One subtheme of Prophecy is sacrificing lands and general land shenanigans (shelandigans?), which is something that players generally dont want to do - another reason why this set is so reviled
Ramp is a very deep well, but I define ramp spells as typically sorceries and instants that put at least one land onto your battlefield from your library
I like them all and adjust to their different philosophies and play styles
It's no picnic trying to get three pirates through for damage on one player, even in EDH, but the good admiral is still a fun commander for a much beloved Commander tribe
You may cast Goblin spells from the top of your library
I like the depiction of poison here, where the turn after the Nafs Asp bites your opponent, they have to suffer an extra damage from the poison unless they pay some mana to purge the effects