I’m going to go ahead and bump this one last time to close it out by posting the remaining decks for the GRN cycle.
Once again: my personal challenge was to build a guild themed deck using only guild appropriate cards from the single set in question. For slight flavor I used a dual colored walker in guild colors for each build.
Boros guild - Walker Nahiri (4-0)
Boros Guildgate
Sacred Foundry
Justice Strike
Response
Crush Contraband
Truefire Captain
Swiftblade Vindicator
Legion Warboss
Aurelia, Exemplar of Justice
Razia, Boros Archangel
Nothing really to say here. This was straightforward. Mentor played a slight role in buffing Vindicator. But this was basically fairly mindless beatdown.
Dimir Guild - Walker Tezzeret 2 (4-0)
Dimir Guildgate
Watery Grave
Disinformation Campaign
Circu, Dimir Lobotomist
Etrata, the Silencer
Lazav, the Multifarious
Connive
Unexplained Disappearance
Deadly Visit
Glimpse the Unthinkable
Like Boros, this deck was really solid even in such a restricted format. Surveil is a very strong mechanic. Discard control is so fun to play, I think.
Selesnya Guild - Walker Huatli 2 (4-0)
Selesnya Guildgate
Temple Garden
Knight of Autumn
Trostani Discordant
Tolsimir Wolfblood
March of the Multitudes
Flower
Assure
Sworn Companions
Chord of Calling
Once again, very solid. The guild convoke mechanic doesn’t play too much here, but the options are all overwhelming strong. It’s still a strong guild mechanic and tokens are having a heyday in the current meta. Assure is a great, great card.
Golgari Guild - Walker Vraska 1 (4-0)
Golgari Guildgate
Overgrown Tomb
Hatchery Spider
Glowspore Shaman
Swarm Guildmage
Sisters of Stone Death
Underrealm Lich
Status
Assasin’s Trophy
Mausoleum Secrets
This was kinds mixed. I missed having access to some other set tricks for graveyard loading. But it still worked well. Mausoleum Secrets and Spider provided some sorely needed fetch options. Sisters did a lot of work when they arrived to the party. There were some stalls in the run, but player advantage is strong so I could wrest control back. Some minor interesting tech was using Status offensively to give opponent creatures defender for Sister’s ability when activation matches were not convenient.
This one wasn’t super strong, but it was very interesting to play in action.
And last and possibly least…
Izzet Guild - Walker Ral (4-1)
Izzet Guildgate
Steam Vents
Goblin Electromancer
League Guildmage
Niv-Mizzet, the Firemind
Radical Idea
Direct Current
Inescapable Blaze
Beacon Bolt
Gravitic Punch
Oh my god. While Izzet is super strong, it is PAINFUL in this restricted format without other set access. It really desperately wants cards/spells from elsewhere (BSZ being an obvious one). I really should have lost more than 1, but snatched victory a couple times simply due to the Ral ultimate. I really think he’s the only reason it worked at all. The Izzet spell pool in GRN really blows and Jumpstart is underwhelming even in better mixes. Shoutouts to Beacon bolt anyway, though.
It’s very odd Izzet intrinsically has no real answer to opponent creatures other than damage tickles. Destroys and Bounces are all elsewhere.
This went through a few tweaks before I settled on this loadout.