Ardita, Angel of Judgment:
The Visut, the Black/White guild, work off a mechanic called Possess, which works by turning creatures that die into enchantments that help or hurt what it enchants. Ardita here works off another concept Black/White can work with: Life drain. Plus, by sacrificing a creature, you can chain together Possess abilities and enchant more creatures to make her effect more powerful!
Blood Reflector:
The Naitra are a mono-blue Artifact guild based off cloning and creating copies of things. Blood Reflector can summon a copy of an attacking creature an opponent controls to your side in order to block it, if you have the mana.
Dementia Engine:
The Oboro remain unchanged throughout: They focus on the Drain mechanic, which uses creatures as a sacrifice in order to reduce the abhorrent mana costs of the creatures and spells in the guild. Dementia Engine is one of the very few cards in this set to remain wholly unchanged; it still has the concept of removing cards in your graveyard from the game in order to become more powerful, and it's still a very red artifact with the way it just runs right over you.
Garyak, Ojon Basilisk:
The Ojon are a blue/green guild based off nature and mana. Their mechanic is Manafixing, which uses mana of any color to create mana of a specific color. Thus, the majority of the spells of the Ojon variety are understandably color-intensive. Garyak here is my attempt at creating a fattie that just gets bigger and bigger as you play. Not quite Tarmogoyf, but can get quite out of control if you let it.
Lava Spire Dragon:
The Citan are a red/blue guild based off lightning and fire. Their mechanic, Shock, works of paying alternate costs to cast their spells if an opponent has been dealt noncombat damage during the turn you cast it. Most cards, much like this one, gain a neat special ability when you cast them for their alternate costs. This thing can be a one-sided Wrath if you're lucky, because there are a ton of Dragons in Citan.
Omnirender:
The Garis have undergone the greatest amount of change out of all of the guilds, being turned from black/blue to black/green. They now represent decay and the namesake of their mechanic, Rot; the mechanic forces you to put rot counters on a land you control when the card is put into a graveyard. Any land with 5 or more rot counters is immediately put into its owner's graveyard. Omnirender is one of many of Garis' prime examples of "playing on no lands"; if you have none, you've just cast a 10/10 trampler for
three mana!
Shepherd of Dragon's Flame:
The Ailna are a red/white guild of fighting soldiers and dragon tamers who fight as a brotherhood. Their mechanic is Fortify, an ability that works when fighting enemy creatures. When they attack and become blocked, they get +1/+0 for each attacking red creature. When they block enemy attackers, they get +0/+1 for each blocking white creature. SoDF here is a spin on the white/black knights of the older sets: For two mana, you get either of red or white's core abilities, and you can pump it with red or white mana to keep it alive! Initially, this thing could fly, but I decided that was a bit much.