These are the tropes that apply to entire factions in ''TabletopGame/MagicTheGathering'' flavor, such as the Shards of Alara, the Guilds of Ravnica, the five color factions of New Phyrexia, and the Clans of Tarkir. They're not the five colors (for that see MagicTheGathering/ColorTropes) and they aren't creature types or characters either, but each has a cohesive flavorful and mechanical identity.


[[folder:Phyrexia, Rath, and Mirrodin]]
->[[BadassBoast Life is ephemeral. Phyrexia is eternal.]]\\
--'''[[ Spread the Sickness]]'''

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.

Phyrexia was originally a dying, swampy plane designed by a dragon planeswalker. Later came [[BigBad Yawgmoth]], which alongside the members of his civilization that were banished alongside him after a series of events in his homeworld, turned the plane into a world of nine layers that can best be described as {{Hell}}. The Phyrexian civilization was a well-structured, organised dictatorship that had a vicious, semi-religious philosophy that declared that flesh was imperfect and should be replaced by metal in various manners of BodyHorror, turning the altered creatures into unrecognisable monstrosities. [[MachineWorship Worshipping machines]] (but only those made by Yawgmoth; the rest are heretical mockeries), the Phyrexians tried to take over Dominaria, but were ultimately defeated and their plane destroyed.

However, the process of phyresis required an oil created by Yawgmoth himself, an oil that infects creatures and changes their minds, making them want to become Phyrexians. Karn's "heart" had a bit of this oil in it, and it infected his created plane Mirrodin. It infected the guardian of the plane, [[MadScientist Memnarch]], leading him to become insane, and once he died, the organisms of the plane became vulnerable to the oil's influence, resulting in the rebirth of Phyrexia.

And even if New Phyrexia dies, [[ParanoiaFuel all that is needed to create a new one]] [[FromASingleCell is a single drop of the oil]]...

* AssimilationPlot: Generally their ''modus operandi'', as all must be "compleated", though it varies. Old Phyrexians resorted to brainwashing/lobotomy and then employing the BodyHorror; new phyrexians simply inject people with their oil, though the descriptions for the White and Blue factions imply that they still opt for "au naturale" conversions before administering the oil.
** To this end, it's worth noting that New Phyrexia's CatchPhrase of sorts is "All will be one".
* BlueAndOrangeMorality
** Yawgmoth's "scientific" view of life is incompatible with the Thran (and, later, Dominarian) conception of magic.
** New Phyrexia takes it to a new level. Not only the Praetors' values are incomprehensible for the Mirrans, the Praetors have troubles understanding ''each other'''s philosophy.
* BodyHorror: The original Phthisis disease sucked bigtime, like supernatural leprosy or something. The "cure" is surgically cutting out, reshaping, and rearranging organs, bones, skin, muscle, etc. and combining them with machine parts, oil, and brainwashing. And Phyrexians don't believe in anesthesia. Their language has one word that means both "pain" and "improvement."
* EvilVirtues: Both old and new Phyrexians are hard-working, scientific, organized, adaptive, and highly efficient.


A barren plane of rock and stunted vegetation, Rath was artificially created by Yawgmoth as a staging ground for the Phyrexian invasion of Dominaria. Rath was ruled by a human evincar who served as Yawgmoth's governor and grand marshal. To provide food, conscripts, and slave labor, not to mention more land for the ever-growing plane, the evincars used planar gates to abduct whole tracts of land and their inhabitants from other planes, including two human tribes (the Vec and Dal), kor from Zendikar, the elves of Skyshroud Forest, the Rootwater merfolk, and all kinds of monsters. Some of these abductees served the evincars (like Greven ''il''-Vec and the mogg goblins), but most were brutally oppressed.

When the Phyrexian invasion began, the plane was literally overlayed over Dominaria: the smaller plane merged with Dominaria's fabric centered on Urborg, and the two worlds became one, instantly transporting Yawgmoth's troops directly to the battlefield. In the wake of Yawgmoth's defeat, the surviving people of Rath have integrated with Dominaria.


