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To see the tropes for the Praetors individually, click [[Characters/MagicTheGatheringOtherCharacters Other Characters]].

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To see the tropes for the Praetors individually, click [[Characters/MagicTheGatheringOtherCharacters Other Characters]].
you'll find them under the "New Phyrexia" heading of the [[Characters/MagicTheGatheringPhyrexiaRathAndMirrodin Phyrexia Rath and Mirrodin]] page.
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->'''Guildmaster:''' Kaya Cassir (Formal), Tomik Vrona (Acting), Teysa Karlov (Informal)
->'''Former Guildmasters:''' Obzedat Ghost Council (Parun)[[note]]Assassinated by Kaya Cassir[[/note]]

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->'''Guildmaster:''' Kaya Cassir (Formal), Tomik Vrona (Acting), Teysa Karlov (Informal)
Karlov
->'''Former Guildmasters:''' Obzedat Ghost Council (Parun)[[note]]Assassinated by Kaya Cassir[[/note]]
Cassir[[/note]], Kaya Cassir[[note]]Planeswalker, usurped during Phyrexian Invation[[/note]], Tomik Vrona[[note]]Acting in Kaya Cassir's absence[[/note]]
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* WorldOfSilence: Given that the Machine Orthodoxy isn't big on things like "free will" or "change of any kind", territory dominated by them tends to be [[SaltTheEarth barren]] and devoid of activity

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* WorldOfSilence: Given that the Machine Orthodoxy isn't big on things like "free will" or "change of any kind", territory dominated by them tends to be [[SaltTheEarth barren]] and devoid of activity
activity.
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In ''Guilds Of Ravnica'', the Boros have a focus on training up their members to prepare for whatever may come. This is represented by the [[https://mtg.fandom.com/wiki/Mentor Mentor]] mechanic, which allows creatures with Mentor to put +1/+1 counters on creatures with lesser power.

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In ''Guilds Of of Ravnica'', the Boros have a focus on training up their members to prepare for whatever may come. This is represented by the [[https://mtg.fandom.com/wiki/Mentor Mentor]] mechanic, which allows creatures with Mentor to put +1/+1 counters on creatures with lesser power.
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* NiceMeanAndInbetween: The three Guildmasters that have led the Simic since its introduction fall pretty neatly along these lines:
** [[GreaterScopeVillain Momir]] [[SocialDarwinist Vig]] was the Mean, what with being an [[OmnicidalManiac Omnicidal]] EvilutionaryBiologist and all.
** [[RedeemingReplacement Zeganna]] was the Nice, being a ReasonableAuthorityFigure who is the only leader they've had that spends more time working on [[NatureHero conservation]] than PlayingWithSyringes.
** [[BlobMonster Vannifar]] is the In-Between. She doesn't have a real EvilPlan like Vig, but she is motivated primarily ForScience and seems to be broadly taking the Guild in a more [[SuperSoldier militant]] direction.
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!![[center:[- '''[[Characters/MagicTheGathering Main Character Index]]'''-]]][[center:[-'''Planeswalkers:''' [[Characters/MagicTheGatheringPlaneswalkersPreMending Planeswalkers who ignited Pre-Mending]], [[Characters/MagicTheGatheringPlaneswalkersPostMending Planeswalkers who ignited Post-Mending]]: [[Characters/MagicTheGatheringPlaneswalkersPostMendingAM A-M]], [[Characters/MagicTheGatheringPlaneswalkersPostMendingNZ N - Z]]-]]][[center:[-'''Planes and their peoples: Factions''', [[Characters/MagicTheGatheringOtherCharacters Other Characters]] ([[Characters/MagicTheGatheringDominaria Dominaria]], [[Characters/MagicTheGatheringPhyrexiaRathAndMirrodin Phyrexia, Rath and Mirrodin]], [[Characters/MagicTheGatheringInnistrad Innistrad]], [[Characters/MagicTheGatheringTheros Theros]], [[Characters/MagicTheGatheringTarkir Tarkir]], [[Characters/MagicTheGatheringZendikar Zendikar]]), [[MagicTheGathering/{{Planes}} Planes]]-]]]

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!![[center:[- '''[[Characters/MagicTheGathering Main Character Index]]'''-]]][[center:[-'''Planeswalkers:''' [[Characters/MagicTheGatheringPlaneswalkersPreMending Planeswalkers who ignited Pre-Mending]], [[Characters/MagicTheGatheringPlaneswalkersPostMending Planeswalkers who ignited Post-Mending]]: [[Characters/MagicTheGatheringPlaneswalkersPostMendingAM A-M]], [[Characters/MagicTheGatheringPlaneswalkersPostMendingNZ N - Z]]-]]][[center:[-'''Planes and their peoples: Factions''', [[Characters/MagicTheGatheringOtherCharacters Other Characters]] ([[Characters/MagicTheGatheringDominaria Dominaria]], [[Characters/MagicTheGatheringPhyrexiaRathAndMirrodin Phyrexia, Rath and Mirrodin]], [[Characters/MagicTheGatheringInnistrad Innistrad]], [[Characters/MagicTheGatheringRavnica Ravnica]], [[Characters/MagicTheGatheringTheros Theros]], [[Characters/MagicTheGatheringTarkir Tarkir]], [[Characters/MagicTheGatheringZendikar Zendikar]]), [[MagicTheGathering/{{Planes}} Planes]]-]]]

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* SigilSpam: During the Phyrexian invasion, Phyrexian symbols ("Φ") began appearing ''everywhere'', long before Phyrexian forces actually began their march.

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* SigilSpam: During the Phyrexian invasion, Phyrexian symbols ("Φ") began appearing ''everywhere'', long before Phyrexian forces actually began their march.



->'''Guildmaster:''' Lavinia (Pro Tem)
->'''Former Guildmasters:''' Azor (Parun)[[note]]Planeswalker, left Ravnica shortly after creating the Guildpact[[/note]], Numerous [[note]]Augustin I, Augustin II, Augustin III, Konstantin I, Konstantine II, Leonos I, Lucian I, Lucian II, Lucian III[[/note]], Augustin IV [[note]]Assassinated by Guildmaster Szadek of the Dimir[[/note]], Leonos II [[note]]Abdicated[[/note]], Isperia [[note]]Assassinated by Vraska[[/note]], Dovin Baan [[note]]Agent of Nicol Bolas, deposed by Guildmaster Lazav and Chandra Nalaar[[/note]]



->'''Guildmaster:''' None
->'''Former Guildmasters:''' Szadek (Parun) [[note]]Executed and imprisoned in Agyrem[[/note]], Lazav[[note]]Believed dead in the Phyrexian invasion[[/note]]



->'''Guildmaster:''' Rakdos (Parun)



->'''Guildmaster:''' Borborygmos (Assumed)
->'''Former Guildmasters:''' Cisarzom (Parun), Domri Rade[[note]]Planeswalker, killed by desparking[[/note]]



->'''Guildmaster:''' Mat'Selesnya (Parun), Various Speakers[[note]]Chrous of the Conclave, Hich Council, Trostani[[/note]], Emmara Tandris (Informal)



->'''Guildmaster:''' Kaya Cassir (Formal), Tomik Vrona (Acting), Teysa Karlov (Informal)
->'''Former Guildmasters:''' Obzedat Ghost Council (Parun)[[note]]Assassinated by Kaya Cassir[[/note]]



->'''Guildmaster:''' Ral Zarek
->'''Former Guildmasters:''' Niv-Mizzet (Parun)[[note]]Assassinated by Nicol Bolas, resurrected as Living Guildpact[[/note]]



->'''Guildmaster:''' None
->'''Former Guildmasters:''' Svogthir (Parun)[[note]]Overthrown by Sisters of Stone Death[[/note]], Sisters of Stone Death[[note]]Overthrown by Savra and Svogthir[[/note]], Savra[[note]]Assassinated by Szadek of the Dimir[[/note]], Jarad vod Savo[[note]]Imprisoned and assassinated by Vraska[[/note]], Vraska[[note]]Agend of Bolas. Compleated and presumed dead[[/note]]



->'''Guildmaster:''' Aurelia
->'''Former Guildmasters:''' Razia (Parun)[[note]]Assassinated by Szadek, acting on behalf of Augustine IV[[/note]], Lannos Nodov (Acting)[[note]]Dead in the destruction of Prahv[[/note]], Feather[[note]]Deposed and imprisoned by Aurelia, eventually freed[[/note]]



->'''Guildmaster:''' Vannifar
->'''Former Guildmasters:''' Simic (Parun), Momir Vig[[note]]Killed by Agrus Kos, possessing Savra[[/note]], Zegana[[note]]Stepped down voluntarily[[/note]]



* TheDreadedDreadnought: One of their vessels is a massive dreadnought that utterly dwarfs the other ships next to him, possibly a reference to the ''Santísima Trinidad'', the giant Spanish warship that was reportedly the biggest beast of the Age of Sail.

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* TheDreadedDreadnought: One of their vessels is a massive dreadnought that utterly dwarfs the other ships next to him, possibly a reference to the ''Santísima Trinidad'', the giant Spanish warship that was reportedly the biggest beast of the Age of Sail.



** Many a vampire soldier bears a basic resemblance to stereotypicals depictions of UsefulNotes/HernanCortez and other figures from the Spanish Conquest of America. Vona and the female vampire soldiers seem also based on real life Spanish conquistadoras like María de Estrada or Beatriz Bermúdez.

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** Many a vampire soldier bears a basic resemblance to stereotypicals depictions of UsefulNotes/HernanCortez and other figures from the Spanish Conquest of America. Vona and the female vampire soldiers seem also based on real life Spanish conquistadoras like María de Estrada or Beatriz Bermúdez.
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Just For Pun is a disambiguation


Perhaps the most iconic, notorious, beloved, and horrifying bad guys of the whole franchise, Phyrexia began in ''Magic'''s early days as a flesh-hating cult, and since then has been [[JustForPun fleshed out]] as one of the most disturbing and complex factions of the Multiverse.

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Perhaps the most iconic, notorious, beloved, and horrifying bad guys of the whole franchise, Phyrexia began in ''Magic'''s early days as a flesh-hating cult, and since then has been [[JustForPun fleshed out]] out as one of the most disturbing and complex factions of the Multiverse.



-->''Every work of art is [[JustForPun a hit]].''

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-->''Every work of art is [[JustForPun a hit]].hit.''
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* FleshVersusSteel: Surprisingly [[ZigzaggedTrope ZigZagged]]. Most Phyrexians are actually almost as offended by totally inorganic machines as they are by fully organic lifeforms. They will replace metal with flesh and flesh with metal until the ratio is to their liking.

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* FleshVersusSteel: Surprisingly [[ZigzaggedTrope ZigZagged]]. Most As much as Phyrexians preach about the weakness of the flesh and the superiority of the machine, most of them are actually almost as offended by totally inorganic machines as they are by fully organic lifeforms. They will replace metal with flesh and flesh with metal until the ratio is to their liking.
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* BizarreAlienBiology: They spread through the glistening oil in a manner that is similar to that of a virus, yet they are way more structured and intelligent. They are also able to blend metal with organic matter, and to recombine already existing creatures. Imagine ''Film/{{Alien}}'' meeting ''Film/TheThing'' meeting ''Film/TetsuoTheIronMan''.

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* BizarreAlienBiology: They spread through the glistening oil in a manner that is similar to that of a virus, yet they are way more structured and intelligent. They are also able to blend metal with organic matter, and to recombine already existing creatures. Imagine ''Film/{{Alien}}'' meeting ''Film/TheThing'' ''Film/TheThing1982'' meeting ''Film/TetsuoTheIronMan''.
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The dinosaur-riding humans native to Ixalan, the Sun Empire (or one of their many precursor civilizations), originally built the lost city of Orazca. Though driven out of the jungles by their ancient rivals, the River Heralds, the Sun Empire has been recently emboldened by a string of military victories that sparked a cultural renaissance and have struck out in search of Orazca once more. They are aligned with Red, Green and White mana.

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The dinosaur-riding humans native to Ixalan, the Sun Empire (or one of their many precursor civilizations), originally built the lost city of Orazca. Though driven out of the jungles by their ancient rivals, the River Heralds, the Sun Empire has been recently emboldened by a string of military victories that sparked a cultural renaissance and have struck out in search of Orazca once more. They are aligned with Red, Green red, green and White white mana.



Refugees displaced from Torrezon after the Legion of Dusk's brutal conquest of the continent, the Brazen Coalition has survived on the sea for countless generations on a combination of wit, pluck and ruthlessness. They consist of humans, orcs, goblins and sirens. The recent rush to find Orazca has given the pirates that make up the Coalition a renewed focus: finding the Immortal Sun may be the key to fighting the Legion of Dusk and returning to their homeland. They are aligned with Blue, Black and Red mana.

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Refugees displaced from Torrezon after the Legion of Dusk's brutal conquest of the continent, the Brazen Coalition has survived on the sea for countless generations on a combination of wit, pluck and ruthlessness. They consist of humans, orcs, goblins and sirens. The recent rush to find Orazca has given the pirates that make up the Coalition a renewed focus: finding the Immortal Sun may be the key to fighting the Legion of Dusk and returning to their homeland. They are aligned with Blue, Black blue, black and Red red mana.



* DarkIsNotEvil: Of Ixalan's two black-aligned factions, the Coalition is the more sympathetic one by a lot. They are [[PragmaticVillainy pragmatic]] survivors who follow a rough form of HonorAmongThieves and are the most likely of all the factions to offer captives the opportunity to JoinOrDie rather than just killing them.

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* DarkIsNotEvil: Of Ixalan's two black-aligned Black-aligned factions, the Coalition is the more sympathetic one by a lot. They are [[PragmaticVillainy pragmatic]] survivors who follow a rough form of HonorAmongThieves and are the most likely of all the factions to offer captives the opportunity to JoinOrDie rather than just killing them.



* RagtagBunchOfMisfits: They are the most racially diverse of the factions, counting Humans, [[OurGoblinsAreDifferent Goblins]], [[OurOrcsAreDifferent Orcs]] and Sirens among their numbers. As such, the planeswalkers Angrath (a Minotaur) and Vraska (a Gorgon) had little trouble becoming pirate captains, despite their races not being native to the plane as far as we know.

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* RagtagBunchOfMisfits: They are the most racially diverse of the factions, counting Humans, humans, [[OurGoblinsAreDifferent Goblins]], goblins]], [[OurOrcsAreDifferent Orcs]] orcs]] and Sirens sirens among their numbers. As such, the planeswalkers Angrath (a Minotaur) minotaur) and Vraska (a Gorgon) gorgon) had little trouble becoming pirate captains, despite their races not being native to the plane as far as we know.



The iron-fisted empire that controls all of the continent of Torrezon, the vampires that make up the Legion of Dusk were the original holders of the Immortal Sun, before someone (or something) took it and hid it in Orazca. Equal parts church and royal military, the Legion believes that the Immortal Sun is the key to turning their cold undeath into true immortality. They are aligned with White and Black mana.

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The iron-fisted empire that controls all of the continent of Torrezon, the vampires that make up the Legion of Dusk were the original holders of the Immortal Sun, before someone (or something) took it and hid it in Orazca. Equal parts church and royal military, the Legion believes that the Immortal Sun is the key to turning their cold undeath into true immortality. They are aligned with White white and Black black mana.



The merfolk that live deep within the jungles of Ixalan, the River Heralds are the ancient enemies of the Sun Empire, driving them out of Orazca and onto the coasts. They lead a nomadic life in the wilderness of Ixalan and take great pains to ensure that no one discovers the true location of Orazca, not even them, as a prophecy states that its discovery will spell the end of their people. They are aligned with Green and Blue mana.

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The merfolk that live deep within the jungles of Ixalan, the River Heralds are the ancient enemies of the Sun Empire, driving them out of Orazca and onto the coasts. They lead a nomadic life in the wilderness of Ixalan and take great pains to ensure that no one discovers the true location of Orazca, not even them, as a prophecy states that its discovery will spell the end of their people. They are aligned with Green green and Blue blue mana.
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[[folder:Brokers (White, with Green and Blue)]]

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[[folder:Brokers [[folder:The Brokers (White, with Green and Blue)]]

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* NoBiologicalSex: Old Phyrexians didn't have actual sexes (unless they were compleated people, in which it was a remainder of their former lives). Gix in particular enjoyed projecting a male identity on his underlings, in what was described as outright rape.



* LikeFatherLikeSon: More or less consciously, the five factions mirror different aspects of Yawgmoth himself.
** The Machine Orthodoxy takes after his need for a strict and quasi-religious hierarchy. Unfortunately for them, Elesh Norn [[AGodAmI proves to be as megalomaniac]] as him.
** The Progress Engine carries on his cold and logical mindset that clashed with Thran worldview, to the point they consider Yawgmoth himself to be obsolete, although a necessary step towards perfection.
** The Seven Steel Thanes are the most directly related to his ambition and Machiavellism, which are essential to survive among the constant backstabbing.
** The Quiet Furnace expands his idea of phyresis as constant renewal. Ironically, they also struggle with Yawgmoth's least visible facet: his human feelings.
** The Vicious Swarm blows his dispassionate view of conflict and evolution into a blatantly Social Darwinistic survival game.



* NoBiologicalSex: Old Phyrexians didn't have actual sexes (unless they were compleated people, in which it was a remainder of their former lives). Gix in particular enjoyed projecting a male identity on his underlings, in what was described as outright rape.

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* DashingHispanic: They dress like conquistadors and have several Hispanic-sounding names. They are definitely an evil example since they are tough as nails and very brutal.

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* DashingHispanic: They dress like conquistadors and have several Hispanic-sounding names. They are definitely an evil example since they are tough as nails and very styilish yet brutal.



** Many a vampire soldier bears a basic resemblance to stereotypicals depictions of UsefulNotes/HernanCortez and other figures from the Spanish Conquest of America. Vona and the female vampire soldiers are also based on the real life Spanish conquistadoras like María de Estrada or Beatriz Bermúdez.

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** Many a vampire soldier bears a basic resemblance to stereotypicals depictions of UsefulNotes/HernanCortez and other figures from the Spanish Conquest of America. Vona and the female vampire soldiers are seem also based on the real life Spanish conquistadoras like María de Estrada or Beatriz Bermúdez.



* OldSoldier: Some soldiers of the Legion are describen to be veterans of hundreds of years of conflicts, echoing how many conquistadors were veterans of the endless UsefulNotes/ItalianWars.

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** There's a female explorer surnamed Aguirre, although unlike UsefulNotes/LopeDeAguirre, she at least looks sane (for now).
** Bartolome del Presidio is a humorous reference to Creator/BartolomeDeLasCasas which also turns the character on its head -- where De las Casas was a zealous defender of the indigenous, Del Presidio is an unapologetic vampire.
* OldSoldier: Some soldiers of the Legion are describen to be veterans of hundreds of years of conflicts, echoing how many conquistadors were veterans of the conquest of Granada and the endless UsefulNotes/ItalianWars.


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* ShoutOut: A vampire conquistador is named Clavileno, like the wooden horse featured in ''Literature/DonQuixote''.
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* BirdPeople: Avens are part of Ojultai's followers and often serve as dragonspeakers, the dragons' personal translators.

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* BirdPeople: Avens Aven are part of Ojultai's followers and often serve as dragonspeakers, the dragons' personal translators.
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The very first factions in the ''Magic'' canon, portrayed in ''Literature/{{Arena}}''. They were the ruling houses of the city of Estark in Dominaria, keeping the populace docile for the master's rule.

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The very first factions in the ''Magic'' canon, portrayed in the 1994 novel ''Literature/{{Arena}}''. They were the ruling houses of the city of Estark in on Dominaria, keeping the populace docile for the master's rule.
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* {{Familiar}}: Lorehold students in ''TabletopGame/DungeonsAndDragons'' can summon an ancestral ghost to serve as this.

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* {{Familiar}}: Lorehold students as detailed in the ''TabletopGame/DungeonsAndDragons'' crossover supplement for playing Strixhaven can summon an ancestral ghost to serve as this.
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* OurDragonsAreDifferent: Arcavios' dragons were born from mana storms caused by the two preceeding planes colliding. Styling themselves guides to the "lesser" races, they founded the colleges to keep them from going into conflict.

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* OurDragonsAreDifferent: Arcavios' dragons were born from mana storms caused by the two preceeding preceding planes colliding. Styling themselves guides to the "lesser" races, they founded the colleges to keep them from going into conflict.

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* ArtAttacker: Many of their elementals began life as paintings or sculptures before being infused with magic.



* EvilCounterpart: In a sense, to Prismari College. The Maestros contain both of their colors, but also add black. So while they share a lot of themes, the Maestros are a decidedly darker take on an "artwork-based" faction.



* TragicMonster: [[AngelicAbomination Atraxa]] ends up [[ReforgedIntoAMinion Compleating]] almost all of the Maestros in an effort to absorb their knowledge of the plane's history. By the end of the Invasion, the vampire [[NonActionGuy painter]] Parnesse is strongly implied to be the LastOfHerKind on Capenna. Granted, the Maestros weren't exactly ''good'', but they certainly didn't deserve [[FateWorseThanDeath Compleation]].

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* TragicMonster: [[AngelicAbomination Atraxa]] ends up [[ReforgedIntoAMinion Compleating]] almost all of the Maestros in an effort to absorb their knowledge of the plane's history. By the end of the Invasion, the vampire [[NonActionGuy painter]] portraitist]] Parnesse is strongly implied to be the LastOfHerKind on Capenna. Granted, the Maestros weren't exactly ''good'', but they certainly didn't deserve [[FateWorseThanDeath Compleation]].


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* ImmoralJournalist: PlayedWith. Supplemental material has revealed that most of Cappena's newspapers are [[IntrepidJournalist proudly independent from the five families]], but the Obscura have had the most success infiltrating and subverting them.


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* RiddlingSphinx: All of Capenna's known living sphixes (including the Family's leader) are affiliated with the Obscura.

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Added majors and cleaned up a bit for the additions to the Strixhaven colleges.


* HarmonyVsDiscipline: Their internal argument is about the approach to art, Blue dean Uvilda (a djinn) being the Discipline, Red dean Nassari (an efreet) being the Harmony. Also has shades of TechnicianVsPerformer.

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* HarmonyVsDiscipline: HarmonyVsDiscipline / TechnicianVsPerformer: Their internal argument is about the approach to art, Blue dean Uvilda (a djinn) being the Discipline, Discipline and Technician, Red dean Nassari (an efreet) being the Harmony. Also has shades of TechnicianVsPerformer.Harmony and Performer.



* TheEngineer: Unsurprisingly for a campus that's very centered on math magic, engineering is among their majors.

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* TheEngineer: Unsurprisingly for a campus that's very centered on math magic, engineering Engineering is among their majors.


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* BadassBureaucrat: It really wouldn't be a surprise if you have a lot of lawyers coming from Silverquill, as Law is a major they offer.


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* IntrepidReporter / ImmoralJournalist: Depends on which side of the Black/White argument they are on, but journalism is one of the majors Silverquill offers.


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* ChefOfIron: In a way, as Food Science is among the majors they offer, with teachers like Gyome the Troll chef specializing in this subject.


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* TheMedic: Fittingly enough for a college that focuses on life and death, Medicine and Anatomy are among the majors they offer.
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Changed Red Oni Blue Oni to Life Death Juxtaposition as it fits a little more. Also added Technician Vs Performer to Prismari.


* HarmonyVsDiscipline: Their internal argument is about the approach to art, Blue dean Uvilda (a djinn) being the Discipline, Red dean Nassari (an efreet) being the Harmony.

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* HarmonyVsDiscipline: Their internal argument is about the approach to art, Blue dean Uvilda (a djinn) being the Discipline, Red dean Nassari (an efreet) being the Harmony. Also has shades of TechnicianVsPerformer.



* RedOniBlueOni: Valentin (a vampire) is the Black dean, representing the Death side of Witherbloom, while Lisette the Green dean (a human) represents Life.

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* RedOniBlueOni: LifeDeathJuxtaposition: Valentin (a vampire) is the Black dean, representing the Death side of Witherbloom, while Lisette the Green dean (a human) represents Life.
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* HumanoidAbomination: Alabaster Phyrexians are the most likely of their kind to retain a mostly humanoid silhouette. This serves to make them [[UncannyValley among the most generally unnerving of all Phyrexians]].


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* TunelessSongOfMadness: The Machine Orthodoxy has a vast canon of hymns to pull from, and every one of them sounds like migraine-inducing atonal beeping and scraping to uncompleated ears.


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* MetallicMotifs: Almost every surface in the Surgical Bay appears to be dripping with liquid mercury.


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* SwampsAreEvil: The Thanes' domain, the Mephidross, was a reeking cesspit full of biomechanical abominations and poisonous fumes before Phyrexia even touched the place. By the time anyone noticed that the newest Mephidross monstrosity was something a bit more insidious than your average [[OurZombiesAreDifferent Nim]], there was basically nothing Mirran there left to save.


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* MakeThemRot: The Hunter's Maze (far from the best organized of the Spheres) is home to some heretics that think maybe green Phyrexia can be about more than destroying all sentience. Among them are the [[ExactlyWhatItSaysOnTheTin Rotpriests]], a sect of corrupted [[{{Druid}} Druids]] who see decay as a sacred process to be protected and spread by any means necessary.


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* PrehistoricMonster: The Tangle was once home to creatures known as [[TRexpy Tyrranaxes]]. Vorinclex seems to have taken a shine to them, as they seem to have been used as the base for some of the Hunter's Maze's most vicious apex predators.
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* MoreTeethThanTheOsmondFamily: White-aligned Phyrexians tend to be absolutely bristling with [[BodyPartMotif teeth]], not all or even most of them actually being in any kind of mouth.

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* MoreTeethThanTheOsmondFamily: White-aligned Phyrexians tend to be absolutely bristling with [[BodyPartMotif [[BodyMotifs teeth]], not all or even most of them actually being in any kind of mouth.

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----

* AngelicAbomination: Once New Phyrexia has fully absorbed [[AllYourPowersCombined all five colors of mana]], the Machine Orthodoxy develops a fondness for compleating angels, with the FallenAngel [[MouthOfSauron Atraxa]] being among Phyrexia's most feared agents.

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* AngelicAbomination: Once
!!Tropes that apply to New Phyrexia has fully absorbed [[AllYourPowersCombined all five colors of mana]], the Machine Orthodoxy develops as a fondness for compleating angels, with the FallenAngel [[MouthOfSauron Atraxa]] being among Phyrexia's most feared agents.whole:



* FesteringFungus: New Phyrexia seems quite fond of parasitic fungi, with the biometallic Mycosynth and the fleshy [[MeatMoss Lamina]] being among the plane's most prolific organisms and many other Phyrexians (particularly [[EvilLuddite Green]] ones) incorporate fungal lattices into their anatomy.



* WetwareCPU: The Progress Engine runs a project they call "The Meldweb", a massive complex full of stoleb human and [[ProudScholarRace vedalken]] brains that they use for augury and calculation.



[[/folder]]

[[folder:The Mirran Resistance]]
Over time, [[FiveTokenBand all of Mirrodin]] unites against Phyrexia, except those already infected. The Mirran faction becomes smaller, but, as one might expect, individual Mirran cards become stronger against infect decks. For planeswalkers on the Mirran side, check out the planeswalker section.

Traditional Mirran mechanics such as imprint and artifact interaction remain, with first strike and double strike being more Mirran than Phyrexian to the end.

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[[/folder]]

[[folder:The Mirran Resistance]]
Over time, [[FiveTokenBand all
!The Machine Orthodoxy

The faction
of Mirrodin]] unites against New Phyrexia aligned with [[LightIsNotGood White mana]], the Machine Orthodoxy grew into the largest, most organized, and most aggressively expansionist of the factions, under the leadership of the ambitious and narcisistic Praetor [[DarkMessiah Elesh]] [[HiveQueen Norn]].

By the time the plane of Mirrodin has been completely and irrevocably transformed into New
Phyrexia, except those already infected. the Machine Orthodoxy had taken up residence in the innermost of the inhabited [[LayeredWorld Spheres]], dubbed the Fair Basilica.

The Mirran faction becomes smaller, but, as one might expect, individual Mirran cards become stronger against infect decks. For planeswalkers on Machine Orthodoxy is transformed into the Mirran side, check out Alabaster Host during Elesh Norn's invasion of the planeswalker section.

Traditional Mirran mechanics such as imprint
multiverse, and artifact interaction remain, with first strike and double strike being more Mirran than Phyrexian take an almost completely indiscriminate approach to the end.
spreading Phyresis, [[ReforgedIntoAMinion compleating]] just about anything they could get their claws on.




* BodyHorror: A much milder example than what the Phyrexians revel in; the Mirrans will amputate and subsequently burn infected limbs, rather than become Phyrexian.
* TheImmune: At some point, Melira discovered how to grant others her own immunity to phyresis. Virtually the entire Resistance is now inoculated.
* TheMissingFaction: There are almost no Black-aligned Mirran resistance members in ''New Phyrexia''. Most if not all of them have fallen to the Phyrexian contagion.
[[/folder]]

!Houses of Estark
The very first factions in the ''Magic'' canon, portrayed in ''Literature/{{Arena}}''. They were the ruling houses of the city of Estark in Dominaria, keeping the populace docile for the master's rule.

to:

\n* BodyHorror: A much milder example than what AngelicAbomination: Phyrexian angels are among the Machine Orthodoxy's most iconic and terrifying servants.
* BecameTheirOwnAntithesis: In a sense. Yawgmoth's
Phyrexians revel in; were so strongly aligned to [[TheDarkArts Black Mana]] that exposure to concentrations of [[HolyHandGrenade White Mana]] was physically dangerous to them. Then the Mirrans will amputate Oil [[EvilEvolves mutated]] under the influence of Mirrodin's suns, and subsequently burn infected limbs, rather than become Phyrexian.
now, the white-aligned faction is easily the strongest and most influencial of the five.
* TheImmune: CreepyDoll: Most white Phyrexians are covered in porcelain (or a [[FantasyMetals Fantasy Metal]] that resembles porcelain), and many also have visible joint hinges and [[WhiteMaskOfDoom expressionless masks]], making them resemble gore-covered ceramic dolls.
* HiveMind: The Alabaster Host have the least autonomy of any Phyrexians, with some lower-ranking legionarries literally [[DesperatelyNeedsOrders going completely innert without instructions from higher up]]. Many priests from the Singularitan sect believe that even ''this'' is too chaotic, preferring instead to transform the entire multiverse into a literal, physical [[TheDividual bodily extension of Elesh Norn]]. This tendency ends up screwing things up for Phyrexia as a whole, since it drove Norn to make her invasion forces a KeystoneArmy [[BondVillainStupidity completely dependent on her survival to function]].
* LiteralMinded: PlayedForHorror.
At some point, Melira discovered how they seem to grant others her own immunity have encountered some kind of StockAesop about ThePowerOfFriendship and, rather than using it as a guideline for building communities, took it to phyresis. Virtually mean that [[BodyOfBodies physically suturing all life together into a single mega-organism]] would be the entire Resistance is now inoculated.
most practical way to [[UtopiaJustifiesTheMeans achieve universal peace]].
* TheMissingFaction: There are almost no Black-aligned Mirran resistance members in ''New Phyrexia''. Most if MoreTeethThanTheOsmondFamily: White-aligned Phyrexians tend to be absolutely bristling with [[BodyPartMotif teeth]], not all or even most of them actually being in any kind of mouth.
* PathOfInspiration: Admittedly, one would
have fallen to be a pretty hardcore NightmareFetishist to overlook their gruesome aesthetics, but their rhetoric about belonging and togetherness, mixed with their fanatical CultOfPersonality towards Elesh Norn, eerily mirrors many real life cults.
* PuppetKing: For a while,
the Phyrexian contagion.
[[/folder]]

!Houses
nominal authority of Estark
the Machine Orthodoxy lay with an imprisoned [[StopWorshippingMe Karn]], with Elesh Norn merely acting as an interpreter for his will. Even after Karn was freed and Elesh Norn openly [[EgocentricallyReligious rebuilt the faction around herself]], their holy texts are still the Argent Etchings, ostensibly transcribed from the words of Karn himself.
* WorldOfSilence: Given that the Machine Orthodoxy isn't big on things like "free will" or "change of any kind", territory dominated by them tends to be [[SaltTheEarth barren]] and devoid of activity

!The Progress Engine

The very first factions faction of New Phyrexia aligned with [[SufficientlyAnalyzedMagic Blue mana]], the Progress Engine is arguably the most specialized of the factions, being almost entirely devoted to {{Magitek}} R&D for the rest of Phyrexia, with some espionage and sabotage thrown in for good measure. Their Praetor, [[EmperorScientist Jin-Gitaxias]], was probably the most [[OnlySaneMan level-headed]] and [[PragmaticVillainy pragmatic]] of his siblings.

As Mirrodin was reconfigured into New Phyrexia, what remained of the Quicksilver Sea was drained into the layer
in the ''Magic'' canon, portrayed in ''Literature/{{Arena}}''. exact middle between the surface and the core, becoming the [[PunnyName Surgical Bay]], where the Progress Engine would run their most complex and ambitious experiments.

During the invasion of the Multiverse, those blue Phyrexians who participated were known as the Chrome Host.
They were the ruling houses deployed extremely selectively, primarily on worlds where Jin already had a fair bit of the city of Estark in Dominaria, keeping the populace docile for the master's rule.
prior intel.




* AristocratsAreEvil: The houses were nearly all hilariously corrupt.
* BreadAndCircuses: To keep the population docile the houses were complicit in gladiatorial games.
* CardCarryingVillain: With the exception of Oor-Tael, each house was led by a person whose vices were pretty much out in the open.
* SevenDeadlySins: Well four, since the house number is implicitly in accordance to ''Magic'''s color pie and one of the houses is good, but the remainder are almost caricatures of the Christian sins.

[[folder: Oor-Tael (Turquoise, possibly Green-Blue)]]
The most benevolent of the five houses, fighters within this house were obligated to go on a pilgrimmage and help and understand the people. They were slaughtered in the Great Fire, leaving the sole survivor, Garth One-Eye, to seek revenge.

to:

\n* AristocratsAreEvil: EyesDoNotBelongThere: Chrome Host Phyrexians are expected to document ''everything'' for further study. To this end, they tend to be absolutely covered in [[CombatTentacles writhing mechanical eyestalks]].
* FantasticDrug: Like the vedalken and Neurok they conquered, the Progress Engine supplements its research with [[HigherUnderstandingThroughDrugs Blinkmoth Serum-induced visions]].
* ForScience:
The houses were nearly all hilariously corrupt.
* BreadAndCircuses: To keep
Progress Engine expects its adherents to be ready to do anything, no matter how horrific, to advance their knowledge base. Given that this is [[DeathIsCheap Phyrexia]], even if a dangerous experiment kills you, your overseer can just [[WetwareCPU salvage what they need from your memory banks]] and then [[HumanResources send the population docile rest of your remains off to be reprocessed]].
* FullConversionCyborg: Of
the houses were complicit in gladiatorial games.
* CardCarryingVillain: With
five factions, Chrome Host Phyrexians are among the exception least likely to have any visible organic components at all.
* MyBrainIsBig: One
of Oor-Tael, each house was led by a person whose vices were pretty much out the most popular and gruesome forms of [[BioAugmentation Bio-Augmentations]] in the open.
Surgical Bay, especially among compleated vedalken.
* SevenDeadlySins: Well four, since the house number is implicitly in accordance to ''Magic'''s color pie and one NonActionGuy: To an extent. Very few of the houses Progress Engine's activity outside their own sphere is good, but overtly martial, focusing more on [[TheSneakyGuy subterfuge]] than combat.
* SufficientlyAnalyzedMagic: It is
the remainder are job of the Progress Engine (and specifically the Metatect caste) to find workarounds for minor obstacles like [[BeyondTheImpossible not being able to compleate spirits or needing to transport organic life through the Blind Eternities]].
* TentacledTerror: Given how many eyestalks and robot tendrils tend to extend from them, most Chrome Phyrexians have at least a roughly cephalopoid sillhouete.
* WetwareCPU: One of the Surgical Bay's premiere projects is "The Meldweb", a massive complex full of stolen human and [[ProudScholarRace vedalken]] brains that they use for augury and calculation.

!The Seven Steel Thanes

The faction (or rather, factions) of New Phyrexia aligned with [[TheDarkArts Black mana]], the Thanes were among the first Phyrexians to consolidate power on Mirrodin, as the Mephidross fell
almost caricatures of without resistance and became ground zero for the Christian sins.

[[folder: Oor-Tael (Turquoise, possibly Green-Blue)]]
new Phyrexian infection.

The most benevolent Seven Steel Thanes are the least unified of the five houses, fighters within this house factions, being comprised of seven-ish quasi-feudal territories under the control of a Thane, all of whom vied for enough power and influence to extend their influence beyond the Mephidross. For most of its history, the most powerful and prominent of the Thanes was [[TheSpymaster Sheoldred]], who acted as the faction's Praetor (although that position seemed [[KlingonPromotion subject to change]], unlike the other factions).

When Mirrodin was fully reconstructed into New Phyrexia, the remains of the Mephidross
were obligated transformed into the Dross Pits, the Sphere directly above the Fair Basilica. As Elesh Norn began to go on centralize power, the Thanes collectively waned in influence over Phyrexia as a pilgrimmage whole. Sensing a sea change, just over half the Thanes (including both Sheoldred and help Geth) aligned themselves with Urabrask's rebellion against the Machine Orthodoxy in an attempt to break Norn's grip on power. The rebellion failed, and understand the people. They rebel Thanes were slaughtered in executed.

The remaining Thanes were given control over
the Great Fire, leaving remaining forces of the sole survivor, Garth One-Eye, Dross Pits, just in time to seek revenge.
send them out across the multiverse as the Etched Host, the most intentionally cruel and destructive of the invading Phyrexian armies.



* TokenGoodTeammate: The only house to foster benevolence and humility. They got purged for that.[[/folder]]

[[folder: Kestha (Gray, possibly White-Black)]]
A house of unrestrained opulence, its leaders gluttonous and its headquarters bearing magnificent statues to celebrate their might.

to:

* TokenGoodTeammate: BigCreepyCrawlies: Most Phyrexians encountered in the Dross Pits at least have insectoid legs, if not an entirely arthropoid body plan.
* ChronicBackstabbingDisorder: Emphasis on the "chronic disorder" part.
The Thanes all knew that none of their fellows could be trusted to uphold an alliance, meaning that while the Mephidross hosted many of the plane's most individually powerful Phyrexians, they were never able to coalesce into anything more than [[WeAREStrugglingTogether a mess of competing sub-factions]] that were ultimately routed or subdued by the Machine Orthodoxy.
* FauxAffablyEvil: The Thanes are noted to maintain a [[WickedCultured perverse sense of decorum]] in their dealings with one another, although this is a courtesy that is obviously never shown to non-Phyrexians, non-Mephidross Phyrexians, and [[BadBoss their own underlings]].
* HollywoodAcid: The Dross Pits are criscrossed by rivers of glowing green acid. The Thanes like to use this as an [[MundaneUtility etching solvent]].
* HufflepuffHouse: To a degree. They are associated with the same color as Old Phyrexia, meaning that a lot of "generically Phyrexian" traits have come to be associated with the Etched Host specifically.
* TheNecrocracy: Multiple Thanes and other high-ranking Etched Phyrexians were/are compleated undead as opposed to [[UterineReplicator vat-grown]] "native" Phyrexians, including Vraan (a [[OurVampiresAreDifferent vampire]]) and Geth (a [[OurLichesAreDifferent lich]]).
* NotInThisForYourRevolution: About half of the faction joins the Autonomous Furnace in open rebellion against Elesh Norn, but unlike the Furnace, the Thanes are motivated exclusively by self-interest rather than ideology.
* VillainousLegacy: The Thanes count among their ranks some of the
only house to foster benevolence figures in New Phyrexia that actually care about honoring and humility. They got purged for that.[[/folder]]

[[folder: Kestha (Gray, possibly White-Black)]]
A house
doing right by [[MonsterProgenitor Yawgmoth]]. Contrast to the Machine Orthodoxy (who claim to be following the dictates of unrestrained opulence, its leaders gluttonous [[AGodIAmNot Karn]] instead) and the other three factions (who are all more-or-less iconoclastic and don't care about their predecessors one way or the other). In particular, Sheoldred herself was TheFundamentalist who refered to her doctrine as "the True Scriptures" and believed that Dominaria was the only invasion target that truly mattered.

!The Quiet Furnace

The faction of New Phyrexia aligned with [[EntropyAndChaosMagic Red mana]], the Quiet Furnace is probably the most complex and enigmatic of the five factions. Led by the heretic Praetor [[DefectorFromDecadence Urabrask]], the faction was originally dedicated to construction, manufacturing, and other industrial labor.

The Sphere inhabited by the Quiet Furnace was once known as the Furnace Layer and, unlike the other Spheres, was actually constructed long before Phyrexia had even reached the surface of Mirrodin. From here, they supplied the rest of Phyrexia with their handiwork, but were also the last faction to establish any sort of foothold on the surface.

This is probably at least partially a result of the Furnace's most distinctive trait: namely that [[ThePowerOfLove Red mana]] is actually pretty disruptive to normal Phyrexian functioning, instigating the development of [[WhatIsThisFeeling emotions]], [[RogueDrone individuality]], and even [[HumanityIsInfectious empathy]]. As a result, most sapient Red-aligned Phrexians are deeply conflicted and withdrawn, and take the least aggressive approach to conversion of any faction, compleating almost exclusively willing converts.

Indeed, by the time Mirrodin at last fell, the Mirran Resistance fleeing the corrupted surface found themselves at the mercy of the Furnace Layer
and its headquarters bearing magnificent statues inhabitants. To the shock of all involved, Urabrask made a vanishingly rare appearance to celebrate announce that [[PetTheDog his underlings were not to harass the Mirrans as long as they didn't interfere with the Furnace's normal operations]].

By the time of the invasion of the Multiverse, Urabrask's show of mercy to the Mirrans has been discovered by Phyrexia as a whole, and he is held in contempt by the other Praetors. Attempts to annex the Furnace Layer (which has become the ''outermost'' of the inhabited Spheres) by the other factions in order to exterminate the remaining Mirrans have pushed the Furnace into open rebellion, rechristening themselves the Autonomous Furnace and largely severing
their might.
ties with the rest of Phyrexia to focus inward. However, Elesh Norn crushes the bulk of the rebellious forces and finally takes the Furnace, forcing Urabrask to fully align with the remaining Mirrans in one last doomed show of defiance.

Not all Furnace Phyrexians shared their Praetor's convictions, however. Once Elesh Norn had the Furnace within her grasp, she reforged its remains into the Furnace Host, unleashing a leaderless horde of red Phyrexians devoid of Urabrask's ideals to spread mayhem and destruction accross the multiverse.



* FatBastard: Tulan. Who never stops eating to boot.
* VillainousGlutton: Gluttony is one of their primary vices, along with some greed.[[/folder]]

[[folder: Ingkara (Purple, possibly Blue-Red)]]
A house primarily concerned with greed, albeit in a more bizarre manner than the opulent Kestha.

to:

* FatBastard: Tulan. Who never stops eating BeautyEqualsGoodness: To a degree. Of all the factions, Furnace Phyrexians tend to boot.
have the least overt BodyHorror elements, largely lacking the gory invasive implants and infected cancerous growths that characterize the other factions.
* VillainousGlutton: Gluttony is one DecapitatedArmy: The Furnace Host lacked a central leader during the invasion of the Multiverse. Given how little red Phyrexians seem to regard the chain of command, it doesn't seem to have stopped their primary vices, along effectiveness as an invading force.
* EternalEngine: The Furnace Layer resembles nothing so much as an industrial foundary the size of a small planetoid.
* EvilIsBurningHot: DownplayedTrope. The majority of Furnace Phyrexians are [[PowerGlows literally glowing
with heat]] and many of them appear to be [[MagmaMan leaking molten metal at all times]]. However, while still definitely evil in objective terms, they tend to showcase EvilVirtues that make them ALighterShadeOfBlack relative to the rest of Phyrexia.
* IntriguedByHumanity: While the Mirran Resistance was hiding in the Furnace Layer, many red Phyrexians developed an eerie tendency to get within eyeshot of a Mirran encampment and just... [[StalkerWithoutACrush watch, with what appeared to be rapt curiosity]].
* MadArtist: Inhabitants of the Furnace are inclined to see everything as an art project to be reshaped to their aesthetic preferences. When the creative impulse and their burgeoning sense of empathy conflict, the artistic drive almost always wins out. Luckily for the rest of the Multiverse, most of them also happen to find the Machine Orthodoxy aesthetically distasteful.
* MortonsFork: To be clear, the Furnace's preference for willing converts means they prefer to not literally hold someone down and douse them in Glistening Oil until they're compleat. They have no compunctions about {{Terraforming}} an area until it is all but uninhabitable for non-Phyrexians, in which case the inhabitants can either 1) accept compleation and join the Furnace willingly or 2) refuse, die from the conditions, and [[HumanResources be recycled into a new Phyrexian anyway]].
* OurOgresAreDifferent: Ogre menials are compleated ogres that make up a sizeable chunk of the Furnace's military and labor base.
* PunchClockVillain: Those Phyrexian laborers aware enough to comprehend Phyrexia as a whole often come to resent it, but usually prefer to [[SafetyInIndifference bury themselves in their work]] rather than seriously consider open rebellion.

!The Vicious Swarm

The faction of New Phyrexia associated with [[LifeEnergy Green mana]]. Attempting to assign a specific role or function to them is an exercise in futility, as their Praetor [[ExtremeOmnivore Vorinclex]] believes that any thoughts or agendas not related to predation are a waste of time and energy.

This is not accounting for the [[DragonInChief actual authority within the faction]], the [[FallenHero compleated elf Glissa]], who shares Vorinclex's goal of [[DontThinkFeel eliminating sentience entirely]], but acknowledges that [[StartXToStopX
some greed.[[/folder]]

[[folder: Ingkara (Purple, possibly Blue-Red)]]
A house primarily concerned
degree of thought and planning are necessary to get there]]. To that end, she has personally created multiple forms of self-perpetuating pseudo-life that can be used to create and alter Phyrexians with greed, albeit in a more bizarre manner than no conscious input from anyone, allowing the opulent Kestha.faction to inhabit a nauseating parody of a functioning ecosystem.

The Swarm's Sphere, the [[HungryJungle Hunter's Maze]], is an endless tangle of fungus and biometallic trees below the Autonomous Furnace. It is exceedingly dangerous, even to other Phyrexians, and as such unintentionally acts as a bulwark between the Furnace and the rest of Phyrexia.

The Green-aligned Phyrexians that spread out across the multiverse during the invasion were known as the Copper Host. In keeping with the faction's [[TheSocialDarwinist Darwinist]] leanings, whatever process they used for compleation was incredibly dangerous and inefficient, meaning only the strongest and most durable converts survived.



* CloudCuckooLander: Its leader, Jimak, essentially behaves like a corvid, being obsessed with shiny trinkets and having almost animalistic manneirisms.

to:

* CloudCuckooLander: Its leader, Jimak, essentially behaves like a corvid, being obsessed EvilLuddite: They despise tool use and conscious thought in general, so you can probably guess their stance on advanced technology.
* EvilIsVisceral: Green Phyrexians tend to have less visible machinery in them than other Phyrexians, instead tending towards shambling piles of mismatched biomatter
with shiny trinkets a thin layer of copper on top.
* FesteringFungus: In addition to the omnipresent biometallic Mycosynth, Glissa developed a fleshy, highly infectious fungus called [[MeatMoss lamina]] that both coats the Hunter's Maze
and having almost animalistic manneirisms.is used as a base to create new predators.
* HorrorHunger: Despite lacking any kind of [[TheNeedless metabolism that would require them to eat]], ravenous all-consuming hunger is one of the few impulses that remain in Swarm Phyrexians, driving them to kill and ingest just about everything they come across.
* MixAndMatchCritters: Many green Phyrexians are visibly made from the limbs and hides of multiple unrelated animals awkwardly bound together with cancerous flesh.
* MorePredatorsThanPrey: The only thing Copper Phyrexians are made to do is hunt and eat eachother, under the logic that a hypercompetetive ecosystem that weeds out all non-predation related traits should eventually produce an undefeatable superpredator.
* TheSocialDarwinist: Except go ahead and de-emphasize the "social" part, considering that the Swarm considers any interaction other than killing to be a waste of time and energy.
* WhoEvenNeedsABrain: In keeping with their contempt for conscious thought, most victims of the Swarm have their entire nervous system ripped out and replaced with [[FesteringFungus lamina]].



[[folder: Fentesk (Orange, possibly Red-White)]]

A house whose members are very lustful, constantly surrounded by women in sex acts.

to:

[[folder: Fentesk (Orange, possibly Red-White)]]

A house whose members are very lustful, constantly surrounded by women in sex acts.
[[folder:The Mirran Resistance]]
Over time, [[FiveTokenBand all of Mirrodin]] unites against Phyrexia, except those already infected. The Mirran faction becomes smaller, but, as one might expect, individual Mirran cards become stronger against infect decks. For planeswalkers on the Mirran side, check out the planeswalker section.

Traditional Mirran mechanics such as imprint and artifact interaction remain, with first strike and double strike being more Mirran than Phyrexian to the end.



* BrightIsNotGood: Alignment aside, they preffer vivid color palletes dominated by eye catching reds and oranges, and are no less corrupt than the other houses.[[/folder]]

[[folder: Bolk (Brown, possibly Black-Green)]]
A house located in a semi-subterranean fortress. Their leader at least is very prideful.

to:


* BrightIsNotGood: Alignment aside, they preffer vivid color palletes dominated by eye catching reds and oranges, and are no less corrupt BodyHorror: A much milder example than what the other houses.Phyrexians revel in; the Mirrans will amputate and subsequently burn infected limbs, rather than become Phyrexian.
* TheImmune: At some point, Melira discovered how to grant others her own immunity to phyresis. Virtually the entire Resistance is now inoculated.
* TheMissingFaction: There are almost no Black-aligned Mirran resistance members in ''New Phyrexia''. Most if not all of them have fallen to the Phyrexian contagion.
[[/folder]]

[[folder: Bolk (Brown, possibly Black-Green)]]
A house located in a semi-subterranean fortress. Their leader at least is
!Houses of Estark
The
very prideful.first factions in the ''Magic'' canon, portrayed in ''Literature/{{Arena}}''. They were the ruling houses of the city of Estark in Dominaria, keeping the populace docile for the master's rule.



* GreenThumb: Their fondness for green spells is quite apparent, using both plants and beasts.[[/folder]]



!Shards of Alara

Many aeons ago, Alara was a single, whole plane. Then, a cataclysmic event known as [[NoodleIncident The Sundering]] occurred, which ended with the plane fractured and stripped of all its mana. Over time, the plane fractured and separated into five sub-planes, known as the Shards. Each of the five Shards regained mana over time, but with a twist. Only three of the five colors of mana returned -- one dominant color and its two allied colors. Each Shard is defined not only by what mana they have, but the traits of the other two colors they ''don't'' have. Throughout the events of the ''Shards of Alara'' block, the planes drifted back together, bringing massive culture shock with conflicting ways of life and finally all-out war.

[[folder:Bant (White, with Green and Blue)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/obelisk_of_bant_7844.jpg]]
[[caption-width-right:300:Light and Justice]]

[[https://magic.wizards.com/en/articles/archive/making-magic/peace-love-and-understanding-2008-10-06 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 little 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). Bant is divided into five nations; the three Inner Nations of the prairies -- Akrasa, Topa and Eos -- and the two coastal nations of Jhess and Vhaleron.

Because of the importance placed on honorable combat, Bant's keyword ability is [[https://mtg.fandom.com/wiki/Exalted Exalted]], which makes creatures more powerful if they attack alone and with other Exalted creatures staying behind.

to:


* GreenThumb: Their fondness for green spells AristocratsAreEvil: The houses were nearly all hilariously corrupt.
* BreadAndCircuses: To keep the population docile the houses were complicit in gladiatorial games.
* CardCarryingVillain: With the exception of Oor-Tael, each house was led by a person whose vices were pretty much out in the open.
* SevenDeadlySins: Well four, since the house number
is quite apparent, using both plants implicitly in accordance to ''Magic'''s color pie and beasts.[[/folder]]



!Shards
one of Alara

Many aeons ago, Alara was a single, whole plane. Then, a cataclysmic event known as [[NoodleIncident
the houses is good, but the remainder are almost caricatures of the Christian sins.

[[folder: Oor-Tael (Turquoise, possibly Green-Blue)]]
The Sundering]] occurred, which ended with the plane fractured and stripped of all its mana. Over time, the plane fractured and separated into five sub-planes, known as the Shards. Each most benevolent of the five Shards regained mana over time, but with a twist. Only three of the five colors of mana returned -- one dominant color and its two allied colors. Each Shard is defined not only by what mana they have, but the traits of the other two colors they ''don't'' have. Throughout the events of the ''Shards of Alara'' block, the planes drifted back together, bringing massive culture shock with conflicting ways of life and finally all-out war.

[[folder:Bant (White, with Green and Blue)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/obelisk_of_bant_7844.jpg]]
[[caption-width-right:300:Light and Justice]]

[[https://magic.wizards.com/en/articles/archive/making-magic/peace-love-and-understanding-2008-10-06 Bant]] is a world where White mana reigns supreme -- its own virtues, combined with the absent forces of chaos and selfish ambition, have made
houses, fighters within this Shard an exemplar of law house were obligated to go on a pilgrimmage and order. The architecture is straight out of a MedievalEuropeanFantasy, complete with Knights in Shining Armor, glory help 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 little creativity, and almost no offensive magic (there ''is'' nighttime on Bant and understand 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). Bant is divided into five nations; people. They were slaughtered in the three Inner Nations of Great Fire, leaving the prairies -- Akrasa, Topa and Eos -- and the two coastal nations of Jhess and Vhaleron.

Because of the importance placed on honorable combat, Bant's keyword ability is [[https://mtg.fandom.com/wiki/Exalted Exalted]], which makes creatures more powerful if they attack alone and with other Exalted creatures staying behind.
sole survivor, Garth One-Eye, to seek revenge.



* {{Arcadia}}: Bant is mostly composed of rolling fields, well-tended orchards, pastoral towns and shining castles, and its societies are harmonious and all but devoid of crime and strife. What "wilderness" exists is mostly non-threatening; even the forests resemble well-maintained gardens.
* BadassBookworm: The human monks and the rhox ascetics, who study deep philosophical texts and train their bodies through practice of the martial art called "Halcou".
* BeastMan: Bant is home to the rhox, a race of humanoid rhinos, and the aven, a race of humanoid eagles.
* CombatByChampion: This is the main form of combat on Bant. It's even reflected in their exalted mechanic.
* TheChewToy: With the exception of Naya, all of the shards turn their aggressive energies towards Bant after the conflux.
* CulturalRebel:
** The Unbeholden, people who disagree with the caste system or who simply prefer to pursue a criminal lifestyle.
** The nation of Jhess is known for being much more freewheeling and flamboyant than the Inner Nations, with a "shockingly radical" level of social mobility between castes.
* DuelsDecideEverything: When monks and/or ascetics disagree, they engage in Halcou "duels", striving to perform the most elaborate displays of athleticism they can; the challenger with the most grace and skill is determined to have the deepest philosophical understanding.
* FantasticCasteSystem: Twice over; one for the angels, one for the humans.
** The angels divide themselves into the Asura (the smallest caste, made up of the seven members of the Court of Orderly Contemplation, which rules over all angels), the Amesha (embodiments of the grandest ideals; honor, justice, truth and courtly love), the Mahra (angelic bureaucrats) and the Celebrants (lowest-ranked and responsible for protecting the day-to-day lives and ideals of the lower castes of humanity).
** The humans divide themselves into the Blessed (rulers), the Sighted (priests, subservient to the Blessed), the Sigiled (direct servants of the Blessed and Sighted), the Mortared (the peasantry), and the Unbeholden (rebels and outcasts).
* GeometricMagic: Sigils, markers of support and allegiance, channel magical energy, and can grant various boons depending on the precise sigil in question, are ubiquitous throughout Bant.
* HonorBeforeReason: Justified. Since Bant lacks [[CombatPragmatist Black]] or [[UnstoppableRage Red]] mana, the thought of doing something dishonorable or underhanded is literally unconceivable for Bant natives. Knights ''don't wear armor on their backs'' because no one would be so dishonorable as to stab someone in the back, right? Needless to say, this comes back to bite them hard when the shards start merging.
* HorseOfADifferentColor: The leotau, a plains-dwelling beast that resembles a powerful horse with the head and tail of a lion. It's used as a steed by the Inner Nations, and distantly related to Naya's leonin.
* KnightInShiningArmor: All over the place, with Rafiq of the Many as the exemplar. Ironically, Rafiq tends to be highly unpredictable, almost mercenary; thanks to his need to balance out his many sigils, he may fight for both sides of the same conflict in the same battle.
* LawOfChromaticSuperiority: Leotau come in three breeds, distinguished by color; the white-coated Orisils are favored by members of the Blessed caste, the golden-furred Mherva are considered the swiftest breed, and the calico or dappled Ghrom are the largest and strongest.
* LetsFightLikeGentlemen: Taken to its logical extreme; combat on Bant is so honor-bound that suits of armor don't even have coverage on ''[[BackStab their backs]]''.
* LightIsGood: Bant is probably the most conspicuous example of this trope being played straight since the Weatherlight Saga. It's not a utopia, but it's still the safest place to live in pre-Conflux Alara.
* OurAngelsAreDifferent: More willing to charge into battle; fits in with the holy justice theme of the Shard.
* RedshirtArmy: The nations' armies are primarily "Mortared caste" (commoners who have yet to earn a sigil). Subverted with Akrasa; its leotaur-mounted nights are made of trained, skilled Mortared warriors.
* ReligiousBruiser: Many of the Rhox.
* SigilSpam: Because they serve as a focus for GeometricMagic, medallions emblazoned with arcane designs -- called "sigils" -- are extremely common in Bant. Bearing a sigil marks one as a member of the Sigiled caste, superior to the Mortare caste. Furthering the spirit of this trope, many Sigiled actively try to get as many sigils as possible, because not only does each sigil hold its own magical boon, greater numbers of sigils convey greater rank amongst their caste.
** Rafiq of the Many is legendary for how many sigils he has won.
* WarriorPoet: The Rhox, rhino-people who are part-philosopher-part-martial-artist.
[[/folder]]

[[folder:Esper (Blue, with White and Black)]]
[[quoteright:314:https://static.tvtropes.org/pmwiki/pub/images/esper_obelisk_1801.jpg]]
[[caption-width-right:314:Logic and Reason]]

An intellectual's dream come true, the Blue-dominated Shard of [[https://magic.wizards.com/en/articles/archive/feature/striving-perfection-2008-11-17 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:

* {{Arcadia}}: Bant is mostly composed of rolling fields, well-tended orchards, pastoral towns and shining castles, and its societies are harmonious and all but devoid of crime and strife. What "wilderness" exists is mostly non-threatening; even the forests resemble well-maintained gardens.
* BadassBookworm:
TokenGoodTeammate: The human monks and the rhox ascetics, who study deep philosophical texts and train their bodies through practice of the martial art called "Halcou".
* BeastMan: Bant is home to the rhox, a race of humanoid rhinos, and the aven, a race of humanoid eagles.
* CombatByChampion: This is the main form of combat on Bant. It's even reflected in their exalted mechanic.
* TheChewToy: With the exception of Naya, all of the shards turn their aggressive energies towards Bant after the conflux.
* CulturalRebel:
** The Unbeholden, people who disagree with the caste system or who simply prefer to pursue a criminal lifestyle.
** The nation of Jhess is known for being much more freewheeling and flamboyant than the Inner Nations, with a "shockingly radical" level of social mobility between castes.
* DuelsDecideEverything: When monks and/or ascetics disagree, they engage in Halcou "duels", striving to perform the most elaborate displays of athleticism they can; the challenger with the most grace and skill is determined to have the deepest philosophical understanding.
* FantasticCasteSystem: Twice over; one for the angels, one for the humans.
** The angels divide themselves into the Asura (the smallest caste, made up of the seven members of the Court of Orderly Contemplation, which rules over all angels), the Amesha (embodiments of the grandest ideals; honor, justice, truth and courtly love), the Mahra (angelic bureaucrats) and the Celebrants (lowest-ranked and responsible for protecting the day-to-day lives and ideals of the lower castes of humanity).
** The humans divide themselves into the Blessed (rulers), the Sighted (priests, subservient to the Blessed), the Sigiled (direct servants of the Blessed and Sighted), the Mortared (the peasantry), and the Unbeholden (rebels and outcasts).
* GeometricMagic: Sigils, markers of support and allegiance, channel magical energy, and can grant various boons depending on the precise sigil in question, are ubiquitous throughout Bant.
* HonorBeforeReason: Justified. Since Bant lacks [[CombatPragmatist Black]] or [[UnstoppableRage Red]] mana, the thought of doing something dishonorable or underhanded is literally unconceivable for Bant natives. Knights ''don't wear armor on their backs'' because no one would be so dishonorable as to stab someone in the back, right? Needless to say, this comes back to bite them hard when the shards start merging.
* HorseOfADifferentColor: The leotau, a plains-dwelling beast that resembles a powerful horse with the head and tail of a lion. It's used as a steed by the Inner Nations, and distantly related to Naya's leonin.
* KnightInShiningArmor: All over the place, with Rafiq of the Many as the exemplar. Ironically, Rafiq tends to be highly unpredictable, almost mercenary; thanks to his need to balance out his many sigils, he may fight for both sides of the same conflict in the same battle.
* LawOfChromaticSuperiority: Leotau come in three breeds, distinguished by color; the white-coated Orisils are favored by members of the Blessed caste, the golden-furred Mherva are considered the swiftest breed, and the calico or dappled Ghrom are the largest and strongest.
* LetsFightLikeGentlemen: Taken to its logical extreme; combat on Bant is so honor-bound that suits of armor don't even have coverage on ''[[BackStab their backs]]''.
* LightIsGood: Bant is probably the most conspicuous example of this trope being played straight since the Weatherlight Saga. It's not a utopia, but it's still the safest place to live in pre-Conflux Alara.
* OurAngelsAreDifferent: More willing to charge into battle; fits in with the holy justice theme of the Shard.
* RedshirtArmy: The nations' armies are primarily "Mortared caste" (commoners who have yet to earn a sigil). Subverted with Akrasa; its leotaur-mounted nights are made of trained, skilled Mortared warriors.
* ReligiousBruiser: Many of the Rhox.
* SigilSpam: Because they serve as a focus for GeometricMagic, medallions emblazoned with arcane designs -- called "sigils" -- are extremely common in Bant. Bearing a sigil marks one as a member of the Sigiled caste, superior to the Mortare caste. Furthering the spirit of this trope, many Sigiled actively try to get as many sigils as possible, because not
only does each sigil hold its own magical boon, greater numbers of sigils convey greater rank amongst their caste.
** Rafiq of the Many is legendary
house to foster benevolence and humility. They got purged for how many sigils he has won.
* WarriorPoet: The Rhox, rhino-people who are part-philosopher-part-martial-artist.
that.[[/folder]]

[[folder:Esper (Blue, with White [[folder: Kestha (Gray, possibly White-Black)]]
A house of unrestrained opulence, its leaders gluttonous
and Black)]]
[[quoteright:314:https://static.tvtropes.org/pmwiki/pub/images/esper_obelisk_1801.jpg]]
[[caption-width-right:314:Logic and Reason]]

An intellectual's dream come true, the Blue-dominated Shard of [[https://magic.wizards.com/en/articles/archive/feature/striving-perfection-2008-11-17 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 headquarters bearing magnificent statues 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'').celebrate their might.



