Intro
Ahhhhhhh, Extended Season is coming up. The Pro Tour opening the Season, Los Angeles, was correctly moved back to also feature the new set: Ravnica. Thanks to its multicolor and a very wide array of playables in all formats and the inherited multicolor theme I can see a prosperous future for the set and the format alike, hopefully making it as interesting and open as the last season. Sure, It won't be Ravnica’s efforts alone to define the format, but the outlook is good. Let’s take a look what Ravnica brings us.
Please remember that all the decklists in this article aren't meant to be perfect examples of how to build xyz, but rather a small guideline how these decks could look like with Ravnica cards in them. Also, we aren't trying to predict or analyse how the upcoming format will play out. This is more or less a glimpse into the near future with a little guessing work. Have fun reading
The Dual Land Dilemma
Do you remember August 28th? That day probably the entire Magic Community around the world almost went crazy just by the excitement about this article and the new Dual Lands that article promised. Through the distribution of cards in Ravnica Block, the Mill easily figured that the 10 Duals would also spread through all three sets of the Block. So how does this effect Extended? It’s pretty easy to see that decks having the same color combination as the guilds featured in Ravnica (U/B, B/G, G/W, R/W) will have a slight edge against other color combinations thanks to the new duals, which can easily fix their mana bases.
How big this edge will be can only be seen throughout the upcoming season, but hopes are that it won't be as severe as originally thought. Dual lands haven't been in Extended for three years, still decks were able to manage putting together a healthy mana base thanks to painlands.
Multicolor?
But the dilemma with the guilds goes beyond the simple topic of the new duals. Through this color combination code put into the three sets of Ravnica Block, decks with the color combinations in Ravnica have the advantage of playable multicolor cards for their decks in the first set, while combinations featured later in the block have to wait for their gold cards.
But don't worry, this sounds less fatal than it actually is. Most decks in the extended format are pretty stuffed, meaning they don't have very much room left to fill or things to replace unless they are strictly better than any other option.
Please don't get me wrong. Ravnica is stuffed with powerful and enduring cards, but sometimes this alone is not good enough. Some decks in Extended are very tight, leaving very little space for variation and most of the time a card needs to have an all-star effect to even get considered being tested in the deck. We will still try to make quite accurate prognoses for cards that seem to fit into a deck, but please give us the freedom to leave out cards that will obviously not find their way into a deck.
Block Decks: Affinity, U/G Madness and Goblins
The problems with decks that almost entirely resolve around a block mechanic is that its really hard to find cards from other blocks that fit into the decks. This normally gives block decks a difficult time evolving, gaining useful additions only on occasion as most sets don't have anything for them.
Ravnica lacks any cheap artifacts or cards that profit from artifacts that would be good in Affinity, which is a good thing. It doesn't hold the color combination U/G, and doesn't even give Madness appropriate dual lands. Dredge might have been nice for Madness to fill the yard with some cards, but the green dredge cards aren't really something Madness wants or needs.
The Goblins in the set are not even close to as good as the ones already in the format, and again the lack of the Red/Black dual that would go into Bidding variants.
The only card that might be interesting to test could be Empty the Catacombs. With only one Black mana in the casting cost, it’s easier to use in the heavy red Goblin decks, but due to the banning of AEther Vial, it’s harder to put the returned cards on the table again.
White Weenie/Angel Stompy
Probably everybody who played Standard recently has experienced that Kamigawa has catapulted White Weenie into the competitive ranks again, and from what I've heard, the same strategy works in Legacy as well under the name of Angel Stompy. So why not close the gap in between by putting a similar deck into Extended? Thanks to two cards from Ravnica this seems like a good plan. I'm talking about Devouring Light and Suppression Field. Unfortunately we would have to wait for the third set, Dissension, to get the W/U dual for the mana base to take full advantage of Meddling Mage.
