Return to Ravnica block

The Return to Ravnica block, comprising the large expansions Return to Ravnica () and Gatecrash (), and the small expansion Dragon's Maze (), is the 19th block in Magic: The Gathering history. The block was released over 20122013. 
==Sets==
 
 
 
 File:RTR logo.jpg|250px
 default Return to Ravnica
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 File:GTC logo.jpg|250px
 default Gatecrash
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 File:DGM logo.png|250px
 default Dragon's Maze
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==Block details==
Unlike most blocks, the Return to Ravnica block has two large expansions: Return to Ravnica (RTR) and Gatecrash (GTC). These expansions were drafted at three booster packs each (RTR-RTR-RTR followed by GTC-GTC-GTC). Once Dragon's Maze (DGM) was released, the draft order became DGM-GTC-RTR.San Diego Comic-Con Panel 2012 (3:54-4:22) by wizardsmtg, YouTube, July 15, 2012
Return to Ravnica (the first set) focuses on five guilds (Azorius, Golgari, Izzet, Rakdos, Selesnya), while Gatecrash focuses on the other five guilds (Boros, Dimir, Gruul, Orzhov, Simic). Dragon's Maze covers all ten guilds.
===Development codenames===
The development codenames for the Return to Ravnica expansions were "Hook", "Line", and "Sinker".
===Flavor text message===
In the flavor text of each Guildgate, three or four letters are minutely offset from the others (they are slightly higher). If the Guildgates are ordered in guild order, a message is revealed.
* Return to Ravnica: THE GUILDS OF RAVNICA 
* Gatecrash: WILL DESTROY EACH OTHER 
* Dragon's Maze: UNLESS THE MAZE IS SOLVED AND THE GUILDPACT REBORN
==Themes and mechanics==
The primary theme of Return to Ravnica block was the bicolored guilds of Ravnica and multicolored cards.
The keywords introduced in the Return to Ravnica block are:
Guild 	Azorius	Dimir 	Rakdos 	Gruul 	Selesnya	Orzhov	Izzet 	Golgari 	Boros 	Simic
Keyword	Detain 	Cipher	Unleash	Bloodrush	Populate	Extort	Overload	Scavenge	Battalion	Evolve
The block, specifically Dragon's Maze, also introduced the mechanic Fuse, which is featured exclusively on split cards.
==Mega cycles==
Return to Ravnica block features six 10-card guild mega cycle, with one card per guild, distributed across Return to Ravnica and Gatecrash.
Dragon's Maze itself features 10-card guild cycles.
Cycle name 	Azorius 	Dimir 	Rakdos 	Gruul 	Selesnya 	Orzhov 	Izzet 	Golgari 	Boros 	Simic
Off-color-activation cards 	<c>Tower Drake</c> 	<c>Horror of the Dim</c> 	<c>Deviant Glee</c> 	<c>Disciple of the Old Ways</c> 	<c>Selesnya Sentry</c> 	<c>Dutiful Thrull</c> 	<c>Pursuit of Flight</c> 	<c>Stonefare Crocodile</c> 	<c>Towering Thunderfist</c> 	<c>Frilled Oculus</c>
Off-color-activation cards 	Each of these permanent cards have an activated ability costing mana of other color of the guild to which they are aligned. 	Each of these permanent cards have an activated ability costing mana of other color of the guild to which they are aligned. 	Each of these permanent cards have an activated ability costing mana of other color of the guild to which they are aligned. 	Each of these permanent cards have an activated ability costing mana of other color of the guild to which they are aligned. 	Each of these permanent cards have an activated ability costing mana of other color of the guild to which they are aligned. 	Each of these permanent cards have an activated ability costing mana of other color of the guild to which they are aligned. 	Each of these permanent cards have an activated ability costing mana of other color of the guild to which they are aligned. 	Each of these permanent cards have an activated ability costing mana of other color of the guild to which they are aligned. 	Each of these permanent cards have an activated ability costing mana of other color of the guild to which they are aligned. 	Each of these permanent cards have an activated ability costing mana of other color of the guild to which they are aligned.
