Ravnica at War (GRN/RNA/WAR)
(360 Card Cube)
Ravnica at War (GRN/RNA/WAR)
Cube ID
Art by Josh HassArt by Josh Hass
360 Card Set Cube2 followers
Designed by Playaxe
Owned
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Buy
$281
Purchase
Mana Pool$363.05

You read that right! It's a GRN RNA WAR only Ravnica cube! Here's the reason why such thing exists : I played standard while these sets were fresh out, I got all the cards and I dont want to pay for older cards I dont already have. Also, I love these cards! I played with them at many FNMs and, honestly, for a cube made out from a 800 card pool, it's not that bad. Could be better, yes, but still.

Anyways, that's my cube! The archtypes section is inspired by TheJesguy's Innastrd Cube, A. Mlakar's article entitled "Ravnica Remastered Draft Guide" on CardGameBase.com and the "Ravnica Allegiance Draft Guide" from mtgazone.com.

*** There is one house rule and its regarding the god cycle ***

Since cards like condemn aren't in this cube, its realy difficult to deal with the Gods. There are very fiew tricks to get rid of them and they are all in bleu or black, wich is clearly incovenient. The only chance other colors have is to race and outvalue the Gods... More often than not, this looks like a "battle of the Gods" on the battlefield and it gets old quickly.
To remedy this problem, we simply ignore their shuffle back ability when they die or go to exile. The only way to get the gods back into play is with good old-fashioned recursion.


Ally Colors

w-u Addendum Flyers w-u

Addendum is the new Azorius mechanic that rewards you for casting instants in sorcery speed. The payoff is sometimes realy interesting, but we cannot rely solely on this mechanic as a wincon. Instead, the focus is on the flyers, but keep Addendum in mind when drafting as they are quite powerfull cards.

The Azorius colors usually receive the most flyers, which is also the case here. You can start deploying them from the very first turn with Healer's Hawk or Pteramander. Higher on the curve, there’s Tomik, Distinguished Advokist, Nightveil Sprite and Muse Drake.

Thus, attacking your opponent shouldn’t be too hard. The only thing you need to take care of is to prevent opponent from racing you. That can be accomplished by good blockers, such as Wall of Mist, or by playing any tempo cards such as Elite Arrester and Deputy of Detention. So, lock up the ground, and attack safely in the air.

As you might have noticed, a good number of these creatures have big butts and little to no attack, wich is usualy the case with flyers. That is why High Alert is realy important in this deck. Paired with Spirit of the Spires, it can realy give headaches to your opponents.

Finaly, make sure to protect your important permanents with plenty of counters and protection such as Kasmina, Enigmatic Mentor.


u-b Surveil Control u-b

In Dimir, you want to disrupt your opponent’s plans with removal, counterspells and bounce spells. Trading one-for-one is okay for you, as you’ll also play card advantage spells and make use of surveil card to basically manipulate your draw step for the rest of the game. The individual cards in this deck are not so strong, but we rely on the fact that we will draw a more favorable ratio of spells/lands than our opponent, generating virtual card advantage. So, the main idea is to remove threats early, then outvalue opponent with card draw.

Of course, you can also deploy a big flyer in the mean time, such as Dream Eater or The Haunt of Hightower. These can present a clock, while you continue with your control plan.

One final thing, is to remind you of a mistake beginners often make. They think control decks use high mana curve with plenty of expensive spells. That’s not true. You still need plenty of early spells, be it cheap removal, counterspells or good blockers. If your deck lacks cheap interaction, aggressive decks will just run over you.

If you still can't find a win, there will always be Jace, Wielder of Mysteries or Etrata, the Silencer to save the day when your deck runs dry on cards.


b-r Spectacle Sacrifice b-r

Rakdos is an aggressively-slanted sacrifice deck. Whenever you’re wondering if a sacrifice deck is worth building, you want to check how good the three key elements are. Those are fodder, outlets, and payoffs.

