Cardsmith Blog

CCC: Straws

I love Magic the Gathering, but it’s that love for the game that makes watching all this go down so painful. Between Secret Lair: The Walking Dead and the recent ban talk, a lot of what I enjoy about the game and it’s community is coming into question. Pretty much every other content creator for Magic has already talked about Secret Lair: The Walking Dead and the problems we’ve been having with standard bans. I have no interest in rehashing what’s already been said. (If you need to know the short version of how I feel is that it was a dumb idea, don’t buy it).

What I want to talk about today is the actual problem I see facing Magic. Power creep and ban frequency. As a paper card game we don’t have the luxury that digital games do of editing a card after release (except in extreme cases). Sometimes when something breaks, Wizards will try to remedy this by printing hate cards. However this often fails, leaving the ban hammer as the only solution to a broken card. This used to be a rare occurrence, but lately it’s been happening with startling frequency. So, as a creator of unofficial cards who has aspirations of one day making real cards, I thought it would not only benefit myself but the Cardsmith community at large to take a look at the banned cards from the recent standard era. The main body of this will be brief explanations and categorizations of all cards banned in Standard and Modern released since Kaladesh. If you are already familiar with these bans skip down to the TL;DR and you’ll get the gist. One final note, I want to make it clear this is not an attack or judgement on R&D. The people who make these cards are incredible and I hope to one day be counted among them, what this is meant to be is an opportunity to learn from the past so we can craft a better future. With that in mind, let’s begin.

Magic Card Selection and Card Advantage

Let’s start with two of the main tenets of Magic as a game, card selection and card advantage. For those who don’t know, card selection refers to the ability to have the card you need available when you need it and card advantage refers to drawing more cards than your opponent. These two are inherently intertwined because the more cards you draw the more likely it is you’ll have the cards you need in hand. Because these are important and powerful aspects of the game, very often we see cards that enable one or both of these ways too easily. Smuggler’s Copter and Once Upon a Time are both examples of card selection with next to no drawback. 

Smuggler's Copter Magic Card Once Upon a Time Magic Card


Copter gave aggressive and midrange decks a very powerful body with evasion that could dodge traditional removal spells while making sure they always had threats or answers in hand. OUaT was a card that could be cast for free and showed up in any deck able to run because there was no reason not to. 

Growth Spiral Magic Card Arcum's Astrolabe Magic CardVeil of Summer Magic Card


As for card advantage, we often see this show up tacked onto cards, examples here include Growth Spiral, Arcum’s Astrolabe, and Veil of Summer. Growth Spiral, Astrolabe, and Veil are all cards that were ramped up versions of cards we’ve already seen in past sets. Growth Spiral is very similar to Explore but replacing the generic cost for Blue and making it an instant. Arcum’s Astrolabe was similar to Prophetic Prism, trading a 2 CMC for a single Snow Mana. Veil of Summer is literally identical to Autumn’s Veil but it has “draw a card” tacked onto it. The cards all three of these were based on had at one point or another been played in Standard without being banned, ramping their power level up is what broke them. To be fair, Explore and Prophetic Prism both allowed you to draw a card, but these new versions made it easier to do so. Growth Spiral being an instant means you not only potentially get an extra card and land drop, but you no longer need to sacrifice resources on your turn to do so. Arcum’s Astrolabe costing only a single mana as opposed to two meant that you could have a full grip and fixed mana as early as turn two.

Of Ban and Punishment

The next big repeated issue is simply keeping your opponent from playing Magic. A lot of cards that have been banned in the past few years have effects that punish people for playing certain strategies or at worst for playing at all. Examples here include Reflector Mage, Rampaging Ferocidon, Oko Thief of Crowns, Agent of Treachery, and Teferi Time Raveler. 


Reflector Mage Magic CardAgent of Treachery Magic Card 


Oko, Reflector Mage, and Agent of Treachery all punished players who played creatures with no drawback. Reflector Mage not only bounced the creature but made sure it couldn’t be played for another whole turn, plenty of time to advance your own board enough for that creature not to matter. Oko made it so it didn’t matter how much mana you invested into a threat, it would always be a 3/3. Agent of Treachery made it actively detrimental to play good creatures because not only would you lose the creature and mana investment, you’d also be left open to attacks. Agent was banned specifically because of how it interacted with Winota, but I can tell you as someone who played Thassa in brawl, it was a problem if you could play it.

