TWR: Ravnica Allegiance Guild Kits

It was announced with Ravnica: Allegiance that shortly after the release of the set we’d see guild kits for the next five corresponding guilds. This happened with Guilds of Ravnica as well, where the other five guilds got their own guild kits. For whatever reason I wasn’t too keen on picking those up, but the new color pairings had more I was interested in. The guild kits are a neat little package. Each comes with a two color 60 card deck containing reprints of cards from the other two Ravnica blocks along with some inclusions from the current set. Also packed in are deck boxes, dice, pins and stickers featuring that guild’s logo and a foil alternate art version of a previously released Legendary creature.

I decided to pick up a bundle of all five that I got for a good deal on Amazon, and they arrived a couple of days ago. Pictured above, you can see the alternate art cards along with the pins. I really wanted to grab these because there are a ton of cool reprints that aren’t necessarily expensive to get singles of, but I like the alternate art cards, and the extra accessories are a nice added bonus. I’m not going to go into specifics about the full deck lists, but there are a few cards I wanted to highlight just because they are awesome additions to my collection and/or cards I had on my wishlist. You can however see the full decklists here.

The dice this time around aren’t as cool as they were for the last five guilds, with some having colors that don’t make sense. The pins and stickers are great though — the pins have already found their way onto my backpack that I use to transport Magic stuff when I go places to play, but I haven’t decided what to do with the stickers just yet. Next, I’ll highlight some of the cards that are going to be immediately useful:

First of all, the new basic lands with the guild themed artwork are amazing. These can be spread about multiple EDH decks as most don’t use that many basic lands. Next, there are the cycles of signets, charms, and keyrunes that are great additions to any collection as they will be used in multiple decks. The new alternate art generals are great too, plus foil so they can replace non-foil versions if you already have them, or can just get you an extra copy for another deck. The following are some cards that I felt deserved a few words, but that doesn’t mean these are the only useful cards in these decks. They just seem to be cards that I think I’ll find a use for in existing decks and projects.

Isperia, Supreme Judge. Isperia is an Azorius Sphinx, and there are plenty of these to be found throughout Magic’s history. I actually brewed an EDH deck around Sphinxes but next got around to building it. Perhaps with the additional ammo that has come from recent sets I may revisit the idea. Either way, this card is at home in control and pillowfort decks that want to discourage you from being attacked. I’m not sure I’d use this card as my general, probably opting for Azor, the Lawbringer instead, but Isperia would still hold a place in the 99.

Rakdos, Lord of Riots. I already have this version of Rakdos in my Kaalia deck, and just want this alternate art foil to replace the basic version. I do think that I can find a place for this extra copy though.

Ruric Thar, the Unbowed. I brewed a Gruul deck not that long ago and Ruric was part of the 99. He’s a beast of a creature and I think he’d even make a swell general, but I’m going to throw him into that deck for now.

Teysa, Orzhov Scion. The older version of Teysa is still pretty damn good, and seems to be a viable addition to the newer Teysa deck that I brewed recently. I think that I’ll try it out, if not I think she might slot into the Daxos token deck I am working on. Further testing needed.

Zegana, Utopian Speaker. This is the only alternate art foil that’s actually a new card and not a reprint. This card released with the new set, and given that my merfolk deck is simic, this card slots right in. The +1/+1 counter shenanigans were already a part of that deck but that part of the strategy keeps getting bolstered so I’m going to roll with it. Not sure what I’m going to cut at this point, but I’ll figure it out.

Ghost Council of Orzhova. I like this card for my Oloro lifegain deck. It could work with Aminatou’s blinking theme too, but I think it fits Oloro better. I’ve thought about buying this card for a while, so now I finally have it.

Dovescape. Another great control card in Azorius colors, but could also be something I throw into my Estrid stax deck just for additional control if needed — this sounds like it could work well particularly if I get her chain veil and plus ability combo going for big mana. I should be able to flood my board with tokens.

Pontiff of Blight. I love the extort ability, and this guy gives all of your creatures extort. Not sure where I’ll put him, but it’s going somewhere for sure.

Debtors’ Knell. A great reanimator card, I’ve included this in several brews without owning a copy. Now I do.

Master of Cruelties. I have a copy of this guy in my Kaalia deck, and he can put in some work, along with being able to cheat around his limitation of attacking alone. I think I’ll easily find another deck that can use him.

