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Guildpact continues the saga of Ravnica by introducing three more of ten guilds: the Orzhov, the Izzet, and the Gruul. Just like in Ravnica, there are two different general categories for creatures in each guild. For instance, the Dimir had creatures that specialized in milling or evasion. For the Boros Legion it had both weenies and controllish creatures. In this article I hope to enlighten you on each of the Guildpact guilds in terms of the 'limited' format with a look at the different types of creatures and a closer look at some specific creatures in the set. The Gruul Clans.
Unlike the oil ‘n water Dimir, a Gruul drafter needs to have a balance between slow and fast. An optimal Gruul deck needs some small creatures not as a win condition but as bloodthirst enablers. Big creatures look impressive but they shouldn’t be relied on too much. An optimal gruul deck should have a mana cost like the graph to the right. (Sorry.. the graph didn't transfer well into Frontpage ~Streetz~)
The Izzet League.
The Izzet also have a sub theme going on: pinging in small doses. Pingers are powerfull but if you put too many into a deck, problems can arise. Many of the blue/red creatures tend to be a bit on the slow side *cough* crystal seer *cough* and so cards like vertigo spawn can stall long enough for Gelectrodes and Steamcore Wierds to come online. Also, Izzet is most often underdrafted which can net you two to four of the “guild staples” consistently.
The Orzhov Syndicate.
The types of creatures that want to attack tend to go in fast paced aggro decks where as the ones that don’t tend to go along side some of the orzhov’s life draining cards. However, this doesn’t mean that a deck full of flyers won’t take Souls of the Faultless. Cards like Agent of Masks and Droning Bureaucrats have great synergy together that can be very powerful! Unfortunately, the Orzhov tend to be overdrafted which can make it hard to get staples like Blind Hunter, Agent of Masks, and Ostiary Thrull.
Controversial creatures in Guildpact. Wondering why I didn't mention some cards above? Well, that's probably because they are not seen in everyone's eyes as the same -- good or bad. Some of the Guildpact cards are controversial in limited. Take, for instance, the following cards: Guildpact Guildmages
The Izzet Guildmage is really a U/R grizzly bear; with only two targets that don’t have replicate (Repeal and Quicken) there isn’t much reason to play this guy other than the 2/2 frame. Orzhov Guildmage is merely a 2/2 early and an agent of masks late in the game. His best use is hitting everyone for two damage a turn once you’re high on life (from Blind Hunter, Mourning Thrull, Agent of Masks, etc.) Though he's not very fast, the Orzhov Guildmage can really help out in the long run by killing your opponent faster or preventing your opponent from killing you faster. Lastly, the Gruul Guildmage: some people love him while others just don’t see the point in him. The strength of this guild mage is that he is good early in the game and good late in the game. While the Gruul are an aggressive guild, they can sometimes run out of steam. The +2/+2 ability of this guildmage really makes the difference. Even if you don’t use it you can still bluff (like attack with a 1/1 into a 2/2 if your opponent doesn’t block they take 1 and you can play your stuff 2nd main phase). Orzhov Euthanist
This card is a little of both. The “come into play” part is meant for the second main phase. If you can deal damage to an opponent's creature with another source (i.e. creature or spell) during the combat phase, during your second main phase the Euthanist comes into play with optimal effectiveness - destroying that creature as it comes into play. What's really cool is the fact that this will all be unpredictable (in certain situations) to your opponent. It's that unpredictability that makes the Euthanist a little bit better than Gray Ogre. Then there's Haunt! The second part of his ability triggers as an instant but haunted creature must be put in the graveyard in order for the trigger to happen. This gives you less control (as your opponent can kill/bounce the haunted creature at an inopportune time). The best use of haunt to maximize your control of it is to 'haunt' a small creature you control with at least one power. When your opponent attacks with a big creature just block with the haunted creature and *poof*! Your creature dealt damage to the attacker and thus the attacker to your haunted creature. You creature goes to the graveyard, triggering haunt. Target the attacking creature that just took damage and destroy it (thus the *poof*). The euthanist is a solid creature but it shouldn’t be relied on as creature kill. Burning-Tree Bloodscale The Bloodscale comes into play as a 2/2 for 4; he could possibly be a 3/3 but ya’ shouldn’t play the Bloodscale for its power/toughness; the reason to play (or not to play) the bloodscale is it’s two abilities. The first ability is simply evasion from annoying blockers (see Souls of the Faultless); the 2nd ability is like provoke and it forces blocking.
The reason some people don’t like the Bloodscale is that he is overcosted all around, both to cast and to activate his abilities. The pro is that he can attack and kill small creatures (even without bloodthirst) repeatedly, and later in the game swoosh by for the win. Another con is that the Gruul have much faster creatures (Scrab-Clan Mauler has the same power/toughness at half the cost). Well, that ends my journey into limited with the guilds of Guildpact. Hopefully I've given you a little insight into the Gruul, Izzet and Orhzov guilds while drafting them. Please let me know your thoughts on this in the forum! Kishiesties :Edited by Streetz: You can discuss this article in the MDV forums here. Most Popular
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