Meh....
https://magic.wizards.com/en/articles/archive/feature/ravnica-allegiance-mechanics-2018-12-17
Maybe I shouldn’t be so harsh. But, honestly, that’s my first reaction. I’m not saying that any of them are bad. Or that they won’t be good to play with. But, collectively, they all feel lazy in their design. Lacking creativity or inspiration. Let’s go through them.
Rakdos: Spectacle
https://www.youtube.com/watch?v=lssAiUNx62s
And so begins my issues with the RNA mechanics. Spectacle is a slightly less-restrictive rehash of Prowl. And that’s my major problem with the RNA mechanics. For the most part, they’re just revisiting other mechanics.
Instead of looking for a creature type that matches the card type, it only looks at whether the player lost life (damage causes loss of life). I think the primary reason for this change is so that non-creature spells can be included. With the way Prowl works, you need to go back to the “Tribal” card type, and that ain’t happening.
It’s an OK mechanic. Nothing inspired, nothing particularly interesting. It doesn’t promise much in the way of interesting game decisions. It does exactly what Rakdos wants to do, and “encourages” exactly the play style that Rakdos is noted for. It’s bland, and so on rails that Superman would have a hard time stopping it.
Orzhov: Afterlife
https://www.youtube.com/watch?v=SkFWLq7AOaw
“Doomed Traveler” the mechanic. OK, technically, not exactly, it’s “Doomed Traveler” for (N) Spirits, which is basically Hangarback Walker. There’s 8 creatures which do this exact thing - dies and leaves a 1/1 spirit behind - and 78 cards which do a very similar thing - dying and leaving a token behind. This doesn’t even count the cards which have a similar “leaves the battlefield” trigger.
So why did R&T take a very common ability, which has been done repeatedly, and Keyword it? Again, this just feels lazy and uninspired. And it also doesn’t really look to lend itself to interesting game decisions. At least, not for the controller of the Afterlife creature.
Simic: Adapt
https://www.youtube.com/watch?v=IW7UMzYgWUw#action=share
Simic. Oh, Simic. I’m so sorry they did this to you.
Adapt is literally a “fixed” Mostrous. Why? Who in the entire Multiverse was asking for a “fixed” Mostrous? This feels so much like one of Maro’s crusades to redo something he felt R&D took a pass at and *almost* got there. "It’ll be good if we just tweak it a little."
All Adapt does is put +1/+1 counters on the creature with Adapt. That’s it. That’s all. Nothing more. It is the most bottom-feeding, low-hanging fruit of a mechanic I’ve ever seen.
=======================================
The Simic R&D focus meeting:
“What should we do for Simic?”
“I dunno. Something with +1/+1 counters, I guess. People seem to like that.”
“Howabout redoing Monstrus? Except this time it won’t do anything but put +1/+1 counters on stuff.”
“Seems good to me. Can we go get lunch now?”
========================================
Is this really the best they could do? With things like the tremendously fun, and insanely on-flavor Host/Augment languishing in Silver-Border land, what we get for Simic in RNA is “Just put some +1/+1 counters on stuff.”
WE COULD HAVE NINJA KITTENS!
I’m not even a huge Simic fan, and I’m terribly disappointed.
Azorius: Addendum
https://www.youtube.com/watch?v=10WTNd1jCA8#action=share
We redid Prowl. We redid Monstrus. We turned Doomed Traveler/Hangarback Walker (“Travelback Walker”? “Doomerback Traveler”?) into a mechanic. Now let’s just do Might of Old Krosa as a mechanic. Except we’ll do it in a color pair that precludes us from reprinting Might of Old Krosa. The one card from that OG cycle that actually still sees play.
Are you starting to see what I mean by “uninspired”?
Now, Addendum is a fine mechanic. Honestly, this one will actually make for some interesting game decisions when it’s tacked onto Instants. Oh wait. You really can only put this on Instants, can’t you? I mean, it would be kind of pointless anywhere else, wouldn’t it. That seems pretty narrow. So every Azorius card with the Guild’s keyword, will have to be an instant, or also have Flash. So you’re possibly going to take Creatures, Enchantments, or Sorceries, and give them Flash so you can cast them at Instant speed, only to give them a mechanic that encourages you to cast them when you normally could.
Sigh
Moving on….
Gruul: Riot
https://www.youtube.com/watch?v=nagoGx3pwQo#action=share
Of all of the RNA mechanics, I think Gruul’s promises the most interesting game decisions at every Rarity. Granted, it’s an Unleashed variant - again, just rehashing some other, old mechanic - but it’s definitely the most interesting just on its face.
I also swear that this actually was a card, but I might be thinking of Fanatic of Xenagos.
Riot is a fine ability. And in a vacuum, I wouldn’t have a problem with it. I think it’s actually very good. It does what Gruul wants to do, in a way that lends itself to relevant in-game decision making. Sadly, it sits among a pile of reworked mechanics, and tired, redundant, rehashed, uninspired ideas.
I realize that Maro has talked about how they were OK with reprinting old mechanics in RNA, and how they looked back to see what would be a good fit for the new Ravnica sets, but did they have to make every, single RNA mechanic a riff on something else?
I think they’ve jumped the shark a bit here. Much like Star Trek in the Enterprise era, they’ve gone back to the Ravnica well too much, too often. They’re clearly out of fresh ideas for the Plane.
If we don’t revisit Ravnica again for another decade, it won’t be too soon for me.
I’m Tweeting now @23rdPlayable. I’m also occasionally streaming on Twitch as 23rdPlayable. And, as always, you can find me on Facebook in the MTG Arena Players group, where I’m a mod.
Have fun, Play on, and Be kind to one another.