Fodder :

Sacrifice fodder are cards you don’t mind sacrificing. Those can be creatures with death triggers, such as Grim Initiate, Gutterbones and Footlight Fiend. Tokens from Dreadhorde Invasion or Krenko, Tin Street Kingpin also work nicely.

There’s also stuff like Burglar Rat, which already did most of its job when it came into play. As you can see, there’s enough fodder available, all you need to do is make sure you pick enough of it.

Outlets :

Outlets allow you to actually sacrifice your creature. Even outside of rares, there are plenty such cards in Rakdos:

Bloodmist Infiltrator
Spark Reaper
Severed Strands
Heartfire
Fireblade Artist

The best ones are those repeatable effects, which is superb.

Payoffs :

All outlets are payoffs, but sometimes there are cards that offer additional rewards for sacrificing. A perfect example, and an amazing card is most certainly Midnight Reaper.

Finally, a very important thing for this deck is a common Act of Treason. In this deck, this card is absurdly good. You steal a creature, smash your opponent with it, and then sacrifice it for value. It’s like a removal spell on steroids.

Last thing to remember is that you don’t need to go all-in on the sacrifice theme. You still want to play your good aggro cards, such as Spawn of Mayhem, Skewer the Critics and Judith, the Scourge Diva over some random sacrifice fodder.


r-g Riot! r-g

Gruul comes back in fashion with the new riot mechanic that tries to makes your creatures bigger or faster.

For the most part, you’ll just want to play cards that are good on their own. Play good removal, good creatures (these should especially be abundant in Gruul), and have a good curve. This deck can be quite aggressive, or a bit slower. Depends on what side of riot you choose.

While this most likely won’t be the most fun deck in the format, it’ll still be able to win games. After all, you do have access to some powerful cards, such as Sunder Shaman and Ravager Wurm. Both of which can make combat a nightmare for your opponent.


g-w Go-Wide Tokens g-w

We are a creature deck at heart that fully relies on curve and playing creatures with better stats than the turn warrants. Their are only 4 convoke cards in this cube as we’d rather be attacking than take an entire turn off for casting a creature that is very volatile to the heavy removal nature of the format.

So, the plan is to put many creatures in play, then pump them for the win.

There’s no shortage of cards that can make multiple bodies in these two colors. For example, you can use:

Hero of Precinct One
Finale of Glory
Conclave Cavalier
March of the Multitudes
Emmara, Soul of the Accord

Once you’ve put enough of them in play you can use cards sush as Angelic Exaltation, Ajani, the Greathearted and Storm the Citadel.


Enemy Colors

w-b Afterlife Aristocrats w-b

Here, the strategy not only lies in the afterlife mechanic, but also in the sacrafices and death triggers that occur. You want to block treats, then sacrifice in response, or simply let die. Afterlife, or sometimes Amass, will provide you with fresh creature for the next turn.

The two greatest payoffs from death triggers are Cruel Celebrant and Vindictive Vampire as they will drain life points from your opponent without breaking a sweat. Other benifice comes form cards such as:

Rising Populace
Midnight Reaper
Liliana, Dreadhorde General
Teysa Karlov

The Orzhov incidental life gain allows you to reach the late game quite easily and is welcome when paired with Dawn of Hope.

Of course, you want to round out your deck with generally good cards such as Divine Visitation and Ethereal Absolution as well as strong removal spells. As usual, you want to save them for the best creatures. That’s especially true with this deck, as all the life gain on allows you to ignore some early hits.

Finaly, let's talk about Bolas's Citadel. If you come to a stalling point in the game, this card will most likely end it (even in a four player free for all). Otherwise, its a great card to start using all that life you are gaining.


u-r Spells u-r

Sorcery and instants are a theme that often appears in modern draft formats. But did you know that this mostly steams from all iterations of Izzet?

