Prophecy

Prophecy is the third set in the Masques block. It is the 20th Magic expansion and was released on June 5, 2000.
==Set details==
Prophecy featured 143 cards (55 commons, 44 uncommons and 44 rares); its expansion symbol is a cluster of three crystals (referencing the fragile rhystic magic of the set). Although Prophecy was the third expansion, and second small expansion, in the Masques block; its themes and mechanics were not a natural progression from those established in Mercadian Masques and Nemesis, leading to Magic Head Designer Mark Rosewater to state that, in his opinion, Prophecy felt disjointed from the rest of its block and that it is the second-worst designed set in Magic history, comparable to Homelands.
Prophecy is noted for introducing two of the first creature subtype hosers in Magic; <c>Brutal Suppression</c> and <c>Root Cage</c>, which deal with Rebels and Mercenaries, respectively. Prophecy is also notable for being the first booster set to feature the smaller shooting star design on premium foil cards. 
===Marketing===
The cards were sold in 15-card boosters which had artwork from <c>Avatar of Hope</c>, in four preconstructed theme decks and a fat pack. The prerelease card was also <c>Avatar of Hope</c>, in a foil version. The set was accompanied by the novel of the same name. Like <c>Visions</c>, the set had the same name as an <c title="older card">Prophecy</c>, which also did not appear in this set.
===Flavor and storyline===
Prophecy is set on the plane of Dominaria. Keld has declared war on Jamuraa. The city-states of Jamuraa form the Kipamu League and then repulse the invaders. 
====Storyline sources====
Title 	Author 	Publishing date	Setting (plane)	Featuring
Prophecy	Vance Moore 	July 2000 	Dominaria 	Latulla, Haddad, Barrin, Rayne, Teferi, Greel, Jolrael, Alexi, Mageta
Prophecy	Scott McGough & Kev Walker	July 2000 	Dominaria 	Barrin, Teferi, Rayne, Couric, Latulla
===Tournament impact===
Although contributing a few potent cards such as <c>Avatar of Woe</c>, <c>Chimeric Idol</c>, <c>Foil</c>, <c>Mageta the Lion</c>, and <c>Spiketail Hatchling</c>, Prophecy had an insubstantial impact on competitive Magic play and even had a paucity of playable cards in Limited.Crystal Keep - Magic - Prophecy Mark Rosewater considers it the second worst designed set after Homelands, because it was too Spikey.
==Themes and mechanics==
Like Mercadian Masques, Prophecy had no new keywords. It did, however, introduce several new themes:	
*Anti-rebel cards like <c>Brutal Suppression</c> and <c>Rebel Informer</c>. (see notable cards)
*Rhystic magic Discounted spells and abilities that are weakened if a specified player pays a set amount of mana.
* A land theme, with several permanents having abilities involving sacrificing lands, several cards that gained bonuses when all of their controller's lands were tapped, and various methods to use excess untapped lands without incurring mana burn. This was a counterbalance to Rhystic magic, as these cards encourage tapping out and leaving the controller unable to pay the Rhystic tax.
===Creature types===
No novel creature types were introduced in this expansion. The creature types Ghost and Ship were used in this expansion at the time of printing but were later changed to Spirit and Human, respectively.
==Cycles==
Prophecy features eleven cycles and six vertical cycles.
Cycle name 	 	 	 	 	
Avatars 	 	 	 	 	
Avatars 	Each of these rare Avatar creatures cost MM and, at least, have a static ability that reduces its cost by if certain conditions are met and a static combat or evasion ability. 	Each of these rare Avatar creatures cost MM and, at least, have a static ability that reduces its cost by if certain conditions are met and a static combat or evasion ability. 	Each of these rare Avatar creatures cost MM and, at least, have a static ability that reduces its cost by if certain conditions are met and a static combat or evasion ability. 	Each of these rare Avatar creatures cost MM and, at least, have a static ability that reduces its cost by if certain conditions are met and a static combat or evasion ability. 	Each of these rare Avatar creatures cost MM and, at least, have a static ability that reduces its cost by if certain conditions are met and a static combat or evasion ability.
