History Characters / MagicTheGatheringFactions

20th Aug '17 7:47:00 AM blindinkpoet
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* MyRulesAreNotYourRules: On Ravnica post-Dragon's Maze, the word of the Living Guildpact is law. [[Spoilers: The Obzedat has a chamber exempted from the Guildpact's rules, as Teysa discovers in her attempt to overtrhow the Obzedat]]

to:

* MyRulesAreNotYourRules: On Ravnica post-Dragon's Maze, the word of the Living Guildpact is law. [[Spoilers: [[spoiler: The Obzedat has a chamber exempted from the Guildpact's rules, as Teysa discovers in her attempt to overtrhow the Obzedat]]
20th Aug '17 7:46:03 AM blindinkpoet
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* MyRulesAreNotYourRules: On Ravnica post-Dragon's Maze, the word of the Living Guildpact is law. [[Spoilers: The Obzedat has a chamber exempted from the Guildpact's rules, as Teysa discovers in her attempt to overtrhow the Obzedat]]



* SinisterMinister

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* SinisterMinisterSinisterMinister: Good luck finding one who doesn't look evil.
9th Aug '17 10:27:20 AM Gregzilla
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[[folder:Silumgar's Brood (Black & Blue)

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[[folder:Silumgar's Brood (Black & Blue)Blue)]]
9th Aug '17 10:26:52 AM Gregzilla
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!!'''Dromaka's Brood:''' White & Green

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!!'''Dromaka's Brood:''' White [[folder:Dromaka's Brood (White & GreenGreen)]]




!!'''Ojutai's Brood:''' Blue & White

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\n!!'''Ojutai's Brood:''' Blue [[/folder]]

[[folder:Ojutai's Brood (Blue
& WhiteWhite)]]




!!'''Silumgar's Brood:''' Black & Blue

to:

\n!!'''Silumgar's Brood:''' Black [[/folder]]

[[folder:Silumgar's Brood (Black
& BlueBlue)




!!'''Kolaghan's Brood:''' Red & Black

to:

\n!!'''Kolaghan's Brood:''' Red [[/folder]]

[[folder:Kolaghan's Brood (Red
& BlackBlack)]]




!!'''Atarka's Brood:''' Green & Red

to:

\n!!'''Atarka's Brood:''' Green [[/folder]]

[[folder:Atarka's Brood (Green
& RedRed)]]







9th Aug '17 10:25:15 AM Gregzilla
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!!'''Abzan Houses:''' White, with Black and Green

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!!'''Abzan Houses:''' White, [[folder:Abzan Houses (White, with Black and GreenGreen)]]




!!'''Jeskai Way:''' Blue, with Red and White

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\n!!'''Jeskai Way:''' Blue, [[/folder]]

[[folder:Jeskai Way (Blue,
with Red and WhiteWhite)]]




!!'''Sultai Brood:''' Black, with Green and Blue

to:

\n!!'''Sultai Brood:''' Black, [[/folder]]

[[folder:Sultai Brood (Black,
with Green and BlueBlue)]]




!!'''Mardu Horde:''' Red, with White and Black

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\n!!'''Mardu Horde:''' Red, [[/folder]]

[[folder:Mardu Horde (Red,
with White and BlackBlack)]]




!!'''Temur Frontier''': Green, with Blue and Red

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\n!!'''Temur Frontier''': Green, [[/folder]]

[[folder:Temur Frontier (Green,
with Blue and RedRed)]]






[[folder: Broods of Tarkir]]

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[[folder: Broods !Broods of Tarkir]]
Tarkir
9th Aug '17 10:23:15 AM Gregzilla
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!!'''Gruul Clans:''' ''Red and Green'' (article [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr213 here]].)

