Greetings, friend! Are you ready to discover how to draft the most Ravnician set ever? It’s time for Ravnica Remastered Draft Guide, which will help you do just that. With this knowledge, you’ll better understand what to expect from the format, resulting in more wins.
As this set is a bit different than your usual one, the article’s structure will also reflect that. First, you’re going to learn about some general ideas about the format. Then, we’ll explore the main archetypes. That’s followed by the best commons, and finally we wrap things up with some additional tips, including a tier list of all cards.
Ready or not, here we go.
Key Points for Ravnica Remastered Draft
All the cards in the set are reprints from previous sets happening on Ravnica. If you’we been around for a while, you know what that plane is all about. If not, there’s a single most important thing to keep in mind: There are ten 2-color guilds, each with its own signature theme.
So, in the vast majority of drafts, you want to be drafting a 2-color deck. However, it’s perfectly reasonable to splash a bomb, from a adjacent guild. For example, say you’re playing Selesnya (green-white). You could easily play Assemble the Legion. That’s possible, as there’s plenty of mana fixing available.
Keep in mind, that each card in your deck should ideally met at least one of the following criteria:
- It works well with your guild’s theme, or;
- It’s just a strong card on its own.
Obviously, if both conditions are met, that’s especially great. So, let’s take a look at the archetypes and figure what each archetype is trying to do.
Ravnica Remastered Draft Archetypes
In a regular Ravnica set, each guild (in this article, guild and archetype are used interchangeably) would use a signature mechanic. However, this time around, such mechanics aren’t that present. Typically, each one is used on around 3 non-rare cards.
So, while we’ll mention the mechanics were appropriate, we’ll mostly focus on the guilds’ themes.
Green-White: Selesnya Go-Wide Tokens



For each guild in Ravnica Remastered draft, there’s a designated Guildmage. For the most part, these can give you some idea of what the archetype is trying to do. That’s most certainly for Selesnya Guildmage, as it perfectly describes the plan. Put many creatures in play, then pump them for the win.
There’s no shortage of cards that can make multiple bodies in these two colors. For example, you can use:
Once you’ve put enough of them in play, you can either activate the Guildmage, or play Overwhelm to well… overwhelm your opponent. Another interesting card is Angelic Exaltation, particularly when paired with Mourning Thrull.
Populate
Three cards use the populate mechanic in this set. Besides aforementioned Eyes in the Skies, there’s also Horncaller’s Chant, which is a bit expensive and Rootborn Defenses. The latter will really shine in this deck.
The main idea is that you could potentially copy a really big token. One fine option is Centaur from Call of the Conclave, but the best one is the Angel from Urbis Protector.
This kind of go wide synergies are typically very successful, and there’s no reason for that to change in Ravnica Remastered draft.
Blue-White: Azorius Flyers Tempo



While the previous Guildmage was a nice signpost, Azorius Guildmage doesn’t provide that much direction. Instead, it’s “just” a deceptively powerful card. At its worst it’s a two mana 2/2. That’s fine. However, imagine a scenario where there’s a late game board stall. During your opponent’s turn, you can tap down two biggest attackers. Then on your turn, you can tap down two more creatures. That’ll typically remove all blockers.
So, this is a 2/2 that can sometimes just win you the game. It’s easy to miss on this card’s power level, that’s why it deserves so much attention. But let’s get back to this archetype as a whole.
Flyers
This two colors usually receive the most flyers, which is also the case here. You can start deploying them from the very first turn with Cloudfin Raptor or Pteramander. Higher on the curve, there’s Mistral Charger, Nightveil Sprite, and Syndicate Messenger.
Thus, attacking your opponent shouldn’t be too hard. The only thing you need to take care of is to prevent opponent from racing you. That can be accomplished by good blockers, such as Basilica Guards, or by playing any of the two detain creatures. That’s Azorius Arrester and Azorius Justiciar. So, lock up the ground, and attack safely in the air.
Black-Red: Rakdos Sacrifice Aggro



