How does rakdos guildgate work
Lore-wise, Izzet is both weird and interesting, which I think would make them happy to hear. They would rush into magical experiments without any thought other than it might work, or at least look awesome! They were put in charge of the civics works in Ravnica e.
Golgari Guildgate Illustration by Eytan Zana. The Golgari are the embodiment of life and death. While growth may sometimes come slowly, the ability to create something from the wreckage of another can happen quite suddenly… for a cost. Golgari decks tend to focus on making big creatures out of little creatures and dredging the graveyard for the perfect beater. Expect of a lot of fetching, tutoring, and reanimation.
Boros Guildgate Illustration by Titus Lunter. If Selesnya are the police of Ravnica, then Boros is the army, forging the harmony and coexistence amongst its residents through blood and iron. Righteous, zealous, and forthright, the Boros Legion enforces the laws of the Azorius Senate when a simple police force is just not enough. When playing Boros decks, think aggression. Instead of aggression through speed, though, like with mono-red aggro , focus on aggression through sheer numbers.
Boros takes the weenie from white by going wide with creatures but, instead of small ones, is more about enabling you to go wide with larger creatures biggie? Simic Guildgate Illustration by Svetlin Velinov. While the Gruul protected through chaotic aggression and the Selesnya protected through prevention and regulation, the Simic wanted to preserve nature as civilization began to expand outward, especially those that are deemed… incompatible with civilized life.
In many cases, this meant capturing nature for study and in others forcing to adapt to its new existence. Basically, if Ravnica had a Doctor Frankenstein, he would be Simic.
Building a Simic deck relies on mana ramp. Lots of mana ramp. This can be done with mana dorks such as Paradise Druid , mana enablers like Arboreal Grazer , or mana tutors such as Cultivate.
What do you do with all this mana? Exactly what green and blue are known for: big creatures and disruption. Can you guess where they got their names? Much like the 2-color combinations, these tend to combine the characteristics and mechanics of their component colors in terms of how the cards operates and how they work in the lore.
While the guilds were interesting because of the interpersonal relationships that created them, the shards and clans tend to be kind of bland in my opinion. Unlike the guilds, the shards have primary and secondary colors which are used not only as determining factors in terms of what characteristics they hold, but also let you know which colors will be used the most and what mechanics will be their primary drivers.
For the shards, the worlds that these combinations come from flat out do not have the other two colors, so no influence occurs. For the clans, they have purposefully pushed away any influence from the other two colors.
Bant Panorama Illustration by Donato Giancola. Bant is a primarily white-aligned shard with green and blue as secondary colors.
The realm is one of noble engines and a caste system with the Blessed looking down on the Unbeholden. Lots of enchantments both granting abilities like flying, trample, and growth as well as stopping your opponents from doing much of anything on the battlefield.
Esper Panorama Illustration by Franz Vohwinkel. Esper is a primarily blue-aligned shard with white and black as secondary colors. The realm is one where control and purpose are overvalued and savagery is tamped down. Artificers, particular the Vedalken, have created machines mimicking the manner of animals, from birds to drakes to sphinxes, to protect the plane. Lots of interaction and disruption allowing you to attack or mill unabated.
Grixis Panorama Illustration by Nils Hamm. Grixis is a primarily black-aligned shard with red and blue as secondary colors. The realm is basically what one would like the biblical version of Hell to look like.
Death, your pick of the seven deadly sins, and the undead abound. Necromancers search out ogre and human encampments to take slaves and harvest their Vis, the magic-like life source of power on the plane.
Playing Grixis is interesting because it feels like an even split of playing mono-black with a bit of Rakdos and blue control, or like playing Dimir and Rakdos together. Jund Panorama Illustration by Jaime Jones. Jund is a primarily red-aligned shard with black and green as secondary colors. The realm is a mixture of active volcanoes, rocky mountain peaks, and vibrant jungles. Jund is very wild and free, an eat-or-be-eaten plane with a vast food chain. Humans and Viashino rule the ground and dragons dominate the skies.
You can easily start with the fast aggro of red plus the destruction-oriented control of black and the ramp potential of green. Or the destructive and sacrificial drive of Rakdos with the growth potential of green. Naya Panorama Illustration by Hideaki Takamura.
My Pick : Rakdos Guildgate. Even in a Rakdos deck with all basics, Rakdos Firewheeler can be a tough card to cast on curve. Having enough Guildgates will also leave me open to splash in my Rakdos deck if times get tough. My Pick: Clamor Shaman. Clamor Shaman is great in decks with a low curve that want to push damage with the power on the battlefield. I like Burning-Tree Vandal in Rakdos as well. With removal to back up the Vandal, you can sift through lands.
This is a close pick but I usually pick up Burning-Tree Vandal pretty late, and would rather have a split than two Burning-Tree Vandals.
My Pick : Carrion Imp. Carrion Imp is a fine curve filler and a card I like better in Rakdos than in Orzhov. Flying creatures are hard to come by in Rakdos, and the evasion is a nice way to turn on spectacle costs.
Rakdos also tends to race, so the 2 life is often relevant. The best card in the pack is Imperious Oligarch. My Pick : Clear the Stage. There are not many ways to generate card advantage in Rakdos, and I already have a Rakdos Firewheeler to turn on the 2-for My Pick : Rubblebelt Recluse. There are a few deathtouch creatures that can do it, but backed up with a removal spell, Rubblebelt Recluse can be quite the force. My Pick : Rakdos Roustabout. Noxious Groodion is at its best against green decks, but Rakdos Roustabout allows me to turn on spectacle for sure if I attack with it.
I take the Roustabout in hopes I can find some good spectacle payoffs, but this pick is fairly close. My Pick : Noxious Groodion. Easy pick here. Happy to pick it up here as a playable. Guildgates are great especially when you have Rakdos Firewheeler. My Pick : Rumbling Ruin.
Not a fan of Thirsting Shade , and Rumbling Ruin is a big body for 6 mana. My Pick : Ghor-Clan Wrecker. Ghor-Clan Wrecker is playable curve filler, but not a high tier 4-drop. It might end up in my deck if I end up low on playables. Utility lands. Legendary lands Pain lands Slow lands. Using counters. Depletion lands Storage lands. Card types , supertypes and subtypes.
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