Prophetic Prism

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Standard Legal
Frontier Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Kaladesh Common
Gatecrash Common
MTG: Commander Common
Rise of the Eldrazi Common

Combos Browse all

Prophetic Prism

Artifact

When Prophetic Prism enters the battlefield, draw a card.

, : Add one mana of any color to your mana pool.

View at Gatherer Browse Alters

Price & Acquistion Set Price Alerts

Cardhoarder (MTGO)

0.04 TIX $0.03 Foil

Ebay

Recent Decks

Load more

Prophetic Prism Discussion

abby315 on Grixis Colossus vs W/U Monument

23 hours ago

Depends on how fast you're losing to the deck. If you need a t3 sweeper, you need a t3 sweeper! I'd guess, if you put in just 1 more Mountain, between Renegade Map and Prophetic Prism RR won't be a problem.

vortical42 on Budget STANDARD STORM

6 days ago

I have been working on something similar if you are interested (http://tappedout.net/mtg-decks/mono-blue-aetherflux-combo/)There are a few cards you should really look at including:

  1. Prophetic Prism: I was a little skeptical of this card when I first saw people using it, but now that I have tried it, 4x is a must. 2 mana to draw a card is as cheap as it gets in standard.In addition it also gives you mana fixing if you splash a second color (or just colorless mana with innovate) and can be bounced back to your hand for more draw.

  2. Land Fetch Artifacts (Renegade Map and Traveler's Amulet):I haven't settled on the exact number and mix of these two yet, but at least a few are worth having. By swapping islands for artifacts, you can run a lower land count while still having the option to fetch up actual lands when you need them. The main downside is an increased need to mulligan, thus the need for further testing. As a sneaky side bonus, these artifacts also shuffle your deck after fetching. Being able to shuffle is critical if your crane backfires and ends up burying key cards like Paradoxical Outcome.

  3. Hope of Ghirapur: Control, especially U/R control, is one of the worst matchups for this deck. Hope gives you a fighting chance by providing a window to play your key spells. You can also use it defensively to prevent the nightmare scenario of a Disallow or similar nonsense from stopping your aetherflux reservoir from dealing damage.

  4. Commit / Memory: This card is worth at least 2 slots. The front half of the card serves double duty as a counter spell and as targeted removal, especially against planeswalkers. The back half can be used to buy you time to grind down an opponent with you small creatures or to get key combo pieces out of your graveyard. It also lets you follow up a bounce spell by forcing the opponent to shuffle the cards he picked up back into his deck.

*Bonus points if you manage to Commit your own Approach of the Second Sun. The card simply has to be CAST twice to get the 'you win' effect, it doesn't actually have to resolve.

legomanalec on Tron for Poor Orphans

1 week ago

I had Attempted to use Thopter Assembly and it was just too slow of a card for only 6 Thopters 2 turns after it's played. Also I've noticed that Pyroclasm is the traditional board clear. I was considering Karplusan Forest , but my problem with it is it can't be grabbed by a Path to Exile and more often than not I end up paying the mana for Pyroclasm with either Chromatic Sphere, Chromatic Star or Prophetic Prism. I will agree, Banefire and Platinum Angel are definitely cards that deserve a place in this deck. After playing at FNM for a while I've also realized that Nature's Claim is superior to Naturalize. I'll definitely need to consider Perilous Vault too! Thank you for the suggestions, I just want people to be able to play modern at FNM and not feel the need to spend hundreds of dollars and all the suggestions i can get just make it that much easier to do so!

Argy on green/blue/white by tom

1 week ago

I have some notes.

I think you could remove:

2x Marked by Honor
2x Oakenform

The thing with Auras is, because they are attached to a Creature and go to the Graveyard if that Creature dies, you get "2 for 1ed" by your Opponent.

What that means is that they only have to play one card, Murder for example, to get rid of two of your cards - your Creature plus the Aura on it.

The only time you'd use Auras is if they have a couple of really amazing effects.

See if you have any cards you can use instead that kill, or Exile Creatures, or that Counter spells.


You have a healthy amount of draw.

Prophetic Prism did a good job of preventing you from being colored screwed. That is when you don't have the right coloured mana to play cards in your hand.