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!!'''Gruul Clans:''' ''Red [[folder:Gruul Clans (Red and Green'' (article [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr213 here]].)Green)]]



The red-green Gruul Clans are a collection of loosely-organized barbarian tribes who scorn civilization, preferring to live free in what's left of Ravnica's wilderness. The original Guildpact originally stipulated them as the wardens of the wilderness then existent, to keep the city's spread from getting in there. Unfortunately, thanks to the typical political machinations, not only did the wilderness get completely breached, their duties wound up divvied among the Selesnya and Simic, leaving them little to do but seek vengeance. They're not much for inaction, which is why their guild mechanic [[http://magiccards.info/query?q=o%3Abloodthirst+e%3Aguildpact&v=card&s=cname Bloodthirst]] rewards players who take an active role in the game, actually drawing blood from their opponents instead of sitting around thinking about it.

to:

The red-green [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr213 Gruul Clans Clans]] are a collection of loosely-organized barbarian tribes who scorn civilization, preferring to live free in what's left of Ravnica's wilderness. The original Guildpact originally stipulated them as the wardens of the wilderness then existent, to keep the city's spread from getting in there. Unfortunately, thanks to the typical political machinations, not only did the wilderness get completely breached, their duties wound up divvied among the Selesnya and Simic, leaving them little to do but seek vengeance. They're not much for inaction, which is why their guild mechanic [[http://magiccards.info/query?q=o%3Abloodthirst+e%3Aguildpact&v=card&s=cname Bloodthirst]] rewards players who take an active role in the game, actually drawing blood from their opponents instead of sitting around thinking about it.




!!'''Boros Legion:''' ''[[YinYangBomb Red and White]]'' (article [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr205 here]].)

to:

\n!!'''Boros Legion:''' ''[[YinYangBomb Red [[/folder]]

[[folder:Boros Legion (Red
and White]]'' (article [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr205 here]].)White)]]



The Boros Legion are responsible for much of the law enforcement in Ravnica. They combine white's desire for order with red's passion, creating a passion for justice as they see it. Being of the law, they have to go by the rule "if it affects one, it affects all". And so, like modern law, they will arrest and execute anything they see as a danger, and empower anything they see as helpful (regardless of what that being is fighting for). This is reflected in their guild mechanic, [[http://magiccards.info/query?q=o%3Aradiance+e%3Arav&v=card&s=cname Radiance]]. Through it, the guild can affect everyone/everything that shares a color with the target.

to:

The [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr205 Boros Legion Legion]] are responsible for much of the law enforcement in Ravnica. They combine white's desire for order with red's passion, creating a passion for justice as they see it. Being of the law, they have to go by the rule "if it affects one, it affects all". And so, like modern law, they will arrest and execute anything they see as a danger, and empower anything they see as helpful (regardless of what that being is fighting for). This is reflected in their guild mechanic, [[http://magiccards.info/query?q=o%3Aradiance+e%3Arav&v=card&s=cname Radiance]]. Through it, the guild can affect everyone/everything that shares a color with the target.




!!'''Selesnya Conclave:''' ''Green and White'' (article [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr196 here]].)

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\n!!'''Selesnya Conclave:''' ''Green [[/folder]]

[[folder:Selesnya Conclave (Green
and White'' (article [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr196 here]].)White)]]



The Conclave loves to help one another. The good of the community is all they think about. All the time. Ever. In the original Ravnica block, their mechanic was the ability [[http://magiccards.info/query?q=o%3Aconvoke+e%3Arav&v=card&s=cname Convoke]]; which combines green's mana acceleration with white's large army. With that, a spell can be played much cheaper at the cost of tapping a few creatures.

to:

The Conclave [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr196 Conclave]] loves to help one another. The good of the community is all they think about. All the time. Ever. In the original Ravnica block, their mechanic was the ability [[http://magiccards.info/query?q=o%3Aconvoke+e%3Arav&v=card&s=cname Convoke]]; which combines green's mana acceleration with white's large army. With that, a spell can be played much cheaper at the cost of tapping a few creatures.




