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Ravnica

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Ravnica
Visions of ravnica.jpg
Information
First seen Ravnica: City of Guilds
Last seen War of the Spark
Planeswalkers Domri Rade, Ral Zarek, Vraska
Rabiah Scale 1[1]
Status Rebuilding

Ravnica is a plane whose main planet is covered in a large city, also referred to as Ravnica.[2][3] It takes its flavor from that of Eastern Europe. Ravnica is the setting of the Ravnica block, Return to Ravnica block and Guilds of Ravnica, Ravnica Allegiance, and War of the Spark expansions.

Description[edit | edit source]

Ravnica is a worldwide cityscape; an ecumenopolis consisting of a patchwork of grand halls, decrepit slums, and ancient ruins, with layer upon layer of stonework.[4] Law magic and the metaphysics of hierarchy are deeply woven into the very fabric of the plane, enabling cooperating leaders to achieve feats of greatness.[5]

Of the world's countless civic centers, one looms large above all others: the City of Ravnica, a metropolis so vast that its name has long since become synonymous with the entire plane. Centuries of Ravnican business—powered in many cases by Izzet boilerworks and other guilds’ foundries—have saturated Ravnica’s atmosphere with all manner of industrial pollution.[6] Prior to the events of Dissension, the city and plane of Ravnica had been ruled by the Ravnican guilds and governed by the Guildpact for more than ten millennia.

Ravnica has two moons.[7] While much of its surface is urbanized, subterranean oceans exist.

Ravnica and the Multiverse[edit | edit source]

As a plane, Ravnica was affected by the Rift Crisis on Nexus of the Multiverse, Dominaria. As a consequence, it became isolated from the rest of the Multiverse, in a seal similar to the Shard of the Twelve Worlds, but with Ravnica as the only plane.[8][9] On the surface of this 'micro-shard' appeared a blister, a piece of folded aether that trapped all Ravnican souls upon death, forcing them to become spirits and ghosts that manifested themselves on Ravnica's physical plane as the Ghost Quarter of Agyrem.[10] The separation might also have improved the lifespan of its inhabitants; for example, Agrus Kos was a normal human, who was over 120 years old, an age likely roughly equivalent to 65–70 years on Earth.

After the Mending the Ravnican ghost-world anomaly was dissolved, and the trapped spirits were able to pass on to the aether.[11][12]

History[edit | edit source]

The Erstwhile[edit | edit source]

A delicate and sophisticated race of elves known as the Erstwhile once were an important faction in Ravnica. They were laid to rest in coffins in Umerilek, Mausoleum of the Erstwhile.[13] They returned as Zombie Attendants of Vraska. Their leader is Storrev.

Government and law: Guildpact[edit | edit source]

Ten thousand years before the events of Ravnica, the plane of Ravnica boasted untold violence and brutality, with various factions constantly waging war against one or more of the others. Realizing that this neverending war would ultimately destroy everything, a council between ten factions was held, where the leader Azor I suggested establishing a living, breathing enchantment that would end the violence and ensure the survival of the factions. While some of the order-phobic factions had initial disagreements, the other nine leaders eventually concurred that such a pact was the best chance of survival. Each of the ten factions signed the Guildpact, and over time, these factions became the ten guilds of Ravnica.

The power of the Guildpact was subtle; it prevented any guild from dabbling into the business of any other guild or disturbing the stable power balance among the ten by twisting circumstance and coincidence to nullify the disruptive guild's actions. While the Guildpact was credited with bringing relative peace and prosperity to the plane, sporadic clashes between guilds still occurred. Despite any conflicts between the guilds at a particular time though, the anniversary of the Guildpact's signing was celebrated every year with a day-long festival, where all the people laid down their weapons and made merry. This celebration was called The Festival of the Guildpact.

Not all of Ravnica's citizens were a member of a guild; the vast majority have no attachment. However, the guilds were a required part of daily life, and their presence was felt everywhere on Ravnica.