Devouring Light is a card White Weenie players have thirsted for years, a cheap useable spot creature removal. Sure it doesn’t compare with Swords to Plowshares, but its as good as you’re likely to get from WotC these days. The Convoke ability just makes it superb for a Weenie deck with the possibility to occasionally play it for free, and removing the creature from game rather than destroying it is also quite a bonus considering the graveyard recursion-heavy Extended format. Its also possible to combo it with Deftblade Elite but this might only end in small shenanigans.
Damping Matrix was a heavy hitter in T2 by barring your opponent from using some of his best cards and White Weenie, probably the only deck that was capable of working without any activated abilities, could take full advantage of it. Enter Suppression Field. It might not shut down everything from artifacts and creatures, but it has two very major advantages that make it a superior choice to the Matrix: a) it affects all activated abilities, even if they aren't from permanents in play; and b) it is an enchantment, making it less likely your opponent will have a maindeck solution for it. Extended is a format jock full of activated abilities. Probably every deck has at least one that it relies on to work correctly, may it be sacrifice, cycling, pump, fetch or equip. Taxing two mana on an ability that usually costs next to nothing slows a deck down big time, buying the White Weenie player enough time to finish the opponent.
A third card that might end up in this deck in small numbers might be Hunted Lammasu. A 5/5 flying body for 4 mana is nothing to sneeze at especially if the opponent is usually at 12 to 10 life when he comes down, and the 4/4 horror can easily be taken care of, if he even matters. But Exalted Angel is sometimes just the better option for the deck, and the very tight deck design might just leave no space for the Lammasu.
The irony that lies within these two decks is that, although Ravnica features both color combinations, it provides only very few cards for the slide decks to use besides the dual lands.
The only card to reasonably argue for in the R/W department is Lightning Helix, although the Wraths make pinpoint removal also somewhat obsolete for the deck. For the same reasons, Devouring Light can be ruled out of both decks. The fact that both cards can't be cycled just makes matters worse for them.
In comparison, the G/W variant obviously has a huge advantage tapping into Ravnica since the Boros guild is very creature and combat oriented and doesn't provide much for a control deck that runs four to eight Wrath-Effects. It gains a useful creature in the form of Loxodon Hierarch. Although Slide has a Masters’ degree in stalling out fast-paced creature decks, the Hierarch might be something to think about. Four life a turn is nothing to overlook, and his ability to occasionally save a Witness from a Firebolt could prove to be very useful. He comes down fast to be an early barrier Goblins need to breach first and could buy some time to find that Wrath. He can alsoset up a faster kill since relying on Eternal Dragon proves to be annoying sometimes. The only question is: Does a deck with four to eight or more Wraths really need another creature?
But there are also other options for the Witness Protection Program to be considered. One of them is Farseek, but the incapability to search for Forest cards makes it look inferior compared to Rampant Growth and Sakura-Tribe Elder.
Lastly, I would like to mention Life from the Loam. Slide easily tends to dump lands into the graveyard and recurring three fodder cards for the Slide is nothing to dismiss easily. The card advantage that can be produced with this could prove to be tremendous, but things have to be seen first.
The Rock is one of those decks with the advantage of consisting of a color combination represented by a guild in Ravnica. It’s Black/Green and Ravnica holds a decent amount of goodies in both colors and the multicolor cards with that combination, especially Overgrown Tomb.
Probably the easiest one to take a look at is Carven Caryatid. Its predecessor, Wall of Blossoms, was a staple in The Rock for many years, slowing down fast aggressive decks with only small amount of evasion slipping through and cantripping a card at the same time, digging into other solutions. The Caryatid has a big advantage compared to the Wall: it has 2 power. Wall of Blossoms sometimes just chumped into stuff without anything else and then fell victim to a burn spell. The Caryatid on the other hand can take lots of small creatures with it. Saviors' underachieving semi-reprint Stampeding Serow also looks like a decent option for this deck now with the Caryatid, Eternal Witness, and Viridian Shaman from the board while providing a 5/4 trampling body.
Speaking of the Shaman, I'm not quite sure what to do with it now since The Rock is now able to have maindeck artifact hate besides Pernicious Deed in the form of Putrefy. Some players of The Rock were already used tap into red for Flametongue Kavu and/or Terminate. Putrefy mimics the later and can also destroy artifacts without the possibility to regenerate them. The ability to take out equipment and a wide range of other artifacts before sideboarding without burning a Deed.