!!'''Simic Combine:''' ''[[YinYangBomb Green and Blue]]'' (article [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr229 here]].)

to:

\n!!'''Simic Combine:''' ''[[YinYangBomb Green [[/folder]]

[[folder:Simic Combine (Green
and Blue]]'' (article [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr229 here]].)Blue)]]



The Simic Combine blue's lust for knowledge and "improvement" and green's love of life. Like other green-based guilds, they focus on creatures more than anything else. Their ability, [[http://magiccards.info/query?q=o%3Agraft+e%3Adis&v=card&s=cname Graft]], allows strength and life to be moved to any incoming creature. Once a creature is complete, they are sellable to the mass market. But, like the Izzet, they aren't satisfied with just one; or rather with just one type. So, they continue to create new and "improved" versions of nature.

to:

The [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr229 Simic Combine Combine]] blue's lust for knowledge and "improvement" and green's love of life. Like other green-based guilds, they focus on creatures more than anything else. Their ability, [[http://magiccards.info/query?q=o%3Agraft+e%3Adis&v=card&s=cname Graft]], allows strength and life to be moved to any incoming creature. Once a creature is complete, they are sellable to the mass market. But, like the Izzet, they aren't satisfied with just one; or rather with just one type. So, they continue to create new and "improved" versions of nature.






[[folder: Clans of Tarkir]]

to:

[[folder: Clans !Clans of Tarkir]]
Tarkir
9th Aug '17 10:19:24 AM Gregzilla
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[[folder:Phyrexia, Rath, and Mirrodin]]
!!Phyrexia

to:

[[folder:Phyrexia, !Phyrexia, Rath, and Mirrodin]]
!!Phyrexia
Mirrodin
[[folder:Phyrexia]]




!!Rath

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\n!!Rath\n[[/folder]]

[[folder:Rath]]




!!Mirrodin

to:

\n!!Mirrodin\n[[/folder]]

[[folder:Mirrodin]]




!!New Phyrexia

to:

\n!!New Phyrexia\n[[/folder]]

[[folder:New Phyrexia]]




!!The Mirran Resistance

to:

\n!!The [[/folder]]

[[folder:The
Mirran ResistanceResistance]]






[[folder: Shards of Alara]]

to:

[[folder: Shards !Shards of Alara]]
Alara



!!'''Bant''': White, with green and blue (article [[http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/7 here]])

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!!'''Bant''': White, [[folder:Bant (White, with green Green and blue (article [[http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/7 here]])Blue)]]



Bant is a world where White mana reigns supreme -- its own virtues, combined with the absent forces of chaos and selfish ambition, have made this Shard an exemplar of law and order. The architecture is straight out of a MedievalEuropeanFantasy, complete with Knights in Shining Armor, glory and honor in battle, and expansive castles. The planeswalker Elspeth Tirel discovered Bant, and soon made it her adoptive home, never desiring to planeswalk ever again. Because it lacks black and red mana, there is no unnatural death, no disease, no natural disasters, and no anarchy. However, there is also no creativity, and almost no offensive magic (there ''is'' nighttime on Bant and the people have enough access to heat and fire to warm their homes, cook their food, and forge their weapons, but that's about it). Because of the importance placed on honorable combat, Bant's keyword ability is [[http://magiccards.info/query?q=o%3AExalted&v=card&s=cname Exalted]], which makes creatures more powerful if they attack alone and with other Exalted creatures staying behind.

to:

Bant [[http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/7 Bant]] is a world where White mana reigns supreme -- its own virtues, combined with the absent forces of chaos and selfish ambition, have made this Shard an exemplar of law and order. The architecture is straight out of a MedievalEuropeanFantasy, complete with Knights in Shining Armor, glory and honor in battle, and expansive castles. The planeswalker Elspeth Tirel discovered Bant, and soon made it her adoptive home, never desiring to planeswalk ever again. Because it lacks black and red mana, there is no unnatural death, no disease, no natural disasters, and no anarchy. However, there is also no creativity, and almost no offensive magic (there ''is'' nighttime on Bant and the people have enough access to heat and fire to warm their homes, cook their food, and forge their weapons, but that's about it). Because of the importance placed on honorable combat, Bant's keyword ability is [[http://magiccards.info/query?q=o%3AExalted&v=card&s=cname Exalted]], which makes creatures more powerful if they attack alone and with other Exalted creatures staying behind.




