Attention to Detail #3
by Jordan Kronick
November 21, 2005
All I Want
I need to start this
week with a little story. Back when Ravnica was shiny and
new and the prerelease was only a few days removed, I made a
bet. A guy I know on Magic Online told me that he thought
white-blue would be a more effective color combination in
Ravnica-Ravnica-Ravnica drafting than red-white. He’s since
admitted that he was most likely wrong, and I’m well on
track to win the bet. That bet got me thinking, though. The
guild structure of Ravnica lends itself to four color
combinations, based on the guilds that are present. But
those aren’t the only color combinations that exist. And
sometimes it’s possible to win with something that breaks
the boundaries. This week I want to take a look at the dark
horse of Ravnica drafting – off-guild combinations.
Of course, anybody who pays attention to current events in
Magic knows that each two color combination has a
representative guild. Once Guildpact and Dissension come
out, over the next 6 months, we’ll get to see just how
effective each of them is. However, even when you’re
drafting RGD, the draft still starts with Ravnica. And if
you want to play an Izzet (red-blue) deck, you’re going to
have to start with off-guild cards in the first pack. So I
believe that examining the later guilds now will serve not
only as an oddball strategy in the current draft
environment, but as a way of preparing for environments of
the future. I’m going to go through each of the six later
guilds and evaluate their effectiveness as the black sheep
of Ravnica drafting. This week is the guilds of Guildpact.
Next week, I’ll take a look at the last three from
Dissension.
The Orzhov Syndicate – White/Black
I’m starting with this combination because I’ve always had a
soft spot for it. My favorite deck has always been a
variation on my old Chains of Mephistopheles deck, and it
has almost always been white and black. I love Scrublands
and Vindicates, what can I say? The Orzhov are an important
place to start for another reason. This guild forms the
third piece of a guild triad (which is to say 3 guilds that
share 3 colors among them) of which the other two guilds are
already available. The Selesnya and Golgari are the other
two pieces, and a combination between them is already very
popular in sealed deck, though somewhat less so in booster
drafting. However, this means that sometimes we’re already
playing Orzhov, even though the guild won’t be around in
force until Guildpact. Playing a three color deck is about
more than just combining two complimentary guilds and
playing off their common color. You need to find ways to
balance and abuse the other colors as well. For the case of
a Selesnya-Golgari deck, this means balancing the black and
the white – the Orzhov. See how this works? It’s fun to
think about this stuff.
So how can we reconcile the differences between black and
white in Ravnica? And is it an effective color combination
without green? Unfortunately for us Scrubland-lovers, I
think it is not. In order to examine an off-guild
combination, we need to look at the mono-colored cards from
the two colors. White has the advantage that it has cards
from two guilds in Ravnica, and the mechanics play well
together. Convoke conjures images of lots of creatures, and
white’s Radiance cards also operate well with lots of
creatures on your side. Black carries the same advantage,
with the other two guilds. It has Transmute cards from Dimir
and it has Dredge cards from the Golgari. That’s four guild
mechanics appearing among two colors, split evenly among
them. It’s a wide open field with not much in common.
Although Convoke and Radiance both operate well with large
masses of creatures, neither black nor white has an
exceptional ability to produce token creatures. That ability
is generally provided for by green. There are exceptions,
such as Twilight Drover, but even that requires some tokens
to get it started. And for once, black isn’t producing
Zombie tokens.
I think you’ll find that sometimes the only way to make an
unguilded combination work is if you manage to pull a very
specific keystone card. In white-black, one such card is
Concerted Effort. This enchantment is obviously very
effective in guilded combinations where white’s small fliers
can give evasion to green and red, and first strike and
vigilance are abundant. When used in white-black, there is
an even more important ability to share however. Fear is
extremely strong in any format where artifact creatures are
not abundant. This is one such format. And there’s an
extremely effective fear creature that’s common, too. Dimir
House-Guard combined with Concerted Effort is an extremely
strong combination. Not only does it provide all of your
creatures with an evasion ability that can end games very
quickly, the House-Guard can regenerate, which makes the
combo even harder to break up. When combined with one of the
effective vigilance creatures in white (of which there are
many in Ravnica), you’re in extremely good shape. White and
black both have the strength of evasion abilities in
Ravnica, be it flying or fear. This is an important
consideration that will come into focus when we look at one
of the more land locked combinations.
There’s one other strong combination in black white, which
is only worth mentioning because the one time in a hundred
when it wins the game will be memorable. Conclave’s Blessing
is a bad card. Carrion Howler is (in my opinion) also a bad
card. However, when combined, they can be devastating. The
two cards combined form a Hatred-like effect that can be
hard to overcome. This is the kind of combination that I
would never base my deck on, but if I had found myself in an
Orzhov combination I would be sure to watch out for.
The Gruul Clans – Red/Green
Classically, red and green have been one of the most
effective two color combinations in the history of the game.
From early synergies between cards like Berserk and Ball
Lightning (with a touch of Blood Lust) to more clearly
defined cooperative cards like Tinder Wall and Kird Ape, red
and green have gotten along famously since Magic was
created. It just goes to show that Ravnica was designed well
that this is not the case in the current draft environment.
Red and green simply doesn’t work well in Ravnica. Sure,
there’s synergy between saprolings and cards like Fiery
Conclusion, and both colors have a common ally in white.