* AlienSky: The skies of Esper are divided into an orderly grid, and filled with clouds neatly sliced into parts.
* AncientConspiracy: "The noble work of our order is to infuse all life on Esper with etherium. Our goal will be reached more rapidly if new life is... suppressed." Also, the discovery that the Seekers of Carmot can't forge new etherium despite their claims leads to the shock that makes Tezzeret ascend to Planeswalkerdom and seek answers elsewhere.
* {{Arcadia}}: Due to lacking the chaotic influence of Red Mana, and to a lesser extent Green Mana, nature is highly structured and artificially controlled in Esper. The one exception is the weather; it still has violent and unpredictable storms, and consequently very rough seas.
* BloodMagic: Sangrite, one of the key ingredients of etherium alongside carmot, turns out to be the petrified blood of dragons from Jund. This is why no new etherium could be forged on Esper - it is implied that Crucius, the one who created etherium in the first place, was in fact a planeswalker who traveled to Jund on a regular basis to harvest the ingredients he needed to make etherium. Fortunately, the reunion of Alara has made it possible to harvest sangrite (and carmot which is also from Jund) without a planeswalker.
* TheFundamentalist: Whilst the Ethersworn strives to complete "The Noble Work", the process of infusing all life with some degree of etherium in order to help them achieve spiritual perfection, a small and [[TheHeretic oft-regarded as heretical]] splinter sect called "The Ignoble Flesh" is defined by its extremist view. Arguing that flesh itself is inherently impure and fallible, they believe mortals should strive to completely discard it in favor of a body of pure etherium. They turn themselves into monsters called "aether-liches", and it was the horrified response to them which turned Crucius into a pariah, ultimately driving him to vanish.
* HappinessInSlavery: The Telemins are humans who, being incapable of magic themselves, have sought social security by selling themselves as living instruments to a mage. These "mage dolls" voluntarily sacrifice their wills, allowing their wizardly master to use their MindControl spells to control the Telemin as a living puppet to perform tasks.
* HollywoodCyborg: Use a [[{{Unobtainium}} metallic substance with numerous useful properties called etherium]] in making themselves human/mechanical hybrids.
* HowTheMightyHaveFallen: Crucius, the sphinx who created etherium and who pioneered the philosophy of integrating it into the body, was turned against when the first members of the Ignoble Flesh heresy arose and became the first aether-liches; the Esperians denounced him as "Crucius the Mad", and eventually he disappeared due to the hostility directed against him. This turned out to be a disaster for Esper, as he was the only being who actually knew how to make more etherium.
* MagicAIsMagicA: Due to how widespread magic is, humanity in Esper has developed a wide array of magical specializations, including Arcanists (masters of secret knowledge and lost lore), Stormcallers ([[PowerOfTheStorm weather manipulators]]), Mechanists (artificers who build {{magitek}}), Clockworkers ({{Time Master}}s), Mentalists (mind-readers and manipulators) and Tidemages ([[MakingASplash masters of sea and tides]]).
* TheMagocracy: Esper is brimming with magical power, to the point that wizards act as the knights here, and magical power is positively and ''strongly'' associated with one's social status on this plane.
* OurGargoylesRock: Gargoyles in Esper are a kind of {{golem}}, created by adding etherium to statues to help channel magic to animate them.
* OurLichesAreDifferent: Aether-liches are mad Esperites who have replaced almost the entirety of their body with etherium, maintaining control over the whole by binding their soul to a metallic phylactery called an Immortal Coil.
* OwlBeDamned: One of the more dangerous native creatures of Esper are the striges, a species of etherium-infused, ashen-colored screech owls with deep black-on-blue eyes. A strix is a psychic vampire, which derives nourishment by sucking the thoughts and memories out of others.
* RiddlingSphinx: Sphinxes are the most powerful and revered of creatures on Esper, due to their wisdom and arcane might. It was a sphinx named Crucius who created etherium, and with it the belief system of incorporating it into living beings.
* SufficientlyAnalyzedMagic: This is the philosophy of the vedalken, who strive to observe and understand... well, everything, but especially magic.
* UncannyValley: InUniverse, the homunculi are noted for disturbing the vedalken greatly due to their resembling chibi versions of themselves.
* WeatherDissonance: Despite the rest of the world's natural phenomena being uncannily orderly and controlled, the weather still escapes their power to restrain.

to:

* AlienSky: The skies of Esper are divided into an orderly grid, and filled with clouds neatly sliced into parts.
FatBastard: Tulan. Who never stops eating to boot.
* AncientConspiracy: "The noble work of our order VillainousGlutton: Gluttony is to infuse all life on Esper with etherium. Our goal will be reached more rapidly if new life is... suppressed." Also, the discovery that the Seekers of Carmot can't forge new etherium despite their claims leads to the shock that makes Tezzeret ascend to Planeswalkerdom and seek answers elsewhere.
* {{Arcadia}}: Due to lacking the chaotic influence of Red Mana, and to a lesser extent Green Mana, nature is highly structured and artificially controlled in Esper. The one exception is the weather; it still has violent and unpredictable storms, and consequently very rough seas.
* BloodMagic: Sangrite,
one of the key ingredients of etherium alongside carmot, turns out to be the petrified blood of dragons from Jund. This is why no new etherium could be forged on Esper - it is implied that Crucius, the one who created etherium in the first place, was in fact a planeswalker who traveled to Jund on a regular basis to harvest the ingredients he needed to make etherium. Fortunately, the reunion of Alara has made it possible to harvest sangrite (and carmot which is also from Jund) without a planeswalker.
* TheFundamentalist: Whilst the Ethersworn strives to complete "The Noble Work", the process of infusing all life
their primary vices, along with some degree of etherium greed.[[/folder]]

[[folder: Ingkara (Purple, possibly Blue-Red)]]
A house primarily concerned with greed, albeit
in order to help them achieve spiritual perfection, a small and [[TheHeretic oft-regarded as heretical]] splinter sect called "The Ignoble Flesh" is defined by its extremist view. Arguing that flesh itself is inherently impure and fallible, they believe mortals should strive to completely discard it in favor of a body of pure etherium. They turn themselves into monsters called "aether-liches", and it was more bizarre manner than the horrified response to them which turned Crucius into opulent Kestha.
----
* CloudCuckooLander: Its leader, Jimak, essentially behaves like
a pariah, ultimately driving him to vanish.
* HappinessInSlavery: The Telemins are humans who,
corvid, being incapable of magic themselves, have sought social security by selling themselves as living instruments to a mage. These "mage dolls" voluntarily sacrifice their wills, allowing their wizardly master to use their MindControl spells to control the Telemin as a living puppet to perform tasks.
* HollywoodCyborg: Use a [[{{Unobtainium}} metallic substance
obsessed with numerous useful properties called etherium]] in making themselves human/mechanical hybrids.
* HowTheMightyHaveFallen: Crucius, the sphinx who created etherium
shiny trinkets and who pioneered the philosophy of integrating it into the body, was turned against when the first members of the Ignoble Flesh heresy arose and became the first aether-liches; the Esperians denounced him as "Crucius the Mad", and eventually he disappeared due to the hostility directed against him. This turned out to be a disaster for Esper, as he was the only being who actually knew how to make more etherium.
* MagicAIsMagicA: Due to how widespread magic is, humanity in Esper has developed a wide array of magical specializations, including Arcanists (masters of secret knowledge and lost lore), Stormcallers ([[PowerOfTheStorm weather manipulators]]), Mechanists (artificers who build {{magitek}}), Clockworkers ({{Time Master}}s), Mentalists (mind-readers and manipulators) and Tidemages ([[MakingASplash masters of sea and tides]]).
* TheMagocracy: Esper is brimming with magical power, to the point that wizards act as the knights here, and magical power is positively and ''strongly'' associated with one's social status on this plane.
* OurGargoylesRock: Gargoyles in Esper are a kind of {{golem}}, created by adding etherium to statues to help channel magic to animate them.
* OurLichesAreDifferent: Aether-liches are mad Esperites who have replaced
having almost the entirety of their body with etherium, maintaining control over the whole by binding their soul to a metallic phylactery called an Immortal Coil.
* OwlBeDamned: One of the more dangerous native creatures of Esper are the striges, a species of etherium-infused, ashen-colored screech owls with deep black-on-blue eyes. A strix is a psychic vampire, which derives nourishment by sucking the thoughts and memories out of others.
* RiddlingSphinx: Sphinxes are the most powerful and revered of creatures on Esper, due to their wisdom and arcane might. It was a sphinx named Crucius who created etherium, and with it the belief system of incorporating it into living beings.
* SufficientlyAnalyzedMagic: This is the philosophy of the vedalken, who strive to observe and understand... well, everything, but especially magic.
* UncannyValley: InUniverse, the homunculi are noted for disturbing the vedalken greatly due to their resembling chibi versions of themselves.
* WeatherDissonance: Despite the rest of the world's natural phenomena being uncannily orderly and controlled, the weather still escapes their power to restrain.
animalistic manneirisms.



[[folder:Grixis (Black, with Blue and Red)]]
[[quoteright:314:https://static.tvtropes.org/pmwiki/pub/images/grixis_obelisk_3644.jpg]]
[[caption-width-right:314:Death and Despair]]

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 "[[https://magic.wizards.com/en/articles/archive/looking-out-number-one-2008-10-20 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 [[https://mtg.fandom.com/wiki/Unearth Unearth]].

to:

[[folder:Grixis (Black, with Blue and Red)]]
[[quoteright:314:https://static.tvtropes.org/pmwiki/pub/images/grixis_obelisk_3644.jpg]]
[[caption-width-right:314:Death and Despair]]

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 "[[https://magic.wizards.com/en/articles/archive/looking-out-number-one-2008-10-20 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
[[folder: Fentesk (Orange, possibly Red-White)]]

A house whose members are very lustful, constantly surrounded by women
in their armies, leading to their special keyword ability [[https://mtg.fandom.com/wiki/Unearth Unearth]].sex acts.



* BodyHorror: In a world dominated by the darkest kinds of magical energy, you better believe that there're some horrifying mutilations of the human body to be seen.
** Living humans sometimes become victims to swarms of banewasp larvae, enormous scavenging maggots that burrow into and infest the body, bloating it all out of proportion
** Fleshbags are boneless masses of humanoid flesh that have been sewn together, stuffed full of live vermin, and then animated as grotesque minions and portable storehouses of vis. Fleshdolls are a more powerful variant created when a humanoid ghost is used to animate a fleshbag; they can be the size of ''giants''.
** The Incurable suffer from grotesque mutations and hideous, incurable diseases.
* CorpseLand: One could be forgiven for thinking that the landmass of Grixis is made of these. The most repulsive are the Bone Heaps, enormous mounds of picked-clean bones assembled by the native kathari from their victims, and the Dregscape, a vast swamp where degeneration has slowed to a crawl, reducing it to an enormous morass of noxious ichor and slowly decaying corpses.
* CrapsackWorld: As a world in which the spiritual concepts of "life" and "community" don't exist, Grixis is well and truly deserving of the name "hellhole". The dead and the damned hunt the living to preserve their own existences, and those who die are brought back to suffer and die once more, again and again. Everything's crumbling into absolute nothingness as the Shard devours itself to the last, life itself is going extinct, and even the demons and the undead are being wiped out as their world disintegrates around them. It's very ''VideoGame/DarkSouls''. When the Shards are re-amalgamated, things start to get better. A little.
* DealWithTheDevil: Demons like to tempt mortals into bargaining with them, as it makes it easier for them to steal the mortal's vis and more enjoyable for them to consume.
* DeathWorld: Even if you're ''undead'', this place will eat you alive. Entropic energy constantly lashes the plane, literally sucking it clean of life, forcing the residents to struggle to preserve their own existences. Whilst being re-merged into the reborn Alara has undone its spiral into entropy, it's still an enormously hostile place.
* DemonLordsAndArchdevils: Grixis has loads of powerful demons running around.
* DespairEventHorizon: Once the last of the human nations fell, that was it.
* FeatheredFiend: The kathari, an aven variant who look like deformed humanoid vultures and who feed on the flesh of anything they can catch, including humans. Mind you, the Vithians will eat them too.
* LaResistance: The Vithian holdouts, who use red and blue magic to try to survive and to fight against the fiends and undead ruling their plane.
* LiquidAssets: The essence of life itself has been established as a quantifiable, if immaterial substance in Grixis, called "vis". It is, pun unintended, the lifeblood of the plane; every undead, fiend and even {{necromancer}} devotes their existence to securing a supply of vis, squeezed (rather literally) from vitals (non-black mana-tainted mortals), without which they can't survive.
* MeaningfulName: "Grixis" means "traitor" in the ancient Vithian tongue. It was named this after the last of the Vithian kings, Sedris, sold out his people to a demon lord in exchange for being turned into a lich.
* {{Mordor}}: Not only is Grixis [[CrapsackWorld an absolutely nightmarish place to live in]], it also has the look of this trope: dark, sunless, crawling with all sorts of monstrosities...
* MorePredatorsThanPrey: The core of Grixis's problems. Without green or white magic, there is no way to add new ''vis'' into the system, and so everything on Grixis has to try and prey on everything else.
* NamesToRunAwayFromReallyFast: Thraximundar, "He who paints the earth red." A hulking undead BlackKnight, Thraximundar wanders the plane, seeking out battles, where he plunges into the fray and kills indiscriminately, consuming the vis of whomever he slays.
* {{Necromancer}}: Understandably, these are ''everywhere'' in Grixis, and the tie-in manual "The Planeswalker's Guide to Alara" proclaims that there may be more variants of necromancy to be found on this plane than on any other in the multiverse. Named specialities include Fleshcrafters (who construct specialized minions and unliving tools from flesh & bone), Lethemancers (who prey on the minds of others by stealing their thoughts), Ghostslavers (who focus on binding ghosts to their bidding), and Gale Mages (who focus on destroying things by invoking the entropic winds that scour their plane of life).
* NightOfTheLivingMooks: Zombies, skeletons and other necromantic constructs make up the vast form of "life" in Grixis.
* OurOgresAreHungrier: The Incurable are a tribe of ogres who tried to cure themselves of a curse-born plague, only to make it even worse. They suffer from incurable diseases and horrific mutations, leaving them pain-wracked, insane, and dangerous.
* OurVampiresAreDifferent: Most of the vampires on Grixis are suffering as the supply of vis dwindles ever sharper. Most are starving, skeletal wretches, reduced to little better than ghouls as a result of their lack of food. The few who have managed to stay well-fed are aware of their world's approaching destruction, and desperate to save it.
** Yes, Grixis is ''so horrible'' that among the worst the '''monsters''' are the heroes trying to save the world.
* VampiricDraining: Anything that has an affinity for black mana can somehow drain the vis from vitals, be it by mystical means, drinking blood, eating flesh, or stealing thoughts. Indeed, part of the reason why Grixis is such a hellhole is because VampiricDraining has become the foundation of its ecosystem - with nothing outside of that to replenish itself. Thusly, the supply of vis steadily gets smaller and smaller, and its native ecology cannibalizes itself.
* WorldHalfEmpty: As bad as things are, it's slowly getting ''worse''. Because it lacks the ability to replenish and sustain life due to its mana deficiencies, the black mana that dominates this plane is also consuming it, leeching it of what little life remains -- ultimately, the natives will all be destroyed as the plane devours itself utterly. Their every effort is just trying to deny the inevitable. Averted after Grixis is reunited with the other shards of Alara; the corrected balance stops its inevitable descent into oblivion.
* ZombieApocalypse: Grixis has been completely overrun by the undead, which have torn down all semblances of society. Now it consists of just enormous armies of undead minions that clash with each other endlessly at the whims of the necromancer-lords, demons and liches who control the plane.
[[/folder]]

[[folder:Jund (Red, with Black and Green)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/jund_obelisk_155.jpg]]
[[caption-width-right:300:Tooth and Claw]]

On [[https://magic.wizards.com/en/articles/archive/making-magic/following-your-heart-2008-12-01 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, [[https://mtg.fandom.com/wiki/Devour 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:

* BodyHorror: In a world BrightIsNotGood: Alignment aside, they preffer vivid color palletes dominated by the darkest kinds of magical energy, you better believe that there're some horrifying mutilations of the human body to be seen.
** Living humans sometimes become victims to swarms of banewasp larvae, enormous scavenging maggots that burrow into
eye catching reds and infest the body, bloating it all out of proportion
** Fleshbags
oranges, and are boneless masses of humanoid flesh that have been sewn together, stuffed full of live vermin, and then animated as grotesque minions and portable storehouses of vis. Fleshdolls are a more powerful variant created when a humanoid ghost is used to animate a fleshbag; they can be the size of ''giants''.
** The Incurable suffer from grotesque mutations and hideous, incurable diseases.
* CorpseLand: One could be forgiven for thinking that the landmass of Grixis is made of these. The most repulsive are the Bone Heaps, enormous mounds of picked-clean bones assembled by the native kathari from their victims, and the Dregscape, a vast swamp where degeneration has slowed to a crawl, reducing it to an enormous morass of noxious ichor and slowly decaying corpses.
* CrapsackWorld: As a world in which the spiritual concepts of "life" and "community" don't exist, Grixis is well and truly deserving of the name "hellhole". The dead and the damned hunt the living to preserve their own existences, and those who die are brought back to suffer and die once more, again and again. Everything's crumbling into absolute nothingness as the Shard devours itself to the last, life itself is going extinct, and even the demons and the undead are being wiped out as their world disintegrates around them. It's very ''VideoGame/DarkSouls''. When the Shards are re-amalgamated, things start to get better. A little.
* DealWithTheDevil: Demons like to tempt mortals into bargaining with them, as it makes it easier for them to steal the mortal's vis and more enjoyable for them to consume.
* DeathWorld: Even if you're ''undead'', this place will eat you alive. Entropic energy constantly lashes the plane, literally sucking it clean of life, forcing the residents to struggle to preserve their own existences. Whilst being re-merged into the reborn Alara has undone its spiral into entropy, it's still an enormously hostile place.
* DemonLordsAndArchdevils: Grixis has loads of powerful demons running around.
* DespairEventHorizon: Once the last of the human nations fell, that was it.
* FeatheredFiend: The kathari, an aven variant who look like deformed humanoid vultures and who feed on the flesh of anything they can catch, including humans. Mind you, the Vithians will eat them too.
* LaResistance: The Vithian holdouts, who use red and blue magic to try to survive and to fight against the fiends and undead ruling their plane.
* LiquidAssets: The essence of life itself has been established as a quantifiable, if immaterial substance in Grixis, called "vis". It is, pun unintended, the lifeblood of the plane; every undead, fiend and even {{necromancer}} devotes their existence to securing a supply of vis, squeezed (rather literally) from vitals (non-black mana-tainted mortals), without which they can't survive.
* MeaningfulName: "Grixis" means "traitor" in the ancient Vithian tongue. It was named this after the last of the Vithian kings, Sedris, sold out his people to a demon lord in exchange for being turned into a lich.
* {{Mordor}}: Not only is Grixis [[CrapsackWorld an absolutely nightmarish place to live in]], it also has the look of this trope: dark, sunless, crawling with all sorts of monstrosities...
* MorePredatorsThanPrey: The core of Grixis's problems. Without green or white magic, there is
no way to add new ''vis'' into the system, and so everything on Grixis has to try and prey on everything else.
* NamesToRunAwayFromReallyFast: Thraximundar, "He who paints the earth red." A hulking undead BlackKnight, Thraximundar wanders the plane, seeking out battles, where he plunges into the fray and kills indiscriminately, consuming the vis of whomever he slays.
* {{Necromancer}}: Understandably, these are ''everywhere'' in Grixis, and the tie-in manual "The Planeswalker's Guide to Alara" proclaims that there may be more variants of necromancy to be found on this plane
less corrupt than on any other in the multiverse. Named specialities include Fleshcrafters (who construct specialized minions and unliving tools from flesh & bone), Lethemancers (who prey on the minds of others by stealing their thoughts), Ghostslavers (who focus on binding ghosts to their bidding), and Gale Mages (who focus on destroying things by invoking the entropic winds that scour their plane of life).
* NightOfTheLivingMooks: Zombies, skeletons and other necromantic constructs make up the vast form of "life" in Grixis.
* OurOgresAreHungrier: The Incurable are a tribe of ogres who tried to cure themselves of a curse-born plague, only to make it even worse. They suffer from incurable diseases and horrific mutations, leaving them pain-wracked, insane, and dangerous.
* OurVampiresAreDifferent: Most of the vampires on Grixis are suffering as the supply of vis dwindles ever sharper. Most are starving, skeletal wretches, reduced to little better than ghouls as a result of their lack of food. The few who have managed to stay well-fed are aware of their world's approaching destruction, and desperate to save it.
** Yes, Grixis is ''so horrible'' that among the worst the '''monsters''' are the heroes trying to save the world.
* VampiricDraining: Anything that has an affinity for black mana can somehow drain the vis from vitals, be it by mystical means, drinking blood, eating flesh, or stealing thoughts. Indeed, part of the reason why Grixis is such a hellhole is because VampiricDraining has become the foundation of its ecosystem - with nothing outside of that to replenish itself. Thusly, the supply of vis steadily gets smaller and smaller, and its native ecology cannibalizes itself.
* WorldHalfEmpty: As bad as things are, it's slowly getting ''worse''. Because it lacks the ability to replenish and sustain life due to its mana deficiencies, the black mana that dominates this plane is also consuming it, leeching it of what little life remains -- ultimately, the natives will all be destroyed as the plane devours itself utterly. Their every effort is just trying to deny the inevitable. Averted after Grixis is reunited with
the other shards of Alara; the corrected balance stops its inevitable descent into oblivion.
* ZombieApocalypse: Grixis has been completely overrun by the undead, which have torn down all semblances of society. Now it consists of just enormous armies of undead minions that clash with each other endlessly at the whims of the necromancer-lords, demons and liches who control the plane.
houses.[[/folder]]

[[folder:Jund (Red, with Black and Green)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/jund_obelisk_155.jpg]]
[[caption-width-right:300:Tooth and Claw]]

On [[https://magic.wizards.com/en/articles/archive/making-magic/following-your-heart-2008-12-01 Jund]], natural selection
[[folder: Bolk (Brown, possibly Black-Green)]]
A house located in a semi-subterranean fortress. Their leader at least
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, [[https://mtg.fandom.com/wiki/Devour 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.prideful.



* BloodKnight: A very large portion of Jund's inhabittants like to fight for the hell of it. Everything is hyper aggressive and constantly mad.
* DeathWorld: Jund is a land of ruthless predation and constant competition, where everything wants to eat you and the landscape itself is volatile and dangerous. Every day is a struggle for survival, and a single moment of weakness or distraction will likely see you devoured by a carnivorous plant, hacked to pieces by a rival clan, infected with some horrific parasite, scooped up and devoured by a giant predator, sucked into a tar pit or incinerated in a volcanic eruption. Not once in the shard's history has anyone there died of old age.
* HollywoodPrehistory: Jund is a land of primal jungles, swamps and tar pits, all dominated by constantly-erupting volcanoes, home to constantly warring primitive tribes and ruled over by massive reptilian predators.
* LetsMeetTheMeat: The goblins of Jund consider it an honor to be eaten by mighty creatures.
* {{Mooks}}: Devour, which makes the creature larger depending on how many other creatures you sacrifice when casting it, and can do other things. Your smaller creatures are quite expendable.
* OurDragonsAreDifferent: Giant, ferocious dragons sit firmly atop the Jund food chain.
[[/folder]]

[[folder:Naya (Green, with Red and White)]]
[[quoteright:314:https://static.tvtropes.org/pmwiki/pub/images/naya_obelisk_291.jpg]]
[[caption-width-right:314:Woods and Wilds]]

If Green were 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 [[https://magic.wizards.com/en/articles/archive/feature/searching-within-2008-11-03 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, [[https://scryfall.com/card/ala/154/ajani-vengeant 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:

* BloodKnight: A very large portion of Jund's inhabittants like to fight GreenThumb: Their fondness for the hell of it. Everything green spells is hyper aggressive quite apparent, using both plants and constantly mad.
* DeathWorld: Jund is a land
beasts.[[/folder]]



!Shards
of ruthless predation and constant competition, where everything wants to eat you and the landscape itself is volatile and dangerous. Every day is Alara

Many aeons ago, Alara was
a struggle for survival, and single, whole plane. Then, a single moment of weakness or distraction will likely see you devoured by a carnivorous plant, hacked to pieces by a rival clan, infected cataclysmic event known as [[NoodleIncident The Sundering]] occurred, which ended with some horrific parasite, scooped up the plane fractured and devoured by a giant predator, sucked stripped of all its mana. Over time, the plane fractured and separated into a tar pit or incinerated in a volcanic eruption. Not once in five sub-planes, known as the shard's history has anyone there died Shards. Each of old age.
* HollywoodPrehistory: Jund is a land of primal jungles, swamps and tar pits, all dominated by constantly-erupting volcanoes, home to constantly warring primitive tribes and ruled
the five Shards regained mana over time, but with a twist. Only three of the five colors of mana returned -- one dominant color and its two allied colors. Each Shard is defined not only by what mana they have, but the traits of the other two colors they ''don't'' have. Throughout the events of the ''Shards of Alara'' block, the planes drifted back together, bringing massive reptilian predators.
* LetsMeetTheMeat: The goblins of Jund consider it an honor to be eaten by mighty creatures.
* {{Mooks}}: Devour, which makes the creature larger depending on how many other creatures you sacrifice when casting it, and can do other things. Your smaller creatures are quite expendable.
* OurDragonsAreDifferent: Giant, ferocious dragons sit firmly atop the Jund food chain.
[[/folder]]

[[folder:Naya (Green,
culture shock with Red conflicting ways of life and White)]]
[[quoteright:314:https://static.
finally all-out war.

[[folder:Bant (White, with Green and Blue)]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/naya_obelisk_291.org/pmwiki/pub/images/obelisk_of_bant_7844.jpg]]
[[caption-width-right:314:Woods [[caption-width-right:300:Light and Wilds]]

If Green were 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
Justice]]

[[https://magic.wizards.com/en/articles/archive/feature/searching-within-2008-11-03 Naya]]. Similar to Jund, only the strong survive; but com/en/articles/archive/making-magic/peace-love-and-understanding-2008-10-06 Bant]] is a world where White mana reigns supreme -- its own virtues, combined with white in place of black, there is reverence in place of bloodlust. Several sentient races live among the massive jungles absent forces 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, chaos and elves sit high selfish ambition, have made this Shard an exemplar of law and order. The architecture is straight out of a MedievalEuropeanFantasy, complete with Knights in the treetops. This is the start of the journey of the Shining Armor, glory and honor in battle, and expansive castles. The planeswalker Ajani. (Indeed, [[https://scryfall.com/card/ala/154/ajani-vengeant 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 Elspeth Tirel discovered Bant and retribution lead him soon made it her adoptive home, never desiring to awaken a stronger power in him, triggered by a volcanic ritual, which gives him 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 little creativity, and almost no offensive magic (there ''is'' nighttime on Bant and the people have enough access to red mana.) Like Esper, there isn't a heat and fire to warm their homes, cook their food, and forge their weapons, but that's about it). Bant is divided into five nations; the three Inner Nations of the prairies -- Akrasa, Topa and Eos -- and the two coastal nations of Jhess and Vhaleron.

Because of the importance placed on honorable combat, Bant's
keyword ability for Naya to call its own. However, its theme is big creatures, the bigger the better; specifically, [[https://mtg.fandom.com/wiki/Exalted Exalted]], which makes creatures more powerful if they attack alone and with power 5 or higher.other Exalted creatures staying behind.



* BiggerIsBetter: Naya's associated creatures are much, much stronger than is normal for Green Mana creatures, which represents how absolutely massive they grow.
* {{Mayincatec}}: Naya's human culture and society is pretty strictly based on the more hedonistic aspects of Aztec culture, with the obligatory HumanSacrifice to the beasts mixed in. Notably, as Naya's civilizations are gone, tons of Mesoamerican ruins lay about.

to:

* BiggerIsBetter: {{Arcadia}}: Bant is mostly composed of rolling fields, well-tended orchards, pastoral towns and shining castles, and its societies are harmonious and all but devoid of crime and strife. What "wilderness" exists is mostly non-threatening; even the forests resemble well-maintained gardens.
* BadassBookworm: The human monks and the rhox ascetics, who study deep philosophical texts and train their bodies through practice of the martial art called "Halcou".
* BeastMan: Bant is home to the rhox, a race of humanoid rhinos, and the aven, a race of humanoid eagles.
* CombatByChampion: This is the main form of combat on Bant. It's even reflected in their exalted mechanic.
* TheChewToy: With the exception of Naya, all of the shards turn their aggressive energies towards Bant after the conflux.
* CulturalRebel:
** The Unbeholden, people who disagree with the caste system or who simply prefer to pursue a criminal lifestyle.
** The nation of Jhess is known for being much more freewheeling and flamboyant than the Inner Nations, with a "shockingly radical" level of social mobility between castes.
* DuelsDecideEverything: When monks and/or ascetics disagree, they engage in Halcou "duels", striving to perform the most elaborate displays of athleticism they can; the challenger with the most grace and skill is determined to have the deepest philosophical understanding.
* FantasticCasteSystem: Twice over; one for the angels, one for the humans.
** The angels divide themselves into the Asura (the smallest caste, made up of the seven members of the Court of Orderly Contemplation, which rules over all angels), the Amesha (embodiments of the grandest ideals; honor, justice, truth and courtly love), the Mahra (angelic bureaucrats) and the Celebrants (lowest-ranked and responsible for protecting the day-to-day lives and ideals of the lower castes of humanity).
** The humans divide themselves into the Blessed (rulers), the Sighted (priests, subservient to the Blessed), the Sigiled (direct servants of the Blessed and Sighted), the Mortared (the peasantry), and the Unbeholden (rebels and outcasts).
* GeometricMagic: Sigils, markers of support and allegiance, channel magical energy, and can grant various boons depending on the precise sigil in question, are ubiquitous throughout Bant.
* HonorBeforeReason: Justified. Since Bant lacks [[CombatPragmatist Black]] or [[UnstoppableRage Red]] mana, the thought of doing something dishonorable or underhanded is literally unconceivable for Bant natives. Knights ''don't wear armor on their backs'' because no one would be so dishonorable as to stab someone in the back, right? Needless to say, this comes back to bite them hard when the shards start merging.
* HorseOfADifferentColor: The leotau, a plains-dwelling beast that resembles a powerful horse with the head and tail of a lion. It's used as a steed by the Inner Nations, and distantly related to
Naya's associated creatures leonin.
* KnightInShiningArmor: All over the place, with Rafiq of the Many as the exemplar. Ironically, Rafiq tends to be highly unpredictable, almost mercenary; thanks to his need to balance out his many sigils, he may fight for both sides of the same conflict in the same battle.
* LawOfChromaticSuperiority: Leotau come in three breeds, distinguished by color; the white-coated Orisils
are much, much stronger than is normal for Green Mana creatures, which represents how absolutely massive they grow.
* {{Mayincatec}}: Naya's human culture
favored by members of the Blessed caste, the golden-furred Mherva are considered the swiftest breed, and society is pretty strictly based on the more hedonistic aspects calico or dappled Ghrom are the largest and strongest.
* LetsFightLikeGentlemen: Taken to its logical extreme; combat on Bant is so honor-bound that suits
of Aztec culture, armor don't even have coverage on ''[[BackStab their backs]]''.
* LightIsGood: Bant is probably the most conspicuous example of this trope being played straight since the Weatherlight Saga. It's not a utopia, but it's still the safest place to live in pre-Conflux Alara.
* OurAngelsAreDifferent: More willing to charge into battle; fits in
with the obligatory HumanSacrifice holy justice theme of the Shard.
* RedshirtArmy: The nations' armies are primarily "Mortared caste" (commoners who have yet to earn a sigil). Subverted with Akrasa; its leotaur-mounted nights are made of trained, skilled Mortared warriors.
* ReligiousBruiser: Many of the Rhox.
* SigilSpam: Because they serve as a focus for GeometricMagic, medallions emblazoned with arcane designs -- called "sigils" -- are extremely common in Bant. Bearing a sigil marks one as a member of the Sigiled caste, superior
to the beasts mixed in. Notably, Mortare caste. Furthering the spirit of this trope, many Sigiled actively try to get as Naya's civilizations many sigils as possible, because not only does each sigil hold its own magical boon, greater numbers of sigils convey greater rank amongst their caste.
** Rafiq of the Many is legendary for how many sigils he has won.
* WarriorPoet: The Rhox, rhino-people who
are gone, tons of Mesoamerican ruins lay about.part-philosopher-part-martial-artist.



!Guilds of Ravnica

Note: as stated several times [[WordOfGod even by the staff]], [[GreyAndGrayMorality "guilds exist in layers"]]. The following are the most common tropes, but do not cover all individuals.

[[folder:Azorius Senate (White and Blue)]]
[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/azorius_logo.png]]
[[caption-width-right:220:Order and Control]]
->''Enter the Senate, the seat of justice and the foundation of Ravnican society.''
-->--'''[[https://scryfall.com/card/rtr/237/azorius-guildgate Azorious Guildgate]]'''

Logic & Power (Blue), and/or Law & Order (White). The [[https://magic.wizards.com/en/articles/archive/making-magic/slow-and-steady-2006-05-01-0 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, [[https://mtg.fandom.com/wiki/Forecast Forecast]], allows them to use weaker variants of its spells without actually losing or casting them.

Similarly, in ''Return to Ravnica'', the Azorius Senate uses the [[https://mtg.fandom.com/wiki/Detain Detain]] mechanic, which allows them to stop cards on the field from doing anything for a turn.

In ''Ravnica Allegiance'', they gain an ability word in ''[[https://mtg.fandom.com/wiki/Addendum Addendum]]'', which augments the effects of instant spells when they are cast during the player's main phase.

to:

!Guilds of Ravnica

Note: as stated several times [[WordOfGod even by the staff]], [[GreyAndGrayMorality "guilds exist in layers"]]. The following are the most common tropes, but do not cover all individuals.

[[folder:Azorius Senate (White
[[folder:Esper (Blue, with White and Blue)]]
[[quoteright:220:https://static.
Black)]]
[[quoteright:314:https://static.
tvtropes.org/pmwiki/pub/images/azorius_logo.png]]
[[caption-width-right:220:Order
org/pmwiki/pub/images/esper_obelisk_1801.jpg]]
[[caption-width-right:314:Logic
and Control]]
->''Enter
Reason]]

An intellectual's dream come true,
the Senate, the seat Blue-dominated Shard of justice and the foundation of Ravnican society.''
-->--'''[[https://scryfall.com/card/rtr/237/azorius-guildgate Azorious Guildgate]]'''

Logic & Power (Blue), and/or Law & Order (White). The
[[https://magic.wizards.com/en/articles/archive/making-magic/slow-and-steady-2006-05-01-0 Azorius Senate]] com/en/articles/archive/feature/striving-perfection-2008-11-17 Esper]] is all about the legislative body pursuit of Ravnica. Their goal is to 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 city natural parts of Blue are controlled and documented like pieces of data; the night sky resembles a star chart, with law-magic every subtle nuance documented and maintain 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 -- at any cost. The status quo is prized above all else and structure, but it also brings in the Azorius Senate, subversion and thus its first Guild mechanic, [[https://mtg.fandom.com/wiki/Forecast Forecast]], allows them to use weaker variants deceptive techniques of its spells without actually losing or casting them.

Similarly, in ''Return to Ravnica'',
Black. The pride of the Azorius Senate uses the [[https://mtg.fandom.com/wiki/Detain Detain]] mechanic, plane is a highly malleable and durable metal known as Etherium, which allows them to stop cards on oftentimes is implanted into a body in place of the field from doing anything for a turn.

In ''Ravnica Allegiance'', they gain an ability word in ''[[https://mtg.fandom.com/wiki/Addendum Addendum]]'', which augments
much-maligned flesh...and the effects of instant spells when they are cast during supply is running out. Tezzeret calls this plane home, but stumbling upon an ancient conspiracy led to his near-death...and the player's ignition of his planeswalker spark. Esper doesn't have a keyword mechanic to call its own; its main phase.gimmick is that every creature native to Esper is an artifact creature (this also introduced the notion of colored artifacts to ''Magic'').



* AncientConspiracy: It's revealed in the ''Return to Ravnica'' block that Azor I created the Implicit Maze in the case that the original guildpact should ever be broken. The Izzet League's discovery of said maze through the block sets in motion the events that lead to the endgame presented in ''Dragon's Maze''.
* BigBrotherIsWatching: Under Grand Arbiter [[TyrantTakesTheHelm Dovin Baan]], the Azorius institute a program of mass surveillance at an unprecedented scale.
* ByTheBookCop: Guild members that enforce the laws themselves qualify for this. They even practice their own branch of law magic. Contrast the CowboyCop attitude of the Boros Legion.
* CallingYourAttacks: Forecast in a nutshell.
* CorruptBureaucrat: Overlapping with CorruptPolitician; many members of the Senate are in it for their own power and advancement.
* TheEvilsOfFreeWill: Firm believers in this trope. They think that Law should dictate how people act.
* EvilPowerVacuum: [[spoiler: Isperia's murder allows Dovin to take her place.]]
* FaceHeelTurn: [[spoiler:After Isperia tries to quench guild paranoia, she is murdered, and the Azorius fall into Bolas's control.]]
* InstantRunes: As seen in spells like Righteous Authority. Apparently, an entire runic alphabet was designed for the Azorius.
* KnightTemplar: Any means is justified to prevent any non-static activity on Ravnica. Their first guild mechanic, Forecast, allows them to maintain the status quo by re-using the same spell every turn.
* LawfulStupid: They are this according to the Izzet. Possibly {{Invoked}}. The vast and obstructive bureaucracy is ''designed'' to be vast and impenetrable so that no change ever happens and order is enforced.
* LightIsNotGood: Augustin IV was from this guild and one of the antagonists in the ''Ravnica'' novels. The rest of the guild are not really that much better; they're only in check because their obsession with bureaucracy keeps them perpetually occupied.
* MeaningfulName: The Azorius Senate takes its name from Azor, the sphinx planeswalker who taught them the arts of hieromancy and founded the guild system. This is a subtle forewarning of the fact they share Azor's LawfulStupid nature and obsession with Law over people.
* MoralSociopathy: Rather chillingly obsessed with laws and order and not the least bit caring for the people of Ravnica. This is a trait they inherit from their parun, Azor I.
* ObstructiveBureaucrat: Cemented by their guildhouse's flavor text.
-->''[[https://scryfall.com/card/dis/177/prahv-spires-of-order Prahv, where much work is done to make sure nothing is accomplished]]''.
* PoliceCodeForEverything: PlayedForLaughs in a Rakdos Cult story. Code 3435-T is the use of explosive material in a confined space.
* PrecrimeArrest: They make extensive use of [[PolicePsychic Police Psychics]] and {{Seers}} so as to catch crime before it happens.
* PrinciplesZealot: They live for the Law.
* StoneWall: Azorius combines white's enchantments with blue's counter-spells to make a strategy built around defense.
* VastBureaucracy: They are apparently aware of this, as the Azorius's symbol is designed as a maze, representing how their bureaucratic processes intentionally draw things out and ultimately accomplish nothing, preserving the status quo.
* {{Whatevermancy}}: They practice "hieromancy", which is literally fueled by and relating to law.

to:

* AlienSky: The skies of Esper are divided into an orderly grid, and filled with clouds neatly sliced into parts.
* AncientConspiracy: It's revealed in "The noble work of our order is to infuse all life on Esper with etherium. Our goal will be reached more rapidly if new life is... suppressed." Also, the ''Return to Ravnica'' block that Azor I created the Implicit Maze in the case that the original guildpact should ever be broken. The Izzet League's discovery of said maze through the block sets in motion the events that lead the Seekers of Carmot can't forge new etherium despite their claims leads to the endgame presented in ''Dragon's Maze''.
* BigBrotherIsWatching: Under Grand Arbiter [[TyrantTakesTheHelm Dovin Baan]], the Azorius institute a program of mass surveillance at an unprecedented scale.
* ByTheBookCop: Guild members
shock that enforce makes Tezzeret ascend to Planeswalkerdom and seek answers elsewhere.
* {{Arcadia}}: Due to lacking
the laws themselves qualify for this. They even practice their own branch chaotic influence of law magic. Contrast Red Mana, and to a lesser extent Green Mana, nature is highly structured and artificially controlled in Esper. The one exception is the CowboyCop attitude of the Boros Legion.
* CallingYourAttacks: Forecast in a nutshell.
* CorruptBureaucrat: Overlapping with CorruptPolitician; many members of the Senate are in
weather; it for their own power still has violent and advancement.
* TheEvilsOfFreeWill: Firm believers in this trope. They think that Law should dictate how people act.
* EvilPowerVacuum: [[spoiler: Isperia's murder allows Dovin to take her place.]]
* FaceHeelTurn: [[spoiler:After Isperia tries to quench guild paranoia, she is murdered,
unpredictable storms, and the Azorius fall into Bolas's control.]]
consequently very rough seas.
* InstantRunes: As seen in spells like Righteous Authority. Apparently, an entire runic alphabet was designed for the Azorius.
* KnightTemplar: Any means is justified to prevent any non-static activity on Ravnica. Their first guild mechanic, Forecast, allows them to maintain the status quo by re-using the same spell every turn.
* LawfulStupid: They are this according to the Izzet. Possibly {{Invoked}}. The vast and obstructive bureaucracy is ''designed'' to be vast and impenetrable so that no change ever happens and order is enforced.
* LightIsNotGood: Augustin IV was from this guild and
BloodMagic: Sangrite, one of the antagonists key ingredients of etherium alongside carmot, turns out to be the petrified blood of dragons from Jund. This is why no new etherium could be forged on Esper - it is implied that Crucius, the one who created etherium in the ''Ravnica'' novels. The rest of the guild are not really that much better; they're only first place, was in check because their obsession with bureaucracy keeps them perpetually occupied.
* MeaningfulName: The Azorius Senate takes its name from Azor, the sphinx
fact a planeswalker who taught them traveled to Jund on a regular basis to harvest the arts of hieromancy and founded the guild system. This is a subtle forewarning of the fact they share Azor's LawfulStupid nature and obsession with Law over people.
* MoralSociopathy: Rather chillingly obsessed with laws and order and not the least bit caring for the people of Ravnica. This is a trait they inherit from their parun, Azor I.
* ObstructiveBureaucrat: Cemented by their guildhouse's flavor text.
-->''[[https://scryfall.com/card/dis/177/prahv-spires-of-order Prahv, where much work is done
ingredients he needed to make sure nothing is accomplished]]''.
* PoliceCodeForEverything: PlayedForLaughs in a Rakdos Cult story. Code 3435-T is
etherium. Fortunately, the use reunion of explosive material Alara has made it possible to harvest sangrite (and carmot which is also from Jund) without a planeswalker.
* TheFundamentalist: Whilst the Ethersworn strives to complete "The Noble Work", the process of infusing all life with some degree of etherium
in order to help them achieve spiritual perfection, a confined space.
* PrecrimeArrest:
small and [[TheHeretic oft-regarded as heretical]] splinter sect called "The Ignoble Flesh" is defined by its extremist view. Arguing that flesh itself is inherently impure and fallible, they believe mortals should strive to completely discard it in favor of a body of pure etherium. They make extensive use of [[PolicePsychic Police Psychics]] turn themselves into monsters called "aether-liches", and {{Seers}} so as to catch crime before it happens.
* PrinciplesZealot: They live for
was the Law.
* StoneWall: Azorius combines white's enchantments with blue's counter-spells
horrified response to make them which turned Crucius into a strategy built around defense.
* VastBureaucracy: They are apparently aware of this, as the Azorius's symbol is designed as a maze, representing how their bureaucratic processes intentionally draw things out and
pariah, ultimately accomplish nothing, preserving driving him to vanish.
* HappinessInSlavery: The Telemins are humans who, being incapable of magic themselves, have sought social security by selling themselves as living instruments to a mage. These "mage dolls" voluntarily sacrifice their wills, allowing their wizardly master to use their MindControl spells to control
the Telemin as a living puppet to perform tasks.
* HollywoodCyborg: Use a [[{{Unobtainium}} metallic substance with numerous useful properties called etherium]] in making themselves human/mechanical hybrids.
* HowTheMightyHaveFallen: Crucius, the sphinx who created etherium and who pioneered the philosophy of integrating it into the body, was turned against when the first members of the Ignoble Flesh heresy arose and became the first aether-liches; the Esperians denounced him as "Crucius the Mad", and eventually he disappeared due to the hostility directed against him. This turned out to be a disaster for Esper, as he was the only being who actually knew how to make more etherium.
* MagicAIsMagicA: Due to how widespread magic is, humanity in Esper has developed a wide array of magical specializations, including Arcanists (masters of secret knowledge and lost lore), Stormcallers ([[PowerOfTheStorm weather manipulators]]), Mechanists (artificers who build {{magitek}}), Clockworkers ({{Time Master}}s), Mentalists (mind-readers and manipulators) and Tidemages ([[MakingASplash masters of sea and tides]]).
* TheMagocracy: Esper is brimming with magical power, to the point that wizards act as the knights here, and magical power is positively and ''strongly'' associated with one's social
status quo.
on this plane.
* {{Whatevermancy}}: They practice "hieromancy", OurGargoylesRock: Gargoyles in Esper are a kind of {{golem}}, created by adding etherium to statues to help channel magic to animate them.
* OurLichesAreDifferent: Aether-liches are mad Esperites who have replaced almost the entirety of their body with etherium, maintaining control over the whole by binding their soul to a metallic phylactery called an Immortal Coil.
* OwlBeDamned: One of the more dangerous native creatures of Esper are the striges, a species of etherium-infused, ashen-colored screech owls with deep black-on-blue eyes. A strix is a psychic vampire,
which is literally fueled derives nourishment by sucking the thoughts and relating memories out of others.
* RiddlingSphinx: Sphinxes are the most powerful and revered of creatures on Esper, due
to law.their wisdom and arcane might. It was a sphinx named Crucius who created etherium, and with it the belief system of incorporating it into living beings.
* SufficientlyAnalyzedMagic: This is the philosophy of the vedalken, who strive to observe and understand... well, everything, but especially magic.
* UncannyValley: InUniverse, the homunculi are noted for disturbing the vedalken greatly due to their resembling chibi versions of themselves.
* WeatherDissonance: Despite the rest of the world's natural phenomena being uncannily orderly and controlled, the weather still escapes their power to restrain.



[[folder:House Dimir (Blue and Black)]]
[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/dimir_logo.png]]
[[caption-width-right:220:Secrecy and Silence]]
->''Enter and become a mastermind of spies, lies, and deception.''
-->--'''[[https://scryfall.com/card/gtc/241/dimir-guildgate Dimir Guildgate]]'''

The Blue-Black [[https://magic.wizards.com/en/articles/archive/making-magic/pretty-sneaky-sis-2005-11-07-0 House Dimir]] are basically the Illuminati, full-stop. They're 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 [[https://mtg.fandom.com/wiki/Transmute Transmute]] is just one example, allowing Dimir mages to exchange spells in their hand for other spells from their deck.

''Gatecrash'' introduced to the House Dimir the ability to encode their [[https://mtg.fandom.com/wiki/Cipher Cipher]] spells in creatures, making copies of those spells whenever the encoded creature sneaks through their opponent's defenses.

In ''Guilds of Ravnica'', the Dimir's quest to uncover the secrets of the force influencing the other guilds is represented by the [[https://mtg.fandom.com/wiki/Surveil Surveil]] mechanic, which lets you view the top of your library, keeping the cards you have use for and culling the rest.

to:

[[folder:House Dimir (Blue [[folder:Grixis (Black, with Blue and Black)]]
[[quoteright:220:https://static.
Red)]]
[[quoteright:314:https://static.
tvtropes.org/pmwiki/pub/images/dimir_logo.png]]
[[caption-width-right:220:Secrecy
org/pmwiki/pub/images/grixis_obelisk_3644.jpg]]
[[caption-width-right:314:Death
and Silence]]
->''Enter
Despair]]

After the Shards developed their mana deficiencies, the people grew desperate
and become a mastermind lost hope. With the rise of spies, lies, demon lords and deception.''
-->--'''[[https://scryfall.com/card/gtc/241/dimir-guildgate Dimir Guildgate]]'''

The Blue-Black [[https://magic.
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 "[[https://magic.wizards.com/en/articles/archive/making-magic/pretty-sneaky-sis-2005-11-07-0 House Dimir]] are basically com/en/articles/archive/looking-out-number-one-2008-10-20 Grixis]]", after an old-language word meaning "traitor." Without the Illuminati, full-stop. They're not interested in sharing information. In fact, they like secrets so much presence of new life energy (green) and protection (white), the necromancers and demons of Grixis make use of beings that they decided to conceal have died over and over in their very existence. As far as most of Ravnica's citizens know, there are only nine guilds, and that's just the way armies, leading to 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 special keyword ability to manipulate spells before they're even cast by discarding, rearranging, or milling them. Their guild mechanic [[https://mtg.fandom.com/wiki/Transmute Transmute]] is just one example, allowing Dimir mages to exchange spells in their hand for other spells from their deck.

''Gatecrash'' introduced to the House Dimir the ability to encode their [[https://mtg.fandom.com/wiki/Cipher Cipher]] spells in creatures, making copies of those spells whenever the encoded creature sneaks through their opponent's defenses.

In ''Guilds of Ravnica'', the Dimir's quest to uncover the secrets of the force influencing the other guilds is represented by the [[https://mtg.fandom.com/wiki/Surveil Surveil]] mechanic, which lets you view the top of your library, keeping the cards you have use for and culling the rest.
com/wiki/Unearth Unearth]].



* BlatantLies: For centuries, even the existence of House Dimir was a carefully-guarded secret, and citizens of Ravnica were told that there were only nine guilds. After the very public defeat of Szadek, the cat was out of the bag and the Dimir's existence became widely known, but the guild was left weak, leaderless, and disorganized, they ''swear''.
* TheChessmaster: The favored modus operandi of both Szadek and, later, Lazav. House Dimir works behind the scenes, quietly manipulating the other nine guilds.
* DarkIsEvil: A Black-aligned guild thoroughly associated with shadows, and the only one of the guilds of Ravnica to not have a civic purpose or sympathetic characters, something even the ''Rakdos'' have.
** In ''Return to Ravnica'', this is subverted a bit. They are still assassins and knowledge brokers, but without Szadek at their helm, they've also branched out into running [[{{Irony}} public libraries]] and courier services.
* DarkIsNotEvil: [[spoiler:Despite sharing two of Bolas's colors, they do not ultimately fall under his control and actively work against his machinations despite not knowing who he is.]]
* TheDreaded: Before knowledge of the guild's existence went public, Dimir was the bogey-man of Ravnica. When they were revealed and started to provide public services like the production of libraries, they are still feared for providing less-than-savory services such as espionage.
* EldritchAbomination: Numerour skittering, tentacled, many-eyed ''[[StarfishAlien things]]'' with the Horror creature type make their home in Dimir territory and appear on cards with [[PaintingTheMedium Dimir watermarks]]. It's unclear to what degree the Dimir actually control these beings, and to what degree they are just [[SummonBiggerFish dangerous ancient beings the Dimir have just gotten good at surviving around]].
* KnowledgeBroker: House Dimir trades in secrets. Once they formally revealed their existence to the public, this was the face they chose to present, offering a network of couriers, spies, and informants for hire. And with creatures like psychic vampires and mindleech masses, they often steal knowledge literally.
* MatrixRainingCode: This is apparently how their mind reading magic manifests, as depicted on [[https://scryfall.com/card/grn/193/notion-rain Notion Rain]].
* MilkmanConspiracy: Since its existence was exposed, Dimir has taken great pains to portray itself as a cowed and reformed organization, made up of clerks, shopkeepers, librarians and couriers. That nice barista that serves you coffee just the way you like couldn't ''possibly'' be a superspy capable of rewriting your memories on a whim, that would be ridiculous!
* MindRape[=/=]StupidityInducingAttack: Cards like [[https://scryfall.com/card/rav/234/szadek-lord-of-secrets Szadek]] (the Dimir leader) and [[https://scryfall.com/card/rav/208/glimpse-the-unthinkable Glimpse the Unthinkable]] are this in spades.
* OnlySaneMan: Dimir is the only guild that isn't violently insane, politically extremist, or suffering from backstabbing over in-guild leadership. Unfortunately, they're also the guild where the rather ''[[Film/JamesBond Bond]]''-esque DiabolicalMastermind spawned from.
* OurGhostsAreDifferent: Their ghosts are employed as spies, cutpurses, and assassins.
* OurVampiresAreDifferent: Go after your minds instead of your blood.
* OutsideContextProblem: The Rakdos are this to them, as keeping secrets is anathema to what the Cult believes. In the ''Guildmaster's Guide to Ravnica'', the Rakdos's view on the Dimir is "There's nothing they can learn by eavesdropping that we won't shout freely at the top of our lungs." Conversely, the Dimir view on the Rakdos is "Use them as a distraction, but don't bother with them beyond that."
* SinisterSurveillance: Needless to say, when House Dimir has its eyes on you, "safe" is the very opposite of how you feel.
* TheSneakyGuy: Members of House Dimir are Ravnica's spies, informants, assassins and secret operatives. Their ranks include creatures who fit this theme such as vampires, shapeshifers and small winged faeries.
* SneakySpider: They essentially operate as Ravnica's [[TheSpymaster Spymasters]], {{Knowledge Broker}}s, and {{Professional Killer}}s, and their symbol is a heavily stylized eight-legged spider with a [[SinisterSurveillance single big eye]] on its back. They were, in fact, so sneaky that for the longest time, [[NoSuchAgency most people believed there were only 9 guilds on Ravnica]].
* VoluntaryShapeshifter: House Dimir includes doppelgangers amongst its members, who have the ability to assume the form of other people, which comes in handy for a guild of spies, thieves and assassins. Lazav, Szadek's successor, is a doppelganger too. And then there's the Lupuls...
* TheWormThatWalks: The Lupuls; colony-minded swarms of blue-white flesh-eating worms. They are vulnerable to the powers of a PestController, but are a lot smarter than you'd think; they're also capable of [[YouAreWhoYouEat assuming the forms of other creatures they have devoured]]. One featured in the ''Ravnica'' novel, and the card [[https://scryfall.com/card/rav/215/mindleech-mass Mindleech Mass]] depicts a Lupul in the game. The creatures were presumed destroyed, but secretly some survived and were brought into House Dimir by Szadek.

to:

* BlatantLies: For centuries, BodyHorror: In a world dominated by the darkest kinds of magical energy, you better believe that there're some horrifying mutilations of the human body to be seen.
** Living humans sometimes become victims to swarms of banewasp larvae, enormous scavenging maggots that burrow into and infest the body, bloating it all out of proportion
** Fleshbags are boneless masses of humanoid flesh that have been sewn together, stuffed full of live vermin, and then animated as grotesque minions and portable storehouses of vis. Fleshdolls are a more powerful variant created when a humanoid ghost is used to animate a fleshbag; they can be the size of ''giants''.
** The Incurable suffer from grotesque mutations and hideous, incurable diseases.
* CorpseLand: One could be forgiven for thinking that the landmass of Grixis is made of these. The most repulsive are the Bone Heaps, enormous mounds of picked-clean bones assembled by the native kathari from their victims, and the Dregscape, a vast swamp where degeneration has slowed to a crawl, reducing it to an enormous morass of noxious ichor and slowly decaying corpses.
* CrapsackWorld: As a world in which the spiritual concepts of "life" and "community" don't exist, Grixis is well and truly deserving of the name "hellhole". The dead and the damned hunt the living to preserve their own existences, and those who die are brought back to suffer and die once more, again and again. Everything's crumbling into absolute nothingness as the Shard devours itself to the last, life itself is going extinct, and
even the existence of House Dimir was a carefully-guarded secret, and citizens of Ravnica were told that there were only nine guilds. After the very public defeat of Szadek, the cat was out of the bag demons and the Dimir's existence became widely known, but the guild was left weak, leaderless, and disorganized, they ''swear''.
* TheChessmaster: The favored modus operandi of both Szadek and, later, Lazav. House Dimir works behind the scenes, quietly manipulating the other nine guilds.
* DarkIsEvil: A Black-aligned guild thoroughly associated with shadows, and the only one of the guilds of Ravnica to not have a civic purpose or sympathetic characters, something even the ''Rakdos'' have.
** In ''Return to Ravnica'', this is subverted a bit. They
undead are still assassins and knowledge brokers, but without Szadek at being wiped out as their helm, they've also branched out into running [[{{Irony}} public libraries]] and courier services.
* DarkIsNotEvil: [[spoiler:Despite sharing two of Bolas's colors, they do not ultimately fall under his control and actively work against his machinations despite not knowing who he is.]]
* TheDreaded: Before knowledge of the guild's existence went public, Dimir was the bogey-man of Ravnica. When they were revealed and started to provide public services like the production of libraries, they are still feared for providing less-than-savory services such as espionage.
* EldritchAbomination: Numerour skittering, tentacled, many-eyed ''[[StarfishAlien things]]'' with the Horror creature type make their home in Dimir territory and appear on cards with [[PaintingTheMedium Dimir watermarks]].
world disintegrates around them. It's unclear to what degree very ''VideoGame/DarkSouls''. When the Dimir actually control these beings, Shards are re-amalgamated, things start to get better. A little.
* DealWithTheDevil: Demons like to tempt mortals into bargaining with them, as it makes it easier for them to steal the mortal's vis and more enjoyable for them to consume.
* DeathWorld: Even if you're ''undead'', this place will eat you alive. Entropic energy constantly lashes the plane, literally sucking it clean of life, forcing the residents to struggle to preserve their own existences. Whilst being re-merged into the reborn Alara has undone its spiral into entropy, it's still an enormously hostile place.
* DemonLordsAndArchdevils: Grixis has loads of powerful demons running around.
* DespairEventHorizon: Once the last of the human nations fell, that was it.
* FeatheredFiend: The kathari, an aven variant who look like deformed humanoid vultures and who feed on the flesh of anything they can catch, including humans. Mind you, the Vithians will eat them too.
* LaResistance: The Vithian holdouts, who use red and blue magic to try to survive
and to what degree they are just [[SummonBiggerFish dangerous ancient beings fight against the Dimir have just gotten good at surviving around]].
fiends and undead ruling their plane.
* KnowledgeBroker: House Dimir trades LiquidAssets: The essence of life itself has been established as a quantifiable, if immaterial substance in secrets. Once they formally revealed Grixis, called "vis". It is, pun unintended, the lifeblood of the plane; every undead, fiend and even {{necromancer}} devotes their existence to securing a supply of vis, squeezed (rather literally) from vitals (non-black mana-tainted mortals), without which they can't survive.
* MeaningfulName: "Grixis" means "traitor" in
the public, ancient Vithian tongue. It was named this was after the face they chose last of the Vithian kings, Sedris, sold out his people to present, offering a network of couriers, spies, and informants demon lord in exchange for hire. And being turned into a lich.
* {{Mordor}}: Not only is Grixis [[CrapsackWorld an absolutely nightmarish place to live in]], it also has the look of this trope: dark, sunless, crawling
with creatures like psychic vampires all sorts of monstrosities...
* MorePredatorsThanPrey: The core of Grixis's problems. Without green or white magic, there is no way to add new ''vis'' into the system,
and mindleech masses, they often steal knowledge literally.
so everything on Grixis has to try and prey on everything else.
* MatrixRainingCode: This is apparently how NamesToRunAwayFromReallyFast: Thraximundar, "He who paints the earth red." A hulking undead BlackKnight, Thraximundar wanders the plane, seeking out battles, where he plunges into the fray and kills indiscriminately, consuming the vis of whomever he slays.
* {{Necromancer}}: Understandably, these are ''everywhere'' in Grixis, and the tie-in manual "The Planeswalker's Guide to Alara" proclaims that there may be more variants of necromancy to be found on this plane than on any other in the multiverse. Named specialities include Fleshcrafters (who construct specialized minions and unliving tools from flesh & bone), Lethemancers (who prey on the minds of others by stealing
their mind reading magic manifests, as depicted thoughts), Ghostslavers (who focus on [[https://scryfall.com/card/grn/193/notion-rain Notion Rain]].
* MilkmanConspiracy: Since its existence was exposed, Dimir has taken great pains
binding ghosts to portray itself as a cowed their bidding), and reformed organization, made up of clerks, shopkeepers, librarians and couriers. That nice barista Gale Mages (who focus on destroying things by invoking the entropic winds that serves you coffee just scour their plane of life).
* NightOfTheLivingMooks: Zombies, skeletons and other necromantic constructs make up
the way you like couldn't ''possibly'' be a superspy capable vast form of rewriting your memories on a whim, that would be ridiculous!
"life" in Grixis.
* MindRape[=/=]StupidityInducingAttack: Cards like [[https://scryfall.com/card/rav/234/szadek-lord-of-secrets Szadek]] (the Dimir leader) and [[https://scryfall.com/card/rav/208/glimpse-the-unthinkable Glimpse the Unthinkable]] OurOgresAreHungrier: The Incurable are this in spades.
* OnlySaneMan: Dimir is the
a tribe of ogres who tried to cure themselves of a curse-born plague, only guild that isn't violently to make it even worse. They suffer from incurable diseases and horrific mutations, leaving them pain-wracked, insane, politically extremist, or suffering from backstabbing over in-guild leadership. Unfortunately, they're also the guild where the rather ''[[Film/JamesBond Bond]]''-esque DiabolicalMastermind spawned from.
* OurGhostsAreDifferent: Their ghosts are employed as spies, cutpurses,
and assassins.
dangerous.
* OurVampiresAreDifferent: Go after your minds instead Most of your blood.
* OutsideContextProblem: The Rakdos
the vampires on Grixis are this to them, suffering as keeping secrets is anathema to what the Cult believes. In the ''Guildmaster's Guide supply of vis dwindles ever sharper. Most are starving, skeletal wretches, reduced to Ravnica'', the Rakdos's view on the Dimir is "There's nothing they can learn by eavesdropping that we won't shout freely at the top of our lungs." Conversely, the Dimir view on the Rakdos is "Use them little better than ghouls as a distraction, but don't bother with them beyond that."
* SinisterSurveillance: Needless to say, when House Dimir has its eyes on you, "safe" is the very opposite
result of how you feel.
* TheSneakyGuy: Members of House Dimir are Ravnica's spies, informants, assassins and secret operatives. Their ranks include creatures who fit this theme such as vampires, shapeshifers and small winged faeries.
* SneakySpider: They essentially operate as Ravnica's [[TheSpymaster Spymasters]], {{Knowledge Broker}}s, and {{Professional Killer}}s, and
their symbol is a heavily stylized eight-legged spider with a [[SinisterSurveillance single big eye]] on its back. They were, in fact, so sneaky that for the longest time, [[NoSuchAgency most people believed there were only 9 guilds on Ravnica]].
* VoluntaryShapeshifter: House Dimir includes doppelgangers amongst its members,
lack of food. The few who have managed to stay well-fed are aware of their world's approaching destruction, and desperate to save it.
** Yes, Grixis is ''so horrible'' that among the worst the '''monsters''' are the heroes trying to save the world.
* VampiricDraining: Anything that has an affinity for black mana can somehow drain the vis from vitals, be it by mystical means, drinking blood, eating flesh, or stealing thoughts. Indeed, part of the reason why Grixis is such a hellhole is because VampiricDraining has become the foundation of its ecosystem - with nothing outside of that to replenish itself. Thusly, the supply of vis steadily gets smaller and smaller, and its native ecology cannibalizes itself.
* WorldHalfEmpty: As bad as things are, it's slowly getting ''worse''. Because it lacks
the ability to assume replenish and sustain life due to its mana deficiencies, the form black mana that dominates this plane is also consuming it, leeching it of what little life remains -- ultimately, the natives will all be destroyed as the plane devours itself utterly. Their every effort is just trying to deny the inevitable. Averted after Grixis is reunited with the other people, shards of Alara; the corrected balance stops its inevitable descent into oblivion.
* ZombieApocalypse: Grixis has been completely overrun by the undead,
which comes in handy for a guild have torn down all semblances of spies, thieves and assassins. Lazav, Szadek's successor, is a doppelganger too. And then there's the Lupuls...
* TheWormThatWalks: The Lupuls; colony-minded swarms
society. Now it consists of blue-white flesh-eating worms. They are vulnerable to the powers just enormous armies of a PestController, but are a lot smarter than you'd think; they're also capable of [[YouAreWhoYouEat assuming the forms of undead minions that clash with each other creatures they have devoured]]. One featured in endlessly at the ''Ravnica'' novel, whims of the necromancer-lords, demons and liches who control the card [[https://scryfall.com/card/rav/215/mindleech-mass Mindleech Mass]] depicts a Lupul in the game. The creatures were presumed destroyed, but secretly some survived and were brought into House Dimir by Szadek.plane.