Rakdos is an aggressively-slanted sacrifice deck. Whenever you’re wondering if a sacrifice deck is worth building, you want to check how good the three key elements are. Those are fodder, outlets, and payoffs.
Fodder
Sacrifice fodder are cards you don’t mind sacrificing. Those can be creatures with death triggers, such as Golgari Thug or Footlight Fiend. (The latter plays nicely with Orzhov Euthanist, which is a nice mini-combo.) Tokens from Rakdos Guildmage or Krenko’s Command also work nicely.
There’s also stuff like Burglar Rat, which already did most of its job when it came into play. As you can see, there’s enough fodder available, all you need to do is make sure you pick enough of it.
Outlets
Outlets allow you to actually sacrifice your creature. Outside of rares, there are five such cards in Rakdos:
- Dimir House Guard offers some versatility.
- Dreadmalkin is an efficient, hard to block beater.
- Plaguecrafter is a one time effect.
- Scorched Rusalka gives you a way to finish the game.
- Woebringer Demon is amazing when you sacrifice fodder, while opponent removes real creatures.
Most of these are repeatable effects, which is superb.
Payoffs
All outlets are payoffs, but sometimes there are cards that offer additional rewards for sacrificing. A perfect example, and an amazing card is most certainly Mayhem Devil. In the right deck, it can cause a ton of problems for an opponent. On top of that, the fail case of a 3/3 for three is perfectly fine in this format.
Finally, a very important thing for this deck is a common Act of Treason. In this deck, this card is absurdly good. You steal a creature, smash your opponent with it, and then sacrifice it for value. It’s like a removal spell on steroids.
Last thing to remember is that you don’t need to go all-in on the sacrifice theme. You still want to play your good cards, such as Rakdos Firewheeler and removal spells over some random sacrifice fodder.
Black-White: Orzhov Lifedrain Control



“Death by a thousand cuts” is a phrase that quite accurately describes Orzhov decks. There are a bunch of cards that will drain life points from your opponent. Some such cards are:
Don’t look for a typical life gain payoff, though. Outside of the mythic Karlov of the Ghost Council, none other exists. However, all of these incidental life gain cards allow you to reach the late game quite easily. That’s just where you want to be. As you can then finish your opponent with a large Debt to the Deathless.
Of course, you want to round out your deck with generally good cards, as well as strong removal spells. As usual, you want to save them for the best creatures. That’s especially true with this deck, as all the life gain allows you to ignore some early hits.
Sacrifice Subtheme
Orzhov also offers a secondary theme, sacrifice. Contrary to Rakdos, you can play one of the best non-rare sacrifice outlets ever in Cartel Aristocrat. Additionally, you still access all of the black cards mentioned before, such as Woebringer Demon. Of course, if you do go heavily into this subtheme, you want to splash Mayhem Devil.
Red-White: Boros Aggro



On the other side of the spectrum, you’ve got an aggressive Boros deck. You’ll want to build a deck with a very low curve, with cheap creatures. You want to put a lot of creatures on the board, so you can utilize the two Boros mechanics.
There’s battalion (Bomber Corps, Boros Elite, and Makeshift Battalion) and mentor (Sunhome Stalwart, Truefire Captain, and Wojek Bodyguard). Both of these two work only when you’re attacking with multiple creatures. Thus, you don’t want to play many noncreature spells, except for the ones that make creatures, such as Krenko’s Command and removal spells.
In such a deck, pump spells can also be considered a sort of removal spells. Your opponent needs to block, which means you can get ahead by playing cards like Arrester’s Zeal and Rubblebelt Maaka.
Red-Green: Gruul Midrange/Aggro



Here’s another deck that isn’t trying anything special. Gruul simply doesn’t use a mechanic or a theme that would guide you in any specific direction.
For the most part, you’ll just want to play cards that are good on their own. Perhaps you’ll borrow some minor synergies from other guilds, but that won’t really be your plan A. Instead you should just follow the common draft advice. Play good removal, good creatures (these should especially be abundant in Gruul), and have a good curve. This deck can be quite aggressive, or a bit slower. Depends on the exact build.
While this most likely won’t be the most fun deck in the format, it’ll still be able to win games. After all, you do have access to some powerful non-rare cards, such as Sunder Shaman and Gruul Guildmage. Both of which can make combat a nightmare for your opponent.
Blue-Black: Dimir Control



