Gatecrash Previews are in full swing,
and I am hopelessly addicted to refreshing the internet just after
midnight to get a look at the new goodies that await us with each
passing day. Those of you who know me should be aware that my
loyalties lay with the Orzhov Church, and their blessings are mighty
and sustain me even as they sap the strength of my foes. That aside,
however, I am under the impression that some of these other Ravnican
guilds have come up with a few more tricks, and I think that we
should all take a close look at them, deciphering their varius
strengths and weaknesses
A word of warning: I am posting this
article three days into spoiler season. These opinions are based on
the cards that I feel are likely going to be printed, and the
strength of the mechanics themselves. These opinions are prone to
changes, depending on cards that are going to be previewed between
now and the prerelease.
Boros – Batallion
The first of the mechanics we'll be
analyzing today belongs to the Boros Legion. Their newest trick is
Batallion, a mechanic that gives you benefits for attacking with
three or more creatures.
As Mark Rosewater has said on his blog
regarding the entire block, it was very important to them to capture
the feel of the guild, and Boros certainly fits the bill on that
count. The guild revolves around the city-guard, military feeling,
and a communal combat blessing feels both red and white. This
mechanic is a flavor home run, and I know a couple Boros players who
are very pleased with it.
From a Constructed viability
standpoint, this mechanic has many of the same issues that Metalcraft
had. That is, it requires a pretty significant commitment to the
board. For many decks, attacking with three creatures isn't a common
occurrence. Perhaps some kind of Tokens shell could enable it, or a
critical-mass stlye aggro deck that presents a strong front that
enables Batallion to go over the top, but as a general part of a
deck, I'm less than impressed with it.
In Limited, on the other hand,
Batallion gives Boros a lot of strength in the midgame, when they're
hoping to push through the last few points of damage. When you're not
worried about Supreme Verdict and other board wipes, it seems much
less likely that you'll be punished for casting all your creatures.
When constructing a Boros deck, try to
keep the relative costs down, so you can get your troops to the field
of battle early and often, enabling Batallion as quickly as possible
in an attempt to overwhelm your foes.
Dimir – Cipher
The Dimir mechanic is the only
non-permanant mechanic of the bunch, and certainly the most
mechanically complex. A close relative of auras and imprint, Cipher
allows you to reuse some of your expended spells – as long as you
can keep connecting with a creature. It does require some concessions
in deck building to make it work, but it's definitely something that
we can work with.
By playing with Cipher, you're making a
commitment to at least some matter of evasive creatures, with a
special bonus to creatures that are hard to deal with. A cheap,
hexproof, unblockable creature comes to mind as a recent example of
where the mechanic could go in Standard, and depending on the effects
that we see attached to the mechanic, this could be a standard
powerhouse.
On the other hand, in Limited, how good
Cipher is going to be will be dictated entirely by your creature
base, and what you think you can connect with. Repeating spells in Limited is an extremely powerful option for any deck, so the raw
power available isn't in question. However, Cipher has many of the
same issues that Auras do. The cards are budgeted with
their cipher ability in mind – so if you're unable to utilize that
portion of the card because your spell-carriers keep getting killed,
then you're likely to feel like you're playing with subpar spells.
For the Dimir, though, getting to
connect seems less of an issue than with most guilds. Blue and Black
have a plethora of effects that allow you to get through to your
opponent so that you can get the most out of your spells. Try to
always have one creature making it through the front lines, so that
your repeatable spells take control of the game.
“Does he have the trick?”
How many times have you thought that in
a game of Magic? Regardless if you're slinging spells at a
prerelease, or sitting in Top 8 of a Grand Prix, being able to play
around combat tricks is a critical skill that we all need to learn.
This mechanic – a variation on Kamigawa's Channel – provides a
simple answer.
“I always have the trick.”
This mechanic is simple and effective,
much like the Gruul themselves. It allows you to discard any creature
with the ability for a commensurate increase to power, toughness, and
even keywords. This puts combat strictly in the hands of the Gruul,
allowing them to dictate the pace of the game based on their untapped
mana. I expect a few cards to see Constructed play, given that
they're looking fairly aggressively costed for their relative
power/toughness ratios, and the addition of Domri Rade to the
Red/Green arsenal is certainly going to make creatures with
spell-like-effects a premium. The Gruul mechanics seem to marry this
idea well, and I'd be shocked if we didn't see a breakout from this
guild.
