CCC: Guilds of Ravnica Set Review - White

We're excited to continue Coast to Coast Casual (CCC), a blog series written by East2West, published on MTG Cardsmith.

I will be going over most cards in this set excluding most commons and uncommons. Each card will be given a ranking between 1 and 10 based on how playable I believe it to be in Standard, Modern, Commander, and Draft respectively, I'm not familiar enough with the eternals to give that score. We'll be going in classic WUBRG order. Let's get started.

  1. - Unplayable
  2. - Bad card tribal
  3. - Uninteresting
  4. - Could see play but doubtful
  5. - Playable
  6. - Seems deece
  7. - If you have the room run it
  8. - Make the room to run it
  9. - Spicy
  10. - Why aren't you playing this?

White


Bounty Agent
Standard - 6
Modern - 4
Commander - 10
Draft - 4

Off the bat this card is a home run when it comes to Commander and Brawl. Your opponents decks are most likely tailored around a legend which makes this an amazing removal piece. In Standard it gets a good score due to the fact that Dominaria as a set has a legendary focus with Mox Amber being the target I expect to see Bounty Agen used on most often. As for Modern it doesn't look great given that most Modern decks don't rely on legends, I can however see it as a sideboard piece so it isn't totally hopeless.

Citywide Bust
Standard - 4 (6)
Modern - 2
Commander - 6
Draft - 5

This is another card that I think is going to have the most definite impact in commander but even then it doesn't seem great. This card is great for weenie decks, it gets rid of your opponents big bads while leaving your tiny dudes standing. It's the toughness focus that is both interesting and a huge drag on it's score. In Modern most of the top end decks don't run creatures with toughness high enough for this to hit. I was excited about it until I remembered that Eldrazi titans have indestructible. Standard however interests me the most. Arcades the Strategist seams like it could become an actual thing depending on future sets and this seems like good hate. In the current meta I give it only a four since it mostly will be a dead draw due to that the number hittable creatures run right now is very low. Still hold onto these just in case, that's why I give it a possible future score. Sidenote: Collar the Culprit gets a similar review to the above.

Conclave Tribunal
Standard - 8
Modern - 4
Commander - 5
Draft - 7

Conclave Tribunal is a card I think can be really powerful in Standard. Casting this at full cost in Standard isn't great but it ain't that shabby. Casting this with even just a single convoker makes it an Oblivion Ring and casting it for a single white (or less) is a god tier feeling that's not hard to achieve. In modern it's still not that bad but there are just better options. I wouldn't be surprised to see it in a couple lists but I'm not expecting it either. As for commander it will see play but in most decks it will be a slightly more flexible Oblivion Ring or Banishing Light but it's generally higher cost is what keeps it at just simple playable.

Crush Contraband
Standard - 8
Modern - 4
Commander - 7
Draft - 4

Now this is what I call a sideboard staple. In Standard this gets rid of History of Benalia, Search for Azcanta, Legions Landing, Mox Amber, Seal Away, Ixilan's Binding, and even Conclave Tribunal. If it's not clear this is going to take names in Standard. In Modern it's playable but I think there are better options and more established removal of this sort so although it can be played I'm not holding out hope. In commander this is one in a long line of lists of just good removal. It is nigh impossible for this to be a dead draw in a multiplayer format and since this exiles the target(s) instead of just destroying it gets around the recursion that remains ever present in the format.

Dawn of Hope
Standard - 3
Modern - 1
Commander - 6
Draft - 5

Dawn of Hope is interesting but not all that exciting to me. In both Standard and Modern it's too slow to have any real playability since it doesn't effect the board the turn it comes down and it requires additional payment to have any impact. In Commander however this can be a sort of worse version of Well of Lost Dreams and I can certainly see multiple decks wanting to run this. In Draft this is strictly okay, this is a slowish draft environmental and in the right decks this can be a majorly effective engine. In the end it's good but it's nothing to really write home about.

Demotion
Standard - 6
Modern - 3
Commander - 5
Draft - 8

Demotion is actually a much better removal spell than it might seem. Yes, whatever creature you hit with it can still attack but Demotion shuts off activated abilities. That's incredibly playable! In Standard there are a solid amount of high CMC creatures whose payoff are their powerful abilities and this just shuts that down. I think it may be more of a sideboard piece though. In Modern this just won't see play, I think there are times where it could make a fine addition to a deck but I can't imagine anyone actually opting to run it. In Commander it's not that playable but a lot of popular commanders have good activated abilities so I'm actually going to start running this in my control deck. As for Draft this is a really good choice for any aggressive or midrange deck running white. It shuts off your opponents big blocking bodies so you can get in as much damage as possible. Highly recommend.

Divine Visitation
Standard - 6
Modern - 5
Commander - 8
Draft - 6

This one is one that I'm honestly unsure on. In Standard and Modern I think this might be too hard to get out in time for it to be effective but in a token deck this can be a devastating finisher. Divine Visitation truly shines in Commander where so many decks want to run this. As for Draft this can go either way. If you pick this just make sure token is an open archetype since otherwise this is just an unplayable card.

Light of the Legion
Standard - 6
Modern - 3
Commander - 6
Draft - 7

Light of the Legion is just a super solid creature. With a large body and the mentor ability this is super playable in Draft and Standard and I expect to see this on the top end of some white decks as a finisher. In Modern it's a little too slow and at six mana there are just better options. In Commander this is a definite card to just fill an empty slot. It's not format warping but it fits in most any deck so I'd say give it a shot.

Venerated Loxodon
Standard - 4
Modern - 2
Commander - 6
Draft - 7

This guy confuses me. His ability is alright but I honestly feel like this doesn't fit as rare. He certainly shouldn't be uncommon but he seems to fit in this nebulous space between rarities. In Standard and Modern I can't see him seeing much play. In Commander I have hope but even still it seems unlikely. In Draft his body is big enough to be viable and when he comes down he can buff some dudes. Draft is where Venerated Loxodon will shine most but I think he might still be only a second pick.

Check back soon - up next: Blue!

East2West is an aspiring writer from NJ currently seeking fame and fortune on the internet. She's been playing Magic since Zendikar block (the original one) and is a commander player with one deck for each two color pair and one for each single color. The only non EDH deck she plays is her own personal Pauper brew, Pauper Eggs. Follow her on her newly created and probably soon to be underused twitter @East2WestMTG.

Oct 16, 2018 by East2West
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