The Decamillennial[edit | edit source]

During the Decamillennial Celebration of 10,000 ZC, the guildpact was broken. The ancient balance was shattered, and Ravnica was thrown in chaos.

The Interregnum[edit | edit source]

In the novel Agents of Artifice, it came to pass that the guilds were officially disbanded. Many of the guilds were forcefully torn down due to the long simmering unrest the guildless held towards their masters. There were however, remainders of the guilds present.

Return of the guilds[edit | edit source]

The former guilds, however, were not long to rest, and they reestablished, many under new leadership. Some adopted a new purpose, as the original guildpact had bound them to a specific task for over ten thousand years, and the guildless had grown weary of some of their morally questionable activities. Most guilds, however, follow the same basic structure they always had, as habit and traditions are forces at least as strong as the guildpact.[14]

The Guildpact reinstated[edit | edit source]

In 10,075 ZC, the Izzet guildmaster discovered that Azor I had created a contingency plan that would take effect if the magic of the Guildpact was ever broken. An intricate network of leylines sprawled across the districts Ravnica, called the Implicit Maze, offered a test to the guilds. If they would cooperate to solve the maze, they would secure the power of a new Guildpact. That power was eventually bestowed upon Jace Beleren, who became the Living Guildpact. Any law that he verbally confirms becomes legally binding.

Outside influence[edit | edit source]

As Jace is a planeswalker, his attention never remains focused on Ravnica for long. During his absences, the guilds return to their old habits of fighting with each other over the smallest scraps of influence or territory. Meanwhile an outside influence has taken control over several guilds, for reasons yet unknown. After Niv-Mizzet reveals his knowledge of the existence of other planes, planeswalkers, and the threat of Nicol Bolas, he has Ral Zarek turn Project Lightning Bug into a beacon to call other planeswalkers to help fight Bolas.[11][15]

Guild summit[edit | edit source]

Ral's efforts to convince the Ravnican guilds to cooperate with Niv-Mizzet's plan were met with resistance from every quarter.[16] Even bringing them together for a single meeting seemed next to impossible. Every guild had some members who supported cooperation and others who opposed it. At last, a guild summit was called in the Chamber of the Guildpact to discuss the growing tensions between the guilds. Isperia proposed a radical idea: cooperation.[17] After a contentious discussion, Niv-Mizzet arrived to reveal the real threat they were facing.[11] With that, the summit was adjourned.

The night, Vraska met Isperia alone in the conference chamber. Simultaneously fulfilling Bolas's demands and achieving personal revenge, Vraska petrified the sphinx.[18] In the morning, the guildleaders reconvened, only to find Isperia turned to stone. All hopes for cooperation now seemed shattered.

Not long after, Ral Zarek activated the Interplanar Beacon and at the same time Nicol Bolas arrived on the plane.[11]

War of the Spark[edit | edit source]

As the precarious accord among the guilds teetered on the brink of collapse, Domri Rade led the Gruul in a concerted effort to tip the world into chaos.[11] He amassed an enormous mob to rampage through the city streets, making sure that every guild suffered painful losses to keep them at each other's throats. Some among the Gruul, especially among the Zhur-Taa clan, thought this to be the End-Raze.

The fight between Nicol Bolas and the Gatewatch turns into an all-out planeswalker war. Dozens of powerful planeswalkers, from many disparate realities, unite against the elder dragon, who has claimed dominion over Ravnica and is perilously close to completing the spell that will grant him godhood. As they fight alongside the Gatewatch—led by Chandra Nalaar, Jace Beleren, and Gideon Jura—against Bolas and his relentless army of Eternals, nothing less than the fate of the multiverse is at stake.[19] Little do the Gatewatch suspect that Bolas has not only accounted for their interference, but he is practically relying on it.[11] Bolas arrives and attacks the cityplane, leading to the death of Niv-Mizzet, as well as creating a citadel and a statue of himself. As a reaction, Ral Zarek activates the Interplanar Beacon to call other planeswalkers to Ravnica. Dovin Baan later activates the Immortal Sun to trap the planeswalkers as Bolas unleashes his army of Eternals to conquer the plane and harvest the planeswalkers' sparks. Heavy damage is done to the city, including the destruction of the Vitu-Ghazi and the Chamber of the Guildpact, with much loss of life, both from citizens and planeswalkers. In the end, Bolas was defeated and a resurrected Niv-Mizzet became the new Living Guildpact.