On the other hand, Bloodrush comes with
it a cost, and an extreme one at that. While you can use the leverage
that your ability gives you to force through an attacker, be wary of
opposing combat tricks – or removal. A quick removal spell in
response to your bloodrush provides a two for one in the opposite
direction, and blowouts like that hurt aggressive decks far more,
without the card advantage to make up for it.
Because of this, I expect that Gruul
will either be one of the best or worst preforming guilds at the
prerelease, based entirely on the playskill of the pilot. The ability
to minimize the risk and maximize the benefit of every bloodrush
creature is going to be key to doing well with the guild. Make sure
that you take into account your opponent's possible actions whenever
you plan to lean on a Bloodrush. The Gruul may be portrayed as stupid
and simple, but that doesn't mean that you have to be!
Orzhov – Extort
The next mechanic that we'll be looking
at belongs to the Glorious, Ineffable, Wonderous Church Of Deals.
While everyone paying attention realizes that the Orzhov, in their
benevolent (yet fair) rule, are truly the best of the ten guilds,
some may need further convincing. To those, the Orzhov offer merely
this:
The Orzhov mechanic is the distilled
essence of nickel and diming someone to death. With each spell, you
drain a bit of their life, granting it to yourself (for an incidental
cost). While this ability didn't initially excite me much, despite my
loyalties, abilities like it in the past have been powerful.
There is some evidence that effectively
spending your mana is the key to winning a vast number of Magic
games, and Extort provides an easy mana sink for you to get the most
out of every turn. In Constructed, it could (if placed on the right
cards) provide a late-game win condition for a control deck. I would
expect that it will see play as long as it's not valued too high in
the budget – allowing competitive cards to be printed with the
ability almost as an afterthought.
My main concern with the ability comes
in Limited play. Gatecrash has a number of guilds and draft
strategies that reward linear, aggressive play. The Boros and Gruul
both seem very aggressive, while the Simic have a powerful lategame
with their growing creatures. This array of early game rushes, and
late game powerhouses, could overwhelm the Orzhov defenses before
they're able to extract enough life to survive or threaten a kill.
We'll have to see the quality of aggressive cards at common in the
other guilds – or else the measure of the defenses that the Orzhov
colors could muster. Either way, the mechanic is a powerful one, and
certainly not one to be ignored.
You're going to want to have extra mana
laying around to pay for Extort with. I'd recommend adding one land
more than you might otherwise choose, to maximize the tax for each
card you play.
Simic – Evolve
The final guild mechanic in my writeup
is Evolve. Designed as part of the Great Designer Search (along with
Batallion), it provides Green and Blue with a method to constantly
grow their creatures, and provides fodder for other abilities that
key off these +1/+1 counters.
Of the five mechanics, Evolve seems
like the one that has the most potential for Spikes. It provides
constant choice making, and complex decision trees that allow a good
player to maximize the benefit that they get from their cards. Just
based on the few previews that we've seen so far, the Simic will have
no lack of choices for their games.
In Constructed matches, Evolve will
provide you with an ever-growing force, assuming you construct your
deck carefully and manage to maintain a reasonable curve of
creatures. The potential issue that I see involves the cards being
generally slow to work up to their full potential, and often
requiring mana expenditure for their abilities. This could mean that
the deck will struggle to do all that it wants to be able to, which
could cost it some board presence in the early game, potentially
putting it too far behind the metaphorical 8-ball by the time that it
stabilizes.
In Limited, however, especially sealed,
when games can be expected to go a little longer, and decks to be a
little less refined, Evolve seems like a powerful tool to make your
early creatures relevant through the late game, and your late game
unparalleled among the guilds. I know that despite my diehard
loyalty towards Orzhov colors in every format that I can play them,
some of the early Simic previews have sorely tempted me towards these
mad scientists.
One recommendation that my early
observations would lead me to is this: Simic will never want for
things to do with their mana. Your job is to make sure that you can
slake that thirst. Play one land more than you otherwise might in
your Simic decks.
Conclusion
While each guild has it's strengths and weaknesses, one of them is surely right for you. If you favor aggressive decks, I'd lean towards Boros or Gruul. For those of you who like controlling options, Orzhov, and Dimir have your back. For simplicity, look to Boros. While Simic seem to rule the complexity spectrum.
Each guild will give you opportunities to out maneuver, out-think, and outplay your fellow planeswalkers. Choose carefully at the end of the month, and prizes will flow to you.
And, as always, may all your spells resolve.
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