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Peasant Magic with B. Siems
At War With the Rhystics
"With all your power
With all your power With all your power What would you do?"
-The Flaming Lips, The Yeah Yeah Yeah Song
"Jamuraan mages have developed a new type of
spellcasting: rhystic magic. Rhystic spells are
simple and quick, but they sacrifice stability for
speed; Jamuraa’s abundant mama sources make rhystic
magic easy to wield but also easy for another mage
to disrupt." -from the Prophecy play guide to the
preconstructed deck Turnaround.
"Jamuraan wizards are linked together by magic,
a bond that only the wicked dare exploit."
-flavor text from the card Rhystic Syphon.
"Simple and quick power? Exploitation? Sign me up!"
-Yours truly.
Today’s article will center on rhystic cards and how
to use them, with a special emphasis reserved for
the Peasant Magic format. Also, there will be more
Flaming Lips references than necessary. Everybody
needs a gimmick.
Do You Realize?
For the uninitiated, rhystic is a mechanic from the
Prophecy set. Rhystic cards are the evolutionary
descendants of the blue Ice Age enchantment Mystic
Remora. I already hear you asking "But Brock, why
are we obsessing on a mechanic from a set printed
seven years ago?" The answer is simple; to my
knowledge, the rhystic mechanic hasn’t really ever
been pursued by PEZ afficionados. To me this just
seems like a damn shame. I believe that rhystic has
a lot to offer casual duelists in general and my
fellow cheapasses in particular.
Any given Rhystic card has a beneficial effect for
its caster unless another player pays to cancel the
effect. This drawback is balanced out nicely by the
fact that the casting cost of rhystic cards are
generally one or two mana less than a standard non-rhystic
spell of comparison. For example, the black sorcery
Rhystic Syphon is a Consume Spirit variant that
sucks five life from an opponent, which can be
totally shut down if he pays 3. However, the
Syphon’s mana cost is cheaper than the Consume,
which would take seven mana to cause that same 5
damage/life gain and therefore a bargain if your
opponent is incapable of or simply chooses not to
stop it.
As a variation of the theme, other rhystic cards
have their effects merely weakened it your opponent
pays up, rather than completely negated. A good
example here is red’s Rhystic Lightning, a Lighting
Bolt variant that will deal 4 damage to a target
unless that player pays 2, in which case it deals 2
damage instead. And if all of this isn’t nightmarish
enough, even the creatures get in on the act!
(As
an aside: If you’re still confused by my simplistic
explanation on rhystic, check out
http://www.wizards.com/default.asp?x=magic/products/prophecyrhystic
for a concise summary of the mechanic.)
The Observer
Now that I’ve established what rhystic is, let’s
take a brief look at the cards themselves. I’m going
to give you a *ahem* "spoiler" list of all the
rhystic cards in Prophecy, covering all three
rarities and a brief overall assessment of each
color’s strengths and weaknesses.
Green: Gentle reader, get in touch
with your inner-Wakefield and chant with me: "Green
got shafted again!" It’s true. Jamie’s color of
choice received only two rhystic spells to play
with, neither one being especially awe inspiring.
They’re simple workhorses but certainly not going to
provide the core of a deck.
Vintara Elephant: 4G (common)
Creature-Elephant
Trample
3: Vintara Elephant loses rample until end of turn.
Any player may play this ability.
4/3
Wild Might: 1G (common)
Instant
Target creature gets +1/+1 until end of turn. That
creature gets an additional +4/+4 until end of turn
unless any player pays 2.
Red: Not much to say here, as red
plays to its strength of direct damage. If I
remember correctly, Rhystic Lightning saw a bit of
play in Limited tournaments. Task Mage Assembly was
and still is an excuse to go hog wild sniping at
creatures in multiplayer.
Rhystic Lightning: 2R (common)
Instant
Rhystic Lightning deals 4 damage to target creature
or player unless that creature’s controller or that
player pays 2. If he or she does, Rhystic Lightning
deals 2 damage to the creature or player.
