I can easily see Azorius control decks locking up the air and ground with tough creatures to buy time for them to unleash the big guns. So what do you get for your 7cmc troubles? Well, Archon doesn't instantly win games, but its effect certainly gets you there quickly once it starts swinging.
Only 6 potential cards in the total pack that I wouldn't maindeck. One or two more that I'd grudgingly put in, like Trained Fencer. The Rest: Azorius looks like it's able to play both aggro and control very well. For control, defensive dudes and detaining is the name of the game. Win conditions include the Archon himself, but even more interesting to me is how gosh darn good milling might be. Yes, milling! Crosstown Courier, Doorkeeper, Chronic Flooding -- these are all at common!
At uncommon we also have a sweet lategame finisher with Psychic Spiral. If you want to go the mill route, a splash of red for Izzet will open up cards that let you draw and discard, which lets you fill that graveyard for a sweet Psychic Spiral finisher! Of course, it might be less good against Golgari, but shhh, let me daydream for a moment! The second playstyle potential with this pool is a more aggressive tempo style.
This pack has tons of cheap flying beaters and tons of cheap detain effects. Put these two together and you have a sweet way to race your opponent. If you end up with a card pool of cheap evasive beats, this path is probably strongest. Unfortunately, Archon of the Triumverate doesn't work here at all. Therein lies the problem with the promo -- great card, very narrow deck type. If you don't have the card pool to support control, or aggro is by far your best option, you won't be able to play your guaranteed bomb.
The rest of the card pool is very strong, however, and a good chunk of them will be filling out your deck. The Promo: Five mana is a tad too expensive for the most super aggressive of decks, but midrange and control alike will happily run this card without a second thought.
The rest isn't all that important. I mean, having Hypersonic Dragon out on the board does make your counterspells a bit more consistent I guess, and there will be that incredibly rare time where you surprise dropped a Goblin Rally to wipe out your opponent's attacking creatures, but most games the ability will be a nonfactor.
It's good. Seven cards I wouldn't want anywhere near my maindeck, almost ever. Aggro puts Hypersonic Dragon at the top of your curve and makes Izzet's finishers like Dynacharge, Teleportal, Blustersquall, or even Chemister's Trick to get in there for lethal.
You'd probably splash black for Rakdos to get aggressive creatures to actually do the damage, because there's a surprising absence of beefy creatures in the Izzet pack. Control decks use Hypersonic Dragon even better and should focus on Izzet's card draw and heavy removal spells to get the edge. You'll probably want to splash white for Azorius because, again, there's a lack of beef in Izzet.
Your win conditions are flyers like the Dragon or even milling like I talked about with Azorius. There's also straight-up burn with Guttersnipe and Pyroconvergance.
Here's what's bad about the guild pack, though: there are way, WAY too many cutesy situational cards I count 7! Don't get me wrong, combat tricks are nice and having a few maindecked can go a long way to enhance your creatures.
However, you can only put in about two or three tricks like these in a deck because after that point there's too few creatures in the deck to use them with. A potential blowout finisher like Teleportal becomes a lot less exciting when you only have one or two crummy creatures to use its overload with.
So opening more than three of these combat tricks in a guild pack not counting your other 5 packs! With a whopping SEVEN of these combat tricks hogging up cardpool space, on top of the non-maindeck cards that I listed, odds are you'll be opening far fewer maindeckable cards in this pack than the other guilds.
Overall, there's a big hole in the creature department, which are usually the meat n' potatoes of any sealed deck, and a problem that doesn't exist in any other pack. Overall Rating: 3. The Magic team has been working hard to better integrate paper and digital Magic releases, and as Ryan Spain discussed several months ago , we are continuing to adjust Magic release schedules to be complete and complimentary experiences.
While the last few Duel Decks releases have been simultaneous with their paper counterparts, Return to Ravnica represents the first full set that will be released under this new system and it will be available in Magic Online earlier than ever before! As soon as the Prereleases end Monday morning at AM, Return to Ravnica will be available in the Magic Online Store—a full week earlier than the previous schedule.
