Prophetic Prism

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Prophetic Prism

Artifact

When Prophetic Prism enters the battlefield, draw a card.

, : Add one mana of any colour.

plakjekaas on Wilds of Eldraine Pre-Release

6 months ago

It's true, I'd advise newer players against trying to play 3 colors... but the thing was, my only white cards were the two adventures I mentioned, and both creatures are more than fine to play if you'll never find your 3rd colored land. The risk was negligible, and the reward was pretty huge. But I have seen people try 4 colors with 6 cards of every color, and a very scary manabase of 4 of each basic in the colors they were in, which did make me wince a bit '^^

But in this set, a treasure, Prismatic Omen or a Prophetic Prism really easily enables you to play a single multicolor rare, or an off-color adventure, while still not being completely useless if you don't draw your off-color cards. They might replace themselves, or you can sacrifice them to Bargain spells if you don't seem to need them.

This format is very friendly to players trying to splash a 3rd color for the first time, that's what I'm saying. But I can empathise with not trying if this was your first prerelease in over a decade ;)

jonjonhholt on Affinity Stones Pauper

7 months ago

Here are some good options to replace Prophetic Prism! Energy Refractor is my goto, the fixing loses you a mana but you keep the card draw. Shire Scarecrow provides a blocker and cheap fixing but no draw. Chromatic Star gives you the card and the lossless fixing but is a one time use. Also not for mana fixing but Myrsmith and All That Glitters just got downshifted to common in CMM and might be fun for this list. Cool deck! :)

GorramScoundrel on You can't expect God to do all the work

8 months ago

I’d definitely run less lands, maybe cut 5 or 6. Elesh Norn, Grand Cenobite would fit great and be on theme, and it could definitely use some classic white removal spells like Path to Exile and Swords to Plowshares. I’d also cut Prophetic Prism, it’s not doing you any good as a mana rock because the only color you need is white. Love the commander, and this set gave white spells some teeth!

CopperheadCA on Therapy failed because I kept putting up Walls

10 months ago

Playtested against your deck twice testing my Minn's Illusions. Overall I liked the theme of the deck, and thought all the cards I saw really worked well. Both times, I struggled to have enough mana to play your commander, and so it ended up being a slog until eventually I had flying or unlockable to get through the walls.

Some suggestions:

Sov92 on BounceTron

11 months ago

I wanted to run Prophetic Prism until I found out its banned in pauper. Sad days.

slasherturtle on Equip Me Daddy

1 year ago

This will be long, probably.

The first thing I notice is your land base. It's pretty important for this deck to reliably get Jor out on turn 2 consistently, and you may be a bit short on lands for that. To that point, you also want to limit lands that tap for colorless or enter tapped to only the ones you absolutely need. While the lands that tap for both and enter tapped (like Alpine Meadow or Sacred Peaks) are nice for fixing, they are slow and ultimately it's up to you whether to run those or not. The biggest one that pokes out to me is Reliquary Tower. Not only does it only tap for colorless, I'm also not sure you're going to be drawing enough cards for it to be any better than a basic Plains or Mountain. I'd keep an eye out for Slayers' Stronghold and Sandstone Bridge in playtesting, depending on how often they go off they might also be worse than a basic. All in all though, land base is pretty good, you just need more. Maybe 2-3 more of each basic to get started and tweak from there.

I really like the amount of nonland cards that grab you lands you have (like Wayfarer's Bauble and Navigation Orb). They're better than Evolving Wilds and cheaper than fetch lands, but if you ever do get the chance to pack some fetches in here, I think you could take one or two of those out and replace them with some more equipment or creatures that like them. You can also never go wrong with adding a Solemn Simulacrum.

I really like almost all of your nonland cards and can think of very few cards I'd want to swap for better alternatives, but I think some are pretty safe cuts if you're trying to trim down to 100 cards.

  • Some of your Living Weapon cards are really expensive and don't do much other than make an equipped creature, but their cost is so high that you should already have enough to trigger Jor by the time you can even cast them. Others just feel like they won't impact the board enough to warrant a spot in the 99. The ones that stick out to me are:

  • Mortarpod, which takes up a 2 drop spot and conflicts with casting Jor

  • Sickleslicer, which just feels a bit underwhelming
  • Skinwing, which feels exceptionally steeply priced, even for an equipment that grants flying
  • Strandwalker, which is also very steep

  • There are also some cards which I think either hurt more than they help or don't do you much at all:

  • Prophetic Prism doesn't offer you any ramp and takes up a 2-drop spot. As someone with a 2-drop commander, you want to minimize the amount of other 2CMC cards in the deck because they get really awkward, especially in the first four turns. Turn two you're forced to choose between playing your 2-drop and your commander, and then turn 3 you have to decide between whichever you didn't choose and whatever good 3-drops you may have access to. It fucks up your whole curve.