Demographics[edit | edit source]

Guilds[edit | edit source]

Main article: Ravnican guild
  • The Azorius Senate ({W/U}) is the police force, legislative and judicial body of Ravnican bureaucracy.
  • The Boros Legion ({R/W}) is a standing army that protects the Guildpact and contains the League of Wojek, the official peacekeepers of the City of Ravnica.
  • House Dimir ({U/B}) was recently thought extinct, and provides illegal but necessary services, while openly serving as couriers, investigators, reporters, and archivists.
  • The Cult of Rakdos ({B/R}), considered a necessary evil by some, is composed of thrill-killers who provide the heavy labor force, catering and entertainment of the plane.
  • The Golgari Swarm ({B/G}) manages food production and organic waste disposal.
  • The Gruul Clans ({R/G}) have fallen from their former glory as the keepers of Ravnica's wilds and now are nothing but a loose affiliation of berserker clans who seek to wipe civilization from the plane.
  • The Izzet League ({U/R}) is responsible for the world-city's civil engineering works and new magical developments.
  • The Orzhov Syndicate ({W/B}) was originally the most widespread religion of Ravnica. Now it regulates trade and banking, among other activities such as law.
  • The Selesnya Conclave ({G/W}) promotes what is now the strongest, nature-based religion of Ravnica and its ledev guards patrol the rural areas along with being conservationists and charity workers.
  • The Simic Combine ({G/U}) provides medical assistance and performs biological research.

Geography[edit | edit source]

The original City of Ravnica was made up of 10 districts, named in simple numerical order. No correlation exists between the ten guilds and the ten districts, all guilds are active in every district. The Tenth District, in particular, is a hotbed of activity where all the guilds maintain their primary headquarters. Beyond the core are countless other districts that originated as outlying cities that eventually melded into the expanding metropolis.[20] Examples are Irbitov and Jezeru.

The Center[edit | edit source]

  • The Center of Ravnica is the hub of the great city and the entire plane. One of the only exposed areas of Ravnica’s original surface of any significant size. This site is actually the top of a mountain. At street level, it is flat, solid ground where many important halls and monuments are located.

The Ninth District[edit | edit source]

  • Former Azorius territory, but lost after the Guildpact broke. Recently claimed by the Boros from the Gruul and Rakdos with the aid of Gideon Jura.
    • The One Hundred Steps, a gateway that connects the Ninth District with the Azorius District
  • Titan's Keg Tavern, often frequented by giants.
  • Old Rav, older and deeper parts of Ravnica. Realm of the Golgari
    • Rozlad Square
    • The First Vineyard, claims to be oldest tavern on Ravnica

The Tenth District[edit | edit source]

The Tenth is the hub of most important activity on Ravnica, and this is reflected in grander architecture, busier markets, and wilder traffic in the streets.[21] To be governed effectively, the Tenth District is broken into six precincts, each the size of a small city.[20] Precinct One (also known as the Guildpact Precinct) is the hub of the wealthy and powerful and Precinct Two is populated by businesses. In Precinct Three (the Greenbelt), nature has encroached on the urban environment, while the scarred streets of Precinct Four are a proving ground for soldiers and marauders alike. Precinct Five is characterized by its many schools, libraries and laboratories, and Precinct Six is the workers district with warehouses, docks and factories.