Birds of Paradise. Surprisingly enough, I don’t own a copy of this card, and it’s a staple mana dork. I’ll have this in a deck quickly.

Zhur-Taa Druid. Another mana dork that does some damage while giving you mana. It seems likely to find a place in a deck.

Borborygmos. This guy just looks like a solid beater that can give out counters. In a deck that cares about counters in these colors, it’s a great way to get ahead.

Protean Hulk. Too bad he’s banned in EDH. The things I could do with this guy.

Vorel of the Hull Clade. I’ve wanted a copy of Vorel for a long while now. He’s got an interesting ability that let’s you double up counters on a creature, artifact or land. This obviously works best with creatures, but there are edge cases to be made. Being a merfolk, I think I’ll be slotting him into my merfolk deck just to be able to do more with +1/+1 counters.

Momir Vig, Simic Visionary. He’s kind of like the older version of Prime Speaker Vannifar. They both let you do some tutoring but do so in different ways. I’m not sure what I’ll do with him, but he’s an interesting card. Perhaps a new deck is in order.

Simic Ascendancy. This is one of those alternate wincons that rarely work but are kind of like an achievement if you can get it to. I think I might put this in my merfolk deck, unless I find another deck better suited for it.

That’s all I wanted to highlight today. If you like any of these particular color combinations I’d recommend grabbing that guild kit, because the value you’ll get is worth more than the asking price. I love getting a good deal on ways to bolster my collection, because the brewing is endless in this household.

The War Report: Death Rattle

Shortly after the arrival of Ravnica: Allegiance, I spoke about some of the new legendary creatures I was really excited for. Two of them were from color pairings that I’ve made multiple decks around, so I instead focused on the new Rakdos general Judith, along with the Gruul warleader. Admittedly, those look like fun decks to pilot and I am excited to build them — they definitely fall somewhere outside of my normal wheelhouse, and I love that about this game. Recently I was finally able to purchase some packs of the newest Magic: The Gathering set, and managed to get my hands on a copy of the new Teysa, and I rather enjoy her design.

She’s a 2/4 for 4, which isn’t a bad body alone for the cost, allowing you to avoid smaller burn spells. Teysa has two lines of rules text, and though they are both going to be relevant in my particular build, there is one portion that I want to focus more of our energy on. Teysa is the Panharmonicon of death triggers, much like Naban was the Panharmonicon for Wizards. She’ll double triggered abilities from creatures dying, and this can be a powerful effect however you should probably run a fairly creature-heavy build. I have done so, and first up I’d like to talk about some of our best death triggers:

Death Triggers:

It makes sense to add not only creatures who do something when they die, but also to include some creatures that do damage when other creatures die. Let’s look at our commander’s second line of text: Creature tokens you control have vigilance and lifelink. May I remind you that Orzhov as a guild loves to create spirit creature tokens, which are typically 1/1’s with flying. Now they’ll have vigilance and lifelink, and if they die, creatures like Blood Artist or Zulaport Cutthroat will do not one, but two points of damage and will heal you for more beyond the lifelink. I think this has the potential to be potent given enough tokens, so I’ve included several creatures who create tokens when they die. Elenda is probably the most note-worthy. I’ve also included ways to create more ramp in the form of Pitiless Plunderer, Pawn of Ulamog and Sifter of Skulls. They’ll create mana rocks/dorks for us when creatures die. All of these creatures have some great triggers that our commander can double, so I’d recommend you take a closer look.

Supporting Cast:

Not all of our creatures have death triggers, but they still serve our overall purpose. Here we have a selection of creatures that can remove other problems, give us some recursion for our sac outlets, and can even tutor for other creatures. There’s some card draw with Mentor of the Meek, and a Reassembling Skeleton can be used over and over to create a loop if you have one of those above mana producers and a Zulaport Cutthroat along with a sac outlet. I’m also really digging the idea of Elesh Norn buffing my creatures and destroying opponent’s token strategies, but it will also stack with another new card that I’ll talk about later.

Removal Package:

I’ve included a pretty standard Orzhov removal package, with some single target and board wipes in a variety of flavors. We want to be able to blow up permanents of all types, be it by destroying or exiling. Check the cards for more specifics.

