WELCOME! TO RAVNICA!

A vanity deck I'm trying to compile that's essentially all the guilds of Ravnica united. I'm trying to see how to best incorporate each guild's uniqueness and making the deck still actually playable. And here's the content Guild-wise:

AZORIUS: Isperia, Supreme Judge, Lavinia of the Tenth, Archon of the Triumvirate

ORZHOV: Obzedat, Ghost Council, Teysa, Envoy of Ghosts, Treasury Thrull (Planning to replace this with Blood Baron of Vizkopa)

DIMIR: Lazav, Dimir Mastermind, Mirko Vosk, Mind Drinker, Consuming Aberration

IZZET: Niv-Mizzet, Dracogenius, Melek, Izzet Paragon, Mercurial Chemister (Planning to replace this with Ral Zarek)

RAKDOS: Rakdos, Lord of Riots, Exava, Rakdos Blood Witch, Master of Cruelties

GOLGARI: Jarad, Golgari Lich Lord, Varolz, the Scar-Striped, Corpsejack Menace

GRUUL: Borborygmos Enraged, Ruric Thar, the Unbowed, Rubblehulk

BOROS: Aurelia, the Warleader, Tajic, Blade of the Legion, Firemane Avenger

SELESNYA: Trostani, Selesnya's Voice, Emmara Tandris, Voice of Resurgence

SIMIC: Prime Speaker Zegana, Vorel of the Hull Clade, Master Biomancer

FUSE CARDS: Beck / CallBreaking / EnteringCatch / ReleaseFlesh / BloodReady / Willing

CLUESTONES: Azorius Cluestone, Boros Cluestone, Izzet Cluestone, Selesnya Cluestone, Simic CluestoneDimir Cluestone, Golgari Cluestone, Gruul Cluestone, Orzhov Cluestone, Rakdos Cluestone

I chose cluestones because they do a lot of things: they fix, ramp and cycles (all of them important for all those huge spells)

FIXERS: Chromatic LanternTransguild Promenade


The idea is that the deck consists of the respective guild leader, and 2 other creatures/spells that best represents the guild and what the guild is all about.

And I need suggestions (although it might not be a real deck anytime soon, it's still fun to come up with ideas for it). And I do have a couple of rules to follow.

  1. They have to be GOLD (because all the guilds are 2 colors)
  2. The first guild member is of course the leader of each guild. So they are definitely staying and not to be taken out.
  3. The 2nd guild member is kinda like the right-hand man, so I chose legendary creatures. But if u can think of someone else that fits the role better, then by all means.
  4. The 3rd guild member is something that best represent their respective guild (creatures/other spells). This is the one where I'll need the most help with
  5. Dual lands should be be gates, because we have Maze's End. And... well... that's pretty fitting for a deck like this.

Tell me what u think, and again, suggestions are very much welcomed

Suggestions

Updates Add

So I've finally made the deck. And tweaked it a bit, as well. It was fun, as expected. But the problem is that its a very, very slow deck. Almost all of the lands comes tapped, so even a 3 CMC spell has to wait till turn 4. Trying to figure out how to deal with this, or maybe there isn't anyway out of this and its in fact a part of the deck itself

Comments

Date added 11 years
Last updated 11 years
Legality

This deck is not Standard legal.

Rarity (main - side)

12 - 0 Mythic Rares

27 - 0 Rares

2 - 0 Uncommons

34 - 0 Commons

Cards 80
Avg. CMC 4.75
Tokens Bird 1/1 W, Elemental */* GW, Spirit 1/1 WB
Folders Things to try
Votes
Ignored suggestions
Shared with
Views