Two major avenues and one alley run across the whole Tenth District, crossing precinct lines:

Anchored by enormous chains at the juncture of Precincts One, Three and Four, the Millenial Platform is a floating observation deck that affords the best overhead view of the District. It houses an exclusive restaurant.

There are also several plazas:

  • Tenth District Plaza, a popular place for meetings, recreation, shopping, and to be seen. Neutral ground.
  • Plaza East, home to many government officials and diplomats.
  • Plaza West, known for its nightclubs and restaurants.
  • Plaza South, (the Downside). Hub of commerce in Precinct One.

Azorius territory[edit | edit source]

  • In the Second Precinct:
    • Old Prahv, the former guildhall. Now a wilderness preserve.
    • New Prahv, the guildhall.
    • The South Records Hall.[23]
    • The Jelenn Column complex[24]
      • The Runes Library
      • The Verity Promenade
      • The Pavilion of Justice
      • The Halls of Reason
      • The Cascades of Justice, a fifteen-story waterfall turning to vapor right before it reaches the main floor of the complex.
      • The Old Laws Library
    • The Historical Archives[24]
    • The Forum of Azor.
    • Whitestone, an orderly neighborhood named for its rows af alabaster houses.
    • Griffin Heights, a neighborhood with two-story houses. Rife with corruption.
    • Uzdec, a maximum security prison.[25]
    • Exner, a new prison under construction that's supposed to dwarf Uzdec.[25]
  • Near the the waterfront.[26]
    • Parha, a run-down industrial quarter given to the Orzhov for demolition and reclamation
    • Rokiric Pavillion
    • Zobar, one of the Titans of Ravnica. Now destroyed.
    • Empty Cup Row, an abandoned building block used by the Izzet for experiments.
    • The Detention Compound, a place of correction for criminals.
    • The Harbor
      • Keyhole Village, a run down quarter where the harbor workers live.[27]
  • Unknown location

Boros territory[edit | edit source]

  • In the Second Precinct:
    • Augustin Station, the main airship station for the Tenth District.
    • A 10-foot-tall statue of Agrus Kos has become a meeting place for veterans, the mob, and Dimir spies.[20]
  • In the Fourth Precinct:
    • The Grand Couryard.
    • Sunhome, the guildhall and headquarters of the Theater of Fortification.
    • Horizon Military Academy, headquarters of the Theater of Recruitment.
    • Centerfort, the headquarters of the Wojek League.
    • The Bulwark, low-rent appartments and shops.
    • Sawtooth Prison
  • Dravhoc, a district built into a mountain, constructed in terraces.
  • Favarial, a district built across a large body of fresh water. One of the wealthier districts.
  • Zelzo Base, former headquarters of the Theater of Integrity. Now headquarters of the Wojek League.
  • In Precinct Six:
    • Kamen Fortress, former headquarters of the Theater of Order. Now the garrison that guards the Smelting District.[11]

Orzhov territory[edit | edit source]

  • In the First Precinct:
    • Orzhova, the guildhall and seat of the Obzedat.
    • The Vizkopa Bank, the center of Orzhov commerce. A massive institution encrusted with guardian gargoyles and orbited by the floating spirits of Orzhovan debtors.
  • In the Sixth Precinct:
    • Many mansions, banks, trading posts and churches.
    • The Grand Library.[23]
    • Coiner's Row, the business district
    • The Harmony Basilica.[23]
    • Kalnika Quarter or Kalnika District
      • The Dome of Black Dove.[23]
    • The Moon Market, held every fifth full moon and dedicated to forbidden wares.
    • The Plague Quarter
    • Sage's Row, a place critical to the guilds
    • Shanav Quarter, a place known for its hostility to the Selesnya
    • The Basilica of the Opportune (destroyed).[31]
    • Clover Heights.[32]
    • Prosperity Estates.[32]
    • Olicharch's Row.[32]
    • Penance Place.[32]
  • Near the waterfront:
    • Medori Park, a neighborhood with warehouses and rife with undead at night.