Guild charms 	<c>Azorius Charm</c> 	<c>Dimir Charm</c> 	<c>Rakdos Charm</c> 	<c>Gruul Charm</c> 	<c>Selesnya Charm</c> 	<c>Orzhov Charm</c> 	<c>Izzet Charm</c> 	<c>Golgari Charm</c> 	<c>Boros Charm</c> 	<c>Simic Charm</c>
Guild charms 	Each of these uncommon instant spells costs two colored mana, one for each guild color, and allow their controller to choose one of three thematically relevant effects. 	Each of these uncommon instant spells costs two colored mana, one for each guild color, and allow their controller to choose one of three thematically relevant effects. 	Each of these uncommon instant spells costs two colored mana, one for each guild color, and allow their controller to choose one of three thematically relevant effects. 	Each of these uncommon instant spells costs two colored mana, one for each guild color, and allow their controller to choose one of three thematically relevant effects. 	Each of these uncommon instant spells costs two colored mana, one for each guild color, and allow their controller to choose one of three thematically relevant effects. 	Each of these uncommon instant spells costs two colored mana, one for each guild color, and allow their controller to choose one of three thematically relevant effects. 	Each of these uncommon instant spells costs two colored mana, one for each guild color, and allow their controller to choose one of three thematically relevant effects. 	Each of these uncommon instant spells costs two colored mana, one for each guild color, and allow their controller to choose one of three thematically relevant effects. 	Each of these uncommon instant spells costs two colored mana, one for each guild color, and allow their controller to choose one of three thematically relevant effects. 	Each of these uncommon instant spells costs two colored mana, one for each guild color, and allow their controller to choose one of three thematically relevant effects.
Guildmages 	<c>New Prahv Guildmage</c> 	<c>Duskmantle Guildmage</c> 	<c>Rix Maadi Guildmage</c> 	<c>Skarrg Guildmage</c> 	<c>Vitu-Ghazi Guildmage</c> 	<c>Vizkopa Guildmage</c> 	<c>Nivix Guildmage</c> 	<c>Korozda Guildmage</c> 	<c>Sunhome Guildmage</c> 	<c>Zameck Guildmage</c>
Guildmages 	Each of these uncommon 2/2 creatures costs two colored mana, one of each of its guild's colors. Each gold-mage has two activated abilities that cost both colors of its guild and are thematically related to both of the colors of the guild.<P></P>As these guildmages require one of each of its guild's colors and thus have a gold-colored card frame, as opposed to a hybrid card frame, colloquially, in Wizards of the Coast R&D, they are referred to as "gold-mages".	Each of these uncommon 2/2 creatures costs two colored mana, one of each of its guild's colors. Each gold-mage has two activated abilities that cost both colors of its guild and are thematically related to both of the colors of the guild.<P></P>As these guildmages require one of each of its guild's colors and thus have a gold-colored card frame, as opposed to a hybrid card frame, colloquially, in Wizards of the Coast R&D, they are referred to as "gold-mages".	Each of these uncommon 2/2 creatures costs two colored mana, one of each of its guild's colors. Each gold-mage has two activated abilities that cost both colors of its guild and are thematically related to both of the colors of the guild.<P></P>As these guildmages require one of each of its guild's colors and thus have a gold-colored card frame, as opposed to a hybrid card frame, colloquially, in Wizards of the Coast R&D, they are referred to as "gold-mages".	Each of these uncommon 2/2 creatures costs two colored mana, one of each of its guild's colors. Each gold-mage has two activated abilities that cost both colors of its guild and are thematically related to both of the colors of the guild.<P></P>As these guildmages require one of each of its guild's colors and thus have a gold-colored card frame, as opposed to a hybrid card frame, colloquially, in Wizards of the Coast R&D, they are referred to as "gold-mages".	Each of these uncommon 2/2 creatures costs two colored mana, one of each of its guild's colors. Each gold-mage has two activated abilities that cost both colors of its guild and are thematically related to both of the colors of the guild.<P></P>As these guildmages require one of each of its guild's colors and thus have a gold-colored card frame, as opposed to a hybrid card frame, colloquially, in Wizards of the Coast R&D, they are referred to as "gold-mages".	Each of these uncommon 2/2 creatures costs two colored mana, one of each of its guild's colors. Each gold-mage has two activated abilities that cost both colors of its guild and are thematically related to both of the colors of the guild.