I posted this in another thread and somebody suggested that this be posted here:
I think the entire cycle of Ravnica™ for MTG basically gives every guild a specific "win condition" or play mechanic. Idunno, just checking on the guilds that came out on the first expansion, I somehow saw a trend...
BOROS: The typical "weenie horde" deck, maximizing on the mana curve to win the game as early as possible. It relies on White's cheap and efficient creatures and red's spot removal.
SELESNYA: The creature deck, maximizes the interaction between creatures. Also, brings back the builds back in the days like the Outpost decks.
GOLGARI: Graveyard manipulation, which has been the major strength of both black and green, is being maximized here. More like having-more-cards-in-the-grave-gives-me-a-better-chance thing.
DIMIR: Decking. A win condition that was really rampant in the Ice Ages.
For the other guilds, this is what I can foresee:
IZZET: The classic counter-burn in the Stronghold days. Plus creature control (other players', that is...) Might use Form of the Dragon as finisher.
GRUUL: This guild might use the land destruction strategy. That, paired with fatties might define the guild.
ORZHOV: Might give a twist to MBC. I can foresee discard related effects really strong in this guild. Permanent (lands, creatures, etc) destruction might be maxed out in this guild.
SIMIC: Combos. What with green's mana abilities and blue's control spells, I see infinite loops very plausible in SIMIC builds. Eye of the Storm might see play in these decks.
RHAKDOS: Suicidal-type guild with lots of burn and creature destruction. Killing your own would give bonuses.
Waddayathink????????
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You forgot Azorius which will probably be heavy control with mass removal and lots of counterspells.
I think Rakdos would be better suited for land destruction and Gruul will be more geared toward larger, cheap creatures with drawbacks with burn to back them. I also see Gruul having large amounts of trample and hopefully the block's biggest creature.
I can see that my predictions for the Gruul clans and the discard effects for Orzhov are coming true... I can't wait for the creature-control for the Izzet!!!
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You forgot Azorius which will probably be heavy control with mass removal and lots of counterspells.
I think Rakdos would be better suited for land destruction and Gruul will be more geared toward larger, cheap creatures with drawbacks with burn to back them. I also see Gruul having large amounts of trample and hopefully the block's biggest creature.
gruul cant have large creatures with drawbacks.... that definately Rakdos which will use the suicide black and sligh tendencies in my opinion (the guil leader is probly a demon tooo wich is the definition of big creatures with drawback)
I think that the gruul clans will be more of a heavy agro stragedy something like what fires of yamiaya decks were like during invation
The azorious will be control based likie many U/W prison decks
and we already know some gruul cards with LD (wreak havok) Grull will use LD as well as undercosted agressive fatties with trample and burn to back it up.
and we already know some gruul cards with LD (wreak havok) Grull will use LD as well as undercosted agressive fatties with trample and burn to back it up.
And we already saw the discard card for the Orzhov... Hopefully, my predictions are correct because I am planning on using either Izzet or Azorius...
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Hm... there was a card Finkel proposed when he won the invitational a few years back, Wrath of Leknif. It was just like wrath except had a blue in the casting cost and had the "free" mechanic. Seems to me a severely nerfed version of this would be perfect for azorious.
True Judgement 2UUWW
Sorcery
Destroy all creatures
Untap up to 6 lands
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I'm really hoping Azious has a very controllerish ability, and Izzet a crazy one. If either of them get a crappy "ability word"... GRRR. Let's just say it won't be pretty.
If any guild gets an ability that costs GRRR, it'll be Gruul, for obviuous reasons. I doubt it though. That's a pretty unlikely cost for anything. Has any card ever cost three mana of one color and one of another?
I don't see what's wrong with ability words. They just make the rules simpler, is all. It isn't as if the difference between an ability and an ability word had any actual impact on game play.
Oh, and Sov, keep in mind that Rewind has been reprinted recently enough to still be in Standard. Obviously Wizards doesn't think the mechanic is too broken. While I'd be surprised to see them ever print a permanent with the ability again, a sorcery form of it mostly eliminates the broken things it allows.
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'Welcome to Mafia Salvation', it said, 'Population: 3,660.' And someone, they never figured out who, had painted on the sign in red letters: '1,831 to lynch.'
Right...
Simic and their colours... Green and Blue, Nature and Water, symbols of life. Maybe they will be a kind of biologist? And They ability will be something with mutations? But i just don't know, how it's going to look like.