Selesnya territory[edit | edit source]

In the Greenbelt (the Third Precinct):

  • Vitu-Ghazi, guildhall of the Selesnya Conclave.
  • The Canopy, a neighborhood covered in trees with buildings around them and on the largest branches.
  • The Ivory Oaks, a stand of massive trees guarded by an order of albino Loxodon warrior-priests.
  • The Selesnya Saproling Nursery.[23]
  • Sumala, a giant meditation garden and home to some of the most magnificent Selesnyan architecture and scenic artistry.
  • The Kasarna training grounds.[33]
  • The Great Concourse. This is a massive series of interwoven roadways that are elevated through and high above the forest canopy.
  • North Ridge Forest.[31]
  • Concordance or the Old City, the oldest section of the precinct.
  • Beast Haven, a neighborhood where beast are trained for labor and sold to customers from around the city.
  • Initiates' Compound.[32]
  • Conclave Assembly.[32]

Izzet territory[edit | edit source]

  • In the Fourth Precinct:
    • Nivix, the guildhall
    • The Mizzium Foundry, the only place on Ravnica that manufactures Mizzium.
  • Ivy Street
  • Lurias, a district far away from the Center of Ravnica near a "coastline", the meeting place of a swamp used for farming and a large river.
  • Mauzam Asylum
  • In the Undercity:
    • The Boilerpits, a series of underground passageways formed by intertwined high-pressure metal pipelines.
  • Ovitzia, a district full of mansions of the wealthy.
  • Construction Site Zurzic, a mysterious sky-line changing building under construction near Privnik Plaza.
  • A massive new building project with an unstated purpose.[34]

Simic territory[edit | edit source]

  • In Precinct Five:
    • Zonot Seven. The only zonot inside the boundaries of the Tenth District; originally a simple lake before the opening of the zonots. It is fed directly by a river passing around an area of land claimed by rogue Izzet chemists, which the Simic wish to claim as an aquatic thoroughfare.[35]
    • Zameck, the current guildhall of the Simic Combine.
  • In Precinct Six:

The Smelting Quarter is the center of Ravnica's industry. It is also home to numerous unguilded.

  • Keyhole Downs, a place known for its dishonest merchants.[27] Rumored to have ties with the Rakdos.

Dimir territory[edit | edit source]

  • Dinrova Heights, a massive building used as a meeting place for the high-ranking guild mages of the Dimir.
  • Bane Alley, a street where "illegal" services like assassination, extortion or graft are offered by Dimir agents.
  • In Precinct Five:
  • The Ismeri Library, an officially guildless public library under Dimir control. Used as a major communication center of the guild.
  • in the Undercity:
    • Duskmantle, the restored guildhall. Protected by memory wards.
    • Nightveil, the sprawling residence of the Dimir elite. An extensive system of of natural caverns which house high-walled mansions.
    • Fiend's Crawl, lair of many vampires.

Rakdos territory[edit | edit source]

  • In Precinct Six:
  • Gore House, a notorious club
  • In the Undercity:
    • The Demon's Vestibule, the staircase down from the Smelting Quarter. Veins of lava running down the wurm-carved walls shed a dull-red light. The wall are lined with hundreds of torn and overlapping banners.
    • The Hellhole, housing of the Rakdos.
    • Rix Maadi, the Rakdos guildhall
      • The Festival Grounds, a vast, derelict courtyard in front of Rix Maadi.
      • The Jester's Crypt, a dark tunnel where Rakdos takes cultists who displease him. Few ever return.
  • Derision's Peak [25]
  • The Broken Toybox, a tavern and discreet brothel, with some very unusual goings-on in the basement suites.[36]

Golgari territory[edit | edit source]

