|
|
Sections in yellow are additional comments from the webmaster. ~Streetz~
Guildpact continues the storyline of Ravnica in a thrilling expansion which introduces us to three new guilds that vie for power. First, there is the Izzet League. This blue/red guild is led by Niv-Mizzet, the Dragon Wizard who is in turn both a brilliantly brilliant guild leader, but also one of the original guild Paruns. A Parun is the term for the founder of each guild when they signed the Guildpact thousands of years ago. The only others that remain alive are Szadek, Razia, and Rakdos. Then in turn, is the red/green guild, the Gruul Clans; vicious and vicarious, this guild wants to destroy Ravnica for leaving it out in the cold for the past…oh, say…thousand years? The only guild without a true leader, this guild is broken into several clans, each ruled by a different entity. The largest guild, Burning-Tree, is led by Borborygmos the Cyclops. Under his command, the Gruul are becoming a force to be reckoned with. Of course there are the stars of this article, the Orzhov Syndicate. This white/black guild is anything but holistic. Under the influence of the Ghost Council, spirits from Ravnica’s past, this guild believes in sacred sacrifice and religious retribution. Unfortunately for them though, there’s more than just thrulls and euthanists lurking under the city’s streetz. Now to the point of the article (or one at that) is the mechanic the Orzhov are known for: Haunt. Haunt is an Interesting mechanic and I like it. It gives base for other spells to reveal their potency while you wait with a slew of creatures waiting to be destroyed to again play the spell you played three turns ago with Haunt. Phew! The basis of Haunt is this: as you play this spell, you may remove it from the game Haunting target creature and when that creature is put into a graveyard from play, you get to activate this card’s effect again. Looking at some of the Guildpact cards that work with Haunt, there are many-a-possibilities. Ah.. but first, let's that a look at the general notes about Haunt, as quoted from Aaron Forsythe @ www.wizards.com. Ghurhgs's description of Haunt above is a bit misleading from what it actually does - this should help:
That's a lot more rules stuff than I found for Radiance! Anyway, I hope this helps a bit. And now back to Ghurhgs... who looks to be in a mood for swimming. ?? .... So, once again, let’s dive.
The only challenge is creating a white/black guild is finding the synergy between those colors. Interpreting white, it’s mostly life gain, protection, and helping you not lose the game. So how can a guild be both light and dark? Look no further than the Orzhov on this matter.
Benediction of Moons is a very simple card. In the beginning game, it’s usually “Gain 2 life for W.” Then, after it resolves and your opponent destroys your creature, it becomes “Gain 2 life again.” Simple, and efficient for its cost. However, I think the wonder of this card is in Multiplayer. If you have a five person game going, 5 life for one white mana is VERY good. When I saw Absolver Thrull I became ecstatic with joy. Not because of its effect, but because I knew it marked the return of Thrulls. Not since Fallen Empires have we had the joyous return of this creature type. I don’t favor the Haunt ability of this creature, but it had to be done and I suppose it’s better than Belfry Spirit. About the mechanic on Absolver Thrull - I don't like this variation of the mechanic - I mean, the destroy target enchantment without any 'you may' line in there. It makes the card anti-synergistic with any deck that has an enchantment in it (with exception to Hatching Plans). Also, for the record, I much prefer the art of thrulls from Fallen Empires. Graven Dominator finishes up in the mid-game by making everything Humiliated and easier for you to finish off. Supposing you’re playing a full white/black deck, combo this with Night Of Souls’ Betrayal for a Wrath Of God for 4WW. Interesting… What I don't understand about this card is how it allows +1/+1 counters to still affect the creature after it becomes 1/1. With Sorceress Queen, the creatures 'is 0/2 until end of turn' and negates all effect applied to the creature (affecting P/T) before it. Is there a big difference when something "becomes X/X until end of turn" and "is X/X until end of turn"? Makes no sense.
My favorite color, black brings up the last color of this guild. Since black is naturally about discarding, destroying, and decimating.
Seize The Soul…when I first saw this I said “hmm…I probably won’t play this.” I still have that judgment, but it is alright. Taking into concern that your opponent isn’t playing Orzhov, this is an alright card. You also benefit from the flyer token. Then, when your opponent is like, “Ok, you destroyed my Borborygmos but I still have my Niv-Mizzet!” they tap it and kill the Haunted creature, triggering Seize The Soul and killing the other legend. However, in my opinion, the restrictions of nonwhite, nonblack, the fact that it costs 2BB and is rare ... make it a bad card. I love Cry Of Contrition. It’s basically Pain that can trigger twice. “B: discard” is awesome; cheap, and awesome. Must I say more? Yes. The art is cool. *grin* Orzhov Euthanist is also an interesting pick. It’s just a Crushing Pain that is black and in creature form though this card just destroys it. I’m not sure if I’d play it, but it’s a better choice over Exhumer Thrull. To add to Ghurhgs comments, what would you expect from a common 2/2 black creature for 2B? It's good if you consider it's cost and body. And about Exhumer Thrull... it's just plain terrible. Perhaps the Chimney Imp of the Orzhov Guild.
