Written by Splitmoon and the Revolution Curators
The biggest change to the Revolution Custom Standard Format since its inception has just hit the shelves: expanding the set pool from 6 sets to (an eventual) 8! That means for this rotation, we are seeing not one, but two sets join the format. These sets are Kitsuo: Dusk of Time by Provocative and Errors in the Weft by DrChipmunk. Let's take a brief look at them.
Kitsuo: Dusk of Time draws a great deal of inspiration from Japanese culture and folklore, offering a lot to love for both fans of old-school Kamigawa and contemporary players alike. Featuring a host of new and returning mechanics, especially ones that revolve around creatures, Kitsuo is sure to add a lot of texture to the format's combat. Errors in the Weft takes a cool left turn with a computer-age aesthetic that explores some very unique gameplay. Players will have a ton of fun finding the best way to utilize these fresh designs! There is a lot to see for both of these sets, so I recommend checking them out in full using the links above. In the mean time, our curators also have thoughts to share, and had a difficult time picking out the card they are most looking forward to playing in the new rotation!
PTM: We’ve got two sets joining the format, so I had more red 1-drops to pick from than usual! Let's talk about Impulsive Underling.
You, like others, might be looking at this thing and thinking “Boy, this sure is fantastic with Primal Fissure!”—and you’re not wrong.
But today I want to talk about what I think is going to be the most important 1-drop/2-drop synergy in red decks for the next two years.
Impulsive Underling’s best friend isn't Primal Fissure. It’s Cache Thrasher.
This 1-2 combo means you’ll be set up to trigger your Impulsive Underling every turn—whether you’ve got the mana to play your cached cards or not. However, if you keep your curve low to the ground, you’ll have a (very expensive) card advantage engine that turns its own drawback into a partial payoff!
With cards that generate Treasures, like Shigane Manor Burns and Newborn Oni also joining the format, on top of cards like Audacious Roughrider (and maybe even a home for Raider’s Blessing?), this curve is going to be hard to top in terms of red’s early turns.
But the fun doesn’t stop there—Cache Thrasher is a great early play if you’re going higher on the curve as well: decks with more mana are happy to have the card advantage, and I’m expecting big red to make its return this coming season.
Keep your eye out for both of these cards in the ERR/KDT rotation—and pack your early interaction!
Scribbl: I'm a simple man—I see "kill creatures, gain life, and draw a card", and I press like.
Damn to Hell lets me live out my control player dreams with its combination of comeback potential and versatility. It takes a lot for removal to be worthwhile at 5 mana, and being able to split damage across multiple bodies while also padding your life total hits that sweet spot, all at instant speed so you can hold up mana for other spells and handle haste creatures before they accrue value. It also features some incredible utility with Swampcycling, helping you in multiple scenarios—in matchups that run fewer creatures where you don't want the removal, and if you get stuck for lands in the early game.
Damn to Hell goes hand in hand with its rotation partner, the monocolour-focused Errors In The Weft, which also features a creatureland with the Swamp type that you can tutor for if you want to start turning the corner. With multicolour decks having been the rage lately, I'm very excited to throw 24 swamps into a goodstuff pile and jam.
AllWhoWander: Its no secret that my favorite type of card in magic is the enchantment-based repeatable value engine. Rhystic study, black market connections, I could go on and on. We see them pretty often in black, blue, (and sometimes white and green), but it's pretty rare to see something equally appealing in red. Thus, the card I am most excited to play with this rotation is Kitsuo's Shigane Manor Burns.
The card provides a host of simple, but effective staple effects that are valuable to any red deck across the course of the game: Chapter 1 creates a tapped treasure, allowing players to ramp to 4-drops on T3 and compete with green's best acceleration (albeit only temporarily). Chapter 2 is a simple card filtering engine, allowing you to smooth your draws into something that you plan on using that turn. And chapter 3 advances the game state by bringing your opponent closer to death. Then, thanks to time loop, you get to do it all again and again and again!
What I like about SMB is that it provides three different staple red effects that are all useful at different parts of the game. The treasure-based acceleration is valuable early in the game when you're trying to power out extra (or more expensive) spells), the card smoothing is useful in the midgame when you're trying to find the answer or threat that best suits the situation at hand, and the 2 damage per cycle is nice when you're trying to cross the finish line.