However, it’s very hard to reconcile the differences between
the colors with the current pool of cards. Ordinarily,
red/green decks rely on fast mana from green to play big
threats of both colors, and effective burn from red to hold
the ground until then. Unfortunately, red has taken a hit in
the effectiveness of its burn, and mana generation is as
prevalent in other color combinations (due to the Signet
cycle) as it is in this one. With only one red guild in the
set, there is a deficiency of effective cards for the color,
and playing it without white sacrifices most of the power.
The real problem with red/green in Ravnica stems from the
way the guilds are currently provided for. If you are
getting strong red cards in the draft, but not getting white
to go along with them, it means the white is being cut close
to you in the draft. If this is the case, then the white is
being grabbed most likely by someone playing white/green.
This means that although you might receive strong red cards,
your green pool may be lacking.
However, where some color combinations would be rendered
completely ineffective by these factors, the classic
friendship between red and green is strong enough that it
can sometimes pull out a win. Managing an effective
red/green deck in RRR drafting requires a pool of red burn
that is beyond reproach. As usual, green has no removal
cards of note, so you’ll have to make up for it elsewhere.
Unfortunately, one of the most effective red burn cards may
be a problem in your deck. Cleansing Beam is ordinarily a
very strong card. However, mixing your colors in this way
means that often times your creatures will be of similar
colors to your opponent’s creatures. There’s nothing worse
than staring down some green creatures with a Cleansing Beam
in hand, knowing that to use it will wipe out some of your
own creatures.
The saving grave is the strongest red burn in the set –
Galvanic Arc. The arc is most effectively used when it is
put on a large creature, which is now even stronger. Green
can provide many options for that large creature, including
the perfect target – Bramble Elemental. Combining this
strong green beater with the best common Aura in the set is
a huge play that can lead to a quick win.
Another problem with red and green is the inability to deal
with flying creatures. Elvish Skysweeper becomes an even
more important card in this archetype than it usually is.
With the most effective “spider” in the set being white as
well as green (Selesnya Sagittars), you’re going to have to
try to kill flyers with burn and the Skysweeper rather than
just block them.
With all this advice, I still find it unlikely that many
people will ever end up in red/green without a dash of
white. With both the Boros and the Selesnya to connect these
three colors, the opportunities to go for three will likely
be many. If you’re forced to go it with only these two, the
draft has gone very strangely.
The Izzet – Red/Blue
With all the talk of shared colors and colors that appear in
multiple guilds, it’s amusing that the one color combination
in which both sides appear on only one guild is also the
most effective. Red/Blue is a combination which is not
merely a curiosity, but often an effective strategy.
Although they share no common ally in Ravnica, and are often
playing drastically different strategies, the Izzet have
granted us an extremely effective strategy nonetheless.
This strategy is based almost entirely on two cards. The
first is the above-mentioned Galvanic Arc. The second is the
often-overlooked Drake Familiar. When combined, these two
cards can be absolutely devastating. Reusable burn combined
with cheap flying creatures is the kind of strategy that is
very hard to beat. In order to build this deck, things have
to go just right. If you’re noticing a situation like I
mentioned above where the powerful red cards are coming
through but there is very little white, then this strategy
could work. If you can pick up at least two Galvanic Arcs
(hopefully three, as it is the cornerstone of this
strategy), then you can probably make it work. Drake
Familiars will be going late, as there are very few decks
that can make effective use of them (I expect this will
change drastically once Guildpact and Dissension are
released).
There are two other cards that it’s very important to
mention, when we’re talking about the Drake-Arc deck. The
first is Cloudstone Curio. Although it is a rare, it is a
pretty bad rare. So if there’s one in the draft, you’ll
often see it go around the table a bit. When combined with
the bouncing tricks you’re already performing, Cloudstone
Curio can be the tombstone on the whole match. It allows you
to bounce your Galvanic Arcs back and forth with each other
(or with other effective Auras like Flight of Fancy). It
also allows you to reuse your Drake Familiars, if you find
yourself with only one Aura to abuse. I’ve played this
strategy a couple times, and while it’s not always effective
– sometimes you just don’t draw the right cards – it is
among the most fun I’ve had yet in a Ravnica draft.
The second card that is important to mention is Mark of
Eviction. It may be a bit obvious, but this card interacts
incredibly well with Drake Familiar, Galvanic Arc, Flight of
Fancy and Cloudstone Curio. It also serves to slow the early
game down until your combo comes on line.
This deck requires a decent amount of defence, but that’s
alright. Using Drift of Phantasms here is a very good idea.
The drift provides a resilient target for your Auras that
can also hold off damage until you can deal with the threat.
And while I’m on the subject of holding off threats, not
enough can be said here about Peel from Reality. This card
can allow you to bounce your Drake Familiars along with
their creatures, allowing you yet another way of abusing
your Auras.
If you get the chance, I highly recommend giving the Izzet a
shot in RRR drafting. It can take a bit of practice to get
used to the increased number of card interactions. Not
everyone likes to play combo decks in limited, but this is
one of the best in years.
That’s it for this week. Next week I’ll present the Azorious
Senate, the Cult of Rakdos and the Simic Combine. Can any of
these colors hold a candle to the Izzet, when it comes to
unguilded drafting? You’ll just have to tune in then to find
out. For those of you in a country that celebrates it, have
a very happy Thanksgiving. And don’t forget that there’s
Braingeysers being given away on Magic Online this week.
It’s definitely a time to be thankful.