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		<id>http://2d4chan.org/mediawiki/index.php?title=Boros_Legion&amp;diff=103600</id>
		<title>Boros Legion</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Boros_Legion&amp;diff=103600"/>
		<updated>2018-10-01T21:19:44Z</updated>

		<summary type="html">&lt;p&gt;2601:3C0:C102:1801:8D52:3B19:DD05:89D4: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Boros Logo.png|300px|thumb|right|The insignia of the Boros Legion.]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
The Boros legion&#039;s job is to be [[Ravnica|Ravnica&#039;s]] military/police. They like enforcing laws. And if the [[Azorius]] don&#039;t give them enough laws to enforce, the Boros make up laws on their own, just so they have something to enforce.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&lt;br /&gt;
==Guild Members==&lt;br /&gt;
&lt;br /&gt;
===Guild Master===&lt;br /&gt;
The Guildmaster of the Boros has been the same for the entire existence of the Guild. Razia, the Heart of the Legion, Archangel and Parun of the Boros. Razia has been the heart and soul of the Boros guild since the signing of the [[Guildpact]]. She was more like a demigod to the army than a military leader, inspiring greatness and giving hope, meaning, and destiny to her Boros followers. Just to keep the black-hearted honest, she did, on occasion, rip the battlefield with holy fire. Her sword burned with such brightness that foes averted their eyes and arrows diverted their paths. And then she got assassinated by [[House Dimir|the Dimir&#039;s guildleader]]. The angel Feather was put in as her replacement, being arguably Razia&#039;s legitimate heir.&lt;br /&gt;
&lt;br /&gt;
Aurelia the Warleader decided to take over and wreck anyone who didn&#039;t agree using her twin swords and PMS RAGE that would have made the [[Angry Marines]] proud, before she excuted Feather in a duel. Feather escaped because Krenko the goblin mob boss had a job to steal one of Feather&#039;s feathers, all acording to Lazav&#039;s plan.&lt;br /&gt;
&lt;br /&gt;
In her second action as the Guild Master she made a deal for joint research with [[Izzet League|NIV-fucking-Mizzet]] where they made a collective hive mind called the Warmind Initiavtive. Based off Niv-Mizzet&#039;s Firemind, it allows the Boros to share their collective rage, making them ALWAYS ANGRY ALL THE TIME.&lt;br /&gt;
&lt;br /&gt;
===Guild Champions===&lt;br /&gt;
Argus Kos is one of the manliest men in the series. After punching some [[vampire]] bitch named &amp;quot;Szadek&amp;quot; into submission, destroying the entire government in the process and then dying, only to come back from the dead just to wreck more shit. Awesome. He then destroyed the government again, saved the world 3 times over in the process. Currently in a constant battle with Szadek in the afterlife, but when he comes back he&#039;ll probably beat [[Jace Beleren]] out office and show him how it&#039;s done.&lt;br /&gt;
&lt;br /&gt;
Tajic, a generic Boros soldier who has an odd blade is good friends with Teysa. She invites him over for tea now and then, plotting world domination.&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
==Mechanics==&lt;br /&gt;
=== Radiance ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Battalion  ===&lt;br /&gt;
The Boros is all about fighting with friends, so if you bring your best friends with you to punch somebody, you guys get stronger. Results vary depending on who you bring.&lt;br /&gt;
&lt;br /&gt;
===Mentor===&lt;br /&gt;
Like Battalion, but with a uniform effect. When a creature with Mentor attacks, it may put a +1/+1 counter on another attacking creature with a lower power than the mentor card.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Ravnica Guilds}}&lt;/div&gt;</summary>
		<author><name>2601:3C0:C102:1801:8D52:3B19:DD05:89D4</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Simic_Combine&amp;diff=427197</id>
		<title>Simic Combine</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Simic_Combine&amp;diff=427197"/>
		<updated>2018-10-01T21:19:17Z</updated>

		<summary type="html">&lt;p&gt;2601:3C0:C102:1801:8D52:3B19:DD05:89D4: &lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Simic Logo.png|center]]&lt;br /&gt;
&lt;br /&gt;
The Simic Combine is one of the ten Guilds of [[Ravnica]] in [[Magic: The Gathering]]. Based around the combination of Blue Mana and Green Mana, their philosophy is essentially one of &amp;quot;Mad Biology&amp;quot;; they believe that nature exists to be studied, experimented upon, enhanced and improved. They are Ravnica&#039;s masters of [[fleshcrafting]], shaping and engineering all kinds of mutants, monsters and the magical equivalent of genetically-engineered life-forms - ostensibly to create creatures that will better serve the city and be better adapted to Ravnica&#039;s urban ecologies, but in practice often just for the fun of it.&lt;br /&gt;
&lt;br /&gt;
They also readily experiment on themselves, splicing and grafting and mutating themselves for fun and profit. This leads to all kinds of weird mutant creatures being part of the upper echelons - according to the cards, new recruits to the Combine actually have &amp;quot;test subject&amp;quot; as one of their primary duties, so they better hope they manage to survive the bio-warping long enough to make a name for themselves in the guild, as opposed to, y&#039;know, breaking down into a [[slime|mindless puddle of ravenous protoplasm]] or something.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
=== Graft ===&lt;br /&gt;
Representing the original guild leader&#039;s dubious understanding of patient consent. Creatures with graft come into battle with +1/+1 counters, then when a new creature enters the battlefield, you can move a +1/+1 counter off the creature with graft onto the new one.&lt;br /&gt;
&lt;br /&gt;
=== Evolve ===&lt;br /&gt;
Representing a more rigorous system of iterative improvements used by the time of Return to Ravnica. A creature with evolve gains a +1/+1 counter whenever a creature with higher power or toughness enters the battlefield&lt;br /&gt;
&lt;br /&gt;
{{Template:Ravnica Guilds}}&lt;/div&gt;</summary>
		<author><name>2601:3C0:C102:1801:8D52:3B19:DD05:89D4</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Selesnya_Conclave&amp;diff=420398</id>
		<title>Selesnya Conclave</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Selesnya_Conclave&amp;diff=420398"/>
		<updated>2018-10-01T21:09:59Z</updated>