The world of Mirrodin is a mishmash of life and metal, populated by as many or more machines as organic life. Even the creatures there have metal within them. Since metal is colorless, the plane finds its mana sources in its suns/moons, five giant glowing satellites that glow with each of the five colors.

!!New Phyrexia

After its infection began to spread, many of Mirrodin's natives gathered in the lower layers of the world, and transformed themselves into Phyrexians. After a long period of time rebuilding, they emerged and battled the Mirrans, sparking a war that ended with the [[TheBadGuyWins compleation of Mirrodin into New Phyrexia]].

Unlike the mono-black Old Phyrexia, this one has all colours of Magic under its control, and has factions for each colour, each of them with a '''Praetor''' guiding it. The [[LightIsNotGood White]] faction is the [[ReligionOfEvil Machine Orthodoxy]], the Blue faction is the [[MadScientist Progress Engine]], the Red faction is responsible for the mass production of weapons (and is [[TokenGoodTeammate secretly hiding the surviving resistance members]]), the Green faction wants to turn the plane into a savage sentient-less world [[TheSocialDarwinist where only the strong thrive]], and the Black faction is just a bunch of [[TheStarscream Starscreams]] trying to usurp the throne, with no easly observable function to the rest of Phyrexia, although they do seem to field some of the more powerful phyrexian creatures, like the obliterator and massacre wurm, so they may serve as some sort of special forces or heavy support.

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

* TheBadGuyWins[=/=]VillainWorld: Welcome to New Phyrexia, folks.
* BodyHorror: Traditional Phyrexian mutilation now comes in five new flavors, such as the white faction's religious obsession with flaying everybody.
* EnemyCivilWar: New Phyrexia primarily fights against the Mirrian Resistance, but the Praetors sometimes fight each other for the position of top dog.
* EvilCanNotComprehendGood: The Praetors of New Phyrexia can't understand why [[HopeSpringsEternal the Mirrians continue to fight against them even though they lost their home to them]].
* FiveBadBand: The Praetors form one:
** BigBad: Elesh Norn
** CoDragons[=/=]{{Evil Genius}}es: Jin-Gitaxias and Sheoldred
** TheBrute: Vorinclex
** TheDarkChick: Urabrask
** {{Sixth Ranger}}s: Tezzeret, Glissa, and Geth
** SixthRangerTraitor: Karn [[BrainwashedAndCrazy as the Father of Machines]]
* FourTemperamentEnsemble: Elesh Norn is Choleric, Jin-Gitaxias is Melancholic, Sheoldred is Phlegmatic, Vorinclex is Sanguine, and Urabrask is Supine. Appropriately, the praetors of opposed temperaments dislike each other.
* ThePerfectionist: Each praetor is obsessed with reaching their perfect view of Phyrexia.
* TeethClenchedTeamwork: While the praetors work together to conquer the whole of Mirrodin, they clearly despise each other's vision of New Phyrexia. Vorinclex and Jin-Gitaxias stand out the most.
-->'''Jin-Gitaxias''': "I despise Vorinclex and his slobberings about ‘evolution.' Only I know true progress."\\
'''Vorinclex''': "Dead or alive, my creations are stronger than Jin-Gitaxias's septic minions."
* UtopiaJustifiesTheMeans: Especially from Elesh Norn and Jin-Gitaxias's point of view.

!!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.

* BodyHorror: A much milder example; 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: 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. [[spoiler:It turns out Nicol Bolas was behind The Conflux, as he sought out the plane as a new base of operations after the disastrous events of ''Time Spiral''. He planted spies in each of the five Shards, sowing dissension and mistrust wherever they went.]]

!!'''Bant''': White, with green and blue (article [[ here]])

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

* {{Arcadia}}: The "wilderness" is mostly non-threatening; even the forests resemble well-maintained gardens.
* BadassBookworm: The Rhox.
* CombatByChampion: 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.
* FantasticCasteSystem: Acquiring sigils through valiant deeds is one way of moving up in the social standing, but it's very difficult.
* KnightInShiningArmor: All over the place, with Rafiq of the Many as the exemplar.
* LetsFightLikeGentlemen: Taken to its logical extreme; combat on Bant is so honor-bound that some 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 "Mortar caste" (commoners who have yet to earn a sigil).
* ReligiousBruiser: Many of the Rhox.
* WarriorPoet: The Rhox, rhino-people who are part-philosopher-part-martial-artist.