  • Zanikev, largest reclamation zone of the Golgari, encompassing several former neighborhoods. Also known as the "Great Rot Farm".
  • In Precinct Six:
    • Deadbridge Chasm, a large sinkhole, used as a public disposal for corpses. The massive platform spanning it is supported by stone arches that are buttressed by vines, fungi, and bonewood.
      • Wayport, a trading zone located on a pillar in the chasm.
      • Benzer's Bridge, main thoroughfare for cargo travelling to and from Districts beyond the Tenth.
  • The Devlin Crevasse, a vast fissure in the earth that interrupted the Ravnican street plan.[21]
    • Madman's Bridge, a long, thin structure over the Crevasse. On the verge of collapse.
  • In the Undercity:
    • Svogthos, old guildhall. Now abandoned.
    • Korozda, the Maze of Decay. New guildhall of the Golgari.
      • Penvar, the Hanging Keep. A castle fixed upside down on the ceiling above the entrance of Korozda.[37]
    • House of the Ochran, headquarters of the Golgari assassins.
    • Umerilek, Mausoleum of the Erstwhile.
    • Stonefare, a network of ancient brick tunnels that wind through the Golgari-controlled areas, polluted with sticky slime, fungi, and cobwebs and lined with petrified bodies of gorgon victims.
    • The Corpsefloat Valves. Valves constructed of fungal membranes closing off certain sewerways. They open and close by Golgari command, allowing carcasses and other traffic to float through.
    • The Felden Pipe Entrance, drop-off point for corpse haulers.[23]

Gruul territory[edit | edit source]

  • The Samok Stand, a grove of towering trees slowly reclaiming the city. Defended by predators.

Independent territory[edit | edit source]

  • The Thinktank Enclave, an independent guildless city located in Precinct Five. It is founded on a thirty-block (but growing) tract of land formed from a raft of Golgari garbage jutting into the river. Formerly run by the Izzet, an emergency situation prompted the temporary and subsequently permanent sovereignty of this city. It is governed by Grand Arbiter Hendrik "B.H." Azmerak.[24]
    • The Blistercoils, a series of gigantic mizzium coils that generate large amounts of mana .


Neutral territory[edit | edit source]

  • In Precinct Five:
    • Prism University, a center of learning that concentrates on magical theory and application.

Unknown location[edit | edit source]

  • Novijen, the former Simic guildhall. Now destroyed.
  • Plaza of Harmony
  • Parhelion II
  • Seven Swords, a small block of streets lined with large stone townhouses that had seen better days. [38]
    • Frost Lane
    • Green Street
      • The Silver Curtain, an abandoned theater (destroyed)
  • Dogsrun neighborhood, a genteel rectangle of quiet streets tucked away from the major thoroughfares.[16]
  • Tovrna, an outlying district.[21]

The Red Wastes[edit | edit source]

The Red Wastes are located directly north of Precinct Four

  • The Rubblebelt, a discontinuous archipelago of wasteland zones outside of the Tenth District. Claimed by the Gruul Clans.
    • Skarrg, the gutted, cratered remains of a massive palace. A place of tradition for the Gruul.
    • Oakchar, a fifty-foot-tall, partially petrified oak used to display the skulls of fallen Gruul chieftains.
    • Axebane Forest, a sentient forest under the protection of an order of Druids.
    • The Husk, headquarter of the Slizt Clan.
    • Mahovana, The Haven of Moss, a ruined part of the city, covered by large trees.[27]
    • The Cairn of Years' March, the ruin of a huge colosseum.

Agyrem[edit | edit source]

The Mausoleum District[edit | edit source]

Irbitov (the mausoleum district), is an Orzhov-controlled quarter populated with mausoleums, memorial statues, and underground vaults.

The Lake District[edit | edit source]

Jezeru (the Lake District) is an entire district covered in shallow water. It is an attempt to bring the Simic above ground.

