We currently have Cube testing surveys open for Marvel's Spider-Man and Marvel's Spider-Man Eternal. Let us know what cards you’re testing from these sets!

Retro Reviews

Return to Ravnica: A Retro Design Review

August 4th, 2025 — Parker LaMascus

One of Magic’s core strengths is its color pie, the idea that different colors of Magic have differing strengths and weaknesses and philosophies of play. The original Ravnica: City of Guilds radically improved upon this strength by defining philosophical and mechanical overlaps between each combination of two colors. Ravnica also prioritized “enemy color pairs,” combinations whose disagreements had outweighed their similarities. Ravnica addressed this historical shortage by giving every guild a brand-new faction mechanic and equal numbers of symmetrically-designed cards, hammering home a new era of color pie philosophy.

Return to Ravnica followed the original seven years later, making many small improvements and ultimately bottling lightning into a timeless design. In revisiting RTR, my goal is to study its design successes and apply them to the Cube format. Follow along using Scryfall at home, paying special attention to low-rarity cards and debut mechanics:

Macro Incentives

Exactly Two-Color Decks

Rakdos Shred-Freak
Azorius Keyrune
Korozda Guildmage
Izzet Guildgate

A guild-focused set only works if players build two-color guild decks without spilling over to manycolored piles of rate. RTR achieves a paradigm of two-color decks using two competing incentives. First, rate and color requirements demand that players buy in to RTR’s premise. Because the gold cards offer the strongest rates and the most stringent costs, you have to play along to sequence

{B}{G}
into
{1}{B}{G}
into Jarad, Golgari Lich Lord. Then, knowing that mana screw will happen even to disciplined players, RTR provides a safety net. Multi-pipped hybrid cards are easy to cast if you’re in exactly one color pair; the true gold cards have late-game relevance; colorless Keyrunes have guild-colored bonuses; and mono-color cards offer safety at the cost of raw rate.

Courageously Weird

A quick perusal through RTR’s rares is a sight to behold in 2025. The card frame may look contemporary, but the design sensibilities are anything but:

Conjured Currency
Search the City
Grave Betrayal
Guild Feud
Chaos Imps

I have to admit to you that it’s taken me 13 years to read these cards – and counting, because today I still couldn’t be bothered. And there’s more where these peculiar paper puzzles came from! There’s 38 rares above

{3}
, and half of those cost more than
{5}
, and nearly all of ‘em are either cuckoo bananas or they die to Doom Blade (but not to worry – the eleven-mana one gets a pass).

Looking at that rogues’ gallery of rares… riffle my deck and call me Melvin, but I kinda dig it. RTR’s rares are so dazzlingly different than 2018-2025 designs! It’s not simply power level; we know 2012 was fully capable of all-timer rates because of how many RTR cards defined Constructed for months or years:

Loxodon Smiter
Deathrite Shaman
Sphinx's Revelation
Pack Rat
Abrupt Decay
Rest in Peace

It was no accident, then, that Return to Ravnica printed weirdos when they could have kept pushing power. It takes guts to print a

{6}
-drop that might rot in hand for a few turns, or an enchantment that doesn’t turn itself on for immediate value, but guess what? It leads to fun drafts of Magic! It’s fun to feel excitment when you draw your sixth land for Chaos Imps, when your 23rd playable becomes an A+ for one glorious moment, when you cut a
{4}
-drop in favor of a
{7}
-drop, or when you shoot the moon with the rare nobody wanted. A few straightforwardly powerful cards are healthy in Limited (they help players find a lane and win games, regardless of their experience level), but even they require investment in RTR.1 The full range of mana costs are thriving in RTR, due in large part to RTR’s courage to be weird.

Micro Interactions

Abrupt Decay

CubeCobra displays RTR’s top contemporary cards in the Cube world, so rather than rehashing that, I’ll just sing the praises of one of my favorites.

Abrupt Decay is one of the healthiest removal spells I’m aware of. It’s very strong (especially in low-curving cubes that load up on 2020s Constructed hits), but its incentives are awesome. Step one: part of its power is derived from hating on the right people. “Can’t be countered” is a modest bump up in power, but it feels like a silver bullet against the “oops! all counterspells” control deck. And good riddance! Even if one kill spell isn’t truly backbreaking, the obvious counterplay feels good, and it allows weaker players to unambiguously win a skirmish against their most hated nemesis. Step two: if Abrupt Decay is used alongside 8 copies of Last Gasp towards evil ends (read: destroying every creatue that’s cast), the creature mage can simply play a

{4}
-drop – it says so right on the card! Imagine how these incentives would flip if the trinket bonus was “you gain 3 life.”

I also like that Abrupt Decay is a pull into

{B}{G}
without demanding synergy. When mixed with other gold cards, like RTR’s Dreg Mangler, I can pick it as a synergy-agnostic rate outlier that still puts me into the graveyard/counters color pair. It’s not a signpost, but it’s a reason to commit early in the draft, and that makes me more likely to engage in the cube’s synergies later on.

An Homage to the OG

Eyes in the Skies
Mizzium Skin
Lyev Skyknight
Dreg Mangler
Gore-House Chainwalker

I haven’t yet discussed the faction mechanics of RTR, which imitate the structure of the original Ravnica. They may not look like overlapping synergies, but every RTR mechanic is intuitive and clean, and four of the five are vast improvement on their City of Guilds predecessors. These are all mechanics that make Magic more fun; it’s as simple as that.