!!'''Esper''': Blue, with white and black (Article [[ here]])

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

* AlienSky: The skies of Esper are geometrical.
* 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." Tezzeret's stumbling upon this leads him to ascend to Planeswalkerdom and seek answers elsewhere.
* HollywoodCyborg: Use a [[{{Unobtainium}} metallic substance with numerous useful properties called etherium]] in making themselves human/mechanical hybrids.

!!'''Grixis''': Black, with blue and red (article [[ here]])

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

* CrapsackWorld
* DeathWorld: Even if you're ''undead'', this place will eat you alive.
* DespairEventHorizon: Once the last of the human nations fell, that was it.
* LaResistance: The Vithian holdouts, who use red and blue magic to try to survive.
* MeaningfulName: "Grixis" means "traitor."
* NamesToRunAwayFromReallyFast: Thraximundar, "He who paints the earth red."
* WorldHalfEmpty: As bad as things are, it's slowly getting ''worse''.
* ZombieApocalypse: The result of one.

!!'''Jund''': Red, with black and green (article [[ here]])

On Jund, natural selection is the order of the day. On Jund, only the strong survive. The savage Shard of Jund is cruel and merciless, and each living being acts as a food source for something else. Living to see another day means killing something that was going to kill you first. Civility? Order? Those will not help you (and don't last long on the plane anyway). Getting stronger from consuming prey is the hallmark of Jund's keyword ability, [[ 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.

* BloodKnight: All over the place.
* DeathWorld: Like Australia, UpToEleven.
* 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.
* OneMillionBC: A lot of the geography seems to fit this.
* OurDragonsAreDifferent: Seated firmly atop the Jund food chain.

!!'''Naya''': Green, with red and white (article [[ here]])

If Green was allowed to have its way and follow it to its logical conclusion, nature would grow completely unchecked by opposing forces. That's exactly what happened on Naya. Similar to Jund, only the strong survive; but with white in place of black, there is reverence in place of bloodlust. Several sentient races live among the massive jungles of Naya, their rank primarily determined by what part they live in. Humans live among the jungle floor, the Nacatl (a race of catlike warriors) take up the middle, and elves sit high in the treetops. This is the start of the journey of the planeswalker Ajani. (Indeed, [[ 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.

* BiggerIsBetter
* BlindSeer: Mayael the Anima.
* NatureHero: It fits the setting, since Naya ''is'' all forest.


[[folder: 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.

!!'''Azorius Senate:''' ''White and Blue'' (article [[ here]].)
->''Enter the Senate, the seat of justice and the foundation of Ravnican society.''\\
--'''[[ Azorious Guildgate]]'''

Logic & Power (Blue), and/or Law & Order (White). The Azorius Senate is the legislative body of Ravnica. Their goal is to control the city with law-magic and maintain order -- at any cost. The status quo is prized above all else in the Azorius Senate, and thus its first Guild mechanic, [[ 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 [[ Detain]] mechanic, which allows them to stop cards on the field from doing anything for a turn.

* AncientConspiracy: It is revealed in the ''Return to Ravnica'' block that Azor I had 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''.
* ByTheBookCop: Guild members that enforce the laws themselves qualify for this. They even practice their own branch of law magic.
* CallingYourAttacks: Forecast in a nutshell.
* TheEvilsOfFreeWill: Firm believers in this trope. They think that Law should dictate how people act.
* InstantRunes: As seen in spells like Righteous Authority. Appearently, an entire runic alphabet was designed for the Azorius.
* KnightTemplar: Any means is justified to prevent any non-static activity on Ravnica. Their 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.
* 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.
* MoralSociopathy: Rather chillingly obsessed with laws and order and not the least bit caring for the people of Ravnica.
* ObstructiveBureaucrat: Cemented by their guildhouse's flavor text.
-->''[[ Prahv, where much work is done to make sure nothing is accomplished]]''.
* 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.