 

Rampaging Ferocidon was made specifically to counter a combo we’ll talk about a little later, but it had the added effect of punishing traditional counterplays to aggressive red decks, token and lifegain strategies. This made mono-red decks insanely hard to sideboard against since just one of these could shut down your hate cards.


Rampaging Ferocidon Magic Card Teferi, Time Raveler Magic Card


Finally, Teferi, Time Raveler just has so much going on. It not only really screws with aggro by letting you bounce creatures with tacked on card advantage, but also by allowing you to play sweepers and board wipes at instant speed. It also shut down any opposing control players by shutting off their instants making counterspells and other trickery totally worthless. Often control mirrors became a battle of who could stick a Teferi first. 

The High Cost of Mana

Converted mana costs (CMC) have always been the default restriction for cards in Magic. High CMC cards and cards with multiple color requirements tend to be better than low CMC and monocolor ones from a pure power standpoint. This is why cost reduction and fixing can be genuine problems for the health of a format. If you have enough dual lands and mana producers to have perfect fixing, why would anyone play anything besides 5 Color Good Stuff? And if cards can make themselves consistently cheaper, then why play low drops at all except to enable them. Cards like Hogakk Arisen Necropolis, Fires of Invention, and Emrakul the Promised End are all guilty of this cost reduction sin.


Hogakk Arisen Necropolis Magic Card Fires of Invention Magic CardEmrakul the Promised End Magic Card


Emrakul and Hogakk both slot into the same area of massive creatures that can reduce their own cost based on the graveyard. Notably the graveyard is one of the easiest zones to abuse in Magic history. Emrakul dominated her Standard format and Hogakk broke Modern and to a lesser extent some eternal formats because both came before opposing decks could really have enough presence to meaningfully impact such a threat.



Fires of Invention, however, is sort of on the mirror side of the cost reduction spectrum. Even though it limited the amount of spells you could play, it completely removed fixing and mana costs from the equation by essentially doubling your mana output (For example, if you had five lands you could play two different five CMC cards). This gave way to a few different decks running the enchantment with the most popular being variations of the Superfriends archetype. This card circumvented a lot of the resource management and pacing that make Magic an interactive game. Also, as a sort of sidenote, in the ban announcement for Fires it was cited that it would be a problem for the future of standard if not banned. Now that we’ve seen just how prevalent land Ramp decks are post Zendikar Rising, this ban makes a lot more sense than I originally thought.

When Combos and Combo Deck Become Too Powerful

Card interaction is the core structure of all games like Magic. Because of this framework, combos and combo decks are always going to show up. Don’t get me wrong, that’s a good thing, combo decks are an important part of a healthy meta. It’s when these combos become too strong that problems occur. Sometimes cards are printed that interact better than expected or they never tested the interaction the players eventually find. These combo cards include Felidar Guardian, Aetherworks Marvel, and Cauldron Familiar.


Aetherworks Marvel Magic CardCauldron Familiar Magic Card


From reading the ban announcement for Felidar Guardian I genuinely can’t tell if the combo that it enabled was intentional or not. For those who don’t know, Felidar Guardian’s (Enters the Battlefield) ETB effect and Saheeli Rai’s -2 ability allowed for an infinite number of Felidar Guardian tokens to be created as early as turn three. Two card combos are amazingly strong as they only need the aforementioned two cards and not a whole Rupe Goldberg machine, this makes them harder to disrupt and way easier to assemble. 



Cauldron Familiar is similar to the Felidar Guardian ban but differs in a few key ways. Mainly that the combo isn’t infinite and we know it was intentional. Cauldron Familiar, combined with Witch’s Oven, allowed players to drain life and block threats repeatedly while also giving access to life gain if needed. The combo was very powerful and annoying, slotting well into sacrifice strategies that made the deck absurdly good. 