!!'''Esper''': Blue, with white and black (Article [[https://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/13 here]])

to:

\n!!'''Esper''': Blue, [[/folder]]

[[folder:Esper (Blue,
with white White and black (Article [[https://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/13 here]])Black)]]



An intellectual's dream come true, the Blue-dominated Shard of Esper is all about the pursuit of knowledge and technological advancement. However, the absence of green and red mean that emotion and instinct are completely under the control of Blue. Even the natural parts of Blue are controlled and documented like pieces of data; the night sky resembles a star chart, with every subtle nuance documented and accounted for, as are the tides and the winds (in fact, there are only 23 possible wind currents on the plane). White lends its desire for order and structure, but it also brings in the subversion and deceptive techniques of black. The pride of the plane is a highly malleable and durable metal known as Etherium, which oftentimes is implanted into a body in place of the much-maligned flesh...and the supply is running out. Tezzeret calls this plane home, but stumbling upon an ancient conspiracy led to his near-death...and the ignition of his Planeswalker Spark. Esper doesn't have a keyword mechanic to call its own; its main gimmick is that every creature native to Esper is an artifact creature (this also introduced the notion of colored artifacts to ''Magic'').

to:

An intellectual's dream come true, the Blue-dominated Shard of Esper [[https://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/13 Esper]] is all about the pursuit of knowledge and technological advancement. However, the absence of green and red mean that emotion and instinct are completely under the control of Blue. Even the natural parts of Blue are controlled and documented like pieces of data; the night sky resembles a star chart, with every subtle nuance documented and accounted for, as are the tides and the winds (in fact, there are only 23 possible wind currents on the plane). White lends its desire for order and structure, but it also brings in the subversion and deceptive techniques of black. The pride of the plane is a highly malleable and durable metal known as Etherium, which oftentimes is implanted into a body in place of the much-maligned flesh...and the supply is running out. Tezzeret calls this plane home, but stumbling upon an ancient conspiracy led to his near-death...and the ignition of his Planeswalker Spark. Esper doesn't have a keyword mechanic to call its own; its main gimmick is that every creature native to Esper is an artifact creature (this also introduced the notion of colored artifacts to ''Magic'').




!!'''Grixis''': Black, with blue and red (article [[https://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/9 here]])

to:

\n!!'''Grixis''': Black, [[/folder]]

[[folder:Grixis (Black,
with blue Blue and red (article [[https://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/9 here]])Red)]]



After the Shards developed their mana deficiencies, the people grew desperate and lost hope. With the rise of demon lords and death spreading, one king attempted to [[DealWithTheDevil barter]] with the new dark lords. This ended [[EvilIsNotAToy predictably]] (the last of the civilized nations were overrun). Thus, the shard was given the name "Grixis", after an old-language word meaning "traitor." Without the presence of new life energy (green) and protection (white), the necromancers and demons of Grixis make use of beings that have died over and over in their armies, leading to their special keyword ability [[http://magiccards.info/query?q=o%3AUnearth&v=card&s=cname Unearth]].

to:

After the Shards developed their mana deficiencies, the people grew desperate and lost hope. With the rise of demon lords and death spreading, one king attempted to [[DealWithTheDevil barter]] with the new dark lords. This ended [[EvilIsNotAToy predictably]] (the last of the civilized nations were overrun). Thus, the shard was given the name "Grixis", "[[https://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/9 Grixis]]", after an old-language word meaning "traitor." Without the presence of new life energy (green) and protection (white), the necromancers and demons of Grixis make use of beings that have died over and over in their armies, leading to their special keyword ability [[http://magiccards.info/query?q=o%3AUnearth&v=card&s=cname Unearth]].