<P></P>As these guildmages require one of each of its guild's colors and thus have a gold-colored card frame, as opposed to a hybrid card frame, colloquially, in Wizards of the Coast R&D, they are referred to as "gold-mages".	Each of these uncommon 2/2 creatures costs two colored mana, one of each of its guild's colors. Each gold-mage has two activated abilities that cost both colors of its guild and are thematically related to both of the colors of the guild.<P></P>As these guildmages require one of each of its guild's colors and thus have a gold-colored card frame, as opposed to a hybrid card frame, colloquially, in Wizards of the Coast R&D, they are referred to as "gold-mages".	Each of these uncommon 2/2 creatures costs two colored mana, one of each of its guild's colors. Each gold-mage has two activated abilities that cost both colors of its guild and are thematically related to both of the colors of the guild.<P></P>As these guildmages require one of each of its guild's colors and thus have a gold-colored card frame, as opposed to a hybrid card frame, colloquially, in Wizards of the Coast R&D, they are referred to as "gold-mages".	Each of these uncommon 2/2 creatures costs two colored mana, one of each of its guild's colors. Each gold-mage has two activated abilities that cost both colors of its guild and are thematically related to both of the colors of the guild.<P></P>As these guildmages require one of each of its guild's colors and thus have a gold-colored card frame, as opposed to a hybrid card frame, colloquially, in Wizards of the Coast R&D, they are referred to as "gold-mages".	Each of these uncommon 2/2 creatures costs two colored mana, one of each of its guild's colors. Each gold-mage has two activated abilities that cost both colors of its guild and are thematically related to both of the colors of the guild.<P></P>As these guildmages require one of each of its guild's colors and thus have a gold-colored card frame, as opposed to a hybrid card frame, colloquially, in Wizards of the Coast R&D, they are referred to as "gold-mages".
Guildmasters 	<c>Isperia, Supreme Judge</c> 	<c>Lazav, Dimir Mastermind</c> 	<c>Rakdos, Lord of Riots</c> 	<c>Borborygmos Enraged</c> 	<c>Trostani, Selesnya's Voice</c> 	<c>Obzedat, Ghost Council</c> 	<c>Niv-Mizzet, Dracogenius</c> 	<c>Jarad, Golgari Lich Lord</c> 	<c>Aurelia, the Warleader</c> 	<c>Prime Speaker Zegana</c>
Guildmasters 	Each of these mythic rare legendary creatures represents the current leader of its respective guild. 	Each of these mythic rare legendary creatures represents the current leader of its respective guild. 	Each of these mythic rare legendary creatures represents the current leader of its respective guild. 	Each of these mythic rare legendary creatures represents the current leader of its respective guild. 	Each of these mythic rare legendary creatures represents the current leader of its respective guild. 	Each of these mythic rare legendary creatures represents the current leader of its respective guild. 	Each of these mythic rare legendary creatures represents the current leader of its respective guild. 	Each of these mythic rare legendary creatures represents the current leader of its respective guild. 	Each of these mythic rare legendary creatures represents the current leader of its respective guild. 	Each of these mythic rare legendary creatures represents the current leader of its respective guild.
Guild Champions 	<c>Lavinia of the Tenth</c> 	<c>Mirko Vosk, Mind Drinker</c> 	<c>Exava, Rakdos Blood Witch</c> 	<c>Ruric Thar, the Unbowed</c> 	<c>Emmara Tandris</c> 	<c>Teysa, Envoy of Ghosts</c> 	<c>Melek, Izzet Paragon</c> 	<c>Varolz, the Scar-Striped</c> 	<c>Tajic, Blade of the Legion</c> 	<c>Vorel of the Hull Clade</c>
Guild Champions 	Each of these rare legendary creatures represents the champion sent by the guild into the Implicit Maze. 	Each of these rare legendary creatures represents the champion sent by the guild into the Implicit Maze. 	Each of these rare legendary creatures represents the champion sent by the guild into the Implicit Maze. 	Each of these rare legendary creatures represents the champion sent by the guild into the Implicit Maze. 	Each of these rare legendary creatures represents the champion sent by the guild into the Implicit Maze. 	Each of these rare legendary creatures represents the champion sent by the guild into the Implicit Maze. 	Each of these rare legendary creatures represents the champion sent by the guild into the Implicit Maze. 	Each of these rare legendary creatures represents the champion sent by the guild into the Implicit Maze. 	Each of these rare legendary creatures represents the champion sent by the guild into the Implicit Maze. 	Each of these rare legendary creatures represents the champion sent by the guild into the Implicit Maze.
