Home  Decks  Combos  Articles  Visual Spoilers  Features  Art  Links  Search  BLOG  Forum

MDV RSS Feed  
 

  Super Games Inc - Free Shipping on orders over $30.   


M:TG BLUE BOOK: What MTG Cards are worth.



Winner for April 2008:


by Maleficent!


[Card of the Month FAQ]
[Submit Your Entry for May!]



HOME 

ABOUT MDV 

SEARCH MDV 

LINKS   
ADVERTISE
CONTACT MDV  
BLOG 


  NEW DECKS! 
 
  ABOUT THE DATABASE
  DECKS BY TYPE

  DECKS BY COLOR


  NEW ARTICLES 
Updated!
  ARCHIVES MAIN 
  >2008 ARCHIVES Updated!
  2007 ARCHIVES
  SITE NEWS  
  MDV NEWSLETTER 
  BLOG INFO 
  >WRITE FOR MDV. 


   Shadowmoor #1  Updated!
   Evil Combos 2008  
   Morningtide #1  
   Recent Combos  
   
Combo Archives  
   Infinity Combos   Updated!


  BANNED & RESTRICTED  
  CREATURE LISTS  
 
 
EXPANSION SETS
      Lorwyn 

      Morningtide 
      Shadowmoor   
      Eventide   
      Shards of Alara   
  LAND SPOILER 
 
 
RESERVED LIST  
  VANGUARD  


  DECK OF THE DAY  Updated! 
  COMBO OF THE DAY  Updated!
  MDV CONTESTS
 
  CELIXIA   

     Celixia Visual Spoiler
  POLLS  


  ART CATACOMBS 

  ARTIST LINKS   

  NEW ART! 


  Main MDV Forums 
  MDV Rumor Mill 
 Join the Forums!! 

(U/C) = Under Construction

Magic Deck Vortex MySpace!
If you're on MySpace and want to know the latest on MDV via MySpace, Befriend yourself here!

Magic Deck Vortex Facebook Page!
If you prefer Facebook... GO HERE!

MDV Featured Article:
Back ] Home ] Up ] Next ]

MDV Featured Article - Taking Charge: Orzhov Syndicate. - by Ghurhgs - posted 2/22/06 - discuss here

Sections in yellow are additional comments from the webmaster.  ~Streetz~

Well, Guildpact has been with us for over a week now and it’s introduced us to a plethora of new goodies found only on Ravnica. We’ve been introduced to some nice, new power uncommons, Weirds, and of course, the only other guild without a dominant leader, the Orzhov Syndicate’s very own Ghost Council Of Orzhova. Disregarding my past two articles, I thought I could stray away from just discussing the mechanic of the Orzhov and talk about the structure of this brand-new guild. Before all these goodies are explained, let’s briefly describe Guildpact in a paragraph or less.

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:

Haunt
Haunt is an ability that lets your creatures and spells have bonus effects from beyond the grave. Only cards from the Orzhov guild (white, black, or white-black) have haunt.

The official rules for the haunt ability are as follows:

502.51. Haunt

502.51a
Haunt is a triggered ability that enables other triggered abilities to work from the removed-from-the-game zone. "Haunt" on a permanent means "When this permanent is put into a graveyard from play, remove it from the game. As long as this card remains removed from the game this way, it haunts target creature." "Haunt" on an instant or sorcery spell means "When this spell resolves, remove this card from the game. As long as this card remains removed from the game this way, it haunts target creature."

502.51b Cards that are in the removed-from-the-game zone as the result of a haunt ability "haunt" the creature targeted by that ability. When the creature that's being haunted is put into a graveyard, an ability of each card in the removed-from-the-game zone that's haunting it will trigger.

502.51c If a creature that's being haunted leaves the in-play zone, it stops being haunted.

* If an instant or sorcery spell with haunt is countered, its haunt ability doesn't trigger.

* Instants and sorceries with haunt have the same effect when they're played as when the haunted creature is put into a graveyard. Creatures with haunt have the same effect when they come into play as when the haunted creature is put into a graveyard.

* You may haunt any creature in play, regardless of who controls it.

* The same creature may be haunted by multiple cards.

* The cards that are haunting a creature don't return from the removed-from-the-game zone when that creature leaves play.

* If there are no legal targets for the haunt ability, the card with haunt stays in the graveyard rather than being removed from the game.

* If a card with haunt is removed from the graveyard in response to its haunt ability triggering, the haunt ability will resolve. But since the card can't be removed from the game, it won't haunt the target creature.

* The same applies for a token creature with haunt or a copy of an instant or sorcery spell with haunt. The haunt ability will trigger and target a creature in play, but the token or spell copy will have vanished from the graveyard by the time the ability resolves. It can't be removed from the game and won't haunt the targeted creature.

* If a card that's haunting a creature leaves the removed-from-the-game zone due to a Wish (from the _Judgment_(TM) set), that card stops haunting that creature.

* The source of an ability that triggers when a haunted creature is put into a graveyard is the card with haunt in the removed-from-the-game zone. The ability is controlled by the owner of that card.

* If a creature with haunt controlled by Player A but owned by Player B is put into a graveyard, Player A controls the haunt triggered ability. That player chooses the target for the haunt ability and must remove the card from the game. However, when the haunted creature is put into a graveyard, Player B will control the triggered ability of the card in the removed-from-the-game zone and will make any choices it requires.

