I’ve played my fair share of Guilds of Ravnica Limited in preparation for the upcoming Pro Tour and the Team Grand Prix in Denver. Priced at $10. I don’t think I’ve ever cut one from a deck and I always find a reason to include it. The set features five of the bi-colored Ravnican guilds: Selesnya (), Boros (), Golgari (), Izzet (), and Dimir (). If people aren’t scooping up Guildgates early, they likely won’t have enough to play Glaive of the Guildpact. There are quite a few of them. Glaive of the Guildpact with a few Guildgates makes every creature in your deck a big threat. If they don’t have evasion they can simply be outsized, and then your opponent is getting effective card advantage with one bigger creature outclassing three of yours. This has a much higher fail rate in my experience because you have issues when you fall behind. The Standard rotation will get rid the format of many powerful archetypes, which will open the doors for a new meta-breaker: the Surveil mechanic. I’ve always found relying on playing a 1-drop and curving out smoothly overrated in Limited because those decks have a very difficult time recovering once they fall behind. Golgari is not in that category, and if you’re avoiding it at all costs to get “in a better guild” you’re just throwing away wins in the long run. He's coming in at $10. Boros decks happen to be easier to close out because they’re lower on removal than control decks so you don’t need to have too many big win conditions, unless their life total gets so high you end up decking yourself. Jump-start cards like Radical Idea and Direct Current at common allow you to trade one-for-one once, and then trade in a land. Aurelia is a slightly different case, due to its devotion to two colors instead of one: white and red. So I’ve decided to share some of my takes on the format, and which cards my peers are underrating or overrating. This is an odd one to include, as it’s totally fine, and actually plays well into what I think this format is about: value. I’m often surprised to get Radical Idea as late as I do. If you have two or three of these you can start playing Barrier of Bones guilt-free as well, because you can cash it in after benefiting from the cheap blocker and surveil trigger. Opening a card like Izoni, Thousand-Eyed and taking a Skyknight Legionnaire under the assumption that Boros is better than Golgari should only be done in extreme circumstances. Last time, I went over some of the most overrated cards in the format. Guilds of Ravnica contains 259 cards (111 commons, 80 uncommons, 53 rares, and 15 mythic rares), but there are only 254 functionally different cards since all gates have 2 common slots. You can sacrifice them using the +2 ability, which will draw you additional cards, and in just three turns you can activate the -9 ability. Blue in Guilds of Ravnica has such good spells, and so many of them, that I think tapping out for a mediocre, smallish creature is generally a mistake. I know everyone thinks this is a good card, but in my opinion it’s the best common in the set and I still on occasion wheel it, despite being easy to splash. I’ll get more into that later. I’ve had a lot of success with very controlling blue decks that lean heavily on counterspells and removal. While Healer’s Hawk is a fine card in Boros, I’m never taking it early, and I draft around it because I think there are better ways to get percentage points in Draft. But this list of Magic: The Gathering cards focuses mainly on new non-land cards that will have an impact on all formats. Sonic Burst trades resources for damage. Each guild has its own distinct ideology that unifies its members with one another, with the guild itself, with its functions and purposes, and with its structure. In any case, token-based decks have the chance to stand on their own, and March of the Multitudes will assist them significantly. Legendary Angel creatures have always been historically underappreciated by the Magic players. Blue in Guilds of Ravnica has such good spells, and so many of them, that I think tapping out for a mediocre, smallish creature is generally a mistake. R 151 $0.61 $0.78 $1.19 View. In Guilds of Ravnica, the spells are actually better than the creatures for the most part, and I’ve had a lot of success noticing and leveraging that information to my advantage. All this instant-speed interaction makes me not want to play more expensive sorcery-speed cards unless they’re especially powerful. Muse Drake may produce value, but it’s undersized for its spot on the curve, and competes in mana cost with cards such as Artful Takedown and Capture Sphere, which play so well with all of the counterspells in the format. The plan is to play Dreadnought on turn one and sacrifice it. Most expensive cards of Return to Ravnica This post is outdated. I like having the first copy of Notion Rain, but I do see people taking it too highly, then ending up with two or three and not wanting more than the first. Siege Wurm can be a proxy for any big expensive convoke threat. I’d suggest speculating on a gold card in pack 1 and letting a single copy of Siege Wurm you might play fall into your lap. Check back later in the week for my top underrated cards.