I hope that SMB will find a home as a staple effect in any but the most aggressive red decks (and maybe there too!), like Fable of the Mirror-Breaker in standard or Conjoined Irradiant in previous seasons of revolution. Either way, it's a fun card that does a lot of valuable things—here's hoping that the sum of them is good enough to see a ton of play!
platypeople: Much of the last few seasons of Revolution has been defined by over-the-top ramp decks that regularly pay 9-mana flashback costs on their way to victory. I'm very excited to try Resource_Inversion in these shells as a mana tripler that doesn't have to wait a turn cycle to start showering you with extra resources. Resource_Inversion has the Error creature type, newly introduced in Errors in the Weft for use on gigantic creatures with game-bending abilities. Over-the-top ramp decks have a litany of new tools to consider from this set centered around these monstrosities, so Resource_Inversion is coming in with plenty of backup to power these strategies. There are even some other permanents with powerful tap abilities like The Shattered Throne and Subsidized Market that get a ton of extra juice out of the untap inversion. Resource_Inversion seems like the perfect simple-yet-powerful mythic for anyone looking to spend ludicrous amounts of mana in this upcoming Revolution season.
Kayiu: Look, platypeople, imma let you finish, but you're talking about the wrong monoG bomb for ramp. Let me introduce you to a little card called Aurore, Buffer Exec. All of the Execs are exciting as straightforwardly powerful monocolor incentives, but they're generally balanced around the threat of achieving multiple triggers from their titan ability. Not so for Aurore, where a single trigger is also she needs to immediately swing the game in her favor. Who cares if your opponent untaps and kills her, when you're going to be untapping with 10+ mana!
Where Aurore shines is how perfectly she slots into the heavily graveyard-oriented shell that ramp strategies have been moving into. Root Fossil and Archaic Obelisk are already staples for the deck, and latter can fill up your graveyard terrifyingly fast. Meanwhile, Estrathian Gentrifiers and Alrantan Visionary help stock your grave with lands, with the latter even curving neatly into her. And this is only nonlands—never mind that the staple manabase of the format is made up of 8x basic fetches, and that we're getting additional fetchlands from Aurore's own set! And once you've got that mana, just drop a Groudon and draw your entire deck, or call down a meteor to crush your opponent with Terminal Impact. Overall, Aurore is a card that's so loaded with power that we're gonna have people calling her "Nerfher Exec" instead!
Zangy: Welkin Eviction doesn't quite need much of an introduction. It's the type of card that meshes entirely with the type of deck I've been running for the past season and slots in so perfectly that the play patterns don't really need explained. Cycling is a fun strategy to get paid off for, and Eviction does so in a way that still lets the deck operate on an instant speed basis. This, along with a few more other tools, leads me to believe that the W-based control decks will still be thriving for a long while. Or, at least, until TRX rotates out!
Written by platypeople
Come one, come all, to the fourth annual Revolution World Championship! This double-elimination invitational tournament brings grand prix winners and league grinders from the past year together for one winner-takes-all blowout event.
The 16 competitors brought 14 unique deck archetypes, indicating a much more wide-open metagame than what's been seen at previous world championships. Several of these decks categorize neatly into larger groups, however. Three players brought white-based control spanning Azorius, Orzhov, and Azorius with a colorless splash for Xiv, Replisparked. Two players brought Jund ramp topping out with Warden of Tremors, the format's own interpretation of Mega Groudon. Two players built around Plush Collection hoping to generate endless copies of high-value creatures with cheap activated abilities. Two players brought Abzan enchantments decks hoping to grind using Kynaios, Blade-Bound. Two players brought green-based aggressive decks built around the proven core from this season's grand prix series, with one player adding a red splash for more speed and more Heroic synergies. The remaining singletons included Golgari Chronicles, Jeskai Amp-It-Up, Four-Color Regis, Abzan Grand Consonance, and Bant Enchantments also featuring Kynaios.