Task Mage Assembly: 2R (rare)
Enchantment
When there are no creatures in play, sacrifice Task
Mage Assembly.
2: Task Mage Assembly deals 1 damage to target creature. Any player may play this ability but only any time he or she could play a sorcery.
Zerapa Minotaur: 2RR (common)
Creature-Minotaur
First strike
2: Zerapa Minotaur loses first strike until end of turn. Any player may play this ability. 3/3
Black: Rhystic magic in black is a
mixed bag, hitting all of the color’s classic themes
fairly well but occasionally making a grown man
weep. (Oh Flay, if only you costed 2 mana less...
*sigh*) The creatures are meant to make that whole
"blocking in combat" thing a damned it you do,
damned if you don’t proposition. Unfortunately the
creatures have no natural evasion abilities, making
them easy to avoid.
Death Charmer: 2B (common)
Creature-Mercenary
Whenever Death Charmer deals combat damage to a
creature, that creature’s controller loses 2 life
unless he or she pays 2.
2/2
Endbringer’s Revel: 2B (uncommon)
Enchantment
Return target creature card from a graveyard to its
owner’s hand. Any player may play this ability but
only any time he or she could play a sorcery.
Flay: 3B (common)
Sorcery
Target player discards a card at random. Then that
player discards another card at random unless he or
she pays 1.
Nakaya Shade: 1B (uncommon)
Creature-Shade
B: Nakaya Shade gets +1/+1 until end of turn unless
any player pays 2.
1/1
Plague Fiend: 1B (common)
Creature-Insect
Whenever Plague Fiend deals combat damage to a
creature, destroy that creature unless its
controller pays 2.
1/1
Rhystic Syphon: 3BB (uncommon)
Sorcery
Unless target player pays 3, he or she loses 5 life
and you gain 5 life.
Rhystic Tutor: 2B (rare)
Sorcery
Unless any player pays 2, search your library for a
card, put that card into your hand, then shuffle
your library.
Soul Strings: XB (common)
Sorcery
Return two target creature cards from your graveyard
to your hand unless any player pays X.
Wall of Vipers: 2B (uncommon)
Creature-Wall
(Walls can’t attack.)
3: Destroy Wall of Vipers and target creature it’s blocking. Any player may play this ability. 2/4
White: Here rhystic focuses on defense and
protection, and does a pretty good job of it.
There’s the core of an "aggressive defense" deck
here. Imagine an opponent having to work to get past
the semi-invulnerable Glittering kitties (all the
while being covered by Rhystic Shields and Excises)
only to be stalled out by a Rhystic Circle even if a
creature should get through. It quickly becomes a
choice between two evils: Will your opponent choose
to horde his mana every turn, short-circuiting
everything you have in play at the risk of crippling
his own offense? Or does he ignore paying the
rhystic costs altogether so as to concentrate on
pushing through against a deck capable of soaking up
damage like a sponge.
Excise: XW (common)
Instant
Remove target attacking creature from the game
unless its controller pays X.
Glittering Lion: 2W (uncommon)
Creature-Cat
Prevent all damage that would be dealt to Glittering
Lion.
3: Until end of turn, Glittering Lion loses "Prevent all damage that would be dealt to Glittering Lion." Any player may play this ability.
2/2
Glittering Lynx: W (common)
Creature-Cat
Prevent all damage that would be dealt to Glittering
Lynx.
2: Until end of turn, Glittering Lion loses "Prevent all damage that would be dealt to Glittering Lynx." Any player may play this ability.
1/1
Rhystic Circle: 2WW (common)
Enchantment
1: Any player may pay 1. If no one does, the next
time a source of your choice would deal damage to
you this turn, prevent that damage.
Rhystic Shield: 1W (common)
Instant
Creatures you control get +0/+1 until end of turn.
They get an additional +0/+2 until end of turn
unless any player pays 2.
