Gatecrash (GTC): Set Guide for Magic: The Gathering

By Kim HildeqvistUpdated

The gates of Ravnica swing open wider with Gatecrash, the second set in the Return to Ravnica block. Released on February 1, 2013, it's the sixtieth Magic expansion and picks up exactly where Return to Ravnica left off - back on the city-plane of Ravnica, with five different guilds stepping into the spotlight.

If Return to Ravnica gave us the Azorius, Dimir, Rakdos, Gruul, and Selesnya guilds, Gatecrash is their counterparts' turn: Orzhov, Dimir, Gruul, Boros, and Simic each get their mechanics, their identity, and their moment in the story.

What is Gatecrash?

Gatecrash (set code: GTC) is a 249-card expansion set in the Return to Ravnica block, released February 1, 2013. It's the second of three sets in the block, sandwiched between Return to Ravnica (2012) and Dragon's Maze (2013).

The set continues Magic's return visit to Ravnica, the city-world governed by ten competing guilds. Gatecrash focuses on five of those guilds - Boros, Dimir, Gruul, Orzhov, and Simic - each of which brings its own two-colour identity, mechanical theme, and place in the city's political landscape.

Format check: As a 2013 set, Gatecrash has long since rotated out of Standard. It's legal in Modern, Legacy, Vintage, and - for individual cards at the appropriate rarity - Pauper.

Themes and mechanics

Each of the five guilds in Gatecrash has its own signature mechanic, which is really the heart of how the set plays. This is one of Magic's great design traditions on Ravnica: every guild feels different because it's built around a distinct way of interacting with the rules.

The five guilds and their mechanics

| Guild | Colours | Mechanic | Flavour identity | |---|---|---|---| | Boros | {W}{R} | Battalion | Military legion, angels and soldiers | | Dimir | {U}{B} | Cipher | Secretive spymasters, memory thieves | | Gruul | {R}{G} | Bloodrush | Wild clans, savage beasts | | Orzhov | {W}{B} | Extort | Corrupt religious syndicate | | Simic | {G}{U} | Evolve | Bio-engineers merging nature and science |

Battalion rewards you for attacking with three or more creatures at once - a fitting mechanic for the Boros Legion, who fight as a disciplined, overwhelming force. Get enough boots on the ground and your creatures start triggering powerful bonuses.

Cipher lets you encode a spell onto a creature, then cast a copy of that spell whenever that creature deals combat damage to a player. It's a deeply Dimir mechanic: secrets written into flesh, repeating their effect over and over if your opponent can't answer the creature.

Bloodrush is an activated ability you can use from your hand - discarding the card to pump an attacking creature. It gives Gruul a sneaky amount of combat reach that your opponent can't easily play around, since the buff comes from cards they can't see.

Extort triggers whenever you cast a spell: you may pay {W/B} to drain each opponent for 1 life and gain that much life. It's incremental, it's relentless, and it fits the Orzhov Syndicate's philosophy of bleeding everyone around them dry over time.

Evolve puts a +1/+1 counter on a creature whenever another creature with greater power or toughness enters the battlefield under your control. The Simic mechanic is all about growth - creatures that get bigger and bigger as you keep developing your board.

Limited and Draft

Gatecrash is a guild-focused draft format, which means most of your decisions revolve around which one or two guilds you're committing to. The five mechanics play very differently from each other, so the format has a lot of variety depending on which seat you end up in.

Boros battalion rewards aggressive, board-wide strategies - you want lots of creatures and you want to attack every turn. Gruul bloodrush gives your aggressive red-green decks combat tricks that function like pump spells but come from creatures in hand, making combat math extremely difficult for opponents.

Simic evolve pushes a more patient, build-around approach: get your evolve creatures into play early and then keep dropping bigger and bigger creatures to trigger them. Orzhov extort decks can be grindy and draining, leaning on the life-swing to outlast opponents. Dimir cipher rewards evasive creatures who can connect repeatedly - ideally in a slower, more controlling shell.

In my experience, the format rewards drafters who commit to a guild early and pick up the support cards that make its mechanic sing. Splitting between two non-synergistic guilds usually means neither mechanic fires reliably.

Notable cards and impact

The source material available doesn't detail specific format staples or ban-list entries for Gatecrash, so I'll stick to what we know rather than speculate. The five guild mechanics produced a wide range of cards, several of which found homes in competitive play after the set's release - particularly in Standard during the Return to Ravnica block season of 2013.

The preconstructed intro packs give a flavourful window into the set's notable rares:

  • Consuming Aberration (Dimir Dementia) - a creature that grows based on the number of card types in all graveyards
  • Rubblehulk (Gruul Goliaths) - a bloodrush creature whose size scales with lands
  • Treasury Thrull (Orzhov Oppression) - extort poster child with a recursion ability
  • Foundry Champion (Boros Battalion) - a payoff creature that rewards wide boards
  • Fathom Mage (Simic Synthesis) - draws cards whenever it evolves

These intro pack headliners capture the mechanical identity of each guild cleanly, which is a good sign of how well-designed each theme was.