I just FEEL it! Simic would be the combo player's guild!!! I think the Eye of the Storm would turn out big on this block
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(cost) Graft X (You may combine this creature with another creature, combine their power and toughness, and then combined creature has the others abilities, then put X -1/-1 counters on combined creature)
These are all potentially broken abilities, and most have yielded a number of powerful cards. If we break it down by color, we see the following:
Red: Radiance and Bloodthirst both improve creatures in play, Radiance and Replicate both give more copies of a spell. All three are about taking a weak effect and multiplying it (Target everything with radiance, make efficient puny things with Bloodthirst, copy effects with Replicate)
Green: Bloodthirst and Convoke are both directly tied to creatures. Convoke and Dredge both effect how a spell is played. All three mechanics lend themselves to self-feeding (Convoke out more creatures, bloodthirst out more efficient beaters to force damage through, dredge mroe dredge cards into yard).
White: Convoke and Radiance are both tied to quantity of creatures. All three are directly related to creatures.
Blue: Transmute and Replicate both give you a diversity of options with the spells you play.
Black: Dredge and Haunt are both recursive abilities. Dredge and Transmute both effect how a spell is played. All three provide long-term advantage.
So by mixing and matching common themes, we should be able to figure out the final 3 mechanics.
U/W: Diversity of options, directly related to creatures. Maybe some sort of taxing ability word? A whole guild of propagandas, suppression fields, crystal shards, and mana leaks?
R/B: Long term advantage through multiplying an effect. Seems to me like it would be something directly tied to your own loss of life. Like the lower your life is the better the effect would be, combined with a whole guild full of suicide cards.
U/G: Self-feeding Diversity. Hmmm... Card drawing cards draw you more cards (and diverse cards), many of which can draw you more cards. I expect many cantriping effects, especially creature related. Maybe something based off a creature dying, and related to auras.
So I think we're looking at the following.
For Azorious: Taxation- (Ability word relating to some sort of cost that your opponent must pay to avoid/enable something)
For Radkos: Bloodrites <some>- If you have fewer than <Some> life, do something.
For Simic: Dissect- When this card is put into a graveyard from play/the stack, search your library for an aura card that <something> and put it into your hand.
Keep in mind this is all vauge and wild speculation.
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Keep in mind this is all vauge and wild speculation.
Dude, believe me, I don't f****n care if this is just speculation... It's people like you who make intricate science out of a relatively simple concept that keeps the game the best and most exciting in the business.
I was REALLY looking forward to an in-depth analysis like this when I began this thread, so as to create "mere speculations" that would keep competitive minds focused on the intricacies on the game.
Nice job on this, man... And I hope your predictions for the Azorius Senate would come true... I'm getting tired of playing a dying archetype (MBC).
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I think the entire cycle of Ravnica™ for MTG basically gives every guild a specific "win condition" or play mechanic. Idunno, just checking on the guilds that came out on the first expansion, I somehow saw a trend...
BOROS: The typical "weenie horde" deck, maximizing on the mana curve to win the game as early as possible. It relies on White's cheap and efficient creatures and red's spot removal.
SELESNYA: The creature deck, maximizes the interaction between creatures. Also, brings back the builds back in the days like the Outpost decks.
GOLGARI: Graveyard manipulation, which has been the major strength of both black and green, is being maximized here. More like having-more-cards-in-the-grave-gives-me-a-better-chance thing.
DIMIR: Decking. A win condition that was really rampant in the Ice Ages.
For the other guilds, this is what I can foresee:
IZZET: The classic counter-burn in the Stronghold days. Plus creature control (other players', that is...) Might use Form of the Dragon as finisher.
GRUUL: This guild might use the land destruction strategy. That, paired with fatties might define the guild.
ORZHOV: Might give a twist to MBC. I can foresee discard related effects really strong in this guild. Permanent (lands, creatures, etc) destruction might be maxed out in this guild.
SIMIC: Combos. What with green's mana abilities and blue's control spells, I see infinite loops very plausible in SIMIC builds. Eye of the Storm might see play in these decks.
RHAKDOS: Suicidal-type guild with lots of burn and creature destruction. Killing your own would give bonuses.
Waddayathink????????
Life's for my own, to live my own way...
Currently playing:
EDH
:symu::symr::symw: Ruhan the Combolicious
Momir Vig Elfball combo
Kemba tokenator/voltron
Omnath, locus of muscle
I think Rakdos would be better suited for land destruction and Gruul will be more geared toward larger, cheap creatures with drawbacks with burn to back them. I also see Gruul having large amounts of trample and hopefully the block's biggest creature.
Life's for my own, to live my own way...