!!'''Orzhov Syndicate:''' ''[[YinYangBomb White and Black]]'' (article [[ here]].)
->''Enter to find wealth, security, and eternal life... for just [[BlatantLies a small price]] up front.''\\
--'''[[ Orzhov Guildgate]]'''

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

In ''Gatecrash'', the Orzhov Syndicate has gained the [[ Extort]] keyword, which allows the Orzhov to, whenever it casts a spell, pay mana up to the number of extorting cards they control to steal that much life from each opponent, strengthening itself while slowly whittling everybody else down.

* BatOutOfHell: Bats are often used as fighters in Orzhov.
* BlackEyesOfEvil: Orzhov angels have pitch black eyes.
* CorruptChurch[=/=]PathOfInspiration: It's a church on the outside, a crime organization on the inside.
** ChurchOfHappyology
* DarkIsNotEvil[=/=]LightIsNotGood: Plays both roles, with the main organisation being assholes but with some members like Teysa Karlov being more decent people. Of course, given the nature of the guild, LightIsGood and DarkIsEvil is also present.
* 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.
* GradualGrinder: 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 [[ Agent of Masks]], [[ Souls of the Faultless]], [[ Pillory of the Sleepless]], [[ Blind Hunter]], and of course, ''Gatecrash''[='=]s Extort mechanic.
* 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 (see GradualGrinder above).
* TheMafia
* MalevolentMaskedMen: The thrulls of Orzhov wear faceplates that resemble golden masks.
* MoreTeethThanTheOsmondFamily: Some thrulls have leech-like jaws.
* OurGhostsAreDifferent: The Orzhov has a council of ghosts as its leading body.
* ReadTheFinePrint: As expected from TheMafia. See [[ Executioner's Swing]] and [[ Immortal Servitude]].
* ReligionOfEvil: The organization that comes closer to it on Ravnica.
* SinisterMinister
* SoulPower: Both White and Black are the colours 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.

!!'''House Dimir:''' ''Blue and Black'' (article [[ here]].)
->''Enter and become a mastermind of spies, lies, and deception.''\\
--'''[[ Dimir Guildgate]]'''

The blue-black House Dimir is not interested in sharing information. In fact, they like secrets so much that they decided to conceal their very existence. As far as most of Ravnica's citizens know, there are only nine guilds, and that's just the way their leader, the mind-leeching vampire Szadek, likes it. As master mind mages, the Dimir have domain over both players' hands and libraries, with the ability to manipulate spells before they're even cast by discarding, rearranging, or milling them. Their guild mechanic [[ 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 [[ Cipher]] spells in creatures, making copies of those spells whenever the encoded creature sneaks through their opponent's defenses.

* 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.
* 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.
* 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.
* MindRape[=/=]StupidityInducingAttack: Cards like [[ Szadek]] (the Dimir leader) and [[ Glimpse the Unthinkable]] are this in spades.
* [[OnlySaneMan Only Sane Guild]]: 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. And have names [[UnfortunateName that sound like the the word for "buttocks" in several Slavic languages]].
* SinisterSurveillance
* TheSneakyGuy
* VoluntaryShapeshifter: Lazav, Szadek's successor.
* TheWormThatWalks: [[ Mindleech Mass is a pile of mind-sucking leeches]]. A similar creature features prominently in the ''Ravnica'' novel.

!!'''Izzet League:''' ''[[YinYangBomb Blue and Red]]'' (article [[ here]].)
->''Enter those with the vision to create and the daring to release their creations.''\\
--'''[[ Izzet Guildgate]]'''

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

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

Incidentally, they are also responsible for managing the public utilities of Ravnica, such as water and power.