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.

White – Benedictory Thrull Dominators.

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 SpiritAbout 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.

Black – Seizing, Crying Euthanists.

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 ThrullTo 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.

Multicolor – Pontiff Hunters.

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.

Hybrid – Mourning Guildmage Knells.

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?

Lands!  OMG Lands!

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*

Streetz's Uber List of Orzhov Combos!!!
Note: This whole section was added by Streetz

This was mentioned earlier - Graven Dominator and Night of Soul's Betrayal.  According to MaGo on www.wizards.com, because of a rules change before Guildpact was released, this combo now works.  With the legendary enchantment in play and with either the Gargoyle coming into play, or making a successful haunt, all creatures become 1/1 due to the Graven Dominator.  But, because of the Night of Soul's Betrayal, they all become 0/0.  You know what that means - bye bye all creatures other than the Dominator.  However, if they have any +1/+1 counters on them, they survive.  So much for using this guy as tech against Modular decks... unless of course you consider Aether Snap too!!!

You heard me complain about the Seize the Soul card.  I can take back those complaints if you took out the 'nonwhite, nonblack' text on the card, but obviously, we can't do that.  So let's choose another route.  How can we make sure all creatures on the board (preferably on your opponent's side) aren't white or black?  Thran Lens!  Wow... that card actually has a use.  If you have the Lens in play, you could target any creature your opponent controls (as long as it can actually be targeted).  Blurred Mongoose will cause your problems.  If it does, just cast Chainer's Edict.  Ahhh.. good old black.

While the Revenant Patriarch doesn't have Haunt, it's still an Orzhov card.  Combo'd with a card like Skull Collection from Saviors of Kamigawa, you can prevent your opponent from ever attacking you for as long as you can spend 3WB a turn (and keep the Collector in play, of course).  At the beginning of each of your upkeeps, use the Collector's ability to return the Patriarch to your hand.  Then cast him, making sure to spend a white mana somewhere in it's cost, and walla.  Repeat this next turn and keep your opponent from ever attacking you again.  Fun?  Yes, but only for you.

Debtor's Knell + Wrath of God = Great Recursion and even better in a multiplayer game.  Debtor's Knell was rated #1 multiplayer card by Anthony Alongi & Bennie Smith in the latest issue of Scrye.  And no wonder - you can grab creature cards from ANY graveyard and put them into play under your control.  Wrath of God is just a great way to facilitate the use of the card.  Several of your opponents have great creatures on the board?  Wrath of God them.  Then, each turn, take one by one from a graveyard to your playing field.  That's mean.  That's cruel.  That's a probably win for you.  That's good.  Note: You could always team up Debtor's Knell with Ghost Council of Orzhova to make an unkillable Ghost Council.

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.

Ah yes, yet another combo I've already mentioned.  Mourning Thrull is insane.  Combine it with power boosting cards and you have a mini-Exalted Angel.  Take for instance, Unholy Strength.  Enchant the flying Thrull with it and becomes a 3/2 flyer.  Enchant it with Feast of the Unicorn and it becomes a 5/1 flyer.  Keep in mind, it has a built-in Spirit Link.  Either way, unless your opponent has an early game way to deal with the Mourning Thrull, they will be dead very quickly or you will put up quite a fight by maximizing the difference in your life totals very quickly.  There are more cards than I've mentioned.. so go off and build a deck!  Cool?  Cool.

Agent of Masks.  What a cool, yet expensive card.  I wanted to find some cool combo for this chick, but I was having trouble.  However, I won't let you down.  Try the Agent with Followed Footsteps.  Yes, I know this is expensive, but with the blue Aura from Ravnica, before long you will have three, four or more Agent of Masks in play.  With just 3 of them in play, at the beginning of your upkeep you would gain 3 life (assuming you are playing two player) and your opponent will lose 3 life.

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... ...

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
\/
Euthanist
\/
Pontiff
\/
Patriarch
\/
Transcending Patriarch
\/
Revenant Patriarch
\/
Transcending Spirit
\/
Ghost Council Member

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.
Of course, Teysa leads to rid the streets of one of the Ravnican guilds…but which? You have to read the novel to find out.


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
The Games People Play - Tactical Magic.
If I worked at R&D
The Beginner’s Guide to Rogue
Druid Week Primer
Opting In: Ravnica
MDV Idol: Finale!
Avatar Week Primer
Delusions of Mediocrity: Getting Stuffy in Here.
Raiding Ravnica: Guildmages and You!
Lands-More than Mana: Part One

DISCLAIMER.
Magic the Gathering is TM and copyright Wizards of the Coast, Inc, a subsidiary of Hasbro, Inc. All rights reserved. All art is property of their respective artists and/or Wizards of the Coast. This site is not produced or endorsed by Wizards of the Coast, Inc. 

Magic Deck Vortex (www.magicdeckvortex.com) is a service provided by John Streetz to promote the knowledge and awareness of Magic: the Gathering as a collectible card game (casually, of course). This is a free site based out of Illinois that does not generate any profit for its owner. Magic Deck Vortex is based out of Illinois and has been around since August 2002.

Home  Decks  Combos  Articles  Visual Spoilers  Features  Art  Links  Search  BLOG  Forum