Information About

Guildpact




  Expansion Name '''''Guildpact'''''
  Expansion Logo
  Expansion Symbol EXP_sym_GUIgif
  Symbol Description Guildpact
  Release Date February 3 , 2006
  Mechanics Color alliances
  Keywords Haunt, Bloodthirst, Replicate
  Size 165 cards
  Block Name Ravnica Block
  First Set
  Second Set
  Third Set
  Previous Set ''''''''''
  This Set '''''Guildpact'''''
  Next Set ''''''''''


''Guildpact'' is a set, second in the Ravnica Block. ''Guildpact'' was released on February 3 , 2006 .


GUILDS

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:





MECHANICS











DESIGN

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.


INTERESTING CARDS


Gruul Clans


Burning-Tree Shaman - 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.

Feral Animist - 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.

Scab-Clan Mauler - 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.

Rumbling Slum - 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.


The Izzet League


Cerebral Vortex - An efficient source of direct damage or card draw.

Djinn Illuminatus - 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.

Niv-Mizzet, The Firemind - 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.

Stitch in Time - A sorcery that allows a player to flip a coin; if that player wins the flip, they take an extra turn.


Orzhov Syndicate


Benediction of Moons - 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.

Ghost Council of Orzhova - 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, Orzhov Scion - 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
Ghost Council of Orzhova and ''' Plagued Rusalka '''.


Other Cards

Godless Shrine , ''' 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.

The Leylines ( of Lifeforce , of Lightning , of Singularity , of The Meek , of The Void ) - 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).

The Magemarks ( Beastmaster's , Fencer's , Guardian's , Infiltrator's , Necromancer's ) - 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.

The Nephilim ( Dune-Brood , Glint-Eye , Ink-Treader , Witch-Maw , Yore-Tiller ) - 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.


EXTERNAL LINKS