|
|   |
'''''Guildpact'''''
|
|   |
|
|   |
EXP_sym_GUIgif
|
|   |
Guildpact
|
|   |
February 3 , 2006
|
|   |
Color alliances
|
|   |
Haunt, Bloodthirst, Replicate
|
|   |
165 cards
|
|   |
Ravnica Block
|
|   |
|
|   |
|
|   |
|
|   |
''''''''''
|
|   |
'''''Guildpact'''''
|
|   |
''''''''''
|
'' is a set, second in the Ravnica Block. ''Guildpact'' was released on
February 3 ,
2006 .
Of the ten guilds that rule the city of , focused on four of these guilds. ''Dissension'' will bring it to a close by introducing the last three guilds. Each guild corresponds to a different two-color combination.
The three guilds featured in ''Guildpact'' are:
- ''(white/black)'': While masquerading as a religion, the Orzhov are actually Mafia -like business people. With no economic transaction that isn't directly or indirectly under their control, they are directed by the '''Ghost Council''', composed entirely of the spirits of former Orzhov Patriarchs and Matriarchs.
- ''(blue/red)'': Like Mad Scientist s, the Izzet are responsible for almost all of the beneficial technologies and magics that keep Ravnica running. Unfortunately, their impulsive and reckless research principles mean that just as many have failed with ''explosive'' results. Their guild leader is an extremely intelligent but temperamental and egotistic dragon wizard named '''Niv-Mizzet'''.
- ''(red/green)'': The Gruul Clans were originally the Guild of Savage Nature, appointed to speak for and protect the people who lived in the harsh natural environments of Ravnica. As the city expanded over nature, the other nine Guilds (specifically the other Green-oriented Guilds) began appointing ''themselves'' as nature's defenders. Eventually phased out entirely by the rest of the Guilds, The Gruul fractured into a myriad of different clans, all bent on destroying civilization. Some do it for revenge, others simply because they like to smash stuff. The biggest clan is ruled by the cyclops '''Borborygmos'''.
- (white/black): Creatures, instants and sorceries may have the Keyword 'Haunt'. When a creature or spell with Haunt is put into a graveyard, it is removed from the game ''Haunting'' a creature in play. Creature spells with the Haunt ability typically have "come into play" effects that are repeated when the Haunted creature dies.
It is believed that ''Haunt'' represents the Orzhov's willingness to retain the 'services' of those they have helped, even after death.
- (red/green): Creatures with Bloodthirst gain a boost to their power and toughness, if an opponent took damage before the creature came into play. For example, a 2/3 creature with Bloodthirst 3 would come into play as a 5/6, provided that one opponent was dealt damage that turn.
It is believed that ''Bloodthirst'' represents the Gruul's Bloodlust , with its members and beasts acting more ferociously if it believes that an enemy is wounded.
- (blue/red): Spells with Replicate can create multiple copies of the spell, provided they pay the Replicate cost for each copy.
It is believed that the ''Replicate'' mechanic represents the Izzet's moments when its mages become passionately infatuated with a newly created spell, before becoming distracted with their ''new'' favorite spell.
See Also: [[Ravnica:_City_of_Guilds#Design
Ravnica: City of Guilds Design]]
''Ravnica'' was conceived following the success of '''', released in
2000 , emphasized interactions between the colors, and it was one of Magic's most popular releases ever. Magic's lead designer,
Mark Rosewater , wanted to expand on the multicolor theme in a new way. Therefore, the design of ''Ravnica'' is based around four guilds, meaning cards in which those pairs of colors work in concert. ''Guildpact'' continues this pattern with the three guilds listed above.
- This centaur punishes players who use activated non-mana abilities. Although symmetrical (its ability punishes even its controller), it comes with a 3/4 body for 3 mana and was in the top two Top 8 decks of Pro Tour: Honolulu, including the winning deck.