But The Rock also gains two new finishers that may possibly show up in the deck: Gleancrawler and Grave-Shell Scarab. I personally think that the latter has more potential. He is virtually unkillable and putting cards into the graveyard is for The Rock only a small drawback if it can't be even moved into an advantage.
Plague Boiler is also an option for The Rock as additional Deeds if they are locked under a Pithing Needle, but the lack of variation and the inability to destroy artifact lands lets the Boiler easily be dismissed.
Sundering Vitae and Shred Memory seem like viable options for the sideboard, but the ability of Vitae to be possibly paid for without mana is slightly hindered by the fact that the Rock puts its creatures out on a slow pace, making Naturalize the better option. Shred Memory on the other hand seems like a workable replacement for the less needed Coffin Purge and is also strictly better than Decompose to gain an advantage against U/G Madness, although the Transmute ability will be less needed as it looks like the focus on three mana might move Sakura-Tribe Elder out of the deck and Llanowar Elves in.
Psychatog is a bit iffy. Although it plays mainly Black and Blue, a combination featured in Ravnica, most cards from there just don't cut it for the relatively tight Psychatog design. There are several cards that are on the brink of being interesting to test, but most of them don't have enough meat on them to really make it or don't contribute enough to the deck.
Sorting this out through a mass of U/B cards that mostly concentrate on mill we come down to three interesting cards beside the obvious Watery Grave. Telling Time could be a decent replacement for the rotating Brainstorm, but it costs twice as much as its competition: Opt and Serum Visions.
After that we have Shred Memory, which has already been mentioned above. The difference between the Shred in The Rock and Psychatog is that in the Transmute ability could realy shine in the Scepter-driven Tog designs, heavily depending on two mana instants. But a sorcery speed tutor for three mana is far from optimal, and not realy something desirable for Psychatog.
Only Moonlight Bargain could strike jackpot. Tog often plays Fact or Fiction as a card drawing engine and here we have a useable and comparable card with similar cost and effect. Tog could have space for both of them. 2 life is a heavy price for one card, but the advantage of not having your opponent know what you drew could do realy well, especially in mirror matches [Not to mention getting the two best cards of the top 5 for 4 life. -Ed]. The only thing this card lacks is the psychological pressure Fact sometimes puts on the opponent.
Mono-Black Control, just like Psychatog, could take full advantage of Moonlight Bargain. Instant mass card drawing was something MBC was always missing, and this gives it a very powerful tool. The life loss can also be compensated for very quickly due to Consume Spirit. Same goes with Maher's Invitational card, Dark Confidant, which could easily replace Phyrexian Arena. Combining it with Sensei's Divining Top is also an option.
This leads us to another MBC addition out of Ravnica: with the inclusion of Duals it is possible to tap into different colors for additional stuff that couldn't be accomplished till now. Green can provide the Artifact and Enchantment removal MBC was missing, and fetching Overgrown Tomb with Polluted Delta also sets up a new Top. The resulting inclusion of Putrefy into this deck also gives another piece of creature removal and an artifact removal in the maindeck, not to mention the possibility of playing Pernicious Deed.
Miscellaneous
The previous decks are the ones that will be most commonly be seen in the upcomming season and/or profit the most of Ravnica, but the set still has much to offer. Sundering Vitae could be a good replacement for Naturalize in decks with a heavy creature count such as Opposition and R/G Beats. Razia, Boros Archangel will probably replace Rorix Bladewing if Reanimator is viable. Thanks to the tremenous amount of mill, a Blue and Black deck concentrating on this could also work. Farseek will also see some play in Domain decks. With Congregation at Dawn and Chord of Calling, there are also two useable creature tutors that might find their home somewhere.
Overall, Ravnica seems to be a very good set for Extended, bringing in lots of useful cards. It might also enable one or two new decks in the format. A very good set IMHO.