Dimir is similar to Gruul is not something that’s generally true. In Ravnica Remastered draft, that’s somewhat true. Neither of the two archetypes wants you to do something special. However, whereas Gruul is playing aggro-midrange, Dimir is more controlling.
You want to disrupt your opponent’s plans with removal, counterspells and bounce spells. Trading one-for-one is okay for you, as you’ll also play card advantage spells. So, the main idea is to remove threats early, then outvalue opponent with card draw. Dimir Guildmage is a great way to do the latter.
Of course, you can also deploy a big flyer in the mean time, such as Nightveil Predator or Moroii. This can present a clock, while you continue with your control plan.
One final thing, is to remind you of a mistake beginners often make. They think control decks use high mana curve with plenty of expensive spells. That’s not true. You still need plenty of early spells, be it cheap removal, counterspells or good blockers. If your deck lacks cheap interaction, aggressive decks will just run over you.
Blue-Red: Izzet Spells



After a couple of vanilla archetypes, here’s one that’s doing its own thing. Sorcery and instants are a theme that often appears in modern draft formats. But did you know that this mostly steams from all iterations of Izzet?
Thus, it shouldn’t be a big surprise that there are so many payoffs for playing instants and sorceries:
- Crackling Drake is a large threat that replaces itself.
- Goblin Electromancer makes them cheaper.
- Guttersnipe threatens your opponent’s life points quickly.
- Izzet Guildmage copies your spells without using additional cards.
- Murmuring Mystic provides you with a bunch of flyers.
- Pteramander can adapt quickly.
It certainly looks like Izzet received an All-Star collection of payoffs. And that’s without counting rares! There are some that you’d really want to open when playing this particular archetype. Both Mizzix’s Mastery and Niv-Mizzet, Parun would be extremely powerful and fun.
Instants & Sorceries
It looks like Izzet will be able to feast, as there are also a ton of good enablers too. Anything that draws you a card and relatively cheap can be good. You can use card like Quicken, Repeal, Radical Idea. Counterspells can also be good.
Red gives you some burn, such as Demonfire and Skewer the Critics. Additionally, Krenko’s Command is a sorcery that makes creatures. Those types of cards are crucial, as you not having enough creatures can sometimes be a problem in such decks.
It looks like Ravnica Remastered offers plenty of reasons for Izzet mages’ happiness.
Blue-Green: Simic Value & Counters



As usual, Simic decks is a unique one. This time around, it plays around with +1/+1 counters and with some value cards.
The value comes from stuff like Frilled Mystic, Coiling Oracle, and, of course Sharktocrab. This creature plays well with other +1/+1 counters, but is just an amazing creature on its own.
1/+1 counters start with Cloudfin Raptor, Experiment One, and Crocanura. However these are all pretty good cards, and many other decks will want to pick them. Keep that in mind, and pick them – especially the one drops – quite highly.
If you have lots of creatures with +1/+1 counters, Helium Squirter will also be at its best in this deck. On top of that, you also unlock the full power of Simic Guildmage. If you have open mana, and a couple of creatures with some counters, the combat is going to be a nightmare for your opponent. Don’t forget, it can also mess up with opponent’s counters.
Simic looks quite fun to play, if you’re the only Simic drafter at the table. If multiple players are fighting over the deck, it’s going to be significantly weaker.
Black-Green: Golgari Graveyard



Golgari is a midrange with plenty of graveyard synergies. There quite some ways to fill your graveyard. For example, you could use dredge card, such as Golgari Thug and Greater Mossdog. Besides, you could also go with Balustrade Spy and Glowspore Shaman.
What will this accomplish? For one thing, you’re getting more selection with Golgari Findbroker, Macabre Waltz and other similar effects. If you mill any of the scavenge cards (Drudge Beetle, Sewer Shambler, and Slitherhead), that’s akin to drawing a card.
As most of those cards are good on their own, you don’t really need to go hard on the self-mill theme. You’d likely win more if you’re picking cards that are more efficient than Greater Mossdog. Then again, you might want to assemble the dream by completely milling yourself with Golgari Grave-Troll, followed by Loaming Shaman returning only the good cards to your deck.
It mostly depends on what you want. If you want to have fun with graveyard shenanigans, you should certainly go for it. On the other hand, if you want to win more. It’s probably better to go for a solid deck with cards such as Fungal Rebirth and Putrefy. The graveyard synergies in a such deck would mostly be incidental, and still work quite fine.
Best Commons for Ravnica Remastered Draft
So, know you know what the archetypes are trying to do. If you’ve been reading our guides for a while, you know that commons typically come before archetype breakdown. So, why the switch?
With so many powerful commons being in two colors, it made sense to first talk about the guilds. However, the mono-colored commons are still important, especially the ones that can fit into multiple archetypes. Many players will be competing for them. Let’s see what these are.
White
1. Faith’s Fetters

