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Moxonomy

Dark Prophecy

EnchantmentBlack manaBlack manaBlack mana

The triple-black pip in the cost is the whole pitch: this is a payoff engine that demands a committed mono-black shell to even cast, and the demand is the point. Mechanically it sits in the lineage of black's draw-for-death effects, with Skullclamp as the loud cousin and the various aristocrat outlets as the natural homes. Where it diverges is the trigger condition: it fires on any creature you control dying, not on combat, not on a particular keyword, not on who lands the kill. That breadth (within your own board) is what makes it an engine rather than a trick. Tokens swept by a board wipe, fodder fed to a sacrifice outlet, your own attackers trading in combat: all of it refills your hand a card at a time. The life loss is the meter that keeps the engine from being free, and it scales with exactly how hard you are pushing the death triggers, so a turn that draws four cards costs four life. That self-limiting clause matters because it converts a runaway card-advantage machine into a resource you have to manage against your own clock. The design problem it answers is how to give black a repeatable draw outlet without handing it a strictly-better Phyrexian Arena: tie the draws to a board state black already wants to build, restrict them to your own dying creatures, and let the player who overextends the engine pay for it in the only currency black trades freely.

Dark Prophecy (m14)
M14 · #93rare
Pricing
Normal: $7.20
Foil: $27.11
Oracle Text

Rules text

Whenever a creature you control dies, you draw a card and you lose 1 life.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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