Everything Else:

Some additional ramp and card draw was included with Land Tax, Black Market and Smothering Tithe. They are all sort of dependent on the board state but they will help to keep you from falling too far behind. As I mentioned earlier, I’m also running Ethereal Absolution to combo with Elesh Norn for a nice -3/-3 to opponents’ creatures and +3/+3 to my own, and it has a mana sink for your Black Market built in, allowing you to exile problematic cards from graveyards while creating more spirit tokens. Lastly, I’ve included two alternate win conditions, both of which are pretty situational and probably won’t work. Still, with all of the lifelink and ways to gain life I figure Approach of the Second Sun is a potential win con for stalled out games. Revel in Riches can potentially go off too, if I can get a loop going with the appropriate cards out, or just happen to luck into that many treasures. I think it could happen, but it’s one of those random things that won’t happen too often.

You can see the full decklist here.

TWR: We Don’t Need No Stinkin’ Spells!

Despite the fact that there are a few of other guilds from Ravnica: Allegiance that I’m more excited about (Orzhov, Simic, Azorius) I’ve chosen the other two to brew around, mainly because I didn’t have a Rakdos (which I brewed last week with Judith) or Gruul decklist in my collection of brews. As such, I’m sure you can guess which guild I’m building around this week. If you said Gruul, you deserve a cookie! Let’s look at our new Commander that we’ll be building around:

Nikya of the Old Ways is an interesting brew-around. A 5/5 for 5 CMC, she has a solid body. She also has two interesting abilities — one that is a hindrance and the other which is a boon. Cards like Zendikar Resurgent have been around for a long time and mana doubling isn’t something new, but having this ability stapled onto our commander is a great way to exploit it. The downside is her other line of text, which reads “You can’t cast noncreature spells.” This is why I’ve called the deck “We don’t need no stinkin’ spells” because I’ve built around this hindrance to the best of my ability. What this means is that we need to find ways to do things with our creatures that we would normally do with spells. However, this doesn’t mean that we can’t include a small amount of spells, artifacts and enchantments, because there will be times when our commander isn’t out yet, or perhaps gets killed off enough times that we can’t afford the commander tax. Since our creatures are going to be doing multiple things, let’s break them up into categories to wrap our heads around this.

Creatures that Tutor:

Since we’re running a creature heavy deck, we’ll want to be able to tutor out answers for particular problems. Fauna Shaman, Fierce Empath and Brutalizer Exarch will all do so, but each has its own prerequisites to do so. I’ve also included some creatures that will ramp us a bit by tutoring out lands. They have to be basics unfortunately, but extra ramp will always do us some good, particularly when we have a commander that doubles up our mana (and that Hydra will be bigger the more land we have on the battlefield!).

Creatures with Card Draw/Selection:

These creatures should help us with card draw, since we don’t have a bunch of options otherwise. Beast Whisperer will draw us a card everytime we cast a creature, so that’s great replacement value. The Heartwood Storyteller will get us cards whenever anyone casts noncreature spells, but our other two opponents will benefit from this too. We’re hoping that our additional mana sources will help to offset this fact. Tireless Tracker gets us clues on land fall, and clues get us more card draw. Finally, Magus of the Wheel is Wheel of Fortune on legs, and will let us dump our hands (also potentially screwing up our opponents too). Genesis Hydra and Silhana Wayfinder have ETB’s where we can look at cards from our library and then put creatures/lands onto the battlefield so that’s some nice selection. Vizier of the Menagerie is also a nice way to cast creatures off the top of your library without having to worry about having the specific mana colors needed.

Mana Dorks/Other Ramp:

I’ve added three mana dorks that aren’t the norm (usually it’s Elvish Mystic and Birds of Paradise). Zhur-Taa Druid feels better he does some damage along the way, and the Somberwald Sage adds three mana to cast creatures which we want. The Shaman of Forgotten Ways is also a mana dork, but I really worked him into the deck for his other ability — he’s basically Biorhythm on legs. That’s a banned EDH card (and one that I own) that lowers life totals to the amount of creatures each player controls, so we should be able to do this with enough creatures out to end the game, hopefully. Otherwise we have cards like Mina and Denn and Azusa that allow us to play extra lands on our turns. Regal Behemoth is also a mana doubler as long as we are the Monarch, and monarchy itself provides some extra card draw, so bonus. Radha gives us some mana for attacking, which should happen a bunch in this deck, and the Courser allows us to play lands off the top of our library. All around good stuff that should ensure we are always ahead in the land and mana departments.