		<summary type="html">&lt;p&gt;2601:3C0:C102:1801:8D52:3B19:DD05:89D4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Selesnya Conclave is a green/white guild from the plane and city of Ravnica.  Introduced in Ravnica: City of Guilds, the guild is also featured in Return to Ravnica and Guilds of Ravnica.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History of the Conclave==&lt;br /&gt;
The Conclave was founded by Mat&#039;Selesnya, a female humanoid elemental formed via [[Phoenix Lord|the fusion of several dryads]].  The Selesnya Conclave is a decentralized collective variably described as a &amp;quot;selfless, nurturing, spiritual group&amp;quot; or a &amp;quot;brainwashing nature cult&amp;quot;, and involves itself in the establishment and maintenance of peace, life, and unity in Ravnica.&lt;br /&gt;
&lt;br /&gt;
Despite their superficial appearance of being a &amp;quot;good&amp;quot; and &amp;quot;peace-loving&amp;quot;, in truth the guild is just as hypocritical and as sinister, if not more so, as other Ravnican guilds.  The Conclave often employs its quietmen and other members to silence the civilians of Ravnica. The defenders of the Selesnya are the Ledev guardians. In addition to these guards, the quiet-men used to guard Vitu-Ghazi, but Szadek, Lord of Secrets gained control of them and used them to wreak havoc.&lt;br /&gt;
&lt;br /&gt;
==Guild Members==&lt;br /&gt;
The &amp;quot;guild leader&amp;quot; of Selesnya in the Ravnica: City of Guilds set is a collective mind known as the Chorus of the Conclave, with the top members of the guild as figureheads.&lt;br /&gt;
&lt;br /&gt;
==Guild Agents==&lt;br /&gt;
Selesnya leadership is composed mainly of dryads.  The soldiery are mainly made of humans, elves and dryads.&lt;br /&gt;
&lt;br /&gt;
Mat&#039;Selesnya now resides within Vitu-Ghazi, having offered herself to preserve order in Selesnya. Currently, three dryads, serving as the new guildmaster, serve as her voice. After the Resurgence, the Selesnyans are reorganized into vernadi, small communes lead by dryads who speak for the worldmind.&lt;br /&gt;
&lt;br /&gt;
==Guild Structure==&lt;br /&gt;
The main seat of Selesnya&#039;s power in the region of Utvara was Vitar Yescu, an enormous living tree that produced a pollen that served as an antigen to local plague. The head of Selesnya in Utvara was elven shapeshifter Wrizfar Barkfeather.&lt;br /&gt;
&lt;br /&gt;
After the Decamillennial, the decimated Wojek League turned to other guilds&#039; similar organizations for temporary help. Many Selesnyan ledev thus serves as &amp;quot;apos&amp;quot;, i.e. auxiliary patrol officers, with the wojeks. After the Decamillennial, a new half-military suborganization was also founded - the Knight Order of Mat&#039;selesnya.&lt;br /&gt;
&lt;br /&gt;
During the events of Agents of Artifice, the Selesnya were lynched en masse due to the citizens realizing their role in forcing the oppression of the guilds. However, they returned as of the events of Return to Ravnica. The new Selesnya were officially more concerned with preserving nature, creating places to illuminate the wonders of nature and inspire contemplation —hopefully on the blessings of Mat&#039;selesnya— for all of Ravnica.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
=== Convoke ===&lt;br /&gt;
A sort of self ramp ability, spells with convoke let you tap creatures to cover their mana cost. Colored mana can only be paid using creatures of that color of course.&lt;br /&gt;
&lt;br /&gt;
=== Populate ===&lt;br /&gt;
When a populate effect is activated, you can make a token that is a copy of another creature token you control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
{{Ravnica Guilds}}&lt;/div&gt;</summary>
		<author><name>2601:3C0:C102:1801:8D52:3B19:DD05:89D4</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Boros_Legion&amp;diff=103599</id>
		<title>Boros Legion</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Boros_Legion&amp;diff=103599"/>
		<updated>2018-10-01T21:05:33Z</updated>

		<summary type="html">&lt;p&gt;2601:3C0:C102:1801:8D52:3B19:DD05:89D4: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Boros Logo.png|300px|thumb|right|The insignia of the Boros Legion.]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
The Boros legion&#039;s job is to be [[Ravnica|Ravnica&#039;s]] military/police. They like enforcing laws. And if the [[Azorius]] don&#039;t give them enough laws to enforce, the Boros make up laws on their own, just so they have something to enforce.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&lt;br /&gt;
==Guild Members==&lt;br /&gt;
&lt;br /&gt;
===Guild Master===&lt;br /&gt;
The Guildmaster of the Boros has been the same for the entire existence of the Guild. Razia, the Heart of the Legion, Archangel and Parun of the Boros. Razia has been the heart and soul of the Boros guild since the signing of the [[Guildpact]]. She was more like a demigod to the army than a military leader, inspiring greatness and giving hope, meaning, and destiny to her Boros followers. Just to keep the black-hearted honest, she did, on occasion, rip the battlefield with holy fire. Her sword burned with such brightness that foes averted their eyes and arrows diverted their paths. And then she got assassinated by [[House Dimir|the Dimir&#039;s guildleader]]. The angel Feather was put in as her replacement, being arguably Razia&#039;s legitimate heir.&lt;br /&gt;
&lt;br /&gt;
Aurelia the Warleader decided to take over and wreck anyone who didn&#039;t agree using her twin swords and PMS RAGE that would have made the [[Angry Marines]] proud, before she excuted Feather in a duel. Feather escaped because Krenko the goblin mob boss had a job to steal one of Feather&#039;s feathers, all acording to Lazav&#039;s plan.&lt;br /&gt;
&lt;br /&gt;
In her second action as the Guild Master she made a deal for joint research with [[Izzet League|NIV-fucking-Mizzet]] where they made a collective hive mind called the Warmind Initiavtive. Based off Niv-Mizzet&#039;s Firemind, it allows the Boros to share their collective rage, making them ALWAYS ANGRY ALL THE TIME.&lt;br /&gt;
&lt;br /&gt;
===Guild Champions===&lt;br /&gt;
Argus Kos is one of the manliest men in the series. After punching some [[vampire]] bitch named &amp;quot;Szadek&amp;quot; into submission, destroying the entire government in the process and then dying, only to come back from the dead just to wreck more shit. Awesome. He then destroyed the government again, saved the world 3 times over in the process. Currently in a constant battle with Szadek in the afterlife, but when he comes back he&#039;ll probably beat [[Jace Beleren]] out office and show him how it&#039;s done.&lt;br /&gt;