Samite Sanctuary: 2W (rare)
Enchantment
2: Prevent the next 1 damage that would be dealt to
target creature this turn. Any player may play this
ability.
Soul Charmer: 2W (common)
Creature-Rebel
Whenever Soul Charmer deals combat damage to a
creature, you gain 2 life unless that creature’s
controller pays 2.
2/2
Blue: Since
blue has historically had this ability in small
doses, it’s no surprise that it gets the lion’s
share of Prophecy’s rhystic spells. It’s also the
strongest set of rhystic cards. This particular
subset gives us all of blue’s classic themes: card
drawing, counterspells, creature-stall mechanisms
and cheap aggressive flyers.
If the rhystic spells in white provide the means for
an aggressively defensive deck, then blue rhystic
points towards an "defensively aggressive" deck of
flyers backed up with Rethinks and Withdraws to keep
enemy blockers at bay. Once again, opponents are
faced with the choice of negating everything you’ve
got or running up against a big stall of
overwhelming odds. Incidentally, many of these cards
were once employed in that very strategy back in the
days when Prophecy was Standard legal. Ribbon Snake,
Withdraw, Rethink and both of the Spiketails all saw
play in various builds of the "Blue Skies" popular
in the summer of 2000.
Excavation: 1B (uncommon)
Enchantment
1, Sacrifice a land: Draw a card. Any player may
play this ability.
Quicksilver Wall: 2B (uncommon)
Creature-Wall
(Walls can’t attack.)
4: Return Quicksilver Wall to its owners hand. Any player may play this ability. 1/6
Rethink: 2B (common)
Instant
Counter target spell unless its controller pays X,
where X is its converted mana cost.
Rhystic Deluge: 2B (common)
Enchantment
B: Tap target creature unless its controller pays 1.
Rhystic Scrying: 2BB (uncommon)
Sorcery
Draw three cards. Then, if any player pays 2,
discard three cards.
Rhystic Study: 2B (common)
Enchantment
Whenever an opponent plays a spell, you may draw a
card unless that player pays 1.
Ribbon Snake: 1BB (common)
Creature-Snake
Flying
2: Ribbon Snake loses flying until end of turn. Any player may play this ability.
2/3
Shrouded Serpent: 4BBB (rare)
Creature-Serpent
Whenever Shrouded Serpent attacks, defending player
may pay 4.
If he or she doesn t, Shrouded Serpent is unblockable this turn. 4/4
Spiketail Drake: 3BB (uncommon)
Creature-Drake
Flying
Sacrifice Spiketail Drake: Counter target spell
unless its controller pays 3.
3/3
Spiketail Hatchling: 1B (common)
Creature-Drake
Flying
Sacrifice Spiketail Hatchling: Counter target spell
unless its controller pays 1.
Sunken Field: 1B (uncommon)
Enchant Land
Enchanted land has "Tap: Counter target spell unless
its controller pays 1."
Withdraw: BB (common)
Instant
Return target creature to its owner’s hand. Then
return another target creature to its owner’s hand
unless its controller pays 1.
Lands: And finally, I present to
you the poor man’s City of Brass.
Rhystic Cave (uncommon)
Land
Tap: Add one mana of any color to your mana pool
unless any player pays 1.
Pompeii Am Gotterdammerung
At last, the decks. Wayne Coyne is going to love...
THE YEAH YEAH YEAH SONG
(Peasant Magic format legal)
WHITE
4 Diving Griffin
3 Excise
3 Glittering Lion (uncommon)
4 Glittering Lynx
2 Rhystic Circle
3 Rhystic Shield
BLUE
1 Excavation (uncommon)
3 Rethink
2 Rhystic Deluge
1 Rhystic Study
4 Ribbon Snake
1 Spiketail Drake (uncommon)
4 Spiketail Hatchling
3 Withdraw
LANDS
11 Islands
11 Plains
SIDEBOARD
3 Daze
4 Dismantling Blow
1 Excise
1 Rethink
2 Rhystic Circle
2 Rhystic Deluge
1 Rhystic Shield
1 Withdraw
The first of two rhystic-centered decks presented
for your pleasure, the Prophecy-centric "Yeah Yeah
Yeah Song" is a blending of the "aggressive
defense/defensively aggressive" strategies mentioned
above, locking your opponent into a war of
attrition. Sure, it’s possible for him to short
circuit half of the deck...provided he can afford to
hold that much mana in reserve turn after turn,
which in my experience with rhystic decks, has
never been a sure thing.
