Ravnica Allegiance Is Magic At Its Best
Art courtesy of Wizards of the Coast
There comes a time in every Magic player’s time that they go to Ravnica. 2005’s Ravnica: City of Guilds and 2012’s Return to Ravnica are both high-water marks in Magic design, and last fall’s Guilds of Ravnica continued the big, splashy flavors that the Ravnica experience brings with it. But this review isn’t about those things. It’s about Ravnica Allegience, which is out now, and how much I enjoy it.
That’s a lot of magical word salad up there, but if you’re just tuning into Magic as a game, here’s what you need to know: Magic jumps around to different worlds with every new set that is released. Some of those worlds are new and strange, and others are old standbys. Each has a particular feel to it, and that feel is communicated through the cards using both classic and new mechanics that create novel interactions. Each set is meant to be a different kind of experience, and Ravnica might still be the set that accomplishes that best.
The reason that Ravnica is so good at that is that it’s organized by guilds. These guilds are two-color pairings that get to the heart of what those colors are doing. For example, blue mana in Magic is marked by inquisitiveness, invention and a will to outmaneuver. White mana is generally known for removing enemy cards from the game, creating small creatures and taxing opponents’ resources. On Ravnica, those colors are put together to create the Azorius guild, which uses brilliant intellect and brutal enforcement measures to create laws and enforce them. On a fictional level, it’s smart. On a mechanical level, it’s brilliant.
I’m on the record often saying that Magic is the greatest game ever made, and the fact that we’ve had 25 years of that game is kind of astounding. To put it bluntly, I think it’s still here because of Ravnica. The world of Ravnica, with its groups that distill the basic color pairs that make up the everyday play of the game, provides a ground to compare everything else to.