&lt;br /&gt;
Tajic, a generic Boros soldier who has an odd blade is good friends with Teysa. She invites him over for tea now and then, plotting world domination.&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
==Mechanics==&lt;br /&gt;
=== Radiance ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Battalion  ===&lt;br /&gt;
The Boros is all about fighting with friends, so if you bring your best friends with you to punch somebody, you guys get stronger. Results vary depending on who you bring.&lt;br /&gt;
&lt;br /&gt;
===Mentor===&lt;br /&gt;
Like Battalion, but with only one effect. When a creature with Mentor attacks, it may put a +1/+1 counter on another attacking creature with a lower power than the mentor card.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Ravnica Guilds}}&lt;/div&gt;</summary>
		<author><name>2601:3C0:C102:1801:8D52:3B19:DD05:89D4</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Golgari_Swarm&amp;diff=234640</id>
		<title>Golgari Swarm</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Golgari_Swarm&amp;diff=234640"/>
		<updated>2018-10-01T21:03:00Z</updated>

		<summary type="html">&lt;p&gt;2601:3C0:C102:1801:8D52:3B19:DD05:89D4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Golgari Logo.png|center]]&lt;br /&gt;
There are two Guilds on [[Ravnica]] that comprise the lower classes of society: the [[Gruul Clans]], who are basically the multiverse&#039;s largest Anarchist Bike Gang, and the Golgari Swarm, which are what would happen if you kicked all of the [[Underdark]] races in [[Dungeons &amp;amp; Dragons]] out onto the street, then forced them to work either as fast food servers or garbage men. That&#039;s right: there&#039;s Soy-lent Green in Ravnica, and it&#039;s more than just people.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Golgari Swarm was originally created to deal with dead bodies (possibly by making them zombies), and feeding the homeless (possibly to zombies), and their core belief is that [[Nurgle|death and decay are important parts of the cycle of life]]; in a nutshell, they believe that nature is comprised of a great cycle of birth, death, decay and rebirth, and that the key to power is tapping into all of the aspects of this cycle. They are aligned with the Green and Black colors of Mana, which represents that viewpoint well, and wield a weird combination of necromancy and druidic magic, with a big emphasis on inducing decay, controlling &amp;amp; manipulating fungal growth, raising the dead, commanding vermin, and afflicting others with parasitic vermin &amp;amp; fungus. A Golgari defense formation usually consists of waves of predatory mushrooms, slime-like masses of carnivorous lichen or mold, zombies (often infested with bugs or fungus for extra nastiness) and giant bugs, backed by the outcast humanoids who make up the actual rot-farmers, fungus-druids and necromancers. Like the Rakdos, Dimir and Simic, the Golgari occupy the underground of Ravnica, tending to claim the damper regions where they can cultivate their precious fungus and vermin for food.&lt;br /&gt;
&lt;br /&gt;
The original Golgari who signed the Guildpact was Svothgir, who was killed by the Sisters of Stone Death, three Gorgons, and then replaced by the [[Elf]]-[[Lich]] Savra. Who was also killed. Then came back as a lich. And then killed again. And replaced by Jarad. Who was also killed. And then came back as a Lich.&lt;br /&gt;
 &lt;br /&gt;
In fact in the entire history of the Golgari and Ravnica they are the guild whose leaders have been killed the most. Seriously, they can&#039;t hold on to a decent leader. The only reason Jarad has seemingly remained in power is because nobody else in Ravnica cares. &lt;br /&gt;
&lt;br /&gt;
Most of the Golgari is composed of humans, zombies, elves, plant-zombies (which are apparently grown like a fungus,) [[Medusa|gorgons]], more zombies and plant-zombies, giant beetles, kraul (bug-people), and trolls (like the living under bridges and regenerating kind, not the internet kind.) Ancient lore suggests the presence of other monstrous humanoids, like [[harpy|harpies]], but there are no cards supporting this.&lt;br /&gt;
&lt;br /&gt;
Recent history has been pretty sad for the Golgari. Despite getting the first green-black planeswalker in the form of [[Vraska]], they contributed next to nothing to the recent story.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The Golgari Swarm currently functions in a similar way to an [[Tyranids|organism]] with each member being connected by a hive-mind. Jarad basically controls the entire swarm from Karazda, the newest and slimiest Golgari Guildhall. (The old one is a giant cathedral that contains Svothgir&#039;s severed head and moves around and is considered the exact center of Golgari territory.) There is a hierarchy but no one exactly knows how it works except the Golgari, who aren&#039;t telling, being busy nomming brains and feeding homeless.&lt;br /&gt;
&lt;br /&gt;
==Guild Members==&lt;br /&gt;
===Guild Master===&lt;br /&gt;
&lt;br /&gt;
==== Svothgir ====&lt;br /&gt;
The original Parun of the Guild. Given that the Golgari like elves a lot, he was probably some combination of Elf and Zombie. He was beaten by The Sisters of Stone Death and then made a deal with Savra to help deal with them. They of course killed two and outed the third. But then Savra got greedy and was way more powerful, and then promptly played Fulgrim to his Ferrus Manus. His severed head wound up placed in an Orzhov Cathedral, and being not quite dead, proceeded to grow fungus tentacles and take over the place. The cathedral is now named after him and moves. So he might have gotten the better end of the deal.&lt;br /&gt;
&lt;br /&gt;
==== Sisters of Stone Death ====&lt;br /&gt;
Three Gorgon Sisters who took over after whupping Svothgir&#039;s ass. They broke every bone in his body and took over after serving him as lieutenants and gave themselves PROMOTIONS. But this did kill two of the original five, and they couldn&#039;t turn him to stone since he was still pretty strong. Ludmilla was the last one alive as of the end of the Ravnica block, but hasn&#039;t been seen since.&lt;br /&gt;
&lt;br /&gt;
==== Savra ====&lt;br /&gt;