- This goblin can utilize its ability to exponentially increase its power. For example, a player who spends nine mana will effectively make Feral Animist a 16/1 creature.
- This creature is the best example of the Gruul's ability, Bloodthirst. If you have damaged your opponent before playing him, he becomes a 3/3 with Trample for 2 mana. This card was included in both of the top two finalists' decks of the Pro Tour: Honolulu Top 8.
- This creature has a huge body and is relatively undercosted. It's "drawback" allows the controller to play a creature with Bloodthirst so the Bloodthirst ability will trigger.
- An efficient source of direct damage or card draw.
- This creature grants the replicate ability to every instant or sorcery spell played by its controller; the replicate cost is equal to the spell's normal cost. This ability can be incredibly strong on cheap cards such as Shock or Reach Through Mists. The card was given out with alternate art as a promotional card for players who attended the prerelease.
- The guild leader of the Izzet and the undisputed smartest being in Ravnica. He deals damage every time his controller draws a card, and he can also
speed up the draw process. Niv-Mizzet also has one of the most unique flavor texts, "(Z->)90° - (E-N&
2W)90°t=1" which, when decrypted, means Niv-Mizzet = 1.
- A sorcery that allows a player to flip a coin; if that player wins the flip, they take an extra turn.
- A card that directly improves with more players in the game, Benediction of Moons gives you 1 life for each player in the game. While other cards can get better when there are more players, they refer to things that players control (such as Congregate) and not the players themselves. Benediction of Moons is the first card since
Syphon Soul that refers directly to the number of players.
- Considered the most playable Guild leader, the Ghost Council has a minor comes-into-play ability. This ability really shines when paired with his ability to sacrifice a creature and pay 1 in order to remove him from the game until end of turn, making him incredibly hard to get rid of.
- Teysa is considered the most playable Guild "champion". When a black creature other than her is put into a graveyard, she makes a white creature which can be used for her other ability which you sacrifice 3 white creatures to remove any target creature from the game. She combos very well with
and '''
Plagued Rusalka '''.
, '''
Steam Vents ''', and '''
Stomping Ground ''' - As with the , appeared only in Alpha, Beta, and Unlimited). This property is functionally useful in the standard format as well as in most older formats because it is possible to search for them based on these land types. This and the fact that their drawback is negligible on the first turn and removed there after make them competitive, highly sought-after, and expensive. Next to the original 10 'Dual Lands' last reprinted in Revised, which are the exact same cards but without drawbacks (Compare ''
Volcanic Island '' to ''
Steam Vents ''), these lands are generally considered to be the best multi-color lands ever printed.
- A cycle of five enchantments that allow the player to begin the game with them in play if they are in that player's opening hand. These enchantments were designed based on the popularity of the online and paper Vanguard format, where players can choose certain characters before the game. These characters represent who the player is, and grant the player a certain ability through the game, as well as modifying their starting life total and hand size. For example, if a player chose to "be" the minotaur Tahngarth, all their creatures would have haste. The Leylines don't have particularly strong abilities for the most part to balance out their ability to be "played" for free, but a few of them have helpful effects, one of the most helpful being Leyline of the Void (its ability to remove opponents' cards from the game if they would be put into a graveyard hoses many cards, decks, and mechanics).
- Another five-card cycle, these common Auras grant a bonus to not only the creature they enchant, but all enchanted creatures its controller controls, regardless of what's enchanting them. Each Magemark grants all enchanted creatures the player controls a +1/+1 boost, and most grant another ability. The only one that doesn't is the white Guardian's Magemark, which can instead be played as an instant.
- Five creatures that share the unique quality of being the very first cards that have exactly four colours in their mana costs. Each Nephilim costs one of each of four colours of mana, have power and toughness between 1 and 3, and has a generally powerful ability. For example, Witch-Maw Nephilim gets two +1/+1 counters whenever its controller plays a spell, and when it attacks, gains trample if its power is 10 or more.