* AbsentMindedProfessor
* AttentionDeficitOohShiny: [[ An In-Depth Look At The Izze-Hey, Look At That!]]
* ChaoticStupid: According to the Selesnya Conclave.
* CloudCuckoolander: All other Guilds have a goal (even Gruul). The Izzet do crazy stuff [[ like this]] ''to themselves'' [[ItAmusedMe for the lulz]] (and [[ForScience science]]).
* DiscardAndDraw: Izzet has a few cards that let the player draw cards from the deck but then have to discard cards.
* 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 combine two opposing elements (example: fire and ice) together into one creature.
** OurMonstersAreWeird: The weirds' forms range from [[ vaguely-humanoid blobs of mercury]], to [[ winged djinn made out of electricity]].
* ExactWords: Mentioned in [[ Stitch in Time]].
--> Quyzl was told by his mentor to "make more time" for his studies.
* ForScience: Their main motivation.
* 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.
* ImpossibleGenius: To quote ''An In-Depth Look at The Izze-Hey, Look At That!'':
-->"Niv-Mizzet is the smartest living thing on the plane of Ravnica. This does not mean his SAT score would be 1 higher than the second smartest being. This means that he is so smart that he could, using #2 lead of course, fill in his little ovals in such a pattern that, when scanned by the computer, would reprogram it, giving him a perfect score and everybody else a zero, then the computer would shut off its fans, overheat, and burst into flames. Oh, and he'd be able to do this in the time it takes the other testers to open their booklets. Then he would burn everyone in the room wearing sweat pants thinking it would help them stay comfortable and, therefore, test better. Morons. (And yes, he can read minds -- so he can spare the poor shmo who wears sweat pants because he thinks they're cool. He can… but he doesn't. Why stop the barbecue!)"
* InsufferableGenius: Niv-Mizzet is known for his incredible knowledge as well as for its unquenchable vanity.
** {{Narcissist}}: ''The Izzet signet is redesigned often, each time becoming closer to a vanity portrait of Niv-Mizzet.''
-->--'''[[ Izzet Signet]] flavor text'''
* MadScientist: The Azorius has several words to justify this view.
-->'''[[ 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''
-->'''[[ Pyroconvergence]]''': ''The Izzet are an equation that turns lunacy into explosions. —Leonos, Azorius arbiter''
* MathematiciansAnswer: Implied by the Izzet [[ cluestones]]: "It holds within it an unsolvable riddle. A creative answer yields an invitation to the guild."
* OurDragonsAreDifferent: Niv-Mizzet, the most intelligent being on the planet and the only genius dragon left, who is also [[ItsAllAboutMe arrogant]] and [[InsufferableGenius vain]].
* ProudScholarRaceGuy: They're [[MadScientist much more eccentric than most cases]], but still count.
* TheRival: To the Golgari Swarm.
* ShockAndAwe: Some of their sorcery cards are electric-based attacks.
* 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''.

!!'''Cult of Rakdos:''' ''Black and Red'' (article [[ here]].)
->''Enter and indulge your darkest fantasies, for you may never pass this way again.''\\
--'''[[ Rakdos Guildgate]]'''

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

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

* 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.
* BigRedDevil: Rakdos himself.
* CircusOfFear: Their cards have a circus motif.
* CombatSadomasochist: Perhaps best exemplified by [[ 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''. If not for the whole "psychotic killer" thing, the whole guild would be redeemed by that.
* AFeteWorseThanDeath
* ForTheEvulz
* 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
* ItAmusedMe
* LifeOfTheParty: ...or rather the "[[{{Undead}} unlife]] of the party".
* 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.
* StrawNihilist: "All ends in obliteration—love in hatred, life in death, and light in empty darkness."
-->-- '''[[ Nihilistic Glee]]'''
** BadIsGoodAndGoodIsBad: Considering that Rakdos members are demon cultists, they may as well see that as a good thing.
* TooKinkyToTorture
* TwoFaced: Their emblem in ''Return to Ravnica'' is a demon's head that's half black and half red.

!!'''Golgari Swarm:''' ''[[YinYangBomb Black and Green]]'' (article [[ here]].)
->''Enter those who are starving and sick. You are welcome among the Swarm when the rest of Ravnica rejects you.''\\
--'''[[ Golgari Guildgate]]'''

The green-black Golgari Swarm has embraced the dichotomy of life and death. Life and death are a natural cycle, and the Golgari see {{Necromancy}} as an extension of that cycle. The graveyard is just another resource to the Golgari, a philosophy which manifests itself in their guild mechanic, [[ 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 [[ 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.