This is quite an expensive Pacifism variant. However, the 4 life is well worth the cost. A removal spell with such a big life swing is a rare occurrence. Thus, it’s easy to underrate it, if you’ve never played with such a card. Once you’ve played with this card, you’ll quickly realize why it’s so amazing, and why you’d be happy to play multiples.
The added part about activated abilities is super relevant as it stops the whole Guildmage cycle, as well as planeswalkers.
2. Basilica Guards

1/4 defender for three might seem bad. However, in this format the stats will mostly be fine, but the real power comes from the extort ability. Whenever you cast a spell, you can pay an additional black or white mana. If you do, you drain your opponent for one.
So, this slightly improves all of your future spells, as well as adds a passable blocker to the board. It also plays well in multiples. Imagine having two of those in play. Now every spell can also drain your opponent for two. There’s only so many times this needs to happen before you win the game.
3. Syndicate Messenger

Messenger is simply an efficient four drop. 2/3 flyer is slightly below rate, but when an opponent manages to deal with it, you get a 1/1 flyer. In a way you’re getting two bodies, albeit one is slightly delayed.
Honorable Mentions

At its worst Eyes in the Skies makes two 1/1 flyers. That’s already a passable deal, but sometimes you’ll copy a better token. With something like Call of the Conclave this cards becomes stronger.
Many of white decks will have the option of going wide. Such decks will be able to cast Conclave Equenaut for cheap.
Blue
1. Cloudfin Raptor

This card is so absurdly good, that it’s a very big surprise it became a common. (It was an uncommon back in Gatecrash.) Imagine you play this early, then follow it up by any two creatures. This will become a 2/3 flyer, which you only paid a single mana for. On top of that, it might very well grow into an even bigger creature.
The only downside is that it’s not a great top deck in the late game, but that again – which one mana creature is? This might just be the best common, not just in blue, but in the whole Ravnica Remastered draft.
2. Repeal

The combination of bounce spell and card draw is typically very strong. While Repeal can be a bit clunky when you want to deal with a more expensive threat, it still useful even in a such scenario. On top of that, it has many things going for it.
For one mana you get to kill any token, which will be relevant in this format. It card target nonland permanents, and not just creatures. Finally, it can also target your own stuff. Once you consider all of that, you can see why this is such a good card.
3. Compulsive Research

Early in the game, this is a fine combination of selection and card draw. Late in the game, this is just a three mana draw three, as lands aren’t that important. Having so many additional cards to use, makes it much easier to win the game.
Honorable Mentions

Surveil bumps Sinister Sabotage from a mediocre counterspell to a good one. However, you do want to have at least 10 blue sources, so you’re more likely to have two blue mana on turn 3 if necessary.
Helium Squirter is, at it’s worst a five mana 3/3 flyer. You’re overpaying for about one mana. However, if you have other creatures with +1/+1 counters, they can also learn how to fly. Additionally, the graft ability is quite useful too.
Black
1. Last Gasp

This is the most efficient mono-colored common removal spell in Ravnica Remastered draft. It deals with 115 out of 150 creatures on its own. That’s 76.7% of all creatures in the format. It can also be used as a combat trick, to deal with even bigger threats.
For two mana, it’s hard to ask more from your removal spell, so this will be played in any black archetype.
2. Blade Juggler

Creature that draw a card when they come into play are very good. However, at five mana you really aren’t that exciting about Juggler. You really want to play a more aggressive deck, so you can cast it for three mana reliably. At that point, it becomes extremely strong.
3. Disembowel