Legendary Spellshapers 	 	 	 	 	
Legendary Spellshapers 	Each of these rare 3/3 legendary Spellshaper creatures cost MM and have an activated ability costing two cards and an amount of mana for a potent effect. 	Each of these rare 3/3 legendary Spellshaper creatures cost MM and have an activated ability costing two cards and an amount of mana for a potent effect. 	Each of these rare 3/3 legendary Spellshaper creatures cost MM and have an activated ability costing two cards and an amount of mana for a potent effect. 	Each of these rare 3/3 legendary Spellshaper creatures cost MM and have an activated ability costing two cards and an amount of mana for a potent effect. 	Each of these rare 3/3 legendary Spellshaper creatures cost MM and have an activated ability costing two cards and an amount of mana for a potent effect.
Ability-losing Creatures 	 	 	 	 	
Ability-losing Creatures 	Each of these common creatures has a positive ability and an activated ability that can be activated by any player that makes it lose that positive ability. 	Each of these common creatures has a positive ability and an activated ability that can be activated by any player that makes it lose that positive ability. 	Each of these common creatures has a positive ability and an activated ability that can be activated by any player that makes it lose that positive ability. 	Each of these common creatures has a positive ability and an activated ability that can be activated by any player that makes it lose that positive ability. 	Each of these common creatures has a positive ability and an activated ability that can be activated by any player that makes it lose that positive ability.
No-Untapped-Lands Creatures 	 	 	 	 	
No-Untapped-Lands Creatures 	As long as you control no untapped lands, each of these creatures gets a color appropriate boost. 	As long as you control no untapped lands, each of these creatures gets a color appropriate boost. 	As long as you control no untapped lands, each of these creatures gets a color appropriate boost. 	As long as you control no untapped lands, each of these creatures gets a color appropriate boost. 	As long as you control no untapped lands, each of these creatures gets a color appropriate boost.
Sacrifice-2-Lands Creatures 	 	 	 	 	
Sacrifice-2-Lands Creatures 	Each of these creatures has an activated ability that requires the sacrifice of two lands. Green stands out by having a creature with two abilities requiring the sacrifice of a single land each. <c>Copper-Leaf Angel</c> and its ability requiring the sacrifice of multiple lands is thematically tied to this cycle.	Each of these creatures has an activated ability that requires the sacrifice of two lands. Green stands out by having a creature with two abilities requiring the sacrifice of a single land each. <c>Copper-Leaf Angel</c> and its ability requiring the sacrifice of multiple lands is thematically tied to this cycle.	Each of these creatures has an activated ability that requires the sacrifice of two lands. Green stands out by having a creature with two abilities requiring the sacrifice of a single land each. <c>Copper-Leaf Angel</c> and its ability requiring the sacrifice of multiple lands is thematically tied to this cycle.	Each of these creatures has an activated ability that requires the sacrifice of two lands. Green stands out by having a creature with two abilities requiring the sacrifice of a single land each. <c>Copper-Leaf Angel</c> and its ability requiring the sacrifice of multiple lands is thematically tied to this cycle.	Each of these creatures has an activated ability that requires the sacrifice of two lands. Green stands out by having a creature with two abilities requiring the sacrifice of a single land each. <c>Copper-Leaf Angel</c> and its ability requiring the sacrifice of multiple lands is thematically tied to this cycle.
Field Auras 	 	 	 	 	
Field Auras 	Each of these uncommon Auras enchants a land, conferring it with an activated ability involving . 	Each of these uncommon Auras enchants a land, conferring it with an activated ability involving . 	Each of these uncommon Auras enchants a land, conferring it with an activated ability involving . 	Each of these uncommon Auras enchants a land, conferring it with an activated ability involving . 	Each of these uncommon Auras enchants a land, conferring it with an activated ability involving .
Flash Auras 	 	 	 	 	
Flash Auras 	Each of these common Auras costs M, has Flash, enchants a creature, and is named after the legendary Spellshaper of its color. 	Each of these common Auras costs M, has Flash, enchants a creature, and is named after the legendary Spellshaper of its color. 	Each of these common Auras costs M, has Flash, enchants a creature, and is named after the legendary Spellshaper of its color. 	Each of these common Auras costs M, has Flash, enchants a creature, and is named after the legendary Spellshaper of its color. 	Each of these common Auras costs M, has Flash, enchants a creature, and is named after the legendary Spellshaper of its color.