[[folder:Cult of Rakdos (Black and Red)]]
[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/rakdos_logo.png]]
[[caption-width-right:220:Laughter and Carnage]]
->''Enter and indulge your darkest fantasies, for you may never pass this way again.''
-->--'''[[https://scryfall.com/card/rtr/244/rakdos-guildgate Rakdos Guildgate]]'''

The [[https://magic.wizards.com/en/articles/archive/making-magic/hedonism-attitude-2006-08-14-0 Cult of Rakdos]] is what you would get if you combined a CircusOfFear with an S&M dungeon in a particle accelerator. For them, the pursuit of pleasure is the highest calling. 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, and is responsible for running most entertainment establishments in Ravnica, including nightclubs and circuses. 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 [[https://mtg.fandom.com/wiki/Hellbent 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".

The Cult of Rakdos's second keyword is [[https://mtg.fandom.com/wiki/Unleash Unleash]], which allows you to send its own creatures into a reckless rampage, making them stronger at the cost of being unable to block.

The third Rakdos keyword is [[https://mtg.fandom.com/wiki/Spectacle Spectacle]], found in "Ravnica Allegiance". It allows cards to be cast for a different mana cost if an opponent lost life that turn - sometimes a lower cost, sometimes a higher cost but with additional effects.

to:

[[folder:Cult of Rakdos (Black [[folder:Jund (Red, with Black and Red)]]
[[quoteright:220:https://static.
Green)]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/rakdos_logo.png]]
[[caption-width-right:220:Laughter
org/pmwiki/pub/images/jund_obelisk_155.jpg]]
[[caption-width-right:300:Tooth
and Carnage]]
->''Enter and indulge your darkest fantasies, for you may never pass this way again.''
-->--'''[[https://scryfall.com/card/rtr/244/rakdos-guildgate Rakdos Guildgate]]'''

The
Claw]]

On
[[https://magic.wizards.com/en/articles/archive/making-magic/hedonism-attitude-2006-08-14-0 Cult of Rakdos]] is what you would get if you combined a CircusOfFear with an S&M dungeon in a particle accelerator. For them, the pursuit of pleasure com/en/articles/archive/making-magic/following-your-heart-2008-12-01 Jund]], natural selection is the highest calling. Led order of the day. On Jund, only the strong survive. The savage Shard of Jund is cruel and founded by the demon Rakdos the Defiler, this guild is merciless, and each living being acts as a sadomasochistic cult food source for something else. Living to see another day means killing something that thrives was going to kill you first. Civility? Order? Those will not help you (and don't last long on causing pain and chaos just for the thrill plane anyway). Getting stronger from consuming prey is the hallmark of it, and is responsible for running most entertainment establishments in Ravnica, including nightclubs and circuses. 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 Jund's keyword ability, [[https://mtg.fandom.com/wiki/Hellbent Hellbent]] mechanic -- when you've exhausted all com/wiki/Devour Devour]]. At the cards in your hand, that's just an excuse very top of this food chain? Dragons. They are the ultimate predator, whose power and majesty ultimately drove the planeswalker Sarkhan Vol to party even harder! And by "party" we mean "kill people".

The Cult of Rakdos's second keyword is [[https://mtg.fandom.com/wiki/Unleash Unleash]], which allows you
the plane, where he wished to send its own creatures into a reckless rampage, making worship them stronger at the cost of being unable akin to block.

The third Rakdos keyword is [[https://mtg.fandom.com/wiki/Spectacle Spectacle]], found in "Ravnica Allegiance". It allows cards to be cast for a different mana cost if an opponent lost life that turn - sometimes a lower cost, sometimes a higher cost but with additional effects.
gods.



* ALighterShadeOfBlack: Ironically, despite the fact they're a AxCrazy, torture happy, BigRedDevil worshipping {{Cult}} made up mostly of serial killers, they're rarely actively trying as a whole to take over or destroy Ravnica itself like the other guilds tend to do.
* AlwaysChaoticEvil: They're never shown doing anything but atrocity after atrocity.
** Supposedly, there are some more reasonable members of the guild, it's just we largely only see the ''really'' wild and crazy ones because those tend to be the fighters, who of course are more likely to have relevance in the plot or be shown on the cards.
** Their tendency toward ''chaotic'' evil meant that they were the only guild in the original ''Ravnica'' story that wasn't trying to either conquer or destroy the world. Rakdos even risks his own life to save the entire plane.
* AxCrazy: Almost a requirement to be recruited in Rakdos.
* TheBerserker: Their ''Unleash'' mechanic gives creatures more power and toughness, but makes them unable to block.
* ChainedByFashion: Rakdos attire usually involves this and a lot of other [[SpikesOfDoom painful]] implements that would hurt the wearer as much as their enemies. And that's not even getting into what the cultists use as weapons!
* CircusOfFear: Their cards have a circus motif, and the leaders of individual Cult groups are even called "Ringmasters".
* CombatSadomasochist: Perhaps best exemplified by [[https://scryfall.com/card/dis/38/bond-of-agony Bond of Agony]]. They like torture so much that they'll torture themselves along with their victims. Torture for everybody!
* CutLexLuthorACheck: They make legitimate money as Ravnica's entertainment industry, from circuses to ''cuisine''. Apart from this, they also provide the manual labor force for Ravnica, by working in, or providing slaves for, the mines and workshops.
* DarkIsNotEvil: [[spoiler:Despite being a cult of literal demon-worshippers, and sharing both their colors with Bolas, they are one of the five loyalist guilds.]]
* EvilIsBurningHot: Many Rakdos creatures are either weaponizing fire, or on fire themselves. Rakdos himself takes this into the extreme, because his lair and resting spot is a giant pool of lava.
* AFeteWorseThanDeath: A circus-themed organisation who regularly throw parties where even the members aren't guaranteed to survive, and the audience's chances are worse.
* ForTheEvulz: A Rakdos will do whatever they want, no matter how atrocious.
* GlassCannon: Most Rakdos creatures are strong attackers and don't need much mana to play, but they tend to have low toughness and if they get a +1/+1 counter via Unleash, they can't block.
* TheHedonist: The Cult of Rakdos is all about pursuing pleasure, no matter the cost.
* ItAmusedMe: Because the Cult believes in pursuing individual desires whatever the cost, they always do whatever amuses or interests them. Even if they don't survive afterwards...
* LifeOfTheParty: ...or rather the "[[TheUndead unlife]] of the party".
-->''"If your ears bleed, it's a party. If your eyes bleed, it's a Rakdos party."''
* MadArtist: They are the center of the Ravnican arts and entertainment industry. Surprisingly, they actually back a lot of reputable establishments! But yeah, if you're looking for the freaky stuff, they've got your number.
* OurDemonsAreDifferent: Rakdos demons are usually inexpensive but powerful fighters, with some exceptions, like Rakdos himself, who has high power and toughness.
* PsychoForHire: One of the reasons Ravnica puts up with this guild's existence is that it provides other guilds with people to do their dirty work. RTR has them settling into an "entertainment industry" niche, [[CutLexLuthorACheck providing additional income]] and [[VillainWithGoodPublicity bolstering their PR]].
* RedAndBlackAndEvilAllOver: The Rakdos are easily one of the most violent and evil guilds. In addition to their mana colors, many cultists wear red-and-black-patterned clothing as part of the circus motif.
* ReligionOfEvil: Well, they are a cult, and they do murder people as part of being a cult.
* TechnicianVsPerformer: The ''Guildmaster's Guide to Ravnica'' suggests that the Rakdos see the relationship between their guild and the Izzet League as a literal instance of this trope.
-->"Every performance benefits from prop masters and pyrotechnicians. They can be useful backstage, but they lack the charisma for the spotlight."
* TheSacredDarkness: This is how the more philosophical, less psychotic members view their worship of Rakdos; an acceptance of the inevitability of death and a reminder of others to embrace life whilst they have it, because it won't last forever.
-->''"Rakdos performers do not grow old in the ring," Rinni said. "They go on exactly as long as they are meant to. They acquire skills. They acquire scars. Their movements may be hampered, they may slow down, but it is all part of the dance. They play the role they were meant to play. To make people laugh. To remind them how precious and how fleeting our lives are, no matter how harsh or short. Our lives are a gift."''
* StrawNihilist: "All ends in obliteration—love in hatred, life in death, and light in empty darkness."
-->-- '''[[https://scryfall.com/card/dis/50/nihilistic-glee Nihilistic Glee]]'''
* TooKinkyToTorture: Sadomasochism is the expected norm for a Cultist.
* TwoFaced: Their emblem from ''Return to Ravnica'' onward is a demon's head that's half black and half red.

to:

* ALighterShadeOfBlack: Ironically, despite BloodKnight: A very large portion of Jund's inhabittants like to fight for the fact they're a AxCrazy, torture happy, BigRedDevil worshipping {{Cult}} made up mostly hell of serial killers, they're rarely actively trying as it. Everything is hyper aggressive and constantly mad.
* DeathWorld: Jund is
a whole land of ruthless predation and constant competition, where everything wants to take over or destroy Ravnica eat you and the landscape itself like the other guilds tend to do.
* AlwaysChaoticEvil: They're never shown doing anything but atrocity after atrocity.
** Supposedly, there are some more reasonable members of the guild, it's just we largely only see the ''really'' wild
is volatile and crazy ones because those tend to be the fighters, who dangerous. Every day is a struggle for survival, and a single moment of course are more weakness or distraction will likely see you devoured by a carnivorous plant, hacked to have relevance pieces by a rival clan, infected with some horrific parasite, scooped up and devoured by a giant predator, sucked into a tar pit or incinerated in a volcanic eruption. Not once in the plot or be shown on the cards.
** Their tendency toward ''chaotic'' evil meant that they were the only guild in the original ''Ravnica'' story that wasn't trying
shard's history has anyone there died of old age.
* HollywoodPrehistory: Jund is a land of primal jungles, swamps and tar pits, all dominated by constantly-erupting volcanoes, home
to either conquer or destroy the world. Rakdos even risks his own life to save the entire plane.
constantly warring primitive tribes and ruled over by massive reptilian predators.
* AxCrazy: Almost a requirement LetsMeetTheMeat: The goblins of Jund consider it an honor to be recruited in Rakdos.
eaten by mighty creatures.
* TheBerserker: Their ''Unleash'' mechanic gives {{Mooks}}: Devour, which makes the creature larger depending on how many other creatures more power you sacrifice when casting it, and toughness, but makes them unable to block.
* ChainedByFashion: Rakdos attire usually involves this and a lot of
can do other [[SpikesOfDoom painful]] implements that would hurt the wearer as much as their enemies. And that's not even getting into what the cultists use as weapons!
* CircusOfFear: Their cards have a circus motif, and the leaders of individual Cult groups are even called "Ringmasters".
* CombatSadomasochist: Perhaps best exemplified by [[https://scryfall.com/card/dis/38/bond-of-agony Bond of Agony]]. They like torture so much that they'll torture themselves along with their victims. Torture for everybody!
* CutLexLuthorACheck: They make legitimate money as Ravnica's entertainment industry, from circuses to ''cuisine''. Apart from this, they also provide the manual labor force for Ravnica, by working in, or providing slaves for, the mines and workshops.
* DarkIsNotEvil: [[spoiler:Despite being a cult of literal demon-worshippers, and sharing both their colors with Bolas, they are one of the five loyalist guilds.]]
* EvilIsBurningHot: Many Rakdos
things. Your smaller creatures are either weaponizing fire, or on fire themselves. Rakdos himself takes this into quite expendable.
* OurDragonsAreDifferent: Giant, ferocious dragons sit firmly atop
the extreme, because his lair and resting spot is a giant pool of lava.
* AFeteWorseThanDeath: A circus-themed organisation who regularly throw parties where even the members aren't guaranteed to survive, and the audience's chances are worse.
* ForTheEvulz: A Rakdos will do whatever they want, no matter how atrocious.
* GlassCannon: Most Rakdos creatures are strong attackers and don't need much mana to play, but they tend to have low toughness and if they get a +1/+1 counter via Unleash, they can't block.
* TheHedonist: The Cult of Rakdos is all about pursuing pleasure, no matter the cost.
* ItAmusedMe: Because the Cult believes in pursuing individual desires whatever the cost, they always do whatever amuses or interests them. Even if they don't survive afterwards...
* LifeOfTheParty: ...or rather the "[[TheUndead unlife]] of the party".
-->''"If your ears bleed, it's a party. If your eyes bleed, it's a Rakdos party."''
* MadArtist: They are the center of the Ravnican arts and entertainment industry. Surprisingly, they actually back a lot of reputable establishments! But yeah, if you're looking for the freaky stuff, they've got your number.
* OurDemonsAreDifferent: Rakdos demons are usually inexpensive but powerful fighters, with some exceptions, like Rakdos himself, who has high power and toughness.
* PsychoForHire: One of the reasons Ravnica puts up with this guild's existence is that it provides other guilds with people to do their dirty work. RTR has them settling into an "entertainment industry" niche, [[CutLexLuthorACheck providing additional income]] and [[VillainWithGoodPublicity bolstering their PR]].
* RedAndBlackAndEvilAllOver: The Rakdos are easily one of the most violent and evil guilds. In addition to their mana colors, many cultists wear red-and-black-patterned clothing as part of the circus motif.
* ReligionOfEvil: Well, they are a cult, and they do murder people as part of being a cult.
* TechnicianVsPerformer: The ''Guildmaster's Guide to Ravnica'' suggests that the Rakdos see the relationship between their guild and the Izzet League as a literal instance of this trope.
-->"Every performance benefits from prop masters and pyrotechnicians. They can be useful backstage, but they lack the charisma for the spotlight."
* TheSacredDarkness: This is how the more philosophical, less psychotic members view their worship of Rakdos; an acceptance of the inevitability of death and a reminder of others to embrace life whilst they have it, because it won't last forever.
-->''"Rakdos performers do not grow old in the ring," Rinni said. "They go on exactly as long as they are meant to. They acquire skills. They acquire scars. Their movements may be hampered, they may slow down, but it is all part of the dance. They play the role they were meant to play. To make people laugh. To remind them how precious and how fleeting our lives are, no matter how harsh or short. Our lives are a gift."''
* StrawNihilist: "All ends in obliteration—love in hatred, life in death, and light in empty darkness."
-->-- '''[[https://scryfall.com/card/dis/50/nihilistic-glee Nihilistic Glee]]'''
* TooKinkyToTorture: Sadomasochism is the expected norm for a Cultist.
* TwoFaced: Their emblem from ''Return to Ravnica'' onward is a demon's head that's half black and half red.
Jund food chain.



[[folder:Gruul Clans (Red and Green)]]
[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/gruul_logo.png]]
[[caption-width-right:220:Savagery and Chaos]]
->''Enter and leave the shackles of society behind.''
-->--'''[[https://scryfall.com/card/gtc/243/gruul-guildgate Gruul Guildgate]]'''

If you fused Conan the Barbarian with the Unabomber in Frankenstien's labratory, the result would probably go on to found the Red-Green [[https://magic.wizards.com/en/articles/archive/making-magic/aaaargh-2006-01-30-0 Gruul Clans]]. They're 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 [[https://mtg.fandom.com/wiki/Bloodthirst Bloodthirst]] rewards players who take an active role in the game, actually drawing blood from their opponents instead of sitting around thinking about it.

The second guild mechanic introduced in ''Gatecrash'' is [[https://mtg.fandom.com/wiki/Bloodrush Bloodrush]], which mixes Green's love for huge creatures with Red's love for instant rewards, turning cards in hand into ways to quickly power-up attacking creatures.

The third guild mechanic from ''Ravnica Allegiance'' is [[https://mtg.fandom.com/wiki/Riot Riot]], allowing creatures to choose between haste or a +1/+1 counter when they enter the battlefield.

to:

[[folder:Gruul Clans (Red [[folder:Naya (Green, with Red and Green)]]
[[quoteright:220:https://static.
White)]]
[[quoteright:314:https://static.
tvtropes.org/pmwiki/pub/images/gruul_logo.png]]
[[caption-width-right:220:Savagery
org/pmwiki/pub/images/naya_obelisk_291.jpg]]
[[caption-width-right:314:Woods
and Chaos]]
->''Enter
Wilds]]

If Green were allowed to have its way
and leave the shackles of society behind.''
-->--'''[[https://scryfall.com/card/gtc/243/gruul-guildgate Gruul Guildgate]]'''

If you fused Conan the Barbarian with the Unabomber in Frankenstien's labratory, the result
follow it to its logical conclusion, nature would probably go grow completely unchecked by opposing forces. That's exactly what happened on to found the Red-Green [[https://magic.wizards.com/en/articles/archive/making-magic/aaaargh-2006-01-30-0 Gruul Clans]]. They're a collection com/en/articles/archive/feature/searching-within-2008-11-03 Naya]]. Similar to Jund, only the strong survive; but with white in place of loosely-organized barbarian tribes who scorn civilization, preferring to black, there is reverence in place of bloodlust. Several sentient races 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 massive jungles of Naya, their guild mechanic [[https://mtg.fandom.com/wiki/Bloodthirst Bloodthirst]] rewards players who rank primarily determined by what part they live in. Humans live among the jungle floor, the Nacatl (a race of catlike warriors) take an active role up the middle, and elves sit high in the game, actually drawing blood from their opponents instead treetops. This is the start of sitting around thinking about it.

The second guild mechanic introduced
the journey of the planeswalker Ajani. (Indeed, [[https://scryfall.com/card/ala/154/ajani-vengeant 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 ''Gatecrash'' is [[https://mtg.fandom.com/wiki/Bloodrush Bloodrush]], him, triggered by a volcanic ritual, which mixes Green's love gives him access to red mana.) Like Esper, there isn't a keyword ability for huge Naya to call its own. However, its theme is big creatures, the bigger the better; specifically, creatures with Red's love for instant rewards, turning cards in hand into ways to quickly power-up attacking creatures.

The third guild mechanic from ''Ravnica Allegiance'' is [[https://mtg.fandom.com/wiki/Riot Riot]], allowing creatures to choose between haste
power 5 or a +1/+1 counter when they enter the battlefield.higher.



* AnarchyIsChaos: They're essentially Ravnica's equivalent of anarchists with the ultimate goal of destroying civilization and returning the world to its natural state, where only savagery and the law of the wild matters.
* AuthorityEqualsAsskicking: The Gruul are not much for order or a proper hierarchy, and leadership of a clan usually falls to the strongest, biggest and angriest of the bunch.
* BarbarianHero: This is the hat of the Gruul as a whole, as its humanoid members are invariably physically powerful "primitives" who shun the civilization of the rest of Ravnica.
* BarbarianTribe: The Gruul are a loose coalition of clans and tribes whose lifestyle chiefly consists of taking over an area, pillaging it for all it's worth, and squatting in the ruins until all resources are exhausted, at which point they move to a new area and repeat the process.
* TheBeastmaster: As a Green-affiliated faction, they make heavy use of all kinds of beasts, monsters and animals.
* ChaoticStupid: The Orzhov Syndicate sees them this way.
-->'''Teysa:''' ''(regarding [[https://scryfall.com/card/gpt/103/borborygmos Borborygmos]])'' It's easy to see why those Gruul dirtbags follow him -- the only orders he gives are "[[https://scryfall.com/card/gpt/139/wreak-havoc Crush them!]]" and "[[https://scryfall.com/card/dis/90/protean-hulk We eat!]]"
* DishingOutDirt: Several of their cards have flavor text related to the ground and/or uses land cards to attack.
* DontThinkFeel: Green Mana is instinct, Red Mana is emotion. Naturally, a Guild based on the fusion of the two is not much for long-term thought and strategy. Deconstructed, as this is called out as one of the Gruul's biggest weaknesses.
* EcoTerrorist: The purpose of the Gruul clans, as defined by the guildpact, is to preserve the wild places of Ravnica and keep civilisation in check. As Ravnica has expanded, and the Gruul have found themselves marginalised and forced to squat in the city's rubble-belts, they now seek to bring down Ravnican civilisation and restore the wilderness to what it once was.
* TheEndOfTheWorldAsWeKnowIt: The Gruul believe in their own version of the apocalypse called ''The End-Raze'', during which their boar-god, Illharg the Raze-Boar, will awaken and raze the entire city of Ravnica into dust and reclaim the world for nature. [[spoiler:Domri ascending to the position of leader of the Gruul Clans and the growing unrest between the guilds as of ''Ravnica Allegiance'' are seen as SignsOfTheEndTimes.]]
* FullBoarAction: They worship a boar-god, adorn themselves with tusks and boarskulls, have several boar-themed spells and frequently use them as mounts and beasts of war. [[spoiler:With Domri's ascension to leader of the Burning Tree and unofficial guildleader, this motif has become extremely prevalent, to the point Domri is seen as the one heralding in the return of their boar-god.]]
* HandicappedBadass: The Scab Clan is exclusively made up of these, as all its members have been maimed, tortured, crippled and mutilated by the organizations of civilization. They're notable for cooperating with each other to make up for their physical deficiencies, and for being the single most violent clan amongst the Gruul.
* LargeAndInCharge: Borborygmos, the unofficial leader of the Gruul.
* MeaningfulName: Borborygmos is derived from borborygmus, which is the growling and rumbling noises that one's stomach and intestines make.
* NamedAfterTheInjury: The Scab Clan exclusively recruits {{Handicapped Badass}}es from those who have been maimed, crippled or tortured by the other guilds. Their leader is a giant called Narbulg Nine-Fingers.
* NatureIsNotNice: One of their core beliefs. Also the source of much contempt for the Selesnyans, who they believe revere an idealized and domesticated version of nature.
--> "The Selesnya would coddle a wolf, teach it to fetch sticks, and call it a dog. We prefer to starve the wolf, let it hunt for its food, and make it a stronger wolf."
* ProudWarriorRaceGuy: As Red/Green Mana hybrids, the Gruul take great pride in embracing the natural cycle of predator and prey, whilst striving to become the greatest predators in the world.
* TheQuincyPunk: Reinvented as such for the new Ravnica storyline, fitting their anarcho-primitivist leanings. They even got Cockney accents.
* SkeletonsInTheCoatCloset: Since they shun man-made materials, they commonly craft weapons and armor from bone.
* SlaveRace: How the Orzhov Syndicate think of them.
* WhenAllYouHaveIsAHammer: They are really good at smashing stuff, so that's pretty much how they solve all of their problems.
* WhosLaughingNow: This is the main reason why the Gruul Clans are so violent. The guild was originally created to protect the environment of Ravnica, but after it was destroyed save for a few pockets of wild for the sake of city expansion, the members of the guild were no longer treated like citizens and instead are treated as slaves. This made the Gruul Clans vengeful towards anything that has to do with Ravnican civilization, and they aren't above raiding and destroying the city to reclaim land for the wild.
* WoobieDestroyerOfWorlds: Their ancestral homes destroyed, their purpose usurped by political rivals, their people enslaved or exploited, the guild as a whole globally reviled (moreso than the psychotic murder cult); a lesser guild would have been rendered [[DespairEventHorizon despondent]]. The Gruul are ''furious.''
* WorthyOpponent: As revealed in the [[https://magic.wizards.com/en/articles/archive/planeswalkers-guide-gatecrash-part-2-2012-12-12 Planeswalker's Guide to Gatecrash]], they respect the Boros League's fighting prowess.
-->'''On the Boros:''' "We respect the Boros! So their heads adorn our pikes instead of plugging the gutters."
* YourTerroristsAreOurFreedomFighters: Seen by most of Ravnica as simple barbarians, brutes and savages that only want to mindlessly destroy. The Gruul themselves naturally don't share this view, and see it as rising up against their oppressors, enslavers and restoring the world to its natural state by destroying civilization so that the wilderness can return.

to:

* AnarchyIsChaos: They're essentially Ravnica's equivalent of anarchists with the ultimate goal of destroying civilization and returning the world to its natural state, where only savagery and the law of the wild matters.
* AuthorityEqualsAsskicking: The Gruul
BiggerIsBetter: Naya's associated creatures are not much, much stronger than is normal for order or a proper hierarchy, and leadership of a clan usually falls to the strongest, biggest and angriest of the bunch.
* BarbarianHero: This is the hat of the Gruul as a whole, as its humanoid members are invariably physically powerful "primitives" who shun the civilization of the rest of Ravnica.
* BarbarianTribe: The Gruul are a loose coalition of clans and tribes whose lifestyle chiefly consists of taking over an area, pillaging it for all it's worth, and squatting in the ruins until all resources are exhausted, at which point they move to a new area and repeat the process.
* TheBeastmaster: As a Green-affiliated faction, they make heavy use of all kinds of beasts, monsters and animals.
* ChaoticStupid: The Orzhov Syndicate sees them this way.
-->'''Teysa:''' ''(regarding [[https://scryfall.com/card/gpt/103/borborygmos Borborygmos]])'' It's easy to see why those Gruul dirtbags follow him -- the only orders he gives are "[[https://scryfall.com/card/gpt/139/wreak-havoc Crush them!]]" and "[[https://scryfall.com/card/dis/90/protean-hulk We eat!]]"
* DishingOutDirt: Several of their cards have flavor text related to the ground and/or uses land cards to attack.
* DontThinkFeel:
Green Mana creatures, which represents how absolutely massive they grow.
* {{Mayincatec}}: Naya's human culture and society
is instinct, Red Mana is emotion. Naturally, a Guild pretty strictly based on the fusion more hedonistic aspects of Aztec culture, with the two is not much for long-term thought and strategy. Deconstructed, as this is called out as one of the Gruul's biggest weaknesses.
* EcoTerrorist: The purpose of the Gruul clans, as defined by the guildpact, is to preserve the wild places of Ravnica and keep civilisation in check. As Ravnica has expanded, and the Gruul have found themselves marginalised and forced to squat in the city's rubble-belts, they now seek to bring down Ravnican civilisation and restore the wilderness to what it once was.
* TheEndOfTheWorldAsWeKnowIt: The Gruul believe in their own version of the apocalypse called ''The End-Raze'', during which their boar-god, Illharg the Raze-Boar, will awaken and raze the entire city of Ravnica into dust and reclaim the world for nature. [[spoiler:Domri ascending
obligatory HumanSacrifice to the position of leader of the Gruul Clans and the growing unrest between the guilds as of ''Ravnica Allegiance'' are seen as SignsOfTheEndTimes.]]
* FullBoarAction: They worship a boar-god, adorn themselves with tusks and boarskulls, have several boar-themed spells and frequently use them as mounts and
beasts of war. [[spoiler:With Domri's ascension to leader of the Burning Tree and unofficial guildleader, this motif has become extremely prevalent, to the point Domri is seen mixed in. Notably, as the one heralding in the return of their boar-god.]]
* HandicappedBadass: The Scab Clan is exclusively made up of these, as all its members have been maimed, tortured, crippled and mutilated by the organizations of civilization. They're notable for cooperating with each other to make up for their physical deficiencies, and for being the single most violent clan amongst the Gruul.
* LargeAndInCharge: Borborygmos, the unofficial leader of the Gruul.
* MeaningfulName: Borborygmos is derived from borborygmus, which is the growling and rumbling noises that one's stomach and intestines make.
* NamedAfterTheInjury: The Scab Clan exclusively recruits {{Handicapped Badass}}es from those who have been maimed, crippled or tortured by the other guilds. Their leader is a giant called Narbulg Nine-Fingers.
* NatureIsNotNice: One of their core beliefs. Also the source of much contempt for the Selesnyans, who they believe revere an idealized and domesticated version of nature.
--> "The Selesnya would coddle a wolf, teach it to fetch sticks, and call it a dog. We prefer to starve the wolf, let it hunt for its food, and make it a stronger wolf."
* ProudWarriorRaceGuy: As Red/Green Mana hybrids, the Gruul take great pride in embracing the natural cycle of predator and prey, whilst striving to become the greatest predators in the world.
* TheQuincyPunk: Reinvented as such for the new Ravnica storyline, fitting their anarcho-primitivist leanings. They even got Cockney accents.
* SkeletonsInTheCoatCloset: Since they shun man-made materials, they commonly craft weapons and armor from bone.
* SlaveRace: How the Orzhov Syndicate think of them.
* WhenAllYouHaveIsAHammer: They
Naya's civilizations are really good at smashing stuff, so that's pretty much how they solve all gone, tons of their problems.
* WhosLaughingNow: This is the main reason why the Gruul Clans are so violent. The guild was originally created to protect the environment of Ravnica, but after it was destroyed save for a few pockets of wild for the sake of city expansion, the members of the guild were no longer treated like citizens and instead are treated as slaves. This made the Gruul Clans vengeful towards anything that has to do with Ravnican civilization, and they aren't above raiding and destroying the city to reclaim land for the wild.
* WoobieDestroyerOfWorlds: Their ancestral homes destroyed, their purpose usurped by political rivals, their people enslaved or exploited, the guild as a whole globally reviled (moreso than the psychotic murder cult); a lesser guild would have been rendered [[DespairEventHorizon despondent]]. The Gruul are ''furious.''
* WorthyOpponent: As revealed in the [[https://magic.wizards.com/en/articles/archive/planeswalkers-guide-gatecrash-part-2-2012-12-12 Planeswalker's Guide to Gatecrash]], they respect the Boros League's fighting prowess.
-->'''On the Boros:''' "We respect the Boros! So their heads adorn our pikes instead of plugging the gutters."
* YourTerroristsAreOurFreedomFighters: Seen by most of Ravnica as simple barbarians, brutes and savages that only want to mindlessly destroy. The Gruul themselves naturally don't share this view, and see it as rising up against their oppressors, enslavers and restoring the world to its natural state by destroying civilization so that the wilderness can return.
Mesoamerican ruins lay about.



[[folder:Selesnya Conclave (Green and White)]]
[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/selesnya_logo.png]]
[[caption-width-right:220:Unity and Harmony]]
->''Enter and rejoice! The Conclave stands united, open to one and all.''
-->--'''[[https://scryfall.com/card/rtr/246/selesnya-guildgate Selesnya Guildgate]]'''

The [[https://magic.wizards.com/en/articles/archive/making-magic/group-think-2005-10-03-0 Conclave]] loves to help one another. An all-encompassing nature-based religion, the Selesnya Conclave dedicates itself to the renewal of Ravnica's wild places and the spiritual enrichment of its citizens. However, the bright and friendly face the guild puts on belies a power structure that relentlessly crushes heresy and insubordination, and many of its followers can be safely be considered "brainwashed". In the original Ravnica block, their mechanic was the ability [[https://mtg.fandom.com/wiki/Convoke Convoke]], which allows creatures to help players cast spells by reducing the cost of a spell with Convoke by one mana of a creature's color for each creature tapped when casting it. This returns as their mechanic for ''Guilds of Ravnica''.

In ''Return to Ravnica'', they gained the [[https://mtg.fandom.com/wiki/Populate Populate]] mechanic, which allows them to copy creature tokens to swell their ranks.

to:

[[folder:Selesnya Conclave (Green !Guilds of Ravnica

Note: as stated several times [[WordOfGod even by the staff]], [[GreyAndGrayMorality "guilds exist in layers"]]. The following are the most common tropes, but do not cover all individuals.

[[folder:Azorius Senate (White
and White)]]
Blue)]]
[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/selesnya_logo.org/pmwiki/pub/images/azorius_logo.png]]
[[caption-width-right:220:Unity [[caption-width-right:220:Order and Harmony]]
Control]]
->''Enter the Senate, the seat of justice and rejoice! The Conclave stands united, open to one and all.the foundation of Ravnican society.''
-->--'''[[https://scryfall.com/card/rtr/246/selesnya-guildgate Selesnya com/card/rtr/237/azorius-guildgate Azorious Guildgate]]'''

Logic & Power (Blue), and/or Law & Order (White). The [[https://magic.wizards.com/en/articles/archive/making-magic/group-think-2005-10-03-0 Conclave]] loves to help one another. An all-encompassing nature-based religion, com/en/articles/archive/making-magic/slow-and-steady-2006-05-01-0 Azorius Senate]] is the Selesnya Conclave dedicates itself legislative body of Ravnica. Their goal is to control the renewal of Ravnica's wild places city with law-magic and maintain order -- at any cost. The status quo is prized above all else in the spiritual enrichment of Azorius Senate, and thus its citizens. However, the bright and friendly face the guild puts on belies a power structure that relentlessly crushes heresy and insubordination, and many of its followers can be safely be considered "brainwashed". In the original Ravnica block, their mechanic was the ability first Guild mechanic, [[https://mtg.fandom.com/wiki/Convoke Convoke]], which com/wiki/Forecast Forecast]], allows creatures them to help players cast use weaker variants of its spells by reducing the cost of a spell with Convoke by one mana of a creature's color for each creature tapped when without actually losing or casting it. This returns as their mechanic for ''Guilds of Ravnica''.

In
them.

Similarly, in
''Return to Ravnica'', they gained the Azorius Senate uses the [[https://mtg.fandom.com/wiki/Populate Populate]] com/wiki/Detain Detain]] mechanic, which allows them to copy creature tokens to swell their ranks.stop cards on the field from doing anything for a turn.

In ''Ravnica Allegiance'', they gain an ability word in ''[[https://mtg.fandom.com/wiki/Addendum Addendum]]'', which augments the effects of instant spells when they are cast during the player's main phase.



* AssimilationPlot: The Conclave's ultimate goal is to reduce the entire world - plants, animals and sapient beings alike - into a singular hive-minded collective organism, where any individual is merely a cog in the greater machine that is the world itself, and ultimately replaceable.
* BrainwashingForTheGreaterGood: Oh yes. The Song of the Conclave was an outright plane-wide brainwashing spell, making the Gateless more docile, which, once the spell was broken, led them to lynch the Selesnyans. Their new incarnations presumably still do things of the sort, but they've learned their lesson.
* CorruptChurch: Always a religious commune with the intent of spreading peace and harmony, at some point in their history they've converted with a brainwashing cult, their song keeping the masses docile and killing dissenters via their "quietmen". They seemingly grew out of it by their second return, though they're hypocritical and willing to sacrifice the lives of lower-ranking members for the greater good.
* CrystalSpiresAndTogas: Special emphasis on the ''[[CrystallineCreature crystal]]'' part [[ArtEvolution in original Ravnica block]], although the casual dress and architecture of the Conclave still echoes this trope.
* TheEvilsOfFreeWill: As a result of combining green mana's focus on instinct over thought and white mana's focus on community over individuality, the Selesnya Conclave has come to the belief that individual personalities are one of the blights that they must cure.
* GardenOfEvil: Zigzagged. At first glance, the peaceful gardens and orchards of the Conclave seem paradisaical, with myriad races living in perfect harmony with each other, and with the plants and animals likewise considered part of the greater community. Get on the Worldsoul's bad side, however, and every single creature in the location will immediately turn on you and attack you with suicidal zeal, mindlessly giving their lives to either bring you down or delay you until some of the Conclave's bigger nasties - like the ElementalEmbodiment of the garden itself - can arrive to destroy you.
* GreenThumb: Not surprising, considering it's a green guild.
* HiveMind: All the members of the Conclave can hear its song in their heads.
* HonorableElephant: The guild is home to the majority of Ravnica's [[BeastMan loxodon]] population, and are generally of the GentleGiant persuasion.
* LightIsNotGood: Notice a pattern yet? Although white and green are the stereotypically "good color" combination, Selesnya at its worst is willing to create a WorldOfSilence.
** LightIsGood: [[spoiler:Despite the guild's shady history of attempting to assimilate Ravnica into massive garden with one mind, they ultimately do not fall into Bolas' machinations, and in fact are among the first of the guilds to join the fight for Ravnica in ''War of the Spark''.]]
* MultipleHeadCase: Trostani is a three-headed dryad.
* TheNeedsOfTheMany: The core philosophy that both Green Mana and White Mana share is a focus on the safety and sanctity of the group rather than the individual. As a fusion of both mana types, the Conclave thoroughly believes in doing good, but defines "good" as "benefits the greater group".
* OurCentaursAreDifferent: Centaurs that are in this guild tend to be healers and warriors.
* OurElvesAreDifferent: A good portion of the guild is made out of elves.
* PathOfInspiration: Ostensibly; while well-intentioned, they still reduce or outright demolish individuality and are rather hypocritical about their means and goals.
* SelfDuplication: The Populate mechanic creates copies of creature tokens that are on the playing field.
* WeHaveReserves: Their rather {{hypocrit|e}}ical battle strategy is to line up lots and lots of foot soldiers and let them die to buy time to summon larger elementals.
* WellIntentionedExtremist: To achieve their AssimilationPlot, they brainwash, indoctrinate and murder. Why? Because they believe that this will ultimately create a utopia in which there will no longer be suffering, sorrow, or need, and to that end, whatever they do is justified. Especially since, by their own beliefs, individuality isn't anything to get excited about anyway.

to:

* AssimilationPlot: The Conclave's ultimate goal is to reduce the entire world - plants, animals and sapient beings alike - into a singular hive-minded collective organism, where any individual is merely a cog AncientConspiracy: It's revealed in the greater machine ''Return to Ravnica'' block that is Azor I created the world itself, and ultimately replaceable.
* BrainwashingForTheGreaterGood: Oh yes. The Song of
Implicit Maze in the Conclave was an outright plane-wide brainwashing spell, making case that the Gateless more docile, which, once the spell was broken, led them to lynch the Selesnyans. Their new incarnations presumably still do things of the sort, but they've learned their lesson.
* CorruptChurch: Always a religious commune with the intent of spreading peace and harmony, at some point in their history they've converted with a brainwashing cult, their song keeping the masses docile and killing dissenters via their "quietmen". They seemingly grew out of it by their second return, though they're hypocritical and willing to sacrifice the lives of lower-ranking members for the greater good.
* CrystalSpiresAndTogas: Special emphasis on the ''[[CrystallineCreature crystal]]'' part [[ArtEvolution in
original Ravnica block]], although guildpact should ever be broken. The Izzet League's discovery of said maze through the casual dress and architecture block sets in motion the events that lead to the endgame presented in ''Dragon's Maze''.
* BigBrotherIsWatching: Under Grand Arbiter [[TyrantTakesTheHelm Dovin Baan]], the Azorius institute a program of mass surveillance at an unprecedented scale.
* ByTheBookCop: Guild members that enforce the laws themselves qualify for this. They even practice their own branch of law magic. Contrast the CowboyCop attitude
of the Conclave still echoes this trope.
Boros Legion.
* CallingYourAttacks: Forecast in a nutshell.
* CorruptBureaucrat: Overlapping with CorruptPolitician; many members of the Senate are in it for their own power and advancement.
* TheEvilsOfFreeWill: As a result of combining green mana's focus on instinct over thought and white mana's focus on community over individuality, the Selesnya Conclave has come to the belief Firm believers in this trope. They think that individual personalities are one of the blights that they must cure.
Law should dictate how people act.
* GardenOfEvil: Zigzagged. At first glance, the peaceful gardens and orchards of the Conclave seem paradisaical, with myriad races living in perfect harmony with each other, and with the plants and animals likewise considered part of the greater community. Get on the Worldsoul's bad side, however, and every single creature in the location will immediately turn on you and attack you with suicidal zeal, mindlessly giving their lives EvilPowerVacuum: [[spoiler: Isperia's murder allows Dovin to either bring you down or delay you until some of the Conclave's bigger nasties - like the ElementalEmbodiment of the garden itself - can arrive to destroy you.
* GreenThumb: Not surprising, considering it's a green guild.
* HiveMind: All the members of the Conclave can hear its song in their heads.
* HonorableElephant: The guild is home to the majority of Ravnica's [[BeastMan loxodon]] population, and are generally of the GentleGiant persuasion.
* LightIsNotGood: Notice a pattern yet? Although white and green are the stereotypically "good color" combination, Selesnya at its worst is willing to create a WorldOfSilence.
** LightIsGood: [[spoiler:Despite the guild's shady history of attempting to assimilate Ravnica into massive garden with one mind, they ultimately do not fall into Bolas' machinations, and in fact are among the first of the guilds to join the fight for Ravnica in ''War of the Spark''.
take her place.]]
* MultipleHeadCase: Trostani FaceHeelTurn: [[spoiler:After Isperia tries to quench guild paranoia, she is a three-headed dryad.
murdered, and the Azorius fall into Bolas's control.]]
* TheNeedsOfTheMany: InstantRunes: As seen in spells like Righteous Authority. Apparently, an entire runic alphabet was designed for the Azorius.
* KnightTemplar: Any means is justified to prevent any non-static activity on Ravnica. Their first guild mechanic, Forecast, allows them to maintain the status quo by re-using the same spell every turn.
* LawfulStupid: They are this according to the Izzet. Possibly {{Invoked}}.
The core philosophy vast and obstructive bureaucracy is ''designed'' to be vast and impenetrable so that both Green Mana no change ever happens and White Mana share order is a focus on the safety and sanctity of the group rather than the individual. As a fusion of both mana types, the Conclave thoroughly believes in doing good, but defines "good" as "benefits the greater group".
enforced.
* OurCentaursAreDifferent: Centaurs that are in LightIsNotGood: Augustin IV was from this guild tend to be healers and warriors.one of the antagonists in the ''Ravnica'' novels. The rest of the guild are not really that much better; they're only in check because their obsession with bureaucracy keeps them perpetually occupied.
* MeaningfulName: The Azorius Senate takes its name from Azor, the sphinx planeswalker who taught them the arts of hieromancy and founded the guild system. This is a subtle forewarning of the fact they share Azor's LawfulStupid nature and obsession with Law over people.
* MoralSociopathy: Rather chillingly obsessed with laws and order and not the least bit caring for the people of Ravnica. This is a trait they inherit from their parun, Azor I.
* ObstructiveBureaucrat: Cemented by their guildhouse's flavor text.
-->''[[https://scryfall.com/card/dis/177/prahv-spires-of-order Prahv, where much work is done to make sure nothing is accomplished]]''.
* PoliceCodeForEverything: PlayedForLaughs in a Rakdos Cult story. Code 3435-T is the use of explosive material in a confined space.
* PrecrimeArrest: They make extensive use of [[PolicePsychic Police Psychics]] and {{Seers}} so as to catch crime before it happens.

* OurElvesAreDifferent: A good portion of PrinciplesZealot: They live for the guild is made out of elves.
Law.
* PathOfInspiration: Ostensibly; while well-intentioned, they still reduce or outright demolish individuality and are rather hypocritical about their means and goals.
* SelfDuplication: The Populate mechanic creates copies of creature tokens that are on the playing field.
* WeHaveReserves: Their rather {{hypocrit|e}}ical battle
StoneWall: Azorius combines white's enchantments with blue's counter-spells to make a strategy built around defense.
* VastBureaucracy: They are apparently aware of this, as the Azorius's symbol
is to line up lots and lots of foot soldiers and let them die to buy time to summon larger elementals.
* WellIntentionedExtremist: To achieve
designed as a maze, representing how their AssimilationPlot, they brainwash, indoctrinate bureaucratic processes intentionally draw things out and murder. Why? Because they believe that this will ultimately create a utopia in accomplish nothing, preserving the status quo.
* {{Whatevermancy}}: They practice "hieromancy",
which there will no longer be suffering, sorrow, or need, is literally fueled by and relating to that end, whatever they do is justified. Especially since, by their own beliefs, individuality isn't anything to get excited about anyway.law.



[[folder:Orzhov Syndicate (White and Black)]]
[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/orzhov_logo.png]]
[[caption-width-right:220:Wealth and Eternity]]
->''Enter to find wealth, security, and eternal life … for just [[BlatantLies a small price]] up front.''
-->--'''[[https://scryfall.com/card/gtc/244/orzhov-guildgate Orzhov Guildgate]]'''

The [[https://magic.wizards.com/en/articles/archive/making-magic/playing-their-own-rules-2006-03-27-0 Orzhov Syndicate]] is what would happen if a ghost became one of those money-hungry Christian televangelists. Because it turns out that in a world of necromancy and undead spirits, you ''can'' take it with you. A "religious" organization which resembles a [[TheMafia crime family]] more than a church, they long ago abandoned the worship of anything other than wealth. The Orzhov control virtually all the banks and finances in the city, and they are ruthless in their collection of debts, which can extend even into the debtor's afterlife: their ability [[https://mtg.fandom.com/wiki/Haunt Haunt]] is emblematic of the permanent, inescapable nature of the guild's contracts, repeating a card's effect a second time when the creature the card haunts dies. The Syndicate disdains flashy demonstrations of force or power, preferring to slowly bleed their enemies dry.

In ''Gatecrash'', the Orzhov Syndicate has gained the [[https://mtg.fandom.com/wiki/Extort Extort]] keyword, which allows the Orzhov player to, whenever they cast a spell, pay one black or white mana for each permanent with Extort they control to steal that much life from each opponent, strengthening themselves while slowly whittling everybody else down.

In ''Ravnica Allegiance'', the Syndicate's ghostly elements take prominence once again, with the [[https://mtg.fandom.com/wiki/Afterlife Afterlife]] mechanic - which allows a creature to produce Spirit tokens when it dies. ([[ActuallyFourMooks Creatures with an afterlife rating of more than 1 generally represent multiple individual creatures to justify the number.]])

to:

[[folder:Orzhov Syndicate (White [[folder:House Dimir (Blue and Black)]]
[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/orzhov_logo.org/pmwiki/pub/images/dimir_logo.png]]
[[caption-width-right:220:Wealth [[caption-width-right:220:Secrecy and Eternity]]
Silence]]
->''Enter to find wealth, security, and eternal life … for just [[BlatantLies become a small price]] up front.mastermind of spies, lies, and deception.''
-->--'''[[https://scryfall.com/card/gtc/244/orzhov-guildgate Orzhov com/card/gtc/241/dimir-guildgate Dimir Guildgate]]'''

The Blue-Black [[https://magic.wizards.com/en/articles/archive/making-magic/playing-their-own-rules-2006-03-27-0 Orzhov Syndicate]] is what would happen if a ghost became one of those money-hungry Christian televangelists. Because it turns out com/en/articles/archive/making-magic/pretty-sneaky-sis-2005-11-07-0 House Dimir]] are basically the Illuminati, full-stop. They're not interested in sharing information. In fact, they like secrets so much that in a world of necromancy and undead spirits, you ''can'' take it with you. A "religious" organization which resembles a [[TheMafia crime family]] more than a church, they long ago abandoned the worship of anything other than wealth. The Orzhov control virtually all the banks and finances in the city, and they are ruthless in decided to conceal their collection very existence. As far as most of debts, which can extend even into Ravnica's citizens know, there are only nine guilds, and that's just the debtor's afterlife: 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 [[https://mtg.fandom.com/wiki/Haunt Haunt]] com/wiki/Transmute Transmute]] is emblematic of the permanent, inescapable nature of the guild's contracts, repeating a card's effect a second time when the creature the card haunts dies. The Syndicate disdains flashy demonstrations of force or power, preferring just one example, allowing Dimir mages to slowly bleed exchange spells in their enemies dry.

In ''Gatecrash'',
hand for other spells from their deck.

''Gatecrash'' introduced to
the Orzhov Syndicate has gained House Dimir the ability to encode their [[https://mtg.fandom.com/wiki/Extort Extort]] keyword, which allows the Orzhov player to, com/wiki/Cipher Cipher]] spells in creatures, making copies of those spells whenever they cast a spell, pay one black or white mana for each permanent with Extort they control to steal that much life from each opponent, strengthening themselves while slowly whittling everybody else down.

In ''Ravnica Allegiance'',
the Syndicate's ghostly elements take prominence once again, with encoded creature sneaks through their opponent's defenses.

In ''Guilds of Ravnica'', the Dimir's quest to uncover the secrets of the force influencing the other guilds is represented by
the [[https://mtg.fandom.com/wiki/Afterlife Afterlife]] mechanic - com/wiki/Surveil Surveil]] mechanic, which allows a creature to produce Spirit tokens when it dies. ([[ActuallyFourMooks Creatures with an afterlife rating of more than 1 generally represent multiple individual creatures to justify lets you view the number.]])top of your library, keeping the cards you have use for and culling the rest.



* AndIMustScream: Failure to [[LoanShark pay off an Orzhov debt]] before one's death results in the [[OurGhostsAreDifferent soul]] being [[YourSoulIsMine held as]] [[MadeASlave a thrall]] while the body is [[HumanResources repurposed]] in the creation of [[FleshGolem thrulls]]. On paper, they're merely [[BlackmailIsSuchAnUglyWord indentured servants]], but service usually [[TimeAbyss lasts as long as the (frequently also undead) slavemaster wants it to]].
* BatOutOfHell: Bats are often used as fighters by the Orzhov.
* BlackEyesOfEvil: Orzhov's angels have given in to feelings of cynicism, resulting in pitch black eyes.
* ChurchOfHappyology: Membership in the church revolves heavily around paying "tithes", which is natural given it's a basically one giant crime family.
* CorruptChurch: It's a church on the outside, a crime organization on the inside.
* DamageOverTime: The core strategy of the Orzhov is the "bleeder" deck, which tries to slow down the game and slowly drain the opponent's life away with cards like [[https://scryfall.com/card/gpt/100/agent-of-masks Agent of Masks]], [[https://scryfall.com/card/gpt/131/souls-of-the-faultless Souls of the Faultless]], [[https://scryfall.com/card/gpt/125/pillory-of-the-sleepless Pillory of the Sleepless]], [[https://scryfall.com/card/gpt/102/blind-hunter Blind Hunter]], and of course, ''Gatecrash''[='=]s Extort mechanic.
* DarkIsNotEvil: Plays both this and LightIsNotGood, with the main organization being assholes but with some members like Teysa Karlov being more decent people. Of course, given the nature of the guild, LightIsGood and DarkIsEvil are also present.
** With [[spoiler:Kaya]] now the Guildmaster and their coup resulting in the forgiveness of debts held by spirits, the meta has doubled down on this trope.
* FleshGolem: One of the guild's signature creatures are thrulls, unthinking golems made out of flesh that carry out tasks such as fighting and giving messages for the guild's higher-ups.
* LifeDrain: White is the master of gaining life; black is the master of taking life. Thus, Orzhov is the master of the Lifelink mechanic, as well as other ways to take others' life.
* TheMafia: Undernearth their religious coating, they're ''the'' face of organized crime in Ravnica.
* MalevolentMaskedMen: The thrulls of Orzhov wear faceplates that resemble golden masks.
* MoreTeethThanTheOsmondFamily: Some thrulls have leech-like jaws.
* MyRulesAreNotYourRules: On Ravnica post-Dragon's Maze, the word of the Living Guildpact is law. [[spoiler:The Obzedat has a chamber exempted from the Guildpact's rules, as Teysa discovers in her attempt to overthrow the Obzedat.]] [[spoiler:It doesn't save them from ''Kaya.'']]
* OurGhostsAreDifferent: The Orzhov had a council of ghosts as its leading body.
* OurGargoylesRock: Orzhov gargoyles are carved out of [[SiliconBasedLife living stone]], an incredibly painful process that leaves them [[HellIsThatNoise screaming continuously]] for the rest of their existence
* ReadTheFinePrint: As expected from TheMafia. See [[https://scryfall.com/card/gtc/161/executioners-swing Executioner's Swing]] and [[https://scryfall.com/card/gtc/220/immortal-servitude Immortal Servitude]].
* ReligionOfEvil: The organization that comes closest to it on Ravnica.
* SinisterMinister: Good luck finding one who doesn't look evil.
* SoulPower: Both White and Black are the colors most associated with spirits, so naturally these guys have complete mastery in this type of magic. It's led by ghosts, for crying out loud!
* TeethClenchedTeamwork: A prominent conflict within the guild's philosophy is that it cannot fully integrate White's need for community with Black's compulsion to look out for itself at the expense of others. It ''tries'' to compromise by way of smaller, insular groups, the members of which view the clique as an extension of themselves. But in practice, all that means is that each member wants desperately to rid themselves of the group but can't risk the immediate loss of their power base that would entail, so while the member continues to work towards the group's motivations, nobody actually ''trusts'' anyone.

to:

* AndIMustScream: Failure to [[LoanShark pay off an Orzhov debt]] before one's death results in BlatantLies: For centuries, even the [[OurGhostsAreDifferent soul]] being [[YourSoulIsMine held as]] [[MadeASlave existence of House Dimir was a thrall]] while carefully-guarded secret, and citizens of Ravnica were told that there were only nine guilds. After the body is [[HumanResources repurposed]] in very public defeat of Szadek, the creation cat was out of [[FleshGolem thrulls]]. On paper, they're merely [[BlackmailIsSuchAnUglyWord indentured servants]], the bag and the Dimir's existence became widely known, but service usually [[TimeAbyss lasts as long as the (frequently guild was left weak, leaderless, and disorganized, they ''swear''.
* TheChessmaster: The favored modus operandi of both Szadek and, later, Lazav. House Dimir works behind the scenes, quietly manipulating the other nine guilds.
* DarkIsEvil: A Black-aligned guild thoroughly associated with shadows, and the only one of the guilds of Ravnica to not have a civic purpose or sympathetic characters, something even the ''Rakdos'' have.
** In ''Return to Ravnica'', this is subverted a bit. They are still assassins and knowledge brokers, but without Szadek at their helm, they've
also undead) slavemaster wants it to]].
branched out into running [[{{Irony}} public libraries]] and courier services.
* BatOutOfHell: Bats DarkIsNotEvil: [[spoiler:Despite sharing two of Bolas's colors, they do not ultimately fall under his control and actively work against his machinations despite not knowing who he is.]]
* TheDreaded: Before knowledge of the guild's existence went public, Dimir was the bogey-man of Ravnica. When they were revealed and started to provide public services like the production of libraries, they
are often used still feared for providing less-than-savory services such as fighters by espionage.
* EldritchAbomination: Numerour skittering, tentacled, many-eyed ''[[StarfishAlien things]]'' with
the Orzhov.
* BlackEyesOfEvil: Orzhov's angels have given
Horror creature type make their home in to feelings of cynicism, resulting in pitch black eyes.
* ChurchOfHappyology: Membership in the church revolves heavily around paying "tithes", which is natural given it's a basically one giant crime family.
* CorruptChurch:
Dimir territory and appear on cards with [[PaintingTheMedium Dimir watermarks]]. It's a church on unclear to what degree the outside, a crime organization on Dimir actually control these beings, and to what degree they are just [[SummonBiggerFish dangerous ancient beings the inside.
Dimir have just gotten good at surviving around]].
* DamageOverTime: The core strategy of KnowledgeBroker: House Dimir trades in secrets. Once they formally revealed their existence to the Orzhov is public, this was the "bleeder" deck, which tries face they chose to slow down the game present, offering a network of couriers, spies, and slowly drain the opponent's life away informants for hire. And with cards creatures like psychic vampires and mindleech masses, they often steal knowledge literally.
* MatrixRainingCode: This is apparently how their mind reading magic manifests, as depicted on [[https://scryfall.com/card/grn/193/notion-rain Notion Rain]].
* MilkmanConspiracy: Since its existence was exposed, Dimir has taken great pains to portray itself as a cowed and reformed organization, made up of clerks, shopkeepers, librarians and couriers. That nice barista that serves you coffee just the way you like couldn't ''possibly'' be a superspy capable of rewriting your memories on a whim, that would be ridiculous!
* MindRape[=/=]StupidityInducingAttack: Cards
like [[https://scryfall.com/card/gpt/100/agent-of-masks Agent of Masks]], com/card/rav/234/szadek-lord-of-secrets Szadek]] (the Dimir leader) and [[https://scryfall.com/card/gpt/131/souls-of-the-faultless Souls of com/card/rav/208/glimpse-the-unthinkable Glimpse the Faultless]], [[https://scryfall.com/card/gpt/125/pillory-of-the-sleepless Pillory of the Sleepless]], [[https://scryfall.com/card/gpt/102/blind-hunter Blind Hunter]], and of course, ''Gatecrash''[='=]s Extort mechanic.
* DarkIsNotEvil: Plays both
Unthinkable]] are this and LightIsNotGood, with the main organization being assholes but with some members like Teysa Karlov being more decent people. Of course, given the nature of the guild, LightIsGood and DarkIsEvil are also present.
** With [[spoiler:Kaya]] now the Guildmaster and their coup resulting
in the forgiveness of debts held by spirits, the meta has doubled down on this trope.
spades.
* FleshGolem: One of the guild's signature creatures are thrulls, unthinking golems made out of flesh that carry out tasks such as fighting and giving messages for the guild's higher-ups.
* LifeDrain: White
OnlySaneMan: Dimir is the master of gaining life; black is the master of taking life. Thus, Orzhov is the master of the Lifelink mechanic, as well as other ways to take others' life.
* TheMafia: Undernearth their religious coating,
only guild that isn't violently insane, politically extremist, or suffering from backstabbing over in-guild leadership. Unfortunately, they're ''the'' face of organized crime in Ravnica.
* MalevolentMaskedMen: The thrulls of Orzhov wear faceplates that resemble golden masks.
* MoreTeethThanTheOsmondFamily: Some thrulls have leech-like jaws.
* MyRulesAreNotYourRules: On Ravnica post-Dragon's Maze,
also the word of guild where the Living Guildpact is law. [[spoiler:The Obzedat has a chamber exempted from the Guildpact's rules, as Teysa discovers in her attempt to overthrow the Obzedat.]] [[spoiler:It doesn't save them from ''Kaya.'']]
rather ''[[Film/JamesBond Bond]]''-esque DiabolicalMastermind spawned from.
* OurGhostsAreDifferent: The Orzhov had a council of Their ghosts as its leading body.
* OurGargoylesRock: Orzhov gargoyles
are carved out employed as spies, cutpurses, and assassins.
* OurVampiresAreDifferent: Go after your minds instead
of [[SiliconBasedLife living stone]], an incredibly painful process your blood.
* OutsideContextProblem: The Rakdos are this to them, as keeping secrets is anathema to what the Cult believes. In the ''Guildmaster's Guide to Ravnica'', the Rakdos's view on the Dimir is "There's nothing they can learn by eavesdropping
that leaves we won't shout freely at the top of our lungs." Conversely, the Dimir view on the Rakdos is "Use them [[HellIsThatNoise screaming continuously]] as a distraction, but don't bother with them beyond that."
* SinisterSurveillance: Needless to say, when House Dimir has its eyes on you, "safe" is the very opposite of how you feel.
* TheSneakyGuy: Members of House Dimir are Ravnica's spies, informants, assassins and secret operatives. Their ranks include creatures who fit this theme such as vampires, shapeshifers and small winged faeries.
* SneakySpider: They essentially operate as Ravnica's [[TheSpymaster Spymasters]], {{Knowledge Broker}}s, and {{Professional Killer}}s, and their symbol is a heavily stylized eight-legged spider with a [[SinisterSurveillance single big eye]] on its back. They were, in fact, so sneaky that
for the rest longest time, [[NoSuchAgency most people believed there were only 9 guilds on Ravnica]].
* VoluntaryShapeshifter: House Dimir includes doppelgangers amongst its members, who have the ability to assume the form
of their existence
other people, which comes in handy for a guild of spies, thieves and assassins. Lazav, Szadek's successor, is a doppelganger too. And then there's the Lupuls...
* ReadTheFinePrint: As expected from TheMafia. See TheWormThatWalks: The Lupuls; colony-minded swarms of blue-white flesh-eating worms. They are vulnerable to the powers of a PestController, but are a lot smarter than you'd think; they're also capable of [[YouAreWhoYouEat assuming the forms of other creatures they have devoured]]. One featured in the ''Ravnica'' novel, and the card [[https://scryfall.com/card/gtc/161/executioners-swing Executioner's Swing]] com/card/rav/215/mindleech-mass Mindleech Mass]] depicts a Lupul in the game. The creatures were presumed destroyed, but secretly some survived and [[https://scryfall.com/card/gtc/220/immortal-servitude Immortal Servitude]].
* ReligionOfEvil: The organization that comes closest to it on Ravnica.
* SinisterMinister: Good luck finding one who doesn't look evil.
* SoulPower: Both White and Black are the colors most associated with spirits, so naturally these guys have complete mastery in this type of magic. It's led
were brought into House Dimir by ghosts, for crying out loud!
* TeethClenchedTeamwork: A prominent conflict within the guild's philosophy is that it cannot fully integrate White's need for community with Black's compulsion to look out for itself at the expense of others. It ''tries'' to compromise by way of smaller, insular groups, the members of which view the clique as an extension of themselves. But in practice, all that means is that each member wants desperately to rid themselves of the group but can't risk the immediate loss of their power base that would entail, so while the member continues to work towards the group's motivations, nobody actually ''trusts'' anyone.
Szadek.