Similar to Repeal, Disembowel can be clunky when dealing with bigger threats. However, it does deal with them, and it scales so it can be used at all points of the game.
Honorable Mentions

It feels like in Ravnica Remastered all of your cards will matter. Even the extra lands, as they can be used for activating Guildmages multiple times per turn. Whenever that’s the case, cards like Burglar Rat are good. They are a two-for-one, even if a weak one.
Sewer Shambler seems a bit overcosted, but you do get an additional card out of it, when it dies. If you can trade it for something relevant, you’ll be happy with it. Getting two +1/+1 counters is a real deal. There’s also some synergy with self-mill.
Six mana for a 5/3 is a bit weird statline. However, Debtors’ Transport can still be used successfully, and when it dies you get two 1/1 flyers. That’s certainly another card’s worth of value.
Red
1. Skewer the Critics

Just as Last Gasp, this also deals with over three quarters of all creatures in Ravnica Remastered draft. For three mana, that’s a good deal. However, sometimes, you’re getting a relevant discount.
On top of that, you can also target an opponent. Don’t forget about that, as that can win you a non-zero amount of games.
2. Mugging

Mugging still deals with 59.3% of creatures in the format. That’s good enough for a one mana spell, especially since you can deal with those pesky Guildmages. On top of that, making a creature unable to block, can often enable safe attacks.
3. Krenko’s Command

The rate of this card is fine, but what really pushes it into top common category is the fact that it fits well into so many archetypes. Go-wide, aggro, spells, and sacrifice. All of those will want to play this card. Thus, it’s important to pick it up relatively quickly, if you’re interested in playing it.
Honorable Mentions

Wojek Bodyguard has passable stats, but the mentor ability is particularly strong. Two drop into Bodyguard can be an easy-to-assemble powerful start. There is some downside to it, but when you can only attack with one creature, you’re aggro deck is already doing quite poorly.
For mana for a 3/3 is weak, even considering that not all the cards in this format are up to modern day’s standards. However, Rubblebelt Maaka should be considered a combat trick first, with the creature being a fail case. +3/+3 is a big boost, even if it only works on attacking creatures.
Burning Prophet doesn’t need that many noncreature spells to be playable. However, if you do have more of them, it becomes better and better.
Green
1. Band Together

In most games, you’ll be able to deal with any creature by using this removal spell. Band Together does risk your creatures, as they don’t actually fight. Additionally, if you have two creatures in play, there’s a lesser chance of being blown out, as compared to a regular fight spell. Speaking of which…
2. Titanic Brawl

This one is a bit riskier, but makes up for it by being very mana efficient. That’s especially true when you have creatures with +1/+1 counters in your deck. Oh, and would you look at that! Another perfect segue.
3. Crocanura

You really want to evolve this Frog once before it becomes okay. However, once you get a second counter, you’re really happy with it. Potentially evolving it further is just bonkers. There are lots of flyers in this format, so reach will also be a relevant ability against some decks.
Honorable Mentions

Drudge Beetle is simply a playable two drop with late game relevancy. Trade it early, then put two counters somewhere. You really aren’t making any sacrifices on the front part, so this card can be a clunky two-for-one.
You need to watch out when you play Fists of Ironwood. However, if you can land it safely, it’s a pretty good card. You are putting two creatures in play, and trample might be relevant in some scenarios.
A five mana 5/5 will be good in Ravnica Remastered draft. Rampaging Rendhorn can be that, but also a 4/4 haster, if that’s more beneficial for you.
With that, our common overview wraps up, and now it’s time to check out some
Additional Tips for Ravnica Remastered Draft
Before we wrap up, here are some final tips for drafting Ravnica Remastered.
Mini Combos