Currently playing:
EDH
:symu::symr::symw: Ruhan the Combolicious
Momir Vig Elfball combo
Kemba tokenator/voltron
Omnath, locus of muscle
gruul cant have large creatures with drawbacks.... that definately Rakdos which will use the suicide black and sligh tendencies in my opinion (the guil leader is probly a demon tooo wich is the definition of big creatures with drawback)
I think that the gruul clans will be more of a heavy agro stragedy something like what fires of yamiaya decks were like during invation
The azorious will be control based likie many U/W prison decks
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[thread=1306][/thread]
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And we already saw the discard card for the Orzhov... Hopefully, my predictions are correct because I am planning on using either Izzet or Azorius...
Life's for my own, to live my own way...
Currently playing:
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:symu::symr::symw: Ruhan the Combolicious
Momir Vig Elfball combo
Kemba tokenator/voltron
Omnath, locus of muscle
True Judgement 2UUWW
Sorcery
Destroy all creatures
Untap up to 6 lands
Currently Playing:
Legacy: Something U/W Controlish
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Sets - Arcania
Competitions - CCL: March 2011, April 2011
I don't see what's wrong with ability words. They just make the rules simpler, is all. It isn't as if the difference between an ability and an ability word had any actual impact on game play.
Oh, and Sov, keep in mind that Rewind has been reprinted recently enough to still be in Standard. Obviously Wizards doesn't think the mechanic is too broken. While I'd be surprised to see them ever print a permanent with the ability again, a sorcery form of it mostly eliminates the broken things it allows.
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Sets - Arcania
Competitions - CCL: March 2011, April 2011
I just FEEL it! Simic would be the combo player's guild!!! I think the Eye of the Storm would turn out big on this block
Life's for my own, to live my own way...
Currently playing:
EDH
:symu::symr::symw: Ruhan the Combolicious
Momir Vig Elfball combo
Kemba tokenator/voltron
Omnath, locus of muscle
(cost) Graft X (You may combine this creature with another creature, combine their power and toughness, and then combined creature has the others abilities, then put X -1/-1 counters on combined creature)
Strafing
Tutor-cycling
Graveyard-Recursion
Flashback-like Recursion
Creature Efficiency
Cost Reduction
Spell Copying
These are all potentially broken abilities, and most have yielded a number of powerful cards. If we break it down by color, we see the following:
Red: Radiance and Bloodthirst both improve creatures in play, Radiance and Replicate both give more copies of a spell. All three are about taking a weak effect and multiplying it (Target everything with radiance, make efficient puny things with Bloodthirst, copy effects with Replicate)
Green: Bloodthirst and Convoke are both directly tied to creatures. Convoke and Dredge both effect how a spell is played. All three mechanics lend themselves to self-feeding (Convoke out more creatures, bloodthirst out more efficient beaters to force damage through, dredge mroe dredge cards into yard).
White: Convoke and Radiance are both tied to quantity of creatures. All three are directly related to creatures.
Blue: Transmute and Replicate both give you a diversity of options with the spells you play.
Black: Dredge and Haunt are both recursive abilities. Dredge and Transmute both effect how a spell is played. All three provide long-term advantage.
So by mixing and matching common themes, we should be able to figure out the final 3 mechanics.
U/W: Diversity of options, directly related to creatures. Maybe some sort of taxing ability word? A whole guild of propagandas, suppression fields, crystal shards, and mana leaks?
R/B: Long term advantage through multiplying an effect. Seems to me like it would be something directly tied to your own loss of life. Like the lower your life is the better the effect would be, combined with a whole guild full of suicide cards.
U/G: Self-feeding Diversity. Hmmm... Card drawing cards draw you more cards (and diverse cards), many of which can draw you more cards. I expect many cantriping effects, especially creature related. Maybe something based off a creature dying, and related to auras.
So I think we're looking at the following.
For Azorious: Taxation- (Ability word relating to some sort of cost that your opponent must pay to avoid/enable something)
For Radkos: Bloodrites <some>- If you have fewer than <Some> life, do something.
For Simic: Dissect- When this card is put into a graveyard from play/the stack, search your library for an aura card that <something> and put it into your hand.
Keep in mind this is all vauge and wild speculation.
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
Dude, believe me, I don't f****n care if this is just speculation... It's people like you who make intricate science out of a relatively simple concept that keeps the game the best and most exciting in the business.
I was REALLY looking forward to an in-depth analysis like this when I began this thread, so as to create "mere speculations" that would keep competitive minds focused on the intricacies on the game.
Nice job on this, man... And I hope your predictions for the Azorius Senate would come true... I'm getting tired of playing a dying archetype (MBC).
Life's for my own, to live my own way...
Currently playing:
EDH
:symu::symr::symw: Ruhan the Combolicious
Momir Vig Elfball combo
Kemba tokenator/voltron
Omnath, locus of muscle