not tapping out, often dealing the last few damage needed to win. Citadel of Pain is almost a guaranteed win against blue control decks designed to counter your spells. Many of the cards in the deck allow you to tap your lands so that you don’t suffer from the Citadel of Pain. Rhystic Lightning. Branded Brawlers and War Cadence punish your opponent for tapping out during their turn.

An important rule to follow when making theme decks like this is to be sure that all the cards are good on their own and that they all become better when used together. Cards that let you tap out during your turn are Molten Hydra, War Cadence, Ridgeline Rager, Chimeric Idol, Flowstone Overseer, and Ghitu Encampment. Even if you don’t have any of these 18 cards that specifically let you tap out, you can still tap out by playing spells or activating lands like Rath’s Edge.[4]

 ”
Citadel Red


Squirrel Beatings

A green Stompy deck.

“  This deck uses Gaea’s Cradle, Rofellos, and Priest of Titania to produce a lot of mana, then uses that mana to play the more expensive spells like the Squirrel producers and, as a finale, Vitalizing Wind. This deck is designed to overpower other decks by playing lots of fast, powerful creatures and enhancing them with Rancor, Vitalizing Wind, or one of the Squirrel boosters. The four- and five-mana cards provide card advantage and beatdown, and work great as finishers.[5]  ”
Squirrel Beatings

References

  1. Wizards of the Coast (2000-06-05). "With A Rebel Yell (PDF)". Nemesis Player's Guide, p. 53. Archived from the original on 2023-05-21.
  2. Wizards of the Coast (2000-06-05). "A Hint of Trickery (PDF)". Nemesis Player's Guide, p. 55. Archived from the original on 2023-05-21.
  3. Wizards of the Coast (2000-06-05). "All The Answers (PDF)". Nemesis Player's Guide, p. 57. Archived from the original on 2023-05-21.
  4. Wizards of the Coast (2000-06-05). "Rhystic Business (PDF)". Nemesis Player's Guide, p. 58. Archived from the original on 2023-05-21.
  5. Wizards of the Coast (2000-06-05). "New Pals For Stompy (PDF)". Nemesis Player's Guide, p. 61. Archived from the original on 2023-05-21.