You have 15 Creature spells that cost 4CMC or higher. That is too many.

I would try to have four 4CMC Creature spells and two or three 5CMC or above Creature spells. Choose the ones you think will help you win and cut the rest.

In their place you can put more Creature spells that cost 1, 2, and 3CMC.

Look for Creatures that have 2 or 3 toughness (or even more than that), good evasion like Flying, or Menace, or Creatures that do something amazing in the late game.


When you've made some adjustments tag me in these Comments, and I'll take another look at your deck.

It would also be useful for you to let us know how it has been working, thus far.

sixpakal on Artifact bounce tribal

2 weeks ago

xyr0s Thanks for the feedback. Esperzoa when played acts as a nice plus when it sticks due to flying and it's power, but mostly soaks up removal as you stated.

This deck's primary goal is to play a lot of artifacts to boost Master of Etherium and Cranial Plating and make Metalwork Colossus cheap. I keep switching out Mycosynth Wellspring & Servo Schematic for functional reprints of Ichor Wellspring (Prophetic Prism, Alchemist's Vial and the like), but but them back in for chump blocking ability and getting lands out of my deck.

I think I put too much emphasis on the bounce and not the rapid amount of artifacts I can play.

maxon on You're dead turn 3...hopefully

2 weeks ago

Prophetic Prism doesn't get you any extra mana. If you just want it for the draw or to get colored mana I get that, but maybe something like Glint-Nest Crane would help dig more?

multimedia on Artificer

3 weeks ago

Rilikb, welcome to Tappedout!

Because of your budget and not having access to dual lands I recommend you go with only two colors and if you must a small splash of the third with help from Aether Hub, Spire of Industry and Prophetic Prism. I wouldn't use four colors without having a lot of dual lands. You'll also going for an aggro strategy; the more colors you use the worst it will be. Not being able to play your cards when you want to. Aggro is about filling the battlefield with power in the early game using aggression, you don't want your manabase to slow you down at this stage of the game.

Consider changing your deck into two colors, blue and red possibly including a small black splash for Tezzeret's Touch keeping the artificer strategy with Inventor's Goggles, but also including improvise. I recommend blue and red because these colors give you the most amount of good artificers out of the other colors. Good artificers in these colors are:

The strategy of playing artificers with Inventor's Goggles is nice, but consider expanding on this by also including artificers with improvise. Once you get Goggles on the battlefield being able to use it not only to equip for free to artificers, but also to help improvise is good. Pia Nalaar is a good artificer for the improvise strategy because she makes an artifact. The Servos that Swooper and Chaser can make can be used to improvise. Sweatworks Brawler is a great artificer with Goggles because Goggles can help to cast him ahead of curve as well as give him 4 power with menace and 5 toughness is also nice.

I'm not going to give you a complete list that's for you to decide, but here's the starting core I would use:

This core lets you be more aggressive with Goggles and Apprentice. Goggles with Swooper or Chaser into Brawler is a nice curve. I've included Prism because it's a cheap artifact that draws a card and it can fix mana for you. Prism is also pretty good with Tezzeret's Touch if you're choosing to include it. Bastion Inventor is another good artificer with improvise although not as good as Brawler, but hexproof is powerful. You're going to want some kind of cheap main deck removal there are a lot of options, Harnessed Lightning is the best as is Incendiary Flow, it's good and even though Flow is sorcery it's better to cover a wider range of creatures to kill.

Metallic Rebuke is an improvise counterspell it gives you a mid to late game ability to counter your opponent's big creature, Planeswalker or mass removal spell. Pacification Array or Deadlock Trap are artifact options to tap down creatures and other permanents. Array is a one drop artifact which can be used to improvise if you don't need to tap down a creature or artifact.

If you're looking to include some more draw as well as improve energy production Era of Innovation is an option since it works with both artificers and artifacts both are being played.

Good luck with your deck.


ObeseBanana on Leaving Sram with a Paradox of a Storm

3 weeks ago

Thank you to everyone who has commented! I'll take your suggestions to testing and see what I like and dislike, my only problem with cutting the Prophetic Prism and Spire of Industry is on the off chance that I need to cast the aftermath of leave to chance. What are your guys' thoughts on that?

Load more