[[folder:Izzet League (Blue and Red)]]
[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/izzet_logo.png]]
[[caption-width-right:220:Intellect and Ingenuity]]
->''Enter those with the vision to create and the daring to release their creations.''
-->--'''[[https://scryfall.com/card/rtr/242/izzet-guildgate Izzet Guildgate]]'''

The [[https://magic.wizards.com/en/articles/archive/making-magic/creative-differences-2006-02-27-0 Izzet]] are the most respected scientists and researchers of Ravnica. Most importantly, they are responsible for maintaining and upgrading Ravnica's public utilities such as plumbing, power and heating. They even have exclusive dominion over something called meta-magic (the study of how magic itself functions). Through this, they have the ability called [[https://mtg.fandom.com/wiki/Replicate Replicate]], which allows an instant or sorcery spell to be copied over as many times as a player can pay the mana cost. This combines Blue's knowledge of magic and Red's love for instant gratification, to the point that they usually, to quote a particular [=YouTuber=], "discover what they invent ''after'' inventing it". 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''.

In ''Return to Ravnica'', the Izzet League gained the ability to [[https://mtg.fandom.com/wiki/Overload Overload]] its spells, combining Blue's knowledge and Red's impulsiveness to transform a single-targeted spell into a powerful, widespread one.

In ''Guilds of Ravnica'', their meta-magic skills are now represented by the [[https://mtg.fandom.com/wiki/Jump-start Jump-start]] mechanic, which lets them discard cards in hand to recast previously cast spells.

to:

[[folder:Izzet League (Blue [[folder:Cult of Rakdos (Black and Red)]]
[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/izzet_logo.org/pmwiki/pub/images/rakdos_logo.png]]
[[caption-width-right:220:Intellect [[caption-width-right:220:Laughter and Ingenuity]]
Carnage]]
->''Enter those with the vision to create and the daring to release their creations.indulge your darkest fantasies, for you may never pass this way again.''
-->--'''[[https://scryfall.com/card/rtr/242/izzet-guildgate Izzet com/card/rtr/244/rakdos-guildgate Rakdos Guildgate]]'''

The [[https://magic.wizards.com/en/articles/archive/making-magic/creative-differences-2006-02-27-0 Izzet]] are com/en/articles/archive/making-magic/hedonism-attitude-2006-08-14-0 Cult of Rakdos]] is what you would get if you combined a CircusOfFear with an S&M dungeon in a particle accelerator. For them, the most respected scientists pursuit of pleasure is the highest calling. Led and researchers 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 Ravnica. Most importantly, they are it, and is responsible for maintaining running most entertainment establishments in Ravnica, including nightclubs and upgrading Ravnica's public utilities such as plumbing, power and heating. They even have exclusive dominion over something called meta-magic (the study of circuses. Their hedonistic outlook leads them to care very little about how magic itself functions). Through this, many cards they have the ability called need to discard or creatures they need to sacrifice to do what they want. This is exemplified in their [[https://mtg.fandom.com/wiki/Replicate Replicate]], which allows an instant or sorcery spell to be copied over as many times as a player can pay com/wiki/Hellbent Hellbent]] mechanic -- when you've exhausted all the mana cost. This combines Blue's knowledge of magic and Red's love for instant gratification, cards in your hand, that's just an excuse to the point that they usually, to quote a particular [=YouTuber=], "discover what they invent ''after'' inventing it". party even harder! And by "party" we mean "kill people".

The guild's leader and founder Cult of Rakdos's second keyword 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''.

In ''Return to Ravnica'', the Izzet League gained the ability to
[[https://mtg.fandom.com/wiki/Overload Overload]] com/wiki/Unleash Unleash]], which allows you to send its spells, combining Blue's knowledge and Red's impulsiveness to transform a single-targeted spell own creatures into a powerful, widespread one.

In ''Guilds of Ravnica'', their meta-magic skills are now represented by
reckless rampage, making them stronger at the cost of being unable to block.

The third Rakdos keyword is
[[https://mtg.fandom.com/wiki/Jump-start Jump-start]] mechanic, which lets them discard com/wiki/Spectacle Spectacle]], found in "Ravnica Allegiance". It allows cards in hand to recast previously be cast spells.for a different mana cost if an opponent lost life that turn - sometimes a lower cost, sometimes a higher cost but with additional effects.



* AbsentMindedProfessor: This is the Izzet League's hat, as this archetype represents the most common flaw of the Red/Blue Mana fusion; extremely sharp focus ''when'' focused, but erratic and unpredictable in one's abilities ''to'' focus.
* AttentionDeficitOohShiny: [[http://magic.wizards.com/en/articles/archive/depth-look-izze-hey-look-2006-03-01 An In-Depth Look At The Izze-Hey, Look At That!]]
* CloudCuckoolander: All other Guilds have a goal (even Gruul). The Izzet do crazy stuff [[https://scryfall.com/card/gpt/107/cerebral-vortex like this]] ''to themselves'' [[ItAmusedMe for the lulz]] (and [[ForScience science]]).
* CuriosityIsACrapshoot: Like the Simic, the Izzet fell in large numbers to Phyrexian corruption during Elesh Norn's invasion of Ravnica due to sheer curiosity about the [[TheCorruption Oil]]. Unlike the Simic, though, both their current and former Guildmasters are ''very'' active in the defense of the plane.
* DiscardAndDraw: Izzet has a few cards that let the player draw cards from the deck but then have to discard cards. However, some of their cards actually utilize the discarded cards, such as [[https://scryfall.com/card/grn/178/hypothesizzle Hypothesizzle]] (which converts the discarded card into 4 damage) and the Jump-start mechanic (discarding a card with Jump-start to jump-start another spell actually allows you to cast that card later anyway).
* ElementalEmbodiment: It's no surprise that several of their creatures are elementals, being a [[PlayingWithFire red]] and [[MakingASplash blue]] guild. They also created Weirds, a breed of elementals that [[ElementalFusion combine]] [[OxymoronicBeing two opposing elements]] (example: fire and ice) together into one creature.
* ExactWords: Mentioned in [[https://scryfall.com/card/gpt/132/stitch-in-time Stitch in Time]].
-->Quyzl was told by his mentor to "make more time" for his studies.
* FaceHeelTurn: [[spoiler:Not that they were anything other than mad scientists, but Niv-Mizzet has left and now Bolas controls the guild via [[TheMole Ral]]. Ral, it turns out [[HeelFaceRevolvingDoor had only pretended to betray Niv]] and had been working for him the entire time.]]
%%* ForScience: Their main motivation.
* GadgeteerGenius: They are the primary source of Ravnica's SchizoTech, creating everything from [[SpiderTank Spider Tanks]] to [[LightningGun Lightning Guns]].
* GameplayAndStorySegregation: {{Downplayed}}. Various designers have bemoaned the fact that, despite acting as TheEngineer for nearly all Ravnican technology, the Izzet don't actually have many cards that interact with artifacts.
* TheHeavy: In the ''Return to Ravnica'' set, much of the new hostilities are kicked off by the Izzet retreating from the public eye after redirecting all their efforts towards the search for... ''something''. Not even the Dimir seem to know exactly what. This, naturally, makes all of the other guilds nervous. It is eventually revealed in the final set of the block that this was in order to locate the Implicit Maze and eventually end all the guild struggles on Ravnica by having one member of each guild walk it, ensuring that whoever wins will gain the power to secure one guild's dominance over the others once and for all, which is far preferable to all-out war.
* InsufferableGenius: Niv-Mizzet is known for his incredible knowledge as well as for his unquenchable vanity.
* ItGetsEasier: Leighbet recall his experience euthanizing lab rat back in his day working in lab
* MadScientist: The Azorius has several words to justify this view.
-->'''[[https://scryfall.com/card/rav/135/mindmoil 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''\\
'''[[https://scryfall.com/card/rtr/103/pyroconvergence Pyroconvergence]]''': ''The Izzet are an equation that turns lunacy into explosions. --Leonos, Azorius arbiter''
* MathematiciansAnswer: Implied by the Izzet [[https://scryfall.com/card/dgm/141/izzet-cluestone cluestones]]: "It holds within it an unsolvable riddle. A creative answer yields an invitation to the guild."
* OurMonstersAreWeird: The weirds' forms range from [[https://scryfall.com/card/rtr/211/blistercoil-weird vaguely-humanoid blobs of mercury]], to [[https://scryfall.com/card/dgm/71/fluxcharger winged djinn made out of electricity]].
* OxymoronicBeing: They specialize in creating weirds, entities that combine two opposing elements -- typically a Red element such as fire, lightning or rock and Blue one such as ice, mist or water -- into a single creature.
%%* ProudScholarRace: They're [[MadScientist much more eccentric than most cases]], but still count.%%How?
* ShockAndAwe: Some of their sorcery cards are electric-based attacks.
* SpaceMaster: Their forays into cutting edge magical research often take this form, giving them a near monopoly on time- and space-based magic.
* {{Steampunk}}: As a combination of blue's association with [[MakingASplash water]] and red's association with [[PlayingWithFire fire]], the Izzet often make use of steam-powered machinery; See [[https://scryfall.com/card/rtr/247/steam-vents Steam Vents]] and [[https://scryfall.com/card/gpt/159/izzet-boilerworks Izzet Boilerworks]].
* SquishyWizard: Izzet sorcery and instant spells can turn the tables on the opponent when the Overload cost is payed, but most Izzet creatures are physically weak and are made with spells in mind.
* StuffBlowingUp: The Izzet care about two things: blowing shit up and [[Webcomic/TheOrderOfTheStick arcane power]].
* TimTaylorTechnology: Their Overload mechanic in ''Return to Ravnica'' lets them put more mana into a spell to make it hit ''everything''.

to:

* AbsentMindedProfessor: This is ALighterShadeOfBlack: Ironically, despite the Izzet League's hat, fact they're a AxCrazy, torture happy, BigRedDevil worshipping {{Cult}} made up mostly of serial killers, they're rarely actively trying as this archetype represents a whole to take over or destroy Ravnica itself like the most common flaw other guilds tend to do.
* AlwaysChaoticEvil: They're never shown doing anything but atrocity after atrocity.
** Supposedly, there are some more reasonable members
of the Red/Blue Mana fusion; extremely sharp focus ''when'' focused, guild, it's just we largely only see the ''really'' wild and crazy ones because those tend to be the fighters, who of course are more likely to have relevance in the plot or be shown on the cards.
** Their tendency toward ''chaotic'' evil meant that they were the only guild in the original ''Ravnica'' story that wasn't trying to either conquer or destroy the world. Rakdos even risks his own life to save the entire plane.
* AxCrazy: Almost a requirement to be recruited in Rakdos.
* TheBerserker: Their ''Unleash'' mechanic gives creatures more power and toughness,
but erratic makes them unable to block.
* ChainedByFashion: Rakdos attire usually involves this
and unpredictable in one's abilities ''to'' focus.
* AttentionDeficitOohShiny: [[http://magic.wizards.com/en/articles/archive/depth-look-izze-hey-look-2006-03-01 An In-Depth Look At The Izze-Hey, Look At That!]]
* CloudCuckoolander: All
a lot of other Guilds [[SpikesOfDoom painful]] implements that would hurt the wearer as much as their enemies. And that's not even getting into what the cultists use as weapons!
* CircusOfFear: Their cards
have a goal (even Gruul). The Izzet do crazy stuff circus motif, and the leaders of individual Cult groups are even called "Ringmasters".
* CombatSadomasochist: Perhaps best exemplified by
[[https://scryfall.com/card/gpt/107/cerebral-vortex com/card/dis/38/bond-of-agony Bond of Agony]]. They like this]] ''to themselves'' [[ItAmusedMe torture so much that they'll torture themselves along with their victims. Torture for everybody!
* CutLexLuthorACheck: They make legitimate money as Ravnica's entertainment industry, from circuses to ''cuisine''. Apart from this, they also provide
the lulz]] (and [[ForScience science]]).
* CuriosityIsACrapshoot: Like
manual labor force for Ravnica, by working in, or providing slaves for, the Simic, the Izzet fell in large numbers to Phyrexian corruption during Elesh Norn's invasion mines and workshops.
* DarkIsNotEvil: [[spoiler:Despite being a cult
of Ravnica due to sheer curiosity about the [[TheCorruption Oil]]. Unlike the Simic, though, literal demon-worshippers, and sharing both their current and former Guildmasters colors with Bolas, they are ''very'' active in the defense one of the plane.
* DiscardAndDraw: Izzet has a few cards that let the player draw cards from the deck but then have to discard cards. However, some of their cards actually utilize the discarded cards, such as [[https://scryfall.com/card/grn/178/hypothesizzle Hypothesizzle]] (which converts the discarded card into 4 damage) and the Jump-start mechanic (discarding a card with Jump-start to jump-start another spell actually allows you to cast that card later anyway).
* ElementalEmbodiment: It's no surprise that several of their creatures are elementals, being a [[PlayingWithFire red]] and [[MakingASplash blue]] guild. They also created Weirds, a breed of elementals that [[ElementalFusion combine]] [[OxymoronicBeing two opposing elements]] (example: fire and ice) together into one creature.
* ExactWords: Mentioned in [[https://scryfall.com/card/gpt/132/stitch-in-time Stitch in Time]].
-->Quyzl was told by his mentor to "make more time" for his studies.
* FaceHeelTurn: [[spoiler:Not that they were anything other than mad scientists, but Niv-Mizzet has left and now Bolas controls the guild via [[TheMole Ral]]. Ral, it turns out [[HeelFaceRevolvingDoor had only pretended to betray Niv]] and had been working for him the entire time.
five loyalist guilds.]]
%%* ForScience: Their main motivation.
* GadgeteerGenius: They EvilIsBurningHot: Many Rakdos creatures are either weaponizing fire, or on fire themselves. Rakdos himself takes this into the primary source extreme, because his lair and resting spot is a giant pool of Ravnica's SchizoTech, creating everything from [[SpiderTank Spider Tanks]] to [[LightningGun Lightning Guns]].
* GameplayAndStorySegregation: {{Downplayed}}. Various designers have bemoaned the fact that, despite acting as TheEngineer for nearly all Ravnican technology, the Izzet don't actually have many cards that interact with artifacts.
lava.
* TheHeavy: In AFeteWorseThanDeath: A circus-themed organisation who regularly throw parties where even the ''Return members aren't guaranteed to survive, and the audience's chances are worse.
* ForTheEvulz: A Rakdos will do whatever they want, no matter how atrocious.
* GlassCannon: Most Rakdos creatures are strong attackers and don't need much mana to play, but they tend to have low toughness and if they get a +1/+1 counter via Unleash, they can't block.
* TheHedonist: The Cult of Rakdos is all about pursuing pleasure, no matter the cost.
* ItAmusedMe: Because the Cult believes in pursuing individual desires whatever the cost, they always do whatever amuses or interests them. Even if they don't survive afterwards...
* LifeOfTheParty: ...or rather the "[[TheUndead unlife]] of the party".
-->''"If your ears bleed, it's a party. If your eyes bleed, it's a Rakdos party."''
* MadArtist: They are the center of the Ravnican arts and entertainment industry. Surprisingly, they actually back a lot of reputable establishments! But yeah, if you're looking for the freaky stuff, they've got your number.
* OurDemonsAreDifferent: Rakdos demons are usually inexpensive but powerful fighters, with some exceptions, like Rakdos himself, who has high power and toughness.
* PsychoForHire: One of the reasons Ravnica puts up with this guild's existence is that it provides other guilds with people to do their dirty work. RTR has them settling into an "entertainment industry" niche, [[CutLexLuthorACheck providing additional income]] and [[VillainWithGoodPublicity bolstering their PR]].
* RedAndBlackAndEvilAllOver: The Rakdos are easily one of the most violent and evil guilds. In addition to their mana colors, many cultists wear red-and-black-patterned clothing as part of the circus motif.
* ReligionOfEvil: Well, they are a cult, and they do murder people as part of being a cult.
* TechnicianVsPerformer: The ''Guildmaster's Guide
to Ravnica'' set, much of suggests that the new hostilities are kicked off by Rakdos see the relationship between their guild and the Izzet retreating League as a literal instance of this trope.
-->"Every performance benefits
from prop masters and pyrotechnicians. They can be useful backstage, but they lack the public eye after redirecting all their efforts towards charisma for the search for... ''something''. Not even the Dimir seem to know exactly what. This, naturally, makes all of the other guilds nervous. It is eventually revealed in the final set of the block that this was in order to locate the Implicit Maze and eventually end all the guild struggles on Ravnica by having one member of each guild walk it, ensuring that whoever wins will gain the power to secure one guild's dominance over the others once and for all, which is far preferable to all-out war.
* InsufferableGenius: Niv-Mizzet is known for his incredible knowledge as well as for his unquenchable vanity.
* ItGetsEasier: Leighbet recall his experience euthanizing lab rat back in his day working in lab
* MadScientist: The Azorius has several words to justify this view.
-->'''[[https://scryfall.com/card/rav/135/mindmoil 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''\\
'''[[https://scryfall.com/card/rtr/103/pyroconvergence Pyroconvergence]]''': ''The Izzet are an equation that turns lunacy into explosions. --Leonos, Azorius arbiter''
* MathematiciansAnswer: Implied by the Izzet [[https://scryfall.com/card/dgm/141/izzet-cluestone cluestones]]: "It holds within it an unsolvable riddle. A creative answer yields an invitation to the guild.
spotlight."
* OurMonstersAreWeird: The weirds' forms range from [[https://scryfall.com/card/rtr/211/blistercoil-weird vaguely-humanoid blobs of mercury]], to [[https://scryfall.com/card/dgm/71/fluxcharger winged djinn made out of electricity]].
* OxymoronicBeing: They specialize in creating weirds, entities that combine two opposing elements -- typically a Red element such as fire, lightning or rock and Blue one such as ice, mist or water -- into a single creature.
%%* ProudScholarRace: They're [[MadScientist much
TheSacredDarkness: This is how the more eccentric than most cases]], but still count.%%How?
* ShockAndAwe: Some of
philosophical, less psychotic members view their sorcery cards worship of Rakdos; an acceptance of the inevitability of death and a reminder of others to embrace life whilst they have it, because it won't last forever.
-->''"Rakdos performers do not grow old in the ring," Rinni said. "They go on exactly as long as they
are electric-based attacks.
* SpaceMaster:
meant to. They acquire skills. They acquire scars. Their forays into cutting edge magical research often take this form, giving movements may be hampered, they may slow down, but it is all part of the dance. They play the role they were meant to play. To make people laugh. To remind them a near monopoly on time- how precious and space-based magic.
how fleeting our lives are, no matter how harsh or short. Our lives are a gift."''
* {{Steampunk}}: As a combination of blue's association with [[MakingASplash water]] StrawNihilist: "All ends in obliteration—love in hatred, life in death, and red's association with [[PlayingWithFire fire]], light in empty darkness."
-->-- '''[[https://scryfall.com/card/dis/50/nihilistic-glee Nihilistic Glee]]'''
* TooKinkyToTorture: Sadomasochism is
the Izzet often make use of steam-powered machinery; See [[https://scryfall.com/card/rtr/247/steam-vents Steam Vents]] and [[https://scryfall.com/card/gpt/159/izzet-boilerworks Izzet Boilerworks]].
expected norm for a Cultist.
* SquishyWizard: Izzet sorcery and instant spells can turn the tables on the opponent when the Overload cost is payed, but most Izzet creatures are physically weak and are made with spells in mind.
* StuffBlowingUp: The Izzet care about two things: blowing shit up and [[Webcomic/TheOrderOfTheStick arcane power]].
* TimTaylorTechnology:
TwoFaced: Their Overload mechanic in emblem from ''Return to Ravnica'' lets them put more mana into onward is a spell to make it hit ''everything''.demon's head that's half black and half red.



[[folder:Golgari Swarm (Black and Green)]]
[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/golgari_logo_5.png]]
[[caption-width-right:220:Decay and Rebirth]]
->''Enter those who are starving and sick. You are welcome among the Swarm when the rest of Ravnica rejects you.''
-->--'''[[https://scryfall.com/card/rtr/239/golgari-guildgate Golgari Guildgate]]'''

The Green-Black [[https://magic.wizards.com/en/articles/archive/making-magic/life-and-death-2005-10-24-0 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, [[https://mtg.fandom.com/wiki/Dredge 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.]])

Its second guild mechanic from ''Return to Ravnica'' is [[https://mtg.fandom.com/wiki/Scavenge Scavenge]], which allows the Golgari to combine Black's tendency for using the dead as a resource with Green's love of empowering the living.

In ''Guilds of Ravnica'', their mechanic is ''[[https://mtg.fandom.com/wiki/Undergrowth Undergrowth]]'', which indicates cards that scale in power in proportion to the number of creatures in your graveyard.

to:

[[folder:Golgari Swarm (Black [[folder:Gruul Clans (Red and Green)]]
[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/golgari_logo_5.org/pmwiki/pub/images/gruul_logo.png]]
[[caption-width-right:220:Decay [[caption-width-right:220:Savagery and Rebirth]]
Chaos]]
->''Enter those who are starving and sick. You are welcome among leave the Swarm when the rest shackles of Ravnica rejects you.society behind.''
-->--'''[[https://scryfall.com/card/rtr/239/golgari-guildgate Golgari com/card/gtc/243/gruul-guildgate Gruul Guildgate]]'''

The Green-Black If you fused Conan the Barbarian with the Unabomber in Frankenstien's labratory, the result would probably go on to found the Red-Green [[https://magic.wizards.com/en/articles/archive/making-magic/life-and-death-2005-10-24-0 Golgari Swarm]] has embraced com/en/articles/archive/making-magic/aaaargh-2006-01-30-0 Gruul Clans]]. They're 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 dichotomy wardens 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 wilderness then existent, to keep the city's spread from getting in there. Unfortunately, thanks to the Golgari, a philosophy 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 manifests itself in is why their guild mechanic, mechanic [[https://mtg.fandom.com/wiki/Dredge Dredge]], which allows them to harvest and re-use spells com/wiki/Bloodthirst Bloodthirst]] rewards players who take an active role in the game, actually drawing blood 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 opponents instead of the food for the rest of the plane. ([[MundaneUtility And they always have very good fertilizer.]])

Its
sitting around thinking about it.

The
second guild mechanic from ''Return to Ravnica'' introduced in ''Gatecrash'' is [[https://mtg.fandom.com/wiki/Scavenge Scavenge]], com/wiki/Bloodrush Bloodrush]], which allows the Golgari to combine Black's tendency for using the dead as a resource with mixes Green's love of empowering the living.

In ''Guilds of Ravnica'', their
for huge creatures with Red's love for instant rewards, turning cards in hand into ways to quickly power-up attacking creatures.

The third guild
mechanic from ''Ravnica Allegiance'' is ''[[https://mtg.[[https://mtg.fandom.com/wiki/Undergrowth Undergrowth]]'', which indicates cards that scale in power in proportion to the number of com/wiki/Riot Riot]], allowing creatures in your graveyard.to choose between haste or a +1/+1 counter when they enter the battlefield.



* TheBeastmaster: The Golgari's affinity for Green Mana allows them to tame and control various kinds of animals, which helps them in their farming. Whilst they are most famous for their affinity for [[PestController insects, spiders, rats and other vermin]], any kind of urban creature is feasible; the Golgari Brownscale, for example, is a lizard the size of a rhino.
* BigCreepyCrawlies: Insects the size of carts or the size of small houses are common Golgari creatures. The Kraul are a sapient race of humanoid bugs who tower over normal humanoids.
* BizarreAlienReproduction: Gravid kraul females reproduce by attacking giant invertebrates and implanting their fertilized eggs into the body of this "surrogate". They then leave the surrogate and never go back; some mind-altering chemical injected in the process compels the surrogate to find a safe place and defend itself as the larval kraul hatch and cannibalize its flesh. By the time they pupate, they are fully cognizant, and the surrogate has been reduced to an empty husk of exoskeleton, which the kraul nymphs will use as a shelter. To add to the weirdness, graul think of their dead surrogate as their Mother, and treat its corpse with love and affection, even though they do know that they are not biologically related -- but their biological mother has no interaction with them after laying their eggs. Downplayed, in that whilst the kraul's methodology is odd given their sapient status, it actually is quite common in nature. Its also not mentioned in the original trilogy, implying that only some kraul castes do this.
* CannibalismSuperpower: [[InvertedTrope Inverted]]. Golgari with "scavenge" advertise the ability to have their corpses to essentially bestow as many +1/+1 counters as they had power points when sent to the graveyard to any creature who has basically eaten their dead body.
* ChronicBackstabbingDisorder: Guild leadership in the Golgari is always contested.
* TheCorruptible: The Golgari had their Guildmaster, Vraska, compleated before Norn's invasion had even begun. When Vraska led the invasion of her home plane, she began in the Undercity and converted her own kind first -- compleated Golgari came swarming up from the Undercity and laid waste to the surface.
* DarkIsNotEvil: While in the story the Golgari suffered from ChronicBackstabbingDisorder among their leaders and Savra actually was a pawn in Szadek's plans, the truth is that most Golgari were merely the Ravnican analogue of farmers and were otherwise barely involved with the larger conflict. Eventually, their leader was replaced by a much more decent person, Jarad, who reformed the group's ways alongside his son (albeit with some level of racial bias). Also, they're stated to feed the poor and outcasts and help them.
* FaceHeelTurn: When Vraska is at the helm, and on the wrong end of the HeelFaceRevolvingDoor. They fall under Bolas's influence during the ''Guilds of Ravnica'' storyline, and are the Guild most thoroughly compromised by Phyrexian influence during ''March of the Machine''.
* FantasticRacism: As stated in Vraska's backstories on the Wizards of the Coast website, the Golgari may be the bottom of the barrel as far as the rest of Ravnica is concerned, but even they have an internal pecking order. Most notably, gorgons are treated as {{Living Weapon}}s, expected to shut up and stay away from people until they're needed to fight, and the Kraul (necromancer-priest bug-people) are treated as little better than the non-sapient bugs they herd by Jarad's elves. This leads to the Kraul's plans to rebel against Jarad in the story [[https://magic.wizards.com/en/articles/archive/magic-story/pride-kraul-2017-05-31 Pride of the Kraul]]. In fact, this has been implied as far back as the original trilogy, with the Gorgon Sisters taking over due to gorgons being second class citizens; [[FullCircleRevolution under their rule, Devkarin elves became the oppressed, and they went right back to oppressing gorgons when Jarad dethroned the Gorgon Sisters]]..
* GardenOfEvil: The rot-farms and dripping jungles; sinister places full of FungusHumongous, parasites, zombies, bugs and other Golgari-spawned nasties.
* GreenThumb: Due to their connection with Green Mana, Golgari mages often have the ability to magically manipulate plants, from encouraging them to grow at insanely fast paces to transforming them into [[WhenTreesAttack aggressive predators in their own right]]. However, due to their connection to Black Mana, Golgari tend to eschew the traditional form of this magic for a specialist variant based on [[FesteringFungus fungi, lichen, mold, and moss]].
* HumanResources: Their ability [[CannibalismSuperpower "Scav]][[LetsMeetTheMeat enge"]], as [[ImpliedTrope implied]] in their official [[http://youtu.be/kZ0YMjIsRWU R&D video.]]
-->'''Brady Dommermuth:''' The Golgari have an important function in Ravnica. They take care of the dead, in their own way, and they provide food for the poor. [[FridgeHorror What is]] [[HumanResources that food]] [[{{Squick}} made out of?]] [[YouDoNotWantToKnow That's not to ask. That's Golgari business!]]
* LetsMeetTheMeat: The fact that many Golgari creatures fully know they will be eaten in time is brought up in various sources.
* MakeThemRot: Given the Golgari's magic is a mixture of Black and Green, they have a natural affinity for inducing rapid decay in others. They even have an associated spell called Abrupt Decay, which requires a mixture of Green and Black Mana to be cast.
* MeaningfulName: Golgari is derived from Golgotha.
* {{Medusa}}: Ravnican medusae - or "gorgons", in the game's parlance - are exclusively found amongst the ranks of the Golgari. Little is known about them, save for a few hints presented here and there, and mostly deduced from the backstory of Vraska, a Ravnican gorgon planeswalker. Unlike the [[SnakePeople serpent-bodied]] gorgons on other planes, such as Theros, Ravnican gorgons are scaly-skinned bipeds, who have [[PrehensileHair at least partially prehensile manes of tentacle-like serpent tails]] instead of the traditional hissing snakes heads. They're also subject to FantasticRacism, as their petrifying gaze (which they can turn on and off, but which functions indiscriminately when on) manages to intimidate even other Golgari, so they're treated as little more than living weapons.
* MushroomMan: The Golgari make heavy use of Saprolings, humanoid fungi that they cultivate from corpses. They even have a card based on this practice, called ''Golgari Germination''.
* {{Necromancer}}: The Golgari combines green's control of life with black's control of death, making a guild full of these. Because of this unusual combination of Mana, Golgari zombies are often animated by infestations of vermin or fungus instead of simply being animated by magical energy itself.
* NightOfTheLivingMooks: They're not the only faction that makes use of zombies, but they get a particular focus on it.
* OurLichesAreDifferent: Some of them are liches of the corpse-possession variety, including the guild's leader Jarad.
* OurZombiesAreDifferent: Let's see... [[PlantPerson plant Zombies]]... [[BigCreepyCrawlies insect zombies]]... [[OurElvesAreDifferent Elf zombies]]... the list doesn't end there...
* SwampsAreEvil: In a sense, at least. Being that Ravnica is a CityPlanet, it doesn't have "real" swamps. However, the Golari tend to live in the {{Absurdly Spacious Sewer}}s of Ravnica, where they exploit the abundant moisture to grow dense mats of fungus, mold, moss and lichen, which gives them a very "swampy" feel. Why do they do this? Because they're a Black Mana-aligned Guild, and swamps are associated with Black Mana. The trope is zigzagged in that these "rot farms" are a vital resource for food and pharmaceuticals to the denizens of Ravnica.
* WeHaveReserves: Understandable when your combatants consist of [[NightOfTheLivingMooks zombies]], [[BigCreepyCrawlies bugs]], and [[BreadEggsBreadedEggs zombie bugs]].

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* AnarchyIsChaos: They're essentially Ravnica's equivalent of anarchists with the ultimate goal of destroying civilization and returning the world to its natural state, where only savagery and the law of the wild matters.
* AuthorityEqualsAsskicking: The Gruul are not much for order or a proper hierarchy, and leadership of a clan usually falls to the strongest, biggest and angriest of the bunch.
* BarbarianHero: This is the hat of the Gruul as a whole, as its humanoid members are invariably physically powerful "primitives" who shun the civilization of the rest of Ravnica.
* BarbarianTribe: The Gruul are a loose coalition of clans and tribes whose lifestyle chiefly consists of taking over an area, pillaging it for all it's worth, and squatting in the ruins until all resources are exhausted, at which point they move to a new area and repeat the process.
* TheBeastmaster: As a Green-affiliated faction, they make heavy use of all kinds of beasts, monsters and animals.
* ChaoticStupid:
The Golgari's affinity for Orzhov Syndicate sees them this way.
-->'''Teysa:''' ''(regarding [[https://scryfall.com/card/gpt/103/borborygmos Borborygmos]])'' It's easy to see why those Gruul dirtbags follow him -- the only orders he gives are "[[https://scryfall.com/card/gpt/139/wreak-havoc Crush them!]]" and "[[https://scryfall.com/card/dis/90/protean-hulk We eat!]]"
* DishingOutDirt: Several of their cards have flavor text related to the ground and/or uses land cards to attack.
* DontThinkFeel:
Green Mana allows them to tame is instinct, Red Mana is emotion. Naturally, a Guild based on the fusion of the two is not much for long-term thought and control various kinds strategy. Deconstructed, as this is called out as one of animals, which helps them the Gruul's biggest weaknesses.
* EcoTerrorist: The purpose of the Gruul clans, as defined by the guildpact, is to preserve the wild places of Ravnica and keep civilisation in check. As Ravnica has expanded, and the Gruul have found themselves marginalised and forced to squat in the city's rubble-belts, they now seek to bring down Ravnican civilisation and restore the wilderness to what it once was.
* TheEndOfTheWorldAsWeKnowIt: The Gruul believe
in their farming. Whilst they own version of the apocalypse called ''The End-Raze'', during which their boar-god, Illharg the Raze-Boar, will awaken and raze the entire city of Ravnica into dust and reclaim the world for nature. [[spoiler:Domri ascending to the position of leader of the Gruul Clans and the growing unrest between the guilds as of ''Ravnica Allegiance'' are most famous seen as SignsOfTheEndTimes.]]
* FullBoarAction: They worship a boar-god, adorn themselves with tusks and boarskulls, have several boar-themed spells and frequently use them as mounts and beasts of war. [[spoiler:With Domri's ascension to leader of the Burning Tree and unofficial guildleader, this motif has become extremely prevalent, to the point Domri is seen as the one heralding in the return of their boar-god.]]
* HandicappedBadass: The Scab Clan is exclusively made up of these, as all its members have been maimed, tortured, crippled and mutilated by the organizations of civilization. They're notable for cooperating with each other to make up
for their affinity physical deficiencies, and for [[PestController insects, spiders, rats being the single most violent clan amongst the Gruul.
* LargeAndInCharge: Borborygmos, the unofficial leader of the Gruul.
* MeaningfulName: Borborygmos is derived from borborygmus, which is the growling
and rumbling noises that one's stomach and intestines make.
* NamedAfterTheInjury: The Scab Clan exclusively recruits {{Handicapped Badass}}es from those who have been maimed, crippled or tortured by the
other vermin]], any kind of urban creature is feasible; the Golgari Brownscale, for example, guilds. Their leader is a lizard the size of a rhino.
* BigCreepyCrawlies: Insects the size of carts or the size of small houses are common Golgari creatures. The Kraul are a sapient race of humanoid bugs who tower over normal humanoids.
* BizarreAlienReproduction: Gravid kraul females reproduce by attacking
giant invertebrates and implanting their fertilized eggs into the body of this "surrogate". They then leave the surrogate and never go back; some mind-altering chemical injected in the process compels the surrogate to find a safe place and defend itself as the larval kraul hatch and cannibalize its flesh. By the time they pupate, they are fully cognizant, and the surrogate has been reduced to an empty husk of exoskeleton, which the kraul nymphs will use as a shelter. To add to the weirdness, graul think called Narbulg Nine-Fingers.
* NatureIsNotNice: One
of their dead surrogate as their Mother, and treat its corpse with love and affection, even though core beliefs. Also the source of much contempt for the Selesnyans, who they do know that they are not biologically related -- but their biological mother has no interaction with them after laying their eggs. Downplayed, believe revere an idealized and domesticated version of nature.
--> "The Selesnya would coddle a wolf, teach it to fetch sticks, and call it a dog. We prefer to starve the wolf, let it hunt for its food, and make it a stronger wolf."
* ProudWarriorRaceGuy: As Red/Green Mana hybrids, the Gruul take great pride
in that embracing the natural cycle of predator and prey, whilst striving to become the kraul's methodology is odd given their sapient status, it actually is quite common in nature. Its also not mentioned greatest predators in the original trilogy, implying that only some kraul castes do this.
world.
* CannibalismSuperpower: [[InvertedTrope Inverted]]. Golgari with "scavenge" advertise TheQuincyPunk: Reinvented as such for the ability to have their corpses to essentially bestow as many +1/+1 counters as they had power points when sent to the graveyard to any creature who has basically eaten their dead body.
* ChronicBackstabbingDisorder: Guild leadership in the Golgari is always contested.
* TheCorruptible: The Golgari had their Guildmaster, Vraska, compleated before Norn's invasion had even begun. When Vraska led the invasion of her home plane, she began in the Undercity and converted her own kind first -- compleated Golgari came swarming up from the Undercity and laid waste to the surface.
* DarkIsNotEvil: While in the story the Golgari suffered from ChronicBackstabbingDisorder among their leaders and Savra actually was a pawn in Szadek's plans, the truth is that most Golgari were merely the Ravnican analogue of farmers and were otherwise barely involved with the larger conflict. Eventually, their leader was replaced by a much more decent person, Jarad, who reformed the group's ways alongside his son (albeit with some level of racial bias). Also, they're stated to feed the poor and outcasts and help them.
* FaceHeelTurn: When Vraska is at the helm, and on the wrong end of the HeelFaceRevolvingDoor. They fall under Bolas's influence during the ''Guilds of Ravnica''
new Ravnica storyline, fitting their anarcho-primitivist leanings. They even got Cockney accents.
* SkeletonsInTheCoatCloset: Since they shun man-made materials, they commonly craft weapons
and armor from bone.
* SlaveRace: How the Orzhov Syndicate think of them.
* WhenAllYouHaveIsAHammer: They
are really good at smashing stuff, so that's pretty much how they solve all of their problems.
* WhosLaughingNow: This is
the Guild most thoroughly compromised by Phyrexian influence during ''March main reason why the Gruul Clans are so violent. The guild was originally created to protect the environment of Ravnica, but after it was destroyed save for a few pockets of wild for the sake of city expansion, the members of the Machine''.
* FantasticRacism: As stated in Vraska's backstories on the Wizards of the Coast website, the Golgari may be the bottom of the barrel as far as the rest of Ravnica is concerned, but even they have an internal pecking order. Most notably, gorgons
guild were no longer treated like citizens and instead are treated as {{Living Weapon}}s, expected slaves. This made the Gruul Clans vengeful towards anything that has to shut up do with Ravnican civilization, and stay away from they aren't above raiding and destroying the city to reclaim land for the wild.
* WoobieDestroyerOfWorlds: Their ancestral homes destroyed, their purpose usurped by political rivals, their
people until they're needed to fight, and enslaved or exploited, the Kraul (necromancer-priest bug-people) are treated guild as little better a whole globally reviled (moreso than the non-sapient bugs they herd by Jarad's elves. This leads to the Kraul's plans to rebel against Jarad psychotic murder cult); a lesser guild would have been rendered [[DespairEventHorizon despondent]]. The Gruul are ''furious.''
* WorthyOpponent: As revealed
in the story [[https://magic.wizards.com/en/articles/archive/magic-story/pride-kraul-2017-05-31 Pride of com/en/articles/archive/planeswalkers-guide-gatecrash-part-2-2012-12-12 Planeswalker's Guide to Gatecrash]], they respect the Kraul]]. In fact, this has been implied as far back as Boros League's fighting prowess.
-->'''On
the original trilogy, with Boros:''' "We respect the Gorgon Sisters taking over due to gorgons being second class citizens; [[FullCircleRevolution under Boros! So their rule, Devkarin elves became the oppressed, and they went right back to oppressing gorgons when Jarad dethroned the Gorgon Sisters]]..
* GardenOfEvil: The rot-farms and dripping jungles; sinister places full of FungusHumongous, parasites, zombies, bugs and other Golgari-spawned nasties.
* GreenThumb: Due to their connection with Green Mana, Golgari mages often have the ability to magically manipulate plants, from encouraging them to grow at insanely fast paces to transforming them into [[WhenTreesAttack aggressive predators in their own right]]. However, due to their connection to Black Mana, Golgari tend to eschew the traditional form of this magic for a specialist variant based on [[FesteringFungus fungi, lichen, mold, and moss]].
* HumanResources: Their ability [[CannibalismSuperpower "Scav]][[LetsMeetTheMeat enge"]], as [[ImpliedTrope implied]] in their official [[http://youtu.be/kZ0YMjIsRWU R&D video.]]
-->'''Brady Dommermuth:''' The Golgari have an important function in Ravnica. They take care of the dead, in their own way, and they provide food for the poor. [[FridgeHorror What is]] [[HumanResources that food]] [[{{Squick}} made out of?]] [[YouDoNotWantToKnow That's not to ask. That's Golgari business!]]
* LetsMeetTheMeat: The fact that many Golgari creatures fully know they will be eaten in time is brought up in various sources.
* MakeThemRot: Given the Golgari's magic is a mixture of Black and Green, they have a natural affinity for inducing rapid decay in others. They even have an associated spell called Abrupt Decay, which requires a mixture of Green and Black Mana to be cast.
* MeaningfulName: Golgari is derived from Golgotha.
* {{Medusa}}: Ravnican medusae - or "gorgons", in the game's parlance - are exclusively found amongst the ranks of the Golgari. Little is known about them, save for a few hints presented here and there, and mostly deduced from the backstory of Vraska, a Ravnican gorgon planeswalker. Unlike the [[SnakePeople serpent-bodied]] gorgons on other planes, such as Theros, Ravnican gorgons are scaly-skinned bipeds, who have [[PrehensileHair at least partially prehensile manes of tentacle-like serpent tails]]
heads adorn our pikes instead of plugging the traditional hissing snakes heads. They're also subject to FantasticRacism, as their petrifying gaze (which they can turn on and off, but which functions indiscriminately when on) manages to intimidate even other Golgari, so they're treated as little more than living weapons.
gutters."
* MushroomMan: The Golgari make heavy use YourTerroristsAreOurFreedomFighters: Seen by most of Saprolings, humanoid fungi that they cultivate from corpses. They even have a card based on this practice, called ''Golgari Germination''.
* {{Necromancer}}: The Golgari combines green's control of life with black's control of death, making a guild full of these. Because of this unusual combination of Mana, Golgari zombies are often animated by infestations of vermin or fungus instead of simply being animated by magical energy itself.
* NightOfTheLivingMooks: They're not the only faction that makes use of zombies, but they get a particular focus on it.
* OurLichesAreDifferent: Some of them are liches of the corpse-possession variety, including the guild's leader Jarad.
* OurZombiesAreDifferent: Let's see... [[PlantPerson plant Zombies]]... [[BigCreepyCrawlies insect zombies]]... [[OurElvesAreDifferent Elf zombies]]... the list doesn't end there...
* SwampsAreEvil: In a sense, at least. Being that
Ravnica is a CityPlanet, it doesn't have "real" swamps. However, the Golari tend to live in the {{Absurdly Spacious Sewer}}s of Ravnica, where they exploit the abundant moisture to grow dense mats of fungus, mold, moss as simple barbarians, brutes and lichen, which gives them a very "swampy" feel. Why do they do this? Because they're a Black Mana-aligned Guild, and swamps are associated with Black Mana. The trope is zigzagged in savages that these "rot farms" are a vital resource for food only want to mindlessly destroy. The Gruul themselves naturally don't share this view, and pharmaceuticals to see it as rising up against their oppressors, enslavers and restoring the denizens of Ravnica.
* WeHaveReserves: Understandable when your combatants consist of [[NightOfTheLivingMooks zombies]], [[BigCreepyCrawlies bugs]], and [[BreadEggsBreadedEggs zombie bugs]].
world to its natural state by destroying civilization so that the wilderness can return.



[[folder:Boros Legion (Red and White)]]
[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/boros_logo.png]]
[[caption-width-right:220:Peace and Justice]]
->''Enter with merciful hearts. Exit with battle cries.''
-->--'''[[https://scryfall.com/card/gtc/239/boros-guildgate Boros Guildgate]]'''

The [[https://magic.wizards.com/en/articles/archive/making-magic/disorderly-conduct-2005-12-05-0 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, [[https://mtg.fandom.com/wiki/Radiance Radiance]]. Through it, the guild can affect everyone/everything that shares a color with the target.

In ''Gatecrash'', under the guidance of their new guild leader, the Boros Legion takes a much more active role on the battlefield with a focus on amassing huge armies to defend their ideals, which translates to their new mechanic ''[[https://mtg.fandom.com/wiki/Battalion Battalion]]'', which rewards you whenever the creature with Battalion and at least two other creatures attack.

In ''Guilds Of Ravnica'', the Boros have a focus on training up their members to prepare for whatever may come. This is represented by the [[https://mtg.fandom.com/wiki/Mentor Mentor]] mechanic, which allows creatures with Mentor to put +1/+1 counters on creatures with lesser power.

to:

[[folder:Boros Legion (Red [[folder:Selesnya Conclave (Green and White)]]
[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/boros_logo.org/pmwiki/pub/images/selesnya_logo.png]]
[[caption-width-right:220:Peace [[caption-width-right:220:Unity and Justice]]
Harmony]]
->''Enter with merciful hearts. Exit with battle cries.and rejoice! The Conclave stands united, open to one and all.''
-->--'''[[https://scryfall.com/card/gtc/239/boros-guildgate Boros com/card/rtr/246/selesnya-guildgate Selesnya Guildgate]]'''

The [[https://magic.wizards.com/en/articles/archive/making-magic/disorderly-conduct-2005-12-05-0 Boros Legion]] are responsible for much of com/en/articles/archive/making-magic/group-think-2005-10-03-0 Conclave]] loves to help one another. An all-encompassing nature-based religion, 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 Selesnya Conclave dedicates itself to the law, they have to go by renewal of Ravnica's wild places and the rule "if it affects one, it affects all". And so, like modern law, they will arrest spiritual enrichment of its citizens. However, the bright and execute anything they see as friendly face the guild puts on belies a danger, and empower anything they see as helpful (regardless of what power structure that being is fighting for). This is reflected in relentlessly crushes heresy and insubordination, and many of its followers can be safely be considered "brainwashed". In the original Ravnica block, their guild mechanic, mechanic was the ability [[https://mtg.fandom.com/wiki/Radiance Radiance]]. Through it, com/wiki/Convoke Convoke]], which allows creatures to help players cast spells by reducing the guild can affect everyone/everything that shares cost of a spell with Convoke by one mana of a creature's color with the target.

In ''Gatecrash'', under the guidance of
for each creature tapped when casting it. This returns as their new guild leader, the Boros Legion takes a much more active role on the battlefield with a focus on amassing huge armies to defend their ideals, which translates to their new mechanic ''[[https://mtg.for ''Guilds of Ravnica''.

In ''Return to Ravnica'', they gained the [[https://mtg.
fandom.com/wiki/Battalion Battalion]]'', which rewards you whenever the creature with Battalion and at least two other creatures attack.

In ''Guilds Of Ravnica'', the Boros have a focus on training up their members to prepare for whatever may come. This is represented by the [[https://mtg.fandom.com/wiki/Mentor Mentor]]
com/wiki/Populate Populate]] mechanic, which allows creatures with Mentor them to put +1/+1 counters on creatures with lesser power.copy creature tokens to swell their ranks.



* AlwaysGetsHisMan: Agrus Kos will do anything it takes to bring someone to justice.
* AntiHero: Even if they're a guild of WellIntentionedExtremist [[KnightTemplar Knight Templars]], they're the closest Ravnica has to a police force/military, and their goals in mind is to protect the weak from being exploited. The fact that there are frequent in-group conflicts doesn't help their image.
* BadassArmy: The Boros Legion is the closest thing to an official military in Ravnica, and as such will stand up to anything the plane throws at them, from demon-worshipping murderous thrill-seekers to zombie plagues to giant monsters to ravening tribes of cannibals.
* CowboyCop: The CowboyCop to the Azorius's ByTheBookCop.
* TheCavalryArrivesLate: PlayedForDrama at the end of ''Ravnica'', when [[spoiler:the Dimir and Golgari team up to try and take over the world]], Sunhome and all the angels [[spoiler:mysteriously disappear]], and aren't seen again until [[spoiler:the end of ''Guildpact''. [[ColonyDrop Crashing into Prahv]]]].
* HeWhoFightsMonsters: Their means to prevent guild warfare? [[StartXToStopX Creating guild warfare]].
* HeroWithAnFInGood: See the above, although this is a bit [[DownplayedTrope downplayed by comparison]]. The Boros are generally ''very'' good at their job at preventing civilian casualties, but it's their [[KnightTemplar extreme passion for justice]] that makes them appear little better than the rest of the Guilds, regardless of their [[WellIntentionedExtremist well-founded ideals]].
* KnightTemplar: Among other things, they are excessively violent and several members in the original trilogy are perfectly fine with the idea of a {{police state}}. As a matter of fact, they're the most notorious of the White-aligned guilds in this regard; due to Red's [[TheMcCoy driven sense of emotions]], this ends up leading to Boros being [[TautologicalTemplar excessively antagonistic and self-righteous about their ideals]]. Their new leader Aurelia has even gone overboard enough [[EvenEvilHasStandards that some angels within the Boros have decided to quit and go aid the Gateless instead]].
* LightEmUp: Less common than the [[PlayingWithFire Fire]] and [[ShockAndAwe Lightning]], but light-based attack spells are part of the Boros' arsenal of offensive magic.
* LightIsNotGood: The guild is half-white, but can overtly be violent and hypocritical. While it's debatable whether or not they're the ''worst'' example of the White-aligned guilds on a moral basis (since the Orzhov Syndicate exists and all), they're easily the most notorious examples of [[KnightTemplar Knight Templars]] in the setting. At least as of the ''Return To Ravnica'' set, their new incarnation are basically an army of vigilante ''mercenaries'', and dubbed by the Azorius as "their worst enemy" when they're in bad terms.
* MySpeciesDothProtestTooMuch: Feather, one of the protagonists from the original Ravnica trilogy, was pretty much the most compassionate and sane angel "on-screen". She was briefly the leader of the guild, before being overthrown by the far more warlike Aurelia. It goes without saying that [[GreyAndGreyMorality all guilds have good apples amongst the bad ones]], but like any other guild, the Boros Legion is more than capable of producing genuine heroes like [[KnightInSourArmor Agrus Kos]], who represents the best of the Legion's ideals.
* OurAngelsAreDifferent: The Boros's angels act as the guild's leaders and are always hungry for warfare in the name of justice.
* PlayingWithFire: A lot of their cards have a fire motif.
* PoliceBrutality: On their absolute worst days, they're little better than thugs dressed as police officers. Many FantasticRacism statements from the original trilogy come from them, and lately their own internal prejudices have been revealed.
* ShockAndAwe: Several of the more iconic Boros burn spells marry White's love of light and Red's long-standing dominion over lightning.
* WellIntentionedExtremist: For all their religious zealotry and militant leaders, they still hold true to the core philosophy of any Red/White deck (Nobilis of War aside): the upholding of justice and fairness. Many Legionnaires genuinely want to keep the peace and protect the weak from the strong, even if they do a [[HeroWithAnFInGood pretty]] [[KnightTemplar poor]] [[HeWhoFightsMonsters job]] in conveying those ideals.

to:

* AlwaysGetsHisMan: Agrus Kos will AssimilationPlot: The Conclave's ultimate goal is to reduce the entire world - plants, animals and sapient beings alike - into a singular hive-minded collective organism, where any individual is merely a cog in the greater machine that is the world itself, and ultimately replaceable.
* BrainwashingForTheGreaterGood: Oh yes. The Song of the Conclave was an outright plane-wide brainwashing spell, making the Gateless more docile, which, once the spell was broken, led them to lynch the Selesnyans. Their new incarnations presumably still
do anything things of the sort, but they've learned their lesson.
* CorruptChurch: Always a religious commune with the intent of spreading peace and harmony, at some point in their history they've converted with a brainwashing cult, their song keeping the masses docile and killing dissenters via their "quietmen". They seemingly grew out of
it takes to bring someone to justice.
* AntiHero: Even if
by their second return, though they're a guild of WellIntentionedExtremist [[KnightTemplar Knight Templars]], they're hypocritical and willing to sacrifice the closest lives of lower-ranking members for the greater good.
* CrystalSpiresAndTogas: Special emphasis on the ''[[CrystallineCreature crystal]]'' part [[ArtEvolution in original
Ravnica has to a police force/military, and their goals in mind is to protect the weak from being exploited. The fact that there are frequent in-group conflicts doesn't help their image.
* BadassArmy: The Boros Legion is the closest thing to an official military in Ravnica, and as such will stand up to anything the plane throws at them, from demon-worshipping murderous thrill-seekers to zombie plagues to giant monsters to ravening tribes of cannibals.
* CowboyCop: The CowboyCop to the Azorius's ByTheBookCop.
* TheCavalryArrivesLate: PlayedForDrama at the end of ''Ravnica'', when [[spoiler:the Dimir and Golgari team up to try and take over the world]], Sunhome and all the angels [[spoiler:mysteriously disappear]], and aren't seen again until [[spoiler:the end of ''Guildpact''. [[ColonyDrop Crashing into Prahv]]]].
* HeWhoFightsMonsters: Their means to prevent guild warfare? [[StartXToStopX Creating guild warfare]].
* HeroWithAnFInGood: See the above,
block]], although the casual dress and architecture of the Conclave still echoes this is trope.
* TheEvilsOfFreeWill: As
a bit [[DownplayedTrope downplayed by comparison]]. result of combining green mana's focus on instinct over thought and white mana's focus on community over individuality, the Selesnya Conclave has come to the belief that individual personalities are one of the blights that they must cure.
* GardenOfEvil: Zigzagged. At first glance, the peaceful gardens and orchards of the Conclave seem paradisaical, with myriad races living in perfect harmony with each other, and with the plants and animals likewise considered part of the greater community. Get on the Worldsoul's bad side, however, and every single creature in the location will immediately turn on you and attack you with suicidal zeal, mindlessly giving their lives to either bring you down or delay you until some of the Conclave's bigger nasties - like the ElementalEmbodiment of the garden itself - can arrive to destroy you.
* GreenThumb: Not surprising, considering it's a green guild.
* HiveMind: All the members of the Conclave can hear its song in their heads.
* HonorableElephant:
The Boros guild is home to the majority of Ravnica's [[BeastMan loxodon]] population, and are generally ''very'' good at their job at preventing civilian casualties, but it's their [[KnightTemplar extreme passion for justice]] that makes them appear little better than the rest of the Guilds, regardless of their [[WellIntentionedExtremist well-founded ideals]].
* KnightTemplar: Among other things, they are excessively violent and several members in the original trilogy are perfectly fine with the idea of a {{police state}}. As a matter of fact, they're the most notorious of the White-aligned guilds in this regard; due to Red's [[TheMcCoy driven sense of emotions]], this ends up leading to Boros being [[TautologicalTemplar excessively antagonistic and self-righteous about their ideals]]. Their new leader Aurelia has even gone overboard enough [[EvenEvilHasStandards that some angels within the Boros have decided to quit and go aid the Gateless instead]].
* LightEmUp: Less common than the [[PlayingWithFire Fire]] and [[ShockAndAwe Lightning]], but light-based attack spells are part of the Boros' arsenal of offensive magic.
GentleGiant persuasion.
* LightIsNotGood: The guild is half-white, but can overtly be violent Notice a pattern yet? Although white and hypocritical. While it's debatable whether or not they're green are the ''worst'' example of the White-aligned guilds on a moral basis (since the Orzhov Syndicate exists and all), they're easily the most notorious examples of [[KnightTemplar Knight Templars]] in the setting. At least as of the ''Return To Ravnica'' set, their new incarnation are basically an army of vigilante ''mercenaries'', and dubbed by the Azorius as "their stereotypically "good color" combination, Selesnya at its worst enemy" when they're in bad terms.
* MySpeciesDothProtestTooMuch: Feather, one of the protagonists from the original Ravnica trilogy, was pretty much the most compassionate and sane angel "on-screen". She was briefly the leader of the guild, before being overthrown by the far more warlike Aurelia. It goes without saying that [[GreyAndGreyMorality all guilds have good apples amongst the bad ones]], but like any other guild, the Boros Legion
is more than capable of producing genuine heroes like [[KnightInSourArmor Agrus Kos]], who represents the best of the Legion's ideals.
* OurAngelsAreDifferent: The Boros's angels act as
willing to create a WorldOfSilence.
** LightIsGood: [[spoiler:Despite
the guild's leaders shady history of attempting to assimilate Ravnica into massive garden with one mind, they ultimately do not fall into Bolas' machinations, and in fact are among the first of the guilds to join the fight for Ravnica in ''War of the Spark''.]]
* MultipleHeadCase: Trostani is a three-headed dryad.
* TheNeedsOfTheMany: The core philosophy that both Green Mana and White Mana share is a focus on the safety and sanctity of the group rather than the individual. As a fusion of both mana types, the Conclave thoroughly believes in doing good, but defines "good" as "benefits the greater group".
* OurCentaursAreDifferent: Centaurs that are in this guild tend to be healers and warriors.
* OurElvesAreDifferent: A good portion of the guild is made out of elves.
* PathOfInspiration: Ostensibly; while well-intentioned, they still reduce or outright demolish individuality
and are always hungry for warfare in the name of justice.
* PlayingWithFire: A lot of
rather hypocritical about their cards have a fire motif.
means and goals.
* PoliceBrutality: On their absolute worst days, they're little better than thugs dressed as police officers. Many FantasticRacism statements from SelfDuplication: The Populate mechanic creates copies of creature tokens that are on the original trilogy come from them, playing field.
* WeHaveReserves: Their rather {{hypocrit|e}}ical battle strategy is to line up lots
and lately their own internal prejudices have been revealed.
* ShockAndAwe: Several
lots of the more iconic Boros burn spells marry White's love of light foot soldiers and Red's long-standing dominion over lightning.
let them die to buy time to summon larger elementals.
* WellIntentionedExtremist: For all To achieve their religious zealotry and militant leaders, AssimilationPlot, they still hold true to the core philosophy of any Red/White deck (Nobilis of War aside): the upholding of justice brainwash, indoctrinate and fairness. Many Legionnaires genuinely want to keep the peace murder. Why? Because they believe that this will ultimately create a utopia in which there will no longer be suffering, sorrow, or need, and protect the weak from the strong, even if to that end, whatever they do a [[HeroWithAnFInGood pretty]] [[KnightTemplar poor]] [[HeWhoFightsMonsters job]] in conveying those ideals.is justified. Especially since, by their own beliefs, individuality isn't anything to get excited about anyway.



[[folder:Simic Combine (Green and Blue)]]
[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/simic_logo.png]]
[[caption-width-right:220:Evolution and Growth]]
->''Enter and comprehend the perfection of orchestrated life.''
-->--'''[[https://scryfall.com/card/gtc/246/simic-guildgate Simic Guildgate]]'''

The [[https://magic.wizards.com/en/articles/archive/making-magic/improving-upon-nature-2006-05-22 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, [[https://mtg.fandom.com/wiki/Graft 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.

As of ''Return to Ravnica'', the Simic returned to their druidic roots, embracing long lost holism. This also translates to their new keyword: Members of the Simic Combine can now [[https://mtg.fandom.com/wiki/Evolve Evolve]], strengthening themselves whenever another stronger ally enters the battlefield, demonstrating Green's love of life instead of Blue's detachment, like their old mechanic did.