Multicolored spells (mythic)	<c>Sphinx's Revelation</c> 	<c>Duskmantle Seer</c> 	<c>Rakdos's Return</c> 	<c>Domri Rade</c> 	<c>Armada Wurm</c> 	<c>Deathpact Angel</c> 	<c>Epic Experiment</c> 	<c>Vraska the Unseen</c> 	<c>Aurelia's Fury</c> 	<c>Master Biomancer</c>
Multicolored spells (mythic)	Each of these mythic rare spells are thematically unrelated, except for their being multicolored spells. 	Each of these mythic rare spells are thematically unrelated, except for their being multicolored spells. 	Each of these mythic rare spells are thematically unrelated, except for their being multicolored spells. 	Each of these mythic rare spells are thematically unrelated, except for their being multicolored spells. 	Each of these mythic rare spells are thematically unrelated, except for their being multicolored spells. 	Each of these mythic rare spells are thematically unrelated, except for their being multicolored spells. 	Each of these mythic rare spells are thematically unrelated, except for their being multicolored spells. 	Each of these mythic rare spells are thematically unrelated, except for their being multicolored spells. 	Each of these mythic rare spells are thematically unrelated, except for their being multicolored spells. 	Each of these mythic rare spells are thematically unrelated, except for their being multicolored spells.
Hybrid spells (common) 	<c>Vassal Soul</c> 	<c>Deathcult Rogue</c> 	<c>Rakdos Shred-Freak</c> 	<c>Pit Fight</c> 	<c>Sundering Growth</c> 	<c>Beckon Apparition</c> 	<c>Frostburn Weird</c> 	<c>Golgari Longlegs</c> 	<c>Shattering Blow</c> 	<c>Bioshift</c>
Hybrid spells (common) 	Each of these common spells are thematically unrelated, except for their being hybrid spells. 	Each of these common spells are thematically unrelated, except for their being hybrid spells. 	Each of these common spells are thematically unrelated, except for their being hybrid spells. 	Each of these common spells are thematically unrelated, except for their being hybrid spells. 	Each of these common spells are thematically unrelated, except for their being hybrid spells. 	Each of these common spells are thematically unrelated, except for their being hybrid spells. 	Each of these common spells are thematically unrelated, except for their being hybrid spells. 	Each of these common spells are thematically unrelated, except for their being hybrid spells. 	Each of these common spells are thematically unrelated, except for their being hybrid spells. 	Each of these common spells are thematically unrelated, except for their being hybrid spells.
Hybrid spells (uncommon) 	<c>Judge's Familiar</c> 	<c>Coerced Confession</c> 	<c>Rakdos Cackler</c> 	<c>Burning-Tree Emissary</c> 	<c>Dryad Militant</c> 	<c>Gift of Orzhova</c> 	<c>Blistercoil Weird</c> 	<c>Slitherhead</c> 	<c>Arrows of Justice</c> 	<c>Merfolk of the Depths</c>
Hybrid spells (uncommon) 	Each of these uncommon spells are thematically unrelated, except for their being hybrid spells. 	Each of these uncommon spells are thematically unrelated, except for their being hybrid spells. 	Each of these uncommon spells are thematically unrelated, except for their being hybrid spells. 	Each of these uncommon spells are thematically unrelated, except for their being hybrid spells. 	Each of these uncommon spells are thematically unrelated, except for their being hybrid spells. 	Each of these uncommon spells are thematically unrelated, except for their being hybrid spells. 	Each of these uncommon spells are thematically unrelated, except for their being hybrid spells. 	Each of these uncommon spells are thematically unrelated, except for their being hybrid spells. 	Each of these uncommon spells are thematically unrelated, except for their being hybrid spells. 	Each of these uncommon spells are thematically unrelated, except for their being hybrid spells.
Hybrid spells (rare) 	<c>Azor's Elocutors</c> 	<c>Nightveil Specter</c> 	<c>Cryptborn Horror</c> 	<c>Rubblebelt Raiders</c> 	<c>Growing Ranks</c> 	<c>Immortal Servitude</c> 	<c>Nivmagus Elemental</c> 	<c>Deathrite Shaman</c> 	<c>Boros Reckoner</c> 	<c>Biomass Mutation</c>
Hybrid spells (rare) 	Each of these rare spells are thematically unrelated, except for their being hybrid spells. 	Each of these rare spells are thematically unrelated, except for their being hybrid spells. 	Each of these rare spells are thematically unrelated, except for their being hybrid spells. 	Each of these rare spells are thematically unrelated, except for their being hybrid spells. 	Each of these rare spells are thematically unrelated, except for their being hybrid spells. 	Each of these rare spells are thematically unrelated, except for their being hybrid spells. 	Each of these rare spells are thematically unrelated, except for their being hybrid spells. 	Each of these rare spells are thematically unrelated, except for their being hybrid spells. 	Each of these rare spells are thematically unrelated, except for their being hybrid spells. 	Each of these rare spells are thematically unrelated, except for their being hybrid spells.