Sadly, only two cards share the Haunt type that are multicolor. Taking that into consideration, these two cards are pretty damned good.
Orzhov Pontiff can shift battle pretty quickly. It’s cheap, and its potency can make your creatures more dominant or makes your opponent’s creatures weaker to your upcoming onslaught. Plus, when the creature it haunts dies, the ability happens again so you can once again unleash a barrage of attacks against your opponent(s). This card is sometimes best haunted on your own creature (for control purposes). Blind Hunter is the second Haunt multicolor card. I like it…a lot. It’s a 2/2 flier for 2WB first of all, then its ability triggers and there’s a sudden 4-life difference between you and your opponent. This is also the gold version of Highway Robbers from the Masques block except with flying. I also like this card.
Straying from just the mechanic Haunt, the Orzhov have some nice hybrid cards (though only three) and they all work pretty well.
Yes! More Thrulls! This is very useful because its hybrid cost enables it in either white or black decks. It’s cheap, and when boosted up in power, can cause some nice differences in life between you and an opponent. I'm picturing a mono-black deck with Mourning Thrull and either Endless Scream, Feast of the Unicorn and/or Unholy Strength. Mourning Thrull should in no way (in my opinion) be common with those cards in mind. Ohh….the guildmage. Simple abilities, but useful in dire situations. I mean, how complicated can a guildmage get when it’s either “gain or lose life”? The answer is ‘not at all’. One thing I just noticed is the fact that the effects are completely symmetrical. The white ability allows one player to gain 1 life. The black ability makes each player lose one life. Throw in a Heartstone or two.. and you have a deck concept. Now, here’s something interesting. Though steeped at 7 mana, Debtors’ Knell is helpful if your opponent has a good creature in the graveyard that you desperately want. It’s enough to shift the tide of battle at that matter (though this late you should’ve won with Orzhov.) Wrath of God anyone?
Ah yes, once again the lands aid in the battle that the Orzhov lead. As I said before, the basic lands are pretty terrible so let’s just review the other two…
Orzhova is probably a pretty steep land, one of the most in cost. Playing it requires you to be totally out of options and playing Orzhov I’m pretty sure you could find a better use of 5 mana. A few Thran Turbines and a Skyshroud Elf come to mind... Of course, the dual land is playable in any deck so you can go on ahead and throw that in there. I’ll leave Streetz to the Combos because he’s much better at that than I am. OK. *grin*
Mind you, there are cards you can use instead of Mind Bend to have a similar effect, but I think Mind Bend is one of the most efficient. For Teysa, that is. 'Mind Bend' Teysa replacing white with black, or black with white. That way you can use your Spirit creature tokens with flying to use her first ability: Sacrifice 3 white (or black) creatures to remove target creature from the game. Then, each of those sacrificed creatures generate a new 1/1 Spirit creature token with flying. Repeat and Rinse until all of your opponent's creatures are GONE! Nothing like a stern woman to wreck the day for your opponents.
Well... that's all for Uber Streetz combos this time around. Trust me, these aren't the only combos available using Orzhov cards. I didn't want to bore you with all of the other combos like Ghostway and Graven Dominator, Orzhov Guildmage and Heartstone, Ink-Treader Nephilim and Mortify, Souls of the Faultless and Nettling Imp or even Belfry Spirit and Serra Avery. Let's get back to Ghurhgs.. I think he has a few last things to say about the Orzhov.
One more thing though, the backdrop of the Orzhov. Since this set is fairly new and there haven’t been a whole lot of articles on the Orzhov yet, I suppose I can go on and explain about them. The Orzhov are led by the Ghost Council (see top), several religious figures who lead the Orzhov in their works, sermons, and all-around daily activities. To become a member is to fully transcend into spirit hood as a patriarch. Here’s a chart of Orzhov ascendance: Human As you can see, it’s tough and takes about 200 years to
become a member of the Ghost Council. In addition, the Council’s most famed
member, Vuliev, has to accept you as a true worshipper. Well, there’s the Orzhov Syndicate for you out there. I hope it at least made you consider, “Oh well, Haunt seems a little cooler now” or “Hey, I should beat this kid up for not doin’ combos.” I don’t seem to grasp combos too well, so in the future if anyone would like to submit me some combos, I’d gladly put them on here. Until next time, ~Ghurhgs~ You can discuss this article in the MDV forums here. Most Popular
Articles of 2006 |
|