In addition, Return to Ravnica Release Event queues sealed deck and draft begin the same time the set goes on sale so players won't have to wait before jumping into a draft! Ten guilds, each aligned with two of the five colors of magic, are vying for control of the vast city-world of Ravnica. This conflict carries over to the Return to Ravnica Prerelease as well.
When you head to your friendly local game store for the Return to Ravnica Prerelease , you will declare your allegiance and get a corresponding Guild Prerelease Pack that includes five Return to Ravnica boosters, a guild specific booster pack, and your Prerelease promo card along with some other goodies. The Magic Online experience is very similar. Your Guild Mark will determine which guild booster pack and Prerelease card you get, and just like paper, you will be able to use your Prerelease card in your deck!
You can check out the Guild Marks and Prerelease promo cards below. To learn more about the guilds, visit GuildsofRavnica. In addition, with the deck export feature that accompanies all new deck lists on the Magic website , you can import your favorite Modern lists right into Magic Online as soon as they are available, putting the latest deck tech right at your fingertips! Wizards of the Coast. Golgari ". Innovation ". Categories Return to Ravnica block Add category.
Cancel Save. Universal Conquest Wiki. Tower Drake. Horror of the Dim. Deviant Glee. Disciple of the Old Ways. Selesnya Sentry. Dutiful Thrull. Pursuit of Flight. Stonefare Crocodile. Towering Thunderfist. Frilled Oculus.
Each of these permanent cards have an activated ability costing mana of other color of the guild to which they are aligned. Azorius Charm. Dimir Charm. Rakdos Charm. Gruul Charm. Selesnya Charm. Orzhov Charm. Izzet Charm. Golgari Charm. Boros Charm. Simic Charm. Each of these uncommon instant spells costs two colored mana, one for each guild color, and allow their controller to choose one of three thematically relevant effects.
New Prahv Guildmage. Duskmantle Guildmage. Rix Maadi Guildmage. Skarrg Guildmage. Vitu-Ghazi Guildmage. Vizkopa Guildmage. Nivix Guildmage.
Korozda Guildmage. Sunhome Guildmage. Zameck Guildmage. Each gold-mage has two activated abilities that cost both colors of its guild and are thematically related to both of the colors of the guild. Isperia, Supreme Judge. Another novel feature of the Return to Ravnica prerelease was the fact that the card could be played in decks at the prerelease itself, unlike previous promotional prerelease cards, [20] were:.
These cards were also available in the intro packs as foils, albeit without the alternate art and prerelease date. Other alternate-art promotional cards were: [30].
The sixteenth card in the boosters is a token creature card. The Return to Ravnica tokens, in the order in which they are listed, are: [32]. Return to Ravnica revisits five of the ten Ravnica block bicolored guilds , each of which with its own keyword or ability word that is similar but not identical to the original one.
No novel creature types were introduced in this expansion. Guild cycles in Return to Ravnica each comprise of five members, one for each guild featured in the expansion. Along with many of the Gatecrash guild cycles , many of the Return to Ravnica guild cycles form Return to Ravnica block mega cycles. Return to Ravnica has one mirrored pair and one matched pair. Although Rakdos's Return and Sphinx's Revelation are an apparent mirrored pair, with their similar, but opposite, effects and similar, but non-identical, casting costs, Mark Rosewater has stated they are not in fact a mirrored pair, neither intentionally nor unintentionally, on multiple occasions.
The following cards have been reprinted from previous sets and included in Return to Ravnica :. Return to Ravnica has five bicolored guild-centric intro packs. Return to Ravnica has two bicolored event decks. A Return to Ravnica booster pack depicting Korozda Guildmage. MTG Wiki Explore. Main Page All Pages. Explore Wikis Community Central. Register Don't have an account?
Return to Ravnica. Edit this Page. Edit source History Talk Event decks. Intro packs. For other uses, see Ravnica disambiguation. Main article: Magic Story. For cycles that are part of the guild mega cycles, see Return to Ravnica block Mega cycles.
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