Keyrunes 	<c>Azorius Keyrune</c> 	<c>Dimir Keyrune</c> 	<c>Rakdos Keyrune</c> 	<c>Gruul Keyrune</c> 	<c>Selesnya Keyrune</c> 	<c>Orzhov Keyrune</c> 	<c>Izzet Keyrune</c> 	<c>Golgari Keyrune</c> 	<c>Boros Keyrune</c> 	<c>Simic Keyrune</c>
Keyrunes 	Each of these uncommon artifacts can tap to produce one mana of either of the two colors of the guild with which they are associated and has an activated ability allowing it to become a creature, more often than not gaining an ability additional ability, until end of turn. 	Each of these uncommon artifacts can tap to produce one mana of either of the two colors of the guild with which they are associated and has an activated ability allowing it to become a creature, more often than not gaining an ability additional ability, until end of turn. 	Each of these uncommon artifacts can tap to produce one mana of either of the two colors of the guild with which they are associated and has an activated ability allowing it to become a creature, more often than not gaining an ability additional ability, until end of turn. 	Each of these uncommon artifacts can tap to produce one mana of either of the two colors of the guild with which they are associated and has an activated ability allowing it to become a creature, more often than not gaining an ability additional ability, until end of turn. 	Each of these uncommon artifacts can tap to produce one mana of either of the two colors of the guild with which they are associated and has an activated ability allowing it to become a creature, more often than not gaining an ability additional ability, until end of turn. 	Each of these uncommon artifacts can tap to produce one mana of either of the two colors of the guild with which they are associated and has an activated ability allowing it to become a creature, more often than not gaining an ability additional ability, until end of turn. 	Each of these uncommon artifacts can tap to produce one mana of either of the two colors of the guild with which they are associated and has an activated ability allowing it to become a creature, more often than not gaining an ability additional ability, until end of turn. 	Each of these uncommon artifacts can tap to produce one mana of either of the two colors of the guild with which they are associated and has an activated ability allowing it to become a creature, more often than not gaining an ability additional ability, until end of turn. 	Each of these uncommon artifacts can tap to produce one mana of either of the two colors of the guild with which they are associated and has an activated ability allowing it to become a creature, more often than not gaining an ability additional ability, until end of turn. 	Each of these uncommon artifacts can tap to produce one mana of either of the two colors of the guild with which they are associated and has an activated ability allowing it to become a creature, more often than not gaining an ability additional ability, until end of turn.
Shock lands 	<c>Hallowed Fountain</c> 	<c>Watery Grave</c> 	<c>Blood Crypt</c> 	<c>Stomping Ground</c> 	<c>Temple Garden</c> 	<c>Godless Shrine</c> 	<c>Steam Vents</c> 	<c>Overgrown Tomb</c> 	<c>Sacred Foundry</c> 	<c>Breeding Pool</c>
Shock lands 	Each of these rare nonbasic dual lands has two basic land types and enters the battlefield tapped unless its controller pays 2 life. 	Each of these rare nonbasic dual lands has two basic land types and enters the battlefield tapped unless its controller pays 2 life. 	Each of these rare nonbasic dual lands has two basic land types and enters the battlefield tapped unless its controller pays 2 life. 	Each of these rare nonbasic dual lands has two basic land types and enters the battlefield tapped unless its controller pays 2 life. 	Each of these rare nonbasic dual lands has two basic land types and enters the battlefield tapped unless its controller pays 2 life. 	Each of these rare nonbasic dual lands has two basic land types and enters the battlefield tapped unless its controller pays 2 life. 	Each of these rare nonbasic dual lands has two basic land types and enters the battlefield tapped unless its controller pays 2 life. 	Each of these rare nonbasic dual lands has two basic land types and enters the battlefield tapped unless its controller pays 2 life. 	Each of these rare nonbasic dual lands has two basic land types and enters the battlefield tapped unless its controller pays 2 life. 	Each of these rare nonbasic dual lands has two basic land types and enters the battlefield tapped unless its controller pays 2 life.