The path to victory comes from sending an army of
cheap flyers in over an opponent’s head. You don’t
need all of your creatures to get through, just as
long as a flyer or three provides a steady, constant
pounding on your opponent’s head. Meanwhile, defense
is provided by your rhystic spells clearing the
battlefield (Excise & Withdraw), stalling the
enemy’s approach (Rhystic Deluge) and providing
bomber escort to your air force. (Rethink and
Rhystic Shield.)
"Yeah Yeah" has a nice array of defensive measures
in both maindeck and sideboard, which is more than I
can say for my second deck...
THE SOUND OF FAILURE
("Pre-con" version. Vintage legal, I suppose...)
BLUE
3 Rethink
3 Rhystic Deluge
2 Rhystic Scrying (uncommon)
3 Ribbon Snake
1 Spiketail Drake (uncommon)
4 Spiketail Hatchling
2 Withdraw
WHITE
1 Excise
3 Glittering Lynx
1 Glittering Lion (uncommon)
1 Rhystic Shield
BLACK
1 Death Charmer
3 Plague Fiend
1 Rhystic Syphon (uncommon)
2 Rhystic Tutor (rare)
GREEN
1 Vintara Elephant
RED
2 Rhystic Lightning
2 Zerapa Minotaur
24 LANDS
4 Rhystic Cave (uncommon)
7 Island
5 Plain
4 Swamp
3 Mountain
1 Forest
SIDEBOARD
3 Rhystic Circle
3 Rhystic Shield
1 Rhystic Syphon (uncommon)
3 Wild Might
1 Rethink
2 Withdraw
2 Excise
"The Sound of Failure" was built so that I could
scratch an itch: A casual dueling deck wherein I
could squeeze in as many rhystic cards as possible.
Once again blue and white form the core of our deck,
with (theoretically) the rest of the Magic rainbow
adding additional support in a deck strategy that is
(again, theoretically) similar to "Yeah Yeah’s."
And though it has never been played and just barely
playtested, I can say with near certainty that I
believe that, in its present state, "Failure" will
live up to it’s name. The deck’s manabase is a
complete mess! Without the Rhystic Caves, the deck
would be completely nonfunctional. As it is, when
you can get a Cave or two into play, they make the
deck shine...provided that your opponent doesn’t pay
to shut ‘em down. I do plan to actually play this
deck someday, so expect further refinements to come
in the future.
Vein of Stars
I’ve barely scratched the surface on the potential
of rhystic. If you’re still undecided about
including some of these cards into your deck, here
are three things to consider.
1) As mentioned at the start of this article,
rhystic cards have a casting cost less than a
standard non-rhystic spell of comparison.
2) The majority of rhystic cards have single-colored
mana symbol in their casting costs, making them
splashable in decks that wouldn’t otherwise run
them.
3) Rhystic cards provide cheap, powerful spell
effects in the early game to mid game. In a worse
case scenario for a rhystic user, they become a
drain on an opponent’s resources in the mid to late
game, which is nothing to sneeze at. Careful and
skilled play of rhystic spells allows them to retain
their power even well into the late game.
In conclusion, no one ever summed up rhystic better
than a zephyr mage named Alexi: "I'll rain down
on you with the power of magic itself. Then we’ll
see who prevails." - Alexi, zephyr mage.
(-flavor text from the card Rhystic Deluge.)
No one ever summed it up better than you, Alexi.
As always, feel free to e-mail me at
whatever@hcinet.net.
B. Siems
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