!!'''Jund''': Red, with black and green (article [[http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/15 here]])

to:

\n!!'''Jund''': Red, [[/folder]]

[[folder:Jund (Red,
with black Black and green (article [[http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/15 here]])Green)]]



On Jund, natural selection is the order of the day. On Jund, only the strong survive. The savage Shard of Jund is cruel and merciless, and each living being acts as a food source for something else. Living to see another day means killing something that was going to kill you first. Civility? Order? Those will not help you (and don't last long on the plane anyway). Getting stronger from consuming prey is the hallmark of Jund's keyword ability, [[http://magiccards.info/query?q=o%3Adevour+%28e%3Aarb%2Fen+or+e%3Acfx%2Fen+or+e%3Aala%2Fen%29&v=card&s=cname devour]]. At the very top of this food chain? Dragons. They are the ultimate predator, whose power and majesty ultimately drove the Planeswalker Sarkhan Vol to the plane, where he wished to worship them akin to gods.

to:

On Jund, [[http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/15 Jund]], natural selection is the order of the day. On Jund, only the strong survive. The savage Shard of Jund is cruel and merciless, and each living being acts as a food source for something else. Living to see another day means killing something that was going to kill you first. Civility? Order? Those will not help you (and don't last long on the plane anyway). Getting stronger from consuming prey is the hallmark of Jund's keyword ability, [[http://magiccards.info/query?q=o%3Adevour+%28e%3Aarb%2Fen+or+e%3Acfx%2Fen+or+e%3Aala%2Fen%29&v=card&s=cname devour]]. At the very top of this food chain? Dragons. They are the ultimate predator, whose power and majesty ultimately drove the Planeswalker Sarkhan Vol to the plane, where he wished to worship them akin to gods.




!!'''Naya''': Green, with red and white (article [[https://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/11 here]])

to:

\n!!'''Naya''': Green, [[/folder]]

[[folder:Naya (Green,
with red Red and white (article [[https://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/11 here]])White)]]



If Green was allowed to have its way and follow it to its logical conclusion, nature would grow completely unchecked by opposing forces. That's exactly what happened on Naya. Similar to Jund, only the strong survive; but with white in place of black, there is reverence in place of bloodlust. Several sentient races live among the massive jungles of Naya, their rank primarily determined by what part they live in. Humans live among the jungle floor, the Nacatl (a race of catlike warriors) take up the middle, and elves sit high in the treetops. This is the start of the journey of the planeswalker Ajani. (Indeed, [[http://magiccards.info/ala/en/154.html this version]] of Ajani is him when he is young. When he meets Sarkhan Vol, he leads him to Jund, where his desire for vengeance and retribution lead him to awaken a stronger power in him, triggered by a volcanic ritual, which gives him access to red mana.) Like Esper, there isn't a keyword ability for Naya to call its own. However, its theme is big creatures, the bigger the better; specifically, creatures with power 5 or higher.

to:

If Green was allowed to have its way and follow it to its logical conclusion, nature would grow completely unchecked by opposing forces. That's exactly what happened on Naya.[[https://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/11 Naya]]. Similar to Jund, only the strong survive; but with white in place of black, there is reverence in place of bloodlust. Several sentient races live among the massive jungles of Naya, their rank primarily determined by what part they live in. Humans live among the jungle floor, the Nacatl (a race of catlike warriors) take up the middle, and elves sit high in the treetops. This is the start of the journey of the planeswalker Ajani. (Indeed, [[http://magiccards.info/ala/en/154.html this version]] of Ajani is him when he is young. When he meets Sarkhan Vol, he leads him to Jund, where his desire for vengeance and retribution lead him to awaken a stronger power in him, triggered by a volcanic ritual, which gives him access to red mana.) Like Esper, there isn't a keyword ability for Naya to call its own. However, its theme is big creatures, the bigger the better; specifically, creatures with power 5 or higher.