Rhystic Do-More-Unless Spells	 	 	 	 	
Rhystic Do-More-Unless Spells	Each of these spells create a small effect, and then a bigger effect unless a player pays a set amount of mana. Tied to the Rhystic mechanic, except instead of being 'full effect' or 'no effect', the spells scale. 	Each of these spells create a small effect, and then a bigger effect unless a player pays a set amount of mana. Tied to the Rhystic mechanic, except instead of being 'full effect' or 'no effect', the spells scale. 	Each of these spells create a small effect, and then a bigger effect unless a player pays a set amount of mana. Tied to the Rhystic mechanic, except instead of being 'full effect' or 'no effect', the spells scale. 	Each of these spells create a small effect, and then a bigger effect unless a player pays a set amount of mana. Tied to the Rhystic mechanic, except instead of being 'full effect' or 'no effect', the spells scale. 	Each of these spells create a small effect, and then a bigger effect unless a player pays a set amount of mana. Tied to the Rhystic mechanic, except instead of being 'full effect' or 'no effect', the spells scale.
Any-Player Enchantments 	 	 	 	 	
Any-Player Enchantments 	Each of these global enchantments has an activated ability that can be played by any player. 	Each of these global enchantments has an activated ability that can be played by any player. 	Each of these global enchantments has an activated ability that can be played by any player. 	Each of these global enchantments has an activated ability that can be played by any player. 	Each of these global enchantments has an activated ability that can be played by any player.
Pitch spells 	 	 	 	 	
Pitch spells 	Each of these uncommon instant or sorcery spells has an alternate cost that includes discarding a basic land card of the type associated with its color. 	Each of these uncommon instant or sorcery spells has an alternate cost that includes discarding a basic land card of the type associated with its color. 	Each of these uncommon instant or sorcery spells has an alternate cost that includes discarding a basic land card of the type associated with its color. 	Each of these uncommon instant or sorcery spells has an alternate cost that includes discarding a basic land card of the type associated with its color. 	Each of these uncommon instant or sorcery spells has an alternate cost that includes discarding a basic land card of the type associated with its color.
Winds 	 	 	 	 	
Winds 	Each of these rare instant or sorcery spells has a converted mana cost of 9 and a potent effect. 	Each of these rare instant or sorcery spells has a converted mana cost of 9 and a potent effect. 	Each of these rare instant or sorcery spells has a converted mana cost of 9 and a potent effect. 	Each of these rare instant or sorcery spells has a converted mana cost of 9 and a potent effect. 	Each of these rare instant or sorcery spells has a converted mana cost of 9 and a potent effect.
===Vertical cycles===
Cycle name 	 	 	 	 	
Glittering Cats 	 	 	 	 	
Glittering Cats 	Each of these white Cat creatures has a static ability that prevents all damage that would be dealt to the creature and an activated ability that can be activated by any player that removes, until end of turn, the above static ability. 	Each of these white Cat creatures has a static ability that prevents all damage that would be dealt to the creature and an activated ability that can be activated by any player that removes, until end of turn, the above static ability. 	Each of these white Cat creatures has a static ability that prevents all damage that would be dealt to the creature and an activated ability that can be activated by any player that removes, until end of turn, the above static ability. 	Each of these white Cat creatures has a static ability that prevents all damage that would be dealt to the creature and an activated ability that can be activated by any player that removes, until end of turn, the above static ability. 	Each of these white Cat creatures has a static ability that prevents all damage that would be dealt to the creature and an activated ability that can be activated by any player that removes, until end of turn, the above static ability.
