Previous Guilds of Ravnica Reviews
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.
I’ve had the pleasure of casting this one, and it is as fun as it looks. Drawing three cards and gaining 3 life isn’t that hard to do, after which your creatures even get to swing for extra damage. It’s trivial getting more than that, at which point you’re just enjoying the sweet Selesnya gravy.
This isn’t exactly a symmetrical effect, because it gives an edge to whichever deck wants the game to go long. Presumably that’s your deck, because you included this, and if it ends up that your opponent is more controlling, this is still a 3/3 for 3. I like this card a lot against Boros, and it’s playable in every matchup, as Selesnya cares more about the board than purely racing.
I don’t mind jumping through hoops to get something as sick as this. Conclave Cavalier is a great deal before even considering the death trigger, and once you add that you end up with one of the best creatures in the set. A 4/4 vigilance that doesn’t lose you stats when it dies is absurd, and this will trounce anyone without an Aura or exile-based removal.
This is my least-favorite Guildmage, but it’s still a Guildmage. A 2/2 for 2 with relevant late game abilities (or ability, as the green one kind of sucks) is a solid deal. Plus, every now and then you’ll give a Worldsoul Colossus trample and feel very smart.
Emmara, Soul of the Accord
If you build your deck to maximize Emmara, she has a high top end. Back her up with a pump spell or removal spell and she starts going off, or just do the obvious thing and tap her to convoke cards. Emmara takes work, but she’s great in the good Selesnya decks, and does exactly what this guild wants to do.
I’m pretty down on this one. It’s a combat trick that costs 5 mana and doesn’t add any stats, making it extremely situational and hard to hold up until the late game. It does wreck sweepers, but that’s not enough to get me to put the shields up.
Knight of Autumn
I love modal cards, and this has three different ones that are all great in the right situation. It’s also nice that the 4/3 mode is an incredible fallback, as nothing special has to be going on for you to want that. I’m going to enjoy playing with this card, even though it will be more often in Constructed than Limited.
Convoke-pump is a sweet deal on a 3-mana 2/2, and making soldiers is a very relevant late game ability. Ledev Champion is self-fueling but also works nicely with convoke cards or token-making, which is exactly what Selesnya is looking to do. Having a card that’s a mix of enabler and payoff is pretty great, and helps make your deck much more consistent.
March of the Multitudes
You know what’s great when you have a bunch of tokens? Even more tokens! That actually is true, because you can just swarm the opponent, and don’t underestimate lifelink, even on 1/1s. That buys you a ton of time and makes racing untenable for the opponent. This is amazing if you tap three creatures to cast it, is good with two, and still plausible at one.
This is the meat and potatoes of Selesnya, though now that I say that, I think they don’t eat meat? The Boca Burger and potatoes, or are they off gluten too? In any case, Rosemane Centaur is a great payoff, as you can cast it for 4 mana and feel good, while any cheaper makes you feel awesome. This also shows you that Selesnya is about smashing with large creatures on curve, rather than going wide with tokens, as Rosemane Centaurs and Siege Wurms come out slightly ahead of schedule rather than super early.
You can’t go too deep on shaping wood, as 4 mana for a 2/1 does put you behind on board, but having one or two of these gets you ahead on cards and helps find the best creatures (or Luminous Bonds) in your deck.
By itself, this is 5/8 worth of stats, 4/4 of which has lifelink. This being in Selesnya, it rarely shows up by itself, making it an incredible amount of stats for its cost. It trades well against removal, and every now and then you’ll just blow out a Dimir opponent who stole one of your creatures.
After playing with this, I can conclude it’s basically a worse Siege Wurm. That said, it’s still a Siege Wurm, and every Selesnya deck will be interested. Plus, sometimes it will come out as a 7/7 and be great.
There are a lot of better 2-drops available, but this does fill out a curve if you need that. Vigilance isn’t great on a 2/2, as it rarely gets into combat (or survives it), but this sure does tap to convoke things.
Assure // Assemble
I like both of these modes, with Assure being especially efficient. You’ll cast that one more often, but making Knights is a decent fallback.
Flower // Flourish
This may not look that great, but a ton of the power is hidden in the fact that it’s basically a tapped land that cycles. That’s a hugely powerful ability, even if the 6-mana side isn’t very efficient. In a G/W deck, the first one of these is something you can straight-up cut a land for, as any 1-land hand plus this fixes you nicely. I don’t like this at all in a deck that isn’t Selesnya, as this is not one of the hybrid cards you want to splash.
Most Important Selesnya Common
This is the emblematic Selesnya common, and you want as many as you can get. It curves really nicely, and pressures the opponent while also defending you.