[[folder: Guilds of Ravnica]]

to:

[[folder: Guilds !Guilds of Ravnica]]
Ravnica



!!'''Azorius Senate:''' ''White and Blue'' (article [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr226 here]].)

to:

!!'''Azorius Senate:''' ''White [[folder:Azorius Senate (White and Blue'' (article [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr226 here]].)Blue)]]



Logic & Power (Blue), and/or Law & Order (White). The Azorius Senate is the legislative body of Ravnica. Their goal is to control the city with law-magic and maintain order -- at any cost. The status quo is prized above all else in the Azorius Senate, and thus its first Guild mechanic, [[http://magiccards.info/query?q=o%3Aforecast+e%3Adi%2Fen&v=card&s=cname Forecast]], allows them to use weaker variants of its spells without actually losing or casting them.

to:

Logic & Power (Blue), and/or Law & Order (White). The [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr226 Azorius Senate Senate]] is the legislative body of Ravnica. Their goal is to control the city with law-magic and maintain order -- at any cost. The status quo is prized above all else in the Azorius Senate, and thus its first Guild mechanic, [[http://magiccards.info/query?q=o%3Aforecast+e%3Adi%2Fen&v=card&s=cname Forecast]], allows them to use weaker variants of its spells without actually losing or casting them.




!!'''Orzhov Syndicate:''' ''[[YinYangBomb White and Black]]'' (article [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr221 here]].)

to:

\n!!'''Orzhov Syndicate:''' ''[[YinYangBomb White [[/folder]]

[[folder:Orzhov Syndicate (White
and Black]]'' (article [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr221 here]].)Black)]]



So, what do you get when you combine the equalizers (white) and those who want power at any cost (black)? You get the Orzhov Syndicate, a "religious" organization which resembles a [[TheMafia mafia]] more than a church. They manage business and commerce in the city by means of a protection racket -- authorized businesses pay taxes to the Orzhov, and unauthorized businesses risk being shut down or worse. Ability-wise: [[http://magiccards.info/query?q=o%3Ahaunt+e%3Aguildpact&v=card&s=cname Haunt]] is perfect for either, because it combines black's ability to manipulate the game from the graveyard with white's incremental advantage. Strategy-wise: bleeding to death, slowly and painfully. The Orzhov takes white's ability to slow down the entire game and let the opponent be chiseled away, bit by bit. Plus you probably owe them money.

to:

So, what do you get when you combine the equalizers (white) and those who want power at any cost (black)? You get the [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr221 Orzhov Syndicate, Syndicate]], a "religious" organization which resembles a [[TheMafia mafia]] more than a church. They manage business and commerce in the city by means of a protection racket -- authorized businesses pay taxes to the Orzhov, and unauthorized businesses risk being shut down or worse. Ability-wise: [[http://magiccards.info/query?q=o%3Ahaunt+e%3Aguildpact&v=card&s=cname Haunt]] is perfect for either, because it combines black's ability to manipulate the game from the graveyard with white's incremental advantage. Strategy-wise: bleeding to death, slowly and painfully. The Orzhov takes white's ability to slow down the entire game and let the opponent be chiseled away, bit by bit. Plus you probably owe them money.




!!'''House Dimir:''' ''Blue and Black'' (article [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr201 here]].)

to:

\n!!'''House Dimir:''' ''Blue [[/folder]]

[[folder:House Dimir (Blue
and Black'' (article [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr201 here]].)Black)]]



The blue-black House Dimir is not interested in sharing information. In fact, they like secrets so much that they decided to conceal their very existence. As far as most of Ravnica's citizens know, there are only nine guilds, and that's just the way their leader, the mind-leeching vampire Szadek, likes it. As master mind mages, the Dimir have domain over both players' hands and libraries, with the ability to manipulate spells before they're even cast by discarding, rearranging, or milling them. Their guild mechanic [[http://magiccards.info/query?q=o%3Atransmute+e%3Arav&v=card&s=cname Transmute]] is just one example, allowing Dimir mages to exchange spells in their hand for other spells from their deck.

to:

The blue-black [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr201 House Dimir Dimir]] is not interested in sharing information. In fact, they like secrets so much that they decided to conceal their very existence. As far as most of Ravnica's citizens know, there are only nine guilds, and that's just the way their leader, the mind-leeching vampire Szadek, likes it. As master mind mages, the Dimir have domain over both players' hands and libraries, with the ability to manipulate spells before they're even cast by discarding, rearranging, or milling them. Their guild mechanic [[http://magiccards.info/query?q=o%3Atransmute+e%3Arav&v=card&s=cname Transmute]] is just one example, allowing Dimir mages to exchange spells in their hand for other spells from their deck.