Their ''Ravnica Allegiance'' mechanic, [[https://mtg.fandom.com/wiki/Adapt Adapt]], is a tweak on the "monstrosity" mechanic from Theros block, allowing Simic creatures to gain +1/+1 counters - but only if they don't have any such counters on them at present. Since the Simic also have effects allowing them to remove +1/+1 counters for various effects, adapt allows them to constantly grow to fit the situation.

On a more mundane level, the Simic Combine is also responsible for providing most of Ravnica's non-magical medicine and healthcare.

to:

[[folder:Simic Combine (Green [[folder:Orzhov Syndicate (White and Blue)]]
Black)]]
[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/simic_logo.org/pmwiki/pub/images/orzhov_logo.png]]
[[caption-width-right:220:Evolution [[caption-width-right:220:Wealth and Growth]]
Eternity]]
->''Enter to find wealth, security, and comprehend the perfection of orchestrated life.eternal life … for just [[BlatantLies a small price]] up front.''
-->--'''[[https://scryfall.com/card/gtc/246/simic-guildgate Simic com/card/gtc/244/orzhov-guildgate Orzhov Guildgate]]'''

The [[https://magic.wizards.com/en/articles/archive/making-magic/improving-upon-nature-2006-05-22 Simic Combine]] Blue's lust for knowledge com/en/articles/archive/making-magic/playing-their-own-rules-2006-03-27-0 Orzhov Syndicate]] is what would happen if a ghost became one of those money-hungry Christian televangelists. Because it turns out that in a world of necromancy and "improvement" and Green's love of life. Like other Green-based guilds, they focus on creatures undead spirits, you ''can'' take it with you. A "religious" organization which resembles a [[TheMafia crime family]] more than a church, they long ago abandoned the worship of anything else. Their ability, other than wealth. The Orzhov control virtually all the banks and finances in the city, and they are ruthless in their collection of debts, which can extend even into the debtor's afterlife: their ability [[https://mtg.fandom.com/wiki/Graft Graft]], allows strength and life to be moved to any incoming creature. Once com/wiki/Haunt Haunt]] is emblematic of the permanent, inescapable nature of the guild's contracts, repeating a card's effect a second time when the creature is complete, they are sellable to the mass market. But, like the Izzet, they aren't satisfied with just one; card haunts dies. The Syndicate disdains flashy demonstrations of force or rather with just one type. So, they continue power, preferring to create new and "improved" versions of nature.

As of ''Return to Ravnica'', the Simic returned to
slowly bleed their druidic roots, embracing long lost holism. This also translates to their new keyword: Members of enemies dry.

In ''Gatecrash'',
the Simic Combine can now Orzhov Syndicate has gained the [[https://mtg.fandom.com/wiki/Evolve Evolve]], com/wiki/Extort Extort]] keyword, which allows the Orzhov player to, whenever they cast a spell, pay one black or white mana for each permanent with Extort they control to steal that much life from each opponent, strengthening themselves whenever another stronger ally enters the battlefield, demonstrating Green's love of life instead of Blue's detachment, like their old mechanic did.

Their
while slowly whittling everybody else down.

In
''Ravnica Allegiance'' mechanic, Allegiance'', the Syndicate's ghostly elements take prominence once again, with the [[https://mtg.fandom.com/wiki/Adapt Adapt]], is a tweak on the "monstrosity" com/wiki/Afterlife Afterlife]] mechanic from Theros block, allowing Simic - which allows a creature to produce Spirit tokens when it dies. ([[ActuallyFourMooks Creatures with an afterlife rating of more than 1 generally represent multiple individual creatures to gain +1/+1 counters - but only if they don't have any such counters on them at present. Since justify the Simic also have effects allowing them to remove +1/+1 counters for various effects, adapt allows them to constantly grow to fit the situation.

On a more mundane level, the Simic Combine is also responsible for providing most of Ravnica's non-magical medicine and healthcare.
number.]])



* AdaptiveAbility: Their Evolve mechanic makes their creatures grow stronger when a stronger creature is played.
* BadBoss: As the flavor text for the [[https://scryfall.com/card/dis/92/simic-initiate Simic Initiate]] card reveals, standard Simic Combine procedure is to use rookie members of the guild as test-subjects for BioAugmentation experiments. The lucky ones come away with useful new mutations or grafts. The unlucky ones dissolve into protoplasmic slime.
-->''Simic initiates begin their training as experimental subjects. Failures are flushed to the undersewers.''
* BioAugmentation: This is the Combine's stock in trade. The Combine's experiments in this field vary from physically grafting organs or limbs to creatures, to the magical equivalent of [[LegoGenetics gene-splicing]]. Cytoplasts, an alchemical slime that absorbs traits from a "donor" creature and can then infuse those traits to a host-organism it is subsequently bonded to, was their biggest breakthrough in this field prior to the ''Return to Ravnica'' storyline; Mormir Vig tried to forcibly apply cytoplasts to Ravnica's population, which made it impossible for them to legitimately sell it afterwards.
* BlobMonster: They do like their Oozes. Momir Vig's ultimate creation, Experiment Kraj, was a gargantuan oozelike mutant that could leech away the abilities of other creatures.
* CloserToEarth: Than the Izzet. [[MadScientist This isn't saying much.]] Now truly straight as of RTR.
* {{Druid}}: The Simic Combine began in the ancient past as holistic healers who sought to understand the natural order and gently guide life to its potential. Along the way, they lost track of this and became {{Mad Scientist}}s of the EvilutionaryBiologist variety. After ''Return to Ravnica'', they have officially rediscovered their roots and are trying to return to their holistic practices, whilst still maintaining their love of bio-tinkering.
* EvilutionaryBiologist: This is the basic hat of the Simic Combine as a whole; being biology-focused {{Mad Scientist}}s, they are obsessed with tinkering with life, constantly mutating existing creatures and breeding new ones from scratch.
** Momir Vig, the former Guildmaster of the Simic Combine, whose experiments include attempting to breed a strain of cytoplast that would force BioAugmentation upon Ravnica's population, attempting to exterminate said population to recreate all life from scratch on a "blank canvas", and creating Project Kraj.
* GardenOfEvil: The "nature preservers" of the Combine may look innocent, even ideal at first glance. But they're biological testbeds used as part of their evolutionary experiments. The nicest ones are merely full of whatever bio-engineered horrors the local Combine branch has created. The nastiest ones are [[HungryJungle hellish ecosystems-in-miniature]], where everything is preying on everything else in a constant Darwinian free-for-all.
* GoneHorriblyRight: Project Kraj, a BlobMonster {{Kaiju}} created by Momir Vig, which forcibly absorbed every single cytoplast on Ravnica (maiming and/or killing everyone hosting one in the process) and leveled the Simic Combine's guildhall. The trope was mocked in the card's flavor text: ''"Of course it will grow beyond control—it was designed to choose its own evolution."''
* GeneticEngineeringIsTheNewNuke: Cytoplasts, which are magical gene-splicing lumps of alchemically engineered slime, and which were rejected by Ravnicans as a whole. Played with in that, prior to Project Kraj's rampage, the biggest issue was more aesthetic than moral - Ravnicans objected to having lumps of shiny blue-green slime permanently stuck to their bodies. After the cytoplast-based Project Kraj went on the rampage, nobody trusts cytoplasts anymore.
* GreenThumb: They mostly focus on flesh and blood creatures but have this power as well, though it isn't used too often in combat and is mostly utilized in terraforming the land to create environments and habitats their creations can thrive in. Gameplay-wise this ability tends to be manifested as drawing additional cards or playing extra lands (Vigean Intuition, Urban Evolution) or even animating the land itself (Hydroform).
* JustThinkOfThePotential: As opposed to Izzet's ForScience.
* MadDoctor: Officially, they're Ravnica's medical guild, but they often use their doctoring as an excuse to experiment on their patients.
* MadScientist: They're the "obsessive" kind, instead of the Izzet's "[[PlayedForLaughs amiable madman]]" kind.
* MagikarpPower: Their Evolve mechanic in a nutshell. Creatures with this ability often feature high costs and poor or average stats... initially. Once they start getting counters and making use of their more powerful abilities, they become some of the strongest creatures in the game. Probably the best example is their [[https://scryfall.com/card/gtc/160/elusive-krasis Elusive Krasis]], which deals its damage to the opponent directly and hits the field with a whopping ZERO attack points. Unevolved, it's a near worthless meat shield, but if the player can protect and nurture it for a few turns, it can quickly become the card that ends the game.
* MakeMyMonsterGrow: The Evolve ability makes smaller creatures bigger as stronger creatures are played.
* MakingASplash: Some of their cards have a water flavor.
* TheMedic: Their original purpose, which they re-embraced as of RTR.
* MightyGlacier: Between small creatures with Evolve and mid-range fatties, Simic's strategy focuses on the late game in which it can lock down the game with an array of strong creatures and spells, but may not always live long enough to reach it.
* MixAndMatchCritters: The new Simic love these more than ever (the old Simic employed bizarre unnatural mutants), although they claim to use "[[PureIsNotGood purer]]" methods to make them now. [[https://scryfall.com/card/rna/206/sharktocrab It rises to laughable extremes in Ravnica Allegiance.]]
* OrganicTechnology: The Simic Combine does make use of this to some extent, but precisely how much is unclear. The only card really focusing on this aspect is the [[https://scryfall.com/card/dis/103/assault-zeppelid Assault Zeppelid]], a dirigible-like vehicle made from a lizard.
* OurElvesAreDifferent: Simic elves are more gaunt and alien than the standard model, and focus on transmutation magic combined with biomancy.
* OurMermaidsAreDifferent: The driving faction of the new Simic. Also, those merfolk were thought to be extinct until only recently.
* PeopleJars: These can be seen in the background of several of their cards. Eventually, a card called Krasis Incubation was released that allowed the players themselves to do this by removing their creature from the battle for a bit in exchange for a small permanent power boost.
* ProfessorGuineaPig: The Simic Combine's members readily experiment on themselves, just as they do on their patients; interesting grafts, splices or mutations can be the key to advancing in the Combine's ranks. There are even cards dedicated to this side of them, such as the [[https://scryfall.com/card/dgm/54/beetleform-mage Beetleform Mage]] and the [[https://scryfall.com/card/dis/107/coiling-oracle Coiling Oracle]].
* TheQuisling: Many Simic become enamored with the Oil during the Phyrexian invasion, and willingly side with the invaders.
* RedeemingReplacement: The guild's previous leader, Momir Vig, was an obsessive madman who wanted to cleanse Ravnica of life and start over. His replacement, Zegana, has restored respect to the Combine by rejecting Vig's excesses and bringing a respect for nature and balance back to the Simic.
* ScaryDogmaticAliens: The new Simic give off this vibe, although the "aliens" are merfolk from the deep.
* TheSocialDarwinist: In the original Ravnica set, Simic's leaders weren't above creating plagues to kill all life on Ravnica, save for those who are rich enough to buy vaccines that they made, to start life on the plane all over.
* UnwantedAssistance: Cytoplasts were not popular outside of the guild; whilst they could grant their hosts all kinds of benefits, such as increased intelligence or strength, they also left their hosts looking disfigured, as cytoplasts were visibly distinct as either tumor-like growths of shiny blue-green meat on the host's body, or a slick layer of blue-green slime. Momir Vig was so convinced that cytoplasts were the key to the future of Ravnica's biological evolution that he attempted to develop a strain of cytoplasts that would seek out hosts and apply itself by force.
* WellIntentionedExtremist: They will make your life better (for a certain value thereof) whether you like it or not.

to:

* AdaptiveAbility: Their Evolve mechanic makes their creatures grow stronger when a stronger creature is played.
* BadBoss: As
AndIMustScream: Failure to [[LoanShark pay off an Orzhov debt]] before one's death results in the flavor text for [[OurGhostsAreDifferent soul]] being [[YourSoulIsMine held as]] [[MadeASlave a thrall]] while the body is [[HumanResources repurposed]] in the creation of [[FleshGolem thrulls]]. On paper, they're merely [[BlackmailIsSuchAnUglyWord indentured servants]], but service usually [[TimeAbyss lasts as long as the (frequently also undead) slavemaster wants it to]].
* BatOutOfHell: Bats are often used as fighters by the Orzhov.
* BlackEyesOfEvil: Orzhov's angels have given in to feelings of cynicism, resulting in pitch black eyes.
* ChurchOfHappyology: Membership in the church revolves heavily around paying "tithes", which is natural given it's a basically one giant crime family.
* CorruptChurch: It's a church on the outside, a crime organization on the inside.
* DamageOverTime: The core strategy of the Orzhov is the "bleeder" deck, which tries to slow down the game and slowly drain the opponent's life away with cards like
[[https://scryfall.com/card/dis/92/simic-initiate Simic Initiate]] card reveals, standard Simic Combine procedure is to use rookie members com/card/gpt/100/agent-of-masks Agent of Masks]], [[https://scryfall.com/card/gpt/131/souls-of-the-faultless Souls of the guild as test-subjects for BioAugmentation experiments. The lucky ones come away with useful new mutations or grafts. The unlucky ones dissolve into protoplasmic slime.
-->''Simic initiates begin their training as experimental subjects. Failures are flushed to
Faultless]], [[https://scryfall.com/card/gpt/125/pillory-of-the-sleepless Pillory of the undersewers.''
* BioAugmentation: This is the Combine's stock in trade. The Combine's experiments in this field vary from physically grafting organs or limbs to creatures, to the magical equivalent of [[LegoGenetics gene-splicing]]. Cytoplasts, an alchemical slime that absorbs traits from a "donor" creature
Sleepless]], [[https://scryfall.com/card/gpt/102/blind-hunter Blind Hunter]], and can then infuse those traits to a host-organism it is subsequently bonded to, was their biggest breakthrough in this field prior to the ''Return to Ravnica'' storyline; Mormir Vig tried to forcibly apply cytoplasts to Ravnica's population, which made it impossible for them to legitimately sell it afterwards.
* BlobMonster: They do like their Oozes. Momir Vig's ultimate creation, Experiment Kraj, was a gargantuan oozelike mutant that could leech away the abilities
of other creatures.
course, ''Gatecrash''[='=]s Extort mechanic.
* CloserToEarth: Than the Izzet. [[MadScientist This isn't saying much.]] Now truly straight as of RTR.
* {{Druid}}: The Simic Combine began in the ancient past as holistic healers who sought to understand the natural order and gently guide life to its potential. Along the way, they lost track of
DarkIsNotEvil: Plays both this and became {{Mad Scientist}}s LightIsNotGood, with the main organization being assholes but with some members like Teysa Karlov being more decent people. Of course, given the nature of the EvilutionaryBiologist variety. After ''Return to Ravnica'', they have officially rediscovered guild, LightIsGood and DarkIsEvil are also present.
** With [[spoiler:Kaya]] now the Guildmaster and
their roots and are trying to return to their holistic practices, whilst still maintaining their love of bio-tinkering.
* EvilutionaryBiologist: This is
coup resulting in the basic hat forgiveness of debts held by spirits, the meta has doubled down on this trope.
* FleshGolem: One
of the Simic Combine as a whole; being biology-focused {{Mad Scientist}}s, they are obsessed with tinkering with life, constantly mutating existing guild's signature creatures are thrulls, unthinking golems made out of flesh that carry out tasks such as fighting and breeding new ones from scratch.giving messages for the guild's higher-ups.
** Momir Vig, * LifeDrain: White is the former Guildmaster master of gaining life; black is the master of taking life. Thus, Orzhov is the master of the Simic Combine, whose experiments include attempting Lifelink mechanic, as well as other ways to breed a strain of cytoplast that would force BioAugmentation upon Ravnica's population, attempting to exterminate said population to recreate all life from scratch on a "blank canvas", and creating Project Kraj.
take others' life.
* GardenOfEvil: The "nature preservers" of the Combine may look innocent, even ideal at first glance. But TheMafia: Undernearth their religious coating, they're biological testbeds used ''the'' face of organized crime in Ravnica.
* MalevolentMaskedMen: The thrulls of Orzhov wear faceplates that resemble golden masks.
* MoreTeethThanTheOsmondFamily: Some thrulls have leech-like jaws.
* MyRulesAreNotYourRules: On Ravnica post-Dragon's Maze, the word of the Living Guildpact is law. [[spoiler:The Obzedat has a chamber exempted from the Guildpact's rules,
as part Teysa discovers in her attempt to overthrow the Obzedat.]] [[spoiler:It doesn't save them from ''Kaya.'']]
* OurGhostsAreDifferent: The Orzhov had a council of ghosts as its leading body.
* OurGargoylesRock: Orzhov gargoyles are carved out of [[SiliconBasedLife living stone]], an incredibly painful process that leaves them [[HellIsThatNoise screaming continuously]] for the rest
of their evolutionary experiments. The nicest ones are merely full of whatever bio-engineered horrors the local Combine branch has created. The nastiest ones are [[HungryJungle hellish ecosystems-in-miniature]], where everything is preying on everything else in a constant Darwinian free-for-all.
existence
* GoneHorriblyRight: Project Kraj, a BlobMonster {{Kaiju}} created by Momir Vig, which forcibly absorbed every single cytoplast on Ravnica (maiming and/or killing everyone hosting one in the process) and leveled the Simic Combine's guildhall. The trope was mocked in the card's flavor text: ''"Of course it will grow beyond control—it was designed to choose its own evolution."''
* GeneticEngineeringIsTheNewNuke: Cytoplasts, which are magical gene-splicing lumps of alchemically engineered slime, and which were rejected by Ravnicans as a whole. Played with in that, prior to Project Kraj's rampage, the biggest issue was more aesthetic than moral - Ravnicans objected to having lumps of shiny blue-green slime permanently stuck to their bodies. After the cytoplast-based Project Kraj went on the rampage, nobody trusts cytoplasts anymore.
* GreenThumb: They mostly focus on flesh and blood creatures but have this power as well, though it isn't used too often in combat and is mostly utilized in terraforming the land to create environments and habitats their creations can thrive in. Gameplay-wise this ability tends to be manifested as drawing additional cards or playing extra lands (Vigean Intuition, Urban Evolution) or even animating the land itself (Hydroform).
* JustThinkOfThePotential:
ReadTheFinePrint: As opposed to Izzet's ForScience.
* MadDoctor: Officially, they're Ravnica's medical guild, but they often use their doctoring as an excuse to experiment on their patients.
* MadScientist: They're the "obsessive" kind, instead of the Izzet's "[[PlayedForLaughs amiable madman]]" kind.
* MagikarpPower: Their Evolve mechanic in a nutshell. Creatures with this ability often feature high costs and poor or average stats... initially. Once they start getting counters and making use of their more powerful abilities, they become some of the strongest creatures in the game. Probably the best example is their
expected from TheMafia. See [[https://scryfall.com/card/gtc/160/elusive-krasis Elusive Krasis]], which deals its damage to the opponent directly com/card/gtc/161/executioners-swing Executioner's Swing]] and hits the field with a whopping ZERO attack points. Unevolved, it's a near worthless meat shield, but if the player can protect and nurture it for a few turns, it can quickly become the card that ends the game.
* MakeMyMonsterGrow: The Evolve ability makes smaller creatures bigger as stronger creatures are played.
* MakingASplash: Some of their cards have a water flavor.
* TheMedic: Their original purpose, which they re-embraced as of RTR.
* MightyGlacier: Between small creatures with Evolve and mid-range fatties, Simic's strategy focuses on the late game in which it can lock down the game with an array of strong creatures and spells, but may not always live long enough to reach it.
* MixAndMatchCritters: The new Simic love these more than ever (the old Simic employed bizarre unnatural mutants), although they claim to use "[[PureIsNotGood purer]]" methods to make them now.
[[https://scryfall.com/card/rna/206/sharktocrab It rises to laughable extremes in Ravnica Allegiance.]]
com/card/gtc/220/immortal-servitude Immortal Servitude]].
* OrganicTechnology: ReligionOfEvil: The Simic Combine does make use of organization that comes closest to it on Ravnica.
* SinisterMinister: Good luck finding one who doesn't look evil.
* SoulPower: Both White and Black are the colors most associated with spirits, so naturally these guys have complete mastery in
this to some extent, but precisely how much is unclear. The only card really focusing on this aspect is type of magic. It's led by ghosts, for crying out loud!
* TeethClenchedTeamwork: A prominent conflict within
the [[https://scryfall.com/card/dis/103/assault-zeppelid Assault Zeppelid]], a dirigible-like vehicle made from a lizard.
* OurElvesAreDifferent: Simic elves are more gaunt and alien than the standard model, and focus on transmutation magic combined with biomancy.
* OurMermaidsAreDifferent: The driving faction of the new Simic. Also, those merfolk were thought to be extinct until only recently.
* PeopleJars: These can be seen in the background of several of their cards. Eventually, a card called Krasis Incubation was released that allowed the players themselves to do this by removing their creature from the battle for a bit in exchange for a small permanent power boost.
* ProfessorGuineaPig: The Simic Combine's members readily experiment on themselves, just as they do on their patients; interesting grafts, splices or mutations can be the key to advancing in the Combine's ranks. There are even cards dedicated to this side of them, such as the [[https://scryfall.com/card/dgm/54/beetleform-mage Beetleform Mage]] and the [[https://scryfall.com/card/dis/107/coiling-oracle Coiling Oracle]].
* TheQuisling: Many Simic become enamored with the Oil during the Phyrexian invasion, and willingly side with the invaders.
* RedeemingReplacement: The
guild's previous leader, Momir Vig, was an obsessive madman who wanted to cleanse Ravnica of life and start over. His replacement, Zegana, has restored respect to the Combine by rejecting Vig's excesses and bringing a respect for nature and balance back to the Simic.
* ScaryDogmaticAliens: The new Simic give off this vibe, although the "aliens" are merfolk from the deep.
* TheSocialDarwinist: In the original Ravnica set, Simic's leaders weren't above creating plagues to kill all life on Ravnica, save for those who are rich enough to buy vaccines
philosophy is that they made, it cannot fully integrate White's need for community with Black's compulsion to start life on look out for itself at the plane expense of others. It ''tries'' to compromise by way of smaller, insular groups, the members of which view the clique as an extension of themselves. But in practice, all over.
* UnwantedAssistance: Cytoplasts were not popular outside
that means is that each member wants desperately to rid themselves of the guild; whilst they could grant group but can't risk the immediate loss of their hosts all kinds of benefits, such as increased intelligence or strength, they also left their hosts looking disfigured, as cytoplasts were visibly distinct as either tumor-like growths of shiny blue-green meat on the host's body, or a slick layer of blue-green slime. Momir Vig was so convinced that cytoplasts were the key to the future of Ravnica's biological evolution that he attempted to develop a strain of cytoplasts power base that would seek out hosts and apply itself by force.
* WellIntentionedExtremist: They will make your life better (for a certain value thereof) whether you like it or not.
entail, so while the member continues to work towards the group's motivations, nobody actually ''trusts'' anyone.



!Clans of Tarkir

[[folder:Abzan Houses (White, with Black and Green)]]
[[quoteright:124:https://static.tvtropes.org/pmwiki/pub/images/clan_symbol_abzan_61.png]]
[[caption-width-right:124:Enduring Scales]]

Worshipping the endurance of the dragons of old, the symbol of the Abzan Houses is that of the scale of the dragon. Their keyword is [[http://magiccards.info/query?q=o%3AOutlast&v=card&s=cname Outlast]], which not only lets them slowly buff up their creatures, but also support each other. In Fate Reforged, Outlast is replaced by [[http://magiccards.info/query?q=o%3ABolster&v=card&s=cname Bolster]], which simulates the Abzan bringing up their weakest.

to:

!Clans of Tarkir

[[folder:Abzan Houses (White, with Black
[[folder:Izzet League (Blue and Green)]]
[[quoteright:124:https://static.
Red)]]
[[quoteright:220:https://static.
tvtropes.org/pmwiki/pub/images/clan_symbol_abzan_61.org/pmwiki/pub/images/izzet_logo.png]]
[[caption-width-right:124:Enduring Scales]]

Worshipping
[[caption-width-right:220:Intellect and Ingenuity]]
->''Enter those with
the endurance of vision to create and the dragons of old, daring to release their creations.''
-->--'''[[https://scryfall.com/card/rtr/242/izzet-guildgate Izzet Guildgate]]'''

The [[https://magic.wizards.com/en/articles/archive/making-magic/creative-differences-2006-02-27-0 Izzet]] are
the symbol most respected scientists and researchers of Ravnica. Most importantly, they are responsible for maintaining and upgrading Ravnica's public utilities such as plumbing, power and heating. They even have exclusive dominion over something called meta-magic (the study of how magic itself functions). Through this, they have the Abzan Houses is that of the scale of the dragon. Their keyword is [[http://magiccards.info/query?q=o%3AOutlast&v=card&s=cname Outlast]], ability called [[https://mtg.fandom.com/wiki/Replicate Replicate]], which not only allows an instant or sorcery spell to be copied over as many times as a player can pay the mana cost. This combines Blue's knowledge of magic and Red's love for instant gratification, to the point that they usually, to quote a particular [=YouTuber=], "discover what they invent ''after'' inventing it". 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''.

In ''Return to Ravnica'', the Izzet League gained the ability to [[https://mtg.fandom.com/wiki/Overload Overload]] its spells, combining Blue's knowledge and Red's impulsiveness to transform a single-targeted spell into a powerful, widespread one.

In ''Guilds of Ravnica'', their meta-magic skills are now represented by the [[https://mtg.fandom.com/wiki/Jump-start Jump-start]] mechanic, which
lets them slowly buff up their creatures, but also support each other. In Fate Reforged, Outlast is replaced by [[http://magiccards.info/query?q=o%3ABolster&v=card&s=cname Bolster]], which simulates the Abzan bringing up their weakest.discard cards in hand to recast previously cast spells.



* BaseOnWheels: They have a few mobile fortresses drawn by extremely large elephants.
* BirdPeople: Abzan aven tend to resemble vultures.
* BodyMotifs: Represented by the scale of the dragon.
* TheClan: It's the importance of family that makes them more than just another bunch of heavily armed assholes.
* FantasyCounterpartCulture: Based aesthetically on Persia and Mongolia.
* HappilyAdopted: "Krumar" are adopted from conquered territories and raised as members of the Abzan families. Most of those shown on cards seem quite happy about it. In particular, this is how orcs make it into the Abzan.
* OurOrcsAreDifferent: Orcs are part of the Abzan armies. They're Black and focus on offensive skills, but are still completely loyal to their family.
* MightyGlacier: Their "Outlast" mechanic gradually makes their creatures bigger and stronger as the game goes on.
* ThickerThanWater: Family is the most important thing to the Abzan...
* TrueCompanions: ...but that family need not be exclusively based upon biological relationships.
--->''The bonds of family cross the boundaries of race.'' - flavour text, Incremental Growth
* WarElephants: Their intro pack rare, for example.
* WolfMan: The ainok dog-men are also part of the Abzan armies.

to:

* BaseOnWheels: They have a few mobile fortresses drawn by AbsentMindedProfessor: This is the Izzet League's hat, as this archetype represents the most common flaw of the Red/Blue Mana fusion; extremely sharp focus ''when'' focused, but erratic and unpredictable in one's abilities ''to'' focus.
* AttentionDeficitOohShiny: [[http://magic.wizards.com/en/articles/archive/depth-look-izze-hey-look-2006-03-01 An In-Depth Look At The Izze-Hey, Look At That!]]
* CloudCuckoolander: All other Guilds have a goal (even Gruul). The Izzet do crazy stuff [[https://scryfall.com/card/gpt/107/cerebral-vortex like this]] ''to themselves'' [[ItAmusedMe for the lulz]] (and [[ForScience science]]).
* CuriosityIsACrapshoot: Like the Simic, the Izzet fell in
large elephants.
* BirdPeople: Abzan aven tend
numbers to resemble vultures.
* BodyMotifs: Represented by
Phyrexian corruption during Elesh Norn's invasion of Ravnica due to sheer curiosity about the scale [[TheCorruption Oil]]. Unlike the Simic, though, both their current and former Guildmasters are ''very'' active in the defense of the dragon.
plane.
* TheClan: DiscardAndDraw: Izzet has a few cards that let the player draw cards from the deck but then have to discard cards. However, some of their cards actually utilize the discarded cards, such as [[https://scryfall.com/card/grn/178/hypothesizzle Hypothesizzle]] (which converts the discarded card into 4 damage) and the Jump-start mechanic (discarding a card with Jump-start to jump-start another spell actually allows you to cast that card later anyway).
* ElementalEmbodiment:
It's the importance of family no surprise that makes them more than just another bunch several of heavily armed assholes.
* FantasyCounterpartCulture: Based aesthetically on Persia and Mongolia.
* HappilyAdopted: "Krumar" are adopted from conquered territories and raised as members of the Abzan families. Most of those shown on cards seem quite happy about it. In particular, this is how orcs make it into the Abzan.
* OurOrcsAreDifferent: Orcs are part of the Abzan armies. They're Black and focus on offensive skills, but are still completely loyal to their family.
* MightyGlacier: Their "Outlast" mechanic gradually makes
their creatures bigger are elementals, being a [[PlayingWithFire red]] and stronger as [[MakingASplash blue]] guild. They also created Weirds, a breed of elementals that [[ElementalFusion combine]] [[OxymoronicBeing two opposing elements]] (example: fire and ice) together into one creature.
* ExactWords: Mentioned in [[https://scryfall.com/card/gpt/132/stitch-in-time Stitch in Time]].
-->Quyzl was told by his mentor to "make more time" for his studies.
* FaceHeelTurn: [[spoiler:Not that they were anything other than mad scientists, but Niv-Mizzet has left and now Bolas controls
the game goes on.
* ThickerThanWater: Family is
guild via [[TheMole Ral]]. Ral, it turns out [[HeelFaceRevolvingDoor had only pretended to betray Niv]] and had been working for him the most important thing entire time.]]
%%* ForScience: Their main motivation.
* GadgeteerGenius: They are the primary source of Ravnica's SchizoTech, creating everything from [[SpiderTank Spider Tanks]] to [[LightningGun Lightning Guns]].
* GameplayAndStorySegregation: {{Downplayed}}. Various designers have bemoaned the fact that, despite acting as TheEngineer for nearly all Ravnican technology, the Izzet don't actually have many cards that interact with artifacts.
* TheHeavy: In the ''Return to Ravnica'' set, much of the new hostilities are kicked off by the Izzet retreating from the public eye after redirecting all their efforts towards the search for... ''something''. Not even the Dimir seem to know exactly what. This, naturally, makes all of the other guilds nervous. It is eventually revealed in the final set of the block that this was in order to locate the Implicit Maze and eventually end all the guild struggles on Ravnica by having one member of each guild walk it, ensuring that whoever wins will gain the power to secure one guild's dominance over the others once and for all, which is far preferable to all-out war.
* InsufferableGenius: Niv-Mizzet is known for his incredible knowledge as well as for his unquenchable vanity.
* ItGetsEasier: Leighbet recall his experience euthanizing lab rat back in his day working in lab
* MadScientist: The Azorius has several words to justify this view.
-->'''[[https://scryfall.com/card/rav/135/mindmoil 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''\\
'''[[https://scryfall.com/card/rtr/103/pyroconvergence Pyroconvergence]]''': ''The Izzet are an equation that turns lunacy into explosions. --Leonos, Azorius arbiter''
* MathematiciansAnswer: Implied by the Izzet [[https://scryfall.com/card/dgm/141/izzet-cluestone cluestones]]: "It holds within it an unsolvable riddle. A creative answer yields an invitation
to the Abzan...
guild."
* TrueCompanions: ...but OurMonstersAreWeird: The weirds' forms range from [[https://scryfall.com/card/rtr/211/blistercoil-weird vaguely-humanoid blobs of mercury]], to [[https://scryfall.com/card/dgm/71/fluxcharger winged djinn made out of electricity]].
* OxymoronicBeing: They specialize in creating weirds, entities
that family need not be exclusively based upon biological relationships.
--->''The bonds
combine two opposing elements -- typically a Red element such as fire, lightning or rock and Blue one such as ice, mist or water -- into a single creature.
%%* ProudScholarRace: They're [[MadScientist much more eccentric than most cases]], but still count.%%How?
* ShockAndAwe: Some
of family cross the boundaries of race.'' - flavour text, Incremental Growth
their sorcery cards are electric-based attacks.
* WarElephants: SpaceMaster: Their intro pack rare, for example.
forays into cutting edge magical research often take this form, giving them a near monopoly on time- and space-based magic.
* WolfMan: {{Steampunk}}: As a combination of blue's association with [[MakingASplash water]] and red's association with [[PlayingWithFire fire]], the Izzet often make use of steam-powered machinery; See [[https://scryfall.com/card/rtr/247/steam-vents Steam Vents]] and [[https://scryfall.com/card/gpt/159/izzet-boilerworks Izzet Boilerworks]].
* SquishyWizard: Izzet sorcery and instant spells can turn the tables on the opponent when the Overload cost is payed, but most Izzet creatures are physically weak and are made with spells in mind.
* StuffBlowingUp:
The ainok dog-men are also part of the Abzan armies.Izzet care about two things: blowing shit up and [[Webcomic/TheOrderOfTheStick arcane power]].
* TimTaylorTechnology: Their Overload mechanic in ''Return to Ravnica'' lets them put more mana into a spell to make it hit ''everything''.



[[folder:Jeskai Way (Blue, with Red and White)]]
[[quoteright:124:https://static.tvtropes.org/pmwiki/pub/images/clan_symbol_jeskai_3924.png]]
[[caption-width-right:124:Cunning Eyes]]

Worshipping the cunning of the dragons of old, the symbol of the Jeskai Way is that of the eye of the dragon. Their keyword is [[http://magiccards.info/query?q=o%3AProwess&v=card&s=cname Prowess]], which supports using spells and creatures in tandem.

to:

[[folder:Jeskai Way (Blue, with Red [[folder:Golgari Swarm (Black and White)]]
[[quoteright:124:https://static.
Green)]]
[[quoteright:220:https://static.
tvtropes.org/pmwiki/pub/images/clan_symbol_jeskai_3924.org/pmwiki/pub/images/golgari_logo_5.png]]
[[caption-width-right:124:Cunning Eyes]]

Worshipping
[[caption-width-right:220:Decay and Rebirth]]
->''Enter those who are starving and sick. You are welcome among
the cunning Swarm when the rest of Ravnica rejects you.''
-->--'''[[https://scryfall.com/card/rtr/239/golgari-guildgate Golgari Guildgate]]'''

The Green-Black [[https://magic.wizards.com/en/articles/archive/making-magic/life-and-death-2005-10-24-0 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, [[https://mtg.fandom.com/wiki/Dredge 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 dragons of old, food for the symbol rest of the Jeskai Way plane. ([[MundaneUtility And they always have very good fertilizer.]])

Its second guild mechanic from ''Return to Ravnica''
is that of the eye of the dragon. Their keyword is [[http://magiccards.info/query?q=o%3AProwess&v=card&s=cname Prowess]], [[https://mtg.fandom.com/wiki/Scavenge Scavenge]], which supports allows the Golgari to combine Black's tendency for using spells and the dead as a resource with Green's love of empowering the living.

In ''Guilds of Ravnica'', their mechanic is ''[[https://mtg.fandom.com/wiki/Undergrowth Undergrowth]]'', which indicates cards that scale in power in proportion to the number of
creatures in tandem.your graveyard.



* BareFistedMonk: As well as an array of more eccentrically equipped monks.
* BirdPeople: With a falcon theme, in contrast to the vulturelike Azban aven.
* BodyMotifs: Represented by the eye of the dragon.
* EnlightenmentSuperpowers: What their entire culture is centered around.
* FantasyCounterpartCulture: Based on Shaolin monks, Tibetan monks, and [[WesternAnimation/AvatarTheLastAirbender air nomads]].
* HorseOfADifferentColour: For the Jeskai, "Mantis style" means riding a literal giant mantis.
* KiManipulation[=/=]SupernaturalMartialArts: The Jeskai revere the five colors of mana as metaphysical elemental forces called "fires", which seem to function much in the same way as Ki.
* TheTrickster: Enforced by their theme. Their mechanic even gives their creatures a boost for resolving a noncreature spell, making combat tricks that little bit trickier. Played straight in their lore with the Kaisham Wanderers school of enlightenment, which encourages the playing of harmless tricks on outsiders with the intent of making them question their beliefs or learn to enjoy the absurdity in life.
* UnstoppableRage: Fighters with mastery of the bloodfire (red mana) are able to channel their TranquilFury into this, effectively becoming [[NighInvulnerability invincible]] [[TheBerserker killing machines]].

to:

* BareFistedMonk: As well TheBeastmaster: The Golgari's affinity for Green Mana allows them to tame and control various kinds of animals, which helps them in their farming. Whilst they are most famous for their affinity for [[PestController insects, spiders, rats and other vermin]], any kind of urban creature is feasible; the Golgari Brownscale, for example, is a lizard the size of a rhino.
* BigCreepyCrawlies: Insects the size of carts or the size of small houses are common Golgari creatures. The Kraul are a sapient race of humanoid bugs who tower over normal humanoids.
* BizarreAlienReproduction: Gravid kraul females reproduce by attacking giant invertebrates and implanting their fertilized eggs into the body of this "surrogate". They then leave the surrogate and never go back; some mind-altering chemical injected in the process compels the surrogate to find a safe place and defend itself
as the larval kraul hatch and cannibalize its flesh. By the time they pupate, they are fully cognizant, and the surrogate has been reduced to an array empty husk of more eccentrically equipped monks.
* BirdPeople: With
exoskeleton, which the kraul nymphs will use as a falcon theme, in contrast shelter. To add to the vulturelike Azban aven.
* BodyMotifs: Represented by
weirdness, graul think of their dead surrogate as their Mother, and treat its corpse with love and affection, even though they do know that they are not biologically related -- but their biological mother has no interaction with them after laying their eggs. Downplayed, in that whilst the eye kraul's methodology is odd given their sapient status, it actually is quite common in nature. Its also not mentioned in the original trilogy, implying that only some kraul castes do this.
* CannibalismSuperpower: [[InvertedTrope Inverted]]. Golgari with "scavenge" advertise the ability to have their corpses to essentially bestow as many +1/+1 counters as they had power points when sent to the graveyard to any creature who has basically eaten their dead body.
* ChronicBackstabbingDisorder: Guild leadership in the Golgari is always contested.
* TheCorruptible: The Golgari had their Guildmaster, Vraska, compleated before Norn's invasion had even begun. When Vraska led the invasion of her home plane, she began in the Undercity and converted her own kind first -- compleated Golgari came swarming up from the Undercity and laid waste to the surface.
* DarkIsNotEvil: While in the story the Golgari suffered from ChronicBackstabbingDisorder among their leaders and Savra actually was a pawn in Szadek's plans, the truth is that most Golgari were merely the Ravnican analogue of farmers and were otherwise barely involved with the larger conflict. Eventually, their leader was replaced by a much more decent person, Jarad, who reformed the group's ways alongside his son (albeit with some level of racial bias). Also, they're stated to feed the poor and outcasts and help them.
* FaceHeelTurn: When Vraska is at the helm, and on the wrong end
of the dragon.
HeelFaceRevolvingDoor. They fall under Bolas's influence during the ''Guilds of Ravnica'' storyline, and are the Guild most thoroughly compromised by Phyrexian influence during ''March of the Machine''.
* EnlightenmentSuperpowers: What FantasticRacism: As stated in Vraska's backstories on the Wizards of the Coast website, the Golgari may be the bottom of the barrel as far as the rest of Ravnica is concerned, but even they have an internal pecking order. Most notably, gorgons are treated as {{Living Weapon}}s, expected to shut up and stay away from people until they're needed to fight, and the Kraul (necromancer-priest bug-people) are treated as little better than the non-sapient bugs they herd by Jarad's elves. This leads to the Kraul's plans to rebel against Jarad in the story [[https://magic.wizards.com/en/articles/archive/magic-story/pride-kraul-2017-05-31 Pride of the Kraul]]. In fact, this has been implied as far back as the original trilogy, with the Gorgon Sisters taking over due to gorgons being second class citizens; [[FullCircleRevolution under their entire culture is centered around.
* FantasyCounterpartCulture: Based on Shaolin monks, Tibetan monks,
rule, Devkarin elves became the oppressed, and [[WesternAnimation/AvatarTheLastAirbender air nomads]].
* HorseOfADifferentColour: For
they went right back to oppressing gorgons when Jarad dethroned the Jeskai, "Mantis style" means riding a literal giant mantis.
Gorgon Sisters]]..
* KiManipulation[=/=]SupernaturalMartialArts: GardenOfEvil: The Jeskai revere rot-farms and dripping jungles; sinister places full of FungusHumongous, parasites, zombies, bugs and other Golgari-spawned nasties.
* GreenThumb: Due to their connection with Green Mana, Golgari mages often have
the five colors ability to magically manipulate plants, from encouraging them to grow at insanely fast paces to transforming them into [[WhenTreesAttack aggressive predators in their own right]]. However, due to their connection to Black Mana, Golgari tend to eschew the traditional form of mana this magic for a specialist variant based on [[FesteringFungus fungi, lichen, mold, and moss]].
* HumanResources: Their ability [[CannibalismSuperpower "Scav]][[LetsMeetTheMeat enge"]],
as metaphysical elemental forces called "fires", which seem to [[ImpliedTrope implied]] in their official [[http://youtu.be/kZ0YMjIsRWU R&D video.]]
-->'''Brady Dommermuth:''' The Golgari have an important
function much in Ravnica. They take care of the same way as Ki.
* TheTrickster: Enforced by
dead, in their theme. Their mechanic even gives their own way, and they provide food for the poor. [[FridgeHorror What is]] [[HumanResources that food]] [[{{Squick}} made out of?]] [[YouDoNotWantToKnow That's not to ask. That's Golgari business!]]
* LetsMeetTheMeat: The fact that many Golgari
creatures fully know they will be eaten in time is brought up in various sources.
* MakeThemRot: Given the Golgari's magic is
a boost mixture of Black and Green, they have a natural affinity for resolving inducing rapid decay in others. They even have an associated spell called Abrupt Decay, which requires a noncreature spell, mixture of Green and Black Mana to be cast.
* MeaningfulName: Golgari is derived from Golgotha.
* {{Medusa}}: Ravnican medusae - or "gorgons", in the game's parlance - are exclusively found amongst the ranks of the Golgari. Little is known about them, save for a few hints presented here and there, and mostly deduced from the backstory of Vraska, a Ravnican gorgon planeswalker. Unlike the [[SnakePeople serpent-bodied]] gorgons on other planes, such as Theros, Ravnican gorgons are scaly-skinned bipeds, who have [[PrehensileHair at least partially prehensile manes of tentacle-like serpent tails]] instead of the traditional hissing snakes heads. They're also subject to FantasticRacism, as their petrifying gaze (which they can turn on and off, but which functions indiscriminately when on) manages to intimidate even other Golgari, so they're treated as little more than living weapons.
* MushroomMan: The Golgari make heavy use of Saprolings, humanoid fungi that they cultivate from corpses. They even have a card based on this practice, called ''Golgari Germination''.
* {{Necromancer}}: The Golgari combines green's control of life with black's control of death,
making combat tricks a guild full of these. Because of this unusual combination of Mana, Golgari zombies are often animated by infestations of vermin or fungus instead of simply being animated by magical energy itself.
* NightOfTheLivingMooks: They're not the only faction
that little bit trickier. Played straight in their lore with the Kaisham Wanderers school makes use of enlightenment, which encourages the playing zombies, but they get a particular focus on it.
* OurLichesAreDifferent: Some
of harmless tricks on outsiders with the intent of making them question their beliefs or learn to enjoy the absurdity in life.
* UnstoppableRage: Fighters with mastery
are liches of the bloodfire (red mana) corpse-possession variety, including the guild's leader Jarad.
* OurZombiesAreDifferent: Let's see... [[PlantPerson plant Zombies]]... [[BigCreepyCrawlies insect zombies]]... [[OurElvesAreDifferent Elf zombies]]... the list doesn't end there...
* SwampsAreEvil: In a sense, at least. Being that Ravnica is a CityPlanet, it doesn't have "real" swamps. However, the Golari tend to live in the {{Absurdly Spacious Sewer}}s of Ravnica, where they exploit the abundant moisture to grow dense mats of fungus, mold, moss and lichen, which gives them a very "swampy" feel. Why do they do this? Because they're a Black Mana-aligned Guild, and swamps
are able associated with Black Mana. The trope is zigzagged in that these "rot farms" are a vital resource for food and pharmaceuticals to channel their TranquilFury into this, effectively becoming [[NighInvulnerability invincible]] [[TheBerserker killing machines]].the denizens of Ravnica.
* WeHaveReserves: Understandable when your combatants consist of [[NightOfTheLivingMooks zombies]], [[BigCreepyCrawlies bugs]], and [[BreadEggsBreadedEggs zombie bugs]].



[[folder:Sultai Brood (Black, with Green and Blue)]]
[[quoteright:124:https://static.tvtropes.org/pmwiki/pub/images/clan_symbol_sultai_3550.png]]
[[caption-width-right:124:Ruthless Fangs]]

Worshipping the ruthlessness of the dragons of old, the symbol of the Sultai Brood is that of the fang of the dragon. Their keyword is [[http://magiccards.info/query?q=o%3ADelve&v=card&s=cname Delve]], which makes their spells easier to cast at a cost of exiling cards from their graveyard.

to:

[[folder:Sultai Brood (Black, with Green [[folder:Boros Legion (Red and Blue)]]
[[quoteright:124:https://static.
White)]]
[[quoteright:220:https://static.
tvtropes.org/pmwiki/pub/images/clan_symbol_sultai_3550.org/pmwiki/pub/images/boros_logo.png]]
[[caption-width-right:124:Ruthless Fangs]]

Worshipping the ruthlessness
[[caption-width-right:220:Peace and Justice]]
->''Enter with merciful hearts. Exit with battle cries.''
-->--'''[[https://scryfall.com/card/gtc/239/boros-guildgate Boros Guildgate]]'''

The [[https://magic.wizards.com/en/articles/archive/making-magic/disorderly-conduct-2005-12-05-0 Boros Legion]] are responsible for much
of the dragons of old, the symbol 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 Sultai Brood is 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 of being is fighting for). This is reflected in their guild mechanic, [[https://mtg.fandom.com/wiki/Radiance Radiance]]. Through it, the fang of guild can affect everyone/everything that shares a color with the dragon. Their keyword is [[http://magiccards.info/query?q=o%3ADelve&v=card&s=cname Delve]], target.

In ''Gatecrash'', under the guidance of their new guild leader, the Boros Legion takes a much more active role on the battlefield with a focus on amassing huge armies to defend their ideals,
which makes translates to their spells easier to cast new mechanic ''[[https://mtg.fandom.com/wiki/Battalion Battalion]]'', which rewards you whenever the creature with Battalion and at least two other creatures attack.

In ''Guilds Of Ravnica'', the Boros have
a cost of exiling cards from focus on training up their graveyard.members to prepare for whatever may come. This is represented by the [[https://mtg.fandom.com/wiki/Mentor Mentor]] mechanic, which allows creatures with Mentor to put +1/+1 counters on creatures with lesser power.



* BodyMotifs: They're represented by the fang of the dragon.
* CatFolk: The Rakshasa, demons resembling humanoid tigers, are closely tied to the Sultai.
* DealWithTheDevil: Again, the rakshasa.
* TheEmpire: If they're not already this, they certainly imagine themselves making all of Tarkir into this with themselves at the helm.
* FantasticRacism: The [[SnakePeople naga]] do ''not'' think highly of their human subjects, and generally make up the bulk of the upper class. It's suggested it's fueled by envy of [[WasOnceAMan the humanity they lost long ago]].
* FantasyCounterpartCulture: Based on Indonesia and the Thai Empire. Additionally, their architecture heavily resembles that of the Khmer Empire's Angkor.
* MightyGlacier: Oddly for a Black-focused clan, Sultai encourages and features creatures with high toughness. The most obvious example being Meandering Towershell, a 5/9 that is so slow it takes a turn or more to attack.
* OurDemonsAreDifferent: The Sultai frequently make deals with the Rakshasa, a race of tiger demons.
* OurZombiesAreDifferent: The Sultai are necromancers that use zombies for everything, including ''furniture''.
* PowerBornOfMadness: Their use of the Delve mechanic means that a strong Sultai mage will have heavy reliance on self-mill, which mechanically represents driving yourself crazy in order to fuel things with the bits of shattered sanity you left behind.
* SharkPool: Or rather, crocodile pits that the frequently use for executions.
* SnakePeople: Have a number of these, called naga, in their ranks. They sharply fill the upper class as well.

to:

* BodyMotifs: They're represented by the fang of the dragon.
* CatFolk: The Rakshasa, demons resembling humanoid tigers, are closely tied
AlwaysGetsHisMan: Agrus Kos will do anything it takes to the Sultai.
bring someone to justice.
* DealWithTheDevil: Again, the rakshasa.
* TheEmpire: If
AntiHero: Even if they're not already this, they certainly imagine themselves making all a guild of Tarkir into this with themselves WellIntentionedExtremist [[KnightTemplar Knight Templars]], they're the closest Ravnica has to a police force/military, and their goals in mind is to protect the weak from being exploited. The fact that there are frequent in-group conflicts doesn't help their image.
* BadassArmy: The Boros Legion is the closest thing to an official military in Ravnica, and as such will stand up to anything the plane throws at them, from demon-worshipping murderous thrill-seekers to zombie plagues to giant monsters to ravening tribes of cannibals.
* CowboyCop: The CowboyCop to the Azorius's ByTheBookCop.
* TheCavalryArrivesLate: PlayedForDrama
at the helm.
end of ''Ravnica'', when [[spoiler:the Dimir and Golgari team up to try and take over the world]], Sunhome and all the angels [[spoiler:mysteriously disappear]], and aren't seen again until [[spoiler:the end of ''Guildpact''. [[ColonyDrop Crashing into Prahv]]]].
* FantasticRacism: HeWhoFightsMonsters: Their means to prevent guild warfare? [[StartXToStopX Creating guild warfare]].
* HeroWithAnFInGood: See the above, although this is a bit [[DownplayedTrope downplayed by comparison]].
The [[SnakePeople naga]] do ''not'' think highly of their human subjects, and Boros are generally make up the bulk of the upper class. It's suggested ''very'' good at their job at preventing civilian casualties, but it's fueled by envy of [[WasOnceAMan the humanity they lost long ago]].
* FantasyCounterpartCulture: Based on Indonesia and the Thai Empire. Additionally,
their architecture heavily resembles [[KnightTemplar extreme passion for justice]] that makes them appear little better than the rest of the Khmer Empire's Angkor.
Guilds, regardless of their [[WellIntentionedExtremist well-founded ideals]].
* MightyGlacier: Oddly for a Black-focused clan, Sultai encourages KnightTemplar: Among other things, they are excessively violent and features creatures with high toughness. The most obvious example being Meandering Towershell, a 5/9 that is so slow it takes a turn or more to attack.
* OurDemonsAreDifferent: The Sultai frequently make deals
several members in the original trilogy are perfectly fine with the Rakshasa, a race idea of tiger demons.
* OurZombiesAreDifferent: The Sultai are necromancers that use zombies for everything, including ''furniture''.
* PowerBornOfMadness: Their use
a {{police state}}. As a matter of fact, they're the most notorious of the Delve mechanic means White-aligned guilds in this regard; due to Red's [[TheMcCoy driven sense of emotions]], this ends up leading to Boros being [[TautologicalTemplar excessively antagonistic and self-righteous about their ideals]]. Their new leader Aurelia has even gone overboard enough [[EvenEvilHasStandards that a strong Sultai mage will some angels within the Boros have heavy reliance decided to quit and go aid the Gateless instead]].
* LightEmUp: Less common than the [[PlayingWithFire Fire]] and [[ShockAndAwe Lightning]], but light-based attack spells are part of the Boros' arsenal of offensive magic.
* LightIsNotGood: The guild is half-white, but can overtly be violent and hypocritical. While it's debatable whether or not they're the ''worst'' example of the White-aligned guilds
on self-mill, which mechanically a moral basis (since the Orzhov Syndicate exists and all), they're easily the most notorious examples of [[KnightTemplar Knight Templars]] in the setting. At least as of the ''Return To Ravnica'' set, their new incarnation are basically an army of vigilante ''mercenaries'', and dubbed by the Azorius as "their worst enemy" when they're in bad terms.
* MySpeciesDothProtestTooMuch: Feather, one of the protagonists from the original Ravnica trilogy, was pretty much the most compassionate and sane angel "on-screen". She was briefly the leader of the guild, before being overthrown by the far more warlike Aurelia. It goes without saying that [[GreyAndGreyMorality all guilds have good apples amongst the bad ones]], but like any other guild, the Boros Legion is more than capable of producing genuine heroes like [[KnightInSourArmor Agrus Kos]], who
represents driving yourself crazy in order to fuel things with the bits best of shattered sanity you left behind.
* SharkPool: Or rather, crocodile pits that
the frequently use Legion's ideals.
* OurAngelsAreDifferent: The Boros's angels act as the guild's leaders and are always hungry
for executions.
* SnakePeople: Have a number
warfare in the name of these, called naga, in justice.
* PlayingWithFire: A lot of
their ranks. They sharply fill cards have a fire motif.
* PoliceBrutality: On their absolute worst days, they're little better than thugs dressed as police officers. Many FantasticRacism statements from
the upper class as well.original trilogy come from them, and lately their own internal prejudices have been revealed.
* ShockAndAwe: Several of the more iconic Boros burn spells marry White's love of light and Red's long-standing dominion over lightning.
* WellIntentionedExtremist: For all their religious zealotry and militant leaders, they still hold true to the core philosophy of any Red/White deck (Nobilis of War aside): the upholding of justice and fairness. Many Legionnaires genuinely want to keep the peace and protect the weak from the strong, even if they do a [[HeroWithAnFInGood pretty]] [[KnightTemplar poor]] [[HeWhoFightsMonsters job]] in conveying those ideals.



[[folder:Mardu Horde (Red, with White and Black)]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/clan_symbol_mardu_844.png]]
[[caption-width-right:150:Swift Wings]]

Worshipping the speed of the dragons of old, the symbol of the Mardu horde is that of the wing of the dragon. Their keyword is [[http://magiccards.info/query?q=o%3ARaid&v=card&s=cname Raid]], which encourages always being on the attack by giving you bonuses for playing cards after you attacked. In Fate Reforged, Raid is replaced by [[http://magiccards.info/query?q=o%3ADash&v=card&s=cname Dash]], which allows you to quickly play creatures, have them attack, and then return to your hand.

to:

[[folder:Mardu Horde (Red, with White [[folder:Simic Combine (Green and Black)]]
[[quoteright:150:https://static.
Blue)]]
[[quoteright:220:https://static.
tvtropes.org/pmwiki/pub/images/clan_symbol_mardu_844.org/pmwiki/pub/images/simic_logo.png]]
[[caption-width-right:150:Swift Wings]]

Worshipping
[[caption-width-right:220:Evolution and Growth]]
->''Enter and comprehend
the speed perfection of orchestrated life.''
-->--'''[[https://scryfall.com/card/gtc/246/simic-guildgate Simic Guildgate]]'''

The [[https://magic.wizards.com/en/articles/archive/making-magic/improving-upon-nature-2006-05-22 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, [[https://mtg.fandom.com/wiki/Graft 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.

As of ''Return to Ravnica'', the Simic returned to their druidic roots, embracing long lost holism. This also translates to their new keyword: Members
of the dragons of old, Simic Combine can now [[https://mtg.fandom.com/wiki/Evolve Evolve]], strengthening themselves whenever another stronger ally enters the symbol battlefield, demonstrating Green's love of the Mardu horde is that life instead of the wing of the dragon. Blue's detachment, like their old mechanic did.

Their keyword ''Ravnica Allegiance'' mechanic, [[https://mtg.fandom.com/wiki/Adapt Adapt]], is [[http://magiccards.info/query?q=o%3ARaid&v=card&s=cname Raid]], which encourages always being a tweak on the attack by giving you bonuses "monstrosity" mechanic from Theros block, allowing Simic creatures to gain +1/+1 counters - but only if they don't have any such counters on them at present. Since the Simic also have effects allowing them to remove +1/+1 counters for playing cards after you attacked. In Fate Reforged, Raid is replaced by [[http://magiccards.info/query?q=o%3ADash&v=card&s=cname Dash]], which various effects, adapt allows you to quickly play creatures, have them attack, to constantly grow to fit the situation.

On a more mundane level, the Simic Combine is also responsible for providing most of Ravnica's non-magical medicine
and then return to your hand. healthcare.



