Ravnican guild: Difference between revisions

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{{english-errors|August 2007}}
The ten '''Guilds of [[Ravnica]]''' have ruled the plane for ten thousand years, since the signing of the [[Guildpact]].  Each guild has specific responsibilities outlined by that ancient and magical document though each tries to find loopholes in the document in order to increase their own power.   
The ten '''Guilds of [[Ravnica]]''' have ruled the plane for ten thousand years, since the signing of the [[Guildpact]].  Each guild has specific responsibilities outlined by that ancient and magical document though each tries to find loopholes in the document in order to increase their own power.   


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[[Guilds of Ravnica (cz)]]
[[Guilds of Ravnica (cz)]]


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[[Category: Affiliations]]
[[Category: Affiliations]]

Revision as of 14:19, 10 August 2007

Template:English-errors The ten Guilds of Ravnica have ruled the plane for ten thousand years, since the signing of the Guildpact. Each guild has specific responsibilities outlined by that ancient and magical document though each tries to find loopholes in the document in order to increase their own power.

Each guild has borrowed something from each of it's colors, and is given a specific game-play focus to deal with. In genreal, they are as followes:

  • green - creatures/mana accelation
  • blue - control
  • black - graveyard
  • red - impules/destructiveness
  • white - equalizing

The guild's breakdown are:


W/U: Azorius Senate

See: Azorius Senate Logic & Power (Blue), and/or Law & Order (White) What other being would be intersted in law and order than the those interted in logic and power?

W/B: Orzhov Syndicate

So, what do you get when you cobime the equalizers (white) and those who want power at any cost (black)? you get the Orzhov. and to show this, all you need is to look at its abilities and strategies. Ability-wise:Haunt is perfect for either, becuase it takes black's abilty to manipulate the game from the graveyard. Strategy-wise: Bleeding to death; slowly and painfully. The Orzhov takes white's ability to slow down the entire game and let the oppent be chisled away, bit by bit. Plus you probably owe them money.

U/B: House Dimir

these guys have domain over the deck. whether's it's blue's drawing, searching or reorganizing; or black's.....?; the house is where it's at. Transmute is a perfect fit for them, sacrificing the current spell for one you want.

U/R: Izzet League

the izzet are the main researchers in ravinica. science, engineering, and other similar topics fall to them. they even have exclusive dominion over something called Meta-magic (or the study of magic itself). Through this, they have the ability called replicate, which allows a spell on the stack to bee copied over as many times a player wishes. this combines blues lust of power and red's love for instant gratification. In addition, many members of the guild have a combination of something for red and something from blue. This is best showed by: Niv-Mizzet, the Firemind.

B/R: Cult of Rakdos

Like red-based guilds, the cult loves doing things fast and violent. Like black, it perfers disabiling the opponent, or powering up an ally, at any cost. For example: Hellhole Rats. From black, you are forcing the opponent to discard a card with a 2/2. Then through in burn and haste from red, and you got a nice creature for only 4 mana. Hellbent is there speciality: more power with no hand.

B/G: Golgari Swarm

The Swarm combine green's love of life and strength, with blacks lust for death and power. Thus, they have mastered the life-death cycle of ravinca. similar to Orzhov, the dead come back to life, but as zombies (or as they were) and not ghosts. The potential a library has for library is nothing when compared to the power the graveyard holds for this guild. Thus, they have the don't mind milling their own library inorder to get something into and/or out of the graveyard (See Dredge).

R/G: Gruul Clans

the grull are the in between of red (irrational, instant gratification) and green (life, strength). to be in the clan is best exemplified through the guilds ability: Bloodthirst. this ability allows something to come into play more powerful if the opponent has been hurt this turn. Thus, it is a combination of green's respect for strength and red's like to hurt things.

R/W: Boros Legion

See: Boros Legion the Boros are the high-er up law enforcers of the land (White's love for order). but at the same time, they are trigger-happy (Red's lust of instant gratification). Being of the law, they have to go by the rule "if it affects one, it affects all". And so, like modern law, they will arrest and execute anything they see as a danger, and empower anything they see as helpful (irregardless of what that being is fighting for). this is reflected in there ability know as: Radiance. Through it, the guild can effect everyone that shares a color with the target. These appear in red's useful instant & sorcery cards, and white's creatures (and to an extent, vica-versa).

G/W: Selesnya Conclave

the conclave loves to help one another. they all have the ability convoke; which uses green's mana accelation and white's equalizing. with that, a spell can be played much cheaper at the temporary cost of a few creatures.

G/U: Simic Combine

the simic combine blues lust for control and green's love of life. like other green-based guilds, they focus on cretures more than anything else. Their ability, Graft, allows strength and life to be moved to any incoming creature. Once a creature is complete, they are sellable to the mass market. But, like the Izzet, they aren't satififed with just one; or rather with just one type. So, they continue to create new and "improved" versions of nature.

Guilds of Ravnica (cz)