!!'''Izzet League:''' ''[[YinYangBomb Blue and Red]]'' (article [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr217 here]].)

to:

\n!!'''Izzet League:''' ''[[YinYangBomb Blue [[/folder]]

[[folder:Izzet League (Blue
and Red]]'' (article [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr217 here]].)Red)]]



The Izzet are the main researchers in Ravnica. Science, engineering, and other similar topics fall to them. They even have exclusive dominion over something called Meta-magic (or the study of magic itself). Through this, they have the ability called [[http://magiccards.info/query?q=o%3Areplicate+e%3Aguildpact&v=card&s=cname Replicate]], which allows a spell on the stack to be copied over as many times a player wishes. This combines blue's knowledge of magic and red's love for instant gratification. The guild's leader and founder is the [[InsufferableGenius vain but brilliant]] Niv-Mizzet the Firemind, who used to be "the last dragon", a status which is no longer true by the time of ''Return to Ravnica''.

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The Izzet [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr217 Izzet]] are the main researchers in Ravnica. Science, engineering, and other similar topics fall to them. They even have exclusive dominion over something called Meta-magic (or the study of magic itself). Through this, they have the ability called [[http://magiccards.info/query?q=o%3Areplicate+e%3Aguildpact&v=card&s=cname Replicate]], which allows a spell on the stack to be copied over as many times a player wishes. This combines blue's knowledge of magic and red's love for instant gratification. The guild's leader and founder is the [[InsufferableGenius vain but brilliant]] Niv-Mizzet the Firemind, who used to be "the last dragon", a status which is no longer true by the time of ''Return to Ravnica''.




!!'''Cult of Rakdos:''' ''Black and Red'' (article [[http://www.wizards.com/magic/magazine/Article.aspx?x=mtgcom/daily/mr241 here]].)

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\n!!'''Cult [[/folder]]

[[folder:Cult
of Rakdos:''' ''Black Rakdos (Black and Red'' (article [[http://www.wizards.com/magic/magazine/Article.aspx?x=mtgcom/daily/mr241 here]].)Red)]]



For the Cult of Rakdos, the whole world is a party. The kind of party where you die. Led and founded by the demon Rakdos the Defiler, this guild is a sadomasochistic cult that thrives on causing pain and chaos just for the thrill of it. Their hedonistic outlook leads them to care very little about how many cards they need to discard or creatures they need to sacrifice to do what they want. This is exemplified in their [[http://magiccards.info/query?q=o%3Ahellbent+e%3Adis&v=card&s=cname Hellbent]] mechanic -- when you've exhausted all the cards in your hand, that's just an excuse to party even harder! And by "party" we mean "kill people". Despite their penchant for causing mayhem, the other guilds tolerate the Rakdos Cultists because they run a useful slave trade that provides the rest of the city with cheap labor.

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For the [[http://www.wizards.com/magic/magazine/Article.aspx?x=mtgcom/daily/mr241 Cult of Rakdos, Rakdos]], the whole world is a party. The kind of party where you die. Led and founded by the demon Rakdos the Defiler, this guild is a sadomasochistic cult that thrives on causing pain and chaos just for the thrill of it. Their hedonistic outlook leads them to care very little about how many cards they need to discard or creatures they need to sacrifice to do what they want. This is exemplified in their [[http://magiccards.info/query?q=o%3Ahellbent+e%3Adis&v=card&s=cname Hellbent]] mechanic -- when you've exhausted all the cards in your hand, that's just an excuse to party even harder! And by "party" we mean "kill people". Despite their penchant for causing mayhem, the other guilds tolerate the Rakdos Cultists because they run a useful slave trade that provides the rest of the city with cheap labor.




