The Azorius Senate: Law and Order
Control. Containment. Comply. Azorius is the guild of blue and white, of control and detention. Blue cards assure that your opponent is disrupted in their plans so only you get to exact your plots. White cages your opponents assets so you can push forward unimpeded. Together, you are the player no one wants to play against because you don’t get to let them have fun. The only thing worse is a splash of black discards, you evil Esper, you.
The guild Azorius is named after the one that established the law and order on Ravnica: Azor. Azor is a law mage, a planeswalker, and a sphinx who thinks he knows best when it comes to government. However, after leaving Ravnica, his “perfect” system fell into chaos as the guilds pit themselves against each other for power.
Still, the Azorius guild tries to keep the residents of Ravnica under some kind of control with legislation, statues, and law enforcement; “the cops deck,” my friends and I call it. Fail to comply, and you will be put in jail.
Should Have Read the Omissions
With Ravnica Allegiance, we see a new Azorius exclusive mechanic based on the word “addenda,” which can be thought of as an appendix to a book. Typically, an addenda is omissions. For Azorius, it is a supplement: addendum.
Addendum – If you cast this spell during your main phase, [then] X.
Addendum is not a strict mechanic like riot or afterlife. The cards with addendum that have been spoiled so far allow you to gain life or play a card with converted mana cost 7 or less without paying for it. You have to pay attention to the wording, however. If the addendum ability says “instead,” you only can cast the addendum and not the rest of the card.
An addendum mechanic is usually going to be a bonus to an instant if you play it at sorcery speed. However, Wizards of the Coast says not all addendum cards will be instants. This mechanic is interesting because it can be thought of like an instant and sorcery all in one. It just takes one of the characteristics of one or the other depending on when you want to play it. I certainly wasn’t expecting this when it came to guessing Azorius’ new mechanic.
The Continuation of Split Cards
We saw split cards in Guilds of Ravnica, and we’ll be seeing them again in Ravnica Allegiance. It’s only fair; if the first five two-color guilds got them then the last five should, too. These split cards feature a hybrid mana cost for one side and traditional multi-color on the other side.
As a refresher, split cards are a “one or the other” deal. You can cast only one half of the card, so chose wisely. While the card is in your hand, the converted mana cost is the cost of both sides of the card. While it’s on the stack, the converted mana cost is just the side you are casting. For example, this Incubation/Incongruity card has a combined mana cost of 4 when it is in your hand, but if you merely cast Incubation, then the mana cost is only 1 for the cost of Incubation.
What Guild Will You Play?
We’ve reached the end of Magic the Gathering spoilers this week. So, in conclusion, we have five new mechanics for Ravnica Allegiance.
- Riot – this creature enters the battlefield with your choice of a +1/+1 counter or haste. (Gruul)
- Afterlife X – when this creature dies, create X 1/1 white and black Spirit creature tokens with flying. (Orzhov)
- Adapt X – if this creature has no +1/+1 counters on it, put X +1/+1 counters on it. (Simic)
- Spectacle – you may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn. (Rakdos)
And of course, Addendum. Even without the complete card list for Ravnica Allegiance, we get a pretty good idea of how it is going to play with these new mechanics. Which guild are you going to join? I’m still pretty sure I’ll go Orhov, but Simic is a close second. Let us know in the comments below!