Savra was the high-priestess of the Dark Elves in the Golgari. Svothgir came to her for help after his defeat, and she of course helped him, giving him a new body. And then killed him after they beat the Sisters. She took over the Guild and promptly gave it up to her true master, the vampire Szadek who led the Dimir Guild. She also gained part of the control of the Selesnya Guild and the Boros Legion, giving Szadek control of all four guilds. Szadek then snapped her neck, she got possessed by Svothgir&#039;s spitit, and then got crushed and destroyed (possibly raped,) in a fight between a Simic Experiment Kraken-Fungus-thing, and Rakdos. Yes, that Rakdos. She is very, very dead. &lt;br /&gt;
&lt;br /&gt;
==== Jarad vod Savo ====&lt;br /&gt;
Savra&#039;s brother and a former bounty hunter. But when Savra and Szadek began being giant buttholes he opposed his twin. When she eventually got crushed (possibly lit on fire, raped, eaten, and whatever else we don&#039;t wanna know that Rakdos did,) Jarad took control of the swarm. Later was kiled in a Rakdos blood ritual involving a child of his, but being a Golgari and an elf of course he knew necromancy (which must be step one for being in the Golgari swarm to start, unless you&#039;re a giant beetle,) he possessed his own corpse and didn&#039;t let death slow him down, LIKE A BOSS.&lt;br /&gt;
In card form he gets stronger for every creature card in the graveyard, and can also pay mana and *BLAM* one of his own dudes to make your opponent lose life. Finally by sacrificing land he can return to your hand from the graveyard, because you can&#039;t keep a good Elf(possibly zombie, possibly plant-zombie,) down.&lt;br /&gt;
&lt;br /&gt;
===Guild Champions===&lt;br /&gt;
&lt;br /&gt;
==== Varolz, The Scar Striped ====&lt;br /&gt;
Being a giant swarm of zombies (possibly plant-zombies) there aren&#039;t a whole lot of indviduals in the Golgari Swarm (and considering the number of dead Guild Masters it might pay to blend in.) But the implicit maze was discovered and there was no way the Golgari were passing that prize up, so in went Varolz. &lt;br /&gt;
Varolz is a 12-15 foot tall troll (making him possibly tied for largest guild runner with Ruric Thar, but Ruric Thar is more interested in crumping fools with his axe then measuring stuff, LIKE A REAL &amp;lt;s&amp;gt;MAN&amp;lt;/s&amp;gt; OGRE!) Varolz has a parasitical fungus that heals his wounds, making him a tough cookie in a race of tough cookies (theoretically.) Oh, he didn&#039;t do shit. He did reach the end and was fighting the other maze runners, but other than that he just ran through like everybody and killed everybody in his way. (Hmm, maybe him and Ruric Thar would get along.) &lt;br /&gt;
In card form he is notable for some next-level cheese. He can scavenge any creature in his graveyard for their CMC. Combine with some one-drop creatures that have a power of 12-or-13, and you pay one black mana to put 13 +1/+1 COUNTERS ON ANY CREATURE! Even that unblock-able infect creature? Even that unblock-able infect creature. Defense-wise he&#039;s a joke though, every other troll in the game can crump his head easily, since he needs to sacrifice a creature to regenerate and only has a 2/2 body to back it up.&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
=== Dredge ===&lt;br /&gt;
[[Dredge]] is one of the most powerful key word mechanics in M:tG. A small entry here is not able to do justice to the influence it had, and continues to have, on the metagame and ban lists of multiple formats.&lt;br /&gt;
&lt;br /&gt;
Simply put, a card with Dredge allows you to return it to your hand from the graveyard as an alternative to drawing a new card card whenever you are able to draw a card. In exchange you take X cards from the top of your library and put them in the graveyard. This is broken because in a deck built around abusing Dredge you have lots of cards that can be pulled from the graveyard to your hand, so in effect Dredge is &amp;quot;Put this card in your hand and then make so many cards available for you to then put into your hand later&amp;quot;, this breaks the game because it basically ignores a bunch of rules that other decks have to follow. It also has a few other bullshit strengths such as being immune to most disruption effects (opponent makes you discard a card, bring it back and then add a bunch of cards into that pool of potential dredge cards in your graveyard). Not to mention that when built right the graveyard is basically an extension of the player&#039;s hand which leads to circumventing the hand limit without having to bother with an artifact, enchantment or creature that can get removed and force you to dump the hand. Coupled with Black&#039;s frequent return from the graveyard creatures and cards, triggers based on cards going into or out of the graveyard, sacrifice triggers etc, it can be very, very frustrating playing a Dredge deck that flatout plays an entirely different game of Magic. &lt;br /&gt;
&lt;br /&gt;
Countering Dredge isn&#039;t hard so much as having super-specific cards on hand that can stop it. But these cards do fuck all against everything else except a few related archetypes like Reanimator and decks that rely on recursion meaning that you will almost never have the right cards main-decked for game 1 unless Dredge decks are on the upswing in popularity in the meta. Game 2 is about how well the Dredge player can recover from being castrated by cards like Leyline of the Void, or (more likely) their ability to sufficiently gain the upper hand before castration and be able to win the game (or better yet, for them, beat you before you castrate them).&lt;br /&gt;
&lt;br /&gt;
=== Scavenge ===&lt;br /&gt;
&lt;br /&gt;
Scavenging a creature in the graveyard means exiling it and putting +1/+1 equal to its power on one of your field creatures, for a cost (which is independent of the casting cost, unless it&#039;s scavenge is being granted by [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=368977 Varolz, the Scar-Striped]). Coupled with a quick and huge ramp (a given with green), a large amount of scavengable creatures, sacking and triggers-on-sacking (a given with black) this can result in a huge stampede of creatures with ridiculous power/toughness. Keyword-givers round out the field populator. &lt;br /&gt;
&lt;br /&gt;
Scavenge may seem as [[cheesy]] as dredge, but defenses exist in the form of counters (preventing keywords being given) deathtouch creatures (ubiquitous) and penalizing and boardwipe spells, effectively rendering the enemy&#039;s wall of meat and muscle a moot point.&lt;br /&gt;