The Utvara Reclamation Zone[edit | edit source]

  • Utvara, is a harsh land situated outside the main city and formerly controlled by the Selesnya Conclave.
    • The area had once been a part of the ancient hunting grounds of Niv-Mizzet, whose first lair is supposedly located somewhere within the zone.
    • Vitar Yescu, an enormous tree in a state of perpetual flower, was planted by the Selesnya Conclave to provide an antigen to the local plague. It was mostly burned to the ground after Zomaj Hauc's failed attempt to revive several ancient dragon eggs.[39]

The Undersea[edit | edit source]

Rivers, lakes and oceans run deep below the surface of Ravnica, Several of the connect to the Simic zonots. They are used as thouroughfares by aquatic races and monsters. This area has traditionally been home to Ravnica's merfolk and to a variety of marine life, but has recently become home to escaped krasis that have had an adverse effect on the native ecosystem.[40]

Other locations outside the Tenth District[edit | edit source]

  • The Zonots, sinkholes controlled by the Simic Combine leading all the way down to the Ravnican oceans. They pass through a dozen layers of crumbled city.
    • Zonot One. Speaker Zegana's home zonot. Zonot One is the smallest zonots and has a somewhat somber feeling compared to others.
    • Zonot Two.
    • Zonot Three. Vannifar's home zonot.
      • Navika, a laboratory of the Guardian Project, build or grown in the form of an enormous nautilus shell.
    • Zonot Four. The largest of the zonots. It has the marine troll Trifon as its speaker. Threatened by Golgari incursions.
    • Zonot Five, a tourist destination, where the guildless can come to see the ocean as well as to observe Simic life.
      • The Helical Stair, an enormous column of marine plant matter.
    • Zonot Six.
  • The Steambath Quarter
  • The Wrights' Quarter
  • Tisya
  • Avaric, a district controlled by the Orzhov but with a deep anti guild sentiment.[41]
    • Bitter End Tavern
  • Tovrna, a backwater part of the city with many factories.[16] Once a power in its own right, it had slipped into somnolence over the centuries,

Trivia[edit | edit source]

  • Ravnica's currency is referred to as zibs and zinos, with 100 zibs making up 1 zino. 10 zibs will buy you a cup of coffee.[20]
  • Ravnica means "plain" in Serbo-Croatian coming from the word ravan, meaning flat, level, plane. It's pronounced "rahv-NEE-cah" even though "rahv-NEE-tsah" would be the more precise pronunciation, since Wizards uses the same phonetics each time in order to avoid spelling issues.[42]
  • According to legend, the City of Ravnica (the central metropolis) had been meticulously designed with Izzet precision after the signing of the Guildpact as a gift to the other guilds.  The city had also been a secret offering to Niv-Mizzet that would have created a city-sized power sigil giving the Magewrights ultimate control over the plane. Izzet goblins supposedly fumbled the design just enough to prevent the sigil from working as intended.[39]     

Planeswalker visitors[edit | edit source]

In-game references[edit | edit source]

Notes and references[edit | edit source]

