Which guild prerelease




















This is always contingent on what your deck looks like, but my default in Guilds of Ravnica will be to play. Dimir is historically a control guild, but in Guilds of Ravnica it loses some of its control role and instead adopts a more tempo-centric approach.

There are also several positive interactions with surveil in the set—not only does Dimir have multiple surveil-matters cards, but it also works with the Izzet mechanic by putting relevant cards in the graveyard and also with the Golgari mechanic by putting creatures in the graveyard. You have to be attacking with two creatures, one of which has to have mentor, and the one with mentor has to have more power.

Mentor is also worded in a way that it checks on triggering and on resolution, and you have to meet the condition both times. Mentor is the most influential mechanic in terms of how its existence affects the value of everything else.

A card like Gird for Battle , for example, can be much better than it appears in a deck full of mentor creatures. Even normal combat tricks should sometimes be used pre-combat, just so that they work with mentor. Pegasus Courser was already pretty good in previous formats, but Roc Charger is even better here, as it works with mentor as both enabler and recipient. Another characteristic is that red has a lot of reach in this set.

Direct Current offers 4 points of burn at common, and Inescapable Blaze deals 6 at uncommon. Even Gravitic Punch is playable in the right deck and can deal a lot of damage that bypasses combat. You can easily stabilize the game and still lose.

Golgari is in a weird spot. Luckily, most Golgari creatures seem to be made in a way that really incentivizes trading—either they have good enter the battlefield abilities, like Generous Stray and Burglar Rat , or they are cheap deathtouch blockers, like Hired Poisoner or Pitiless Gorgon , or they have sacrifice abilities like Pilfering Imp or Portcullis Vine. There are also some effects that lead to sacrificing your own creatures, such as Severed Strands or one of the many fight effects.

I think that, in this exchange, mentor wins out, so low powered creatures are still a little worse than normal on defense. Next is trample, these creatures are just so swole that a tiny blocker cannot block all the damage.

There is Menace which means that a creature can only be blocked by two or more creatures. Very useful to force your opponent into unfavorable blocks. Finally, some creatures cannot be blocked. Aggro — This is basically everything else. Specifically, low costed and efficient creatures that can get in that early game damage. These are important to have so that you can have a board presence and not fall behind in the match.

In general, you want the majority of your creatures in your deck to be around three to four converted mana cost. Dirt — Everything else that is frankly not worth your time. These are cards that are just plain bad or are only useful in particular circumstances. Throw these cards in the trash basically. It will take some time and many Prereleases to manage to separate bombs from dirt, but really it just takes some practice.

There are more advanced methods of figuring which cards to put into your deck such as quadrant theory but for now, just focus on BREAD, and you can make something that will crush the competition. These are not crucial for the event but they will make your life so much easier and the event a more pleasant experience. There are countless pieces of advice I can give so view this as a starting point for improving your Prerelease skill. If you want to know if you have a store near you that holds Prereleases, then check out the Store Locator to see what is going on near you.

I also suggest checking out the myriad of YouTube videos dedicated to teaching you how to Prerelease. With this guide, you have taken your first step into the world of Magic events.

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What is a Prerelease? Building a Prerelease deck The most daunting part of this event is not the actual matches but the 20 to 40 minutes of trying to mash together 40 cards to make a functional deck. Target will no longer sell Pokemon cards in store thanks to violent scalpers In an age of readily available stonks, Doge Coin, and this Jpeg of an anime catgirl that I….

The Rakdos mechanic is aggressive-only. Most of the spectacle cards can be serviceable for their normal cost, and become quite good if you can spectacle them, though I would expect spectacle to happen normally. If you have a lot of cards like Blade Juggler , however, then you really want to make sure that you can trigger them by having a 2-drop— Rakdos Trumpeter is excellent for this.

The Orzhov cards can be grindy, and you can have a Rakdos control deck full of removal, some grindy cards, a Dead Revels , and some bombs—that will work. Because of this, I recommend making trades early rather than taking damage, and always choosing to play if a Rakdos aggro deck is involved, because the difference between a turn-3 Blade Juggler or not can be game winning.

The Rakdos control deck, however, is potentially one that wants to draw. Rakdos has some of the best commons in the set: Skewer the Critics is great, and Get the Point is also very good. But where Rakdos really shines is in its rares—every rare ranges from good to broken. The worst is Rix Maadi Reveler , which is still a good card. This is a combination of a common and an uncommon, both of which are playable on their own. They are simply game winning when played together.

I am pretty comfortable drawing a line in the sand between the last three guilds and the first two meaning I think Simic and Gruul are both reasonably better than Azorius, Orzhov, and Rakdos , but the distinction between Simic and Gruul is a lot less clear to me.

The Simic ability adapt is very powerful, as most Limited decks especially Sealed decks want a late-game mana sink. Most of the Simic cards already offer rates ranging from fair to great even without adapt like Sauroform Hybrid , Aeromunculus , Trollbred Guardian , Sharktocrab , Skitter Eel , and with adapt in the mix they become very strong. Simic is overall an aggressive guild that is interested in the blue tempo effects, but it has late game too.

The right way to play adapt is to keep the threat of it early on, but use it late. Most of the adapt costs are more expensive, though, so they already scream late-game. The Simic rares are not very exciting this is probably its weakest point , but there are no real busts. Because of afterlife, even Rakdos is likely to have targets, so the only deck where this is a bust is Gruul.

Unless Gruul is somehow way more popular than anything else, I think the cost-benefit on this one means that you should main deck it in green decks. Gruul also seems to be aggressive, which is no surprise given that its mechanic can give all its creatures haste. Where Gruul smashes ha ha the competition is in the uncommons.



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