&lt;br /&gt;
===Undergrowth===&lt;br /&gt;
&lt;br /&gt;
Undergrowth is less so much an ability, and more a signpost that says, &amp;quot;The following effect cares about how many creatures are in your graveyard&amp;quot;. Usually this means something like giving a creature +X/+X where X is the number of creatures in your graveyard.&lt;br /&gt;
&lt;br /&gt;
{{Template:Ravnica Guilds}}&lt;br /&gt;
{{Template:NeedsImages}}&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>2601:3C0:C102:1801:8D52:3B19:DD05:89D4</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=House_Dimir&amp;diff=257660</id>
		<title>House Dimir</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=House_Dimir&amp;diff=257660"/>
		<updated>2018-10-01T20:57:53Z</updated>

		<summary type="html">&lt;p&gt;2601:3C0:C102:1801:8D52:3B19:DD05:89D4: &lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
[[Image:Assasins strike.jpeg|frame|A dimir agent about to dispose of a filthy Hippie.]]&lt;br /&gt;
&#039;&#039; [http://magic.wizards.com/en/articles/archive/feature/house-dimir-2012-08-20 &amp;quot;In the dark, slick corridors of the undercity lurks the unfathomable network of the Dimir guild. House Dimir is Ravnica’s dark but open secret: the populace knows Dimir exists but they pretend it doesn’t. The Dimir’s role in Ravnica is to provide covert services that other guilds can’t or won’t, using their secrecy as both weapon and defense. Dimir is hidden even from itself, using pockets of covert agents who are aware of only a few other contacts. Dimir agents leave no trace, destroying memories of witnesses to their crimes, and even going so far as to eliminate their own memories of their assignments.&amp;quot;] &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I fear that as we scurry after phantoms, the Dimir pull nine puppet strings.&amp;quot;&amp;lt;br&amp;gt;- [[Ral Zarek]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The guild of secrecy, deception, and [[Just as planned]]. house dimir are collectively feared by the entirety of Ravnica (when they actually believe in them.) also known as the Tenth guild, or the Unseen, they are a guild of Assasins, Mind mages, thieves, spies, rogues, Mercenaries and a dash of Necromancy, and they manipulate all of Ravnica to their own ends.&lt;br /&gt;
&lt;br /&gt;
== History of House Dimir ==&lt;br /&gt;
House dimir was founded by a vampire named Szadek, one of the 10 paruns that signed the Guildpact. one of the highlighted clauses of the guildpact was that &#039;&#039;&#039;No one, not even Szadek&#039;&#039;&#039; was allowed to reveal dimirs existence to the Public. this created a flaw in the guildpacts structure that would allow it to be eventually broken. [http://mtg.gamepedia.com/House_Dimir &amp;quot;Officially, the guild does not exist. The Ravnican people generally believe that there are only nine guilds and that if there ever was a tenth, it dissolved thousands of years ago. The name Dimir is not known by most people and those that do know it believe it to be a myth, children&#039;s story or a paranoid conspiracy theory. This misinformation is actively propagated by the Dimir themselves as a method for avoiding suspicion.&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
Dimirs structure an is extremely complex and intricate system. Most guild members dont even know who they are working for. The guild functions on a strictly need to know basis. The guild leader (currently Lazav, a shapeshifter) knows all and sees all. Beneath him are the necrosages, who oversee everything the guild&#039;s activities from duskmantle, the guilds hidden base of operations. The necrosages manipulate all the knowledge in ravnica, keeping the guild informed and making sure [[Just as planned|everyone remains ignorant.]] This is done so by a network of middlemen who inform the guilds agents on what to do. Agents who work at the very bottom only meet a mysterious individual in a back alley that gives them some basic information on their target and nothing else before vanishing into the shadow&#039;s.&lt;br /&gt;
The guild also utilises undead such as zombies, skeletons and ghosts, which are great considering they are uninterrogatable and usually blamed on the [[Golgari Swarm.]]&lt;br /&gt;
&lt;br /&gt;
== Guild members ==&lt;br /&gt;
*Szadek: the guilds vampire founder.&lt;br /&gt;
*Lazav: the guilds current leader, a shapeshifter.&lt;br /&gt;
&lt;br /&gt;
== Guild agents ==&lt;br /&gt;
The guild publically didnt exist, but technically they do. The guild members publically are things like couriers, librarians, historians, archivists. In reality, they are torturers/interrogators, spies, thieves, assasins, necromancers and mind mages.&lt;br /&gt;
&lt;br /&gt;
== Things house Dimir has done ==&lt;br /&gt;
&lt;br /&gt;
== Things the Guild does ==&lt;br /&gt;
Dimir loves to gather knowledge, and ultimately the guild plans to conquer all of ravnica by manipulating the other guilds for a secret hidden plan.&lt;br /&gt;
&lt;br /&gt;
== Guild Mechanics ==&lt;br /&gt;
=== Mill ===&lt;br /&gt;
The main mechanic of dimir is Mill, a strategy which involves taking chunks off the top of an opponents library, and sending them straight to the graveyard. This is done so that the opponent&#039;s library will eventually run out of cards and they die from not being able to draw. A classic strategy, that sadly hasn&#039;t seen much competitive relevancy, but remains the scourge of commander and whatnot.&lt;br /&gt;
&lt;br /&gt;
=== Transmute ===&lt;br /&gt;
Mechanic where instead of casting a spell, you instead pay the spells Transmute cost, discard it and search up another card with the same CMC. Essentially think a built in tutor option for when you dont need the spell.&lt;br /&gt;
&lt;br /&gt;
=== Grinding ===&lt;br /&gt;
a subtype of milling where the opponent reveals cards off the top of their library until they reveal a land, then puts the revealed cards into their graveyard. a great example of this is on consuming abberation (A hillarious card.)&lt;br /&gt;
[[File:Consuming abberation.jpeg|frame|Dimirs mascot creature and a hillarious commander card. try that out in a Storm deck :)]]&lt;br /&gt;
&lt;br /&gt;
===Cipher===&lt;br /&gt;
Mechanic where when you cast a spell, you can exile it &amp;quot;encoded&amp;quot; on a creature of your choice. When that creature deals combat damage to a player, you then get to cast the cipher&#039;d card without paying its mana cost.&lt;br /&gt;