!!'''Golgari Swarm:''' ''[[YinYangBomb Black and Green]]'' (article [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr199 here]].)
[[quoteright:160:http://static.tvtropes.org/pmwiki/pub/images/golgari_2392.jpg]]

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\n!!'''Golgari Swarm:''' ''[[YinYangBomb Black [[/folder]]

[[folder:Golgari Swarm (Black
and Green]]'' (article [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr199 here]].)
[[quoteright:160:http://static.tvtropes.org/pmwiki/pub/images/golgari_2392.jpg]]
Green)]]



The green-black Golgari Swarm has embraced the dichotomy of life and death. Life and death are a natural cycle, and the Golgari see {{Necromancy}} as an extension of that cycle. The graveyard is just another resource to the Golgari, a philosophy which manifests itself in their guild mechanic, [[http://magiccards.info/query?q=o%3Adredge+e%3Arav&v=card&s=cname Dredge]], which allows them to harvest and re-use spells from their graveyard while simultaneously cultivating that graveyard with new spells to dredge. Of course, their role in Ravnican society is more than just raising zombies: they're also farmers who supply most of the food for the rest of the plane. ([[MundaneUtility And they always have very good fertilizer.]])

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The green-black [[http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr199 Golgari Swarm Swarm]] has embraced the dichotomy of life and death. Life and death are a natural cycle, and the Golgari see {{Necromancy}} as an extension of that cycle. The graveyard is just another resource to the Golgari, a philosophy which manifests itself in their guild mechanic, [[http://magiccards.info/query?q=o%3Adredge+e%3Arav&v=card&s=cname Dredge]], which allows them to harvest and re-use spells from their graveyard while simultaneously cultivating that graveyard with new spells to dredge. Of course, their role in Ravnican society is more than just raising zombies: they're also farmers who supply most of the food for the rest of the plane. ([[MundaneUtility And they always have very good fertilizer.]])




to:

[[/folder]]
13th Jan '17 1:50:22 AM Theriocephalus
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* BearyFriendly: They have a good relationship with the one-ton bears of the tundra...
** BearsAreBadNews: ...but they are this to the Temur's enemies.

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* BearyFriendly: They have a good relationship with the BearsAreBadNews: The one-ton bears of the tundra...
** BearsAreBadNews: ...
Temur tundra are definmeitely bad news to the Temurs' enemies...
* BearyFriendly: ...
but they are this to the Temur's enemies.Temur themselves.



* {{Expy}}[=/=]FantasyCounterpartCulture: Besides retaining the Tibetan/Shaolin connections, a lot of their dogma seems inpired on Buddhism.


Added DiffLines:

* FantasyCounterpartCulture: Much like the Jeskai they displaced, their practices take heavy cues from Tibetan and Shaolin monasticism.
19th Dec '16 12:04:05 AM harharhar
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* ExactWords: [[http://magiccards.info/gp/en/132.html This card's flavor]].

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* ExactWords: [[http://magiccards.info/gp/en/132.html This card's flavor]].Mentioned in [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=96928 Stitch in Time]].
--> Quyzl was told by his mentor to "make more time" for his studies.



* MadScientist: ''The Izzet are an equation that turns lunacy into explosions.''
-->--'''[[http://magiccards.info/rtr/en/103.html Pyroconvergence]] flavor text'''

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* MadScientist: The Azorius has several words to justify this view.
-->'''[[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=88982 Mindmoil]]''': ''"My criticism of the Izzet is that their impulse for learning seems too much like impulse and too little like learning." —Trigori, Azorius senator''
-->'''[[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=253568 Pyroconvergence]]''':
''The Izzet are an equation that turns lunacy into explosions.''
-->--'''[[http://magiccards.info/rtr/en/103.html Pyroconvergence]] flavor text'''
explosions. —Leonos, Azorius arbiter''
10th Oct '16 1:43:19 PM SorPepita
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* TheEvilsOfFreeWill: Firm believers in this trope.

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* TheEvilsOfFreeWill: Firm believers in this trope. They think that Law should dictate how people act.



* PrinciplesZealot: They live for the law.

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* PrinciplesZealot: They live for the law.Law.
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