Finally we have Aetherworks Marvel. So there’s a lot going on here but let’s start at the top. The intention with this card is that you’d spend a few turns racking up Energy then maybe get to shoot this off once or twice. Now, as we know in the future, this went horribly wrong. Fellow banned cards like Attune with Aether and Rogue Refiner combined with a few other bits and pieces allowed these decks to get insane amounts of Energy. This of course led to a standard full of cheating massive creatures, such as the previously mentioned Emrakul, into play very early in a game.

And the Rest...

Finally we have the other banned cards that didn’t fit into the previous categories but need to be discussed and will be relevant to the overall point.



Ramunap Ruins is a card that I honestly didn’t get the hype about until much later. It’s not exactly a powerhouse on it’s own, but it gave a free and hard to remove win condition to Red aggro decks which otherwise have a tendency to burn out after the early game (pun intended). 


Ramunap Ruins Magic Card Field of the Dead Magic Card


Similarly, Field of the Dead is a land card that just pumps out free Zombies after a certain point in a match. Its threshold of seven lands with different names might seem heavy but if you’re playing a two-color deck you’d likely be able to turn this on without much effort, and if you’re in three colors it’s almost guaranteed to happen.


Wilderness Reclamation Magic Card


Next we have Wilderness Reclamation. This card is deceptively strong and honestly I think it could've been Rare. It makes it so that there’s no penalty to tapping out on your turn in decks that normally would want to leave mana open. It gives control and midrange decks that play Flash cards or even just instants a huge advantage on mana and tempo.



Lastly we have Uro, Titan of Nature’s Wrath. This 6/6 that repeatedly gains life, draws cards, ramps you, and is hard to remove for good shouldn’t really need an explanation as to why it was banned, and yet here we are. Uro died for Omnath’s sins. If they were going to ban Uro, they should’ve done it way sooner.



TL;DR - There are around five main reasons why functionally cards are more powerful. Card selection, card advantage, player punishment, mana cost circumvention, and combo potential. There are some outliers but even then they have elements we can still identify as being in those five reasons.



Okay, so that was a lot, but what can we take away from this? Well I’m glad you asked, for example, I’ve imagined for the sake of segue, the answer is actually a bit complicated. 



To understand what comes next, you need to understand the reason why these cards are only cropping up recently. The term Power Creep gets thrown around alot in discussions about Magic and other games like it. At a base level it refers to the fact that over the course of a game’s life, the power levels of printed cards will increase. This is mainly because it’s the easiest way to keep the game fresh and to make sure older players want to buy the new sets and for new players to feel like they have something powerful. This is by no means bad on it’s own; the bad stuff happens when the creep reaches a certain level. To put all this in Magic terms let’s look at an example I mentioned at the start of this article, literally in the first section. Arcum’s Astrolabe is strictly better than Prophetic Prism. I know strictly better gets thrown around a lot, but let’s actually look at them side by side. They’re both commons that have the exact same text box. The only differences are that Astrolabe is a snow artifact (something that doesn’t really matter, as of now) and that it costs one snow mana instead of two generic. Prism has never been a Modern powerhouse, it saw fringe play in some variations of Tron but even then it was outshone by single use cards such as Chromatic Star and Chromatic Sphere. Astrolabe however enabled Tron decks like never before by giving the same card draw and fixing as Chromatic Sphere and Chromatic Star but it was repeatable. It was clear that R&D thought the hurdle of Snow Mana would be higher than it was. That is one instance of Power Creep, where a random card with a reduction of one mana became so good it needed to be banned. Another simpler example is that of Alabaster Leech and Isamaru, Hound of Konda both being rares.



Now that we have all the pieces, let’s put them together. It all comes down to card design and the intention behind these cards. They are meant to be exciting and powerful but are clearly outperforming the expectations of R&D. One possible solution to this is a tweak in how cards are designed. It’s become clear with more recent sets that all formats are kept in mind when crafting a set. (The issues with Hogakk and Astrolabe are purely power creep and lack of internal testing so I’ll be focusing on the others.) Cards from Ikoria have already made themselves staples of multiple older formats like Modern and even Vintage. This is obviously cool and exciting for players of those formats, having fresh cards enter into the metagame. However it hurts Standard and can be overall detrimental to newer players when they buy a playset of a card for their deck only to have it banned in Standard, the most accessible format to them. We’ve seen from sets like Modern Horizons and even reprint sets like Eternal Masters that there are ways to get cards to those older formats without having them go through Standard first. Discounting the cards from Modern horizons, all the cards mentioned here would never have been an issue if they hadn’t had to go through Standard first. I don’t think anyone would’ve been all that bothered if Smuggler’s Copter showed up in something like Pioneer Horizons instead of in Kaladesh. 



