Tuesday, 30 April 2013

My Top Ten Return to Ravnica Block Abilities (but not fuse)

Return to Ravnica is drowned in abilities and powers. In fact, there were ten made in total, one for each guild, adding a hefty load of new powers and plays to look out for. I thought it may be interesting to try and rate them from 10 to 1 in terms of how much I like them.

Now, "like" them is a broad term. The abilities were marked on:

How tactically and interestingly they could be used
How much they caused interesting situations and versatility
How much they kept with the theme and flavour of the guild that they represented.

So lets get stuck in, my number 10:


10
Battalion - Boros

Now, I mean no offence to any Boros players out there, but your mechanic just didn't do it for me. Now, that doesn't mean that it wasn't strong, in fact, it was one of the stronger guilds of the set,however I just don't get excited by this ability. Essentially for me, it doesn't encourage you to play more tactically, it simply says "attack with lots of stuff," and that doesn't really get me on the edge of my seat. However, I do like the whole "strength in numbers" thing, I think its pretty cool, but on the whole Im pretty unimpressed (although I can't really suggest anything else).

9
Scavenge - Golgari

Once again, no offence is intended, but I have some similar problems with scavenge. Now, I really like the flavour. I think its really nice how Golgari breaks the boundaries between board and graveyard, and provides some great interaction between them. And I would't actually change the mechanic at all, just the way they used it. You see, what I think scavenge is trying to be is flashback, a mechanic that we saw come back in the latest set Innistrad. I think it would have been interesting for scavenge to cost LESS that the actual card itself, or you could do it with a cost (e.g. discard a card: do the scavenge thing) rather than simple mana cost.

8
Detain - Azorius

I find this ability more annoying then interesting. And please don't think or tell me that this is simply because I was on the reviving end of it, because I wasn't, but the point I want to make is that Board - Stalls are just not fun. Creatures attacking, and killing, and spells pumping and shooting are really fun, but forcing a port minotaur to "hold back on this one" is nothing interesting to me. I think something that interacted with mana, or possibly a "fog" type deal would have been more interesting.

7
Overload - Izzet

This ability just bores me. It doesn't really encourage you to think intelligently about the card in your hand, it just kinda makes it worse. Now, tell me what you wish, but if you held the card above you would not cast it straight, you would wait until the opportunity and then cast the overload. It doesn't make the card more versatile, it just makes it take longer to cast. And Im not even sure about the flavour, BIGGER spells? Hrm... I would have liked to see something involving flipping coins or something, I dunno. If you're wondering, the reason this ability made it to number 7 is simply because its fun to do when it works, and it at least causes some interesting situations.

6
Unleash - Rakdos

Ok, this is probably the first ability that I can say I actually LIKE. E.g, I would like it to hopefully make another appearance. It causes you to think tragically, aggressively when you want to, and all around makes the cards more versatile. It feels flavourful, and I think it makes interesting states.

5
Bloodrush - Gruul

Bloodrush is just cool. I love how it makes the card in your hand into a trick as well as a creature, it makes deck-building really interesting, and gives that extra, and balanced, factor to the creature. I think its very flavourful also, (actually, come to think of it, I think this would have been more interesting in Boros, but anyway). Great stuff here, and very well implemented.

4
Cipher - Dimir

Cipher is an amazingly well implemented, flavourful extravaganza that is a delight to play with. It leads to some absolutely hilarious situations, especially with the card "stolen identity," and is all round interesting to think about. I really like the flavour as well, really makes you feel like a kind of hidden puppet master, or mafia boss. Perfect for Dimir. A worth fourth place.

3
Populate - Selesnya

Populate gets out of hand very fast. Lets just get this out the way: yes, its flavourful. try flavourful. I simply think that it was just very well implemented and fun, especially as a combat trick. I don't really have much to say about it other then that, I just have a soft-spot for it.

2
Extort - Orzhov

Wow I love this power. Not does it encourage you to think about the order that you player your cards, e.g. hmm... to I play this now, or wait for more mana so I can extort it. (or) hrm... do I cast this guy first, or the one with extort and get the life next turn. All of this is good. But furthermore, its just soooo fun to do! It allows you t come back from bad situations, play defensively as well as offensively, as well as being beautifully flavourful and balanced. Wizards exceeded themselves on this one.

1
Evolve - Simic


So here we are, and please don't judge me. I didn't pick evolve as my number one just because I really like Simic, in fact, I picked Simic for the power. Evolve does everything extort did and better. Not only does it encourage you to think about curve, order that you play things, and how you build your deck, but it gives you vastly rewarding results: a bigger creature, with a healthy side of flavour. It fits the guild perfectly, my only suggestion is that that could have made it more versatile (e.g. something that grows wings when it gets big enough, or when a flying creature comes into play it also gets flying), that could have been cool. But other than that niggle, Evolve is an amazingly fun mechanic, stellar stuff.

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