&lt;br /&gt;
===Surveil===&lt;br /&gt;
Very similar to scry, allowing the player to look at X cards from the top of their deck, and place any number back on top in any order, and the rest into the graveyard.&lt;br /&gt;
&lt;br /&gt;
==The truth of House Dimir==&lt;br /&gt;
(REDACTED)&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dimir signet.jpeg|&amp;quot;An emblem of a secret guild, the Dimir insignia is only seen by its own members — and the doomed.&amp;quot; — Dimir Signet&lt;br /&gt;
File:120px-Dimir Logo.png|The logo of house dimir&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Ravnica Guilds}}&lt;/div&gt;</summary>
		<author><name>2601:3C0:C102:1801:8D52:3B19:DD05:89D4</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Izzet_League&amp;diff=279774</id>
		<title>Izzet League</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Izzet_League&amp;diff=279774"/>
		<updated>2018-10-01T20:57:18Z</updated>

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&lt;div&gt;[[File:Izzet Logo.png|300px|thumb|right|The crest of the Izzet League. Its guild leader, Niv-Mizzet is very vain and will often change it according to his whims.]]&lt;br /&gt;
The &#039;&#039;&#039;Izzet League&#039;&#039;&#039; is one of the ten Guilds of [[Ravnica]]. They are responsible for maintaining the civic works of the city: water supplies, sewers, heating, roads and so on. Which is probably not a good idea considering the guild&#039;s fickle attention span. Seriously, would you want a guild that needs [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=253601 a giant presumably dangerous spider making buildings its habitat in order for the building to be stable] in charge of maintenance? When they&#039;re not busy doing this, the magewrights perform magical experiments, often with spectacular (for good or ill) results. This does not really matter to the Izzet, because [http://www.portal2sounds.com/135 SCIENCE isn&#039;t about &amp;quot;WHY?&amp;quot;! It&#039;s about &amp;quot;WHY NOT?&amp;quot;!]. Their child-like drive and curiosity, combined with their capriciousness and great intellect, makes them unpredictable at best: [[Genius: The Transgression|they can jump from amicable professor to mad scientist in the blink of an eye]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
When the Guildpact was ratified the Izzet were given their task of maintaining the civic works. Unlike the other guilds the Izzet have not tried to expand their territory or increase their power: aside from improvements to their fields of expertise their power has stayed more or less the same over the course of millennia. This is in part due to the Izzet not sticking to one idea for too long and in one part due to the fact that the Guildmaster, Niv-Mizzet, finds the thought of running Ravnica too boring. This is much to the relief of the other Guilds, mainly because if Niv-Mizzet wanted to conquer the plane for himself there would be a good chance of him actually succeeding.&lt;br /&gt;
[[File:Prime Izmagus.jpg|400px|thumb|left|Your average Izzet Member. [[Mark Rosewater]] once mentioned that Doc Brown of Back to the Future is a good (though less insane) example of the Izzet mindset: SCIENCE because he can. A decade later the artist Izzy took this to its logical conclusion with the new art for [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=265380 Inspiration].]]&lt;br /&gt;
==Structure==&lt;br /&gt;
The Izzet League has a rather straightforward hierarchy. At the top sits the Guildmaster, the [[dragon]] Niv-Mizzet. His position is a safe one, and all who threaten, annoy or bore him are incinerated by his breath. Below him sit those with access to the Firemind: a link with Niv-Mizzet&#039;s consciousness which allows those with the dragon&#039;s approval to link with him. This grants those who enter the Firemind access to the Guildmaster&#039;s brilliance, greatly enhancing their intellect and allowing them to overcome obstacles encountered during their research. Below this are all the regular members who gather in informal meetings, groups and symposia to study and experiment. The final group consists mainly of [[goblin]]s who act as servants, test subjects and testers of the Izzet&#039;s various spells and devices. High mortality rates are expected, and the Izzet learn what does not work from these tests. But those who are clever and lucky enough can climb the ranks and even gain access to the Firemind, as long as they please Niv-Mizzet.&lt;br /&gt;
&lt;br /&gt;
==Guild Members==&lt;br /&gt;
The vast majority of ranking members amongst the Izzet are [[human]]s, while the test subjects are mainly goblins. Less common members include fairies, [[ogre]]s and human/djinni hybrids.&lt;br /&gt;
&lt;br /&gt;
The guild also employs elementals and creatures called Weirds: elementals consisting of opposing elements. Niv-Mizzet made these to stop the squabbling of various Elementalists, a generous gesture compared to the alternative (setting them on fire).&lt;br /&gt;
&lt;br /&gt;
Finally the Izzet also have drakes that they use as familiars. They also have access to dragons, who might be clones of Niv-Mizzet but intentionally made less intelligent and powerful.&lt;br /&gt;
&lt;br /&gt;
===Guild Master===&lt;br /&gt;
[[File:Niv-Mizzet Firemind.jpg|200px|right]][[File:Niv-Mizzet Dracogenius.jpg|200px|right]]&lt;br /&gt;
The dragon Niv-Mizzet, the Firemind has ruled over the Izzet since the inception of the guild at the founding of the Guildpact, where he served as one of the ten Paruns who ratified the document. He is extremely intelligent, charismatic, powerful, caprcious, demanding and very, very vain. In this sense he embodies the values of the Izzet (which he named after himself, of course) perfectly: his intelligence and thirst for knowledge combined with his destructive power makes him all the Izzet are in one very large and scaled body. The dragon&#039;s relationship with [[Planeswalker]]s is unknown: he unwittingly has [[Ral Zarek|one in his employ]], but he could not Planeswalk himself despite his vast intelligence and it is unknown if he even knew about the other planes at all.&lt;br /&gt;
&lt;br /&gt;
He is also one of the oldest creatures on Ravnica, being at least 15,000 years old. As the millennia went on he appeared less and less in public, eventually retreating into privacy about 7500 years after the founding of the Pact. Just after the Decamillennial, the ten thousandth anniversary of the Guildpact he appeared again to fight against the Nephillim, the [[Cthulhu|Old Gods]] of Ravnica. They injured him and the Firemind retreated towards the north pole, claiming &amp;quot;he was bored of the fight&amp;quot;. After this he was never seen again, and many thought he had vanished for good.&lt;br /&gt;