But even if that happens, it’s not a perfect solution, so what else can we do? Well we can change the way that Magic’s power level rises. As of now powerful cards we’ve seen build off of existing ideas. For example let’s take Felidar Guardian: Without Saheeli it just looks like a cool new addition to a Blink deck. It’s not inherently broken in Standard. What this means we can do is start innovating with effects instead of increasing them. I’ve mentioned before my desire to see exile interaction in White, that’s an example of innovation over increase. It’s a new type of mechanic and effect that we haven’t seen. It has the potential to be viable in older formats but is unlikely to break Standard due to the more curated and recent card pool. There are tons of concepts like this that can be done with ease, and all it takes is a new idea instead of the rehashing of the old.



Thanks for reading all that, I know it was a doozy. If you have your own ideas about bans and the future of Magic design let me know in the comments below. You can also find me on twitter @East2Westmtg or email me at East2westmtg@gmail.com. As always this has been East2West and I'll see you guys on the battlefield.

Oct 16, 2020 by East2West
Comments

This Is Spooktoberfest!

The night descended like a Vampire upon it's prey, swiftly and without remorse. In one minute the sun and it's warmth permeated everything around us and in the next it retreated beyond the horizon, masked by a darkened cloudfall and an eerie cold mist that emanated from the nearby cemetery.

To my left, Tomigon's breath turned to a fog. What's this? he asked, watching his words float in the air before us.

To my right, Ian_The_Guru answered. I don't know, but it's giving me the creeps! 

Their voices hung in the air for just a brief second or two, and while we marveled at this sudden turn of events, a most wretched scream pierced the moment we were standing in.  We spun to the left, twisting our heads in the direction of the scream. Tomigon's right arm reached out to alert me of the danger. 


I think it came from the cemetery. he said to me, pointing with his left hand in the direction of the depository of the dead.

I think you're right. I replied

We simultaneously turned from the cemetery, only to behold that Ian was no longer with us. Then we heard more yelling from behind us... from a house just next to the graveyard...

Help Me!

It sounded just like Ian.

Both Tomigon and I looked into the cold dark cemetery, mist lazily floating toward us. We looked at each other. Then we both nodded our heads, jumped into our car, and drove away from the cemetery. As we drove off, I rolled down my window and shouted...

We'll see you tomorrow, Ian! We gotta tell everyone about Spooktoberfest!

Spooktoberfest is here, and this year we've got an amazing Earnable Avatar to give away! Resident Artist at The Media Shop, Chris Blackstock has designed the amazing Pumpkin Avatar that you can only earn by participating in Spooktoberfest!

How to Participate in Spooktoberfest

This month we're not actually going to be accepting entries for Spooktoberfest, which leaves a little bit of a question as to how one would participate. The answer is rather simple, all you need to do is enter any one of the Halloween themed challenges in the forums this month. Throughout the month we will check each of the Spooktoberfest challenges and distribute the new avatar to those who have earned it.

Featured Cardsmiths

The first of our Featured Cardsmiths this month is IronCrusher! We've been looking forward to picking this cardsmith for a while now and we're happy to finally show him off to anyone who isn't familiar with this talented Cardsmith. He has so many great cards to choose from, and we really hope you'll take the time to see as many as you can! We've hand-picked five below that we think you're going to enjoy, but don't stop there! Be sure and check out all of IronCrusher's cards!

image image image image image

Revan is our second Cardsmith for October, and we're equally excited to be featuring him as well! Not only does Revan make awesome Magic the Gathering cards, but he's also got quite a few great Star Wars and Lord of the Ring cards as well. We hope you like the five cards below that we've picked for your enjoyment. If you do, be certain to stop off and check out the rest of Revan's amazing collection!

image image image image image

Each month we're excited to highlight just a couple of Cardsmiths that have helped make MTGCardsmith the best interactive online Card Creator. We hope you'll take some time to check out their creations!