* AttackAttackAttack: Their "Raid" mechanic rewards attacking with creatures as much as possible.
* BloodKnight: They live for war.
* BlowYouAway: Mardu shamans often have power over the harsh winds of the steppe.
* BodyMotifs: Represented by the wing of the dragon.
* BornInTheSaddle: There ''are'' Mardu infantry, but the clan is best known for its deadly cavalry.
* DeathOrGloryAttack: The Mardu leave nothing in reserve.
* TheDragonslayer: The most effective at killing Tarkir's dragons back while Tarkir ''had'' dragons. Of course, the three colours with the most kill spells are black, red, and white, so it was probably inevitable.
* FantasyCounterpartCulture: The most stereotypically Mongolian of the clans.
* HitAndRunTactics: The "Dash" mechanic from ''Fate Reforged'' in a nutshell.
* OurGoblinsAreDifferent: They're treated like bright dogs, basically.
* LukeNounverber: "War names" are taken by Mardu who come of age after their first big battle. Zurgo's war name, for example, is Helmsmasher. Subverted with Alesha, Who Smiles at Death, whose original chosen name was in fact "Alesha". The second part was given to her much later, after she had already become a prominent member of the Mardu.
* MageMarksman: "Dakla" is an art based on a mixture of archery and shamanic magic.
* MakeMeWannaShout: Mardu war shrieks are also used to channel magic.
* OurOrcsAreDifferent: Have quite a few orcs in their ranks, most notably their leader, Zurgo Helmsmasher.
* OurOgresAreHungrier: They have sharp things lashed to their hands, and are occasionally set on fire.
* ProudWarriorRaceGuy: While they do have a civilian class, they lack the infrastructure to provide for themselves without war. They also abide by an admittedly brutal code of honour.
* YoungAndInCharge: Alesha is only 19 when named Khan.

to:

* AttackAttackAttack: AdaptiveAbility: Their "Raid" Evolve mechanic rewards attacking with makes their creatures as much as possible.
grow stronger when a stronger creature is played.
* BloodKnight: They live BadBoss: As the flavor text for war.
* BlowYouAway: Mardu shamans often have power over
the harsh winds [[https://scryfall.com/card/dis/92/simic-initiate Simic Initiate]] card reveals, standard Simic Combine procedure is to use rookie members of the steppe.
* BodyMotifs: Represented by
guild as test-subjects for BioAugmentation experiments. The lucky ones come away with useful new mutations or grafts. The unlucky ones dissolve into protoplasmic slime.
-->''Simic initiates begin their training as experimental subjects. Failures are flushed to
the wing undersewers.''
* BioAugmentation: This is the Combine's stock in trade. The Combine's experiments in this field vary from physically grafting organs or limbs to creatures, to the magical equivalent of [[LegoGenetics gene-splicing]]. Cytoplasts, an alchemical slime that absorbs traits from a "donor" creature and can then infuse those traits to a host-organism it is subsequently bonded to, was their biggest breakthrough in this field prior to the ''Return to Ravnica'' storyline; Mormir Vig tried to forcibly apply cytoplasts to Ravnica's population, which made it impossible for them to legitimately sell it afterwards.
* BlobMonster: They do like their Oozes. Momir Vig's ultimate creation, Experiment Kraj, was a gargantuan oozelike mutant that could leech away the abilities of other creatures.
* CloserToEarth: Than the Izzet. [[MadScientist This isn't saying much.]] Now truly straight as of RTR.
* {{Druid}}: The Simic Combine began in the ancient past as holistic healers who sought to understand the natural order and gently guide life to its potential. Along the way, they lost track of this and became {{Mad Scientist}}s
of the dragon.
EvilutionaryBiologist variety. After ''Return to Ravnica'', they have officially rediscovered their roots and are trying to return to their holistic practices, whilst still maintaining their love of bio-tinkering.
* BornInTheSaddle: There ''are'' Mardu infantry, but EvilutionaryBiologist: This is the clan is best known for its deadly cavalry.
basic hat of the Simic Combine as a whole; being biology-focused {{Mad Scientist}}s, they are obsessed with tinkering with life, constantly mutating existing creatures and breeding new ones from scratch.
** Momir Vig, the former Guildmaster of the Simic Combine, whose experiments include attempting to breed a strain of cytoplast that would force BioAugmentation upon Ravnica's population, attempting to exterminate said population to recreate all life from scratch on a "blank canvas", and creating Project Kraj.
* DeathOrGloryAttack: GardenOfEvil: The Mardu leave nothing in reserve.
* TheDragonslayer:
"nature preservers" of the Combine may look innocent, even ideal at first glance. But they're biological testbeds used as part of their evolutionary experiments. The most effective at nicest ones are merely full of whatever bio-engineered horrors the local Combine branch has created. The nastiest ones are [[HungryJungle hellish ecosystems-in-miniature]], where everything is preying on everything else in a constant Darwinian free-for-all.
* GoneHorriblyRight: Project Kraj, a BlobMonster {{Kaiju}} created by Momir Vig, which forcibly absorbed every single cytoplast on Ravnica (maiming and/or
killing Tarkir's dragons back while Tarkir ''had'' dragons. Of course, everyone hosting one in the three colours process) and leveled the Simic Combine's guildhall. The trope was mocked in the card's flavor text: ''"Of course it will grow beyond control—it was designed to choose its own evolution."''
* GeneticEngineeringIsTheNewNuke: Cytoplasts, which are magical gene-splicing lumps of alchemically engineered slime, and which were rejected by Ravnicans as a whole. Played
with in that, prior to Project Kraj's rampage, the most kill spells are black, red, biggest issue was more aesthetic than moral - Ravnicans objected to having lumps of shiny blue-green slime permanently stuck to their bodies. After the cytoplast-based Project Kraj went on the rampage, nobody trusts cytoplasts anymore.
* GreenThumb: They mostly focus on flesh
and white, so blood creatures but have this power as well, though it was probably inevitable.
* FantasyCounterpartCulture: The most stereotypically Mongolian of
isn't used too often in combat and is mostly utilized in terraforming the clans.
land to create environments and habitats their creations can thrive in. Gameplay-wise this ability tends to be manifested as drawing additional cards or playing extra lands (Vigean Intuition, Urban Evolution) or even animating the land itself (Hydroform).
* HitAndRunTactics: The "Dash" mechanic from ''Fate Reforged'' in a nutshell.
JustThinkOfThePotential: As opposed to Izzet's ForScience.
* OurGoblinsAreDifferent: MadDoctor: Officially, they're Ravnica's medical guild, but they often use their doctoring as an excuse to experiment on their patients.
* MadScientist:
They're treated like bright dogs, basically.
* LukeNounverber: "War names" are taken by Mardu who come
the "obsessive" kind, instead of age after the Izzet's "[[PlayedForLaughs amiable madman]]" kind.
* MagikarpPower: Their Evolve mechanic in a nutshell. Creatures with this ability often feature high costs and poor or average stats... initially. Once they start getting counters and making use of
their first big battle. Zurgo's war name, for example, more powerful abilities, they become some of the strongest creatures in the game. Probably the best example is Helmsmasher. Subverted their [[https://scryfall.com/card/gtc/160/elusive-krasis Elusive Krasis]], which deals its damage to the opponent directly and hits the field with Alesha, Who Smiles at Death, whose a whopping ZERO attack points. Unevolved, it's a near worthless meat shield, but if the player can protect and nurture it for a few turns, it can quickly become the card that ends the game.
* MakeMyMonsterGrow: The Evolve ability makes smaller creatures bigger as stronger creatures are played.
* MakingASplash: Some of their cards have a water flavor.
* TheMedic: Their
original chosen name was purpose, which they re-embraced as of RTR.
* MightyGlacier: Between small creatures with Evolve and mid-range fatties, Simic's strategy focuses on the late game
in fact "Alesha". which it can lock down the game with an array of strong creatures and spells, but may not always live long enough to reach it.
* MixAndMatchCritters:
The second part was given new Simic love these more than ever (the old Simic employed bizarre unnatural mutants), although they claim to her use "[[PureIsNotGood purer]]" methods to make them now. [[https://scryfall.com/card/rna/206/sharktocrab It rises to laughable extremes in Ravnica Allegiance.]]
* OrganicTechnology: The Simic Combine does make use of this to some extent, but precisely how
much later, after she had already become is unclear. The only card really focusing on this aspect is the [[https://scryfall.com/card/dis/103/assault-zeppelid Assault Zeppelid]], a prominent member dirigible-like vehicle made from a lizard.
* OurElvesAreDifferent: Simic elves are more gaunt and alien than the standard model, and focus on transmutation magic combined with biomancy.
* OurMermaidsAreDifferent: The driving faction
of the Mardu.
new Simic. Also, those merfolk were thought to be extinct until only recently.
* MageMarksman: "Dakla" is an art based on a mixture PeopleJars: These can be seen in the background of archery and shamanic magic.
* MakeMeWannaShout: Mardu war shrieks are also used to channel magic.
* OurOrcsAreDifferent: Have quite a few orcs in
several of their ranks, most notably their leader, Zurgo Helmsmasher.
* OurOgresAreHungrier: They have sharp things lashed to their hands, and are occasionally set on fire.
* ProudWarriorRaceGuy: While they do have
cards. Eventually, a civilian class, they lack card called Krasis Incubation was released that allowed the infrastructure to provide for players themselves without war. to do this by removing their creature from the battle for a bit in exchange for a small permanent power boost.
* ProfessorGuineaPig: The Simic Combine's members readily experiment on themselves, just as they do on their patients; interesting grafts, splices or mutations can be the key to advancing in the Combine's ranks. There are even cards dedicated to this side of them, such as the [[https://scryfall.com/card/dgm/54/beetleform-mage Beetleform Mage]] and the [[https://scryfall.com/card/dis/107/coiling-oracle Coiling Oracle]].
* TheQuisling: Many Simic become enamored with the Oil during the Phyrexian invasion, and willingly side with the invaders.
* RedeemingReplacement: The guild's previous leader, Momir Vig, was an obsessive madman who wanted to cleanse Ravnica of life and start over. His replacement, Zegana, has restored respect to the Combine by rejecting Vig's excesses and bringing a respect for nature and balance back to the Simic.
* ScaryDogmaticAliens: The new Simic give off this vibe, although the "aliens" are merfolk from the deep.
* TheSocialDarwinist: In the original Ravnica set, Simic's leaders weren't above creating plagues to kill all life on Ravnica, save for those who are rich enough to buy vaccines that they made, to start life on the plane all over.
* UnwantedAssistance: Cytoplasts were not popular outside of the guild; whilst they could grant their hosts all kinds of benefits, such as increased intelligence or strength, they also left their hosts looking disfigured, as cytoplasts were visibly distinct as either tumor-like growths of shiny blue-green meat on the host's body, or a slick layer of blue-green slime. Momir Vig was so convinced that cytoplasts were the key to the future of Ravnica's biological evolution that he attempted to develop a strain of cytoplasts that would seek out hosts and apply itself by force.
* WellIntentionedExtremist:
They also abide by an admittedly brutal code of honour.
* YoungAndInCharge: Alesha is only 19 when named Khan.
will make your life better (for a certain value thereof) whether you like it or not.



[[folder:Temur Frontier (Green, with Blue and Red)]]
[[quoteright:124:https://static.tvtropes.org/pmwiki/pub/images/clan_symbol_temur_7564.png]]
[[caption-width-right:124:Savage Claws]]

Worshipping the savagery of the dragons of old, the symbol of the Temur Frontier is that of the claw of the dragon. Their keyword is [[http://magiccards.info/query?q=o%3AFerocious&v=card&s=cname Ferocious]], which gives bonuses if you control creatures with over 4 power.

to:

[[folder:Temur Frontier (Green, !Clans of Tarkir

[[folder:Abzan Houses (White,
with Blue Black and Red)]]
Green)]]
[[quoteright:124:https://static.tvtropes.org/pmwiki/pub/images/clan_symbol_temur_7564.org/pmwiki/pub/images/clan_symbol_abzan_61.png]]
[[caption-width-right:124:Savage Claws]]

[[caption-width-right:124:Enduring Scales]]

Worshipping the savagery endurance of the dragons of old, the symbol of the Temur Frontier Abzan Houses is that of the claw scale of the dragon. Their keyword is [[http://magiccards.info/query?q=o%3AFerocious&v=card&s=cname Ferocious]], info/query?q=o%3AOutlast&v=card&s=cname Outlast]], which gives bonuses if you control creatures with over 4 power. not only lets them slowly buff up their creatures, but also support each other. In Fate Reforged, Outlast is replaced by [[http://magiccards.info/query?q=o%3ABolster&v=card&s=cname Bolster]], which simulates the Abzan bringing up their weakest.



* ArchetypalCharacter: Temur adopt clan roles that [[{{Pun}} bear]] constant names from generation to generation, and view it as a way of getting in touch with their ancestors.
* BearsAreBadNews: The one-ton bears of the Temur tundra are definitely bad news to the Temurs' enemies...
* BearyFriendly: ... but are this to the Temur themselves.
* TheBerserker: "Awakening the bear" causes warriors to fly into a killing rage where they can no longer tell friend from foe.
* BiggerIsBetter: Their mechanic is based on an altered version of Naya's high-power-matters theme.
* BodyMotifs: Represented by the claw of the dragon.
* FantasyCounterpartCulture: Of Mongolia and Siberian peoples.
* FluffyTamer: Bear Companion, for example, brings along a bear that weighs a ton when he enters the field.
* HadToBeSharp: Their home is so cold and unpleasant that they have to be tough, or they die.
* AnIcePerson: The heart of Temur magic lies in ice and their ancestors.
* MentalFusion: The "Wide Whisper" is a psychic link shared between all of the Temur shamans, allowing for each Temur tribe to communicate with each other across huge distances.
* NiceJobBreakingItHeroine: [[spoiler:Yasova Dragonclaw is responsible for present-day Tarkir, as she helped lead Nicol Bolas to Ugin to end the Dragons' reign on Tarkir.]]
* OnlySaneMan: Chianul, Who Whispers Twice seems to be the only person on Tarkir who realises how incredibly screwed up Tarkir has become since the Clans drove the dragons to extinction.
* PantheraAwesome: The Temur from 1000 years often fought alongside Sabertooth cats.
* ThickerThanWater: Second only to the Abzan in the importance of family.
* UnPerson: Those who perform particularly heinous actions are drowned in swift streams, sending their bodies off to be eaten by wild animals, and their names are not spoken.

to:

* ArchetypalCharacter: Temur adopt clan roles that [[{{Pun}} bear]] constant names from generation BaseOnWheels: They have a few mobile fortresses drawn by extremely large elephants.
* BirdPeople: Abzan aven tend
to generation, and view it as a way of getting in touch with their ancestors.
* BearsAreBadNews: The one-ton bears of the Temur tundra are definitely bad news to the Temurs' enemies...
* BearyFriendly: ... but are this to the Temur themselves.
* TheBerserker: "Awakening the bear" causes warriors to fly into a killing rage where they can no longer tell friend from foe.
* BiggerIsBetter: Their mechanic is based on an altered version of Naya's high-power-matters theme.
resemble vultures.
* BodyMotifs: Represented by the claw scale of the dragon.
* TheClan: It's the importance of family that makes them more than just another bunch of heavily armed assholes.
* FantasyCounterpartCulture: Of Mongolia Based aesthetically on Persia and Siberian peoples.
Mongolia.
* FluffyTamer: Bear Companion, for example, brings along a bear that weighs a ton when he enters the field.
* HadToBeSharp: Their home is so cold
HappilyAdopted: "Krumar" are adopted from conquered territories and unpleasant that they have to be tough, or they die.
* AnIcePerson: The heart of Temur magic lies in ice and their ancestors.
* MentalFusion: The "Wide Whisper" is a psychic link shared between all
raised as members of the Temur shamans, allowing for each Temur tribe to communicate with each other across huge distances.
* NiceJobBreakingItHeroine: [[spoiler:Yasova Dragonclaw
Abzan families. Most of those shown on cards seem quite happy about it. In particular, this is responsible for present-day Tarkir, as she helped lead Nicol Bolas to Ugin to end how orcs make it into the Dragons' reign on Tarkir.]]
Abzan.
* OnlySaneMan: Chianul, Who Whispers Twice seems to be OurOrcsAreDifferent: Orcs are part of the only person Abzan armies. They're Black and focus on Tarkir who realises how incredibly screwed up Tarkir has become since offensive skills, but are still completely loyal to their family.
* MightyGlacier: Their "Outlast" mechanic gradually makes their creatures bigger and stronger as
the Clans drove the dragons to extinction.
* PantheraAwesome: The Temur from 1000 years often fought alongside Sabertooth cats.
game goes on.
* ThickerThanWater: Second only Family is the most important thing to the Abzan...
* TrueCompanions: ...but that family need not be exclusively based upon biological relationships.
--->''The bonds of family cross the boundaries of race.'' - flavour text, Incremental Growth
* WarElephants: Their intro pack rare, for example.
* WolfMan: The ainok dog-men are also part of
the Abzan in the importance of family.
* UnPerson: Those who perform particularly heinous actions are drowned in swift streams, sending their bodies off to be eaten by wild animals, and their names are not spoken.
armies.



!Broods of Tarkir

After Sarkhan's altering of Tarkir's past, the Clans of Tarkir surrendered to the Dragon Lords. Clans and Khans are no more, having been absorbed into the Dragon Broods.

[[folder:Dromoka's Brood (White and Green)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dromoka.jpg]]
[[caption-width-right:350:Members of a her family]]

The descendants of the Abzan clan in the new timeline, having dropped their necromancy and surrendered to their dragonlord Dromoka. Their keyword is Bolster, which carried over from Fate Reforged.

to:

!Broods of Tarkir

After Sarkhan's altering of Tarkir's past, the Clans of Tarkir surrendered to the Dragon Lords. Clans
[[folder:Jeskai Way (Blue, with Red and Khans are no more, having been absorbed into the Dragon Broods.

[[folder:Dromoka's Brood (White and Green)]]
[[quoteright:350:https://static.
White)]]
[[quoteright:124:https://static.
tvtropes.org/pmwiki/pub/images/dromoka.jpg]]
[[caption-width-right:350:Members of a her family]]

The descendants
org/pmwiki/pub/images/clan_symbol_jeskai_3924.png]]
[[caption-width-right:124:Cunning Eyes]]

Worshipping the cunning
of the Abzan clan in dragons of old, the new timeline, having dropped their necromancy and surrendered to their dragonlord Dromoka. symbol of the Jeskai Way is that of the eye of the dragon. Their keyword is Bolster, [[http://magiccards.info/query?q=o%3AProwess&v=card&s=cname Prowess]], which carried over from Fate Reforged.supports using spells and creatures in tandem.



* ALighterShadeOfBlack: Make no mistake, being within the clan isn't particularly fun when the dragonlord is a KnightTemplar. However, it's still the most safe and merciful of all Tarkir clans, and one of the most equal (aside, ironically, from the Silumgar).
* BlackMagic: Dromoka has strictly banned the practice of the old black-aligned necromancy, but some of the clan still practice it in secret.
* BodyMotifs: The scale of the dragon.
* CrapsaccharineWorld: The Dromoka clan looks superficially like a rather nice community, but according to the planeswalker's guide, it's still a meritocracy where your lack of use is rewarded by being the broodlord's lunch. A more down-to-earth but depressing Green/White bad system than the Selesnya's [[TheEvilsOfFreeWill assimilation thing]].
* TheCorpsIsMother: Dromoka tend to think of themselves as children of their clan.
* DishingOutDirt: A number of Dromoka spells manipulate sand into weapons or shields.
* EmancipatedChild: Each Dromoka community collectively raises all its children.
* FantasticRacism: Played with: the Dromoka are specifically noted to promote the value and accomplishment of ''all'' the clan members, draconic and humanoid alike. However, they no longer allow for the practice of [[HappilyAdopted krumar]], and as such have wrestled out orcs from the clan.
* LightEmUp: Dromoka dragons have a ray of searing light for their breath weapon.
* LightIsGood: Played with. On the one hand, it's the safest of the Tarkir broods. On the other, it's still a blatant dictatorship.
* MightyGlacier: Most Dromoka magic is focused around healing and protection, though they have a nice line in searing light and sandstorms.
* NighInvulnerable: Dromoka dragons are famous for their incredibly resilient scales.
* TheSocialDarwinist: They're generally rather merciful, but Dromoka herself eats whatever "weak link" she can find.

to:

* ALighterShadeOfBlack: Make no mistake, being within BareFistedMonk: As well as an array of more eccentrically equipped monks.
* BirdPeople: With a falcon theme, in contrast to
the clan isn't particularly fun when the dragonlord is a KnightTemplar. However, it's still the most safe and merciful of all Tarkir clans, and one of the most equal (aside, ironically, from the Silumgar).
* BlackMagic: Dromoka has strictly banned the practice of the old black-aligned necromancy, but some of the clan still practice it in secret.
vulturelike Azban aven.
* BodyMotifs: The scale Represented by the eye of the dragon.
* CrapsaccharineWorld: The Dromoka clan looks superficially like a rather nice community, but according to the planeswalker's guide, it's still a meritocracy where your lack of use is rewarded by being the broodlord's lunch. A more down-to-earth but depressing Green/White bad system than the Selesnya's [[TheEvilsOfFreeWill assimilation thing]].
* TheCorpsIsMother: Dromoka tend to think of themselves as children of
EnlightenmentSuperpowers: What their clan.
entire culture is centered around.
* DishingOutDirt: A number FantasyCounterpartCulture: Based on Shaolin monks, Tibetan monks, and [[WesternAnimation/AvatarTheLastAirbender air nomads]].
* HorseOfADifferentColour: For the Jeskai, "Mantis style" means riding a literal giant mantis.
* KiManipulation[=/=]SupernaturalMartialArts: The Jeskai revere the five colors
of Dromoka spells manipulate sand into weapons or shields.
mana as metaphysical elemental forces called "fires", which seem to function much in the same way as Ki.
* EmancipatedChild: Each Dromoka community collectively raises all its children.
* FantasticRacism:
TheTrickster: Enforced by their theme. Their mechanic even gives their creatures a boost for resolving a noncreature spell, making combat tricks that little bit trickier. Played with: the Dromoka are specifically noted to promote the value and accomplishment of ''all'' the clan members, draconic and humanoid alike. However, they no longer allow for the practice of [[HappilyAdopted krumar]], and as such have wrestled out orcs from the clan.
* LightEmUp: Dromoka dragons have a ray of searing light for
straight in their breath weapon.
* LightIsGood: Played with. On
lore with the one hand, it's Kaisham Wanderers school of enlightenment, which encourages the safest playing of harmless tricks on outsiders with the intent of making them question their beliefs or learn to enjoy the absurdity in life.
* UnstoppableRage: Fighters with mastery
of the Tarkir broods. On the other, it's still a blatant dictatorship.
* MightyGlacier: Most Dromoka magic is focused around healing and protection, though they have a nice line in searing light and sandstorms.
* NighInvulnerable: Dromoka dragons
bloodfire (red mana) are famous for able to channel their incredibly resilient scales.
* TheSocialDarwinist: They're generally rather merciful, but Dromoka herself eats whatever "weak link" she can find.
TranquilFury into this, effectively becoming [[NighInvulnerability invincible]] [[TheBerserker killing machines]].



[[folder:Ojutai's Brood (Blue and White)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ojutai.jpg]]
[[caption-width-right:350:Students of his word]]

The descendants of the Jeskai clan on the new timeline, having been forcibly taken over by Ojutai and remade into a fanatical cult. Their keyword is Rebound.

to:

[[folder:Ojutai's [[folder:Sultai Brood (Blue (Black, with Green and White)]]
[[quoteright:350:https://static.
Blue)]]
[[quoteright:124:https://static.
tvtropes.org/pmwiki/pub/images/ojutai.jpg]]
[[caption-width-right:350:Students of his word]]

The descendants
org/pmwiki/pub/images/clan_symbol_sultai_3550.png]]
[[caption-width-right:124:Ruthless Fangs]]

Worshipping the ruthlessness
of the Jeskai clan on dragons of old, the new timeline, having been forcibly taken over by Ojutai and remade into a fanatical cult. symbol of the Sultai Brood is that of the fang of the dragon. Their keyword is Rebound.[[http://magiccards.info/query?q=o%3ADelve&v=card&s=cname Delve]], which makes their spells easier to cast at a cost of exiling cards from their graveyard.



* AnIcePerson: Ojutai dragons breath freezing gases.
* BirdPeople: Avens are part of Ojultai's followers and often serve as dragonspeakers, the dragons' personal translators.
* BodyMotifs: The eye of the dragon.
* FantasticRacism: Ojutai dragons don't regard mortal lives at all, harshly punishing them for minimal infractions and getting away with murdering them if they want to.
* FantasyCounterpartCulture: Much like the Jeskai they displaced, their practices take heavy cues from Tibetan and Shaolin monasticism.
* KungFuWizard: Ojultai's followers use both martial arts and magic.
* LightIsNotGood: They're partly White, but still a quite oppressive, elitistic faction.
* {{Reincarnation}}: They believe that particularly enlightened mortals are reborn as dragons.
* RenownedSelectiveMentor: Ojutai dragons occaisonally tutor mortals who have been proven especially talented. The most able become dragonspeakers, who act as translators to other humanoids.
* TheTheocracy: Officially, the dragons do not rule the clan. They simply offer guidance and since dragons are the most wise, powerful and oldest beings on Tarkir, humanoids are only right to turn to them to become enlightened and eventually be reborn as dragons themselves.

to:

* AnIcePerson: Ojutai dragons breath freezing gases.
* BirdPeople: Avens are part of Ojultai's followers and often serve as dragonspeakers, the dragons' personal translators.
* BodyMotifs: The eye They're represented by the fang of the dragon.
* CatFolk: The Rakshasa, demons resembling humanoid tigers, are closely tied to the Sultai.
* DealWithTheDevil: Again, the rakshasa.
* TheEmpire: If they're not already this, they certainly imagine themselves making all of Tarkir into this with themselves at the helm.
* FantasticRacism: Ojutai dragons don't regard mortal lives at all, harshly punishing them for minimal infractions The [[SnakePeople naga]] do ''not'' think highly of their human subjects, and getting away with murdering them if generally make up the bulk of the upper class. It's suggested it's fueled by envy of [[WasOnceAMan the humanity they want to.
lost long ago]].
* FantasyCounterpartCulture: Much like Based on Indonesia and the Jeskai they displaced, Thai Empire. Additionally, their practices take heavy cues from Tibetan and Shaolin monasticism.
* KungFuWizard: Ojultai's followers use both martial arts and magic.
* LightIsNotGood: They're partly White, but still a quite oppressive, elitistic faction.
* {{Reincarnation}}: They believe
architecture heavily resembles that particularly enlightened mortals are reborn as dragons.
of the Khmer Empire's Angkor.
* RenownedSelectiveMentor: Ojutai dragons occaisonally tutor mortals who have been proven especially talented. MightyGlacier: Oddly for a Black-focused clan, Sultai encourages and features creatures with high toughness. The most able become dragonspeakers, who act as translators obvious example being Meandering Towershell, a 5/9 that is so slow it takes a turn or more to other humanoids.
attack.
* TheTheocracy: Officially, OurDemonsAreDifferent: The Sultai frequently make deals with the dragons do not rule Rakshasa, a race of tiger demons.
* OurZombiesAreDifferent: The Sultai are necromancers that use zombies for everything, including ''furniture''.
* PowerBornOfMadness: Their use of
the clan. Delve mechanic means that a strong Sultai mage will have heavy reliance on self-mill, which mechanically represents driving yourself crazy in order to fuel things with the bits of shattered sanity you left behind.
* SharkPool: Or rather, crocodile pits that the frequently use for executions.
* SnakePeople: Have a number of these, called naga, in their ranks.
They simply offer guidance and since dragons are sharply fill the most wise, powerful and oldest beings on Tarkir, humanoids are only right to turn to them to become enlightened and eventually be reborn upper class as dragons themselves.well.



[[folder:Silumgar's Brood (Black and Blue)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/silumgar.jpg]]
[[caption-width-right:350:Scavengers for his hoard.]]

The descendants of the Sultai on the new timeline, once Tasigur gave over the clan to Silumgar. Their keyword is Exploit, which gives you bonuses when you sacrifice a creature.

to:

[[folder:Silumgar's Brood (Black [[folder:Mardu Horde (Red, with White and Blue)]]
[[quoteright:350:https://static.
Black)]]
[[quoteright:150:https://static.
tvtropes.org/pmwiki/pub/images/silumgar.jpg]]
[[caption-width-right:350:Scavengers for his hoard.]]

The descendants
org/pmwiki/pub/images/clan_symbol_mardu_844.png]]
[[caption-width-right:150:Swift Wings]]

Worshipping the speed
of the Sultai on dragons of old, the new timeline, once Tasigur gave over symbol of the clan to Silumgar. Mardu horde is that of the wing of the dragon. Their keyword is Exploit, [[http://magiccards.info/query?q=o%3ARaid&v=card&s=cname Raid]], which gives encourages always being on the attack by giving you bonuses when for playing cards after you sacrifice a creature.attacked. In Fate Reforged, Raid is replaced by [[http://magiccards.info/query?q=o%3ADash&v=card&s=cname Dash]], which allows you to quickly play creatures, have them attack, and then return to your hand.



* BodyMotifs: The fang of the dragon.
* DarkIsEvil: They're one of the most evil clans (the other being the Atarka), and primarily Black-aligned.
* DoWellButNotPerfect: The key to survival in Silumgar's Brood. Members must strike a delicate balance of securing power within the brood without gaining so much that Silumgar deems them a threat to his rule.
* PoisonIsAcid: The poisonous breath of the Silumgar dragons is often described as corrosive or acidic.
* PoisonousPerson: Silumgar dragons exhale clouds of poisonous gas.
* SnakePeople: Nagas are among Silumgar's followers. However, they don't hold much influence within the clan.
* VillainHasAPoint: Despite the clan's heinous and amoral tendencies, Silumgar's Brood recognizes people by their talent rather than their race -- as such, it's the only brood in Tarkir where humans may rule over dragons.

to:

* AttackAttackAttack: Their "Raid" mechanic rewards attacking with creatures as much as possible.
* BloodKnight: They live for war.
* BlowYouAway: Mardu shamans often have power over the harsh winds of the steppe.
* BodyMotifs: The fang Represented by the wing of the dragon.
* DarkIsEvil: BornInTheSaddle: There ''are'' Mardu infantry, but the clan is best known for its deadly cavalry.
* DeathOrGloryAttack: The Mardu leave nothing in reserve.
* TheDragonslayer: The most effective at killing Tarkir's dragons back while Tarkir ''had'' dragons. Of course, the three colours with the most kill spells are black, red, and white, so it was probably inevitable.
* FantasyCounterpartCulture: The most stereotypically Mongolian of the clans.
* HitAndRunTactics: The "Dash" mechanic from ''Fate Reforged'' in a nutshell.
* OurGoblinsAreDifferent:
They're one treated like bright dogs, basically.
* LukeNounverber: "War names" are taken by Mardu who come of age after their first big battle. Zurgo's war name, for example, is Helmsmasher. Subverted with Alesha, Who Smiles at Death, whose original chosen name was in fact "Alesha". The second part was given to her much later, after she had already become a prominent member
of the Mardu.
* MageMarksman: "Dakla" is an art based on a mixture of archery and shamanic magic.
* MakeMeWannaShout: Mardu war shrieks are also used to channel magic.
* OurOrcsAreDifferent: Have quite a few orcs in their ranks,
most evil clans (the other being notably their leader, Zurgo Helmsmasher.
* OurOgresAreHungrier: They have sharp things lashed to their hands, and are occasionally set on fire.
* ProudWarriorRaceGuy: While they do have a civilian class, they lack
the Atarka), and primarily Black-aligned.
* DoWellButNotPerfect: The key
infrastructure to survival in Silumgar's Brood. Members must strike a delicate balance of securing power within the brood provide for themselves without gaining so much that Silumgar deems them a threat to his rule.
* PoisonIsAcid: The poisonous breath
war. They also abide by an admittedly brutal code of the Silumgar dragons honour.
* YoungAndInCharge: Alesha
is often described as corrosive or acidic.
* PoisonousPerson: Silumgar dragons exhale clouds of poisonous gas.
* SnakePeople: Nagas are among Silumgar's followers. However, they don't hold much influence within the clan.
* VillainHasAPoint: Despite the clan's heinous and amoral tendencies, Silumgar's Brood recognizes people by their talent rather than their race -- as such, it's the
only brood in Tarkir where humans may rule over dragons.19 when named Khan.



[[folder:Kolaghan's Brood (Red and Black)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kalaghan.jpg]]
[[caption-width-right:350:Soldiers of her conquest]]

The descendants of the Mardu on the new timeline after Alesha decided to follow Kolaghan. They gave up their sense of order and community, going from a ruthless but honourable horde into murderous, cannibalistic fools. Their keyword is Dash, which carried over from Fate Reforged.

to:

[[folder:Kolaghan's Brood (Red [[folder:Temur Frontier (Green, with Blue and Black)]]
[[quoteright:350:https://static.
Red)]]
[[quoteright:124:https://static.
tvtropes.org/pmwiki/pub/images/kalaghan.jpg]]
[[caption-width-right:350:Soldiers of her conquest]]

The descendants
org/pmwiki/pub/images/clan_symbol_temur_7564.png]]
[[caption-width-right:124:Savage Claws]]

Worshipping the savagery
of the Mardu on dragons of old, the new timeline after Alesha decided to follow Kolaghan. They gave up their sense symbol of order and community, going from a ruthless but honourable horde into murderous, cannibalistic fools. the Temur Frontier is that of the claw of the dragon. Their keyword is Dash, [[http://magiccards.info/query?q=o%3AFerocious&v=card&s=cname Ferocious]], which carried gives bonuses if you control creatures with over from Fate Reforged.4 power.



* AxCrazy: The members of the Kolaghan clan feel what they call the "crave", an irresistible compulsion to attack something -- including fellow Kolaghan, if nothing else is available.
* BloodKnight: Kolaghan will fight anything that happens to be in their way. This includes fellow clan-members.
* BodyMotifs: The wing of the dragon.
* HitAndRunTactics: The Dash keyword, which allows creatures to attack swiftly then return to the hand.
* ImAHumanitarian: The "blood-chins", a particularly psychotic subset of the Kolaghan notable for their practice of cannibalism.
* ShockAndAwe: Kolaghan dragons can breath lightning bolts.
* SuperSpeed: Kolaghan and her dragons are ''fast''.

to:

* AxCrazy: ArchetypalCharacter: Temur adopt clan roles that [[{{Pun}} bear]] constant names from generation to generation, and view it as a way of getting in touch with their ancestors.
* BearsAreBadNews:
The members one-ton bears of the Kolaghan clan feel what Temur tundra are definitely bad news to the Temurs' enemies...
* BearyFriendly: ... but are this to the Temur themselves.
* TheBerserker: "Awakening the bear" causes warriors to fly into a killing rage where
they call the "crave", can no longer tell friend from foe.
* BiggerIsBetter: Their mechanic is based on
an irresistible compulsion to attack something -- including fellow Kolaghan, if nothing else is available.
* BloodKnight: Kolaghan will fight anything that happens to be in their way. This includes fellow clan-members.
altered version of Naya's high-power-matters theme.
* BodyMotifs: The wing Represented by the claw of the dragon.
* HitAndRunTactics: FantasyCounterpartCulture: Of Mongolia and Siberian peoples.
* FluffyTamer: Bear Companion, for example, brings along a bear that weighs a ton when he enters the field.
* HadToBeSharp: Their home is so cold and unpleasant that they have to be tough, or they die.
* AnIcePerson:
The Dash keyword, which allows creatures heart of Temur magic lies in ice and their ancestors.
* MentalFusion: The "Wide Whisper" is a psychic link shared between all of the Temur shamans, allowing for each Temur tribe
to attack swiftly then return communicate with each other across huge distances.
* NiceJobBreakingItHeroine: [[spoiler:Yasova Dragonclaw is responsible for present-day Tarkir, as she helped lead Nicol Bolas to Ugin to end the Dragons' reign on Tarkir.]]
* OnlySaneMan: Chianul, Who Whispers Twice seems to be the only person on Tarkir who realises how incredibly screwed up Tarkir has become since the Clans drove the dragons to extinction.
* PantheraAwesome: The Temur from 1000 years often fought alongside Sabertooth cats.
* ThickerThanWater: Second only
to the hand.
Abzan in the importance of family.
* ImAHumanitarian: The "blood-chins", a UnPerson: Those who perform particularly psychotic subset of the Kolaghan notable for heinous actions are drowned in swift streams, sending their practice of cannibalism.
* ShockAndAwe: Kolaghan dragons can breath lightning bolts.
* SuperSpeed: Kolaghan
bodies off to be eaten by wild animals, and her dragons their names are ''fast''.not spoken.



[[folder:Atarka's Brood (Green and Red)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/atarka.png]]
[[caption-width-right:350:Hunters for her hunger]]

The descendants of the Temur in the new timeline, after Yasova gave up and decided to strike a deal with Atarka. Now arguably the most dangerous of the clans, they conquer lands to feed their ravenous dragonlord, lest they themselves be eaten. Their keyword is Formidable, which gives you bonuses when the combined power of your creatures is 8 or greater.

to:

[[folder:Atarka's !Broods of Tarkir

After Sarkhan's altering of Tarkir's past, the Clans of Tarkir surrendered to the Dragon Lords. Clans and Khans are no more, having been absorbed into the Dragon Broods.

[[folder:Dromoka's
Brood (Green (White and Red)]]
Green)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/atarka.png]]
[[caption-width-right:350:Hunters for
org/pmwiki/pub/images/dromoka.jpg]]
[[caption-width-right:350:Members of a
her hunger]]

family]]

The descendants of the Temur Abzan clan in the new timeline, after Yasova gave up and decided to strike a deal with Atarka. Now arguably the most dangerous of the clans, they conquer lands to feed having dropped their ravenous dragonlord, lest they themselves be eaten. necromancy and surrendered to their dragonlord Dromoka. Their keyword is Formidable, Bolster, which gives you bonuses when the combined power of your creatures is 8 or greater.carried over from Fate Reforged.



* BanOnMagic: Atarka fears the elemental power of the Temur shamans and eats them if she can find them. Luckily, a few of the youngest shamans were able to disguise their powers, and shamanism has been practiced in secrecy ever since.
* BodyMotifs: The claw of the dragon.
* ConditionedToAcceptHorror: Lampshaded on ''Planeswalker's Guide to Dragons Of Tarkir Part 2'': anyone in the same situation as them (i.e. being worth nothing but Atarka's personal feeders, [[JerkAss with her definitely going out of her way to remind them of that]]) would be driven to despair, but they take it in stride.
* HadToBeSharp: Even more so than their Temur counterparts; only those who are worth more to Atarka alive are spared from becoming her next meal.
* {{Irony}}: They're primarily Green aligned, yet they're the biggest threat to Tarkir's wildlife and nature.
* TheSocialDarwinist: Only the strongest survive, lest Atarka eat them. This applies even to dragons of her own brood, as she did not punish Surrak for killing and eating one of those dragons when it became weak.

to:

* BanOnMagic: Atarka fears ALighterShadeOfBlack: Make no mistake, being within the elemental power clan isn't particularly fun when the dragonlord is a KnightTemplar. However, it's still the most safe and merciful of all Tarkir clans, and one of the Temur shamans and eats them if she can find them. Luckily, a few most equal (aside, ironically, from the Silumgar).
* BlackMagic: Dromoka has strictly banned the practice
of the youngest shamans were able to disguise their powers, and shamanism has been practiced old black-aligned necromancy, but some of the clan still practice it in secrecy ever since.
secret.
* BodyMotifs: The claw scale of the dragon.
* ConditionedToAcceptHorror: Lampshaded on ''Planeswalker's Guide CrapsaccharineWorld: The Dromoka clan looks superficially like a rather nice community, but according to Dragons Of the planeswalker's guide, it's still a meritocracy where your lack of use is rewarded by being the broodlord's lunch. A more down-to-earth but depressing Green/White bad system than the Selesnya's [[TheEvilsOfFreeWill assimilation thing]].
* TheCorpsIsMother: Dromoka tend to think of themselves as children of their clan.
* DishingOutDirt: A number of Dromoka spells manipulate sand into weapons or shields.
* EmancipatedChild: Each Dromoka community collectively raises all its children.
* FantasticRacism: Played with: the Dromoka are specifically noted to promote the value and accomplishment of ''all'' the clan members, draconic and humanoid alike. However, they no longer allow for the practice of [[HappilyAdopted krumar]], and as such have wrestled out orcs from the clan.
* LightEmUp: Dromoka dragons have a ray of searing light for their breath weapon.
* LightIsGood: Played with. On the one hand, it's the safest of the
Tarkir Part 2'': anyone in broods. On the same situation as them (i.e. being worth nothing but Atarka's personal feeders, [[JerkAss with her definitely going out of her way to remind them of that]]) would be driven to despair, but other, it's still a blatant dictatorship.
* MightyGlacier: Most Dromoka magic is focused around healing and protection, though
they take it have a nice line in stride.
searing light and sandstorms.
* HadToBeSharp: Even more so than NighInvulnerable: Dromoka dragons are famous for their Temur counterparts; only those who are worth more to Atarka alive are spared from becoming her next meal.
* {{Irony}}: They're primarily Green aligned, yet they're the biggest threat to Tarkir's wildlife and nature.
incredibly resilient scales.
* TheSocialDarwinist: Only the strongest survive, lest Atarka eat them. This applies even to dragons of her own brood, as They're generally rather merciful, but Dromoka herself eats whatever "weak link" she did not punish Surrak for killing and eating one of those dragons when it became weak.can find.




!Ixalan Factions

In the world (and continent[[note]]Both the continent and the world are called Ixalan. There are other landmasses within the plane, however, such as Torrezon and an unnamed polar landmass.[[/note]]) of Ixalan, four factions vie for control of the Immortal Sun, a mystical artifact.

to:

\n!Ixalan Factions\n\nIn the world (and continent[[note]]Both the continent [[folder:Ojutai's Brood (Blue and the world are called Ixalan. There are other landmasses within the plane, however, such as Torrezon and an unnamed polar landmass.[[/note]]) White)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ojutai.jpg]]
[[caption-width-right:350:Students
of Ixalan, four factions vie for control his word]]

The descendants
of the Immortal Sun, Jeskai clan on the new timeline, having been forcibly taken over by Ojutai and remade into a mystical artifact.fanatical cult. Their keyword is Rebound.



* CoolVsAwesome: A four-side battle royale between pirates, shaman merfolks, vampire conquistadores and dinosaur-riding {{Mayincatec}} warriors.
* GrayAndGreyMorality: Almost all of the factions have legitimate reasons to battle each other. The Sun Empire wants to recover its former glory and be left alone, the vampires want eternal life for everyone, and the pirates want to take back their stolen homes, while the merfolk want to prevent everyone else from abusing their power.

[[folder:The Sun Empire (White, Green and Red)]]
The dinosaur-riding humans native to Ixalan, the Sun Empire (or one of their many precursor civilizations), originally built the lost city of Orazca. Though driven out of the jungles by their ancient rivals, the River Heralds, the Sun Empire has been recently emboldened by a string of military victories that sparked a cultural renaissance and have struck out in search of Orazca once more. They are aligned with Red, Green and White mana.

to:

* CoolVsAwesome: A four-side battle royale between pirates, shaman merfolks, vampire conquistadores AnIcePerson: Ojutai dragons breath freezing gases.
* BirdPeople: Avens are part of Ojultai's followers
and dinosaur-riding {{Mayincatec}} warriors.
often serve as dragonspeakers, the dragons' personal translators.
* GrayAndGreyMorality: Almost all BodyMotifs: The eye of the factions have legitimate reasons to battle each other. The Sun Empire wants to recover its former glory dragon.
* FantasticRacism: Ojutai dragons don't regard mortal lives at all, harshly punishing them for minimal infractions
and be left alone, the vampires getting away with murdering them if they want eternal life for everyone, and to.
* FantasyCounterpartCulture: Much like
the pirates want to take back Jeskai they displaced, their stolen homes, while the merfolk want to prevent everyone else practices take heavy cues from abusing their power.

[[folder:The Sun Empire (White, Green
Tibetan and Red)]]
Shaolin monasticism.
* KungFuWizard: Ojultai's followers use both martial arts and magic.
* LightIsNotGood: They're partly White, but still a quite oppressive, elitistic faction.
* {{Reincarnation}}: They believe that particularly enlightened mortals are reborn as dragons.
* RenownedSelectiveMentor: Ojutai dragons occaisonally tutor mortals who have been proven especially talented.
The dinosaur-riding humans native most able become dragonspeakers, who act as translators to Ixalan, other humanoids.
* TheTheocracy: Officially,
the Sun Empire (or one of their many precursor civilizations), originally built dragons do not rule the lost city of Orazca. Though driven out clan. They simply offer guidance and since dragons are the most wise, powerful and oldest beings on Tarkir, humanoids are only right to turn to them to become enlightened and eventually be reborn as dragons themselves.
[[/folder]]

[[folder:Silumgar's Brood (Black and Blue)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/silumgar.jpg]]
[[caption-width-right:350:Scavengers for his hoard.]]

The descendants
of the jungles by their ancient rivals, Sultai on the River Heralds, the Sun Empire has been recently emboldened by a string of military victories that sparked a cultural renaissance and have struck out in search of Orazca new timeline, once more. They are aligned with Red, Green and White mana.Tasigur gave over the clan to Silumgar. Their keyword is Exploit, which gives you bonuses when you sacrifice a creature.



* TheBeastmaster: Dinosaur exclusive, strengthening their connection to these animals and sending them to battle.
* GoldAndWhiteAreDivine: One of the theories as to why they do not use gold in their decorations. As the metal of the Sun, it is too sacred for normal use.
* LightIsNotGood: More sympathetic than the vampires and pirates, but they're still an expansionist faction of their own and will gladly feed their enemies to ravenous bird-reptiles. They took Ixalan from the merfolk, and are at war with them as well. [[spoiler:And now their emperor wants to TakeOverTheWorld...]]
* MagicalNativeAmerican: Downplayed. They are foremostly portrayed as realistic human beings, but their connection with dinosaurs and their sun-based spirituality are treated as rather pure compared to the religion of the vampires and the arcane magic of the pirates.
* {{Mayincatec}}: [[DownplayedTrope Downplayed]]. The Sun Empire is mostly Aztec-inspired, in contrast to the more Maya-esque River Heralds, but it still has some Inca influences (such as mountainside terrace farms and their very Quechua-sounding capital of Pachatupa).
* ThePowerOfTheSun: They worship the plane's sun in three aspects:
** White Kinjalli is the Wakening Sun, who created humans from clay and baked them in the sun's warmth.
** Red Tilonalli is the Burning Sun, associated with ferocity, fire, and passion.
** Green Ixalli is the Verdant Sun, who fosters growth in all things.
* TerrorDactyl: Wild pterons are known for snatching people (and vampires) away like giant birds of prey.

to:

* TheBeastmaster: Dinosaur exclusive, strengthening their connection to these animals and sending them to battle.
* GoldAndWhiteAreDivine: One
BodyMotifs: The fang of the theories as to why they do not use gold in their decorations. As the metal dragon.
* DarkIsEvil: They're one
of the Sun, it is too sacred for normal use.
* LightIsNotGood: More sympathetic than
most evil clans (the other being the vampires Atarka), and pirates, but they're still an expansionist faction primarily Black-aligned.
* DoWellButNotPerfect: The key to survival in Silumgar's Brood. Members must strike a delicate balance
of securing power within the brood without gaining so much that Silumgar deems them a threat to his rule.
* PoisonIsAcid: The poisonous breath of the Silumgar dragons is often described as corrosive or acidic.
* PoisonousPerson: Silumgar dragons exhale clouds of poisonous gas.
* SnakePeople: Nagas are among Silumgar's followers. However, they don't hold much influence within the clan.
* VillainHasAPoint: Despite the clan's heinous and amoral tendencies, Silumgar's Brood recognizes people by
their own and will gladly feed their enemies to ravenous bird-reptiles. They took Ixalan from the merfolk, and are at war with them as well. [[spoiler:And now their emperor wants to TakeOverTheWorld...]]
* MagicalNativeAmerican: Downplayed. They are foremostly portrayed as realistic human beings, but their connection with dinosaurs and their sun-based spirituality are treated as
talent rather pure compared to the religion of the vampires and the arcane magic of the pirates.
* {{Mayincatec}}: [[DownplayedTrope Downplayed]]. The Sun Empire is mostly Aztec-inspired, in contrast to the more Maya-esque River Heralds, but it still has some Inca influences (such as mountainside terrace farms and
than their very Quechua-sounding capital of Pachatupa).
* ThePowerOfTheSun: They worship
race -- as such, it's the plane's sun only brood in three aspects:
** White Kinjalli is the Wakening Sun, who created
Tarkir where humans from clay and baked them in the sun's warmth.
** Red Tilonalli is the Burning Sun, associated with ferocity, fire, and passion.
** Green Ixalli is the Verdant Sun, who fosters growth in all things.
* TerrorDactyl: Wild pterons are known for snatching people (and vampires) away like giant birds of prey.
may rule over dragons.



[[folder:The Brazen Coalition (Red, Black and Blue)]]
Refugees displaced from Torrezon after the Legion of Dusk's brutal conquest of the continent, the Brazen Coalition has survived on the sea for countless generations on a combination of wit, pluck and ruthlessness. They consist of humans, orcs, goblins and sirens. The recent rush to find Orazca has given the pirates that make up the Coalition a renewed focus: finding the Immortal Sun may be the key to fighting the Legion of Dusk and returning to their homeland. They are aligned with Blue, Black and Red mana.

to:

[[folder:The Brazen Coalition (Red, Black [[folder:Kolaghan's Brood (Red and Blue)]]
Refugees displaced from Torrezon after the Legion
Black)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kalaghan.jpg]]
[[caption-width-right:350:Soldiers
of Dusk's brutal conquest her conquest]]

The descendants
of the continent, the Brazen Coalition has survived Mardu on the sea for countless generations on a combination of wit, pluck and ruthlessness. new timeline after Alesha decided to follow Kolaghan. They consist of humans, orcs, goblins and sirens. The recent rush to find Orazca has given the pirates that make gave up the Coalition a renewed focus: finding the Immortal Sun may be the key to fighting the Legion of Dusk and returning to their homeland. They are aligned with Blue, Black sense of order and Red mana.community, going from a ruthless but honourable horde into murderous, cannibalistic fools. Their keyword is Dash, which carried over from Fate Reforged.



* ActionGirl: There are plenty of female pirates in the Coalition. In fact, the closest thing the Coalition has to a singular leader is Admiral Beckett Brass, an elderly but ferocious and well-respected female pirate.
* BornUnderTheSail: Even before fleeing to Ixalan, their ancestors came from a series of coastal city-states and made their living from sea trade. By the setting's present, the pirates have led an almost entirely maritime existence for more than most of them have been alive: while a few have claimed permanent island forts, most live almost exclusively on their ships as they sail on Ixalan’s seas. They don't have any leadership beyond their captains and admirals, their ships and fleets serve as the basis of their society's organization, and their only permanent settlement, High and Dry, is a CityOnTheWater made of hundreds of ships lashed to one another.
* CityOnTheWater: The closest thing they have to a capital, High and Dry, is a collection of derelict ships lashed together and kept afloat. It originally grew around two ships that became hopelessly entangled after ramming into each other, with more and more ships being added to over time until it became a full-sized settlement. It usually floats off of Ixalan's northeastern coast, and serves as neutral "ground" for the pirates to meet, unwind and strike deals with each other.
* DarkIsNotEvil: Of Ixalan's two black-aligned factions, the Coalition is the more sympathetic one by a lot. They are [[PragmaticVillainy pragmatic]] survivors who follow a rough form of HonorAmongThieves and are the most likely of all the factions to offer captives the opportunity to JoinOrDie rather than just killing them.
* FantasyGunControl: One of the first [[AvertedTrope Aversions]] in the 25-year history of the game. Cannons are used extensively and a couple of members are even pictured with primitive handheld firearms.
* InvadingRefugees: Their ancestors originally came from a collection of city-states on the continent of Torrezon. When the Legion of Dusk's conquests reached these cities, their natives were forced to flee across the Stormwreck Sea, eventually reaching Ixalan's shores and coming in contact with the Sun Empire. It's noteworthy that, unlike the Legion, the pirates don't really want to be in Ixalan -- their main reason for seeking out the Immortal Sun is so that they can use it to gain an edge on the Legion and reclaim their old homes on Torrezon.
* {{Pirate}}: Though non-pirates presumably exist on their floating capital city, High and Dry, all members of the Coalition shown thus far have been pirates.
* RagtagBunchOfMisfits: They are the most racially diverse of the factions, counting Humans, [[OurGoblinsAreDifferent Goblins]], [[OurOrcsAreDifferent Orcs]] and Sirens among their numbers. As such, the planeswalkers Angrath (a Minotaur) and Vraska (a Gorgon) had little trouble becoming pirate captains, despite their races not being native to the plane as far as we know.
* WalkThePlank: Apparently a common practice among the Brazen Coalition. It's even represented on a card.

to:

* ActionGirl: There are plenty of female pirates in the Coalition. In fact, the closest thing the Coalition has to a singular leader is Admiral Beckett Brass, an elderly but ferocious and well-respected female pirate.
* BornUnderTheSail: Even before fleeing to Ixalan, their ancestors came from a series of coastal city-states and made their living from sea trade. By the setting's present, the pirates have led an almost entirely maritime existence for more than most of them have been alive: while a few have claimed permanent island forts, most live almost exclusively on their ships as they sail on Ixalan’s seas. They don't have any leadership beyond their captains and admirals, their ships and fleets serve as the basis of their society's organization, and their only permanent settlement, High and Dry, is a CityOnTheWater made of hundreds of ships lashed to one another.
* CityOnTheWater:
AxCrazy: The closest thing they have to a capital, High and Dry, is a collection of derelict ships lashed together and kept afloat. It originally grew around two ships that became hopelessly entangled after ramming into each other, with more and more ships being added to over time until it became a full-sized settlement. It usually floats off of Ixalan's northeastern coast, and serves as neutral "ground" for the pirates to meet, unwind and strike deals with each other.
* DarkIsNotEvil: Of Ixalan's two black-aligned factions, the Coalition is the more sympathetic one by a lot. They are [[PragmaticVillainy pragmatic]] survivors who follow a rough form of HonorAmongThieves and are the most likely of all the factions to offer captives the opportunity to JoinOrDie rather than just killing them.
* FantasyGunControl: One of the first [[AvertedTrope Aversions]] in the 25-year history of the game. Cannons are used extensively and a couple of members are even pictured with primitive handheld firearms.
* InvadingRefugees: Their ancestors originally came from a collection of city-states on the continent of Torrezon. When the Legion of Dusk's conquests reached these cities, their natives were forced to flee across the Stormwreck Sea, eventually reaching Ixalan's shores and coming in contact with the Sun Empire. It's noteworthy that, unlike the Legion, the pirates don't really want to be in Ixalan -- their main reason for seeking out the Immortal Sun is so that they can use it to gain an edge on the Legion and reclaim their old homes on Torrezon.
* {{Pirate}}: Though non-pirates presumably exist on their floating capital city, High and Dry, all
members of the Coalition shown thus far have been pirates.
* RagtagBunchOfMisfits: They are
Kolaghan clan feel what they call the most racially diverse "crave", an irresistible compulsion to attack something -- including fellow Kolaghan, if nothing else is available.
* BloodKnight: Kolaghan will fight anything that happens to be in their way. This includes fellow clan-members.
* BodyMotifs: The wing
of the factions, counting Humans, [[OurGoblinsAreDifferent Goblins]], [[OurOrcsAreDifferent Orcs]] and Sirens among their numbers. As such, the planeswalkers Angrath (a Minotaur) and Vraska (a Gorgon) had little trouble becoming pirate captains, despite their races not being native dragon.
* HitAndRunTactics: The Dash keyword, which allows creatures to attack swiftly then return
to the plane as far as we know.
hand.
* WalkThePlank: Apparently ImAHumanitarian: The "blood-chins", a common particularly psychotic subset of the Kolaghan notable for their practice among the Brazen Coalition. It's even represented on a card.of cannibalism.
* ShockAndAwe: Kolaghan dragons can breath lightning bolts.
* SuperSpeed: Kolaghan and her dragons are ''fast''.



[[folder:The Legion of Dusk (Black and White)]]
The iron-fisted empire that controls all of the continent of Torrezon, the vampires that make up the Legion of Dusk were the original holders of the Immortal Sun, before someone (or something) took it and hid it in Orazca. Equal parts church and royal military, the Legion believes that the Immortal Sun is the key to turning their cold undeath into true immortality. They are aligned with White and Black mana.

to:

[[folder:The Legion of Dusk (Black [[folder:Atarka's Brood (Green and White)]]
Red)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/atarka.png]]
[[caption-width-right:350:Hunters for her hunger]]

The iron-fisted empire that controls all descendants of the continent of Torrezon, Temur in the vampires that make new timeline, after Yasova gave up and decided to strike a deal with Atarka. Now arguably the Legion of Dusk were the original holders most dangerous of the Immortal Sun, before someone (or something) took it and hid it in Orazca. Equal parts church and royal military, the Legion believes that the Immortal Sun is the key clans, they conquer lands to turning feed their cold undeath into true immortality. They are aligned with White and Black mana.ravenous dragonlord, lest they themselves be eaten. Their keyword is Formidable, which gives you bonuses when the combined power of your creatures is 8 or greater.



* ActionGirl: The legion has many female knights, like their commander Vona.
* AngryGuardDog: They use enormous mastiffs to watch over camps, just like real life conquistadors did.
* BlingOfWar: Golden armor with ornate fabric that doesn't suit the weather. As vampires have SuperToughness and prefer to fight at night, it's justifiable.
* CreepyCatholicism: They employ many aesthetics associated with it, given they are an fantasy counterpart to the Spanish Empire, which was fiercely Catholic.
* CorruptChurch: They are a religious order (well, several religious orders and a kingdom) that are run by the parasitic undead. It's ultimately revealed at the climax of the Ixalan storyline that their beliefs about vampirism's purpose have... drifted what their founder originally intended them to be. [[spoiler:When Saint Elenda is awoken, she is horrified to find out how the church has twisted her message, and sets out to force a reformation.]]
* DarkIsEvil[=/=]LightIsNotGood:
** Black/White aligned and generally the least sympathetic of the four factions. Combine the legendary arrogance of Conquistador-era Spaniards with the need for blood of vampires, and you have the Legion of Dusk in a nutshell; they more than match up the atrocities of their inspiration.
** In the official storyline ''[[https://magic.wizards.com/en/articles/archive/magic-story/unbowed-part-1-2018-08-29 Unbowed]]'', we see that their civilization back in Torrezon is even worse. The non-vampire denizens of Torrezon are slaves in everything but name, living in desperate terror of being convicted of a crime and sentenced to be drained to death, reduced to selling their life's blood drop by drop as currency for their vampiric masters. The vampires themselves regard slowly torturing animals to death as the highest form of artistic entertainments.
** Both tropes are [[spoiler:inverted with [[FriendlyNeighborhoodVampire Saint Elenda]], founder of the religion, herself, however. She is a nearly completely straight JeanneDArchetype who is ''absolutely mortified'' to discover what Torrezon has become in her absence, and promptly starts leading a resistance movement.]]
* DashingHispanic: They dress like conquistadors and have several Hispanic-sounding names. They are definitely an evil example since they are tough as nails and very brutal.
* DoomedByCanon: The [[https://magic.wizards.com/en/articles/archive/magic-story/rivals-ixalan-magic-story-alternate-endings-2018-02-21 official alternate endings article]] reveals that, if the Legion had won control of Orazca, [[spoiler:Saint Elenda]] would have left Vona, TheButcher of Magan, to claim the city as her own... and Vona would have been promptly eaten by a monstrosaur after the other vampires had left.
* TheDreadedDreadnought: One of their vessels is a massive dreadnought that utterly dwarfs the other ships next to him, possibly a reference to the ''Santísima Trinidad'', the giant Spanish warship that was reportedly the biggest beast of the Age of Sail.
* {{Egopolis}}: A variant; Torrezon was originally the name of the province where the monastic order that became the Legion of Dusk originated. After seven centuries of war, they conquered the entire continent and renamed it after their original homeland. That said, the story ''[[https://magic.wizards.com/en/articles/archive/magic-story/unbowed-part-1-2018-08-29 Unbowed]]'' shows that the capital city of the vampire's kingdom is called Luneau.
* FantasyCounterpartCulture: To the early Spanish Empire, spiced with the usual Spanish Black Legend tropes.
* EvilColonialist: Like their real-life inspirations, they are fanatical and greedy conquerors, with the added bonus of being undead freaks.
* ForeverWar: Because the vampires of the Legion are legally only allowed to feed on the "deserving", they are forced to constantly seek new opponents to wage war upon in order to have a continuous supply of blood. This is why they conquered Torrezon, and would have probably sent them to Ixalan even if they hadn't been in pursuit of the Immortal Sun.
* ALighterShadeOfGrey: Inverted; the Legion of Dusk is typically portrayed as the darker shade of grey to the rest of the Ixalan factions. Alternately, you can say it's played straight in that the other factions are the lighter shade of grey to the Legion of Dusk.
* NobleDemon: Zigzagged. Playing the trope straight, they view vampirism very differently than most vampires; to the Legion of Dusk, vampirism is a holy sacrifice, intended to allow one to serve the faith as an undying agent beyond the limitations of mortal life, with the need for blood being a form of martyrdom. Rather than be bloodthirsty hunters that prey on humans, they strictly drain blood from convicted criminals or other individuals they deem deserving. [[GameplayAndStoryIntegration This is reflected by having the first instances of pure White vampires in Magic history.]] The subversion comes because the vampire's morality is ''thoroughly'' questionable; beyond the fact that whether you're "deserving" is often decided by the vampires, occasionally at the moment they drain your blood, it's made clear that many vampires are in it for power alone, and their theology has shifted away from "vampirism as martyrdom" to "vampirism is an imperfect form of immortality that must be transcended through the Immortal Sun". Their culture is also arrogant and horrifically barbaric, as demonstrated in ''[[https://magic.wizards.com/en/articles/archive/magic-story/unbowed-part-1-2018-08-29 Unbowed]]''.
* NoHistoricalFiguresWereHarmed:
** Many a vampire soldier bears a basic resemblance to stereotypicals depictions of UsefulNotes/HernanCortez and other figures from the Spanish Conquest of America. Vona and the female vampire soldiers are also based on the real life Spanish conquistadoras like María de Estrada or Beatriz Bermúdez.
** Queen Miralda the Pious is an obvious reference to [[UsefulNotes/TheCatholicMonarchs Queen Isabella the Catholic]], under which the Spanish Conquest started (the name also reminds of the Giralda of Seville, a city that was an instrumental center of navigation and trade for the era). Miralda seems to be an infinitely less humane character than Isabella, though.
* OldSoldier: Some soldiers of the Legion are describen to be veterans of hundreds of years of conflicts, echoing how many conquistadors were veterans of the endless UsefulNotes/ItalianWars.
* OurVampiresAreDifferent: Gray-white in skin, [[ReligiousVampire deeply religious]], and pointy-eared, in this case.
* PayEvilUntoEvil: By the end of the ''[[https://magic.wizards.com/en/articles/archive/magic-story/unbowed-part-1-2018-08-29 Unbowed]]'' storyline, the Legion's capital city of Luneau has been ravaged by a massive outbreak of dinosaurs and other beasts unleashed by the EcoTerrorist planeswalker [[Characters/MagicTheGatheringPlaneswalkersPostMending Vivien Reid]]. She did this in no small part as retaliation for the vampires' rapine attitude towards the creatures of Ixalan's wilderness, as they considered slowly torturing animals to death and stuffing them to be entertainment.
* ReligiousVampire: Their entire hat. They're a theocracy that treats vampirism like a sacrament in itself.
* StereotypeFlip: Typical Hollywood vampires (including [[Literature/{{Dracula}} the Count himself]]) are repelled by religious symbols and faith, especially of Catholicism. These ones are [[ReligiousVampire fanatically religious]] in the vein (pun intended) of the aggressive and devoutly Catholic Spanish conquistadors, living lives circumscribed by ritual and prayer. Most fictional vampires despise sunlight for various reasons, while these seek the Immortal Sun and use [[LightIsNotGood white-mana]] spells.
* TokenEvilTeammate: It's made clear that whilst some vampires are genuinely devout, there are also plenty who see the Legion as a path to power and eternal life, or simply take pleasure in preying on those who can't stop them. The named character Vona, TheButcher of Magan, is a perfect example.
* TheTragicRose: Their iconography uses both red and black roses to symbolize the price paid for their immortality.
* WellIntentionedExtremist: Their campaigns of brutal conquest have all been undertaken with the end goal of creating a utopia with eternal life for all. This reflects loosely the real Spanish Empire's desire to Christianize America so they could save the natives' souls from Hell.
* WhoWantsToLiveForever: Vampirism keeps them alive indefinitely, but at the cost of most of the pleasures that make life worth living. The main reason they want the Immortal Sun is because they believe it will allow them to transform their vampiric undeath into true immortality.

to:

* ActionGirl: The legion has many female knights, like their commander Vona.
* AngryGuardDog: They use enormous mastiffs to watch over camps, just like real life conquistadors did.
* BlingOfWar: Golden armor with ornate fabric that doesn't suit
BanOnMagic: Atarka fears the weather. As vampires have SuperToughness and prefer to fight at night, it's justifiable.
* CreepyCatholicism: They employ many aesthetics associated with it, given they are an fantasy counterpart to the Spanish Empire, which was fiercely Catholic.
* CorruptChurch: They are a religious order (well, several religious orders and a kingdom) that are run by the parasitic undead. It's ultimately revealed at the climax
elemental power of the Ixalan storyline that their beliefs about vampirism's purpose have... drifted what their founder originally intended Temur shamans and eats them to be. [[spoiler:When Saint Elenda is awoken, if she is horrified to can find out how the church has twisted her message, and sets out to force them. Luckily, a reformation.]]
* DarkIsEvil[=/=]LightIsNotGood:
** Black/White aligned and generally the least sympathetic
few of the four factions. Combine the legendary arrogance of Conquistador-era Spaniards with the need for blood of vampires, and you have the Legion of Dusk in a nutshell; they more than match up the atrocities of youngest shamans were able to disguise their inspiration.
** In the official storyline ''[[https://magic.wizards.com/en/articles/archive/magic-story/unbowed-part-1-2018-08-29 Unbowed]]'', we see that their civilization back
powers, and shamanism has been practiced in Torrezon is even worse. secrecy ever since.
* BodyMotifs:
The non-vampire denizens of Torrezon are slaves in everything but name, living in desperate terror of being convicted of a crime and sentenced to be drained to death, reduced to selling their life's blood drop by drop as currency for their vampiric masters. The vampires themselves regard slowly torturing animals to death as the highest form of artistic entertainments.
** Both tropes are [[spoiler:inverted with [[FriendlyNeighborhoodVampire Saint Elenda]], founder
claw of the religion, herself, however. She is a nearly completely straight JeanneDArchetype who is ''absolutely mortified'' dragon.
* ConditionedToAcceptHorror: Lampshaded on ''Planeswalker's Guide
to discover what Torrezon has become Dragons Of Tarkir Part 2'': anyone in the same situation as them (i.e. being worth nothing but Atarka's personal feeders, [[JerkAss with her absence, and promptly starts leading a resistance movement.]]
* DashingHispanic: They dress like conquistadors and have several Hispanic-sounding names. They are
definitely an evil example since they are tough as nails and very brutal.
* DoomedByCanon: The [[https://magic.wizards.com/en/articles/archive/magic-story/rivals-ixalan-magic-story-alternate-endings-2018-02-21 official alternate endings article]] reveals that, if the Legion had won control
going out of Orazca, [[spoiler:Saint Elenda]] her way to remind them of that]]) would have left Vona, TheButcher of Magan, be driven to claim the city as her own... and Vona would have been promptly eaten by a monstrosaur after the other vampires had left.
despair, but they take it in stride.
* TheDreadedDreadnought: One of HadToBeSharp: Even more so than their vessels is a massive dreadnought that utterly dwarfs the other ships Temur counterparts; only those who are worth more to Atarka alive are spared from becoming her next to him, possibly a reference to the ''Santísima Trinidad'', the giant Spanish warship that was reportedly the biggest beast of the Age of Sail.
meal.
* {{Egopolis}}: A variant; Torrezon was originally the name of the province where the monastic order that became the Legion of Dusk originated. After seven centuries of war, they conquered the entire continent and renamed it after their original homeland. That said, the story ''[[https://magic.wizards.com/en/articles/archive/magic-story/unbowed-part-1-2018-08-29 Unbowed]]'' shows that the capital city of the vampire's kingdom is called Luneau.
* FantasyCounterpartCulture: To the early Spanish Empire, spiced with the usual Spanish Black Legend tropes.
* EvilColonialist: Like their real-life inspirations, they are fanatical and greedy conquerors, with the added bonus of being undead freaks.
* ForeverWar: Because the vampires of the Legion are legally only allowed to feed on the "deserving", they are forced to constantly seek new opponents to wage war upon in order to have a continuous supply of blood. This is why they conquered Torrezon, and would have probably sent them to Ixalan even if they hadn't been in pursuit of the Immortal Sun.
* ALighterShadeOfGrey: Inverted; the Legion of Dusk is typically portrayed as the darker shade of grey to the rest of the Ixalan factions. Alternately, you can say it's played straight in that the other factions are the lighter shade of grey to the Legion of Dusk.
* NobleDemon: Zigzagged. Playing the trope straight, they view vampirism very differently than most vampires; to the Legion of Dusk, vampirism is a holy sacrifice, intended to allow one to serve the faith as an undying agent beyond the limitations of mortal life, with the need for blood being a form of martyrdom. Rather than be bloodthirsty hunters that prey on humans, they strictly drain blood from convicted criminals or other individuals they deem deserving. [[GameplayAndStoryIntegration This is reflected by having the first instances of pure White vampires in Magic history.]] The subversion comes because the vampire's morality is ''thoroughly'' questionable; beyond the fact that whether you're "deserving" is often decided by the vampires, occasionally at the moment they drain your blood, it's made clear that many vampires are in it for power alone, and their theology has shifted away from "vampirism as martyrdom" to "vampirism is an imperfect form of immortality that must be transcended through the Immortal Sun". Their culture is also arrogant and horrifically barbaric, as demonstrated in ''[[https://magic.wizards.com/en/articles/archive/magic-story/unbowed-part-1-2018-08-29 Unbowed]]''.
* NoHistoricalFiguresWereHarmed:
** Many a vampire soldier bears a basic resemblance to stereotypicals depictions of UsefulNotes/HernanCortez and other figures from the Spanish Conquest of America. Vona and the female vampire soldiers are also based on the real life Spanish conquistadoras like María de Estrada or Beatriz Bermúdez.
** Queen Miralda the Pious is an obvious reference to [[UsefulNotes/TheCatholicMonarchs Queen Isabella the Catholic]], under which the Spanish Conquest started (the name also reminds of the Giralda of Seville, a city that was an instrumental center of navigation and trade for the era). Miralda seems to be an infinitely less humane character than Isabella, though.
* OldSoldier: Some soldiers of the Legion are describen to be veterans of hundreds of years of conflicts, echoing how many conquistadors were veterans of the endless UsefulNotes/ItalianWars.
* OurVampiresAreDifferent: Gray-white in skin, [[ReligiousVampire deeply religious]], and pointy-eared, in this case.
* PayEvilUntoEvil: By the end of the ''[[https://magic.wizards.com/en/articles/archive/magic-story/unbowed-part-1-2018-08-29 Unbowed]]'' storyline, the Legion's capital city of Luneau has been ravaged by a massive outbreak of dinosaurs and other beasts unleashed by the EcoTerrorist planeswalker [[Characters/MagicTheGatheringPlaneswalkersPostMending Vivien Reid]]. She did this in no small part as retaliation for the vampires' rapine attitude towards the creatures of Ixalan's wilderness, as they considered slowly torturing animals to death and stuffing them to be entertainment.
* ReligiousVampire: Their entire hat.
{{Irony}}: They're a theocracy that treats vampirism like a sacrament in itself.
* StereotypeFlip: Typical Hollywood vampires (including [[Literature/{{Dracula}}
primarily Green aligned, yet they're the Count himself]]) are repelled by religious symbols biggest threat to Tarkir's wildlife and faith, especially of Catholicism. These ones are [[ReligiousVampire fanatically religious]] in nature.
* TheSocialDarwinist: Only
the vein (pun intended) strongest survive, lest Atarka eat them. This applies even to dragons of the aggressive her own brood, as she did not punish Surrak for killing and devoutly Catholic Spanish conquistadors, living lives circumscribed by ritual and prayer. Most fictional vampires despise sunlight for various reasons, while these seek the Immortal Sun and use [[LightIsNotGood white-mana]] spells.
* TokenEvilTeammate: It's made clear that whilst some vampires are genuinely devout, there are also plenty who see the Legion as a path to power and eternal life, or simply take pleasure in preying on
eating one of those who can't stop them. The named character Vona, TheButcher of Magan, is a perfect example.
* TheTragicRose: Their iconography uses both red and black roses to symbolize the price paid for their immortality.
* WellIntentionedExtremist: Their campaigns of brutal conquest have all been undertaken with the end goal of creating a utopia with eternal life for all. This reflects loosely the real Spanish Empire's desire to Christianize America so they could save the natives' souls from Hell.
* WhoWantsToLiveForever: Vampirism keeps them alive indefinitely, but at the cost of most of the pleasures that make life worth living. The main reason they want the Immortal Sun is because they believe
dragons when it will allow them to transform their vampiric undeath into true immortality.became weak.