Detain is a wonderful incentive for

{U}{W}
to get aggressive (contrast to the hatefully repetitive Forecast). Unleash is the right way to do a “downside” mechanic, flawed only because “can’t block” sounds worse the weaker a player you are. Scavenge is an open-ended graveyard mechanic that avoids the degeneracy of Dredge; I especially like how Scavenge invites “combos” with Magic’s evergreen keywords, like the double-striking Fencing Ace or the flying Faerie Impostor. Izzet’s Overload is cleaner and more appealing than Replicate by far. Only Selesnya’s Populate, as big-dreaming as it is, fails to live up to Convoke – and that’s only because Convoke is on Magic’s Mount Rushmore. These faction mechanics, along with the cool rares that go all the way up to seven mana, are Return to Ravnica’s biggest successes.

Ethereal Armor
Street Sweeper
Chronic Flooding
Temple Garden

RTR’s unnamed themes also emulate Ravnica: City of Guilds. I find it funny that the original Ravnica block, whose loudest legacy is its goldness, had such a commitment to Auras-matter. Return to Ravnica block enthusiastically doubles down on Auras, going so far as an “enchant-your-lands” theme deemed so dangerous that it needed dedicated six-mana counterplay: all hail Street Sweeper.

As silly as the land Auras may look now, this homage speaks to the no-cost-spared approach RTR took to recapture the magic of the original block. The return of shocklands and a returning emphasis on parallel cycles of similar cards add to this feeling of nostalgia.

Art and Flavor

As Classic as it Gets

Trained Caracal
Wild Beastmaster
Chemister's Trick
Coursers' Accord
Golgari Charm

RTR is the prototype of Magic’s art style in the era of the Mirrodin border. Above all else, this art is legible: the character design very clearly distinguishes between guilds, and every piece guides the eye to the action or subject. A good example is Zoltan Boros’ cycle of Charms, zoomed-in action shots with a prominint guild sigil where every character feels distinct. There’s maybe a couple “2003 Xbox game manual art” CGI-lookin’ images per color, which are an unfortunate side effect. But the rest of this modern Ravnica is vivid and virtuosic.

Better a Freak than a Fascist

Arrest
Voidwielder
Security Blockade
Martial Law
Swift Justice
Cancel

RTR’s Azorius are fascist cops. Let me explain. The American Constitution guarantees unalienable rights including free speech, the presumption of innocence, and the due process of law. Current events notwithstanding, America has always, regardless of which party holds power, extended these rights to citizens and non-citizens alike. The Azorius have clearly never heard of a Bill of Rights; most

{U}{W}
flavor text boils down to “what rights? i’m the one holding the sword, LOL, i’ll kill u.” This might-makes-right politics of obedience is classic, 1930s-Italy-style fascism.

There’s even an unspoken racialized element to the Azorius. Though Goblins, Faeries, Centaurs, and Elves are abundant on Ravnica and participate in other guilds, Azorius apparently only lets Humans and Sphinxes make Ravnica’s laws, the implied reason being that everyone else is too dumb… Yikes.

Now, RTR’s writers aren’t particularly sympathetic to the Azorius, with flavor texts on Supreme Verdict and Tablet of the Guilds suggesting that corruption and cruelty are Azorius bywords. (We’ll see similar hostility towards the Orzhov in Gatecrash.) And it’s all make-believe, anyways… right? Yes, and no. Of course I am not really a Planeswalker whose sole purpose is killing my rival mage with an army of fantasy cops. But if I draft an RTR Azorius deck based around “the unlawful arrest set mechanic,” I do play-act that role, muddling together my player’s motives (to win, to feel smart or socially validated) with the Azorius’ (to conduct extrajudicial killings and childnappings).2

Rakdos, Lord of Riots
Thrill-Kill Assassin
Havoc Festival
Traitorous Instinct
Deviant Glee

Contrast to how RTR treats The Cult of Rakdos.3 They are pure hedonism fueling institutionalized “riots, havoc, and slaughter.” The reactionary message: “don’t do anything hot or fun, or a demon will turn you into a psycho killer.” Unfortunately for the D.A.R.E. mom lobby, the innuendo-filled propaganda cards make the freaks look even more hot and fun, implicitly endorsing the very activities they condemn (in the tradition of all the best ’80s horror flicks). Sign me up! I’d rather be a freak than a fascist.

Applying RTR’s Lessons

Return to Ravnica fits in a sweet spot on Magic’s historical power trends. Some rares can hang (and excel!) in contemporary high-power cubes, but the cards themselves are clean and elegant. On the other hand, some of the basement uncommons can go backwards in time to spice up an old-school set cube like Alara. If the power level is right, any RTR card can offer elegant appeal and good gameplay.

Return to Ravnica’s good design fundamentals can also map onto other environments. My takeaways: Use gold cards’ mana costs to tune player incentives. Allow high mana values to flourish by attenuating the power of the cheapest threats. And build up the courage to play some weirdo cards.

Thanks for reading, and remember: Life's too short not to do the things you love.


  1. With the notable exception of Pack Rat, which was egregiously inappropriate in this Draft format, enough that I’m comfortable calling it a design error.
  2. For more discussion, see games scholar C. Thi Nguyen’s Games and the Art of Agency.
  3. RTR’s other guilds are more shallowly depicted, but no less bleak. The Selesyna are a high-control nature cult underneath the hippie façade. The Izzet (tech workers, on perpetual crunch time for a narcissist startup owner) and Golgari (janitors-slash-undertakers) have clearly never heard of worker rights, which is the exact opposite of how real-world guilds work.

Lucky Paper Newsletter

Our infrequent, text-only newsletter is a friendly way to stay up-to-date with what we’re doing at Lucky Paper. See past newsletters

Blistercoil Weird — Dan Murayama Scott