Lore and setting

Gatecrash continues the story told in Gatecrash: The Secretist, Part Two, a novella by Doug Beyer published in February 2013. The story is set on Ravnica and follows Jace Beleren as the central character, alongside a substantial cast of guild-affiliated figures.

Characters who appear in this part of the story include:

  • Jace Beleren and Emmara Tandris - carrying the thread from the first part of The Secretist
  • Exava and Varolz - representing Rakdos and Golgari respectively
  • Mirko Vosk and Lazav - the Dimir's sinister operators
  • Lavinia and Ral Zarek - Azorius and Izzet guild figures
  • Trostani and Niv-Mizzet - Selesnya and Izzet leadership

The Secretist trilogy traces Jace's search for the secrets of the Implicit Maze - a mystery woven into Ravnica's streets that becomes the central plot of the block's conclusion in Dragon's Maze. Gatecrash sits in the middle of that journey, expanding the guild conflicts and deepening the political tensions across the city-plane.

Lore aside: Ravnica as a setting is distinctive even by Magic's standards - it's an entirely urban plane, a world covered wall-to-wall in a single vast city. The ten guilds don't just share space; they've divided every aspect of civilised life between them, from law enforcement (Azorius) to waste removal (Golgari) to public transportation (sort of Dimir, in a creepy way).

Set legacy

Gatecrash is remembered fondly as one of the stronger sets in the Return to Ravnica block draft environment. The five guild mechanics are each distinct enough that they pull the format in genuinely different directions, and bloodrush in particular is often cited as one of the more elegant combat trick designs Magic has produced - it's a mechanic that solves the problem of "win-more pump spells in Limited" by making those spells creatures you'd want anyway.

The set also holds an important place in Magic's storytelling history as the middle chapter of The Secretist, the first proper serialised fiction tied to a block release in this era of the game's story - a sign of Wizards leaning more intentionally into lore-forward set design.

For players who love guild-flavoured Magic - and there are a lot of us - Gatecrash is one of the most complete expressions of what Ravnica can be: five very different factions, each with a coherent mechanical and flavour identity, all crammed into one city and told to figure it out.

Frequently Asked Questions

When was Gatecrash released?
Gatecrash was released on February 1, 2013. It's the sixtieth Magic expansion and the second set in the Return to Ravnica block, following Return to Ravnica (2012) and preceding Dragon's Maze (2013).
How many cards are in Gatecrash?
Gatecrash contains 249 cards.
Which guilds are in Gatecrash?
Gatecrash features five of Ravnica's ten guilds: Boros ({W}{R}), Dimir ({U}{B}), Gruul ({R}{G}), Orzhov ({W}{B}), and Simic ({G}{U}). The other five guilds were featured in the first set, Return to Ravnica.
What are the mechanics in Gatecrash?
Each guild has its own mechanic: Boros has Battalion (bonus when attacking with three or more creatures), Dimir has Cipher (encode spells onto creatures to recast on combat damage), Gruul has Bloodrush (discard a creature to pump an attacker), Orzhov has Extort (drain opponents when you cast spells), and Simic has Evolve (gain +1/+1 counters when bigger creatures enter).
What formats is Gatecrash legal in?
Gatecrash has rotated out of Standard and Pioneer eligibility windows, but individual cards are legal in Modern, Legacy, and Vintage. Pauper-legal commons from the set are also legal in Pauper. Always check current format card lists, as legality can change with ban announcements.
What is the story of Gatecrash?
Gatecrash's story is told in the novella Gatecrash: The Secretist, Part Two by Doug Beyer, published February 2013. It's set on the plane of Ravnica and follows Jace Beleren and a large cast of guild characters — including Lazav, Ral Zarek, Niv-Mizzet, and others — as Jace searches for the secrets of the Implicit Maze, a mystery that runs through the entire Return to Ravnica block.

Cards in Gatecrash

249 cards in this set — page 6 of 16

Manacurve.gg is an independent website and is not affiliated with, endorsed by, sponsored, or specifically approved by Wizards of the Coast LLC. The literal and graphical information presented on this site about Magic: The Gathering, including card images, mana symbols, Oracle text, and other intellectual property, is copyright Wizards of the Coast, LLC, a subsidiary of Hasbro, Inc.

Manacurve.gg is not produced by, nor does it have any formal relationship with Wizards of the Coast. While Manacurve.gg may use the trademarks and other intellectual property of Wizards of the Coast LLC, this usage is permitted under the Wizards' Fan Site Policy. MAGIC: THE GATHERING® is a trademark of Wizards of the Coast.

For more information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at https://company.wizards.com/. This site is intended for informational and entertainment purposes only, and Manacurve.gg claims no ownership over Wizards of the Coast's intellectual property used.

The Slack, Discord, Cash App, PayPal, and Patreon logos are copyright their respective owners. Manacurve.gg is not produced by or endorsed by these services.

Card prices and promotional offers represent daily estimates and/or market values provided by our affiliates. Absolutely no guarantee is made for any price information. See stores for final prices and details.

All other content © 2026 Manacurve.gg