Guildgates 	<c>Azorius Guildgate</c> 	<c>Dimir Guildgate</c> 	<c>Rakdos Guildgate</c> 	<c>Gruul Guildgate</c> 	<c>Selesnya Guildgate</c> 	<c>Orzhov Guildgate</c> 	<c>Izzet Guildgate</c> 	<c>Golgari Guildgate</c> 	<c>Boros Guildgate</c> 	<c>Simic Guildgate</c>
Guildgates 	Each of these common nonbasic lands with the Gate subtype enter the battlefield tapped and produce one of either of its respective guild's colors.<P></P>These lands were designed in light of the necessity for common mana-fixing but the Ravnica block "karoo lands" or "bounce lands" being too "good" in Limited.<P></P>Each of these were reprinted with zoomed-out art and new flavor text in Dragon's Maze. 	Each of these common nonbasic lands with the Gate subtype enter the battlefield tapped and produce one of either of its respective guild's colors.<P></P>These lands were designed in light of the necessity for common mana-fixing but the Ravnica block "karoo lands" or "bounce lands" being too "good" in Limited.<P></P>Each of these were reprinted with zoomed-out art and new flavor text in Dragon's Maze. 	Each of these common nonbasic lands with the Gate subtype enter the battlefield tapped and produce one of either of its respective guild's colors.<P></P>These lands were designed in light of the necessity for common mana-fixing but the Ravnica block "karoo lands" or "bounce lands" being too "good" in Limited.<P></P>Each of these were reprinted with zoomed-out art and new flavor text in Dragon's Maze. 	Each of these common nonbasic lands with the Gate subtype enter the battlefield tapped and produce one of either of its respective guild's colors.<P></P>These lands were designed in light of the necessity for common mana-fixing but the Ravnica block "karoo lands" or "bounce lands" being too "good" in Limited.<P></P>Each of these were reprinted with zoomed-out art and new flavor text in Dragon's Maze. 	Each of these common nonbasic lands with the Gate subtype enter the battlefield tapped and produce one of either of its respective guild's colors.<P></P>These lands were designed in light of the necessity for common mana-fixing but the Ravnica block "karoo lands" or "bounce lands" being too "good" in Limited.<P></P>Each of these were reprinted with zoomed-out art and new flavor text in Dragon's Maze. 	Each of these common nonbasic lands with the Gate subtype enter the battlefield tapped and produce one of either of its respective guild's colors.<P></P>These lands were designed in light of the necessity for common mana-fixing but the Ravnica block "karoo lands" or "bounce lands" being too "good" in Limited.<P></P>Each of these were reprinted with zoomed-out art and new flavor text in Dragon's Maze. 	Each of these common nonbasic lands with the Gate subtype enter the battlefield tapped and produce one of either of its respective guild's colors.<P></P>These lands were designed in light of the necessity for common mana-fixing but the Ravnica block "karoo lands" or "bounce lands" being too "good" in Limited.<P></P>Each of these were reprinted with zoomed-out art and new flavor text in Dragon's Maze. 	Each of these common nonbasic lands with the Gate subtype enter the battlefield tapped and produce one of either of its respective guild's colors.<P></P>These lands were designed in light of the necessity for common mana-fixing but the Ravnica block "karoo lands" or "bounce lands" being too "good" in Limited.<P></P>Each of these were reprinted with zoomed-out art and new flavor text in Dragon's Maze. 	Each of these common nonbasic lands with the Gate subtype enter the battlefield tapped and produce one of either of its respective guild's colors.<P></P>These lands were designed in light of the necessity for common mana-fixing but the Ravnica block "karoo lands" or "bounce lands" being too "good" in Limited.<P></P>Each of these were reprinted with zoomed-out art and new flavor text in Dragon's Maze. 	Each of these common nonbasic lands with the Gate subtype enter the battlefield tapped and produce one of either of its respective guild's colors.<P></P>These lands were designed in light of the necessity for common mana-fixing but the Ravnica block "karoo lands" or "bounce lands" being too "good" in Limited.<P></P>Each of these were reprinted with zoomed-out art and new flavor text in Dragon's Maze.
==Theme decks==
==References==