  1. Mark Rosewater (November 29, 2016). "The Rabiah Scale". Blogatog. Tumblr.
  2. Rei Nakazawa (September 05, 2005). "Life in the Big City". magicthegathering.com. Wizards of the Coast.
  3. Matt Cavotta (January 25, 2006). "Life in the Big City (2)". magicthegathering.com. Wizards of the Coast.
  4. Planes of Existence: Ravnica
  5. R&D Narrative Team (January 31, 2018). "Sabotage". magicthegathering.com. Wizards of the Coast.
  6. Magic Arcana (January 26, 2006). "Ravnica's Wild Weather". magicthegathering.com. Wizards of the Coast.
  7. Seen in Benediction of Moons
  8. Future Sight Player's Guide
  9. Casually upending a popular lore belief.
  10. Dissension, Chapter 8
  11. a b c d e f g h James Wyatt (January 2019). "The Art of Magic: The Gathering - Ravnica'" . Wizards of the Coast
  12. a b In Agents of Artifice, there is no mention of the Agyrem still overlying Ravnica.
  13. Alison Luhrs (May 31, 2017). "Pride of the Kraul". magicthegathering.com. Wizards of the Coast.
  14. a b Adam Lee (August 29, 2012). "Ravnica, then and now". magicthegathering.com. Wizards of the Coast.
  15. Django Wexler (June, 2019), The Gathering Storm/Chapter One. Del Rey.
  16. a b c Django Wexler (June 19, 2019), The Gathering Storm, Chapter Three. Cite error: Invalid <ref> tag; name "Chapther Three" defined multiple times with different content
  17. Guild Summit
  18. Django Wexler (August 14, 2019), The Gathering Storm, Chapter Ten.
  19. Greg Weisman (April 2019). "War of the Spark: Ravnica". Del Rey.
  20. a b c d James Wyatt and Jeremy Crawford (November 2018). "D&D Guildmasters' Guide to Ravnica", Wizards of the Coast.
  21. a b c Django Wexler (July 11, 2019), The Gathering Storm, Chapter Six.
  22. Monty Ashley (November 29, 2012). "Walking the Promenade". magicthegathering.com. Wizards of the Coast.
  23. a b c d e f Jenna Helland (October 29, 2012). "The Azorius Ten Most Wanted". magicthegathering.com. Wizards of the Coast.
  24. a b c Nicky Drayden (February 27, 2019). "The Ascension of Reza". magicthegathering.com. Wizards of the Coast.
  25. a b c Nicky Drayden (January 23, 2019). "The Illusions of Child's Play". magicthegathering.com. Wizards of the Coast.
  26. Ari Levitch (March 13, 2013). "Bilagru Will Come for You". magicthegathering.com. Wizards of the Coast.
  27. a b c Nicky Drayden (October 10, 2018). "Under the Cover of Fog". magicthegathering.com. Wizards of the Coast.
  28. Nicky Drayden (January 30, 2019). "Rage of the Unsung". magicthegathering.com. Wizards of the Coast.
  29. Greg Weisman (May 22, 2019). "War of the Spark: Ravnica – Rallying the Reluctant". magicthegathering.com. Wizards of the Coast.
  30. Django Wexler (July 31, 2019), The Gathering Storm, Chapter Eight.
  31. a b Nicky Drayden (November 14, 2018). "Bound and Bonded". magicthegathering.com. Wizards of the Coast.
  32. a b c d e f Nicky Drayden (February 20, 2019). "The Ledger of Hidden Fortunes". magicthegathering.com. Wizards of the Coast.
  33. Flavor text for Centaur Healer
  34. Steam Vents (Guilds of Ravnica)
  35. Nicky Drayden (February 27, 2019). "The Ascension of Reza". magicthegathering.com. Wizards of the Coast.
  36. Django Wexler (June 26, 2019), The Gathering Storm, Chapter Four.
  37. Nicky Drayden (November 7, 2018). "Death's Precious Moments". magicthegathering.com. Wizards of the Coast.
  38. Django Wexler (June, 2019), The Gathering Storm/Chapter One. Del Rey.
  39. a b Cory J. Herndon. (2006.) Ravnica Cycle, Book II: Guildpact, Wizards of the Coast. ISBN-13 978-0786939893.
  40. Nicky Drayden (February 6, 2019). "The Principles of Unnatural Selection". magicthegathering.com. Wizards of the Coast.
  41. Ari Marmell (2009). "Agents of Artifice". Wizards of the Coast
  42. Mark Rosewater. "How do you pronounce ixalan since the plane is...". Blogatog. Tumblr.
  43. See background for Tamiyo, the Moon Sage (Mythic Edition)
  44. Kate Elliott (August 15, 2018). "Chronicle of Bolas: The Unwritten Now". magicthegathering.com. Wizards of the Coast.

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