Magic The GatheringMTG DraftRavnica Remastered

Ravnica Remastered's Fixing Slot: Guildgates vs. Signets vs. Shock Lands

A ten-guild limited format only works if every drafter has a realistic way to fix their mana, and Ravnica Remastered solves that with a dedicated booster slot instead of basic lands.

That slot can produce a Guildgate, a Signet, a shock land, or occasionally a Chromatic Lantern, each offering a different tradeoff between speed, cost, and reliability.

Understanding those tradeoffs matters at the draft table, since the fixing you open often shapes which guild pair is actually realistic to build that day.

This guide breaks down what each option does and how to think about the slot as a whole when you're assembling a two-color deck.

No Basic Land Slot, a Fixing Slot Instead

Ravnica Remastered boosters have no dedicated basic land slot at all; that space is reserved specifically for the set's mana-fixing cards instead.

That design choice is a direct response to the format's ten-guild structure, since a normal basic-land-heavy draft environment wouldn't reliably support that many two-color decks running side by side.

Guildgates: The Reliable Floor

Guildgates are the format's simplest fixing option, entering the battlefield tapped in exchange for producing either of a guild's two colors on demand.

They're not exciting, but they're a reliable floor for any deck that needs guaranteed two-color mana without spending a card slot on a spell-based fixing effect.

Signets: Fixing That Ramps

Signets convert one mana of either guild color into both colors at once, functioning as cheap artifact mana rocks that both fix color and accelerate a deck's overall mana curve.

That dual purpose makes Signets a strong pull in slower guild archetypes like Simic or Dimir, where extra mana matters as much as color access.

Shock Lands: The Slot Everyone Wants to Open

Shock lands let a player pay two life to enter untapped instead of tapped, making them the format's premium fixing option for decks that can't afford to lose tempo.

They're also the chase pull of the fixing slot specifically, since Collector Boosters carry borderless versions of these lands that collectors actively hunt down separately from the gameplay value.

Chromatic Lantern as the Rare Fourth Option

Chromatic Lantern occasionally shows up in the same slot, offering a five-mana artifact that fixes for every color at once rather than just a single guild's two colors.

It's a rarer pull than the other three options, and its higher cost makes it more of a payoff for multicolor decks reaching beyond a strict two-color guild plan.

Building a Two-Color Manabase From One Booster Slot

Because every pack guarantees some form of fixing, a completed Ravnica Remastered draft deck usually ends up with several fixing lands or rocks without needing to draft any of them as a priority pick.

That guarantee is part of what makes the format feel smoother to draft than a typical set, since color screw from a lack of fixing is far less likely to decide a game.

Why This Slot Design Might Not Return in Future Sets

A dedicated ten-guild fixing slot makes sense specifically because Ravnica Remastered supports ten simultaneous two-color archetypes, a structural choice most standard sets don't attempt since they typically focus on three to five color pairs at most.

That means this exact fixing-slot design is more likely to reappear in a future Ravnica-themed limited product than in an unrelated new-card set, where basic lands still make more sense for a smaller archetype spread.

What Happens When You Open Multiple Fixing Pieces in One Pool

It's common to end up with more fixing than you strictly need in a two-color Ravnica Remastered draft deck, and extra Signets or Guildgates beyond what your curve calls for can often be cut in favor of another playable spell.

Recognizing when you have enough fixing already, rather than automatically running every piece you opened, keeps your deck's spell count high enough to actually close out games.

Sorting your fixing lands into 9-pocket binder pages (40-sheet pack) keeps a finished manabase easy to find later.

Common Mistakes to Avoid

  • Passing on a shock land in Collector Boosters without realizing it's the slot's premium chase pull.
  • Assuming a Guildgate is a wasted pick instead of a reliable, guaranteed floor for two-color mana.
  • Overvaluing Chromatic Lantern in a strict two-color deck where its full-color fixing goes to waste.
  • Forgetting that Signets both fix mana and ramp, making them stronger in slower archetypes.

Frequently Asked Questions

Does Ravnica Remastered have basic lands in its boosters?

No, that slot is entirely replaced by a dedicated mana-fixing slot.

What can the fixing slot contain?

A Guildgate, a Signet, a shock land, or occasionally a Chromatic Lantern.

Which fixing land is considered the chase pull?

Shock lands, especially their borderless Collector Booster versions.

Are Signets good outside of fixing purposes?

Yes, they also ramp a deck's total available mana, making them useful in slower archetypes.

Can I run more fixing than my deck actually needs?

You can, but trimming excess fixing in favor of another playable spell usually strengthens a finished deck.

Fix Your Mana, Then Focus on the Game

Ravnica Remastered's fixing slot removes most of the mana-screw risk that usually complicates a ten-color-spanning limited format, letting drafters focus on archetype choices instead.

Store your fixing lands and Signets alongside the rest of your build in a 9-pocket flex binder so nothing gets separated from the deck it belongs to.

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