  • Shuko equips for free but basically does nothing else after that. The same is true for Leather Armor. It may or may not be worth it, up to you.
  • Invulnerability may be slightly overcosted with buyback and you may be better running retroactive protection like Norn's Annex or Ghostly Prison.
  • Keen-Eared Sentry may not do as much as it seems. Having Hexproof is nice and makes you feel safe, but I ran Aegis of the Gods in Azor for years and it almost never saved me from anything, not only because having hexproof isn't as strong as it seems but also because people will want to kill it very quickly if they do need to target you.
  • I love the amount of repeatable combat effects in this deck, but they are worse than nothing if you don't have a board state that can take advantage of it. Some of those slots may be better used on other equipment or cards that care about them. If I were to cut any, it'd probably be Relentless Assault because it's not repeatable like Akki Battle Squad, Aurelia, and Waves of Aggression. This may also apply to Response / Resurgence since you can't fetch it with Sunforger and it's other half isn't super great.
  • As wonderful as Lightning Greaves is for commander protection, it also prevents you from being able to attach any more auras or equipment to whichever creature it's attached to due to Shroud and I tend to not recommend it in Voltron decks. It's also a 2-drop. That one is just personal choice though.
  • You may have one or two too many cards that reduce the cost of your artifacts. Yours are all so cheap and you may find yourself better off having something that draws you cards or cares about equipment than a card that only helps if you're trying to cast expensive artifacts. Since it's easy to kill and doesn't do much else, Starnheim Courser may at least be worth a cut, if not also Jhoira's Familiar due to mana cost alone.
  • Quietus Spike and Scytheclaw have the same effect, which also isn't good enough to win the game on it's own since the damage cut happens after you deal damage, meaning you can literally never kill someone off of that trigger alone unless you leave them with exactly one life. Since Scytheclaw at least has Living Weapon, you may want to consider cutting Quietus Spike.
  • Sword of Feast and Famine is good, but it isn't insane. If you don't already have one it's probably not worth spending 50 bucks on.
  • The Ward you get from Amulet of Safekeeping in your Maybeboard might not be worth making all of your living weapon and Assemble the Legion tokens weaker.
  • I love Assemble the Legion so much. It is one of my favorite cards in Magic. It may be my favorite enchantment period. It is also balls ass slow, expensive to cast, and doesn't synergize with your strategy. That one is up to you. I'd run it just because I like it, but it'd be the first card I cut if I needed to trim some fat.
  • Mask of Immolation gives you an equipped creature, but it doesn't do much else for 2 mana. If it equipped for free it'd be different, but it's equip cost isn't cheap given how weak it's effect is. It's also a 2 drop.
  • Toggo, Goblin Weaponsmith is much better when you can throw his rocks, which you don't want to do in this deck because you want to keep them attached to things for Jor - meaning you're spending three mana for a guy who gives you one equipment that does nothing a turn.
  • Leonin Shikari isn't something I'd say you should take out immediately, but you should keep an eye on it during playtesting. If you find you aren't taking advantage of her ability enough, cut her and replace her with something that isn't a 2-drop.
  • Wrath of God may be better than Vanquish the Horde. That's just my opinion though.

All in all, what you keep and what you cut is up to you, this is just what sticks out to me personally. The closer you get to 100, the better. If you're able to cut it down to at least 104 or 105, try just playing without 4 or 5 of the cards you aren't sure about and playtest from there, then use those 4 or 5 as your maybeboard. Also this deck is really cool and I like it a lot.

9-lives on Manabase: Urzatron and Filter Lands …

1 year ago

Thank you, Delphen7. You are kind for responding in this fashion. This is the sort of post that is humane. Not getting stuck on what is 'good or bad' in terms of what other people expect of the player in question, or what fits what archetype, but rather helpful in a way that is in accord with what the player wants.

Yes, Crystal Grotto is even better! Prophetic Prism is excellent for ramp and using my Urzatron mana, considering that I need equal amounts of lands as how much mana I'll be getting from Urzatron, and currently I have lesser.

I like Fatal Push a lot, but I don't know about its 'creature left the battlefield' usage.

Again, many thanks.

Delphen7 on Manabase: Urzatron and Filter Lands …

1 year ago

I've not seen any "bashing" about the toolbox strategy itself, that part seems fine.

Triomes/shocks are played/expensive for a reason. However, now that you've noted that you expressively avoiding them, I'll change my suggestions accordingly. Here's my initial thoughts:

  • Crystal Grotto is probably better than Shimmering Grotto because of the scry.
  • Prophetic Prism fixes your mana, and replaces itself. Since you aren't playing a whole lot of destroy or target effects, this might be better than Bonds of Mortality, especially since I think neither Indestructible nor Hexproof are seen to often in modern.
  • When you've playtested this, how often has the mana fixing from Cascading Cataracts been relevant? I'm thinking Eldrazi Temple might be better because it ramps into your eldrazi faster
  • Mark of Asylum is a neat card, but aside from Fury and Lightning Bolt, I can't imagine much use for it. Would a removal spell, like Fatal Push or Path to Exile be better?
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