Creature based Removal:

Pretty straight-forward here, we have some creatures that will kill artifacts, enchantments, lands or just permanents in general. Molder Slug is particularly evil, forcing players to sac artifacts every turn — this does affect you too, but you don’t have many in the deck so it shouldn’t matter.

Other Utility:

This is pretty much a catch-all catergory for the rest of the creatures in the deck. First off we have a couple more Hydras that are great mana sinks for all that extra mana we should be producing. Another Hydra here will capitalize off of the spells everyone will be casting. I’ve included the three Incarnations that we can slot into this deck, Anger, Brawn and Genesis. The first two will give our creatures Haste and Trample respectively as long as they are in our graveyards, the latter will allow us to recur creatures every turn as long as it’s in the yard. The Cat Snake can’t be countered and makes our creature spells uncounterable (so everyone will have to use other forms of removal). Temur Sabertooth is in the deck so that in those cases when we need to get rid of our commander in order to cast noncreature spells, we can bounce her to our hand and avoid commander tax. Seedborn Muse is just value, so is Ruric Thar because he penalizes noncreature spell casts by pinging for 6 damage for each cast. Lastly, Avenger of Zendikar, Pathbreaker Ibex and End-Raze Forerunners are potential game winners and are some of the most expensive creatures in the deck.

Here’s the short list of spells, artifacts and enchantments that I’ve included to round out the deck:

As you can see, there’s not a bunch here. When it comes to artifacts, we’re only running Sol Ring and three Gruul rocks. Enchantments are limited to a couple of cards that give haste (or riot which is basically the same thing), Abundance which is more card selection, Zendikar Resurgent for more mana doubling, and a “screw the blue players” card in Monsoon. For spells it’s a mix of more selection, removal, ramp and card draw. Pretty standard stuff and it all fits in line with what we’re trying to do.

I’m not sure how competitive this deck might be but it looks like fun. You can check the full decklist here. I’ve always enjoyed making decks around brand new commanders. What do you think?

TWR: Judith Aristocrats

With Ravnica Allegiance fully spoiled, we’ve seen a handful of new legendary creatures emerge, and there are a couple of those that I felt were deserving of their own decks. Some look to be better in the 99 of existing decks as well, but I’m going to focus on one of the new legendary creatures in particular today: Judith, the Scourge Diva.

There are two reasons why I chose to brew a deck around this particular creature. The first, is because I haven’t really brewed a proper Rakdos deck before. There was that Grenzo budget build I put down on paper but never actually built, so I’m not going to count that one. The second reason I decided to roll with Judith is because she lends herself quite readily to an “aristocrats” theme, which typically revolves around sacrificing creatures to drain out your opponents (among other variations). Let’s take a look at her abilities. She’s a 2/2 for 3 CMC which is in “hate bear” territory (this card would also be a solid add to Alesha and Marchesa Decks (both of which I have)). She buffs our creature’s power by 1 each, but that’s not really a big deal. What really matters here is her second ability, which reads “Whenever a nontoken creature you control dies, Judith deals 1 damage to any target.” It would have been nice if that line of text didn’t contain the word “nontoken” but it is still powerful, particularly because you’re able to target anything with this ability. So this means we want to sacrifice creatures often and bring them back from the graveyard to make loops if possible. Here are some creatures that can make these loops possible:

Recursion Loop Creatures:

With Reassembling Skeleton, for instance, you can sacrifice him to your favorite sac outlet, and for the low cost of 1B, you can bring him back to the battlefield to do it again. With Phyrexian Altar you’ll only need one colorless mana to do this. If you have Ashnod’s Altar you’ll instead need to come up with the black mana to recur. There are ways around these mana limitations, but we’ll get to that later. Each of the above creatures can be brought back from the graveyard to the battlefield once particular requirements are met, and it’s not difficult to do so. As long as we have one of these creatures, a sacrifice outlet and our commander on the board, we can theoretically ping players to death, but it will take some time. Speaking of sac outlets, let’s get to those:

Sacrifice Outlets:

These are the majority of the sac outlets I’ve included in the deck. The two Altars I mentioned in the last section, along with Viscera Seer (allows us to Scry), Yahenni (gives himself indestructible), Sadistic Hypnotist (causes an opponent to discard two cards), and Attrition (allows us to destroy target nonblack creature). There are also two lands that help us out, Phyrexian Tower (gives BB) and High Market (gain 1 life). When you need a sac outlet, this many packed into the deck should assure you can find one quickly. But is it enough to just rely on our commander and sac outlets to win games? I think we need some added insurance.