&lt;br /&gt;
Niv-Mizzet had not vanished for good, however, and after the reinstatement of a new but non-magically empowered Guildpact he signed it on behalf of the Izzet. After his return he began to fervently research the Implicit Maze, and ordered Ral Zarek to investigate the leylines and streets of Ravnica. After his investigations were done Niv-Mizzet announced his findings to the rest of the city and started the run for the Implicit Maze.&lt;br /&gt;
&lt;br /&gt;
Niv-Mizzet appears on two cards, one before and one after the fall of the first Guildpact. He costs 2UURR in both iterations: a 4/4 and a 5/5 with flying. Niv-Mizzet, the Firemind deals 1 damage to a creature or player whenever you draw a card, and you can draw for 1 when you tap him. Niv-Mizzet, Dracogenius has you draw a card whenever it deals damage to a player and can ping a creature or player for 1 when you pay UR. This means that Niv-Mizzet combos with himself, which makes perfect sense given Niv-Mizzet&#039;s vanity: ping a player for 1 with the Dracogenius, draw a card, then ping for another 1 with the Firemind.&lt;br /&gt;
&lt;br /&gt;
===Guild Champions===&lt;br /&gt;
[http://gatherer.wizards.com/Pages/Card/Discussion.aspx?multiverseid=97208 Tibor and Lumia] are a husband and wife team of wizards: the wise and noble Tibor can grant Flying to a creature whenever you cast a Blue spell while the hot-headed Lumia pings all non-flying creatures for 1 whenever you cast a Red spell. They didn&#039;t do anything in the story of Ravnica.&lt;br /&gt;
&lt;br /&gt;
[http://gatherer.wizards.com/Pages/Card/Discussion.aspx?multiverseid=369062 Melek, Izzet Paragon] was going to be the Maze Runner for the Izzet but Ral Zarek killed him out of of jealousy and took his place. He lets you play with the top card on your deck revealed, and if it&#039;s an instant or a sorcery you can cast it with the added bonus of [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=191322 Twincasting] it.&lt;br /&gt;
&lt;br /&gt;
===Others===&lt;br /&gt;
The afore-mentioned [[Ral Zarek]] is one of the highest ranking members of the Izzet and reports directly to Niv-Mizzet.&lt;br /&gt;
&lt;br /&gt;
Crix is a female goblin engineer once in the service of the demented magelord Zomaj Hauc. He enhanced her with superior intelligence, speed and flight (by ways of [[awesome|pyromana powered jets in her metal shin bones]]). She was instrumental in the plan of the magelord to hatch three dragon eggs he found earlier and wanted to use the hatchlings to gain control over the city and defeat Niv-Mizzet. Crix&#039; enhancements proved to be the magelord&#039;s downfall when she aligned herself with a [[party|group dedicated to defeating him]], which netted her a promotion to Master Engineer and access to the Firemind.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
As the color of instants and sorceries Izzet League decks employ plenty of sorceries and instants. They are great at removal, either though sheer damage or other tricks. Izzet decks are typically good at whittling down their opponent: pinging a bit alongside damage that is not easily blocked allows for an inevitable victory.&lt;br /&gt;
&lt;br /&gt;
Izzet decks have two weaknesses though: they tend to have a high mana cost while lacking the ability to accelerate their mana. They also don&#039;t have particularly good creatures: they are mostly there to improve your spellcasting and perform tricks with their abilities rather than dealing raw damage.&lt;br /&gt;
&lt;br /&gt;
Although thus far the Izzet league has mechanically been associated with instants and sorceries, [[MaRo]] has been trying to find a way to make them be an artifacts matter faction, so don&#039;t be to surprised if the next time we see them, they focus on artifacts and not instants and sorceries.&lt;br /&gt;
&lt;br /&gt;
===Replicate===&lt;br /&gt;
Replicate is an additional mana cost you can pay any number of times when casting a spell. This copies the effects of the spell and allow it to be given new targets in addition to the first, widening the effect of the spell.&lt;br /&gt;
&lt;br /&gt;
===Overload===&lt;br /&gt;
Overload is a mana cost you can pay instead of the one listed in the top-right. This changes what the spell targets: all instances of the word &amp;quot;target&amp;quot; are replaced with the word &amp;quot;each&amp;quot;, effectively targeting every &#039;legal target&#039; a spell can have (while, for better or worse, by-passing things like heroic, shroud, and hexproof). Some overload cards are similar to non-overload spells. The main difference is that the non-overload spells don&#039;t usually specify a player, which in some ways gives the non-overload spells more flexibility. For example, compare [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370818 Disperse] with [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=270798 Cyclonic Rift]. You want to save your creature by sending it to your hand and later use it&#039;s ETB ability for extra value? Well, Cyclonic Rift can&#039;t do that. On the other hand Cyclonic Rift acts either as a Disperse on one of your opponent&#039;s permanents, &#039;&#039;or&#039;&#039; by paying the overload cost sends pretty much his &#039;&#039;entire&#039;&#039; board position back to his hand, causing a huge tempo swing, and flat out eliminating any tokens he had.&lt;br /&gt;
&lt;br /&gt;
===Jump-Start===&lt;br /&gt;
A similar mechanic to Flashback. A card with Jump-Start can be cast from the graveyard as long as you discard a card in addition to paying the normal mana cost.&lt;br /&gt;
&lt;br /&gt;
{{Template:Ravnica Guilds}}&lt;/div&gt;</summary>
		<author><name>2601:3C0:C102:1801:8D52:3B19:DD05:89D4</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=House_Dimir&amp;diff=257659</id>
		<title>House Dimir</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=House_Dimir&amp;diff=257659"/>
		<updated>2018-10-01T20:55:39Z</updated>

		<summary type="html">&lt;p&gt;2601:3C0:C102:1801:8D52:3B19:DD05:89D4: &lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
[[Image:Assasins strike.jpeg|frame|A dimir agent about to dispose of a filthy Hippie.]]&lt;br /&gt;