Oct 01, 2020 by Corwinnn, & Tomigon
Comments

CCC: Edge of the Multiverse

Izzet League Letter

Hey folks, I’ve been super stressed with school work lately so I wanted to do an article that's a bit less research-intensive, something more personal. It’s a story I’ve never told in its entirety but one that’s very personal to me and my history with the game. Don’t worry if you came here for card design content though, there’s a lesson to this tale. As with all good stories, let’s start at the beginning.

It’s the summer of 2010, and at this point, I was barely playing Magic. I had a starter deck my Dad grabbed for me at Comic-Con. It was a Blue/Green midrange (I think) deck that I remember had Paralyzing Grasp. It wasn’t great and I always got my butt handed to me by the other players, but still, something about it had resonated with me. I would keep it in my pocket at all times, unsleeved and tied tight with a rubber band. Whenever I was bored or had a moment to myself I’d take it out and flick through the cards, memorizing the flavor text and the art. It was like standing at the edge of a world I couldn’t enter, soaking in as much as I could from what little I could see. I didn’t know that Magic had a real story so I’d make one up in my head, different every time I took the cards out. Every once in a while I’d get a pack, add in whatever cards looked the coolest or had the best words (I still didn’t really know how to play), and thus the story in my head would grow.

Flash forward to 2012. I’m now around 12 years old and my Magic knowledge has grown a bit. I know how to play the game more, enough to do prereleases. My first one ever was that year, Return to Ravnica. I remember walking into the glue-fume filled attic of my hometown local game store (LGS) and being surrounded by real Magic players for the first time. (It was a horrible first impression). I was guided over to the main desk and offered my pick of the prerelease kits. It was then I saw the red and blue box that would change my life. Emblazoned with what looked like a phoenix I picked up the Izzet kit and immediately tore into its contents. Despite my promo being Hypersonic Dragon (a card I was told to be a “bomb” in limited) I was much more focused on the slip of paper included in the box. For those who don’t know, these kits each came with a letter to the player, addressed from a high ranking member of their chosen guild.

I read the letter carefully. Then again. Then again. I couldn’t get enough of this thing! The way it described this guild was exactly what I wanted. I felt a genuine connection to this imaginary organization through the words printed on this small slip of paper. I still have the letter to this day, it’s hanging on my wall actually. It was my first real foray into the world of Magic. I had finally put a foot over the edge and into the world I’d only observed for the past few years. (I went on to go 0-5 at the prerelease)

Moving a little bit forward to 2013. It was early September, Theros was around the corner. I was now an actual player of Magic. I wasn’t great, but I finally understood the game that had settled its way into my heart. I wasn’t really a fan though, I didn’t know about spoilers or much about the lore at all. I was still just on the edge. 

I remember I was at a local second-hand store; my sister loves to thrift shop and I had tagged along. I was walking the aisles of toys looking for anything cool and had stumbled upon the book section. I decided to take a look, maybe I could find a cool comic to keep me occupied on the way home. It was here that my eyes settled on that familiar logo, stamped on the spine of an old and bent book. “Chainer’s Torment” it read. I stared at the thing for a solid minute, just in shock, before picking it up and quickly forking over my saved up allowance. I had always loved to read and this combined my two favorite things to read -- books and Magic cards. I couldn’t even wait until I was in the car to read it! I literally walked into the glass door on the way out because I couldn’t take my eyes off the page. Chainer’s Torment was my obsession for the next week. Any free time I had was sunk into the book until I had finished it, I genuinely cried at the end. No spoilers, but it’s a sad ending. As I closed that book it was as if I’d finally taken that step over the edge. No longer was I just an observer to this world of planes and magic, I walked through them taking in the real stories that I’d missed all along. 

Chainer's Torment Book Cover Distant Planes Book CoverTapestries Book Cover

The next few months were spent at the local library, greedily reading the two Magic books they had (Distant Planes and Tapestries). This frenzy all culminated in me finally finding the Magic website and wiki, where I would spend the next few years taking it all in.