Death Triggers:

Each of these cards has a trigger on the death of one of our creatures. So when we sacrifice something with our commander on the board, we get extra value, and if she has been killed off and we can’t afford the commander tax, some of these cards will do similar things. Blood Artist, Zulaport Cutthroat and Vindictive Vampire will all drain our opponents when creatures die, along with gaining us some life. Grim Haurspex and Harvester of Souls will both draw us cards on deal. Pawn of Ulamog and Pitiless Plunderer will get us tokens to sac for mana (and can aid in those mana costs for our loop creatures from earlier. Grave Pact and Dictate of Erebos will cause our opponents to sacrifice creatures when we do, and can be basically board wipes for us. Lastly, Black Market can get us some serious mana, but it will have to be used each turn before combat (which shouldn’t be a problem).

Cannon Fodder:

Despite the fact that Judith wants nontoken creatures to die, there’s no reason why we can’t use other token creatures to feed our altars and make us some extra mana! These three cards were added to the deck to do just that, because each will create tokens for us to use for mana. I didn’t want to include too many of this style of card but a few seems just right.

Other Recursion:

Because not all of our creatures can be recurred from the graveyard so easily, I’ve added some redundancy here. Balthor and Garna can single-handedly bring back a swathe of creatures at once, which Whisper is good in conjunction with the cannon fodder above. Sac two tokens and return a creature directly to the battlefield (and if it’s a token producer, even better!). Mikaeus is a great card that will give nearly everything in this deck undying, so expect him to be a target. Palace Siege will recur once a turn, and Phyrexian Reclamation can do multiple creatures in a turn provide you have the mana (and life) but each will only get those cards back to your hand, so it’s sort of slow (still welcome).

Other Fun Stuff:

This last section is some “good stuff” in these colors. The couple of bits of equipment that give deathtouch are meant from Judith, as her pings can kill anything with one damage. Nim Deathmantle is great for graveyard shenanigans and this is well documented. I added Mogis because he forces more damage or sacrifice down opponent’s throats and that felt on theme. Captive Audience is a new card that is simply fucked and I can’t wait to use it. I also added Sower of Discord just as a nice way to ping two opponents at once instead of just one, so it should help to speed things up, particularly if you get a loop going.

So that’s that. I’ve added a pretty standard Rakdos removal package (the new Bedevil, Terminate, Dreadbore, Hero’s Downfall, etc) otherwise. I think it will be a fairly decent build but nothing top tier. What do you guys think? What new legendaries are you excited from from the new set?

TWR: Ravnica Allegiance Full Spoilers

The next big set for Magic: The Gathering is called Ravnica: Allegiance, and releases this month on the 25th. I took a quick peek at some of the spoilers at the tail end of last month, and now with the full spoilers shown off, I thought I would dive a little bit deeper into the set. It’s looking pretty good as the first set of the block did, but I happen to like more of the guilds that are a part of Allegiance — specifically Orzhov (Black/White), Simic (Blue/Green) and Azorius (White/Blue). Despite these leanings, there are some great new cards in all colors, and some new legendary cards that look fit to brew around. Like the set before, Allegiance has two recurring cycles of cards that I’ll cover first:

Shocklands:

We got five of the ten Shocklands last time, and this time we have the remaining five. They didn’t release them according to allied/enemy color pairs, so it’s a mixed back. If you’re looking for your own set of the shocks (like I was at the beginning of last year, and purchased a full set) now is the time to get them. They were at all time lows with the reprints (and thankfully the reprints didn’t tank the costs of my older copies) and now you can get a full set at a cheaper price. I intend on getting at least one more full set for my own collection. They are especially good in cEDH decks, so if you want to step up your game don’t hesitate to grab them.

Locket Cycle:

Also returning is the Locket cycle, and we get the five other color pairings. As mana rocks go, these aren’t the fastest (even signets are arguably better) but they are good for mana fixing in budget decks, or if you have a use for the card draw mechanic attached to them. If you’re running signets and cluestones already, these are a nice addition to that sort of mechanic. With these cycles out of the way, let’s look at the rest of the set:

Multi-Colored:

As with Guilds of Ravnica before it, Ravnica: Allegiance has the majority of the good cards from the set in the multi-colored category. There’s some really good stuff here, from new legendary creatures with really nice effects, to Enchantments and even Sorceries that look good. I’m particularly into the new Teysa, as she adds a new Panharmonicon-like effect that triggers off of creatures dying. I also really like Prime Speaker Vannifar because she’s Birthing Pod on a stick. High Alert is a nice redundancy for my Arcades deck, like Assault Formation and Rolling Stones before it. The new simic mana dork (Gyre Engineer) is nice. Kaya’s Wrath is another Wrath of God style board wipe in good colors. Captive Audience is just mean, and the type of thing that makes me want to brew a Rakdos deck. Gruul got some great cards too, with Nikya of the Old Ways being nice ramp for creature heavy decks, and Rhythm of the Wild stopping said creatures from being countered along with giving them all Riot so you can abuse +1/+1 counter synergies or give everything haste. Good stuff all around.

White: 

I really like Smothering Tithe. It’s more ramp for a color that desperately needs it, and if you’re against someone with a good card draw engine, you could potentially end up with a bunch of treasure artifacts or at least slow them down due to the taxing effect. I might find room for this enchantment in my stax deck. Shield Formation is a nice way to counter a board wipe, and the Angel, while expensive is still a nice way to prevent yourself from losing the game.

Blue:

I feel like Blue gets all the love most of the time, and there are some great cards here. Mass Manipulation is the first theft card I’ve seen that can also target Planeswalkers, and though it is expensive, mono-blue decks shouldn’t have trouble finding four blue mana. Essence Capture is a counter spell that I’d like in my Merfolk deck due to the +1/+1 counter synergy. Verity Circle would be great against Azami decks who tap creatures constantly without using them to attack — a ton of card advantage for little cost. The merfolk card looks good for merfolk decks especially having the adapt keyword, and if you can make more counters you’re looting more often. The Sphinx is cool because you can scry early if its in your opening hand, but also just provides a static scry per turn and card selection is always nice.

Black: 

First we got Firesong and Sunspeaker that gave our instants and sorceries lifelink. Now we have the Pestilent Spirit that gives these spells deathtouch. I really like this card but haven’t figured out where to put it so you can break it. I’d say most likely the best in a Rakdos deck mainly because you’ll probably run some burn spells, but I’m sure it could be used elsewhere to great effect. Awaken the Erstwhile is interesting as it clears players hands, but it could backfire as it will create 2/2 zombies for each card discarded. It’s a nice flavor for zombie decks, but you’d probably want to have the most cards in hand when you cast it. Lastly, Font of Agonies is an interesting card. I’m debating if this can find a place in my Zur deck, as it looks nice in conjuction with Necropotence. Each time you pay life to activate the card draw for Necropotence, you’ll get blood counters on the Font, and then can pay 1B and remove four blood counters to destroy a creature. A nice way to control things while digging for wincons.

Red:

Immolation Shaman is a nice hate bear. A 1/3 for two mana, he’s easy to get on the board, and he punishes the activation of abilities by allowing you to ping the player who does so. He also has some built-in protection by letting you beef him up if some direct damage comes his way. I’m really into Cavalcade of Calamity though, and think I’ll be slotting it into my Krenko deck. Since Krenko makes a ton of 1/1 goblins, this essentially doubles up that damage by hitting the player for the 1 damage for each attacking goblin. This is doubly nice because that damage will get through regardless of if the goblin is blocked.

Green:

Craterhoof Behemoth now has a little brother. The End-Raze Forerunners are expensive, but give a mini version of the same buff that Craterhoof does. Nice redundancy for decks that want this effect. The Wayfinder is a nice bit of card selection for green decks, and Wilderness Reclamation is a great way to make sure you always have mana up. Probably not a great option for mono green decks, but if you need mana left up for counterspells, it’s awesome.

Colorless:

Not a huge amount of good artifacts in this set, but I do like a couple of them. Junktroller is a nice reprint as it is used in decks like Grenzo. The Sphinx is interesting, as it is all colors despite technically being colorless, but it has Hexproof from monocolored, so it basically can’t be removed by a bunch of removal that is out there. Finally, the Tome of the Guildpact is a nice little rock for decks that use a bunch of multi-colored spells. It’s a bit costly, but it does add mana of any color, and gets you a bit of card draw for those multi-colored spells. I’d add it in if you have a good selection of these types of cards.

So there you have it. Another new set is coming, and it looks good. I’m still wanting to spend more money of Ultimate Masters personally, but if possible I’ll be trying to go to this pre-release. What cards are you excited for from this set?