* BigCreepyCrawlies: Insects are common Golgari creatures.
* 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.
* 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.
** Also, they're stated to feed the poor and outcasts and help them.
* HumanResources: Their new ability [[CannibalismSuperpower "Scav]][[LetsMeetTheMeat enge"]], as [[ImpliedTrope implied]] in their official [[ 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: See CannibalismSuperpower, up above.
* MeaningfulName: Golgari is derived from Golgotha.
* {{Medusa}}: There are a few gorgons, including Vraska, that are guild members.
* {{Necromancer}}: The Golgari combines green's control of life with black's control of death, making a guild full of these.
* NightOfTheLivingMooks
* OurZombiesAreDifferent: Let's see...[[PlantPerson plant Zombies]]...[[BigCreepyCrawlies insect zombies]]...[[OurElvesAreBetter Elf zombies]] ... The list does not end there...
** OurLichesAreDifferent: Some of them are liches of the corpse-possession variety, including the guild's leader Jarad.
* TheRival: To the Izzet League.
* WeHaveReserves: Understandable when your combatants consist of [[NightOfTheLivingMooks zombies]], [[BigCreepyCrawlies bugs]], and [[BreadEggsBreadedEggs zombie bugs]].

!!'''Gruul Clans:''' ''Red and Green'' (article [[ here]].)
->''Enter and leave the shackles of society behind.''\\
--'''[[ Gruul Guildgate]]'''

The red-green Gruul Clans are a collection of loosely-organized barbarian tribes who scorn civilization, preferring to live free in what's left of Ravnica's wilderness. The original Guildpact originally stipulated them as the wardens of the wilderness then existent, to keep the city's spread from getting in there. Unfortunately, thanks to the typical political machinations, not only did the wilderness get completely breached, their duties wound up divvied among the Selesnya and Simic, leaving them little to do but seek vengeance. They're not much for inaction, which is why their guild mechanic [[ 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 [[ 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.

* BarbarianHero
* BarbarianTribe: And the Burning Tree is merely the largest one.
* ChaoticStupid: The Orzhov Syndicate sees them this way.
-->'''Teysa''' ''(regarding Borborygmos)'': It's easy to see why those Gruul dirtbags follow him — the only orders he gives are "[[ Crush them!]]" and "[[ We eat!]]"
* DishingOutDirt: Several of their cards have flavor text related to the ground and/or uses land cards to attack.
* DontThinkFeel
* 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.
* 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.
* ProudWarriorRaceGuy
* 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 [[ 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."

!!'''Boros Legion:''' ''[[YinYangBomb Red and White]]'' (article [[ here]].)
->''Enter with merciful hearts. Exit with battle cries.''\\
--'''[[ Boros Guildgate]]'''

The Boros Legion are responsible for much of the law enforcement in Ravnica. They combine white's desire for order with red's passion, creating a passion for justice as they see it. Being of the law, they have to go by the rule "if it affects one, it affects all". And so, like modern law, they will arrest and execute anything they see as a danger, and empower anything they see as helpful (regardless of what that being is fighting for). This is reflected in their guild mechanic, [[ 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 ''Battalion'', which rewards you whenever the creature with [[ Battalion]] and at least two other creatures attack.

* AlwaysGetsHisMan: Agrus Kos.
* AndTheRest: Meta example: the red/white clan was the most difficult to plan for, as these two had the least amount of synergy and development until the first Ravnica block. One poll on Magic's website, which polled players' favorite two-color combinations, saw red/white as dead last. And to make it worse, a choice for "I'd rather play a monocolor deck" ranked just above it.
* AntiHero[=/=]GreyAndGrayMorality: The fact that there are frequent in-group conflicts doesn't help.
* BadassArmy
* CowboyCop
* 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]].
* 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}}. Lately, the new leader Aurelia has gone overboard enough [[EvenEvilHasStandards that some angels within the Boros have decided to quit and go aid the Gateless instead]].
* LightIsNotGood: The guild is half-white, but can overtly be violent and hypocritical. Probably the worst of the White guilds in this regard, actually (Orzhov aside, of course), at least as of the ''Return To Ravnica'' set, as 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.
* OurAngelsAreDifferent: The Boros' 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...
** ShockAndAwe: ...But several of the more iconic Boros burn spells marry White's love of light and Red's long-standing dominion over lightning.

