Previous Guilds of Ravnica Reviews

Limited:

White | Blue | Black | Red | Green | Boros | Dimir | Golgari | Izzet

Core Set 2019 Set Reviews (Click to expand)

Limited:

White | Blue | Black | Red | Green | Gold, Artifacts, and Lands

Constructed:

White | Blue | Black | Red | Green | Gold, Artifacts, and Lands

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Before I introduce the grading scale, I offer the usual caveat—the grades don’t tell the whole story, and what I write about each card provides context.

Ratings Scale

Retired and inducted into the Limited Hall of Fame: Pack Rat. Umezawa’s Jitte. The Scarab God.
5.0: The best of the best. (Bolas’s Clutches. Icy Manipulator. Lyra Dawnbringer.)
4.5: Incredible bomb, but not unbeatable. (Josu Vess, Lich Knight. Tatyova, Benthic Druid. Slimefoot the Stowaway.)
4.0: Good rare or top-tier uncommon. (Cast Down. Time of Ice. Adeliz, the Cinder Wind.)
3.5: Top-tier common or solid uncommon. (Vicious Offering. Blessed Light. Shivan Fire.)
3.0: Good playable that basically always makes the cut. (Cloudreader Sphinx. Caligo Skin-Witch. Grow from the Ashes.)
2.5: Solid playable that rarely gets cut. (Fungal Infection. Academy Journeymage. Mammoth Spider.)
2.0: Good filler, but sometimes gets cut. (Krosan Druid. Soul Salvage. Ghitu Journeymage.)
1.5: Filler. Gets cut about half the time. (Relic Runner. Ancient Animus. Deep Freeze.)
1.0: Bad filler. Gets cut most of the time. (Divest. Homarid Explorer. Arbor Armament.)
0.5: Very low-end playables and sideboard material. (Rescue. Cabal Evangel. Drudge Sentinel.)
0.0: Completely unplayable. (Kamahl’s Druidic Vow. One with Nothing.)

Dimir Locket, Golgari Locket, Izzet Locket, Selesnya Locket

 

Limited: 2.0

I’ve played a few Sealeds, and Lockets have been… fine. They are playable if you have a medium to high curve, and it is nice that you can crack them for two cards later in the game, but I’m still not thrilled to spend 3 mana on them early (which makes them dubious acceleration). I like these quite a bit more than any other 3-mana rocks in the past, so I’m curious to see how people rate them in a month.

Boros Locket

 

Limited: 1.0

If you’re jamming Boros Locket, you’re probably doing it wrong. Boros decks tend to have a low curve and don’t care about card draw, so this stands markedly behind the rest of the Lockets.

Chamber Sentry

 

Limited: 3.5 // 4.0

In a 2-color deck, this is still pretty sweet. It’s a 2-mana 2/2 that can shoot something when needed, which is relevant at all stages of the game. It’s worth playing half-color Gates (like a Dimir Guildgate in an Izzet deck) if you have this, as extra counters are quite valuable. Once you can bring this back, it’s a win condition by itself, and will often come out as a 4/4 or 5/5, which is amazing. I’d definitely try and shoot for 5-color if I saw this early, as it’s a huge payoff.

Chromatic Lantern

 

Limited: 1.5

In a 2-color deck, this is abysmal, and even in a 3-color deck I’m not thrilled. Only once I was 4 or 5 colors would I want Lantern, which won’t be most decks you’ll draft.

Gatekeeper Gargoyle

 

Limited: 3.0

I’m not quite sure yet how good the Gate deck is, but Gargoyle is a solid payoff. With 2 Gates in play, this is good, and at 3+ it’s very good. The rating reflects a deck with 5+ Gates, and I wouldn’t play this with fewer than that.

Glaive of the Guildpact

 

Limited: 0.5

This looks really bad to me. The Gate deck is naturally going to be a defensive one, and this is a very aggressive set of abilities. I’ll pass.

Rampaging Monument

 

Limited: 2.5 // 3.5

In a deck with just a couple gold spells, this is playable, and once you hit 5+ it becomes a respectable threat. At 4/4 or greater, it truly does begin to rampage, and it’s not hard to imagine this just going ham.

Silent Dart

 

Limited: 1.5

The mana-to-effect ratio here isn’t fantastic, and all the guilds have access to better removal options. Still, this does kill most of what needs killing, so don’t be ashamed if you’ve gotta play it.

Wand of Vertebrae

 

Limited: 0.0

This one, however, should make you feel ashamed. This may form the skeleton of the nut Golgari undergrowth deck, but it’s too low impact and slow for me to take it seriously.

Boros Guildgate, Izzet Guildgate, Golgari Guildgate, Dimir Guildgate, Selesnya Guildgate

 

Limited: 3.0

If you are 2 colors, I’d take Guildgates reasonably high, over most commons of the same level (especially once you have enough playables). If you have any of the uncommon cycle that costs AABB, these go up a notch, and once you’re 3+ colors they definitely go up. In general, most people probably take these too low, so it’s possible you should think of them as a 3.25, if that helps.

Gateway Plaza

 

Limited: 1.5

I’d only play this if I were 3+ colors, and even then I’d hope to do better. It’s just so clunky, even though it does count as a Gate for the cards that care about that.

Guildmages’ Forum

 

Limited: 2.5

In a deck with three or more gold creatures, I’d play this, and once you are at five or more I’d definitely be happy doing so. It’s a little clunky, but the payoff of having your land produce +1/+1 counters is real.

Guild Rankings

5. Izzet

4. Golgari

These two guilds feel the most behind the rest. They definitely have good things going on, but they are either more situational (Izzet) or harder to enable (Golgari) than the other guilds. The good version of any guild deck is going to be great, but I think these two guilds will come together less often than the other three.

3. Boros

2. Dimir

1. Selesnya

These three seem quite close, so the ranking is (somewhat) arbitrary. I like that all of Selesnya’s cards are good, and Conclave Tribunal is the best removal in the set. Curving into Siege Wurm and Rosemane Centaur is great, even if there aren’t quite as many tokens as previous incarnations of convoke.

Dimir has a very consistent game plan, and I like the strength of its commons (Watcher in the Mist and Deadly Visit in particular). The main weakness is that the nut Dimir deck still isn’t that focused and can be a little clunky.

Boros looks pretty good, and Skyknight Legionnaire is always great, but mentor can be hard to enable at times. At the end of the day, all the guilds seem viable, and I’m really curious to see how they shake out. Thanks for reading—it’s time for me to stop reviewing and start battling!