Guilds of Ravnica Brings Us Back to One of Magic‘s Best Worlds
Art courtesy of Wizards of the Coast
Magic: The Gathering’s newest set, Guilds of Ravnica, takes us back to the heart of one of the game’s most evocative and fantastic worlds. Originally created for the release of the set named Ravnica back in 2005, the plane creates a gameplay environment in which players can create decks from the ten different color pairings of mana in Magic. If that makes sense to you, then you are probably the key audience for Guilds of Ravnica. If that’s confusing, then this might not be the best first set for you.
The basic conceit of Guilds, from a storytelling and a gameplay perspective, is that there is a world covered by one massive city. That city is the site of a power struggle between ten different guilds, all of which have their particular function in this big ecosystem. Boros, for example, are a military vanguard that defend the system of that world from those who would destroy it. Golgari is the guild that cares the most about death and growth. Rakdos are cultists who worship death, assassinate enemies at the behest of other guilds, and generally just cause mayhem that is (sometimes, at least) seen as a benefit to the system. The seven other guilds also have their own identities.
From a gameplay perspective, each of these is a color pair: Boros is red-white, Golgari is black-green, and Rakdos is red-black. Each guild is mechanically able to do different things due to what kinds of mechanics that those colors have access to in the broader game of Magic. That means that Boros and Rakdos, for example, will have direct damage cards, cards that hurt creatures, and enchantments that make smaller creatures more powerful than they should be. This is because both guilds are based in red, the color of aggression, direct damage, and fast attacking.
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