Thus, it shouldn’t be a big surprise that there are so many payoffs for playing instants and sorceries:

Crackling Drake
Goblin Electromancer
Electrostatic Field
Beacon Bolt
Murmuring Mystic
Pteramander

It certainly looks like Izzet received an All-Star collection of payoffs. And that’s without counting rares! There are some that you’d really want to open when playing this particular archetype. Both Finale of Promise and Niv-Mizzet, Parun would be extremely powerful and fun.

Instants & Sorceries

It looks like Izzet will be able to feast, as there are also a ton of good enablers too. Anything that draws you a card and relatively cheap can be good. You can use card like Radical Idea and Jace's Triumph. Counterspells can also be good.

Red gives you some burn, such as Risk Factor and Skewer the Critics. Additionally, Goblin Gathering is a sorcery that makes creatures. Those types of cards are crucial, as you not having enough creatures can sometimes be a problem in such decks.


b-g Graveyard b-g

Originaly, Guilds of Ravnica tried to push the Undergrowth mechanic, but its a bit of a lackluster. As such, since most of the cards are good on their own, we don’t concentrate on the self-mill theme. You’d likely win more if you’re picking cards that are efficient such as Nullhide Ferox. Here, Golgari simply is a midrange with some graveyard recurrency.

As you naturally fight your way through victory, you will inevitably fill your graveyard. This will allow for cards like Dead Revels, Bond of Revival and Storrev, Devkarin Lich to bring back you powerful creatures from the dead. Try yo aim for cards with ETB such as :

Burglar Rat
Plaguecrafter
Massacre Girl
Affectionate Indrik
Vigorspore Wurm
Izoni, Thousand-Eyed

So simply go for a solid deck with cards such as Assassin's Trophy and Liliana, Dreadhorde General. The graveyard synergies in a such deck will be incidental, and still work quite fine.


r-w Mentor Aggro r-w

You’ll want to build a deck with a very low curve, with cheap creatures. You want to put a lot of creatures on the board, so you can utilize the mentor mechanic (Sunhome Stalwart, Truefire Captain, and Wojek Bodyguard).

This mechanic works only when you’re attacking with multiple creatures. Thus, you don’t want to play many noncreature spells, except for the ones that make creatures, such as Sworn Companions and Goblin Gathering, and removal spells.

In such a deck, pump spells can also be considered a sort of removal spells. Your opponent needs to block, which means you can get ahead by playing cards like Arrester's Zeal and Burn Bright.


g-u Adapt and Proliferate g-u

As usual, Simic decks is a unique one. This time around, it plays around with +1/+1 counters.

1/+1 counters start with Pelt Collector, Benthic Biomancer and Pollenbright Druid. Pelt Collector is a pretty good card, and many other decks will want to pick it. Keep that in mind, and pick it quite highly.

If you have lots of creatures with +1/+1 counters, Roalesk, Apex Hybrid and Skatewing Spy will also be at their best in this deck. On top of that, you also unlock the full power of Zegana, Utopian Speaker. If you have a couple of creatures with some counters, the combat is going to be a nightmare for your opponent.


The 11th archetype

wubrg Gates, 4+ color ‘good stuff’ wubrg

It is hard to pin down this archetype because it can lean into certain 2-color combinations depending on which powerful cards are available, but essentially you are playing all of the best cards you can find and rely on the mana fixing provided by gates and Chromatic Lantern.

This is a wild card archetype that can be arguably the most powerful in the entire format with the right payoff cards. This archetype works especially well when you are able to get all the relevant cards :

Archway Angel
Gateway Sneak
Guild Summit
District Guide
Open the Gates
Circuitous Route
Glaive of the Guildpact
Chamber Sentry

These, and of course, the ones shown above. As you can see, gates related cards are mostly green. It could be a could idea to start evier on green with cards like Saruli Caretaker, Paradise Druid and Centaur Nurturer to ensure you get access to all the colors.

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