[[folder:The River Heralds (Blue and Green)]]
The merfolk that live deep within the jungles of Ixalan, the River Heralds are the ancient enemies of the Sun Empire, driving them out of Orazca and onto the coasts. They lead a nomadic life in the wilderness of Ixalan and take great pains to ensure that no one discovers the true location of Orazca, not even them, as a prophecy states that its discovery will spell the end of their people. They are aligned with Green and Blue mana.

to:

[[folder:The River Heralds (Blue
!Ixalan Factions

In the world (and continent[[note]]Both the continent
and Green)]]
The merfolk that live deep
the world are called Ixalan. There are other landmasses within the jungles plane, however, such as Torrezon and an unnamed polar landmass.[[/note]]) of Ixalan, the River Heralds are the ancient enemies four factions vie for control of the Sun Empire, driving them out of Orazca and onto the coasts. They lead Immortal Sun, a nomadic life in the wilderness of Ixalan and take great pains to ensure that no one discovers the true location of Orazca, not even them, as a prophecy states that its discovery will spell the end of their people. They are aligned with Green and Blue mana.mystical artifact.



* ElementalPowers: They are consummate elementalists, adept at manipulating the natural forces of the jungle.
* MagicalNativeAmerican: Full on: they are based off the depiction of the Maya as relictual, mystical shamans, and are definitely the most spiritual and magically powerful of the factions.
* {{Mayincatec}}: Based on the Maya specifically, but with a name, Orazca, that evokes both Nazca and El Dorado.
* OurMermaidsAreDifferent: They resemble tropical fish and have legs, a-la Zendikari merfolk.
[[/folder]]

!!Kaldheim
[[folder:The Five Clans]]
!!Omenskeers
Blue-aligned nomadic explorers who sail Bretagard's seas, seeking paths to other realms.

to:

* ElementalPowers: They are consummate elementalists, adept at manipulating the natural forces CoolVsAwesome: A four-side battle royale between pirates, shaman merfolks, vampire conquistadores and dinosaur-riding {{Mayincatec}} warriors.
* GrayAndGreyMorality: Almost all
of the jungle.
* MagicalNativeAmerican: Full on: they are based off the depiction of the Maya as relictual, mystical shamans, and are definitely the most spiritual and magically powerful of the factions.
* {{Mayincatec}}: Based on the Maya specifically, but with a name, Orazca, that evokes both Nazca and El Dorado.
* OurMermaidsAreDifferent: They resemble tropical fish and
factions have legs, a-la Zendikari merfolk.
[[/folder]]

!!Kaldheim
legitimate reasons to battle each other. The Sun Empire wants to recover its former glory and be left alone, the vampires want eternal life for everyone, and the pirates want to take back their stolen homes, while the merfolk want to prevent everyone else from abusing their power.

[[folder:The Five Clans]]
!!Omenskeers
Blue-aligned nomadic explorers who sail Bretagard's seas, seeking paths
Sun Empire (White, Green and Red)]]
The dinosaur-riding humans native
to other realms.Ixalan, the Sun Empire (or one of their many precursor civilizations), originally built the lost city of Orazca. Though driven out of the jungles by their ancient rivals, the River Heralds, the Sun Empire has been recently emboldened by a string of military victories that sparked a cultural renaissance and have struck out in search of Orazca once more. They are aligned with Red, Green and White mana.



* BoldExplorer: The Omenseekers spend most of their time sailing through the seas of Bretagard in a neverending quest to explore and discover, and put a great deal of effort in searching for ways to travel into and explore the other realms as well.

!!Tuskeri
Red-aligned fierce barbarians from the Tusk Mountains, the Tuskeri are obsessed with winning glory and honor in battle.

to:

* BoldExplorer: The Omenseekers spend most TheBeastmaster: Dinosaur exclusive, strengthening their connection to these animals and sending them to battle.
* GoldAndWhiteAreDivine: One of the theories as to why they do not use gold in their decorations. As the metal of the Sun, it is too sacred for normal use.
* LightIsNotGood: More sympathetic than the vampires and pirates, but they're still an expansionist faction
of their time sailing through the seas of Bretagard in a neverending quest to explore own and discover, and put a great deal of effort in searching for ways will gladly feed their enemies to travel into and explore the other realms as well.

!!Tuskeri
Red-aligned fierce barbarians
ravenous bird-reptiles. They took Ixalan from the Tusk Mountains, the Tuskeri merfolk, and are obsessed at war with winning glory them as well. [[spoiler:And now their emperor wants to TakeOverTheWorld...]]
* MagicalNativeAmerican: Downplayed. They are foremostly portrayed as realistic human beings, but their connection with dinosaurs
and honor their sun-based spirituality are treated as rather pure compared to the religion of the vampires and the arcane magic of the pirates.
* {{Mayincatec}}: [[DownplayedTrope Downplayed]]. The Sun Empire is mostly Aztec-inspired,
in battle.contrast to the more Maya-esque River Heralds, but it still has some Inca influences (such as mountainside terrace farms and their very Quechua-sounding capital of Pachatupa).
* ThePowerOfTheSun: They worship the plane's sun in three aspects:
** White Kinjalli is the Wakening Sun, who created humans from clay and baked them in the sun's warmth.
** Red Tilonalli is the Burning Sun, associated with ferocity, fire, and passion.
** Green Ixalli is the Verdant Sun, who fosters growth in all things.
* TerrorDactyl: Wild pterons are known for snatching people (and vampires) away like giant birds of prey.
[[/folder]]

[[folder:The Brazen Coalition (Red, Black and Blue)]]
Refugees displaced from Torrezon after the Legion of Dusk's brutal conquest of the continent, the Brazen Coalition has survived on the sea for countless generations on a combination of wit, pluck and ruthlessness. They consist of humans, orcs, goblins and sirens. The recent rush to find Orazca has given the pirates that make up the Coalition a renewed focus: finding the Immortal Sun may be the key to fighting the Legion of Dusk and returning to their homeland. They are aligned with Blue, Black and Red mana.



* BloodKnight: The Tuskeri are obsessed with battle and warfare, and don't need much of an excuse to go to war beyond being bored. They're extremely disorganized warriors, disregarding strategy and tactics in favor of enthusiastically throwing themselves into the thickest frays and attempting over-the-top heroics without paying much attention to what their fellows are doing. This gets them killed pretty regularly, but the Tuskeri see glorious death in battle as their highest calling in life anyway.

!!Kannah
A Green-aligned nomadic clan who wander the depths of the Aldergard forest, the Kannah were cursed to bring an endless winter with them whenever they leave.

to:

* BloodKnight: The Tuskeri ActionGirl: There are obsessed with battle plenty of female pirates in the Coalition. In fact, the closest thing the Coalition has to a singular leader is Admiral Beckett Brass, an elderly but ferocious and warfare, well-respected female pirate.
* BornUnderTheSail: Even before fleeing to Ixalan, their ancestors came from a series of coastal city-states
and made their living from sea trade. By the setting's present, the pirates have led an almost entirely maritime existence for more than most of them have been alive: while a few have claimed permanent island forts, most live almost exclusively on their ships as they sail on Ixalan’s seas. They don't need much of an excuse to go to war have any leadership beyond their captains and admirals, their ships and fleets serve as the basis of their society's organization, and their only permanent settlement, High and Dry, is a CityOnTheWater made of hundreds of ships lashed to one another.
* CityOnTheWater: The closest thing they have to a capital, High and Dry, is a collection of derelict ships lashed together and kept afloat. It originally grew around two ships that became hopelessly entangled after ramming into each other, with more and more ships
being bored. They're extremely disorganized warriors, disregarding strategy added to over time until it became a full-sized settlement. It usually floats off of Ixalan's northeastern coast, and tactics in favor of enthusiastically throwing themselves into serves as neutral "ground" for the thickest frays pirates to meet, unwind and attempting over-the-top heroics without paying much attention to what their fellows strike deals with each other.
* DarkIsNotEvil: Of Ixalan's two black-aligned factions, the Coalition is the more sympathetic one by a lot. They
are doing. This gets them killed pretty regularly, but [[PragmaticVillainy pragmatic]] survivors who follow a rough form of HonorAmongThieves and are the Tuskeri see glorious death in battle as their highest calling in life anyway.

!!Kannah
A Green-aligned nomadic clan who wander
most likely of all the depths factions to offer captives the opportunity to JoinOrDie rather than just killing them.
* FantasyGunControl: One
of the Aldergard forest, first [[AvertedTrope Aversions]] in the Kannah 25-year history of the game. Cannons are used extensively and a couple of members are even pictured with primitive handheld firearms.
* InvadingRefugees: Their ancestors originally came from a collection of city-states on the continent of Torrezon. When the Legion of Dusk's conquests reached these cities, their natives
were cursed forced to bring an endless winter flee across the Stormwreck Sea, eventually reaching Ixalan's shores and coming in contact with them whenever the Sun Empire. It's noteworthy that, unlike the Legion, the pirates don't really want to be in Ixalan -- their main reason for seeking out the Immortal Sun is so that they leave.can use it to gain an edge on the Legion and reclaim their old homes on Torrezon.
* {{Pirate}}: Though non-pirates presumably exist on their floating capital city, High and Dry, all members of the Coalition shown thus far have been pirates.
* RagtagBunchOfMisfits: They are the most racially diverse of the factions, counting Humans, [[OurGoblinsAreDifferent Goblins]], [[OurOrcsAreDifferent Orcs]] and Sirens among their numbers. As such, the planeswalkers Angrath (a Minotaur) and Vraska (a Gorgon) had little trouble becoming pirate captains, despite their races not being native to the plane as far as we know.
* WalkThePlank: Apparently a common practice among the Brazen Coalition. It's even represented on a card.
[[/folder]]

[[folder:The Legion of Dusk (Black and White)]]
The iron-fisted empire that controls all of the continent of Torrezon, the vampires that make up the Legion of Dusk were the original holders of the Immortal Sun, before someone (or something) took it and hid it in Orazca. Equal parts church and royal military, the Legion believes that the Immortal Sun is the key to turning their cold undeath into true immortality. They are aligned with White and Black mana.



* {{Curse}}: In the ancient past, the Kannah were cursed to forever remain trapped in the Adelgard. Ever after, Kannah expeditions who try to leave the forest are hounded by ferocious winter conditions that eventually force them to turn back.
* EndlessWinter: When Kannah groups or individuals try to venture past the Adelgard, they are followed by bitter winter conditions and constant snowfall that never abate, which quickly make travel impossible and force them to head back into the woods. The site where they believe they were first cursed, the Cursed Tree at the Aldergard's edge, is covered in snow throughout the year.
* RageAgainstTheHeavens: The Kannah despise the gods, both the ancient ones who first cursed them and the current ones who never bothered to ease their conditions, and anything related to them, including the Cosmos monsters. They aim to kill the Cosmos Serpent, which they believe will give them enough power to destroy the Skoti gods, end their curse, and claim Starnheim for themselves.

to:

* {{Curse}}: In the ancient past, the Kannah were cursed ActionGirl: The legion has many female knights, like their commander Vona.
* AngryGuardDog: They use enormous mastiffs
to forever remain trapped in the Adelgard. Ever after, Kannah expeditions who try to leave the forest are hounded by ferocious winter conditions watch over camps, just like real life conquistadors did.
* BlingOfWar: Golden armor with ornate fabric
that eventually force doesn't suit the weather. As vampires have SuperToughness and prefer to fight at night, it's justifiable.
* CreepyCatholicism: They employ many aesthetics associated with it, given they are an fantasy counterpart to the Spanish Empire, which was fiercely Catholic.
* CorruptChurch: They are a religious order (well, several religious orders and a kingdom) that are run by the parasitic undead. It's ultimately revealed at the climax of the Ixalan storyline that their beliefs about vampirism's purpose have... drifted what their founder originally intended
them to turn back.
be. [[spoiler:When Saint Elenda is awoken, she is horrified to find out how the church has twisted her message, and sets out to force a reformation.]]
* EndlessWinter: When Kannah groups DarkIsEvil[=/=]LightIsNotGood:
** Black/White aligned and generally the least sympathetic of the four factions. Combine the legendary arrogance of Conquistador-era Spaniards with the need for blood of vampires, and you have the Legion of Dusk in a nutshell; they more than match up the atrocities of their inspiration.
** In the official storyline ''[[https://magic.wizards.com/en/articles/archive/magic-story/unbowed-part-1-2018-08-29 Unbowed]]'', we see that their civilization back in Torrezon is even worse. The non-vampire denizens of Torrezon are slaves in everything but name, living in desperate terror of being convicted of a crime and sentenced to be drained to death, reduced to selling their life's blood drop by drop as currency for their vampiric masters. The vampires themselves regard slowly torturing animals to death as the highest form of artistic entertainments.
** Both tropes are [[spoiler:inverted with [[FriendlyNeighborhoodVampire Saint Elenda]], founder of the religion, herself, however. She is a nearly completely straight JeanneDArchetype who is ''absolutely mortified'' to discover what Torrezon has become in her absence, and promptly starts leading a resistance movement.]]
* DashingHispanic: They dress like conquistadors and have several Hispanic-sounding names. They are definitely an evil example since they are tough as nails and very brutal.
* DoomedByCanon: The [[https://magic.wizards.com/en/articles/archive/magic-story/rivals-ixalan-magic-story-alternate-endings-2018-02-21 official alternate endings article]] reveals that, if the Legion had won control of Orazca, [[spoiler:Saint Elenda]] would have left Vona, TheButcher of Magan, to claim the city as her own... and Vona would have been promptly eaten by a monstrosaur after the other vampires had left.
* TheDreadedDreadnought: One of their vessels is a massive dreadnought that utterly dwarfs the other ships next to him, possibly a reference to the ''Santísima Trinidad'', the giant Spanish warship that was reportedly the biggest beast of the Age of Sail.
* {{Egopolis}}: A variant; Torrezon was originally the name of the province where the monastic order that became the Legion of Dusk originated. After seven centuries of war, they conquered the entire continent and renamed it after their original homeland. That said, the story ''[[https://magic.wizards.com/en/articles/archive/magic-story/unbowed-part-1-2018-08-29 Unbowed]]'' shows that the capital city of the vampire's kingdom is called Luneau.
* FantasyCounterpartCulture: To the early Spanish Empire, spiced with the usual Spanish Black Legend tropes.
* EvilColonialist: Like their real-life inspirations, they are fanatical and greedy conquerors, with the added bonus of being undead freaks.
* ForeverWar: Because the vampires of the Legion are legally only allowed to feed on the "deserving", they are forced to constantly seek new opponents to wage war upon in order to have a continuous supply of blood. This is why they conquered Torrezon, and would have probably sent them to Ixalan even if they hadn't been in pursuit of the Immortal Sun.
* ALighterShadeOfGrey: Inverted; the Legion of Dusk is typically portrayed as the darker shade of grey to the rest of the Ixalan factions. Alternately, you can say it's played straight in that the other factions are the lighter shade of grey to the Legion of Dusk.
* NobleDemon: Zigzagged. Playing the trope straight, they view vampirism very differently than most vampires; to the Legion of Dusk, vampirism is a holy sacrifice, intended to allow one to serve the faith as an undying agent beyond the limitations of mortal life, with the need for blood being a form of martyrdom. Rather than be bloodthirsty hunters that prey on humans, they strictly drain blood from convicted criminals
or other individuals try to venture past the Adelgard, they are followed deem deserving. [[GameplayAndStoryIntegration This is reflected by bitter winter conditions and constant snowfall having the first instances of pure White vampires in Magic history.]] The subversion comes because the vampire's morality is ''thoroughly'' questionable; beyond the fact that never abate, whether you're "deserving" is often decided by the vampires, occasionally at the moment they drain your blood, it's made clear that many vampires are in it for power alone, and their theology has shifted away from "vampirism as martyrdom" to "vampirism is an imperfect form of immortality that must be transcended through the Immortal Sun". Their culture is also arrogant and horrifically barbaric, as demonstrated in ''[[https://magic.wizards.com/en/articles/archive/magic-story/unbowed-part-1-2018-08-29 Unbowed]]''.
* NoHistoricalFiguresWereHarmed:
** Many a vampire soldier bears a basic resemblance to stereotypicals depictions of UsefulNotes/HernanCortez and other figures from the Spanish Conquest of America. Vona and the female vampire soldiers are also based on the real life Spanish conquistadoras like María de Estrada or Beatriz Bermúdez.
** Queen Miralda the Pious is an obvious reference to [[UsefulNotes/TheCatholicMonarchs Queen Isabella the Catholic]], under
which quickly make travel impossible the Spanish Conquest started (the name also reminds of the Giralda of Seville, a city that was an instrumental center of navigation and force trade for the era). Miralda seems to be an infinitely less humane character than Isabella, though.
* OldSoldier: Some soldiers of the Legion are describen to be veterans of hundreds of years of conflicts, echoing how many conquistadors were veterans of the endless UsefulNotes/ItalianWars.
* OurVampiresAreDifferent: Gray-white in skin, [[ReligiousVampire deeply religious]], and pointy-eared, in this case.
* PayEvilUntoEvil: By the end of the ''[[https://magic.wizards.com/en/articles/archive/magic-story/unbowed-part-1-2018-08-29 Unbowed]]'' storyline, the Legion's capital city of Luneau has been ravaged by a massive outbreak of dinosaurs and other beasts unleashed by the EcoTerrorist planeswalker [[Characters/MagicTheGatheringPlaneswalkersPostMending Vivien Reid]]. She did this in no small part as retaliation for the vampires' rapine attitude towards the creatures of Ixalan's wilderness, as they considered slowly torturing animals to death and stuffing
them to head back into be entertainment.
* ReligiousVampire: Their entire hat. They're a theocracy that treats vampirism like a sacrament in itself.
* StereotypeFlip: Typical Hollywood vampires (including [[Literature/{{Dracula}}
the woods. Count himself]]) are repelled by religious symbols and faith, especially of Catholicism. These ones are [[ReligiousVampire fanatically religious]] in the vein (pun intended) of the aggressive and devoutly Catholic Spanish conquistadors, living lives circumscribed by ritual and prayer. Most fictional vampires despise sunlight for various reasons, while these seek the Immortal Sun and use [[LightIsNotGood white-mana]] spells.
* TokenEvilTeammate: It's made clear that whilst some vampires are genuinely devout, there are also plenty who see the Legion as a path to power and eternal life, or simply take pleasure in preying on those who can't stop them.
The site where named character Vona, TheButcher of Magan, is a perfect example.
* TheTragicRose: Their iconography uses both red and black roses to symbolize the price paid for their immortality.
* WellIntentionedExtremist: Their campaigns of brutal conquest have all been undertaken with the end goal of creating a utopia with eternal life for all. This reflects loosely the real Spanish Empire's desire to Christianize America so they could save the natives' souls from Hell.
* WhoWantsToLiveForever: Vampirism keeps them alive indefinitely, but at the cost of most of the pleasures that make life worth living. The main reason they want the Immortal Sun is because
they believe they were first cursed, the Cursed Tree at the Aldergard's edge, is covered in snow throughout the year.
* RageAgainstTheHeavens: The Kannah despise the gods, both the ancient ones who first cursed
it will allow them and the current ones who never bothered to ease transform their conditions, and anything related to them, including the Cosmos monsters. They aim to kill the Cosmos Serpent, which they believe will give them enough power to destroy the Skoti gods, end their curse, and claim Starnheim for themselves.vampiric undeath into true immortality.



!The Five Colleges of Strixhaven
On the plane of Arcavios lies the most elite magic university in the multiverse, Strixhaven. Made up of five individual colleges that each compete with their own takes on magic; each college is named after the Elder Dragon that founded it.

to:

!The Five Colleges of Strixhaven
On
[[folder:The River Heralds (Blue and Green)]]
The merfolk that live deep within
the plane jungles of Arcavios lies Ixalan, the most elite magic university River Heralds are the ancient enemies of the Sun Empire, driving them out of Orazca and onto the coasts. They lead a nomadic life in the multiverse, Strixhaven. Made up wilderness of five individual colleges Ixalan and take great pains to ensure that each compete with no one discovers the true location of Orazca, not even them, as a prophecy states that its discovery will spell the end of their own takes on magic; each college is named after the Elder Dragon that founded it.people. They are aligned with Green and Blue mana.



* BadassCreed: Each college has its own motto, exmplifying their philosophies.
* GoodCounterpart: Each of the Elder Dragon founders of the Colleges form a mega-cycle with the Elder Dragons that rule Tarkir, forming the opposite color pairs, and as such the founders and their colleges can be considered this to the Dragonlords and their clans/broods.
* OurDragonsAreDifferent: Arcavios' dragons were born from mana storms caused by the two preceeding planes colliding. Styling themselves guides to the "lesser" races, they founded the colleges to keep them from going into conflict.
* RedOniBlueOni: Each college has two deans, each one representing one of the opposing colors the college is aligned with.
* TeamMascot: Each college has its own mascot, which are used in Wizard Tower.
* WizardingSchool: ''Magic''[='=]s take on one, though it's a university. Uniquely, rather than just studying magic itself, they study actual academic topics (i.e. history, mathematics), through magic.

[[folder:Lorehold (Red and White)]]
[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/lorehold_insignia.jpg]]
[[caption-width-right:220:College of Archaeomancy]]
->"Leave no stone unturned."

Lorehold is made up of passionate scholars and explorers who explore and study the past.

to:

* BadassCreed: Each college has its own motto, exmplifying their philosophies.
* GoodCounterpart: Each
ElementalPowers: They are consummate elementalists, adept at manipulating the natural forces of the Elder Dragon founders jungle.
* MagicalNativeAmerican: Full on: they are based off the depiction
of the Colleges form a mega-cycle with Maya as relictual, mystical shamans, and are definitely the Elder Dragons that rule Tarkir, forming the opposite color pairs, most spiritual and as such the founders and their colleges can be considered this to the Dragonlords and their clans/broods.
* OurDragonsAreDifferent: Arcavios' dragons were born from mana storms caused by the two preceeding planes colliding. Styling themselves guides to the "lesser" races, they founded the colleges to keep them from going into conflict.
* RedOniBlueOni: Each college has two deans, each one representing one
magically powerful of the opposing colors factions.
* {{Mayincatec}}: Based on
the college is aligned with.
* TeamMascot: Each college has its own mascot, which are used in Wizard Tower.
* WizardingSchool: ''Magic''[='=]s take on one, though it's
Maya specifically, but with a university. Uniquely, rather than just studying magic itself, they study actual academic topics (i.e. history, mathematics), through magic.

[[folder:Lorehold (Red
name, Orazca, that evokes both Nazca and White)]]
[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/lorehold_insignia.jpg]]
[[caption-width-right:220:College of Archaeomancy]]
->"Leave no stone unturned."

Lorehold is made up of passionate scholars
El Dorado.
* OurMermaidsAreDifferent: They resemble tropical fish
and have legs, a-la Zendikari merfolk.
[[/folder]]

!!Kaldheim
[[folder:The Five Clans]]
!!Omenskeers
Blue-aligned nomadic
explorers who explore and study the past.sail Bretagard's seas, seeking paths to other realms.



* AdventurerArchaeologist: One half of the Lorehold student body are made up of these.
* CavalryOfTheDead: Their mascots are Spirits, which are represented as long-dead souls inhabiting statues that represent them.
* {{Familiar}}: Lorehold students in ''TabletopGame/DungeonsAndDragons'' can summon an ancestral ghost to serve as this.
* MilitaryMage: Not in the same way as Silverquill, but [[https://en.wikipedia.org/wiki/Hoplology Hoplology]] and Military Science are among their majors...that, and a number of their students like [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=513712 Quintorious Kand]] tend to come from [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=513495 military academies]].
* {{Necromancy}}: Of sorts. While they don't bring the dead back to life like Black does, their playstyle revolves heavily around the graveyard, with effects that happen when cards are removed from the graveyard, whether exiled or put in your hand. Flavorwise this is explained as manifesting spirits within effigies, using temporal magic somehow.
* OrderVsChaos: A key subject for Lorehold, whose students differ on whether history should be seen as an orderly or chaotic series of events, with the deans Augusta (White, a human) and Plargg (Red, an orc) representing Order and Chaos respectively.
* ThrowTheBookAtThem: They're on the Red side of the argument, but Scrollbashers and Tomewielders are known to literally bash people over the head with books whenever they're not using the words to cast really dangerous spells.
* UltimateBlacksmith: They have a lot of Artificer students in their campus who use their magic to restore and/or recreate ancient artifacts they find. [[https://scryfall.com/card/c21/8/osgir-the-reconstructor?utm_source=mw_MTGWiki Osgir]] is very likely their teacher.
[[/folder]]

[[folder:Prismari (Blue and Red)]]
[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/prismari_insignia.jpg]]
[[caption-width-right:220:College of Elemental Arts]]
->"Express yourself with the elements."

Prismari mages focus on the artistic side of magic, creating art using elemental forces.

to:

* AdventurerArchaeologist: One half of the Lorehold student body are made up of these.
* CavalryOfTheDead: Their mascots are Spirits, which are represented as long-dead souls inhabiting statues that represent them.
* {{Familiar}}: Lorehold students in ''TabletopGame/DungeonsAndDragons'' can summon an ancestral ghost to serve as this.
* MilitaryMage: Not in the same way as Silverquill, but [[https://en.wikipedia.org/wiki/Hoplology Hoplology]] and Military Science are among their majors...that, and a number
BoldExplorer: The Omenseekers spend most of their students like [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=513712 Quintorious Kand]] tend to come from [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=513495 military academies]].
* {{Necromancy}}: Of sorts. While they don't bring
time sailing through the dead back seas of Bretagard in a neverending quest to life like Black does, their playstyle revolves heavily around explore and discover, and put a great deal of effort in searching for ways to travel into and explore the graveyard, with effects that happen when cards are removed other realms as well.

!!Tuskeri
Red-aligned fierce barbarians
from the graveyard, whether exiled or put in your hand. Flavorwise this is explained as manifesting spirits within effigies, using temporal magic somehow.
* OrderVsChaos: A key subject for Lorehold, whose students differ on whether history should be seen as an orderly or chaotic series of events,
Tusk Mountains, the Tuskeri are obsessed with the deans Augusta (White, a human) winning glory and Plargg (Red, an orc) representing Order and Chaos respectively.
* ThrowTheBookAtThem: They're on the Red side of the argument, but Scrollbashers and Tomewielders are known to literally bash people over the head with books whenever they're not using the words to cast really dangerous spells.
* UltimateBlacksmith: They have a lot of Artificer students
honor in their campus who use their magic to restore and/or recreate ancient artifacts they find. [[https://scryfall.com/card/c21/8/osgir-the-reconstructor?utm_source=mw_MTGWiki Osgir]] is very likely their teacher.
[[/folder]]

[[folder:Prismari (Blue and Red)]]
[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/prismari_insignia.jpg]]
[[caption-width-right:220:College of Elemental Arts]]
->"Express yourself with the elements."

Prismari mages focus on the artistic side of magic, creating art using elemental forces.
battle.



* ElementalEmbodiment: Their college mascots are Elementals.
* ElementalPowers: Their preference is for [[AnIcePerson ice]] and [[PlayingWithFire fire]].
* HarmonyVsDiscipline: Their internal argument is about the approach to art, Blue dean Uvilda (a djinn) being the Discipline, Red dean Nassari (an efreet) being the Harmony.
* MadArtist: All of them are passionate artists with little regard for concepts like "safety" or "sanity".
* MagicDance: Prismari teaches gesture-based magic, shaping mana through body motions and gestures.
* YinYangBomb: They often combine Ice and Fire together.

to:

* ElementalEmbodiment: Their college mascots BloodKnight: The Tuskeri are Elementals.
* ElementalPowers: Their preference is for [[AnIcePerson ice]]
obsessed with battle and [[PlayingWithFire fire]].
* HarmonyVsDiscipline: Their internal argument is about the approach
warfare, and don't need much of an excuse to art, Blue dean Uvilda (a djinn) go to war beyond being bored. They're extremely disorganized warriors, disregarding strategy and tactics in favor of enthusiastically throwing themselves into the Discipline, Red dean Nassari (an efreet) being the Harmony.
* MadArtist: All of
thickest frays and attempting over-the-top heroics without paying much attention to what their fellows are doing. This gets them are passionate artists killed pretty regularly, but the Tuskeri see glorious death in battle as their highest calling in life anyway.

!!Kannah
A Green-aligned nomadic clan who wander the depths of the Aldergard forest, the Kannah were cursed to bring an endless winter
with little regard for concepts like "safety" them whenever they leave.
----
* {{Curse}}: In the ancient past, the Kannah were cursed to forever remain trapped in the Adelgard. Ever after, Kannah expeditions who try to leave the forest are hounded by ferocious winter conditions that eventually force them to turn back.
* EndlessWinter: When Kannah groups
or "sanity".
* MagicDance: Prismari teaches gesture-based magic, shaping mana through body motions
individuals try to venture past the Adelgard, they are followed by bitter winter conditions and gestures.
constant snowfall that never abate, which quickly make travel impossible and force them to head back into the woods. The site where they believe they were first cursed, the Cursed Tree at the Aldergard's edge, is covered in snow throughout the year.
* YinYangBomb: RageAgainstTheHeavens: The Kannah despise the gods, both the ancient ones who first cursed them and the current ones who never bothered to ease their conditions, and anything related to them, including the Cosmos monsters. They often combine Ice aim to kill the Cosmos Serpent, which they believe will give them enough power to destroy the Skoti gods, end their curse, and Fire together.claim Starnheim for themselves.



[[folder:Quandrix (Blue and Green)]]
[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/quandrix_insignia.jpg]]
[[caption-width-right:220:College of Numeromancy]]
->"Math is magic."

Quandrix is made up of mathematician wizards who see math and magic as one and the same.

to:

[[folder:Quandrix (Blue and Green)]]
[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/quandrix_insignia.jpg]]
[[caption-width-right:220:College
!The Five Colleges of Numeromancy]]
->"Math is magic."

Quandrix is made
Strixhaven
On the plane of Arcavios lies the most elite magic university in the multiverse, Strixhaven. Made
up of mathematician wizards who see math and magic as one and five individual colleges that each compete with their own takes on magic; each college is named after the same.Elder Dragon that founded it.



* TheEngineer: Unsurprisingly for a campus that's very centered on math magic, engineering is among their majors.
* FantasticScience: As far as Quandrix are concerned, ''math is magic''.
* FormulaicMagic: They incorporate mathematics into their spellcasting. One of their students, [[https://scryfall.com/search?q=%21%22Zimone%2C+Quandrix+Prodigy%22+set%3ASTX&utm_source=mw_MTGWiki Zimone Wola]], is even the trope image.
* MascotMook: They summon Fractals as their mascots, essentially math-elementals.
* MotherNatureFatherScience: Green dean Kianne (an elf) is all about using magic to bring the formulas to life, while Blue dean Imbrahim (an owlin) represents the theoretical side of Quandrix.
* OurMonstersAreWeird: A lot of their magic creates living fractals that are still somehow shaped exactly like animals. As a matter of fact, their mascots are ''called'' Fractals.
* {{Terraforming}}: Being a Green-aligned school, it is unsurprising that Quandrix strategy revolves very heavily on land-search, allowing you to put down lands at an unprecedented rate. It is due to this reliance on lands that there are several cards that require you to have a large number of lands for them to activate their effects.
[[/folder]]

[[folder:Silverquill (Black and White)]]
[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/silverquill_insignia.jpg]]
[[caption-width-right:220:College of Eloquence]]
->"Sharp style. Sharper wit."

Silverquill specializes in verbal magic, from empowering poetry to biting arcane insults.

to:

* TheEngineer: Unsurprisingly for a campus that's very centered on math magic, engineering is among BadassCreed: Each college has its own motto, exmplifying their majors.
philosophies.
* FantasticScience: As far GoodCounterpart: Each of the Elder Dragon founders of the Colleges form a mega-cycle with the Elder Dragons that rule Tarkir, forming the opposite color pairs, and as Quandrix are concerned, ''math is magic''.
* FormulaicMagic: They incorporate mathematics into
such the founders and their spellcasting. One of colleges can be considered this to the Dragonlords and their students, [[https://scryfall.com/search?q=%21%22Zimone%2C+Quandrix+Prodigy%22+set%3ASTX&utm_source=mw_MTGWiki Zimone Wola]], is even clans/broods.
* OurDragonsAreDifferent: Arcavios' dragons were born from mana storms caused by
the trope image.
two preceeding planes colliding. Styling themselves guides to the "lesser" races, they founded the colleges to keep them from going into conflict.
* MascotMook: They summon Fractals as their mascots, essentially math-elementals.
* MotherNatureFatherScience: Green dean Kianne (an elf)
RedOniBlueOni: Each college has two deans, each one representing one of the opposing colors the college is all about using aligned with.
* TeamMascot: Each college has its own mascot, which are used in Wizard Tower.
* WizardingSchool: ''Magic''[='=]s take on one, though it's a university. Uniquely, rather than just studying
magic to bring the formulas to life, while Blue dean Imbrahim (an owlin) represents the theoretical side of Quandrix.
* OurMonstersAreWeird: A lot of their magic creates living fractals that are still somehow shaped exactly like animals. As a matter of fact, their mascots are ''called'' Fractals.
* {{Terraforming}}: Being a Green-aligned school, it is unsurprising that Quandrix strategy revolves very heavily on land-search, allowing you to put down lands at an unprecedented rate. It is due to this reliance on lands that there are several cards that require you to have a large number of lands for them to activate their effects.
[[/folder]]

[[folder:Silverquill (Black
itself, they study actual academic topics (i.e. history, mathematics), through magic.

[[folder:Lorehold (Red
and White)]]
[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/silverquill_insignia.org/pmwiki/pub/images/lorehold_insignia.jpg]]
[[caption-width-right:220:College of Eloquence]]
->"Sharp style. Sharper wit.
Archaeomancy]]
->"Leave no stone unturned.
"

Silverquill specializes in verbal magic, from empowering poetry to biting arcane insults.Lorehold is made up of passionate scholars and explorers who explore and study the past.



* AlphaBitch: Unsurprisingly, most examples of this trope end up here, as Silverquill creates a lot of bullies and elitists.
* BlobMonster: Silverquill's mascots are Inklings, creatures made of ink and magic.
* TheBully: When your school's primary form of offense magic is hurling lethal insults at someone, being a bully is almost a requirement. One of the best examples is the creature card "Spiteful Squad" which shows a trio of Silverquill students harassing a poor first-year student and demanding them pay a toll to '''walk in that hallway'''!
* DeaderThanDead: Being White-aligned, Silverquill has quite a few cards that exile cards, though these often target mono-colored cards.
* {{Expy}}: Silverquill is the only college that directly parallels a [[Literature/HarryPotter Hogwarts house]], being based on the snide better-than-yous of Slytherin, though they aren't quite as antagonistic.
* MascotMook: Silverquill students summon Inklings to their side, ink-elementals.
* MilitaryMage: Due to having the fastest casting style via verbal magic, Silverquill is the favored college for combat magics.
* RousingSpeech: They can empower others using these.
* WarriorVersusSorcerer: In a way, with Black dean Embrose Lu (a human) being the Warrior, and White dean Shale Talonrook (an owlin) being the Sorceress, which reflects on their debate on whether words should be used to strike down enemies (Black) or to help allies (White).
* WordsCanBreakMyBones: Their insults can ''literally'' cut you like a knife.
* YinYangBomb: They have courses for specifically light and dark magic and most students use both, though they most frequently use ink magic instead.
* YouFightLikeACow: How they harm opponents, literally insulting them to death.

to:

* AlphaBitch: Unsurprisingly, most examples AdventurerArchaeologist: One half of this trope end the Lorehold student body are made up here, as Silverquill creates a lot of bullies and elitists.
these.
* BlobMonster: Silverquill's CavalryOfTheDead: Their mascots are Inklings, creatures made of ink and magic.
* TheBully: When your school's primary form of offense magic is hurling lethal insults at someone, being a bully is almost a requirement. One of the best examples is the creature card "Spiteful Squad"
Spirits, which shows a trio of Silverquill are represented as long-dead souls inhabiting statues that represent them.
* {{Familiar}}: Lorehold
students harassing a poor first-year student and demanding them pay a toll to '''walk in that hallway'''!
* DeaderThanDead: Being White-aligned, Silverquill has quite a few cards that exile cards, though these often target mono-colored cards.
* {{Expy}}: Silverquill is the only college that directly parallels a [[Literature/HarryPotter Hogwarts house]], being based on the snide better-than-yous of Slytherin, though they aren't quite as antagonistic.
* MascotMook: Silverquill students
''TabletopGame/DungeonsAndDragons'' can summon Inklings an ancestral ghost to their side, ink-elementals.
serve as this.
* MilitaryMage: Due to having Not in the fastest casting style via verbal magic, Silverquill is same way as Silverquill, but [[https://en.wikipedia.org/wiki/Hoplology Hoplology]] and Military Science are among their majors...that, and a number of their students like [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=513712 Quintorious Kand]] tend to come from [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=513495 military academies]].
* {{Necromancy}}: Of sorts. While they don't bring
the favored college for combat magics.
* RousingSpeech: They can empower others
dead back to life like Black does, their playstyle revolves heavily around the graveyard, with effects that happen when cards are removed from the graveyard, whether exiled or put in your hand. Flavorwise this is explained as manifesting spirits within effigies, using these.
temporal magic somehow.
* WarriorVersusSorcerer: In a way, with Black dean Embrose Lu (a human) being the Warrior, and White dean Shale Talonrook (an owlin) being the Sorceress, which reflects on their debate OrderVsChaos: A key subject for Lorehold, whose students differ on whether words history should be used seen as an orderly or chaotic series of events, with the deans Augusta (White, a human) and Plargg (Red, an orc) representing Order and Chaos respectively.
* ThrowTheBookAtThem: They're on the Red side of the argument, but Scrollbashers and Tomewielders are known
to strike down enemies (Black) or literally bash people over the head with books whenever they're not using the words to help allies (White).
cast really dangerous spells.
* WordsCanBreakMyBones: Their insults can ''literally'' cut you like a knife.
* YinYangBomb:
UltimateBlacksmith: They have courses for specifically light and dark magic and most a lot of Artificer students in their campus who use both, though they most frequently use ink their magic instead.
* YouFightLikeACow: How
to restore and/or recreate ancient artifacts they harm opponents, literally insulting them to death.find. [[https://scryfall.com/card/c21/8/osgir-the-reconstructor?utm_source=mw_MTGWiki Osgir]] is very likely their teacher.



[[folder:Witherbloom (Black and Green)]]
[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/witherbloom_insignia.jpg]]
[[caption-width-right:220:College of Essence Studies]]
->"Get your hands dirty."

Witherbloom contains nature mages capable of empowering nature… or exploiting it.

to:

[[folder:Witherbloom (Black [[folder:Prismari (Blue and Green)]]
Red)]]
[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/witherbloom_insignia.org/pmwiki/pub/images/prismari_insignia.jpg]]
[[caption-width-right:220:College of Essence Studies]]
->"Get your hands dirty.
Elemental Arts]]
->"Express yourself with the elements.
"

Witherbloom contains nature Prismari mages capable focus on the artistic side of empowering nature… or exploiting it.magic, creating art using elemental forces.



* {{Biomanipulation}}: The form their magic takes.
* GreenThumb: Unsurprisingly for a campus that's affiliated with Green, quite a few of their spells manifest this way...and in fact, one of their majors is Botany.
* MascotMook: Witherbloom's mascots are the Pests, ugly creatures that they mostly use as fodder to power their magic.
* MagicPotion: Witherbloom teaches "component magic": potions and elixirs made out of harvested ingredients.
* RedOniBlueOni: Valentin (a vampire) is the Black dean, representing the Death side of Witherbloom, while Lisette the Green dean (a human) represents Life.

to:

* {{Biomanipulation}}: The form their magic takes.
* GreenThumb: Unsurprisingly for a campus that's affiliated with Green, quite a few of their spells manifest this way...and in fact, one of their majors is Botany.
* MascotMook: Witherbloom's
ElementalEmbodiment: Their college mascots are Elementals.
* ElementalPowers: Their preference is for [[AnIcePerson ice]] and [[PlayingWithFire fire]].
* HarmonyVsDiscipline: Their internal argument is about
the Pests, ugly creatures that they mostly use as fodder approach to power their magic.
art, Blue dean Uvilda (a djinn) being the Discipline, Red dean Nassari (an efreet) being the Harmony.
* MagicPotion: Witherbloom MadArtist: All of them are passionate artists with little regard for concepts like "safety" or "sanity".
* MagicDance: Prismari
teaches "component magic": potions gesture-based magic, shaping mana through body motions and elixirs made out of harvested ingredients.
gestures.
* RedOniBlueOni: Valentin (a vampire) is the Black dean, representing the Death side of Witherbloom, while Lisette the Green dean (a human) represents Life.YinYangBomb: They often combine Ice and Fire together.



!Crime Families of New Capenna

* CrimeConcealingHobby: Each of the five criminal families has plausible deniability for their crimes: the Brokers are a law firm (...that makes [[DealWithTheDevil demonic contracts]]), the Obscura are a detective agency (...that uses information to extort), the Maestros are art afficionados and museum keepers (...who also think murder is art), the Riveteers are construction and maintenance (...'accidents' may happen), and the Cabaretti are the entertainment and celebrities (...who are not above extortion, keeping politicians in their pockets, and intending to use a little girl as a sacrifice for the greater good). In practice, it's an open secret, and few people are actually fooled by their upstanding occupations.
* FantasyCharacterClasses: The crime families of Capenna were descendants of former fantasy classes that existed prior to the plane's destruction [[spoiler:in the hands of phyrexians]]. Their specialities were also perverted versions of their former functionalities.
** The Brokers were formerly Paladins who protect Capenna, but unlike their ancestors they strongarm people into [[DealWithTheDevil signing contracts that turn them into sleeper agents]].
** The Carbaretti were a Druidic faith who held nature festivals, but since that nature no longer exists their festivals evolved into hedonistic parties.
** The Maestros are former Nobles and artists who became [[MadArtist mad artists]] running the plane's MurderInc.
** The Riveteers are former artisans or blacksmiths and continue to perform this function in addition to forming street gangs since the plane's fall.
** The Obscura are former mages and wizards who now use their magic for surveillance, deception and blackmail.
* EvilVersusEvil: While the extent of the evil may vary (the Riveteers probably being the relatively ''least'' wicked faction), all five families have more than a little blood on their hands.
* OurDemonsAreDifferent: Each family is led by a member of another species infused with demonic powers granted to them by the original demon families of the plane.
* VillainSong: Each one has a song on the official soundtrack for New Capenna, each written as an attempt to lure in new members (or maybe [[LeaningOnTheFourthWall make the player pick their decks?]])

[[folder:Brokers (White, with Green and Blue)]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/brokers_logo.png]]
[[caption-width-right:150:]]

The self-proclaimed "Law and Order" of the City, the Brokers run a defense racket; whenever there is an accident, they arrive, strongarming people to sign contracts that ''force'' them to do the family's dirty work. Lately, they've been amassing a large amount of favors to cash in as they prepare for an upcoming war against an unknown foe. They are led by aven demon Falco Spara from the Nido Sanctuary.

Their mechanic is [[https://mtg.fandom.com/wiki/Shield_counter Shield Counter]], which grants a one time prevention for either damage or destruction.

to:

!Crime Families of New Capenna

* CrimeConcealingHobby: Each of the five criminal families has plausible deniability for their crimes: the Brokers are a law firm (...that makes [[DealWithTheDevil demonic contracts]]), the Obscura are a detective agency (...that uses information to extort), the Maestros are art afficionados
[[folder:Quandrix (Blue and museum keepers (...who also think murder is art), the Riveteers are construction and maintenance (...'accidents' may happen), and the Cabaretti are the entertainment and celebrities (...who are not above extortion, keeping politicians in their pockets, and intending to use a little girl as a sacrifice for the greater good). In practice, it's an open secret, and few people are actually fooled by their upstanding occupations.
* FantasyCharacterClasses: The crime families of Capenna were descendants of former fantasy classes that existed prior to the plane's destruction [[spoiler:in the hands of phyrexians]]. Their specialities were also perverted versions of their former functionalities.
** The Brokers were formerly Paladins who protect Capenna, but unlike their ancestors they strongarm people into [[DealWithTheDevil signing contracts that turn them into sleeper agents]].
** The Carbaretti were a Druidic faith who held nature festivals, but since that nature no longer exists their festivals evolved into hedonistic parties.
** The Maestros are former Nobles and artists who became [[MadArtist mad artists]] running the plane's MurderInc.
** The Riveteers are former artisans or blacksmiths and continue to perform this function in addition to forming street gangs since the plane's fall.
** The Obscura are former mages and wizards who now use their magic for surveillance, deception and blackmail.
* EvilVersusEvil: While the extent of the evil may vary (the Riveteers probably being the relatively ''least'' wicked faction), all five families have more than a little blood on their hands.
* OurDemonsAreDifferent: Each family is led by a member of another species infused with demonic powers granted to them by the original demon families of the plane.
* VillainSong: Each one has a song on the official soundtrack for New Capenna, each written as an attempt to lure in new members (or maybe [[LeaningOnTheFourthWall make the player pick their decks?]])

[[folder:Brokers (White, with Green and Blue)]]
[[quoteright:150:https://static.
Green)]]
[[quoteright:220:https://static.
tvtropes.org/pmwiki/pub/images/brokers_logo.png]]
[[caption-width-right:150:]]

The self-proclaimed "Law
org/pmwiki/pub/images/quandrix_insignia.jpg]]
[[caption-width-right:220:College of Numeromancy]]
->"Math is magic."

Quandrix is made up of mathematician wizards who see math
and Order" of magic as one and the City, the Brokers run a defense racket; whenever there is an accident, they arrive, strongarming people to sign contracts that ''force'' them to do the family's dirty work. Lately, they've been amassing a large amount of favors to cash in as they prepare for an upcoming war against an unknown foe. They are led by aven demon Falco Spara from the Nido Sanctuary.

Their mechanic is [[https://mtg.fandom.com/wiki/Shield_counter Shield Counter]], which grants a one time prevention for either damage or destruction.
same.



* AmoralAttorney: They’re lawyers and not very good people, just like everyone else on [[CrapsackWorld New Capenna]].
* BadassBureaucrat: As said before, they’re basically a law firm, and they're in a world of EvilVersusEvil, but they're not afraid to throw down.
* BarrierWarrior: Their agents can cast shields to protect themselves and others, a holdover from when the clan was a legion of paladins. This manifests in gameplay as Shield Counters.
* DealWithTheDevil: Their speciality, being a demonic law firm. Whatever benefits there are pale in comparison with what they get: a brainwashed sleeper agent.
* LightIsNotGood: They are aligned with Green and White mana and are former Paladins, but they're a demonic law firm who not only makes you sign [[DealWithTheDevil deals with the devil]], but actually erases the memories of said deal, resulting in thousands of sleeper agents across New Capenna waiting to be deployed.
* LuckilyMyShieldWillProtectMe: Their signature Shield Counters block one instance of damage or "destroy" abilities, after which they are removed, sort of like a single-use Indestructible. Effects such as Exiling and bouncing still work against creatures with them, however.
* VillainSong: [[https://youtu.be/6zZIxM_Kxxg Deal You Can't Refuse]], [[AnOfferYouCantRefuse whose title]] [[ExactlyWhatItSaysOnTheTin explains their recruitment methods pretty well]]
->''Make you a deal you can't refuse''
->''Alone or safe with us, I'll let you choose''
->''Make you a deal you can't refuse''
->''So tell me what you've got to lose''

to:

* AmoralAttorney: They’re lawyers and not TheEngineer: Unsurprisingly for a campus that's very good people, just centered on math magic, engineering is among their majors.
* FantasticScience: As far as Quandrix are concerned, ''math is magic''.
* FormulaicMagic: They incorporate mathematics into their spellcasting. One of their students, [[https://scryfall.com/search?q=%21%22Zimone%2C+Quandrix+Prodigy%22+set%3ASTX&utm_source=mw_MTGWiki Zimone Wola]], is even the trope image.
* MascotMook: They summon Fractals as their mascots, essentially math-elementals.
* MotherNatureFatherScience: Green dean Kianne (an elf) is all about using magic to bring the formulas to life, while Blue dean Imbrahim (an owlin) represents the theoretical side of Quandrix.
* OurMonstersAreWeird: A lot of their magic creates living fractals that are still somehow shaped exactly
like everyone else animals. As a matter of fact, their mascots are ''called'' Fractals.
* {{Terraforming}}: Being a Green-aligned school, it is unsurprising that Quandrix strategy revolves very heavily
on [[CrapsackWorld New Capenna]].
* BadassBureaucrat: As said before, they’re basically a law firm, and they're in a world of EvilVersusEvil, but they're not afraid
land-search, allowing you to throw down.
* BarrierWarrior: Their agents can cast shields
put down lands at an unprecedented rate. It is due to protect themselves and others, a holdover from when the clan was a legion of paladins. This manifests in gameplay as Shield Counters.
* DealWithTheDevil: Their speciality, being a demonic law firm. Whatever benefits
this reliance on lands that there are pale in comparison with what they get: a brainwashed sleeper agent.
* LightIsNotGood: They are aligned with Green and White mana and are former Paladins, but they're a demonic law firm who not only makes
several cards that require you sign [[DealWithTheDevil deals with the devil]], but actually erases the memories to have a large number of said deal, resulting in thousands of sleeper agents across New Capenna waiting lands for them to be deployed.
* LuckilyMyShieldWillProtectMe: Their signature Shield Counters block one instance of damage or "destroy" abilities, after which they are removed, sort of like a single-use Indestructible. Effects such as Exiling and bouncing still work against creatures with them, however.
* VillainSong: [[https://youtu.be/6zZIxM_Kxxg Deal You Can't Refuse]], [[AnOfferYouCantRefuse whose title]] [[ExactlyWhatItSaysOnTheTin explains
activate their recruitment methods pretty well]]
->''Make you a deal you can't refuse''
->''Alone or safe with us, I'll let you choose''
->''Make you a deal you can't refuse''
->''So tell me what you've got to lose''
effects.



[[folder:The Cabaretti (Green, with Red and White)]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/cabaretti_logo.png]]
[[caption-width-right:150:]]

The partiers of the families, the Cabaretti are all about putting on a show in a semi-neutral space where the groups can intermingle. They operate of the Mezzio and are led by Jetmir, a leonin demon.

Their mechanic is [[https://mtg.fandom.com/wiki/Alliance Alliance]], which grants you an effect when a creature enters your side of the battlefield.

to:

[[folder:The Cabaretti (Green, with Red [[folder:Silverquill (Black and White)]]
[[quoteright:150:https://static.[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/cabaretti_logo.png]]
[[caption-width-right:150:]]

The partiers
org/pmwiki/pub/images/silverquill_insignia.jpg]]
[[caption-width-right:220:College
of the families, the Cabaretti are all about putting on a show Eloquence]]
->"Sharp style. Sharper wit."

Silverquill specializes
in a semi-neutral space where the groups can intermingle. They operate of the Mezzio and are led by Jetmir, a leonin demon.

Their mechanic is [[https://mtg.fandom.com/wiki/Alliance Alliance]], which grants you an effect when a creature enters your side of the battlefield.
verbal magic, from empowering poetry to biting arcane insults.



* BitchInSheepsClothing: Their hat basically. They're warm, affectionate, fun loving... all masks to deeply ruthless people.
* CatFolk: Most of their high-ranked members are feline, including their boss Jetmir, his right-hand woman Phabine, and the EvilDiva Kitt Kanto - all falling pretty squarely into CatsAreMean.
* {{Druid}}: During the Kingdom Era, they were a druidic fellowship who held frequent nature festivals designed to connect their followers to the land. Of course, nowadays, with said nature essentially lost [[spoiler:due to the Phyrexian invasion]] their parties evolved into extravagant, bloated and hedonistic displays of glitz and excess instead.
* EvilDiva: Kitt Kanto, '''[[RedBaron Mayhem Diva]]''' - a feline songstress whose voice apparently inspires people to violence.
* LightIsNotGood: They're Green and White and they are former druids, but they are not above extorsion and imprisoning Giada to make Halo for them.
* ObfuscatingStupidity: They purposefully cultivate an outward image of being nothing more than hard-partying hedonists both as a public front and to make the other four families not take them seriously, when in truth they are also exceptionally powerful mages.
* VillainSong: [[https://youtu.be/6pP93HHiV0Y Join Us]], in which they present themselves as the ones who control the social ladder of the city and can fufill all your wishes due to their connections.
->''Join us at the top''
->''Running the city streets''
->''Nobody else has got''
->''Got that thing thing you need''
->''Join us at the top''
->''Running the city's streets''
->''Join us at the top''
->''Join the family''
->''That's right''
* WhiteAndRedAndEerieAllOver: They are aligned with white and red mana and pretty evil. A few do wear matching colors to boot (though green seems to be slightly favoured more).
* ZergRush: With their Alliance mechanic, they are incentivized to fill up the board, they also have many effects that can create weak creatures or empower them. Best exemplified by their leader Jetmir, who empowers his troops in increments depending on the number of creatures on your side of the board, at his most powerful, he can grant up to +3 power, vigilance, [[ArmorPiercingAttack trample]] '''and [[SpamAttack double strike]]''' to your entire army.

to:

* BitchInSheepsClothing: AlphaBitch: Unsurprisingly, most examples of this trope end up here, as Silverquill creates a lot of bullies and elitists.
* BlobMonster: Silverquill's mascots are Inklings, creatures made of ink and magic.
* TheBully: When your school's primary form of offense magic is hurling lethal insults at someone, being a bully is almost a requirement. One of the best examples is the creature card "Spiteful Squad" which shows a trio of Silverquill students harassing a poor first-year student and demanding them pay a toll to '''walk in that hallway'''!
* DeaderThanDead: Being White-aligned, Silverquill has quite a few cards that exile cards, though these often target mono-colored cards.
* {{Expy}}: Silverquill is the only college that directly parallels a [[Literature/HarryPotter Hogwarts house]], being based on the snide better-than-yous of Slytherin, though they aren't quite as antagonistic.
* MascotMook: Silverquill students summon Inklings to their side, ink-elementals.
* MilitaryMage: Due to having the fastest casting style via verbal magic, Silverquill is the favored college for combat magics.
* RousingSpeech: They can empower others using these.
* WarriorVersusSorcerer: In a way, with Black dean Embrose Lu (a human) being the Warrior, and White dean Shale Talonrook (an owlin) being the Sorceress, which reflects on their debate on whether words should be used to strike down enemies (Black) or to help allies (White).
* WordsCanBreakMyBones:
Their hat basically. They're warm, affectionate, fun loving... all masks to deeply ruthless people.
insults can ''literally'' cut you like a knife.
* CatFolk: Most of their high-ranked members are feline, including their boss Jetmir, his right-hand woman Phabine, YinYangBomb: They have courses for specifically light and the EvilDiva Kitt Kanto - all falling pretty squarely into CatsAreMean.
* {{Druid}}: During the Kingdom Era,
dark magic and most students use both, though they were a druidic fellowship who held frequent nature festivals designed to connect their followers to the land. Of course, nowadays, with said nature essentially lost [[spoiler:due to the Phyrexian invasion]] their parties evolved into extravagant, bloated and hedonistic displays of glitz and excess most frequently use ink magic instead.
* EvilDiva: Kitt Kanto, '''[[RedBaron Mayhem Diva]]''' - a feline songstress whose voice apparently inspires people to violence.
* LightIsNotGood: They're Green and White and
YouFightLikeACow: How they are former druids, but they are not above extorsion and imprisoning Giada to make Halo for them.
* ObfuscatingStupidity: They purposefully cultivate an outward image of being nothing more than hard-partying hedonists both as a public front and to make the other four families not take
harm opponents, literally insulting them seriously, when in truth they are also exceptionally powerful mages.
* VillainSong: [[https://youtu.be/6pP93HHiV0Y Join Us]], in which they present themselves as the ones who control the social ladder of the city and can fufill all your wishes due
to their connections.
->''Join us at the top''
->''Running the city streets''
->''Nobody else has got''
->''Got that thing thing you need''
->''Join us at the top''
->''Running the city's streets''
->''Join us at the top''
->''Join the family''
->''That's right''
* WhiteAndRedAndEerieAllOver: They are aligned with white and red mana and pretty evil. A few do wear matching colors to boot (though green seems to be slightly favoured more).
* ZergRush: With their Alliance mechanic, they are incentivized to fill up the board, they also have many effects that can create weak creatures or empower them. Best exemplified by their leader Jetmir, who empowers his troops in increments depending on the number of creatures on your side of the board, at his most powerful, he can grant up to +3 power, vigilance, [[ArmorPiercingAttack trample]] '''and [[SpamAttack double strike]]''' to your entire army.
death.