&#039;&#039; [http://magic.wizards.com/en/articles/archive/feature/house-dimir-2012-08-20 &amp;quot;In the dark, slick corridors of the undercity lurks the unfathomable network of the Dimir guild. House Dimir is Ravnica’s dark but open secret: the populace knows Dimir exists but they pretend it doesn’t. The Dimir’s role in Ravnica is to provide covert services that other guilds can’t or won’t, using their secrecy as both weapon and defense. Dimir is hidden even from itself, using pockets of covert agents who are aware of only a few other contacts. Dimir agents leave no trace, destroying memories of witnesses to their crimes, and even going so far as to eliminate their own memories of their assignments.&amp;quot;] &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I fear that as we scurry after phantoms, the Dimir pull nine puppet strings.&amp;quot;&amp;lt;br&amp;gt;- [[Ral Zarek]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The guild of secrecy, deception, and [[Just as planned]]. house dimir are collectively feared by the entirety of Ravnica (when they actually believe in them.) also known as the Tenth guild, or the Unseen, they are a guild of Assasins, Mind mages, thieves, spies, rogues, Mercenaries and a dash of Necromancy, and they manipulate all of Ravnica to their own ends.&lt;br /&gt;
&lt;br /&gt;
== History of House Dimir ==&lt;br /&gt;
House dimir was founded by a vampire named Szadek, one of the 10 paruns that signed the Guildpact. one of the highlighted clauses of the guildpact was that &#039;&#039;&#039;No one, not even Szadek&#039;&#039;&#039; was allowed to reveal dimirs existence to the Public. this created a flaw in the guildpacts structure that would allow it to be eventually broken. [http://mtg.gamepedia.com/House_Dimir &amp;quot;Officially, the guild does not exist. The Ravnican people generally believe that there are only nine guilds and that if there ever was a tenth, it dissolved thousands of years ago. The name Dimir is not known by most people and those that do know it believe it to be a myth, children&#039;s story or a paranoid conspiracy theory. This misinformation is actively propagated by the Dimir themselves as a method for avoiding suspicion.&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
Dimirs structure an is extremely complex and intricate system. Most guild members dont even know who they are working for. The guild functions on a strictly need to know basis. The guild leader (currently Lazav, a shapeshifter) knows all and sees all. Beneath him are the necrosages, who oversee everything the guild&#039;s activities from duskmantle, the guilds hidden base of operations. The necrosages manipulate all the knowledge in ravnica, keeping the guild informed and making sure [[Just as planned|everyone remains ignorant.]] This is done so by a network of middlemen who inform the guilds agents on what to do. Agents who work at the very bottom only meet a mysterious individual in a back alley that gives them some basic information on their target and nothing else before vanishing into the shadow&#039;s.&lt;br /&gt;
The guild also utilises undead such as zombies, skeletons and ghosts, which are great considering they are uninterrogatable and usually blamed on the [[Golgari Swarm.]]&lt;br /&gt;
&lt;br /&gt;
== Guild members ==&lt;br /&gt;
*Szadek: the guilds vampire founder.&lt;br /&gt;
*Lazav: the guilds current leader, a shapeshifter.&lt;br /&gt;
&lt;br /&gt;
== Guild agents ==&lt;br /&gt;
The guild publically didnt exist, but technically they do. The guild members publically are things like couriers, librarians, historians, archivists. In reality, they are torturers/interrogators, spies, thieves, assasins, necromancers and mind mages.&lt;br /&gt;
&lt;br /&gt;
== Things house Dimir has done ==&lt;br /&gt;
&lt;br /&gt;
== Things the Guild does ==&lt;br /&gt;
Dimir loves to gather knowledge, and ultimately the guild plans to conquer all of ravnica by manipulating the other guilds for a secret hidden plan.&lt;br /&gt;
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== Guild Mechanics ==&lt;br /&gt;
== Mill ==&lt;br /&gt;
The main mechanic of dimir is Mill, a strategy which involves taking chunks off the top of an opponents library, and sending them straight to the graveyard. This is done so that the opponent&#039;s library will eventually run out of cards and they die from not being able to draw. A classic strategy, that sadly hasn&#039;t seen much competitive relevancy, but remains the scourge of commander and whatnot.&lt;br /&gt;
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== Transmute ==&lt;br /&gt;
Mechanic where instead of casting a spell, you instead pay the spells Transmute cost, discard it and search up another card with the same CMC. Essentially think a built in tutor option for when you dont need the spell.&lt;br /&gt;
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== Grinding ==&lt;br /&gt;
a subtype of milling where the opponent reveals cards off the top of their library until they reveal a land, then puts the revealed cards into their graveyard. a great example of this is on consuming abberation (A hillarious card.)&lt;br /&gt;
[[File:Consuming abberation.jpeg|frame|Dimirs mascot creature and a hillarious commander card. try that out in a Storm deck :)]]&lt;br /&gt;
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==Cipher==&lt;br /&gt;
Mechanic where when you cast a spell, you can exile it &amp;quot;encoded&amp;quot; on a creature of your choice. When that creature deals combat damage to a player, you then get to cast the cipher&#039;d card without paying its mana cost.&lt;br /&gt;
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==Surveil==&lt;br /&gt;
Very similar to scry, allowing the player to look at X cards from the top of their deck, and place any number back on top in any order, and the rest into the graveyard.&lt;br /&gt;
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==The truth of House Dimir==&lt;br /&gt;
(REDACTED)&lt;br /&gt;
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==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Dimir signet.jpeg|&amp;quot;An emblem of a secret guild, the Dimir insignia is only seen by its own members — and the doomed.&amp;quot; — Dimir Signet&lt;br /&gt;
File:120px-Dimir Logo.png|The logo of house dimir&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{Ravnica Guilds}}&lt;/div&gt;</summary>
		<author><name>2601:3C0:C102:1801:8D52:3B19:DD05:89D4</name></author>
	</entry>
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