Whenever such sets come together, it’s interesting to see if there are any cool interactions between the cards. Some of these were possible in their original draft format, but some are available for the first time in Limited:
- Judge’s Familiar into Civic Saber allows you to attack with a 3/1 flyer on your second turn.
- Silhana Ledgewalker is good with all sorts of auras, such as Forced Adaptation and Moldervine Cloak. You want multiple Ledgewalkers for this strategy to be reliable. To a lesser extent Experiment One can also fill that role, while being just a better card in a vacuum.
- If you give Mayhem Devil deathtouch with Bladebrand, you’ll be able to kill a creature whenever a permanent is sacrificed that turn.
- Phytohydra equipped by Pariah’s Shield is quite fun, albeit clunky and hard to assemble. (Both mana-wise, and during the draft.)
This list by no means contains all possible mini combos. Feel free to post a comment below, if you’ve found another.
Hybrid Cards

If you aren’t that experienced with hybrid cards, you might mistake something like Azorius Guildmage for a white-blue only card. Sure, it’s most powerful in that shell, however it’s good enough that you’d play it in any white deck. While it will be harder to cast, by costing two white mana, you’ll still be able to use its more relevant ability multiple times.
Same is true for other Guildmages and other hybrid mana cards. You don’t need to play both of the colors to play the card.
Mana Fixing

As with most multicolor formats, Ravnica Remastered draft also offers plenty of fixing. In your mana base, you’ll want to play some appropriate Gates, such as Gruul Guildgate. If you’re lucky you might be able to upgrade it into a shock land, Stomping Ground.
Of course, you could also use mana rocks, like Selesnya Signet. Signets are quite good as they not only fix your mana, but also ramp you. If you play them with mana left over, you can activate them on the turn they’re played. This effectively makes them cost one mana. Apart from the most aggressive decks, every deck would like to play a signet or perhaps two.
Each guild gets a signet, a shock land and a guildgate. On top of that, green also has cards like Open the Gates, Utopia Sprawl and Farseek, which can help with your mana.
Splashing
This can allow you to splash a third color for either powerful cards or off-color Guildmage activations. (What is splashing?)
Here’s an interesting thing about splashing in this set. Say you’re playing Selesnya. If you’ splash black, you can now splash both Golgari and Orzhov cards. Perhaps it might be possible to play three colors, but that would be a very hard challenge. It’s most likely best to stick to two colors, with perhaps a light splash.
Ravnica Remastered Draft Tier List
I tried my best to keep this article succinct. That’s why I only talked about some guild-specific cards and the best commons. However, that doesn’t help you with evaluating specific cards.
That’s why you want to check another article, Ravnica Remastered Draft Tier List. In that one you’ll find every card in the set graded. Combined with everything you’ve learnt in this article, that article will give you yet another tool to use in your drafts.
Which Guild is Best in Ravnica Remastered Draft?
Instead of traditional power rankings, we’ll try to do something a bit different. We’ll just list the three archetypes, that seem the best early on. Without any particular order those three are: Selesnya, Izzet, and Orzhov.
All of them access many of powerful cards, their synergies are strong and well supported. Thus, they seem to be the front-runners. Of course, that doesn’t mean other decks are bad. It looks like every deck has the tools it needs to succeed. On top of that, draft is self-correcting. If four player draft Izzet for example, then it’s a better idea to draft something else.
If you’re doing just a single draft, you can just draft your favorite guild. However, if you want to win don’t force it. If you’re a Golgari fan, but no black-green cards are coming, it’s best to switch to something else.
Format Speed
This format uses cards from three vastly different eras of Magic. As a result, the format probably won’t be crazy fast, and you’ll have ways to use your mana sinks, such as Guildmages.

However, as with every set on Ravnica, Boros (and to a lesser extent Rakdos) can be very aggressive. If you aren’t planning for the early game, you’ll probably be run over by such decks.
So, prepare for the early game, but also plan for the late game, and have ways to win the long game. Of course, unless you’re playing Boros yourself. In that case, just go fast.
Mastering Ravnica Remastered Draft
Now you should have a good idea of the format as a whole. If you like Ravnica, don’t forget that a brand-new set will be released in a month or so. You can discover more about it as well as Murders at Karlov Manor spoilers here.
Are you organizing a draft for your play group? If so, you’re going to need a Draft booster box. It comes with 36 packs, which is enough for an 8 player draft with 12 packs for prizes. You can order a box on Amazon.
Until next time, have fun and win many games of your Ravnica Remastered drafts!