[[folder:The Maestros (Black, with Blue and Red)]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/maestros_logo.png]]
[[caption-width-right:150:]]
The elite assassins of the city. They operate out of Park Heights and are led by Lord Xander, a vampire demon.

Their mechanic is [[https://mtg.fandom.com/wiki/Casualty Casualty]], which allows you to copy your spell if you sacrifice a creature with power equal to or greater than what the mechanic calls for.

to:

[[folder:The Maestros (Black, with Blue [[folder:Witherbloom (Black and Red)]]
[[quoteright:150:https://static.
Green)]]
[[quoteright:220:https://static.
tvtropes.org/pmwiki/pub/images/maestros_logo.png]]
[[caption-width-right:150:]]
The elite assassins
org/pmwiki/pub/images/witherbloom_insignia.jpg]]
[[caption-width-right:220:College
of the city. They operate out of Park Heights and are led by Lord Xander, a vampire demon.

Their mechanic is [[https://mtg.fandom.com/wiki/Casualty Casualty]], which allows you to copy
Essence Studies]]
->"Get
your spell if you sacrifice a creature with power equal to hands dirty."

Witherbloom contains nature mages capable of empowering nature…
or greater than what the mechanic calls for.exploiting it.



* DarkIsNotEvil: Played with. They are assassins and proud of that, but their POV characters are shown to be very nuanced and sympathetic, plus their love of art is genuine.
* MadArtist: Anhelo the Painter, a vampire assassin who creates deranged art from the remains of his victims.
-->''Every work of art is [[JustForPun a hit]].''
* MenacingMuseum: The Headquarters is "The Museum," an archive of the plane's past curated by Xander himself.
* MurderInc: The primary assassin's guild on a mafia-themed plane, you do the math.
* OurVampiresAreDifferent: While not the standard bloodsuckers of other planes, the vampires of the Maestros are highly trained killers.
* TragicMonster: [[AngelicAbomination Atraxa]] ends up [[ReforgedIntoAMinion Compleating]] almost all of the Maestros in an effort to absorb their knowledge of the plane's history. By the end of the Invasion, the vampire [[NonActionGuy painter]] Parnesse is strongly implied to be the LastOfHerKind on Capenna. Granted, the Maestros weren't exactly ''good'', but they certainly didn't deserve [[FateWorseThanDeath Compleation]].
* WickedCultured: Of all the families, the Maestros are the greatest appreciators of art.
* VillainSong: [[https://youtu.be/AWblwl-rcH8 Old Money]], in which they promise to both make potential recruits members of high society and also let them stay forever at their prime as vampires.
->''Don't you want some of this old money?''
->''Don't you wish that you could be somebody?''
->''You could stay forever young and lovely!''
->''Drink forbidden wine.''
* XtremelyKoolLetterz: Their emblem features two crossed daggers in the shape of an X, after their leader, Lord '''X'''ander.
* YouHaveOutlivedYourUsefulness: Invoked with Casualty, which lets you sacrifice creatures in order to copy spells.

to:

* DarkIsNotEvil: Played with. They are assassins and proud of that, but {{Biomanipulation}}: The form their POV characters are shown to be very nuanced and sympathetic, plus magic takes.
* GreenThumb: Unsurprisingly for a campus that's affiliated with Green, quite a few of
their love spells manifest this way...and in fact, one of art is genuine.
* MadArtist: Anhelo the Painter, a vampire assassin who creates deranged art from the remains of his victims.
-->''Every work of art is [[JustForPun a hit]].''
* MenacingMuseum: The Headquarters is "The Museum," an archive of the plane's past curated by Xander himself.
* MurderInc: The primary assassin's guild on a mafia-themed plane, you do the math.
* OurVampiresAreDifferent: While not the standard bloodsuckers of other planes, the vampires of the Maestros are highly trained killers.
* TragicMonster: [[AngelicAbomination Atraxa]] ends up [[ReforgedIntoAMinion Compleating]] almost all of the Maestros in an effort to absorb
their knowledge of the plane's history. By the end of the Invasion, the vampire [[NonActionGuy painter]] Parnesse majors is strongly implied to be the LastOfHerKind on Capenna. Granted, the Maestros weren't exactly ''good'', but they certainly didn't deserve [[FateWorseThanDeath Compleation]].
Botany.
* WickedCultured: Of all the families, the Maestros MascotMook: Witherbloom's mascots are the greatest appreciators of art.
* VillainSong: [[https://youtu.be/AWblwl-rcH8 Old Money]], in which they promise to both make potential recruits members of high society and also let them stay forever at their prime as vampires.
->''Don't you want some of this old money?''
->''Don't you wish that you could be somebody?''
->''You could stay forever young and lovely!''
->''Drink forbidden wine.''
* XtremelyKoolLetterz: Their emblem features two crossed daggers in the shape of an X, after their leader, Lord '''X'''ander.
* YouHaveOutlivedYourUsefulness: Invoked with Casualty, which lets you sacrifice
Pests, ugly creatures in order that they mostly use as fodder to copy spells.power their magic.
* MagicPotion: Witherbloom teaches "component magic": potions and elixirs made out of harvested ingredients.
* RedOniBlueOni: Valentin (a vampire) is the Black dean, representing the Death side of Witherbloom, while Lisette the Green dean (a human) represents Life.



[[folder:The Riveteers (Red, with Black and Green)]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/riveteers_logo.png]]

to:

[[folder:The !Crime Families of New Capenna

* CrimeConcealingHobby: Each of the five criminal families has plausible deniability for their crimes: the Brokers are a law firm (...that makes [[DealWithTheDevil demonic contracts]]), the Obscura are a detective agency (...that uses information to extort), the Maestros are art afficionados and museum keepers (...who also think murder is art), the
Riveteers (Red, are construction and maintenance (...'accidents' may happen), and the Cabaretti are the entertainment and celebrities (...who are not above extortion, keeping politicians in their pockets, and intending to use a little girl as a sacrifice for the greater good). In practice, it's an open secret, and few people are actually fooled by their upstanding occupations.
* FantasyCharacterClasses: The crime families of Capenna were descendants of former fantasy classes that existed prior to the plane's destruction [[spoiler:in the hands of phyrexians]]. Their specialities were also perverted versions of their former functionalities.
** The Brokers were formerly Paladins who protect Capenna, but unlike their ancestors they strongarm people into [[DealWithTheDevil signing contracts that turn them into sleeper agents]].
** The Carbaretti were a Druidic faith who held nature festivals, but since that nature no longer exists their festivals evolved into hedonistic parties.
** The Maestros are former Nobles and artists who became [[MadArtist mad artists]] running the plane's MurderInc.
** The Riveteers are former artisans or blacksmiths and continue to perform this function in addition to forming street gangs since the plane's fall.
** The Obscura are former mages and wizards who now use their magic for surveillance, deception and blackmail.
* EvilVersusEvil: While the extent of the evil may vary (the Riveteers probably being the relatively ''least'' wicked faction), all five families have more than a little blood on their hands.
* OurDemonsAreDifferent: Each family is led by a member of another species infused
with Black demonic powers granted to them by the original demon families of the plane.
* VillainSong: Each one has a song on the official soundtrack for New Capenna, each written as an attempt to lure in new members (or maybe [[LeaningOnTheFourthWall make the player pick their decks?]])

[[folder:Brokers (White, with Green
and Green)]]
Blue)]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/riveteers_logo.org/pmwiki/pub/images/brokers_logo.png]]



A family made up of the lower-class workers in the city, they look to strike back against the wealthier families. They operate out of the Caldaia and are run by Ziatora, a demon dragon.

Their mechanic is [[https://mtg.fandom.com/wiki/Blitz Blitz]], which lets you summon a creature for it's Blitz cost, gives it haste, and when it dies, you draw a card. The creature also dies at your end step.

to:

A family made up
The self-proclaimed "Law and Order"
of the lower-class workers in City, the city, Brokers run a defense racket; whenever there is an accident, they look arrive, strongarming people to strike back sign contracts that ''force'' them to do the family's dirty work. Lately, they've been amassing a large amount of favors to cash in as they prepare for an upcoming war against the wealthier families. an unknown foe. They operate out of the Caldaia and are run led by Ziatora, a aven demon dragon.

Falco Spara from the Nido Sanctuary.

Their mechanic is [[https://mtg.fandom.com/wiki/Blitz Blitz]], com/wiki/Shield_counter Shield Counter]], which lets you summon grants a creature one time prevention for it's Blitz cost, gives it haste, and when it dies, you draw a card. The creature also dies at your end step.either damage or destruction.



* BlackAndGreyMorality: While they're probably the least evil of the clans and composed of lower-class members fighting back against their oppressors, most of them are still flavored as violent, reckless bullies.
* {{Dieselpunk}}: They are the manufacturers of much of the {{Magitek}} that powers the city, including [[CoolCar hovering automobiles]] and [[FireBreathingWeapon plasma torches]].
* DiscardAndDraw: In a way; the ''Blitz'' mechanic allows you to grant ''Haste'' to the creature in question, and as soon as it dies, it is 'discarded' at the end of the turn to allow you to draw a card.
* HufflepuffHouse: While yes, they are one of the major families of the plane, the Riveteers barely factor in to the main story. Ziatora is only seen giving a speech by Vivien, and their henchmen appeared but only after swearing loyalty to The Adversary.
* RedOnesGoFaster: Unsurprising, being a Red-aligned faction, especially with the ''Blitz'' mechanic.
* VillainSong: [[https://www.youtube.com/watch?v=8_lwWvSv7rE Nails & Kneecaps]], a BadassBoast in which they present themselves as the backbone of the city and only family truly loyal to each other, and outright [[DareToBeBadass dare people to prove they are good enough to run with them]].
-> ''Show me what you've got''
-> ''if you're good enough or not.''
->''Let me just remind you, kid''
->''in case you forgot, that''
->''Nails & kneecaps built this city!''
->''Fists & hammers run this town!''
->''Rolling with each pounch ain't pretty''
->''but glitz & glamour gonna let you down...''
* WorkingClassHero: They were always ALighterShadeOfBlack, but they've been fully upgraded to this status during ''March of the Machine'', where they take the lead in the battle against Phyrexia and use their knowledge of the city to kill [[MouthOfSauron Atraxa]].

to:

* BlackAndGreyMorality: While AmoralAttorney: They’re lawyers and not very good people, just like everyone else on [[CrapsackWorld New Capenna]].
* BadassBureaucrat: As said before, they’re basically a law firm, and
they're probably in a world of EvilVersusEvil, but they're not afraid to throw down.
* BarrierWarrior: Their agents can cast shields to protect themselves and others, a holdover from when
the least evil clan was a legion of the clans and composed of lower-class members fighting back against their oppressors, most of them paladins. This manifests in gameplay as Shield Counters.
* DealWithTheDevil: Their speciality, being a demonic law firm. Whatever benefits there
are still flavored as violent, reckless bullies.
pale in comparison with what they get: a brainwashed sleeper agent.
* {{Dieselpunk}}: LightIsNotGood: They are aligned with Green and White mana and are former Paladins, but they're a demonic law firm who not only makes you sign [[DealWithTheDevil deals with the manufacturers of much of devil]], but actually erases the {{Magitek}} that powers the city, including [[CoolCar hovering automobiles]] and [[FireBreathingWeapon plasma torches]].
* DiscardAndDraw: In a way; the ''Blitz'' mechanic allows you
memories of said deal, resulting in thousands of sleeper agents across New Capenna waiting to grant ''Haste'' to the creature in question, and as soon as it dies, it is 'discarded' at the end be deployed.
* LuckilyMyShieldWillProtectMe: Their signature Shield Counters block one instance
of the turn to allow you to draw a card.
* HufflepuffHouse: While yes,
damage or "destroy" abilities, after which they are one removed, sort of the major families of the plane, the Riveteers barely factor in to the main story. Ziatora is only seen giving like a speech by Vivien, single-use Indestructible. Effects such as Exiling and their henchmen appeared but only after swearing loyalty to The Adversary.
* RedOnesGoFaster: Unsurprising, being a Red-aligned faction, especially
bouncing still work against creatures with the ''Blitz'' mechanic.
them, however.
* VillainSong: [[https://www.youtube.com/watch?v=8_lwWvSv7rE Nails & Kneecaps]], [[https://youtu.be/6zZIxM_Kxxg Deal You Can't Refuse]], [[AnOfferYouCantRefuse whose title]] [[ExactlyWhatItSaysOnTheTin explains their recruitment methods pretty well]]
->''Make you
a BadassBoast in which they present themselves as the backbone of the city and only family truly loyal to each other, and outright [[DareToBeBadass dare people to prove they are good enough to run deal you can't refuse''
->''Alone or safe
with them]].
-> ''Show
us, I'll let you choose''
->''Make you a deal you can't refuse''
->''So tell
me what you've got''
-> ''if you're good enough or not.''
->''Let me just remind you, kid''
->''in case you forgot, that''
->''Nails & kneecaps built this city!''
->''Fists & hammers run this town!''
->''Rolling with each pounch ain't pretty''
->''but glitz & glamour gonna let you down...''
* WorkingClassHero: They were always ALighterShadeOfBlack, but they've been fully upgraded
got to this status during ''March of the Machine'', where they take the lead in the battle against Phyrexia and use their knowledge of the city to kill [[MouthOfSauron Atraxa]].lose''



[[folder:The Obscura (Blue, with White and Black)]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/obscura_logo.png]]

to:

[[folder:The Obscura (Blue, Cabaretti (Green, with White Red and Black)]]
White)]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/obscura_logo.org/pmwiki/pub/images/cabaretti_logo.png]]



A group of magicians and mystics that use their talents to deceive and acquire blackmail on everyone within the city. They are led by Raffine, a sphinx demon.

Their mechanic is [[https://mtg.fandom.com/wiki/Connive Connive]], which lets you draw cards and discard the same amount. Any nonland card you discard puts a +1/+1 counter on the creature.

to:

A group
The partiers
of magicians and mystics that use their talents to deceive and acquire blackmail on everyone within the city. families, the Cabaretti are all about putting on a show in a semi-neutral space where the groups can intermingle. They operate of the Mezzio and are led by Raffine, Jetmir, a sphinx leonin demon.

Their mechanic is [[https://mtg.fandom.com/wiki/Connive Connive]], com/wiki/Alliance Alliance]], which lets grants you draw cards and discard an effect when a creature enters your side of the same amount. Any nonland card you discard puts a +1/+1 counter on the creature.battlefield.



* {{Cthulhumanoid}}: The cephalids are octopus-folk that can be found primarily in the employ of the Obscura.
* DiscardAndDraw: Their ''Connive'' mechanic in a nutshell.
* HypnoFool: Hypnosis is among their many practices.
* MagiciansAreWizards: Many Obscura mages appear to be stage magicians, and many of their spells can be passed off as party tricks.
* SinisterSurveillance: They have eyes everywhere in the city.
* SpookySeance: Traditional [[{{Necromancer}} necromancy]] is virtually unheard of on Capenna, but the Obscura maintain the ability to contact the spirits of the dead through occult rituals.
* VillainSong: [[https://youtu.be/Bd3U_truU0A Fortune Teller]], which tempts potential member with offer of finally taking control of their lives thanks to their divination powers
->''Don't you wish you were a fortune teller?''
->''Pull the strings of fate''
->''Don't you wish that you could see your future?''
->''Save the date''
->''Oh listen to the crystal ball's command''
->''Endless hourglass of sand''
->''Fortune teller, take my hand''

to:

* {{Cthulhumanoid}}: The cephalids are octopus-folk that can be found primarily in the employ of the Obscura.
* DiscardAndDraw:
BitchInSheepsClothing: Their ''Connive'' mechanic in a nutshell.
* HypnoFool: Hypnosis is among their many practices.
* MagiciansAreWizards: Many Obscura mages appear
hat basically. They're warm, affectionate, fun loving... all masks to be stage magicians, and many deeply ruthless people.
* CatFolk: Most
of their spells can be passed off as party tricks.
high-ranked members are feline, including their boss Jetmir, his right-hand woman Phabine, and the EvilDiva Kitt Kanto - all falling pretty squarely into CatsAreMean.
* SinisterSurveillance: {{Druid}}: During the Kingdom Era, they were a druidic fellowship who held frequent nature festivals designed to connect their followers to the land. Of course, nowadays, with said nature essentially lost [[spoiler:due to the Phyrexian invasion]] their parties evolved into extravagant, bloated and hedonistic displays of glitz and excess instead.
* EvilDiva: Kitt Kanto, '''[[RedBaron Mayhem Diva]]''' - a feline songstress whose voice apparently inspires people to violence.
* LightIsNotGood: They're Green and White and they are former druids, but they are not above extorsion and imprisoning Giada to make Halo for them.
* ObfuscatingStupidity:
They have eyes everywhere in purposefully cultivate an outward image of being nothing more than hard-partying hedonists both as a public front and to make the city.
* SpookySeance: Traditional [[{{Necromancer}} necromancy]] is virtually unheard of on Capenna, but the Obscura maintain the ability to contact the spirits of the dead through occult rituals.
other four families not take them seriously, when in truth they are also exceptionally powerful mages.
* VillainSong: [[https://youtu.be/Bd3U_truU0A Fortune Teller]], be/6pP93HHiV0Y Join Us]], in which tempts potential member with offer of finally taking they present themselves as the ones who control the social ladder of their lives thanks the city and can fufill all your wishes due to their divination powers
->''Don't you wish you were a fortune teller?''
->''Pull
connections.
->''Join us at
the strings of fate''
->''Don't you wish
top''
->''Running the city streets''
->''Nobody else has got''
->''Got
that thing thing you could see need''
->''Join us at the top''
->''Running the city's streets''
->''Join us at the top''
->''Join the family''
->''That's right''
* WhiteAndRedAndEerieAllOver: They are aligned with white and red mana and pretty evil. A few do wear matching colors to boot (though green seems to be slightly favoured more).
* ZergRush: With their Alliance mechanic, they are incentivized to fill up the board, they also have many effects that can create weak creatures or empower them. Best exemplified by their leader Jetmir, who empowers his troops in increments depending on the number of creatures on
your future?''
->''Save
side of the date''
->''Oh listen
board, at his most powerful, he can grant up to the crystal ball's command''
->''Endless hourglass of sand''
->''Fortune teller, take my hand''
+3 power, vigilance, [[ArmorPiercingAttack trample]] '''and [[SpamAttack double strike]]''' to your entire army.



[[folder:The Maestros (Black, with Blue and Red)]]
[[quoteright:150:https://static.tvtropes.org/pmwiki/pub/images/maestros_logo.png]]
[[caption-width-right:150:]]
The elite assassins of the city. They operate out of Park Heights and are led by Lord Xander, a vampire demon.

Their mechanic is [[https://mtg.fandom.com/wiki/Casualty Casualty]], which allows you to copy your spell if you sacrifice a creature with power equal to or greater than what the mechanic calls for.



!''Unstable'' Factions
During the development of ''Magic'''s third silver-bordered set, Mark Rosewater made a point of incorporating many of ''Magic''’s newer developments, including faction watermarks. The plane of Bablovia features five factions, each tapping into a different portion of the plane’s mad-science theme.

* MadScientist: All five factions qualify in some manner:
** The League of Dastardly Doom are classical villainous mad scientists, using everything from death rays to zombies and even having predominantly brain creatures called "brainiacs".
** Crossbreed Labs are relatively benevolent but still insane biologists who splice creatures together.
** The Goblin Explosioneers are a bunch of reckless slap-dash [[BunglingInventor inventors]] whose contraptions all seem to be MadeOfExplodium.
** The Order of the Widget are a society of bizarre {{Cyborg}}s whose sole goal in life seems to be to transform themselves into transhuman superbeings ForScience (and who are weirdly obsessed with toast).
** The Agents of S.N.E.A.K have more interest in acquiring gadgets than actually spying, and some of their cards indicate they have something of a PsychoPsychologist streak to boot.

[[folder:The Order of the Widget (White and Blue)]]
[[quoteright:117:https://static.tvtropes.org/pmwiki/pub/images/order_of_the_widget.jpg]]
Suitably enough for a Blue-White faction, the Order of the Widget combines Bant-esque codes of honor with Esper’s emphasis on self-improvement. Throw in a healthy helping of ''Unstable'' silliness, and you have an order of knights who charge about the country on tank treads or motorcycle wheels, who replace their hands with lances or clamps or ice-cream scoops, who have bodies of bronze and hearts of gold. The Order’s symbol is a gear and a castle.
----
* ForScience: Their stance on augmentation is less "should you" and more "can you." After all, why have a hand when you can have a smoothie mixer? While you're at it, wouldn't your stomach be so much better if it was made out of Kevlar and could inflate like a balloon? And why not toss out these useless legs and replace them with tank treads!
* FullConversionCyborg: Many of their members consist of little more than a head and a limb or two mounted on a clockwork or steampunk mechanical body. Their leader, [[https://scryfall.com/card/ust/131/the-grand-calcutron the Grand Calcutron]], is enhanced to the point that he's nothing more than a human head mounted on a gigantic, completely immobile machine; he no longer actually counts as even an Artifact Creature in game terms, but just an Artifact.
* HollywoodCyborg: Many Order of the Widget members replace at least part of their bodies with machinery. Consequently, it has a large number of artifact creatures.
* ManInTheMachine: Mixed with WetwareCPU. Their leader, the Grand Calcutron (formerly Calvin Granderson), has augmented himself so much that not even the game recognizes him as a creature anymore, just an artifact.

to:

!''Unstable'' Factions
During
* DarkIsNotEvil: Played with. They are assassins and proud of that, but their POV characters are shown to be very nuanced and sympathetic, plus their love of art is genuine.
* MadArtist: Anhelo
the development Painter, a vampire assassin who creates deranged art from the remains of ''Magic'''s third silver-bordered set, Mark Rosewater made a point his victims.
-->''Every work
of incorporating many of ''Magic''’s newer developments, including faction watermarks. art is [[JustForPun a hit]].''
* MenacingMuseum:
The plane Headquarters is "The Museum," an archive of Bablovia the plane's past curated by Xander himself.
* MurderInc: The primary assassin's guild on a mafia-themed plane, you do the math.
* OurVampiresAreDifferent: While not the standard bloodsuckers of other planes, the vampires of the Maestros are highly trained killers.
* TragicMonster: [[AngelicAbomination Atraxa]] ends up [[ReforgedIntoAMinion Compleating]] almost all of the Maestros in an effort to absorb their knowledge of the plane's history. By the end of the Invasion, the vampire [[NonActionGuy painter]] Parnesse is strongly implied to be the LastOfHerKind on Capenna. Granted, the Maestros weren't exactly ''good'', but they certainly didn't deserve [[FateWorseThanDeath Compleation]].
* WickedCultured: Of all the families, the Maestros are the greatest appreciators of art.
* VillainSong: [[https://youtu.be/AWblwl-rcH8 Old Money]], in which they promise to both make potential recruits members of high society and also let them stay forever at their prime as vampires.
->''Don't you want some of this old money?''
->''Don't you wish that you could be somebody?''
->''You could stay forever young and lovely!''
->''Drink forbidden wine.''
* XtremelyKoolLetterz: Their emblem
features five factions, each tapping into a different portion of two crossed daggers in the plane’s mad-science theme.

* MadScientist: All five factions qualify in some manner:
** The League
shape of Dastardly Doom are classical villainous mad scientists, using everything from death rays to zombies and even having predominantly brain an X, after their leader, Lord '''X'''ander.
* YouHaveOutlivedYourUsefulness: Invoked with Casualty, which lets you sacrifice
creatures called "brainiacs".
** Crossbreed Labs are relatively benevolent but still insane biologists who splice creatures together.
** The Goblin Explosioneers are a bunch of reckless slap-dash [[BunglingInventor inventors]] whose contraptions all seem to be MadeOfExplodium.
** The Order of the Widget are a society of bizarre {{Cyborg}}s whose sole goal
in life seems to be to transform themselves into transhuman superbeings ForScience (and who are weirdly obsessed with toast).
** The Agents of S.N.E.A.K have more interest in acquiring gadgets than actually spying, and some of their cards indicate they have something of a PsychoPsychologist streak to boot.

[[folder:The Order of the Widget (White and Blue)]]
[[quoteright:117:https://static.tvtropes.org/pmwiki/pub/images/order_of_the_widget.jpg]]
Suitably enough for a Blue-White faction, the Order of the Widget combines Bant-esque codes of honor with Esper’s emphasis on self-improvement. Throw in a healthy helping of ''Unstable'' silliness, and you have an
order of knights who charge about the country on tank treads or motorcycle wheels, who replace their hands with lances or clamps or ice-cream scoops, who have bodies of bronze and hearts of gold. The Order’s symbol is a gear and a castle.
----
* ForScience: Their stance on augmentation is less "should you" and more "can you." After all, why have a hand when you can have a smoothie mixer? While you're at it, wouldn't your stomach be so much better if it was made out of Kevlar and could inflate like a balloon? And why not toss out these useless legs and replace them with tank treads!
* FullConversionCyborg: Many of their members consist of little more than a head and a limb or two mounted on a clockwork or steampunk mechanical body. Their leader, [[https://scryfall.com/card/ust/131/the-grand-calcutron the Grand Calcutron]], is enhanced
to the point that he's nothing more than a human head mounted on a gigantic, completely immobile machine; he no longer actually counts as even an Artifact Creature in game terms, but just an Artifact.
* HollywoodCyborg: Many Order of the Widget members replace at least part of their bodies with machinery. Consequently, it has a large number of artifact creatures.
* ManInTheMachine: Mixed with WetwareCPU. Their leader, the Grand Calcutron (formerly Calvin Granderson), has augmented himself so much that not even the game recognizes him as a creature anymore, just an artifact.
copy spells.



[[folder:The Agents of S.N.E.A.K. (Blue and Black)]]
[[quoteright:147:https://static.tvtropes.org/pmwiki/pub/images/agents_of_sneak.jpg]]
A faction of super-spies who make use of elaborate gadgetry and a hilarious idea of stealth. The Agents of S.N.E.A.K. are constantly spying on others, especially other agents. Their symbol is a key-umbrella hybrid, and their colors are Blue and Black.

to:

[[folder:The Agents of S.N.E.A.K. (Blue Riveteers (Red, with Black and Black)]]
[[quoteright:147:https://static.
Green)]]
[[quoteright:150:https://static.
tvtropes.org/pmwiki/pub/images/agents_of_sneak.jpg]]
org/pmwiki/pub/images/riveteers_logo.png]]
[[caption-width-right:150:]]
A faction family made up of super-spies who make use the lower-class workers in the city, they look to strike back against the wealthier families. They operate out of elaborate gadgetry the Caldaia and a hilarious idea of stealth. The Agents of S.N.E.A.K. are constantly spying on others, especially other agents. run by Ziatora, a demon dragon.

Their symbol mechanic is [[https://mtg.fandom.com/wiki/Blitz Blitz]], which lets you summon a key-umbrella hybrid, creature for it's Blitz cost, gives it haste, and their colors are Blue and Black.when it dies, you draw a card. The creature also dies at your end step.



* BewareTheSillyOnes: They may be absolutely garbage spies, but their gadgets are every bit as dangerous as those of the other factions.
* ComplexityAddiction: Agents are absolutely obsessed with loading down every inch of their person with pounds and pounds of gadgets of varying usefulness. In fact, the whole reason the organization went from job board to organized crime is because people needed to commit crimes to pay for their gadget habit.
* FromNobodyToNightmare: "Nightmare" might be stretching it, but they're a massive criminal organization that started off as an ordinary job board.
* FunWithAcronyms: Different cards' flavor texts give the full meaning of "S.N.E.A.K." as "Subpar, Notoriously Evil Agent-Killers", "Sinister Nerds Eliminating All Knowledge", "Serious, Nonstop Espionage and Kidnapping", "Spies Nimbly Eluding Adversaries' Knives", "Silent Ninjas Evading Any [[XtremeKoolLetterz Kapture]]", and "Skilled, Notably Efficient Assassin-Kickers".
* HighTurnoverRate: The leader of the guild is whoever owns the golden ruler. This results in a constant change in leadership, since nobody can keep it from being stolen.
* HighlyVisibleNinja: S.N.E.A.K., being an organization of stealth operatives, has a number of shinobi on the payroll. Of course, this being S.N.E.A.K., said ninjas are not very good at being ninjas. Except for [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=439449 one]], but they might be a touch ''too'' good.
* MostDefinitelyNotAVillain: They are not good at hiding who they are. Their secret base even has a sign on it saying "Secret Base".
* NebulousEvilOrganization: It's not clear what, if anything, S.N.E.A.K.'s long-term goal is. Not even the members know.
* PoesLaw: One of the theories as to S.N.E.A.K.'s organizational purpose is that it's actually a prank by one of the other factions that got ''way'' out of hand. Nobody has been able to come up with conclusive proof one way or the other on that theory.

to:

* BewareTheSillyOnes: They may be absolutely garbage spies, but their gadgets are every bit as dangerous as those of the other factions.
* ComplexityAddiction: Agents are absolutely obsessed with loading down every inch of their person with pounds and pounds of gadgets of varying usefulness. In fact, the whole reason the organization went from job board to organized crime is because people needed to commit crimes to pay for their gadget habit.
* FromNobodyToNightmare: "Nightmare" might be stretching it, but
BlackAndGreyMorality: While they're a massive criminal organization that started off as an ordinary job board.
* FunWithAcronyms: Different cards' flavor texts give
probably the full meaning of "S.N.E.A.K." as "Subpar, Notoriously Evil Agent-Killers", "Sinister Nerds Eliminating All Knowledge", "Serious, Nonstop Espionage and Kidnapping", "Spies Nimbly Eluding Adversaries' Knives", "Silent Ninjas Evading Any [[XtremeKoolLetterz Kapture]]", and "Skilled, Notably Efficient Assassin-Kickers".
* HighTurnoverRate: The leader
least evil of the guild is whoever owns the golden ruler. This results in a constant change in leadership, since nobody can keep it from being stolen.
* HighlyVisibleNinja: S.N.E.A.K., being an organization
clans and composed of stealth operatives, has a number lower-class members fighting back against their oppressors, most of shinobi on the payroll. Of course, this being S.N.E.A.K., said ninjas them are not very good at being ninjas. Except for [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=439449 one]], but they might be a touch ''too'' good.
still flavored as violent, reckless bullies.
* MostDefinitelyNotAVillain: {{Dieselpunk}}: They are not good at hiding who they are. Their secret base even has a sign on it saying "Secret Base".
* NebulousEvilOrganization: It's not clear what, if anything, S.N.E.A.K.'s long-term goal is. Not even
the members know.
* PoesLaw: One
manufacturers of much of the theories as to S.N.E.A.K.'s organizational purpose is {{Magitek}} that it's actually powers the city, including [[CoolCar hovering automobiles]] and [[FireBreathingWeapon plasma torches]].
* DiscardAndDraw: In
a prank by way; the ''Blitz'' mechanic allows you to grant ''Haste'' to the creature in question, and as soon as it dies, it is 'discarded' at the end of the turn to allow you to draw a card.
* HufflepuffHouse: While yes, they are
one of the other factions that got ''way'' out major families of hand. Nobody has the plane, the Riveteers barely factor in to the main story. Ziatora is only seen giving a speech by Vivien, and their henchmen appeared but only after swearing loyalty to The Adversary.
* RedOnesGoFaster: Unsurprising, being a Red-aligned faction, especially with the ''Blitz'' mechanic.
* VillainSong: [[https://www.youtube.com/watch?v=8_lwWvSv7rE Nails & Kneecaps]], a BadassBoast in which they present themselves as the backbone of the city and only family truly loyal to each other, and outright [[DareToBeBadass dare people to prove they are good enough to run with them]].
-> ''Show me what you've got''
-> ''if you're good enough or not.''
->''Let me just remind you, kid''
->''in case you forgot, that''
->''Nails & kneecaps built this city!''
->''Fists & hammers run this town!''
->''Rolling with each pounch ain't pretty''
->''but glitz & glamour gonna let you down...''
* WorkingClassHero: They were always ALighterShadeOfBlack, but they've
been able fully upgraded to come up with conclusive proof one way or this status during ''March of the other on that theory.Machine'', where they take the lead in the battle against Phyrexia and use their knowledge of the city to kill [[MouthOfSauron Atraxa]].



[[folder:The League of Dastardly Doom (Black and Red)]]
[[quoteright:118:https://static.tvtropes.org/pmwiki/pub/images/league_of_dasterdly_doom.jpg]]
An entire faction of supervillains united in their love for overly-elaborate doomsday devices, whether those be hybridized zombie monsters, comically oversized lasers, or simply mechanical killbots. Their colors are Black and Red, and their symbol is an explosion inside of a lightbulb.

to:

[[folder:The League of Dastardly Doom (Black Obscura (Blue, with White and Red)]]
[[quoteright:118:https://static.
Black)]]
[[quoteright:150:https://static.
tvtropes.org/pmwiki/pub/images/league_of_dasterdly_doom.jpg]]
An entire faction
org/pmwiki/pub/images/obscura_logo.png]]
[[caption-width-right:150:]]
A group
of supervillains united in magicians and mystics that use their love for overly-elaborate doomsday devices, whether those be hybridized zombie monsters, comically oversized lasers, or simply mechanical killbots. talents to deceive and acquire blackmail on everyone within the city. They are led by Raffine, a sphinx demon.

Their colors are Black mechanic is [[https://mtg.fandom.com/wiki/Connive Connive]], which lets you draw cards and Red, and their symbol is an explosion inside of discard the same amount. Any nonland card you discard puts a lightbulb.+1/+1 counter on the creature.



* ActuallyADoombot: Mary O'Kill has an ability that lets her switch with any Killbot on the field or in the hand. This means opponents who try to destroy Mary might find their removal spell wasted on a lowly Killbot. This also works the opposite way, as opponents who either ignore a Killbot or assign a weak creature to block it might find the vastly deadlier Mary coming in for the kill.
-->''For all intents and purposes, the exchanged card is taking the place of the original card. Whatever its doing, the state it's in, whatever's attached to it—all of it stays the same. It's as if Mary O'Kill or one of the Killbots pulls off a mask to reveal they were actually the other one all along. Diabolical!''
* AristocratsAreEvil: The group is "lead" by Baron von Count, mostly because he's the one the most people agree is the most in-charge of the figures within the League.
* CardCarryingVillain: You can't expect people in a group called "The League of Dastardly Doom" to think they're doing the right thing.
* DeathRay: One of their cards is literally called [[https://scryfall.com/card/und/59/super-duper-death-ray "Super-Duper Death Ray"]]. It's even capable of causing Trample damage.
* KillerRobot: One of their go-to creations are killbots.
* LightIsNotGood: Their symbol is a light bulb. As indicated by the nuke inside it, they're also evil. They are also fond of using laser beams.
* MixAndMatchCritter: Unlike Crossbreed Labs, theirs are more the stitched-together Frankenstien's Monster types. Grusilda in particular is a clear fan of them. This is translated into her card, where she is able to graft any two creatures together into the exact sum of their parts.
* NotSoOmniscientCouncilOfBickering: Unlike the other factions, the League is led by a cabal of four people: Baron von Count, The Big Idea, Mary O'Kill, and Grusilda. The four of them wouldn't even be able to agree on what to have for breakfast.
* ReportsOfMyDeathWereGreatlyExaggerated: Referenced by the card [[https://scryfall.com/card/ust/65/rumors-of-my-death- "Rumors of My Death..."]].
* ShoutOut: [[https://scryfall.com/card/ust/177/division-table Division Table]] is a clear reference to the iconic laser table scene from ''Film/{{Goldfinger}}''.
* ThievesGuild: The League requires super villains to have permits, provides them with minions and interns, and helps them coordinate so their attempts at wrecking havoc don't interfere with each other.

to:

* ActuallyADoombot: Mary O'Kill has an ability {{Cthulhumanoid}}: The cephalids are octopus-folk that lets her switch with any Killbot on the field or can be found primarily in the hand. This means opponents who try to destroy Mary might find their removal spell wasted on a lowly Killbot. This also works the opposite way, as opponents who either ignore a Killbot or assign a weak creature to block it might find the vastly deadlier Mary coming in for the kill.
-->''For all intents and purposes, the exchanged card is taking the place
employ of the original card. Whatever its doing, the state it's in, whatever's attached to it—all of it stays the same. It's as if Mary O'Kill or one of the Killbots pulls off a mask to reveal they were actually the other one all along. Diabolical!''
Obscura.
* AristocratsAreEvil: The group is "lead" by Baron von Count, mostly because he's the one the most people agree is the most in-charge of the figures within the League.
* CardCarryingVillain: You can't expect people
DiscardAndDraw: Their ''Connive'' mechanic in a group called "The League of Dastardly Doom" nutshell.
* HypnoFool: Hypnosis is among their many practices.
* MagiciansAreWizards: Many Obscura mages appear
to think they're doing the right thing.
* DeathRay: One
be stage magicians, and many of their cards spells can be passed off as party tricks.
* SinisterSurveillance: They have eyes everywhere in the city.
* SpookySeance: Traditional [[{{Necromancer}} necromancy]]
is literally called [[https://scryfall.com/card/und/59/super-duper-death-ray "Super-Duper Death Ray"]]. It's even capable virtually unheard of causing Trample damage.
on Capenna, but the Obscura maintain the ability to contact the spirits of the dead through occult rituals.
* KillerRobot: One VillainSong: [[https://youtu.be/Bd3U_truU0A Fortune Teller]], which tempts potential member with offer of finally taking control of their go-to creations are killbots.
* LightIsNotGood: Their symbol is a light bulb. As indicated by the nuke inside it, they're also evil. They are also fond of using laser beams.
* MixAndMatchCritter: Unlike Crossbreed Labs, theirs are more the stitched-together Frankenstien's Monster types. Grusilda in particular is a clear fan of them. This is translated into her card, where she is able
lives thanks to graft any two creatures together into the exact sum of their parts.
* NotSoOmniscientCouncilOfBickering: Unlike
divination powers
->''Don't you wish you were a fortune teller?''
->''Pull
the other factions, strings of fate''
->''Don't you wish that you could see your future?''
->''Save
the League is led by a cabal of four people: Baron von Count, The Big Idea, Mary O'Kill, and Grusilda. The four of them wouldn't even be able to agree on what to have for breakfast.
* ReportsOfMyDeathWereGreatlyExaggerated: Referenced by the card [[https://scryfall.com/card/ust/65/rumors-of-my-death- "Rumors of My Death..."]].
* ShoutOut: [[https://scryfall.com/card/ust/177/division-table Division Table]] is a clear reference
date''
->''Oh listen
to the iconic laser table scene from ''Film/{{Goldfinger}}''.
* ThievesGuild: The League requires super villains to have permits, provides them with minions and interns, and helps them coordinate so their attempts at wrecking havoc don't interfere with each other.
crystal ball's command''
->''Endless hourglass of sand''
->''Fortune teller, take my hand''



[[folder:The Goblin Explosioneers (Red and Green)]]
[[quoteright:176:https://static.tvtropes.org/pmwiki/pub/images/goblin_explosioneers.jpg]]
A loose coalition of Bablovian goblins with an even looser game plan, the Goblin Explosioneers have no more idea what they’re building then we do. Their "government" is a barely-functional mishmash of rule of the strong, rule of the stupid, and democracy. Sometimes they just follow the example of one goblin, sometimes they actually sit down and vote, sometimes the side that promises more hammers wins the seat. At any rate, they’re having far too much fun to stop, and they produce so many explosions...

Their colors are Green and Red, and their symbol is a mortar bomb and two sticks of dynamite.



* AscendedExtra: Steamflogger Boss was originally just a JokeCharacter from Future Sight. Now, it's sprawled into an entire elaborate faction and the inspiration for a joke set.
* AsskickingLeadsToLeadership: Ol' Buzzbark serves as the current alpha goblin, mostly because he's destructive enough to win popularity with the masses.
* CargoCult: Ever since being introduced to hammers, the goblins are absolutely obsessed with them. There's an almost religious reverence for the tool goblins see as the reason they can create at all. They literally accepted hammers as payment during their employment to Steamflogger Industries.
* CartoonBomb: Besides the stuff that explodes when they don't mean it to, the Explosioneers also make abundant use of intentional bombs. On their cards, these always look like the traditional black mortar bombs with long wicks that burn dramatically down to the spherical, shiny body of the explosive.
* ExplosiveBreeder: The only reason the goblins haven't gone extinct is they breed faster than they can blow themselves up.
* StuffBlowingUp: Their inventions and gadgets have a strong tendency to malfunction spectacularly, usually in ways that involve violent explosions. Of course, for the goblins, that's all part of the fun.
* TurnedAgainstTheirMasters: There wasn't any sort of full-scale revolt, but the goblins weren't always the leaders. Originally, they were just workers hired to combat plummeting employment numbers at Steamflogger Industries, a steel milling company. After the goblins were allowed to have their own faction, the other workers and the management slowly abandoned the company and the goblins filled the power vacuums.

to:

* AscendedExtra: Steamflogger Boss was originally just !''Unstable'' Factions
During the development of ''Magic'''s third silver-bordered set, Mark Rosewater made
a JokeCharacter from Future Sight. Now, it's sprawled into an entire elaborate point of incorporating many of ''Magic''’s newer developments, including faction watermarks. The plane of Bablovia features five factions, each tapping into a different portion of the plane’s mad-science theme.

* MadScientist: All five factions qualify in some manner:
** The League of Dastardly Doom are classical villainous mad scientists, using everything from death rays to zombies
and even having predominantly brain creatures called "brainiacs".
** Crossbreed Labs are relatively benevolent but still insane biologists who splice creatures together.
** The Goblin Explosioneers are a bunch of reckless slap-dash [[BunglingInventor inventors]] whose contraptions all seem to be MadeOfExplodium.
** The Order of
the inspiration for a joke set.
* AsskickingLeadsToLeadership: Ol' Buzzbark serves as the current alpha goblin, mostly because he's destructive enough to win popularity with the masses.
* CargoCult: Ever since being introduced to hammers, the goblins
Widget are absolutely a society of bizarre {{Cyborg}}s whose sole goal in life seems to be to transform themselves into transhuman superbeings ForScience (and who are weirdly obsessed with them. There's an almost religious reverence for the tool goblins see as the reason they can create at all. They literally accepted hammers as payment during their employment to Steamflogger Industries.
* CartoonBomb: Besides the stuff that explodes when they don't mean it to, the Explosioneers also make abundant use of intentional bombs. On their cards, these always look like the traditional black mortar bombs with long wicks that burn dramatically down to the spherical, shiny body of the explosive.
* ExplosiveBreeder:
toast).
**
The only reason the goblins haven't gone extinct is they breed faster than they can blow themselves up.
* StuffBlowingUp: Their inventions and
Agents of S.N.E.A.K have more interest in acquiring gadgets than actually spying, and some of their cards indicate they have something of a strong tendency PsychoPsychologist streak to malfunction spectacularly, usually in ways that involve violent explosions. Of course, for the goblins, that's all part boot.

[[folder:The Order
of the fun.
* TurnedAgainstTheirMasters: There wasn't any sort of full-scale revolt, but the goblins weren't always the leaders. Originally, they were just workers hired to combat plummeting employment numbers at Steamflogger Industries,
Widget (White and Blue)]]
[[quoteright:117:https://static.tvtropes.org/pmwiki/pub/images/order_of_the_widget.jpg]]
Suitably enough for
a steel milling company. After the goblins were allowed to have their own Blue-White faction, the other workers Order of the Widget combines Bant-esque codes of honor with Esper’s emphasis on self-improvement. Throw in a healthy helping of ''Unstable'' silliness, and you have an order of knights who charge about the management slowly abandoned country on tank treads or motorcycle wheels, who replace their hands with lances or clamps or ice-cream scoops, who have bodies of bronze and hearts of gold. The Order’s symbol is a gear and a castle.
----
* ForScience: Their stance on augmentation is less "should you" and more "can you." After all, why have a hand when you can have a smoothie mixer? While you're at it, wouldn't your stomach be so much better if it was made out of Kevlar and could inflate like a balloon? And why not toss out these useless legs and replace them with tank treads!
* FullConversionCyborg: Many of their members consist of little more than a head and a limb or two mounted on a clockwork or steampunk mechanical body. Their leader, [[https://scryfall.com/card/ust/131/the-grand-calcutron
the company and Grand Calcutron]], is enhanced to the goblins filled point that he's nothing more than a human head mounted on a gigantic, completely immobile machine; he no longer actually counts as even an Artifact Creature in game terms, but just an Artifact.
* HollywoodCyborg: Many Order of
the power vacuums. Widget members replace at least part of their bodies with machinery. Consequently, it has a large number of artifact creatures.
* ManInTheMachine: Mixed with WetwareCPU. Their leader, the Grand Calcutron (formerly Calvin Granderson), has augmented himself so much that not even the game recognizes him as a creature anymore, just an artifact.



[[folder:Crossbreed Labs (Green and White)]]
[[quoteright:146:https://static.tvtropes.org/pmwiki/pub/images/crossbreed_labs.jpg]]
Where the other four factions focus more on gears and gadgets, Crossbreed Labs enjoys reshaping the very fabric of life itself, splicing together wildly improbable creatures to create new and exciting species like the dogsnail, the hydradoodle, and the monkey-spider. Their colors are Green and White, and their symbol is a double-spouted beaker.

to:

[[folder:Crossbreed Labs (Green [[folder:The Agents of S.N.E.A.K. (Blue and White)]]
[[quoteright:146:https://static.
Black)]]
[[quoteright:147:https://static.
tvtropes.org/pmwiki/pub/images/crossbreed_labs.org/pmwiki/pub/images/agents_of_sneak.jpg]]
Where the A faction of super-spies who make use of elaborate gadgetry and a hilarious idea of stealth. The Agents of S.N.E.A.K. are constantly spying on others, especially other four factions focus more on gears and gadgets, Crossbreed Labs enjoys reshaping the very fabric of life itself, splicing together wildly improbable creatures to create new and exciting species like the dogsnail, the hydradoodle, and the monkey-spider. agents. Their colors are Green and White, and their symbol is a double-spouted beaker.key-umbrella hybrid, and their colors are Blue and Black.



* BeYourself: Their whole philosophy is that people should be free to express themselves, especially when that involves gene splicing.
* MixAndMatchCritters: Their philosophy centers around turning themselves into outlandish hybrids in order to reflect who they truly are -- do you feel than an animal truly represents who you are? Throw it in! As a result, their entire faction is composed of hybrid creatures of rather extreme complexity.
** The most extreme example of this would be their faction leader, Dr. Julius Jumblemorph, who has ''every in-game creature type at once''.
** There's even a dedicated in-game mechanic to represent this, Augment. You start with a host, a small and unremarkable creature you place on the battlefield same as any other, then add an augment creature from your hand, overlaying the two cards. The result is a unique, hybrid "card" you play by combining the host's and augment's rules text and with the combined strength and toughness of its components.
* OverlyLongName: Their eagerness to hybridize themselves leaves their members with some hilariously complicated creature types, such as "Spider Monkey Scientist," or "Raccoon Lizard Bird," or even "Deer Bird Ape Druid."
* ProfessorGuineaPig: They splice themselves as well as other creatures.

to:

* BeYourself: Their BewareTheSillyOnes: They may be absolutely garbage spies, but their gadgets are every bit as dangerous as those of the other factions.
* ComplexityAddiction: Agents are absolutely obsessed with loading down every inch of their person with pounds and pounds of gadgets of varying usefulness. In fact, the
whole philosophy reason the organization went from job board to organized crime is that because people should needed to commit crimes to pay for their gadget habit.
* FromNobodyToNightmare: "Nightmare" might
be free to express themselves, especially when stretching it, but they're a massive criminal organization that involves gene splicing.
started off as an ordinary job board.
* MixAndMatchCritters: Their philosophy centers around turning themselves into outlandish hybrids FunWithAcronyms: Different cards' flavor texts give the full meaning of "S.N.E.A.K." as "Subpar, Notoriously Evil Agent-Killers", "Sinister Nerds Eliminating All Knowledge", "Serious, Nonstop Espionage and Kidnapping", "Spies Nimbly Eluding Adversaries' Knives", "Silent Ninjas Evading Any [[XtremeKoolLetterz Kapture]]", and "Skilled, Notably Efficient Assassin-Kickers".
* HighTurnoverRate: The leader of the guild is whoever owns the golden ruler. This results
in order to reflect a constant change in leadership, since nobody can keep it from being stolen.
* HighlyVisibleNinja: S.N.E.A.K., being an organization of stealth operatives, has a number of shinobi on the payroll. Of course, this being S.N.E.A.K., said ninjas are not very good at being ninjas. Except for [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=439449 one]], but they might be a touch ''too'' good.
* MostDefinitelyNotAVillain: They are not good at hiding
who they truly are -- do you feel than an animal truly represents who you are? Throw it in! As a result, their entire faction is composed of hybrid creatures of rather extreme complexity.
** The most extreme example of this would be their faction leader, Dr. Julius Jumblemorph, who has ''every in-game creature type at once''.
** There's even a dedicated in-game mechanic to represent this, Augment. You start with a host, a small and unremarkable creature you place on the battlefield same as any other, then add an augment creature from your hand, overlaying the two cards. The result is a unique, hybrid "card" you play by combining the host's and augment's rules text and with the combined strength and toughness of its components.
* OverlyLongName:
are. Their eagerness to hybridize themselves leaves their secret base even has a sign on it saying "Secret Base".
* NebulousEvilOrganization: It's not clear what, if anything, S.N.E.A.K.'s long-term goal is. Not even the
members with some hilariously complicated creature types, such know.
* PoesLaw: One of the theories
as "Spider Monkey Scientist," or "Raccoon Lizard Bird," or even "Deer Bird Ape Druid."
* ProfessorGuineaPig: They splice themselves as well as
to S.N.E.A.K.'s organizational purpose is that it's actually a prank by one of the other creatures.factions that got ''way'' out of hand. Nobody has been able to come up with conclusive proof one way or the other on that theory.


Added DiffLines:


[[folder:The League of Dastardly Doom (Black and Red)]]
[[quoteright:118:https://static.tvtropes.org/pmwiki/pub/images/league_of_dasterdly_doom.jpg]]
An entire faction of supervillains united in their love for overly-elaborate doomsday devices, whether those be hybridized zombie monsters, comically oversized lasers, or simply mechanical killbots. Their colors are Black and Red, and their symbol is an explosion inside of a lightbulb.
----
* ActuallyADoombot: Mary O'Kill has an ability that lets her switch with any Killbot on the field or in the hand. This means opponents who try to destroy Mary might find their removal spell wasted on a lowly Killbot. This also works the opposite way, as opponents who either ignore a Killbot or assign a weak creature to block it might find the vastly deadlier Mary coming in for the kill.
-->''For all intents and purposes, the exchanged card is taking the place of the original card. Whatever its doing, the state it's in, whatever's attached to it—all of it stays the same. It's as if Mary O'Kill or one of the Killbots pulls off a mask to reveal they were actually the other one all along. Diabolical!''
* AristocratsAreEvil: The group is "lead" by Baron von Count, mostly because he's the one the most people agree is the most in-charge of the figures within the League.
* CardCarryingVillain: You can't expect people in a group called "The League of Dastardly Doom" to think they're doing the right thing.
* DeathRay: One of their cards is literally called [[https://scryfall.com/card/und/59/super-duper-death-ray "Super-Duper Death Ray"]]. It's even capable of causing Trample damage.
* KillerRobot: One of their go-to creations are killbots.
* LightIsNotGood: Their symbol is a light bulb. As indicated by the nuke inside it, they're also evil. They are also fond of using laser beams.
* MixAndMatchCritter: Unlike Crossbreed Labs, theirs are more the stitched-together Frankenstien's Monster types. Grusilda in particular is a clear fan of them. This is translated into her card, where she is able to graft any two creatures together into the exact sum of their parts.
* NotSoOmniscientCouncilOfBickering: Unlike the other factions, the League is led by a cabal of four people: Baron von Count, The Big Idea, Mary O'Kill, and Grusilda. The four of them wouldn't even be able to agree on what to have for breakfast.
* ReportsOfMyDeathWereGreatlyExaggerated: Referenced by the card [[https://scryfall.com/card/ust/65/rumors-of-my-death- "Rumors of My Death..."]].
* ShoutOut: [[https://scryfall.com/card/ust/177/division-table Division Table]] is a clear reference to the iconic laser table scene from ''Film/{{Goldfinger}}''.
* ThievesGuild: The League requires super villains to have permits, provides them with minions and interns, and helps them coordinate so their attempts at wrecking havoc don't interfere with each other.
[[/folder]]

[[folder:The Goblin Explosioneers (Red and Green)]]
[[quoteright:176:https://static.tvtropes.org/pmwiki/pub/images/goblin_explosioneers.jpg]]
A loose coalition of Bablovian goblins with an even looser game plan, the Goblin Explosioneers have no more idea what they’re building then we do. Their "government" is a barely-functional mishmash of rule of the strong, rule of the stupid, and democracy. Sometimes they just follow the example of one goblin, sometimes they actually sit down and vote, sometimes the side that promises more hammers wins the seat. At any rate, they’re having far too much fun to stop, and they produce so many explosions...

Their colors are Green and Red, and their symbol is a mortar bomb and two sticks of dynamite.
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* AscendedExtra: Steamflogger Boss was originally just a JokeCharacter from Future Sight. Now, it's sprawled into an entire elaborate faction and the inspiration for a joke set.
* AsskickingLeadsToLeadership: Ol' Buzzbark serves as the current alpha goblin, mostly because he's destructive enough to win popularity with the masses.
* CargoCult: Ever since being introduced to hammers, the goblins are absolutely obsessed with them. There's an almost religious reverence for the tool goblins see as the reason they can create at all. They literally accepted hammers as payment during their employment to Steamflogger Industries.
* CartoonBomb: Besides the stuff that explodes when they don't mean it to, the Explosioneers also make abundant use of intentional bombs. On their cards, these always look like the traditional black mortar bombs with long wicks that burn dramatically down to the spherical, shiny body of the explosive.
* ExplosiveBreeder: The only reason the goblins haven't gone extinct is they breed faster than they can blow themselves up.
* StuffBlowingUp: Their inventions and gadgets have a strong tendency to malfunction spectacularly, usually in ways that involve violent explosions. Of course, for the goblins, that's all part of the fun.
* TurnedAgainstTheirMasters: There wasn't any sort of full-scale revolt, but the goblins weren't always the leaders. Originally, they were just workers hired to combat plummeting employment numbers at Steamflogger Industries, a steel milling company. After the goblins were allowed to have their own faction, the other workers and the management slowly abandoned the company and the goblins filled the power vacuums.
[[/folder]]

[[folder:Crossbreed Labs (Green and White)]]
[[quoteright:146:https://static.tvtropes.org/pmwiki/pub/images/crossbreed_labs.jpg]]
Where the other four factions focus more on gears and gadgets, Crossbreed Labs enjoys reshaping the very fabric of life itself, splicing together wildly improbable creatures to create new and exciting species like the dogsnail, the hydradoodle, and the monkey-spider. Their colors are Green and White, and their symbol is a double-spouted beaker.
----
* BeYourself: Their whole philosophy is that people should be free to express themselves, especially when that involves gene splicing.
* MixAndMatchCritters: Their philosophy centers around turning themselves into outlandish hybrids in order to reflect who they truly are -- do you feel than an animal truly represents who you are? Throw it in! As a result, their entire faction is composed of hybrid creatures of rather extreme complexity.
** The most extreme example of this would be their faction leader, Dr. Julius Jumblemorph, who has ''every in-game creature type at once''.
** There's even a dedicated in-game mechanic to represent this, Augment. You start with a host, a small and unremarkable creature you place on the battlefield same as any other, then add an augment creature from your hand, overlaying the two cards. The result is a unique, hybrid "card" you play by combining the host's and augment's rules text and with the combined strength and toughness of its components.
* OverlyLongName: Their eagerness to hybridize themselves leaves their members with some hilariously complicated creature types, such as "Spider Monkey Scientist," or "Raccoon Lizard Bird," or even "Deer Bird Ape Druid."
* ProfessorGuineaPig: They splice themselves as well as other creatures.
[[/folder]]
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!![[center:[- '''[[Characters/MagicTheGathering Main Character Index]]'''-]]][[center:[-'''Planeswalkers:''' [[Characters/MagicTheGatheringPlaneswalkersPreMending Planeswalkers who ignited Pre-Mending]], [[Characters/MagicTheGatheringPlaneswalkersPostMending Planeswalkers who ignited Post-Mending]]: [[Characters/MagicTheGatheringPlaneswalkersPostMendingAM A-M]], [[Characters/MagicTheGatheringPlaneswalkersPostMendingNZ N - Z]]-]]][[center:[-'''Planes and their peoples: Factions''', [[Characters/MagicTheGatheringOtherCharacters Other Characters]] ([[Characters/MagicTheGatheringDominaria Dominaria]], [[Characters/MagicTheGatheringPhyrexiaRathAndMirrodin Phyrexia, Rath and Mirrodin]]), [[MagicTheGathering/{{Planes}} Planes]]-]]]

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!![[center:[- '''[[Characters/MagicTheGathering Main Character Index]]'''-]]][[center:[-'''Planeswalkers:''' [[Characters/MagicTheGatheringPlaneswalkersPreMending Planeswalkers who ignited Pre-Mending]], [[Characters/MagicTheGatheringPlaneswalkersPostMending Planeswalkers who ignited Post-Mending]]: [[Characters/MagicTheGatheringPlaneswalkersPostMendingAM A-M]], [[Characters/MagicTheGatheringPlaneswalkersPostMendingNZ N - Z]]-]]][[center:[-'''Planes and their peoples: Factions''', [[Characters/MagicTheGatheringOtherCharacters Other Characters]] ([[Characters/MagicTheGatheringDominaria Dominaria]], [[Characters/MagicTheGatheringPhyrexiaRathAndMirrodin Phyrexia, Rath and Mirrodin]]), Mirrodin]], [[Characters/MagicTheGatheringInnistrad Innistrad]], [[Characters/MagicTheGatheringTheros Theros]], [[Characters/MagicTheGatheringTarkir Tarkir]], [[Characters/MagicTheGatheringZendikar Zendikar]]), [[MagicTheGathering/{{Planes}} Planes]]-]]]
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* DarkIsNotEvil: Of Ixalan's two black-aligned factions, the Coalition is the more sympathetic one by a lot. They are [[PragmaticVillainy pragmatic]] survivors who follow a rough form of HonorAmongThieves and are the most likely of all the factions to offer captives the opportunity to JoinOrDie rather than just killing them.
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* InvincibleVillain: See their entries for TheBadGuyWins and NoNonsenseNemesis. New Phyrexia suffers setbacks, but it's not until ''March of the Machine'' that they meet actual defeat. Tellingly, their advantages have become so overwhelming by then that their final defeat comes in large part from various contrivances on the Phyrexians' side, such as Elesh Norn turning them into a KeystoneArmy, the impossibly virulent glistening oil simply going inert on her defeat, and most of the other Praetors being [[UncertainDoom removed from the plot]] by the sort of injuries they'd previously been shown to survive.
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* TragicMonster: [[AngelicAbomination Atraxa]] ends up [[ReforgedIntoAMinion Compleating]] almost all of the Maestros in an effort to absorb their knowledge of the plane's history. By the end of the Invasion, the vampire [[NonActionGuy painter]] Parnesse is strongly implied to be the LastOfHerKind on Capenna. Granted, the Maestros weren't exactly ''good'', but they certainly didn't deserve [[FateWorseThanDeath Compleation]].
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* {{Cthulmanoid}}: The cephalids are octopus-folk that can be found primarily in the employ of the Obscura.

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* {{Cthulmanoid}}: {{Cthulhumanoid}}: The cephalids are octopus-folk that can be found primarily in the employ of the Obscura.
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* {{Cthulmanoid}}: The cephalids are octopus-folk that can be found primarily in the employ of the Obscura.


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* HypnoFool: Hypnosis is among their many practices.
* MagiciansAreWizards: Many Obscura mages appear to be stage magicians, and many of their spells can be passed off as party tricks.


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* SpookySeance: Traditional [[{{Necromancer}} necromancy]] is virtually unheard of on Capenna, but the Obscura maintain the ability to contact the spirits of the dead through occult rituals.

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