The final part of this story ends in 2016 with the release of Kaladesh. I’m finally a fully-fledged player of Magic, I’ve got a ways to go before truly being skilled but I’m actually playing well. I make friends, I have a better LGS, and I now own the Onslaught novel (also picked up from the same second-hand store.) It’s this year that a friend introduced me to MTGCardsmith, through the tumblr WhyMTGCardsmith to be specific. It took a year, but eventually, I did sign up for an account and began making cards, leading us to today.

So why do I bring any of this up? Why is any of this important to making cards? Because there’s a part of designing a magic card that I think people don’t talk about enough. When we make a card the actual mechanics and function of it are only half of what we’re really creating. These pieces of cardboard are a window into worlds beyond our own, an entire multiverse of stories and people just waiting to show themselves. As designers we get to give these windows life, we become the architects of these places and the tellers of their tales. Sometimes a 1/1 for one mana with a bunch of good abilities is cool. But for my money, a vanilla 1/1 for one with gripping flavor text and killer art will always take the cake.

That’s all for this month my fellow cardboard crafters. If you have any thoughts on the distant planes of magic or you just want to talk lore hit me up in the comments below. You can also find me on twitter @East2Westmtg or email me at East2westmtg@gmail.com. As always this has been East2West and I'll see you guys on the battlefield.

Sep 17, 2020 by East2West
Comments

It's Time For Interceptember!

Last month we had our Third Annual Artful August Challenge with over twenty amazing entries. We know how much you love our annual event, but how do we follow that up? That's the dilemma we find ourselves in every year, but this year we think we've knocked it out of the park... It's time for Interceptember! Instead of trying to out-do the previous month, we're bringing you the one thing we know you HATE!

Counterspells!

Some of you out there, and you know who you are, have gone so spell crazy that even the caped crusader has had to step in! It seems he doesn't like ANY of your spells! He's even gone so far as to issue a mandate requiring all spells be countered effective immediately! Bring us some of your most creative counterspells (They don't have to just be blue) and you might see one or two of them on the front page! If you don't, the Dark Knight himself might want to have a word with you!

And now, on to our Featured Cardsmiths!

Alextorrez6 was an easy pick to become a Featured Cardsmith for this month! We love his effort and creativity, and he's also an active member of the forums, including his amazing design work in the Custom Set Symbols thread... and did we mention his card skills? Take a look and see for yourself...

image image image image image

Vert is our second Featured Cardsmith this month, and no one will be more surprised about it than him! Since joining MTG Cardsmith, Vert has quickly amassed over 1200 cards, and really good cards too! Don't just take our word for it... check out Vert's cards for yourself by clicking on the samples we've provided below! We think you'll enjoy them just as much as we do!

image image image image image


Each month we're excited to highlight just a couple of Cardsmiths that have helped make MTGCardsmith the best interactive online Card Creator. We hope you'll take some time to check out their creations!

Sep 07, 2020 by Corwinnn, & Tomigon
Comments

CCC: Ranking the Guilds of Ravnica

Ravnica, the Multiverse’s biggest city. Full to bursting with people and planeswalkers alike, all under the palm of the guilds. Ten great institutions representing the 10 two-color combinations available in Magic. I’ve talked about the guilds in the past, specifically about how the Simic and its abilities really only favor the Green side of its Blue/Green combination. So, what about the other guilds? How do they rank when it comes to their mechanics flavor and function? Well today we’re gonna answer that with this guide to Ravnica. I’ll be ranking each guild, from 1-10 based on which one’s mechanics fit both the flavor of the guild and the actual game mechanics present in Magic. Let’s get started.

Counting Down the Top 10

10. Simic Combine

Mechanics: Graft, Evolve, Adapt
I’ve already gone over the Simic but as a quick recap. None of these abilities feel at all Blue and all deal with +1/+1 counters which Blue doesn’t really have access to. On a flavor level they're fine, but I honestly feel like Mutate fits better as a Simic mechanic than any of their actual ones.