The final four of the winner's bracket had representation from lots of different deck categories. Laurel on Four-Color Regis was able to best Cool Beens on Gruul Heroic aggro 2-1, with Regis having the larger creatures earlier in the curve and Gruul not having as many tools to disrupt the critical assembly of three Golem creatures to awaken the Regis' full power. Stasis on Bant Enchantments also pulled out a 2-1 match win against Splitmoon on Orzhov control in a grinding slugfest from start to finish. Stasis was able to string together another match win against Regis off the back of tight and effective play against unfortunate mana trouble on Laurel's side of the table. In the underworld of the loser's bracket, Provocative on Green aggro managed a Herculean comeback against several tough matchups from a second-round loss all the way to the finals match. This run even included an avenging win against Laurel, who had handed Provocative their initial loss earlier in the tournament.
The stage was set for the grand finals. Provocative would have to win two matches in a row to take the title, while Stasis could win it immediately in match one. If those stakes weren't high enough, Bant Enchantments is possibly the toughest matchup in the bracket for monogreen. The deck is full of cheap removal, large creatures, and ways to search out those tools while staying ahead on card advantage, all nightmares for a green aggressive deck with limited interaction and value generation. Provocative would need a miracle, and a miracle they would get, earning the first match win 2-1 and leveling the playing field for the final showdown.
Alas, the Cinderella run would find its end in the ultimate match. Stasis won a clean 2-0 victory, and with it the eternal glory of Revolution's fourth world championship crown! Stasis, the designer of Revolution set Cliques of Nylin, earned the privilege to add yet another card of their own design to the format. This new design, along with the design from our fantasy worlds competition, will rotate into the format alongside Kitsuo: Dusk of Time (designed by Provocative) and Errors in the Weft (designed by Dr Chipmunk) on May 1, 2025.
Click here for full video coverage of the match with commentary!
Congratulations to Stasis on a tournament well-fought and to all our competitors for distinguishing themselves over the past year of Revolution. As the format sees its largest shakeup ever with two sets joining to replace the rotating Hyperpop, the best time to join the Revolution is now!
Written by AllWhoWander
Revolution, April 2025
The fourth tournament of Revolution’s thirteenth rotation concluded this past month at Grand Prix Halls of Valor. As is tradition, for the final rotation of each revolution season, the curators put something special together—and this month was especially exciting! For with April came the first installment of Revolution: Planechase! Featuring a selection of planes from throughout revolution's history, designed by the designers who first created them, GP Halls of Valor proved to be an exciting and chaotic tour of the revolution multiverse! Sixteen players participated in GP Halls of Valor, using strategies that took advantage of the unique properties of their planar decks to excel in ways that wouldn't be possible without them. These unique strategies were best exemplified by the two decks that made the finals.
On one side, we had Philippe Saner, champion of the past two GPs hoping to score the hat trick. Philippe had brought a variant of his favored deck, GBx Graveyard Value, which had brought him significant success in the past few GPs. This version, however, leaned much more heavily on a ramp package, splashing red for Speculative Stockbroker as a cheap ramp option and a full playset of Warden of Tremors to convert extra land drops into oodles of card advantage. Whereas in a non-planechase game, this extra mana generation runs the risk of flooding out, the deck takes advantage of its planar deck to both serve as a mana sink by rolling the planar die, and by making use of planes that mill to fill their graveyard with all sorts of goodies like Root Fossil and Chronicle of Extinction.
DrChipmunk's deck, on the other hand, was aiming to play more of a tempo-focused game plan. Like three other players in the field, her gameplan was to use cheap flashback spells in combination with Lightspeed Launcher to provide card advantage. Like Philippe, her deck made use of the planar deck's self-mill tools to eke out card advantage through a plethora of flashback spells, but also played several planes that provided her deck a key advantage, such as Kywon's Testing Grounds to convert those spells into a horde of drakes, or Karsi's Spine to power out a turn 1 Covetous Frostwyrm.
After three tense and well-fought games, Chipmunk emerged victorious as our first ever planechase champion! Given the enthusiastic response of the playerbase to the quirky new format, I expect to see a whole host of new planes from our incoming sets, so that when we return to planechase again, we'll have a whole new set of toys to play with! Congratulations to DrChipmunk, well fought to Philippe, and remember, as we go into our first ever double rotation: if you want to get involved in a family of standard-like formats with sets beloved by the community, the best time to join the revolution is now!