Spiketail Drakes 	 	 	 	 	
Spiketail Drakes 	Each of these blue Drake creatures with flying have an activated ability costing the sacrifice of the creature to counter a targeted spell unless its controller pays an additional amount of mana.<P></P>This vertical cycle is unusual in that there is no rare member, and the intermediate <c>Spiketail Drakeling</c> was revealed upon the release of Time Spiral.	Each of these blue Drake creatures with flying have an activated ability costing the sacrifice of the creature to counter a targeted spell unless its controller pays an additional amount of mana.<P></P>This vertical cycle is unusual in that there is no rare member, and the intermediate <c>Spiketail Drakeling</c> was revealed upon the release of Time Spiral.	Each of these blue Drake creatures with flying have an activated ability costing the sacrifice of the creature to counter a targeted spell unless its controller pays an additional amount of mana.<P></P>This vertical cycle is unusual in that there is no rare member, and the intermediate <c>Spiketail Drakeling</c> was revealed upon the release of Time Spiral.	Each of these blue Drake creatures with flying have an activated ability costing the sacrifice of the creature to counter a targeted spell unless its controller pays an additional amount of mana.<P></P>This vertical cycle is unusual in that there is no rare member, and the intermediate <c>Spiketail Drakeling</c> was revealed upon the release of Time Spiral.	Each of these blue Drake creatures with flying have an activated ability costing the sacrifice of the creature to counter a targeted spell unless its controller pays an additional amount of mana.<P></P>This vertical cycle is unusual in that there is no rare member, and the intermediate <c>Spiketail Drakeling</c> was revealed upon the release of Time Spiral.
Black Upkeep Creatures	 	 	 	 	
Black Upkeep Creatures	Each of these black creatures as an upkeep cost that needs to be paid each turn if the creature isn't to be sacrificed. 	Each of these black creatures as an upkeep cost that needs to be paid each turn if the creature isn't to be sacrificed. 	Each of these black creatures as an upkeep cost that needs to be paid each turn if the creature isn't to be sacrificed. 	Each of these black creatures as an upkeep cost that needs to be paid each turn if the creature isn't to be sacrificed. 	Each of these black creatures as an upkeep cost that needs to be paid each turn if the creature isn't to be sacrificed.
Double-Size Creatures 	 	 	 	 	
Double-Size Creatures 	Each of these red creatures get a +X/+X bonus that double its size as long as you control no untapped lands. 	Each of these red creatures get a +X/+X bonus that double its size as long as you control no untapped lands. 	Each of these red creatures get a +X/+X bonus that double its size as long as you control no untapped lands. 	Each of these red creatures get a +X/+X bonus that double its size as long as you control no untapped lands. 	Each of these red creatures get a +X/+X bonus that double its size as long as you control no untapped lands.
Brawlers 	 	 	 	 	
Brawlers 	Each of these red Soldier creatures has two static abilities, one of which prevents the creature from attacking if the defending player has an untapped land and another which prevents the creature from blocking if you control an untapped land. 	Each of these red Soldier creatures has two static abilities, one of which prevents the creature from attacking if the defending player has an untapped land and another which prevents the creature from blocking if you control an untapped land. 	Each of these red Soldier creatures has two static abilities, one of which prevents the creature from attacking if the defending player has an untapped land and another which prevents the creature from blocking if you control an untapped land. 	Each of these red Soldier creatures has two static abilities, one of which prevents the creature from attacking if the defending player has an untapped land and another which prevents the creature from blocking if you control an untapped land. 	Each of these red Soldier creatures has two static abilities, one of which prevents the creature from attacking if the defending player has an untapped land and another which prevents the creature from blocking if you control an untapped land.
Wells 	 	 	 	 	
Wells 	Each of these artifacts as triggered ability that say "at the end of your turn, if you control no untapped lands, EFFECT". 	Each of these artifacts as triggered ability that say "at the end of your turn, if you control no untapped lands, EFFECT". 	Each of these artifacts as triggered ability that say "at the end of your turn, if you control no untapped lands, EFFECT". 	Each of these artifacts as triggered ability that say "at the end of your turn, if you control no untapped lands, EFFECT". 	Each of these artifacts as triggered ability that say "at the end of your turn, if you control no untapped lands, EFFECT".
===Pairs===
Prophecy has two mirrored pairs.
Mirrored Pairs	Mirrored Pairs	Description
 	 	Rare Human Mercenary Rebels/Human Rebel Mercenaries with a mana cost of M, a power/toughness combination summing to 3, a static ability preventing its being targeted by spells or abilities from sources of the other's color, and an activated ability costing or , respectively, to put a targeted nontoken Merecenary or Rebel on the bottom of its owner's library.
 	 	Common 2/2 Rebel and Mercenary creatures, respectively, each with an ability that triggers upon its dealing combat damage to a creature and has an effect unless that creature's controller pays .
==Preconstructed decks==
Prophecy has four theme decks, of which three are bicolored and one is monocolored.
==References==
==External links==
*
Category:Masques block