9. House Dimir

Mechanics: Transmute, Cipher, Surveil
Oh Dimir mechanics, what the hell are you? Transmute is really cool gameplay-wise and arguably has some of that sweet Dimir spy flavor of gathering intel. It also fits nice in both Blue and Black. Similarly, Surveil is amazing on all fronts. While Transmute is only arguably flavorful, Surveil is a knockout mix of flavor and function, fitting cozily between Black and Blue while having the best spy flavor yet! Then you have Cipher. I don’t even know where to start here. The mechanic is cool, but it’s needlessly complicated and doesn’t really fit the flavor of Dimir or the functionality of Black and Blue. The failure of Cipher and the borderline nature of Transmute are what land Dimir the number 9 spot.

8. Gruul Clans

Mechanics: Bloodthirst, Bloodrush, Riot
The Gruul are an interesting case with none of their abilities feeling super out of place in the Gruul guild but they do seem out of their colors. Riot is fine, but the real offenders are Bloodrush and Bloodthirst. Both of these abilities just don’t really feel like Gruul mechanics, in fact both fit more at home in a Black/Red color pie. Similar to the Simic neglecting Blue, Green just doesn’t feel represented in either of these mechanics. Riot however fits perfectly on all axises so that earns it the 8 spot.

7. Azorius Senate

Mechanics: Forecast, Detain, Addendum
Good news, Azorius, you’re where things start to get better. Addendum and Detain are great mechanics for the law-loving guild, fitting both the colors well on top of the flavor win. Each mechanic represents the two sides of the guild, the lawmakers and the arresters. And then there’s the odd one out, Forecast. It’s a good mechanic that fits in the colors but honestly, what the heck does the Azorius have to do with the weather? It’s just a weird one that doesn’t fit in my opinion.

6. Boros Legion

Mechanics: Radiance, Battalion, Mentor
Boros is a little bit more clear cut. Similar to the Azorius it has two mechanics that fit and one that doesn’t. Battalion and Mentor are great fits here, each really giving off the vibes of an army of soldiers. Radiance however, doesn’t really fit at all. Arguably it shows how the soldiers work together but that’s not a super defensible case. The only reason the Azorius ranked lower is Forecast makes even less sense than Radiance.

5. Cult of Rakdos

Mechanics: Hellbent, Unleash, Spectacle
Alright! Half way through, this is where things started to get hard. See all three Rakdos mechanics actually fit the guild pretty well. The reason why it scores the fifth spot is because of Unleash, even though it fits the colors pretty well. Of the guild mechanics remaining it fits the guild the least well. Unleash is a mechanic that would fit just as well in the Gruul Clans as it would in Rakdos.

4. Izzet League

Mechanics: Replicate, Overload, Jump-Start
Although all Izzet mechanics all work pretty well, it scores fourth because, in my opinion, Overload is really the only interesting one. Replicate as a mechanic is cool, but the cards that have it are nothing special and Jump-Start is just a tweaked version of Flashback.

3. Orzhov Syndicate

Mechanics: Haunt, Extort, Afterlife
The Orzhov are pretty great when it comes to mechanics, they get points off though because of Haunt. Similar to Cipher, Haunt is complicated and only sort of fits the Orzhov. It’s a mechanic that feels more at home on Innistrad. But with the ghostly themes of the Orzhov, it still fits more than a lot of other mechanics, getting the Orzhov the bronze.

2. Golgari Swarm

Mechanics: Dredge, Scavenge, Undergrowth
The Golgari really earned the Silver. All their mechanics completely fit the guild’s flavor and it’s colors. However it gets 2nd because they’re also all kind of boring. Just like the Izzet, the mechanics here lend to very linear types of strategies. Still, the second best mechanics in all of Ravnica ain’t too bad!

1. Selesnya Conclave

Mechanics: Convoke, Populate
I mean, it wasn’t even close. The Selesnya only have two mechanics but Jesus do they work. Convoke is wonderful for a guild that’s all about working together and Populate makes so much sense considering their themes of community! Both mechanics also feel right at home in Green and White, making the Selesnya fit all the criteria.

That’s all for this month. If you have any thoughts on the Ravnican guilds and their mechanics I’d love to hear about them in the comments below. You can also find me on twitter @East2Westmtg or email me at East2westmtg@gmail.com. As always this has been East2West with Coast to Coast Casual (CCC), I'll see you guys on the battlefield.
Aug 17, 2020 by East2West
Comments
Want to join the largest online custom MTG community?
Sign up!