Gatecrash Pre-Release – Know your Guild



When you go to  the prerelease, you’ll have a choice of five guilds: Orzhov, Dimir, Gruul, Boros, and Simic. When you select your guild, you’ll get a Guild Prerelease Pack, which will contain five Gatecrash booster packs, one booster pack for your specific guild, an achievement card, a Spindown Life Counter, a letter from your new guildmaster, a guild sticker, and an alternate-art foil Prerelease card. And you’ll be able to play your Prerelease card in your Prerelease deck!

So here’s what each guild is getting.

Orzhov: Treasury Thrull

Players will find the extort mechanic an interesting new way to tax an opponent to death, and while Treasury Troll may not command the huge frame of some of the other promo cards, the Orzhov player has an opportunity to “make bank” on every attack.

Dimir: Consuming Aberration

This one can get out of control quickly.  While Dimir is likely to have spells and abilities that will throw cards into the opponent’s graveyard, Consuming Aberration comes with an ability that will force the opponent to feed this horror fast.  A few cards in the graveyard is all it takes to get things going, allowing this monster to become lethal.

This may actually be the most dangerous of any of the promo cards depending on potential synergy with other Dimir cards, but also be aware of this when facing a Dimir deck – If you don’t have any cards in your graveyard this nightmare will be rendered useless.  Note that Consuming Aberration draws from all the opponents in multiplayer Magic!

Gruul: Rubblehulk

Like the rest of the bloodrush ensemble, Rubblehulk can either be the biggest creature on the board or an uncounterable combat trick of epic proportions.  Gruul decks will be stacking up these creature/combat cards en masse and creating attack phases that will leave opponents questioning every block.  Rubblehulk may not be a deceptively powerful card like Fathom Mage, but it trades the subtleties of cardcraft for sheer strength and wild flexibility.

Boros: Foundry Champion

A spring-loaded six-drop may not seem to be the tool an aggressive Boros deck needs, but Foundry Champion is a brutal finisher for a deadlocked board.  Opponent has too many defenders on the board holding back your battalion-boasting Boros?  Foundry Champion may come in with enough heat to finish off a weakened opponent outright.  Foundry Champion has the potential to take out anything from a large threat to a critical evasive creature to the opponent’s life total.  Failing that, a flexible pump body will allow players to augment their assault force with a potentially huge creature.  Make no mistake, when Foundry Champion hits it’s going to be going to be as a finisher in a deck that may need some extra oomph to complete a stymied blitz.

Simic: Fathom Mage

It may not look like much as a 1/1, but an unanswered Fathom Mage will take over a game quickly.  Card advantage is often the deciding factor in Sealed and Limited matches, and Fathom Mage turns the next few creature cards into pump spells and card draws.  Consider the fact that Simic possesses the power to move counters around once placed and Fathom Mage becomes an incredibly attractive option.

While players do need to wait and see what potential common removal spells may be available to deal with Fathom Mage, this card has blowout potential that may not seem obvious at first glance.  If possible, it may be wise to save Fathom Mage until the opponent’s hand is running dry if you know that removal spells could be waiting for a turn four drop.  Other situations will call for an immediate board placement to begin taking advantage of the potent ability.  Expect to see skill decisions on when to play this card compared to some of the other guild promo options.

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