!!'''Selesnya Conclave:''' ''Green and White'' (article [[ here]].)
->''Enter and rejoice! The Conclave stands united, open to one and all.''\\
--'''[[ Selesnya Guildgate]]'''

The Conclave loves to help one another. The good of the community is all they think about. All the time. Ever. In the original Ravnica block, their mechanic was the ability [[ Convoke]]; which combines green's mana acceleration with white's large army. With that, a spell can be played much cheaper at the cost of tapping a few creatures.

In ''Return to Ravnica'', they gained the [[ Populate]] mechanic, which allows them to duplicate their own creatures to grow their ranks.

* AssimilationPlot: Their main goal.
* 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.
* TheEvilsOfFreeWill
* GreenThumb: Not surprising considering it's a green guild.
* HiveMind: All the members of the Conclave can hear its song in their heads.
* 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.
* MultipleHeadCase: Trostani is a three-headed dryad.
* TheNeedsOfTheMany
* OurCentaursAreDifferent: Centaurs that are in this guild tend to be healers and warriors.
* OurElvesAreBetter: 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

!!'''Simic Combine:''' ''[[YinYangBomb Green and Blue]]'' (article [[ here]].)
->''Enter and comprehend the perfection of orchestrated life.''\\
--'''[[ Simic Guildgate]]'''

The Simic Combine blue's lust for knowledge and "improvement" and green's love of life. Like other green-based guilds, they focus on creatures more than anything else. Their ability, [[ 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 [[ 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.

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

* AdaptiveAbility: Their Evolve mechanic makes their creatures grow stronger when a stronger creature is played.
* BioAugmentation
* 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}}: What they once were. They have now returned to their roots.
* EvilutionaryBiologist: Momir Vig.
* GoneHorriblyRight: Mocked in [[ this card]].
* GeneticEngineeringIsTheNewNuke
* 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.
* MadScientist: They're the "obsessive" kind, instead of the Izzet's "[[PlayedForLaughs amiable madman]]" kind.
* MagikarpPower: Their new 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 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.
* OurElvesAreDifferent: Simic elves are more gaunt and alien than the standard model, and focus on transmutation magic.
* 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.
* 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.
* WellIntentionedExtremist: They will make your life better (for a certain value thereof) whether you like it or not.


[[folder: Clans of Tarkir]]

!!'''Abzan Houses:''' White, with Black and Green

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 [[ Outlast]], which not only lets them slowly buff up their creatures, but also support each other. In Fate Reforged, Outlast is replaced by [[ Bolster]], which simulates the Abzan bringing up their weakest.

* 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.
* PettingZooPeople: The ainok dog-men are also part of the Abzan armies.
* 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.

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

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 [[ Prowess]], which supports using spells and creatures in tandem.

* 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]].

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

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 [[ Delve]], which makes their spells easier to cast at a cost of exiling cards from their graveyard.

* BodyMotifs: Represented by the fang of the dragon.
* CatFolk[=/=]OurDemonsAreDifferent: The Rakshasa, tiger demons that the Sultai make deals with.
* 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.
* 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.
* SnakePeople: Have a number of these, called naga, in their ranks. They sharply fill the upper class as well.

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

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 [[ 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 [[ Dash]], which allows you to quickly play creatures, have them attack, and then return to your hand.

* 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 "Alesha".
* 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.

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

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 [[ Ferocious]], which gives bonuses if you control creatures with over 4 power.

* 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 definmeitely 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.
* [[NiceJobBreakingItHero Nice Job Breaking It, Khan]]: [[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.


[[folder: 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.

!!'''Dromaka's Brood:''' White & Green
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.

* 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 usual [[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[=/=]LightIsNotGood: 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.

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

* 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.

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

* BodyMotifs: The fang of the dragon.
* DarkIsEvil: They're one of the most evil clans (the other being the Kolaghan), 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.
* PoisonousPerson: Silumgar dragons exhale clouds of poisonous gas.
** PoisonIsAcid: Silumgar dragonbreath is often described as corrosive or acidic.
* 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.

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

* 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''.

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

* 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.